Skip to Content

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 - Summer 2022

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.
  • Locations
    • Games will be played at the Strom WFC Court 4 & Blatt PEC Courts A & B.
  • Players
    • Each team will consist of five (5) players on the court at one time with unlimited substitutions. To avoid a forfeit there must be at least four (4) players at game time to play.
  • Equipment
    • Intramural Sports will provide the official game ball. If both teams agree to use a different ball, it may be used. Warm-up balls may be checked out with a valid Carolina Card ID from equipment issue if open.
    • 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. 
  • Timing
    • The game will consist of two (2) twenty (20) minute halves.  The clock will run continuously throughout the first half AND the first eighteen (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 on all whistles.
    • Half time will be 3 minutes.  The referee has discretion to reduce the length of half time if conditions deem it necessary, or if teams are ready to play.
    • Teams are permitted 3 time-outs per game.  Each time-out will last 30 seconds. Timeouts may only be granted by the players on the floor.
  • The Game
    • The game is started with a jump ball; thereafter, any held ball situation, and the start of the second half, will use the alternating possession procedure.
    • Substitutions shall be made only during dead ball situations: time-outs, violations, and fouls
    • Substitutes MUST check in with the scorekeeper prior to entering the game and may not be allowed to enter until motioned in by an official.
    • During Free Throws:
  • Other than the shooter, the number of players permitted in marked lanes spaces will be four (4) defensive players and two (2) offensive players with the lane spaces closest to the basket remaining vacant.
  • Players not in marked spaces on the foul lane must be positioned behind the free throw line extended, and the three-point arc.
  • Players in marked lane spaces may enter the lane as soon as the ball is released from the free throw shooter’s hand.
  • It will be a violation if the free throw shooter has taken longer then ten (10) seconds starting when the ball has been received from the official.
    • Hanging on the rim at any time is prohibited and will be penalized with a technical foul except in a situation to prevent injury.
    • Any player receiving two (2) technical fouls in a game will be ejected from the contest. If a team accumulates three (3) technical fouls in a game, that game will end in a forfeit, regardless of the score.
  • Scoring
    • Made shots behind the 3-point arc will count as three (3)
    • Made shots within the 3-point arc will count as two (2)
    • Made free throws will count as one (1) point
    • Mercy Rule: If a team is up by 35 or more points at anytime during the second half the game will be called and the team in the lead will be declared the winner.
    • If a team is up by 20 or more points under two minutes in the second half the game will be called and the team in the lead will be declared the winner
    • During the regular season, if a game ends in a tie, a five (5) person free throw shoot-out will occur
  • Must consist of five (5) players that ended the game on the court
  • Shootout will be a sudden death format
    • Shoot until one team makes and the other misses.
    • If all five players make it the order will begin from the beginning.
  • CoRec must alternate genders.
    • Must consist of five (5) players that ended the game on the court
  • Playoffs
    • All teams are eligible for post season play provided that they do not forfeit more than once, they do not default more than twice, and they have at least a 3.0 sportsmanship rating average.
    • If a player is ejected during a play-off game for unsporting technical fouls, the game may be forfeited regardless of score or time remaining.
    • During playoffs, if a game is tied at the end of regulation, a four (4) minute period will be played.
  • If still tied at the end of the first overtime period, a second one will occur (and so on)
  • The ball will be re-jumped at center court to begin every overtime.
  • Each team is entitled to 1 time-out per overtime period (which do not carryover.)
  • CoRec
    • A women’s ball is the default ball used in CoRec games. However, both teams can agree to use a men’s ball.
    • In order to field a legal CoRec team a team must meet the following requirements:
  • At least one person of each gender
  • Meet the minimum of four (4) players on the floor to start a game
  • Never go over three (3) participants of the same gender
  • Acceptable ratios are:
    • 3-1, 3-2, 2-2
    • All made shots from behind the 3 point arc will count as three (3) points, made shots within the 3 point arc will count as two (2) points, and all made free throws will count as one (1) point.
  1. Location
    1. Strom WFC South Center court. 
  2. Players
    1. All participants must register for their team on www.imleagues.com
    2. Teams compete with six players at a time.
    3. Minimum to start is five players.
  1. Game Time & Length
    1. Each game has a 7 inning or 35-minute time limit, whichever comes first. 
  1. Any inning started before the 35-minute time limit will be completed.
    1. Regular season games can end in a tie. 
  1. Playoffs will go to extra innings where each team will start their half of the inning with bases loaded (with last three players that batted on base) and no outs.
  1. Playing The Game
  1. Wiffleball will be self-officiated. A Sport Programs Leader will be available to handle any disputes.
