Look below for information on the rulesets of various intramural sports.

3v3 Basketball

General Information
  • Number of Players on Court: 3
  • Minimum Players to Start (per team): 2
  • Location: CRC 4th Floor Basketball Courts
  • Player Equipment: None
  • Provided Equipment: Ball
  • Mercy Rule or Time Limit: 50 Minutes (see below)
  • Officiated: Self Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: None
  • Max Number of Club Players: 1
  • Equivalent Sport(s): Men’s/Women’s Basketball
Basics of Play
  • For general rules of basketball, see 5v5 Basketball rules. The following will detail rules specific to Intramural 3v3 Basketball.
  • A 3v3 Basketball “match” will consist of a best-of-three series of games. The first two games will be played to 21 points. The third game, if necessary, will be played to 15. Scoring is the same as in 5v5 and teams do NOT have to win by 2.
    • If the third game is not completed after 50 minutes, the supervisor will set a target score by adding 4 points to the score of the leading team at the time. Ex: Score is Team A 6 - 4 Team B, then both teams will play to 10.
  • General Play:
    • The supervisor will begin the game by administering a “coin toss” to the teams. The coin toss will effectively be a jump-ball, such that the teams will alternate possession for the 1st, 2nd, and 3rd games as well as in any applicable jump-ball situations.
    • Before starting play, the ball must be given to an opponent and given back to the offense (“checked”) outside the 3-point line. The ball must then be passed to a teammate before anyone on the team can score.
      • The ball must be checked to begin each game, after a made basket, after the ball has gone out of bounds, after a “jump-ball”, or after a foul call.
    • On a check, the defensive team will have three seconds to be declared ready and hand the ball back to the offensive team for play. Any longer than three seconds will result in the offensive team receiving two points plus the possession.
    • During play, the ball must be taken outside of the 3-point line after every change in possession.
      • The penalty for not taking the ball out is loss of possession.
    • Teams do not have timeouts, but may make substitutions freely during any dead ball period.
    • If a team is deliberately stalling or freezing the ball, the opposing team may start an audible 10 second count to shoot. If the offense does not shoot, the ball will be turned over to the other team.
  • Foul Procedures:
    • Before the 4th foul:
      • Any common foul will result in loss of possession for the offending team.
      • Any foul on an unsuccessful shot attempt will result in retention of possession. A successful shot attempt will count and the defense will gain possession.
      • Any offensive foul on a successful shot attempt will result in a disallowed basket and change of possession.
    • On and after the 4th foul:
      • Any common foul will result in 1 free throw and possession of the ball for the offended team. An offensive foul with a made shot attempt will also disallow the basket.
      • Any foul on an unsuccessful shot attempt will result in 2 free throws and possession.
      • Any foul on a successful shot attempt will NOT result in free throws being awarded, but WILL result in retention of possession for the offended team.

For further information, please visit the official NFHS website for the current Basketball Rules Book. It is available for purchase and may be referenced upon request made to the Competitive Sports Office or an Intramural Supervisor. Please remember that 3v3 Basketball is a GT Intramural-specific sport and thus some rules listed above may contradict NFHS. Any rules listed above are final.

5v5 Basketball

General Information:
  • Number of Players on Court: 5
  • Minimum Players to Start (per team): 4
  • Location: CRC 4th Floor Basketball Courts
  • Player Equipment: None
  • Provided Equipment: Ball, Possession Arrow, Scoreboard
  • Mercy Rule: See "Mercy Rule" Below
  • Officiated: Referee Officiated
Policy Exceptions and Clarifications:
  • Attire Exceptions: None
  • Max Number of Club Players: 2
  • Equivalent Sport(s): Men's/Women's Basketball
Basics of Play:
  • Basketball is played between two teams of 5 players who are each trying to throw ("shoot") a ball into hoops ("baskets", "goals") on either side of the court in order to score points. Teams attempt to make as many shots in their opponent's goal as they can while defending their own.
  • The Playing Area and Timing:
    • The court is divided into two halves. The half containing a team's target basket is referred to as their "frontcourt". The other half, containing the basket a team is defending, is referred to as their "backcourt".
    • The game is played in 4 10 minute quarters, with a 3-minute halftime. The clock runs continuously, except for during a team or official time-out, and stops on the official's whistle with 2 minutes or less to play in the game.
      • If the score is tied after 40 minutes, there will be a 3-minute overtime period. The clock will only stop with 1 minute or less to play in this period.
      • Teams are afforded 3 time-outs per game, which a player on the court can call whenever the ball is not in play ("dead ball") or when the ball is in play ("live ball"), if in possession of the ball.
    • Mercy Rule:
      • If one team is leading by 30 or more points at any time with less than 3 minutes in the game, the game ends immediately.
      • If one team is leading by 15 or more points at any time with less than 2 minutes left, the clock will not stop except for timeouts.
  • General Play:
    • At the beginning of each game, play is started with a "jump-ball", where one player on each team stands in the center of the court while the referee throws the ball up between them. Each tries to tap the ball back to one of their teammates to obtain possession. Teams will alternate possession of the ball under applicable circumstances based on who wins the jump-ball.
      • See Rule 6-4 in the official NFHS Basketball Rules Book for details.
    • The team with possession ("the offense") can move the ball by passing between teammates or dribbling in order to get the best chance to score.
    • A shot made from on or within the large arc around the basket ("3-point line") is worth 2 points. A shot made from outside of this line is worth 3.
    • The defense does their best to keep the other team from scoring by putting themselves between the ball and the basket and disrupting the opponent's offense. If the defense takes possession of the ball from the offense, they may immediately initiate their own offense by moving the ball towards the opposite basket.
    • After a made basket or infraction committed by the offense or defense, a new play is initiated by throwing the ball to an in-bounds teammate from out-of-bounds ("throw-in").
    • Infractions in basketball consist of violations and fouls. Violations by a player on one team result in forfeiture of possession to the other team. Fouls committed by a player on one team to a player on the other result in free, unobstructed shots on goal worth 1 point ("free throws") by the offended player, but not retention of possession.
      • Exception: Some particularly egregious, severe, or unsportsmanlike fouls will impart free throws and possession of the ball to the offended team (see "Fouls").
      • If the 1st-half clock runs out before all awarded free throws are attempted, the shooter is entitled to a clear lane to finish the shots. The half is then over.
  • Violations:
    • Out-of-bounds: Being the last player to touch the ball before it lands outside the court boundaries will confer possession to the other team.
    • Travelling: Travelling is moving a foot or feet outside of allowed limits while holding the ball. See Rule 4-44 in the official NFHS Basketball Rules Book for specific details on such limits.
      Illegal Dribble: A moving player must continuously dribble the ball while possessing it. Ending a dribble and then beginning again is a violation.
    • Kicking: A player may not intentionally kick a ball at any time.
    • 10-Seconds: A team must move the ball from their backcourt into their frontcourt within ten seconds of (re)possessing the ball in the backcourt.
    • Backcourt: A team may not take the ball from their frontcourt into their backcourt while in continuous possession of the ball.
    • 3-Seconds: An offensive player may not occupy the space between the lane lines below the free-throw line for more than 3 seconds at a time. Note: the count will reset while the ball is in the air during a shot attempt.
    • Goaltending/Basket Interference: Generally, a player may not attempt to disrupt or alter the path of a ball in downward flight by directly contacting the ball and may never touch or interfere with the basket in an attempt to affect the outcome of a shot attempt by either team.
    • 5-Seconds: A player that is closely guarded (within 6 feet) may not hold or dribble the ball for 5 seconds without initiating a new basketball action.
    • See Rule 9 in the official NFHS Basketball Rules Book for more details.
  • Fouls:
    • Common Foul: A common foul encompasses any illegal contact that disadvantages a player on the other team during the regular course of play, including during a shot attempt. This may include hitting, pushing, tripping, or holding another player.
      • "Bonus": After a team commits its 5th foul in a quarter, the offended player is awarded two free throws. There is no longer a "single bonus" or "one-and-one" 
    • Personal Foul: A foul of any type committed by an individual on the court. Players who commit 5 personal fouls are disqualified from the game.
    • Shooting Foul: Any foul that takes place during a shot attempt. A foul committed during an unsuccessful shot attempt results in 2 (or 3) free throws for the shooter. A foul committed during a successful shot attempt results in 1 free throw for the shooter.
      • Shooting fouls do not result in bonus or double bonus free throws in addition to the ones described here.
    • Offensive Foul: A foul committed by an offensive player with possession of the ball. It does not award free throws to the other team, only possession.
    • Technical Foul: Any unsportsmanlike or inappropriate behavior by a participant toward anyone on the court (including teammates, opponents, referees, and spectators) may result in a technical foul. A technical foul confers upon the other team 2 free throws and possession of the ball.
      • A player who receives 2 technical fouls is ejected from the game, however one technical will be sufficient for ejection of it is deemed flagrant. 
    • See Rule 10 in the official NFHS Basketball Rules Book for more details. Conduct that would result in a technical foul includes, but is not limited to: 
      • Taunting
      • Foul or disrespectful language
      • Excessive dissent regarding official's decisions 
      • Having six players on the court, bench players coming on to the court
      • Questioning the integrity of a game official
      • Spiking or throwing the ball away out of frustration
  • Substitutions:
    • Teams may substitute players during dead ball situations by approaching the scorer's table and announcing their intent. The scorer will notify the officials of the substitute by blowing the horn, but the substitute must wait to be beckoned into play by the official.
Co-Rec Rule Additions/Differences:
  • Players and Substitutions:
    • A team consisting of 5 players must play with 2 male and female players. The 5 player can be of any gender. (Please see GT Intramural Participation guide page for participation of nonbinary individuals.)
    • A team playing with 4 may have equal numbers of each gender.
  • Equipment:
    • By default games will be played with a Women's ball. Both teams can agree at the captain's meeting to use a Men's size. 

For further information, please visit the official NFHS website where you can buy the Basketball Rules Book, or it may be referenced upon request made to the Competitive Sports Office or an Intramural Supervisor.

Billiards

General Information
  • Number of Players on Playing Surface: 4
  • Minimum Players to Start (per team): 3
  • Location: Tech Rec Billiards Room
  • Sport-Specific Player Equipment: N/A
  • Provided Equipment: Billiards Cues, Billiards Balls
  • Mercy Rule: N/A
  • Officiated: Self Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: Players will not be required to wear matching jerseys or numbers; jewelry requirements are also relaxed
  • Max Number of Club Players: N/A
  • Equivalent Sport(s): Billiards/Pool, Snooker, other Cue Sports
Basics of Play
  • Georgia Tech Intramural Billiards is played between two teams of 4 players across three matches, 2 singles matches and 1 doubles match. Matches are played as best-2-out-of-3 games of 8-Ball.
  • NOTE: Called shots are not required, except for the 8-ball.
  • Structure of Play:
    • 8-Ball is played between 2 (or two sets of 2) players, each trying to hit billiard balls into pockets at the edges of the table before their opponent.
    • Doubles teams alternate which teammate is shooting each turn.
    • If teams only show up with 3 players, they forfeit a singles match. If both teams show up with 3, teams will be able to choose players for a 1 game tiebreaker, if necessary.
  • 8-Ball General Play:
    • 8-Ball is played by using a stick (“cue”) to shoot a solid white ball (“cue ball”) at other balls to knock them into pockets.
    • Each player must knock in all the balls of one of two groups:
      • Solids - Balls of solid color and numbered 1-7
      • Stripes - Balls of striped color and numbered 9-15
    • Once a player has knocked in all solids or all stripes, they attempt to knock the solid black 8-ball in before their opponent.
    • Players take turns shooting. A shooter’s turn continues each time they pocket one of their “object balls” (solids or stripes). A shooter’s turn ends when they fail to pocket one of their object balls or foul (see “Fouls”).
  • Racking:
    • The balls must be racked tightly in a triangle, with the front (“head”) ball in line with the 2nd table marker and in the middle of the table (“foot spot”).
    • The 8-ball must be directly below the head of the triangle.
    • One ball of each group must be placed on the two lower corners.
    • The rest of the balls should be placed as randomly as possible.
  • Breaking:
    • The breaker will be decided by a “coin toss” administered by a supervisor before the 1st and 3rd games of each match. There is no lag.
    • The breaker begins by shooting the cue ball directly at the rack from anywhere behind the 2nd table marking on the near side (“head string”).
    • Players must break reasonably hard, but balls hitting rails is not required.
    • If a ball is pocketed during the break, the table remains “open” (no groups are assigned). The breaker continues shooting.
    • Pocketing the 8-ball is not a foul on the break, but it must be re-spotted as close as possible to the foot spot or the break re-done.
    • If the breaker pockets the 8-ball and scratches, the opponent has the option of re-spotting the 8-ball and receiving the “ball-in-hand” behind the head string or re-breaking (see “Fouls”).
    • If the breaker fouls, the opponent has the option of accepting the break or taking the ball-in-hand behind the head string (see “Fouls”).
  • Continuing Play:
    • The first ball the shooter pockets after the break determines their object balls for the rest of the game.
    • Shooting:
      • The shooter must keep at least one foot on the ground while shooting.
      • After the break, shooters may only direct the cue ball toward their own object balls. Simultaneous first-contacts are not a foul.
  • Pocketing Balls:
    • Balls must fall into and remain in a pocket to be legal.
    • Balls that come to rest outside a pocket for more than a few seconds are considered out and must be placed back in their original spot if they fall in.
    • If two balls become jammed in a pocket, they are deemed in.
    • If a pocket begins to overflow, move balls into other pockets.
    • Any opponent balls pocketed remain.
    • Balls that get knocked off the table are spotted on or as close as possible to the foot spot.
    • Accidentally moved balls must be placed back in their original position.
    • In order to pocket the 8-ball, the shooter must first indicate (“call”) the pocket they intend to put the 8-ball into.
  • Fouls:
    • Fouling, including on the break, results in the opponent being given the ball-in-hand. This means the player may place the cue ball anywhere on the playing surface (except when otherwise directed) and continue to move or adjust it until taking a shot.
    • If the ball-in-hand must be placed behind the head string, any object balls must be outside the head string to be eligible for targeting.
    • The following fouls will give the opponent ball-in-hand:
      • Knocking the cue ball into a pocket (“scratching”) or off the table.
      • Failing to hit an object ball of their correct group first, 8-ball included.
      • Failing to hit at least one rail with a ball of any kind during a shot.
      • Touching or causing the cue ball to move without ball-in-hand.
      • Touching another ball on the table during a ball-in-hand.
      • Contacting a moving cue ball, including accidentally.
      • Contacting the cue ball with an accidentally moved ball.
      • Contacting a ball inside the head string during a ball-in-hand taken from behind the head string.
      • Failing to keep one foot on the floor while shooting.
      • Shooting out of rotation in doubles.
    • A shooter may automatically lose the game if any of the following occur:
      • The 8-ball is pocketed before all other of their object balls.
      • The 8-ball is pocketed in an uncalled pocket.
      • The 8-ball is pocketed but the shooter fouls, including scratching.
      • The 8-ball is knocked off the table.
      • Unsportsmanlike conduct designed to seriously distract, mislead, or disrespect an opponent or supervisor.
    • Fouls may not be retroactively called after another shot has been taken.
  • Substitutions:
    • Substitution cannot occur during games, only between games.
    • Once a player has played on one table, they may not substitute into any other tables.

For further information, please visit the official World Pool-Billiard Association Rules of Play webpage for 8-Ball (Section 3). Some rules have been modified for the purposes of GT Intramurals. Any rules listed above are final.

