The Intramural Referee Handbook (Traditional )

 Rules are applied to all participating SUNY Purchase College Student/Staff/Faculty  All Referees must uphold rules and regulation of every intramural  All Referees must inform Director of any problem, misconducts, and injuries that occur either before, during, or after a  Unsportsmanlike behavior is not tolerated in any intramural sport. You are allowed one warning, if unsportsmanlike behavior continue you will be ejected from the game until further notice  At SUNY Purchase Intramural and Recreation we uphold the value of FUN, competitive or not, we want to make sure you are getting the most out of your experience  SUNY Purchase Intramural and Recreation welcomes all varsity and non-varsity players to participate in any of the sports we offer  Awards and Prizes are given to winning teams of every competitive intramural sport

The Sports Rules and Regulations 3v3 Basketball:

TEAM 1. Each team will play with no more than three (3) players on the court at once. 2. Teams must start and end the game with at least two (2) players. 3. The maximum number of players any team roster may have is 8. 4. All teams & players must be defined to the designated bench area as outlined in IM Policies 5. The three players will be one (1) man and one (1) woman with the third player the team’s choice. 6. A team with only two (2) players must play with one (1) man and one (1) woman.

BOUNDRIES 1. Game is played only from half court to basket 2. Game resets at half court 3. Out of bounds apply as they do for full court rules except the half court is considered an out of bounds line

TIME

1. Two ten-minute halves running continuously. 2. There will be a two-minute halftime. The last two minutes of the second half will continue under a stopped-clock for all dead-ball situations. Overtime: (a) Regular season will not have an overtime period. Games finishing in a tie will remain a tie. (b) Overtime periods in tournament games will be 2-minutes. Regular timing rules will be applied. (c) Possession to start Overtime will go to the team expecting the next Jump Ball. (d) If at the end of the original 2 minutes the game is tied, the game will be decided by a free-throw shootout. 3. Teams will alternate shooters, with the visiting team receiving first shot. Other than the first shot, there will be no minimum number of shots. The shooting order will be determined by the respective teams, but no player may shoot again until the rest of the team has shot (all members checked into play). 4. TIME OUTS: (a) Each team has one time-out per game. All time-outs are 30 seconds. (b) All time-outs carry over to overtime periods. Each team will receive one additional time-out per odd numbered overtime (+1 for first and third overtime, +0 for second overtime, etc.) for a total maximum of two time-outs. (c) Only players on the floor may call a timeout. There are no recognized bench coaches for the purposes of calling a time out.

SUBSISTUTION 1. All substitutes must report to the scorer’s table before entering the game. Each violation will be a technical foul.

PENALTIES

1. Personal Foul: This is any common foul. This is to include common and technical fouls. Each player will be limited to 4 personal fouls. 2. Team Fouls: Any personal foul or technical foul. Each team will be limited to 6 team fouls each half. 3. Intentional Foul: A foul with excessive contact on or away from the ball or a foul intended to stop play. This is a personal and team foul. 4. Technical Foul: Any foul that does not support or promote fair play. Technical Fouls are: A personal foul if committed by a single player in the court of play; A team foul assessed to the team’s Technical Foul total. 5. Flagrant Foul: Any foul resulting in violent contact or conduct. This is a team and personal foul. 6. Foul Procedures: a. All Defensive Fouls will result in retained possession for the offense (even after a converted basket). b. All Offensive Fouls will result in a change of possession and disallowing converted baskets. c. Any foul resulting in a Team Foul that causes the offending team to exceed the maximum number of Team Fouls will create two free throws for the fouled team (player fouled must shoot free throws). d. All Technical and Intentional Fouls will result in one free throw with possession going to the offended team (Ejection of player may follow). e. Anyone entering a game before signing in will receive a technical foul. He/she may still enter the game. 7. Player Disqualification: A player will be disqualified after their fourth foul. This is not a player ejection, but the player may not re-enter the game.

THE GAME GENERAL INFO

1. All made goals will earn traditional point values. (a) Men’s Three Point Line will follow Men’s NCAA regulation distance of 20 feet 9 inches (b) Women’s Three Point Line will follow Women’s NCAA regulation distance of 19 feet 9 inches 2. Co-Rec Three Point Line will follow NFHS regulation distance of 19 feet 9 inches 3. Co-Rec Scoring: (a) Standard scoring applies to all male players. (b) Scoring for women will be one plus the standard point value (3 point shot = 4 points) 4. All free throw attempts will be administered according to NFHS rules (no bonus shots), regardless of player. Any successful free throw will be scored as one point, regardless of player. 5. : The game will be ended in the Second Half if a team has: (a) A 30-point lead at the 10- minute mark or any time thereafter, (b) A 20-point lead at the 5-minute mark or any time thereafter, (c) A 15-point lead at the 2-minute mark or any time thereafter. 6. START AND RESTART OF PLAY a. Dead Ball: During any dead ball, the ball must be checked beyond the three-point line above the free-throw line. b. Live Ball: During live ball play, the player with possession of the ball must have both feet touch beyond the three-point line. 7. Any violation or stoppage of play will result in play resuming under Dead Ball procedures at the Check- Line.

5v5 Basketball:

TEAM 1. Each team consists of five (5) players, one of whom is captain 2. Four (4) players must be present for a game to begin 3. (Co-Rec) For Co-Rec play, each team will consist of five players: three females and two males. Substitutions are allowed on a male-for-male and female-for-female basis only. A team may begin with 4 players: two males and two females. These 2 combinations are the only combinations allowed for playing a co-rec game.

BOUNDRIES 1. Boundaries applied for regular standard basketball game apply in Intramurals

TIME

1. Games are divided into two halves of 20 minutes each. The time between halves will be left to the discretion of the game officials/supervisors, but not to exceed five minutes. No shot clock will be used. (30 at 5 Mercy Rule) If a team is leading by 30 points or more at the 5:00 mark of the 2nd half, or a team attains a lead of 30 points or more during the final 5 minutes of the game, the game will end. 2. Intramural basketball games will use a running clock which means the clock will not stop during play, except for timeouts. The clock continues to run on fouls, violations, free throws, and out-of-bounds situations. 3. After a timeout, the clock will start when the ball is touched inbounds, or becomes alive on a free throw attempt (passed to the free throw shooter). 4. The clock will stop and start as in high school basketball during the last two minutes of the game (2nd half only). The clock continues to run after a made basket. (20 at 2 Clock Rule) A running clock will be used during the final 2 minutes of the 2nd half if a team is leading by at least 20 points. 5. Each team receives three (3) timeouts per game. All timeouts are 1 minute in length. Only those players in the game may call a timeout. Substitutes and coaches may not call timeouts.

SUBSISTUTION 1. Substitute players reporting into the game should move along the sideline of the court to the scorer's table. Substitutions are not to be made until acknowledged by one of the officials during a dead ball. Subs must wait by the scorer's table until summoned to come on the floor. 2. The benches for the players will be on opposite ends of the court. Teams shall warm up and shoot at the end of the court farthest from their own bench for the first half. All spectators must be positioned near or seated in the bleachers on the end lines.

PENALTIES 1. Violations include traveling, double dribble, carrying / palming the ball, intentionally kicking the ball with the leg, excessively elbow swinging (without contact), five-second closely guarded count in the frontcourt, ten seconds in the backcourt, three seconds in the lane, basket interference, and goaltending. 2. After any violation, the ball is awarded out of bounds for a throw-in at the spot nearest to where the violation occurred. Two or three points are also awarded on goaltending depending on the position of the shooter at the time of the shot. 3. A personal foul is a player foul which involves illegal contact with an opponent while the ball is live, which hinders the opponent from performing normal offensive or defensive movements. 4. A personal foul also includes contact by or on an airborne shooter when the ball is dead. Illegal use of the hands, holding, illegal blocking, illegal screening, pushing, and charging are examples of personal fouls. 5. Hand checking is not permitted in intramural basketball. The penalty is a personal foul (illegal use of the hands or arms). 6. A player control foul occurs when a personal foul is committed by a player in possession of the ball or while in flight as an airborne shooter. 7. A team control foul occurs when a person on the team in control of the ball commits a personal foul. 8. There are no free throws for the offended team following a player or team control foul. Additionally, no basket will be scored when an airborne shooter is charged with a player control foul or if a team control foul occurs prior to the ball leaving the shooter’s hands. 9. After a non-shooting foul (common foul before the bonus or any player/team control foul), the ball is awarded out of bounds for a throw-in at the spot nearest where the foul occurred. (a) Simultaneous personal fouls, double fouls, and double technical fouls against opposing players (1 against a player from each team) result in no free throws for either team and a spot throw-in for the team in possession at the time of the fouls. If neither team is in possession (after a missed shot), alternating possession will determine the team to throw-in the ball. 10. Fouls against the shooter will be shot throughout the game. Except in the final two minutes of the 2nd half and any overtime, the clock will not stop during free throw attempts. (a) An airborne shooter who is fouled by an opponent while in the air, but after the ball is released on a try, is considered to be in the act of shooting until both of the airborne shooter's feet return to the floor. 11. Bonus free throws are awarded to the offended team following common non-shooting personal fouls on and after the 7th team foul of the half. No bonus free throws are shot following a player control foul or a team control foul. (a) For 7th, 8th, and 9th team fouls committed in the half, the shooter will shoot the bonus (1-and-1). (b) For team fouls 10 and above, two shots will be awarded to the shooter for any common, non-player control foul. 12. During free throw attempts, a maximum of six (6) players are permitted to line up along the lane for rebounding. (a) A maximum of four (4) defensive players and two (2) offensive players. (b) The bottom spaces (below the block) will remain vacant at all times. (c) The defense must occupy the first space on each side above the block. Players may NOT position themselves on the block separating the lane spaces. (d) The offense has the option to occupy the next lane space on each side. (e) The defense has the option to occupy the top lane space (closest to the shooter) on each side. (f) Players shall be permitted to move along and across the lane to occupy a vacant marked lane space within the limitations listed in this rule. (g) No player, the shooter or those players lined up along the lane, may enter the lane until the free throw attempt has hit the rim. The remaining players from both teams not lined up along the lane must remain behind the behind the free throw line extended and the three- point line until the ball hits the rim. (h) The ball becomes live when it is placed at the disposal of the free thrower.

THE GAME GENERAL INFO

1. Two point field goals and three point field goals will be used. 2. (Co-Rec) Female players will score 3 points for a made field goal (regular 2-pointer) and 4 points for a made field from behind the arc (regular 3-pointer). 3. Free throws will remain 1-point each. However, females will receive the corresponding number of free throw attempts (3 or 4). 4. Bonus free throws (1-and-1 or 2 shots) will remain the same for both genders. 5. A jump ball will occur only at the beginning of the game and any overtime periods. The team not gaining possession on the initial jump ball will be awarded the ball when the next held ball situation arises. Thereafter on held balls and to begin the 2nd half, teams will alternate possession. 6. (Co-Rec) Female players will participate in the jump ball in a co-rec game. 7. Dunking is prohibited at all times in all leagues. a. Any shot in which the shooter touches the rim with his/her hand or arm shall constitute a dunk attempt. b. For any dunk attempt, the violator shall be charged with a technical foul (blatant violations will also result in ejection). c. The opposing team will receive two free throw attempts and possession of the ball at midcourt for a throw-in. Points for a successful dunk will not be scored. d. Grasping of the rim by a player of either team shall also result in a technical foul assessed to the violating player. e. Blatant violations will also result in ejection. 8. (Co-Rec) A male player may not attempt to block a female player's shot. For the purposes of this rule, a male player is considered to be blocking a female player's shot when: a. A male player's arms are at or above shoulder level when guarding a female shooter, or b. Male player positions himself in such a way that, in the official's opinion, any part of his body intentionally disrupts a female player's shot.

Badminton:

TEAM 1. Games are played as either singles or doubles.