  2. The batting order may have an unlimited number of people as long as the order remains the same throughout the entire game.
  3. There is no stealing or leading off bases in wiffleball, the runner must stay on their base until the ball has been batted.
  4. Base runners advance at their own risk, no bases will be automatically awarded for over throws.
  5. The hitting team will provide the pitcher and catcher.
  6. Pitching:
    1. The pitcher will throw overhand
    2. Each batter gets 3 pitches, if the batter fails to put the ball in play they will be declared out.
  7. Hitting:
    1. No bunting will be permitted, each batter must take a full swing.
  8. A ball that hits the wall or ceiling in foul territory may NOT be caught on the fly for an out.
  9. A ball which hits the ceiling in fair territory MAY be caught for an out.
  10. Sliding is not allowed.
  1. Outs
  1. To be considered out one of the following must occur:
    1. The ball batted is caught before it touches the ground.
    2. The runner off base is tagged with the ball while in the hands of the fielder.
  • The ball must be securely in the hands of a fielder standing on a base, the ball arrived before the runner tags base. *on a forced out*
  1. The fielder may throw the ball at the runner for an out, it will be called out if the runner is NOT in contact with the base when hit with the ball. * If the runner is hit in the head or if the ball bounced off anything before hitting the runner, the runner is safe*
  2. A runner leading off or stealing bases will be called out.
  3. A batter throws a bat. *One warning will be given*
  • A runner who slides will be called out.
  1. Scoring
  1. A batter that advances through first, second, third and tags home without an “out” occurring will score one run for his/her team.
  2. Homerun: a ball which hits above the designated “home run line” on the outfield wall on the fly is an automatic home run.
  1. Mercy Rule
    1. Teams can only score a maximum of 10 runs per inning.
  1. A game will be called due to the mercy rule if a team can’t mathematically come back in the game with the 10 run limit per inning.
  1.  
  1. Location
    1. All games will be played in the STWFC Field 3.
  2. Players
    1. Each team will consist of six (6) players on the field at one time.  To avoid a forfeit, a team may start with no less than three (3) players.
  3. Equipment
    1. Each player must wear closed toes.
  4. Timing
    1. A match will last for 35 minutes (running clock).  As many games as can be played, will be played in that time period.
    2. If a game ends with two (2) minutes or less on the clock, then the match shall be called.
  5. Scoring
    1. Each game won shall count for one point in the match. The winning team will be the team that won the most games in the match.
    2. Mercy Rule: If a team is up by five (5) games, a mercy rule will be put into effect, thus ending the match.
  6. The Game
  1. Substitutes may only enter at the beginning of a game and must complete at least one (1) full game before substituting out.
  2. Game begins by each team having 2 balls to begin.
  3. A “floating center line” will be in effect. This area will be between the two lines on the field.  At any time, players may roam in the center area from either team.   If a player’s whole foot crosses over the opposing restraining line, they may be called out.
  4. Once a live ball hits the ground, it is dead.
  5. The ball must be thrown at players (they cannot be tagged).
  6. You may not grab/knock a ball out of a player’s hand with your hand.
  1. Eliminating Your Opponent
  1. A player is eliminated by one of three methods:
    1. Having your thrown ball caught by an opponent (a ball that hits the ground or is deflected off of another ball does not count).
    2. Being struck by an opponent’s thrown ball on ANY part of your body (a ball that hits the ground before hitting the player does not count). If a player is hit in the head, they will remain in the game UNLESS they are purposefully evading an opponent’s throw. A ball that hits another player is still live and may continue to eliminate players until it hits the ground or is caught.
      1. A player may defend themselves by blocking the ball in flight with another ball but must retain control over the ball they are blocking with. If the player drops or loses possession of the blocking ball will be called “out.”
      2. If a player is hit by an opponent’s ball and another member of their team catches it, then the player may remain in the game and the thrower is out.
  • 1 foot completely crossing the restraining line (floating center line).
  1. Regeneration
  1. If a player catches an opponent’s throw, an eliminated team member may be brought back into the game.
    1. Each team is limited to 3 regenerations per game
  1. Rule Enforcement
    1. The games will be self-officiated by the participants. The SP 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, rock, paper, scissors is determined to rule.
    2. 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.
  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. If a player is ejected for unsporting reason during a playoff match, the game may be forfeited regardless of time or score remaining.
    3. If a match ends in a tie, one extra game will be played.  The extra game will have the following criteria:
  1. Each team will pick three of their players to play in the extra game.
  2. The extra game will start with each player having a ball in their hand while touching the back line (there will be 4 total balls in play for the extra game).
  • The match will end when all 3 players of a team are eliminated. The winning team will advance in the playoff bracket.

