- There is absolutely no drinking or the use of illegal drugs at
any intramural games. Violation of this will result in immediate
suspension of the entire team from the league.
- Pick up trash after games
- No Cigarette smoking
- Show up on time for your game; be ready to start
- Show respect for your opponent
- Show respect for the officials
1. EACH TEAM WILL HAVE 7 PLAYERS ON THE FIELD. 1 GOALIE AND 6
FIELD PLAYERS. CO-ED TEAMS MUST HAVE TWO FEMALE PLAYERS ON THE
FIELD AT ALL TIMES; NO EXCEPTIONS.
2. THERE IS OUT OF BOUNDS DESIGNATED BY THE APPROPRIATE LINES.
REFEREES WILL CONFIRM THE BOUNDARIES BEFORE EACH GAME.
3. THERE ARE THROW-INS, CORNER KICKS, AND GOAL KICKS.
4. THE GOALIE CANNOT KICK OR THROW THE BALL IN THE AIR OVER MIDDLE BEFORE TOUCHING ANOTHER PLAYER OR UNLESS HE/SHE IS OUT OF THE BOX, IN WHICH CASE HE/SHE IS A FIELD PLAYER.
6. THE GAME WILL CONSIST OF TWENTY-FIVE MINUTE HALVES, RUNNING TIME.
7. TIES ARE ALLOWED EXCEPT DURING PLAYOFFS. PLAYOFF TIES WILL BE SETTLED BY PLAYING A 5 MINUTE SUDDEN DEATH OVERTIME, FOLLOWED BY PENALTY KICKS.
8. TEAMS WILL FORFEIT IF THEY ARE NOT READY TO PLAY 5 MINUTES AFTER SCHEDULED KICKOFF.
9. THE OFFICIAL TIME OF DAY AND GAMECLOCK ARE KEPT BY THE REFEREE AND DESIGNATED TIMEKEEPER.
10. A GAME MAY START WITHIN A MINIMUM 4 FIELD PLAYERS AND A GOALIE.
11. APPEALS CANNOT BE MADE ON THE BASIS OF A REFEREE CALL.
12. ALL OTHER RULES ARE GOVERNED BY THE LAWS OF THE GAME OF SOCCER ACCORDING TO F.I.F.A. RULES MAY BE CHANGED OR MODIFIED FURTHER BY THE INTRAMURAL DIRECTOR.
13. NO SLIDETACKLING.
14. A RED CARD ISSUED MEANS THE PLAYER IN VIOLATION CANNOT PLAY THE REMAINDER OF THE CURRENT GAME AND IS SUSPENDED FROM THE NEXT SCHEDULED GAME. 2 RED CARDS ISSUED TO THE SAME PLAYER IN ONE SEASON MEANS THAT THE PLAYER IS SUSPENDED FROM THE LEAGUE FOR THE REST OF THE SEASON.
15. FORFEIT: All forfeits will be recorded as a 3-0 loss for the team in violation.
16. A goal differential of 5 goal max will be used in the standings...For example an 8-2 score will be shown on the web site of 7-2...The reported score will be shown in the game comments.
THE GENERAL RULES OF FLOOR HOCKEY ARE IN EFFECT WITH THE
ADDITION OF THE FOLLOWING RULES. AT ANY POINT THE INTRAMURAL OFFICE
MAY ADD A RULE OR CHANGE AN EXISTING RULE IN ORDER TO MAKE THE GAME
SAFER AND/OR BETTER.
1. Each team will consist of five field players and a goalie. Substitutions can be made on the fly.
2. Games will consist of two twenty minute periods of running time with a five minute half-time. The referee will stop the time if he/she feels a team is delaying the game to their benefit. Teams not ready to play five minutes after scheduled game time will forfeit said game.
3. Face-offs are used to start and restart the game. There are five designated face-off areas. Two in the offensive end, two in the defensive end, and one in the middle of the court.
4. Boundaries are marked by two sidelines and two end lines. Out of bounds will be re-started with a face-off at the closest of the five designated areas.
5. Sticks can not be raised over hip level when you are within five yards of the ball.
6. No checking, pushing, slashing, or rough play allowed! All of these offenses will result in a two minute penalty, releasable on a goal for the man up team. In case of a very violent offense the referee may decide to eject or to not release the offending player.
7. Any player or coach ejected from a game will not return to said game and also serve a one game suspension. If a player receives a second ejection he/she will be dismissed from all intramural participation.
8. Goalies must wear issued gear at all times. Shin protectors, chest protector, a catching glove, and a helmet. All players must use issued intramural sticks and balls. No exceptions!!
9. Goalies can not throw the ball to a team mate. They may release it to a teammate as long as the ball is not thrown out of the glove. Goalies must release the ball within five seconds or a face off will be called. The goalie may use the goalie stick for saves and for passing.
10 Indoor training shoes or tennis shoes only. No marking shoes allowed. If a referee decides the shoes are not appropriate the player must replace the shoes or not participate.
