Intramural Sports

Intramural Sports

basketball referee

Campus Recreation and Intramural Sports are dedicated to providing opportunities to engage and connect with the UNL community. We look forward to offering in-person as well as virtual opportunities throughout the year! Please contact us with questions: 402-472-8383.


Participate with IMLeagues

Nebraska utilizes IMLeagues for sports management to give you more access to your information. The link below will take you to the page to log in with your My.UNL account. After logging in you will be taken to the IMLeagues site.

Your first login will have you set up your IMLeagues account.

Subsequent logins will take you directly to your individualized IMLeagues page.

Access IMLeagues

Fall 2025 Activity Schedule

Individual/Dual Activity

Football Pick-Em (NCAA & NFL)

Weekly on IMLeagues

Leagues:  
Open

Entry fee:  
FREE

Play begins:
Saturday, August 30th

Details:
Virtual event. NCAA is Saturdays until 12/5.

Individual/Dual Activity

Tennis - Doubles

Week long - Sign up on site

Leagues:  
Men's, Women's, Open

Entry fee:  
Free

Play begins:  
Tuesday, September 2nd

Details:
Plays Tuesday-Thursday until 9/4

Individual/Dual Activity

Madden Tournament

Sign up on site

Leagues:  
Open

Entry fee:  
Free

Play begins:  
Friday, September 5th, one-day activity

Xbox One controller and game cases

Team Sport Activity

4-on-4 Sand Volleyball

Registration deadline: Thursday, September 4th

Leagues:  
Men's, Women's, Co-Rec, and Open

Entry fee:  
$50

Play begins:  
Sunday, September 7th

Details:
Plays Sunday-Thursday until 10/23

Sand Volleyball

Team Sport Activity

Kyle Ludemann Memorial Pre-Season Flag Football Tournament

Registration Deadline: Thursday, September 4th

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
$40

Play begins:
Sunday, September 7th

Details:
Plays Sunday-Thursday until 9/11

Individual/Dual Activity

Tennis - Singles

Week Long - Sign up on site

Leagues:  
Open, Men's, Women's

Entry fee:  
FREE

Play begins:
Tuesday, September 9th

Details:
Plays Tuesday-Thursday until 9/11

Team Sport Activity

Flag Football

Registration Deadline: Thursday, September 11th

Leagues:  
Open, Co-Rec, Men's, Women's, Unified

Entry fee:  
$75

Play begins:
Sunday, September 14th

Details:
Plays Sunday-Thursday until 11/6

NIRSA Flag Football

Team Sport Activity

Pat Schartz Memorial Pre-Season Softball Tournament

Registration Deadline: Thursday, September 11th

Leagues:  
Open, Men's, Women's

Entry fee:  
$40

Play begins:
Sunday, September 14th

Details:
Plays Sunday-Thursday until 9/18

Individual/Dual Activity

Pickleball Singles Tournament

Sign up on Site

Leagues:  
Open, Men's, Women's

Entry fee:  
FREE

Play begins:
Friday, September 12th, one-day activity

Individual/Dual Activity

Tennis - Doubles

Week Long - Sign up on site

Leagues:  
Co-Rec

Entry fee:  
FREE

Play begins:
Tuesday, September 16th

Details:
Plays Tuesday-Thursday until 9/18

Team Sport Activity

Slow Pitch Softball

Registration Deadline: Thursday, September 18th

Leagues:  
Open, Men's, Women's

Entry fee:  
$75

Play begins:
Sunday, September 21st

Details:
Plays Sunday-Thursday until 10/30

Individual/Dual Activity

2-Person Golf Scramble

Registration Deadline: Thursday, September 18th

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
FREE

Play begins:
Sunday, September 21st

Location:
Highlands Golf Course

Individual/Dual Activity

Pickleball Doubles Tournament

Sign up on Site

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
FREE

Play begins:
Friday, September 19th, one-day activity

Team Sport Activity

Volleyball

Registration Deadline: Thursday, September 25th

Leagues:  
Open, Men's, Women's, Unified

Entry fee:  
$75

Play begins:
Sunday, September 28th

Details:
Plays Sunday-Thursday until 11/13

Individual/Dual Activity

3-Point Contest

Sign up on site

Leagues:  
Open, Men's, Women's

Entry fee:  
FREE

Play begins:
Friday, September 26th, one-day activity

Basketball

Individual/Dual Activity

Free Throw Contest

Sign up on site

Leagues:  
Open, Men's, Women's

Entry fee:  
FREE

Play begins:
Friday, September 26th, one-day activity

IM Basketball

Team Sport Activity

3-on-3 Basketball

Registration Deadline: Thursday, October 2nd

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
$40

Play begins:
Monday, October 6th

Details: 
Plays Monday-Wednesday until 12/3

Individual/Dual Activity

NHL Tournament

Sign up on site

Leagues:  
Open

Entry fee:  
FREE

Play begins:
Friday, October 3rd, one-day activity

Individual/Dual Activity

Skills Combine

Sign up on site

Leagues:  
Open, Men's, Women's

Entry fee:  
FREE

Play begins:
Wednesday, October 8th, one-day activity

Details: 
In collaboration with Student Life

Student lifting weights

Team Sport Activity

Pre-Season Indoor Soccer

Registration Deadline: Thursday, October 9th

Leagues:  
Open, Men's, Women's

Entry fee:  
$40

Play begins:
Sunday, October 12th

Details: 
Plays Sunday, Wednesday, Thursday until 10/16

Individual/Dual Activity

Badminton Singles/Doubles Tournament

Sign up on site

Leagues:  
Singles: Open, Men's, Women's
Doubles: Open, Co-Rec, Men's, Women's

Entry fee:  
FREE

Play begins:
Friday, October 10th, one-day activity

Team Sport Activity

Indoor Soccer

Registration Deadline: Thursday, October 16th

Leagues:  
Open, Men's, Women's

Entry fee:  
$75

Play begins:
Wednesday, October 22nd

Details: 
Plays Sunday, Wednesday, Thursday until 12/14

Individual/Dual Activity

Smash Bros Tournament

Sign up on site

Leagues:  
Open

Entry fee:  
FREE

Play begins:
Friday, October 24th, one-day event

Team Sport Activity

5-on-5 Fall Basketball Tournament

Registration Deadline: Thursday, October 30th

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
$40

Play begins:
Thursday, October 30th

Details: 
Plays Sunday-Thursday until 12/14

Team Sport Activity

Futsal

Registration Deadline: Thursday, November 13th

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
$40

Play begins:
Friday, November 14th

Details: 
Play continues on Sunday 11/16 if necessary

Futsal

Individual/Dual Activity

Rocket League Tournament

Sign up on site

Leagues:  
Open

Entry fee:  
FREE

Play begins:
Friday, November 21st, one-day event

Team Sport Activity

Dodgeball Tournament

Registration Deadline: Thursday December 4th

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
$40

Play begins:
Sunday, December 7th

Details:
Plays Sunday-Thursday until 12/14

Dodgeball

Individual/Dual Activity

Bowling

Sign up on site

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
FREE

Play begins:
Friday, December 5th, one-day event

Individual/Dual Activity

Texas Hold 'em Tournament

Sign up on site

Leagues:  
Open

Entry fee:  
FREE

Play begins:
Friday, December 5th, one-day event

Team Sport Activity

3-on-3 Bubble Soccer

Registration Deadline: Thursday, December 11th

Leagues:  
Open, Co-Rec, Men's, Women's

Entry fee:  
$40

Play begins:
Friday, December 12th

Play begins:
Play continues on Sunday 12/14 if necessary 

Individual/Dual Activity

NCAA Holiday Football Bowl Pool

Week Long - Sign up on site

Leagues:  
Open

Entry fee:  
FREE

Play begins:
Sunday, December 12th

Play begins:
Virtual event. Contest starts Friday 12/14, tallying of scores continues into January

Rules

Air Rifle

ENTRIES: No advance entry is necessary (enter on site), but participants should allow some time to participate due to the large number of participants. Enter the Military and Naval Science Building Rifle Range located on the east side of the lower level. 

EQUIPMENT: Targets and .22 caliber rifles will be provided at the rifle range. Participants may not use or bring to the range their own rifles or ammunition. Participants should bring ear protection. 

GENERAL RULES:

 1. Participants will be allowed two practice shots. 

2. Each participant will have 10 shots from a standing position at a distance of 25 feet. 

3. Members of the UNL Rifle Club will be present to assist and answer any questions. 

4. UNL Rifle Club Members are eligible to shoot; however, a team may only have one club member on their team to award All-University points. 

5. Co-Rec teams must be declared before shooting. 

ELIGIBILITY:

 1. UNL students and faculty/staff members are eligible to participate. 

2. Participants are required to present a current UNL photo ID on site. 

Participants should be aware that there is a risk of injury in participating in intramural sports due to the inherent nature of the activity. Individuals participate in intramural sports at their own risk.

Basketball 3v3

1. Game balls will be available at the playing site. 

2. All players must present their current UNL photo ID before each match. 

3. Games must be won by two points (not two baskets). 

4. The winning team must win 2 out of 3 games. The first 2 games will be played to 21 points with 2 points scored for a field goal and 3 points for each three-pointer. The third game (if needed to determine a winner) will be played to 11 points. A time limit of forty-five (45) minutes will be enforced. The team leading at the expiration of 45 minutes will be declared the winner. 

5. A minimum of two players must be on site, ready to play, to avoid a forfeit. Game time is forfeit time. 

6. A coin flip will decide the first team's possession. 

7. The player fouled will be responsible for calling his/her own fouls. 

8. If a foul is called during the game, the ball will be checked at the top of the key with the opponent, and play shall continue. If a player is fouled in the act of shooting and the basket is made, the basket is good, and the ball next belongs to the defense. If a player control foul occurs, the basket is always no good, and the ball belongs to the defense. 

9. Any foul or rough play deemed flagrant by the staff assistant will result in the immediate disqualification and ejection of the violating player. A continuation of intentional fouls observed by and warned by the staff assistant will also result in the ejection of the offender. 

10. After scoring, the opposing team gains possession of the ball at the top of the key. Check the ball with the opponent after each score. 

11. No time-outs. 

12. After obtaining possession of the ball following a score, a missed shot (including an air ball), or rebound, the ball must be taken back to the "top of the key" extended or beyond the 3-point mark before a basket can be scored. (Top of the key = top of the circle) Failure to do so will result in the opposing team gaining possession of the ball. 

13. The ball must be passed in after being checked. A player may not dribble the ball in or shoot the ball immediately after being checked. 

14. The half-court line and all other boundary lines shall be considered out-of-bounds. 

15. Substitutes may enter the contest during any dead ball. 

16. Teams should check in with the Intramural Staff Assistant a minimum of 15 minutes before their scheduled playing time. 

17. Winning teams are responsible for completing, signing, and returning the scorecard to the Intramural Staff Assistant upon completion of the match.

Bowling

A. Entries 1. Intramural bowling will be held at the North 40 Bowling Lanes in the East Campus Union. 

2. Players must pay the bowling fee on-site. 

3. Players may sign up to play during the intramural entry period before competition or on-site. 

4. Players may enter both singles and co-rec competitions. Players only bowl three games. The series score is used for both singles and co-rec competition. 

B. Equipment 1. If needed, Players may rent shoes on-site. 

2. Players are encouraged to bring their own shoes and balls; however, both are available on site. 

3. No shoes other than bowling shoes are allowed. 

C. General Rules 1. Play consists of men's and women's singles and co-rec competition. 

2. Players bowl three games. Scores attained in each of the three games will be combined to determine a winner. Same scores will be combined with co-rec partner to determine co-rec champions. 

3. Players bowling in co-rec competition must designate a partner before beginning play. A co-rec team consists of one male and one female. 

4. Scratch play will be used. No handicaps. 

5. The top four finishers will constitute a team to award AllUniversity points. 

D. Eligibility 1. UNL students, faculty/staff, and their spouses are eligible to participate. 

2. Only one bowling club member per team is allowed. 

3. Participants are required to present a current UNL ID on-site. 

E. Participants should be aware that there is a risk of injury in participating in intramural sports. Individuals participate in intramural sports at their own risk.

Dodgeball

The Players: The game is played by two teams of six players. Four players are the minimum required to avoid a forfeit. 

The Court: The game will be played on a volleyball court. Participants are permitted to leave the confines of the volleyball court only to retrieve dodgeballs. 

The Ball and Equipment: A round Nerf ball will be used. All players must wear court shoes to be eligible to participate. Jerseys of like color must be worn at all times. Running shoes, turf shoes, and any non-athletic shoes will not be allowed. Players must remove all jewelry before each match.

The Game: The game will begin by placing eight (8) balls on the division line. Participants must begin the game lined up behind their own endline of the volleyball court. The official starts the game by blowing the whistle. Players run to the division line to retrieve balls. Players must remain in their half of the court to retrieve balls. There is no limit on the number of dodgeballs a player retrieves. Any ball considered out of play will be set on the division line and made available to either team. A match is won by the first team to win two of three games. The game is won if all players on the opposing team are eliminated or, at the time limit (3 minutes), one team has more players remaining than the other team. If the game is tied at the end of the time limit, an overtime round shall be played by the remaining players. The overtime round will include only the players remaining at the end of regulation time. The overtime will begin just as a regular match begins. The overtime will last one minute. If the game remains tied after overtime, a subsequent overtime will be played.

Live Ball: The object of dodgeball is to eliminate all opposing players by hitting an opposing player with a LIVE thrown ball below the shoulders or by catching a LIVE ball thrown by your opponent before it touches the ground. A LIVE ball has been thrown and has not touched the floor/ground, official, or other item outside of the playing field. When throwing the ball, a player may not: 1. hit an opposing player in the head with a ball, 2. take more than 10 seconds to throw the ball at the opponent. Note: A violation of these rules results in the player being immediately eliminated. The player who is hit in the head remains in the game. However, if a player dives in front of a ball on purpose just to get hit in the head, that player will be eliminated. A player leaving the confines of the playing court for a reason other than retrieving a ball is eliminated and shall proceed directly to jail. Players are expected to follow the honor system when hit and leave the court. A player who fails to leave the court as required by the rule risks forfeiture of the game.

Blocking: A player may block a thrown ball with a ball in his/her possession. A blocked ball may be caught, thus eliminating the thrower. A blocked ball rebounding off another is deemed “live,” and any player hit by the blocked ball is eliminated. If a player drops the ball used to block, that player is eliminated.

The Jail: A person struck by a legally thrown ball must go to the team area on the sideline of the court. A player may return to the game if a teammate catches a thrown ball as described above. Each time a legal catch is made, one player may be selected to return to the game. 

Eligibility: UNL students and faculty/staff members are eligible to participate. Participants are required to present a current UNL photo ID before each game. Participants should be aware that there is a risk of injury in participating in intramural sports due to the inherent nature of the activity. Individuals participate in intramural sports at their own risk.

Esport NHL

PROCEDURE: All games will be played on Xbox One with an Xbox One controller. Controllers will be provided by the Intramural Sports Department. 

ID CARDS: A current UNL I.D. will be required of each participant prior to participation.

INFORMATION: UNL does not discriminate based upon any protected status. Please see go.unl.edu/ nondiscrimination. Campus Recreation welcomes persons with all abilities. Please inquire about the availability of accommodations for special needs. For more program information, visit a Campus Recreation facility, call 402-472-3467, or visit crec.unl.edu. Campus Recreation attempts to fulfill all published information, however changes may occur.

Footgolf

PROCEDURE: Foot Golf is a combination of the popular sports of soccer and golf. The game is played with a regulation #5 soccer ball on shortened holes with 21-inch diameter cups. The rules largely correspond to the rules of golf. This is a world games event.

MISCELLANEOUS: Participants should be aware that there is a risk of injury in participating in intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and obtain adequate health and accident insurance before participation. Individuals participate in intramural sports at their own risk. 

INCLEMENT WEATHER: Games canceled due to inclement weather will be rescheduled when possible. 

Home Run Derby

ENTRIES: Sign up on site, no advanced entries are required prior to the event. Check in on site. Co-Rec partners must be determined and sign up prior to the event. Co-Rec scores will be calculated by adding male and female scores together.

ID CARDS: A current UNL I.D. will be required of each participant prior to participation.

MISCELLANEOUS: Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and obtain adequate health and accident insurance prior to participation. Individuals participate in intramural sports at their own risk.

INCLEMENT WEATHER: Games canceled due to inclement weather will be rescheduled when possible.

Mini Golf

The game of mini golf consists of playing a ball from the tee into the hole by a stroke or successive strokes in accordance with the rules.

A. Rules of Stroke Play 

1. The competitor who plays the stipulated round or rounds in the fewest strokes is the winner. 

2. 5 stroke limit per hole. 

3. One stroke penalty if: Ball jumps fairway – play next shot from spot where ball jumped fairway. Ball is snagged in an obstacle – free ball and play from that spot, not nearer the hole. 

4. Ball may be moved 6 inches from a rail or hazard without penality. 

5. After members of party reach putting green, the one nearest the hole will putt first and continue to putt until ball is in cup. Do not take turns on the putting greens.

B. Equipment 

1. Clubs A. All participants must use club provided. 

2. The Ball A. All participants must use ball provided.

C. Player's Responsibilities 

1. Competitors shall remain in the group/foursome to which they have been assigned by the OCR or Intramural Staff. 

2. Players should check their score after each hole for accuracy. Scores may not be altered once the scorecard has been turned in. Turn in one scorecard per group. All players should sign the score card and it must be turned in to the site supervisor or disqualification results. 

3. There will be no handicapping of scores. 

4. Players should not unduly delay play. 

5. The playing of practice strokes during the play of a hole or between holes is forbidden. A practice swing is not a stroke unless the ball is hit. 

6. The number of strokes a player has taken shall include penalty strokes incurred.

D. Co-Rec Modifications 

Co-Rec teams will consist of two players, one male and one female. Players must designate a co-rec partner before beginning play. It is not necessary that co-rec partners play in the same foursome. Scores of co-rec partners will be combined, then compared to other co-rec entries to determine a champion.

E. Other Rules

 1. A UNL ID is required of all participants on site. 

2. Participants should be aware that there is a risk of injury in participation in Intramural Sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in Intramural Sports at their own risk.

Pool 8 Ball

ENTRIES: No advanced entries are required prior to the event. Check in on site.

ID CARDS: A current UNL I.D. will be required of each participant prior to participation.

MISCELLANEOUS: Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and obtain adequate health and accident insurance prior to participation. Individuals participate in intramural sports at their own risk.

Sports Trivia

A. Entries No advance entry is necessary-enter on site. 

B. Equipment Participants must bring a pen or pencil.

C. General Rules 

1. A preliminary 60-question test will be administered. The test will consist of four sections of 15 questions each. The four sections will be: football, basketball, baseball, and a final section that may include any sports questions that are not related to the first three sections. 

2. The test will be mostly fill-in-the-blank and possibly some true/false questions. 

3. The top 8 finishers and all ties will advance to a single-elimination "quiz show" contest. 

4. The quiz show will be a head-to-head competition with each player answering two questions from each of the four sections. A participant will be given 30 seconds to verbally give the correct answer. If the question is answered correctly, the player receives 20 points. If the participant is unable to answer the question, his/her opponent will be given 15 seconds to give the correct answer. If answered correctly, the opponent will receive 10 points. 

5. Participants who are caught cheating will be eliminated from the contest. 

6. UNL students and faculty/staff members are eligible to participate. 

7. Participants are required to present a current UNL photo ID on site.

Ultimate Frisbee

Nature of the Game: Ultimate frisbee is a fast-moving, competitive, non-contact sport played by two six-person teams In corec, three men and three women makeup a team. The sport has a great amount of freedom and informality implicit in the rules. Primary among these is the spirit of sportsmanship which enables the honor system to be effective. Such actions as taunting of opposing players, dangerous aggression, intentional fouling, or other "win at all cost" behaviors are fouls against the spirit of the game and should be discouraged by all players. The object of Ultimate Frisbee is to gain points by scoring goals. The disc may only be passed, and a goal is scored when a player successfully passes the disc to a teammate in the end zone which that the team is attacking. The team with the most points at the end of the game is declared the winner.

Players: Each team shall consist of six players, a minimum of four players is required on site ready to play prior to game time to avoid a forfeit. No more than two ultimate sport club members are allowed per team roster. In co-rec, teams consist of three men and three women. A minimum of four players, two men and two women, is required on site ready to play prior to game time to avoid a forfeit. No more than three and no less than two players of each gender may participate at one time.

Equipment: The Office of Campus Recreation will furnish the discs. They will be 165 gram frisbees. Players may not wear shoes with metal cleats. Team members are encouraged to wear shirts of the same color; flag belts may be provided to aid teams in identifying their teammates. 

Playing Fields: The playing field will be 70 yards long (two 15 yd. endzones) and approximately 40 yards wide. 

Officials: Officials will not be provided by the Office of Campus Recreation and the teams will play on an honor system. An Intramural Staff Assistant will be present to mediate protests, problems, and disputes. 

Time: A game of ultimate frisbee lasts for 36 minutes, divided into two 18-minutes halves. Half-time lasts five minutes. The clock will run continuously until the last minute of each half, when it will stop after every goal, for time-outs, injuries, fouls, and when the disc goes out-of-bounds. The clock starts when the disc is touched inbounds, and after every throw-off when the disc is touched by a member of the receiving team; play continues at the location of the disc when the play was stopped. Each team is permitted one time-out per half, each lasting for one minute. Time-outs may be called by either team after a goal and before the ensuing throw-off. A team must be in possession of the disc in order to call a time-out during play. In the event of a tie score at the end of regulation play, there will be a sudden-death overtime period (first team to score is the winner). The captains flip a coin or disc to determine which team will throw-off, receive, or defend a goal.

Throw-Off: Play begins with the throw-off. The captains flip a coin or disc to determine which team will throw, receive, or choose a goal. The teams shall alternate throw-offs at the beginning of each period. All players must be on or behind their own goal line without changing relative position. A player on the goal line throws the disc toward the other team. As soon as the disc is released, all players may cross the goal lines. No player on the throwing team may touch the disc in the air before it is touched by a member of the receiving team. The receiving team may catch the disc or allow it to fall untouched to the ground. If a member of the receiving team successfully catches the throw-off they may advance the disc by passing at that point. If the receiving team touches the disc and fails to catch it, the team which threw-off gains possession of the disc where it is stopped. If the disc is allowed to fall untouched to the ground, the receiving team gains possession where it is stopped. If the disc goes out-of-bounds (endline and/or sideline), the receiving team makes the immediate decision of: 1) gaining possession at the point the disc went out-of-bounds; or 2) taking possession of the disk on the goal line at the nearest corner if it went out-of-bounds after crossing the goal line. Each time a goal is scored, the teams switch direction of their attack, and the team which scored throwsoff on the signal of the receiving team.

End zones: Any time a team gains possession in the end zone which they are defending, the player immediately chooses to resume play where the disc is stopped, or at the goal line. A player may carry the disc up to the goal line provided he/she approaches it perpendicularly. The disc may not be passed as the player approaches the line. If a team gains possession in the end zone which it is attacking, the disc is carried perpendicularly to the goal line, and play resumes immediately from the goal line. 

The Play: The team which has possession of the disc must attempt to move the disc into position so that they may score a goal. The disc may be propelled in any way the player wishes. The disc may never be handed from player to player. In order for the disc to go from one player to another, it must at some time be in the air. No player may walk, run, or take steps in possession of the disc. The momentum of the receiver, however, must be taken into consideration. Should a player take steps obviously not required to stop, a foul is called. The player in possession may pivot on one foot as in basketball. The pivot foot may not be changed by the thrower. If the pivot foot is changed, a foul is called. Only one player may guard the person in possession of the disc. If one defender is guarding and the second is within six feet of the player with the disc, "double team" can be called. The second defender must retreat and counting resumes. The disc may not be wrenched from the grasp on an opposing player or knocked from any player's hand. If the disc is dropped by the thrower without interference by a defender, a turnover results. If the disc is simultaneously caught, offense retains possession. The defensive team gains possession whenever the offensive team's pass is incomplete, intercepted, knocked down, or goes out-of-bounds. A rolling or sliding disc may be stopped by any player, but may not be advanced in any direction. After the disc is stopped, no defensive player may touch it. Possession is gained at the point where the disc is stopped. Any member of the team gaining possession of the disc may throw it. A player may catch his/her own throw only if the disc has been touched by another player during flight. Bobbling to gain control is permitted but tipping to oneself is not allowed.

Fouls: A throwing foul is called only by the player fouled. The thrower may not push the defender back in order to throw. Any physical contact during the throw is a foul against the defender. Contact occurring after release of the disc is not sufficient grounds for a foul. If the pass is completed, the foul is automatically declined and play proceeds without stopping. Players must play the disc, not the opponent. That is, they may not position themselves on the field for the purpose of blocking other players. To do so is a foul. In playing the disc, players must respect the established positions of others. Low momentum contact during and after catching attempts is often unavoidable and is not a foul. Violent impact with legitimately positioned opponents constitutes harmful endangerment and is a foul. This must be strictly avoided. Ejection of offending player(s) may also result. The player who is fouled calls "foul," stops play, and the fouled player gains possession at the point of infraction. For a momentum or pivoting foul, play stops, a check on the disc occurs, but possession is retained by the thrower. Play continues when both teams are ready. Should a foul occur in the end zone, possession is gained at the goal line. A stalling violation occurs when the player guarding the thrower calls "stalling" and counts out 10 seconds. If the disc has not been released at the end of the count, it is turned over to the defense at that point.

Scoring: A goal is scored when an offensive player lands inbounds with any part of both feet in the end zone after receiving a pass from a teammate. The goal line is not considered part of the end zone. A team that scored receives one point. 

Substitutions: Substitutions can be made only: 1) after a goal and before the ensuing throw-off; 2) to replace an injured player, or 3) after a period of play. Substitution can also be made during a time out.

Clarifying Statements •There are no scrimmage lines or offsides in Ultimate Frisbee. •The disc may be passed in any direction; forward, to the side, or backward. •The term "when both teams are ready" implies that the offensive team will hold the disc until the defense is ready, and then hand the disc to the thrower (offense). Restarting the clock in the last minute of the period would occur. It should be common practice that the offensive team find a position, then remain stationary until the disc is given to the thrower. •The disc may fly out-of-bounds and return to the playing field. The defense may attempt to knock the disc down when the disc is thrown in from out-of-bounds. •The stalling call should be initiated only when it becomes obvious that a stall is occurring. 

Protests: All protests, except eligibility, will be settled on site by the Intramural Staff Assistant. The Staff Assistant's decision(s) is final. Protests should be lodged immediately to the Staff Assistant (before play resumes). 

Elections: If any player is ejected from any intramural contest, they are immediately ineligible for further competition in any intramural activity until they are cleared by the Intramural Assistant Director or his/her designate. It is the participant's responsibility to schedule an appointment with the Intramural Assistant Director to review his/her behavior and subsequent eligibility to continue in the Intramural Sports Program.

Badminton

NET: The height of the top of the net shall be 5 feet at the center. 

TOSS: Before play begins, opponents toss a coin to decide order of service and choice of courts. The winner of the toss has the choice of service, choice of courts; and the loser has the remaining choice. 

SCORING: A match shall be 2 out of 3 games to 15. A point will be scored on all serves. If a game is tied at 14, the first team ahead by 2 points will be declared the winner. If no winner has been determined at 21 points, the first team to reach 21 will be declared the winner (need not win by 2). 

COURT: The singles court is the narrow inside lines. The doubles court is the wider outside lines. The back line is the wide outside line and is the same in singles and doubles games.

SERVICE: 

Singles: Players shall serve and receive from the right-hand service courts when the server's score is 0 or any even number of points. The players shall serve and receive from the left-hand courts when the server's score is an uneven number of points. Both players change service courts after each point is scored. 

Doubles: A side has only one ‘service’. The service passes consecutively to the players as shown in the diagram. At the beginning of the game and when the score is even, the server serves from the right service court. When it is odd, the server serves from the left court. If the serving side wins a rally, the serving side scores a point and the same server serves again from the alternate service court. If the receiving side wins a rally, the receiving side scores a point. The receiving side becomes the new serving side. The players do not change their respective service courts until they win a point when their side is serving.

Example: In a doubles match between A & B against C & D. A & B won the toss and decided to serve. A to serve to C. A shall be the initial server while C shall be the initial receiver.

Note that this means: The order of server depends on the score, odd or even, same as in singles. The service courts are changed by the servicing side only when a point is scored.

FAULTS: 

I. Service faults 

A. Racket head higher than server's hand. 

B. Shuttle contacted higher than the server's waist. 

C. Shuttle falls outside service court (on the line is good). 

D. Some part of BOTH feet (server's receiver) must remain in contact with the ground until the service is delivered. 

E. Shuttle falls into the wrong service court. 

F. Shuttle falls short of the short service line. 

G. Shuttle falls behind the long service line. 

H. Server's feet not in the service court from which service is taken. 

I. Receiver's feet not in the service court diagonally opposite server when service is delivered. 

J. Before or during service, a player makes a preliminary feint or otherwise balks his/her opponent.

II. Playing Faults: 

A. The shuttle falls outside the boundaries of the court or passes through or under the net or fails to pass the net or touches the roof or side walls or the person or dress of a player. 

B. The shuttle in play being struck before it crosses to the striker's side of the net (follow through may be over the net). 

C. When the shuttle is in play, a PLAYER touches the net or its supports with a racket, person, or dress. 

D. More than one person hitting the shuttle before it crosses the net OR one person hitting it twice before it crosses the net. 

E. The shuttle is caught or slung. 

F. A player strikes the shuttle (unless he thereby makes a good return) or is struck by it, whether he is standing WITHIN or OUTSIDE the boundaries of the court. 

G. If the shuttle is held on the racket (i.e., caught or slung) during the execution of a stroke.

GENERAL: 

1. The server may not serve unless his opponent is ready. HOWEVER, the opponent shall be deemed ready if a return of the service is attempted. 

2. Partners may take up ANY position on the courts provided they do not obstruct an opponent in any manner. 

3. A server, in attempting to serve, misses the shuttle, commits a fault. 

4. The shuttle is dead (out of play) as soon as it hits the net and remains suspended there, strikes the net and falls to the ground, or hits outside the boundary line. If an opponent then touches the net or shuttle with his racket or person, there is no penalty as the shuttle is not then in play. 

5. If in the course of a RALLY the shuttle touches and passes over the net, the stroke is NOT invalidated. 

6. Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance before participation. Individuals participate in intramural activities at their own risk!

Basketball 3-Point Contest

ENTRIES: No advanced entries are required prior to the event. Check in on site. Each contestant will complete a score sheet upon their arrival at the courts. This event will be held between Intramural Basketball games.

ID CARDS: A current UNL I.D. will be required of each participant prior to participation.

MISCELLANEOUS: Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and obtain adequate health and accident insurance prior to participation. Individuals participate in intramural sports at their own risk.

Bubble Soccer

Objective: To score the most goals in order to win a game 

Scoring: A bubbleballer scores a goal by kicking the ball into the net 

Players: 3 bubbleballers per team – Unlimited substitutes. Substitutions may only be made between quarters. There is no goalkeeper.

Length of Game: Four (4) quarters of three (3) minutes each. Time is not stopped for out of bounds.

Court: Games will be played on the Multi-Activity Court in the Recreation and Wellness Center 

Rules: Ball will be placed at center court to begin with all bubble ballers lined up on the center court line – opponents facing each other. Bubbleballer cannot hold and run with ball in hand. There are no offsides rules.

Fouls, Violations, and Penalties: All penalties will be result in a 1 minute penalty to the violating player, in which case they must sit out at center court. 

  • Holding the ball 

  • Illegal Hit

    • Player cannot knock down player without the ball

    • Preventing a bubbleballer from getting up

    • Checking bubbleballer into boards

    • Tripping

    • Grabbing

    • Kicking 

  • Illegal Score

    • Bubbleballer cannot score with hands 

  • Player misconduct – May result in player ejection 

    • Disrespectfully addressing referees 

    • Taunting 

    • Rough play 

  • Overtime Procedure: During playoffs, a game ending in a tie will be decided by an overtime shootout/penalty kicks. The six shooters on the court at the end of regulation will be the first six to shoot. Each team alternates kicks. Every player on the team must attempt a penalty kick before any player can shoot a second time. If the game is still tied after the first three shooters from each team have kicked, another shootout will take place. The shootout will begin with the players on the court that did not shoot in the first shoot-out and then continue in the same order as before. If a team was playing shorthanded, that position in the shooting order will remain empty and will be counted as a miss. There is no sudden victory in penalty shootouts.