 

  1.  
  1. Location
    1. Strom WFC Field 3. 
  2. Players
    1. All participants must register for their team on www.imleagues.com
    2. 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. Teams will play as many games as they can within 40 minutes.
  2. The team with the most wins after the time limit wins the match.
    1. If the number of games is tied after the time limit, whoever is winning the current game wins the match.
      1. If tied in the current game, next point wins the whole match.
    2. Rally scoring (points can be won by the serving or receiving team)
    3. Games are played to 15. You must win by two.
    4. Switch serving sides once any team has reached 7 points.
    5. 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 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 “pocket” before their teammate touches the ball. If the receiver does not call “pocket” 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.

 

  1. Location
    1. All games will be played at the Strom WFC fields.
  2. Players
    1. Each team will consist of seven (7, including the goalkeeper) players on the pitch at one time.  To avoid a forfeit, a team may start with no less than five (4, including goalkeeper) players.
  1. In CoRec, a team may play with any combination of the following:
    1. To play, a team may have a maximum of 4 of any gender. You must start with at least one of each gender. You still need 4 to start the game. Examples of acceptable ratios under the rule: 3-1, 2-2, etc.
  1. Equipment
    1. No metal of any kind is allowed.  This includes metal-tipped cleats. All players must wear closed-toed shoes at all times.
  1. No hard plastic track cleats may be worn.
    1. Shin guards are strongly recommended but are not provided by Intramural Sports.
  1. Timing
    1. Games will consist of two (2) twenty (20) minute halves with a three (3) minute half time.
    2. There are no time-outs.
    3. There will be no overtime in the regular season.
  2. 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.
  3. The Game
    1. Substitutions shall be unlimited but can only be made on any goal kick and on their own team’s throw-ins and corner kicks (unless the other team subs, then they can sub, as well). 
    2. Teams that substitute “on the fly” may be penalized with a yellow card to the captain. 
    3. A player who receives a yellow card is not obligated to be substituted out of the game.
    4. All substitutions take place at midfield, and you must notify an assistant referee and receive permission to enter the pitch from the center official but players may exit the pitch anywhere.
    5. Kick-off
  1. The ball is not obligated to go forward.
  2. A team may score a goal directly off a kick-off.
  • The initial kicker may not touch the ball twice in succession. If this occurs, an indirect free kick is awarded to the opponent (Double Touch Rule)
  1. Goalkeeper
    1. The goalkeeper has six (6) 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 (double possession). The penalty is an indirect kick from the spot of the infraction. 
  1. If the infraction occurs within the six (6) yard box, the ball will be placed at the edge of the six (6) yard box.
    1. The goalkeeper may not drop kick or punt the ball at any time, it must be played at their feet or thrown. The penalty is an indirect kick at the spot where it crossed the eighteen (18) yard box.
    2. The goalkeeper may not throw the ball over the half-line without the ball hitting a player or the ground.
    3. The goalie may slide (hands first) if going for ball, however, they may not tackle a player as a result.  If the goalie appears to be completely horizontal, they will be given the benefit of the doubt.
  1. Goal Kicks
    1. Goal kicks must be taken anywhere inside the goal area (6-yard box).
    2. The ball is in play at the point of contact and when it clearly moves.
  1. At this point, opponents may enter the penalty area (18-yard box).
  2. If the kicker touches the ball again before it has touched another player, then an indirect kick is awarded to the opposite team (Double Touch Rule).
    1. Opponents must be outside the penalty area (18-yard box) when the ball is kicked. If an opponent enters the penalty area (18-yard box) and/or touches or challenges the ball before it is in play, the goal kick is retaken.
    2. Players on the possessing team may be in the penalty area (18-yard box) when the ball is kicked.
  1. Offside
    1. An offside penalty occurs when a player receives the ball or is involved in the play in an offside position when the ball is kicked
  1. Offside Position- When a player is past the second-to-last defender.
    1. Unless he/she is on his/her side of the pitch
    2. Unless the ball is between him/her and the opponent’s goal line
    1. There is not offside on a throw-in, corner kick, or goal kick.
  1. Throw-In
  1. Throw-ins are awarded to a team when the ball was last touched by the opposing team before the entire ball passes beyond the sideline.
  2. A goal cannot be scored directly from a throw-in.
  3. The Thrower:
  4. Both feet must remain on the ground the entire throw
  5. Must use both hands and deliver ball from behind and over head

iii. Feet may be on or behind sideline but cannot fully cross over

  1. If ball fails to enter the pitch of play before it touches the ground the ball is awarded to the opposing team at the original spot of the throw.
  2. The opposing players may not interfere with the throw-in any way. This will result in a yellow card.
  1. 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.
  2. Free Kicks
    1. Direct free kicks will occur during the following infractions:
  1. Kicking, striking, attempting to kick or strike, or jumping at an opponent
  2. Tripping, throwing or attempting to throw an opponent
  • Intentionally handling the ball, i.e., carrying, striking, or propelling it with 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. Indirect free kicks will occur during the following infractions:
  1. The goalkeeper delays in getting rid of the ball
  2. Obstruction
  • A player plays the ball a second time before it has been touched, or played by another player at the kick-off, throw-in, a free kick, a corner kick, or a goal kick
  1. Dangerous play
  2. Offside
    1. Yardage
  1. 10 yards must be given for all free kicks.
  1. Slide Tackling
    1. NO FORM OF SLIDE TACKLING IS ALLOWED.  The penalty is a 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. A warning will also be issued for player
    3. A player may NOT slide to stop the ball even if they are not close to an opposing player.
  1. Any player who slides to stop the ball from going out will receive a verbal warning and/or a yellow card, at the very least. The play will restart via direct kick from the location of the slide.
  2. Any player who slides to stop the ball from going into the goal will receive a straight red card, as they are denying a goal scoring opportunity and doing so illegally. The play will restart via PK if the slide was committed in the penalty box (18-yard box).
  1. Scoring
    1. A goal is scored when the whole ball passes over the goal line, provided it has not been thrown, directly propelled by hand or arm, or carried by a player of the attacking team. 
    2. A goal may be scored directly from a kickoff. 
    3. Mercy Rule: A game shall be over when a team is leading by seven (7) or more goals with less than five (5) minutes.
    4. All male & female goals shall count as 1 point.
  2. Playoffs
    1. 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.
    2. If a player is ejected for unsporting fouls during a play-off game, the game may be forfeited regardless of time or score.
    3. During the playoffs, if a game is tied at the end of regulation, there will be a four (4) minute, golden goal overtime. 
    4. If the score is tied after overtime, a five-person penalty kick shootout will occur. CoRec must alternate gender.
  1. Any 5 eligible players may be allowed to participate in the shootout.
  2. If still tied after first shootout, the final two players on the field will shoot, and then the order will start over.

