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Campus Recreation

  • Student referee declaring second down during a flag football game.

Intramural Sports

Sport Rules

Eligibility

UofSC students enrolled in the current semester are eligible to register for intramural sports. Faculty, staff and spouses with a current CarolinaCard are also eligible. 

In addition to eligibility, players also must have access to the game or match location. For example, you must have a membership to the STWFC or Blatt PEC if your  intramural team's games will be held there.

See the Intramural Sports Participant Manual for complete details about eligibility, registration and other important guidelines.

General Intramural Information - Fall 2022

Teams should arrive 15 minutes before the game to check-in with the supervisor. 

All participants must display a valid Carolina Card before each game in order to play.

You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!

Teams are expected to begin the game at the schedule time. 

A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.

The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.

If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain.  The captain will be suspended from Intramurals until this fee has been paid on IMLeagues.  The team will receive a 3-sportsmanship rating for each default.

The UofSC Sport Programs Office can be reached:

By email at sportprograms@mailbox.sc.edu

By phone at 803.576.9387

In person at the Strom Thurmond Wellness & Fitness Center – Room 201D

A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport.  A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.

If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league.  A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.

The captain of the team present who has the minimum required number of players to play, can choose to accept the default/forfeit or enact team choice at the game start time. If the team enacts the team choice rule, they cannot change their mind and accept a default/forfeit later. 

If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.

During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.

  • 5v5 Basketball (10 : 10)
  • 3v3 Basketball (7 : 7)
  • 7v7 Flag Football (7 : 7)
  • 4v4 Flag Football (7 : 7)
  • Softball (5 : 5)
  • Kickball (5 : 5)
  • Indoor Soccer (3 : 3)
  • Outdoor Soccer (2 : 2)
  • Indoor Volleyball (10 : 1 set)
  • Sand Volleyball (10 : 1 set)
  • Cornhole (10 : 1 set)
  • Pickleball (10 : 1 set)
  • Badminton (10 : 1 set)
  • Lacrosse (5 : 5)

Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.

All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).

To receive the latest UofSC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone. 

No jewelry can be worn during games.  Captains are responsible for making sure all jewelry is removed before a player takes the court. 

Protest: The only 2 things that can be protested are rule interpretation & player eligibility.

In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next serve.

Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.

Intramural Esports Event Rules - Fall 2022

  • Location
    • All games will be played in either the STWFC Boardroom or the STWFC Wet Classroom
  • Players
    • Each team will consist of one (1) player
      • There are no substitutions or switching of players between games or sets of games
  • Equipment
    • Nintendo Switch consoles, controllers and games will be provided by the Sports Program staff
    • Players are not allowed to use their own joycons and must use the provided joycons in order to be eligible to play
  • Timing
    • Games will consist of one of two options depending on the place in the tournament
      • During the seeding process games will be done in 4v4 multiplayer race style where the tracks are determined at random
      • During the first round of tournament games, games will be done in a 4v4 grand prix race style where the top 4 players from each “region” will be selecting which series of tracks
    • After the first round of tournament games play style will switch back to the 4v4 multiplayer race style with random track determination
  • Game Specific Rules
    • All games will be played on a 150cc difficulty with normal items, and normal COM
    • All games must have fall protection turned off
    • All games must be set to analog stick only
    • All games must have auto accelerate turned off
    • All players must use a single joycon with the rail/wrist strap for seeding games and the round of 16
      • Players will be allowed to choose which style of controller they would like to use starting in the round of 8
  • Tournament Format & Requirements
    • All teams are eligible for tournament play if they have a 3.0 sportsmanship rating average.
    • If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score
    • The format of the tournament is as follows
      • Seeding
        • During the seeding process players will play through one 4v4 multiplayer circuit with the maps being selected at random
        • Once the seeding games are completed for all sixteen (16) players, the players will then be assigned into pods of 4 players each based on their performance
        • Each pod will play a grand prix with the highest seeded player in each pod deciding which grand prix to play.
        • The top two players from each pod will move on to the round of 8
        • From the round of 8 and forward will be 1v1 matchups between players in a multiplayer circuit format with maps being selected at random
  • Location
    • All games will be played in either the STWFC Boardroom or the STWFC Wet Classroom
  • Players
    • Each team will consist of one (1) player
      • There are no substitutions or switching of players between games or sets of games
  • Equipment
    • Nintendo Switch consoles, controllers and games will be provided by the Sports Program staff
    • Players are not allowed to use their own joycons and must use the provided joycons in order to be eligible to play
    • For seeding game only players will be using one joycon with the joycon straps
      • Players may have the choice between one joycon with strap, two joycons with straps, or two joycons with joycon controller dock
  • Timing
    • All games will be stock style with a three (3) minute time limit
    • Games will consist of one of three options depending on the place in the tournament
      • During the seeding process, there will be two 8v8 battles for each player where the point/ranking total will be used to determine seeding for the tournament round
      • During the first round of the tournament games, games will be played in a 1v1 best of 3 battles style where the top seed in each “region” will be selecting which stage to battle in
      • During the second round, and from there on out, games will be played in a 1v1 best of 5 battles style where stage selection will revert back to random
  • Game Specific Rules
    • All games will be played with Character Selection being random
    • All games will be played with Stage Selection being random
    • All games must have Spirits turned off
    • All games must have FS Meter turned off
    • All games must have Damage Handicap turned off
    • All games must have Stock set to three (3)
    • All games must have Items turned off
    • All games must have Stage Morph turned off
    • All games must have Stage Hazards turned off
    • All games must have Launch Rate set to 1.0x
    • All games must have Underdog Boost turned off
    • All games must have Pausing turned off
    • All games must have Score display turned off
    • All games must have Show Damage set to yes
  • Tournament Format & Requirements
      • All teams are eligible for tournament play if they have a 3.0 sportsmanship rating average.
      • If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score
      • The format of the tournament is as follows:
        • Seeding
          • During the seeding process players will play through two 8v8 battles with the characters and maps being selected at random
        • Tournament
          • Once the seeding games are completed all sixteen (16) players will then be assigned into pods of 4 players each based on their performance from the seeding games
          • The tournament progresses like a “round of 16” style march madness tournament bracket where two teams will move on from each pod into the round of 8
          • Four teams (4) will then meet in the Final Four where the two winners from those respective matchups will meet in the championship game
          • From the round of 8 and forward it will switch from a 2 out of 3 battles system. Used in the round of 16, to a 3 out of 5 battles system.

