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Rules & Handbook

Intramural Rules and Procedures!

  • 3 on 3 Passing 

    3 on 3 Passing League Rules and Procedures

    1. Three players per team required, five players MAXIMUM. Two substitutes will be permitted per team.
    2. Each team has four plays to score a touchdown or cross the
    3. ten-yard line for a first down before a change of possession occurs.
    4. Each possession will start from the 30-yard line going towards the closest end zone.
    5. Each team receives three equal possessions per game. A touchdown counts for six (6) points. After a touchdown, the scoring team may select to attempt one play from the 5-yard line for one (1) extra point, or one play from the 10-yard line for two (2) points.
    6. A 25 second play clock will be used. It will begin once the official gives the ready to play signal. If the offense fails to snap the ball before the play clock expires, they will be flagged for delay of game.
    7. A player is down when their flag has been pulled, fallen off, or makes contacts with the ground other than his/her feet.
    8. "Rushing the Quarterback" is not allowed.
    9. The quarterback is not allowed to rush, throw a backwards or lateral pass. The quarterback is allowed only one forward pass.
  • Battleship

    Intramural Battleship Rules

    Battleship Rules & Regulations

    General Eligibility
    Participants:
    Participation in the event is open to CURRENT Vanderbilt University students, faculty, staff and Rec Center members with a valid VU ID.

    Registration:
    Registration forms for this event are to be completed and turned in at the Vanderbilt Recreation and Wellness Center main office.
    Team Composition

    Roster:
    This is an "open" event and has no male/female number restrictions. Teams may carry a maximum of 6 players on their roster. Only four players are permitted in the canoe at one time. No more, no less. Any less than four players will be considered a forfeit due to an unfair advantage of weight difference in the canoe. Once the game has started, teams will not have the ability to change players during that game.

    Player Attire & Equipment:
    Attire
    Participants need to follow these guidelines and consider the following recommendations:
    Jewelry, casts, or any items judged as potentially dangerous by Intramural Staff MAY NOT BE WORN during the event. Wearing proper swim wear will be enforced with exceptions below. Participants MUST wear swimsuits to be able to participate in the event. No jeans, boxer briefs, or underwear. Approved swimwear only! No shoes (aqua socks or shoes are allowed) Goggles are strongly recommended, especially for those that wear contacts.
    Battleship Rules & Regulations 2013

    Equipment:

    1. The following equipment is allowed and will be
    2. provided for each team:
    3. Each team will be provided with one canoe and
    4. one paddle.
    5. Each team will be provided with three buckets.
    6. Life jackets will be provided for each team
    7. member but are not mandatory. Life jackets MAY
    8. NOT be used as a defensive shield.
    9. If your team loses control of the bucket or
    10. paddle during the game, continue. You
    11. must retrieve the paddle while staying inside of your canoe.

    The Game:
    These rules are to ensure safety and fair play throughout the Battleship Tournament.  Any special circumstances not covered in the rules will be handled appropriately by the Intramural Sports staff in determining the proper ruling.

    Object of the Game:
    Each team will take three buckets and try to attack other canoes with water until their canoe is sunk, or they are the last team floating. In order to move around in the pool, teams may only use their paddles, hands, or buckets Up to four canoes can be in the pool at once. Teams will battle in heats and the winning team will advance.

    Object of the Game:
    Each team will take three buckets and try to attack other canoes with water until their canoe is sunk, or they are the last team floating. In order to move around in the pool, teams may only use their paddles, hands, or buckets Up to four canoes can be in the pool at once. Teams will battle in heats and the winning team will advance.

    Starting the Game:
    Participants will climb into their respective canoes carefully, from the side of the Rec pool. Intramural Staff will survey all canoes for proper equipment and make sure that all safety  requirements are met. The Intramural official will blow his/her whistle and the battle will begin.

    Penalties & Restrictions:
    ALL PENALTIES WILL RESULT IN A STOPPAGE OF PLAY. THE OFFENDING TEAM  WILL THEN BE REQUIRED TO PADDLE TO THE NEAREST OFFICIAL WHERE THEY WILL RECEIVE A PENALTY BUCKET OF WATER DUMPED INTO THEIR CANOE

    Penalties include:

    1. Throwing water from inside of your canoe into
    2. the pool or in other canoes.
    3. Standing up in the canoe at any time.
    4. Jumping or falling out of the canoe at anytime
    5. during the battle will result in disqualification.
    6. Misuse of the paddle to splash or contact any
    7. member or equipment from another team.
    8. Physically contact any member or equipment from
    9. another team to keep them from attacking or defending.

    Battleship Rules & Regulations

    Sunken Ship:
    Once your canoe has been sunk, turned upside down or your team has been disqualified, you must get out of the canoe and guide it to the loading zone of the pool. Any attempt to hinder another team after your canoe has been sunk will result in an ejection for all players involved.  If you fall or jump out of your canoe your team will automatically be disqualified.

    Sportsmanship:
    Sportsmanship is an important part of intramural sports at Vanderbilt University. Any player who uses foul language, violently protests a call, or curses an official, staff member, or opposing participant, will be  removed from the game and will automatically be suspended from his/her team's next competition.

  • Dodgeball

    Co-Rec single-elimination tournament style offered in Fall.

    Rules

  • Flag Football

    Intramural Flag Football – Rules And Procedures

    1. The following rules and procedures are those for which the VRWC further elaborate and clarify. In no way should the absence of a particular rule or procedure be construed to mean that it will not be enforced. It is the team coach's responsibility to become familiar with the current issue of the Intramural-Recreational Handbook, and the National Federation of State High School Associations Football Rule Book.
    2. An Intramural Supervisor will be on duty for each game. The Intramural Supervisors have been given directions and authority by the VRWC to carry out necessary duties. Any problems should be referred to the supervisor in charge.
    3. Forfeit time is 5 minutes after the game's scheduled time. A team must have 6 players present by forfeit time in order to play.
    4. An I.D. will be required from each team for the flags. In addition, an I.D. will be required for the jerseys one of the teams must wear. The I.D.'s will be returned when all of the equipment is returned to the official. Coaches are responsible for lost equipment, and must pay the replacement cost of the lost equipment prior to the next scheduled game (penalty: forfeit).
    5. No player, coach, or spectator shall use abusive or insulting language, or physically abuse any player, coach, spectator, or intramural employee.

     

    1. PLAYERS AND EQUIPMENT

     
    1.1  Responsibilities of Coaches

    1. Check with your players to see if any of them are participating in other intramural activities that may cause a time conflict with your flag football schedule. If you have players in these other activities, notify OCR immediately and we will try to avoid conflicts.
    2. Read and know the rules. Have a team meeting to go over the rules and schedule.
    3. Control yourself, your teammates, and your spectators.
    4. Represent your team prior to, during and after games and at all meetings.
    5. Coaches are responsible for seeing that the officials have the correct final score and should check the score board outside the Office of Campus Recreation.
    6. Make sure all of your players are eligible to play.
    7. Only the Captain may address an official on matters of rule interpretation and for information.
    8. No alcoholic beverages are permitted on the intramural fields (see posted policy).

     
    1.2  Eligibility

    1. A person may play for one team only.
    2. To be eligible each player's name must be on the team roster filed with the OCR.
    3. Freshman must play in the freshman league.
    4. Penalty for any of the above is possible forfeiture of the game and player suspension.

    1.3  Number of Players

    1. Each team may have a maximum of 7 players on the field.
    2. It is recommended that a team have a minimum of 12 players on the roster.
    3. A team may start a game with 6 players. Due to injuries or ejections, a team may continue to play with less than 6 players.

     
    1.4 Protest Procedure

    1. Get the two captains together with the official and settle the dispute.
    2. If satisfaction is not reached, call the supervisor who will then settle the problem.
    3. Neither team may leave the site, nor may the game begin or continue until the protest has been settled.
    4. Eligibility protest must be filed with the supervisor before the game, or when the problem arises.
    5. Judgment calls cannot be protested.
    6. The protest must be made before the next snap of the ball.
    7. Teams who wish to carry the protest further may do so by following the guidelines set forth in the Recreational Handbook.

     
    1.5  Equipment

    1. No helmet or any type of hard or padded headgear may be worn.
    2. Pads are allowed to protect an injury as long as they are constructed entirely of soft, non-abrasive, no-hardening material (no casts).
    3. Shoes must be worn. No hard soled street, combat or hiking boots are permitted. Note: A kicker may kick barefoot on a scrimmage kick.
    4. If cleats are worn, they may contain no metal or sharp points.
    5. Any equipment, in the opinion of the official or supervisor that would confuse or endanger other players is illegal. (No jewelry, hats with bills, or head gear with knots)
    6. Flags may not be tied on.
    7. Belts with 3 colored flags will be supplied and must be worn by every player on the field. Note: Captain must give the official an I.D. for the flags. Penalty for 1-6 above illegal equipment – 12 yards.
    8. Colored jerseys will be provided and must be worn by the team selecting them. Note: Captain must give the official an I.D. for the jerseys.
    9. Game equipment: The teams participating must provide a legal game ball. If necessary, a game ball may be checked out from the SRC during hours with a valid VU I.D. The officials will be the sole judge of the legality of the ball. Each team may use any legal ball of its choice when on offense.

    2. PERIODS, TIME AND SUBSTITUTIONS

    2.1 Periods

    1. A legal game shall consist of (2) 20 minute halves.
    2. If the score is tied after 2 halves, a sudden death period will be played. (tournament play only)

     
    2.2 Time

    1. Each half will be 20 minutes in length.
    2. Half-time will be 3 minutes in length.
    3. During the first 18 minutes of each half the clock will stop only on team time-outs and official's time-outs.
    4. During the last 2 minutes of each half, the clock will stop on incomplete passes, out of bounds plays, first downs, penalties, change of possession, safeties, touchdowns and touchbacks.
    5. If one team is ahead by 18 or more points at 2 minute warning for the end of the game, the clock will be kept as described in article 3 above.
    6. Each time out will be one minute long – plus 25 seconds for the offense to put the ball in play.
    7. The official shall notify the teams when 30 seconds remain in the time-out.
    8. Two time-outs are allowed each team per half. One additional time-out is allowed during a sudden death period.
    9. The referee will keep the 25 second clock. The umpire will keep the official game clock. Teams are responsible for scorekeeping.