 

 

  1. Location
    1. All games will be played at the Strom WFC fields.
  2. Equipment
    1. Frisbees will be provided for all games but if both teams agree on a different Frisbee, it may be used.
    2. All players must always wear closed-toed shoes.
  3. Players
    1. Each team will consist of seven (7) players on the field at one time.  To avoid a forfeit, a team may start with no less than five (5) players.
    2. Players are only allowed to sub into the game when team scores.
  1. The Thrower
    1. The thrower is the offensive player in possession of the disc, or the player who has just released the disc.
    2. 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.
  1. If the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass.
  1. The Marker
    1. Only one defensive player may guard the thrower at any one time; that player is the marker.
    2. 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.
  1. The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.
  1. Timing
    1. Games will consist of two (2) twenty (20) minute halves with a three (3) minute half time.
    2. There are no time-outs.
    3. There will be no overtime in the regular season.
  1. Halftime:
    1. When time expires to end the first half teams will be notified via Supervisor. Play will continue until the team with possession scores or a turnover occurs.
  2. End of the Game:
    1. A two (2) minute warning may be given at the end of every game.
      1. If the score is out of reach, the final two (2) minutes will be played out normally, ending the game as time expires.
      2. If the score is within one (1) point and the losing team has possession as time expires, they will be allowed to continue play until either a score occurs or possession is lost.
      3. In regular season, if teams are tied at the end of regulation, the game is over and it is recorded as a tie.
  1. The Game
    1. Each point begins with both teams lining up on the front of their respective end zone line.
  1. The defense throws ("pulls") the disc to the offense.
  1. 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.
    1. 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.
  2. 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.
    1. 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.
  3. 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.
    1. 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."
      1. 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."
    1. Players not in the game may replace players in the game only after a score or during an injury timeout.
    2. The disc may be advanced in any direction by completing a pass to a teammate.
  1. Players may not run with the disc.
  2. 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.
    1. 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.
    2. 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.
    3. If the disc is caught simultaneously by offensive and defensive players, the offense retains possession.
    4. No physical contact is allowed between players.
  1. Picks and screens are also prohibited.
    1. When a player initiates contact on another player, a foul occurs.
  1. When a foul disrupts possession, the play resumes as if the possession was retained.
  2. If the player committing the foul disagrees with the foul call, the play is redone.
    1. Players are responsible for their own foul and line calls. Players resolve their own disputes.
  1. Fouls
    1. Throwing Fouls
  1. A throwing foul may be called when there is contact between the thrower and the marker.
  2. 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.
    1. Catching Fouls
  1. 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.
  2. 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.
  1. Stalling
    1. 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
    2. 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.
  1. If the thrower has not released the disc at the first utterance of the word "ten" ("10"), a turnover and a check
  2. 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").
  3. 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".
    1. 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).
    2. In the event of a contested stall, if the pass is incomplete, it is a turnover, and play continues without interruption.
  4. Teams have 60 seconds after a score to line up and begin another pull to prevent stalling.
  1. Scoring
    1. Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score.
  2. Playoffs
    1. 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.
    2. If a contest is tied at the end of regulation, play will continue until the next score.
  1. Teams may elect to have a captain meeting to determine the team that receives first, or, they may continue play upon time expiring.
  1. Location
    1. All games will be played in the Strom WFC South Center.
  2. Players
    1. Each team will consist of five (5) players on the floor and one (1) goalie (6 total) at one time.  To avoid a forfeit, a team may start with no less then three (3) players and one (1) goalie on the floor (4 total). 
  1. In order to field a legal CoRec team a team must meet the following requirements:
    1. At least one person of each gender
    2. Meet the minimum of four (4) players on the floor to start a game
    3. Never go over three (3) participants of the same gender

 