Intramural Special Event Rules - Fall 2022

  • Court & Location
    • STWFC Court 4
    • Net height will be set at 36 inches on the sidelines and 34 inches in the middle
    • The court will measure 44 feet long and 20 feet wide
    • Playable areas include all areas with the court area
      • Playing the ball off the walls, curtains, track, etc. Is not permitted
  • Players
    • A team will consist of two (2) players
      • A minimum of one (1) is required to play
    • A team can roster no more than one (1) club member
  • Equipment
    • The game ball will be provided by the Sports Programs Staff
      • Teams may use their own paddles
  • The Game
    • The ball is served diagonally to the opponent’s service court underhanded without bouncing it off the court.
    • Points are scored by the serving side only and occur when the opponent faults (fails to return the ball, hits ball out of bounds, etc.). The server continues to serve, alternating service courts, until the serving side faults. The first side scoring 11 points and leading by at least a 2-point margin wins. If both sides are tied, then play continues until one side wins by 2 points.
  • Special Rules
    • Double Bounce Rule: Following the serve, each side must make at least one ground-stroke, prior to volleying the ball (hitting it before it has bounced).
    • Non-Volley Zone (The Kitchen): A player cannot volley a ball while standing within the non-volley zone also called “The Kitchen”.
      • The non-volley zone, or “The Kitchen,” is the area of the court bounded by the two sidelines, the non-volley line, and the net. The non-volley line and the sidelines are included in the non-volley zone.
  • Scoring
    • Points are scored only by the serving team.
    • Games are normally played to 11 points, win by 2, best 2 out of 3.
    • When the serving team’s score is even (0, 2, 4, 6, 8, 10) the player who was the first server in the game for that team will be in the right-side court when serving or receiving; when odd (1, 3, 5, 7, 9) that player will be in the left-side court when serving or receiving.
  • Tournament Format
    • The format of the tournament will be based on the number of teams that register. Please be prepared to play multiple games on the scheduled night(s) of the tournament.
    • All teams must maintain at least a 3.0 sportsmanship rating average in order to stay tournament eligible.
  • Court & Location
    • Matches will be played at the STWFC Field 3
  • Players
    • A team will consist of seven (7) players
      • A minimum of five (5) is required to play
    • A team can roster no more than two (2) sport  club members from the men’s or women’s ultimate Frisbee clubs
    • The Thrower
      • The thrower is the offensive player in possession of the disc, or the player who has just released the disc.
      • The thrower must establish a pivot foot and may not change that pivot foot until the throw is released.
      • The thrower has the right to pivot in any direction. However, once the marker has established a legal defensive position, the thrower may not pivot into the marker.
      • If the disc is dropped by the thrower without defensive interferencce, it is considered an incomplete pass.
    • The Marker
      • Only one defensive player may guard the thrower at any one time; that player is the marker.
      • The marker may not straddle (i.e., place his/her foot on either side of) the pivot foot of the thrower.
      • There must be always at least one disc’s diameter between the upper bodies of the thrower and the marker.
      • The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.
  • Equipment
    • The game disc will be provided by the Sport Programs Staff
      • Team are permitted to play with their own discs
      • Both teams must agree in order for brought discs to be used
  • Timing
  • Games will consist of two (2) fifteen (15) minute halves with a three (3) minute half time.
  • There are no time-outs.
  • There will be no overtime in the seeding games
    • If teams are tied at the end of regulation, the game is over and it is recorded as a tie.
  • If the score is tied after the two (2) fifteen (15) minute halves during the tournament games, there will be a sudden death overtime period where the next team to score wins
  • The Game
    • Each point begins with both teams lining up on the front of their respective end zone line.
      • The defense throws ("pulls") the disc to the offense.
    • If a member of the receiving team touches the disc during flight of the throw-off (whether in- or out-of-bounds) and the receiving team fails to catch it, the team which threw-off gains possession of the disc at the nearest point on the playing field proper.
      • If a player drops the disc while carrying it to the point where the disc will be put into play, the team which threw-off gains possession of the disc at the nearest point on the playing field proper.
    • If the receiving team allows the throw-off to fall untouched to the ground, and the disc initially lands in-bounds, the receiving team gains possession of the disc where it stops.
      • If the disc initially lands in-bounds, then goes out-of-bounds, the receiving team gains possession at the point on the playing field proper nearest to where the disc first went out-of-bounds.
    • If the throw-off lands outside the field of play, the receiving team may put the disc into play at a point 10 yards up field from the goal line they are defending.
      • The player must let the disc hit the ground. On such a call, the offensive player may use a "self check," meaning he/she picks up the disc and the nearest defensive player says "in play."
      • If the nearest player does not immediately say "in play," the offensive player may touch the disc to the ground and yell "disc in play."
    • Players not in the game may replace players in the game only after a score or during an injury timeout.
    • The disc may be advanced in any direction by completing a pass to a teammate.
      • Players may not run with the disc.
      • After catching a pass, the receiver is only allowed the fewest number of steps required to come to a complete stop and establish a pivot foot.
    • The person with the disc ("thrower") has ten seconds to throw the disc from the point when the defender guarding the thrower ("marker") has started counting out loud the stall count.
    • When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
    • If the disc is caught simultaneously by offensive and defensive players, the offense retains possession.
    • No physical contact is allowed between players.
      • Picks and screens are also prohibited.
    • When a player initiates contact on another player, a foul occurs.
      • When a foul disrupts possession, the play resumes as if the possession was retained.
      • If the player committing the foul disagrees with the foul call, the play is redone.
    • Players are responsible for their own foul and line calls. Players resolve their own disputes.
  • Fouls
    • Throwing Fouls
      • A throwing foul may be called when there is contact between the thrower and the marker.
      • When a foul is committed by a thrower or the marker, play stops, and possession reverts back to the thrower after a check.
      • If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined, and play continues without interruption.
    • Catching Fouls
      • A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception, or knock down. A certain amount of incidental contact during or immediately after the catching attempt is often unavoidable and is not a foul.
      • If a catching foul occurs and is uncontested, the player fouled gains possession at the point of the infraction. If the call is disputed, the disc goes back to the thrower. If an uncontested foul occurs in the end zone, the player fouled gains possession at the closest point on the goal line to the infraction.
      • A pick is called typically when an offensive player cuts across the field of play, causing the defender to avoid any player that may keep them from losing a step on their coverage.
  • Stalling
    • A defensive player within three (3) meters of the pivot foot of the thrower may initiate a stall count. If an offensive player moving into the throwing position "stands over the disc" (i.e., within three meters) without putting the disc into play, the marker may issue a "Delay of Game" warning. If the disc is not picked up, the marker may initiate a stall count
    • The count consists of the marker calling "Stalling" or "Counting" and counting at one second intervals from one to ten (1-10) loudly enough for the thrower to hear.
    • If the thrower has not released the disc at the first utterance of the word "ten" ("10"), a turnover and a check
    • If the defense decides to switch markers; and if the new marker wishes to initiate a stalling count, s/he must start again from "one" ("1").
    • The thrower may contest a stall call is s/he feels that s/he had released the disc before the first utterance of the word "ten".
      • In the event of a contested stall, if the pass is completed, play stops, and possession reverts to the thrower. After a check, the marker starts the stall count at eight (8).
      • In the event of a contested stall, if the pass is incomplete, it is a turnover, and play continues without interruption.
    • Teams have 60 seconds after a score to line up and begin another pull to prevent stalling.
  • Scoring
    • Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score.
  • Tournament Format
    • The format of the tournament will be based on the number of teams that register.  Please be prepared to play multiple games on the scheduled night(s) of the tournament.
    • All teams must maintain at least a 3.0 sportsmanship rating average in order to stay tournament eligible.  

 

All rules otherwise not stated in this will revert to the 2022 NFHS Girls Lacrosse Rules Book

  • Location
    • All games will be played in the STWFC Field 3
    • The field will measure 50’ x 40’  
  • Players
    • Each team will consist of a minimum of four (4) players
      • This will be an 4v4 league 
      • A minimum of 3 players are required to play.
      • There will be no goalies.
    • Each team is allowed one (1) member from either the men’s or women’s lacrosse club
    • Substitutions of players must occur through the glass doors on either side of the gym, and corresponding do the payers respective team’s bench
  • Equipment
    • Any type of running shoe or sneaker is permitted.
    • Plastic tip cleats are permitted
      • Metal tip cleats are not allowed
    • Goggles and sticks can be used from Sport Programs Staff.
      • Goggles and mouthguards are recommended, but not required
  • Stick regulations
    • Field sticks
      • Strung pockets must be attached to the bottom of the bottom rail of the head through stringing holes.
        • Mesh pockets are also allowed and do not require the stringing or attachment specifications as outlined above.
        • If strung with "shooting" strings, the pocket of the stick must have no more than two "shooting" strings, which must be attached directly to the sidewalls.
        • The top of the ball remains visible above the top of the wooden or plastic sidewall after the ball has been dropped into the front and back of the pocket of a horizontally held stick.
        • The top of the ball must remain visible above the sidewall on both sides of the pocket.
        • The ball moves freely within all parts of the head and the pocket of the stick.
  • Scoring
    • A goal is scored when the whole ball passes over the goal line by the stick of any player. 
    • A goal may be scored directly from a draw.
    • All goals shall count as 1 point.
  • Timing
    • Games will consist of two (2) fifteen (15) minute halves with a three (3) minute half time.
    • There will be one time-out per game
    • There will be no overtime in regular season games
      • If the game is tied after regulation during a regular season, the game will result in a tie
      • If the game is tied during a postseason game, the game will go into a five (5) minute overtime period
      • If the score is tied after the overtime period, one player will be selected from each team to take part in the penalty shootout
        • Both players will line up at the mid-field mark and both take a shot at goal
        • If the score is still tied, both teams will select another player from their team to take a second shot
        • This will continue until one team makes a shot while the other team misses
        • All players on a team must shot before a player can take another penalty shot
        • The other players not taking place in the penalty shot must be lined up behind the goal that the ball is being shot towards 
  • Pre-Game
    • A coin toss will be conducted at the beginning of the game.  The team winning the toss shall have the choice of the goal they wish to defend or to have the first alternate possession.
  • Substitutions
    • Substitutions shall be unlimited and can be made after a goal is scored or during play (not when whistle is blown).
    • All substitutions take place through designated substitution box.
  • Penalties/Fouls/General Game Rules
    • Minor and Major Fouls
      • All players must stand at least four meters away from the player restarting a free position or indirect free position. On a major foul, the offending player must stand four meters behind the player taking the free position. On a minor foul, the offending player stands four meters away in the direction from which she approached before committing the foul.
    • Within the 5-yard arc
      • No player is allowed within the 5-yard arc
      • If a player intentionally goes into the 5-yard arc the players team will lose possession with the opposing team will taking the ball
        • Officials will have judgment on what players intent
        • Falling into the arc will not result in loss of possession
    • Within the 8-yard arc
      • All players are allowed within the 8-yard arc
        • Offense can not shoot within the arc, they must shoot from behind the arc line
        • If offense shoots within the 8-yard arc the shot will not count, and the defense takes over possession
      • If the defender commits a foul to the offense a penalty shot will be the result
        • The penalty shot will be taking from the mid-field line with the player who received the foul taking the shot
        • All other players must be behind the goal that is being shot at
      • If the offense commits a foul to the defense, they will lose the possession and the defense shall take over
    • Checking
      • Empty-stick check: A player can’t check another player’s stick that isn’t in contact with the ball. This applies only when the opponent could have gained possession of the ball.
      • Slashing: When looking to check an opposing player’s stick, the check must be a quick down and up motion. If player fails to bring their stick back up after making contact with the opposing player’s stick and violently follow through, it is considered a slash.
      • When looking to check an opposing player’s stick, the motion must be directed away from the player’s head. If the player is checked near their head this is considered checking in the sphere and the whistle will be blown.
    • Offensive Charging
      • A player with the ball cannot push into a defensive player who has established position. This major foul often occurs within the 8-yard fan when a player is going toward the goal.
    • Dangerous Propelling
      • A player cannot maneuver the ball in her lacrosse stick in a dangerous manner and without regard to the people around her.
    • Picks/Screens
      • An illegal screen occurs when a player without the ball, by her positioning, forces an opponent to take another route. To be legal, the player must be set within the visual field of the opponent, allowing the defender time and space to change her direction.
    • Shooting Space
      • The offense is only allowed to shoot from behind the 8-yard arc line
      • The offense can not shoot the ball from the or near the mid-field line
        • If a player shoots the ball from the mid-field line, that shot will be deemed illegal and the defense will take possession
        • The official will have judgement on legal and illegal shots
      • When an offensive player is behind the 8-yard fan and is looking to shoot the ball, defending players cannot step or move in front of them to defend unless they were already within a stick’s length away.
        • When the referee blows the whistle for any reasons all players must stop moving and stand still unless directed otherwise.
      • When the ball goes out of bounds the opposing team receives possession where the ball went out and is permitted to start moving once the referee blows the whistle.
  • Draw
    • The draw takes place at the mid-field line at the start of the game and after every goal.
    • Two opposing players must move the ball with an up-and-away motion with their lacrosse sticks.
      • A downward or outward motion is illegal, and the ball is awarded to the team that did not commit the foul with a free position.
      • If either player moves before the whistle is blown, they opposing team receives the ball for a free position.
    • Two players from each team are permitted to be on the circle (besides the players taking the draw).
      • They must wait until the whistle is blown to enter.
    • Two players from each team must be behind each restraining line and cannot step over until the referee signals that possession has been determined.
  • Tournament Format & Requirements
    • All teams are eligible for post season play if they do not forfeit more than once, default more than twice and have a 3.0 sportsmanship rating average.
    • If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score
    • The format of the tournament will be based on the number of teams that register.  Please be prepared to play multiple games on the scheduled night(s) of the tournament.