Bowling

General Information
  • Number of Players on the Lanes: 5
  • Minimum Players to Start (per team): 4
  • Location: Tech Rec Bowling Lanes
  • Sport-Specific Player Equipment: Bowling Shoes (Free for intramurals at Tech Rec)
  • Provided Equipment: Bowling Balls
  • Mercy Rule: N/A
  • Officiated: Self Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: Players will not be required to wear matching jerseys or numbers; jewelry requirements are also relaxed, but players may be told to remove rings that would get in the way of bowling
  • Max Number of Club Players: N/A
  • Equivalent Sport(s): Men’s/Women’s Bowling
Basics of Play
  • Georgia Tech Intramural Bowling is played between two teams of 5 bowlers, each trying to bowl the highest collective score in 3 different games. Points are also awarded for bowling the highest total score across all games.
  • Structure of Play, the Playing Area, and Scoring:
    • A bowling match consists of 3 games, 2 ten-pin games and 1 “Baker game”. Each game is worth 2 points. At the end of the night, 1 point is also awarded to the team with the highest overall score.
    • Teams will show up to Tech Rec in the John Lewis Student Center for their scheduled game time. They will be assigned one lane to bowl on.
      • Each lane is bounded by a “foul line” at the front, two “gutters” on the sides, and the pins at the back.
    • Ten-pin games will be structured as follows:
      • Each bowler on each team will bowl an entire 10-frame game.
      • At the conclusion of the last bowler’s 10th frame, the supervisor will add up the scores of each bowler to get the team score for that game. Teams may then move on to their next game.
      • The team with the higher score in the first game will win 2 points. The same is true for the second games.
    • Baker games will be structured as follows:
      • After the conclusion of the second regular game, teams will participate in a Baker game.
      • Each team will select 5 bowlers (see “Substitutions”). The bowlers will bowl together for 1 game of 10 frames in a predetermined order. The order will repeat twice to complete 10 frames.
        • Ex. Bowlers will determine their order (i.e. 1st, 2nd, 3rd, ...). The 1st bowler will bowl the 1st and 6th frames, the 2nd bowlers will bowl the 2nd and 7th frames, and so on.
      • The team with the higher score in the Baker game will win 2 points.
    • Strikes:
      • A strike happens when a bowler knocks down all 10 pins in the first bowl of the frame.
      • A strike is scored after the completion of the next frame. The number of pins knocked down in the frame after the strike is added to the strike and the next frame.
        • Ex. Bowler 1 bowls a strike in frame 1. They knock down 5 pins in frame 2. They get 10 + 5 = 15 points for frame 1 and 5 points for frame 2.
      • See Chapter 2, Rule 2c-2e of the official United States Bowling Congress Playing Rules for more details.
    • Spares:
      • A spare happens when a bowler knocks down any and all pins on the second bowl that remained standing after the first.
      • A spare is scored after bowling the first ball of the next frame. The number of pins knocked down by the first throw after the spare is added to the spare and the next frame.
        • Ex. Bowler 1 bowls a spare in frame 1. They knock down 2 pins in their first bowl of frame 2. Then they knock down 5 more pins with their second bowl of frame 2. They get 10 + 2 = 12 points for frame 1 and 2 + 5 = 7 points for frame 2.
    • The supervisor will total the scores across all 3 games for each team. The team with the higher overall score will receive 1 point.
    • If game scores or overall scores are tied, each team will choose a bowler for a sudden-death bowl-off. Each bowler will bowl one ball and the highest score will win. If those scores are tied, teams will choose two new bowlers and sudden death will continue.
      • The designated bowler must have bowled in that game (see “Substitutions”).
  • General Play:
    • In each frame of either a ten-pin game or a Baker game, a bowler bowls 2 balls per frame for the first 9 frames, unless a strike is scored. In the 10th frame, bowlers bowl 3 times if they get a strike or spare.
    • A legal throw in bowling is made when the ball leaves the bowler’s hand and crosses the foul line into the lane.
      • Bowlers may not step on or over the foul line. The foul will result in a zero for the ball that was thrown during the offense.
      • The foul line extends infinitely outwards, so bowlers may not climb onto the sides of the lanes to bowl either.
      • A deliberate foul may result in scoring a zero for the frame.
      • See Chapter 2, Rules 8 and 9 of the official United States Bowling Congress Playing Rules for more details on Dead Balls as well.
    • Bowlers get points corresponding to the number of pins they knock down, unless a strike or spare is bowled.
      • Any ball that enters the gutter will automatically result in zero points, even if it manages to rattle out and knock a pin down.
      • Tech Rec utilizes automatic pin scoring, but disagreements with pinfall in accordance to Chapter 2, Rules 6 and 7 of the official United States Bowling Congress Playing Rules may be raised with the supervisor on duty.
    • If teams are bowling with fewer than five players, a blind score of 80 will be used for the missing bowler.
      • A team with four will be given a 0 for their fifth and tenth frames in a Baker game and forfeit their fifth bowler in sudden death.
  • Substitutions:
    • Substitute bowlers are allowed, but only after a game is completed. Once a bowler begins their game, they must complete it.
    • If a player begins a game but leaves prior to completion, the player's current score will stand and the rest of the frames will be forfeited.
    • As teams can choose their lineup for the Baker game, any substitute may participate in the game, with or without having played in previous games.

For further information, please visit the official United States Bowling Congress Playing Rules webpage. Some rules listed above may be different for the purposes of GT Intramurals. Any rules listed are final.

Cornhole

General Information
  • Number of Players on Field: 6
  • Minimum Players to Start (per team): 4
  • Location: Grass Field in Front of CRC Entrance
  • Player Equipment: None
  • Provided Equipment: Boards, Bags
  • Mercy Rule or Time Limit: 45-Minute Soft Limit, 60-Minute Hard Limit (see below)
  • Officiated: Self Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: Hats, braces, sunglasses are allowed; No matching jerseys or numbers required
  • Max Number of Club Players: N/A
  • Equivalent Sport(s): N/A
Basics of Play
  • GT Intramural Cornhole is played by two teams of 6 players in pairs. Each pair places themselves on opposite ends of a rectangular area marked by 2 cornhole boards placed 27’ apart (front to front). Three sets of such boards are set up in parallel and constitute the playing surface for the match between those teams.
    • Teams may play with less than 6 six players but will automatically forfeit the third set of boards. The minimum required to play is 4 players.
  • General Play
    • Players attempt to throw (“pitch”) 4 cornhole bags at the board opposite them. Since one player for each team is next to each board, players on opposing teams take turns pitching bags until each has pitched 4. Bags are scored and then the opposite pair of opponents begins pitching.
    • Bags must be pitched from behind the imaginary line extended outwards from beyond the front of the cornhole board where a player is stationed (“foul line”). Players must stand on one side of the board (“pitcher’s box”) while pitching.
    • The team that scored in the last round pitches 1st in the next round (leaving their bags vulnerable to being pushed off by the other team). If neither team scored, the team that pitched 1st in the last round pitches 1st again in the next.
    • Pairs play best 2-out-of-3 games on their set of boards to determine the winner of that set. Games are played to 21 with NO BUSTING. The team who wins 2 out of the 3 sets of boards wins the match.
  • Scoring:
    • Players score 1 point for landing a bag on the board (“woody”). They score 3 points for dropping a bag through the hole in the board by any means (“cornhole”). Players may use their bags to push opponents’ bags off the board as a means to raise their score. However, if a player pushes their opponent’s bag into the hole, the woody becomes a cornhole.
    • At the end of a round of pitching, scoring is calculated by adding up the total number of points scored in the round. For this purpose, players SHOULD NOT TOUCH ANY BAGS until pitching has finished, except for removing foul bags (see “Foul Bags”). The higher-scoring pair then subtracts the lower-scoring pair’s amount from their own, and adds that number to their total (“cancellation scoring”). If teams score the same number of points, neither gains points.
      • Ex:
        • Player 1 on Team 1 scores 4 points in a round
        • Player 1 on Team 2 scores 2 points in a round
        • Team 1 gains 4 - 2 = 2 points to their total score
      • If a player touches any bags before a round of pitching is completed, that team forfeits the rest of their bags and the other team automatically achieves a score of 12 (4 cornholes in the round). Cancellation scoring proceeds from that state.
  • Foul Bags:
    • Some pitches are illegal (“foul bags”) and count for 0 points. Foul bags should be called by a player and agreed upon with the opposing team, then removed from the playing area before any more bags are thrown:
      • All pitches must be underhanded.
      • Any bag pitched with part of the body touching or over the foul line before the bag has been released (this is modified from Rule 4.4).
      • Any bag pitched without at least one foot entirely inside of the pitcher’s box when the bag is released.
      • Any bag pitched from a box different from the one where the first bag was pitched.
      • Any bag that has contacted the ground before the board.
      • Any bag that has come to rest touching both the board and the ground.
      • Any bag that has touched another, previously defined object before the board.
    • See Rules 3.3, 4.3, 4.4, and 4.5 in the ACO Official Rules for more details.
  • Play continues in this manner, alternating which board is the target, until one team reaches or exceeds 21 and wins the game.
  • Substitutes may enter a set of boards in between games. Players may only ever play on one set of boards for the match.
  • Time Limits:
    • No game can begin 45 minutes after the beginning of the first game. If a game is not completed after 1 hour, the next team to score a point wins.
    • If any games in progress may not come to a resolution within the time limits, the supervisor on duty will determine next steps to complete the match depending on the match situation.

For further information, please visit the American Cornhole Organization Rules webpage. Some rules listed above may be different for the purposes of GT Intramurals. Any
rules listed are final.

Dodgeball

General Information
  • Number of Players on Field: 8
  • Minimum Players to Start (per team): 4
  • Location: 4th Floor Auxiliary Gym
  • Player Equipment: N/A
  • Provided Equipment: 4 6.25” Dodgeballs
  • Mercy Rule: None
  • Officiated: Self Officiated
    • A supervisor will be present to keep track of time, score, and answer any rules questions. The supervisor will not be making any judgement calls or actively officiating the game. It is up to players to uphold the honor system and call themselves out when hit and for teams to resolve any calls or disputes between themselves. 
Policy Exceptions and Clarifications
  • Attire Exceptions: None (Attire must also be compliant with general CRC policies for the 4th floor auxiliary gym)
  • Max Number of Club Players: N/A
  • Equivalent Sport(s): Dodgeball
Basics of Play
  • Dodgeball is played between two teams of 8 players. Teams attempt to eliminate opposing players from play until there are no opposing players remaining.
  • The Playing Area and Scoring:
    • Dodgeball is played in the auxiliary gym on the 4th floor of the CRC. Only white lines are relevant for dodgeball. The goals at either end of the aux gym are considered not in play. Entering them for purposes other than ball retrieval may result in an “out” at referee discretion (see “Outs”).
    • The match is played as best-3-out-of-5 games. A point will be awarded at the end of each game when one team has eliminated the most opposing players.
    • Games will last up to 5 minutes and will be split into 2 periods:
      • The first 10 seconds
      • 5 minutes of play (outside the first 10 seconds)
  • General Play:
    • Players attempt to get each other out by throwing and catching four differently-colored balls.
    • Players begin all periods with at least one hand in contact with the flat portion of their team’s back wall.
    • Play is always signaled to begin with a horn blow from the scoreboard.
    • After play begins, players can get out in multiple ways.
  • Outs:
    • Live Ball Outs:
    • A ball is considered “live” when it leaves a player’s hand.
    • A ball may “die” in one of 3 ways:
      • Ball contacts the ground, wall, ceiling, a non-player, or a member of the team that threw the ball.
      • Ball is caught by an opposing player.
      • Ball hits an opposing player in the head who is not “ducking”, and they are the first opposing player contacted by the ball.
    • Catch:
      • A live ball caught by an opposing player will result in the throwing player being out.
      • A caught live ball will result in one player from the catching team being allowed to re-enter (see “Re-Entry”).
    • Headshot:
      • A live ball that hits an opposing player in the head who is not ducking will result in the throwing player being out.
    • Hit:
      • A player (including clothing) hit by a live ball that is not called dead by being caught is considered out.
      • A player who has a ball knocked out of their hand by a live ball that is not called dead by being caught is considered out.
    • Ducking:
      • Ducking is the horizontal or vertical movement of the head into or out of the path of a live ball. If ducking results in a player being hit in the head the hit player will be considered out.
    • Contacting or Crossing a Line:
      • Any player that contacts a surface (i.e. floor, wall, or nonplayer) on or beyond the white boundary line is considered out.
      • Note that the boundary line moves according to the period of play (see “Periods of Play”).
    • Delay of Game:
      • One team cannot have all of the balls on their side for more than 8 seconds.
      • The last person holding the ball must roll the ball on the floor across the centerline to the opposing team after being called out.
        • If they are not currently in possession of the ball, they must retrieve then roll the ball.
    • All throws must be at an opponent. Players throwing the ball against the opposing wall as an attempt to circumvent the stalling rules will be considered out at the discretion of the Supervisor.
  • Periods of Play:
    • First 10 Seconds:
      • Balls are placed on the white centerline at the intersections of the centerline and both the center circle and red lines.
      • Teams attempt to retrieve balls from the centerline. Players will be called out for contacting or crossing the white centerline.
      • Any balls thrown during this period are not considered live.
    • First 5 Minutes (Outside the First 10 Seconds):
      • Players may not contact or cross the white centerline in this period.
      • Re-entry for valid catches is permitted (see “Re-Entry”).
      • End of play is signaled with a horn blow from the scoreboard.
      • Any ball that is live when the horn is blown will resolve normally.
      • The delay-of-game timer starts for the entire team once the previous period ends.
      • Winner of the game is whoever has more player at the end of the 5 minute period. If teams are tied then we go to Sudden Death 
    • Sudden Death:
      • Occurs when both teams have the same number of players remaining after time expires at the end of 5 minutes.
      • Balls are divided evenly between the two teams.
      • Players may not contact or cross the white center line.
      • First team with a player declared out loses the game.
      • The delay-of-game timer starts for the entire team at the beginning of the period.
  • Re-Entry:
    • When a player catches a live ball, one member of that team will be permitted to re-enter the game. Substitutes who did not start the game are eligible for re-entry.
    • The maximum number of players on the court for one team is 8.
    • Players must enter and exit the dugout (team bench) via the door, not by hopping the railing.
  • Sportsmanship:
    • Displaying poor sportsmanship may result in a yellow or red card.
      • If a player receives a yellow card, their team will forfeit any active game. Additionally, that player must sit out the next game, and the team’s maximum number of players on the court will be decreased by 1 for the next game.
      • If a player receives a red card or two yellow cards within the same match, they must sit out the remainder of the match, and they will be subject to the GT Intramural Unsportsmanlike Ejection Policy. Their team’s maximum number of players on the court will be decreased by one for the remainder of the match.