BOUNDRIES 1. The overall dimensions of a badminton court are 20 feet by 44 feet. The lines along these measurements mark the sidelines for doubles play and long service lines for singles play. 2. The net line marks the middle of the court where the net is placed, creating a 22 feet by 20 feet area on each side of the net. 3. The short service line is marked 6 feet 6 inches (some are marked 7 feet) from the center line. 4. The area inside the short service line is also called the Non Volley Zone. 5. The Center Line is the line that divides the court from the Short Service Line to the Back Boundary Line. 6. This delineates the Left from Right Service Court. 7. The Singles Side Line is marked 1 1/2 feet from the edge of the outer boundary (doubles side line) 8. The back boundary line is the same for singles and doubles play it is the outermost back line on the court. 9. The Long Service line for Doubles is marked 2 1/2 feet inside the Back Boundary Line. 10. The badminton net measures 5 feet tall in the center.

TIME

1. Best of 3 games or after 45 minutes (whichever comes first) win the match. Each game is scored to 15 points; the first to gain 15 points, regardless of the margin of victory, will be the winner.

PENALTIES 1. A fault made by a player of the side which is serving causes them to lose the serve. If made by player whose side is not serving, it counts a point to the serving side. 2. It is a fault if the shuttle is hit twice in succession, either by the same player or by the two partners on one side of the net. 3. If during play, a player touches the net, or its supports, with the racquet, person, or dress, it is a fault. 4. If the shuttle, in play, is hit before it crosses the net, it is a fault. (It is permissible for the racquet to follow over the net, without touching it, provided the shuttle is actually contacted on the striker’s side of the net.) 5. It is a fault, if either in service or play, the shuttle falls outside the boundaries of the court, or passes through or under the net. (A shuttle falling on a line shall be ruled to have fallen in the court or service area.) 6. If, in serving, the shuttle at the instant of being struck be higher than the server’s waist, or if the head of the racquet at the instant of striking the shuttle be higher than any part of the hand holding the racquet, it is a fault. 7. It is also a fault if, in serving, the shuttle falls into the wrong service court.

THE GAME GENERAL INFO

1. The choice of playing position at the table and order of service are determined by spin of the racquet with winner of the toss having the choice to select serve or side. 2. Serving court for singles is determined by server’s score. When server’s score is an even number, service is from the right hand court. (Service is from right-hand court to opponent’s right-hand court.) 3. Serving in doubles is always started from the right court and continues to alternate courts until he/she fails to score a point. The partner continues serving from court he/she is in and alternates service court until a fault and service goes to opponents. (In the first series of service of each game, only one partner serves before it goes to the opponent.)

Dodge Ball:

TEAM 1. There must be at least 2 males and 2 females on each team; teams will consist of 6-8 players. 2. In order to play, a team must have a minimum of 4 players, (2 males and 2 females) ready to play. 3. The required uniform includes: closed toed athletic shoes, shirt, shorts, and safety gear optional (mouth guard, jock strap, helmet, knee pads, etc.) Teams are encouraged to create a team theme of some sort. Feel free to come in crazy team uniforms!

BOUNDRIES 1. The playing field will be at least 30 ft wide by 50 ft long consisting of an end line, an attack line at 12- 1/2 ft on either side and a center line at 25 ft. 2. During play, all players must remain within boundary lines. Exception: a player may pass through their end line to retrieve STRAY balls only if there are no other players on their team that have been declared out. Players leaving the court will be declared out if they do not immediately re-enter the playing area after retrieving a STRAY ball, or re-enter the playing area through any line other than the end line 3. No member of a team is allowed to cross the center line onto the other team’s side to retrieve a ball

TIME

1. Matches will be played in a best 2 out of 3 format, with each match taking approximately 15 minutes. The beginning rounds will be played round-robin style, and playoffs will be single elimination.

SUBSISTUTION

1. As players are called out they will sit at the far end of the bench. If a ball is caught by a player on that team, players must substitute in the order they were called out (i.e. you can't choose who to bring back in if a ball is caught). 2. If a team has non-active players starting a game (players who start on the bench), these players must start the next game (unless this causes the team to be unable to fill the requirements of a minimum 2 guys/2 girls at the start of the game). 3. Non-active players may not switch with active players unless in the event of an injury. All non-active players will be subbed into play in the order they are seated on the bench. *NOTE Players entering the game out of order will be given a warning. A second infraction will result in the player entering out of turn being called out. 4. Each team will be allowed one (1) 30 Second time-out per round 5. After a time out, each team will start with an equal number of dodgeballs to resume play PENALTIES

1. A team trailing during a regulation game must be given the opportunity to eliminate an opposing player. This requires a ball to be at the disposal of the trailing team. 2. It is illegal for the leading team to control all the balls for more than five seconds. If the leading team controls all the balls – i.e. all balls are located on their side of the center line – they must make a legitimate effort to get at least one ball across the attack line and into the opponent’s backcourt. If this is not done within 5 seconds, a “5 second violation” will be called. A team may avoid a 5 second violation by throwing or rolling a ball into the opponent’s backcourt. This does not include throwing a ball over and through an opponent’s end-line. 3. Penalty for 5 – Second Violation(s): (i) First violation: Stoppage of play and balls will be divided evenly between the teams. Play will continue with “balls in hand.” (ii) Second Violation: Ejection of one player (at the official’s discretion) from the team guilty of the infraction (iii) Note: The stalling procedure does not apply to overtime periods. 4. Unsportsmanlike Conduct: any disruptive participant may be given an unsportsmanlike conduct penalty, at the discretion of the official. Unsportsmanlike conduct includes, but is not limited to:

a. Foul language b. Hits above the shoulders c. Unnecessary roughness d. Arguing with the court officials, other players, or fans e. Deliberately damaging the dodgeballs, including kicking, ripping, squeezing, dunking, etc. 5. The penalty for a first occurrence is a warning. If a player continues to act disruptive, they will be given an unsportsmanlike conduct penalty and be forced to sit out the next round. If a player receives unsportsmanlike conduct penalties in one game they will automatically be ejected, their team will automatically receive a negative rating, and the player will be suspended from their next game.

THE GAME GENERAL INFO

1. 6 balls will be spaced evenly across the centre line before each game begins. 2. The game begins at the sound of the referee whistle. 3. At the sound of the first whistle, players will run for the balls. The balls are not in play until one of the following happens. (a) the player with possession of the ball completely crosses the (X) line with both feet; (b) the player with first possession of the ball passes the ball to a teammate who is completely passed the (X) line with both feet 4. Once the ball has been held by a player behind the (X) line, it is in play and can be thrown from anywhere. If the ball is thrown early, the player will be called out. (Note: “X” line has to be determined later. It is usually about 4 feet back from the centre line) 5. Players cannot touch the centre line. Players will be called out if they touch the centre line. 6. Players must throw the ball across the centre line. If the ball bounces on the thrower’s side before crossing the line, the thrower will be called out. 7. To eliminate an opponent with the ball, a player must throw the ball and hit an opposing player anywhere below the head. Headshots will not result in a player being called out. 8. When a player is called out they must drop any balls held and go straight to the sideline to sit out. 9. Any ball thrown by a player already called out will be considered a dead ball. No one can be called out by that ball until it's touched by another player. 10. All intentional interferences will result in a player being called out at the referee’s discretion. Examples of interference include: (i) a player intentionally blocking a ball or passing/bumping a ball to a teammate while on his/her way to the sidelines. (ii) Players on the sidelines intentionally stopping balls, passing/bumping balls to their teammates, or keeping balls from crossing the line. If balls are unavoidable, players should let balls bounce off them as naturally as possible. 11. All balls are in play all the time. If a player walks into a ball on the ground, may it be stopped, rolling, or bouncing, the player will be called out. 12. Rebounds are accepted. If a ball hits a wall all the same rules apply. 13. If a player is struck with a ball anywhere below the head (including loose clothing) the struck player will be called out. However, if a player is struck but the ball is caught either by the struck player or by a teammate before it touches the ground, the player who threw the ball will be called out. 14. If a player catches an opponent’s throw, the player who threw the ball will be called out, and a team member on the catcher’s side will be allowed back into the game. If there are already six players still on the floor, the thrower will still be out, but no new player will be allowed back in. 15. No player can catch anyone on his or her own team out. 16. Players re-entering the game are considered active as soon as the teammate catches the ball allowing them in. Players must re-enter play as soon as the teammate catches the ball. 17. A player may block an oncoming ball with another ball. If a thrown ball is deflected upward and is caught by a teammate, the thrower of the ball will be called out. If a player deflects a ball with another, but drops the ball used to deflect, that player will be called out. 18. Players can pass balls to teammates, but the balls cannot touch the ground. If a ball is dropped/missed, the last player to touch the ball will be called out. 19. Players cannot roll balls on their own side. Rolling balls will be considered fumbled balls and players will be called out. Rolling balls by bumping them with other balls is legal. 20. Players cannot drop a ball they no longer wish to hold. Balls must be placed on the ground. Players must place it on the ground. If a player drops a ball, that player will be called out. 21. Players cannot dribble the ball. Doing so will result in the player being called out. 22. Players must keep the game in play. If referees feel any team/player is delaying the game by not throwing/holding too many balls, they may order a team/player to throw any number of balls. Referees have the right to call out any player who fails to maintain the flow of a game after being warned. 23. If a ball hits more than one player on any throw, all players hit will be called out. If a player throws the ball striking an opposing player, and the ball is caught either by the thrower or another player on the thrower’s team, only the struck player will be called out. Players cannot catch themselves or teammates out.

Flag :

TEAM 1. A team will consist of seven players playing on the field. One Quarterback, Two Linemen, and the rest receivers.

BOUNDRIES 1. The dimensions of the fields have been standardized into regulation 80 yard x 40 yard playing areas with two 10-yard endzones and three 20-yard zones. Two inbounds lines (hash marks) shall run parallel with and 15 yards inbounds from each sideline. 2. For each play, the ball shall be spotted at the spot on the field where the previous play ended, if inside the inbounds lines. For plays that end between the inbounds line and the sideline or out-of-bounds, the ball will be spotted on the inbounds line closest to the spot where the previous play ended. At the start of each half and following any touchbacks or touchdowns, the ball will be spotted at the center of the field. 3. There will be lines 3 yards and 10 yards from either goal line from which extra point plays will be run, and 14 yards from either goal from which to put the ball in play to begin a half, after a score, safety, or touchback. 4. There will be a restraining line 2 yards outside and parallel to the sideline. Teams and spectators must stay behind this line and between the 20 yard lines. 5. Field barriers shall be set at the distance from the field of play as required by National Federation rules.

TIME 1. Games will consist of two 20-minute halves with a 5-minute halftime. 2. 20 minute running clocks until the last 2 minutes of each half.

SUBSISTUTION 1. You are allowed to sub in a player only in between plays 2. You are allowed to sub in a player if another player is injured

PENALTIES

1. Flag Guarding (10 yards from the spot of the foul & replay the down OR spot of the foul & loss of down) The ball carrier shall not protect his/her flags by blocking with his/her arms or hands in order to deny the opponents the opportunity to remove them. This includes the quarterback/passer in possession of the ball. Note: Stiff arming is flag guarding. Running while holding the ball at hip-level, intentionally or unintentionally, may also be considered flag guarding. 2. Holding (10 yards from the end of the run [defense], 10 yards from the spot of the foul [offense]) Holding is grasping or encircling an opponent with the hand or arm in any way that impedes his/her movement. A defensive player may not hold, push, or knock the ball carrier down in an attempt to remove the flag. Similarly, an offensive player may not hold an opponent to prevent a deflagging. 3. Illegal Contact by the Defense & Tackling (10 yards from the end of the run) If a defensive player reaches across the body of the ball carrier to pull the flag and contact is made, the responsibility of the contact lies with the defensive player. A runner shall not be thrown to the ground. There shall be no contact with an opponent who is on the ground. If a defensive player tackles the ball carrier, who in the opinion of the referee, would have scored except for being tackled, a touchdown shall be awarded. Deliberate tackles will result in disqualification. 4. Illegal Forward Pass & Intentional Grounding (5 yards from the spot of the foul and loss of down) A pass thrown in violation of the legal pass guidelines listed above is considered illegal. A pass that is intentionally thrown to the ground or out of bounds to avoid a loss of yardage is also illegal. 5. Offensive Pass Interference (10 yards from the previous spot) Pass interference occurs when a player contacts another eligible receiver who is beyond the line of scrimmage. Restrictions exist for the offense from the time that the ball is snapped until it has been touched by a receiver. 6. Defensive Pass Interference (10 yards from the previous spot, automatic first down) Restrictions exist for the defense from the time the pass is thrown until it has been touched by a receiver. Face guarding with no intent to catch, intercept, or bat the ball is also considered pass interference. Note: Contact or interference by the defense prior to when the pass is thrown is still considered illegal and will be penalized as a personal foul. 7. Unsportsmanlike Conduct (all enforced from dead ball spot, 10 yards) No player shall commit unsportsmanlike acts during play or intermission including: A. Using words similar to offensive audibles or quarterback cadence prior to the snap in an effort to interfere with the offense's signals or movements. B. Intentionally kicking the ball (other than a punt) C. Intentionally kicking an opponent or swinging an arm, hand or fist at any opposing player or official. D. Disrespectfully addressing an official or indicating objections to an official's decision. E. Using profanity, taunting, insulting or vulgar language or gestures. F. Fighting or leaving the sidelines and entering an alternation. Two unsportsmanlike fouls by the same player or nonplayer results in disqualification. A player or nonplayer can be disqualified following the first unsportsmanlike foul.