Esport FIFA

General Settings 

  • 2 v 2

  • Game Mode: Kick off (Online Rosters)

  • Difficulty: World Class

  • Stadium: Any

  • Match Conditions: Clear and Sunny

  • Half Length: 6 min

  • Teams: Any current Club (Pro or semi pro) or International teams and rosters are allowed, but no classic XI (ex: no All-Star, Legends, Women's, celebrity, or mascot teams may be used)

Games: No warm-up or practice. Games are permitted once the first tournament match has begun. Players may not use any custom teams or players for this competition.

Pausing: A player may utilize the pause feature for no longer than a minute. When the ball has gone out of play, or a penalty has been called, the player WITH POSSESSION may elect to pause the game.

Overtime: In the event of overtime, use classic mode. If at the end of classic mode over time (which goes until the 120th minute), the game is still tied, you then restart the match, now playing golden goal rules under the normal default ruleset (first team to score wins). Continue restarting the match until one team scores and wins according to the golden goal rules. 

Abusing In-Game Mechanics: Abusing in-game mechanics will result in the loss of that game. 

Lack of Cooperation: Failing to comply with the Support Staff's directions and/or requests may result in the forfeiture of round(s), a map, or the entire match.

Esport Rocket League

General Guidelines: Doubles tournament (2 v 2). Subs will be allowed. If one team cannot provide two players, the game may be played 1 v 2. All games will be played on Xbox One with Xbox One Controllers.

Rules: 5 minute games. Best 2 out of 3. All games will be played at DFH Stadium until the Championship, which will be played at Champions Field. Cars will be the default cars from the game. No customization will be allowed. The list of cars will be presented below: Gizmo, Octane, Road Hog, X-Devil

Settings: All settings will be set to default. If the camera angle needs to be changed, feel free to change at any point during the match. If button changes are needed, please feel free to also change those.

Futsal

General Guidelines: Teams may have up to 4 players at a time. Teams need at least 3 eligible players at game time to avoid forfeit. 

SCORING A goal is scored when the entire ball has passed over the goal line, between the goal posts, and under the crossbar. In Co-Rec: All goals are worth 1 point. All goals that are unintentionally scored by the defending team will be worth 1 point. A goal can be scored directly off a kick-off. 

TIMING The game shall consist of two (2) ten-minute (10) halves. A game becomes “official” at halftime. The clock shall not stop during play. The supervisor will keep time. If necessary, the supervisor may stop the clock at his or her discretion. Halftime shall last three (3) minutes. Overtime - Playoffs / Tournament Events: Three (3) minute period(s). The first team to score a goal wins. o If neither team scores in the first OT period, each team will lose a player, and another 3 minutes will be played. Each team will lose a player to begin all OT periods except the first. 

BALL IN PLAY Substitutes: There is no limit to the number of substitutions a team can make. Any player may sub during any dead ball. Goalkeeper: Each team may field a goalie as one of their four players. May use their hands in their own team's penalty area. Goalies must wear a different colored jersey/piney. Throw-Ins: There are no throw-ins, all play will be resumed with indirect kicks from the spot nearest the violation, foul, or where the ball went out of bounds. Only for when the ball completely leaves the field of play. (Walls are inbounds) 

CONDUCT OF PLAYERS AND OTHERS Direct Free Kick Fouls / Penalty Kicks: There are no direct free kicks. All fouls will be penalized with an indirect kick from the spot of the foul. There are no penalty kicks. Slide Tackling is not allowed and results in an automatic yellow card.

HORSE

A. Entries No advance entry is necessary (enter on site), but participants should arrive at the playing site 15 minutes prior to the scheduled starting time in order to get signed in. 

B. Equipment: Basketballs for men and women will be provided by Campus Recreation. 

C. General Rules 

1. The idea of the game is to earn as few letters of the word H.O.R.S.E. as possible, while your opponent tries to do the same. The first to earn all 5 letters, finishing with E, is eliminated from the competition. The winner moves on to the next round. A single or double elimination bracket will be played. 

2. A coin flip will determine the first shooter. 

3. If your opponent makes a shot, you must duplicate the shot, i.e. same distance and kind of shot (lay-up, hook shot, etc.). If missed, you receive a letter. If your opponent calls for a bank shot or no rim, you must duplicate this shot or receive a letter. If a discrepancy exists between opponents on a shot, the supervisor will determine if the type of shot was followed closely enough to count. 

4. If you are left handed and your opponent is right handed, you may shoot with your strong hand if your opponent has made a shot with his/her strong hand. However, if your opponent makes a shot with his/her off hand, you must also shoot the shot with your off hand. 

5. If you make a shot your opponent made, it counts as nothing and your opponent now has another "open" shot opportunity. 

6. You cannot earn a letter if your opponent misses a shot immediately before you. This is an "open" shot opportunity for you, and if you now make a shot, your opponent must duplicate this shot. If you miss on the "open" shot, your opponent now has the "open" shot. 

7. NO dunk shots. 

D. Eligibility 

1. UNL students, faculty/staff, and their spouses are eligible to participate. 

2. Participants are required to present a current UNL ID on site. E. Participants should be aware that there is a risk of injury in participation in intramural sports. Individuals participate in intramural sports at their own risk.

Obstacle Course

The Obstacle Course will be made up of 10 individual elements which are described below. If, in the opinion of the judge, a legitimate attempt is not made on each element the competitor will be disqualified. Each competitor will be timed on the course. Penalty time will be added to the elapsed time to determine the final time.

Agility Tests 

BATON SHUTTLE Description: The participant will shuttle 3 batons between 3 placement mats. Baton 1 must be placed on mat 1, baton 2 must be placed on mat 2, etc. After placing the 3 batons, the competitor may proceed to the next element. Penalty: A 5-second penalty will be assessed if all 3 batons are not in contact with their corresponding mat.

TIRE AGILITY Description: The participant will step through each tire. After stepping through each tire the competitor may proceed to the next element. Penalty: A 5-second penalty will be assessed if all tires are not completed, or if the competitor touches any part of his/her body above the knee to the tire or ground.

LOW BAR Description: The participant will go under the bar. Penalty: A 5-second penalty will be assessed if the bar is knocked from the stand.

DUMMY SHUTTLE Description: The participant will move the dummy from the starting point to the placement mat while navigating the slalom cones. Penalty: A 5-second penalty will be assessed if the dummy strikes the ground at any point between the start and placement mat, if the course is not followed, or if the dummy does not end up in contact with the placement mat. 

SHOT SHUTTLE Description: The participant will move the shots clockwise around the course placing each shot on the corresponding mat. Penalty: A 5-second penalty will be assessed if each shot is not left in contact with the appropriate placement mat.

Skills Tests 

SOCCER SKILLS Description: The participant will maneuver the soccer ball through the course using only his/her feet. Penalty: A 5-second penalty will be assessed if the participant is unable to navigate the course. 

FLOOR HOCKEY SHOT Description: The participant will receive up to 3 shot in a attempt to score a goal. Once a goal is scored the participant may move on to the next element. Penalty: A 5-second penalty will be assessed if the participant is unable to score a goal in 3 shots. 

FRISBEE TOSS Description: The participant will receive up to 3 throws to contact the target. Once a target is hit the participant may move on to the next element. Penalty: A 5-second penalty will be assessed if the participant is unable to hit the target in 3 throws. 

SOCCER SHOT Description: The participant will receive up to 3 shots in an attempt to score a goal. Once a goal is scored the participant may move on to the next element. Penalty: A 5-second penalty will be assessed if the participant is unable to score a goal in 3 shots. 

FOOTBALL TOSS Description: The participant will receive up to 3 throws in an attempt to pass the ball through the cutout. Once a goal is scored the participant may move on to the next element. Penalty: A 5-second penalty will be assessed if the participant is unable to score a goal in 3 passes.

Pool 9 Ball

Except when clearly contradicted by these additional rules, the General Rules of Pocket Billiards apply.

BALLS USED: Object balls 1-9, plus cue ball

THE RACK: “Diamond” rack (rows 1-2-3-2-1) with the 1 ball on the foot spot and the 9 ball in the diamond’s center; other balls may be placed entirely at random. 

OBJECT OF GAME: To legally pocket the 9 ball. 

OPENING BREAK: The starting player must cause the cue ball’s first contact to be with the one ball and (1) make an open break; or (2) legally pocket an object ball. If he fails to do so, the incoming player has a choice of (1) cue ball in hand behind the head string and object balls in position, or (2) having the balls reracked and shooting the opening break shot himself.

RULES OF PLAY: 1. A legal shot requires that the cue ball’s first contact be with the lowest numbered ball on the table. A player must then (1) pocket a ball, or (2) cause the cue ball or any object ball to contact a cushion. Failure to meet these requirements is a foul. 2. A legally pocketed ball entitles a shooter to remain at the table until he fails to pocket a ball on a legal shot. 3. When a player legally pockets a ball, he must shoot again. He/she may not call a safety and spot a pocketed object ball. 4. When the 9-ball is pocketed on any legal shot, it is a win and the game is over. 5. It is a loss of game if a player commits three successive fouls. 6. There will be a one (1) minute time limit on all shots. 7. The winner of the match will be the first player to win two of three games.

ILLEGALLY POCKETED BALLS: All spotted. (Common Option, coin-operated play: None spotted except the game ball). 

JUMPED OBJECT BALLS: All stay pocketed; no penalty if a legal shot is executed at the same time (except 9-ball). 

CUE BALL AFTER JUMP OR SCRATCH: Incoming player has the cue ball in hand, anywhere on the table. PENALTY FOR FOULS: The incoming player is awarded the cue ball in hand.

Table Tennis

Singles Game 

Scoring: The winner of a match shall be the player who first scores 21 points, unless both players have 20 points, in which case the winner must gain a two-point lead to win. The choice of ends and service at the start of a game shall be decided by a coin toss.

The Service: The service shall be delivered by releasing the ball, without imparting any spin upon release, and striking it with the paddle outside the boundary of the court near the server's end. Finger spins and rubbing the ball against the racket face are illegal. Any spin imparted to the ball must come from the action of the racket upon impact with the ball. The ball shall be struck so that it first drops into the server's court by passing directly over or around the net. 

The Change of Service: The service in singles and doubles passes from one player to another after every five points scored.

A Good Return: A ball having been served or returned in play shall be struck by the player so that it passes directly over or around the net and lands in the opponent's court; provided that if the ball, during play, returns of its own impetus over or around the net, it may be played the same as a returned ball. 

Let Ball: A let is a rally from which no point is scored. It occurs when: a) the ball touches the net or its supports in service, provided the service is otherwise good or has been volleyed by the receiver; b) a service is delivered when the receiver or his partner is not ready, provided no attempt has been made to return the ball; c) a player fails to make a good service or return through an accident beyond his control, such as a movement by a spectator or a sudden noise; d) the ball is broken in play; or e) a rally is interrupted to correct a mistake in playing order or ends.

Either player shall lose a point or side out: 1. If he/she fails to make a good service, unless a let is declared. 2. If a good service or a good return is made by the opponent and he/she fails to make a good return. 3. If racket, or any part of player or clothing, touches the net or its supports while the ball is in play. 4. If the player moves the table in any way while playing the ball. 5. If a player's free hand touches the table while the ball is in play. 6. If, at any time, he/she volleys the ball; a volley consists of hitting the ball before it has bounced.

Doubles Game: The rules for singles shall apply to doubles play in all instances except those indicated below.

The Table: A one-eighth-inch white line shall be drawn down the center of the table parallel to the side lines. This shall be called the service line. 

A Good Service: The service shall be delivered as previously provided and so that it touches first the server's right half court or the center line on his side of the net, and then, passing directly over or round the net, touch the receiver's right half court or the center line on his side of the net. 

The Choice of Order of Play: The pair who has the right to serve the first five services in any game shall decide which partner shall do so, and the opposing pair shall then decide similarly who shall first be the receiver. 

The Order of Service: Each server shall serve for five points. At the end of each term of service, the one who was receiving becomes the server, and the partner of the previous server becomes the receiver. This sequence of the receiver becoming the server and the partner of the previous server becoming the receiver continues until the end of the game to the score of 20-all. At the score of 20-all, the sequence of serving and receiving shall continue uninterrupted except that each player shall serve only one point in turn, and the serve alternates after each point until the end of the game. 

The Order of Play: The server shall first make a good service, the receiver shall then make a good return, the partner of the receiver shall then make a good return, and thereafter alternately in that sequence shall make a good return.

Volleyball - 4v4 Sand

National Federation and Intramural Sports Volleyball Rules apply with the following modifications: 

1. Teams should report to the Intramural Staff Assistant a minimum of 15 minutes prior to their scheduled playing time. Game time is forfeit time. A current UNL photo I.D. card must be presented before each participation by each player. Game time is forfeit time. If a team does not have the minimum required players at game time (2), the opposing captain my either take a win by forfeit or give the opposing team a grace period of 10 minutes to reach the required number of participants. In the event a grace period is given, only two sets (to 21) will be played. If a team does not have the minimum required players ten minutes after game time, the match will be declared a forfeit.

2. Teams will play 2 out of 3 games to 21 points. The third game, if necessary, will be played to 15 points. All points will be rally points. Teams must win games by at least 2 points. During the third game, teams are to switch sides of the court after one team has scored 8 points. 

3. A player must be added to a team’s roster during the regular season to be eligible for playoffs. 

4. The 10 foot line spiking rule will not be in effect for the Men's, Women's, and Co-Rec game. 

5. Overhand or underhand serves will be permitted. Let serves are legal. 

6. Substitution: Free substitution is permitted. The only restrictions are: l) no more than 4 players/team may be on the court during a live ball; 2) no more than 2 players of one gender may be on the court during a live ball (CoRec); 3) substitutions must be made during a dead ball. 

7. Co-Rec - Teams participate with 2 men and 2 women. The minimum number of players is 2. 1 male and 1 female are needed to start a match. 

8. If an intramural participant is ejected from any intramural contest they are immediately ineligible for further competition in any intramural activity, until they are cleared by the Assistant Director for Intramural Sports or his/her designate. In addition, any unsportsmanlike conduct by a player or fan may cause their team to be disqualified from further intramural competition. 

9. Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in intramural activities at their own risk!

Basketball 1v1

1. Contestants will be expected to furnish their own basketball or check out a ball from the Intramural Staff Assistant with a current UNL student I.D. card. Basketballs are also available for check-out at room 34, in the Campus Recreation Center. A current UNL photo I.D. must be shown before each participation. 

2. One game will be played to twenty-one (21), games must be won by two (2) points. 

3. The winning player shall be the first to 21 points. A made field goal counts for one point, and goals made from behind the three point line count for two points. 

4. Each player will be expected to call their own fouls and violations. 

5. If a foul is called during the course of the game, the ball will be checked with the opponent, and then play shall continue. Shooting fouls shall be administered in the same way. 

6. There is no time limit on games. No time-outs are allowed. 

7. A coin flip shall decide first possession. 

8. After obtaining posession of the ball following a score, missed shot (including an airball), or rebound, the ball must be taken back to the "top of the key" extended or beyond the 3-point mark before a basket can be scored (top of the key = top of the circle). Failure to do so will result in the opponent gaining possession of the ball. "Check" the ball with the opponent after each score. Once the ball is "checked" it must be dribbled before being shot. 

9. After scoring, the opposing team gains possession of the ball. 

10. The half-court line and all other boundary lines will considered out of bounds. 

11. Players must check in with the Intramural Staff Assistant at least 15 minutes prior to their scheduled playing time. 

12. Players must sign a scorecard and disclaimer after each match. Be sure to include first and last names, organization, and game scores.

BB - Around the World

A. Entries 1. No advance entry is necessary (enter on site). Participants will complete a score sheet upon arrival at the playing site. 

2. Players may enter in both singles and co-rec competitions. Players must declare their co-rec partner on the scoresheet before they shoot. A co-rec team consists of one male and one female. 

B. Equipment 1. Basketballs for men and women will be provided by the Campus Recreation. 

C. General Rules 1. This is a contest involving shooting a basketball from different locations on the court, with points scored for baskets made at each location. 

2. Notify the checker when the participant is ready to start. The checker will circle the point value corresponding to the position on the court where the basket is made. Only made shots are circled. 

3. Two qualifying rounds are shot. No breaks between the first two qualifying rounds. There is a possible 25 points per round. 

4. Any participant totaling 20 points or more from the two qualifying rounds is entitled to shoot in the final two rounds. Again, there are no breaks between the final two rounds. All four rounds must be shot on the same night. 

5. For the co-rec competition, the male and female partner scores will be added together to determine the winners. 

D. Eligibility 1. UNL students, faculty/staff, and their spouses are eligible to participate. 

2. Participants are required to present a current UNL ID on-site. 

E. Participants should be aware that there is a risk of injury in participating in intramural sports. Individuals participate in intramural sports at their own risk.

Chess

Chess

There are thirty-two Chessmen-sixteen of each color, that are used in the game. Since white always makes the first move, it is important to choose to see who will make the first move. The two players move alternately. The same player can never make two consecutive moves.

The relative strength as to value of the piece is Pawn 1, Bishop 3, Knight 3, Rook 5, Queen 10

In chess, captures are never made by moving over an opponent's piece. Rather, captures are always made by displacing the captured piece from the same square that it occupies. Two men can never occupy the same space at the same time.

PAWN The pawn can move only in a forward direction. From its starting position, the pawn may be moved one or two squares. However, after that, it may be moved only one square at a time. Since the pawn cannot leap over any piece, any chessman directly in front of it blocks further advance of the pawn. A pawn may only capture an enemy piece that is on the square in front of it diagonally. If your pawn can reach the end row on the board, you may replace it with any piece (except a king).

ROOK The rook can move either horizontally or vertically (but not both on the same move).

QUEEN The queen is the strongest piece in the game. It may move in eight directions-commanding all the squares in any of these various directions. It cannot jump over another piece. 

BISHOP The bishop can only move diagonally and in one direction at a time. Each bishop is on a different color and commands that color only.

CASTLING The only move in the game that allows two pieces to move at once is castling. The two pieces that partake in this are the king and the rook. However, there are a few rules that govern this move. A player may "castle" if: A. All the squares between the king and the rook are unoccupied. B. Neither the rook nor the king has been moved previously. C. None of the opponent's pieces commands the squares between the king and the rook.

KNIGHT The knight is the only chessman that can move over its own or opponent's pieces. The Knight moves two spaces in a row and one space over. 

KING The king may move in any direction, either color. However, unlike the queen, the king moves only one square at a time. Since the object of the game is to capture the king, the king is not allowed to be moved to a square where he would be liable to be captured by an opposing piece. 

CHECKMATE To win the game of chess, a player must capture the opponent's king. This is known as "Checkmating" the king. Whenever the king is attacked, he is in check and must be so warned by the opponent. To get out of check, the player may either: capture the attacking piece; move the king out of danger; or put another piece between the attacking chessman and his king.

DRAWN GAME A game is drawn when: A. One player cannot "Checkmate" the other. B. There is a "stalemate." This happens when a king is not in check, but when his only move (with the king) puts him into check. This differs from a "checkmate," where the king is already in check before moving.

GENERAL A one-minute time limit will be in effect for all moves. A one-hour time limit will be in effect for all matches. If after one hour the game has not been decided, the point values of the respective pieces remaining on the board will be added together and used to determine the winner. If the match is still tied, the next player to capture an opponent's piece will be the winner. A UNL photo ID is required of all players before participating. Players should arrive 15 minutes early and check in with the Intramural Staff Assistant.

Esport Madden

Play is capped at the first 32 registrations. Register during specified entry periods at the Intramural Sports office in the Campus Rec Center.

ID CARDS: A current UNL I.D. will be required of each participant before participation.

INFORMATION: UNL does not discriminate based upon any protected status. Please see go.unl.edu/nondiscrimination. Campus Recreation welcomes persons with all abilities. Please inquire about the availability of accommodations for special needs. For more program information, visit a Campus Recreation facility, call 402-472-3467, or visit crec.unl.edu. Campus Recreation attempts to fulfill all published information, however, changes may occur. 

Foosball

1. Flip a coin for sides and drop of ball. The winning team gets the choice. Change sides after each game. 

2. You may influence the ball on the drop, but your finger may not come through the hole. 

3. Play will begin by inserting the ball into the ball entry cup. If at any time the ball bounces off the table or stops rolling where no player can touch it, it’s considered a “dead ball” and goes back in play again by putting it in the ball entry cup. 

4. You may switch positions during a game. You also may switch positions between games. 

5. You cannot stop the ball from going into the goal with your hand or touch the ball at any time unless it is dead in the defensive zone, then the defense maintains control. 

6. As soon as five points are scored by one team, start the next game and do not play out the rest of the balls. 

7. You may not spin the rods. Any goal scored by a spin will not count. 

8. Unnecessary banging or bending of the rods is illegal. You may not bang rods against the side of the table to distract your opponent and score a goal. The Intramural Staff Assistants' decisions are final. 

9. If the ball bounces back out of the goal onto the playing surface, the ball is still in play and no score will be counted. 

10. The first team to win 3 out of 5 games is the winner of the match. 

11. A penalty will be called on a player if he spins the rods, lifts the table, or jiggles the machine to start a dead ball rolling again. A penalty shot will be given to his/her opponent. The ball will be placed on the white dot in front of the goal, and the two (2) defensive players will be put in a horizontal position; thus, the player defending the goal will defend with the goalie only.

Golf

The game of golf consists in playing a ball from the tee into the hole by a stroke or successive strokes in accordance with the rules. Intramural Golf will be played by the rules of the United States Golf Association (USGA), with the following emphases.

Rules of Stroke Play 

1. Winner: The competitor who plays the stipulated round or rounds in the fewest strokes is the winner. 

2. Failure to Hole Out: If a competitor fails to hole out at any hole before he/she has played a stroke from the next tee, he/she shall be disqualified. 

3. General Penalty: The penalty for the breach of a rule in stroke play is two strokes, except when otherwise provided.

Equipment 

1. Clubs A. A club is an implement to be used for striking the ball. B. A club shall be composed of a shaft and a head. All parts of the club shall be fixed so that the club is one unit. The club shall not be different from the traditional customary form and make. C. The shaft and grip shall be generally straight. The grip shall be plain in form and shall not be molded for any part of the hands. The club head shall be hard, rigid, and flat. No concavity will be allowed. D. A player may not carry more than 14 clubs. If partners are sharing clubs, no more than 14 are allowed. 

2. The Ball A. The weight of the ball shall not be greater than 1.62 ounces (45.93 grams). The diameter of the ball shall not be less than 1.68 inches (42.67 mm). B. Balls must be spherical and symmetrical. A ball that is visibly cut is unfit for play. C. Players may not move or touch the ball while it is in play for any reason, other than for identification purposes, or to clear someone else's path to the hole (such a marking a ball while on the putting green). Notification of a player's intent must be given to another player before touching the ball. A ball damaged during the course of a hole may be replaced with no penalty.

Player's Responsibilities 

1. Competitors shall remain in the group/foursome to which they have been assigned by the Intramural Staff. 

2. Players should check their score after each hole for accuracy. Scores may not be altered once the scorecard has been turned in. 

3. There will be no handicapping of scores. 

4. Players should not unduly delay play. 

5. The playing of practice strokes during the play of a hole or between holes is forbidden. A practice swing is not a practice stroke. 

6. The number of strokes a player has taken shall include penalty strokes incurred. A player who has incurred a penalty shall inform opponents as soon as is practicable.

Order of Play 

1. The side entitled to play first from the tee is said to have the "honor." The side which shall have the honor at the first tee shall be determined by draw or lot.

2. The side with the lowest score on a hole shall have the honor at the next tee. The competitor with the second lowest score shall play next, and so on. If two or more competitors have the same score at a hole, they shall play from the next tee in the same order as the previous teeing round. 

3. When the balls are in play, the ball farthest from the hole shall be played first.

Playing the Ball 

1. Searching for the ball: If a ball lies in long grass, rushes, bushes, Whigs, heather, or the like, only so much thereof may be touched as will enable the player to find and identify his/her ball, except that nothing shall be done which improves its lie, the area of his/her intended swing, or his/her line of play. 

2. A ball that is accidentally moved during a search shall be replaced to its original lie without penalty. 

3. A player shall not be penalized for moving a ball for the purpose of identification. 

4. A ball shall be played as it lies. 

5. A player who plays the wrong ball shall be assessed a two-stroke penalty, and then play the correct ball.

The Putting Green 

1. The Line of Putt must not be touched except: A. The player may move sand, loose soil and other loose impediments by picking them up or by brushing them aside with a hand or a club without pressing anything down. B. In addressing the ball, the player may place the club in front of the ball without pressing anything down. 

2. A ball on the putting green may be lifted to be cleaned. 

3. During the play of a hole, a player shall not test the surface of the putting green by rolling or stroking a ball or roughening or scraping the surface. 

4. "Gimme": When the opponent's ball is at rest, the player may concede the opponent to have holed out with his/her next stroke and the ball may be removed.

The Flag Stick: Before and during the stroke, a player may have the flag stick attended, removed, or held up to indicate the position of the hole. If the flag stick is not attended before the ball is played, it shall not be attended or removed while the ball is in motion.

Ball Out of Bounds, Lost or Unplayable 

1. A ball that is Out of Bounds, Lost, or Unplayable will, under penalty of one stroke, be handled in one of the following ways: A. Ball may be dropped as nearly as possible at the spot from which the original ball was last played or moved. B. Ball may be dropped at nearest point possible to which the ball was lost, went out of bounds, or became unplayable. C. Balls dropped as in 1B (above) must not come to rest closer to the hole than the point at which the ball became lost, unplayable, or out of bounds. 

2. Procedure for dropping a ball A. Ball shall be dropped by the player him/herself. He/she shall stand erect, hold the ball at shoulder height and arm's length and drop it. B. The ball shall be dropped as near as possible to where the ball lay, but not nearer the hole. C. The ball shall be re-dropped without penalty if it rolls into a hazard, rolls out of a hazard, rolls onto the green, rolls closer to the hole than its original lie, or rolls out of bounds.

Golf Etiquette 

1. Courtesy on the Course A. The player who has the honor should be allowed to play before his opponents tee the ball. B. No one should move, talk, or stand close to or directly behind the ball or the hole when a player is addressing the ball or making a stroke. C. In the interest of all, players should play without delay. D. No player should play until the players in front are out of range. E. Players searching for a ball should signal the players behind them to pass as soon as it becomes apparent that the ball will not easily be found. They should not search for five minutes before doing so. They should not continue play until the players following them have passed and are out of range. F. When the play of a hole has been completed, players should immediately leave the putting green. 

2. Care of the Course A. Before leaving a bunker, a player should carefully fill up and smooth over all holes and footprints. B. Replace divots. Repair ball marks and damage by spikes. C. Local notices regulating the movement of golf carts should be strictly observed.

Co-Rec Modifications: Co-Rec teams will consist of two players, one male and one female. Players must designate a co-rec partner before beginning play. It is not necessary that co-rec partners play in the same foursome. Scores of co-rec partners will be combined, then compared to other co-rec entries to determine a champion. 

Other Rules: 1. A UNL ID is required of all participants on site. 2. Players participate at their own risk.

Kickball

Current A.S.A. Softball Rules will govern kickball with the following emphases and modifications:

A. POINTS OF INTEREST 
1. Kickballs will be provided by the Campus Recreation on site. 

2. A team consists of eight players. A minimum of six is needed to start and continue a game. 

3. Games are 7 innings or 55 minutes. No new inning may begin after 55 minutes has elapsed from the time the game began, unless the score is tied. In the event of rain, darkness or 10 run rule, 5 innings (4 1/2 if the home team is ahead) will constitute a game (or at least 45 minutes have been played). 

4. Everyone bats each inning. When the last batter of an inning puts the ball in play, the inning will end either when the batter has been put out, or when the defense is in possession of the ball while touching home plate. No tag is necessary at home plate. 

5. The batter is out in situations similar to softball (forceouts, popouts, etc.). In addition, a runner is out when he/she is hit by a thrown ball below the waist. 

6. The ball is put in play when the pitcher (a player on the defensive team) rolls the ball toward home plate and the batter attempts to kick the ball. The batter must wait for the ball to be within three feet of home plate before kicking the ball. If the batter does not like the pitch, he/she should not attempt to kick it, and another pitch will be thrown. There are no strikeouts or walks. A batter gets only one attempt at kicking the ball. A missed attempt or foul ball is an out.

7. A runner who leaves the base before the pitch reaches home plate or is kicked, is out and the ball is dead. Leading off and stealing bases between pitches is not allowed. 

8. In order to prevent injury and protect the defensive player attempting to make a play on a base runner, the base runner must be called out, if he/she remains on his/her feet, and deliberately, with great force crashes into a defensive player holding the ball, waiting to apply a tag. If the act is determined to be flagrant, the offender shall also be ejected. 

9. A designated batter or extra batter is allowed. If an extra batter is used in co-rec, two extra batters must be used, with one being of each gender. Any eight players may play defense (In Co-Rec, no more than (4) players and no less than (3) players of one gender may play defense at one time). 

10. Bunting will not be permitted and is a dead ball and an automatic out.

B. GENERAL 

1. Shoes must be worn by all players. No metal spikes are allowed. 

2. Forfeit time has been established as game time; teams should report to the Intramural Staff Assistant a minimum of 15 minutes before the scheduled starting time of the game to fill out the score sheet and disclaimer, and for the coin flip. Teams must report to the Intramural Staff Assistant prior to going to their diamonds. 

3. The manager or team representative must list the batting order prior to the start of the game. Score sheets are available from the Intramural Staff Assistant at the fields. 

4. A current UNL photo I.D. card must be presented to the umpire before each game. 

5. A coin flip will determine the choice of home and visiting teams. Be ready to bat/kick in proper order. Teams should hustle in and out between innings as there is a time limit in effect. 

6. In case of inclement weather, please check the IM Sports-Nebraska facebook page. 

7. First and last names must be legibly printed on the scorecard.

8. Teams must furnish a scorekeeper. In the event of a protest, consult the Intramural Staff Assistant. Protests that will be accepted and considered concern matters of the following types: a) misinterpretation of a playing rule, b) failure of an umpire to apply the correct rule to a given situation, and c) failure to impose the correct penalty for a given violation. The notifications of intent to protest must be made to the umpire(s) or Staff Assistant immediately before the next pitch (legal or illegal). Player eligibility may be protested in writing until 1:00 p.m. on the day following the game being protested. Turn in protests at the 55 Campus Recreation Center with a $5.00 protest fee. 

9. Injured Runner: If an accident to a batter-runner or baserunner prevents him/her from proceeding in the game, a substitute runner of the same sex will be permitted. If no substitutes are available, the player who made the last out will run. 

10. Any player can play any position defensively.

CO-REC MODIFICATIONS 

1. A female may only substitute for a female, a male for a male. 

2. Teams must alternate positions in the batting order by sex. If a team has less than 10 players, positions must be alternated in the batting order as far down the order as possible. If a team is playing with more than 50 percent of one sex, a player of the majority sex must bat first. 

3. Males and females do not have to alternate defensively on the bases or in the outfield. The catcher and pitcher do not have to be of opposite sexes and are considered infielders. Teams are not regulated as far as the number of infielders or outfielders or gender of each. 

4. A team consists of 8 players, 4 of each gender, however, a team may play legally with 7 or 6 players.

Pick 'em NCAA Basketball

There is a separate contest for the Men’s and Women’s tournament. 

Procedure: Sign up via the Web (http://www.unl.edu/crec/im). The winner will be determined by the total points accrued for each correct pick. 

Scoring will be as follows for each correct pick: 

  • Round 1=2 points 

  • Round 2=4 points 

  • Round 3=6 points 

  • Round 4=8 points 

  • Round 5=10 points 

  • Round 6=12 points 

Ties will be broken by the total points scored in the respective championship games.

Running 5K

A. Entries: Participants sign up on site. Finishers are handed a place card as they cross the finish line. Finishers should complete the information on the front of the card and return it to the head finish judge before leaving the course. A valid UNL student ID must be presented at this time. CoRec teams must sign in as a team before running (1 male and 1 female constitute a co-rec team).

B. Scoring: 

1. Individual: The first male and the first female to complete the course and cross the finish line will be declared the winners. 

2. Team: The places of the best 4 finishers from an organization will be added to determine the team winner for the men's and women's portions of the event. 

3. Co-Rec: Times of co-rec teams will be combined to determine champions

C. General Rules 

1. A UNL ID is required of all participants on site. 

2. Finishers who leave the course or do not follow it during the race will be disqualified. 

3. Runners may not physically aid other runners. 

4. Shoes with metal spikes are not allowed.

D. Awards: Intramural Champion T-Shirts will be awarded to the men's, women's, and co-rec champions. 

E. Participants should be aware that there is a risk of injury in participation in intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in intramural sports at their own risk.