4v4 Flag Football

General Information:
  • Number of Players on Field: 4
  • Minimum Players to Start (per team): 3
  • Location: Roe Stamps Field (Field # on IMLeagues)
  • Player Equipment: NCAA or NFHS regulation size football for Open/Fraternity League; Regular, Intermediate, Youth or Junior Size for Women/Co-Rec League
  • Provided Equipment: 6 Flag Belts per Team
  • Mercy Rule: If a team is down by 19 or more points with one minute remaining in the game, the game will be declared over.
  • Officiated: Referee Officiated
  • Policy Exceptions and Clarifications:
  • Attire Exceptions: No pockets, belt loops, or zippers; no holes in clothing near waist level; shirts must be long enough to tuck into pants/shorts or short enough that there is a minimum of 4” between the bottom of the shirt and the player’s waistline; teams may use towels but must place them between the pucks during each play
  • Max Number of Club Players: N/A
  • Equivalent Sport(s): Football
Basics of Play:
  • For general rules of flag football, see 7v7 Flag Football rules. The following will detail rules specific to GT Intramural 4v4 Flag Football.
  • Flag football is a non-contact sport! Contact with another player outside pulling a flag belt will generally result in a penalty.
  • Timing and the Playing Area:
    • The field is divided into two zones of 20 yards and two end zones of 10 yards at each end. It is 30 yards in width.
    • The boundaries of the field will be marked with a combination of white lines and cones. The painted lines and the lines marked by cones are considered out-of-bounds. Out-of-bounds starts where the cones begin.
    • A game shall consist of two 15-minute halves with a 5-minute halftime.
    • The clock runs continuously for the first 14 minutes of each half, except for during an official or team time-out, stopping at the one-minute mark and afterwards on the official’s whistle for the following reasons:
      • Penalties
      • Scoring plays
      • Incomplete passes/out-of-bounds
      • Injured players
      • First downs
      • Official and team time-outs
      • Change of possession
    • Each team is allowed two 1-minute time-out per half. They must be called by a player on the field when the ball is not live.
    • If the score is tied after the end of the 2nd half, the game will be decided by a tiebreaker (see “Tiebreaker”).
  • General Play:
    • Prior to the game, the Referee will give the “visiting” captain a coin toss. The winner of the coin toss may choose from the following options. The loser may choose from the remaining of the first three options. The loser of the coin toss is given the first choice at the start of the second half:
      • Ball - Starts the first quarter on offense
      • Defend - Starts the first quarter on defense
      • Side - Chooses a side to defend in the first quarter
      • Defer - Defer the decision until the start of the second half. The opposing team acts as the winner of the coin toss for the first quarter
    • The ball will be placed on the ten-yard line to begin each half as well as after any score, touchback, interception, or safety. The zone line-to-gain will be the 20-yard line.
      • Interceptions will result in a dead ball. 
    • Offense:
      • Teams have 3 downs to advance the ball past the next zone line-to-gain (20-yard line). Passing it awards a new set of downs.
    • There is no punting.
      • The offense must have at least one player on the line of scrimmage (LOS) at the time of the snap.
      • The offensive team has 25 seconds to put the ball in play after the referee blows the “ready-for-play” whistle.
      • There must be a legal forward pass each down. The quarterback has five seconds to release the ball.
      • Running the ball beyond the LOS is prohibited until a legal forward pass is completed over the LOS. No player can run the ball though the LOS. 
    • Defense:
      • Defensive players cannot cross their line of scrimmage (marked by a yellow cone) until the ball is released.
    • Penalties:
      • Contact penalties will generally result in a loss of 5 yards.
    • Kicking the ball at all is a 5-yard penalty.
      • Non-contact penalties will generally result in a loss of 3 yards.
      • If the quarterback does not release the ball within five seconds, the offense will lose the down. The ball will be snapped from the previous spot.
    • Tiebreaker:
      • Ties will be broken by the following tie breaker procedure:
        • Each team will attempt to score by passing from the three-yard line for one point, from the 10-yard line for two points and the 20-yard line for three points.
        • If the defense intercepts a pass or fumble, the attempt is over.
    • Substitutions:
      • Free substitution is allowed after any whistle provided the substitution does not delay the game.

For further information, please visit the official NIRSA Flag Football website where you can purchase the Rulebook which may be referenced upon request made to the Competitive Sports Office or an Intramural Supervisor.

 

7v7 Flag Football

General Information
  • Number of Players on Field: 7
  • Minimum Players to Start (per team): 4
  • Location: Roe Stamps Field (report to field indicated on imleagues)
  • Sport-Specific Player Equipment: NCAA or NFHS regulation size football for
  • Open/Fraternity League; Regular, Intermediate, Youth or Junior Size for Women/Co-Rec League
  • Provided Equipment: 9 Flag Belts per Team
  • Mercy Rule or Time Limit: 19-point differential with less than 2 minutes remaining
  • Officiated: Referee Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: No pockets, belt loops, or zippers; no holes in clothing near waist level; shirts must be long enough to tuck into pants/shorts or short enough that there is a minimum of 4” between the bottom of the shirt and the player’s waistline
  • Max Number of Club Players: 3
  • Equivalent Sport(s): Football
Basics of Play
  • Flag football is a non-contact sport! Contact with another player outside pulling a flag belt will generally result in a penalty.
  • Flag Football is played between 2 teams of 7 players who are each trying to advance the ball down field towards their end zone by running or passing the ball through a series of downs.
  • The Playing Area and Timing:
    • The field is divided into four 20-yard sections with a 10-yard end zone at each end. Yard lines are measured from the nearest end zone. The end zone a team is defending is referred to as their endzone. A white border denotes the exterior of the field and is considered “out-of-bounds”.
    • The game is played in four 10-minute quarters, with a 3-minute halftime. The clock runs continuously for the first 18 minutes of each half, except for during a team or official time-out, and stops according to the official’s whistle with 2 minutes or less to play.
      • If the score is tied after the end of the 4th quarter, the game will be decided by a tiebreaker (see “Tiebreaker”).
      • Teams are afforded two 1-minute timeouts per half, which a player on the field can call whenever the ball is not in play.
  • Prior to the game, the Referee will give the “visiting” captain a coin toss. The winner of the coin toss may choose from the following options. The loser may choose from the remaining of the first three options. The loser of the coin toss is given the first choice at the start of the second half:
    • Ball - Starts the first quarter on offense
    • Defend - Starts the first quarter on defense
    • Side - Chooses a side to defend in the first quarter
    • Defer - Defer the decision until the start of the second half. The opposing team acts as the winner of the coin toss for the first quarter
  • General Play:
    • Teams progress the ball forward through successive sets of downs (“drives”). Play starts on the offensive team’s 14-yard line. Teams have 4 plays (“downs”) to advance the ball to the next zone line-to-gain (20 and 40-yard lines and endzones).
    • Before each down, the Referee will establish a neutral zone with two differently colored pucks denoting the offensive and defensive lines of scrimmage. The pucks will be placed horizontally between hashes located on the playing field. The offensive puck will be placed at the location of the ball at the end of the prior play or at the 14-yard line at the start of a new drive. After an incomplete forward pass, the lines-to-gain remain at their prior location.
    • The Referee will announce the down and zone line-to-gain, then blow the ready-for-play whistle once all officials and field elements are in position. From the whistle, the offensive team has 25 seconds to start the play.
    • Teams start each down on either side of the neutral zone. The offensive team must be set and stationary with at least one player on their line of scrimmage. The offensive team is allowed one person moving backwards or laterally, but not forward, after becoming set. The offensive ball must start in contact with the offensive puck.
    • Play starts when the offensive center throws (“snaps”) the ball to the offensive quarterback. A legal snap must be one fluid motion to a player at least 2 yards behind the offensive line of scrimmage.
    • Offensive players may begin moving, and all players may advance into or through the neutral zone once the ball has started to move as part of the snap.
    • Play ends when the ball touches the ground, a ball carrier exits the field, or a ball carrier is deflagged or touches the ground with an elbow, knee, or intermediary body part.
      • If the ball carrier’s flag has fallen without being deflagged by an opposing player, the ball carrier may be downed by being touched with one hand by an opposing player.
      • Play continues until an official blows a whistle. If a whistle is blown, play ends. An inadvertent whistle results in the offensive team selecting the result of the play at the time of the whistle, or a replayed down from the prior line of scrimmage.
    • When the offensive team ends a down past the next zone line-to-gain, they are awarded another set of 4 downs, during which they must reach the next line-to-gain. The zone line-to-gain is set at the next ready-for-play whistle.
    • A touchdown is awarded when the offensive team has possession of the ball within the endzone. The pylons at each corner of the end zone are considered to be part of the end zone.
    • At the start of a half, after a touchdown, or after a touchback, the ball will restart play on the 14-yardline.
    • After a safety, the ball will restart on the 30-yardline.
    • After a touchdown or touchback the prior defensive team becomes the new offensive team and vice-versa.
  • Offense:
    • The offensive team may advance the ball via passing or running.
    • Teams are allowed one forward pass per down. The forward pass must be made from behind the offensive line of scrimmage and must be made towards another player.
    • Teams are allowed any number of backwards passes (“laterals”) per down. A backwards lateral is legal if the ball moves laterally or backward with respect to the ground.
    • The offense may not block in such a way that it causes contact with a defensive player or prevents the player from grabbing the flag belt of a ball carrier.
  • Defense:
    • The defensive team should attempt to prevent the offense from reaching the next zone line-to-gain.
    • The defense should not cause contact with offensive players outside of deflagging a ball carrier. Defensive players may block, but must give ample opportunity for offensive players to change course to prevent contact.
    • The defense may attempt to catch (“intercept”) a pass from the offense to regain possession.
  • Fourth Down:
    • On fourth down, the offense may select to play or punt the ball. Once the decision has been communicated to the Referee and the opposing team, it may not be changed unless a timeout is called. Playing the ball results in a normal down. Punting the ball results in the following:
      • The offense kicks the ball instead of attempting to advance the ball through standard methods. The ball is snapped as normal, but neither team may enter or cross the neutral zone until the ball has been kicked. The offensive team may have two players running towards the line of scrimmage at the time of the kick.
      • After the kick, the receiving team may take possession of the ball. After possession is gained, the ball is in play as normal, but no forward pass is allowed.
      • The kicking team touching the ball prior to a receiving player touching the ball results in the ball becoming dead at that spot.
      • If the ball exits the field or comes to a rest, it will be declared dead at that spot, and the receiving team will take possession with a new set of downs starting at that spot.
      • A kick reception that results in an out-of-bounds or fair catch behind the 14-yard line will result in a touchback to the 14-yard line.
    • If the offense fails to cross the zone line-to-gain during fourth down, a turnover on downs occurs. The prior defense gains possession of the ball and starts a drive at the location of the end of the play.
  • Interception:
    • When a defensive player catches the ball, an interception occurs.
    • Play continues with the prior defense becoming the new offense and vice versa. The new offense may attempt to advance the ball before the end of the play, but no forward pass is allowed.
    • After an interception, the next drive will start from the end of the prior play.
  • Touchdown Try:
    • After a touchdown, the offense is given a Try. A Try is a single down during which the offense attempts to gain extra points.
    • A Try may be made from either the 3, 10, or 20-yard lines for 1, 2, or 3 points respectively.
    • Once the desired Try distance is communicated to the Referee, it may not be changed unless a timeout is called.
  • Onside Conversions
    • A team may elect to attempt an onside conversion at any time in the second half if they score a touchdown unless they are leading by 19 or more points following the Try
    • The Referee must speak to the coach or captain immediately following the Try, asking them whether they would like to attempt an onside conversion from the 20-yard line. Once the coach/captain makes the choice, they may change the decision only when an A or B charged time-out is taken. Possession will be retained by A if the onside conversion results in what would have been a touchdown. 
    • The onside conversions begins when the ball is marked ready for play. The onside conversion ends when B secures possession, the onside conversion is successful, or the ball becomes dead by rule. Neither team can score during the onside conversion. 
    • After a successful onside conversion, the ball shall be snapped by the scoring team at their own 30-yard line, unless moved by penalty. After an unsuccessful onside conversion, the ball shall be snapped by the opponent of the touchdown-scoring team at their opponent's 30-yard line, unless moved by penalty. 
  • Safety:
    • A safety is awarded when the defense deflags the ball carrier or the ball touches the ground within the offensive end zone.
  • Scoring:
    • A team is awarded 6 points for a touchdown.
    • A team is awarded 1, 2, or 3 points for a successful Try.
    • A team is awarded 2 points for a safety.
  • Penalties:
    • Generally, contact fouls will result in a 10-yard penalty.
    • Generally, non-contact fouls will result in a 5-yard penalty.
    • Most fouls will also result in a replayed down. Illegal forward passes carry a loss of down penalty
    • The ball is considered an extension of the body when in possession of a player. Stripping, batting, or other contact with a possessed ball is prohibited.
    • Players may not tie their flag belt.
    • Teams may only be penalized for one foul committed during each down. The offended team receives the choice of which to enforce.
    • When a foul is committed by both teams, the down is replayed. After an interception, the new offense may decline a foul to prevent this.
    • Fouls committed by the defense on a successful touchdown attempt may be enforced on the Try or the next set of downs. Fouls committed by the defense on a successful Try may be applied to the next set of downs.
  • Clock Stoppage
    • The clock will stop at the 2-minute warning during the 2nd and 4th quarter.
    • During the last 2 minutes of each half, the clock will also stop for the following reasons:
      • Incomplete passes
      • Out-of-bounds
      • Penalties
      • First downs
      • Time-outs
      • Change of possessions
      • Touchdowns
    • Exception: Extension-of-play procedures at the end of the 1st and 3rd quarters will not be performed. Any penalties will be applied to begin the 2nd and 4th quarters (Rule 3, Article 3).
  • Tiebreaker:
    • If the game is tied at the end of the 4th quarter, the head referee will administer another coin toss to determine who begins the tiebreaker with possession and on what side.
    • As part of the tiebreaker, each team will get at least one possession to score from the 10-yard line. If the score is still tied after both teams have completed their possession, play will continue in the same manner until one team wins.
      • Ex: Team A wins the coin toss and elects to start with the ball. Team B gets the ball second. If after both possessions the score is still tied, Team B gets the ball next and Team A will after them.
Co-Rec General Information
  • Number of Players on Field: 8 (4 women, 4 men)
  • Minimum Players to Start (per team): 5 (3 and 2)
  • Number of Players on Roster: 20
Co-Rec Additional Rules
  • Rushing:
    • A male runner cannot advance the ball through A’s scrimmage line.
  • Open Plays:
    • The ball may be advanced via a legal forward pass, or by a female player carrying the ball across the line of scrimmage.
  • Closed Plays:
    • During a closed play, the ball may be advance via a legal forward pass involving a female player as either the passer or receiver, or by a female player carrying the ball across the line of scrimmage.
  • Opening Plays:
    • A play may be opened by a completed legal forward pass involving a female player that results in yards gained.
    • The first play after any change of possession is open.
    • Penalties do not affect whether the following play is open or closed. Whether yards were gained or not is determined prior to penalty enforcement.
    • Tries are subject to open/closed play rules.

For further information, please visit the official NIRSA Flag Football website where you can purchase the Rulebook which may be referenced upon request made to the Competitive Sports Office or an Intramural Supervisor.