THE GAME GENERAL INFO

1. First Downs: A team registers a first down when it crosses or touches one of the first down lines (zone lines-to-gain). Once the first down has been established, that team may not make another first down by crossing the same line during that series of downs. 2. Line of Scrimmage, Required Number of Players: Four (4) offensive players must be on the line of scrimmage at the snap. A player is deemed on the line of scrimmage when facing his/her opponent's goal line with the line of his/her shoulders approximately parallel thereto and with his/her head or foot breaking the plane of the imaginary line drawn through the waistline of the snapper and parallel to the scrimmage line. At anytime at or after the ready for play signal, all offensive players must momentarily be at least 5 yards inbounds prior to the snap, unless covered (recognized) by a defensive player. There is no requirement for defensive players to line-up along the line or be at least 5 yards inbounds prior to the snap. 3. Fumbles: A fumble is dead at the point the ball touches the ground. The ball goes to the team who last had possession with the resulting loss of down. A ball that has not hit the ground can be recovered (in the air) and advanced by either team. This includes snaps by the center that are not caught by an offensive player (i.e. quarterback). Bad snaps are dead at the spot they hit the ground. For the purposes of timing, fumbles and bad snaps are considered running plays and the clock will not stop on 4. Handoffs: Any player may hand the ball forward or backward to any player anywhere on the field. During a handoff, the ball is in contact with a player at all times. 5. Forward Passes: a forward pass is LEGAL when: A. The passer's foot is behind the line of scrimmage when the ball leaves the hand. B. The pass occurs before a change of possession (defense may not throw a forward pass following a fumble recovery or interception). C. It is the first and only forward pass made during the down. Only one forward pass is permitted per down, regardless of whether is pass is completed beyond or behind the line of scrimmage. Note: An offensive player may run through (across) the line of scrimmage, then run back behind the line of scrimmage and throw a forward pass OR toss the ball backward to another player who can then throw a forward pass as long as such pass abides by the provisions of this section. 6. Pass Receptions: All legal players are eligible to receive a pass. One foot must land in bounds before any part of the body lands in the out-of-bounds area for a legal pass reception. One knee is equivalent. 7. Interceptions in the End Zone: If a player intercepts the ball in the endzone, the player may return it out of the end zone. If the player is deflagged while running in the end zone, it is a touchback. Interceptions in the end zone during a PAT attempt or overtime immediately end the play (no returns). 8. Screen Blocking: The only type of blocking that is allowed is screen blocking. No contact is allowed between the offense and defense. Penalty: Personal foul, 10 yards. A. The screen blocker must have his/her hands at his/her side or behind his/her back. B. Any use of the hands, arms, legs or body to initiate contact is illegal. C. The player must be on his/her feet before, during and after the screen block. D. The blocker cannot take a position so close to a moving opponent that his/her opponent cannot avoid contact by stopping or changing direction. This position will vary from 1 to 2 steps depending on speed of the defensive player. 9. Retrieval of Ball after a Play: The offensive team must retrieve the ball after every play from scrimmage. The snapper will maintain control of the ball and bring the ball from the huddle to the line of scrimmage. 10. Punting the Ball: On fourth down, the referee will ask the offensive team captain to select if they wish to (1) punt or (2) try to reach the zone-line-to-gain ("go for it"). Once a decision is reached, the referee will announce the decision to the defense. If the offense declares to punt, then wants to change their decision, they may do so after a charged timeout or an accepted penalty in which the down is to be replayed. A. All punts must be announced to the referee. There are no quick kicks. PENALTY: Illegal kicking, 10 yards from the previous spot. B. The kicking team must have 4 players (5 in co-rec) on the line of scrimmage during a punt. PENALTY: Illegal procedure, 5 yards from the previous spot. C. The kicker must catch and kick the ball immediately in one continuous motion. PENALTY: Illegal procedure, 5 yards from the previous spot. D. Neither team may advance beyond their respective scrimmage line until the ball is kicked. PENALTY: Illegal procedure, 5 yards from the previous spot. E. Kickers may not punt barefoot. PENALTY: Failure to wear proper equipment, 5 yards from the previous spot. F. No player from the kicking team may interfere with a player from the receiving team that is in position or moving into a position to catch an airborne punt. The opportunity for kick catch interference ends when a punt hits the ground. PENALTY: Kick catch interference, 10 yards from the spot of the foul. G. Punts that have not been touched by a player are NOT dead while bouncing on the ground. When a punt touches a player from either team and then hits the ground, it is dead at that spot and belongs to the receiving team. If a punt is muffed by the receiving team and caught in the air by the kicking team, it is dead at that spot and the kicking team retains possession, first and line-to-gain. If caught in the air by the receiving team, they may advance the ball. H. When a punt breaks the plane of the receiving team's goal line, it is a touchback. Punts may not be returned out of the endzone. I. There are no fair catches. Fair catch signals that are used in an attempt to confuse the opponent shall be considered Unfair Acts. PENALTY: Unfair Act, 10 yards from spot of signal or catch (depending on which is a greater penalty for the receiving team). 11. Inadvertent Whistles: When an official sounds his/her whistle inadvertently: A. During a legal pass, while a snap is in flight, or while a kick is in-flight, the down will be replayed. B. When a player is in possession or during a backward pass, the team in possession at the time of the inadvertent whistle may choose either to accept the play where it is blown dead or to replay the down. 12. A touchdown shall count for six (6) points. A. After a player scores a touchdown or try after a TD, the player must raise their arms above their head so that the nearest official can deflag the player. B. If the official deems that the flag belt has been illegally fastened (tied, twisted, tucked in, etc), the player is disqualified and an unsportsmanlike conduct penalty is enforced. (10 yards from the previous spot with loss of down and the score is nullified, no loss of down if it occurs after change of possession.) 13. After a touchdown, the scoring team attempts a PAT (point after touchdown). The captain will indicate from which distance the offense will attempt the PAT. The captain may also designate where, between the inbounds lines, the ball shall be spotted for the PAT. A. From the 3-yard line - Worth 1 point. B. From the 10-yard line - Worth 2 points. C. From the 20-yard line - Worth 3 points. 14. When the defense secures possession of the ball during a PAT attempt, the attempt shall be over and the ball declared dead. The defense may not return the ball for a touchdown (cannot score during a PAT). 15. A safety shall count for 2 points. Afterwards, the ball will be put in play by the scoring team at their 14- yard line. 16. (Mercy Rule) If a team is leading by 19 points, or attains a lead of 19 points or more, in the final 2 minutes of the game, the game will end.

Floor Hockey:

TEAM 1. A team will consist of five players, four field players and a goalie.

BOUNDARIES 1. All parts of the gym are in play. 2. If a ball gets stuck behind a border, the closet player to the ball gets it. 3. If a ball goes under, on, or behind the bleachers then it will be a face-off at the closet face-off point on the court.

TIME 1. The game will be three 12 minute periods. 2. Games will end in a tie only during the regular season. 3. Playoff games will have sudden death overtime games.

PENALITIES 1. NO HIGH STICKS, you are responsible for where your stick is at all times. Anything above the mid thigh is high sticking. 2. Two types of high sticking, if no one is in immediate range of the stick then there will be a face-off at the closet point. If someone is in proximity to the stick and two minute penalty will be handed out. 3. Goalie interference will be a two minute penalty (any contact with the goalie without the ball in the crease). 4. Pushing or tripping will result in a two minute penalty (if a player has a reoccurring history of either of these two they will be asked not to play intramurals anymore). 5. Hand passes are legal in the defensive zone only. Any hand pass outside of a team’s defensive zone will result in a stoppage of play and a face-off. 6. Slashing down on another stick or person will be a two minute penalty.

SUBSTUTIONS

1. Teams can sub on the fly, but the person coming on and person going off have to be within three feet of each other. 2. If a player from another roster is used during a game a team will automatically forfeit.

GENERAL INFO 1. All of the referee’s decisions are not open to discussion. 2. This is any friendly league any behavior exhibited the verbally and physically unacceptable will result with expulsion from intramurals. 3. Any fight or discipline problem will not be open to debate. The referee or intramural director will have the decision only. 4. Intramurals is to promote fun not athletics level of competition. 5. All SUNY Purchase College policies are in effect throughout all programs.

Futsal Soccer:

TEAM 1. 5 players on the court, which includes the goalkeeper

BOUNDRIES 1. The field shall be rectangular. The length of the touch line shall be greater than the length of the goal line. 2. Length: Minimum 25m (82 feet); Maximum 42m (137.8 feet) and Width: Minimum 15m (49.2 feet); Maximum 25m (82 feet) 3. There are out-of-bounds on the sidelines and end lines, no using walls.

TIME 1. All games have two 20 minute halves. 2. There will be a 2-minute half-time interval 3. Matches may be shortened at the discretion of the referee

SUBSISTUTION 1. Subs will be made on the fly. 2. Players coming off the court must be completely across the sideline before the substitute player can enter the game 3. Goalkeeper substitutions can only be made when the ball is out of play

PENALTIES

1. The penalty area: shall be marked out at each end of the pitch as follows: Quarter circles, with a 6m (18 feet) radius, shall be drawn centred on the outside of each goal post. The quarter circles shall be drawn from the goal line to meet two imaginary lines 6m (19.6 feet) in length drawn at right angles to the goal line from the outside of the goalpost. The upper part of each quarter circle shall be joined by a 3.16-m (10.3 feet) line running parallel to the goal line between the goalposts. The curved line marking the outer limit of the penalty area is known as the penalty area line. 2. The Penalty Mark: A mark shall be drawn 6m (19.6 feet) from the midpoint between the goalposts and equidistant from them. 3. The Second Penalty Mark: A second mark shall be drawn on the pitch 10m (32.8 feet) from the midpoint between the goalposts and equidistant from them.

THE GAME GENERAL INFO

1. Soccer ball: weighed and size #3 2. No off sides and all restart “kick-ins” will be indirect 3. Restart for Sidelines out-of-bounds: The ball will be placed on the sideline where it went out-of- bounds and put back in play with a kick, not a throw-in; Defense player must allow 10 feet from restart kick; the ball must come to a complete stop before striking; The entry pass is indirect. 4. Restart for End lines out-of-bounds – defensive: Throw in will be taken in place of goal kick; Ball must touch something prior to crossing half court; Keeper may not kick ball after releasing it until another player has played it (no drop-kicks). 5. Restart for End lines out-of-bounds – offensive: corner kick will be played when the ball goes over the end lines; normal soccer rules apply; Defense player must allow 10 feet from corner kick. 6. Player Equipment: Indoor flats, no black bottom sole shoes; Players will not be allowed to wear any jewelry; Shin guards MUST be worn; The referee shall be the judge of improper equipment. 7. Overtime / Shootouts: Games that are tied and require Overtime (Playoff or Finals only) will play 5 minute periods; All Shootouts will be taken from the half way line (“MLS Style” 5 Sec. to Score – No rebounds); IF still tied after Overtime Period, the game will be decided via Shootouts (3 players each team). 8. Coed Rules still apply in Coed Futsal (ie. “Live” Rule, 2 pts = Female Goal, 1 pt = Male Goal, etc.)