Tennis

The United States Tennis Association rules will be in effect with the following exceptions: 

Players: Doubles teams will consist of two players, in co-rec (mixed doubles) matches it shall be one man and one woman. 

Equipment: Players are encouraged to bring their own racquets. A few racquets will be on site and available for check out with a valid UNL photo I.D. All teams and players should bring an unopened can of balls to each match. The winner of the match will keep the unopened can of balls and the loser will keep the balls used during the match. Players must wear tennis or court shoes.

General Rules: 

1. Choice of side and right to be server or receiver shall be decided by the toss of a coin. The player winning the toss may choose: A. to serve or receive, or B. the side of the court. 

2. A match is won by the first player or team to win 12 games. A player must win by only 1 game to win the match. 

3. A game is won by the first/player or team to win 4 points. 

4. No-ad scoring will be used for all matches. If the score is tied at three points for each player or team, the next point wins the game. Scoring 15 1 point 30 2 points 40 3 points Game 4 points 

5. A one hour time limit is in effect for all matches. The time limit will be lifted for all semi-final and final matches. 

6. Server shall project ball by hand in to the air in any direction and before it hits the ground strike it with his/her racquet; the delivery shall be completed at the moment of impact of the racquet and the ball. 

7. The server may not serve until the receiver is ready. 

8. At the end of the first game the receiver shall become the server and the server, the receiver. Players will switch sides after each odd-numbered game, i.e. 1, 3, 5.

9. In all cases where a let has to be called under the rules or to provide an interruption to play it should have the following interpretation: A. When called solely in respect of a service that one service only should be replayed if the let serve lands within the serving area. B. When called under any other circumstances, point should be replayed. 

10. Service is a let: A. When the ball served touches the net, strap, or band and is otherwise good, or, after touching the net, strap. B. If a service or a fault is delivered when the receiver is not ready. 

11. In the case of a let, that particular service shall not count, and the server shall serve again, if the let serve lands within the serving area. 

12. Players are to respect all opponents calls of in or out. If in doubt whether a ball is in or out, a player should always give the opponent the favorable call.

Doubles Service: The order of serving should be decided before the beginning of the first game. 1. The pair serving in the first game of the match shall decide which partner shall do so. 2. The opposing pair should also decide who is going to serve in the second game. 3. The partner of the player who served in the first game shall serve in the third game; the partner of the player who served in the 2nd game shall serve in the 4th game. 4. In delivering the service, the server shall stand alternately behind the right and left courts, beginning from the right in every game. 5. If service from the wrong half of the court occurs and is undetected, all play resulting from such wrong service and services shall stand, but the inaccuracy of the station shall be corrected upon discovery. 6. The ball shall pass over the net and hit the ground within the service court which is diagonally opposite, or upon any line bounding such court before the receiver returns the serve. 

Receiving Serve-Co Rec: 7. Partners shall receive the service alternately throughout each game

Wrestling

National Federation Wrestling rules will be in effect with the following additions:

A. Entries 1. Advance entries are not required. Participants must weigh-in as specified by the info sheet. Matches will be wrestled in the Campus Recreation Center Combative Arts Room. B. Eligibility 1. A current UNL ID is required of each participant on site. 

2. All UNL students and faculty/staff members are eligible to participate. 

C. Weight Classes 1. Men: The weight classifications for men are as follows: 125, 133, 141, 149, 157, 165, 174, 184, 197, 225, and unlimited. 2. Women: The weight classifications for women are: 103, 112, 119, 125, 133, 141, 149, 157, 165, 174, and unlimited.

D. Weigh-ins 1. The Campus Recreation Center Men's and Women's Locker Rooms will be the site for the weigh-ins. 2. Each participant must weigh-in for the weight class in which they are attempting to wrestle. 3. A 2-pound allowance will be given for the event, wrestlers will not have to weigh-in after the initial weigh-in period unless protested. 

E. Equipment 1. Wrestling headgear is provided by the Office of Campus Recreation and is strongly recommended. 2. No hard soled or street shoes will be allowed on the wrestling mats.

F. Matches A match will consist of three periods: 1st period: 1 1/2 minutes, 2nd and 3rd periods: 1 minute. 

G. Matches Scoring 1. Team points will be awarded on the following basis: 1st place 16 2nd place 12, Semi-Finalist 8 Team points are awarded to place winners according to the order in which they place in a given weight class. For scoring purposes, a team is made up of one or more competitors representing a single organization (fraternity, sorority, residence hall floor, etc.). 2. Advancement points: one team point will be scored for each match won in the championship brackets, with the following exceptions: a) The first place match. b) No advancement points will be awarded for a first round win or bye. c) If a wrestler forfeits, all advancement points earned by that participant will also be forfeited. 3. An additional point will be awarded for each match won by fall, default, forfeit, or disqualification after the first round of the tournament. In addition, one-half point will be awarded for each match won by ten or more points after the first round. 4. No riding time (advantage time) will be kept. 5. No consolation matches to determine 3rd place will be wrestled.

H. Awards and All-University Points 1. An Intramural Sports Champion T-Shirt will be awarded to the winner of each weight class. 2. The team winner is determined by totaling the points earned by the individuals representing that organization. All-University points will also be awarded in this manner. 

I. Referee 1. The referee is directly in charge of activities during the meet and shall decide questions which should arise. 2. The referee has the sole responsibility for ruling on infractions or irregularities that are not covered within the rules. 

J. Participants should be aware that there is a risk of injury in participation of Intramural Sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in Intramural Sports at their own risk.

Basketball 2v2

1. Contestants will be expected to furnish their own basketball or check out a ball from the Intramural Staff Assistant with a current UNL student I.D. card. Basketballs are also available for check-out at room 34, in the Campus Recreation Center. A current UNL photo ID must be shown before each participation. 

2. One game will be played to twenty-one (21), and games must be won by two (2) points. 

3. The winning player shall be the first to 21 points. A made field goal counts for one point, and goals made from behind the three-point line count for two points. 

4. Each player will be expected to call their own fouls and violations. 

5. If a foul is called during the game, the ball will be checked with the opponent, and then play shall continue. Shooting fouls shall be administered in the same way. 

6. There is no time limit on games. No time-outs are allowed. 

7. A coin flip shall decide first possession. 

8. After obtaining possession of the ball following a score, missed shot (including an airball), or rebound, the ball must be taken back to the "top of the key" extended or beyond the 3-point mark before a basket can be scored (top of the key = top of the circle). Failure to do so will result in the opponent gaining possession of the ball. "Check" the ball with the opponent after each score. Once the ball is "checked" it must be dribbled before being shot. 

9. After scoring, the opposing team gains possession of the ball. 

10. The half-court line and all other boundary lines will be considered out of bounds. 

11. Players must check in with the Intramural Staff Assistant at least 15 minutes before their scheduled playing time. 

12. Players must sign a scorecard and disclaimer after each match. Be sure to include first and last names, organization, and game scores.

BB - Free Throw Contest

A. Entries No advance entry is necessary-enter on site. 

B. Equipment: Basketballs will be provided by Campus Recreation. 

C. General Rules 1. Participants are given two practice attempts before the start of the qualifying round. 

2. The participant must let the checker know when s/he is ready to begin. 

3. The count begins when the first free throw is made. 

4. All free throws must be attempted from behind the free throw line (15 feet) and inside the circle. 

5. A free throw is considered out when it touches any support or standard above the backboard or rim. 

6. Participants who make 20 or more free throws in the first round will qualify for the final round. Players will be given a total of 25 attempts. 

7. Two practice attempts are allowed before the final round begins. The final round count begins when the first free throw is made. 

8. The individual championship will be determined by adding together the scores of the qualifying and final rounds. 

9. The team championship will be determined by adding the highest four scores per organization. 

10. Co-Rec partners must be declared before participating in the contest. 

D. Eligibility 1. UNL students and faculty/staff members are eligible to participate. 2. Participants must present a current UNL photo ID on site. 

E. Participants should be aware that there is a risk of injury in participating in intramural sports. Individuals participate in intramural sports at their own risk.

Disc Golf

The game of Disc golf consists of playing a frisbee from the tee to the hole by a throw or successive throws by the rules. 

Rules of Stroke Play Winner: The competitor who plays the stipulated round or rounds in the fewest throws is the winner. 

Equipment: Players are encouraged to provide their own discs. Some discs will be available for checkout. Supplies are limited, and players will be allowed to check out one disc only (may be driver/medium/putter).

Player's Responsibilities 1. Competitors shall remain in the group/foursome to which they have been assigned by the Intramural Staff. 2. Players should check their score after each hole for accuracy. Scores may not be altered once the scorecard has been turned in. 3. There will be no handicapping of scores. 4. Players should not unduly delay play. 5. The number of strokes a player has taken shall include penalty strokes incurred. A player who has incurred a penalty shall inform opponents as soon as possible.

Unplayable Lie Any disc that comes to rest above the ground (in a tree, for instance) is considered an unplayable lie. Your next shot must be thrown from the spot directly underneath the unplayable lie. If necessary, relocate your throw to avoid da damage to the vegetation, but no closer to the hole. 

Penalties: A one-throw penalty is added to the player’s score for the following infractions: Out-of-Bounds and Water Hazards.

Order of Play: 1. The player entitled to play first from the tee is said to have the “Honor”. The player with the honor at the first tee shall be deter mi ned by draw or lot. 2. The player with the lowest score on a hole shall have the honor at the next tee. The competitor with the second lowest score shall play next, and so on. If two or more competitors have the same score at a hole, they shall play from the next tee in the same order as the previous teeing round. 3. When the discs are in play, the disc farthest from the hole shall be played first.

Playing the Disc: 1. Searching for the disc: If a disc lies in long grass, bushes, trees, in a building, or the like, only so much thereof may be touched as will enable the player to find and identify his/ her disc. 2. A disc that is accidentally moved during a search shall be replaced to its original lie without penalty y. 3. A player shall not be penalized for moving a disc for identification. 4. A disc shall be played from where it lies. 5. A player who plays the wrong disc shall be assessed a two-stroke penalty and then play the correct disc.

Other Rules 1. A UNL ID is required for all participants on-site. 2. UNL students and faculty/staff members are eligible to participate. 3. Participants should be aware that there is a risk of injury in participating in intramural sports. Indi vi duals participate in intramural sports at their own risk.

Esport NBA 2K

ENTRIES: Register in the IM Office. First 32 teams will be accepted.

PROCEDURE: The tournament will be held in the Campus Rec Center. Please check-in with the Intramural Sports staff 15min before your scheduled game time. It will be a single elimination tournament.

ID CARDS: A current UNL I.D. will be required of each participant prior to participation.

MISCELLANEOUS: Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and obtain adequate health and accident insurance prior to participation. Individuals participate in intramural sports at their own risk.

Flag Football 4v4

RULE 1. The Game, Field, Players, and Equipment 

GENERAL PROVISIONS - The Game – Men, Women Teams will consist of 4 playing members. A minimum of 3 players must be present to avoid a forfeit. A game may not be continued with less than 3 players. 

The Game – Corec The Corec game shall be played between two teams of 4 players, 2 males and 2 females. A team may play with 3 players and avoid forfeit. Those three players shall be 2 males and 1 female or 2 females and 1 male. 

Supervision: The game shall be played under the supervision of the Intramural Sports Staff Assistant and one or two flag football officials. The officials are: Referee and Line Judge. 

THE FIELD - Field Size Games will be played on a regulation field, divided in halves so that two 4v4 games may be played simultaneously on one regulation field.

RULES 2. Definition of Playing Terms 

KICKS There will be no kicks or punts.

RULE 3. PERIODS/TIME FACTORS 

STARTING A GAME A coin flip will determine first team possession. Each team will receive 6 possessions to score as many points as possible. 

TIME-OUTS Each time is entitled to one (1) charged time-out per game, including overtimes.

RULE 4. BALL IN PLAY, DEAD BALL, OUT-OF-BOUNDS 

INTERCEPTIONS Interceptions may not be returned and will result in an immediate dead ball and two points awarded to the defense. The offensive team will lose possession and the defensive team will take over at the 30 yard line. This includes passes intercepted in the offensive team’s own end zone.

RULE 5. SERIES OF DOWNS, NUMBER OF DOWNS, AND TEAM POSSESSION AFTER PENALTY 

SERIES OF DOWNS A new possession will begin at the 30 yard line, unless moved by penalty. A team shall have four consecutive downs to advance past the 20 yard line. The team shall receive an additional first down after crossing the 20, and now has four downs to score a touchdown. If a team fails to gain a first down or touchdown, a turnover on downs will occur and the defensive team will take possession at the 30 yard line.

RULE 6. KICKING THE BALL There are no kicks or punts in 4v4 flag football

RULE 7. SNAPPING, HANDING, AND PASSING THE BALL 

MINIMUM LINE PLAYERS Two offensive players must be on the line of scrimmage at the time of the snap. 

RUNNER A runner cannot advance the ball beyond Team A’s scrimmage line. There are no restrictions once a legal forward pass has been touched beyond A’s scrimmage line. 

LEGAL FORWARD PASS There must be a legal forward pass each down, and the receiver must touch the ball beyond A’s scrimmage line. 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 next snapped at the previous spot. Team B may not cross the scrimmage line until the ball has been touched beyond A’s scrimmage line. The Referee will sound his/her whistle at 5 seconds if the passer has possession of the football.

RULE 8. SCORING PLAYS AND TOUCHBACKS 

TOUCHDOWN VALUES During a Corec game if a female scores a touchdown or if a female throws a legal forward pass and a touchdown is scored by any Team A player, prior to a change of possession, the point value is 9. All other touchdowns will count as 6. 

TRY=1, 2, OR 3 POINTS PAT from the 3 yard line=1 point PAT from the 10 yard line=2 points PAT from the 20 yard line=3 points 

INTERCEPTION All interceptions are worth 2 points 

SAFETY The 40 yard line serves as the offensive team’s own goal line. If the offensive team is downed behind the 40 yard line, a safety is called, the defensive team receives 2 points, and their possession of the ball begins at the 30 yard line.

PENALTIES All 10 yard penalties are 5 yards and all 5 yard penalties are 3 yards.

OVERTIME There will be no overtime in the regular season. If, during bracket play, a game ends in a tie, traditional NIRSA overtime rules will apply.

Golf Scramble

A. Equipment Players may use their own golf clubs or clubs may be rented from Campus Recreation at 34 Equipment Rental and Check-Out and Room 32 in the East Campus Activities Building. 

B. General Rules 1. Men will tee off from the middle/blue tee markers and women will tee off from the front/white tee markers. 2. You must use 6 tee shots from each golfer over the 18 holes. 3. Play the ball from the best position as chosen by your two-person team. Both players hit from that spot. 4. You must play the ball within 6 inches of its original position, not nearer the hole. It may be placed. However, if your ball lies in the rough, sand, or water hazard, it must be played from the specific area in which it came to rest. 5. Putts must be placed within 2 inches of their original position, not nearer the hole. Hole out short putts to speed up play. 6. Leave your signed/attested scorecard with the Intramural Sports Staff Assistant on site. Scorecards not turned in on-site will not be accepted, and disqualification will result. 

C. Eligibility 1. UNL students and faculty/staff members are eligible to participate. 2. Participants are required to present a current UNL photo ID on site. 

D. Participants should be aware that there is a risk of injury in participating in intramural sports due to the inherent nature of the activity. Individuals participate in intramural sports at their own risk.

Laser Tag

Laser Tag is a mildly aerobic, thrill-seeking game that is fun for all ages! The object of the game is to score as many points as possible by tagging other players, while at the same time trying to avoid being tagged. 

A regular session of Laser Tag takes about 20 minutes in total. During this time, the players are doing an assortment of things to prepare for their mission. First, players enter the briefing room where they learn important rules and strategies for the game. Then, players enter the vesting room to get suited up. Finally, after all the players are ready to go, they enter into the arena and begin their 15-minute-long, intense, action-packed game of Laser Tag.

Pick 'em NCAA Football

Procedure: Sign up via the Web (http://www.unl.edu/crec/im). A weekly winner will be crowned based on the total number of games guessed correctly. Ties will be broken by the total score in a selected game. The player who guesses the score closest without going over will win the tie-breaker. 

NCAA FOOTBALL BOWL POOL Procedure: Sign up via the Web (http://www.unl.edu/crec/im). Contestants will attempt to guess game results correctly. Points are awarded based on confidence ranking. For example, a game ranked 25 would win score 25 points if guessed correctly. A game ranked 1 would earn 1 point. Game are to be ranked 1-25 based on confidence.

Spikeball

ID CARDS: A current UNL I.D. will be required of each participant prior to participation.

INFORMATION: UNL does not discriminate based upon any protected status. Please see go.unl.edu/ nondiscrimination. Campus Recreation welcomes persons with all abilities. Please inquire about the availability of accommodations for special needs. For more program information, visit a Campus Recreation facility, call 402-472-3467, or visit crec.unl.edu. Campus Recreation attempts to fulfill all published information, however changes may occur. 

Track

A. Entries 1. Advance entries are not required. Participants should sign up on site at the beginning of the meet. 2. The Indoor Track Meet takes place at the Bob Devaney Sports Center. The Outdoor Track Meet takes place at the Ed Weir Track located behind Cook Pavilion

B. Eligibility 1. Lettermen in cross country or track and field at any four or two year college or university since and including the 1994-95 year are not eligible. 2. Current members of the UNL track team are ineligible. 3. Members of the UNL Runners Club are eligible to participate, however, only one is allowed per team for the purpose of awarding All-University points. 3. A current UNL ID is required of each participant on site. 4. All UNL students and faculty/staff members are eligible to participate.

C. Events 1. Indoor Meet: 60 m. dash, 1500 m. run, 60 m. high hurdles (M-39", W-33"), 400 m. dash, 800 m. run, 300 m. dash, 3000 m. run, 800 m. relay, high jump, and long jump. 2. Outdoor Meet: 100 m. dash, 110 m. high hurdles (M-39", W-33"), 1500 m. run, 400 m. dash, 4 X 100 m. relay, 400 m. low hurdles (30"), 800 m. run, 200 m. dash, 3000 m. run, 4 X 400 m. relay, long jump, high jump, and shot put.

D. Equipment 1. Jogging or tennis/basketball type shoes must be worn. Spikes are not permitted. 2. Starting blocks and all necessary field equipment will be provided by the Office of Campus Recreation. Participants may not use their own shot puts.

E. Awards and Scoring 1. An Intramural Champion T-Shirt will be awarded to the winner of each event, including each member of a relay team. 2. Team points are awarded to place winners according to the order in which they finish a given event. For scoring purposes, a team is made up of one or more competitors representing a single organization (fraternity, sorority, residence hall floor, etc.). 3. The team winner is determined by totaling the points earned by the individuals and relay teams representing that organization. All-University points will also be awarded in this manner. 4. When an apparent winner is disqualified in any event, lower place finishers in that event will be advanced to fill vacant places. 5. Ties a. If there is a tie by any number of competitors for any scoring places, the points for tied places in a running event shall be added together and divided by the number of competitors who are involved in the tie. b. For places determined by distance: If the distance resulting from the best performance of competitors is identical, the higher place is awarded to the competitor whose second best performance is better than the second best performance of another competitor tied for that place. If still tied, the third best performance is used, and so on. c. For places determined by height: The competitor with the lowest number of trials for the height at which the tie occurs shall be awarded the higher place. If the tie still remains, the participant with the lowest number of unsuccessful trials during the event will be awarded the higher place.

F. Referee 1. The referee is directly in charge of activities during the meet and shall decide questions which should arise. 2. The referee has the sole responsibility for ruling on infractions or irregularities which are not covered within the rules. 3. The referee will note and call aloud for the benefit of each runner the laps remaining in individual races or relay legs of three laps or more. This responsibility may be delegated to a lap caller. 

G. Starter 1. The starter shall have full responsibility for the competitors when on their marks and during the start and shall decide without appeal whether a start is fair and legal. 2. The starter fires the starting gun after checking with head timer to make sure timers are ready. Timers start their clocks upon seeing the smoke of the gun. 3. Participants are allowed one false start for each race. A second false start in the same race will eliminate a runner from the competition. 

H. Relays 1. A relay team will be disqualified if the baton is dropped during race. 2. If a baton exchange occurs outside the marked exchange zone. 3. If a team fails to run the race in the marked lane for the 4 x 100 m relay or the first lap of the 4 x 400 m relay. 

I. Participants should be aware that there is a risk of injury in participation in intramural sports. Individuals participate in intramural sports at their own risk.

Basketball

EQUIPMENT 

Section 1. Jerseys: Each team must wear jerseys of the same color with permanent numbers of contrasting color on the front and back. Numbers must be whole numbers between 0-99, no fractions or decimals. Jerseys may be checked out with a current UNL photo ID at the Campus Recreation Center (Husker Reds). 

Section 2. Shoes: Only tennis, court, or basketball shoes with pliable synthetic or rubber soles shall be worn. No marking black soled shoes, boots, or running shoes will be allowed. 

Section 3. Ball. The ball furnished by Campus Recreation shall be used for all intramural games. The smaller game ball will be used for all women's games (28 1/2"-29" in circumference and with a weight of 18-20 ounces). 

OFFICIALS AND THEIR DUTIES 

Section 1. The officials shall be a referee and an umpire (or when so assigned, a referee and two umpires), who shall be assisted by a scorekeeper from each of the two competing teams. The officials shall wear uniforms distinct from those of either team. 

Section 2. The referee shall inspect and approve all equipment before the start of each game. The referee shall not permit any player to wear equipment which, in his/her judgment, is dangerous to other players. Elbow, hand, finger, wrist or arm guards, casts or braces made of hard and unyielding leather, plaster, pliable (soft) plastic, metal or any other hard substance, even though covered with soft padding, shall always be declared illegal. Players may not wear jewelry. Any equipment, which is unnatural and designed to increase a player's height or reach or to gain an advantage, shall not be used. 

Section 3. The referee shall decide whether a goal shall count if the officials disagree. He/she shall decide upon matters on which the scorers disagree and correct obvious timing errors. At the end of each half, he/she shall check and approve the score. 

Section 4. The referee shall have power to make decisions on any points not specifically covered in the rules. 

Section 5. The officials shall conduct the game in accordance with the rules. (a) Notifying the captains when play is about to begin at the start of the game. (b) Putting the ball in play. (c) Determining when the ball becomes dead. (d) Prohibiting practice during a dead ball, except between halves. (e) Administering penalties. (f) Ordering time-out. (g) Beckoning substitutes to enter the court. (h) Signaling a 3-point goal by raising two arms extended overhead. (i) Silently and visibly counting seconds to administer the throw-in, free throw, backcourt, and closely guarded rules. (j) Report a team warning for delay to the scorer and then inform the coach. 

Section 6. The officials shall penalize unsportsmanlike conduct by any player, coach, substitute, team attendant, or follower. If there is flagrant misconduct, the officials shall penalize by removing any offending player from the game and the area. In addition, the officials shall banish any offending coach, substitute, team attendant, or follower from the vicinity of the court if ejected. A player who commits his fifth foul shall also be removed/disqualified from the game (but not necessarily the playing area). 

Section 7. Neither official shall have authority to set aside or question decisions made by the other within the limits of his/her respective outlined duties.

Section 8. The officials shall have power to make decisions for infractions or rules committed either within or outside the boundary lines from before the scheduled starting time of the game through the referee's approval of the final score. The jurisdiction of the officials is terminated when the final score has been approved and the referee leaves the visual confines of the playing area. This includes periods when the game may be momentarily stopped for any reason.

Section 9. (a) When a foul occurs, an official shall designate the offender to the scorers and indicate with the fingers the number of free throws (if applicable) to be taken. (b) When a team is entitled to a throw-in, an official shall clearly signal the act, which caused the ball to become dead, the throw-in spot unless it follows a successful goal or an awarded goal, and the team entitled to the throw-in. The official shall use his/her discretion whether to hand or toss the ball in to the thrower-in, EXCEPT when the official is giving the ball to the thrower-in on the endline in their own front court. In this situation the official shall hand the ball to the thrower-in.

Section 10. Officials may correct an error if a rule is inadvertently set aside and results in: (a) failure to award a merited free throw; (b) awarding an unmerited free throw; (c) permitting a wrong player to attempt a free throw; (d) attempting a free throw at the wrong basket; (e) erroneously counting or canceling a score. In order to correct any of the 5 officials errors listed above, (a-e) such error must be recognized by an official during the first dead ball after the clock has properly started. If in (f) the error is made while the clock is running and the ball dead, it must be recognized by an official before the second live ball. If the error is a free throw by the wrong player, or at the wrong basket or the awarding of an unmerited free throw, the free throw and the activity during it, other than unsportsmanlike, flagrant, intentional, or technical fouls, shall be canceled. However, other points scored, consumed time, and additional activity, which may occur prior to the recognition of an error, shall not be nullified. Errors because of free throw attempts by the wrong player or at the wrong basket shall be corrected by applying rule 8-1 and 2. If an error is corrected, play shall be resumed from the point at which it was interrupted to rectify the error.

Section 11. The scorers/timers must be provided by each team and shall record the field goals made, shall record the free throws made and missed, and shall keep a running summary of the points scored. They shall record the personal and technical fouls called on each player and shall notify the referee immediately when the fifth foul is called on any player (personal or technical) and/or a team reaches its seventh or tenth foul in one half. They shall record the time-outs charged to each team. They shall keep track of the jump balls for the alternating possession procedure and be responsible for the possession arrow. If neither team has a scorer/timer, the officials shall designate a player from each team to handle scorer/timer responsibilities until such time as a scorer/timer can be located (See Rule 6, Sec. 3). Note: a bookkeeping mistake may be corrected at any time until the referee approves the final score. The scorecard is the official score of the game, and the running score is the official overall score, rather than the individual totals of the players.

PLAYERS AND SUBSTITUTES 

Section 1. Each team consists of 5 players, one of whom is the captain. A team must begin with at least 3 players, but, if it has no substitutes to replace disqualified players it may continue with less than 3. A team may continue with as few as one (1) player, until they no longer have an opportunity to win the game. 

Section 2. The captain is the representative of his/her team and may address an official on matters of interpretation or to obtain essential information, if it is done in a courteous manner. Any player may address an official to request a time-out or permission to leave the court. 

Section 3. A substitute shall enter only when the ball is dead and when he/she is recognized and beckoned on by the official. A player who has been withdrawn may not reenter before the next opportunity to substitute after the clock has started following his/her replacement. 

A. A player who has been injured to the extent that the coach or any other bench personnel is beckoned and/or comes onto the court shall be directed to leave the game. Unless a time-out is requested by his/her team and the situation can be corrected by the resumption of play. 

B. A player who is bleeding, has an open wound, has an excessive amount of blood on his/her uniform, or has blood on his/her person, shall be directed to leave the game. Unless a time-out is requested by his/her team and the situation can be corrected by the resumption of play.

DEFINITIONS 

Section 1. An airborne shooter is a player who has released the ball on a try for goal or has tapped the ball and has not returned to the floor. The airborne shooter is considered to be in the act of shooting. 

Section 2. Basket Interference occurs when a player: a) touches the ball or any part of the basket while the ball is on or within the basket; b) touches the ball while any part of the ball is within the imaginary cylinder which has the basket ring as its lower base; and c) reaches through the basket from below and touches the ball before it enters the cylinder. 

Section 3. Blocking is illegal personal contact which impedes the progress of an opponent. Charging is illegal personal contact by pushing or moving into an opponent's torso. 

(a) A player who is moving with the ball is required to stop or change direction to avoid contact if a defensive player has obtained a legal guarding position in his/her path. (b) If a guard has obtained a legal guarding position, the player with the ball must get his or her head and shoulders past the front of the torso of the defensive player. If contact occurs on the front of the torso of the defensive player, the dribbler is responsible for the contact. (c) There must be reasonable space between two defensive players or a defensive player and a boundary line to allow the dribbler to continue in his or her path. If there is less than three feet of space, the dribbler has the greater responsibility for the contact. (d) The player with the ball may not push the torso of the guard to gain an advantage to pass, shoot, or dribble.

Section 4. A bonus free throw is a second free throw which is awarded for each common foul (except a player control or team control foul) as follows: (a) Beginning with a team's 7th foul in each half and for the 8th and 9th foul, the bonus is awarded only if the first free throw is successful. (b) Beginning with a team's 10th foul in each half the bonus is awarded whether or not the first free throw is successful. Note: Player control fouls, team control fouls, and technical fouls are counted as team fouls to reach the bonus.

Section 5. Boundary lines of the court consist of the end lines and sidelines. The inside edges of these lines define the inbounds and out-of-bounds areas. 

Section 6. Closely-guarded situation occurs when a player in control of the ball is guarded by an opponent who is within a distance of 6 feet of the player who is holding or dribbling the ball. 

Section 7. Continuous motion applies to a try or tap for goal, but it has no significance unless there is a foul by the defense during the interval which begins when the habitual throwing movement starts a try or with the touching on a tap and ends when the ball is clearly in flight. If an opponent fouls after a player has started a try for goal, he or she is permitted to complete the customary arm movement, and if pivoting or stepping when fouled, the player may complete the usual foot or body movement in any activity while holding the ball. These privileges are granted only when the usual throwing motion has started before the foul occurs and before the ball is in flight. Continuous motion does not apply if a teammate fouls after a player has started a try for goal and before the ball is in flight. The ball becomes dead immediately.

Section 8. A player is in control of the ball when he/she is holding or dribbling a live ball inbounds. A team is in control when a player of the team is in control, and also while a live ball is being passed between teammates. There is also team control on all throw-ins. Team control continues until: (a) The ball is in flight during a try or tap for goal; (b) An opponent secures control; (c) The ball becomes dead. Note: There is no player control during an interrupted dribble, but there is team control. An interrupted dribble occurs when the ball is loose after deflecting off the dribbler or it momentarily gets away from the dribbler. When the ball remains alive a loose ball always remains in control of the team whose player last had control, unless it is a try for goal. There is no team control during the tapping of a rebound. Neither team nor player control exists during: (a) A dead ball; or (b) When the ball is in flight during a try or tap for goal. In these situations, team control is reestablished when a player secures control.

Section 9. Court Areas. (a) A team's frontcourt consists of that part of the court between its end line and the nearer edge of the division line, including its basket and the inbounds part of the backboard. (b) A team's backcourt consists of the rest of the court, including its opponent's basket, the inbounds part of that backboard, and the entire division line.

Section 10. A disqualified player is one who is barred from further participation in the game because of committing his/her fifth foul (personal or technical), OR TWO TECHNICAL FOULS, or a flagrant foul. An ejected player is one who is ejected prior to, during, or after the game by the game official(s) and/or staff assistant. Any ejected player has one minute to leave the court and the game area (facility) under penalty of no less than game forfeiture. Section 11. A dribble is ball movement caused by a player in control who bats, pushes, or taps the ball to the floor once or several times. During a dribble the ball may be batted into the air, provided it is permitted to strike the floor before the ball is touched again with the hand(s). The dribble may be started by batting pushing, tapping or throwing the ball to the floor. The dribble ends when: (a) the dribbler catches the ball in one or both hands; or (b) The dribbler palms/carries the ball by allowing it to come to rest in one or both hands; or (b) the dribbler simultaneously touches the ball with both hands; or (c) an opponent bats the ball; or (d) the ball becomes dead. An interrupted dribble occurs when the ball is loose after deflecting off the dribbler or after it momentarily gets away from the dribbler.

Section 12. Dunking is the driving, forcing, pushing, or attempting to force a ball through the basket with the hand(s). Dunking is illegal during the pre-game, and/or the halftime warm-up period, and/or the post-game period. Grabbing the rim is also illegal (except to prevent injury) and is penalized in the same manner as dunking. Penalty: the player(s) that dunk/grab the rim will be given a technical foul. This applies regardless of when the violation occurs. A player is ejected from the contest after two technical fouls. 

Section 13. Extra period is the extension of playing time necessary to break a tie score. It is three (3) minutes in length. Extra periods are an extension of the second half. No timeouts are allowed in extra period(s). A coin flip will determine possession to begin each extra period.

Section 14. Fighting is a flagrant act and can occur when the ball is dead or alive. Fighting includes but is not limited to: (a) An attempt to strike an opponent with fist, hands, arms, legs, or feet whether or not contact is made. (b) An attempt to punch or kick an opponent whether or not contact is made. (c) An attempt to instigate a fight by committing an unsportsmanlike act toward an opponent that causes an opponent to retaliate by fighting. 

