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Campus Recreation

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.

Sport Rules

Fall 2021

Please take the time to review the rules for your sport(s) below!

    1. 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! 
    2. Teams are expected to begin the game at the schedule time.  Game time is forfeit time!
  1. Forfeits: If your team does not have the minimum amount needed to start your game at game time, you will receive a forfeit. The team’s captain and co-captain will be suspended on IMLeagues until the forfeit fee is paid. You will also receive a 1.0 sportsmanship rating for that game
  2. Defaults: If you notify the IM office by 3:00 pm on the day of your game (*by 12:00 pm on Sunday for Sunday games) your team will receive a default (instead of a forfeit). You will not need to pay the $15 re-entry fee and you will receive a 3.0 sportsmanship rating (instead of a 1.0)
  • The UofSC Sport Programs Office can be reached:
    1. By email at sportprograms@mailbox.sc.edu
    2. By phone at 803.576.9387
    3. In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
    1. To receive the latest UofSC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone. 
    2. No jewelry can be worn during games.  Captains are responsible for making sure all jewelry is removed before a player takes the court. 
    3. Sportsmanship: 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.  If a player is ejected, their team may play down a person for the remainder of the game.
    4. Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
  1. In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next serve.
  2. Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.

Click here for a downloadable PDF of our 2v2 Cornhole rules.

  1. Location
    1. All games will be at Strom Field 4 in between Strom WFC Pool and Greek Village or the Green Amphitheater next to the Outdoor Pool Deck .
  2. Team
    1. All players must be registered on the team’s imleagues.com roster to be eligible to play.
  3. Time
    1. 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.
    2. No new Round can start after 40 minutes.
    3. 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.
  4. The Game / Scoring
    1. The first team to 21 wins.  There is no “bust” rule.
    2. 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.
    3. Cornhole rules not mentioned here will refer to rules used by the American Cornhole Organization. Those rules can be found here: http://americancornhole.com/aco-official-rules-for-the-sport-of-cornhole/
    4. Each game ending score will be recorded by a League Official.
  5. Playoffs
    1.  All teams are eligible for playoffs, as long as they maintain a 3.0 sportsmanship, have not defaulted more than 2 games, or forfeited more than one game.

Click here for a downloadable PDF of our 2v2 Badminton rules.

  1. Location
    1. Matches can be played at the Strom WFC Court 4.
  2. The Game (Match)
    1. Players are eligible to play on up to one (1) team.
    2. 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.
    3. There is only one hit allowed before the shuttle goes over the net.
    4. To determine who serves first: volley for serve.
    5. The game will be self officiated.
    6. If there is a question on a call, play the point over.
    7. It is legal if the shuttle hits the net and goes over during play.
  3. Serving
    1. To determine who serves first: volley for serve
    2. Players begin by serving from the right service court into the court diagonally opposite.
    3. When the server’s score is an even number, players serve from the right service court.
    4. When the server’s score is an odd number, players serve from the left service court.
    5. Players must make contact with the shuttle below their waist in an upwards direction.
    6. Only the player in the receiving box can hit the shuttle on a serve.
    7. A player’s feet must be stationary and in their correct court upon delivery of the serve.
    8. If the shuttle hits the line, it is in.
    9. If a player misses the shuttle while serving, the rally goes to the other team.
    10. A shuttle can touch the net as long as it lands in the correct service court.
    11. The same player serves on each team until the opposite team wins a rally, and then serving alternates.
  4. Faults
    1. If players hit the net with their racket or body parts during a rally, the point goes to the other team.
    2. If players touch the shuttle with anything other than the racket during the rally, the point goes to the other team.
    3. Players must make contact with the shuttle on their side of the court otherwise the point goes to the other team.
    4. Player’s may not step on their opponent’s side of the court during play.
  5. Reporting Final Score
    1. At the end of each match please report the score to the Sport Programs Leader.
  6. League Schedule
    1. Each team will play a three week league schedule and will be eligible for playoffs as long as they have completed and reported the results of all of their matches from the regular season. 
    2. At the conclusion of the regular season, teams will be placed in a playoff bracket based on how they performed in the regular season. 

Click here for a downloadable PDF of our 2v2 Spikeball.