     
    2.3 Substitutions

    1. Players may substitute freely between downs. No player may enter after the snap of the ball. Penalty: Illegal participation. Note: No sleeper plays.

    3. STARTING THE GAME AND HALF

    3.1 Starting the game

    1. The referee shall bring the captains together for the coin toss.
    2. The winner of the toss shall choose offense or defense.
    3. The loser of the toss gets the remaining option and the choice of wearing the jerseys.
    4. There are no kickoffs. The ball shall be placed at the 20 yd. line.

     
    3.2 Starting the second half

    1. Switch ends.
    2. Give the option of offense or defense to the team not having the first option.
    3. Place ball on the 20 yard line to begin play.

     

    4. OFFENSIVE PLAY

    4.1 Blocking and Screening

    1. Blocking as in regulation football is prohibited. No player may use  hands or body to block or ward off an opponent.
    2. Offensive players may however, protect the ball carrier by screening.
    3. Screening shall be defined as an offensive player maintaining a position between the defensive player and the ball carrier. The screeners must keep  hands and arms at their  side or behind the back.
    4. No part of the screeners body, except  feet, may be in contact with the ground. (No roll or crab blocks)
    5. Movement of the screener's body in any direction which is responsible for initiating contact with an opposing player is illegal contact. Note: Penalty for 1-5 –Illegal Contact.
    6. Screeners may not interlock arms or legs. Penalty: Illegal Procedure.

     
    4.2 Procedures

    1. Centering: To be legal, the snap must be a quick and continuous motion through the legs. Penalty: False Start.
    2. At least 4 offensive players must be on the line of scrimmage. (Within 1 yard of the line) Penalty: Illegal Procedure.
    3. No 3 or 4 point stances by any player except the center. Penalty: Illegal Procedure.
    4. No offensive player shall make a false start. A false start is any movement simulating the start of the play.
    5. One offensive player may be in motions, but not toward the line of scrimmage. If such players starts from the line of scrimmage, he must be at least fie yards behind the line when the ball is snapped. The man in motion must have begun his movement one full second prior to the ball being snapped. Penalty: Illegal Motion.
    6. All offensive players must be set one full second before the ball is snapped. Penalty: Illegal Motion.
    7. Two or more players may simultaneously shift their positions prior to the snap as long as #5 and #6 above are adhered to.
    8. No player, except the center, may line up with any part of his body in the neutral zone. (encroachment) The neutral zone is 1 yard wide.
    9. The offense has 25 seconds to put the ball in play after the official gives the ready-to-play signal. Penalty: Delay of game. Note: Penalty for article 1-9 –

    5 yards.

    1. Diving to advance the ball, or pull a flag is not permitted. Penalty: Diving.
    2. An offensive player who voluntarily goes out of bounds may not return to that play.  Penalty: Illegal Participation.
    3. The offense has four downs to cross into the next zone to pick up a first down. Zones are 20 yards apart.
    4. Offensive players may not line up in the neutral zone. Penalty: Encroachment.
    5. Offensive players may not line up within 5 yards of the sideline.

     
    4.3 The Ball Carrier

    1. The ball carrier may not use a stiff arm.
    2. The ball carrier may not lower the shoulder, or crash into an opponent.
    3. The ball carrier may not hinder an opponent from removing the flag with his hands or arms. Penalty for 1-3 above Illegal Contact.
    4. The ball carrier cannot dive or hurdle to advance the ball. Penalty: Leaving the Feet.
    5. The ball carrier may not hid the ball under any clothing. Penalty: Unsportsmanlike Conduct.
    6. The ball carrier must have his shirt tucked in.

     
    4.4 Passing

    1. One forward pass per play. Teams may throw as many backward passes (laterals) as they wish. Penalty: Illegal Forward Pass.
    2. All players are eligible to catch a pass. Note: Cannot throw a pass to yourself. Penalty: Illegal Forward Pass.
    3. A pass can be tipped by more than one offensive player in succession and still be a complete pass.
    4. The passer may not intentionally throw a pass which is unable to be caught by an offensive player for the purpose of avoiding a loss. Penalty: Intentional Grounding.
    5. The receiver of a punt may pass the ball, provided he does not take more than two steps after gaining control of the ball. If the pass falls incomplete, the spot of the pass will be the line of scrimmage, with a loss of down. Penalty: Illegal Forward Pass.

     
    4.5 Pass Receiving

    1. In order to be a completed pass, the receiver must have possession of the ball, and at least one foot inbounds.
    2. If two players from opposing teams catch the ball simultaneously, the ball is dead and belongs to the offense at the spot.
    3. The receiver may dive to catch or knock down a pass.
    4. A player may sink to his knees to insure the catch of a pass, however, he is down at that spot.
    5. If a player catches a ball without a flag on, he is downed when touched with one hand below the shoulders.
    6. Offensive pass interference – loss of down and 12 yards. (Pick plays are not permitted).

     
    4.6 Fumbles

    1. All fumbles and blocked punts are dead at the time they touch the ground.
    2. Backward fumble – dead at the spot it hits.
    3. Any fumble that is caught in the air before it strikes the ground my be advanced.
    4. Backward fumble into the end zone – safety.
    5. A snap from center that hits the ground is considered a fumble.

     
    4.7 Scoring

    1. To be ruled a touchdown, the ball must be on or over the goal line. Touchdowns count 6 points.
    2. After a touchdown, the point after touchdown is attempted from the 3 yard line. PAT counts 1 point for a kick, 2 for a pass or run.
    3. Field goals count 3 points. May be placed or dropped kick.
    4. Safety – 2 points. Place the ball on the 40 yard line to resume play.

    4.8 Miscellaneous

    1. At all times the ball must be returned to the official at the end of a play. Spiking the ball is prohibited. Penalty: Unsportsmanlike Conduct.
    2. In case of an inadvertent whistle, the offensive team has the option to replay the down, or take the ball where it was blown dead.
    3. The official has the right, if circumstances permit, to reverse an incorrect decision. This must be done before the ball is put in play.

     

    5. KICKING GAME

     
    5.1 Free kicks

    1. A protected kick must be executed within 4 seconds after the snap. Penalty: Dead ball. Ball goes to the defense.
    2. A scrimmage kick may be executed on any down. On fourth down, the official shall ask the offensive team if they want to kick with protection. If the offense wants a protected kick on any other down, they must inform the official of their intentions. In both cases, the defense will be informed if a protected kick is being made.
    3. On a protected kick, the offense and defense must have 4 players on the line of scrimmage. (Within 1 yard of the line).
    4. The kick must be executed at least five yards behind the line of scrimmage.
    5. Neither team can leave or cross the line of scrimmage until the ball has been kicked. Penalty for 3-5 above: Illegal Procedure.

     
    5.2 Quick Kicks

    1. A team wishing to kick need not declare a protected kick. They may quick kick, but lose all benefits of a protected kick.
    2. Blocked Quick Kicks
      1. Blocked in the end zone – safety.
      2. Blocked from outside the end zone into the end zone – defense's ball at point of block.
      3. Blocked, but not backward, defense's ball at point where it strikes the ground.
      4. Blocked and caught – may be advanced by either team.

     
    5.2 Kick Receiving

    1. A valid fair catch signal is the extended and lateral waving of one arm only above the head.
    2. If the receiver makes a valid fair catch signal, and does not attempt to catch the ball, he may not participate in that play. Penalty: Fair Catch Violation.
    3. The receiver shall not be interfered with while attempting to make a fair catch. Penalty: Fair Catch Interference.
    4. Punts and unsuccessful field goals may by returned. Kicks which hit in or roll into the end zone are touchbacks.
    5. After an unsuccessful field goal attempt which is not returned, return the ball to the previous line of scrimmage, and turn it over to the defense.
    6. If an unsuccessful field goal is attempted from within the 20 yard line and turn it over to the defense: touchback.
    7. Any kick crossing the goal line is a touchback.

     

    6. DEFENSIVE PLAY

     
    6.1 Procedures

    1. No three or four point stances by any player are allowed.
    2. No defensive player shall use words or signals which obviously disconcert opponents when they are preparing to put the ball in play.
    3. A defensive player can dive to block or intercept a pass.
    4. A defensive player cannot dive to remove the ball carriers flag. Penalty: Diving. If he removes the flag on a dive, automatic first down plus 12 yards.
    5. A defensive player cannot initiate contact with an offensive player. He must go around at all times. Penalty: Illegal Contact.
    6. Roughing the passer, kicker, or holder. Penalty: Automatic First Down and 12 yards.
    7. The half or game cannot end on a defensive penalty.

     
    6.2 Downing the Ball Carrier

    1. The ball carrier is down when his flag is removed. Exception: Thrower is not down if arm is in forward motion.
    2. A defensive player may not hold onto the ball carrier when attempting to remove a flag. Penalty: Defensive Holding.
    3. A defensive player may not remove an offensive player's flag who does not have the ball. Penalty: Illegal Contact. If pass is in the air – Defensive Pass Interference.
    4. A defensive player may not dive to remove a flag. Penalty: Leaving the Feet. If flag is removed, 1st down and 12 yards.
    5. If the ball carriers knee comes in contact with the ground he is down.
    6. A defensive player may not run into a ball carrier in an effort to remove a flag.

     

    7. CO-REC

    1. Co-Rec teams consist of 4 men and 4 women.
    2. Teams may start with 7 players. Three of which must be women.
    3. Touchdowns are worth 7 points if a female rushes, passes or receives for the score.


    8. ENFORCEMENT OF PENALTIES

    1. Loose Ball Play – Kicks, forward passes, backward pass or fumble behind the line of scrimmage (LOS).

    Basic Enforcement Spot – is the previous spot. If foul is by offense and occurs behind the basic enforcement spot, it is from the spot of the foul.

    1. Running Play – Behind the LOS, a running play includes a run which is not followed by a loose ball. Beyond the LOS, a running play includes any run and any loose ball which starts beyond the line following the run.

    Basic Enforcement Spot – is where the run ends. If the foul is by the offense and occurs behind the basic enforcement spot, it is from the spot of the foul.

    1. If the distance of the penalty is greater than half the distance from the enforcement spot to the goal line, place the ball at the halfway spot.
    2. Offensive penalty occurring in their end zone – safety. Note: After safety, place ball on defensive teams 40 yard line.
    3. Loss of down penalty on fourth down – change of possession.
    4. Defensive Pass Interference – Penalty: an automatic first down at the spot. In the end zone spot ball on 1 yard line first down.
    5. No defensive player may line up, or cross into the neutral zone once the ball has been made ready to play. Penalty: Encroachment.