  1. Player Positioning
    1. Substitutes may enter the game at any time through the door next to their team’s bench, provided the player being replaced exits the floor first. Substitutions should be made when the ball is away from the door.
    2. No part of the player, or his stick, shall be in the crease, unless the ball is in the crease.
  2. Timing
    1. The game shall consist of three (3) twelve (10) minute running clock periods with a two (2) minute break between periods. The clock will only stop on whistles in the last minute of the 3rd period.
    2. Each team will receive one (1) 30-second timeout per game.
    3. During the regular season there will be no overtime. Games that end in a tie will be recorded as such.
  3. Equipment
    1. All players must wear closed toe athletic shoes. 
    2. All equipment (goaltending & sticks) will be provided.
  1. Goalies must use goalie sticks only.
    1. Goalie equipment will be provided to the participants.
  1. Goalies are not allowed to bring or use outside equipment.
    1. Non-goalie players may bring and use their own hockey gloves.
  1. Gloves will be provided and are recommended for use but not required.
  1. The Game
    1. Face-offs will be used to start each period, after each goal, after an inadvertent whistle by the official (when no team has clear possession of the ball), and every other whistle blowing the play dead during the game.  During the face-off, the players involved will be squared off, with no movement until the ball is dropped and touches the floor.  Players not involved in the face-off must be outside the circle and on their side of the ball.
    2. The ball may be advanced by using the stick or the foot.
    3. The blade of the stick must be kept below the waist when advancing, shooting, or deflecting the ball.
    4. Hands may be used to knock down an airborne ball as long as the ball is dropped straight down (no forward advancement or directional placement).
    5. Players cannot play the ball if they are on the ground.
    6. There will be no body-checking allowed.  Any unnecessary contact will not be tolerated.
    7. The goalie is allowed to catch the ball and may freeze it in his crease for a face-off or play the ball out immediately.
    8. The goalie may leave the goal crease, but while outside the crease may not freeze the ball, catch it, or throw it. The goalie may always play the ball with his stick without restriction.
    9. After catching the ball, the goalie may throw it out to a teammate so long as the ball lands or is played before it crosses the center line. The goalie may drop it and hit it in any direction with the stick with no restrictions.
    10. If the ball becomes trapped in the indoor soccer goal and neither team moves it out, a face-off will be held to put it back in play.
    11. If the ball leaves the playing area through one of the doorways, the ball will be brought out to the center circle for a face-off.
  2. Violations/Penalties
    1. An infraction of the rules of play will result in a face-off in the offending team’s zone.
    2. Infractions resulting in turnovers:
  1. Goalie tossing ball forward across the center line.
  2. Player who holds ball or does not drop it straight down
  • Ball kicked in, offensive player/stick in goal crease.
    1. Two (2) minute penalties may include the following:
  1. Roughing/Boarding
  2. Charging
  • Cross-checking
  1. Tripping and hooking
  2. Holding/Interference
  3. High sticking (only exception is goalie when no one is around)
  • Slashing
  • Elbowing/Kicking/Kneeing
  1. Hitting ball while on the ground/sliding
  2. Playing with a broken stick
  3. Too many players on the court
  • Goaltender interference
  • Delay of game by player freezing puck along wall or goalie freezing puck outside goal crease
  • Unsportsmanlike conduct
  1. Any type of hand passing of the ball will result in an illegal procedure
    1. Five (5) minute penalties:
  1. Severe penalties are assigned at the discretion of the official.
  2. Any extreme violation of a two (2) minute penalty will result in a 5 minute major penalty and may also carry a game misconduct (ejection) with it.
    1. When a penalty is called, a face-off will occur to restart play. The face-off will occur in the nearest face-off circle in the penalized team’s zone.
    2. The penalized player will exit the court and may re-enter the court when the penalty is over through the door of their bench.
    3. In the case of a penalty against the goalie, any player may sit out in his/her place for the duration of the penalty
    4. A team shall not be required to play more than two (2) players short.  If more than two (2) players are penalized during the same time, penalties shall be served in succession
    5. If a goal is scored while a team is shorthanded, the player may return before the penalty is up.  If there are two (2) players in the box, the player who was there first may re-enter the game.  A team is not considered shorthanded if both teams have the same number of players on the floor
    6. When a penalty is called on the defensive team, the referee will not stop play until a defensive player touches the ball (delayed penalty)
  1. Scoring
    1. A goal is scored when the ball is completely across the goal line.
    2. Shots which bounce off a player's body and into a goal will be counted as a legal score if the contact with the person is unintentional 
    3. An automatic goal will be awarded if a defensive player throws a stick to prevent the ball from entering into an open net
    4. A penalty shot will be awarded to a player who had a clear path to the goal and was impeded by an opponent’s illegal act.  (Such as tripping, throwing a stick, holding, etc.)
    5. Goals will not be counted if:
  1. The stick blade was above the waist on the shot
  2. The ball is kicked in
  • The ball is batted in with the hand
  1. An offensive player is in the goal crease prior to the ball entering the crease
    1. Mercy Rule: When a team is up by five (5) or more goals with two (2) minutes or less in the 3rd period, the game shall be declared over.
  1. 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. If a player is ejected for unsporting fouls during a play-off game, the game may be forfeited regardless of time or score.
    3. During the playoffs, if a game is tied at the end of regulation, there will be four (4) minute, sudden death overtime period. 
    4. If the score is tied after the overtime period, a three (3) person shootout will occur. CoRec must alternate gender.
  2. Any three (3) eligible players may participate in the shootout.
  3. This procedure will continue if still tied after first shootout, however, team has option to alter shooting order and/or players.
  1. Location
    1. Blatt PEC Courts 1 and 2
  2. Players
    1. All participants must register for their team on www.imleagues.com
    2. Teams compete with two players at a time.
    3. Both players must be at the game site in time in order to play.
  3. 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
  4. The Game
    1. The ball is served diagonally to the opponent’s service court underhanded without bouncing it off the court.
    2. Points are rally scoring meaning each service results in a point. The first side scoring 21 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: A player cannot volley a ball while standing within the non-volley zone.
  1. The non-volley zone 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. Rally Scoring will be in effect.
    2. Games are played to 21 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.
  1. Location
    1. Matches can be played at Blatt Gym 307.
  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 10v10 Softball rules.