  1. Location
    1. Strom WFC Sand Volleyball courts. 
  2. Players
    1. All teams must register for the intramural Spikeball tournament in the USC Intramural Sports Office
    2. All participants must register for their team on www.imleagues.com
    3. Teams compete with two players at a time.
  3. The Game
  1. Rock-Paper-Scissors shall determine which team will serve first.
  2. Opposing teams line up across from each other with the net in the center.
  3. The ball is put in play with a serve- A hit by the server from behind the service boundary line.
    1. Before the ball is served any players not receiving the serve must be 6 feet from the net. The returner can stand at whatever distance they choose.
  4. Once the ball is served players are allowed to move anywhere they want.
  5. The object is to hit the ball in to the net so that the opposing team cannot return it.
  6. A team is allowed up to three touches to return the ball, the rally will continue until the ball is not returned properly.
  7. There are no timeouts.
  1. Scoring
  1. Rally scoring (points can be won by the serving or receiving team)
  2. Games are played to 21. You must win by two.
  3. Switch serving sides once any team has reached 11 points.
  4. Points are scored when:
    1. The ball isn’t hit back into the net within 3 hits.
    2. The ball hits the ground.
  • The ball hits the rim (during a serve- rim shots don’t count as a “let”)
  1. The ball does not bounce off the net in a single bounce.
  2. There is an illegal serve or other infraction.
  1. Serving
    1. The receiving team sets their position first. Server will stand directly across from the receiving player. Only the designated receiver can field the serve.
  1. The ball must be tossed up from the servers hand before it is hit. The ball cannot be hit out of the server’s hand. If the server does not like the toss, they must let the ball drop to the ground. They will then have one more opportunity to toss and serve the ball.
  2. Servers feet must be behind the service line (at least 6 feet from the net) when the ball is hit. The server may lean over the service line, but their feet may not cross the service line until the ball is hit.
    1. If a server’s foot touches or crosses the service line before the ball is hit, the serve is a fault. The serving team has one more try to serve. If the line infraction happens on the second fault, the serving team loses the point, and the other team serves.
  3. The ball must come cleanly off the net on a serve. If the ball takes an unpredictable bounce, the receiver must call “let” before their teammate touches the ball. If the receiver does not call “let” then play continues.
  4. After a server wins the point, they change positions with their teammate so they are directly across from the other member of the receiving team.
  5. The four players serve in the same sequence throughout the match, changing the server each time a rally is won by the receiving team.
  1.  Contacting the ball
  1. Hits must alternate between teammates.
  2. The ball must be hit, not caught, lifted, or thrown. You cannot hit the ball with two hands.
  3. You can use any part of your body to hit the ball and it counts as your hit.
  4. If the ball hits any part of the ground or rim it is no good.
  5. If teams cannot determine if the ball hit the rim, replay the point.
  6. Once the ball has hit the net, it must bounce off in a single bounce. It must clear the rim in order to be good.
  1. Infractions
  1. Defensive players must make an effort to get out of the way of offensive team’s way. If a member of the defensive team is in the way of a play on the ball, the player being blocked must call “hinder” and replay the point. The offensive team must have a legitimate play on the ball to call “hinder.”
  2. If a defensive player attempts to play a ball when it is not their turn, they lose the point.
  3. If a player hits a shot off the net then the ball hits their teammate, they lose the point. If a player hits a shot off the net then the ball hits himself/herself, they lose the point.
  4. If any player makes contact with the Spikeball set that moves the set or affects the trajectory of the ball, they lose the point. If the contact with the Spikeball set does not move the set or affect the trajectory of the ball, play on.

 

Click here for a downloadable PDF of our 2v2 Disc Golf rules.

  1. Location
    1. Matches will be played at different disc golf courses around Columbia. Each week will be a new course.
  2. The Game (Match)
    1. 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.
    2. 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.
    3. The team with the best score on the hole, wins the hole.
  3. Reporting Final Score
    1. 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).
  4. Season Schedule
    1. Each team will play a 4 to 5-week regular season schedule. 
    2. It is each team’s responsibility in order to get their match played in a timely fashion. 
    3. 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.
    4. All game results must be reported to the Sport Programs Office at sportprograms@mailbox.sc.edu in order to be considered official.

 

  1. Playoff Schedule
    1. To qualify for playoffs, a team must have won 1 match and not have defaulted more than 2 matches or forfeited more than 1 match.

Click here for a downloadable PDF of our 2v2 Pickelball rules.