11. Balls hitting any structure above the field of play will be restarted with a face off at center court.
12. No offside.
13. FORFEIT: All forfeits will be recorded as a 3-0 loss for the team in violation.
All games will start on time. The official will start a
five-minute countdown clock if one or both teams are not ready to
play at the scheduled time. If, after five minutes, on team does no
have enough players, the game will be a forfeit and the
non-offending team will be awarded two points. If, after five
minutes, both teams do no have enough players, the game will be
declared a double forfeit and neither team will be awarded
Each contest is best of three games. Games are played to fifteen. The first team to reach fifteen wins the game. Teams need NOT win by a two-point margin.
Games will last one hour. The official will keep a countdown clock. If time expires and a game is still being played, the following will take place:
1. If the game has a three-point difference of more, the game is over and the team with the higher score wins the game.
2. If the game has a difference of less than three points, the teams will play until three points are scored overall. The team having the highest overall score after the three extra points wins the game.
3. If the score is tied, the team that scores the next point wins the game. *In all cases, the team serving when time expires keeps the serve for the start of the extra time.
There must be six players on the court at all times. There must be at least two female players on the court at all times. Teams may NOT play short even a single player.
All players must print name and sign liability waiver. The team that has a player in a contest who fails to sign the waiver will forfeit the contest.
During play, players may not touch the net or step beneath the net.
A return of service may be done in either a ‘bump’ or ‘set’ fashion, or with a clenched fist.
Back row players may spike so long as they jump from behind the red line.
FORFEIT: All forfeits will be recorded as a 2-0 loss for the team in violation.
20 minute halves running-time game.
Teams play with five field players and one goalkeeper. (2 girls per side in Co-Ed league)
Kick-ins, rather than throw-ins are taken from the sidelines.
Goalkeepers may not distribute the ball over the half line via punt, drop-kick, or throw.
Violation results in an indirect kick for the opposing team from the half line.
If the ball is kicked into the ceiling or another hanging structure, the opposing team receives an indirect free kick from the spot of contact. If contact occurs over the penalty area, the kick is taken from the closes edge of the area (I.e., it is not a penalty kick).
Slide-tackling is prohibited.
Goalkeepers may slide only within the penalty area.
Passes back to the goalkeeper’s hands are prohibited. Violation results in a direct kick from the nearest edge of the penalty.
All other free kicks are indirect.
All walls for indirect and direct free kicks should be five
Penalty kicks are taken from the top of the penalty box.
A forfeit in indoor soccer will result in a 3-0 win for the team earning the forfeit. The web site will reflect a 3-0 score and in the game comments it will state which team earned the forfeit.
A goal differential of 5 goal max will be used in the standings...For example an 8-2 score will be shown on the web site of 7-2...The reported score will be shown in the game comments.
Each team must have 5 players to begin and finish play. If at
any point a team cannot field five players, the game is
Players may substitute ONLY at the permission of the referee. Injured players should notify the referee(s) immediately.
Co-ed teams must have at least TWO female players on the court at all times. Failure to do so will result in forfeit.
All rules are applicable as with college basketball, except as below:
Play consists of two 20 minute halves.
Time runs continuously until the final two minutes. Inside the final two minutes of the game, the time is stopped for fouls.
Halftime will not exceed 5 minutes and is determined by the referee(s).
The clock is always stopped for technical or flagrant fouls.
Each team may call two 30 second timeouts per half.
Each team may commit 5 team fouls before the Bonus ensues. Bonus is ALWAYS one and one.
No personal fouls are tabulated, except the following: Two technical fouls will result in expulsion. A flagrant foul will result in expulsion.
The game begins with a jump ball, after which point, all jump balls will result in alternate possession.
Games consist of 6 innings.
10 run maximum per team per inning.
If a team trails by more runs that they may legally score in the remaining innings, the game is over. (Ex: If a team trails by 21 runs with two innings to play, the game is over.)
Games may last a maximum of the allotted time.
Extra innings will be played if necessary only when time permits.
10 players in the field, three of which must be female.
Everyone bats. The batting order must remain constant (i.e. no pinch hitting).
Slow pitch. The ball must be at least 6 ft. high at its apex.
A foul ball can be a third strike.
No leading or stealing.
One base maximum may be taken on overthrows to first base, at the runner’s risk (i.e. the runner may be thrown out while attempting to take this extra base).
No limit to the number of bases that a runner may advance on any other overthrow (again, at the runner’s risk). Catcher must wear face mask.
A runner may not physically impede a throw. (For example, in an attempt to break up a double play, the runner may not intentionally block the throw with his or her body). The result is an out for both the offending player; and an out for any other player who could have been thrown out. FORFEIT: All forfeits will be recorded as a 7-0 loss for the team in violation.
NUMBER OF PLAYERS: 7 field players (7 vs. 7) per team. Each team should start with 9 players, a minimum of 7 is needed to avoid a forfeit. A player may play on only one team per sport.
LENGTH OF GAME: Playing time shall be 40 minutes of running time (two halves of 20 minutes). When the lead is less then 17 points, deadball stopage at 5 minutes. The first team ready to play (7 players present) will receive the referee choice at the beginning of the game (first-half OR second-half possession at the 10 yard line). With overtime, there will be a 2-minute intermission prior to starting...first score wins.