  1. Location:
    1. All games 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. A team must have eight (8) players to avoid a forfeit.
    3. If a team plays with eight (8) or nine (9) players they do not have to take automatic outs.
    4. 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.
    5. Every starter may re-enter once per game. Starters must be placed into the spot in the batting order he/she previously occupied. 
    6. The captain making the substitution shall immediately notify the supervisor at the time the sub enters the field.
    7. 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. This includes all team equipment
    8. 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.
        1. Gloves may be checked out with a Carolina Card or another form of identification.
      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 Sport Programs 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. The umpires and supervisors reserve the right to deem any personal bat illegal as determined by the Intramural Sports staff.
      4. The Game
        1. Games will be a max of seven (7) innings in length, or sixty (60) minutes in duration.
          1. No inning may be started fifty (50) minutes after the beginning of the game.
        2. 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.)
        3. A game will be termed “official” after four (4) complete innings (or 3 ½ if the home team is ahead.)
        4. Batters will enter the box with a “1-1” count.
        5. There will be one (1) “courtesy foul” with a two (2) strike count. The next foul ball will be called an out.
        6. No bunting or intentional chopping of the ball will be allowed (dead ball, out).
        7. The batter is not awarded first base if hit by a pitch.
        8. Sliding is permitted in all leagues, except for diving headfirst into home.
        9. Any player who slides headfirst into home will automatically be called out.
      5. 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
    1. 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
    2. 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.
  1. 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.
  2. Plays at first base
    1. The white base is for the 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
  3. 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 the ball remains in play
  4. Overthrows:
    1. 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).
  5. 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 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.
  1. The runners may advance at their own risk but must return to their bases if the ball is caught.
  2. 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).
  1. Pitching:
    1. The ball must be delivered with a minimum arc of six (6) feet and a maximum of twelve (12) 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. This includes any ball that hits the sidewalk on the fly.
  2. Any ball that crosses the sidewalk in the outfield in the air will be a home run.
  • 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 an 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).
  2. To avoid a forfeit, a team may start with no less than eight (8) players.
    1. 5 M & 3 F, 4 M & 4 F, or 3 M & 5 F.
  • A team can bat up to 12, but both a male & female player must be added to the line-up as an EP.
  1. Teams do not need to alternate the batting lineup based on gender.
    1. A substitute may enter the game into the extra hitter’s position. That player is now considered the extra hitter. 
  2. Players may play any position on the field. There is no stipulation as to where males and females may play.
    1. The Game
  1. A restricted arc will be painted in the outfield for CoRec play.
    1. The restricted arc will be approximately 160 feet down the first and third baseline, and 175 feet to center field.
    2. 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.
  2. If a male is awarded a base on balls, he will be awarded only first base.
    1. 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.
  1. Location
    1. Matches can be played at the Blatt PEC courts (M-F 7a-8p)
  2. The Game
    1. Players are eligible to play on up to one (1) Men’s/Women’s team.
    2. Please use your first and last name as the team’s name.
    3. The games will consist of a best 2 out of 3 sets for women and the best 3 out of 5 sets for men.
    4. 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.
    5. The game will be self officiated. Make sure to call all obstructions and hinders.
    6. If there is a question on a call, play the point over.
  1. 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).
  2. Season Schedule
    1. Each team will play a 4-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.
  3. Playoff Schedule
    1. To qualify for playoffs, a team must have not have defaulted more than 2 matches or forfeited more than 1 match.
  1. Location
    1. Matches can be played at the Strom WFC.
    2. Tables can be reserved by calling the Strom WFC Equipment Issue at 803.576.9398 at least two (2) hours ahead of game time.
  1. The Game (Match)
    1. Please use your first and last name as the team name.
    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.
    3. To determine who serves first: volley for serve.
    4. The game will be self officiated.
    5. If there is a question on a call, play the point over.
  1. 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).
  2. Season Schedule
    1. Each team will play a 4-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.
  3. Playoff Schedule
    1. To qualify for playoffs, a team must have not have defaulted more than 2 matches or forfeited more than 1 match.
  1.  
  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.

 

  1. 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).
  2. 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.
  1. Location
    1. Competition will be played at the STWFC Climbing Wall.
  2. Equipment
    1. All Equipment is provided by Campus Rec Climbing Wall.
  3. The Competition
  1. There will be a 4-week regular season.
  2. Each week you will climb the wall for the competition.
    1. It is self-scheduled, so you can go anytime during the week. Remember to reserve your spot on the Climbing wall
  • This competition is completion-based.
  1. The participant will choose a route difficulty each week at the wall with varying max points. (Once chosen, you cannot change your route.)
    1. Novice (5 points)
    2. Intermediate (10 points)
    3. Advanced (15 points)
  2. The participant will climb the route and if completed will get maximum points
  3. Points will be deducted on the number of falls that occur
    1. 1 Fall: -2 points from max
    2. 2 Falls: -4 points from max
    3. 3 Falls: 0 points registered
  • A fall is defined as putting full weight onto the belayer.
    1. A slip where a hand or foot is still on wall holding weight is not considered a fall.
    2. When a fall occurs, participant must restart from the bottom of the wall.
  1. Season Schedule
    1. Each participant will play a 4-week regular season schedule. 
    2. It is each participant’s responsibility in order to get their climb attempted in a timely fashion. 
    3. 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.
    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. Playoffs will be played after the regular season is completed.
    2. Everyone is eligible for playoffs given they attempted all 4 climbs.
  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 or “rock, paper, scissors” 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 opponent’s 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 one (1) time-out 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.
  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.