 

  • Location
    • All games will be played in the STWFC South Center gym
  • Players
    • Each team will consist of six (6) players on the court at one time. To avoid a forfeit, a team may start with no less than four (4) players.
    • In order to play a team may not consist of more than four (4) of a single gender. To play a team must have one of the following roster breakdowns present: 4M and 2W, 4W and 2M, or 3M and 3W
  • Equipment
    • Each player must wear closed toe shoes.
    • All game balls will be issued by the Sport Programs Staff
  • Timing
    • A match will be best 3 games out of 5. The championship game will be best 4 games out of 7.
      • There will be a 20 minute time limit on all matches besides the championship match.
  • The Game
    • Substitutes may only enter at the beginning of a game and must complete at least 1 full game before substituting out.
    • Game begins by placing the dodgeballs along the center line – three (3) on one side of the center hash and three (3) on the other. Players then take a position with their hand on the back wall [. Following a signal by a Sport Programs staff member, teams may approach the centerline to retrieve the balls. This signal officially starts the contest.
    • Teams may only retrieve the three (3) balls to their right of the center hash. Once a ball is retrieved it must be taken behind the red attack line before it can be legally thrown.
    • A “floating center line” will be in effect. This area will be between the two red attack lines on the court.  At anytime, players may roam in the center area from either team.   If a player crosses over the opposing restraining line, they may be called out.
    • Once a live ball hits a wall, floor, or basketball hoop or supports, it is dead.
    • A ten (10) second stall count may be initiated by the team with the least amount of balls. They can start counting to ten (10) and their opponents must throw at least five (5) balls across the restraining line BEFORE the end of the count
    • The ball must be thrown at players (they cannot be tagged).
    • You may not grab/knock a ball out of a player’s hand with your hand.
  • Eliminating Your Opponent
    • A player is eliminated by one of three (3) methods:
      • Having your thrown ball caught by an opponent (a ball that hits the ground, wall, or any part of the basketball standard first does not count).
      • Being struck by an opponent’s thrown ball on ANY part of your body (a ball that hits the ground, wall, or any part of the basketball standard before hitting the player does not count). A ball that hits another player is still live and may continue to eliminate players until it hits the ground or is caught.
      • Crossing the restraining line (floating center line or 3 point line if any team is down to 3 players).
  • Regeneration
    • If a player catches an opponent’s throw, an eliminated team member may be brought back into the game.
      • Each team is limited to 3 regenerations per game
  • Rule Enforcement
    • The games will self-officiated by the participants. The Sport Programs staff member is present to supervise the activity and provide input only when necessary. In the event of a dispute, teams will have 30 seconds to come to an agreement. If no agreement can be reached a game of “rock paper scissors” will be played where the winner gets their desired outcome
    • Rules will be enforced primarily by the “honor system”. The “eliminated player” will be expected to rule whether or not a hit was legal or whether they were legally eliminated.
    • The Sport Program staff member’s decision is FINAL, if it is “challenged” by a participant, the official has the authority to issue a yellow card & that person is eliminated from that game. If a player receives an additional yellow card in that match, that person is ejected.
  • Tournament Format
    • The tournament format will largely be decided based on the number of teams that are signed up. Tournaments will consist of some form of seeding games followed by the bracket elimination games. It is the captain’s responsibility to know when their team plays in the bracket once it has been generated. Please be prepared to play multiple games. 
    • All teams must maintain at least a 3.0 sportsmanship rating average in order to stay eligible in bracket play.
    • If a contest ends in a tie, one extra game will be played. Winner of the extra game wins the entire match.
  • Location
    • Games will be played in the STWFC indoor pool
    • The battle zone shall be marked by the pool lane lines.  All canoes must remain in the battle zone until their canoe has sunk.
    • Canoes may navigate the battle zone using any attack or defense item to paddle.  Participants may also use their arms to paddle.
  • Players
    • All participants must register for their team on www.imleagues.com
    • Rosters will comprise of five (5) participants
      • Teams compete with four (4) players in the canoe at a time and may have one (1) designated player on the side of pool trying to actively sink boats.
      • Rosters can be larger than five (5) players but will need to designate who is in the canoe before the match begins.
    • A minimum of four (4) players are required to play
    • Players must be seated in the bottom of the hull of the canoe
  • The Game
    • The game shall begin with five canoes spread evenly throughout the battle zone and on the sound of the whistle teams may engage
    • Pool play (pun intended) will consist of two 25-minute rounds followed by one championship round.
    • Teams will load their canoes from the appropriate loading zones in the pool.
    • Each canoe shall be inspected by an official prior to leaving the loading zone to ensure proper equipment.
    • There are no timeouts.
    • Once a canoe has sunk, that team is eliminated from competition in the water.  They may however continue to try and sink canoes from the side of the pool with the buckets, paddles, etc. that they were given for use in the game.
      • The eliminated team must then get out of the canoe and guide it to the side of the pool (unloading zone).
  • Scoring
    • A game is won by a team that is the last canoe standing with all other canoes having been sunk or being the team with the least amount of water in their canoe at the end of the 25-minute round.
      • Officials will judge the team with the least amount of water in their canoe as winner.
    • There will be two rounds of pool play to determine which canoes move onto the championship round.
      • During pool play, teams will be awarded points determined by the order in which their canoe was sunk. For instance, if you are the first canoe to sink, your team will receive 1 point.  If you are the second canoe to sink you will receive 2 points, and so forth.
      • Top two teams with the highest number of points from both brackets will enter into the championship round with a fifth team (wild card) decided by the highest point total from remaining teams in either bracket.
    • There will be a tie breaker if needed when deciphering which teams will get into the championship round.
      • Tie breaker will be a race to see which team can paddle fastest to the other side of the pool.
      • Teams will begin in their canoe and first canoe to touch wall moves on to championships.
    • The championship round winner will be the last canoe floating.
      • There is no time limit for the championship round.
  • Restrictions
    • Players shall not:
      • Throw water out of their own canoe
        • Penalty: Team committing the infraction will get two buckets of water poured into their canoe by the surrounding official.
      • Throw water out of the pool
      • Throw any equipment
      • Stand in the canoe
        • Penalty: Team committing the infraction will get two buckets of water poured into their canoe by the surrounding official.
      • Physically contact any member or equipment from another team to keep them from attacking or defending.
      • Ram an opponent’s canoe - Penalty: disqualification

Intramural League Rules - Fall 2022

The game will be played according to the current National Federation of State High School Association’s rules if not explicitly stated in this document.

  • Location
    • All games will be played at the STWFC Sand Courts, located on the outdoor pool deck
  • Players
    • Each team will consist of 4 players on the court at one time with unlimited subs.
      • A minimum of two (2) is required to play.
    • Substitutions shall be made only during dead-ball situations out of the server’s position.
    • Teams may not have more than one (1) sport related club player on their team.
    • All Players must rotate including the server. (Servers must change during each rotation)
    • CoRec teams must play with 2M & 2F, 3M & 1F, 3F & 1M, 2M & 1F, 2F & 1M, or 1M &1F.
  • Equipment
    • Game balls will be provided by the Intramural Sports program.
    • Warm-up balls may be checked out from Equipment Issue.
  • Scoring
    • Each team will play best 2 out of 3 games. 
    • The first two games will be played to 21 points with a cap of 25 points
    • The third game will be played to 15 with a cap of 17 points. 
    • Teams must win by two unless they hit the point cap.
  • Pre-game
    • The supervisor and the captains will meet at the net and determine who starts with serve and who will pick side based on a “coin toss”.
  • Time-Outs
    • Each team is entitled to a maximum of one (1) time-out per match, which shall last for 30 seconds.
  • Playing the Ball
    • Each team is entitled to a maximum of three hits, excluding the block, to return the ball to the opponent’s court.
    • A player may touch the ball with any part of the body.
    • One handed placement or redirection of the ball with the fingers (a dink or open-hand tip) is a fault. 
  • Play at the Net
    • A ball sent over to the opponent’s side, must cross over the net between the ends of the net.
    • A ball may be played out of the net, assuming the team has hits left to play.
    • A player may not come into contact with the net in any setting (only exceptions are clothing & hair.)
  • Playoffs
    • All teams are eligible for post season play provided that they do not forfeit more than once, do not default more than twice, have a 3.0 sportsmanship rating average.
    • If a player is ejected for unsporting reason during a playoff match, the game may be forfeited regardless of time or score remaining.