Kickball

General Information:
  • Number of Players on Field: 5 (see “Lineups/Batting Orders” for more details)
  • Minimum Players to Start (per team): 4
  • Location: Roe Stamps Field (Field # indicated on IMLeagues)
  • Player Equipment: None
  • Provided Equipment: Kickball, Bases
  • Mercy Rule: 20 runs after 3 innings; 15 runs after 4 innings; 10 runs after 5 innings
  • Time Limit: No innings may start after 55 minutes.
  • Officiated: Self Officiated
Policy Exceptions and Clarifications:
  • Attire Exceptions: Players on teams are not required to wear the same color; hats and sunglasses are allowed; baseball/softball pants are allowed; numbers are not required
  • Max Number of Club Players: N/A
  • Equivalent Sport(s): N/A
Basics of Play:
  • GT Intramural kickball is played between two teams, each trying to kick a rolled ball into a field such that they can safely arrive at bases on the field without getting “out”. A player who completes a circuit around the bases scores a “run” for their team. The team who scores the most runs wins.
  • The Playing Area and Game Duration:
    • Kickball is played on a roughly rectangular field. The field is marked with four rubber “bases” and a rubber “pitcher’s mound”.
    • The pentagonal base (“home plate”) is placed nearest the track, with the other bases completing a diamond on the field. The distance between bases is 60 feet.
    • Two cones will be placed in front of home plate, ~2.5 feet away on either side, to designate the “strike zone”.
    • The pitcher’s mound is placed in the middle of the diamond 45 feet away from home plate.
    • The boundaries of the field are marked in white on the 1st base/right field side and in red on the 3rd base/left field side.
    • A game of kickball consists of 7 “innings”. One team will start the “top” of the 1st inning on defense, the other on offense. They will then switch for the “bottom” of the inning. This continues for all 7 innings.
    • An inning begun after 55 minutes will be concluded, assuming the result is still to be determined. No innings will begin after 55 minutes.
  • General Play:
    • The supervisor on duty shall administer a “coin toss” before the start of each game to determine the home and visiting teams. The home team will start in the field and the visiting team will start batting.
    • Lineups/Batting Orders:
      • Both teams must determine and confirm a “batting order” or “lineup” with the supervisor on duty before the start of the game. The lineup cannot change during the game, except for legal and approved substitutions (see “Substitutes”).
      • Teams on offense will line up along the 3rd base line in their batting order. Only the current batter may be next to home plate in the “batter’s box”.
      • All players are eligible to bat, but not all batters have to play in the field on defense.
      • Teams on defense will place 5 players in the field, including 1 pitcher, who must stand near the pitcher’s mound.
      • Other defensive “fielders” may stand anywhere in the field they like. Fielders may change from inning to inning.
    • The pitcher begins play by rolling (“pitching”) the ball toward home plate from behind the pitcher’s mound.
    • A “batter” may choose to kick any ball pitched to them or to let it roll by. They must wait until the ball is within 3 feet of home plate to kick it.
    • If the batter chooses to kick the ball, the defense may attempt to catch the ball or field it off the ground to get the batter out while the batter runs around the bases.
    • Pitching:
      • The ball must be pitched underhand.
      • The pitch must remain within a 5-foot wide path between the pitcher’s mound and home plate. It must cross home plate between the strike zone cones.
      • The pitch must be relatively flat (not bouncing) when it crosses home plate.
    • Balls and Strikes:
      • Any balls that are not kicked are called “balls” or “strikes”.
      • A pitch that moves outside of the lane created by the strike zone cones between the pitcher’s mound and home plate is called a ball. This includes pitches that hit a cone.
      • A pitch that bounces at least 6 inches high when it crosses home plate is called a ball.
      • A batter may take 3 balls before they are allowed to automatically move to 1st base (“walk”).
      • Any pitches that are not kicked, are between the cones, and are less than 6 inches off the ground are called strikes.
      • A ball that is kicked outside of the field of play is called a “foul ball” and is considered a strike.
        • Exception: A ball that is hit in “fair territory” (inside the lines that mark the 1st and 3rd base lines) and rolls into foul territory base 1st or 3rd base is not a foul ball or strike.
    • Running:
      • Once the batter puts the ball in play by kicking it in fair territory, they run counterclockwise around the bases.
      • Each time the batter reaches a base without getting out, they are “safe” and may remain on that base. They may continue to run and risk getting out or they may wait to run until the next batter puts the ball in play.
      • A batter who safely reaches home plate again scores a run. They now may rejoin the batting order.
      • Restrictions on the Runner:
        • Runners may slide head-first into bases, but doing so with intent to collide with a fielder results in ejection.
        • Runners may not slide into bases feet-first. Doing so is an automatic ejection from the game.
        • There is no “stealing” bases or “leading off” by leaving the base before the pitch is kicked. A runner who does is out.
      • If a base has been moved out of the normal base path, the runner need only follow the normal base path. They do not need to go out of their way to touch the base and they cannot be “tagged out” if they are in the space where a base should be.
    • Outs:
      • Teams on offense are granted 3 outs. They may bat as long as they can and score as many runs as they can until the defense records 3 outs. Then the teams switch positions.
      • A team with less than 5 players will take an out when the empty spot in the lineup comes to bat.
      • A batter that takes 2 strikes is called out. This includes a second foul ball when the batter already has 1 strike.
        If a batter kicks a ball into the air and it is caught before touching the ground, the batter is out.
      • If a batter “bunts” the ball by not attempting to forcefully kick the ball, they are out.
      • If a runner is tagged with the ball, including by a ball thrown below their shoulders, the runner is out.
      • Force-Outs:
        • On offense, a runner must advance along the bases if there is a runner on the base behind them, including home plate.
        • If the runner is being forced to advance, the defense need only step on (“tag”) the runner’s next base while holding the ball before the runner arrives.
      • Pitcher’s Hand:
        • The “Pitcher’s Hand” only applies to the batter that kicked the ball, not any runners on the basepath.
        • When a batter kicks the ball, the defense may field the ball and give it to their pitcher instead of throwing to 1st base.
        • If the pitcher secures the ball in their hands before the batter reaches 1st base, the batter is out.
        • The pitcher does not have to be stationary to utilize the Pitcher’s Hand rule.
        • The ball remains live after a Pitcher’s Hand out, but no more force outs will be available as the batter is now out.
        • Special Circumstances:
          • If a team has less runs than their opponent before the last inning of the game, they will bat first to see if they can make up the difference. If they cannot, the game will end and the team in the lead will not bat.
          • A run cannot score on a play where the 3rd out is recorded if that 3rd out is a force-out. If it is any other type of play, the run may score if the runner reaches home plate before the out is recorded.

             

Racquetball

General Information:
  • Number of Players on Court: 2
  • Minimum Players to Start (per team): 3
  • Location: 1st Floor Racquetball Courts 2 & 3
  • Sport-Specific Player Equipment: None
  • Provided Equipment: Balls, racquets, and protective eyewear must be checked out of Main Issue 1 by players before signing in
  • Time Limit: 1 Hour (see below)
  • Officiated: Self Officiated
Policy Exceptions and Clarifications:
  • Attire Exceptions: All participants must wear glasses or safety glasses. Teams do not have to wear similar colors or numbers.
  • Max Number of Club Players: 1
  • Equivalent Sport(s): Squash
Basics of Play:
  • Georgia Tech Intramural Racquetball is played between two teams of four players split among two singles matches and one doubles match. Players attempt to score points by serving and hitting a ball against a wall in an enclosed space such that their opponent cannot return the ball. Each match will be played as best-2-out-of-3 games.
  • The Playing Area:
    • The racquetball courts can be found on the 1st floor of the CRC next to the fitness floor. IM Racquetball will be played on Courts 2 & 3, beginning with a singles match and doubles match. The second singles match will be played immediately after the first match to conclude.
    • The court is enclosed by four walls and players will serve towards the side opposite the door ("front wall"). All surfaces are in play.
    • The large box marked with two horizontal solid lines is the "service zone".
    • For doubles play, the player not serving for the serving team should stand in the small box closest to the wall.
    • The dashed line is the "receiving line", which the receiving team must stand behind during the serve.
  • Structure of Play and Scoring:
    • In each match, the first two games are played to 15 points. If a third game is needed, it will be played to 11. Games may be won by only one point.
    • The winner of each match will score one point for their team overall.
    • In the first two games of each match, only the serving team is able to score. The other team must gain serve ("side-out") to be able to score.
    • A rally ends when one opponent is unable to return the ball before it touches the floor twice or commits a foul ("penalty hinder").
    • The third game of each match will be played with rally scoring to conserve time. Each team will be able to score points on every serve.
    • A team must have at least three players present at the scheduled game time or forfeit. With three, teams automatically lose a singles match.
      • If both opponents have only three players, teams will play the singles match, doubles match, and, if necessary, the doubles teams will play an additional game to 11 with rally scoring.
    • Time Limit:
      • If any games are not completed within one hour from the start of the first games, all games still going on will be stopped.
      • If one team is leading in a game, they will be awarded the win for the game. If that ties the match, the teams will play one more point.
      • If the game is tied, the next team to score will win (rally scoring).
  • The Serve:
    • The serving team for each match will be chosen by a "coin toss" held by the supervisor before the 1st and 3rd games.
    • The server should wait until both teams are ready before serving. The server must be standing within the service zone, lines included, during the serve, but may step outside it once the ball is contacted.
    • Once the returner indicates their readiness, the server must serve in the next 1 0 seconds.
    • The server must bounce the ball within the service zone before hitting it off the front wall and past the back line of the service zone ("short line").
    • A server will generally be given two opportunities to get a serve in.
    • Dead-Ball Serve:
      • A dead-ball serve may be called if there is a "court hinder" (ie. obstruction or hazard) or if any piece of equipment breaks.
      • If called, the server may take their first or second serve again.
    • Serve Violations:
      • Fault Serve:
        • A fault serve may be called for the following:
        • Touching the floor outside the service zone with any part of the body or racquet until the ball has been hit.
        • Stepping entirely outside of the service zone before the ball passes the short line ("foot fault").
        • A serve that lands before the short line or hits the back wall before touching the floor.
        • A serve that hits the ceiling or three walls before the ground.
        • Bouncing the ball outside of the service zone
        • Serving without a bounce
        • Screening the serve such that the receiver has no chance to receive
        • Serving before the receiver is ready
      • If called, the server takes their second serve.
    • Out Serve:
      • An out serve may be called for the following:
        • Two consecutive fault serves
        • The server touching the serve
        • Intentionally faking the serve (not serving in a single, continuous motion)
        • A serve that doesn't hit the front wall first (including hitting any wall-wall or wall-floor intersections)
        • If called, the server loses their serve.
  • Returning the Serve:
    • The receiver may not cross the plane of the receiving line until the ball passes over the short line, or the server wins the point.
    • Players should not touch the ball until it is confirmed out or lose the point.
    • The returner may hit the ball on the fly or after the first bounce.
    • The ball must be returned to the front wall before hitting the ground twice. It may touch any wall or the ceiling in the process.
  • During the Rally:
    • Throughout the rally, legal returns require that the ball hit the front wall before bouncing twice.
    • Any penalty hinder during the rally results in a loss of serve. Any "replay hinders" will start the point over.
    • The returner is entitled to a sufficiently clear view of the ball, a straight path to the ball, an unimpeded swing at the ball, and clear paths forward and backward to hit the ball.
      • It is the defensive player's responsibility to grant these things.
      • Intentional interference by the defensive player results in a penalty hinder. Other interference may result in a replay hinder.
    • Illegal hits during the rally include the following:
      • Hitting the ball more than once or carrying the ball.
      • Removing the wrist strap to change hands on the racket or removing eye protection during the rally.
      • Hitting the ball with the handle of the racket or hand.
      • Hitting a ball into one's self or partner.
    • If a foreign object enters the court, outside interference occurs, or unavoidable player interference occurs, a replay hinder may be called.
      • After any replay, the server will re-serve with their first serve.
    • Any sort of intentional and unnecessary contact of another player or attempts to distract or tamper with a playing surface or equipment results in a penalty hinder.
  • Doubles Modifications:
    • The first team to serve will only have one player serve before siding-out.
    • After the first turn serving, either player on each team may serve first.
    • During the serve, the server's partner should stand with their back facing the wall within the service box. A violation is a foot fault and fault serve.
    • A served ball that hits the non-serving partner while they are in the service box is a fault serve.
    • A partner serving again after losing the rally is an immediate out.
    • A served ball that hits the non-serving partner outside of the doubles box is an out serve.
    • Hitting one's partner on a return results in loss of the rally.
  • Substitutions:
    • All players, including starters and substitutes, may only ever participate in one match, whether it is singles or doubles.
    • In both singles and doubles, substitutions are only permitted in between games before the next game has started, except in the case of injury.

For further information, please see the USA Racquetball Official Rules of Racquetball (Sections 2-4) website. Some rules have been modified for the purposes of GT lntramurals. Any rules listed above are final.