Section 15. Fouls. (a) A foul is an infraction of the rules which is charged and penalized. (b) A common foul is a personal foul, which is neither flagrant nor intentional nor committed against a player trying or tapping for a field goal, nor is a part of a double or multiple foul. (c) A double foul may be personal or technical. A double personal foul is a situation in which two opponents commit personal fouls against each other at approximately the same time. A double technical foul is a situation in which two opponents commit technical fouls against each other at approximately the same time. A false double foul is a situation in which there are fouls by both teams, the second of which occurs before the clock is started or the ball becomes alive following the first, such that at least one of the attributes of a double foul is absent. No free throws are awarded for double personal fouls or double technical fouls and the ball is put in play by the team in possession of the ball at the point of interruption. (d) A flagrant foul may be a personal or technical foul of a violent or savage nature, or a technical non-contact foul which displays vulgar or abusive conduct. It may or may not be intentional. If personal, it involves violent contact such as striking, kicking, kneeing, etc. If technical, it involves dead ball contact or non-contact at any time which is extreme or persistent, or vulgar or abusive conduct. FIGHTING IS A FLAGRANT ACT. Penalty: The offended will be awarded two points and possession of the ball at the throw-in spot nearest where the foul occurred. The offender shall be ejected from the contest. (e) An intentional foul is a personal or technical foul designed to stop or keep the clock from starting, to neutralize an opponent’s obvious advantageous position, contact away from the ball or when not playing the ball. It may or may not be premeditated and is not based on the severity of the act. A FOUL SHALL ALSO BE RULED INTENTIONAL IF WHILE PLAYING THE BALL A PLAYER CAUSES EXCESSIVE CONTACT WITH AN OPPONENT. Penalty: The offended will be awarded two points and possession of the ball at the throw-in spot nearest where the foul occurred. (f) A multiple foul is a situation in which two or more teammates commit personal fouls against the same opponent at approximately the same time. A false multiple foul is a situation in which there are two or more fouls by the same team such that the last foul is committed before the clock is started or the ball becomes alive following the first, so that at least one of the attributes of a multiple foul is absent. (g) A personal foul is a player foul which involves illegal contact with an opponent while the ball is live, which hinders an opponent from performing normal defensive and offensive movements. A personal foul also includes contact by or on an airborne shooter when the ball is dead. Note: contact after the ball has become dead is ignored unless it is ruled intentional or flagrant or is committed by an airborne shooter. (h) A player control foul is a common foul committed by a player while he/she is in control of the ball, or by an airborne shooter. (i) A team control foul is a common foul committed by a member of the team that has the ball (j) A technical foul is a foul by a non-player, or a non-contact foul by a player, or an intentional or flagrant contact foul while the ball is dead, except a foul by an airborne shooter. A simultaneous technical foul by opponents is a situation in which there is a technical foul by both teams which occurs at approximately the same time, but are not committed by opponents against each other. No free throws are awarded and the ball is put in play by the team entitled to throw-in under the alternating possession procedure at the division line opposite the table. Penalty: The offended will be awarded two points and possession of the ball at the throw-in spot nearest where the foul occurred. (k) A team foul is any personal foul or technical foul which is charged to either team. All team fouls are counted toward the bonus free throw. (l) An unsportsmanlike foul is a non-contact technical foul which consists of unfair, unethical, or dishonorable conduct. Acts of deceit such as accepting a teammate(s) foul or free throw, faking being fouled, and using of profane or inappropriate language or gestures are unsportsmanlike.

Section 16. A free throw is the opportunity given a player to score one point by an unhindered try for goal from within the free throw circle and behind the free throw line. A free throw starts when the ball is placed at the disposal of the free thrower. It ends when: the try is successful; when it is certain the try will not be successful; the try touches the floor or any player; or the ball becomes dead. 

Section 17. A fumble is the accidental loss of player control when the ball unintentionally drops or slips from the player's grasp.

Section 18. Goaltending occurs when a player touches the ball during a field goal try or tap while: the ball is in downward flight; the entire ball is above the level of the basket ring; the ball has the possibility of entering the basket in flight; and the ball is not touching an imaginary cylinder which has the basket ring as its lower base. It is also goaltending when, during a free throw attempt, an opponent of the free thrower touches the ball while it is outside the imaginary cylinder. 

Section 19. Guarding is the act of legally placing the body in the path of an offensive opponent. There is no minimum distance required between the guard and opponent, but the maximum is six feet when closely guarded. Every player is entitled to a spot on the floor provided such player gets there first without illegally contacting an opponent. To initially establish legal guarding position, the guard must have both feet on the floor inbounds and the front of the guard's torso must be facing the opponent. 

Section 20. Hands and arms, legal and illegal use of ART. 1 It is legal to extend the arms vertically above the shoulders and they need not be lowered to avoid contact with an opponent when the action of the opponent causes contact. This legal use of the arms and hands usually occurs when guarding the player making a throw-in, who is the player with the ball maneuvering to try for a goal by pivoting, jumping or hooking. ART. 2 It is legal to reach to block or slap the ball controlled by a dribbler, or player throwing for goal or a player holding it and accidentally hitting the hand of the opponent when it is in contact with the ball. ART. 3 It is legal for a player to hold his or her hands and arms in front of his or her face or body for protection and to absorb force from an imminent charge by an opponent. This same protective use of the arms and hands occurs when a player who has set a screen outside the opponent’s visual field is about to be run into by the player being screened. The action however, should be a recoil action rather than a pushing action. ART. 4 It is illegal for a player to use his or her arms and hands or hips and shoulders to force his or her way through a screen, or to hold the screener and then to push him or her aside in order to maintain a guarding position relative to his or her opponent. ART. 5 It is illegal for any player to use his hands in any way which inhibits the freedom of movement of the opponent, or acts as an aid to a player in starting or stopping. ART. 6 It is illegal to extend the arms fully or partially in a position other than vertical so that the freedom of movement of an opponent is hindered when contact with the arms occurs. The extension of the elbows when the hands are on the hips or when the hands are held near the chest or when the arms are held more or less horizontally are examples of the illegal positions used. These positions are employed when rebounding, screening, or engaging in various aspects of post play. ART. 7 It is illegal for a player to use his or her forearm and/or hand to prevent an opponent from attacking the ball during a dribble, or when throwing for goal. ART. 8 When arms and elbows are swung about while using the shoulders as pivots, and when the speed of the extended arms and elbows is in excess of the rest of the body as it rotates on the hips or on the pivot foot, or if the speed and vigor with which the arms and elbows are swung are such that injury could result if another player were contacted, the penalty is a violation. The opponent will be awarded a throw-in at the designated outofbounds spot nearest the violation. If contact is made, the offending player will receive a technical foul. ART. 9 It is not legal to lock arms or grasp a teammate(s) in an effort to restrict the movement of an opponent.

Section 21. A held ball occurs when opponents have hands so firmly on the ball that control cannot be obtained without undue roughness, or when an opponent places his/her hand(s) on the ball and prevents an airborne player from throwing the ball or releasing it on a try. 

Section 22. Holding is illegal personal contact with an opponent which interferes with his/her freedom of movement.

Section 23. Incidental contact is contact which is permitted and does not constitute a foul. ART. 1 The mere fact that contact occurs does not constitute a foul. When ten players are moving rapidly in a limited area, some contact is certain to occur. ART. 2 Contact which occurs unintentionally in an effort by an opponent to reach a loose ball, or contact which may result when opponents are in equally favorable positions to perform normal defensive or offensive movements, should not be considered illegal, even though the contact may be severe. ART. 3 Similarly, contact which does not hinder the opponent from participating in normal defensive or offensive movements should be considered incidental. ART. 4 A player who is screened within his or her visual field is expected to avoid contact with the screener by stopping or going around the screener. In cases of screens outside the visual field, the opponent may make inadvertent contact with the screener, and such contact is to be ruled incidental contact, provided the screener is not displaced if he or she has the ball. ART. 5 If, however, a player approaches an opponent from behind or from a position from which he or she has no reasonable chance to play the ball without making contact with the opponent, the responsibility is on the player in the unfavorable position.

Section 24. Kicking the ball is intentionally striking it with any part of the leg or foot. Kicking the ball is a violation only when it is an intentional act; accidentally striking the ball with the foot or leg is not a violation. 

Section 25. Player location is determined by where he/she is touching the floor as far as being: inbounds or out-of-bounds; in the frontcourt or backcourt; behind (outside) or inside the 3-point field goal line. The location of an airborne player with reference to these factors is the same as at the time such player was last in contact with the floor or an extension of the floor such as a bleacher. When the ball touches an official, it is the same as touching the floor at the official's location. 

Section 26. Rebounding is an attempt by a player to secure possession of the ball during and following a try for goal. In a rebounding situation there is no player or team control. ART. 1 To obtain or maintain legal rebounding position, a player may not: (a) Displace, charge, or push an opponent. (b) Extend shoulders, hips, knees or extend the arms or elbows fully or partially in a position other than vertical so that the freedom of movement of an opponent is hindered. (c) Bend his or her body in an abnormal position to hold or displace an opponent. (d) Violate the principle of verticality.

Section 27. Resuming play procedure is used to prevent delay in putting the ball in play following a time-out or intermission. The procedure results in a violation instead of a technical foul for initial delay in specific situations.

Section 28. A screen is legal action by a player who, without causing contact, delays or prevents an opponent from reaching a desired position. ART. 1 To establish a legal screening position: (a) The screener may face any direction; (b) Time and distance are relevant; and (c) The screener must be stationary, except when both are moving in the same path and the same direction. ART. 2 When screening a stationary opponent from the front or side, the screener may be anywhere short of contact. ART. 3 When screening a stationary opponent from behind, the screener must allow the opponent one normal step backward without contact. ART. 4 When screening a moving opponent, the screener must allow the opponent time and distance to avoid contact. The distance need not be more than two strides. ART. 5 When screening an opponent who is moving in the same path and direction as the screener is moving, the opponent is responsible for contact if the screener slows up or stops.

Section 29. A try for field goal is an attempt by a player to score 2 or 3 points by throwing the ball into his/her basket. A player is trying for goal when the player has the ball and in the official’s judgment is throwing or attempting to throw for goal. It is not essential that the ball leave the player’s hand. A foul could prevent release of the ball. The try starts when the player begins the motion which habitually precedes the release of the ball. The try ends when the throw is successful or when it is certain the throw is unsuccessful or when the thrown ball touches the floor or when the ball becomes dead. A tap for goal is the contacting of the ball with any part of a player's hand(s) in an attempt to direct the ball into his or her basket. A tap shall be considered the same as a try for field goal. The tap starts when the player's hand(s) touch the ball. The tap ends in exactly the same manner as a try. The act of shooting begins simultaneously with the start of the try and ends when the ball is clearly in flight, and includes the airborne shooter.

Section 30. A throw-in is a method of putting the ball in play from out-of-bounds. The throw-in begins when the ball is at the disposal of a player of the team entitled to it. The throw-in ends when the passed ball touches, or is touched by an inbounds player other than the thrower (the player who attempts to make a throw-in). The throw-in count ends when the ball is released by the thrower so the passed ball goes directly into the court. The designated throw-in spot is 3 feet wide with no depth limitation and is established by the official prior to putting the ball at the thrower’s disposal. 

Section 31. Traveling (running with the ball) is moving a foot or feet in any direction in excess of prescribed limits while holding the ball. The limits are: ART. 1. A player who catches the ball with both feet on the floor may pivot using either foot. When one foot is lifted, the other is the pivot foot. ART. 2. A player, who catches the ball while moving or dribbling, may stop and establish a pivot foot as follows: (a) if both feet are off the floor and the player lands; (1) simultaneously on both feet, either foot may be the pivot; (2) on one foot followed by the other, the first foot to touch is the pivot; (3) on one foot, the player may jump off that foot and simultaneously land on both. Neither foot can then be a pivot. (b) if one foot is on the floor: (1) it is the pivot when the other foot touches in a step; (2) the player may jump off that foot and simultaneously land on both. Neither foot can then be a pivot. ART. 3. After coming to a stop and establishing a pivot foot: (a) the pivot foot may be lifted, but not returned to the floor, before the ball is released on a pass or try for goal; (b) if the player jumps, neither foot may be returned to the floor before the ball is released on a pass or try for goal; (c) the pivot foot may not be lifted before the ball is released to start a dribble. ART. 4. After coming to a stop when neither foot can be a pivot: (a) one or both feet may be lifted, but may not be returned to the floor, before the ball is released on a pass or try for goal; (b) neither foot may be lifted before the ball is released to start a dribble. ART. 5 A PLAYER HOLDING THE BALL: (a) May not touch the floor with a knee or any other part of the body other than the hand or foot. (b) After gaining possession while on the floor and touching with other than hand or foot, may not stand or attempt to get up.

Section 32. Verticality applies to a legal guarding position. The basic components of the principle are: (a) Legal guarding position must be established initially and movement thereafter must be legal; (b) From this position, the defender may rise or jump vertically and occupy the space within his or her vertical plane; (c) The hands and arms of the defender may be raised within his or her vertical plane while on the floor or in the air; (d) The defender should not be penalized for leaving the floor vertically or having his or her hands and arms extended within the vertical plane; (e) The offensive player whether on the floor or airborne may not "clear out" or cause contact which is a foul within the defender’s vertical plane; (f) The defender may not "belly up" or use the lower part of the body or arms to cause contact which is a foul outside his or her vertical plane; (g) The player with the ball is to be given no more protection or consideration than the defender in judging which player has violated the rules.

Section 33. A violation is one of three types of rule infractions which are listed and the penalty outlined in 9-1 through 12. The types of violations are: ART 1 Floor violations including basket interference or goaltending by a teammate of the thrower for field goal or try for goal; ART 2 Basket interference or goaltending by a player at the opponent’s basket; ART 3 Free throw violations other than those involving basket interference or goaltending. 

Section 34. A warning to a team for delay is an administrative procedure by an official which is recorded on the scorecard by the scorer and announced to the team captain: (a)For throw-in plane violations. (b)For huddle by either team and contact with the free thrower. (c)For interfering with the ball following a goal.

SCORING AND TIMING REGULATIONS

Section 1. A goal is made when a live ball enters the basket from above and remains in or passes through. No goal is scored if an untouched throw-in goes through the basket. If a player control foul occurs after a goal, the goal is canceled. Whether the clock is running or stopped has no influence on the counting of a goal. 

Section 2. Playing time shall consist of two halves of 20 minutes each in men's and women's play. The clock will run continuously except during time-outs and the final 2 minutes of the second half. During the final two minutes, the clock will stop for all fouls, violations, or when the official signals it to stop (whistle). If, when there are exactly two minutes left in the game and a team is ahead by 15 or more points, the clock will continue to run for the rest of the game without stopping even though the point differential is reduced below 15 points. If a team is ahead by 40 or more points anytime in the second half the game will be called.

Section 3. Each team is entitled to two time-outs per game. Time-outs may not exceed one minute in length. The clock will stop on all time-outs. Successive time-outs may be called except: 1) between the end of the second half and the first extra period, and/or 2) between any extra periods. No additional time outs are allowed during any extra period(s). Unused time-outs in the first half may be used in the second half or any overtime period. A time-out shall not be granted until after the ball has become alive to start the game. 

Section 4. In the event that the score is tied at the end of regulation play, a three minute extra period will be played. The clock will stop on the officials' signal during the final minute of each extra period, and no additional time outs are allowed. Personal, team, and technical fouls accumulated in the second half and/or overtime periods will carry over into each succeeding extra period. A one-minute rest period will precede each extra period. 

Section 5. If a technical foul occurs after the ball has become dead to end a half, or extra period, the next half or extra period is started by awarding the offended team two points. This applies when the foul occurs after the first half has ended and after the second half has ended, provided there is to be an extra period. 

Section 6. Game time is forfeit time. Teams must have at least three (3) eligible players at the game site signed in and ready to play at game time. If a team has fewer than 3, the team captain or contestant who is ready to play may choose to give the opponent 10 minutes. If the team or contestant is still not able to play after the 10 minute extension, a forfeit will be declared. If the 10 minute extension is granted, contest playing time will be reduced by 10 minutes or by whatever portion of 10 minutes which was used to avoid a forfeit. If both teams fail to arrive at game time with at least 3 players, the 10 minute grace period will automatically be granted, but the game clock will start at game time.

LIVE BALL AND DEAD BALL

Section 1. The game shall be started with a Jump Ball. After any subsequent dead ball, the only way to get the ball alive is to resume play by a throw-in or by placing it at the disposal of a free thrower. The ball becomes alive when: (a) On a throw-in, it is at the disposal of the thrower; (b) On a free throw, the ball is at the disposal of the free thrower. Note: a ball is at the disposal of a player when it is: a) handed to a thrower; b) caught by the free thrower after it is bounced to him/her; c) placed on the floor at the spot; d) available to the player as after a goal. 

Section 2. To start the second half, the ball shall be put in play by a throw-in under the alternating possession procedure. All overtime periods will begin with a Jump Ball. Throw-ins to start the second half will be administered at the division line opposite the scoring table. 

Section 3. Alternating possession. (a) In all jump ball situations and to start each period, the teams will alternate taking the ball out-of-bounds for a throw-in. The team obtaining the ball to begin the game starts the alternating possession procedure. The arrow is set toward the opponent's basket. Control may also be established as the result of a violation or foul. (b) To start the second half and all extra periods, the throw-in shall be from out-of-bounds at the division line opposite the table. (c) In all jump ball situations other than the beginning of a period, the throw-in shall be from the out-of-bounds spot nearest to where: (1) A held ball occurs; (2) The ball goes out-of-bounds; (3) A double free throw violation occurs; (4) A live ball lodges between the backboard and ring or comes to rest on the flange, unless a free throw or throw-in follows; (5) The ball becomes dead when neither team is in control and no goal or infraction or end of a half or extra period is involved; (6) Opponents commit simultaneous goaltending or basket interference violations. Note: When technical fouls are involved, the throw-in shall be from the division line on either side of the court. If a coach/player/official requests that a timing or scoring mistake or alternating possession mistake be prevented or rectified, the appeal must be presented at the scorer's table in the presence of the game official(s), and a representative from both teams. If a timing/scoring/alternating possession mistake is prevented or rectified, no time-out will be assessed to the team(s) making the appeal. If no mistake is corrected, the team(s) making the request will be assessed a time-out. If no time-outs are available, the team(s) will be assessed a technical foul.

Section 4. The ball becomes dead or remains dead when: (a) a goal is made; (b) it is apparent the free throw will not be successful on a: (1) free throw which is to be followed by another throw; (2) free throw which it to be followed by a throw-in; (c) a held ball occurs, or ball lodges between the backboard and ring or comes to rest on the flange; (d) an official's whistle is blown; (e) time expires for a half or extra period; (f) a foul occurs (other than player control); (g) a free throw violation by the thrower's team occurs; (h) a violation; or (i) a player control foul occurs. Exception 1. The ball does not become dead until the try or tap ends when: (a) Section 4d, e or f occurs while a try for a field goal or a tapped ball by a player toward his/her basket is in flight; (b) Section 4d or f occurs while a try for a free throw is in flight; (c) A foul is committed by an opponent of a player who has started a try for goal (is in the act of shooting) before the foul occurred, provided time did not expire before the ball was in flight. The trying motion must be continuous and begins after the ball comes to rest in the player's hand or hands, and is completed when the ball is clearly in flight. The trying motion may include arm, foot, or body movements used by the player when throwing the ball at his/her basket; (d) An excessively swinging arm(s) or elbow(s) violation occurs by an opponent without making contact. When the shooter, tapper, or teammate commits this infraction, the ball shall become dead immediately.

OUT-OF-BOUNDS AND THE THROW-IN

Section 1. A player is out-of-bounds when he/she touches the floor or any object other than a player on or outside a boundary. The ball is out-of-bounds when it touches: (a) a player who is out-of-bounds (b) any other person, the floor, or any object on or outside a boundary (c) the supports or back of the backboard (d) the ceiling, overhead equipment or supports. The edges of the backboard are inbounds. When a rectangular backboard is used, the ball is out-of-bounds if it passes over the backboard. 

Section 2. The ball is caused to go out-of-bounds by the last player to touch, or to be touched by, it before it goes out, provided it is out-of-bounds because of touching something other than a player. If the ball is out-of-bounds because of touching, or being touched by, a player who is on or outside a boundary, such player causes it to go out. 

Section 3. If the ball goes out-of-bounds and was last touched simultaneously by two opponents, both of whom are inbounds or out-of-bounds or if the official is in doubt as to who last touched the ball or if the officials disagree, play shall be resumed by the team entitled to the alternating possession throw-in at the spot out-of-bounds nearest to where the simultaneous violation occurred.

Section 4. (a) When the ball is out-of-bounds after any violation, the official shall place the ball at the disposal of an opponent of the player who committed the violation for a throw-in from the designated spot nearest the violation except for penalties which require specific throw-in spots. (b) After a player control foul, team control foul, or a common foul prior to the bonus rule being in effect, any player of the offended team shall make the throw-in from the designated out-of-bound spot nearest the foul. (c) After a goal, the team not credited with the score shall make the throw-in from the end of the court where the goal was made and from any point outside the end boundary. Any player of the team may make a direct throw-in, or he/she may pass the ball along the end boundary to a teammate(s) behind the boundary line. (d) After a technical foul, any player of the team to whom the free throws have been awarded shall make the throw-in from out-of-bounds at the division line on the side of the court opposite the scorer's table. (e) After a free throw violation by the throwing team, any opponent of the throwing team shall make the throw-in from the out-of-bounds spot nearest the violation. (f) After an intentional or flagrant personal foul, any player of the team to whom the free throws have been awarded shall make the throw-in from the out-of-bounds spot nearest the foul. (g) After a double personal foul or double technical foul, any player of the team already in possession of the ball shall make the throw-in from the out-of-bounds spot nearest the foul (Point of Interruption.)

Section 5. The throw-in starts when the ball is at the disposal of a player or the team entitled to the throw-in. The thrower-in shall release the ball on a pass directly into the court within 5 seconds after the throw-in starts. The throw-in pass shall touch a player (inbounds or out-of-bounds) on the court before going out-of-bounds. The throw-in pass shall not touch a teammate while it is on the out-of-bounds side of the throw-in boundary (except as in 7-4(c)). The thrower shall not leave the designated throw-in spot until the ball has been released on a throw-in pass. The opponent(s) of the thrower shall not have any part of his/her person over or through the inbounds side of the boundary plane until the ball has been released on a throw-in pass. Teammates shall not occupy adjacent positions near the boundary if an opponent desires one of the positions.

FREE THROW

Section 1. Free Throw Administration ART. 1 When a free throw is awarded, the administering official shall bounce the ball to the thrower from the lead position. In each situation: (a) The ball will be bounced to the free thrower if s/he is ready, or it will be placed on the floor; (b) The free throw count will begin and either or both teams may be charged with a violation; (c) Following a violation by one or by both teams, if that team(s) continues to delay it is a technical foul. ART. 2 If the ball is to become dead when the last free throw for a specific penalty is not successful, players shall not occupy spaces along the free throw lane. ART. 3 During a free throw when lane spaces may be occupied: (a) During a free throw, all players will move up one marked lane space, leaving the two spaces closest to the end line vacant. A new mark (2 inches by 8 inches) must be reapplied to the lane line near the free-throw line to designate the last 3-foot marked lane space. (b) A teammate of the free thrower is entitled to the next adjacent lane space on each side and to each other alternate position along each lane line; (c) Not more than one player may occupy any part of a marked lane space; and (d) Only the marked lane spaces may be occupied.

Section 2. The free throw(s) awarded because of a personal foul shall be attempted by the offended player. If such player must withdraw because of an injury or disqualification, his or her substitute shall attempt the throw(s) unless no substitute is available, in which event any teammate may attempt the throw(s). 

Section 3. The penalty for a technical foul is two points for the non-offending team and the ball at the division line opposite the scorer's table. No free throws are shot when a technical foul has been called. Any team that receives three unsportsmanlike technical fouls in a game, the contest is immediately over and the opponent is declared the winner. 

Section 4. The try for goal shall be made within 10 seconds after the ball has been placed at the disposal of the free thrower at the free throw line. This shall apply to each free throw. 

Section 5. As after a made free throw which is not followed by another free throw, the ball shall be put in play by a throw-in: ART. 1 after a field goal, if the try is for a personal foul, other than intentional or flagrant, and is successful; ART. 2 by any player of the free thrower's team from out-of-bounds at the division line opposite the scorer's table if the free throw is for a technical foul; ART. 3 by any player of the free thrower's team from the out-of-bounds spot nearest the foul if the free throw is for an intentional personal foul or flagrant personal foul. 

Section 6. If a free throw is unsuccessful, or if there is a multiple throw for a personal foul(s) and the last free throw is unsuccessful, the ball remains alive. If there is a multiple throw and both a personal and technical foul are involved, the tries shall be attempted in the order in which the related fouls were called, and if the last try is for a technical foul or intentional or flagrant personal foul, the ball shall be put in play by a throw-in. 

Section 7. Penalties for fouls are administered in the order in which the fouls occurred.

VIOLATIONS AND PENALTIES

A player shall not: Section 1. Violate the following free throw provisions: (a) The try shall be attempted from within the free throw semi-circle and behind the free throw line; (b) After the ball is placed at the disposal of a free thrower: (1) he/she shall throw within 10 seconds and in such a way that the ball enters the basket or touches the ring before the free throw ends; (2) the free thrower shall not purposely fake a try nor shall any player in a marked lane space fake to cause an opponent to violate; (3) no opponent shall disconcert the free thrower; (4) no player shall enter or leave a marked lane space; (5) the free thrower shall not have either foot beyond the vertical plane of the edge of the free throw line which is farther from the basket or any lines which bound the semicircle; (6) a player, other than the free thrower, who does not occupy a marked lane space may not have either foot beyond the vertical plane of the free throw line extended or the 3-point line whichever is farther from the basket. (7) A player occupying a marked lane space may not have either foot beyond the vertical plane or cylinder of the outside edge of any lane boundary, or beyond the vertical plane of any edge of the space designated by a lane space mark or beyond the vertical plane of any edge of the space designated by a neutral zone. The restrictions in 4, 5, 6, 7 apply until the ball touches the ring or backboard, or until the free throw ends. (c) An opponent of the free thrower shall occupy each lane space adjacent to the end line during the try unless the resuming of play procedure is in effect, and no teammate of the free thrower may occupy either of these lane spaces. PENALTY: 1. If the violation is by the free thrower or a teammate only, the ball becomes dead when the violation occurs and no point can be scored by that throw: a. If the violation occurs during a free throw for a personal foul, other than intentional or flagrant, the ball is awarded to the opponents for a throw-in at the out-of-bounds nearest the violation; b. If the violation occurs during a free throw for a flagrant or intentional personal foul, the ball is awarded to the thrower's team for a throw-in at the out-of-bounds spot nearest the foul. 2. If the violation is by the free thrower's opponent only: a. If the try is successful, the goal counts and the violation is disregarded; b. If the try is not successful, the ball becomes dead when the free throw ends, and a substitute throw shall be attempted by the same thrower under conditions the same as for the throw for which it is substituted. 3. If there is a violation by each team, the ball becomes dead when the violation by the free thrower's team occurs, no point can be scored, and play shall be resumed by the team entitled to the alternating possession throw-in at the spot out-of-bounds nearest to where the double violation occurred. The out-of-bounds provision in penalty item (1) and the throw-in provision in penalty item (3) do not apply if the free throw is to be followed by another free throw. In penalty item (3), if a violation by the free thrower follows a disconcerting act, a substitute free throw shall be awarded. If a fake causes a violation by an opponent, only the fake shall be penalized

Section 2. Violate provisions governing the throw-in. The thrower shall not: ART. 1 Leave the designated throw-in spot until the ball has been released on a throw-in pass; ART. 2 Fail to pass the ball directly into the court so it touches or is touched by, another player (inbounds or out-of-bounds) on the court before going out-of-bounds; ART. 3 Pass the ball so it is touched by a teammate while the ball is on the out-of-bounds side of the throw-in boundary plane (except as in 7-4(c)). ART. 4 Consume 5 seconds from the time the throw-in starts until the ball is released on a pass directly into the court; ART. 5 Carry the ball onto the court; ART. 6 Touch the ball in the court before it touches, or is touched by, another player. ART. 7 Throw the ball so that it enters the basket before it touches, or is touched by, another player. No player shall: ART. 8 Throw the ball so it lodges between the backboard and the ring or comes to rest on the flange before it touches, or is touched by, another player ART. 9 Replace the thrower or be out-of-bounds after a designated spot throw-in begins; ART. 10 Be out-of-bounds when he or she touches, or is touched by, the ball after it has been released on a throw-in pass. ART. 11 The opponent(s) of the thrower shall not have any part of his or her person over the inside plane of the boundary line until the ball has been released on a throw-in pass. NOTE: The thrower may penetrate the plane provided he or she does not touch the inbounds area before the ball is released on the throw-in pass. The opponent, in this situation may legally touch or grasp the ball. See penalty. ART. 12 No teammate of the thrower shall be out of bounds after a designated-spot throwin begins. PENALTY: 2. The ball becomes dead when the violation or technical foul occurs. Following a violation, the ball is awarded to a nearby opponent for a throw-in at the out-of-bounds spot nearest the violation. (Article 11 only): 1. The first violation of the plane by an opponent(s) of the thrower shall result in a warning for delay being given (one warning per team per game). The warning does not result in the loss of the opportunity to move along the end line when and if applicable. 2. The second or additional violations will result in a technical foul assessed to the offending player. 3. If an opponent(s) of the thrower reaches through the plane and touches or dislodges the ball, a technical foul shall be charged to the offender. No warning required. 4. If an opponent(s) of the thrower reaches through the plane and fouls the thrower, an intentional personal foul shall be charged to the offender. No warning required.

Section 3. Cause the ball to go out-of-bounds. 

Section 4. Run with the ball, kick it, strike it with the fist or cause it to enter and pass through the basket from below. NOTE: Kicking the ball is a violation only when it is an intentional act; accidentally striking the ball with the foot or leg is not a violation. 

Section 5. Dribble a second time after his/her first dribble has ended, unless it is after he/she has lost control because of: (a) a try for field goal; or (b) a bat by an opponent; or (c) a pass or fumble which has then touched or been touched by another player. 

Section 6. Remain for 3 seconds in that part of his/her free throw lane between the end boundary and the farther edge of the free throw line while the ball is in control of his/her team in his/her frontcourt. Allowance shall be made for a player who, having been in the restricted area for less than 3 seconds, dribbles in or moves to try for goal. The count shall not begin or it shall be terminated during an interrupted dribble or while a shot attempt is made. 

Section 7. Be, nor may his/her team be, in continuous control of a ball which is in his/her backcourt for 10 seconds. 

Section 8. Be the first to touch a ball which is in team control after it has been in frontcourt, if he/she or a teammate last touched or was touched by the ball in the frontcourt before it went to the backcourt. Exception 1: It is not a violation when after a throw-in, a player is the first to secure control of the ball while both feet are off the floor, and he/she then returns to the floor with one or both feet in the backcourt. Exception 2: It is not a violation if a defensive player who jumped from the frontcourt, secures control of the ball while both feet are off the floor and he or she returns to the floor with one or both feet in the backcourt.

Section 9. While closely guarded: (a) anywhere in his/her frontcourt, hold or dribble the ball for 5 seconds. (b) in his/her frontcourt, control the ball for 5 seconds in an area enclosed by screening teammates. (c) the count shall not begin or it shall be terminated during an interrupted dribble. PENALTY: (for sections 3 thru 9) Ball becomes dead, or remains dead, when the violation occurs. The ball is awarded to a nearby opponent for a throw-in at the out-of-bounds spot nearest the violation. 