The game will be played according to the current American Cornhole Organization rules if not explicitly stated in this document.

  • Location
    • All games will be held at the Green Amphitheater next to the STWFC Outdoor Pool Deck, or STWFC Field 4 in between STWFC Pool and Greek Village.
  • Team
    • All players must be registered on the team’s imleagues.com roster to be eligible to play.
    • Teams must have minimum 2 players to begin play.
  • Time
    • Each game will be 45 minutes in length. Teams will complete as many rounds as possible in that allotted time period. The team with the most rounds won in the time period will be declared the winner.  If a round is in progress at the 45 minute-mark, the team ahead will be declared for that Round.
    • No new Round can start after 40 minutes.
    • Game scoring is kept up by team captains.  League Officials will handle any score discrepancies and/or will address teams that are stalling or slow playing.
  • The Game / Scoring
    • The first team to 21 wins.  There is no “bust” rule.
    • In cases where a team gets to 21 while both teams are still in turn, and the opposing team can still catch up or overtake the lead, both teams will finish throwing their bags and the team with the highest score will win.  If tied, the match is a tie, and a new game will start.
    • Each game ending score will be recorded by a League Official.

The game will be played according to the current Badminton World Federation’s rules if not explicitly stated in this document.

  • Location
    • Matches can be played at STWFC Gym Court 4.
  • The Game (Match)
    • Players are eligible to play on up to one (1) team.
    • The match will consist of a best two out of three games.
      • The games will be to 21.
      • All games are win by two points or first to 30.
    • There is only one hit allowed before the shuttle goes over the net.
    • The game will be self-officiated.If there is a question on a call, play the point over.
    • It is legal if the shuttle hits the net and goes over during play.
    • Doubles Badminton uses the outer lines of the court.
  • Serving
    • To determine who serves first: volley for serve.
    • Players begin by serving from the right service court into the court diagonally opposite.
    • When the server’s score is an even number, players serve from the right service court.
    • When the server’s score is an odd number, players serve from the left service court.
    • Players serving must make contact with the shuttle below their waist in an upwards direction.
    • Only the player in the receiving box can hit the shuttle on a serve.
    • A player’s feet must be stationary and in their correct court upon delivery of the serve.
    • If the shuttle hits the line, it is in.
    • If a player misses the shuttle while serving, the rally goes to the other team.
    • A shuttle can touch the net as long as it lands in the correct service court.
    • The same player serves on each team until the opposite team wins a rally, and then serving alternates.
  • Faults
    • If players hit the net with their racket or body parts during a rally, the point goes to the other team.
    • If players touch the shuttle with anything other than the racket during the rally, the point goes to the other team.
    • Players must contact the shuttle on their side of the court otherwise the point goes to the other team.
    • Player’s may not step on their opponent’s side of the court during play
  • Reporting Final Score
    • At the end of each match please report the score to the Sport Programs Leader.

The game will be played according to the current National Intramural & Recreational Sports Association’s (NIRSA) rules if not explicitly stated in this document.

  • Field & Locations
    • Games will be played at the STWFC Recreational Fields, unless notified otherwise.
    • The field shall be rectangular (100 yds x 40 yds)
    • The playing surface will be 80 yds, with two 10 yd end zones.
    • The zones will be lined at 20 yd intervals from goal line to goal line.
    • The 3 and 10 yd “try-for-point” lines shall be 1 yd wide.
  • Players
    • Seven players constitute a men’s, women’s, or open team.
      • A minimum of five (5) players are required to play
  • CoRec Rules
    • CoRec teams may play with seven (7) and there must be no more than five (5) players of a gender on the field at any time.
      • CoRec teams must have at least five (5) players to start.
      • The following gendered arrangements are allowed (4w& 3m, 3w&4m, 3w&3m, 4w&2m, 2w&4m, 1w&4m, or 4w&1m).
    • An adult or youth football can be used, captains must agree or a youth ball will be used.
      • If captains can’t agree, a youth football will be used.
    • A male runner may only advance the ball beyond team A’s scrimmage line following a legal forward pass. There are no restrictions concerning: runs by females, during a run by a male following a legal forward pass, and after a change of possession.
    • There are no restrictions concerning a male passer completing a legal forward pass to a female receiver, or female to female, or female to male.
  • Equipment
    • Each player on the field must wear a one-piece flag belt (provided by UofSC Sport Programs) on the waist with the 3 permanently attached flags on either side and one on the back.
    • Belt loops, pockets, exposed drawstrings, or untucked hoods are illegal.
      • These items increase the risk of injuries to fingers given the nature of flag football.
    • Any type of running shoe or sneaker is permitted.
      • Molded one-piece screw-ins with a cleat length of 2” or less are permitted.
      • Exposed metal on cleats is prohibited and players will be asked to remove their cleats before playing (cannot be “taped up”.)
    • Headgear, shoulder pads, body pads, or any unyielding or dangerous equipment is prohibited.
      • Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
    • Players may wear a knit or stocking cap but no bandanas or any other headwear with a knot may be worn.
      • No baseball style/brimmed hats.
    • Soft gloves may be worn.
    • All players must wear shirts/jerseys long enough that they can remain tucked in through a down or cut at least 4” above the waist.
    • The supervisor on duty will make any decisions on the legality of any equipment.
  • Scoring
    • All touchdowns will count as 6 points.
    • Teams will have the option to go for a Point After Try (PAT) following a touchdown
      • 1-point (3 yds), 2-points (10 yds), or 3-points (20 yds)
    • Safeties will count as 2 points.
      • Following a safety, the scoring team will snap from their own 14 yd line.
    • Mercy Rule – The game will end immediately if:
      • If a team is 35 or more points ahead at any time during the second half, the game shall be over.
      • If a team is 19 or more points ahead when the referee announces the 2-minute warning for the second half or anytime thereafter, the game shall be over.
  • Timing
    • The game will consist of two halves of 20-minutes with a running clock unless:
      • A time-out is called or at the referee’s discretion.
      • During the last 2 minutes of the second half the clock will stop on high school rules.
      • Incomplete pass, out of bounds, on penalties, on a change of possession, on any score, or on first downs.
    • Half time will be 5 minutes.
      • The referee has discretion to reduce the length of half time if conditions deem it necessary, or if teams are ready to play.
    • The referee may stop & start the game clock whenever, in their judgment, either team is trying to conserve or consume playing time by using illegal or unfair tactics.
  • Time Outs
    • Teams are permitted 3 time-outs per game.  Each time-out will last 1 minute.
      • Time outs do not “roll over”.
  • Pre-Game
    • The Sport Programs staff will identify a “coin toss” process that will determine which team will select possession, side, or the ability to defer their choice to the second half.
    • The options for each half shall be:
      • Offense / Defense / Defer option to the 2nd half
      • Goal to defend
    • The captain not having the first option for a half shall exercise the remaining option.
  • Snapping The Ball
    • The offensive team must have a minimum of 1 player (the snapper) on the line of scrimmage at the time of the snap.
      • The snapper shall pass the ball back from its positions on the ground with a quick & continuous motion of the hand(s).
      • The player who receives the snap from the center must be at least 2 yds behind their scrimmage line.
    • If on the snap, scrimmage kick, or any other circumstances the ball is fumbled, it is immediately dead, at the spot, upon hitting the ground.  No advancements can be made by either team. 
  • Passing The Ball
    • A forward pass is a live ball thrown towards the opponents’ goal line.  A backwards pass is a live ball thrown parallel or backwards.  The initial direction of the pass will determine whether the ball is forward or backwards.
    • All players are eligible to touch a forward pass after it is thrown.  The passer may catch their own forward pass provided another player has touched it first.
  • Carrying & Catching
    • A runner may not guard their flag using any part of their body (including the ball) to cause contact between the runner and an opponent that denies the opponent the opportunity to pull or remove the flag belt. Examples include, but are not limited to:
      • Placing/swinging the hand or arm over the flag belt
      • Placing the ball in possession over the flag belt
      • Lowering the shoulders in such a manner that places the arm over the flag belt
    • The ball is considered an extension of the runner, and it is illegal to attempt to contact the ball while in player possession.  Once a player has obtained possession of the ball, their opponent must play the flag, not the ball.
    • Only one foot must touch inbounds in order for a pass reception to be considered legal.
    • A fumble going out of bounds without hitting the ground remains in possession of the fumbling team at the spot where the ball was fumbled or wherever the ball went out of bounds.
    • If members of opposing teams catch a legal forward pass simultaneously, the ball is immediately dead upon returning to the ground and belongs to the offense.
    • If a player’s flag belt breaks or inadvertently falls off, then a one-handed tag on that player, between the shoulders and the knees, must be applied in order for that player to be down.
  • Screening & Rushing
    • Defensive players must not contact the passer at any time during or after the play.  They may only go for the flag.
      • Rushers may try to deflect the ball, but they may not contact the passer even if the ball is deflected. If the defender contacts the passer, including the ball while in possession, it is considered “roughing the passer.”
    • Screen blocking is legally obstructing an opponent without using any part of the body to initiate contact with him/her
      • The screen blocker shall have their hands and arms at their side or behind their back
      • Any use of the hands, arms, elbows, legs, or body to initiate contact during an offensive player’s screen block is illegal
      • A blocker may only use their hand or arms to break a fall or to retain their balance.
    • Defensive players must go around the offensive player’s screen block.  The arms and hands cannot be used to contact the opponent and gain an advantage in getting around/through the block.
    • The application of this rule depends entirely on the judgment of the referee.
    • These actions are judged similarly to the block/charge call in basketball.
  • Punting
    • There will be no scrimmage kicks to start a game; the ball will be placed on the 14 yd line.
    • Prior to a punt, the offensive team must make the referee aware of its intentions.  After such announcement, the ball must be kicked.  Exception: a time-out is called or a foul occurs prior to or during this down after Team A’s captain’s decision which results in the kicking team having the right to repeat the down again, the referee must ask Team A’s captain whether or not he/she wants to punt and then the referee will communicate this decision to the Team B captain.
    • Anytime at or after the ball is ready for play (determined by the referee blowing the ready for play whistle), each Team A player must momentarily be at least 5 yards inbounds before the snap.
    • Neither K nor R may advance beyond their respective lines of scrimmage until the ball is kicked.  All scrimmage line rules regarding the snap, stance, false start, minimum line players, motion and shift apply to punts.
    • After receiving the snap, the kicker must kick the ball immediately and in a continuous motion.  If a kicker drops the ball, it is considered a fumble and the ball becomes dead at the spot.
    • When a punt breaks the plane of R’s goal line, it is a touchback.
    • Kick Catch Interference – While any punt is in flight beyond K’s scrimmage line, K shall not touch the ball or obstruct R’s path to the ball.  This prohibition does not apply if the act is after R has touched the kick. 
    • Players shall ignore any signals (fair catch) given by the kickers or receivers.  The ball remains live. 
  • Miscellaneous
    • Team players are responsible for retrieving the ball after a down has ended.
    • Officials are not responsible for retrieving the ball.
    • The offensive team may take the ball to the huddle after each play.
  • Overtime
    • There will be no overtime during the regular season.
    • If a playoff game ends in a tie, the two captains will determine the options by a coin flip. The home captain will call the coin toss.  The winner of the toss shall be given options of offense, defense, or direction.  The loser of the toss shall make a choice of the remaining option.  Teams will alternate choices if additional overtime periods are played.
    • All overtime periods are played toward the same goal line.
    • Each team will be given a series of 4 downs to score.
    • Extra points will be attempted and scored as previously stated.
    • If the defense intercepts the ball, the ball is dead.
    • Each team is entitled to 1 time-out per entire overtime.
    • The game will continue to be played until a winner is determined.
  • Summary of Penalties