Soccer

General Information
  • Number of Players on Field: 11
  • Minimum Players to Start (per team): 7
  • Location: Roe Stamps Fields (Field # indicated on IMLeagues)
  • Sport-Specific Player Equipment: Cleats (optional, no metal studs), Shin Guards (optional, must be fully covered)
  • Provided Equipment: Ball, Goals
  • Mercy Rule: A 10 goal difference at halftime or any point in the second half; A 5 goal difference with 2 minutes or less left in the second half.
  • Officiated: Referee Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: A team’s goalkeeper must wear a numbered jersey in a color that distinguishes them from both teams and the match official (Law 4.3). Pinnies may be provided by GTIM staff to distinguish colors if necessary.
  • Max Number of Club Players: 5
  • Equivalent Sport(s): Men’s/Women’s Soccer
Basics of Play
  • Soccer is played between teams of 11 (including 1 goalkeeper), each attempting to score more goals than the other by sending a ball into the net on the side of the field which they are attacking.
  • IMPORTANT! Slide tackling is not allowed in GT Intramural soccer and any attempt to slide tackle another player, with or without the ball, will result in immediate ejection. This is a safety issue! (See “Fouls and Misconduct” for more information about slide tackling.)
  • Timing and the Playing Area:
    • Soccer is played in two 20-minute halves with a 5-minute halftime. The clock runs continuously in both halves, but ending the game is at the discretion of the match official.
      • During playoffs, if two teams are drawn at full time, an overtime period consisting of two 5-minute halves will be played with no halftime. If the game is tied after that, penalty kicks will be take (Exceptions to Laws 7 and 10.2).
    • The playing field is 100 yards long and 80 yards wide.
    • The goal lines are marked in white and the touchlines are marked in orange. All lines are considered to be entirely within the field of play. The corners of the field are marked by flags. Goals are placed centrally on either end so that the goal line marks the opening of the goal.
    • The halfway line stretches across the middle of the field. In the middle of the halfway line is the center mark, which is surrounded by a center circle.
    • The penalty areas, arcs, and marks, and goal areas are marked in orange.
  • General Play:
    • Before each match, the match official will administer a “coin toss” to both teams to determine who begins with the ball and on which side.
    • The referee begins play by blowing their whistle and starting the clock. The ball is live as soon as it is kicked and clearly moves.
    • From this point, play continues without clock stoppage until the referee blows their whistle for half-time or full-time. Stoppage time may be added at the discretion of the referee.
    • Play develops freely with possession moving fluidly between both teams. Players may use any part of their body, excepting the arm from the crease of the armpit down, to move the ball while in possession.
    • All players are subject to laws concerning misconduct and foul play (see “Fouls and Misconduct”).
  • Ball In- and Out-of Play:
    • The ball is only out-of-play if it passes entirely outside of the touchlines or goal lines, either on the ground or in the air.
    • A ball played outside of the touchlines by a player on one team will result in a “throw-in” for the other team.
      • For a throw-in, players must throw the ball back into play using two hands above their head. They must have both feet touching the ground and be facing the direction of their throw when the ball is properly released.
    • A ball played outside of the goal lines by a player will result in either a “goal kick” or a “corner kick”.
      • A goal kick occurs when the last touch before the ball crosses the goal line is made by an attacking player without scoring. Any defender is then allowed to kick the ball from anywhere inside their goal area.
    • A corner kick occurs when the last touch before the ball crosses the goal line is made by a defending player without scoring. Any attacker is then allowed to kick the ball from within 1 yard of the nearest corner flag where the ball went out-of-bounds.
    • See Laws 13, 16, and 17 for more detail and other scenarios that award goal kicks or corner kicks.
  • Offside:
    • A player is in an offside position if any part of their body with which they can legally play the ball is in their opponent’s half and nearer to their opponent’s goal line than the ball and the second-to-last opponent.
    • It is an offside offense if a player in an offside position becomes involved in active play by making a play for the ball or interfering with an opponent’s ability to make a play for the ball.
      • This includes deflections off of the goal or a deliberate save made by an opponent.
      • An offside offense is evaluated at the moment a teammate makes contact with the ball.
      • See Law 11 for more detail.
    • A player may be anywhere on the field, including an offside position, and not be penalized solely for their position.
    • There is no offside offense if a player receives the ball directly from a goal kick, a corner kick, or a throw-in.
  • Fouls and Misconduct:
    • In all cases, players must “play the ball, not the player”. This means any actions taken to advance or gain possession, by the offense or defense, must be successfully directed toward the ball and not any other players.
    • Soccer is a contact sport and some contact will occur in the course of the game. Contact that occurs between players in equally advantageous positions may not always be penalized.
      • However, reckless or endangering play must be penalized in all circumstances, even if the ball is successfully played.
    • Slide Tackling:
      • For GTIM purposes, slide tackling involves two components: sliding, wherein a player goes to the ground to play the ball, and tackling, which is an attempt by any player to win possession of the ball. Assessing each of these two components is at the discretion of the referee.
      • A sliding action not in the vicinity of opponents will not be penalized.
      • Slide tackling is prohibited under GT Intramural rules. It is a cautionable or ejectionable offense, at the discretion of the referee. (See “Cautions and Ejections” under “Fouls and Misconduct” for more details.)
    • All fouls in soccer will result in either an indirect or direct free kick. Egregious fouls or an accumulation of fouls may also result in cautions (“yellow card”) or ejections (“red card”).
    • Indirect Free Kicks:
      • An indirect free kick awards a team the ball, without immediate interference from their opponent. A goal may not be scored directly from an indirect free kick.
      • An indirect free kick is awarded if a player:
        • Plays dangerously, in the opinion of the referee.
        • Impedes the progress of an opponent without any contact being made.
        • Dissents with the referee using offensive, abusive, or insulting language and/or actions.
        • Prevents the goalkeeper from playing the ball from their hands or on a goal kick.
        • Commits any other offense not mentioned elsewhere for which play is stopped to caution or send off a player.
      • An indirect free kick is also awarded if a goalkeeper, inside their penalty area:
        • Controls the ball with the hand/arm for more than 6 seconds.
        • Touches the ball with the hand/arm after releasing it and before it touches another player.
        • Touches the ball with the hand/arm after it has been deliberately kicked to the goalkeeper by a teammate or directly from a teammate’s throw-in.
    • Direct Free Kicks:
      • A direct free kick awards a team the ball, without immediate interference from their opponent, which they may play anywhere. A goal may be scored from a direct free kick.
      • A direct free kick is awarded if the referee considers a player to have committed any of the following actions in a careless, reckless, or excessively forceful manner:
        • Charging
        • Jumping towards another player’s vertical plane
        • Kicking or attempting to kick
        • Pushing
        • Striking with any part of the body
        • Tackling or challenging
        • Tripping or attempting to trip
      • A direct free kick is also awarded if a player commits any of the following offenses:
        • Handball (except for a goalkeeper in their own penalty area)
        • Holding an opponent
        • Impeding an opponent with contact
        • Biting or spitting
        • Throwing objects
      • Handball:
        • For a handball offense, the upper boundary of the arm is in line with the bottom of the armpit.
        • It is an offense if the contact is deliberate.
        • It is an offense if the contact occurs because the player has made their body unnaturally bigger in a manner considered by the referee to be inconsistent with their movements.
        • It is an offense if a goal is scored directly from contact or immediately afterwards, even if accidental.
        • These same restrictions apply to the goalkeeper everywhere except for within their own penalty area.
      • Penalty Kick:
        • A penalty kick is awarded to the opposing team if a player commits a direct free kick offense inside their own penalty area
        • On a penalty kick, a player has one attempt to legally kick the ball past the opposing goalkeeper without obstruction from a defender. If they are unsuccessful, they may not play the ball again until it is touched by another player.
        • During a penalty kick, the goalkeeper must keep at least one foot on or behind the goal line until the ball is kicked.
        • All remaining players must stay outside the penalty area until the penalty taker has made contact with the ball.
        • See Law 14 for more detail on penalty kick rules, procedures, and offenses.
    • Advantage:
      • If, in the opinion of the referee, the team offended by a foul would gain an advantage if the foul were not called, the referee will allow play to continue and the referee will make known to the field that advantage is being played
    • Cautions and Ejections:
      • A player may be given a yellow card (“cautioned”) for:
      • All slide tackles are cautionable offenses, at the discretion of the referee (see the next section for slide tackle ejections)
      • Dissent by word or action
      • Entering or leaving the field of play without the referee’s permission
      • Persistent offenses (as determined by the referee)
      • Unsporting behavior (including feigning injury or “simulation” and showing a lack of respect for the game)
      • Committing any offense which interferes with a promising attack in the judgement of the referee
      • In their own penalty area, denies an obvious goal-scoring opportunity in an attempt to play the ball
      • Handling the ball in an attempt to score or unsuccessfully prevent a goal
      • Delaying the restart of play
    • A player may be given a red card and immediately ejected for:
      • Being cautioned twice in the same match (two yellow cards).
      • Slide tackling with intent, contact, or any other ejectionable offense, at the discretion of the referee.
      • Denying the other team an obvious goal-scoring opportunity by some offense.
      • Serious foul play.
      • Biting or spitting at someone.
      • Violent conduct.
      • Offensive, abusive, or insulting language and/or actions toward anyone, including their own team.
    • See Law 12 for more detail on “Fouls and Misconduct”. This page does not enumerate every possible offense for which the consequence may be a free kick or card-sanction. Much is left to the discretion of the referee and players are always responsible for their conduct, behavior, and play.
  • Substitutions:
    • Substitutions are unlimited. Substitutes must notify the Intramural Supervisor on duty of their intention to substitute, who will act as a “4th official” in this specific circumstance and alert the referee.
    • Players may substitute only after a goal is scored, before a goal kick, or before their own team’s throw-in. A player may also substitute if the other team makes substitutes.
    • Any player may switch places with their goalkeeper if the change occurs during a stoppage with the referee’s approval.
Co-Rec Rule Additions/Differences
  • Players:
    • Teams in the Co-Rec league must have at least as many females as males on the field, not including the goalkeeper. (Please see GT Intramurals Participation Guide page for participation of nonbinary individuals.)
  • Penalty Kicks:
    • For penalty kicks taken at the end of drawn games, kick takers must alternate gender.

For further information, please visit the IFAB Laws of the Game webpage. Some rules listed above may be different for the purposes of GT Intramurals. Any rules listed are final.

Indoor Soccer

General Information:
  • Number of Players on Field: 5 (including goalkeeper)
  • Minimum Players to Start (per team): 4
  • Location: 4th Floor Auxiliary Gym
  • Sport-Specific Player Equipment: None
  • Provided Equipment: Ball
  • Mercy Rule: A 10-goal difference with six minutes remaining in the game; A 5-goal difference with three minutes remaining in the game.
  • Officiated: Referee Officiated
Policy Exceptions and Clarifications:
  • Attire Exceptions: A team's goalkeeper must wear a numbered jersey in a color that distinguishes them from both teams and the match official. Pinnies may be provided by GTIM staff to distinguish colors. Indoor soccer shoes are allowed.
  • Max Number of Club Players: 2
  • Equivalent Sport(s): Men's/Women's Soccer
Basics of Play:
  • For general rules of soccer, see 11 v11 Soccer rules. The following will detail rules specific to GT Intramural Indoor Soccer. Some rules may be modified for intramural purposes.
  • Slide tackling, as in outdoor soccer, is not allowed in GT Intramural Indoor Soccer (see "Red Card Offenses").
  • Timing and the Playing Area:
    • A game is played in two 20-minute halves with a 5-minute halftime. The clock runs continuously until the last 30 second in both halves, but ending the game is at the discretion of the match official.
      • During playoffs, if two teams are drawn at full time, a 5-minute overtime period will be played. If the game is tied after that, penalty kicks will be taken.
    • The ball is considered out-of-play if it enters a separate enclosed or partially enclosed space (team bench, penalty box, etc.).
    • Any part of the wall above the clear plastic panels or the solid tiled portions is out-of-play. The tops of the walls in front of the benches are also out-of-play.
    • The ceiling is out-of-play.
    • The goals are recessed into the wall and are considered out-of-play.
    • The halfway line, center mark, and penalty areas are marked in white.
  • General Play, Starts, and Restarts:
    • Before each match, the match official will administer a "coin toss" to both teams to determine who begins with the ball and on which side.
    • A kickoff from the center mark starts play at the beginning of each period and after each goal. All players must be in their defensive half. Opponents must be five yards from the player making the kickoff.
    • The kick is taken after the referee's whistle and may be in any direction.
    • If the ball goes out-of-play or touches a bench player, the "kick-in" is taken by the other team on a spot no more than two yards from the wall where the ball crossed over or touched an obstructing object.
  • Fouls and Misconduct:
    • The walled space for indoor soccer creates different potential hazards than for outdoor soccer. Players must be aware of this and take care not to endanger themselves or other players.
    • In all cases, players must "play the ball, not the player". This means any actions taken to advance or gain possession, by the offense or defense, must be successfully directed toward the ball and not any other players.
    • Soccer is a contact sport and some contact will occur in the course of the game. Contact that occurs between players in equally advantageous positions may not always be penalized.
      • However, reckless or endangering play must be penalized in all circumstances, even if the ball is successfully played.
    • Free Kicks:
      • In indoor soccer, all free kicks are direct free kicks. A free kick may be awarded for fouls as in outdoor soccer, plus additional violations:
        • Placing two hands on the wall when in possession of the ball in order to gain an advantage ("boarding")
        • The goalkeeper punting the ball
        • Pushing, shoving, or pinning an opponent against a wall
      • A free kick awarded within a player's defensive penalty arc may be taken from any spot therein. All opposing players remain outside the arc and at least 3 yards away until the ball is in play beyond the arc. If any player touches the ball before it has left the penalty arc, the free kick is retaken.
      • Importantly, there is no rule concerning offside in indoor soccer.
      • For fouls within an opponent's penalty arc, one of two scenarios may occur:
      • The free kick takes place outside the opponent's arc at the point nearest to where the foul occurred.
      • Penalty Kick:
        • A penalty kick is awarded for a foul which also carries a card, for fouls committed by the last defender, or the second-to-last defender from behind.
        • The ball is placed at the free kick mark nearer the attacking goal (top of the arc).
        • All players of the attacking team stand behind the halfway line next to the walls. Players of the defending team stand behind the halfway line near the center mark.
    • Cautions and Ejections:
      • Some fouls may carry with them card penalties. Any card given out also conveys a time penalty (see "Time Penalties").
      • Blue Card Offenses: A blue card may be given for some serious fouls or repeated fouls, along with the following offenses:
        • Deliberate handball or handball by a goalkeeper
        • Goalkeeper endangerment
        • Pushing or pinning an opponent against the wall
        • Unsporting behavior by a player
        • Some team violations (verbal abuse of the referee, unsporting behavior)
      • Yellow Card Offenses:
        • Fouls distinguished from blue card fouls by their reckless or severe nature
        • Unsporting behavior by a non-player (given to the team captain)
        • Violation of substitution procedures 
        • Provoking an altercation
        • Accumulation of 2 blue cards
      • Red Card Offenses:
        • Particularly violent, flagrant, or excessive fouls
        • Accumulation of 2 yellow cards or 4 blue cards
        • Slide tackling
        • Fighting or leaving the bench to engage in a fight
        • Extreme unsporting behavior (at the referee's discretion)
        • A red card or an accumulation of cards equivalent to a red card is also an automatic ejection
    • Time Penalties:
      • Players who are given a card must immediately enter the penalty box in between the team dugouts.
      • The player must serve the time penalty listed below corresponding to the card they received:
        • Blue Card - 2 minutes for the first offense
        • Yellow Card - 4 minutes for a second/third blue card or a yellow card
        • Red Card - 5 minutes (served by a teammate) for a fourth blue card, second yellow card or a red card, plus ejection
      • Players serve their time penalties, seated, until their time expires and the referee permits their release.
      • Penalty time will begin when the player is seated in the penalty box and play has restarted.
      • Teams play down one player while a time penalty is being served. If a team is already playing down a player and a teammate gets a time penalty, they will remain on the field until the previous teammate is allowed to reenter the field of play. They will then serve the entirety of their time penalty from earlier.
        • Exceptions - Under the following circumstances, timed penalties either expire early or have their starts delayed:
          • If a team is scored upon while a player is serving a time penalty, a substitute may be released from the team's bench. Players serving time penalties will still remain in the penalty box until their penalty expires.
          • When two simultaneous red cards carrying the same time penalties are assessed to opposing players, their time penalties are not served.
          • No player may serve more than 5 minutes for penalties arising in the same instance.
        • All time penalties carry over between periods.
      • For any penalty resulting in an ejecting, the team whose player was sent off must play a player down for the full 5 minutes. 
      • If a card is issued upon the resolution of a situation where advantage was played, the time penalty is served as normal. If the play ended with a goal, the above exception applies.
  • Penalty Shootout:
    • The ball is placed on the center of the half-court circle, and the goalkeeper must have both feet on the goal line.
    • Once the shooter attacks the goal, the goalkeeper can come off the goal line. The shooter has six seconds to score a goal.
    • Players may score off a rebound.
    • Should the goalkeeper commit a foul, the shooter will be granted a second attempt. Should the goalkeeper commit a second foul, the shooter will be awarded the goal.
  • Substitutions:
    • Field players do not need to inform the referee when subbing, so long as they wait until the other player is off the court and they do not interfere with gameplay.
      • Players must remain entirely behind the bench wall until the player they are substituting for has left the field of play.
    • Goalkeepers may only be substituted during a dead ball situation.
    • Substitutions are unlimited.
    • Any violation of substitution procedures, including interfering with play, will result in a yellow card.
Co-Rec Rule Modifications:
  • Players:
    • A team with 4 field players must play with equal numbers of male and female field players. (Please see GT Intramural Participation Guide for participation of non binary individuals.)
      • A team with 3 field players may play up one player of any gender.
  • Shootout:
    • The shooting order for penalty shootouts must alternate gender.

Visit the United States Indoor Sport Association Official Rulebook page where you can order a copy of the Official Rules of Indoor Soccer book.