Section 10. Commit basket interference or goaltending. Basket interference occurs when a player: (a) touches the ball or basket (including the net) when the ball is on or within either basket; (b) touches the ball when it is touching the cylinder having the ring as its lower base. (c) touches the ball outside the cylinder while reaching through the basket from below. Goaltending occurs when a player: (d) touches the ball during a field goal try or tap while it is in its downward flight entirely above the basket ring level and has the possibility of entering the basket in flight, or an opponent of the free thrower touches the ball outside the cylinder during a free throw attempt. (e) touches the ball while it is in its downward flight entirely above the basket ring level, which has been tapped by a player toward his/her own basket and has the possibility of entering the basket in flight. EXCEPTION: In a or b, if a player has his/her hand legally in contact with the ball, it is not a violation if such contact with the ball continues after it enters a basket cylinder, or if, in such action, the player touches the basket. Dunking or stuffing is legal and is not basket interference. PENALTY: (section 10): 1. If the violation is at the opponent's basket, the opponents are awarded 1 point if during a free throw, 3 points if during a 3 point try, and 2 points in any other case. See Rule 10 for additional penalty for goaltending or basket interference during a free throw. The crediting of the score and subsequent procedure are the same as if the awarded score had resulted from the ball having gone through the basket, except that the official shall hand the ball to a player of the team entitled to the throw in. 2. If the violation is at a team's own basket, no points can be scored, and the ball is given to the opponent for a throw-in at the out-of-bounds spot nearest the violation. See Rule 10 for additional penalty for goaltending or basket interference during a free throw. 3. If the violation results from touching the ball while it is in the basket after entering from below, no points are scored and the ball is awarded to the opponents for a throw-in at the out-of-bounds spot nearest the violation. 4. If there is a violation by both teams, play shall be resumed by the team entitled to the alternating possession throw-in at the out-of-bounds spot nearest to where the simultaneous violation occurred. 

Section 11. Excessive Swinging of Arm(s)/Elbow(s) (a) A player shall not excessively swing his/her arm(s) or elbow(s), even without contacting an opponent. (b) A player may extend arm(s) and elbow(s) o hold the ball under the chin or body. (c) Action of arm(s) and elbow(s) resulting from total body movements as in pivoting or movement of the ball incidental to feinting it, releasing it, or moving it to prevent a held ball or loss of control shall not be considered. PENALTY: The ball is dead when the violation occurs and is awarded to the opponents for a throw–in from the designated out-of-bounds spot nearest the violation.

FOULS AND PENALTIES

A. TECHNICAL FOUL FORFEITURE: The referee or staff assistant may forfeit a game if any player, squad member, or bench personnel fails to comply with any penalty, or repeatedly commits acts which make a travesty of the game. Three unsportsmanlike technical fouls in one game by the same team results in forfeiture of the game and the opponent declared the winner. Section 1. A substitute shall not enter the court: (a) without reporting to the scorers; (b) without being beckoned by an official, except between halves; Section 2. A player shall not: (a) participate after having been disqualified (penalty also includes ejection); (b) wear an identical or illegal number; (c) grasp the basket, or dunk or stuff, or attempt to dunk or stuff a dead ball prior to or during the game or during any intermission. This item applies to all team personnel (exception: a player may grasp the basket to prevent injury). (d) slap or strike either backboard or cause either ring to vibrate while the ball is in flight during a try or tap or is touching the backboard or is on or in the basket or in the cylinder above the basket. A player may not place a hand on the backboard to gain an advantage; (e) delay the game by such acts as: preventing the ball from being made alive promptly or from being put in play; attempting to gain an advantage by interfering with the ball after a goal; failing when in control, to immediately pass the ball to the nearer official when a violation is called; or repeatedly violate the throw-in provisions. Intentionally, interfering with the ball following a goal is a team warning the first time and technical foul the second time the same team delays the game. (f) leave the court for an unauthorized reason or delay returning after legally being out-ofbounds. (g) commit an unsportsmanlike foul. This includes but is not limited to, acts or conduct such as: (1) disrespectfully addressing or contacting an official or gesturing in such a manner as to indicate resentment; (2) using profane or inappropriate language or obscene gestures; (3) baiting or taunting an opponent; (4) obstructing the vision of an opponent not in control of the ball by waving hands near his/her eyes; (4) climbing on or lifting a teammate to secure greater height to handle the ball; (5) knowingly attempting a free throw or accepting a foul to which the player was not entitled; (6) use tobacco or smokeless tobacco NOTE: Contact after the ball has become dead is ignored unless it is unsportsmanlike, flagrant, or intentional. (h) intentionally or flagrantly contact of an opponent when the ball is dead and such contact is not a personal foul; (i) goaltend during a free throw. (j) commit a violation following the warning regarding the throw-in boundary plane, or reach through the plane and touch or dislodge the ball prior to the warnings. (k) BE CHARGED WITH FIGHTING. PENALTY: (all sections) 2 points plus the ball for division line throw-in. If flagrant, the offender is ejected and banished from the playing site. Sections (a) and (l) are flagrant. Section (a) is penalized if discovered while being violated. Section (b) is penalized one time if discovered prior to ball becoming alive for each designated starter and each substitute who enters. Note: If simultaneous technical fouls are called on opponents, no points are awarded and the ball is put into play by the team previously in possession of the ball at the Point of Interruption. Section 3. Any player may be ejected after receiving the first technical foul. He/she must be expelled after receiving a second technical foul. The second technical foul on any player is considered flagrant. A team that receives three unsportsmanlike technical fouls in the same game will forfeit that contest.

B. PERSONAL FOUL. Personal fouls always involve contact and occur during a live ball except during a common foul or by an airborne shooter. Section 1. A player shall not: hold, push, charge, trip, nor impede the progress of an opponent by extended arm, shoulder, hip or knee, or by bending the body into other than a normal position; nor use any rough tactics. He/she shall not contact an opponent with his/her hand unless such contact is only with the opponent's hand while it is on the ball and is incidental to an attempt to play the ball. The use of hands on an opponent in any way that inhibits the freedom of movement of the opponent or acts as an aid to a player in starting or stopping is not legal. Extending the arms fully or partially other than vertically so that freedom of movement of an opponent is hindered when contact with the arms occurs is not legal. These positions are employed when rebounding, screening or in various aspects of post play. A player may not use the forearm and hand to prevent an opponent from attacking the ball during a dribble or when throwing for goal. A player may hold the hands and arms in front of his or her face or body for protection and to absorb force from an imminent charge by an opponent. It is a form of pushing when the player holding the ball is contacted by a defensive player who approaches from behind. Contact that is caused by the momentum of a player who has thrown for goal is a form of charging. A dribbler shall not charge into nor contact an opponent in his/her path nor attempt to dribble between two opponents or between an opponent and boundary, unless the space is such as to provide a reasonable chance for him/her to go through without causing contact. If a dribbler, without contact, passes an opponent sufficiently to have head and shoulders in advance of that opponent the greater responsibility for subsequent contact is on the opponent. If a dribbler in his/her progress has established a straight line path, he/she may not be crowded out of the path but, if an opponent is able legally to establish a defensive position in that path, the dribbler must avoid contact by changing direction or ending his/her dribble. The dribbler should not be permitted additional rights in executing a jump try for goal, pivoting, feigning, or in starting a dribble. A player who screens shall not: (a) when he/she is behind a stationary opponent, take a position closer than a normal step from his/her; (b) when he/she assumes a position at the side or in front of a stationary opponent, make contact with him/her. If the screen is set within the visual field of a stationary opponent, the screener may be as close to the opponent as the screener desires short of contact. (c) take a position so close to a moving opponent that this opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be one to two normal steps or strides from the opponent. (d) after assuming his/her screening position move to maintain it, unless he/she moves in the same direction and path of his/her opponent. When both opponents are moving in exactly the same direction, the player behind is responsible if contact is made because the player in front slows up or stops and the player behind overruns his or her opponents. If the screener violates any of these provisions and contact results, he/she has committed a personal foul. A player who is screened within his or her visual field is expected to avoid contact by going around the screener. In cases of screens outside the visual field, the opponent may make inadvertent contact with the screener; and if the opponent is running rapidly, the contact may be severe. Such a case is to be ruled as incidental contact provided the opponent stops, or attempts to stop, on contact and moves around the screen, and provided the screener is not displaced if he or she has the ball. A player may not use the arms, hands, hips or shoulders to force his or her way through a screen or to hold the screener and then push the screener aside in order to maintain a guarding position on an opponent.

Summary of Penalties for all Fouls The offended player or team is awarded free throws as follows: (1) No free throws for: (a) each common foul before the bonus rule is in effect; (b) a player control foul; (c) a double personal foul or a simultaneous foul by opponents; (d) A double technical foul or a simultaneous technical foul by opponents; (e) In d or e, a throw-in is to occur to resume play from point of interruption. (2) One free throw if fouled in the act of shooting and 2 or 3-point try or tap is successful. (3) Bonus free throw: (a) for 7th, 8th, 9th team foul each half if first free throw is successful. (b) beginning with 10th team foul each half whether or not 1st free throw is successful. (4) Two points and possession of the ball at the throw-in spot nearest where the foul occurred for intentional or flagrant fouls. (5) Two points and possession of the ball at the division line opposite the table for technical fouls. (5) Fouled in the act of shooting and try or tap is unsuccessful: (a) two free throws on a 2-point try; (b) three free throws on a 3-point try; (c) plus ball for throw-in if intentional or flagrant. (6) Multiple Foul: (a) one free throw for each foul: (1) No try involved (team in bonus situation); (2) Successful 2-point try or tap; (3) Successful 3-point try or tap. (4 In case of a false double or a false multiple foul, each foul carries its own penalty.

CO-REC BASKETBALL RULES

RULE 1. PLAYERS Each team will consist of 5 players: 2 men and 3 women, or 3 men and 2 women. A team may start a game with 4 players without penalty, provided there is not less than 1 player of each gender. Substitutions can be made during any dead ball, however the substitutes must be approved by the officials. It is required that each team has one representative to assist in the scoring and timekeeping on the sidelines. If no such person is provided, a player from the floor must assume these duties. If both teams fail to provide someone to keep score/time each team shall put a player at the table and play the game with one less player on the court. Game time is forfeit time.

RULE 2. TIMING Each game will consist of two 20-minute halves. The clock will run continuously except for the final 2 minutes of the second half. During the final 2 minutes the clock will stop on all fouls, violations, and any officials' time out. The clock will not stop if a team is ahead by 15 or more points with 2 minutes or less remaining in the second half, even if the 15-point margin is reduced. Each team is entitled to two (2) time-outs per game, to be used at any time. There will be a three minute break between halves. Overtime periods will be 3 minutes in length and the clock will stop on fouls and violations during the last minute only. No additional time-outs are given for any overtime periods. Unused time-outs from regulation will carry over.

RULE 3. SCORING A field goal by a female counts 3 points and by a male counts 2 points. All free throws are worth 1 point. When fouled on a shot, females will be granted the number of free throws equal to the basket, had it been successful. If a female is fouled and the goal is successful, she will be awarded one free throw. If a female is fouled in bonus situation, she will be awarded up to three free throws. If fouled in a double bonus situation, a female will be awarded three free throws. "Three-point" shots made by women count 4 points. Those made by men count 3 points.

RULE 4. SPECIFIC REGULATIONS *Updated Spring 2018 a. *A women’s-sized (28.5 in) basketball will be used for all Co-Recreational games. b. The game shall be started with a Jump Ball. The second half will begin with a throw-in. c. The bonus free throw shall be in effect beginning with the seventh foul by a team during a half. Beginning with the 10th team foul the bonus free throw will be awarded whether the first free throw is successful or not (i.e. it is a two shot foul). If the foul is a player control foul or team control foul, no free throws will be awarded; however, the ball will be awarded to the offended team at the nearest out-of-bounds spot. d. Players may not wear jewelry. This rule is for player safety; it is to protect the wearer and the opponents. e. Team members must wear the same color jerseys with permanent numbers of contrasting color displayed on the front and back. f. The team captain is the only player that should address the officials. If the captain is not in the game, the team may appoint a player on the floor to act as the team spokesperson. g. If a team is ahead by 15 or more points with two minutes or less remaining in the second half, the clock will not stop even if the 15-point margin is reduced. h. If a team is ahead by 40 or more points anytime in the second half, the game will be called. i. Current National Federation Rules will govern all other aspects of play.

RULE 5. JERSEYS and EQUIPMENT Teams may check out jerseys at the Campus Recreation Center Equipment Rental and Checkout located in room 34 upon presentation of a current UNL photo ID. Team Jerseys must be of the same color with permanent numbers of contrasting color displayed on the front and back. Campus Recreation will provide a *WOMEN’S REGULATION SIZE BASKETBALL for all games.

Broomball

Broomball is a game very much like hockey. Most hockey rules apply, except that the game is played with a regulation broomball stick (which is shaped like a broom) and a regulation broomball (which is a heavy plastic ball, slightly bigger than a softball). Sticks and balls are provided by Campus Recreation. The game is played on an ice hockey rink. Players are not allowed to wear skates. The ice rink is located at the State Fair Park Coliseum "Ice Box". Campus Recreation (CRec) reserves the right to revise, or update, at any time, any rules related to intramural broomball. The size of the goals have been increased for more scoring opportunities.

A. Players' Equipment 1. Footwear: Rubber soled non-marking tennis or basketball type shoes suitable for running on ice are recommended. No spikes, cleats, heavy boots, street shoes, or similar footwear is allowed. 

2. Helmets with face masks are mandatory, and will be provided by Campus Recreation. 

3. Gloves, shin pads, elbow pads, and mouthpiece are optional, but recommended. Shin pads or elbow pads must be worn under clothing. Goalie pads/leggings are not allowed. Hand protection is limited to the use of mittens or gloves. Softball gloves will be provided for goalies. 

4. Balls and sticks will be provided by Campus Recreation and must be used. 

5. All jewelry must be removed.

B. Officials 1. The officials shall not permit any player to wear equipment which, in his/her judgment, is dangerous to other players. Players may not wear jewelry. The officials shall make the final decision on acceptable equipment. 

2. The officials shall have power to make decisions on any points not specifically covered in the rules. The officials shall conduct the game in accordance with the rules. 

3. The officials shall penalize unsportsmanlike conduct by any player, coach, substitute, team attendant, or spectator by removing them from the game and the area. 

4. One official shall be in charge of the game time with one stopwatch. The other official shall be in charge of the scorecard and keeping all penalty times on another stopwatch. Officials may call time out in case of injury, emergency, or broken equipment on the ice.

C. The Team and Players 1. Teams consist of five players, one being the goalie. A minimum of four players is required to start the game. In Co-Rec, a minimum of four players (each gender must be represented by at least one player) is required. A Co-Rec team may not play with more than 3 players of one gender. 

2. Each team will designate one captain. He/she will be the only individual to discuss with the officials any questions related to rules interpretation. 

3. The team captain shall notify the officials when their team pulls the goalie, or subsequently, puts the goalie back into the game. 

4. If multiple penalties occur, a team can only play 2 people short of the number they have on the ice at full strength, if they have 5 players to start the game. If they have only 4 playing, then a minimum of 3 players per team will be on the ice in a multiple penalty situation. 

5. In a simultaneous minor penalty situation where both teams are at even strength and one team scores a goal, nobody returns to the ice. Therefore, a team cannot score and make themselves short-handed. 

6. If a team is playing two players short of full strength and a third penalty occurs, that offending player's penalty time will not start until he/she reports to the box, and the individuals already in the box must wait for that person to report to the box before leaving the penalty box.

D. Timing and Scoring 1. Game time is forfeit time. Teams should report to the Intramural Sports Staff Assistant at least fifteen minutes prior to their scheduled game time. The legal team may give short team 10 minutes from game time to field a legal team or take the win by forfeit. The game clock will start at game time. 

2. A coin toss at the beginning of the game will determine which goal will be defended. Broomball is played in three 8-minute periods of running time with one minute between periods, no timeouts. Teams shall switch ends at the end of each period. The last one minute of the third period will be stop time in all dead ball situations (i.e. violations, penalties, injuries, and when the ball leaves the playing area) if the difference in score is two goals or less. 

3. To score, ball must be hit with the broomball stick into the goal. No goal for a ball diverted into the goal by an offensive players' foot. The entire ball must cross goal line. In Co-Rec, a goal by a male counts as 1 point, and a goal by a female counts as 2 points. 

4. If the game is tied at the end of regulation during the regular season, it remains a tie/game over and each team receives 1 point (2 for a win and 0 for a loss) for playoff seeding purposes. If the game is tied at the end of regulation in the playoffs, a shoot-out will take place. Five players from each team will attempt a penalty shot from the designated penalty shot line-5 yards in front of the goal line. In Co-Rec, shooters must be 3 of one gender, 2 of the other. Shooters must alternate gender when shooting. If still tied, the shoot-out procedure will continue in sudden death fashion (i.e. one player from each team attempts a shot, and if still tied, one more from each team until the tie is broken). Shoot-out Rules: a. Goalies can take shoot-out shots. b. Every player on a team (both players on the ice and on the bench) must shoot before any player can shoot a second time except in Co-Rec (the first five to shoot must be the five people on the ice at the end of regulation). In Co-Rec, no person of the same gender may shoot a second time until each player of that gender has shot once. c. No player in the penalty box at the end of regulation may participate in the shoot-out. d. Shoot-out and penalty shots will be taken from 5 yards in front of the goal line with all other players behind and away from the shooter, except the goalie. e. At the referee's instruction, the shooter may take the shot from the spot. A shoot-out or penalty shot may only be contacted once by the shooter. There are no rebounds. Shooters may not dribble the ball in toward the goal. f. No faking of shoot-out or penalty shots. If done, either successful or unsuccessful, the goal does not count and there is no retry. g. The backward and forward arc of the stick during the swing of his/her shot must be kept below the waist. If in violation, the shot is no good and no retry. h. The goalie must remain in the crease until the ball is touched. The goalie may not throw his stick or glove. A goal shall be scored if he/she is in violation whether or not the shot is good. i. If, during a penalty shot, any player on the opposing team causes a distraction or interference, a second penalty shot attempt shall be awarded (provided the first attempt was unsuccessful) and a misconduct penalty will be given. 

5. If a penalty shot is awarded during the game, the following provisions apply: a. If a goal is scored off a penalty shot, play will resume with a face-off at center ice. b. If the penalty shot is not successful, there will be a face-off at the nearest face-off circle. c. Rules D-3-d, e, f, g, h, and i, above apply to penalty shots. d. The fouled player must make the penalty shot, unless he/she is physically incapable of doing so. In such a case, the captain will choose from a participating player on the ice. 

6. Mercy Rule: If a team is ahead by ten (10) goals at any point in the game, the game will immediately end with that team being declared the winner.

E. General Rules of Play 1. THERE IS ABSOLUTELY NO CHECKING!!! Penalty: Ejection and 5-minute major penalty. 

2. Play begins with a face-off at center ice with players in their defensive zone. A face-off at center ice also occurs after a goal is scored and at the beginning of each period. Any face-off requires all players not facing off to be at least 6 feet from the face-off spot. The ball must touch the ice before being played on a face-off or a redrop occurs. 

3. The ball must be passed from player to player using the stick. NO KICKING. If kicked, indirect shot awarded to opponent at spot of infraction. 

4. Players may not catch the ball. They may knock it down with their hand, but if this occurs, they must be the first to play it with their broom before it touches another team member. No hand passes. 

5. A broom may never be swung above waist height. This results in a minor violation--the ball being awarded to the opponent at the spot of the infraction for an indirect shot--or a 2-minute minor penalty. 

6. A ball knocked out of play will be put back in play with a face-off at the spot nearest where the ball was last touched by a player. 

7. Players must play the ball, and not the body, at all times. 

8. Players may not leave their feet (intentionally or unintentionally) to stop or play the ball or contact an opponent. Players who are not on their feet may not play the ball. Leaving the feet results in a minor violation if the ball is played and no contact is created with an opponent. The ball is awarded to the opponent at the spot of the infraction for an indirect shot. If contact occurs with an opponent during the violation a 2-minute minor penalty will be given for the infraction. 

9. After each penalty, a face-off will result at the face-off circle nearest the spot of the penalty. Face-offs will be made at the center circle when the penalty occurred in the attacking area of the player/team being penalized. 

10. A ball lodged or caught behind the net/goal is blown dead and a face-off occurs at the nearest face-off spot.

F. Substitution 1. Players may substitute during live ball situations providing the following conditions: a. Players entering the game must wait until the player leaving the floor is completely off the ice before entering the playing area. b. Players leaving the ice must exit at the same place that the substitute is entering the ice. c. Goalies must notify the referee when substituting. 2. Players entering the ice after an expired penalty may not participate in a play until touching the center line along the sideline.

G. Goalies 1. May use a broom. 

2. Can use their hands and may catch and/or freeze the ball as long as some part of their body is in the crease. If completely out of the crease and ball is frozen, an indirect shot is awarded to the opponent at the spot of the infraction. 

3. A goalie in possession of the ball has 5 seconds to get rid of it. Opponents must back off enough to allow the goalie to pass the ball. 

4. The goalie may not roll or throw the ball out of their own half of the ice. If this occurs, possession of the ball will be given to the opponent at center ice for an indirect shot. 

5. A goalie leaving the crease loses all goalie privileges. 

6. Goalie may not use goalie thigh/shin pads, but may wear a softball glove and dress similar to other players. A helmet/mask is required and will be provided. 

7. The goalie may be pulled or put back into goal at any time, as long as the officials have been notified. 

8. No player, offensive or defensive, except the goalie is allowed in the crease area. A goal scored by offensive player in the crease is disallowed, unless the offensive player was pushed by a defensive player into the crease. A defensive player other than goalie stopping the ball in the crease will be penalized by awarding a penalty shot to the opponent. The goal crease is an imaginary 4 foot radius making a half-circle and extends from the center point of the goal line perpendicular from the front of the goal. Orange spots usually outline the goal crease. 

9. Goalies will serve all penalties they receive. 

10. To prevent damage to ice surface, goalies must refrain from repeatedly hitting the ice with their stick, especially when not playing the ball. Penalty: 2-minute minor (see rule K-14)

H. Offside: There will be no offside penalties in broomball except during face-off situations.

I. Minor Violations/Indirect Shots - The following violations will be penalized by awarding the ball to the opponent at the spot of the infraction for an indirect shot: 

1. Playing the ball with a high stick when others are not close and in a nonthreatening manner. 

2. Hand passes or kicking the ball to another team member. 

3. Players other than goalie catching/freezing the ball. 

4. Goalie completely out of the crease freezes the ball. 

5. Goalie holding the ball longer than 5 seconds (ball awarded to opponent at nearest face-off spot). 

6. Goalie rolling/throwing the ball past center ice without it being touched by another player on either team (ball awarded at center ice). 

7. Offside on face-off situations. 

8. Leave the feet and play the ball (intentional or unintentional). 

9. Player in crease or breaking plane of crease with stick or body. When the offensive team breaks this rule, the official shall stop play immediately and award the indirect shot. When the defensive team violates this rule, the official will blow the whistle and award the indirect shot only when the ball has come into the possession of the defensive team. If defense stops a goal or ball in crease, penalty shot awarded to attacking team. A goal may not be scored directly from an indirect shot. The ball must be touched first by a teammate or an opponent before going into the goal. Indirect shots shall be taken from the point of the infraction/violation with the following exception: a. Any infraction/violation by the attacking team (offensive) which occurs in the attacking zone will result in an indirect shot for the defensive team from the center line.

J. PENALTIES Penalty time shall be kept by "stopped time". Stopped time begins as soon as a penalty or violation occurs. 

1. Minor violations - indirect shot (clock does not stop). 

2. Minor penalty - penalized player removed for two (2) minutes during which time no substitute is permitted unless the penalized team is scored upon. 

3. Major penalty - penalized player removed for five (5) minutes during which time no substitute is permitted, not even if the penalized team is scored upon. 

4. Misconduct penalty - penalized player is removed for ten (10) minutes during which time a substitute is permitted immediately. 

5. Game penalty - penalized player is ejected for the remainder of the game and must set up an appointment with the Assistant Director for Intramural Sports or his/her designee prior to playing any intramural activity or forfeiture will result for the teams and games played. NOTE: FOR A SECOND (2) MAJOR PENALTY TO THE SAME PLAYER IN A GAME, THE PLAYER SHALL BE EJECTED FROM THE GAME. A mandatory meeting must be set up with the Assistant Director for Intramural Sports or his/her designee prior to playing any intramural activity or forfeiture will result for the teams and games played. 

6. After each penalty, a face-off will result at the face-off circle nearest the spot of the penalty. Face-offs will be made at the center circle when the penalty occurred in the attacking area of the player/team being penalized.

K. Two-Minute Minor Penalties 1. High sticking, or brooms carried in a manner considered dangerous by the official. 

2. Too many players on the ice. 

3. Deliberate delay of game. This shall include a player who deliberately or intentionally knocks or shoots the ball out of the reach of the official who is retrieving it or shoots the ball out of the playing area. 

4. Goalie who participates in a play in any manner beyond the centerline. 

5. Cross-checking and pushing off with the hands. 

6. Slashing with the broom. 

7. Interference - imposed on a player who interferes with or impedes the progress of an opponent who is not in possession of the ball, who knocks a broom out of an opponent's hand, or who prevents a player from regaining possession of a dropped stick. 

8. Holding, tripping and elbowing. 

9. Unnecessary roughness - A minor or major penalty may be imposed on any player. 

10. Slapping of brooms or any other equipment on the playing floor or in an inappropriate manner. 

11. Playing with a broken broom. Player must drop the broom to the floor immediately. 

12. Sliding into opponents (both intentional and unintentional) 

13. Removing helmet during play, including shoot-outs. 

14. Repeatedly hitting the ice with a stick while not playing the ball, creating damage to the ice surface.

L. Five-Minute Major Penalties 1. Checking and cross-checking a goalie (plus ejection). 

2. Charging 

3. Throwing broom or gloves at a ball 

4. Boarding - shall be imposed on any player who body checks, cross checks, elbows, charges, trips, or throws an opponent into the boards or ice.

M. Penalties Resulting in a Penalty Shot 1. Defensive player other than the goalie stopping the ball in the crease or knocking the ball out of the crease with a chance of scoring. 

2. Offensive player has obvious breakaway when defensive player throws anything at the player, including the body or the broom, and makes him/her lose control. 

3. When defensive player catches up to the offensive player from behind and plays the body instead of the ball. 

4. See Rules D-3-d, e, f, g, h, i and Rule D-4 for penalty shot administration. 

5. Throwing a stick or helmet in frustration or anger.

N. Misconduct Penalties Violations which result in the penalized player receiving a ten (10) minute penalty with a substitute allowed: 

1. Verbal abuse to officials. Can result in immediate game penalty. 

2. Showing disrespect for an official. A game penalty may be levied if the player persists in disrespectful behavior. 

3. Any player who, after being warned by an official, persists in any action designed to delay the game or incite an opponent into an altercation or penalty. 

4. If, after the assessment of a misconduct penalty, a player persists in any course of conduct for which he/she has previously been assessed a misconduct penalty, a game penalty will be assessed.

O. Game Penalties/Ejections Violations which result in the penalized player being ejected from the game: 

1. Fighting - a player shall also be ejected for joining in an altercation or fight. 

2. Deliberate roughing of an opponent-CHECKING. 

3. Slashing, spearing, butting, or swinging stick at a player (hitting or missing). 

4. Attempt to injure an opponent. 

5. Unsportsmanlike conduct or repeated acts of abuse to officials. 

6. Player(s) using obscene gestures or language. 

7. Players leaving bench or sidelines to participate in an altercation. 

8. Goalie participating in play beyond center (i.e. altercation). Ejected players are eliminated from further competition in any intramural activity and Campus Recreation program/facility until making an appointment with the Intramural Staff at 56 Campus Recreation Center.

P. Other policies 1. No Alcohol Allowed. Anyone who has been drinking will be ejected immediately and removed from the building. 

2. If fan abuse toward a team or any of the officials reaches an unacceptable level, those individuals will be ejected from the facility and a team penalty may be assessed the team responsible for the fans. 

3. Participants should be aware that there is a risk of injury in intramural sports due to the inherent nature of the activities.

Flag Football

RULE 1. THE GAME, FIELD, PLAYERS, AND EQUIPMENT

Section 1. General Provisions 

Article 1. The Game- Men, Women. The game shall be played between 2 teams of 7 players each. Four players are required to start the game and avoid a forfeit. The game may be continued with less than 4 players as long as the team has a chance to win. NOTE: If in doubt, continue the game. Penalty: Illegal Participation, 10 yards (S28).

Article 2. The Game. The game shall be played between 2 teams of 7 players each. Four players are required to start the game and avoid a forfeit. The game may be continued with fewer than 4 players as long as the team has a chance to win. NOTE: If in doubt, continue the game.

Article 3. The Co-Rec Game. The co-rec game shall be played between 2 teams of 8 players, 4 men and 4 women. Teams with 7 players shall be 4 men and 3 women or 4 women and 3 men. Teams with 6 players shall be 3 men and 3 women, 4 men and 2 women, or 4 women and 2 men. Teams with 5 players, 3 men and 2 women or 2 men and 3 women, are required to start the game and avoid a forfeit. The game may be continued with fewer than 5 players as long as the team has a chance to win. NOTE: If in doubt, continue the game.

Article 4. Supervision. The game shall be played under the supervision of the Campus Recreation Staff Assistant and from two to four flag football officials. The officials are: Referee, Line Judge, Back Judge, and Field Judge. It is strongly recommended that a minimum of 3 officials be used. Positions and responsibilities are found in the Officials’ Manual.

Article 5. Captains: Each coach or player shall designate to the Referee, the captain(s). If more than one player is designated, a speaking captain must be selected to make decisions.

Article 6. Persons Subject to the Rules. Players, non-players, spectators affiliated with the team are subject to the Rules of the game, and shall be governed by decisions of the officials assigned to the game.

Article 7. Referee's Authority. The Referee has authority to rule promptly, and in the spirit of good sportsmanship, on any situation not specifically covered in the Rules. The Referee’s decisions are final in all matters pertaining to the game.

Article 8. Official's Authority. The officials shall assume authority for the contest 30 minutes prior to the scheduled game time, or as soon as they arrive. The official's jurisdiction extends through the Referee's declaration of the end of the 4th period or overtime.

Section 2. The Field

Article 1. Safety Margin. No hand and unyielding rigid fixtures (i.e., trees, poles, fences) shall be located within 5 yards of the sidelines or 10 yards of the end lines, unless covered with at least ½” of closed cell, slow recovery rubber or other material of the same minimum thickness and having similar physical properties. NOTE: If in doubt, consider the safety of all paramount to the game.

Article 2. Adjacent Fields. When fields are located in close proximity, there must be a minimum of 5 yards between “side by side” fields and 10 yards between “end on end” fields.

Article 3. Field Markings. The width of the field shall be lined at 20 yard intervals from goal line to goal line. These zone markings may be changed according to field dimensions. All yard lines inside the boundaries shall stop 4” from each sideline. There shall be 2 hash marks. They shall run parallel with each sideline, and located 15 yards “in” from each sideline. The 3 and 10 yard Try lines shall be 2 yards wide and 4” thick. Both 14 yard lines shall be marked with an “X” and hall have a height of 1 yard and a line thickness of 4”. White is the recommended color for all field markings.

Article 4. Facility Limitations. In case of facility limitations, distances of field length and width can be modified. However, end zone length must always be 10 yards. If the field length is modified, shorten all 4 zones equally so they are the same length. Note: When zones are shortened, the 3 and 10 yard Try lines remain the same. The “14 yard lines” must be located 6 yards from the nearest zone line. 

Article 5. Goal Line. The entire width of each goal line shall be part of the end zone.

Article 6. Team Box. On each sideline of the field a team box is designated for the players and nonplayers. This team box is located 2 yards off the sideline and between the 20 yard lines. When the playing area is modified, so shall the team box. If teams cannot agree on a sideline, the Referee will conduct a coin toss. Both team boxes may be located on the same side of the field, provided each team box is marked between their respective 20 and 35 yard lines. 

Article 7. End Zone Pylons. Twelve soft, flexible pylons shall be placed at the inside corner of each of the intersections of the sidelines with the goal lines and the end lines, and at the intersections of the end lines and hash marks extended. The 4 pylons located at the hash marks extended will be positioned 3 feet beyond the end line.

Article 8. Sideline Zone Line-to-Gain Markers. Four 20 yard and 2 40 yard line markers, constructed of soft and pliable materials, shall be located 6 feet beyond the sideline. 

Article 9. Field Numbers and Hash Marks. White field yard line numbers shall be 6 feet in height and 4 feet in width, with the tops of the numbers 5 yards from the sidelines, if used. Hash marks shall be 6’ long and 4” wide, and intersect with the 20 and 40 yard lines. Additional hash marks, 3’ long and 4” wide, shall touch the goal line and extend into the field of play. 

Article 10. Field Orientation. It is highly recommended the fields be laid out in a north/south orientation when new facilities are planned. 

Article 11. Field Slope. It is recommended there be a slope of ¼” per foot from the center of the field to each sideline on a natural grass field.

Section 3. Game Equipment 

Article 1. The Ball: The official ball shall be one provided by Campus Recreation. Men shall use a regulation-size football. Women and Co-Rec teams shall use an intermediate-size football.