     

    PENALTIES AGAINST THE OFFENSE                         DISTANCE
       
    CONTACT, ILLEGAl 12 YARDS
       
    DELAY OF GAME                                                               4 YARDS
       
    ENCROACHMENT                                                              4 YARDS
       
    EQUIPMENT, ILLEGAL                                                     12 YARDS
       
    FAIR CATCH VIOLATION                                                 4 YARDS
       
    FALSE START 4 YARDS
       
    FORWARD PASS, ILLEGAL 4 YARDS, LOSS OF DOWN
       
    HUDDLE VIOLATION                                                        4 YARDS, LOSS OF DOWN
       
    INTENTIONAL GROUNDING                                                        4 YARDS, LOSS OF DOWN
       
    LEAVING THE FEET                                                          12 YARDS, LOSS OF DOWN
       
    MOTION, ILLEGAL                                                            4 YARDS
       
    PASS INTERFERENCE                                                        12 YARDS, LOSS OF DOWN
       
    PARTICIPATION, ILLEGAL                                              12 YARDS, LOSS OF DOWN
       
    PROCEDURE, ILLEGAL                                                     4 YARDS
       
    UNSPORTSMANLIKE CONDUCT                                      12 YARDS, LOSS OF DOWN
       
    PENALTIES AGAINST THE DEFENSE                              DISTANCE
       
    CONTACT, ILLEGAL                                                                     12 YARDS
       
    DEFENSIVE HOLDING 12 YARDS, AUTOMATIC
    FIRST DOWN  
       
    ENCROACHMENT                                                              4 YARDS
       
    LEAVING THE FEET                                                          12 YARDS, IF FLAG IS
    REMOVED, AUTOMATIC  
    FIRST DOWN  
       
    FAIR CATCH INTERFERENCE                                          12 YARDS
       
    PARTICIPATION, ILLEGAL                                              12 YARDS
       
    PASS INTERFERENCE                                                        AUTOMATIC FIRST DOWN
    SPOT  
       
    ROUGHING PASSER 12 YARDS, AUTOMATIC
    FIRST DOWN  
       
    ROUGHING KICKER, HOLDER 12 YARDS, AUTOMATIC
    FIST DOWN  
       
    UNSPORTSMANLIKE CONDUCT 12 YARDS, POSSIBLE
    EJECTION  


    9. SUDDEN DEATH (Tournament Play Only)

    1. The period will start 2 minutes after the end of the second half.
    2. Place the ball on the same 10 yard line for both teams. Each team gets 4 downs to score touchdowns, extra points, and field goals.
    3. Each team will have one possession to outscore their opponent.
    4. If the score remains tied, each team is awarded one series until a winner is determined.
    5. Interceptions are dead when the defense establishes control.
    6. Toss of the coin will determine who has first possession.

     
    10. MISCELLANEOUS

    1. Rain-outs are not decided upon until after 3 p.m. the day of the game.
    2. Please do not forfeit. If you are going to forfeit, please notify the VRWC ahead of time. 2 forfeits and your team will be removed from the league.
    3. Any player or coach ejected from a game is automatically suspended for at least one more contest.
    4. An ejected player shall not have any further contact with any intramural employee that day or night.
    5. No schedule information will be given over the phone.

     
    Pre-Game Talk

    Ground rules (1st downs)
    Blocking rules
    Diving
    Timing and time outs
    Fumble rule
    Kicking (field goals and punts)
    Only captains may address officials
    Must have shirts tucked in
    4 men on the line/ must be set
    No tampering with the belts
    Toss of the coin

  • Indoor Soccer 

    INDOOR SOCCER RULES AND PROCEDURES

    1. Men's and women's teams are 3 on 3.  Co Rec is 4 on 4.
    2. Men's and women's teams must have 2 players present by five minutes after scheduled game time or they forfeit.  Co Rec teams must have 3 players (at least one female) by five minutes past game time.
    3. Two twelve minute halves.  If games are tied at the end of regulation, play twelve minute sudden death overtime periods.  (playoffs only)
    4. Each team is allowed one 30 second time out per half.
    5. No goalies.
    6. The basketball courts lines are out of bounds.  Inbound the ball with a kick.
    7. Indirect kick for infractions such as hand balls.
    8. No goals may be scored from over half court.
  • 5v5 Indoor Soccer

    5v5 INDOOR SOCCER RULES AND PROCEDURES

    Men's and women's teams are 5v5.

    Men's and women's teams must have 4 players present by five minutes after scheduled game time or they forfeit.  Co Rec teams must have 4 players (at least one female) by five minutes past game time.

    Two twelve minute halves.  If games are tied at the end of regulation, play twelve minute sudden death overtime periods.  (Playoffs only)

    Each team is allowed one 30 second timeout per half.

    Shin guards are highly recommended.

    Goalies are allowed.

    Cones will be used to determine lines that are out of bounds.  Inbound the ball with a kick.

    Indirect kick for infractions such as hand balls.

    Any conflicts arise, please address them with the supervisor on duty.

  • Co-Rec Innertube Water Polo

    Co-Rec Innertube Water Polo – Rules And Procedures

    1. The following rules and procedures are those for which the VRWC feels a need to further elaborate and clarify.  In no way should the absence of a particular rule or procedure be construed to mean that it will not be information in the Intramural Handbook, and the National Collegiate Athletic Association Water Polo Rules.
    2. Forfeit time is the game's scheduled starting time.  A team must have 5 players present by forfeit time in order to play.
    3. Shirts will be checked out to each team before the game.  Teams are responsible for the shirts until returned to the officials after the game.  Teams are not required to wear the shirts, however, if they wear their own shirts, they must be the same color and have a legible number (no tape) on them.
    4. No player, coach, or spectator shall use abusive or insulting language, or physically abuse any player, coach, spectator or intramural employee.

    PLAYERS AND EQUIPMENT

    1.1. Responsibilities of Coaches

    1. Check with your players to see if any of them are participating in other intramural activities that may cause a time conflict with your water polo schedule.  If you have players in these other activities, notify the VRWC immediately and we will try to avoid conflicts.
    2. Read and know the rules.  Have a team meeting to go over the rules and schedules.
    3. Control yourself, your teammates, and your spectators.
    4. Represent your team prior to, during and after games and at all meetings.
    5. Coaches are responsible for seeing the Schedule posted on the Intramural web page.
    6. Make sure all of your players are eligible to play.
    7. Check the playoff schedule immediately following the completion of regular season play.
    8. Supply one person to assist with the game timing and scorekeeping.
    9. No alcoholic beverages are permitted in the Student Recreation Center.

    1. 2. Eligibility

    1. Students, faculty, and staff members are eligible.
    2. A person may play for one team only.
    3. To be eligible, each player's name must be on the team roster filed with the VRWC.
    4. Penalty for any of the above is possible forfeiture of the game and player suspension.

    1.3. Participant Requirements

    1. All players must wear swimming suits (no cutoffs or gym shorts).
    2. The VRWC recommends that each competitor wear a T-shirt to prevent bruises and rashes caused by the inner tube.
    3. All players are further advised to clip finger and toe nails closely to avoid scratching and cutting one another.  Remove all jewelry!

    1.4. Before Play starts

    1. Each team must sign in player's names on score sheet.
    2. All players must sit in the tube with both legs hanging over the tube.
    3. Each team shall select a captain.  Only the captain shall discuss rule interpretations with the officials during the game.
    4. The captain must remind all teammates to return game equipment to the officials at the conclusion of the game.

    1. 5. Method of Play

    1. The team that stresses teamplay—passing, catching, and dribbling (maneuvering with the tube)—will have a definite advantage.
    2. Each team lines up at opposite ends of the pool—touching the wall with both hands.  Penalty: Free throw from mid—pool line.
    3. Play starts when the referee releases the ball (drop ball) on the mid—pool line and both teams propel their inner tubes toward the ball.
    4. No player may leave the inner tube to touch or maneuver the ball.   Also, if tipped out of the tube, a player may not touch or control the ball or interfere with the play until back in the tube.
    5. Penalty:  Free Throw

    1. 6. Duties of the Goalkeeper

    1. Goalkeeper may not throw the ball more than half of the pool.Penalty: Free Throw 
    2. The goalkeeper may not leave the inner tube to stop a goal.  If this occurs and in the opinion of the official the goal would have been scored, then it will count.  The goalkeeper is allowed to strike the ball with his fist.
    3. The goalkeeper must pass the ball after possession of no more than (5) seconds.  Following a goal, the count begins after the official sounds his whistle.  The goalie cannot swim out of the goalkeeper's area with possession of the ball.
    4. After a goal is scored—the ball is put in play by the goalie after the official announces the current score and sounds the whistle.  If a captain feels the announced score is incorrect, ask the referee.  Once the goalie passes the ball to a teammate the score is official.  The goalie shall retrieve and hold the ball, waiting until the whistle sounds, before passing the ball to a teammate.  Penalty: Free Throw at mid—pool line.
    5. Goal tending restrictions (V#1, 2, 3,4) apply to the goalkeeper only as long as he/she is in the goalkeeper area, the rules governing the other plays apply to the goalie.
    6. No one except the goalie may block a shot within the goalkeeper area, any shot that is blocked by the illegal goalie (not wearing the quartered cap) scores.