Handball (One-Wall):

TEAM 1. may be played as singles (two players against each other) 2. Doubles (two teams of two players) 3. “Cut-throat" (three players rotating one-against-two)

BOUNDRIES 1. American handball is played on a court 40 feet (12.2 m) long by 20 feet (6.1 m) wide with a one (front) wall. 2. The serve line is 16 feet from front wall. The long line is 34 feet from front wall and 18 feet from the serve line. 3. The front wall is 16 feet tall by 20 feet wide

TIME 1. The game goes to the player/team to score 21 points first, and a match goes to the player/team to win two out of three games. 2. If tied at 21, must keep playing until server wins by 2 points.

PENALTIES 1. If the receiver fails to make the return, a point goes to the server, who continues to serve until he or she is out. 2. Players cannot hinder (block) their opponents from hitting the ball. If the server fails to make a legal return, he or she is out, and becomes the receiver.

THE GAME GENERAL INFO

1. The ball is "served" by one player/team standing in the service zone, by dropping the ball to the floor of the service zone and striking it on the bounce with the hand or fist so that it hits the front wall. 2. The ball must hit the front wall first; the served ball must pass the short line before the first bounce, but must bounce before reaching the back line. 3. If it lands on the short line it is counted as a fault. If it lands on either the long or side lines it is a fair ball. 4. If the server gets two faults in a row, he or she is out, and becomes the receiver. 5. If a serve hits the floor before hitting the front wall, the server is out (no second serve allowed). 6. In doubles, the server's teammate has to stand in the service area in a service box, marked by a parallel line 18 inches (46 cm) from the side line, until the ball passes the short line. 7. The receiver must stand at least 5 feet (1.5 m) behind the short line, indicated by dashed lines extending 6 inches (15 cm) from each side line, while the server has the ball. 8. Once the ball is served, he or she must hit the ball either directly ("on the fly") or after the first bounce so that it bounces off the front wall. 9. However, if the receiver chooses to take the serve on the fly, he or she must first wait for the ball to cross the dashed line. 10. The ball must not bounce off the floor twice. 11. Nor can any player during a return hit the ball off the floor before it touches the front wall. 12. The server then hits the ball on the rebound from the front wall, and play continues with the opponents alternatively hitting the ball until one of them fails to make a legal return. 13. After the serve and return, the ball may be played from anywhere, so long as it hits the front wall before bouncing on the floor

Handball (Team):

TEAM 1. Team may consist of minimum 7 players with 4 subs. 6 on the court with a goalkeeper. 2. A game may be started with 5 players 3. There must be at least two girls per team

BOUNDRIES 1. Court size: 20 M by 40 M. 2. Court boundaries are called touchlines (sidelines) and goal lines (endlines). 3. A netted goal 2 M (6') high by 3 M (10') wide) is located on each of the goal lines. 4. A 6 M (19') semi-circle line in front of the goal separates the goal area. (Only goalies can legally stand in this area.) 5. The basketball 3 point line is used for the 6 M line. 6. Other markings on the court include 7 M penalty marks & the 9 M free throw lines.

TIME 1. There will be 20min halves with one timeout per team per half 2. The clock will stop on all penalty shots in the last two minutes of the second half ONLY 3. A three-minute half-minute halftime will separate the first and second halves 4. There is NO overtime

SUBSISTUTION 1. Substitutes may enter the game at any time and repeatedly without notifying the timekeeper/scorekeeper as long as the players they are replacing have already left the court at the substitution area (half court) 2. Goalkeepers are also allowed to sub on the fly 3. Substitutions may also occur during a timeout.

PENALTIES

1. An incorrect substitution may result in a penalization: a free throw will be given to the opponent nearest to the spot. 2. Free throw- for a minor foul or violation, an indirect free throw is awarded to the opponents at the exact spot it took place. If the foul occurs between goal area and the 9 meter line, the throw is taken from the nearest point outside the 9 meter line. All players on the team taking the free throw must be outside the 9 meter line. Opponents must be 3 meters away from the ball when the throw is taken. 3. Penalty shot is awarded when: (a) A foul destroys a clear chance to score (b) The goalie carries the ball back into the goalie area (c) A court player intentionally plays the ball to his or her own goalie in the goal area and the goalie touches the ball (d) Anytime a pass or shot is blocked from behind. 4. Any player on the team may take the penalty shot for a team, while shooting the penalty shot the players pivot foot may not break contact with the penalty shot line. 5. All players must be outside the 9 meter line when the penalty shot is taken. Any player can take the penalty shot. Excessive minor fouls may result in a yellow card for the offending player(s). 6. Any yellow card will also accompany an automatic 2 minute suspension for the offending player. 7. The team cannot substitute for the suspended player (example: hockey power play). Any ejection results in the remainder of the game being played shorthanded. Two yellow cards for one player results in an ejection

THE GAME GENERAL INFO

1. Handball combines the elements of soccer and basketball, as six players move the ball down a floor that is larger than a basketball court and tries to score by throwing the ball past a goalkeeper into the net. A successful scoring attempt results in the award of a single point. 2. Players are allowed to: (a) Dribble the ball for an unlimited amount of time (b) Run with the ball for up to three steps before and after dribbles (c) Hold the ball without moving for only three seconds. 3. Players are not allowed to: (a) Endanger an opponent with the ball (b) Pull, hit, or punch the ball out of the hands of an opponent (similar to flag football) (c) Contact the ball below the knees (d) Block a throw or shot from behind.(Penalty Shot) 4. All players (exception goalkeeper) are only permitted to hold the ball for three seconds, three steps, or dribbles before a violation is called. 5. Three steps are called like in basketball (Jump stops count as one complete step) 6. The three second count starts as soon as the player gains control of the ball. Fumbling of the ball does not count as possession/control 7. The ball is played with the hands, but it is may be touched with any part of the body without a violation called. The ball cannot be played off of the foot or below the knee, except when the ball is thrown off the opponent to give advantage (i.e. throw off opponent to deflect out of bounds) 8. If the ball is intentionally played out of bounds (delay of game), the opposing team will be awarded a penalty shot. 9. If a team is noticeably stalling (not attempting to score or shoot) the official will give the warning signal. Should the team now fail to make a recognizable attempt to shoot on goal, the opponent will be awarded a penalty shot. This is a judgment call by the officials, and on average there will be a 20- second count. 10. If both opponents gain possession of the ball simultaneously then the ball will be awarded to the offensive team on the court where the possession occurred. 11. Goalkeepers: The following acts occur with the goalkeeper: • Keepers can touch the ball with any part of the body while in the act of defense inside the goal area 12. Keepers may exit the goal area without possession of the ball, but then the goalkeeper becomes subject to the rules applying to players in the playing area. When the goalie wants to re-enter the goal area they may not be in possession of the ball. When goalies come out of the goal area they may never go past ½ court (no power play) 13. Keepers may move around in the goal area without any restrictions, with the exception of a 5-second count to release the ball 14. Keepers administer all throw-ins after all made goals. Once the ball is put back into play, he or she may not receive the ball again until the defense has gained possession.

Indoor Soccer:

TEAM 1. A team will consist of seven (7) players, six field players and a goalkeeper (teams must always have at least one girl on the field at all times). 2. Only Purchase students, staff (volunteers) or faculty are allowed to play. 3. Shin guards are not required but strongly suggested.

BOUNDARIES 1. Everything will be in play (walls, backboards, ropes, flag, mats, bleachers, etc.) expect the ceiling (vents, crossbeams, and lights). 2. A ball that becomes lodged or is out of reach will be an indirect kick for the team closest to the ball (i.e. bleachers, bags, and curtain).

TIME 1. The game will consist of two 22-minute halves of running time. 2. Time can be added only at referee’s discretion (i.e. goal, injuries).

GOALKEEPER 1. The goalkeeper cannot throw or drop-kick the ball past mid-court line without it touching a player (from either team). Restart: indirect kick from midline. 2. The goalkeeper can leave the penalty box and become the seventh field player. In such a case only the original goalkeeper is allowed to handle the ball inside the box.

SUBSTITUTION

1. Substitutions may enter at any time; player leaving the field must be within three yards of player entering the field. 2. Using a player from another team’s roster will result in automatic forfeit.

PENALTIES 1. An Indirect free kick will be awarded for the following infractions/situations - Dangerous play - ball hits ceiling - hands on the wall (with possession of the ball, you are not allowed to have your hands supporting you)

2. A direct kick will be awarded for the following infractions - Handball - tripping - pushing an opponent

- Kicking - a restart after a goal/half is a direct kick

-slide tackles (one warning for sliding then thrown out of the game)

3. A penalty kick will be awarded for any foul that would constitute a direct kick inside the goalie box. 4. THERE IS NO SLIDING OR SLIDE TACKLING AT ANYTIME IN INDOOR 5. Referees decisions are final. Yellow card is a warning. Red card out of game, team plays a man down, and loss of intramural privilege for the semester (Upon review of the Intramural Director). Unsportsmanlike conduct is warrant for a yellow/red card (i.e. language, taunting). 6. Goalies are allowed to use their hands at all times (i.e. pass back from players). 7. On a restart (goal or half), the opposing team must stay behind the court line. 8. All SUNY Purchase College policies are in effect throughout all programs.

THE GAME 1. During the season a tie is a tie. In event of tie for playoff seeding tiebreaker will go as follows, goal differential, wins, and then goals for. 2. During the playoffs, ties will result in two five minute halves of sudden death (first goal wins). If the score does not change, then a shoot out will result. Four shooters per team will take alternating shots. If no winner, each will then pick one shooter at a time from the available roster. No shooter can go twice until entire roster present is depleted.

Kickball:

TEAM 1. The team line-ups may include up to 8 players with no more than 4 males and 4 females. The kicking order will alternate between male and female kickers. 8 players will play in the field. 2. 6 players, including 2 women required to start a game

BOUNDRIES 1. The field is the same as a field. The dimensions for field set-up are as follows: The distance between bases is 60 feet (or about 20 paces) 2nd base is about 85 feet (or about 28 paces) from home plate. The pitcher’s mound/line is about 42 feet (or about 14 paces) from home plate. 2. There is no out-of-play area in IM kickball. Balls that are obstructed (over a fence, behind an immovable object) shall be declared dead with bases awarded to runners based on ASA obstruction guidelines. 3. Teams shall remain clear of the fields while games are in progress

TIME 1. Each game has a 35-minute or 6-inning limit. Any inning started before the end of the 35-minute time period will be completed. No inning shall begin after 35 minutes.

SUBSISTUTION 1. Limited free substitution is permitted in order to encourage maximum participation. 2. Limited substitution is available to all players in the line-up. 3. Once a substitute has entered the line-up, he/she must play for a full inning (team's offensive and defensive halves of an inning). 4. This rule allows for re-entry of both the starter and any subsequent substitutes. 5. In the event of an injury, a substitute may enter the game prior to the full inning period.

PENALTIES 1. KICKING OUT OF ORDER: If the error is discovered while the incorrect kicker is kicking, then the correct kicker will assume the ball/strike count of the incorrect kicker. If the incorrect kicker reaches base safely and the error is discovered, the correct kicker will be called out. All runners will return to their original base and the incorrect kicker will return to the bench. The opposing team must make the umpire aware of "kicking out of order" before a pitch is rolled to the next kicker. If not, then the incorrect kicker will stay on base. 2. NO HEAD SHOTS: Part of the fun of kickball is throwing the ball at the runners. However, you cannot hit them in the head or neck. If you do, the runner is safe and advances 1 extra base (beyond the base they were running to). If the runner intentionally blocks the ball with their head, the runner will be out. (Ump’s discretion) 3. Fake tags and barreling will result in immediate ejection from the game and will not be tolerated. 4. Sliding is not required, however a runner must be attempting to reach base and the defensive player must be attempting to catch the ball. 5. If there is no play, the defensive player cannot block a base. Warnings will be issued, followed by ejection from the game if necessary. 6. Collisions and injuries are to be avoided if at all possible. 7. Any unsportsmanlike behavior will result in that player/team being suspended/removed.