Softball

General Information:
  • Number of Players on Field: 10 (11 batting)
  • Minimum Players to Start (per team): 9
  • Location: Roe Stamps Field (Field # indicated on IMLeagues)
  • Player Equipment: Gloves, Bats (see “Equipment” for specifications)
  • Provided Equipment: Bases, Balls
  • Mercy Rule: 20 runs after 3 innings; 15 runs after 4 innings; 10 runs after 5 innings
  • Officiated: Referee Officiated
Policy Exceptions and Clarifications:
  • Attire Exceptions: Players on teams are not required to wear the same color; hats are allowed; athletic shorts/pants (no jeans, khakis, or dress); baseball/softball pants are allowed; numbers are not required
  • Max Number of Club Players: 4
  • Equivalent Sport(s): Baseball/Softball
Basics of Play:
  • GT Intramural softball is played between two teams, each trying to hit a pitched ball into a field such that they can safely arrive at bases on the field without getting “out”. A player who completes a circuit around the bases scores a “run” for their team. The team who scores the most runs wins.
  • IMPORTANT: GTIM softball is slow-pitch softball.
  • Game Duration and the Playing Area:
    • A game of softball consists of 7 “innings”. One team will start the “top” of the 1st inning on defense, the other on offense. They will then switch for the “bottom” of the inning. This continues for all 7 innings.
    • An inning begun after 50 minutes will be concluded, assuming the result is still to be determined. No innings will begin after 50 minutes.
    • If the game is tied after 7 innings or 50 minutes, one inning at a time will be played until a winner is decided.
    • Softball is played on a roughly rectangular field. The field is marked with four rubber “bases” and a rubber “pitcher’s mound”.
    • The pentagonal base (“home plate”) is placed nearest the track, with the other bases completing a diamond on the field. The distance between bases is 65 feet.
    • The pitcher’s mound is placed in the middle of the diamond 45 feet away from home plate.
    • Ground Rules:
      • The 1st base line/right field is marked in white. The 3rd base line/left field is marked in blue on Field 1 and yellow on Field 3.
      • These lines define and are included in “fair territory”. Anything outside of them is considered “foul territory”.
      • The outfield is bounded by those lines on two sides. Field 3 is bounded by the track on the other two sides. Field 1 is bounded by the track on one side and a line of cones on the other.
      • A ball hit past the turf, including onto the track or past the line of cones on Field 1, is a home run.
      • Note: A ball that hits a player's glove in fair territory and then bounces over the cones shall constitute a four-base award and is not counted as a team home run.
  • Equipment:
    • A bat shall meet all USSSA standards and not be on the ASA non-approved bat list plus the following:
      • The bat is allowed to be a composite bat so long as it meets proper certification. 
      • The bat shall bear a USSSA or ASA certification logo.
    • Bats must be approved by the umpire prior to being used. All other bats are deemed illegal.
    • Illegal Equipment:
      • If an illegal bat is found, the batter shall be out and all runners shall return to the bases they occupied when that player came up to bat.
  • General Play:
    • The umpire shall administer a “coin toss” before the start of each game to determine the home and visiting teams, except in playoffs where the higher seed is the home team. The home team will start in the field and the visiting team will start batting.
    • Lineups/Batting Orders:
      • Both team captains must determine and confirm a “batting order” or “lineup” with the supervisor on duty before the start of the game. The lineup cannot change during the game, except for legal and approved substitutions (see “Substitutes”).
      • Teams on offense will line up along the 3rd base line in their batting order. Only the current batter may be next to home plate in the “batter’s box”.
      • Teams may have up to 11 players in their batting order, but only 10 players take the field at a time.
      • “Fielders” may stand anywhere in the field they like.
    • The pitcher begins play by pitching the ball toward home plate from the pitcher’s mound.
    • A batter may choose to hit any ball pitched to them or not. They may not move in front of home plate to hit a pitched ball (see “Outs”).
      • Bunting is allowed, with some restrictions (see “Outs”).
    • If the batter chooses to hit the ball, the defense may attempt to catch the ball or field it off the ground to get the batter out while the batter runs around the bases.
    • Pitching:
      • The ball must be pitched underhand in a single continuous motion.
        • No stopping or reversing
        • The ball must be delivered on the first forward swing of the arm.
      • The pitcher must have one foot in contact with the pitcher’s mound from the start of the motion until the ball is released.
      • The pitch must arc at least 3 feet after leaving the pitcher’s hand and before crossing home plate, but may not rise above 10 feet.
      • The pitch cannot be delivered from the glove.
      • The pitch must be of a slow speed as judged by the umpire.
      • Any pitch that does not meet the above criteria is an “illegal pitch”.
    • Balls and Strikes:
      • Any balls that are not hit are called either “balls” or “strikes”, depending on the following circumstances:
        • The area above home plate that is below the batter’s shoulders and above their knees is called the “strike zone”. A pitch that crosses home plate outside the strike zone is called a ball.
        • A pitch that does not cross over the width of home plate is called a ball.
        • Any pitches that are not hit and cross home plate within the strike zone are called strikes. A ball not swung at that crosses home plate in the strike zone after hitting the ground is a ball.
      • A batter may take 3 balls before they are allowed to automatically move to 1st base (“a walk”).
      • A batter is allowed 3 balls or 2 strikes before taking a walk or being called out (see “Outs”).
        • Note: This is different from the normal 4-3 count rule.
      • A ball that is hit outside of the field of play along the 1st or 3rd base lines is called a “foul ball” and is considered a strike.
        • Exception: When a batter already has 1 strike, they may hit one foul ball without penalty.
        • Exception: A ball that is hit in fair territory and rolls into foul territory past 1st or 3rd base is a fair ball.
      • If the batter swings at an illegal pitch and reaches base, play will continue as is. If the batter decides to swing at an illegal pitch and is called out, the batter will be allowed to bat again, and a ball will be added to the count.
    • Running:
      • Once the batter puts the ball in play by hitting it in fair territory, they run counterclockwise around the bases.
      • Each time the batter reaches a base without getting out, they are “safe” and may remain on that base. They may continue to run and risk getting out or they may wait to run until the next batter puts the ball in play.
      • A batter who safely reaches home plate again scores a run. They now may rejoin the batting order.
      • Stealing, Leading-Off, and Tagging-Up:
        • Stealing is prohibited.
        • A runner may decide to “lead-off” by stepping off of their base after the ball leaves the pitcher’s hand.
        • If the pitched ball is hit into the air and then caught before hitting the ground, the runner must run back to their original base and touch it before advancing to the next available base. This is called “tagging-up”.
      • Restrictions on the Runner:
        • Runners may slide head-first into bases, but doing so with intent to collide with a fielder results in ejection.
        • Runners may not slide into bases feet-first. Upon the first team slide, the runner is called out. All subsequent slides by the team will result in an ejection from the game.
        • Unintentional slips will not be called out at the discretion of the umpire.
      • If a base has been moved out of the normal base path, the runner need only follow the normal base path. They do not need to go out of their way to touch the base and they cannot be “tagged out” if they are in the space where a base should be.
      • A player who has slid and moved the base out of its normal spot may still be tagged out if not on the original spot, even while touching the base.
    • Outs:
      • Teams on offense are granted 3 outs. They may bat as long as they can and score as many runs as they can until the defense records 3 outs. Then the teams switch positions.
      • The umpire always determines whether a player is out or safe.
      • A team with less than 10 players will take an out when the empty spot in the lineup comes to bat.
      • A batter that takes 2 strikes is called out. This includes a second foul ball when the batter already has 1 strike.
        • Exception: The first ball bunted foul with 1 strike is an out.
        • If the catcher fails to catch the ball on the second strike, the batter will be declared out, meaning that the “dropped third strike” rule is not enforced.
      • If a batter steps across, in front, or onto the plate while the pitcher is in position on the pitcher’s mound or while the batter is making contact with the ball, they will be declared out.
      • If a batter hits a ball into the air and it is caught before touching the ground, the batter is out.
      • If a runner is tagged with the ball, including in a fielder’s glove, while not in contact with a base, the runner is out.
        • Running Through First: When attempting to gain 1st base, the runner can tag the base and continue running past it. They remain safe and cannot be tagged out while not in contact with the base, so long as they make no attempt to move towards 2nd base. This ends after the next pitch.
      • Force-Outs:
        • On offense, a runner must advance along the bases if there is a runner on the base behind them, including home plate.
        • If the runner is being forced to advance, the defense need only step on (“tag”) the runner’s next base while holding the ball before the runner arrives.
      • Infield Fly Rule:
        • A batter who hits a fly ball to the infield that can be caught with ordinary effort will be declared out if there are less than two outs. This only applies when runners are on 1st and 2nd base or on 1st, 2nd, and 3rd base.
  • Ball In-Play and Ball Dead:
    • A ball is in-play after the pitch is thrown and until any of the actions described below occur.
    • A ball is not in-play yet not explicitly declared dead:
      • After each pitch not hit
    • A ball is declared dead immediately:
      • If a pitched ball hits a batter. The batter will be awarded first base.
        • If the umpire deems that the batter “leaned into” the pitch that hit them, the pitch will be ruled a ball or strike in line with the prior specifications for balls and strikes.
      • When a batted ball comes into contact with the batter prior to them leaving the batter’s box.
      • When a hit ball goes outside the playing field as described in the “Ground Rules” (not including a ball that rolls into foul territory beyond 1st and 3rd base).
      • When a fair ball goes outside the playing field. The umpire shall award two bases to all runners at the time the ball leaves the playing field.
        • Exception: If a fair ball goes outside the playing field as a result of a throw, the umpire shall award two bases to all runners at the time of the throw. 
      • If the offense interferes with the defense. The offender is called out and all runners return to their previously occupied bases, if available. The umpire may determine the interference prevented a double-play (two outs recorded by the defense in the same play) and declare another runner out.
      • When a batter steps on, over, or in front of home plate while the pitcher has the ball on the mound or while the batter is making contact with the ball.
    • A ball may be declared dead on a delay if:
      • The defense obstructs the offense. After the play, the umpire can award the runner bases that they determine would have been reached.
        • If the runner attempts to reach further bases beyond what the umpire decides they would have reached, they may still be declared out.
  • Substitutes:
    • All players, including starters, are eligible to be considered substitutes only once. This means they can only enter the batting order once after the start of the game.
    • Substitutions must be announced to the supervisor on duty.
    • A substitute may not re-enter after being taken out of the batting order.
    • A starter who leaves and re-enters the batting order must re-enter in the same spot they were in.
    • A player not signed in at the start of the game is considered a substitute. This player cannot bat 11th in the order.
  • Special Circumstances:
    • If a team has less runs than their opponent before the last inning of the game, they will bat first to see if they can make up the difference. If they cannot, the game will end and the team in the lead will not bat (“the flip-flop rule”).
    • A run cannot score on a play where the 3rd out is recorded if that 3rd out is a force-out. If it is any other type of play, the run may score if the runner reaches home plate before the out is recorded.
      • If a player is called out before they can tag-up, this is not a force-out and a run may still score.
    • Four home runs are allowed per game, per team. Every home run after will be considered a double.
  • Time Wasting:
    • At the discretion of the umpire, teams that are wasting time to gain an unfair advantage can be sanctioned in the following ways:
      • If the pitcher does not throw the ball in a timely manner, the umpire will declare a 10-second pitch timer. If the pitcher does not pitch within that time, the batter will be awarded first base.
      • If the batting team does not come to the plate in a timely manner, the umpire will declare a 10-second timer. If the batter is not at the plate within that time, the batter will be called out, and a new timer will begin for the subsequent batter.
Co-Rec Rule Modifications
  • The Lineup/Batting Order:
    • Teams must have 9 players to start. They may play up one, but no more, of either “males” or “females”, as related to IMLeagues designations. (Please see GT Participation Guide for participation of nonbinary individuals.)
    • Batters must alternate genders in the order.
    • Teams may have up to 12 batters, but must maintain the gender-alternating pattern (i.e. teams may play with 10 or 12 batters).
  • Offense:
    • When a male batter is walked, they will be awarded 1st and 2nd base with the next female batter having the option to take first or bat.
    • If a male batter would be awarded 1st base outside of Co-Rec, they will be awarded 1st and 2nd base with the next female batter having the option to take first or bat.
      • This is used in the event of time-wasting or the batter being hit by a pitch.
  • Defense:
    • The following pairings may not be filled by two individuals of the same gender:
      • Pitcher and Catcher
      • First Base and Second Base
      • Third Base and Shortstop
      • Left and Left-Center Outfielder
      • Right and Right-Center

For further information, please see the USSSA 2022 Official Slow Pitch Rule Book and National By-laws webpage. Some rules have been modified for the purposes of GT Intramurals. Any rules listed above are final.

 

Ultimate Frisbee

General Information
  • Number of Players on Field: 7
  • Minimum Players to Start (per team): 5
  • Location: Roe Stamps Fields
  • Player Equipment: Gloves (Optional and compliant with general equipment policies), Cleats (Optional, no metal studs)
  • Provided Equipment: Disc (Teams may agree to play with another disc of their choosing)
  • Mercy Rule or Time Limit: A lead of 10 goals or more at halftime or any time thereafter.
  • Officiated: Self Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: None
  • Max Number of Club Players: 3
  • Equivalent Sport(s): Men’s/Women’s Ultimate
Basics of Play
  • The object of Ultimate Frisbee is to score goals by passing the disc between players down the field until it is passed to a teammate in the endzone the team is attacking. The team that scores the most goals is the winner.
  • Ultimate is a NON-CONTACT sport! It is also self-officiated.
  • The Playing Area and Timing:
    • The playing field is 100 yards long and 40 yards wide, including two 15-yard-long end zones on either end of the field.
    • Boundary lines (sidelines and endlines) are considered out-of-bounds. A player must establish a point of contact with the ground entirely in-bounds to legally gain possession of the disc.
    • Games will consist of two 15-minute halves, with a 5-minute halftime between. The clock will run continuously except for in the last 5 minutes of the 2nd half and the 5-minute overtime, as well as injuries and time-outs. If the score remains tied after the overtime period, it is immediately sudden death, i.e., no stoppage and the next team to score wins.
      • During the last 5 minutes and overtime, the clock will also stop after every goal and foul, and when the disc goes out-of-bounds. The clock restarts when the receiving team touches the disc following a goal or as soon play restarts after going out-of-bounds or a foul call.
      • Each team is allowed two one-minute time-outs per half and one for overtime, without carrying over.
      • A thrower may call time-out while in possession of the disc. Anybody on a team may call time-out after either team has scored a goal and before play has restarted.
  • General Play:
    • A supervisor will administer a “coin toss” to see which team begins on offense and defense, and facing which directions, alternating for the second half.
      • If overtime is necessary, a second coin toss will be administered.
    • Play is started with a throw-off (“pull”) by one team, which becomes the defense, towards the other, which becomes the offense. All players must be on or behind their own goal line before the pull.
      • The receiving team must be lined up within 55 seconds after the previous goal was scored.
      • The receiving team must signal readiness within 70 seconds after the previous goal was scored.
      • The pulling team must throw within 15 seconds after the receiving team has signaled readiness.
      • See Rule 9.C of the Official Rules of Ultimate for more details.
    • The offense may catch the disc or let it hit the ground, roll, and stop, from which points the team has possession. If the pull is contacted by the receiving team but not caught, it is a turnover.
      • The disc must land in-bounds on the pull. If it does not, the offense may take the disc where it went out-of-bounds or have it re-thrown.
        • Exception: If the disc goes out of the back of the endzone, the receiving team may bring it to the goal-line.
      • See Rule 9.B of the Official Rules of Ultimate for more details.
    • The offense attempts to move the disc into the endzone. A player may propel the disc in any direction. In order to pass from one player to another, the disc must travel through the air.
      • The player throwing the disc must have one foot in-bounds, butmay have one foot out-of-bounds.
      • No player may take steps (“travel”) while in possession of the disc. However, if a player is running to catch the disc, they are afforded enough steps as is reasonably necessary to stop their forward momentum and no more.
      • The thrower may pivot on one foot. They may not change their pivot foot after establishing it and it must remain entirely in-bounds.
      • See Rules 14 and 16 of the Official Rules of Ultimate for more details.
    • The defense attempts to prevent the offense from entering the endzone they are attacking with the disc. They do this by guarding offensive players and attempting to catch or knock down passes.
      • Only one player (“the marker”) may guard the offensive thrower.
      • The disc may not be wrenched from the grasp of an opposing player or knocked from their hand after possession is established.
      • If a pass is incomplete, the defense gains possession where the disc lands, goes out-of-bounds, or is caught by a defender.
        • A rolling or sliding disc may be stopped by any player where it is, but not advanced. Any member of the new offense may become the thrower.
      • Any time the defense gains possession in the endzone which they are defending, they may choose to resume play where the disc is stopped or at the goal line. A player may carry the disc up to the goal line before passing, provided they approach it perpendicularly.
      • If the defense gains possession in the endzone which it is attacking, the disc is carried perpendicularly to the goal line and play resumes immediately from that spot.
      • See Rules 11, 15, and 17 of the Official Rules of Ultimate for more details.
    • Whenever play is stopped (excluding after a score), play should be restarted with a “check”:
      • The player determined to be the thrower waits for the disc to be tapped by the marker before throwing.
      • If no defensive player is near, the thrower may self-check by touching the disc to the ground and announcing “in-play”, provided the defense has acknowledged their readiness.
      • If no offensive player is in possession at the point of restart, the marker may self-check by placing the disc at the appropriate spot and announcing “in-play”, provided the offense has acknowledged their readiness.
      • See Rule 9.D of the Official Rules of Ultimate for more details.
    • A goal is scored when an offensive player receives a legal pass with their first point of contact entirely past the goal line and in-bounds.
      • After each score, the teams switch directions of attack and the scoring team pulls to the new offense.
  • Fouls and Violations:
    • An infraction may be called by any player on the offended team by immediately calling out “violation”, “foul”, or the specific infraction.
    • When marking, any physical contact on the thrower initiated by the marker that is sufficient to deter the flight of the disc is a foul if called. Incidental contact occurring during the follow-through is not a foul.
      • If the fouled player calls "foul", play stops and the player gains possession at the point of the infraction. Play continues when both teams are ready. Should a foul occur in the endzone, possession is regained at the goal line.
      • If the pass is completed, the foul is automatically declined, and play proceeds without stopping.
    • When running or catching, any physical contact that occurs as a result of the offensive or defensive players “playing the man” instead of the disc is a foul if called by the offended player.
    • The marker may begin a 10-second “stall” count. If the disc has not been released at the first utterance of the word "ten" it is a stalling violation and the disc is turned over to the defense at that point.
    • See Rule 17 of the Official Rules of Ultimate for more details.
  • Substitutions:
    • Substitutions can be made only:
      • After a goal and before the ensuing throw-off
      • To replace an injured player
      • After periods of play
    • When substituting for an injured player, the opposing team may also substitute for one player.
    • Substitutions cannot be made during a timeout taken during live play.