Article 2. Ball Spotters: Two ball spotters are required. The first one, orange in color, will mark the Team A line of scrimmage. The second one, gold in color, will mark the Team B scrimmage line. The spotters will always be one yard apart.

Section 4. Players and Playing Equipment-Legal 

Article 1. Jerseys. Players of opposing teams must wear contrasting colored jerseys, without pockets, numbered on the front or rear. Players of the same team must wear the same color or similar colored jerseys with different numbers. The visiting team is responsible for avoidance of similarity of colors. Jerseys must be either: A. Long enough so they remain tucked in the pants/shorts during the entire game or B. Short enough so there is a minimum of 4” from the bottom of the jersey to the player’s waistline. The Referee will use a fist to measure the distance between the waistline and the bottom of the jersey.

Article 2. Shorts/Pants. Each player should wear pants or shorts. The pants or shorts must be a different color than the flags.

Article 3. Flag Belts. Each player on the field must wear a 1 piece quick release belt, without any knots, at the waistline with 3 flags permanently attached, 1 flag on each side and 1 in the center of the back. The flags should be a minimum of 2” wide and 14” long. The flags must be of a contrasting color to their opponent’s flags. The belt must have a spring loaded clip. Penalty: Live Ball Foul. Failure to have the flag belt legally attached at the snap, 5 yards from the previous spot (S23).

Article 4. Shoes. Shoes shall be of canvas, leather or synthetic material which covers the foot attached to a firm sole of leather, rubber, or composition material which may have cleats or be cleat-less. Screw-in cleats are allowed provided that the screw is part of the cleat and not of the shoe. Cleats are limited to studs or projections, which do not exceed 1/2 inch in length and are made with non-abrasive rubber or rubber-like synthetic material that does not chip or develop a cutting edge. Rubber cleats with a tipped metal material are legal.

Article 5. Penalty. Failure to wear required equipment in Articles 1-4. Penalty: Live Ball or Dead Ball. 5 yards (S23).

Section 5. Players Equipment-Optional. 

Article 1. Ace Bandage. Players may use an ace bandage no more than two turns thick in any given area. It can be anchored at each end by tape not to exceed two turns. 

Article 2. Glove. Players may wear gloves which must consist of a soft, pliable, and non-abrasive material. 

Article 3. Headwear. A. Players may wear a knit or stocking cap. Caps may not have a bill, nor may it contain any knots. B. Players may wear headbands no wider than 2 inches and made of non-abrasive materials. Rubber or cloth elastic bands may be used to control hair. C. Players may wear a soft rubber hat.

Article 4. Knee Pads. Players may wear soft, pliable pads on the leg, knee and/or ankle. Soft and yielding padded compression shorts and shirts are legal apparel. 

Article 5. Mouth and Tooth Protector. It is strongly recommended that all players wear a mouthpiece. 

Article 6. Play Books. A. Players can carry a play book inside their clothing as long as it is made of a yielding material only and must not be visible. If carried on the field, a player must keep the play book rather than throw it on the ground. B. Players may wear a soft, pliable wrist/forearm band that contains plays. 

Article 7. Sunglasses. Players may wear pliable and non-rigid sunglasses. 

Article 8. Face Shield. Players may wear a face shield molded to the face with no protrusions to protect against a facial injury.

Section 6. Players Equipment-Illegal. 

Article 1. Illegal Equipment. A player wearing illegal equipment shall not be permitted to play. This applies to any equipment which, in the opinion of the Referee, is dangerous or confusing. Types of equipment or substances which shall always be declared illegal include: A. Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots. EXCEPTION: Face Shield. B. Jewelry. C. Pads or braces worn above the waist. Casts worn above or below the waist. D. Shoes with metal, ceramic, screw-in, detachable cleats, or any projecting metal. EXCEPTION: Screw-in cleats are allowed if the screw is part of the cleat. E. Shirts or jerseys which do not remain tucked on. Any hood or coat, sweatshirt, or shirt which does not remain tucked in. Tear-away jerseys or jerseys that have been altered in any manner which produces a knot-like protrusion or creates a tear-away jersey. Jerseys which have an arm opening more than 4” below the armpit. The Referee will use a fist to measure the distance of the jersey opening. F. Pants or shorts with any belt(s), belt loop(s), pocket(s), or exposed drawstring(s). G. Leg and knee braces made out of hard, unyielding material, unless covered on both sides and all edges overlapped, and any other hand substance unless covered with at least ½” of closed cell, slow recovery rubber, or other material of similar thickness and physical properties. H. Any slippery or sticky foreign substance on any equipment or exposed part of the body. I. Equipment which includes computers or any electronic or mechanical devices for communication. J. Exposed metal on clothes or person. This includes “O” or “D” rings used to secure flag belts. K. Towels attached at the player’s waist (flag only). L. Flags that can be detached form the flag belt. M. Hand Warmers worn around the waist. Penalty: Unsportsmanlike Conduct, 10 yards (S27).

Section 7. Player Equipment- Missing or Illegal. When any required player equipment is missing or when illegal equipment is found on any incoming substitute or player, correction must be made before participation. An official’s time-out shall be declared to permit prompt repair of equipment which becomes illegal or defective through use.

Section 8. Coaches’ Field Equipment. Local Area Network (LAN) phones and/ or headsets may be used by coaches, other nonplayers, and players. However, players may use LAN phones and/ or headsets only during authorized sideline conferences.

RULE 2. DEFINITION OF PLAYING TERMS

Section 1. Ball-Live, Dead, Loose, Possession 

Article 1. Dead Ball. A dead ball is a ball not in play. The ball is dead during the interval between downs. 

Article 2. Live Ball. A live ball is a ball in play. A ball becomes live when the ball is legally snapped and a down is in progress. 

Article 3. Loose Ball. A loose ball is a pass, fumble, or a kick. A loose ball that has not yet touched the ground is in flight. A grounded loose ball is one that has touched the ground. Any loose ball continues to be a loose ball until a player secures possession of it or until it becomes dead by Rule, whichever comes first. 

Article 4. When Ball is Ready for Play. A dead ball is ready for play when the Referee sounds the whistle and signals “ready for play” (S1).

Section 2. Batting. 

Article 1. Batting. A bat is intentionally slapping, striking, or redirecting the ball with the hand or arm.

Section 3. Catch, Interception, Simultaneous Catch, Touching. 

Article 1. Catch. A catch is an act of establishing player possession of a live ball in flight, and first contacting the ground inbounds while maintaining possession of the ball. A. If one foot first lands inbounds and the receiver has possession and control of the ball, it is a catch or interception even though a subsequent step or fall takes the receiver out-of-bounds. B. A catch by any kneeling or prone inbounds player is a completion or interception. C. A loss of the ball simultaneously with returning to the ground is not a catch or interception. NOTE: If in doubt, it is a catch. 

Article 2. Interception. An interception is the catch of an opponent’s fumble or pass. 

Article 3. Recovery. A recovery is gaining possession of a live ball after it strikes the ground. 

Article 4. Simultaneous Catch or Recovery. A simultaneous catch or recovery is a catch or recovery in which there is joint possession of a live ball by opposing players who are inbounds. 

Article 5. Touching. Catching is always preceded by touching the ball; thus, if touching causes the ball to become dead, securing possession of the ball has no significance. Touching refers to any contact with the ball.

Section 4. Down and Between Downs A down is a unit of the game which starts, after the ball is ready for play, with a snap and ends when the ball next becomes dead. Between downs is the interval during which the ball is dead.

Section 5. Encroachment: Encroachment is a term to indicate a player is illegally in the neutral zone. An entering substitute is not considered to be a player for encroachment restrictions until he/she is on his/her team's side of the neutral zone.

Section 6. Fighting: Fighting is an attempt by a player or non-player to strike or engage an opponent in a combative manner unrelated to football. Such acts include, but are not limited to: attempts to strike an opponent with arms, hands, legs, or feet, whether or not there is contact.

Section 7. Foul 

Article 1. Foul. A foul is a rule infraction for which a penalty is prescribed. NOTE: If in doubt it is not a foul. 

Article 2. Flagrant Foul. A flagrant foul is so severe or extreme that it places an opponent in danger of serious injury and/or involves violations that are extremely or persistently vulgar or abusive conduct.

Section 8. Fumble: A fumble is a loss of player possession other than by handing, passing, or punting the ball. 

Section 9. Goal Lines: Each goal line is a vertical plane separating the end zone from the field of play. The plane of the goal line extends beyond the sideline. 

Section 10. Handing the Ball: Handing the ball is transferring player possession from one teammate to another without throwing or punting it. 

Section 11. Huddle: A huddle is two or more offensive players grouped together after the ball is ready for play and before assuming scrimmage formation prior to the snap.

Section 12. Hurdling: Hurdling is an attempt to jump (hurdle) with 1 or both feet or knees over a player by a runner who has both feet or both knees foremost or jump over a player who is on his/her feet. Hurdling does not include jumping over an opponent or teammate who has already fallen to the ground.

Section 13. Kicks 

Article 1. Kicker. The kicker is any player who punts. The kicker is a runner until he/she actually kicks the ball. Players of his/her team are known as kickers and any opponent is a receiver. 

Article 2. Legal and Illegal Kicks. A legal kick is a punt by a player of the team in possession when such a kick is permitted by Rule. Kicking the ball in any other manner is illegal. Any kick continues to be a kick until it is caught by a player or becomes dead. 

Article 3. Punt. A punt is made by Team A under restrictions which prohibit either team from advancing beyond their scrimmage lines until the ball is punted. A punt is kicking the ball by the player who drops it and kicks it before it strikes the ground.

Section 14. Loss of a Down: This is an abbreviation meaning: "loss of the right to repeat the down". 

Section 15. Muff: A muff is an unsuccessful attempt to catch a ball, the ball being touched in the attempt. 

Section 16. Neutral Zone: The neutral zone is from the forward point of the football one yard to the B scrimmage line and extended to each sideline. It is established when the ball is made ready for play. 

Section 17. Passer: The passer is the player who has thrown a legal forward pass. They remain the passer while the ball is in flight or until he/she moves to participate in the play. 

Section 18. Passes: Passing the ball is throwing it. A pass continues to be a pass until caught, intercepted, or the ball becomes dead. The initial direction determines whether a pass is forward or backward. A forward pass is a pass thrown with its initial direction toward the opponent's endline. A backward pass is a live ball thrown with its initial direction toward or parallel with the passer's end line. A pass continues to be a pass until it is caught or strikes the ground. A backward pass that hits the ground is ruled the same as a fumble. It will be dead at the spot where it strikes the ground. 

Section 19. Penalty: A penalty is a result imposed by Rule upon a team or team member which has committed a foul.

 

2-6 Field Areas. Added definitions for the following areas: The Field, Field of Play, Side Zones, End Zones and Restricted Areas.

7-2-4 Disconcerting Act. No defensive player shall use disconcerting acts or words prior to the snap in an attempt to interfere with A’s signals (S7 and S23)

8-3-1 2 Minute Warning. If a team is ahead by 19 or more points when the referee announces the 2 minute warning for the 4th period, the game shall be over. Prior to implementing the Mercy Rule, the Referee shall apply the Extension of Period Rule (3-2-1) NOTE: Game clock starts according to rule 3.

8-3-2 After 2 Minute Warning. If a team scores during the last two minutes of the 4th period, and that score creates a point differential of 19 points or greater, the game shall end at that point.

8-5 Touchdown Values. All touchdowns are worth 6 points.

9-1-1 Non-Contact Acts. Added intentionally kicking at the ball as an illegal noncontact act. Removed “using words similar to the offensive audibles and quarterback cadence prior to the snap in an attempt to interfere with A’s signals or movements” from the list of illegal noncontact acts.

9-3-3 Screen Blocking. An offensive screen block may occur anywhere on the field and shall take place without contact. The screen blocker shall have their hands and arms at their sides or behind their back when screen blocking. Any use of the hands, arms, elbows, legs, or body to initiate contact that displaces an opponent during a screen block is illegal. A blocker may use their hands or arms to break a fall or to retain balance.

9-3-4 Screen Blocking Fundamentals. A player who screens shall not do any of the following: (A) Initiate contact when blocking a stationary opponent from any direction (B) Prevent an opponent from avoiding contact by: Taking a position closer than a normal step when behind a stationary opponent OR taking a position within one or two steps of a moving opponent, so that the opponent cannot stop or change direction before contact OR after taking a legal position, move to maintain it unless the screener moves in the same direction and path as the opponent. If a screener isolates any of these provisions and contact results, they have committed a foul.

9-3-5 Interlocked Blocking. Teammates of a runner or passer may legally screen block, but they shall not use interlocked blocking such as grasping a teammate or encircling an opponent in any manner.

3-7-1 Eligible Substitutions. Clarifies the signal to be used when reporting an illegal substitution foul. 

7-7-2 Illegal Forward Pass. Clarifies the signals to be used when reporting an illegal forward pass foul.

NIRSA Flag Football – If In Doubt Rules

1. If in doubt, continue the game. (Rule 1) 

2. If in doubt, consider the safety of all paramount to the game. (Rule 1, 3) 

3. If in doubt, it is not a catch. (Rule 2) 

4. If in doubt, it is not a foul. (Rule 2) 

5. If in doubt, apply illegally conserving/consuming time. (Rule 3) 

6. If in doubt, the snap close to the ground remains live. (Rule 4) 

7. If in doubt, the flag belt has been pulled. (Rule 4) 

8. If in doubt, the ball is released. (Rule 4) 

9. If in doubt, the out-of-bounds punt is “short” of the zone line-to-gain. (Rule 5) 

10. If in doubt, the Team A player receiving the snap is two yards back. (Rule 7) 

11. If in doubt, the pass is backward. (Rule 7) 

12. If in doubt, the passer is behind the Team A scrimmage line. (Rule 7) 

13. If in doubt, the pass is legal. (Rule 7) 

14. If in doubt, it is a touchback. (Rule 8) 

15. If in doubt, the out-of-bounds punt near the goal line is a touchback. (Rule 8)

Racquetball

1. DEFINITIONS 

A. Points and Outs. Points are scored only by the serving side when it serves an ace or wins a rally. When the serving side loses a rally, it loses the serve. Losing the serve is called an "out" in singles and a "handout" in doubles. 

B. Game. A game is won by the side that first scores 15 points. 

C. Match. A match is won by the first side to win two games. The third game, if necessary, of a match is played to eleven (11) points. It is not necessary to win any game by two (2) points. 

D. Short Line. The short line is midway between and is parallel with the front and back walls, dividing the court into equal front and back courts. 

E. Service Line. The service line is parallel with and located 5 feet in front of the short line. 

F. Service Zone. The service zone is the space between the outer edges of the short and service lines. 

G. Service Boxes. A service box is located at each end of the service zone by lines 18 inches from and parallel with each side wall. 

H. Receiving Lines. Five feet back of the short line, vertical lines shall be marked on each side wall extending 3 inches from the floor.

2. PLAY REGULATIONS 

A. Serve, In Singles 

1. Order. The player or side winning the toss becomes the first server and starts the first game, and the third game, if any. 

2. Place. The server may serve from any place in the service zone. No part of either foot may extend beyond either line of the service zone. Stepping on the line (but not beyond it) is permitted. The server must remain in the service zone until the serviced ball passes the short line. Violations are called "foot faults." 

3. Manner. A serve begins as the ball leaves the server's hand. The ball must bounce to the floor in the service zone and on the first bounce be struck by the server's racquet so that it hits the front wall first and on the rebound hits the floor back of the short line, either with or without touching one of the side walls. 

4. Readiness. Serves shall not be made until the receiver is ready. 

B. Serve, In Doubles. 

1. Server. At the beginning of each game in doubles, each side shall inform the Staff Assistant of the order of service, which order shall be followed throughout the game. Only the first server serves the first time up and continues to serve first throughout the game. When the first server is out, the side is out. Thereafter, both players on each side shall serve until a handout occurs. It is not necessary for the server to alternate serves to their opponents. 

2. Partner's Positions. On each serve, the server's partner shall stand erect with his/her back to the side wall and with both feet on the floor within the service box until the served ball passes the short line. Violations are called "foot faults."

3. DEFECTIVE SERVES. Defective serves are of three types, resulting in penalties as follows: 

A. Dead Ball Serve. A dead ball serve results in no penalty, and the serve results in no penalty, and the server is given another serve without cancelling a prior illegal serve. 

B. Fault Serve. Two faults serve to result in a sideout. 

C. Out Serves. An out serves results in a sideout.

4. DEAD BALL SERVES. Dead ball serves do not cancel any previous illegal serve. They occur when an otherwise legal serve: 

A. Hits Partner. Hits the server's partner on the fly on the rebound from the front wall while the server's partner is in the service box. Any serve that touches the floor before hitting the partner in the box is a short. 

B. Screen Balls. Passes too close to the server or the server's partner and obstructs the view of the returning side. Any serve passing behind the server's partner and the side wall is an automatic screen. 

C. Court Hinders. Hits any part of the court that, under local rules, is a dead ball.

5. FAULT SERVES. The following serves are faults and any two in succession result in a handout: 

A. Foot Faults. A foot fault results: (1) When the server leaves the service zone before the served ball passes the short line. (2) When the server's partner leaves the service zone before the served ball passes the short line. 

B. Short Serve. A short serve is any served ball that first hits the front wall and on rebound hits the floor in front of the back edge of the short line either with or without touching one side wall. 

C. Three-Wall Serve. A three-wall serve is any ball served that first hits the front wall and on the rebound hits two side walls on the fly. 

D. Ceiling Serve. A ceiling serve is any served ball that touches the ceiling after hitting the front wall either with or without touching one side wall. 

E. Long Serve. A long serve is any served ball that first hits the front wall and rebounds to the back wall before touching the floor. 

F. Out of Court Serve. Any ball going out of the court on the serve.

6. OUT SERVES. Any one of the following serves results in a handout: 

A. Bounces. Bouncing the ball more than three times while in the service zone before striking the ball. One bounce is counted each time the ball hits the floor within the service zone. Once the server is within the service zone and the receiver is ready, the ball may not be bounced anywhere but on the floor within the service zone. Accidental dropping of the ball counts as one bounce. 

B. Missed Ball. Any attempt to strike the ball on the first bounce that results either in a total miss or in touching any part of the server's body other than his racquet. 

C. Non-Front Service. Any served ball that strikes the server's partner, or the ceiling, floor or side wall, before striking the front wall. 

D. Touched Serve. Any served ball that, on the rebound from the front wall, touches the server, or touches the server's box, or the server's partner, intentionally catches the served ball on the fly. 

E. Out-of-Order Serve. In doubles, when either partner serves out of order. Any points which may have been scored during an out-of-order serve will be automatically void, with the score reverting to the score before the out-of-order serve. 

F. Crotch Serve. If the served ball hits the crotch in the front wall, it is considered the same as hitting the floor and is an out. A crotch serve into the back wall is good and in play.

7. RETURN OF SERVES 

A. Receiving Position. The receiver or receivers must stand at least 5 feet back of the line, as indicated by the 3-inch vertical line on each side wall, and cannot return the ball until it passes the short line. Any infraction results in a point for the server. 

B. Defective Serve. To eliminate any misunderstanding, the receiving side should not catch or touch a defectively served ball until it has touched the floor for the second time. 

C. Fly Return. In making a fly return, no part of the receiver's body or racquet may enter the service zone. A violation by a receiver results in a point for the server. 

D. Legal Return. After the ball is legally served, one of the players on the receiving side must strike the ball with his racquet either on the fly or after the first bounce and before the ball touches the floor the second time to return the ball to the front wall either directly or after touching one or both side wall, the back wall or the ceiling, or any combination of those surfaces. A returned ball may not touch the floor before touching the front wall. It is legal to return the ball by striking the ball into the back wall first, then hitting the front wall on the fly or after hitting the side wall or ceiling.

E. Failure to Return. The failure to return a serve results in a point for the server.

8. CHANGES OF SERVE. 

A. Handout. A server is entitled to continue serving until: (1) Out serve. He/she makes an out serve under Rule 6 or (2) Fault Serves. He/she makes two fault serves in succession under Rule 5 or (3) Hits Partner. He/she hit his/her partner with an attempted return before the ball touches the floor a second time. (4) Return Failure. He/she or his/her partner fails to keep the ball in play by returning it as required by the rule dealing with the Legal Return in 7(d). (5) Avoidable Hinder. He/she or his/her partner commits an avoidable hinder described below. 

B. Side-out. (1) In Singles. In singles, retiring the server retires the side. (2) In Doubles. In doubles, the side is retired when both partners have been put out, except on the first serve as provided in rule 2B.1. of these rules. 

C. Effect. When the server or the side loses the serve, the server or serving side shall become the receiver; and the receiving side, the serve; and so alternately in all subsequent services of the game.

9. RALLIES. Each legal return after the serve is called a rally. Play during rallies shall be according to the following rules: 

A. One or Both Hands. Only the head of the racquet may be used at any time to return the ball. The ball must be hit with the racquet in one or both hands. Switching hands to hit a ball is out. The use of any portion of the body is an out. 

B. One Touch. In attempting returns, the ball may be touched only once by one player on the returning side. In doubles, both partners may swing at, but only one may hit the ball. Each violation of (a) or (b) results in a handout or point. 

C. Return Attempts. (1) In Singles. In singles, if a player swings at but misses the ball in play, the player may repeat his/her attempts to return the ball until it touches the floor the second time. (2) In Doubles. In doubles if one player swings at but misses the ball, both he/she and his/her partner may make further attempts to return the ball until it touches the floor the second time. Both partners on a side are entitled to an attempt to return the ball (3) Hinders. In singles or doubles, if a player swings at but misses the ball in play, and in his/her partner's attempt again to play the ball there is an unintentional interference by an opponent it shall be a hinder. 

D. Touching Ball. Except as provided in Rule 10, (a)(2), any touching of a ball before it touches the floor the second time by a player other than the one making a return is a point or out against the offending player. 

E. Out of Court Ball. (1) After Return. Any ball returned to the front wall which on the rebound or on the first bounce goes into the gallery or through any opening in a side wall shall be declared dead and the serve replayed. (2) No Return. Any ball not returned to the front wall, but which caroms off a player's racquet into the gallery or into any opening in a side wall either with or without touching the ceiling, side or back wall, shall be an out or point against the players failing to make the return. 

F. Dry Ball. During the game and particularly on service every effort should be made to keep the ball dry. Deliberately wetting shall result in an out. The ball may be inspected by the referee at any time during a game. 

G. Broken Ball. If there is any suspicion that a ball has broken on the serve or during a rally, play shall continue until the end of the rally. The referee or any player may request the ball be examined. If the referee decides the ball is broken or otherwise defective, a new ball shall be put into play and the point replayed. 

H. Play Stoppage. (1) If a player loses a shoe or other equipment, or foreign objects enter the court, or any other outside interference occurs, the referee shall stop the play. (2) If a player loses control of his/her racquet, time should be called after the point has been decided, providing the racquet does not strike an opponent or interfere with ensuing play.

10. DEAD BALL HINDERS. Hinders are of two types--"dead ball" and "avoidable" dead ball hinders as described in this rule, result in the point being replayed. Avoidable hinders are described in 

11. SITUATIONS. When called by the referee, the following are dead-ball hinders: (1) Court Hinders. Hits any part of the court that, under local rules, is a dead ball. (2) Hitting Opponent. Any returned ball that touches an opponent on the fly before it returns to the front wall. (3) Body Contact. Any body contact with an opponent that interferes with seeing or returning the ball. (4) Screen Ball. Any ball rebounding from the front wall close to the body of a player on the side that just returned the ball, to interfere with or prevent the returning side from seeing the ball. See Rule 4 (b). (5) Straddle Ball. A ball passing between the legs of a player on the side which just returned the ball, if there is no fair chance to see or return the ball. (6) Other Interference. Any other unintentional interference that prevents an opponent from having a fair chance to see or return the ball. 

A. Effect. A call by the referee of a "hinder" stops the play and voids any situation following, such as the ball hitting a player. No player is authorized to call a hinder, except on the back swing and such a call must be made immediately. The decision of the referee will be final as to whether or not the violation impeded the ensuing rally. 

B. Avoidance. While making an attempt to return the ball, a player is entitled to a fair chance to see and return the ball. It is the duty of the side that has just served or returned the ball to move so that the receiving side may go straight to the ball and not be required to go around an opponent. The referee should be liberal in calling hinders to discourage any practice of playing the ball where an adversary is disadvantaged. It is no excuse that the ball is "killed," unless in the opinion of the referee, the ball could not be returned. Hinders should be called without a claim by a player, especially in close plays and on game points. C. In Doubles. In doubles, both players on a side are entitled to a fair and unobstructed chance at the ball, and either one is entitled to a hinder even though it naturally would be his/her partner's ball and even though his/her partner may have attempted to play the ball or that he/she may already have missed it. It is not a hinder when one player hinders his/her partner.

12. AVOIDABLE HINDERS. An avoidable hinder results in an "out" or a point depending upon whether the offender was serving or receiving. (1) Failure to Move. Does not move sufficiently to allow opponent his/her shot. (2) Blocking. Moves into a position effecting a block, on the opponent about to return the ball, or, in doubles, one partner moves in front of an opponent as his/her partner is returning the ball, or (3) Moving into Ball. Moves in the way and is struck by the ball just played by his/her opponent. (4) Pushing. Deliberately pushing or shoving an opponent during a rally.

13. REST PERIODS. 

A. Delays. Deliberate delay exceeding ten seconds by server, or receiver shall result in an out or point against the offender. 

B. Time Outs. During a game each player in singles, or each side in doubles, either while serving or receiving may request a "time out" for a towel, wiping glasses, change or adjustment. Each time out" shall not exceed 30 seconds. No more than three "time outs" in a game shall be granted each singles player or each team in doubles. No player shall call a time out once the ball is in play. 

C. Injury. No time out shall be charged to a player who is injured during play. An injured player shall not be allowed more than a total of fifteen minutes of rest. If the injured player is not able to resume player after total rests of 15 minutes, the match shall be awarded to the opponent or opponents. On any further injury to same player, the Commissioner, if present, or committee, after considering any available medical opinion shall determine whether the injured player will be allowed to continue. 

D. A time out may be called by the referee. At the request of a player and after substantiation by the referee, because of faulty equipment or uniform. Two minutes are to be allowed for any uniform adjustment needed and 30 seconds for any equipment adjustment. 

E. Between Games. A two-minute rest period is allowed between the first and second games, at which time the players should NOT leave the court without the approval of the referee. A ten-minute rest period is allowed between the second and third games, at which time players may leave the court.

INTRAMURAL CO-REC RACQUETBALL RULES 

1. A match shall be won by the team winning the best of three games. Games 1 and 2 shall be to 15 points. Game 3 if necessary, shall be won by the side first scoring 11 points. Games do not have to be won by a margin of 2 points. The first service in the third game shall be decided by the score in the previous games. The team scoring the most points in the losing game shall serve first. 

2. The serve shall be alternated between the male and female. The male shall return the serve when the server score is 0 or even. The female shall return the serve when the servers' score is odd. It is suggested that the non-receiver on the receiving team stand in the unoccupied server box during the serve.

Soccer - Indoor

All games will be played in Cook Pavilion. Intramural soccer will be played by National Federation High School rules with the following modifications:

A. Players/Substitutes 

1. Games will be played with six (6) players. A team must begin and/or end play with a minimum of four (4) players, and at least one of each gender for co-rec. 

2. Substitutes must report to and be recognized by the referee before entering the game. Unlimited substitutions may be made during any goal kick, when a goal is scored, when an injured player is being attended to on the field, and when a player is cautioned. The team in possession of the ball for a throw-in may substitute. If the team in possession of the ball chooses to substitute, the opposing team may substitute at that time. Only the team gaining possession of the ball may substitute on a corner kick. 

3. There is no limit to the number of substitutions during a game. 

4. Substitutes cannot take penalty kicks. Only a player on the field at the time of the foul may take the penalty kick. 

5. The goalkeeper can switch positions with a player on the field at any time a substitute is allowed, provided the referee is informed before the change is made. 

6. A team MUST substitute for a player who is bleeding. Officials can stop play immediately when there is an immediate dangerous situation/injury.

B. Time/Periods 

1. Games consist of two twenty (20) minute halves with a five-minute half time. The clock is continuous and will not stop for a ball going out of play. 

2. Teams are not allotted any time-outs. The referee may, however suspend time for injury, etc., if he/she deems it necessary. 

3. GAME TIME IS FORFEIT TIME. Teams should report to the Intramural Staff Assistant a minimum of 15 minutes prior to the scheduled game time to complete the scorecard and check out jerseys, etc. Legal team may give short team 10 minutes from game time to field a legal team or take the win by forfeit. Game clock starts at game time if the 10 minutes is awarded.

C. Scoring/Ties 

1. A goal is scored when the whole of the ball has passed over the goal-line, between the goal posts and under the cross-bar, provided it has not been thrown, carried or intentionally propelled by hand or arm, by a player of the attacking team, except in the case of a goalkeeper, who is within his own penalty area. 

2. A goal may be scored during play directly from a: a. Direct free kick b. Penalty kick c. Corner kick d. Drop ball e. Goalkeeper's throw (No punts or dropkicks in indoor soccer) f. Kickoff g. Goal kick 

3. A goal may not be scored during play directly from a: a. Indirect free kick b. Throw-in c. Free kick into a team's own goal 

4. Shootouts: During playoffs, a game ending in a tie will be decided by an overtime shootout/penalty kicks. Each team shall select five shooters for each round of the shootout. Each team alternates kicks, with only the six players from each team who were on the field at the end of regulation being eligible to participate as kicker or keeper. Every player on the field must attempt a penalty kick before any player can shoot a second time. If the game is still tied after the first five shooters from each team have kicked, another shootout will take place. The shootout will begin with the player on the field that did not shoot in the first shoot-out and then continue in the same order as before. Goalkeepers WILL shoot penalty kicks. If a team was playing shorthanded, that position in the shooting order will remain empty and will be counted as a miss. If, after the first round of the shootout, the score is still tied, the shootout will continue. Sudden victory begins with the second set of kicks, wherein if one team scores and the other team does not score, the game is ended without more kicks being taken. In the event that a player who finished the game on the field becomes injured and cannot participate, substitutions will not be allowed and the shot will automatically be counted as a missed attempt. This also applies to players who received a caution to end regulation. Substitutions for the goalkeeper (not as a shooter) may be made at any time during the shootout so long as the substitute is eligible to participate. 

5. Once a player who is taking a penalty kick begins his/her approach to the ball, they may not interrupt their movement by faking a kick, stopping or hesitating, then proceeding to kick the ball. Failure to kick the ball as stated in this rule results in a rekick. The goalkeeper may move laterally on the goal line. If the goalkeeper violates the provisions of the penalty kick such as moving off the goal line before the kicker contacts the ball, a rekick will be awarded if the shot is missed, but the goal will count if made. During regulation, all players other than the goalkeeper and the kicker must be at least 6 yards from the ball and behind the ball until the kick is taken. Once kicked, it may be played by anyone other than the kicker. The ball must be played by another player before being played again by the penalty kicker.

D. Players/Equipment 

1. No boots, steel-cleated or hard-toed shoes are allowed in Cook Pavilion. Molded cleats and turf shoes are allowed. 

2. No jewelry is allowed (watches, earrings, necklaces, etc.). 

3. Sweatbands on head or wrist are allowed-elastic type. No hats, bandanas, or other headwear is allowed. Nothing is allowed which has a knot. 

4. Injured players are allowed to wear braces, soft casts and protective coverings provided they are covered with 1/2 inch high density padding or wrapped with a similar material with the same minimum thickness. However, the referee shall not allow a player to wear anything which he/she deems dangerous (i.e. hard casts and splints are not allowed or anything the supervisor deems as unyielding material/no give). 

5. Game balls will be provided by the Office of Campus Recreation. No other balls will be allowed to be used in games. In addition, game balls will not be provided to participants to warm up. 

6. Shin guards are required by ALL participants. Shin guards may be checked out on-site.

E. Starting the Game: After Goal/After Half-time 

1. A coin toss shall occur before the game. The team winning the toss shall have the option to choose the kick-off or defend a goal. 

2. The game shall be started by a player taking a place-kick (i.e., a kick at the ball while it is stationary on the ground in the center of the field of play) into his opponent's half of the field of play. The ball must be kicked forward at least one full rotation (about two feet) before being contacted by another teammate. 

3. Every player shall be in his own half of the field and every player of the team opposing that of the kicker shall remain not less than 6 yards from the ball until it is kicked off. 