  1. Location
    1. Strom WFC Court 4
  2. Players
    1. All teams must register tournament in the USC Intramural Sports Office
    2. All participants must register for their team on www.imleagues.com
    3. Teams compete with two players at a time.
    4. Both players must be at the game site in time in order to play.
  1. There are no player substitutions during or after the current game. Substitutions can only take place after the complete game set, before the next set of games.
  1. Equipment
    1. Pickleball balls and paddles are available for checkout at the event on a first-come, first-served basis
    2. Participants may use their own paddles
  2. The Game
    1. The ball is served diagonally to the opponent’s service court underhanded without bouncing it off the court.
    2. 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.
    3. 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).
    4. Non-Volley Zone (The Kitchen): A player cannot volley a ball while standing within the non-volley zone also called “The Kitchen”.
  1. 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.
  1. Scoring
    1. Points are scored only by the serving team.
    2. Games are normally played to 11 points, win by 2, best 2 out of 3.
    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.

 

Click here for a downloadable PDF of our 3v3 basketball rules.

  1. Location:
    1. All games will be played at the Strom Thurmond Wellness and Fitness Center
  2. Forfeit Policy:
    1. Teams should arrive 15 minutes before the game to check ID’s and complete score sheets
    2. Teams are expected to begin the game at the scheduled time.  Game time is forfeit time!
  3. The Game:
    1. 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).   All shots will be worth two (2) points within the Three Pt. Arc, outside the Three Pt. Arc, shots will be three (3) points. Losers ball out after each made basket.
    2. There will be no team time-outs. 
    3. 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
  1. A team may only have one (1) sport related club sports player on their roster.
    1. A game of Rock, Paper, Scissors will determine who gets ball first. Thereafter, any held ball situation will use the alternating possession procedure.
    2. Substitutions shall be made only during dead ball situations: time-outs, violations, and fouls
    3. The 3 Point line will serve as the restraining area.  On any change of possession, the ball must be taken back behind the 3 Point line. 
    4. The ball must be checked in from the top of the 3 Point line after a made basket.  The ball must be passed in after it is checked in.
    5. There will be no officials assigned to games. Offense is responsible for calling fouls. Teams are expected to resolve their own disputes, however, in the case of constant disagreement, the court supervisor’s decision shall rule.
  1. Foul calls will result in a re-check of the ball at the top of the arc.
  1. CoRec
    1. Teams must have at least one (1) male and 1 (one) female player on the court at all times.  The third player can be of either gender. 
    2. Scoring is worth the same amount of points whether a male or female player scores.
  2. Equipment:
    1. Game balls will be provided; however, if both teams agree to use a different ball, it may be used. 
    2. Non Marking athletic shoes and athletic attire are required for participation 
    3. Any athletic brace with exposed metal must be covered and/or taped.  Intramural Sports will not be responsible for providing athletic tape
  3. Winning the Game:
    1. The games will be played straight up, first to thirty (30) points or until the twenty (20) minute game clock has expired.  Whichever occurs first will cause the game to end. 
    2. 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.
    3. Scores for each game need to be reported to the supervisor on duty for scorekeeping purposes.

 

Click here for a downloadable PDF of our 4v4 Sand Volleyball rules.

  1. Location
    1. All games will be played at the Strom WFC Sand Courts, located on the outdoor pool deck
  1. Players
  1. Each team will consist of 4 players on the court at one time with unlimited subs. To avoid a forfeit, a team may start with no less than 2 players.  Substitutions shall be made only during dead-ball situations out of the server’s position.
    1. Teams may not have more than one (1) sport related club player on their team.
  2. All Players must rotate including the server. (Servers must change during each rotation)
  3. CoRec teams must play with 2&2 or 2&1 or 1&1
  1. Equipment
  1. Game balls will be provided by the Intramural Sports program, however if both teams agree to use a different ball, it may be used. Warm-up balls may be checked out from Equipment Issue.
  1. Pre-game
  1. The supervisor and the captains will meet at the net and determine who starts with serve and who will pick side based on a “behind the back, 2 or 1” method

 