Foul

Type

Yards

Basic Spot

Special Notes

False Start

Dead Ball

5

SS

 

Illegal Snap

Dead Ball

5

SS

 

Encroachment

Dead Ball

5

SS

 

Illegal Substitution

Dead Ball

5

SS

 

Delay of Game

Dead Ball

5

SS

 

Illegal Motion

Live Ball

5

PS

 

Illegal Substitution

Live Ball

5

PS

 

Minimum # of Line Players

Live Ball

5

PS

 

15 Yard Rule

Live Ball

5

PS

 

Illegal Shift

Live Ball

5

PS

 

Illegal Equipment

Live Ball

5

PS

 

Illegally Conserving Time

Live Ball

5

PS

 

Receiving Snap within 2 yards

Live Ball

5

PS

 

Advancement of Male Runner

Live Ball

5

PS

 

Illegal Forward Pass

Live Ball

5

SPOT

Loss of Down

Intentional Grounding

Live Ball

5

SPOT

Loss of Down

2 consecutive male-male passes

Live Ball

5

SPOT

Loss of Down

Helping the runner

Live Ball

5

SPOT

 

Foul

Type

Yards

Basic Spot

Special Notes

Illegal Participation

Live Ball

10

PS

 

Unsportsmanlike Conduct

Live/ Dead

10

SS

 

Pass Interference - Offense

Live Ball

10

PS

 

Pass Interference - Defense

Live Ball

10

PS

 

Illegally Secured Flag belt

Live Ball

10

All But 1

LOD/ 1st Down

Illegal Contact

Live Ball

10

All But 1

 

Roughing the Passer

Live Ball

10

PS/ EORR

Automatic 1st Down

Flag Guarding

Live Ball

10

SPOT

 

Illegally Kicking

Live Ball

10

SPOT

 

Illegal Flag Belt Removal

Live Ball

10

PS

 

SS – Succeeding Spot

PS – Previous Spot

SPOT – Spot where the Foul Occurred

EORR – End of the Related Run

ALL BUT 1 – All fouls but one, that is a foul by the offense behind the basic spot, are penalized from the basic spot.

  • Location
    • Matches can be played at the Blatt PEC courts
    • Courts may be used for academic classes or sport club events and these groups are given priority
    • Court availability will be released at the beginning of the season by the Sport Programs Office
  • The Game (Match)
    • Players are eligible to play on up to one (1) Men’s/Women’s team.
    • Please use your first and last name as the team’s name.
    • The games will consist of a best 2 out of 3 sets for all divisions.
    • To determine the serve in the first game of the first set, the sides will volley. Once the ball has legally crossed the net three times, the ball will be "live." The person who wins the volley has choice of serve/receive or side. At the end of the first game the receiver shall become the server, and the server shall become the receiver. This order is repeated throughout the match.
    • The game will be self-officiated.
    • If there is a question on a call, play the point over.
  • Reporting Final Score
    • At the end of each match please report the score to the Sport Programs office at sportprograms@mailbox.sc.edu before the deadline (typically before the next week of games start).
  • Season Schedule
    • Each team will play a 4-week regular season schedule.
    • It is each team’s responsibility to get their match played in a timely fashion.
    • The league itself is self-scheduling. If a team is having trouble contacting their opponent to find a time to play, they should contact the Sport Programs Office at sportprograms@mailbox.sc.edu and let our staff know.
    • All game results must be reported to the Sport Programs Office at sportprograms@mailbox.sc.edu to be considered official.
  • Playoff Schedule
    • The top 8 teams will be eligible for playoffs.

The game will be played according to the current Pro Disc Golf Association’s rules if not explicitly stated in this document.

  • Location
    • Matches will be played at different disc golf courses around Columbia. Each week will be a new course. (see course diagrams below)
  • Players
    • A team will consist of 2 players playing in the match.
    • If only one member can attend, that player only gets one shot and must take the result of that shot.
  • Equipment
    • Any disc golf discs are allowed to be used. Sport Programs Office has disc sets available to be checked out if needed.
  • Scoring
    • The team who get’s their disc in the basket in the least amount of throws, wins the hole.
    • The match will consist of a best of 18 holes (Holes 1-18). If the score is tied after 18 holes, a one-hole sudden death will be played on an agreed upon hole. If still tied after this hole continue to another until there is a winner.
  • The Game (Match)
    • Match format is Best Shot Scramble:
      • Each member of the team will tee off.
      • The team then decides which is the best shot and will take both of their next shots from this spot.
    • You can move your lie 1 meter (3 feet) away from any casual water (temporary accumulation of water on a course).
    • If your disc goes out of bounds, you lose one stroke and go to the location where the disc crossed the Out of Bounds Line.
      • A disc is considered out of bounds if no part of the disc is in bounds
      • If it is an “island” hole and you go out of bounds, you will lose a stroke and go to a designated “drop zone”.
    • Foot fault:
      • Foot must stay within 1 foot behind your lie (where your disc lands) during the release of your disc.
      • Within 10 meters (about 11 yards) of the basket, the thrower must remain behind their lie through the whole process of the shot and show that balance is maintained after the shot.
        • Discuss with other team if 10 meters is questionable.
  • Reporting Final Score
    • At the end of each match please report the score to the Sport Programs office at sportprograms@mailbox.sc.edu before the deadline (typically before the next week of games start).
  • Season Schedule
    • Each team will play a 4 to 5-week regular season schedule. 
    • It is each team’s responsibility in order to get their match played in a timely fashion. 
    • The league itself is self-scheduling.  If a team is having trouble contacting their opponent to find a time to play, they should contact the Sport Programs Office at sportprograms@mailbox.sc.edu and let our staff know.
    • All game results must be reported to the Sport Programs Office at sportprograms@mailbox.sc.edu in order to be considered official.
  • Playoff Schedule
    • The top 8 teams will be eligible for playoffs.
  • Course Diagrams
    • Southeast Park
    • Owens Park
    • Earlwood Park

The game will be played according to the current Amateur Softball Association’s rules if not explicitly stated in this document.