4. The kicker shall not play the ball a second time until it has been touched or played by another player. In the event that a player plays the ball twice before it has been touched or played by another player, an indirect kick is awarded to the opposing team. 

5. A goal may be scored directly from a kick-off. 

6. After a goal is scored, the game shall be restarted by the opposing team with a kickoff. 

7. When restarting after halftime, ends shall be changed and the kick-off shall be taken by the team that did not kick off to start the game. 

8. When restarting the game after a temporary suspension of play from any cause not mentioned elsewhere: the team with possession of the ball at the time the suspension of play was called shall be awarded an indirect kick at the point of possession, provided that immediately prior to the suspension the ball had not passed over the touch or goal lines. If neither team had clear possession of the ball, the referee shall perform a drop ball at the location of the ball when the suspension was called. 

9. When any kick is used to begin play, opposing players must stand at least 6 yards from the ball. During a goal kick the ball is not regarded as in play until it leaves the penalty area.

F. Ball in/out of play 

1. The ball will not be played off the walls in Cook Pavilion. The ball is out of play: (a) When it has wholly crossed the goal line or touchline (sideline), whether on the ground or in the air. (b) When the game has been stopped by the referee. 

2. The ball is in play at all other times from the start of the match to the finish including if it rebounds from a goalpost or crossbar into the field of play. 

3. If the defending team has touched the ball last when it crosses the end line, then the attacking team is awarded a corner kick. The ball is placed in the corner of the field (placement on the lines is legal) and kicked into play. If the attacking team touched the ball last when it crossed the end line, then the defending team is awarded a goal kick. The ball is placed anywhere in the goal box and kicked by any defending player. 

4. Both corner kicks and goal kicks are direct kicks. 

5. When the ball passes over the touchline (sideline), the team that didn't touch it last will be awarded a throw-in at the spot the ball went out of bounds. The ball is put into play by using both hands simultaneously and with equal force. The ball shall be delivered from behind and over his/her head, while keeping both feet on or behind the touchline and in contact with the ground. If the ball fails to enter play, the opponent shall receive the throw at the spot of the infraction. 

6. A ball may be dropped in the penalty area, but not in the goal area. A drop occurs when: 1) the ball goes out-of-bounds off of two players simultaneously and the referee does not know who touched it last, 2) the ball becomes deflated, and 3) there is no clear possession of the ball when an injury occurs. A drop ball is administered 5 yards from the sideline when it goes out-of-bounds on the sideline, 5 yards from the endline outside of the goal area when it goes out-of-bounds on the endline, and at the spot it was blown dead when an injury occurs or when the ball becomes deflated or a player is injured. The official holds the ball at waist level and drops the ball between two opposing players and the ball must touch the ground before being played. If a player touches the ball before it hits the ground, the player is warned and if the same player does this twice, he/she receives a yellow card. A redrop occurs in the above instances.

G. Offside - No offside will be called in indoor soccer.

A. Penalties A direct free kick shall be awarded to the offended team from the spot closest to the infraction for the following offenses: 

1. Deliberately kicking or attempting to kick an opponent. 

2. Deliberately tripping an opponent. 

3. Deliberately jumping at an opponent. 

4. Deliberately charging an opponent in a violent or dangerous manner. 

5. Deliberately charging an opponent from behind. 

6. Deliberately striking, attempting to strike, or spitting at an opponent. 

7. Holding an opponent. 

8. Pushing an opponent. 

9. Slide tackling an opponent (with or without contact). 

10. Deliberately handling the ball with hand or arm other than the goalkeeper within his/her own penalty area. 

11. Charging the goalkeeper inside the penalty area unless the goalkeeper is obstructing the opponent or dribbling the ball with the feet. Outside the penalty area, the goalkeeper has no more privileges than any other player. Direct kick penalties called against the defensive team inside their own penalty area will result in a penalty kick.

B. An indirect free kick shall be awarded to the offended team from the spot nearest the infraction for the following offenses: 

1. Playing in a manner considered dangerous by the referee, i.e. "dangerous play." (high kicks, playing the ball while prone on the ground). 

2. When not playing the ball, intentionally obstructing an opponent, i.e. "obstruction." 

3. Interfering with or impeding the progress of the goalkeeper in possession of the ball. 

4. From the moment the goalkeeper takes control of the ball with the hands when playing as a goalkeeper within his/her own penalty area, he/she has six seconds in which to release the ball into play. During that interval, he/she may hold the ball, bounce it, or throw it into the air and catch it. Once the ball has been released into play, the goalkeeper may not touch it again with the hands until it has been played or touched by another player of the same team outside of the penalty area, or by a player of the opposing team either inside or outside of the penalty area. 

5. A goalkeeper shall not deliberately parry the ball and then touch it again with his/her hands before it has been played or touched by another player of the same team outside of the penalty area, or by a player of the opposing team either inside or outside of the penalty area. 

6. Indulging in tactics, which, in the opinion of the referee, are designed merely to hold up the game and thus waste time and so give an unfair advantage to a player's own team (4-5 seconds). 

7. As the kicker on a kick-off, free kick, corner kick, or goal kick, playing the ball again before it has been touched or played by another player. 

8. Intentionally obstructing the opposing goalkeeper in an attempt to prevent him/her from putting the ball into play. 

9. Any infringement by the attacking team during a penalty kick. 

10. If during a throw-in, the thrower plays the ball a second time before it has been touched or played by another player. 

11. Goalkeeper touches the ball with his/her hands if it has been deliberately kicked to him/her by a teammate. 

12. Goalkeeper touches the ball with his/her hands if it has been "passed to" the goalkeeper by a teammate using trickery (i.e. played from the feet to the head and then headed back to the goalkeeper). 

13. Goalkeeper touches the ball with his/her hands after receiving it directly from a throw-in by a teammate.

C. A player shall be cautioned (yellow card) for the following offenses: 

1. Leaving or entering the field of play without first getting the signal from the referee. 

2. Persistently infringing the rules of the game. 

3. Showing by word or action dissent from any decision given by the referee. 

4. Being guilty of unsportsmanlike conduct (i.e. unnecessary delay of game, holding a shirt or shorts, unsporting behavior toward an opponent, etc). 

5. During a free kick, attempting to distract an opponent. 

6. An unsuccessful attempt to deny an opponent an obvious goal-scoring opportunity by a foul (goal is scored anyway) is unsporting conduct and shall result in a caution. 

7. Slide tackling in indoor soccer. The goalkeeper is allowed to slide and dive to make saves within his or her own penalty area. The official has the discretion to make decisions regarding what is and what is not an attempt at a save. The official SHALL yellow card the goalkeeper if, in his or her discretion, the right to make sliding and diving saves is being abused. Slide tackles will always result in a direct kick.

PENALTY: A cautioned player shall be substituted for immediately and not return until the next legal substitution opportunity. The restart after a card has been issued shall be dependent on the previous play (direct or indirect) and awarded to the nonoffending team from the spot of the ball when the referee stopped play, unless the game had been stopped for some other reason calling for a different restart. The Intramural Sports Program shall keep a record of yellow cards given in all games. Once a player has earned 2 behavior related yellow cards in the league, he/she will be referred to as ejected and must meet with an Intramural Sports Staff member prior to his/her next game. The player WILL be allowed to finish the game in which the second yellow card was received. The duration of the player suspension shall be determined by the Intramural Sports Staff member according to existing ejection procedures. In the event that a player receives 2 behavior related yellow cards in the same game, the player will be ejected and the team WILL play shorthanded for the remainder of the game. NOTE: The exception to the cumulative yellow cards rule shall be non-sportsmanship related offenses such as wearing jewelry. Final decisions concerning sportsmanship issues shall be made on site according to the officials and Intramural Staff Assistant. Cumulative yellow cards do not reset at the start of playoffs. A player that has been cautioned once during the season will have the caution for the remainder of the season.

D. A player shall be ejected (red card) for the following infractions: 

1. Being guilty of violent or malicious foul play. 

2. Using foul or abusive language. 

3. Being guilty of misconduct after having received a caution (referee shall show both a yellow and a red card). 

4. A player anywhere on the field (other than a goalkeeper within his/her own penalty area) intentionally handling a ball to prevent it from going into the goal. 

5. A successful attempt to deny an opponent an obvious goal-scoring opportunity by a foul (goal is not scored). 

6. Conduct which warrants ejection in the judgment of the referee. 

7. In the event of a fight, any bench personnel that enters the field of play. 

PENALTY: A disqualified/ejected player (on the field/in the game) cannot be replaced (no substitution and team must play short for the remainder of the game). Ejected bench personnel or an ejected coach does not reduce the number of players on the field. The restart after a card has been issued shall be dependent on the previous play and awarded to the non-offending team from the spot of the ball when the referee stops.

E. Drop kicks and punts by the goalkeeper are not allowed in indoor soccer. Drop kicks and punts shall be penalized by an indirect free kick at the spot of the infraction 

F. Advantage clause: The referee shall refrain from penalizing when it would be an advantage to the offending team. When this occurs, the referee will signal that advantage is being called, and give the verbal indication "play on." If advantage fails to develop the official will bring play back to the spot of the infraction and will restart play with the appropriate penalty kick. 

G. As in all intramural sports contests, if a participant is ejected from a contest, he/she is immediately ineligible for further access or competition in any Campus Recreation program or facility until cleared by the Assistant Director for Intramural Sports or his/her designate. It is the participant's responsibility to schedule an appointment with the Assistant Director for Intramural Sports to review his/her behavior and subsequent eligibility to continue in the Intramural Sports Program. Any unsportsmanlike conduct by players or fans may cause a team to be disqualified from further competition. In addition, players, coaches, and spectators may not harass the officials (verbally or physically) after the contest has ended. Offender(s) are subject to the same penalties and procedures as players being ejected from the contest.

H. Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in intramural activities at their own risk! Participants who are bleeding must be removed immediately from the game and may not return until the wound is properly covered. All soiled clothing must be changed before being allowed again in the game. Officials can stop play immediately when there is an immediate dangerous situation/injury. 

I. No more than two (2) members of the UNL Soccer Club are allowed to be on the field for the same team at the same time. (This rule applies to men’s, women’s, and co-rec teams-A total of two club players, men or women are allowed on a team). The list of team players is available for review at the Campus Recreation Center.

CO-REC SOCCER MODIFICATIONS Intramural Soccer Rules will apply to Co-Rec Soccer with the following modifications: 

A. Players 1. Games will be played with six (6) players - 3 men and 3 women. A team must begin and end with a minimum of four (4) players (at least one of each gender). 2. Any player may play any position. 

B. Scoring/Ties 1. All goals count as 1 point, including tie-breaker and penalty kicks. All own goals count as one point. A goal last touched by a defender during an attack is not considered an own goal (for example: deflections). 2. Penalty kicks will be used for all games ending with a tie score. The penalty kick procedures are the same as in men's and women's soccer, except out of the five players shooting, two must be of one gender and three must be of the other. 

C. Handling the ball 1. Throw-ins may be made by any player on the team in possession of the ball. 2. Penalty kick, direct and indirect, may be made by players of either gender.

Soccer - Outdoor

Regular season games canceled due to bad weather or poor field conditions will be rescheduled if possible. All games will be played at Mabel Lee Fields. Intramural soccer will be played by National Federation High School rules with the following modifications:

A. Players/Substitutes 

1. Games will be played with eight (8) players. A team must begin and/or end play with a minimum of six (6) players. 

2. Substitutes must report to and be recognized by the referee before entering the game. Unlimited substitutions may be made during any goal kick, when a goal is scored, when an injured player is being attended to on the field, and when a player is cautioned. The team in possession of the ball for a throw-in may substitute. If the team in possession of the ball chooses to substitute, the opposing team may substitute at that time. Only the team gaining possession of the ball may substitute on a corner kick. 

3. There is no limit to the number of substitutions during a game. 

4. Substitutes cannot take penalty kicks. Only a player on the field at the time of the foul may take the penalty kick. 

5. The goalkeeper can switch positions with a player on the field at any time a substitute is allowed, provided the referee is informed before the change is made. 

6. A team MUST substitute for a player who is bleeding. Officials can stop play immediately when there is an immediate dangerous situation/injury.

B. Time/Periods 

1. Game time--two twenty-five (25) minute halves with a five-minute halftime. The game clock is continuous and will not stop for a ball going out of play. 

2. Teams are not allotted any time-outs. The referee may, however, suspend time for injury, etc., if he/she deems it necessary. 

3. GAME TIME IS FORFEIT TIME. Teams should report to the Intramural Staff Assistant a minimum of 15 minutes before the scheduled game time to complete the scorecard and check out jerseys, etc. The legal team may give the short team 10 minutes from game time to field a legal team or take the win by forfeit. The game clock starts at game time if the 10-minute period is awarded.

C. Scoring/Ties 

1. A goal is scored when the whole of the ball has passed over the goal-line, between the goal posts and under the cross-bar, provided it has not been thrown, carried or intentionally propelled by hand or arm, by a player of the attacking team, except in the case of a goalkeeper, who is within his own penalty area. 

2. A goal may be scored during play directly from a: a. Direct free kick b. Penalty kick c. Corner kick d. Drop ball e. Goalkeeper's throw, punt, or dropkick f. Kickoff g. Goal kick 

3. A goal may not be scored during play directly from a: a. Indirect free kick b. Throw-in c. Free kick into a team's own goal 

4. Shootouts: During playoffs, a game ending in a tie will be decided by an overtime shootout/penalty kicks. Each team shall select five shooters for each round of the shootout. Each team alternates kicks, with only the eight players from each team who were on the field at the end of regulation being eligible to participate as kicker or keeper. Every player on the field must attempt a penalty kick before any player can shoot a second time. If the game is still tied after the first five shooters from each team have kicked, another shootout will take place. The shootout will begin with the players on the field who did not shoot in the first shootout and then continue in the same order as before. Goalkeepers WILL shoot penalty kicks. If a team is playing shorthanded, that position in the shooting order will remain empty and will be counted as a miss. If, after the first round of the shootout, the score is still tied, the shootout will continue. Sudden victory begins with the second set of kicks, wherein if one team scores and the other team does not score, the game is ended without more kicks being taken. If a player who finished the game on the field becomes injured and cannot participate, substitutions will not be allowed, and the shot will automatically be counted as a missed attempt. This also applies to players who received a caution to end the regulation. Substitutions for the goalkeeper (not as a shooter) may be made at any time during the shootout so long as the substitute is eligible to participate. 

5. Once a player who is taking a penalty kick begins his/her approach to the ball, they may not interrupt their movement by faking a kick, stopping, or hesitating, then proceeding to kick the ball. Failure to kick the ball as stated in this rule results in a rekick. The goalkeeper may move laterally on the goal line. If the goalkeeper violates the provisions of the penalty kick, such as moving off the goal line before the kicker contacts the ball, a rekick will be awarded if the shot is missed, but the goal will count if made. During regulation, all players other than the goalkeeper and the kicker must be at least 10 yards from the ball and behind the ball until the kick is taken. Once kicked, it may be played by anyone other than the kicker. The ball must be played by another player before being played again during the penalty kicks.

D. Players/Equipment 

1. No boots, screw-in cleats, steel-cleated or hard-toed shoes are allowed. Tennis shoes, turf shoes, or molded soccer cleats are recommended. 

2. No jewelry is allowed (watches, earrings, necklaces, etc.). 

3. Sweatbands on the head or wrist are allowed-elastic type. No hats, bandanas, or other headwear are allowed. Nothing is allowed that has a knot. 

4. Injured players are allowed to wear braces, soft casts, and protective coverings provided they are covered with 1/2 inch high density padding or wrapped with a similar material with the same minimum thickness. However, the referee shall not allow a player to wear anything that he/she deems dangerous (i.e. hard casts and splints are not allowed, or anything the supervisor deems as unyielding material/no give). 

5. Balls will be provided by the Office of Campus Recreation. No other balls will be allowed to be used in games. In addition, game balls will not be provided to participants to warm up. 

6. Shin guards are required by ALL participants. Shin guards may be checked out on-site.

E. Starting the Game: After Goal/After Half-time 

1. A coin toss shall occur before the game. The team winning the toss shall have the option to choose the kick-off or defend a goal. 

2. The game shall be started by a player taking a place-kick (i.e., a kick at the ball while it is stationary on the ground in the center of the field of play) into his opponent's half of the field of play. The ball must travel forward before it can be played by another player. 

3. Every player shall be in his own half of the field, and every player of the team opposing that of the kicker shall remain not less than 10 yards from the ball until it is kicked off. 

4. The kicker shall not play the ball a second time until it has been touched or played by another player. 

5. A goal may be scored directly from a kick-off. 

6. After a goal is scored, the game shall be restarted in a like manner by a player of the team losing the goal. 

7. When restarting after halftime, ends shall be changed and the kick-off shall be taken by a player of the team that did not kick off to start the game. 

8. When restarting the game after a temporary suspension of play from any cause not mentioned elsewhere: the team with possession of the ball at the time the suspension of play was called shall be awarded an indirect kick at the point of possession, provided that immediately before the suspension the ball had not passed over the touch or goal lines. If neither team had possession of the ball, the referee shall perform a drop ball at the location of the ball when the suspension was called. 

9. When any kick is used to begin play, opposing players must stand at least 10 yards from the ball. During a goal kick the ball is not regarded as in play until it leaves the penalty area.

F. Ball in/out of play 

1. The ball is out of play: (a) When it has wholly crossed the end line or sideline, whether on the ground or in the air. (b) When the game has been stopped by the referee. 

2. The ball is in play at all other times from the start of the match to the finish, including if it rebounds from a goalpost or crossbar into the field of play. 

3. The lines belong to the areas of which they are boundaries. The sidelines and end lines, therefore, belong to the field of play. 

4. If the defending team has touched the ball last when it crosses the end line, then the attacking team is awarded a corner kick. The ball is placed in the corner of the field (placement on the lines is legal) and kicked into play. If the attacking team touched the ball last when it crossed the goal line or end line, then the defending team is awarded a goal kick. The ball is placed anywhere in the goal box and kicked by any defending player. 

5. Both corner kicks and goal kicks are direct kicks. 

6. When the ball passes over the sideline, the team that didn't touch it last will be awarded a throw-in at the spot the ball went out of bounds. The ball is put into play by using both hands simultaneously and with equal force. The ball shall be delivered from behind and over his/her head, while keeping both feet on or behind the touchline and in contact with the ground. If the ball fails to go into play, it is the opponent's throw from the point of the infraction. 

7. A free kick awarded to the defending team within its goal area may now be taken from any point within the goal area. This also applies to goal kicks. 

8. A ball may be dropped in the penalty area, but not in the goal area. A drop occurs when: 1) the ball goes out-of-bounds off of two players simultaneously and the referee does not know who touched it last, 2) the ball becomes deflated, and 3) there is no clear possession of the ball when an injury occurs. A drop ball is administered 5 yards from the sideline when it goes out-of-bounds on the sideline, 5 yards from the endline outside of the goal area when it goes out-of-bounds on the endline, and at the spot it was blown dead when an injury occurs or when the ball becomes deflated. The official holds the ball at waist level and drops the ball between two opposing players, and the ball must touch the ground before being played. If a player touches the ball before it hits the ground, the player is warned, and if the same player does this twice, he/she receive a yellow card. A redrop occurs in the above instances.

G. Offsides Offsides is NOT a penalty and will not be called.

FOULS/MISCONDUCT 

A. Penalties A direct free kick shall be awarded to the offended team from the spot closest to the infraction for the following offenses: 1. Deliberately kicking or attempting to kick an opponent. 2. Deliberately tripping an opponent. 3. Deliberately jumping at an opponent. 4. Deliberately charging an opponent in a violent or dangerous manner. 5. Deliberately charging an opponent from behind. 6. Deliberately striking, attempting to strike, or spitting at an opponent. 7. Holding an opponent. 8. Pushing an opponent. 9. Deliberately handling the ball with hand or arm other than the goalkeeper within his/her own penalty area. 10. Charging the goalkeeper inside the penalty area unless the goalkeeper is obstructing the opponent or dribbling the ball with the feet. Outside the penalty area, the goalkeeper has no more privileges than any other player. Direct kick penalties called against the defensive team inside their own penalty area (18 yd. line) will result in a penalty kick.

B. An indirect free kick shall be awarded to the offended team from the spot nearest the infraction for the following offenses: 1. Playing in a manner considered dangerous by the referee, i.e. "dangerous play." (high kicks, playing the ball while prone on the ground). 2. When not playing the ball, intentionally obstructing an opponent, i.e. "obstruction." 3. From the moment the goalkeeper takes control of the ball with the hands when playing as a goalkeeper within his/her own penalty area, he/she has six seconds in which to release the ball into play. During that interval, he/she may hold the ball, bounce it, or throw it into the air and catch it. Once the ball has been released into play, the goalkeeper may not touch it again with the hands until it has been played or touched by another player of the same team outside of the penalty area, or by a player of the opposing team either inside or outside of the penalty area. 4. A goalkeeper shall not deliberately parry the ball and then touch it again with his/her hands before it has been played or touched by another player of the same team outside of the penalty area, or by a player of the opposing team either inside or outside of the penalty area. 5. Indulging in tactics, which, in the opinion of the referee, are designed merely to hold up the game and thus waste time and so give an unfair advantage to a player's own team. 6. As the kicker on a kick-off, free kick, corner kick, or goal kick, playing the ball again before it has been touched or played by another player. 7. Intentionally obstructing the opposing goalkeeper in an attempt to prevent him/her from putting the ball into play. 8. Any infringement by the attacking team during a penalty kick. 9. If, during a throw-in, the thrower plays the ball a second time before it has been touched or played by another player. 10. Goalkeeper touches the ball with his/her hands if it has been deliberately kicked to him/her by a teammate. 11. Goalkeeper touches the ball with his/her hands if it has been "passed to" the goalkeeper by a teammate using trickery (i.e. played from the feet to the head and then headed back to the goalkeeper). 12. Goalkeeper touches the ball with his/her hands after receiving it directly from a throw-in by a teammate. 13. Delay tactics by the goalkeeper-in the referee's opinion, the goalkeeper in possession of the ball with hands or feet must not use delay tactics (waste time) and must play the ball within a reasonable time.

C. A player shall be cautioned (yellow card) for the following offenses: 1. Leaving or entering the field of play without first getting the signal from the referee. 2. Persistently infringing the rules of the game. 3. Showing by word or action dissent from any decision given by the referee. 4. Being guilty of unsportsmanlike conduct (i.e. unnecessary delay of game, holding a shirt or shorts, intentional handball to stop an attack). 5. During a free kick, dancing or making gestures in a way to distract an opponent. 6. An unsuccessful attempt to deny an opponent an obvious goal-scoring opportunity by a foul (goal is scored anyway) is unsporting conduct and shall result in a caution. PENALTY: A cautioned player shall be substituted for immediately and not return until the next legal substitution opportunity. The restart after a card has been issued shall be an "indirect free kick" awarded to the non-offending team from the spot of the ball when the referee stopped play, unless the game had been stopped for some other reason calling for a different restart. The Intramural Sports Program shall keep a record of yellow cards given in all games. Once a player has earned 2 behavior-related yellow cards in the league, he/she will be referred to as ejected and must meet with an Intramural Sports Staff member before his/her next game. The player WILL be allowed to finish the game in which the second yellow card was received. The duration of the player suspension shall be determined by the Intramural Sports Staff member according to existing ejection procedures. If a player receives 2 behavior-related yellow cards in the same game, the player will be ejected and the team WILL play shorthanded for the remainder of the game. NOTE: The exception to the cumulative yellow cards rule shall be non-sportsmanship related offenses such as wearing jewelry. Final decisions concerning sportsmanship issues shall be made on-site according to the officials and Intramural Staff Assistant. Cumulative yellow cards do not reset at the start of the playoffs. A player who has been cautioned once during the season will have the caution for the remainder of the season.

D. A player shall be ejected (red card) for the following infractions: 1. Being guilty of violent or serious foul play. 2. Using foul or abusive language. 3. Being guilty of misconduct after having received a caution (referee shall show both a yellow and a red card). 4. A player anywhere on the field (other than a goalkeeper within his/her own penalty area) intentionally handling a ball to prevent it from going into the goal. 5. A successful attempt to deny an opponent an obvious goal-scoring opportunity by a foul (goal is not scored). 6. Slide tackle from behind. 7. Conduct which warrants ejection in the judgment of the referee. 8. In the event of a fight, any bench personnel that enters the field of play. PENALTY: A disqualified/ejected player (on the field/in the game) cannot be replaced (no substitution and team must play short for the remainder of the game). Ejected bench personnel or an ejected coach does not reduce the number of players on the field. The restart after a card has been issued shall be an "indirect free kick" awarded to the non-offending team from the spot of the ball when the referee stopped play, unless the game had been stopped for some other reason calling for a different restart.

E. Advantage clause: The referee shall refrain from penalizing when it would be an advantage to the offending team. When this occurs, the referee will signal that advantage is being called, and give the verbal indication "play on." 

F. As in all intramural sports contests, if a participant is ejected from a contest, he/she is immediately ineligible for further access or competition in any Campus Recreation program or facility until cleared by the Assistant Director for Intramural Sports or his/her designate. It is the participant's responsibility to schedule an appointment with the Assistant Director for Intramural Sports to review his/her behavior and subsequent eligibility to continue in the Intramural Sports Program. Any unsportsmanlike conduct by players or fans may cause a team to be disqualified from further competition. In addition, players, coaches, and spectators may not harass the officials (verbally or physically) after the contest has ended. Offender(s) are subject to the same penalties and procedures as players being ejected from the contest. 

G. Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in intramural activities at their own risk! Participants who are bleeding must be removed immediately from the game and may not return until the wound is properly covered. All soiled clothing must be changed before being allowed again in the game. Officials can stop play immediately when there is an immediate dangerous situation/injury. 

H. No more than two (2) members of the UNL Soccer Club are allowed to be on the field for the same team at the same time. The list of team players is available for review at the Campus Recreation Center.

CO-REC SOCCER MODIFICATIONS Intramural Soccer Rules will apply to CoRec Soccer with the following modifications: 

A. Players 1. Games will be played with eight (8) players - 4 men and 4 women. A team must begin and end with a minimum of six (6) players (Teams cannot play with more than 4 of either gender at once). 2. Any player may play any position. 

B. Scoring/Ties 1. All goals count as 1 point, including tie-breaker and penalty kicks. 2. Penalty kicks will be used for all games ending with a tie score (In the playoffs – regular season games may end in a tie). The penalty kick procedures are the same as in men's and women's soccer, except out of the five players shooting, two must be of one gender and three must be of the other.

Softball

Current A.S.A. slow pitch rules will be enforced unless exceptions are noted:

1. GENERAL 

A. Forfeit time has been established as game time. Teams should report to the Intramural Sports Staff Assistant a minimum of 15 minutes before the scheduled starting time of the game to fill out the score sheet; to sign the disclaimer form with each team member signing their name, signature, and student I.D. number; and to conduct the coin toss. The score sheet must list first and last names. Please print the names legibly. A current UNL photo ID must be presented to the umpire by each player before every game, and participation will be permitted. If a team fails to appear at the appointed time, the Intramural Staff Assistant will declare the contest a forfeit. The team captain for the team who is ready to play may choose to give the opponent ten (10) minutes to obtain the necessary number of players. If the team is not able to play at the end of ten (10) minutes, a forfeit will be declared. If neither team appears at game time, a ten (10) minute grace period will automatically be given. The game time is reduced by whatever portion of the ten (10) minutes was used to avoid a forfeit.

B. Campus Recreation will furnish one or two umpires per game as available. He/she will call balls/strikes, safe/out, and arc/height of pitches. 

C. Each team must furnish a scorekeeper. Protests based upon the score will not be allowed. Questions should be directed to the umpire(s) or Intramural Sports Staff Assistant on duty. 

D. The fitness of the ground will be decided by the Assistant Director for Intramural Sports or his/her designated representative, and such decisions will be made at 3:00 p.m. on the day of the scheduled game (by noon on Sundays). Check the IM Sports-Nebraska Facebook page for information regarding cancellations due to poor weather or playing field conditions. When games are canceled, please do not use the fields. Damaged fields may cause additional cancellations.

2. THE PLAYING FIELD 

A. Bases will be 65 feet apart in the men's, women's, and co-rec competitions. 

B. Umpires will establish ground rules before the game regarding out-of-play areas, permanent obstacles in the field of play, etc.

3. EQUIPMENT 

A. Bats, gloves, helmets, and balls may be checked out from the front desk of the Campus Recreation Center or the Recreation and Wellness Center on East Campus. A current UNL photo ID must be presented when checking out equipment. A limited supply of bats and balls is available from the Staff Assistant at the playing site. A current UNL photo ID must be given to the Staff Assistant before checking out equipment on site. 

B. Shoes are required. Gym or running shoes are recommended. Rubber training shoes and single-molded plastic/rubber soccer-type cleats are permitted. Metal cleats or spikes of any type are not allowed. 

C. For a bat to be deemed legal, it must be an official A.S.A. approved softball bat. It must have a safety grip (no smooth tape) and must be free of rough or sharp edges. Baseball bats and fungo bats are illegal. 

D. Game softballs will be provided by Campus Recreation. Teams must use the ball provided.

4. PLAYERS AND SUBSTITUTES 

A. A team may have no more than 2 UNL Baseball Club or Softball Club Members in the lineup at any given time. Varsity Baseball and Softball players are ineligible to play intramural softball. Teams are responsible for checking the eligibility of their players and should consult the Intramural Sports Articles of Eligibility for the requirements. 

B. A team must have 6 players present to start the game. Teams playing shorthanded will not be assessed outs for those spots in the batting order. Players arriving late may have their name added to the bottom of the order, but you may not add an Extra Hitter after the game has started. All substitutes must report to the plate umpire before batting. 

C. Blood Rule. A player who is bleeding, has an open wound, or has blood on the uniform shall be considered an injured player. Such players may not return to the game until the bleeding has stopped and the wound is properly covered, and soiled clothing has been treated with a bleach disinfectant. The umpire and/or staff assistant on duty shall determine a reasonable amount of time to get the wound covered and the bleeding stopped so that the player does not have to substitute out of the game. 

D. "Shorthanded Rule". If a player must leave the game and there is no substitute available, when it is that player's turn to bat, an out is declared. If a runner must leave the game and there is no substitute available, the runner will be declared out. 

E. The A.S.A. re-entry rule will apply. A starter may be withdrawn from the game and re-entered in the same spot in the batting order once. Players may not re-enter a second time, and the starter and the substitute may not be in the game at the same time. To bat an Extra Hitter (EH), a team must have 11 players present at the start of the game.

5. THE GAME 

A. The game will consist of 7 innings. In the event of rain or darkness, 5 innings or 4 1/2 innings if the home team is ahead, will constitute a game. A 15-run rule will be in effect after 3 innings and a 10-run rule after 5 innings. 

B. No new inning may be started, unless the score is tied, after 55 minutes have elapsed from when the game began. The umpire and/or Staff Assistant will keep the official game time. 

C. The choice of first or last bat in the inning shall be decided by a coin toss (home/ visitors) before the game. 

D. Base stealing is not allowed. Runners can leave their bases when a pitched ball has reached home plate or is hit. If the batter does not hit the pitch, base runners must return to their bases immediately. 

E. Bunting or chopping down on the ball is not allowed and will result in a dead ball with the batter being called out. 

F. Players start with a one-strike (0-1) count when at bat. 

G. A foul third strike is an out. No courtesy fouls shall be given. 

H. Infield practice is not allowed after the first inning. 

I. The ball is dead and not in play: 1. When no pitch is declared. 2. When a foul ball is not caught. 3. When a runner is called out for leaving a base too soon. 4. When offensive interference occurs. 5. When a defensive player carries the ball out of play. 

J. The ball is in play: 1. When the infield fly rule is enforced. 2. When a thrown ball remains in playable territory. 3. When a base is dislodged while base runners are progressing around the bases. 4. When a thrown ball strikes an offensive player. 5. When a thrown ball or fair batted ball strikes an umpire. 6. When a thrown ball strikes a coach. 

K. The ball remains alive until the umpire declares time. Time will be called when the ball is held by a player on the infield area and, in the opinion of the umpire, all play has ceased. 

L. A foul ball must reach a height of six feet or more to be legally caught for an out, except third strike, in which case any foul is an out.

6. PITCHING 

A. At the beginning of each half-inning or when a pitcher relieves another, not more than one minute may be used to deliver not more than one warm-up pitch to the catcher or other teammate. One ball will be called on the batter for each pitch thrown over the maximum. No infield or outfield ball is allowed after the first inning. 