  1. Scoring
  1. 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.
  1. Playing the Ball
  1. Each team is entitled to a maximum of three hits, excluding the block, to return the ball to the opponent’s court.
  2. A player is not permitted to take support from a teammate or any object in order to reach the ball. However, a player who is about to commit a fault may be stopped or held back by a teammate.
  3. A player may touch the ball with any part of the body.
  4. One handed placement or redirection of the ball with the fingers (a dink or open-hand tip) is a fault.
  1. Play at the Net
  1. A ball sent over to the opponents side, must cross over the net between the ends of the net
  2. A ball may be played out of the net, assuming the team has hits left to play.
  3. A player may not come into contact with the net in any setting (only exceptions are clothing & hair.)
  4. Servers must stay in the back row and cannot spike or block at the net. They are the only member on the court that is not allowed to attack at the net.
  1. Time-Outs
    1. Each team is entitled to a maximum of two (2) time-outs per match, which shall last for 60 seconds.
  2. Playoffs:
    1. All teams are eligible for post season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average and have won at least one (1) game.
    2. If a player is ejected for unsporting reason during a playoff match, the game may be forfeited regardless of time or score remaining.

 

 

Click here for a downloadable PDF of our 5v5 Indoor Soccer rules.

  1. Location
    1. Games will be played in the Strom WFC South Center gym.
  2. Players
    1. Each team will consist of five (5, including the goalkeeper) players on the court at one time.  To avoid a forfeit, a team may start with no less than four (4, including goalkeeper) players.
    2. CoRec teams must consist of 2w & 3m or 3w & 2m (including goalkeepers); the minimum on the field at a time is 2w & 2m.
  3. Equipment
    1. Knee pads must be worn at all times by goal keepers.  Campus Recreation will provide knee pads if necessary.
    2. Athletic shoes or sneakers must be worn at all times (no sandals, metal soles, or bare feet.)
    3. All teams will be given the option to use the FUTSAL ball for indoor games. Both teams must agree upon the use of the Futsal ball. In an instance when one team does not agree, the default option of the provided Intramural Sports Indoor ball will be used.
  4. Timing
    1. Games will consist of two 18 minute halves with a 3 minute half time.
  1. There will be a running clock, unless the Supervisor deems it necessary to stop the clock for an injury.
  2. There will be no stoppage time in any of the games.
    1. There are no time-outs.
    2. There will be no overtime in the regular season.
    3. When time expires (the buzzer sounds), the game is over and the ball is ruled dead.
  1. Pre-Game
    1. 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.
  2. The Game
    1. Substitutions shall be unlimited, but must be made during a dead ball or when the goalkeeper of the substituting team has possession of the ball in their hands and the officials have stopped play.  Teams that substitute “on the fly” will be penalized with a yellow card.  All substitutions must be made using the middle set of doors.  Teams failing to substitute correctly will be penalized a yellow card.
    2. During a kick-off, the ball is not obligated to go forward.
    3. 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 controlling teams own half.
  3. Goalkeeper
    1. The goalkeeper has five (5) seconds to distribute the ball.
    2. The goalkeeper may NOT touch the ball with his/her hands when a member of their own team deliberately kicks the ball to him/her (pass back)  This infraction will result in a direct kick outside of the blue goalie crease where the ball originally crossed the arc.
    3. 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.  
    4. 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.
    5. The goalie can slide tackle if going for ball, but must slide completely horizontal or hands first. If the goalie slides feet first then it will result in a Yellow Card.
  4. Offside
    1. The offside rule will NOT be enforced.
  5. Advantage
    1. When the official refrains from whistling for a foul in order to apply the Advantage Clause, he/she will clearly indicate by voice and gesture that it is “advantage” so the players know that the foul has not escaped his/her notice.
  6. Free Kicks
    1. 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:
  1. Kicking, striking, attempting to kick or strike, or jumping at an opponent.
  2. Tripping, throwing, or attempting to throw an opponent by the use of the hands or feet.
  • Intentionally handling the ball (i.e. carrying, striking or propelling it with a hand or arm)
  1. 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.
    1. 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 his/her shot.
  1. If a goal is scored, play will be restarted at midcourt with the opposing team’s free kick.
  2. 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.
  1. ***If the referee rules that there was an infraction with the goal keeper moving off the goal line too early or players crossing midcourt too early, he/she may rule in favor of a re-kick.***

 

  1. Slide Tackling
    1. NO FORM OF SLIDE TACKLING IS ALLOWED.  The penalty is an immediate yellow card.  If the act is intentional or blatant, a red card may be issued.
    2. 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.
    3. A player may slide to stop the ball if not close to an opposing player.
  2. Scoring
    1. A goal is scored when the WHOLE ball crosses over the goal line, between the goal posts and under the cross bar, 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. 
    2. A game shall be over when a team is leading by seven (7) or more goals with less than five (5) minutes remaining or by fifteen (15) or more goals with ten (10) minutes remaining.
    3. All male & female goals shall count as 1 point.
  3. Playoffs
    1. All teams are eligible for post season play provided that they do not forfeit more than once during the course of the season and they complete the season with the required minimum sportsmanship rating of 3.0.