 

 

  1. 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.
    4. Each game ending score will be recorded by a League Official.
  2. 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.
  1. Location
  1. All games will be played at the STWFC fields.
  1. Players
  1. Each team will consist of 4 players on the field at one time. 3 players are required to avoid a forfeit.
  1. Timing
  1. Playing time shall be two - 10 minute halves. The captain winning the coin toss shall select; offense, defense, direction, or defer their choice to the second half.
  2. The clock will run continuously for the first half and only stop during the last minute of the second half unless stopped by timeout.
  3. Each team is entitled to two charged time-outs per game, including overtimes.

 

  1. Pockets
    1. Teams may not wear shorts/pants with pockets for safety reasons.  Pockets can lead to finger/hand injuries in flag football.
  2. The Game
  1. The ball shall be placed at the Team A 10 yard line to begin each half of the game and following a try, touchback, safety, or turnover on downs unless moved by penalty.
  2. Team A shall have 3 consecutive downs to advance the ball to the next zone.
  3. A new series of downs is awarded when Team A moves the ball legally into the next zone or Team B obtains possession of the ball by penalty, pass interception, or failure to advance to the next zone.
  4. Team A must have at least one player on their line of scrimmage at the snap.
  5. Team A runner cannot advance the ball through Team A’s line of scrimmage. There are no restrictions after a change of possession or once a legal forward pass has been caught beyond Team A’s line of scrimmage.
  1. Scoring
    1. A touchdown is worth 6 points
    2. After a score the offense will have the option to go for:
      1. 1 point from the 5 yard line
      2. 2 points from the 10 yard line
  • 3 points from the 20 yard line
  1. Legal Forward Pass
  1. There must be a legal forward pass each down. The receiver must catch the ball beyond Team A’s line of scrimmage.  Team A has 5 seconds to release the ball on a forward pass.  If not, it is a loss of down and the ball is snapped at the previous spot.  The referee will sound his/her whistle at 5 seconds if the passer still has possession of the football.
  1. Illegal Rush
  1. Team B is not allowed to rush the quarterback. If a defender rushes the opposing quarterback, the penalty is 3 yards from the line of scrimmage, replay the previous down.
  1.  Enforcement of Penalties
  1. All typical 10 yard penalties are 5 yards and all typical 5 yard penalties are 3 yards.
  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.
  1. Overtime
    1. Regular season games can end in a tie.  If a game is tied in playoffs when time expires that following procedures will occur:
  1. The officials will run a captains meeting to explain the rules and do another coin toss. The team that wins the coin toss will have the option of choose offense/defense first or picking the side of the field that overtime will be played on.
  2. Overtime will be played in the “college football format” where both teams will have an offensive possession starting on the 20 yard line. Each offense will have 3 downs to score.  After a score the offense will have the option to go for 1, 2, or 3.
  • If an interception is to occur on a play, the play is stopped immediately during an overtime period, officially ending that team’s possession. The new offense will then start their series at the 20 yard line (if necessary).
  1. If a 2nd overtime period is required, the order of which team is on offense/defense will alternate. For example team A will start on offense in the 1st overtime and will start on defense in the 2nd overtime etc.
  2. Each team will have 1 timeout for the entire overtime (Timeouts don’t carry over from regulation).

 

 

 

 

 

SUMMARY OF PENALTIES

Foul

Type

Yards

Basic Spot

Special Notes

False Start

Dead Ball

3

SS

 

Illegal Snap

Dead Ball

3

SS

 

Encroachment

Dead Ball

3

SS

 

Illegal Substitution

Dead Ball

3

SS

 

Delay of Game

Dead Ball

3

SS

 

Illegal Motion

Live Ball

3

PS

 

Illegal Substitution

Live Ball

3

PS

 

15 Yard Rule/Offense Receivers

Live Ball

3

PS

 

Illegal Shift

Live Ball

3

PS

 

Illegal Equipment

Live Ball

3

PS

 

Illegally Conserving Time

Live Ball

3

PS

 

Receiving Snap within 2 yards

Live Ball

3

PS

 

Advancement of Quarterback

Live Ball

3

PS

 

Illegal Rush

Live Ball

3

PS

 

Illegal Forward Pass

Live Ball

3

SPOT

Loss of Down

Intentional Grounding

Live Ball

3

SPOT

Loss of Down

Helping the runner

Live Ball

3

SPOT

 

 

Foul

Type

Yards

Basic Spot

Special Notes

Illegal Participation

Live Ball

5

PS

 

Unsportsmanlike Conduct

Live/ Dead

5

SS

 

Pass Interference - Offense

Live Ball

5

PS

 

Pass Interference - Defense

Live Ball

5

PS

 

Illegally Secured Flag belt

Live Ball

5

All But 1

LOD/ 1st Down

Illegal Contact

Live Ball

5

All But 1

 

Roughing the Passer

Live Ball

5

PS/ EORR

Automatic 1st Down

Flag Guarding

Live Ball

5

SPOT

 

Illegally Kicking

Live Ball

5

SPOT

 