THE GAME GENERAL INFO

1. PITCHING: The pitcher must roll the ball from behind the pitcher’s line (the 1st/3rd base diagonal) and stay behind the line until the ball is kicked (i.e., they cannot rush in towards the kicker). Bouncies are not allowed (i.e., any ball that bounces higher than 1 foot as it crosses home plate). If the pitcher throws a bouncie as determined by the ump, it is a ball. 2. FIELDING/CATCHING: No player can cross the pitcher’s line (i.e., the 1st base – 3rd base diagonal) until the ball is kicked. If someone does, this results in a ball. The catcher must start behind home plate, behind the kicker and may not cross home plate or be in front of the kicker before the ball is kicked.3 3. STRIKE ZONE/STRIKES: Extends 1 foot on either side of home plate and is 1 foot high. Any pitch outside the strike zone is a ball. Three strikes is an out. A foul counts as strike 1 or strike 2, and you can foul out. 4. FOULS: In order to keep the game moving, once a player has 2 strikes they will only be allowed to foul the ball off twice. On the 3rd foul after 2 strikes the player will be called out. 5. BALLS: Four balls is a walk. A ball is awarded if 1) the pitch is a bounce, 2) the pitch is outside the strike zone, 3) the pitcher and/or fielders move towards home plate before the ball is kicked or 4) the catcher crosses home plate before the kicker or is not positioned behind the kicker 6. KICKING/BUNTING: All kicks must be made with the foot (not knee, thigh or arm – those would be considered a foul and the ball is dead) and must take place behind home plate (if in front of home plate, that is also a foul). Bunting is allowed but a team can only bunt 3 times per inning. Any bunts after 3 will be considered a foul. A bunt is defined as a non full swing (up to the refs discretion). 7. Outfield Line: An imaginary line exists approximately 10 yards into the outfield. No outfielder (except the short fielder) may step in front of this line until after the ball is hit. Violations of this rule will result in a single being awarded to the batter, and ALL runners advancing one base, regardless if the awarded single caused a forced advance or not. This means that if you are playing 11 players, three must be behind the line. This is to prevent unfair positioning of players on a field. 8. RUNNING (No Leading or Stealing, Yes Tagging Up) a. Runners can leave the base once the ball is kicked. If a runner leaves early, the ball is dead and the runner is declared out. If this is the 3rd out of the inning the kicker will be first up in the next inning b. Runners must stay within the base line and fielders must stay out of the base line. c. Tagging up is permitted. After the ball touches a player in the field, a runner may tag the base they were on and try to run to the next base. 9. INTERFERENCE: If a fielder interferes with a runner, the runner will be safe at the base they were running to. Interference is physical contact or blocking the base path that would hinder the runner getting to the base. 10. OUTS: Three outs end a half-inning. You can make an out in 5 ways: a. Any kicked ball (fair or foul) that is caught in the air) b. A force out – the ball beats the runner to a base they are forced to run to c. A runner 4 hit by the ball (whether thrown or kicked) or who touches the ball when not on base d. Three strikes e. A runner is off his/her base when the ball is kicked 11. DOUBLE FIRST BACE: Two bases will be placed at first base or painted to avoid collisions. A kicked ball hitting the inside base is declared fair, and a kicked ball hitting the outside base is declared foul. Both the inside and outside bases are treated equally for both the offense and the defense when running out a base hit or attempting to tag the bag for a force out. Once the runner has reached first base and attempts to go beyond first base, the inside base is the only playable portion of the base. 12. HOME PLATE RULE: If there is a play at the plate, it is the runner’s responsibility to avoid contact. The umpire has discretion to decide whether the runner initiated contact and should be called out. Any excessive contact or collision will result in an “out” and/or ejection. This includes contact with the catcher. Sliding is allowed but not required. Lawn Volleyball

TEAM

1. Two players constitute a team; a team may play with no fewer than two. 2. One male and one female constitute a team.

BOUNDRIES

1. 8x16m is the diameter of the field. 2. Serving zone is 5-6m behind the 16m. 3. The net is 8.5m long and 1m wide when hung taut. It is 10cm square mesh. 4. The height of the net is 2.43m for men and 2.24m for women.

TIME/SCORING

1. Game will start with a coin toss to declare the 1st serving team. 2. Each team will be granted one time-out per game. 3. Time-outs will be one (1) minute; teams must be ready to play immediately following the time-out. 4. Time-outs do not carry over to the next game. 5. The first four games of each match will be played to 21, and the fifth game (if necessary) will be played to 15. In the first four (4) games, there will be a 27 point scoring limit (if a team gains a 27-26 lead, the game is over). 6. If a match reaches a fifth game, a team must win by two (2). Note: there is no scoring limit. 7. The first team to win 3 games is the winner of the match.

PENALTIES

1. VIOLATIONS ( will result in a point for the offended team): a. Catching or holding the ball b. Touching the net with any part of the body while the ball is in play c. Serving out of turn d. Illegal serve e. Illegal volley 2. THE CENTER LINE: A player may cross the center line with his/her foot/feet as long as a part of the foot/feet remain(s) on or above the center line and the player does not interfere with the play of an opponent.

THE GAME GENERAL INFO

1. STARTING THE GAME: At the beginning of the game, the ball shall be put in play by the player in the right back position, who may serve from anywhere along the service line. 2. THE SERVER: Each server shall continue to serve until the opposing team gains service. The server is to announce the score before each service. 3. ALTERNATING SERVICE: Service shall alternate as each team regains possession. 4. LET SERVICE: If a ball touches the net on a service, but crosses onto the opponent’s side of the court, that serve will be considered legal and in play. 5. ROTATIONS: The team receiving the ball for service shall immediately rotate between each person on the team. 6. PLAYING THE BALL: A player may leave the court to play the ball. A ball hitting a sideline or an end line is in bounds. 7. TOUCHING THE BALL: The ball may be touched only three (3) times by one team before being returned over the net. NOTE: Blocking the ball does NOT count as a touch. However, if the ball then goes out of bounds the person who blocked it shall be the one considered to have caused it to go out of bounds.

Ping-Pong:

Start of Game:

The game shall begin in any of these various methods:

1. Rally through the “P-I-N-G” technique, winner of that rally will get 1st serve. 2. Place paddle on the edge of the table, on the center line, with the handle hanging off the table. Each player shoots the ball to hit the opposing players paddle. First player to hit the paddle and opponent fails to hit the paddle will get first serve. 3. Rock paper scissors for first serve 4. Flip a coin for first serve Remember, it is ping-pong etiquette to warm up with practice rallies prior to determining first serve, be sure you and your opponent are warmed up.

Scoring:

1. Games will be played to 21 points using rally scoring, players must win by two (2). 2. A match will be won by the best two (2) out of three (3) games. 3. After the first game, participants will switch sides of the table and the serve will go to the player who received in the first game. Rotation will continue to 3rd game if needed

Serves:

1. Servers will alternate every five (5) points. 2. A serve may be struck from left to right, left to left, right to left, or right to right (a serve does not have to go diagonally or alternate each point). 3. Serves that hit the net, go over the net AND STRIKE THE OPPONENTS SIDE will be a LET serve and will be replayed. 4. A let must be called by the opponent or server at the moment it occurs. 5. A legal serve must strike the servers paddle, severs side of the table, completely clear the net, and strike the opponents side. (IN THAT ORDER)

Rallies:

All rallies are considered dead, and a point is awarded when: 1. A serve has not legally cleared the net or did not strike the opponents side. 2. A ball is struck by a players paddle and does not hit the opponents side of the table 3. If the ball is played by the opponent, outside the vertical plane of the table, the point is awarded to the opponent 4. If the ball is played inside the vertical plane of the table, WITH INTENT TO RETURN, and is not successfully returned, then the point is awarded to the player who struck it first. 5. If a ball strikes one side of the table twice without clearing the net

Racquetball:

TEAM 1. Singles and Doubles

RULES

1. A match will be determined on a best two out of three game basis. 2. Games will be played to 15 points. 3. The winner of each match will be responsible for reporting the scores to the front counter at the Rec. Center on the Racquetball Score Results sheet.

THE GAME

1. Objective: The objective is to win each rally by serving or returning the ball so the opponent is unable to keep the ball in play. A rally is over when a side makes an error, or is unable to return the ball before it touches the floor twice. 2. Points and Outs: Points are scored only by the serving side, when it serves an ace or wins a rally. When the serving side loses a rally, it loses the serve. Losing the serve is called an out in singles. a. Game: A game is won by the side first scoring 15 points. b. Match: A match is won by the side first winning two games.

PLAY REGULATIONS

1. Serve, General Order: The player or side winning the toss becomes the first server and starts the first game. The receiving player or side in the first game shall serve in the second game. In a tie-breaker it shall be that player accumulating the greatest number of points in the first two games who shall serve first. 2. Place: The server may serve from any place in the service zone. No part of either foot may extend beyond either line of the service zone. Stepping on the line (but not beyond it) is permitted. Server must remain in the service zone until the served ball passes the short line. Violations are called foot faults. 3. Manner: A serve is commenced as the ball leaves the server's hand. The ball must bounce on the floor in the service zone and on the first bounce be struck by the server's racquet so that it hits the front wall and on the rebound hits the floor back of the short line, either with or without touching one of the side walls. A balk serve, or fake swing shall be deemed an infraction and be judged a handout. DEFECTIVE SERVES

1. Dead Ball Serves: A dead ball serve results in no penalty and the server is given another serve without canceling a prior illegal serve. 2. Fault Serves: Two fault serves result in a handout. 3. Out Serve: An out serve results in a handout.

DEAD BALL SERVES

1. Dead Ball Serves: Dead ball serves do not cancel any previous illegal serve. They occur when an otherwise legal serve: 2. Hits Partner: Hits the server's partner on the fly on the rebound from the front wall while the server's partner is in the servicebox. Any serve that touches the floor before hitting the partner in the box is short. 3. Screen Ball: Passes too close to the server or the server's partner to obstruct the view of the returning side. Any serve passing behind the server's partner and the side wall is an automatic screen. (Note: Screen balls are a judgment call on the part of the referee. Any ball that passes within eighteen inches of the server's body on either side shall be deemed a screen ball. It shall not be ruled a screen ball if the player is obviously overplaying his position in order to protect his offside.) 4. Court Hinders: Hits any part of the court that under local rules is a deadball.

FAULT SERVES

1. Fault Serves: The following serves are fault and any two in succession will result in a handout. 2. Foot Faults: The foot fault results: a. When the server leaves the service zone before the served ball passes the sort line. b. When the server's partner leaves the service box before the served ball passes the short line. c. When the server steps over the service or short line. 3. Short Serve: A short serve is any served ball that first hits the front wall and on the rebound hits the floor in front of the short line either with or without touching one side wall. 4. Three-Wall Serve: Any ball served that first hits the front wall and on the rebound hits two side walls on the fly. 5. Ceiling Serve: Any served ball that touched the ceiling after hitting the front wall with or without touching one side wall. 6. Long Serve: A long serve is any served ball that first hits the front wall and rebounds to the back wall before touching the floor.

OUT SERVES

1. Out serves: Any one of the following serves results in a handout. 2. Failure of Server: Failure of server to put the ball into play within ten seconds of the calling of the score. 3. Missed Ball: Any attempt to strike the ball on the first bounce that results either in a total miss or in touching any part of the server's body other than his racquet. 4. Non-Front Serve: Any served ball that strikes the server's partner, or the ceiling, floor or side wall, before striking the front wall. 5. Touched Serve: Any served ball that on the rebound from the front wall touches the server, or touches the server's partner while any part of his body is out of the service box, or the server's partner intentionally catches the ball on the fly. 6. Crotch Serve: If the served ball hits the crotch in the front wall it is considered the same as hitting the floor and is an out. A crotch serve into the back wall is good and in play. A served ball hitting the side wall crotch beyond the short line is good and in play.