 

Click here for a downloadable PDF of our 7v7 Flag Football rules.

  1. Field & Locations
    1. Games will be played at the Strom WFC Recreational Fields, unless notified otherwise.
    2. The field shall be rectangular (100 yds x 40 yds), including two 10 yd end zones.  The width of the fields shall 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.
  2. Players
    1. Seven players constitute a men’s or women’s team.  A team may play with 5 players.  If fewer than 5 players are present at game time, a forfeit will be declared by the supervisor. 
    2. CoRec teams may play with eight and there must be no more than 4 players of a gender on the field at any time.  CoRec teams must have at least 6 players to start.  The following gendered arrangements are allowed (4w& 4m, 4w&3m, 3w&4m, 3w&3m, 4w&2m, or 2w&4m).
  3. Equipment
    1. Each player on the field must wear a one piece flag belt (provided by USC Intramurals) on the waist with the 3 permanently attached flags on either side and one on the back.
    2. 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”.)
    3. Headgear, shoulder pads, body pads, or any unyielding or dangerous equipment is prohibited.
    4. Players may wear a knit or stocking cap but no bandanas or any other headwear with a knot may be worn.  No baseball style hats.
    5. Soft gloves may be worn
    6. Under no circumstances will a player wearing a cast or splint be allowed to play.  Braces with exposed metal parts must be covered.
    7. 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. 
    8. Belt loops, pockets, exposed drawstrings, or untucked hoods are illegal. 
    9. The supervisor on duty will make any decisions on the legality of any equipment. His/Her decision will be final!
  4. Timing
    1. The game will consist of two halves of 20 minutes.  The clock will run continuously throughout the first half and throughout the first 18 minutes of the second half, except for when a time-out is called or at the referee’s discretion.  During the last 2 minutes of the second half the clock will stop for an incomplete pass, when a player goes out of bounds, on penalties, on a change of possession, on any score, or on first downs.
    2. 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.
    3. Teams are permitted 3 time-outs per game.  Each time-out will last 1 minute.
    4. The referee may stop & start the game clock whenever, in his/her judgment, either team is trying to conserve or consume playing time by using illegal or unfair tactics.
  5. Pre-Game
    1. Three minutes prior to game time, the referee shall toss a coin and the visiting captain shall call the toss.  The captain winning the toss shall have several options for the first half or shall defer their options to the second half.  The options for each half shall be:
  1. Offense v Defense
  2. Goal to defend
    1. The captain not having the first option for a half shall exercise the remaining option.
  1. Punting
    1. There will be no scrimmage kicks to start a game; the ball will be placed on the 14 yd line.  Following a safety, the scoring team will snap from their own 14 yd line.
    2. 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.  K may catch, touch, muff, or bat a punt in flight beyond K’s scrimmage line if no R player is in position to catch the ball.
    3. Players shall ignore any signals (fair catch) given by the kickers or receivers.  The ball remains live. 
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. When a punt breaks the plane of R’s goal line, it is a touchback.
  2. Snapping The Ball
    1. The player who receives the snap from the center must be at least 2 yds behind his/her scrimmage line.  The snapper shall pass the ball back from its positions on the ground with a quick & continuous motion of the hand(s).
    2. The offensive team must have a minimum of 1 player (the snapper) on the line of scrimmage at the time of the snap. 
    3. 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.  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.