TIME-OUTS: Each team gets one 1-minute time-out per half.
OVERTIME: If the game score is tied after regulation time, the officials will do a coin toss to determine first possession. The team that has more points after equal possessions will be declared the winner. OT possessions start twenty yards from a TD.
* sneakers & provided flag belt/ball
* no jeans, watches, jewelry, spikes or exposed braces
LINE OF SCRIMMAGE: Once the center has placed his hands on the ball no player, offensive or defensive, may enter the neutral zone (football spot). The offense must have no less than 3 players on the line of scrimmage. 5 yard penalty for offsides & lining-up in the neutral zone.
OFFENSIVE LINE PLAYERS:
* snapper & player to the immediate left and right
* must start within one yard of the line of scrimmage
* are ineligible receivers...but may catch a pass tipped by the defense
* may receive a hand-off or lateral
* may travel one yard foward...and more once a pass has been completed
BACKWARD PASSES AND FUMBLES: Backward pass which goes
out-of-bounds belongs to the offensive team at the out-of-bounds
spot. The ball is dead at the spot of a fumble. Exception: QB may
pick-up a fumbled snap within 3 seconds.
FORWARD PASSES AND INTERCEPTIONS: If a player is in the air attempting to catch a ball, the player must contact the ground in-bounds with the ball in their possession prior to going out of bounds, unless contact by an opponent causes the player to first touch out-of-bounds. If possession of the ball is lost simultaneously when they hit the ground, it is not a catch. If a forward pass is caught by a member of opposing team, the ball is dead and it is a change of possession. All possessions start at the 10 yard line.
PASS INTERFERENCE: It is interference if an eligible receiver is deflagged or touched prior to touching the ball on a pass thrown beyond the offense's line of scrimmage. If the pass interference by the defense is intentional and/or unsportsmanlike, the defense may be penalized 10 more yards.
SCORING: Touchdowns equal 6 points...extra points equals 1 point from 5 yard line & 2 points from 10 yard line. Once a team has made their choice on the extra point...decision can only be changed with a TO.
FIRST DOWNS: A first down is award after two receptions in four downs (no punts). Turnover on downs...possession starts at the 10 yard line.
SAFETY: If a player carries the ball across the goal line they are defending and the ball becomes dead while in their team's possession, it is a safety and the opposing team will be awarded 2 points. A foul in the end zone where the spot of enforcement is designated as the spot of the foul...is a safety.
EXCEPTION: When a player intercepts a forward pass between their five-yard line and their goal line & their momentum carries them into the end zone where the ball becomes dead, the ball will belong to the receiving team at the 10 yard line.
PERSONAL FOULS: Any act listed below or any other act of unnecessary roughness is a personal foul (10 yard penalty): down field blocking, picks, screen blocks, stiff-arming, punch/strike/strip/steal or attempt to steal the ball, trip or clip, contact once on the ground, thrown runner to the ground, hurdling players, contact before or after declared dead ball, unnecessary contact with fists, locked hands, elbows, legs, deliberately driving/running into, position themselves on shoulders, tackle the runner by arm/hand grasping or encircling & ball stripping.
OBSTRUCTING THE RUNNER: A defensive player shall not hold, grasp, or obstruct the forward progress of the runner when attempting to remove the flag belt...Personal Foul Penalty.
THE FLAG BELT: All shirts must be tucked in, shirts are not permitted to hang over the flag belt. Should a player loose their flag belt legally or illegally during a down and should that player gain possession of a live ball, that player will be considered down when a legal tag (with one hand between the shoulders and knees, including the hand and arm) is made. If the belt has been illegally secured (follow referee instructions) any score on the previous play will be disallowed, the player ejected and a 10 yard Unsportsmanlike Conduct penalty will be administered from the previous spot.
GUARDING THE FLAG BELT: Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt. Flag guarding (10 yard penalty) shall include such things as: Swinging the hand or arm over the flag belt to prevent deflagging. Placing the ball in possession over the flag belt to prevent deflagging. Lowering the shoulder or using hands/arms to prevent deflagging.
FLAG BELT REMOVAL: Players must have possession of the ball before they can legally be deflagged. When a runner loses their flag belt either accidentally, inadvertently, or on purpose, play continues. The deflagging reverts to a one hand tag of the runner between the shoulders and the knees. In cases where a flag belt is removed illegally, play should continue with the option of the penalty of the play (Penalty : Personal Foul, 10 yards). It is illegal for a defensive player to intentionally pull a flag belt from an offensive player who is not in possession of the ball. Tampering with the flag belt in any way to gain an advantage is considered unsportsmanlike. An Unsportsmanlike Conduct penalty will be issued and the player will be disqualified. A referee's whistle may conclude a play at the time they conclude that a belt is deemed to difficult to remove.
FIELD SIZE: 60 yards long, 35 yards wide, 5 yard endzones
Protect yourself against AstroTurf injuries:
* wear sneakers -> turf shoes & molded plastic spikes grab
* wear long sleeves
* wear sweatpants
A player will be disqualified for Unsportsmanlike Conduct.
* All players assume their own risk with IM Sports participation.
* Arguing with officials will not be tolerated.