    1. 7. Rules

    1. Players are not allowed to strike the ball with their fists. (exception:  goalkeeper)  Penalty:  Personal Foul
    2. No part of the offensive player's body may penetrate the two yard line.
    3. When attempting to gain possession of the ball from an opponent, no physical contact between players will be allowed.  Contact with the ball or the tube of the player in possession of the ball will be legal. (Possession of the ball includes physical contact with the ball or the ball within the circumference of the tube.)  The attacking (defensive) player must be in the visual field (inside plane of              shoulders) of the offensive player.  Penalty:  Personal Foul.
    4. Players:  7 players on each team—4 men, 3 women.  Team may start a game with 5 players –3 men, 2 women.
    5. Timing:  Two 12 minute halves (running clock).  Three minute halftime.  When games end in a tie a three minute overtime period will be played.  If the score is
    6. Still tied after this period, a sudden death period will follow.  (Exception:  In playoffs—3 minute periods will be played until the tie is broken).
    7. Time Outs:  One per half (not cumulative), can be called by any offensive player.  Time outs are 30 seconds in length and may not be called in the last 3 minutes of the half of game.  Time can only be added to a game by the official for an injury or equipment failure.
    8. Captain's appeal:  Captain my call a timeout to question the misapplication or misinterpretation of an official's ruling.  (A judgment call may not be appealed.)  If the official changes the decision, it is an official's timeout.  If not, the team is charged with the time—out.  If the team has no time—outs remaining, a penalty throw will be awarded.
    9. Inadvertent Whistle:  Ball belongs to team holding, shooting, dribbling or passing the ball to a teammate.  If neither team is in control, a face-off will be called.
    10. Substitution:  Substitutes may only be made during timeouts, after a goal is scored or between halves.  A substitution may be made the assessment of a 5" foul (disqualification) on a player.  Only player disqualified may be substituted for.  Referee must be notified of substitution.
    11. Scoring:  Goals scored by women—2points.  Goals scored by men—1 point.  No score if shot is taken from inside the 2-yard line.  A player scoring a goal must remain in the tube.  A player scoring a goal must remain in the tube.  The ball must pass fully over the goal line between the goal posts.
    12. Possessions:  A woman must control the ball (1 second possession) on every offensive thrust after the ball crosses the mid— pool line or a face—off is called.  The official's signal confirming that female possession has taken place is crossed arms on the flag.
    13. Stalling:  If a player is being guarded aggressively, that player must pass the ball within 5 seconds or make an attempt to advance with the ball toward the opponent's goal.  Penalty:  Free throw.
    14. Drop Ball:  The official drops the ball on the mid—pool line to start each half and an overtime period.  Players on each team must be in their respective goal areas, touching the wall with both hands, before the ball is dropped.  Penalty:  Free throw
    15. Out of Bound:  A free throw from the same point the ball went out awarded to the opposing team.  Exceptions:  Ball goes out at the pool ends—if defense was last to touch, a corner throw is awarded.  If offense was last to touch, goalkeeper makes the throw (Goal Throw).  Ceiling is out-of-bounds.
    16. Face Off:  The official's signal for this is thumbs up.  Offensive and defensive          players control the ball simultaneously.  Ball is tossed to the nearest official who will drop it into the water.  The two players can then gain control, no one is allowed within two yards of the player involved with the face—off.
    17. Free Throw:  Non-Violating team member nearest the spot of the infraction or foul puts ball into play by passing or advancing the ball from the spot of the violation.  Players must be 1 yard from the free thrower and cannot interfere with the throw.  One pass must be made before any attempted goal.  If player advances with the ball by swimming, the player may be attacked once the player has moved 2 yards.
    18. Penalty:  Throw:  Taken on the 4 yd. line by the member of the offensive team who has been fouled on or inside the 4 yd. line (penalty area).  All players, except the goalie must leave the penalty are until throw is made.  No player may be within 1 yd. of thrower.  Free ball results if the penalty throw is missed.  Player must hold the ball in a position to throw, and immediately shoot the ball when the official sounds the whistle.  (no fakes)  Penalty:  Goal throws.  Penalty throws are also awarded on the 6th team personal fouls and upon each successive 4 fouls thereafter.   Any player in the pool at the time of the 6th foul may attempt the penalty throw.  If the 6th, 10th, 14th, etc.  team foul occurs inside the penalty area then 2 penalty throws are awarded.  (Penalty throws are also awarded for any major fouls)

    1. 8. Infractions

    1. Holding onto or pushing off of pool wall during actual play, including goal supports.
    2. Holding the ball under water.
    3. Goaltender throwing the ball more than half the length of the pool.
    4. Offensive player within the goalkeeper's area. (2 yd. line)
    5. Deliberate splashing of water in opponent's face.
    6. Touching the ball before it strikes the water when dropped by the official for a face—off.
    7. Touching or maneuvering the ball while out of the tube.
    8. Stalling.
    9. Illegal substitution
    10. Failure to place both hands on the wall to start any period.
    11. Goalkeepers releasing the ball following a score prior to the official announcing the score and sounding the whistle.
    12. To delay the game by failing to assist the normal progress of the game when in possession or control of the ball.  For a team to unduly retain possession or control of the ball without attacking (stalling) is wasting time and free—throw must be awarded.
    13. Assist a teammate—get into his/her inner tube.

    1.9. Personal Fouls
    Penalty:  (A) Outside Penalty Area—free throw awarded to nearest opponent when the foul occurs.  Exception:  If it is 6th, 10th, 14th, etc.  team foul any player in pool may attempt the penalty throw.  (B) Inside Penalty Area—penalty throw awarded to fouled player.  (C) Player is disqualified from game on fifth personal foul.

    1. Holding, pushing, hitting, or dumping an opponent.
    2. Goalie grabbing the pool wall or goal standard while attempting to block a goal attempt.
    3. Player persistently repeating an infraction, even after the official has given a warning.
    4. Tipping an opponent out of the tube immediately after a score or attempted score in an attempt to discount score.
    5. Kicking or attempting to kick the ball in order to propel it.
    6. Striking the ball with a closed fist.
    7. To deliberately splash water in the face of an opponent.
    8. To push off from, push or retard the free limb movement of an opponent, or to impede in any way.  Swimming on the back, shoulders or legs of an opponent constitutes impeding.  The attacking player must be in the visual field (inside plane of the shoulders) of the offensive player.
    9. It is legal to push tube on tube only in that area located between the two and four yard line and the entire width of the goal (see diagram).  The pushing shall not be rough or violent in nature.  Any pushing outside of this area shall be a personal foul.
    10. Kicking opponent's tube, moving opponent's tube with hands, hooking opponent's tube, and grabbing opponent's tube.
    11. Player while out of tube contacting opponent's tube or person.

    1.10. Major Fouls
    Penalty:  Offending player shall be removed from the remainder of the game.  A penalty throw will be awarded.

    1. Player attacking, striking, or kicking an opponent in such a manner as, in the opinion of the official, to endanger the person any way.
    2. Flagrantly refusing obedience to the official's request.
    3. Exhibit unsportsmanlike conduct.
    4. Disqualified players may draw a one game suspension.
    5. If a player is removed from a game, due to a major foul, a substitute player may enter the game in place of the disqualified player.

    The official's decisions are final.  The official shall have the power to make decisions on any points not specifically covered in the rules.
    innertube rules and procedures Playing Area_opt - Description: Playing Area

    1. Goalkeeper Area(quartered cap) is permitted in this area for safety reasons.  Penalty:  Goal Throw From end of pool out 2 yds. and entire width of the goal (see diagram).  No player or tube except the goalie 
    2. Yard line No player (includes tube) can shoot at the goal from inside the 2 yard line.
    3. Penalty Area From the end of the pool out 4 yards and the entire width of the playing area.
  • Soccer

    SOCCER

    The following rules and procedures are those items for which the VRWC  feels a need to further elaborate and clarify.  In no way should the absence of a particular rule or procedure be construed to mean that it will not be enforced.  All team coaches are responsible for the information in the current Soccer Activity Flyer, Intramural Recreational Handbook, and the United States Soccer Federation.

    An Intramural Supervisor will be on duty for each game.  The Intramural Supervisors have been given directions and authority by the VRWC to carry out necessary duties.  Any problems should be referred to the supervisor in charge.

    1. Forfeit time is 5 minutes after the game's scheduled time.  A team must  have 7    players present by forfeit time in order to play.
    2. Jerseys will be checked out to each team before the game.  An ID is required for the jerseys.  The ID will be returned when all the equipment is returned to the  official.  Teams are not required to wear the jerseys if they have their own team  jerseys. Jerseys must be of the same color, and have a legible number (no tape)  on them.  Teams are responsible for lost equipment, and must pay the replacement cost prior to the next scheduled game. Penalty:  forfeit.
    3. No Player, coach, or spectator shall use abusive or insulting language, or physically abuse any player, coach, or intramural employee.
    4. No alcohol is allowed on the fields at any time.

    1.1 Responsibilities of Coaches

    1. Check with your players to see if any of them are participating in other intramural activities that may cause a time conflict with your soccer schedule.  If you have players in these other activities, notify the VRWC immediately and we   will try to avoid conflicts.
    2. Read and know the rules.  Have a team meeting to go over the rules and schedules.
    3. Control yourself, your teammates, and your spectators. Coaches are responsible for enforcing alcohol policy.
    4. Represent your team prior to, during and after games, and at all meetings.
    5. Coaches are responsible for seeing that the officials have the correct final score and should check the score board outside the VRWC.
    6. Make sure all your players are eligible to play

    1.2 Eligibility

    1. A person may play for one men's or women's team only and one co-rec team.
    2. To be eligible, each player's name must be on the team roster filed with the VRWC.
    3. Women may play in men's intramural soccer leagues.
    4. Freshman men and women may only play in the freshman leagues.
    5. Penalty for any of the above is possible forfeiture of the game and player suspension.

    1.3 Protest and Procedure

    1. Get the two captains together with the official and settle the dispute.
    2. If satisfaction is not reached, call the supervisor who will then settle the problem.
    3. Neither team may leave the site, nor may the game begin or continue until the protest has been settled.
    4. Eligibility protest must be filed with the supervisor before the game, or when the problem arises.
    5. Judgment calls cannot be protested.
    6. The protest must be made before the next live ball.
    7. Teams, who wish to carry the protest further, may do so by following the guidelines set forth in the Intramural-Recreation Handbook.

    1.4 Equipment

    1. The teams participating will provide a legal game ball.  If necessary, a game ball may be checked out from the VRWC equipment desk, during hours, with a valid  V.U. – ID.  The supervisors are the sole judges of the legality of the ball.
    2. Shin Guards are not required. However, it is highly recommended that all players wear shin guards while participating.
    3. No player wearing illegal equipment will be allowed to play.  Any equipment which, in the opinion of the officials, is dangerous or confusing to other players is illegal.   Illegal equipment includes: (a) pads made of hard or unyielding substance, even if covered by soft padding (b) casts of any type (c) helmets of  any type (d) projecting hard materials on clothing or person (e) jewelry unless medical in nature. Knee braces must be approved through the supervisor.
    4. Metal and metal-tipped cleats are illegal.
    5. The penalty for illegal equipment will be player disqualification.