  • Location
    • All game will be played at the Blatt PE Softball Field.
  • Players
    • The minimum number of players on the field is 6, with no gender minimum.
    • All players present for a game must be placed in the kicking order unless the player elects not to play.
    • Fielding teams are required to play a catcher and pitcher.
  • Equipment
    • All equipment may be provided by Sport Programs and will be brought to the game by the umpire.
    • Athletic shoes or molded rubber cleats are allowed as well as hard plastic cleats.  No metal cleats allowed or cleats deemed unsafe for play for supervisor and/or umpire.  All players must wear closed toed shoes at all times.
  • Game Clock
    • Each game shall be completed in no more than 7 innings.
    • No new inning may begin after 45 minutes; any inning being played after 45 minutes shall be the last inning of the game.
    • In the event of a tied score after the final inning, the game shall be recorded as a tie (regular season only).
    • A game will be termed “official” after 4 complete innings (or 3 ½ if the home team is ahead.)
  • Scoring
    • There is a seven (7) run limit per inning.
      • Once a team as scored seven (7) runs in an inning regardless how many runners are on base or outs the inning will be over
    • Mercy rule: If a team is up by :
      • Twenty-two (22) after four (4) innings
      • Fifteen (15) after five (5) innings
      • Eight (8) after six (6) innings
  • Pitching & Catching
    • The Roller/Pitcher must start and end the pitching motion in one motion (no running start) with at least one foot on the pitcher's rubber
      • At the end of the release, the pitcher CANNOT at any time cross the pitcher’s line.
        • Doing so will result in an illegal pitch and a warning.
        • After 1 warning, kickers will be allowed to take a base for each infraction thereafter.
    • No defensive player, including the pitcher, may cross the invisible line between 1st and 3rd base prior to the ball being kicked.
      • The first violation of encroachment of the invisible line will result in the team being warned and the kicking team has the option to re-kick or take the result.
      • The second violation, and thereafter, will result in the kicker choosing the option of re-kicking or being awarded first base.
    • A pitch will be considered a strike if the ball bounces at least twice, bounces no more than 1 foot above home plate, and passes within the 1-foot strike zone around home plate.
    • The pitch with excessive speed or any spin will be called illegal. 
      • Each illegal pitch will be considered a ball.
      • A player who elects to kick an illegal pitch, takes the result of the play.
    • Pitchers must release the ball from below the waist and cannot, during delivery of the pitch, take the ball over their shoulder.
    • The catcher must remain behind the kicking box until the kicker makes contact with the ball. The catcher may NOT stand to the side of the kicking box or so closely to the kicker as to interfere with their ability to kick, until contact is made with the ball.
  • Kicking
    • There is no maximum number of players that can be in the kicking lineup
      • No player can be added to the kicking lineup after the lineup has kicked through once.
    • There is no alternating gender requirement in the kicking order. 
    • All teams must create a lineup. 
      • The team may ask for the opposing team’s lineup before the game.
    • Kicking order issues are the responsibility of the teams. 
      • If at any time a lineup order comes into question, no action will be taken.
      • If lineups have been exchanged and a player kicks out of order, an out will be assessed for every kicker that was skipped.
    • All players who have fielded or will field must be included in the kicking lineup, except for injured players who have been withdrawn from the game.
    • All balls must be kicked inside box.
    • 3 strikes is an out and is called when:
      • The ball crosses the strike zone without being kicked.
      • The kicker swings at but misses the ball.
      • The ball is kicked foul.
    • Fouls are always counted as strikes, including on a 2-strike count, and are called when:
      • The ball is considered foul if it is touched by a fielder in foul territory.
      • The kicker contacts the ball behind home plate with any part of the body above the knee.
      • The kicker kicks the ball with any part of the foot planted outside the kicking box
        • Including in front of home plate.  
      • The kicker makes a "double-kick", i.e. kicks or contacts the ball after the initial kick while still behind home plate.
    • 4 balls allows the kicker to advance to first base.
    • Bunting is not permitted for any players. 
    • If in the judgement of the umpire, a batter doesn't make a full swing to kick the ball, the umpire will immediately call the play dead.  
      • The kick will be considered a foul ball and will count as a strike against the batter.
  • Running
    • Stealing bases and leading off bases is illegal. A player who was leading the base prior to the hit shall be called out.
    • A player who slides into any base or initiates contact with the defensive player shall be called out. 
    • Runners must use the safety base at first if not advancing past first base.
      • 1st Infraction: Team Warning
      • 2nd Infraction: player will be called out.
    • There is no infield fly rule; the runner may commit when the ball is touched by a fielder, regardless of whether or not it was caught.
    • Play shall end when the umpire calls “Time”
    • In the event of an overthrow into foul territory in an attempt to make a play, the runner may advance only as far as the base they are running toward plus the next base. This is a restriction on the advance of the runner; runners are NOT automatically awarded the base unless umpire deems ball unplayable (beyond the boundary line.
    • Pinch running due to injury is permitted at 1st, 2nd and 3rd base provided the pinch runner is of the same gender. The runner who was substituted for shall be removed permanently from the game. Pinch running at kick is not permitted.
    • A runner is out when:
      • Fielder catches a fly ball.
      • Base is tagged on a forced run.
      • Runner is tagged by a fielder in possession of the ball.
      • Comes in contact with the ball, except when thrown by a fielder at the head
        • If the ball contacts the head while the runner is sliding, head is ducked, or body is an unnatural position, they are called out.
      • Runner is off base when the ball is kicked.
      • Any runner who punches or kicks a ball while running the bases or attempts to punch or kick a ball from a defender, is immediately out; the play is called dead, and all runners currently on base must go back to their last touched base.
  • Playoffs
    • Ties are not permitted in playoff games.  In the Playoffs, we will go to extra innings and start each inning with the 3 previous kickers on base with no outs.  The Winner will be determined with the Team that is up after that inning concludes.  If a Tie occurs after the first extra-inning, we will go to a 2nd extra-inning until a Winning Team is declared.

The game will be played according to the current Amateur Softball Association’s rules if not explicitly stated in this document.

  • Location:
    • All games will be played at the Blatt PE fields.
  • Players
    • A team will consist of ten (10) or eleven (11) players if they elect to use an Extra Player.
    • A team must have eight (8) players to avoid a forfeit.
    • If a team plays with eight (8) or nine (9) players they do not have to take automatic outs.
    • The Extra Player (EP) rule will be used. If a team uses the EP rule, only ten (10) players play the field but eleven (11) are allowed to bat. A different ten (10) can play the field each inning provided the same batting order is kept.
    • Every starter may re-enter once per game. Starters must be placed into the spot in the batting order they previously occupied. 
    • The captain making the substitution shall immediately notify the home plate umpire prior to the sub entering the field.
    • The on-deck batter and 3rd base coach may be the only players from the batting team on the left side of the field.
      • Rest of the team/spectators need to be up on the steps. This includes all team equipment
  • CoRec Modifications
    • Players
      • Each team will consist of ten (10) players on the field at one time. Possible combinations include:
        • 5 men & 5 women
        • 6 men & 4 women
        • 4 men & 6 women
      • To avoid a forfeit, a team may start with no less than eight (8) players.
        • 5 M & 3 F, 4 M & 4 F, or 3 M & 5 F.
      • A team can bat up to 12 players
      • Teams do not need to alternate the batting lineup based on gender.
      • Players may play any position on the field. There is no stipulation as to where males and females may play.
    • The Game
      • A restricted arc will be identified in the outfield for CoRec play.
        • The restricted arc will be approximately 160 feet down the first and third baseline, and 175 feet to center field.
        • When any batter enters the batter’s box, all outfielders must be behind the restrictive arc, and infielders must be on the infield and remain there until the ball is batted. If a fielder crosses the line prior to contact by the batter, the offended team may choose to take the result of the play or return the batter and resume the count prior to that pitch.
      • If a male is awarded a base on balls, he will be awarded only first base.
        • The female batter behind him then has to bat.
      • If a team wishes to use a courtesy runner, the base runner must be from the same gender.
  • Equipment
    • All equipment may be provided by Intramural Sports and will be brought to the game by the umpire. Teams are responsible for supplying their own gloves.
      • Gloves may be checked out with a CarolinaCard.
    • Athletic shoes or molded rubber cleats are allowed as well as hard plastic cleats. No metal cleats allowed, or cleats deemed unsafe for play for supervisor and/or umpire.  All players must wear closed toed shoes at all times.
    • Players may use their own bats as long as they are ASA single walled bats. Composite bats are not considered single walled and are classified as illegal. All bats will be checked and marked by the Sport Programs staff before use.
      • If a player is found using an illegal bat during an at bat, that player will be declared out. The game may also be declared a forfeit.
      • The umpires and supervisors reserve the right to deem any personal bat illegal as determined by the Intramural Sports staff.
  • Game Clock
    • Games will be a max of seven (7) innings in length.
      • No inning may be started forty-five (45) minutes after the beginning of the game.
    • In the event a game ends in a tie after seven (7) innings, the game will be recorded as such (during the regular season only.)
    • A game will be termed “official” after four (4) complete innings (or 3 ½ if the home team is ahead.)
  • Scoring
    • There is a ten (10) run limit per inning.
      • Once a team as scored ten (10) runs in an inning regardless how many runners are on base or outs the inning will be over
    • Mercy rule: If a team is up by
      • Twenty (20) after four (4) innings
      • Fifteen (15) after five (5) innings
      • Eleven (11) after six (6) innings
    • Team captains must submit a batting line-up, in addition to making sure all team members sign in with the supervisor, prior to the game. 
      • Line-ups should be turned in no later than 3 minutes prior to game time.
  • Pitching:
    • Strike Zone
      • A pitch is considered a strike if it crosses over the home plate and the batter’s plane, which is defined by the batter’s front knee to back shoulder.
    • Illegal Pitch
      • An illegal pitch occurs when:
        • The ball is not delivered within the minimum arc of six (6) feet and a maximum of twelve (12) feet.
        • The pitcher does not use one fluid motion to deliver the ball (fakes will not be allowed.)
        • The pitcher does not maintain one foot on the pitching rubber at all time.
      • A player who elects to hit an illegal pitch, takes the result of the play.
  • Batting:
    • Batters will enter the box with a “1-1” count.
    • There will be one (1) “courtesy foul” with a two (2) strike count. The next foul ball will be called an out.
    • No bunting or intentional chopping of the ball will be allowed (dead ball, out).
    • The batter is not awarded first base if hit by a pitch.
    • Any ball that hits the sidewalk or crosses it on the fly will be considered a home run
    • Any ball that crosses the sidewalk in the outfield after it has hit in play will be considered a ground rule triple.
  • Base Running
    • No leading off or stealing is allowed.  A base runner may not leave the base until the ball has been hit.
    • A team is permitted, but not required, one (1) courtesy runner per inning.  The courtesy runner will take the place of the runner in question.  The only stipulation is that the courtesy runner is the last out made by a player of the same gender regardless of the inning of the out.
    • Sliding is permitted in all leagues, except for diving headfirst into home.
      • Any player who slides headfirst into home will automatically be called out.
      • A player who slides into any base or initiates any contact with the defender shall be called out
  • Plays at first base
    • The white base is for the fielder; the orange is for the runner.
    • Umpire may call a runner out or eject a player for purposely interfering with a play at 1st base
  • Interference
    • If the catcher or fielder interferes with the batter, the ball is called dead, and the batter is awarded first base
    • If the runner is interfered with by the fielder, the umpire awards the runner the number of bases they think the runner is entitled to, and the ball remains in play
  • Overthrows:
    • When the ball is in play and is overthrown (beyond the boundary line), awarded bases will be determined by the last base established by the base the runner was going towards plus one (1). 
      • Example: If a runner is running to first and the ball is overthrown, the runner is awarded second base.
  • Infield Fly Rule: 
    • An infield fly is a fair fly (not including a line drive) which can be caught by an infielder with ordinary effort in the judgment of the umpire (rule does not preclude outfielders from being allowed to attempt to make the catch), and provided the hit is made before two (2) are out and at a time when first and second bases or all bases are occupied.
      • The runners may advance at their own risk but must return to their bases if the ball is caught.
      • If a declared infield fly falls to the ground untouched, it will still be considered an infield fly as long as it stays in fair territory.
        • The ball does not have to be caught for this rule to apply.
  • Playable Areas
    • No player may climb the hill in left field foul territory in an attempt to retrieve/catch a ball
      • The ball will be called dead
    • No player may attempt to catch a ball after it strikes any obstruction (i.e. trees, poles, etc. in foul territory)
      • The ball will be called dead
    • If a ball is caught after it strikes any obstruction (i.e. trees, poles, etc. in fair territory)
      • There is no out recorded and play will continue as normal.
  • Playoffs:
    • If a player is ejected for an unsporting reason during a playoff match, the game may be forfeited regardless of time or score remaining.
    • There will be extra innings in the playoffs as needed.
  • Location
    • Competition will be played at the STWFC Climbing Wall.
  • Equipment
    • All Equipment is provided by Campus Rec Climbing Wall.
  • The Competition
    • There will be a 4-week regular season.
    • Each week you will climb the wall for the competition.
      • It is self-scheduled, so you can go anytime during the week. Remember to reserve your spot on the Climbing wall HERE.
    • This competition is completion-based.
    • The participant will choose a route difficulty each week at the wall with varying max points. (Once chosen, you cannot change your route.)
      • Novice (5 points)
      • Intermediate (10 points)
      • Advanced (15 points)
    • The participant will climb the route and if completed will get maximum points
    • Points will be deducted on the number of falls that occur
      • 1 Fall: -2 points from max
      • 2 Falls: -4 points from max
      • 3 Falls: 0 points registered
    • A fall is defined as putting full weight onto the belayer.
      • A slip where a hand or foot is still on wall holding weight is not considered a fall.
      • When a fall occurs, participant must restart from the bottom of the wall.
  • Season Schedule
    • Each participant will play a 4-week regular season schedule. 
    • It is each participant’s responsibility in order to get their climb attempted in a timely fashion. 
    • The league itself is self-scheduling.  If the participant is having a hard time to find a time to climb, they should contact the Sport Programs Office at sportprograms@mailbox.sc.edu and let our staff know.
    • All game results must be reported to the Sport Programs Office at sportprograms@mailbox.sc.edu in order to be considered official.
  • Playoff Schedule
    • Playoffs will be played after the regular season is completed.
    • Everyone is eligible for playoffs given they attempted all 4 climbs.