RETURN OF SERVE

1. Receiving Position: The receiver(s) must stand at list five (5) feet back of the short line, as indicated by the three (3) inch vertical line on each side wall, and cannot enter into this safety zone until the ball has been served and passes the short line. BUT, if the ball bounces before crossing the five (5) foot short line, the receiver may cross the line and hit the ball after it has bounced. A violation of this line would result in a point for the server. 2. Defective Serve: To elminate any misunderstanding the receiving side should not catch or touch a defectively served ball until called or it has touched the floor for the second time. 3. Legal Return: After the ball is legally served, one of the players on the receiving side must strike the ball with his racquet either on the fly or after the first bounce and before the ball touches the floor the second time to return the ball to the front wall either directly or after touching one or both side walls, the back wall or the ceiling, or any combination of those surfaces. A returned ball may not touch the floor before touching the front wall. It is legal to return the ball by striking the ball into the back wall first, then hitting the front wall on the fly or after hitting the side wall or ceiling.

RALLIES

1. Each legal return after the serve is called a rally. Play during rallies shall be according to the following rules: a. One or Both Hands: Only the head of the racquet may be used at any time to return the ball. The ball must be hit with the racquet in one or both hands, switching hands to hit a ball is an out. The use of any portion of the body is an out. b. One Touch: In attempting returns, the ball may be touched or struck only once by one player on the returning side (a carried ball is a ball that rests on his racquet in such a way the effect is more of a sling or throw than a hit and shall be ruled a point or handout as is applicable). In doubles, both partners may swing at, but only one may hit, the ball. A violation of this or the preceding rule results in a handout or point. 2. Return attempts: a. In singles, if a player swings at but misses the ball in play, the player may repeat his attempt to return the ball until it touches the floor for the second time. In doubles, if one player swings at but misses the ball, both he and his partner may make further attempts to return the ball until it touches the floor the second time. Both partners on the side are entitled to return the ball. b. In singles or doubles, if a player swings at but misses the ball in play and in his/her, or his/her partner's attempt again to play the ball there is an unintentional interference by an opponent, it shall be a hinder.

DEAD BALL HINDERS

1. Dead Ball Hinders: Hinders are two types - dead ball and avoidable. Dead Ball Hinders as described in this rule result in the point being replayed. 2. Situations: When called the following are dead ball hinders: 3. Court Hinders: Hits any part of the court which under local rules is a dead ball. 4. Hitting Opponent: Any returned ball that touches an opponent on the fly before it returns to the front wall. 5. Body Contact: Any body contact with an opponent that interferes with seeing or returning the ball. 6. Screen Ball: Any ball rebounding from the front wall close to the body of a player on the side which just returned the ball, to interfere with or prevent the returning side from seeing the ball. 7. Straddle Ball: A ball passing between the legs of the player on the side which just returned the ball, if there is no fair chance to see or return the ball. 8. Other Interference: Any other unintentional interference which prevents an opponent from having a fair chance to see or return the ball. 9. Effect: A call of hinder stops the play and voids the situation following, such as the ball hitting a player. The players themselves can call a hinder while holding up their swing, such a call should be made immediately.

Rugby:

TEAM 1. All teams are mixed (male/female) to a maximum of 10 players. A maximum of five (5) are allowed on the field at any one time. The team is not permitted to field more than four (4) male players at any time. 2. All team members must be correctly attired in team uniforms (pinnies or like couloured tshirts). Running shoes must be worn. Bare feet, spikes and footwear with screw-in studs are not permitted. Players are not to wear any item of jewellery that might be dangerous. 3. The captain winning the toss shall receive possession of the ball and a choice of direction and substitution box for the first half

BOUNDRIES 1. Offside/Onside: After a touch has been made all defending players must retire 5 metres from the mark. Defenders cannot move forward until the dummy half has touched the ball. 2. Out of bounds: If a player with the ball touches or crosses the sideline s/he is deemed to be out of play and a change of possession occurs. Play restarts with tap or rollball. If a touch is made before the player goes out, the touch counts. 3. Outside Dimensions: The exterior dimensions of a rugby field are not to be greater than 144 meters long including the Dead Ball Line. The width should not be greater than 70 meters 4. Halfway Line: The halfway line marks the field in half regardless of the size of the field. 5. 10 Meter Line: The 10 meter line is marked 10 meters from the halfway line on either side. The 10 meter line marks the distance that a kickoff must go before the opposing team may gain possession of the ball. 6. 22 Meter Line: The 22 meter line is measured from the goal line (or try line). This is the line marks the spot play is restarted. 7. In Goal: The "in goal" is the equivalent of the end zone in football. It is marked by the Goal Line and the Dead Ball Line. The size of the In Goal is not less than 10 meters and not greater than 22 meters. 8. The Goal Post: The goal post in Rugby shares the same dimensions as NFL Football. In meters the goal is 5.6 meters wide and 3 meters high at the crossbar.

TIME 1. The match shall be 10 minutes each way with a 3 minute break at half time (subject to number of teams divided by 4 hour time slot)

SUBSISTUTION 1. Teams may interchange players at any time. Players coming on to the field may not do so until the player being replaced has come off.

PENALTIES 1. Players of the attacking team are not to obstruct defending players from attempting to affect a touch. Defending players are not to obstruct/interfere with attacking players supporting the ball carrier. 2. When a player/team is penalised the non offending team shall restart play with a tap. The tap is taken at the mark and the defending team must retire ten (10) metres from the mark until the ball has been tapped. 3. Play restarts with a tap when the following infringements occur: Forward Pass; Touch and Pass; Performing a rollball / stepover prior to a touch being made; Falsely claiming a touch; Using more than the minimum force to make a touch.

THE GAME GENERAL INFO

1. A try will be awarded when a player places the ball on or over the score line prior to being touched. A try will be worth one point. The Dummy Half is not permitted to score touchdowns. 2. A change of possession shall occur when: (a) the ball goes to ground; (b) the Dummy half is touched while in possession; (c) the Dummy half places the ball in the Touchdown zone; (d) the 5th Touch occurs; (e) the player in possession steps on or over the boundary of the field of play; (f) a stepover/rollball is performed incorrectly, and (g) a tap is performed incorrectly. At a change of possession play is restarted with a stepover or tap. 3. The tap is taken by placing the ball on the ground on the mark, releasing the ball from both hands, tapping the ball with the foot a distance of not more than one metre and retrieving the ball cleanly. Any player from the attacking team may take the tap. 4. A means of restarting play. Players must perform the rollball on the mark while facing their opponent’s defending score line and rolling the ball backwards between their legs a distance of not more than one metre. Players must not delay performing the rollball. 5. A player may pass, knock, throw or otherwise deliver the ball to any onside player in the attacking team. Passing forward is not permitted. 6. Players from both teams are permitted to effect the touch. A touch is contact with two hands to any part of the body, ball, or clothing below the shoulders. A minimum of force is to be used at all times. The team in possession is entitled to 5 touches. 7. A player is not to pass the ball after a touch has been made. 8. The dummy half is the person who picks up the ball after a team-mate has performed a rollball. The dummy half cannot score.

Softball (Co-ed):

TEAM 1. A co-rec line-up consists of 8, 9, 10, or 12 players. 10 players play in the field with 2 extra hitters (EH), one male and one female. Teams must have 8 players to begin a game. The following combinations are the only acceptable combinations: 4M / 4F, 5M / 4F, 4M / 5F, 5M / 5F, 6M / 6F.

BOUNDRIES 1. Umpire will designate a field suitable for play in accordance with the following provisions which equal the dimensions of a softball field: a. The softball diamond is a square with equal sides of 60-70 feet (some variation at different fields); b. The pitching strip is in the center of the diamond, 46-50 feet (some variation at different fields) or just over 15 paces from home plate, and directly aligned with the first base/third base diagonal.

TIME 1. Each game has a 50-minute or 7-inning limit. Any inning started before the end of the 50-minute time period will be completed. No innings will begin after 50 minutes. 2. Regular season games can end in a tie. Extra innings will be played only if they start before the 50- minute time limit. All playoff games will continue until a winner is determined. 3. (10-Run Rule) If one team is ahead by 10 runs after 4 complete innings (3 1/2, if the home team is ahead) the game will be called. 4. Game time is forfeit time. A team needs at least 8 legal players to begin the game. If the forfeiting team wishes to remain in the league, the team captain must come into the Intramural Sports Office by noon on the next working day to present their case.

SUBSISTUTION

1. A female may only substitute for a female in the batting order, a male for a male. 2. Teams may substitute freely on defense each inning. PENALTIES

1. An illegal pitch may not be hit by the batter. The ball shall be ruled immediately dead and all runners must return to their bases. An illegal pitch counts as 1 of the 3 pitches to that batter. 2. A foul count as a strike. 3. A foul on the third strike is an out. No courtesy foul.

THE GAME GENERAL INFO

1. The batting order shall alternate male and female batters. 2. If a male batter is walked with 0 or 1 out, he will be awarded 2nd base and the next female MUST bat. If a male batter is walked with 2 outs, he will be awarded 2nd base and the female has the option of batting or taking a walk. If a female walks at anytime in the game, she will be awarded 1st base only. 3. Co-rec defensive positioning shall include a maximum of 2 males and 2 females in the outfield and a maximum of 2 males and 2 females in the infield. Males and females may be distributed on either side of the field in any way (males at 3B and SS OR males at SS and 1B, etc). Either the pitcher or catcher must be a female, the other a male. 4. Teams pitch to their own batters. Pitchers must be a team member (signed in for the game). Pitchers do not have to be one of the batters in the line-up. A maximum of 2 pitching changes are permitted per inning per line-up cycle (when batting around, the number of pitching changes resets to 0). Pitchers receive a maximum of 5 warm-up pitches prior to the first inning and 1 pitch prior to any other inning. No warm-up pitches are allowed for mid-inning pitching changes. Pitchers shall wait until the fielding team is ready before delivering the pitch. 5. Offensive pitchers do not play defense and must move out of the way of all defensive plays. Pitchers hit by a batted ball result in the batter being called out and all runners returning to their bases. 6. Defensive positioning shall include a maximum of 4 players in the outfield and a maximum of 6 players (including the catcher) in the infield. All teams must supply a catcher as one of the infielders. 7. When a team is participating with a full defensive squad that consists of 6 infielders, one of the infielders must field the defensive pitcher position. When fielding 5 or fewer infielders, this position is optional. When utilzing the defensive pitcher position, the fielder shall be within the diamond, no closer to home plate than the pitching rubber, at least 4 feet and no more than 8 feet from the offensive team's pitcher, and in such a position that does not interfere with the offensive team pitcher's natural motion. 8. Each batter shall receive a maximum of 3 pitches. There are no walks and no strikeouts. Batters are out if they do not put the ball into play after 3 pitches. There is no bunting. Batters must take a full swing at a pitch. 9. In all 3-pitch games, over-the-fence home run limits will be in effect. Each team may hit up to 3 home runs per game.

Speedball:

TEAM 1. Each team consists of 4 players. A team must have 3 players to begin a game. 10 players are allowed per team roster. 2. Team composition in co-rec can be 2 men and 2 women, 1 man and 3 women, 1 man and 2 women, or 2 men and 1 woman.

BOUNDRIES 1. Boundary lines correspond to those of the basketball boundaries 2. The goals are indoor floor hockey nets and basketball hoops 3. Touch line: "throw in" is taken by the opponent at the spot where the ball went out of play. (Other players must by 5-yards away) 4. Goal line: opponents may punt, drop kick, place kick, or throw the ball from where it went out. (Other players must by 5-yards away) 5. Out-of-bounds by 2 opponents: "drop ball" at the spot nearest where the ball went out of play. (Other players must by 5-yards away)

TIME 1. Each game will be divided into two (2) halves of fifteen (15) minutes each. 2. Time runs continuously except for injuries or unexpected dead balls. 3. At the conclusion of each half, the teams reverse ends. 4. There shall be approximately two (2) minutes between halves. 5. There are no time outs.