  3. Passing The Ball
    1. All players are eligible to touch a forward pass after it is thrown.  The pass may catch his/her own forward pass provided another player has touched it first.
    2. 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.
    3. 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.
    4. It is illegal to attempt to steal the ball while in player possession.  Once a player has obtained possession of the ball, his/her opponent must play the flag, not the ball.
    5. Defensive players must not contact the passer at anytime 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, it is considered “roughing the passer.”
    6. Only one foot must touch inbounds in order for a pass reception to be considered legal. 
  4. Screening & Rushing
    1. Screen blocking is legally obstructing an opponent without using any part of the body to initiate contact with him/her.
    2. The offensive screen block shall take place without contact.  The screen blocker shall have his/her hands and arms at his/her side or behind his/her 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 use his/her hand or arms to break a fall or to retain his/her balance.
    3. Defensive players must go around the offensive player’s screen block.  The arms and hands may not be used as a wedge to contact the opponent. 
    4. The application of this rule depends entirely on the judgment of the referee.
    5. These actions are judged similarly to the block/charge call in basketball.
  5. Scoring
    1. All touchdowns will count as 6 points.
    2. Teams will have the option to go for either 1 (3 yds), 2 (10 yds), or 3 (20 yds) points after a touchdown.
    3. Safeties will count as 2 points.
    4. Mercy Rule: 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.  If a team is 35 or more points ahead at any time during the second half, the game shall be over.
  6. Miscellaneous
    1. 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.
    2. Team players are responsible for retrieving the ball after a down has ended.  Officials are not responsible for retrieving the ball.
    3. The offensive team may take the ball to the huddle after each play.
  7. CoRec Rules
    1. An adult or youth football can be used, captains must agree or a youth ball will be used. 
  1. If captains can’t agree, a youth football will be used.
    1. 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.
    2. Closed means a male player may not throw a legal forward pass completion to any other male player.  Open means any player can complete a legal forward pass to any other player.
    3. During the offensive team’s possession there may not be 2 consecutive legal forward pass completions from a male passer to a male receiver.  This rule applies to the try.
    4. If a male passer completes a legal forward pass to a male receiver, the next legal forward pass completion must involve either a female passer or female receiver for positive yards.  The spot where the ball becomes dead by rule must be beyond the Team A scrimmage line.  There is no foul for a female receiver being tagged or deflagged behind the Team A scrimmage line.  The next legal forward pass completion remains closed.
    5. There are no other restrictions concerning a male passer completing a legal forward pass to a female receiver, or female to female, or female to male.
    6. Any foul, whether accepted or declined, shall have no effect on whether the next forward pass completion is open or closed.
    7. Mercy Rule: If a team is 25 or more points ahead when the referee announces the 2 minute warning for the second half or anytime after, the game shall be over.  If a team is 40 or more points ahead at halftime of any point after, the game shall be over.
    8. Scoring:  If a female score a touchdown or throws a legal forward pass and a touchdown is scored by any member of that team on that down, the point value is 9.  All other touchdowns are counted as 6.
  1. Overtime