The game will be played according to the current United States Indoor Soccer Association rules if not explicitly stated in this document.

  • Location
    • Games will be played in the STWFC South Center gym.
  • Players
    • Each team will consist of five (5) players, including the goalkeeper, on the court at one time. (a minimum of four (4) is required to play).
    • CoRec teams must consist of 2w/3m or 3w/2m (including goalkeepers); the minimum on the court at a time is 2w/2m, 3w/1m, or 1w/3m.
    • Players that receive a second yellow will be disqualified but can be substituted (team will not play down a player)
    • Players that receive a straight red cannot be substituted and will play down a player for the entirety of the game.
  • Equipment
    • Knee pads must be worn at all times by goal keepers.  Campus Recreation will provide knee pads if necessary.
    • Athletic shoes or sneakers must be worn at all times (no sandals, metal soles, or bare feet.)
    • An indoor soccer ball will be provided by the Sport Programs Office.
      • If teams wish to warm up, they may check out an indoor soccer ball from equipment issue with a valid USC ID. Game balls may not be used for warming up.
  • Timing
    • Games will consist of two 15-minute halves with a 3-minute half time.
    • There will be a running clock unless the Supervisor deems it necessary to stop the clock for an injury.
    • There will be no stoppage time in any of the games.
    • There are no time-outs.
    • There will be no overtime in the regular season.
    • When time expires (the buzzer sounds), the game is over, and the ball is ruled dead.
  • Scoring
    • A goal is scored when the WHOLE ball crosses over the goal line within the goal, provided it has not been thrown, directly propelled by hand or arm, or carried by a player of the attacking team. 
    • A goal may be scored directly from a kickoff. 
    • MERCY RULE: A game shall be over when a team is leading by
      • Seven (7) or more goals with less than five (5) minutes remaining
      • Fifteen (15) or more goals with ten (10) minutes remaining.
    • All goals shall count as 1 point.
  • Pre-Game
    • A coin toss will be conducted at the beginning of the game.  The team winning the toss shall have the choice of the goal they wish to defend or to have the ball for the kick-off.  The team that lost the coin toss will have that same option at the start of the second half.
  • Enforcement of Cards
    • Yellow Card: The Referee issues a Yellow Card for:
      • Deliberate Handball or Handball by a Goalkeeper.
      • Goalkeeper Endangerment.
      • Boarding.
      • Any Foul by the Goalkeeper during a Shootout.
      • Unsporting Behavior by any non-player personnel.
    • Red Card: A person receives a Red Card for Fouls, which the Referee considers violent or committed with excessive force, and for:
      • Elbowing: Intentionally elbowing an opponent above the shoulder.
      • Vicious Slide-Tackling: A tackle from the side or from behind directly into one or both legs of an opponent, seriously endangering them.
      • Boarding.
      • Fighting.
      • Leaving Team Bench or Penalty Area to confront the opposition or a Game Official.
      • Extreme Unsporting Behavior: Committing particularly despicable behavior, including:
        • Spitting at an opponent or any other person.
        • Extremely abusive language or behavior toward a Game Official.
        • Bodily contact with a Game Official in dissent.
  • Time Penalties
    • The following penalties apply to offenses for which a Card is issued (subject to further action by the Administrative Authority):
      • Yellow Card: Warning of the subsequent possibility of an ejection; 1-minute Time penalty
      • “Soft” Red Card (for a player’s second yellow Card): 2-minute Time Penalty and that player is disqualified from participation for the remainder of the game but may be substituted.
      • “Straight” Red Card (for a player’s third Blue Card): 4-minute Time Penalty and ejection.
  • The Game
    • Substitutions will be made “on the fly” like in ice hockey.
      • Players will use the doors on their defensive end.
      • Player must be completely out of the arena before the sub can come on.
      • Door must be pushed out towards the hallway and not into play.
        • Violations of any of these rules:
          • 1st time: Warning
          • 2nd time: Yellow Card
    • During a kick-off, the ball may travel in any direction.
    • After the kick-off, the kicker cannot contact the ball again unless it contacts another player.
      • Violation: Direct free kick from mid-court.
    • During play, if the ball hits either the ceiling or a raised basketball goal, it is considered a dead ball.  Possession of the ball is then granted to the team who did not touch the ball last. The ball is placed on the half-court line or at spot of foul if in their defensive half.
  • Goalkeeper
    • The goalkeeper has six (6) seconds to distribute the ball.
    • The goalkeeper may NOT touch the ball with their hands when a member of their own team intentionally kicks the ball to them (pass back). This infraction will result in a direct kick outside of the blue goalie crease where the ball originally crossed the arc.
    • The goalkeeper may not possess the ball with their hands when the BALL is outside of the designated arc; the resulting penalty is a direct kick at the spot of the foul.  
    • The goalkeeper may NOT drop kick the ball nor can the goalkeeper throw the ball past half court UNLESS the ball hits either the ground, the wall, or a player before it proceeds past half court.
      • Violation: Direct free kick placed at the half court line where the ball crossed.
    • If going for ball, the goalie must slide completely horizontal or hands first. If the goalie slides feet first, then it will result in a minimum of a Yellow Card.
  • Offside
    • There is no offsides in Indoor Soccer.
  • Advantage
    • When the official refrains from whistling for a foul to apply the “Advantage Clause”, they will clearly indicate by voice and gesture that it is “advantage”, so the players know that the foul has not escaped their notice.
  • Free Kicks
    • All free kicks will be direct free kicks.
    • Free kicks awarded for fouls within the penalty area will result in a penalty kick.
    • Free kicks will be awarded for:
      • Kicking, striking, attempting to kick or strike, or jumping at an opponent.
      • Tripping, throwing, or attempting to throw an opponent using the hands or feet.
      • Intentionally handling the ball (i.e., carrying, striking, or propelling it with a hand or arm)
      • Holding or pushing an opponent with the hand or arm or with arms extended from the body or using the knee in any way against an opponent.
    • When a penalty kick is awarded, the ball will be placed anywhere on the free throw line of the basketball court.  All players on both teams must begin play behind the mid court line except the goalie and the player taking the kick.  The goalie must remain on the goal line and all other players must wait to cross the mid court line until the shot taker has touched the ball. The referee will blow the whistle and the kicker will take their shot.
      • If a goal is scored, play will be restarted at midcourt with the opposing team’s free kick.
      • If the goal is blocked, play resumes immediately with the ball being live.
      • If the goal is missed, anyone may play the ball except for the shot taker who missed the penalty shot, they may only play the ball after it has been played by another player.
      • ***If the referee rules that there was an infraction with the goalkeeper moving off the goal line too early or players crossing midcourt too early, they may rule in favor of a re-kick. ***
  • Slide Tackling & Sliding
    • NO FORM OF SLIDE TACKLING OR SLIDING IS ALLOWED.  The penalty is an immediate yellow card.  If the act is intentional or blatant, a red card may be issued.
    • If a player simply reaches for a ball and stretches too far and falls, a warning will be issued to stay on your feet, but this is not sliding or slide tackling.