For further information, please visit the USA Ultimate Official Rules of Ultimate webpage. Some rules listed above may be different for the purposes of GT Intramurals. Any rules listed are final.

Indoor Volleyball

General Information
  • Number of Players on Court: 6
  • Minimum Players to Start (per team): 4
  • Location: CRC 4th Floor Basketball Courts (Court # indicated on IMLeagues)
  • Player Equipment: Soft Knee Pads (Optional)
  • Provided Equipment: Ball, Net
  • Mercy Rule or Time Limit: 60-Minute Time Limit
  • Officiated: Referee Officiated
Policy Exceptions and Clarifications
  • Attire Exceptions: Teams do not have to wear the same colors (Attire must be compliant with general CRC policies for the 4th floor basketball courts)
  • Max Number of Club Players: 2 (This is an exception to regular policies)
  • Equivalent Sport(s): Men’s/Women’s Volleyball
Basics of Play
  • Indoor volleyball is played between two teams of 6 players divided by a net. Each team attempts to score points by hitting the ball over the net to the other team’s side so that it cannot be returned.
  • NOTE: GT Intramurals does not enforce a serve clock. Unnecessary delays in serving may be sanctioned.
  • The use of a libero is allowed. Please refer to the volleyball rulebook on the NHS website for details on the use of a libero. 
    • NOTE: Have the libero show up to the game in the jersey color of the rest of the team. If your team would like to use a libero, notify the supervisor before each game or before each set. The supervisor will provide a penny of a different color to the libero. 
  • The Playing Area and Scoring:
    • The court is divided into two halves, one occupied by each team. The vertical plane of the net extended upwards and downwards constitutes the dividing center line and is also marked on the court.
    • The net extends beyond the sidelines of the court, but the vertical planes of the sidelines are demarcated by antennae attached to the net.
    • Each half contains a line 3 meters from the center line (the “attack line”).
    • The match is played as best-2-out-of-3 sets. The first two sets are played to 25 points. The third set, if necessary, is played to 15. Teams must win by 2 points or more, or continue playing. Points are awarded to the team that wins each rally (“rally scoring”).
  • In- and Out-Of-Bounds:
    • Lines demarcating the court are colored in red and are included in the playing area (“lines are in”).
    • Overhead obstructions (e.g. basketball hoops) or structures serving as court boundaries (e.g. curtains or the track overhang) are out-of-bounds.
    • The antennae attached to either side of the net follow the lines on the court but are considered out-of-bounds. Any part of the net outside of the antennae, net posts, or referee’s stand is out-of-bounds.
    • A ball flying into another court in use will be considered out-of-bounds as a safety precaution, at the discretion of the referee.
    • A ball contacting the ceiling is out-of-bounds if its trajectory sends it to the opponent’s side of the net. A ball that contacts the ceiling and stays on the same side of the court is still in-bounds.
  • General Play:
    • An official will begin the 1st and potential 3rd sets by administering a “coin toss” to determine which team occupies which half and who serves first.
    • Play begins with a serve over the net from behind the back boundary line.
      • See Rule 8 in the official NFHS Volleyball Rules Book for details.
    • Once the ball is served, the receiving team must send the ball back over within 3 player hits.
      • See Rules 9-4 through 9-6 in the official NFHS Volleyball Rules Book for details.
    • The other team may block their opponent’s ball from coming over the net or receive it and attempt to return it and win the point.
      • Note: A block does not count as a hit. This means a player may block a ball and then hit it again in succession. It also means a team still has 3 hits to send the ball over after a block.
    • Play continues until one team is unable to return the ball or commits a fault (see “Faults”). The other team then gains a point and serves next.
    • Players rotate clockwise through the “back row” and “front row” every time their team begins serving. Before the serve, players must maintain their relative position to teammates, but there are no absolute positions.
      • Exception: The server may stand anywhere behind the back boundary line.
      • See Rule 6-4 in the official NFHS Volleyball Rules Book for details.
  • Faults:
    • Net Fault: Players may not touch the net or antennae while attempting to play the ball or such that it interferes with play.
    • Prolonged Contact (“Lift”/”Carry”): It is a fault if the ball comes to rest on any part of a player’s body or is in prolonged contact with any part of a player’s body.
    • Double Contact: Individual players may not touch the ball in 2 separate and consecutive motions.
      • Exception: A block is not counted as part of a player’s hits.
      • Exception: A player receiving a serve or an attack is exempt.
    • Four Hits: A team is only allowed 3 hits to get the ball over the net. A 4th contact is a fault.
      • Exception: A block is not counted as part of a team’s hits.
    • Service Line Violation: A player serving the ball must be entirely behind the service line (back line) or in the air having left the ground entirely behind the service line until contact is made with the ball.
    • Attacking/Blocking the Serve: A player on the receiving team may not attack or block a ball that has just been served while it is still entirely above the net.
    • Attack Line/Illegal Blocking Violation: A player defined as being in the back row must be entirely behind the attack line or in the air having left the ground entirely behind the attack line in order to attack or block a ball that is entirely above the net.
    • Center Line Violation: A player may not entirely cross the center line below the net with any part of their body or contact a player on the other side of the net by moving under the net and across the dividing plane.
    • “Over-The-Net”: A player may not attempt to hit a ball that is completely on their opponent’s side of the net.
    • See Rules 8 and 9 in the official NFHS Volleyball Rules Book for details.
  • Sanctions:
    • Teams may be sanctioned in volleyball for unsporting conduct, disrupting play, or other violations of general GTIM policies.
    • Unsporting conduct includes, but is not limited to:
      • Disrespectfully addressing, taunting, or insulting anyone involved with the match, including referees, supervisors, players, and spectators.
      • Intentionally attempting to influence decisions made by the referee.
      • Attempting to re-enter a disqualified player.
      • Making contact with an opponent that is, in the referee’s judgement, unnecessary and which incites roughness.
    • Disruption of play includes, but is not limited to:
      • Making excessive requests with the intention of disrupting the flow of the match.
      • Substitutes or spectators continuously or frequently entering the playable area, whether or not in reaction to outstanding play.
    • Sanctions will be penalized as follows:
      • The severity of offenses will be in the judgement of the official.
      • A warning (yellow card) will be issued for the first minor offense.
      • A penalty (red card) will be issued for the first serious offense or second minor offense. The offending team will also lose serve and/or a point will be awarded to the other team.
      • A disqualification will be issued for the first flagrant offense, second serious offense, or third minor offense. The offending team will also lose serve and/or a point will be awarded to the other team.
  • Time-Outs and Substitutions:
    • Teams are afforded 2 time-outs per set for the first 2 sets and 1 time-out for a potential 3rd set.
    • Substitutions may be made between points via the substitution zone.
    • Substitutions are unlimited. Substitutes must maintain their positions in the serving order relative to other teammates.
      • Exception: Teams may choose to substitute in at the serving position, effectively playing “in a circle”. The serve order must still be maintained for the whole set.
  • Time Limit:
    • All sets must be completed within 60 minutes of the scheduled game time. Any that are not completed will become sudden death after 60 minutes.
Co-Rec Rule Additions/Differences
  • Players:
    • Teams with even numbers of players (6 or 4) must play with the same number of males and females. (Please see GT Intramural Participation guide page for participation of nonbinary individuals.)
    • Teams with odd numbers of players may only play with one more player of one gender than the other.
      • Ex. Teams with 5 players may play with 3 males and 2 females or 2 males and 3 females.
  • Rotations and Substitutions:
    • Teams must alternate genders in their rotation.
    • Players may only substitute for another player of the same gender.
  • Contacting the Ball:
    • Any player may contact the ball and immediately send it back over.
    • If a team takes more than one hit to send the ball back over, one of the hits must be by a female.

For further information, please visit the official NFHS website where you can buy the Volleyball Rules Book, or it may be referenced upon request made to the Competitive Sports Office or an Intramural Supervisor.

Sand Volleyball

General Information:
  • Number of Players on Court: 4
  • Minimum Players to Start (per team): 2
  • Location: CRC Sand Volleyball Courts
  • Player Equipment: None
  • Provided Equipment: Ball, Net
  • Mercy Rule or Time Limit: 60 Minutes (see below)
  • Officiated: Unofficiated 
Policy Exceptions and Clarifications:
  • Attire Exceptions: Sunglasses/hats are allowed; Players must wear shirts and may not wear sneakers on the court.
  • Max Number of Club Players: 2
  • Equivalent Sport(s): Men’s/Women’s Indoor or Beach Volleyball
Basics of Play:
  • GT Intramural sand volleyball is played between two teams of 4 players, each trying to score points by hitting a ball over a net separating the two teams such that the other team cannot return the ball in a legal manner.
  • The Playing Area and Scoring:
    • The court is divided into two halves, one occupied by each team. The vertical plane of the net extended upwards and downwards constitutes the dividing center line.
    • The net extends beyond the sidelines of the court, but the vertical planes of the sidelines are demarcated by wooden posts in the net. The extended vertical plane is out-of-bounds.
    • The net outside of the posts is out-of-bounds, as are the net poles.
    • The court is bounded by blue anchored straps which are included in the playing area (“lines are in”).
    • The match is played as best-2-out-of-3 sets. The first two sets are played to 21 points. The third set, if necessary, is played to 15. Teams must win each set by at least 2 points. Points are awarded to the team that wins each rally (“rally-scoring”).
  • General Play:
    • Before the match, an official will conduct a “coin toss” to determine which team starts serving and on which half. A coin toss will also be administered to begin a potential 3rd set.
    • Play begins with a legal serve over the net from behind the back line (“end line”) and between the extended sidelines of a team’s half of the court.
      • See Rule 12 in the official USAVolleyball Beach Volleyball Rules Book for more details.
  • Teams then have 3 chances to hit the ball back over the net.
    • Exception: A touch by a blocker at the net does not count as a hit.
  • The team without the ball may attempt to block the ball as it moves over the net or receive the ball and send it back over.
  • Play continues until one team is unable to return the ball or commits a fault (see “Faults”). The other team then gains a point and serves next.
    • See Rules 8 and 10 in the official USAVolleyball Beach Volleyball Rules Book for more details.
  • Teams must follow a service order throughout the entire game, but do not have to rotate positions on the court.
  • Teams switch sides once one team scores 11 points in the 1st 2 sets and once one team scores 8 points in the 3rd set.
  • Faults:
    • Net Fault: Players may not touch the net while attempting to play the ball or such that it interferes with play. Also, a player may not contact a player or interfere with play on the other side of the net by moving across the dividing plane.
    • Double Contact: An individual player may not contact the ball two times consecutively.
      • Exception: For the first team hit, the player is exempt if two contacts are made during the course of the same action.
    • Prolonged Contact (“Lift”/”Carry”): A player may not catch or throw a ball for a prolonged period such that it does not immediately rebound.
      • Exception: Prolonged contact when receiving a hard-driven ball is acceptable. Any balls hit off-speed must be contacted cleanly.
    • Four Hits: A team may not exceed 3 hits of the ball to get it over the net.
    • “Over-The-Net”: A player may not reach over the net into the opponent’s space to contact the ball before or during the opponent’s attempt to send the ball over the net.
    • Service Line Violation: Players must release the ball from their hand before hitting it and must be entirely behind the end line or in the air having left the ground entirely behind the end line, before contact.
    • Attack-Hit Fault: A player may send the ball over as an overhand pass using the fingers only if the ball’s trajectory is perpendicular to the player’s shoulders at contact.
      • For the 3rd team hit, the pass does not have to be perpendicular.
      • If the player is attempting to set a teammate and the ball goes over the net by accident or by wind, it is not a fault.
    • Attacking/Blocking the Serve: No player may send the ball back over the net or block the ball on a serve while the ball is entirely above the net.
    • See Rules 6, 7, 9, and 11-14 of the official USAVolleyball Beach Rules Book for more details.
  • Time-Outs and Substitutions:
    • Teams are afforded 1 time-out per set.
    • Substitutions may be made between points and are unlimited. Substitutes must maintain their positions in the service order.
      • Exception: Substitutes may rotate into the serving position, but must maintain that order the entire set.
  • Time Limit:
    • All sets must be completed within 60 minutes of the scheduled game time. Any sets that are not completed will become sudden death after 60 minutes.
Co-Rec Rule Modifications:
  • Players:
    • Teams must play with a minimum of one “female” and a maximum of two “males”, according to IMLeagues designations. (Please see GT Intramural Participation Guide for participation of nonbinary individuals.)
  • Rotations and Substitutions:
    • Teams must alternate genders in their serve order.
    • Players may only substitute for another player of the same gender.
  • Contacting the Ball:
    • Any player may contact the ball and immediately send it back over.
    • If a team takes more than one hit to send the ball back over, one of the hits must be by a non-male.

For further information, please visit the official USAVolleyball 2021-2023 Beach Volleyball Rules Book website. Some rules have been modified for the purposes of GT Intramurals. Any rules listed above are final.

 

Spikeball

Serving  

  • A server shall hit the ball with one hand. The ball must touch the net, before the other team can make a play. The server is allowed two tries without a service fault. Failure to get the ball in play will result in a point for the other team and loss of service. 
  • A server shall continue to serve until their team commits a fault. When it is that team’s serve again, the other team member will take a turn serving. If the receiving team wins the rally then they gain the serve. 
  • Serves cannot be above the shoulder (overhead)  
  • Back pocket is allowed as long as it doesn’t move horizontally  
  • Serves can be played as “Fast” serves or “Gentleman’s serve”.  

Gentleman’s Serve 

  • For a gentleman’s serve, all players start close to the net. The ball is served in such a manner that the opposing team has a fair chance to play the serve. A service fault while playing gentleman’s serves occurs when:  
    • The ball hits the rim  
    • A “pocket” (defined below) occurs  
    • The ball hits the net more than once  
    • The ball reaches a height above the receiver’s(the player receiving the serve) head  
    • The ball never reaches a height above the receiver’s knees  
    • The ball hits the ground before touching the net   

Fast Serve 

  • For a fast serve, all players except the receiver start at least 6 feet away from the net. The receiver can start at any distance they like. The server is allowed one step in any direction, as long as a service fault is not committed, and can serve at whatever speed they desire. A service fault while playing fast serves occurs when:  
    • The ball hits the rim  
    • A “side pocket” occurs, UNLESS it hits the “front” (closest to the server) pocket. Front and back pocket (closest to and further from the server) are legal.  
    • The server moves either foot after taking 1 step  
    • Any part of the server’s body is within 6 feet of the net before making contact with the ball  
    • The ball hits the net more than once  
    • The ball hits the ground before touching the net  
  • When playing fast serves, the receiving team can elect to play ANY service fault as long as the ball has not touched the ground. To do this, the team continues play as normal. To treat the play as a fault the team must call “fault” before using their second hit.  