There will be no overtime during the regular season.

  1. 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. 
  2. All overtime periods are played toward the same goal line.
  • Each team will be given a series of 4 downs to score.
  1. Extra points will be attempted and scored as previously stated.
  2. If the defense intercepts the ball, the ball is dead.
  3. 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.

 

Click here for a downloadable PDF of our 8v8 Kickball rules.

  1. Location:
    1. All game will be played at the Blatt PE fields.
  2. Players
    1. The maximum number of players on the field is 8.
    2. The minimum number of players on the field is 6, with no gender minimum.
    3. All players present for a game must be placed in the kicking order, unless the player elects not to play.
    4. Fielding teams are required to play a catcher and pitcher.
  3. Equipment
    1. All equipment may be provided by Sport Programs and will be brought to the game by the umpire.
    2. 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.
  4. Game Clock
    1. Each game shall be completed in no more than 7 innings or 55 minutes, whichever comes first.
    2. No new inning may begin after 45 minutes; any inning being played after 45 minutes shall be the last inning of the game.
    3. In the event of a tied score after the final inning, the game shall be recorded as a tie (regular season only).
    4. A game will be termed “official” after 4 complete innings (or 3 ½ if the home team is ahead.)
  5. Pitching & Catching
    1. The Roller/Pitcher must release the ball on the roller’s mound/mat.  At the end of the release, the pitcher CAN NOT at any time cross the roller’s mound nor can they start their pitching motion while not standing on the Roller’s Mat (No Running Start).  Doing so will result in an illegal pitch.  After 1 warning , kickers will be allowed to take a base for each infraction thereafter.
    2. 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 a re-kick, if necessary. The second violation, and thereafter, will result in the kicker choosing the option of re-kicking or being awarded first base.
    3. The pitch must pass within the 1-foot strike zone around and no more than 2 inches above home plate.
    4. The pitch must have bounced twice or be rolling on the ground when crossing the plate and be flat with no bounce throughout the flight of the pitch.
    5. The pitch must be Flat Roll, excessive speed or any spin will be called illegal.  First Warning is 2 Balls, Second Warning and thereafter will result in a 2 Base Penalty.
    6. Pitchers must release the ball from below the waist and cannot, during delivery of the pitch, take the ball over their shoulder.
    7. 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 his or her ability to kick, until contact is made with the ball.
  6. Kicking
    1. There is no maximum number of players that can be in the kicking lineup.
    2. There is no alternating gender requirement in the kicking order. 
    3. All teams must create a lineup.  Any team may ask for the opposing teams lineup before the game.
    4. Kicking order issues are the responsibility of the teams.  If at any time a lineup order comes into question, and a lineup is not available, 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.
    5. 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.
    6. Bunting is not permitted for any players. 
    7. 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.
    8. 3 strikes is an out and is called when:
  1. The ball crosses the strike zone without being kicked.
  2. The kicker swings at but misses the ball.
  • The ball is kicked foul.
    1. Fouls are always counted as strikes, including on a 2 strike count, and are called when:
  1. The ball is considered foul if it is touched by a fielder in foul territory.
  2. 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.  All balls must be kicked inside box.
  1. The kicker makes a "double-kick", i.e. kicks or contacts the ball after the initial kick while still behind home plate.
    1. 4 balls allows the kicker to advance to first base as is called when:
  1. Ball fails to pass through the 1-foot strike zone around home plate.
  2. Ball bounces more than 1-foot above strike zone.
  • Ball bounces fewer than twice prior to crossing the strike zone.
  1. Running
    1. Stealing bases and leading off bases is illegal. A player who was leading the base prior to the hit shall be called out.
    2. Sliding into ANY base is illegal. A player who slides into any base or initiates contact with the defensive player shall be called out.  Runners are strongly encouraged to use the safety base at first.
    3. 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.
    4. Play shall end when the pitcher has control of the ball within 10 feet of the pitcher's mound. Any runners in motion at this time, and at the ref's discretion, must stop at the base they are moving towards.
    5. A runner is out when:
  1. Fielder catches a fly ball.
  2. Gets 3 strikes.
  • Base is tagged on a forced run.
  1. Runner is tagged by a fielder in possession of the ball.
  2. Comes in contact with the ball, except when thrown by a fielder at the head (unless sliding).
  3. Runner is off base when the ball is kicked.
    1. A runner that is tagged or hit in the head by a ball shall be considered safe at their intended base, unless that player was sliding or intentionally placed their head in the path of the ball.
    2. 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 ref deems ball unplayable (over the fence, in the woods, etc.)
    3. 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.
    4. 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.
    5. Runners cannot intentionally touch, yell at, or severely interfere, intentionally, with a fielder making a catch. Referees can immediately call any runner out if they deem this rule to have been violated.
  1.  Mercy Rule
    1. The inning shall advance when a team scores 7 runs in the inning. The mercy rule shall be called and the inning advanced immediately upon scoring the 7th run. The mercy rule advances the inning; it does not end the game except when team is down by more than 7 going into the 7th inning, more than 14 going into the 6th inning, or more than 21 going into the 5th inning, the game will be called.
  2. Playoffs
    1. All teams are eligible for post season play provided that they do not forfeit more than once, default more than twice and have a 3.0 sportsmanship rating average.
    2. 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.

Click here for a downloadable PDF of our 10v10 Softball rules.