    1.5 Officials

    1. All players, substitutes, coaches and other team representatives are subject to the written and unwritten rules of the game and will be governed by the decisions of the officials.  The officials may rule in any situation not specifically in the rules.
    2. Normally, (2) officials will call the game.  Should only (1) official be present, a representative from each team may be asked by the official to serve as a linesman.
    3. One of the officials will be the official scorer and timer.
    4. Each team must have a captain present for the coin toss by the officials. The first captain there calls the toss.  The winner of the toss has the choice of goal or kickoff. The loser has the remaining choice (may refuse kickoff).

    1.6 Players and Substitutions

    1. Eleven players on each team, nine required to start a game.A team must have a minimum of five players to continue a game.  Co-Rec teams are 6 men and 5 women, and must have a least 3 women to play.
    2. Substitution is unlimited under the following conditions: (1) Substitutions must report directly to the official first.  He/she will wave you in at the appropriate time. (2) Substitutions are allowed when the ball goes over the end line, during   throw-ins by the team having possession, between periods, when a goal is scored and when a player is disqualified* (other players may be for substitute a like number. (5) Any time the goalie is changed, the official must be notified. (6) The penalty for illegal substitution is an indirect free kick.

    1.7 The Game

    1. Two halves of 20 minutes each will be played.Halftime will be 3-5 minutes in length (official's discretion)
    2. Between each half, teams will change ends and alternate the kick-off.
    3. The half or game is over at the instant the clock runs out.
    4. There will be a 5 minute grace period for each game of the night.

    1.8 Kick-off Drop Ball

    1. A kick-off will begin play at the start of each half and after goals.Coin toss determines possession for first half.
    2. After the kick-off, the kicker man not play the ball again until it has been touched by another player on either team. (Penalty: Indirect free kick, spot of foul)
    3. The official will whistle when the ball goes out-of-bounds and when a foul is committed.  A second whistle may be made for a penalty kick, substitution, caution or disqualification and official timeout.
    4. A drop ball in order when (a) ball goes out-of-bounds simultaneously by two opponents (b) after suspension of play and no team has passion (c) a simultaneous foul occurs.
    5. The spot of the drop ball is where it becomes dead unless this is in a penalty area (nearest spot outside penalty area).  For a ball driven out-of-bounds simultaneously by two opponents, the ball is spotted 5 yards inside the boundary line unless this is in the penalty area.

    1.9 Scoring

    1. The ball must travel entirely beyond the endline between the goal post and beneath the crossbar for a goal to be scored.
    2. A goal may be scored: (a) on a direct free kick (b) directly from a penalty kick, corner kick, and drop ball and from a goal keeper's throw, punt of drop kick.
    3. A goal may not be scored: (a) by the kicker on a kick-off (b) from an indirect free kick (c) directly from a goal kick or throw-in or dropped ball.
    4. The score of a forfeited game is 1-0.

    2.0 Offside

    1. A player is offside when he is in the opponent's half of the field and is closer to the goal line than the ball at the moment the ball is played.  This offside situation exists unless (a) there are 2 opponents between that player and the goal line (b) the ball is received directly from a goal kick, corner kick, throw in or dropped ball.
    2. Being in an offside position is either gaining an advantage or trying to, the foul will be called.  The call should be made as the ball is contracted by a teammate  and the offside player is either involved in, or influencing play.

    2.1 Free Kicks

    1. Direct free kicks will be awarded for: (a) tripping (b) kneeing (c) kicking (d) intentional handling, except for the goal keeper in his/her own penalty area (e) pushing (f) holding (g)charging (h) jumping at an opponent.
    2. Indirect free kicks will be awarded for: 9a) illegally leaving the field (b) illegal substitution (c) an unreported goalkeeper handling the ball in the penalty area
    3. (d) a kicker playing the ball consecutively following a kick-off, free kick, penalty kick, goal kick, corner kick or throw-in ( e) touching the ball before it touches the ground on two consecutive drop balls (f) offside (g) kicking a ball in goalkeeper possession (h) charging an opponent when neither is involved in a play on the ball (i) the goalkeeper taking more than 4 steps before releasing the ball (j) the goalkeeper delay in clearing the ball from the penalty area (k) obstruction (l) dangerous play (the act-it doesn't matter if the players are teammates or opponents) (m) unsportsmanlike conduct.
    4. During a free kick opponents must be a minimum 10 yards from the ball until it is kicked on a free kick by the defending team in ties own penalty area. Opponents must position themselves outside the penalty area and a minimum of 10 yards from the ball.  The ball must be still at the time of the kick or it must be repeated. The ball is not put back into play until it has traveled one full circumference from the spot of the kick.  On a free kick from a team in its own  penalty area, opponents may not play the ball until it is out of the penalty area.

    2.2 Penalty Kicks

    1. A penalty kick is awarded when a direct free kick foul is called in the penalty area of the guilty team.
    2. Only the kicker and the goalkeeper are allowed in the penalty area.  All other players must be a minimum of 10 yards from the ball and outside the penalty  area.
    3. If there is a movement violation by the defensive team and a goal is scored, it stands; if the shot is missed, the shot is repeated.  If the violation is by the offensive team and a goal is scored, the shot is repeated, if the goal is missed, the defensive team gets and indirect free kick from where the violation occurred.

    2.3 Throw-ins

    1. On a throw-in, the player must have both feet on the ground outside the sideline.  The ball must be thrown with 2 hands directly over the head.
    2. The position of the ball, not the player, is the determining factor whether or not the ball is out-of-bounds.  A player may be out-of-bounds and legally play ball in-bounds.

    2.4 Goal Kicks

    1. Awarded when the ball goes over the line last touched by the offensive team.  The ball will be put back into play from that half of the goal area closest to where the ball went out of bounds.
    2. On a goal kick, the offense must be outside the penalty area and neither team may play ball until it is out of the penalty area.  The goalkeeper cannot play the ball.

    2.5 Corner Kick

    1. Awarded when the ball goes over the goal line last touched by the defensive team. The ball will be put back into play from the quarter circle closest to the spot the ball went out- of –bounds.

    2.6 Legal Contact

    1. There may be legal contact under the following conditions (a) shoulder-to- shoulder contact (b) both players going directly for the ball (c) both have at least one foot on the ground at the moment of contact.  If all of the following aren't met, a foul will be called.

    2.7 Miscellaneous Rules
    2.7 1   Ties will be recorded as ties during regular season.  During playoffs, ties will be go into sudden death.  Sudden death period is 5 minutes. If still tied, then penalty kicks.

    1. Possession of the ball by the goalkeeper includes dribbling of the ball with the hand and dropping the ball for a kick.
    2. POSTPONEMENTS – Each team may arrange one mutual postponement during
    3. the season. To do so, the captain must submit a mutual postponement form to        the VRWC with opposing team captain's signature 24 hours prior to the originally scheduled time.  See the league director to find available times to reschedule the contest.
    4. Schedules will be posted and maintained on the IM Web Page.  Schedules will not be given over the phone, including games rescheduled due to inclement weather.
    5. A team must average a sportsmanship rating of 2 or higher to qualify for the playoffs.  A team, whose rating averages less than 2 for two consecutive games, will be suspended from their next game.

    Revised
    6/30/14

  • Softball

    INTRAMURAL SOFTBALL- RULES AND PROCEDURES

    1. The following rules and procedures are for those items which the VRWC  feels a need to further elaborate and clarify.  In no way should the absence of a particular rule or procedure be interpreted to mean that it will not be enforced.  All team coaches are responsible for the information in current issues of the Intramural Handbook and the Amateur Softball Association Rule Book.
    2. An Intramural Supervisor will be on duty for each game.  The Intramural Supervisor has been given directions and authority by the VRWC to carry out necessary duties.  Any problems should be referred to the supervisor in charge.
    3. No player, coach, or spectator shall use abusive or insulting language, or physically abuse any player, coach, spectator, or intramural employee.

    1. COACHES
    1.1         Responsibilities of Coaches

    1. Check with your players to see if any of them are participating in other intramural activities that may cause a time conflict with your softball schedule.  If you have players in these other activities notify VRWC immediately and we will try to avoid conflicts.
    2. Read and know the rules.  Have a team meeting to go over the rules and schedule.
    3. Control yourself, your teammates, and your spectators.
    4. Represent your team prior to, during and after games and at all meetings.
    5. Keep the score sheet completely and accurately.
    6. Player eligibility.
    7. Only the captain may address an official on matters of rule interpretation and for information.
    8. Check the web page for any recording errors of game results, records, and for the playoff schedule following completion of regular season play.
    9. No alcoholic beverages are permitted on the intramural field.  (See posted policy)

    1.2         Eligibility

    1. Faculty/Staff may play in the fall leagues.
    2. A person may play for one team only.  (Exception: a person may play on one men's or women's team and one co-rec team.)
    3. To be eligible, each player's name must be on the team roster filed with the VRWC.
    4. Freshmen are not eligible for any league except the freshman leagues.
    5. Penalty for any of the above is possible forfeiture of the game and player suspension.

    1.3         Number of Players

    1. Each team may have a maximum of 10 players on the field and may bat 11 players. (EP)
    2. It is recommended that a team have a minimum of 15 players on the roster.
    3. A team may start and finish a game with 9 players, even if it started a game with an EP.

    1.4         Protest Procedure

    1. Get the two captains together with the official and settle the dispute.
    2. If satisfaction is not reached, call the IM Supervisor who will then settle the problem.
    3. Neither team may leave the site, nor may the game begin or continue until the protest has been settled.
    4. Eligibility protests must be filed with the IM Supervisor before the game, or when the player in question enters the game.
    5. Judgment calls cannot be protested.  Other rule or policy interpretation protests must be made before the next pitch is thrown.
    6. Teams who wish to carry the protest further may do so by following the guidelines set forth in the Intramural Handbook.

    2. THE GAME
    2.1       Timing

    1. A five minute grace period is in effect for each game.  A team must have at least 9 players present by forfeit time to begin a game.  (The umpire is the official timer.)
    2. Games are 7 innings in length.  No new innings may begin after 50 minutes from the game's starting time.  No time limit in playoff games.
    3. If no umpire is available, teams must call their own game.  This will count as an official game.
    4. A team with a 12-run advantage after 5 complete innings will be declared the winner.
    5. In case of inclement weather, 4 innings constitutes a complete game.  (3.5 if home team is ahead.)
    6. Tie games will stand in regular season play.  Ties will go into extra innings in the playoffs.