SUBSISTUTION 1. Unlimited substitutions are permitted. Players entering and leaving the court must do so at midcourt. Substitutions may only occur at any dead ball.

PENALTIES *There are three categories of rule infractions are: Violations, Personal Fouls and Technical Fouls.* 1. Violations: Simple rule infractions are called violations and include: a. Traveling with the ball – Over 3 steps. b. Illegal use of the hands - Touching a ground ball with the hands or arms. c. Dangerous play - In the opinion of the official, all high kicks above the waist in a dangerous manner will be prohibited. d. Obstruction - Obstruction is the intentional act by a player, not in possession of the ball or not attempting to play the ball, of running between an opponent and the ball or using the body as an obstacle. 2. Violation Penalty: The penalty for a violation is that the opponents are awarded possession of the ball for an aerial throw at the designated spot. The defense must take a position at least 3 yards (9 feet) from the thrower. Violations may result in a goal if the team was violated during a scoring opportunity. 3. Personal Fouls: Personal fouls are rule infractions that involve unnecessary roughness and include actions like pushing, holding, kicking, tripping, charging, or blocking an opponent. a. Kicking or striking an opponent - A player shall not intentionally attempt to kick or strike an opponent. b. Jumping at or tripping an opponent - A player shall not intentionally jump at nor intentionally trip an opponent. c. Charging a player in possession of the ball - A player shall not intentionally charge an opponent unfairly. Offenses include violently and/or dangerously charging a player or charging from behind. d. Intentional use of the hands or arms below the waist on a kicked ball near the goal. e. Holding, pushing, or impeding an opponent - A player shall not use his/her hands or arms to hold, push, or impede an opponent. f. Illegally contacting a ball in player possession - A player shall not attempt to strip or dislodge a ball in the possession of an opponent. 4. Personal Foul Penalty: The penalty for a personal foul is that the opponents are awarded possession of the ball for an aerial throw at the designated spot. The defense must take a position at least 3 yards (9 feet) from the thrower. The player committing the foul must sit out for 1 minute and their team plays down a player. Violations may result in a goal if the team was violated during a scoring opportunity. If a goal is awarded, the team whose player committed the foul still plays down a man, but gets possession. 5. Technical Fouls: The following infractions are considered technical fouls: a. Slide tackling (May result in an immediate ejection). b. Unsportsmanlike conduct. c. Any personal fouls committed during an obvious scoring opportunity. d. Unnecessary delay of game. e. Illegal substitution. 6. Technical Foul Penalty: The penalty for a technical foul is that the opponents are awarded possession of the ball for an aerial throw at the designated spot. The defense must take a position at least 3 yards (9 feet) from the thrower. The player committing the foul must sit out for 3 minutes and their team plays down a player. Violations may result in a goal if the team was violated during a scoring opportunity. If a goal is awarded, the team whose player committed the foul still plays down a man, but gets possession. If one player receives two technical fouls they will be ejected from the game.

THE GAME GENERAL INFO

The object of Speedball is for the team in possession of the ball to advance the ball toward their basket or goal and score with a kick, throw or shot. The opponents try to intercept and obtain possession of the ball in order to do the same to score. In general, the soccer rules apply when the ball is on the ground; frisbee and basketball rules apply when playing the ball in the air. Any time an aerial pass is incomplete or knocked down inbounds, play continues as a grounded ball.

1. The game starts with a coin toss for possession. The winning team gets first ball in front of their goal and must throw it in from the designated spot. The defending team must be past the midcourt line. 2. When the ball is on the ground, soccer rules apply. You may kick the ball into the hands of a teammate, but may not bend over and pick it up off the ground. You may kick the ball off the wall into your hands, but may not lift the ball to your hands with your feet. For a legal catch, the ball must be above the waist. 3. When a player has possession of the ball, they may only take 3 steps with the ball. They may then shoot, pass or drop it to the floor and continue to dribble. 4. Speedball is a non contact sport. You may not contact a ball carrier to steal the ball. You may only intercept a pass or block a shot once it leaves the player’s hands. 5. No offensive or defensive players may enter the goal crease. If a defensive player makes contact with the ball while it’s in the crease, a goal will be awarded for the other team. If any offensive player is in the crease while their team scores, the goal or basket will be waived. 6. SCORING: (a) Throw-in: 2 point (b) Kick-in: 3 points (c) Basket: 1 point. After a goal is scored, possession goes to the defending team and they get the ball in front of their goal and must throw it in from the designated spot. The team that just scored must be past the midcourt line. 7. Overtime will consist of a 10-minute “sudden death” period. The first team to score will win the game. Possession goes to the team that won the coin flip at the start of the game. :

TEAM 1. Singles and Doubles

BOUNDRIES 1. The Court shall be a rectangle 78 feet (23.77 m) long and 27 feet (8.23 m) wide. It shall be divided across the middle by a net suspended from a cord or metal cable of a maximum diameter of one-third of an inch (0.8cm), the ends of which shall be attached to, or pass over, the tops of two posts, which shall be not more than 6 inches (15cm) square or 6 inches (15cm) in diameter. 2. These posts shall not be higher than 1 inch (2.5 cm) above the top of the net cord. 3. The centers of the posts shall be 3 feet (.914 m) outside the Court on each side and the height of the posts shall be such that the top of the cord or metal cable shall be 3 feet 6 inches (1.07m) above the ground.

TIME 1. Matches consist of three sets of six games. 2. Server will be determined by coin toss at the start of the first set. 3. Conventional advantage scoring will be used. 4. A set is completed when a player has won six games and leads an opponent by two games. 5. Sets reaching six games apiece will play a 7 out-of-12 points tiebreaker. 6. The winner takes the new can to the next match.

PENALTIES 1. Lose right to protest the game 2. All possession in a jump ball situation go to the opposing team 3. Start the game with a 10-point deficit

THE GAME GENERAL INFO

Singles:

1. A player who first wins seven points shall win the game and the set provided he leads by a margin of two points. If the score reaches six points all the game shall be extended until this margin has been achieved. Numerical scoring shall be used throughout the tie-break game. 2. The player whose turn it is to serve shall be the Server for the first point. 3. His opponent shall be the server for the second and third points and thereafter each player shall serve alternately for two consecutive points until the winner of the game and set has been decided. 4. From the first point, each service shall be delivered alternately from the right and left Courts, beginning from the right Court. If service from a wrong half of the Court occurs and is undetected, all play resulting from such wrong service or services shall stand, but the inaccuracy of station shall be corrected immediately it is discovered. 5. Players shall change ends after every six points and at the conclusion of the tie-break game. 6. The tie-break game shall count as one game for the ball change, except that, if the balls are due to be changed at the beginning of the tie-break, the change shall be delayed until the second game of the following set.

Doubles:

1. In doubles the procedure for singles shall apply. The player whose turn it is to serve shall be the Server for the first point. Thereafter each player shall serve in rotation for two points, in the same order previously in that set, until the winners of the game and set have been decided. 2. The ball shall be struck alternately by one or other player of the opposing pairs, and if a player touches the ball in play with his racket in contravention of this Rule, his opponents win the point.

Ultimate Frisbee:

TEAM 1. Each team will play with 6 players on the field. Teams must have 4 players to start a game. 2. Players can compete on only one team, regardless of league classification. A team's roster may include an unlimited number of players.

BOUNDRIES 1. The field size will be 80 yards long by 30 yards wide. The field of play will consist of two 10-yard end zones and 60 yards of playing space.

TIME 1. Each game will consist of two 15-minute halves of running time with a 3-minute halftime period. 2. In all games tied at the end of regulation, a 3-minute overtime period will be played. 3. Each team receives one time-out per half. Unused time-outs do NOT carry over to the next period. There are NO time-outs in overtime. a. Time-outs will be a maximum of 2 minutes in length. b. Time-outs may be called by any team member on the playing field following a goal. c. While the disk is in play, only the player in possession of the disk may call time-out. d. In the event of an injury, an injury time-out will be called. The injury time-out is not charged to either team. e. When play resumes after a time-out has been taken during play, the player who had possession puts the disc into play. If the player calling the time-out leaves the field due to injury, the player replacing him/her puts the disc into play. The disc is put into play at the location where the disc was when the time-out was called. Play is resumed through the use of a check. 4. (Mercy Rule) If a team leads by 10 points or more at anytime during the final 5 minutes of the second half, the game shall be called.

SUBSISTUTION 1. Substitutions can only be made in between points (following a goal and before the throw-off) or during a time-out. There are no substitutions while the disc is in play.

PENALTIES

1. It is the responsibility of all players to avoid contact in any way possible. Violent impact with legitimately positioned opponents constitutes harmful endangerment, a foul, and must be strictly avoided. Contact fouls include picking, blocking, and shoving for position. 2. A foul can only be called by the player who was fouled. It must be called immediately after the occurrence. a. All players must freeze. b. Stall count goes to zero. c. Play resumes after disc is checked. 3. All fouls result in a re-throw, after a "check" of the disc, EXCEPT: a. If a fouled pass is completed, the foul is automatically declined; Play continues. Call "Play on". b. On uncontested catching fouls, the receiver takes the disc as if caught. Check the disc. c. On defensive fouls the "stall" goes back to zero. On offensive fouls or travels, it stays the same or goes back to six, whichever is lower. 4. If a receiver is fouled in the end zone, it is treated like a catch, but they must walk the disc to the end zone line and start play from there. It is not an automatic point. The disc must be checked in before play can begin. 5. The defense can contest the call, at which point the disc goes back to the thrower.

THE GAME GENERAL INFO

1. OFFENSE: (a) Thrower: Offensive player in possession of the disc. (b) Marker: Defensive player that is guarding the thrower. (c) Receiver: Any offensive player not in possession of the disc. a. Every player (excluding the thrower) is entitled to occupy any position on the field not occupied by any opposing player, provided that s/he does not cause personal contact in taking such a position. b. The disc may only be advanced by passing. The disc may be passed in any direction by any player. 2. The Principle of Verticality: All players have the right to the space immediately above them. Thus, a player cannot prevent an opponent from making an attempt on a pass by placing his/her arms above an opponent. Should contact occur the player restricting the vertical area is responsible. 3. A player who has jumped is entitled to land at the same spot without hindrance by opponents. S/he may also land at another spot provided the landing spot was not already occupied at the time of take- off and the direct path between the take-off and landing spot was not already occupied. 4. The player’s first contact with the ground after catching the disc determines whether he/she is in or out. The line is out. The first point of contact must be all the way in, this includes the end zone. 5. A player may never run with the disc. Upon catching the disc a player must stop as soon as possible and establish a pivot foot. Any further movement is considered traveling and can be called by anyone on the field. This causes the disc to be returned to the thrower at the point of the infraction and a disc check takes place. 6. In the event of an unsuccessful throw (i.e. out of bounds, dropped, or hits the ground), possession of the disc is turned over to the defensive team. A player may not catch their own throw, unless tipped by a member of the opposing team. 7. A thrower is allowed 10 seconds to throw the disc, but the stall count cannot begin until the thrower is marked. The marker shall begin a verbal 10-second count (1 to 10). If the disc is not thrown before the 10-second "stall" count is reached, the disc is turned over and the defense gains possession of the disc where the thrower was standing. 8. No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team; to do so is a "pick." In the event of a pick, the obstructed player must immediately call "pick" loudly; play stops and is resumed after a check. When the disc is in the air, players must play the disc, not the opponent. 9. DEFENSE: a. Only one marker is permitted to guard the thrower. The marker can be no closer than 18 inches to the thrower. b. No other defensive player may establish a position within 3 yards (9 feet) of the pivot foot of the thrower, unless he/she is guarding another offensive player in that area. c. Should the thrower recognize a double-team situation, he/she first calls "double-team" as a warning. If the defensive team continues to double-team, the thrower calls double-team again, and it is a violation. d. No defensive player may touch (strip) the disc while in the hands of the thrower (excluding the check). In the case of a strip, the stall count ceases until the thrower has regained possession, at which point the count resumes. Play does not stop. 10. SCORING: a. A goal is scored when an offensive player receives the disc in the defender's end zone. In order for the receiver to be considered in the end zone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the end zone. b. A player must be completely in the end zone AND acknowledge that he/she has scored a goal. If that player plays the disc unknowingly into a turn over, then no goal is awarded. c. A player cannot score by running into the end zone with the disc. Should a receiver’s momentum carry him/her into the end zone after gaining possession, s/he must carry the disc back to the closest point on the goal line and put the disc into play from there. d. Each goal is worth one (1) point. e. The scoring team stays and throws off from this end zone to begin the next point. 11. TURNOVERS: a. An incomplete, intercepted, knocked-down, or out-of-bounds pass results in a loss of possession. A check is not required. b. Out of bounds: When the disc goes out of bounds, play is resumed where it crossed the line, if it goes out the back, walk it to the closest spot on the end line. Player in-bounding disc must have pivot foot on the line. A check is not required. c. The following actions result in a loss of possession and a check: i. If the marker’s count reaches the maximum number; ii. If the disc is handed from player to player; iii. If the thrower intentionally deflects a pass to him/herself off another player; iv. If the thrower catches his/her own throw. However, if the disc is touched by another player during its flight it is considered a complete pass and is not a turnover. 12. When possession changes in an end zone: a. If you gain possession in the end zone you are defending, you may either take the disc where it stopped, or walk it up straight to the goal line and take it there. b. If you gain possession in the end zone you are attacking, you must walk the disc perpendicularly back to the goal line. Play continues, no "check" is required. 13. To check the disc, the thrower holds the disc and the marker counts down "2, 1, disc in", then taps the disc. a. If the count is too fast, thrower says "too fast", and the marker must immediately go back 2 in the count.