  1. Location:
    1. All game will be played at the Blatt PE fields.
  2. Players
    1. A team will consist of ten (10) or eleven (11) players if they elect to use an Extra Player.
    2. If a team plays with eight (8) or nine (9) players they do not have to take automatic outs.
    3. 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.
    4. Every starter may re-enter once per game.  Starters must be placed into the spot in the batting order he/she previously occupied. 
    5. The captain making the substitution shall immediately notify the supervisor at the time the sub enters the field.
    6. The on-deck batter and 3rd base coach may be the only players from the batting team on the left side of the field
  1. Rest of the team/spectators need to be up on the steps
    1. This includes all team equipment
  1. Equipment
    1. 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 at the Blatt PE Center from Equipment Issue with a Carolina Card.
    2. 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.
    3. 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 Intramural Sports staff before use.
  1. 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.
    1. The umpires and supervisors reserve the right to deem any personal bat illegal as determined by the Intramural Sports staff.
  1. The Game
    1. Games will be a max of seven (7) innings in length, or sixty (60) minutes in duration
    2. No inning may be started fifty (50) minutes after the beginning of the game.
    3. 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.)
    4. A game will be termed “official” after four (4) complete innings (or 3 ½ if the home team is ahead.)
    5. Batters will enter the box with a “1-1” count.
    6. There will be one (1) “courtesy foul” with a two (2) strike count.  The next foul ball will be called an out.
    7. No bunting or intentional chopping of the ball will be allowed (dead ball, out).
    8. The batter is not awarded first base if hit by a pitch. 
    9. Sliding is permitted in all leagues, except for diving headfirst into home.
  1. Any player who slides headfirst into home will automatically be called out.
  1. Scoring
    1. 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
    2. Mercy rule: If a team is up by twenty (20) after four (4) innings, fifteen (15) after five (5) innings, or eleven (11) after six (6) innings
    3. 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.
  2. Base Running
    1. No leading off or stealing is allowed.  A base runner may not leave the base until the ball has been hit.
    2. 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.
    3. Plays at first base
  1. White base is for fielder, the orange is for the runner.
  2. Umpire may call a runner out or eject a player for purposely interfering with a play at 1st base
    1. Interference
  1. With batter by catcher or fielder: Batter is awarded first base and the ball is dead
  2. With runner by fielder: Award number of bases umpire thinks the runner is entitled to, and ball remains in play
  1. Overthrows:
    1. When the ball is in play and is overthrown (beyond the boundary line), awarded bases will be determined 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).
  2. Infield Fly Rule: 
    1. An infield fly is a fair fly (not including a line drive) which can be caught by an infielder with ordinary effort in the judgement 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 (ball does not have to be caught for this rule to apply).

 

 

  1. Pitching:
    1. The ball must be delivered with a minimum arc of six (6) feet and a maximum of ten (10) feet.
    2. One fluent motion is needed to deliver the ball (fakes will not be allowed.)
    3. One foot must remain on the pitching rubber at all times.
  2. Playable Areas
    1. Out of Play Restrictions
  1. Any ball that hits the sidewalk in the outfield becomes a dead ball
    1. Any ball that crosses the sidewalk in the outfield in the air will be a homerun.
    2. Any ball that crosses the sidewalk in the outfield after it has hit in play will award the batter third base.
    1. No player may climb the hill in left field foul territory in an attempt to retrieve/catch a ball
  1. The ball will be called dead
    1. No player may attempt to catch a ball after it has struck a tree in right field foul territory
  1. The ball will be called dead
    1. If a ball is caught after it strikes any obstruction (i.e. trees, poles, etc.) there is no out recorded and play will continue as normal.
    2. All other out of play restrictions and unplayable balls will be at the discretion of the umpires
  1. Playoffs:
    1. All teams are eligible for post season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average and have won at least one (1) game.
    2. If a player is ejected for unsporting reason during a playoff match, the game may be forfeited regardless of time or score remaining.
    3. There will be extra innings in the playoffs as needed.
  2. CoRec Modifications
    1. Players
  1. Each team will consist of ten (10) players on the field at one time (5 men & 5 women). A team can bat up to 12 but then both a male & female player must be added to the line-up as an EP.
    1. A substitute may enter the game into the extra hitter’s position. That player is now considered the extra hitter. 
  2. Team members must bat in alternating order (i.e. male, female, male, female, etc. or female, male, female, male, etc.)
  • Players may play any position on the field. There is no stipulation as to where males and females may play.
  1. To avoid a forfeit, a team may start with no less than eight (8) players. Teams may play with a 5/3, 4/4, or 5/4 ratio of males/females or vice versa.

 

    1. The Game
  1. 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 Intramural Sports staff before use.
    1. 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.
  2. A restricted arc will be painted in the outfield for CoRec play. The restricted arc will be approximately 160 feet down the first and third base line, 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 second base automatically. The female batter behind him then has the option of batting or taking a walk. This decision must be made prior to the first pitch to the female, and must be made by the player in question (not the team captain or coach).
  1. If a team wishes to use a courtesy runner, the base runner must be from the same gender.

 


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