    2.2       Game Equipment

    1. Balls: The VRWC will supply gold dot softballs for all leagues.
    2. Each team is responsible for supplying its own bats.  Bats and softballs may be purchased from the VRWC equipment desk.  Bats may also be checked out on a limited basis.
    3. The bat may be no longer than 34 inches.  If aluminum, it must be of one-piece construction; no rubber knobs are permitted.  The bat must have "Official Softball" visible on it, and it must have at least 10 inches of grip (rubber, tape, etc.).  If a batter steps into the batter's box with an illegal bat, the batter will be called out.
    4. Shoes must be worn.  No metal cleats, hard soled, combat, or hiking boots are permitted.
    5. Gloves may be worn by all players, but mitts may be worn only by the catcher and the first baseman.  The pitcher's glove must be of a single color and not gray or white.
    6. Catcher's masks are available to be checked out from the VRWC equipment desk.
    7. A player may not participate if he is wearing any type of cast.

    2.3       The Field

    1. Bases are 65 feet apart.
    2. The base path is 3 feet on either side of the line between bases.
    3. The batter's box is 3 feet wide and is 6 inches from the edge of home plate.  It extends 40 inches forward from the front edge of home plate, and 36 inches backwards from the side corner.
    4. Ground rules:
      1. A thrown or batted ball touched by a player or spectator on another field: umpire's judgment on where runner(s) would have advanced.
      2. A fair batted ball rolling out of play: umpire's judgment on where runner(s) would have advanced unless stated otherwise below.
      3. Out of play of all fields: behind the backstop or over either fence. Overthrows: two bases from the time of the throw.

    PLAYERS
    3.1       Pitcher

    1. The pitcher must come to rest with at least one foot on the pitcher's plate for no less than one second when the ball presented in front of him.
    2. The ball must first be delivered toward home plate on the first forward motion of the arm past the hip.
    3. The pitch must be released at a moderate speed with an arch of at least 6 feet from the ground, and not more than 12 feet.  A pitch not within the prescribed limits will ne declared an "illegal pitch" immediately.  The batter may swing at the ball if he wishes; at that point, however, the pitch becomes legal and the ball is in play.
    4. The pitcher has 20 seconds to release the next pitch after he receives the ball.  Penalty: the umpire will begin to call balls.
    5. No pitch shall be declared when:
      1. A base runner is called out for leaving the base too soon.
      2. The pitcher makes a quick return pitch.
    6. Upon the second conference by a coach with the pitcher in one inning, the pitcher must give up pitching duties for the remainder of the inning.
    7. Pitchers are allowed 5 warm-up pitches before the start of the game, and 1 warm-up pitch between innings.
    8. The catcher shall return the ball directly to the pitcher after each pitch.
    9. If a pitcher desires to walk a batter intentionally, he should indicate this to the umpire who will award first base to the batter.

    10. Appeal plays:

    1. The base runner must be appealed before the next pitch—legal or illegal—and before the defensive team has left the field (all infielders have left fair territory).

    3.2       Batters

    1. The batter shall not:
      1. Have one or both feet entirely outside the limits of the batter's box and touching the ground or any part of his foot touching home plate when he hits the ball.
      2. Step from one batter's box to the other when the pitcher is in position to pitch.
      3. Hit or step into the batter's box with an illegal bat.  Effect: the batter is out and all runners must return to their original base.
    2. The batter must take his position after the umpire calls "play ball" or be called out.  The batter may not step out of the batter's box without first asking the umpire for "time."  If he does step out without asking, a ball or strike will be called.
    3. Batting out of order is an appeal play:
      1. If the error is discovered while the incorrect batter is at bat, the correct player may take his place and assume any balls of strikes—no outs are called.
      2. If the incorrect batter has completed his turn at bat, the player who should have batted is out, all runs are cancelled, and the base runners must return to their original positions.  The next batter is the one who follows the player who should have batted.
      3. There can be no appeal if there has been one or more pitch since the incorrect batter completed his turn at bat.  The next person to bat is the one who follows the previous, incorrect batter in order.  Anyone skipped loses his turn at bat.
    4. The batter is out under the following circumstances:
      1. When  bunting or chops the ball downward.
      2. When he hits an infield fly ball with men on first and second, or first, second, and third with less than two outs.
      3. With 2 strikes on the batter, any type of foul ball results in the batter being declared out.  If the foul ball is caught, the runners can advance.
    5. Once he is out of the batter's box, the batter cannot interfere with the catcher while he attempts to field the ball.  Effect: the ball is dead and the runners must return to the last base previously touched before the interference and the batter is called out.  If the interference is called on the catcher, the batter gets first base and each runner advances one base.  Exception: If batter reaches first and all other runners advance at least one base safely, the ball remains alive.
    6. The batter cannot intentionally hit the ball the second time in fair territory with the bat; however, if there is no intention to hit the ball, the batter is not called out and the ball is in play.  Otherwise, the batter is out and the runners must return to their original bases.
    7. Strike Zone—When the ball or any part of the it crosses over home plate in an area with its top limit the height of the top of the batter's shoulder and the lower parts of the batter's knees when the batter assumes his natural batting stance, and the ball does not touch home plate.  (Note: If a batter is standing at the back edge of the box, the strike zone is still over the plate, not where he is standing.)
    8. Infield Fly Rules:
      1. It is a fair fly ball (not including a line drive) which can be caught by an infielder or a short fielder playing close to the infield with ordinary effort when first and second, or first, second, and third bases are occupied, before there are two outs.  If the ball is near the baseline, the umpire shall declare "infield fly is fair."  The ball is alive and runners may advance at their own risk.
      2. If a declared infield fly is allowed to fall untouched to the ground and bounces foul before passing first or third base, it is a foul ball.  If a declared infield fly falls untouched to the ground outside the baseline and bounces fair before passing first or third base, it is an infield fly.
      3. When a fielder intentionally drops a fair line drive with first, first and second or first second and third occupied with less than two outs, the batter is out and the ball is dead.
    9. A fair ball is one which:
      1. Bounds past first or third base on or over fair ground.
      2. Touches first or third base.
      3. While on or over fair ground touches a player or an umpire.
      4. First touches on fair ground beyond first or third base; the ball is judged by its position and not that of the player.
      5. Settles or is touched on fair ground between home and first base or between home and third base.
      6. A ball can first hit foul between home and first or home and third and roll into fair territory before reaching first or third and still be a fair ball.
      7. Home plate is entirely in fair territory.

    10. A foul ball is on which:

    1. Bounds past third base on or over foul ground.
    2. Settles on foul ground between home and first or home and third base.
    3. First touches on foul ground past first or third base.
    4. While on or over foul ground touches a player or an umpire.
    5. Fair and foul calls are made on the basis of the position of the ball, and not that of the player.
    6. A foul tip must ho higher than the batter's head to be caught for an out by the catcher, unless it is the third strike.

    3.3       Base Runners

    1. A runner must run on or outside of the line going to first base.  He may be called out for interfering with the play if he runs inside the line.
    2. If the base slides away from its proper position when a runner goes into it, he is assumed to be on the base and not in jeopardy to be put out unless he tries to advance, at which time he must go to the base.  If the base travels more than 10 feet, succeeding runners need not go to the base, and all play will be determined as if the base were in its proper position.  In all cases the runner gets the benefit of the doubt.
    3. A runner cannot go back to touch a base once a succeeding runner has scored.
    4. When the ball is dead, no runner may return to touch a base if he has advanced to the next base.
    5. A runner cannot return to touch a base once he has entered the team area.
    6. Two players cannot occupy a base simultaneously; the first one there is entitled to it, the other must be put out—play cannot stop while this situation exists.  If a preceding or succeeding runner is awarded the base because of an obstruction call the runner on the base is entitled to return or advance respectively.
    7. If the ball hits an umpire or baserunner after passing a fielder other than the pitcher, the ball is in play.  If the ball hits an umpire or baserunner before passing a fielder or base runner, the batter/runner is awarded first base.  The runner is out only if the ball hits him before the ball could be fielded.  Effect: The ball is dead, and the runner is out.
    8. If a ball had passed a fielder who could have or did play the ball, the ball is alive and base runners cannot be called out if he is hit with the ball.
    9. A runner may turn either way after passing first base and return without liability to be put out so long as he makes no attempt to go to second.
    10. A base runner is out if he is physically assisted by a coach or a spectator.
    11. The base runner is out if he passes a preceding runner who has not yet been called out.
    12. A runner is now prohibited from intentionally and deliberately crashing into a fielder with great force when the fielder has the ball and is waiting for the runner.  The umpire must judge whether there is great force or incidental contact on a given play.  When the ball and the runner arrive at the same time, the umpire shall not apply this rule.  (This does not give the runner a license to kill in any situation as the other rules and provisions could apply).  Penalty for above: The runner is out and the ball is dead.  If the umpire determines the act flagrant, the runner shall be ejected.  In addition, no player shall block a base or home plate in a manner which would initiate contact.
    13. A runner must get out of the base path to avoid a fielder who is playing the ball, or interference will be called.  However, if a base runner goes out of the base path to avoid being tagged out, he is out.  If no play is being made on him, he may go out of the base path.
    14. When interference is called, all runners must return to the last base legally touched.
    15. A base runner is not out if he is hit by a batted ball when he is touching a base, unless he intentionally interferes with the fielder making the play.  (Ball is dead).

    If, in the umpire's judgment, a preceding runner intentionally interferes with a fielder throwing or catching the ball as part of a double play attempt, interference should be called and both runners will be called out.

    3.4       Fielders

    1. If a fielder obstructs a runner, the runner is awarded the base he would have reached had there been no obstruction.  However, the runner runs at his own risk, and may be put out, if he advances beyond the base he would have reached had there been no obstruction (umpire's judgment).
    2. A fake tag or simulating the motion of catching a throw is a form of obstruction.  In the case of a fake tag, both teams should be given a warning.  The next fake tag will result in the ejection of the player.
    3. If a fielder hits a batted ball or thrown ball with any part of his uniform, 3 bases will be awarded for a batted ball and 2 bases for a thrown ball.  In either case, base runners may advance further at their own risk.
    4. Overthrows: Two bases from the time an overthrown ball is released.
    5. If a player catches a fly ball in playable territory and goes out of play with the ball in his possession, the runner will advance 1 base.  If the umpire judges the ball to have been intentionally carried out of play, the runner will be awarded 2 bases.