  • 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.
  • Live Ball Foul-Let play continue-Illegal contact, Flag guarding, Pass interference, Illegal forward pass, Roughing the passer, Illegal formation
  • Dead Ball Foul-Blow whistle and stop play to enforce penalty-False start, Illegal substitution, Encroachment, Leaving on the wrong side of field, Delay of game (25 second count)
  1. Location
    1. All games will be played at the Strom field #3.
  2. Players
    1. Each team will consist of a minimum of eight (8, including goalie).
  1. This will be a 8v8 league (7 field players and one goalie on the field at one time).
  2. A minimum of 6 players are required to avoid a forfeit.
  1. Equipment
    1. No metal of any kind is allowed.  This includes metal-tipped cleats. All players must wear closed-toed shoes at all times.
  1. No hard-plastic track cleats may be worn
    1. Goggles, mouthguard, and stick (not provided by Campus Recreation) are recommended.
  1. All goalies are required to have proper equipment.
    1. The goalkeeper must wear a helmet with face mask, a throat protector, padded gloves, a mouthpiece and a chest protector.
  2. Some sticks and goalie gear can be used from Sport Programs Staff.
    1. Stick regulations
  1. Field sticks
    1. 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.
    2. 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.
    3. 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.
    4. The top of the ball must remain visible above the sidewall on both sides of the pocket.
    5. The ball moves freely within all parts of the head and the pocket of the stick.
  2. Goalie stick
    1. The pocket of the stick shall be strung with six or seven longitudinal leather and/or synthetic thongs and cross-lacing or be mesh.
    2. "Shooting" strings are not required in the pocket of the goalkeeper’s stick. A goalkeeper’s stick may have more than two "shooting" strings
  1. Timing
    1. Games will consist of two (2) twenty-five (25) minute halves with a three (3) minute half time.
    2. There are no time-outs.
    3. There will be no overtime in the regular season.
  2. 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 first alternate possession.
  3. Substitutions
    1. Substitutions shall be unlimited and can be made after a goal is scored or during play (not when whistle is blown).
    2. A player who receives a yellow card is obligated to sit in designated area for 2 minutes before returning to game.
  1. This player cannot be replaced on the field by another player until their 2 minutes has expired.
    1. All substitutions take place through designated substitution box.
  1. Goalie
    1. The goalie has ten (10) seconds within the goal circle to distribute the ball.
  1. Once outside of the goal circle, they unlimited time.
  1. The Goalie is considered a field player when outside of the goal circle.
    1. Goalies are not permitted to cover the ball with their stick when the ball or themselves are outside of the goal circle.
  1. Penalties/Fouls/General Game Rules
    1. Minor and Major Fouls
  1. 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.
  1. Restraining line
    1. An offside is called when a team has more than 5 players on or over the restraining line in its offensive end or more than 5 players on or over the restraining line in its defensive end.
    2. Two players from each team are always required to be on or behind the opposing team’s restraining line.
      1. Still enforced if either team is missing any amount of players due to penalties.

 

 

    1. Within the 8-meter arc
  1. If a defensive player is within the 8-meter arc after 3 seconds they must be at least a stick length away from an offensive player or the whistle is blown, and the offensive player gets the ball and gets an 8 meter free position shot.
  2. If an offensive player is fouled by a defensive player within the 8-meter mark the offensive player gets an 8-meter free position shot from the nearest hash mark where the foul is committed.
  • During an 8 meter shot all players must clear the 8 meter mark the closest way out. All players must be at least a full hash mark away from the left and right side of the offensive player taking the shot. No one is permitted to move until the whistle is blown.
    1. Goal Circle
  1. Players must stay out of the goalie circle. A goal does not count if the shooter or another offensive player steps on or into the goal circle or interferes with the goalie.
  2. If a defensive player steps inside the goal circle, possession is given to the opposing team and that player gets the ball on the 12 meter fan and the player that stepped inside the goal circles goes 4 meters behind them.
  • If an offensive player steps in the goal circle the ball is given directly to the goalie.
  1. Checking
    1. Empty-stick check: A girls’ lacrosse 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.
    2. 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.
  1. Offensive Charging
    1. A girls’ lacrosse player with the ball cannot push into a defensive player who has established position. This major foul often occurs within the 12-meter fan when a player is going toward the goal.
  2. Dangerous Propelling
    1. A player cannot maneuver the ball in her lacrosse stick in a dangerous manner and without regard to the people around her.
  3. Picks/Screens
    1. 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.
  4. Shooting Space
    1. When an offensive player is within the 12-meter fan and is looking to shoot the ball, defending players can\not step or move in front of them to defend unless they were already within a stick’s length away.
    2. When the referee blows the whistle for any reasons all players must stop moving and stand still unless directed otherwise.
    1. 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.
  1. Draw
    1. The draw takes place at the start of the game and after every goal.
    2. Two opposing players must move the ball with an up-and-away motion with their lacrosse sticks.
  2. 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.
  3. If either player moves before the whistle is blown, they opposing team receives the ball for a free position.
    1. Two players from each team are permitted to be on the circle (besides the players taking the draw).
  1. They must wait until the whistle is blown to enter.
    1. Two players from each team must be behind each restraining line and cannot step over until the referee signals that possession has been determined.
  1. Scoring
    1. A goal is scored when the whole ball passes over the goal line by the stick of any player.  
    2. A goal may be scored directly from a draw.
    3. All goals shall count as 1 point.
  1. 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. If a player is ejected for unsporting fouls during a play-off game, the game may be forfeited regardless of time or score.
    3. During the playoffs, if a game is tied at the end of regulation, there will be four (4) minute, golden goal overtime. 
    4. If the score is tied after overtime, one player will be selected from each team to take the draw and play for a sudden death goal.
  1. Goalies will be in during this period.

Challenge the conventional. Create the exceptional. No Limits.

©