The game will be played according to the current National Federation of State High School Association’s rules if not explicitly stated in this document.

  • Court & Location
    • Matches will be played in the STWFC main gym.
    • Net height will be set at 7’11 5/8” for men and CoRec matches and 7’4 1/8” for women.
    • Playable areas include all areas within the court area.
      • If the ball hits the ceiling above team A’s side, team A may continue to play the ball. (# of hits do not reset)
      • Playing the ball off the walls, curtains, track, etc. is not permitted.
  • Players
    • A team will consist of six (6) players.
      • A minimum of four (4) is required to play.
    • A team is allowed a maximum of three (3) back-row players.
      • These players must be set prior to the service.
      • These players are considered back-row players throughout the point
    • A team is allowed a maximum of three (3) front-row players.
      • These players must be set prior to the service.
    • A team can roster no more than two (2) sport club members from the men’s, women’s, or beach volleyball clubs.
  • CoRec Modifications
    • Player positioning on the court must alternate male, female, male, female, etc.
      • An exception is when a team is playing with uneven genders, in which case no more than two (2) members of the same gender can be beside each other.
    • The following gendered arrangements are allowed (4f/2m, 2f/4m, 3f/2m, 2f/3m, or 2f/2m).
    • There are no restrictions on who must touch the ball prior to it crossing the net.
  • Equipment
    • The game ball will be provided by the Sport Programs staff.
      • If teams wish to warm up, they may check out a volleyball from equipment issue with a valid CarolinaCard.
      • Game balls may not be used for warming up.
      • Teams are not permitted to play with their own ball.
  • Scoring
    • Matches will consist of the best two of three (2/3) games and will only play the third game if needed.
    • All games within a match will be scored in the rally point system.
    • Each of the first two games will be to 25 points.
      • The team must win by two points, with a 30-point cap.
    • The third game will be first to 15 points
      • The team must win by two points, with a 17-point cap.
  • Pre-Game
    • The Sport Programs staff will identify a “coin toss” process that will determine which team will select serve, receive, or side.
      • The teams will change sides after each set.
  • Time Outs
    • Each team is allowed one (1) time out per game.  The length of each time out is 30 seconds.
  • Rotation
    • The team earning the serve will rotate clockwise before the new serve.
    • Every team member must rotate around to every position.
  • Substitutions
    • Substitutes may enter the court only when the ball is dead.
    • Either team (serving or receiving) may substitute during a dead ball.
    • Substitutions may only occur in the middle back position.
    • All substitutes must check in with the down official, who will then whistle/signal the substitute in.
  • Play at Net
    • A net foul occurs when a player contacts any part of the net including cables & antennas
      • Hair & clothing do not count.
    • A player may touch the floor across the center line with one or both feet/hands provided a part of the foot/feet or hand(s) remains on or above the center line.  Contacting the floor completely across the center line with any part of the body is illegal.
    • Blocking or attacking a serve is not permitted.
    • If the ball is driven into the net with such force as to cause the net to contact a member of the opponent’s team, no penalty will be issued to either team and play will continue. 
  • Ball Contact During Play
    • Each team will be allowed a maximum of three (3) contacts per side before returning the ball to the opponent’s side.
    • A contact is any touch of the ball by a player (excluding the player’s hair or clothing).
      • A player may use any part of their body to contact the ball.
    • Multiple contacts are more than one (1) contact by a player during an attempt to play the ball.  They are only allowed.
      • When the first ball over rebounds from one part of the player’s body to one or more other legal parts in an attempt to block.
      • On any first team hit.
    • If two (2) or more players of the same team contact the ball simultaneously, it is considered as only one (1) contact.  Any player may be the next contact.
      • If one or more players are attempting to block a shot and have contact with the ball, this player(s) is eligible to participate in the next contact. The block will not count as a contact for their team.
      • If two or more players of opposing teams contact the ball simultaneously above the net, any one of the players involved are eligible to participate in the next play.
    • A lift, carry, or held ball is defined as when the ball rests momentarily in the hands or arms of a player.  The ball must be cleanly hit.  Scooping, lifting, pushing, holding or carrying the ball shall be considered a lift. 
  • Service
    • The server is identified as the player positioned in the back right (facing the net)
    • The server must hit the ball with one hand, fist, or arm while the ball is held or after it’s released.
    • The server may stand anywhere behind the back line and between the sidelines to serve.
    • The server must receive permission from the official before each serve.  Penalty: one warning, then loss of serve.
      • The ball must be served within 5 seconds of the officials’ whistle.
    • If a player serves out of order, the serving team loses the service and any points gained during such out of order service.
      • The players of the team at fault must immediately resume their correct positions.
    • A foot fault will be declared if any part of the server’s foot touches the back line during or prior to contacting the ball for serve.
    • Players on the serving team may not take action to prevent the receiving team from seeing the ball (no screening).
    • A ball that is served and contacts the net but progresses to the other side of the net before being touched by the serving team, is still in play. 
  • Back-Row Players
    • A back-row player who is on or in front of the 10-foot (attack) line may not complete an attack/hit if, at contact, the ball is entirely above the top of the net. The contact does not become illegal until the attack/hit is complete.
    • A back-row player may complete an attack/hit if:
      • At take-off, the player’s feet have neither touched nor crossed the attack line or its indefinite extension.
        • After the attack/hit, the player may land within the front zone; or at the moment of contact, any part of the ball is below the top of the net.
    • Back-row players may not participate in the action of blocking.
    • If a back-row player illegally attack/hit the ball into an opposing back-row blocker (including simultaneous contact), it is a double fault. Point will be replayed.
  • Replays
    • When two opponents, during the same play commit a simultaneous fault, the point will be replayed.
    • If a ball from another court comes onto the court, a replay may be called.
    • A re-serve shall be issued if the server lets the ball drop.
      • One (1) time only per service term.

The game will be played according to the current National Federation of State High School Association’s rules if not explicitly stated in this document.

  • Court & Location:
    • All games will be played at the STWFC.
  • Players
    • Each team will consist of three (3) players on the court at one time with unlimited substitutions.  To avoid a forfeit, a team may start with no less than two (2) players
      • A team may only have one (1) sport related club sports player on their roster.
      • Substitutions shall be made only during dead ball situations: time-outs, violations, and fouls.
  • Equipment:
    • Game balls will be provided; however, if both teams agree to use a different ball, it may be used. 
    • Non-Marking athletic shoes and athletic attire are required for participation.
    • Any athletic brace with exposed metal must be covered and/or taped.  Intramural Sports will not be responsible for providing athletic tape.
  • Scoring
    • All shots will be worth two (2) points inside the 3-Pt. Arc, outside the 3-Pt. Arc, shots will be three (3) points. Possession will change after a made basket.
  • Timeouts
    • There will be no team time-outs. 
  • The Game:
    • Games shall consist of one (1) period in which the first team to score thirty (30) points or until the twenty (20) minute game clock expires wins (whichever comes first).  
    • A game of Rock, Paper, Scissors will determine who gets ball first.
      • If a held ball occurs, previous offense will shoot from 3.
        • If made, the ball remains with the offense.
        • If missed, the ball changes possession.
    • The 3-Pt. Arc will serve as the restraining area.  On any change of possession, the ball must be taken back behind the 3-Pt. Arc.
    • The ball must be checked in from the top of the 3-Pt. Arc after a made basket.  The ball must be passed in after it is checked in.
    • There will be no officials assigned to games. Teams are responsible for calling their fouls. Teams are expected to resolve their own disputes, however, in the case of constant disagreement, the court supervisor’s decision shall rule.
      • Foul calls will result in a re-check of the ball at the top of the arc, with the team being fouled receiving possession.
    • If the game is tied when time expires, a game of Rock, Paper, Scissors will be played to determine who starts with possession in overtime.  The first team to score in overtime will be declared the winner.
    • Scores for each game need to be reported to the supervisor on duty for scorekeeping purposes.

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