    3.5       Substitutions

    1. All substitutions must be reported to the opposing team's scorekeeper.
    2. Starting players may re-enter the game once.
    3. Non-starting players may enter the game once.
    4. Penalty for illegal substitutions is forfeit.

    4. MISCELLANEOUS

    1. Rain-outs are not decided upon until after 3 p.m. the day of the game.  After 4:30 p.m. on weekdays and at all times on the weekends, the supervisor will decide on game status.  The teams involved in postponed games are responsible for web page concerning the make-up date.  Occasionally, these games are scheduled to be made up on very short notice.
    2. Do not forfeit.  If you are going to forfeit, please notify the VRWC ahead of time.  Two forfeits and your team will be removed from the league.
    3. Any player or coach ejected from a game is automatically suspended for at least one or more contests, depending on circumstances reviewed by the VRWC staff.
    4. An ejected player shall not have any further contact with any intramural employee that day or night.  He is to leave the immediate area.
    5. No schedule information will be given out over the phone.

    PLEASE REMEMBER THAT THE OBJECTIVE OF INTRAMURAL SPORTS IS TO ENJOY HEALTHY RECREATION… PLAY ACCORDINGLY

  • Co-Rec Summer Softball

    Co-Rec Softball

    1. Teams need at least 9 players to start and finish the game.
    2. Teams are comprised of 6 men and 4 women.  Teams cannot start a game with less than 4 women.
    3. Men and women may occupy any position in the field. However, once the inning has begun, players must remain in the same position for the entire inning. Exceptions: Pitcher can be relieved and short fielder can switch fields.
    4. Men and women must alternate in the batting order. Women must be in the first or second slot in the batting order. If a team chooses to play with extra players (EP), they must add one female and one male player to the batting order. 12 players will bat and any ten may play defense. Note: Defensive positions may still be changed, but the batting order must remain the same.
    5. If a male batter is walked and has no strikes called on him, the female following him in the batting order has her choice of batting or taking an automatic walk.
    6. Sliding is permitted.
    7. Outfielders are not allowed to position themselves within five yards of the infield.
  • Tennis League

    INTRAMURAL TENNIS LEAGUE RULES AND PROCEDURES

    NOTE: The following rules and procedures are those items for which the VRWC feels a need to further elaborate and clarify. In no way should the absence of a particular rule or procedure be interpreted to mean that it will not be enforced. All participants are responsible for the information contained in the current issue of the Intramural-Recreational Handbook and the United States Tennis Association Rule Book.

    PROCEDURES:

    1. Prior to play, each player must check-in with the intramural tournament coordinator for court assignment. Following the match, the winner must report the score to the coordinator.
    2. In case of rain, call the Student Recreation Center after 4:00 PM to see if matches are still being played. Due to time constraints, rainouts will be participants responsibility to reschedule with their opponent. Games must be rescheduled and scores reported before the next weeks scheduled match.
    3. Participants are encouraged to play their matches as scheduled, but if rescheduling is necessary, participants may arrange their own match time with their opponent prior to their scheduled match. The match must be played and the score and winner reported to the Student Recreation Center 322-3741 by 5:00 PM the day before the next scheduled round (Monday or Wednesday). Matches that are not reported by 5:00 PM will be recorded as a forfeit.
    4. Forfeit: A match will be considered a forfeit if only one opponent shows to a scheduled match. OR Rescheduled matches due to rain or choice that are not reported by 5:00 PM the day before the next scheduled round.
    5. No schedule information will be given out over the phone. Participants are responsible for the schedule and the information on it. Each participant may have their own schedule. In addition, schedules are posted in the Student Recreation Center.
    6. League champions will be decided by one play-off game for the top two players in each league.

    RULES:

    1. Matches consist of the best of 3 sets of 6 games, using no-add scoring.
    2. A racket spin or coin toss determines first service.
    3. Any mutually agreed upon tennis ball may be used. Each player/team is required to furnish a can of new tennis balls per match. Winner takes new balls.
    4. If the two sides disagree on a shot ruling, the point should be replayed.
  • Tennis Singles

    INTRAMURAL TENNIS SINGLES RULES AND PROCEDURES

    NOTE: The following rules and procedures are those items for which the VRWC feels a need to further elaborate and clarify. In no way should the absence of a particular rule or procedure be interpreted to mean that it will not be enforced. All participants are responsible for the information contained in the current issue of the Intramural-Recreational Handbook and the United States Tennis Association Rule Book.

    PROCEDURES:

    1. Prior to play, each player must check-in at the front desk of the indoor tennis center.
    2. No Black soled shoes are permitted on the courts.
    3. In case of rain, call the Student Recreation Center after 3:00 PM to see if matches are still being played.
    4. Participants are encouraged to play their matches as scheduled, but if rescheduling is necessary, participants may arrange their own match time with their opponent prior to their scheduled match. The match must be played and the score reported by 5:00 PM the day before the next scheduled round.  Matches that are not reported by 5:00 PM will be recorded as a forfeit.
    5. Forfeit: A match will be considered a forfeit if only one opponent shows to a scheduled match.  (Five minute grace period is in effect)
    6. No schedule information will be given out over the phone. Participants are responsible for the schedule and the information on it. Schedules are posted on line at http://www.vanderbilt.edu/recreationandwellnesscenter/intramurals/calendar/ and in the Student Recreation Center.

    RULES:

    1. Matches consist of a 10 game pro set using no-add scoring.
    2. The first player to win 10 games wins.  Player do not need to win by 2 games.
    3. Any mutual agreed upon tennis ball may be used. Each player/team is required to furnish a can of new tennis balls per match.
    4. If the two sides disagree on a shot ruling, the point should be replayed.
  • Ultimate Frisbee

    INTRAMURAL ULTIMATE FRISBEE RULES AND PROCEDURES

    1. The following rules and procedures are those items for which the VRWC fees a need to further elaborate and clarify.  In no way should the absence of a particular rule or procedure be interpreted to man that it will not be enforced.  All team coaches are responsible for the information in the current issues of the V.U. Intramural Recreational Handbook.
    2. An Intramural  (IM) Supervisor and/or Intramural Official will be on duty for each game.  The persons acting in these capacities have been given directions and authority by the VRWC to carry out necessary duties.  Any problems should be referred to the Official first and then to the IM Supervisor if necessary.
    3. The particular league and/or tournament format, (example:  round robin), is dependent on the number of entries in each division

    PROCEDURES

    1. The responsibilities of each participant are:
      1. The schedule and all information contained on it.  A schedule will be posted on the bulletin boards by the Welcome Center Desk.  The IM Supervisor on duty will also have a schedule. No schedule information will be given over the phone
      2. Eligibility
      3. Check in with the IM Supervisor a the IM fields prior to each schedule match (Penalty:  Forfeit).  A 5 minute grace period will be in effect.
      4. Notify the Intramural Scheduler prior to the entry deadline concerning players who are participating in concurrent intramural activities.  Immediate notification may help to avoid a conflict time.
    2. All matches must be played at the scheduled place and time unless a "Mutual Postponement Agreement" form has been cleared and completed through the VRWC.
    3. If games are rained out the team coaches are responsible for contacting the VRWC to find out when they will be played
    4. It is also the team coaches responsibility to keep the sidelines clear of players and spectators
    5. Teams are responsible for their own scores.  Give the scores to the Supervisor after each game.

    THE GAME:
    Ultimate Frisbee – is a non-conduct sport played by two seven-player teams.   The object of the games is to score goals.  The disc may only be moved by passing, as the thrower is not allowed to take any steps.  Any time a pass is incomplete, intercepted, knocked-down, or contacts an out-of-bounds area, a turnover occurs  resulting in an immediate change of possession of the disc.  A goal is scored when a player successfully passes the disc to a teammate in the endzone which that team is attacking.

    RULES:

    1. EQUIPMENT:
      1. The OCR will supply a Frisbee for each game.
      2. Jerseys and frisbees will be check out to the team on each field.  Captains are required to check out the jerseys from the supervisor on duty before the game.  An I.D. will be returned when frisbees and all jerseys are returned to the supervisor.  The captain is financially responsible for any lost equipment.  The team listed first on the schedule must wear the jerseys.
      3. No steel cleats or casts can be worn.
      4. Any equipment the supervisor decides is dangerous to other players is illegal.
    2. ELIGIBILITY:
      1. Each player's name must be on the roster filed with the VRWC
      2. A person may play for one team only of the same league.
      3. Penalty for violation of the above is forfeit of the game.
    3. PROTEST:
      1. There are no rules protests.  Get two captains together and settle the problem.
      2. If no agreement is made, the disc reverts back to the thrower.
      3. Summon the Supervisor for interpretation of the rules.
      4. Eligibility protest must be made before the game ends.
    4. TIMING:
      1. Play two 20 minute halves with running clock.
      2. Timing begins at 5 minutes after game time (forfeit time).
      3. There will be a two minute warning given at the end of each half.  The warning is signaled by two blasts from an air horn.  The clock continues to run.
      4. One blast from the air horn signals the end of the half or game.
      5. Two minutes are allotted for halftime.  At this point, timing begins for the second half.
      6. Games tied at the end of regulation time are scored as ties.
    5. PLAYERS AND SUBSTITUTIONS:
      1. A team consists of seven players.
      2. Substitutions can be made only:
        1. After a goal and before the ensuing accepted throw-off
        2. Before the beginning of a period of play
        3. To replace an injured player.
      3. If a team replaces an injured player(s), the opposing team has the option of  substituting a like number of, or fewer player.
      4. During time-outs
    6. STARTING PLAY:
      1. A coin toss will determine offense and defense. The winner of the toss has the option of throwing or receiving, or choice of which goal to defend.  The loser of the toss is given the remaining choice.  The choices are reversed to start the second half.
      2. Play begins each half, and after each goal with a throw off.  On the throw off, both teams must stand behind the goal line with one foot on the line.
      3. When the thrower and player on the receiving team raise a hand, play is ready to begin.  The thrower throws the frisbee toward the opposite goal line.  When the frisbee is released, both teams may move in any direction.
      4. No player on the throwing team may touch the throw-off before it touches a member of the receiving team.
      5. If the receiving team catches the firsbee, it must be thrown for the spot.  If the receiving team touches the firsbee and fails to catch it, it is the throw-off team's disc where it lands.
      6. If the throw-off falls untouched to the ground inbounds, the receiving team gains possession where the disc stops.  If the throw-off lands untouched out to bounds the receiving team can:
        1. Put the disc into play at the point it crossed out of bounds or call middle and carry the disc to the middle of the field.
        2. Before it is touched, extend one hand over the head and call for a re-throw.  Once this signal is given, that throw-off can no longer be put in play.
    7. THROWING:
      1. When the disc is on the ground in or out of bounds any member of the team becoming offense may pick it up and put it in play.   (If disc is out of bounds player must return to the spot where it went out then put it in play.
      2. The thrower must establish a pivot foot (as in basketball)  and hold that pivot foot until the throw is released.
      3. The thrower may pivot in any direction, but not into a legally positioned defensive player.
      4. If the thrower drops the disc, it is considered an incomplete pass.
      5. The thrower may not throw a pass to himself.
      6. The thrower may pivot in and out of bounds.
      7. The disc cannot be handed from one player to another.
    8. DEFENSE:
      1. Only one defensive player may guard a thrower at one time.
      2. The defensive player must stay an arm's length from the thrower.
      3. The defensive player cannot try to knock the disc from the thrower's hand.
      4. Stalling:  Once a player has established  a defensive position (within 6 feet), he may begin to count to 10 at one second intervals.  If the thrower has not released  the disc after 10 seconds, it is a turnover, and a check.
    9. RECEIVING:
      1. Bobbling the disc to get control is permitted, but purposeful tipping of the disc is traveling.
      2. After catching a pass, the receiver must come to a stop as soon as possible and establish a pivot foot.  Penalty: traveling.
      3. If a catch is made on a run, the receiver may make a pass before the third contact with the ground.  Penalty: traveling.
      4. If the disc is caught simultaneously by offensive and defensive players, it is the offense's disc.
      5. The receiver must have one foot in bounds to be a legal completion.  If momentum carries a player out of bounds, or over the goal line, after a legal catch, the receiver must return to the point he went out of bounds, and establish a pivot foot and put the disc in play from that point.
    10. END ZONES:
      1. If the disc is controlled in the endzone the team is defending, the player must:
        1. Put the disc into play  from the spot, or immediately carry the disc to the closest spot on the goal line and put it into play from there.
      2. If the disc is caught in the endzone, and the team is attacking, it is a score-one point.
      3. Each time a score is made, teams switch the direction of their attack. The team that scores throws off.
    11. TURNOVERS:
      1. An incomplete, intercepted, knocked down, or out of bounds pass results in a loss of possession.
      2. Loss of possession and a check:
        1. If the defensive player gets to 10
        2. If the disc is handed form player to player.
        3. If thrower catches own pass.  Unless it is touched first by another player.
    12. FOULS:
      1. Fouls are physical contact between opposing players. A foul is called by the player who has been fouled.
      2. When the thrower is fouled in the act of throwing and the pass is completed, possession reverts back to the thrower after a check.  (Contact during the follow-through is not considered a foul).
      3. When the defensive player is fouled by the thrower and the pass is completed, possession reverts back to the thrower after a check.  If the pass is incomplete, the play continues without interruption.
      4. Contact with an opponent that interferes with the catch before or after the disc has arrived is a foul.  The player fouled gains possession.  If the call is disputed, the disc goes back to the thrower.
    13. VIOLATIONS:
      1. Violations are non-contact rule infractions (throwing a pass while approaching the goal line, traveling, double teaming, not establishing a pivot foot, etc.)
      2. Violations should be called by anyone who recognizes it.
      3. If the disc is in the air, play is continued.   If the team which made the call gains control, play continues unhalted.  The player who made the call in this case should call "play on".
      4. If the team that made the call does not gain control of the frisbee, the disc is checked back to the thrower.
    14. TIME OUTS:
      1. Each team is permitted two 30 second time-outs per half.
      2. Time-outs may be called by either team after a goal and before the throw-off, and by the player with possession of the disc during play.
      3. To resume play, the player who had possession of the disc puts it into play, after a check, at the spot where the time-out was called.
      4. No time-outs allowed in the last tow minutes of either half.
    15. MISCELLANEOUS:
      1. No alcohol allowed on I.M. Fields.  Violating teams will forfeit their games.
      2. Red Flag – when red flag is up on telephone pole on the I.M. fields, there will be NO ACTIVITY!!!! Rain-outs are not decided until 3p.m. the day of the game.
      3. All scores and schedules posted on the VRWC Bulletin Board in Student Recreation Center.
      4. Schedule is Sunday thru Thursday on Natchez Field.
  • Volleyball

    INTRAMURAL VOLLEYBALL RULES & PROCEDURES
    *Covering Men's, Women's, Co-Rec, & 3on3 Volleyball*

    1. The following rules and procedures are those items for which the VRWC feels a need to further elaborate and clarify.  In no way should the absence of a particular rule or procedure be interpreted to man that it will not be enforced.  All team coaches are responsible for the information in the current issues of the V.U. Intramural Recreational Handbook and the National Federation of State High Schools Association Volleyball Rulebook.
    2. An Intramural (IM) Supervisor and/or intramural official will be on duty for each game.  The persons acting in these capacities have been given directions and authority by the VRWC to carry out necessary duties.  Any problems should be referred to the Official first and then to the IM Supervisor if necessary.
    3. The particular league and/or tournament format, (example:  round robin), is dependent on the number of entries in each division

     
    PROCEDURES

    1. The responsibilities of each participant are:
      1. The schedule and all information on it.  Schedules may be obtained online. No schedule information will be given over the telephone
      2. Player eligibility (IM handbook)
      3. Team and spectator sportsmanship (IM handbook)
      4. Reporting scores to the IM supervisor or other delegated person for self-officiated matches.
      5. Make sure game results are recorded accurately on the VRWC website.
      6. Notify the VRWC prior to the entry deadline concerning players participating in concurrent intramural activities.  Immediate notification may help to avoid a time conflict.
    2. A 5-minute grace period is in effect.
    3. Players must be listed on the official roster(VRWC) prior to participating (penalty = forfeit).  There is no roster limit except for 3on3 volleyball where there is a 4-person limit for each team.  New players may be added by contacting the VRWC during office hours
    4. No player may play on two teams in the same league. (Penalty = team forfeit, player suspension).
    5. Teams forfeiting two games will be dropped from further participation.
    6. For self officiated leagues, each team must provide one person to serve as line judge.
    7. For self officiated leagues, the participating teams are required to officiate the games.
    8. Ejected players or coaches are automatically suspended for one match and will be subjected to further disciplinary action.

    RULES: Game equipment will be provided by the VRWC.   *Rules apply to all leagues except where noted otherwise.
    PLAYERS REQUIRED
    1.1          Each team consists of 6 players (3 players in 3 league, co-rec league = 3men and3women).
    1.2          A team must have at least 4 players to begin and continue in a game (2 players in 3on3 league).
    1.3          (Co-Rec) – When playing with 4 or 6 players, at least half must be women and half men.  When playing with 5 players, 2 must be women and 3 men or else 3 must be women and 2 men.
    2. SCORING TIMES
    2.1.  The first team winning two games will be the winner.
    2.2    Games will be played to 21 points (must win by 2), 3rd game to 15.
    2.3    Two time-outs are allowed per game, 30 seconds per time-out.
    2.4     A 3-minute rest period is allowed between games of a match.
    2.5     All games Rally Scoring.

    3. SUBSTITUTION
    3.1      Substitutions are allowed during dead ball situations only.
    3.2      (Co-Rec) required player combinations must be maintained.
    3.3           Substitutions must take the position and place in the serving order of the person substituted for.
    3.4          Players re-entering must take the position and place in the serving order in relation to teammates.
    3.5          Substitution is unlimited.

    4. ROTATION, CHANGE OF SIDES
    4.1          Rotation occurs after the first server from both teams has completed service.  First service is made by the player in the right-back position.
    4.2  Rotation is clockwise
    4.3          Team change sides after each game and after 8 points have been scored in the third game.  No player position changes are allowed during the change of sides at the 8 point mark of the third game.
    5.  HITTING THE BALL
    5.1          A maximum of 3 hits are allowed to return the ball over the net.
    5.2          No obvious lifting, holding, or pushing of the ball is allowed.
    5.3          A player may not hit the ball two times in succession.
    5.4          Simultaneous hits count as one hit with both players allowed to play the ball again.
    6.  BLOCKING AND SPIKING
    6.1          A block does not count as one of the three allowable hits.
    6.2          A blocker may reach over the net without touching it, however, the ball cannot be contacted over the opponent's side until they have attempted to send the ball to the blocker's side.
    6.3          A blocker may not spike the ball during the blocking action, however, the blocker's arms and hands may be in any position as long as there is no interference with the opponent's playing of the ball.
    6.4          A spiker's hands may pass over the net following a spike, but the ball must be contacted on the spiker's side of the net.
    6.5          Back line players may not block or attempt to block.
    6.6          Back line players may not spike the ball while positioned in front of the spike line.
    6.7          (F/S Co-Rec and Co-Rec *Recreational *Leagues) all serves must be underhanded.
    6.8          (F/S Co-Rec and Co-Rec *Recreational *Leagues) no spiking.
    6.9          Any part of the body may be used to return a hard driven spike as long as it is not a carry, lift, etc.
    7. SERVING
    7.1          First service and choice of sides will be determined by a coin toss.  The winner selects first service or choice of sides, the loser has the remaining choice.  First service alternates for the second game.  If a third game is necessary, a coin toss will determine first service.
    7.2  The ball may be hit right out of the hand.
    7.3  The service must be behind the endline the moment the ball is hit.
    7.4  The server must wait for the ready to serve signal by the referee.
    7.5  Net serves are allowed

    8. GENERAL RULES
    8.1          A player may not cross the centerline or its extension to play the ball.  A player may play the ball on his/her side and then cross the extension outside the court-line. A player may reach under the net to play a ball already in play by that player's team.
    8.2           While the ball is in play, a player must step completely over the centerline for a foot foul to occur.
    8.3          The net and any of its supports may be touched while the ball is in play, unless the ball forces it into the player.
    8.4          A ball that touches the net is still in play provided it doesn't occur on a serve or on a team's third hit.
    8.5          The entire ball must land outside a line to be out-of-bounds.
    Co-Rec: Female does not need to play ball each time across the net. (ref discretion)