Play  

  • Games are played in best of 3 sets  
    • First 2 games are to 21. Win by two with a cap of 30 points  
    • Third game is to 15. Win by two with a cap of 20 points  
  • Teams start out on opposite sides of the trampoline. Once ball is in play, they can move freely around it. 
  • A team gets three hits to return the ball. Returning the ball means that the ball hits the net of the Spikeball net, and is playable by the receiving team. Faults or side outs: 
    • a. Serves illegally or out of rotation. 
    • b. Fails to return the ball legally. 
    • c. Catches the ball. 
    • d. The other team “hinders” them from making a play. (Hinder= blocking the opponent or setting a pick) 
    • e. Strikes the ball more than once in succession. 
    • f. Performs four hits on their side as a team. 
    • g. The ball makes contact with any part of the spikeball net more than once 
    • h. Player carries (palms) the ball. 
    • i. After receiving the serve, the ball is immediately returned without the receiver's partner touching the ball (This rule only applies when playing Gentleman's serves) 
    • j. any player touches the net during play  
  • If the ball bounces off the rim a team can call “rimmer”. This will result in a point and service for the opposing team. 
  • Soft Touch is allowed  
    • At the first hit of the team on a possession, the ball may contact various parts of the body consecutively, provided that the contacts occur during one action. At the first hit of the team on a possession, a player may hit the ball once more consecutively, if their first hit occurs before the ball begins a downward trajectory. Consecutive contacts cannot result in an immediate hit on the net

Futsal

General Information:

  • Number of Players on Field: 5 (including goalkeeper)
  • Minimum Players to Start (per team): 4
  • Location: CRC 4th Floor Basketball Courts
  • Sport-Specific Player Equipment: None
  • Provided Equipment: Ball
  • Mercy Rule: A 5-goal difference with two minutes remaining in the game. 
  • Officiated: Referee Officiated

Policy Exceptions and Clarifications:

  • Attire Exceptions: A team's goalkeeper must wear a numbered jersey in a color that distinguishes them from both teams and the match official. Pinnies may be provided by GTIM staff to distinguish colors. Indoor soccer shoes are allowed.
  • Max Number of Club Players: 2
  • Equivalent Sport(s): Men's/Women's Soccer

Basics of Play:

  • For general rules of futsal, see IFAB’s Futsal Laws of the Game. The following will detail rules specific to GT Intramural Futsal. Some rules may be modified for intramural purposes.
  • Teams get 1 timeout per half (1 minute)
  • Slide tackling, as in outdoor soccer, is not allowed in GT Intramural Futsal (see "Red Card Offenses").
  • Timing and the Playing Area:
    • A game is played in two 15-minute halves with a 5-minute halftime. The clock runs continuously until the last 30 seconds of the second half, but ending the game is at the discretion of the match official.
    • During playoffs, if two teams are drawn at full time, a 5-minute overtime period will be played. If the game is tied after that, penalty kicks will be taken.
    • Halfway line, goal lines, side line (thin black lines).
    • Penalty area - Foul line extended to the 3 point line
    • Penalty spot - top of the three point line
    • 4th foul spot – 10 m mark blue pickle ball lines T/inside kitchen
    • Kickoff minimum distance - defense must be behind blue pickleball line
  • General Play, Starts, and Restarts:
    • Before each match, the match official will administer a "coin toss" to both teams to determine who begins with the ball and on which side.
    • A kickoff from the center mark starts play at the beginning of each period and after each goal. All players must be in their defensive half. Opponents must be five meters from the player making the kickoff.
      • The kickoff is a semi direct kick. The offensive team can directly score a goal from kick off, but can't directly score an own goal from the kick off.
    • The kick is taken after the referee's whistle and may be in any direction.
    • If the ball goes out-of-play on the sidelines, the kick-in is taken where the ball went out.
    • If the ball goes out-of-play on the goal line off the defense, the offense will take a corner kick. If it is off the defense, there will be a goal clearance, so the goalie will throw it back in from anywhere in their penalty box.
    • Out of bounds and free kick restarts have a 4 second count to put the ball back into play which starts when the player places their hand on the ball to set it. If the player asks for 5 m, the count starts on the referee’s whistle.
    • When the keeper has possession or it’s a goal clearance, the keeper has 4 seconds to give the ball away.
    • Teams may play back to their goalkeeper once during controlled possession. The goal clearance counts as the keeper’s one touch for the possession. 
    • If the keeper passes the halfway line, none of the specific goalie rules apply, they are now like any other player until they return to their own half.
    • Drop ball
      • If it’s offense’s drop ball in penalty area, take out to the edge of the box
      • Drop ball is like an indirect kick (need to touch 1 player before entering a goal)
      • Exception to this: if it wasn’t the kicker’s fault eg: bad drop
    • Ball touches official
      • The play will stop and a drop ball will happen if:
        • a team starts a promising attack
        • the ball goes directly into the goal
        • the team in possession of the ball changes

Fouls and Misconduct:

  • If a team commits 4 fouls in a half, from then on, the other team can take the free kick from the 10m line or from the spot of the foul (team’s choice)
    • The defense cannot have a wall for this free kick
    • The goalkeeper must be at least 5m from the ball
    • The foul count resets at half
    • Only direct free kick fouls add to the foul count
  • For all participants’ safety, sliding, slide tackling, and playing from the floor (dangerous play) are prohibited. Offenders will automatically receive a yellow or red card depending on severity and the official’s judgment.
  • A major foul committed by a defensive player in his or her own penalty area (arc) will result in a penalty kick at the penalty mark.
  • Major Fouls – Results in a direct free kick to be taken by the opposing team from the place where the offense occurred. These include:
    • Kicking, Striking, Tripping, Holding, Handling the ball, Jumping at an opponent, Pushing, Dissent, Slide tackle (instant yellow or red card depending on severity), Charging violently (red card)
  • Minor Fouls – Results in an indirect free kick to be taken by the opposing team from the place where the offense occurred or taken to edge of the penalty box if by a defensive player in his or her own penalty area. Following the kick, another player must contact the ball prior to a goal being scored. These include:
    • Impeding the progress of an opponent, Dangerous play, Delay of game, Player prevents goalkeeper from releasing ball from hands or tries to kick a held ball. Taking longer than 4 seconds to restart play or goalie possessing the ball for longer than 4 seconds. Goalie having ball more than once in a possession. Intentional passback to goalie that is picked up.
  • Penalty Kicks
    • A penalty kick is awarded if any major foul is committed by a player in their own penalty area.
    • All other players must be behind the ball and 5 m from it until it is kicked. The kicker may not touch the ball again until another player has made contact with the ball.
  • Advantage – This is a discretionary judgment of the official which allows them to permit play to continue rather than stopping play to administer a foul. This concept is based on the premise that the foul would take away a favorable opportunity from the offended team. The foul may be subsequently called if the advantage does not materialize. In addition, cards may be administered at the next stoppage in play. When advantage is called for a major foul, it adds to the foul count

Goal Movement:

  • A goal is moved if either one of the posts is not on the goal line
  • If goal is moved by defender:
    • If the defender moves deliberately/accidentally, the ball goes in where the goal previously was, the goal is allowed.
    • If the defender moves deliberately and ball touches goal but does not go in, it will be a penalty kick + red card
    • If the defender moves accidentally and the ball touches goal but does not go in, it will be a drop ball
    • If the defender moves deliberately and ball does not go in: stop play and award indirect free kick, and caution
    • If the defender moves it accidentally, and the ball does not go in, drop ball.
  • If goal is moved by attacker:
    • Goal NOT allowed
    • Accidental: Match restarted with a drop ball
    • Deliberate, and ball made contact with goal → Direct Free kick and caution
    • Deliberate, and ball did NOT make contact with goal → Indirect free kick and caution

Substitutions:

  • Field players do not need to inform the referee when subbing, so long as they wait until the other player is off the court and they do not interfere with gameplay.
  • Players must remain entirely off the court until the player they are substituting for has left the field of play.
  • Players can only sub on their defensive half
  • Goalkeepers may only be substituted during a dead ball situation.
  • Substitutions are unlimited.
  • Any violation of substitution procedures, including interfering with play, will result in a yellow card.

Cards:

  • A player that receives a red card or a second yellow card is disqualified, and the team must play shorthanded for two minutes.

Penalty Shootout:

  • The ball is placed on the penalty spot and the goalkeeper must have one foot on the goal line until the kick is taken
  • The penalty shootout will start with a best of five, then move onto sudden death if still tied.

For further information, please visit Laws of the Game. Some rules listed above may be different for the purposes of GT Intramurals. 

Pickleball

General Information:

  • Number of Players on Field: 2
  • Minimum Players to Start (per team): 2
  • Location: Peters Parking Deck
  • Sport-Specific Player Equipment: None
  • Provided Equipment: Balls and Paddles
  • Officiated: Un-Officiated

Basics of Play:

  • Points are scored only by the serving team
  • Games are played in best of 3 sets
  • All three games are to 11. Win by 2 with a cap at 15
  • If the third game is not completed after 50 minutes, the supervisor will notify the teams and the next point will be the winner.
  • The supervisor will begin the game by administering a “coin toss” to the teams. This will be used to determine which player or team has the first choice of side, service, or receive.

The Serve:

  • The server's arm must be moving in an upward arc when the ball is struck.
  • Paddle contact with the ball must not be made above the waist level.
  • The head of the paddle must not be above the highest part of the wrist at contact.
  • A 'drop serve' is also permitted in which case none of the elements above apply.
  • At the time the ball is struck, the server's feet may not touch the court or outside the imaginary extension of the sideline or centerline and at least one foot must be behind the baseline on the playing surface or the ground behind the baseline.
  • The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
  • Only one serve attempt is allowed per server.

Service Sequence:

  • Both players on the serving doubles team have the opportunity to serve and score points until they commit a fault *(except for the first service sequence of each new game).
  • The first serve of each side-out is made from the right-hand court.
  • If a point is scored, the server switches sides and the server initiates the next serve from the left-hand court
  • As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.
  • When the first server loses the serve the partner then serves from their correct side of the court (except for the first service sequence of the game*).
  • The second server continues serving until his team commits a fault and loses the serve to the opposing team.
  • Once the service goes to the opposition (at side out), the first serve is from the right-hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.
  • At the beginning of each new game only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team.

Two-Bounce Rule:

  • When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces.
  • After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).
  • The two-bounce rule eliminates the serve and volley advantage and extends rallies.

Non-Volley Zone:

  • The non-volley zone is the court area within 7 feet on both sides of the net.
  • Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.
  • It is a fault if, when volleying a ball, the player steps on the non-volley zone, including the line and/or when the player’s momentum causes them or anything they are wearing or carrying to touch the non-volley zone including the associated lines.
  • It is a fault if, after volleying, a player is carried by momentum into or touches the non-volley zone, even if the volleyed ball is declared dead before this happens.
  • A player may legally be in the non-volley zone any time other than when volleying a ball. The non-volley zone is commonly referred to as “the kitchen.”

Line Calls

  • A ball contacting any line, except the non-volley zone line on a serve, is considered “in.”
  • A serve contacting the non-volley zone line is short and a fault

Faults:

  • A fault is any action that stops play because of a rule violation.
  • A fault by the receiving team results in a point for the serving team.
  • A fault by the serving team results in the server’s loss of serve or side out.
  • A fault occurs when:
    • A serve does not land within the confines of the receiving court
    • The ball is hit into the net on the serve or any return
    • The ball is volleyed before a bounce has occurred on each side
    • The ball is hit out of bounds
    • A ball is volleyed from the non-volley zone
    • A ball bounces twice before being struck by the receiver
    • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play
    • There is a violation of a service rule
    • A ball in play strikes a player or anything the player is wearing or carrying
    • A ball in play strikes any permanent object before bouncing on the court

Innertube Water Polo

General Information

  • Number of Players in Pool: 7
  • Minimum Players to Start (per team): 5
  • Location: CRC Leisure Pool Lanes
  • Player Equipment: Swim attire approved by aquatics 
  • Provided Equipment: Ball, innertubes, pinnies if needed
  • Mercy Rule or Time Limit: 10 goals with 2 minutes remaining 
  • Officiated: Self Officiated

Policy Exceptions and Clarifications •

  • Attire Exceptions: None, must follow aquatics pool rules Max Number of Club Players: 2 •
  • Equivalent Sport(s): Men’s/Women’s Water Polo

Basics of Play 

  • FINA Water Polo rules will govern Intramural Inner-tube Water Polo play with the following exceptions:
  • To begin play at each half, there will be a “jump ball.”
    • Each team will have two designated “sprinters” that must have their feet or hands on the far end of the wall. At the whistle, they will sprint to the middle to retrieve the ball.
    • As soon as any player has retrieved the ball, normal play begins.
    • The players that are not the designated “sprinters” cannot retrieve the ball.
  • All players must start in their innertubes.
    • In order to play the ball, the player must be seated in the innertube (not through)
    • If a player falls our of their tube, they cannot play the ball until they have returned to legal seated position
    • Players may use the ladder and walls to help them return to the tube, but there will not be stoppage time
  • Games will consist of 12 minute halves, with no stoppage time
  • A goal shall be scored when the entire ball has passed fully over the goal line, between the goal posts and under the crossbar.
    • After a goal has been scored, the goalie will restart play as soon as the team that just scored retreats behind the crease.
  • If a game is tied at the end of regulation, there will be a 3-munite golden goal overtime. The first team to score wins.
  • Substitutions will be made in the extended area on the side of the pool. Substitutes can rotate in and out after an out-of-bounds play or a goal.

Offense

  • To advance the ball, players can either pass the ball or paddle forward. To paddle forward, the ball must remain in the water. (Players may face backwards to paddle forward.)
  • There will be no offsides.
  • Players are not allowed to enter the goalie crease to shoot on goal. 
    • A player may enter the crease to retrieve a thrown ball, but may not shoot until the ball and tube are entirely out of the crease.
    • The crease will be marked by orange cones on the pool deck.
  • Players that are holding the ball out of the water may do so for 3 seconds. They must either return the ball to the water, pass, or shoot within 3 seconds to avoid a turnover.
    • The most any player can control the ball is 10 seconds. After 10 seconds they must pass or shoot the ball.

Goalies

  • Goalies must be designated and announced to the officials prior to the start of the game.
  • Teams must notify the supervisor when substituting goalies.
  • The goalie is the only player allowed in the crease after the initial “jump ball.” Defensive players are allowed to be on the crease line, but may not allow their tube to cross completely into the crease.
  • A free throw will be awarded when a defensive player actively plays defense from within the box on a legal thrower. A free throw will also be awarded if the goalie contacts the ball while completely out of their tube.
  • The goalie may not throw the ball beyond mid pool while in the crease. They must completely exit the crease to do so.

Fouls

  • All fouls will result in a turnover, with the other team getting the ball at the spot of the violation.
  • If the foul occurs while they are on defense, the offense will shoot a free throw at the spot of the foul.
    • During a free throw, the defense must give the player 5 feet of clearance in all directions until the ball has been put into play.
    • The ball shall be in play immediately when it leaves the hand of the player taking the free throw. 
    • Free throws can be thrown in any direction, and can be thrown at the goal, resulting in a point. 
  • The following are considered fouls, and are not allowed:
    • Intentionally splash other players
    • Push each other, or their tubes 
    • Flip another player’s tube 
    • Contact the other player in an attempt to block a throw 
    • Pull themselves along the pool using the ladder, wall, or lane lines in the pool (pushing off is allowed) 
    • Hold onto the goal or the net 
    • Take a shot from within the goalie crease
    • Contact the ball while not on the tube 
    • Knock a ball out of possession of another player (while the ball is in the water, it is considered no possession)

Out of Bounds

  • If the ball lands in the pool behind the goal it is considered out of bounds.
  • When a ball goes out of bounds, the opposing team is awarded the ball at the point it left play.
  • The player nearest to where the ball goes out of bounds receives the ball.
  • On a goalie save or deflection that goes out of bounds, the ball is returned to the goalie.