Volleyball:

TEAM 1. 6 players per team; three (3) men and three (3) women. Play may start with no less than four (4) players, two (2) men and two (2) women. A team may also play with 5 players. At no time may there be more than three (3) players of a gender on the court for a team. Therefore, the only legal combinations are 3 males + 3 females, 3 males + 2 females, 2 males + 3 females, and 2 males + 2 females. Substitutions may only take place as a male for male or female for female. 2. A team must have 4 players to start a game.

BOUNDRIES 1. The court shall be regulation size with a net height of 7' 11" for men's matches, 7' 9" for co-rec matches, and 7' 4" for women's matches. 2. Spectators are permitted only behind the end line or in bleachers, when provided. No spectators shall be positioned between courts.

TIME 1. All matches will be best 2 of 3 games 2. All games will use the rally scoring system with a point awarded on each service regardless of which team served. Points are scored on side-outs with serve also changing sides. a. In the first and second games, the game will be won when one team has scored 25 points and has at least a 2-point advantage over the opponent. No game shall exceed 27 points. If the teams are tied at 26-26, the next point scored will determine the winner. b. The third and final game will be won when one team has scored 15 points and has at least a 2- point advantage over the opponent. There will be no cap on points in the third game. 3. Two 30-second time-outs will be allowed per team per game. The time-outs may be used consecutively, if needed. a. First request for a third time-out in a game results in a yellow card (warning) and subsequent requests result in a red card (point).

SUBSISTUTION 1. Substitutions may only take place during a dead ball. 2. A substitute must be from the serving team and shall enter into the rotation in the serving position only (exception: injury). 3. A substitute must enter the game before the serve. Once a substitute has entered the game, he/she must play through the entire rotation and back to the service position before being removed from the game. 4. There is no limit to the number of individual entries or team substitutions in any one game. Substitution is not "person for person".

PENALTIES

1. Penalties are similar to those of regulated varsity rules. 2. Carrying a ball is prohibited and will lead to a turn over. 3. If the ball hits the ground or flies out of bounds it is a turn over.

THE GAME GENERAL INFO

1. Positioning & Serve: In court positioning, men and women must alternate positions; therefore, they must also alternate serving. On the serve, any legal technique may be used. 2. Contacts: Each team may have three (3) hits on its side of the net. If the ball is returned on one hit, either a man or a woman may hit the ball. If, however, two (2) or three (3) hits are required, a member of each sex must hit the ball. The ball must always be returned over the net on or by the third hit. 3. Male Restrictions: At all times whether starting the play as a front or back row player, male players may attack the ball only from behind the 3-meter attack line. Male players may not break the plane of the net when blocking.

Water Polo

TEAM 1. A team consists of 7 players (4 men, 3 women). 2. There shall be no limit to the number of eligible players on a roster. 3. Teams must have at least 5 players present to start a game (either combination of 3/2).

BOUNDRIES

1. The playing area of the pool is 25 x 15 yards. 2. The goal areas are designated as those areas two yards from the end of the pool and two yards from each side of the goal. 3. Goal areas will be designated by orange pylons positioned on both sidelines and at the edge of each endline, two-yards from each goal post. a. All penalty shots will be taken from the 4-YARD LINE which will be designated by the game official.

TIME

1. There shall be two 15-minute halves of running time with a 3-minute rest period between halves. Teams will switch ends during the half time period. 2. Tie games at the end of regulation time will be decided by a 3-minute extra period. 3. If a game is still tied at the conclusion of the extra period, a sudden-death overtime period will be played with the first goal scored by either team determining the winner. 4. Three one-minute time-outs shall be allotted for each team per game. a. Time outs may only be called by the team in possession of the ball. b. At the referee's discretion, time-outs for an injured player may be charged to the injured player's team time-out total.

SUBSISTUTION

1. Free substitutions will be allowed but must take place at mid-pool on the substituting team's defensive side. 2. All entering substitutes must notify the scorekeeper before entering the pool.

PENALTIES

1. Penalty shots must be taken by a female player. 2. The player must be positioned at the 4-yard line and at the command of the referee, must raise the ball to a shooting position. 3. At the sound of the referee's whistle the player must throw without hesitating or faking a shot. 4. A penalty throw is awarded to a team which has been fouled 10 times by the opposing team. a. Another penalty is awarded for each set of 10 personal fouls thereafter. b. These fouls carry from one half to the next. 5. All players, except the goalie, must leave the penalty area until the throw is taken. 6. No player may be within one yard of the thrower. 7. If the penalty shot is missed, the ball is in play on the rebound. 8. All penalty shots count one (1) point. 9. The following infractions will constitute a personal foul which will be assessed against the offending player and his or her team: a. Minor Fouls: (i) Holding, pushing, kicking or tackling any player who is not in possession of the ball. (ii) Leaving the innertube to tackle another player. (iii)Pushing off an opposing player. (xi) Goalie jumping off pool bottom after warning (Penalty shot awarded on second foul call). b. Major Fouls: (i) Attacking, striking, or kicking an opponent in such a manner that the player is personally endangered (Referee's discretion). (ii) Flagrant refusal to obey the referee. (iii) Unsportsmanlike conduct. c. Penalty enforcement: Personal foul and team fouls will be charged to the offending player and team and the player shall be immediately removed from the game. 10. After ten team fouls have been accumulated by any given team, a penalty throw will be awarded to their opponents. 11. An additional penalty throw will be awarded after the next set of 10 fouls. (Fouls carry over from one half to the next.)

THE GAME GENERAL INFO

1. GOALIES MUST BE MALE 2. Field players may not enter the goal area a. Violation enforcement - Minor foul, ball awarded to the goalie (if committed by the offense) b. Violation enforcement - Minor foul, ball awarded to nearest opponent (if committed by defense). 3. Goalies may leave the goal area at any time. NOTE: Any penetration of the imaginary plane of the 2- yard line constitutes encroachment of the goal area 4. Putting the Ball in Play: a. To start a period: Each team will line up at opposite ends of the pool with three members of each team positioned on each side of the goal. Play begins with a drop ball by the referee at mid-pool in the lane nearest his (the referee's) side of the pool. b. Free Throws: After a free throw has been awarded, one pass must be made before any shot on goal is attempted. Opponents may not touch, impede, or interfere with a free thrower's attempt to pass the ball. Free throws must be in play within 5 seconds. c. Face-Offs: After two simultaneous fouls are committed by opposing players, or two opposing players simultaneously control the ball, a face-off will be used to put the ball in play. To execute a face-off, two opposing players will face the referee's sideline and position themselves at the second lane line on their defensive side of the pool. The referee will drop the ball in play in lane one. The ball is in play when it hits the water. 5. Scoring: a. A goal scored by a female will be worth 2 points. b. A goal scored by a male will be worth 1 point. c. A goal scored from beyond half pool will double the point value. d. A penalty shot from the 4-yard line shall be worth one point. i. Players must remain in their tube after releasing the ball in order for a goal to be scored, unless a defensive player is responsible for the offensive player coming out of his/her tube. ii. Goal shots must hit the back of the goal canvas or corner bar in order to be considered a legal goal. Goal shots hitting the side of the goal or merely passing the imaginary plane of the goal mouth without hitting the back will not count. iii. Goals scored by an offensive player within the goal area will not be counted. iv. Goals scored when a defensive player is within the goal area will be counted.

Wiffleball:

TEAM 1. A team will consist of at least 6 players. 2. There will be 6 players in the field at a time in addition to a catcher provided by the batting team. 3. The batting order may have an unlimited number of people as long as the order remains the same throughout the entire game.

TIME 1. A game will consist of five innings or 30 minutes, whichever comes first (no inning will start after 30 minutes of playing time has elapsed). 2. If the game is tied after five innings or 30 minutes, a hit off will take place. One player from each team will attempt to hit the ball as far as possible on the fly. 3. The player that hits the ball farthest on the fly will be declared the winning team.

SUBSISTUTION 1. There are unlimited substitutions as long as there are a maximum of six fielders at one time

PENALTIES 1. Absolutely no sliding. 2. Any base runner that slides will be called out automatically. 3. The Intramural Staff on site have final say in all disagreements.

THE GAME GENERAL INFO

1. PITCHING AND HITTING: (a) The hitting team will provide the pitcher. (b) The pitcher can throw overhand or underhand. (c) Each batter gets three pitches. If the batter fails to put the ball in play, he/she will be declared out. (d) No bunting will be permitted. Each batter must take a full and complete swing. Bunting is an automatic out. (e) There will be no base awarded for being hit by a pitch. The pitch will be ruled a ball. (f) The batter does not need to avoid being hit. If it is ruled that a batter leaned into or interfered with a pitch, a strike will be recorded against the hitter. (g) Batters must always have both hands on the bat when swinging. Penalty: automatic out. (h) If a batter intentionally throws a bat, he/she will be called out. 2. FIELD RULES: (a) If the ball is hit into the air and a fielder catches the ball before it touches the ground, the batter is out and all other runners must return to the base they started from. (b) If the ball is hit into the infield and is caught before it touches the ground, the batter is out and all other runners must return to the base from which they started without threat of getting “out.” This is a modified infield fly rule. (c) To consider a person “out” one of the following must occur: a. The batted ball must be caught before it touches the ground b. The runner must be tagged with the ball while it is in the hand of the fielder. To be tagged out, the runner must not be on base c. The ball must be securely in the hands of a fielder standing on a base, where the ball has arrived before the runner. This only applies if the runner is forced to run. 3. No stealing will be permitted. If a wild pitch or a passed ball goes out of play, runners may NOT advance. In addition, runners may not lead off bases. Players may not leave the base until the ball has been batted. An automatic out will result if a player is caught leading or stealing. 4. A runner may over-run first base and home plate only. If the runner does not stop on second or third base, he/she may be caught off base and tagged “out.” 5. Base runners advance at their own risk. No bases will be automatically rewarded for over throws. However, if the ball is blocked by spectators or becomes out of reach of the fielders, each runner will advance only one base. 6. DEFENSE: (a) A ball which hits a wall or ceiling in foul territory may NOT be caught on the fly for an out. (b) A ball which hits the ceiling in fair territory may be caught on the fly for an out. (c) A ball which hits the outfield wall on the fly is an automatic homerun.