B. The pitch must have a minimum arc of 6 ft. from the ground. The maximum allowable arc is 12 ft. from the ground. If the pitch does not meet these requirements, an illegal pitch shall be called. The batter has the option of taking the pitch for an automatic ball or swinging at the pitch. If the pitch is swung at, the illegal pitch is ignored. 

C. The pitcher must pause with at least one foot contacting the rubber before pitching the ball. The pitcher's foot must remain in contact with the rubber throughout the delivery. 

D. The pitcher must deliver the ball in a continuous, underhand motion on the first forward swing of the pitching arm past the hip. 

E. If a step is taken, it may be forward, backward, or to the side, provided the foot stays in contact with the rubber and the step is taken simultaneously with the pitch.

7. BATTING The batter is out when: 1. A batter appears in the batter's box with, or is discovered using an altered or illegal bat. Baseball and fungo bats are illegal. 2. A batter receives his/her third strike. This can be called a strike or a swing. A foul ball, whether caught or dropped on strike three, is also an out. 3. The umpire declares a fair infield fly with base runners on first and second or on first, second, and third with less than two outs. This is called the infield fly rule. The ball remains alive, and runners may advance at their own risk. 4. A fielder intentionally drops a fair fly ball that can be caught by an infielder, with ordinary effort, with first and second or first, second, and third bases occupied with less than 2 outs. The ball is dead, and all runners return to the base they occupied at the time the ball was pitched. 5. The batter bunts or chops the ball downward. The ball is dead, and all runners return to the base they occupied when the ball was pitched. 6. When any foot touches the ground completely outside the batter's box, or if any part of the foot touches the plate and the ball is hit fair or foul.

8. RUNNER AND BATTER-RUNNER A. When a base runner must return while the ball is in play, he/she must touch the bases in reverse order. 

B. No runner may return to touch a missed base or one he/she had left illegally after a following runner has scored. The defense must appeal for the out to be granted. 

C. When a defensive player is in possession of the ball a runner may not remain upright and crash into the defender. When sliding, runners must always slide for the base. If considered flagrant in either above case, the runner may be ejected. 

D. Base runners are entitled to advance but accept the liability to be put out under the following circumstances: 1. When the ball is overthrown into fair or foul territory and remains in play. 2. When the ball is batted into fair territory. 3. When a legally caught fly ball is first touched. 

E. Base runners are entitled to advance without liability to be put out under the following circumstances: 1. When a fielder obstructs the base runner from making a base, unless the fielder is trying to field the batted ball or has the ball ready to touch the base runner. 2. When the ball is in play and is overthrown and goes out of play, all runners advance two bases from where they were when the ball left the thrower's hand. 

F. Obstruction is the act of: 1. A defensive player or team member which hinders or prevents a batter from striking or hitting a pitched ball. 2. A fielder, while not in possession of the ball, in the act of fielding a batted ball, or about to receive a thrown ball, which impedes the progress of a base runner who is legally running the bases. 

G. Interference is the act of an offensive player or team member, umpire, or spectator that impedes, hinders, or confuses a defensive player attempting to execute a play. Contact is not necessary for interference to be called. 

H. Base Stealing: Base stealing is not allowed. Each base runner may leave his/her base when a pitched ball is batted or reaches home plate, but must return to that base immediately after each pitch not hit by the batter. 

I. The base runner is out when: 1. In running to any base, he/she runs more than three feet from a direct line between a base and the next base when a defensive player is attempting to tag the runner. 2. The base runner passes a preceding base runner before that runner has been put out. 3. The base runner legally overruns first base and makes an attempt to advance to second base and is legally touched while off base. 4. The base runner interferes with a fielder attempting to field a batted ball or intentionally interferes with a thrown ball. If this interference, in the umpire's judgment, is an obvious attempt to prevent a double play (including shouting or waving the arms to distract the defense), the immediate succeeding runner shall also be called out. 5. The base runner is struck with a fair batted ball while off base and before it passes an infielder who could have otherwise made a play. 6. With a base runner on third, the batter or any offensive player interferes with a play being made at home base. 7. In the umpire's judgment, the base coach at first or third base touches or holds the runner physically to assist a runner in returning to or advancing from the base when a play is being made on him/her. 8. A runner, after being declared out or after scoring, interferes with a defensive player's opportunity to make a play on another runner; the runner closest to home plate at the time of the interference shall be declared out. 

J. Base runners are not out under the following circumstances: 1. When a base runner runs around the fielder and outside the baseline in order to avoid interfering with a fielder attempting to field the ball in the base path. 2. When a base runner is hit with a fair batted ball that has passed through an infielder, excluding the pitcher, and in the umpire's judgment no other infielder had a chance to play the ball. The ball remains "alive" under this condition. 3. When a base runner is hit by a fair batted ball after it is touched or touches any fielder. 4. When a base runner is hit by a fair batted ball while in contact with a base. 

K. Injured Runner: If an accident to a batter-runner or base runner prevents him/her from proceeding in the game, a substitute runner will be permitted. If no substitutes are available, the runner will be declared out.

9. PROTESTS 

A. Allowable protests should be first lodged by the team captain to the game umpire prior to the next pitch, legal or illegal. If unsatisfied with the ruling, the captain must then lodge his/her protest to the Intramural Sports Staff Assistant on duty. This should be done during the same stoppage of the game that the initial complaint was made. The Staff Assistant will then rule on the protest. A protest of the Staff Assistant's ruling must be made verbally before the next pitch, legal or illegal. Failure to follow this procedure will invalidate the protest. Eligibility protests may be lodged until 1:00 P.M. the day following the game at 56 Campus Recreation Center. 

B. See the Intramural Sports Web Page for additional protest procedures.

10. EJECTION POLICY 

A. As in all intramural sports contests, if a participant is ejected from a contest, he/she is immediately ineligible for further access or competition in any Campus Recreation program until cleared by the Assistant Director for Intramural Sports or his/her designate. It is the participant's responsibility to schedule an appointment with the Assistant Director for Intramural Sports to review his/her behavior and subsequent eligibility to continue in the Intramural Sports Program. Any unsportsmanlike conduct by players or fans may cause a team to be disqualified from further competition. In addition, players, coaches, and spectators may not harass the officials (verbally or physically) after the contest has ended. Offender(s) are subject to the same penalties and procedures as players being ejected from the contest. 

11. INJURY AND HEALTH DISCLAIMER 

A. Participants should be aware that there is a risk of injury in participation in due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in intramural activities at their own risk!

CO-REC SLOW PITCH SOFTBALL MODIFICATIONS 

Current Men's and Women's Intramural Slow Pitch Softball Rules will be in effect for all games with the following emphases and modifications: 

1. A female may only substitute for a female, a male for a male. 

2. Teams must alternate positions in the batting order by sex. 

3. A team consists of 10 defensive players. In addition, a team may play legally with 6 players, provided they have at least three male players and three female players. A team may not legally play with more than two of any gender (for example, 5 males/3 females is legal, 6 males/3 females is not) and cannot play with more than 5 of either gender in the field. A team may play with as many as 12 players (6 men, 6 women; 10 on defense and 2 Extra Hitters). If a team plays with 6,8,10, or 12 players, they will not be assessed an automatic out. Teams playing with 7, 9, or 11 players will be assessed an automatic out because two batters of the same sex may not bat consecutively without penalty. Players arriving late may have their name added to the bottom of the order, but an Extra Hitter(s) may not be added after the game has started. All substitutes must report to the plate umpire before batting. 

4. If a team is playing with more than 50 percent of one sex, a player of the majority sex must bat first. Example: If a team has 5 females and 4 males and wishes to play all 9 players, females must be listed in the 1st, 3rd, 5th, 7th, and 9th batting order slots. The males must be listed in the 2nd, 4th, 6th, and 8th slots. An out will be recorded in the 10th slot. If a male shows up after the start of the game, he may be added to the 10th slot. Extra Hitters, the 11th and 12 slots, cannot be added after the game starts. 

5. On a walk to a male batter (intentional or not) the male batter will advance to second base, and the following female will bat for herself. All base runners will advance to the next base, forced to, on a walk to a male batter. If a male batter is walked and there are two outs, the female may be given the option of hitting or receiving an automatic walk. 

6. Males and females do not have to alternate defensively on the bases or in the outfield. The catcher and pitcher do not have to be of opposite sexes and are considered infielders. Teams are not regulated as far as the number of infielders or outfielders or the gender of each. 

7. An arc will be placed at 180 feet from home plate. The arc will extend from the left field foul line to the right field foul line. ALL outfielders will be required to remain behind this line when a female is batting until the ball reaches the plate or is swung at by the batter. If the ball is hit while an outfielder is in an illegal position, the batting team will be given the option of taking the result of the play or replaying the pitch. If the pitch is not hit, there is no penalty. 

8. Game balls will be provided by Campus Recreation.

RULE 1 - DEFINITIONS 

1. Blocked ball *batted or thrown ball that is touched, stopped or handled by someone not engaged in the game *ball is dead *runners return to last base legally touched *if offensive equipment, runner being played upon is out 

2. Catch/illegally caught ball *not legal until the ball is in the grasp of the fielder's hand or glove *not a catch if fielder drops the ball as the result of a collision *the release must be voluntary and intentional 

3. Ejection *An ejected player must leave the Vine Fields for the remainder of the game 

4. Fly ball/line drive *A fly ball is any ball batted into the air *a line drive is any ball batted sharply and directly into the field of play 

5. In flight *a batted or thrown ball which has not yet touched the ground 

6. In jeopardy *a term indicating that the ball is in play and any offensive player may be put out 7. Legal touch *occurs when a runner who is not touching a base is touched by the ball securely held by a fielder

RULE 2 - THE PLAYING FIELD 

1. Base distance - 65' 

2. Pitching distance - 50' 

3. Fair territory *includes the lines, the bases, and the plate 

4. Foul territory *extends from the foul line to the dead ball line and fence 5. Dead ball territory *indicates out of play area *both feet must be in playable territory for a catch to be legal

RULE 3 - EQUIPMENT 

1. Legal bat *may be metal, plastic, graphite, wood, or ceramic *bat must be stamped "OFFICIAL SOFTBALL" *may be angular, round, or three-sided *not longer than 34", not heavier than 38 oz. *not more than 2.25" in maximum diameter 

2. Illegal bat *exposed rivets, pins, rough or sharp edges, dents *baseball bats *more than two layers of tape on the grip *electrician's tape or other slippery tape on the grip 

3. Illegally batted ball *ball hit with an illegal bat *batter's entire foot is completely outside the lines of the batter's box *any part of the batter's foot touches the plate *the ball is dead and the batter is out 

4. Altered bat *legal bat whose physical structure has in some way been changed *includes inserting any kind of material inside the bat; painting; sand papering *if the batter enters the box with an altered bat, the batter is out and ejected 

5. Balls *ball must have "UNL CRec" written on the outside cover *11" for women; 12" for men; 12" for co-rec 

6. Other equipment *only the catcher and first baseman may use a mitt *if a player makes a play using an illegal glove, the offensive manager has the option of having the batter assume the previous count and bat over or take the result of the play *no steel cleats *handkerchiefs may not be worn *no plastic visors *no jewelry 

7. Equipment on the playing field *must be kept in dead ball territory-(i.e. the bench area) *equipment on the field causing a blocked ball: if by the offensive team, if a runner is being played on, that runner is out; if by the defense, the ball becomes dead and runners advance one base

RULE 4 - PLAYERS AND SUBSTITUTES 

1. Teams *men's or women's may play with 10 or 11 (only 10 will field) *must have 8 to start *players arriving late may have their name added to the bottom of the order; but you may not add an EP or EH 

2. Extra player (EP) *must have 11 players to start the game *11 bat and any 10 will play defense 

3. Batter, batter-runner, and runner *the batter is the player who has not yet finished his/her turn at bat *the batter-runner is the player who has finished his/her turn at bat but has not yet been put out or touched first base *the runner is the player who has finished his/her turn at bat, has reached first base, but has not yet been put out 

4. Batting order *order in which team must bat 

5. "Shorthanded" rule *if a player must leave the game and there is not a substitute available, when it's that player's turn to bat an out is declared 

6. Substitutes *must report to the plate umpire 

7. Illegal substitute *player who has entered the game without reporting 

8. Re-entry *any starter may be withdrawn and re-enter once, provided he/she occupies the same batting position 

9. Blood Rule *A player, coach or umpire who is bleeding or who has blood on his uniform can not participate until properly treated *if care is provided in a reasonable amount of time the individual will not have to leave the game *enforce the rules regarding substitutes, re-entry and shorthanded play if necessary

RULE 5 - THE GAME 

1. Coin toss *determines home and visitors 

2. Regulation game *consists of seven innings *no new inning shall start after 55 minutes has elapsed *run rule; 15 after 3, and 10 after 5 *tie games shall be completed, daylight permitting 

3. Scoring *a run shall not be scored if the third out is a result of a batter or runner being forced out *a run shall not be scored if a preceding runner is called out on an appeal play *a run shall be scored if it crosses the plate prior to the third out of the inning provided that it is not a force out; failing to tag up is not a force out

RULE 6 - PITCHING REGULATIONS 

1. Pitching preliminaries *one or both feet on the pitching rubber *must come to a full and complete stop on the pitching rubber *pitcher has 10 seconds to deliver the ball 

2. Legal delivery *pivot foot must remain in contact with the plate *a step is not necessary, but if taken, it may be forward, backward, or to the side *arc limit -- 6' and 12' *illegal wind-ups include: a stop of the continuous motion; a reversal of the forward motion; more than one pass past the hip (windmill); continuing the wind-up after the release; pitches behind the back or between the legs 

3. No pitch *if pitch is delivered before the umpire is ready *if catcher is not in catching position *if the runner leaves the base too soon on a pitch *if the ball slips from the pitcher's hand during the wind-up 

4. Illegal pitch *one that does not meet arc limits *one delivered illegally *a quick pitch *if the batter swings at the pitch, the illegal pitch is ignored; otherwise a ball is awarded to the batter 

5. Defensive charged conference *one per pitcher per inning *must remove pitcher from pitching position if more than one is taken

RULE 7 - BATTING 

1. Batter's box *the lines are considered part of the box *prior to the pitch, the batter may touch the lines, but may not touch outside the lines *the batter must take a position in the box within 10 seconds after the umpire has declared "Playball;" failure to do so will result in a strike on the batter, no pitch has to be thrown; a new 10 seconds begins; repeat the process if necessary *a batted ball that touches a batter in the batter's box is a foul ball 

2. Batting out of order appeal *if discovered while the incorrect batter is at the plate, the proper batter assumes the count; otherwise: *appeal must be made before the next pitch (legal or illegal) *the batter who should have batted is out; the next batter in order comes to the plate 

3. Strike zone *batter's front knee and back shoulder (Have a generous strike zone) *to be judged as if the batter is standing even with the plate 

4. Base on balls/intentional walk *the pitcher may intentionally walk a batter without pitching by informing the umpire of his/he desire 

5. Batted ball *any ball that hits or is hit by the bat; no intention to hit the ball is necessary 

6. Fair ball *ball that settles or is touched on or over fair territory *bounds over first or third *touches first or third *hits a foul pole *leaves the playing field while over fair territory 

7. Foul ball/foul tip *ball that settles or is touched on or over foul territory *a foul tip is a batted ball that goes directly from the bat, not higher than the batter's head and is caught by the catcher; considered a strike not an out 

8. Third strike foul *the batter is out if s/he hits a foul after s/he has two strikes 

9. Bunt/chop *a bunt is a ball that is intentionally tapped with the bat *a chop is a ball that is struck with a downward, chopping motion *bunts and chops are not legal and the batter is out 

10. Infield Fly *a fair fly ball which can be caught by an infielder with ordinary effort when first and second, or first, second, and third bases are occupied and there are less than two out *ball is alive and runner may advance at their own risk 

11. Offensive charged conference *one per inning

RULE 8 - BASERUNNING 

1. Base path *the imaginary line three feet on either side of a line between the bases 

2. Force out *occurs only when a runner loses the right to a base because the batter becomes a batter/runner 

3. Dislodged base/over slide *runners are not compelled to follow a base unreasonably out of position *if the runner over slides any base other than first, s/he is in jeopardy to be tagged out 

4. Tag-ups *runners may advance on a fly ball once the ball is touched by the fielder *a tag up is not a force because the batter is put out 

5. Appeal plays *live ball appeals: umpire gives an immediate decision; the ball remains alive and runners may advance *dead ball appeals: the decision is rendered upon request; any infielder may make the request; the ball remains dead and runners may not advance *may appeal failure to touch a base, leaving a base too soon on the catch of a fly ball, and overrunning first base 

6. Interference/deliberate crash *act by an offensive player which impedes or confuses a defensive player while attempting to execute a play *three things ALWAYS occur when interference is called: 1) the ball is dead; 2) someone is called out; 3) other runners must return to the base they occupied prior to the interference *if a runner, in the umpire's judgment, intentionally attempts to prevent a double play, that runner and the immediate succeeding runner are both called out *if a runner interferes after s/he has been put out, the runner closest to home is also out *when a runner is struck while off base by a fair batted ball that could have been played by an infielder, s/he is called out *when anyone other than another baserunner physically assists a runner, that runner is called out *when a defensive player has the ball and is waiting for the runner, if the runner remains on his/her feet and deliberately crashes into the defensive player, the runner is out and may be ejected 

7. Obstruction *an act by a fielder, while not in possession of the ball, which impedes the progress of a runner *any act by a catcher which hinders or prevents a batter from hitting the ball *when obstruction occurs, the umpire shall give the delayed dead ball signal *if a play is being made on an obstructed runner, or if the batter is obstructed before s/he reaches first, the ball is dead and the runner is awarded the base s/he would have reached, in the umpire's judgment, had there been no obstruction *if no play is made on an obstructed runner, play continues *if, in the umpire's judgment, the obstructed runner would not have reached the next base, regardless of the obstruction, and s/he is put out prior to reaching the next base, s/he shall be returned to the last base touched prior to the obstruction *if the runner advances beyond the base s/he would have reached had there been no obstruction, s/he runs at his/her own risk and may be put out *a runner cannot be called out at either of the bases between which s/he is obstructed *a runner obstructed in a run down shall be protected to the base s/he would have achieved had there been no obstruction *for catcher's obstruction, the batter is awarded first base; runners advance if forced *for catcher's obstruction, the offensive manager has the option of taking the result of the play or taking the award for the obstruction *if the batter hits the ball and reaches first base safely, the catcher's obstruction is canceled; all action stands, no option given 

8. Fake tag *a form of obstruction *when it occurs, warn both teams *subsequent offenses result in an ejection 

9. Overthrow/base awards *award two bases *awarded bases determined by the position of the runner at the time of the throw 10. Stealing *stealing is not allowed in slow pitch

RULE 9 DEAD BALL - BALL IN PLAY 

1. Calling time *time is called when the ball is in the infield and it is apparent there will be no subsequent play 

2. Dead ball territory *call "Dead ball" as soon as the ball or a player with the ball enters dead ball territory *if a ball is carried unintentionally into dead ball territory, award runners one base from the last base legally touched 

3. Foul balls *ball remains alive if a foul fly ball is caught *ball becomes dead if a foul fly ball is not caught 

4. Falling over the fence *ball becomes dead *the batter is out *runners awarded one base 

5. Other dead ball situations *when the ball is batted illegally *when interference occurs *when the batter bunts or chops the ball *when a base coach runs toward home in an attempt to draw a throw to the plate *when the ball is blocked *when a fly ball is intentionally dropped 

6. Delayed dead ball situations *illegal pitches *obstruction *catcher's obstruction *runner at third is assisted by a coach on a tag up *detached equipment hits a thrown or batted ball 

7. Ball remains alive *when a fair ball strikes an umpire after passing an infielder *when a runner is called out for passing a preceding runner *when a thrown ball strikes an offensive player, a coach, or an umpire

Volleyball

National Federation rules will apply with the following exceptions: 

NET: The height of the net shall be: a. For women - 7 feet 4 1/4 inches b. For men - 8 feet

GAME TIME: a. The first two games will be rally scoring to 25 points, and a team must win by 2 points (no cap). The third game will be rally scoring to 25 points, and a team must win by 2 points (no cap). b. Game time is forfeit time. If a team does not have the minimum required players at game time (4), the opposing captain may either take a win by forfeit or give the opposing team a grace period of 10 minutes to reach the required number of participants. In the event a grace period is given, only two sets (to 25) will be played. If a team does not have the minimum required players ten minutes after game time, the match will be declared a forfeit.

PLAYERS: There shall be 6 players on a team, designated as follows: Right Front, Center Front, Left Front, Right Back, Center Back, and Left Back. A team may begin with 4 players, but if injury or disqualification reduces the number to fewer than 4, the game shall be defaulted. Front and back row players must be designated to the officials when fewer than 6 players are used. Before each game, the captain will designate their team’s service order to the referee.

EQUIPMENT: a. Jerseys: All players are required to wear jerseys with permanent numbers of contrasting color. Number must be a whole number between 0-99, no fractions or decimals. Jerseys will be available for check-out on-site. b. Shoes: Only tennis, court, volleyball, or basketball shoes with pliable synthetic or rubber soles shall be worn. No marking black-soled shoes, boots, or running shoes will be allowed. c. No jewelry is allowed on any participant. All jewelry must be removed before entering the game.

ELIGIBILITY: A men's or women's team may have no more than two UNL Volleyball Sport Club Members on their team roster. Check the Campus Recreation website for further eligibility requirements.

POSITIONS: All players except the server shall be within the team's playing area and in correct serving order with no overlapping of adjacent players front-to-back or side-to-side at the instant the ball is contacted for the serve. The center front shall not be as near the right side line as the right front nor as near the left sideline as the left front. The center back shall not be as near the right sideline as the right back nor as near the left sideline as the left back. No back-line player shall be as near the centerline as the corresponding front-line player. After the ball is contacted for the serve, players may move from their respective positions.

GAME: a. Before beginning the first game, the referee shall toss a coin for the two captains. The winner of the toss may choose to take either the first service during the game or the choice of courts. The loser of the flip then takes whatever choice is remaining. At the beginning of the second game, the team that received first in the previous game shall have first serve in the following game. Before the third game, the officials shall conduct another coin flip with the same options available as at the beginning of the match b. A match shall consist of the first team to win two games. c. At the end of each game of the same match, teams shall change courts.

SERVICE: a. The order in which teams are to serve shall be called the serving order. b. Players must be in the correct serving order when the ball is served. c. A server shall continue to serve until their team commits a fault. d. If the serving team wins the rally it scores a point and continues to serve. If the receiving team wins the rally, it scores the point and gains the serve. e. Each time a team gains the serve it must rotate one position clockwise before serving. Failure to do so will result in side out if done intentionally. f. A server shall hit the ball with one hand, fist, or arm. g. A match shall include a let serve.

POINT FOR: a. Serve illegally. b. Failure to return the ball legally to the opponents' court. c. Catch the ball. d. Hold the ball (scooping, lifting, and shoving shall be considered holding). e. Strike the ball more than once in succession. f. Be the fourth player to play the ball (except when there has been a simultaneous hit.) g. Touch the net with any part of the body at any time except when the ball is dead. h. Reach under the net and touch the ball or a player of the opposing team when the ball is in play on that side, or interfere with the play of the opposing team by entering the opponent's court, or touching the floor on the opposite side of the center line when the ball is in play. A centerline foot fault shall be called when a player’s whole foot or hand crosses the plane of the centerline. i. Make an illegal substitution. j. Persistently delay the game. k. Leave the court without permission from the referee except to retrieve the ball. l. Strike the ball while supported by any player or object. m. Throw the ball. n. Hold or push the ball against the net. o. Block or attack a served ball. p. Bat the ball against ceiling, any object, or surface within the boundary line. EXCEPTION: If Team A causes the ball to hit the ceiling or any object above their playing court and the ball comes down on their side of the net they may continue to play the ball, provided it was a legal hit and not the third hit which caused the ball to strike the ceiling or object.

SUBSTITUTES: a. Substitutions shall be made only during a dead ball and without delay. b. Before each game the referee will request of the captain which substitution manner will be used. Substitutions must be made in the following way: 1. Substitute players may rotate into the center back position. This procedure, if used, must be used throughout the game with the exception of one-for-one being allowed in case of an injured/ill player. Once the injured/ill player has been replaced in a one-for-one manner, they may not return in that game. 2. Substitution may be made in a one-for-one manner under the following conditions. a. Each team is permitted only one request for substitution during the same dead ball. Other requests by the same team will be denied. Teams may enter more than one substitute during the same dead ball but only one request may be made. b. The substitute should report their number and the number of the player being replaced to the umpire. c. Once the official has recognized the substitute, each substitute shall move immediately into the game. Delaying substitution is illegal, and will result in a point for the opposing team. d. The position of the substitute shall be that of the player replaced without changing the serving order as recorded on the score sheet. e. Once a player has been replaced in a game that player may only re-enter for the player that replaced them except for abnormal substitution situations (Rule 2g). f. A player is limited to 3 entries during a game except for abnormal substitution situations. Starting the game counts as an entry. g. When no legal substitutes are available, an abnormal substitution is permitted only for an injured/ill player who has played in another position but has less than 3 entries. If such a player is not available, a player who has been in the game 3 times may substitute. An injured/ill player replaced by an abnormal substitution may not re-enter the game in which the abnormal substitution takes place. h. If the one-for-one procedure is being used, this substitution procedure must be used throughout the entire game.

TIME OUTS: a. Each team is allowed one time out per game. b. A time out may be requested by the coach or team captain at any time the ball is dead. It shall not exceed one minute. c. A time out may not be granted to the same team more than once during each game. d. The game shall be resumed after a time-out when the team calling the timeout is ready to play, including situations where less than 60 seconds are used. e The rest period between games of a match shall be a maximum of two (2) minutes.

GENERAL: New (09-10): A player may contact the ball with any part of the body. a. A player may go out-of-bounds to play a ball, but not beyond the centerline extended. If a player plays a ball that would have been out-of-bounds, it is considered good. A player may not enter a non-playable area to play the ball (i.e. bleachers or another court.) b. A foot fault occurs when the server steps on or over the line bounding the serving area during the act of serving. Part or all of server's body may be in the air over the lines. c. A double foul shall be called when players on opposing teams commit a rules infraction at the same instant. In case of a double foul, the point shall be replayed. d. Blocking a ball, which is entirely on the opponent’s side of the net, is permitted when the opposing team has had an opportunity to complete their attack. The attack is considered complete when: 1. The attacking team has had the opportunity to spike the ball or, in the official's judgment, intentionally directs the ball into the opponent's court. 2. The attacking team has completed their 3 allowable hits. 3. The ball is falling near the net and, in the official's judgment, no member of the attacking team could reasonably make a play on the ball. e. If a ball is driven into the net with such force it causes the net to contact a player on the opposing team, no foul shall be called, and the ball shall continue to be in play. f. If the ball is contacted by two players simultaneously, it counts as one hit and either player may make the next hit. g. If two or more players from opposing teams hit the ball simultaneously, it shall NOT count as one of the three hits. h. A ball touching a boundary line is good. i. There is a spiking line 10 feet back from the net. A back row player may spike from behind this line. j. If only one player is attempting to block and in doing so contacts the ball, they are permitted to contact it a second time. k. Interchange of positions during play is legal. However, in the men's and women's games, it is illegal if a back line player goes in front of the 10 foot spiking line to block or attempt to block. l. A back line player may not return a ball which is completely above the top of the net while positioned on or in front of the spiking line (or its out of bounds extension). m. Reaching over the net is permitted during: 1. A fake hit. 2. The follow-through on a hit made on the player's own side. 3. An attempt to hit. 4. A block or attempt to block. n. Multiple contacts of the ball are touches by a player during one play of the ball and are permitted: 1. When a ball rebounds from one part of a player's body to another in one attempt to save a hard driven spike not already touched by a teammate, it is a legal multiple contact and considered one hit. 2. When a ball rebounds from one part of a player's body to another in one attempt to block, it is a legal multiple contact and the team's next play is considered its first hit. o. Screening is an act, intentional or unintentional, which obstructs the opponent's view of the server or the flight of the ball from the server. 1. A single player is screening if: a. Their arms are held clearly above the head fully extended and the player is standing upright and the ball passes directly over the player; b. The player is making distracting movements such as waving the arms or jumping; c. The player deliberately alters their position to move in front of an opponent after the referee has signaled for the serve. 2. A grouping of players is screening if the ball passes directly over a member of the group who is in an upright position with arms clearly fully extended overhead. 3. The penalty for screening is an awarded side out to the opponent. p. Unsportsmanlike conduct includes actions which are unbecoming to an ethical, fair, honorable individual. It consists of acts of deceit, disrespect or vulgarity and includes taunting. It includes: 1. Disconcerting acts or words; 2. Derogatory remarks to officials or opponents; 3. Questioning or trying to influence officials' decisions; 4. Showing disgust with officials' decisions; 5. Using insulting gestures or baiting/taunting an opponent; 6. Spitting other than into the proper receptacle. q. Unsportsmanlike Conduct Violations. 1. Warning: For a first minor offense, a yellow card is administered by the referee at the first dead ball. The warning shall be recorded on the score sheet. No penalty is assessed. 2. Penalty: For a second minor offense by a team or for a single serious offense a red card is administered at the first dead ball. A point/side-out is awarded the opponent, and the penalty is recorded on the score sheet. 3. Disqualification: For a second minor offense by same player or a single serious offense a red card is administered at the first dead ball, a point/side-out is awarded the opponent, the player is ejected and the penalty recorded on the scorecard. 4. Forfeit: If a disqualified individual violates the conduct rule following ejection, the offender's team shall forfeit the match. Note: All cards carry over from game to game throughout the match. Ejected players are ineligible for the entire match. r. Misconduct by those members on the bench when officials cannot determine specific offender(s): warning/penalty is issued to team manager or captain. s. If an intramural participant is ejected from any intramural contest, they are immediately ineligible for further competition, in any facility or intramural activity, until they are cleared by the Assistant Director for Intramural Sports or their designee. It is the participant's responsibility to schedule an appointment with the Assistant Director for Intramural Sports to review their behavior and subsequent eligibility to continue in the Intramural Sports Program or any Campus Recreation program or facility. In addition, any unsportsmanlike conduct by a player or fans may cause their team to be disqualified. u. Participants should be aware that there is a risk of injury in participation of intramural sports due to the inherent nature of the activity. Individuals are encouraged to have a physical examination and to obtain adequate health and accident insurance prior to participation. Individuals participate in intramural activities at their own risk!

Definitions: a. Illegal Hit: Occurs when the ball VISIBLY comes to rest or has prolonged contact with a player during contact. b. Double Hit: Occurs when a player illegally contacts the ball twice in succession. It can be either 2 attempts in succession or the ball rebounding from one part of the body to one or more other parts on a single attempt to play the ball. c. Quick Set: Approximately 1 foot above the net right next to the setter. d. Low Set: Set 2 to 3 feet above the net, either in front or behind the setter. e. Normal Outside Set: Set directed toward the sideline 8 to 15 feet above the net. f. Shoot Set: The set will travel quickly about 1 to 3 feet above the net. g. Dump: This skill is performed with the shoulders perpendicular to the net. Usually, the setter is trying to be deceptive by sending the ball across the net on the second hit instead of setting to the attacker for a third hit. It usually is kept very low so that after reacting to the surprise maneuver, little time will be left for the opponents to recover and make a strong offensive play. h. Deep Court Overhead Pass: This is performed by a skilled player from a poorly controlled pass. The player must run deep into the court and convert the deep ball to a front spiker, or send the ball over the net. i. Jump Set: This skill is performed with the setter in the air. Depending on how it is used, it can be for the purpose of deception, for a "quick" set, for maneuvering a bad pass into a useful set (usually too close to the net), or it can be poor technique. j. One Hand Set: A setter may be forced to set the ball with one hand due to the ball being passed tight to the net. Usually the setter is in the air and sets the middle for a quick attack. k. One Hand Open Dink/Tip: This skill is similar to the legal setting motion. The length of time the hand contacts the ball in execution is the same as a legal set. Wrist action is essential in a proper set and therefore is permissible in the "dinking" action. l. Closed Fist Dink: This is a rebounding skill where the ball can be bounced off the fisted hand, or punched in a certain direction. This becomes illegal only when the ball stays on the hand long enough to constitute a carry. m. Spike: This may be performed open or close-handed. The hand must contact the ball rapidly enough so the ball is hit, not thrown. A ball spiked with the top of the open hand (fingers) may be a miss hit rather than an illegal hit. n. Backhand Hit: Usually this deceptive move is used by the spiker to change the obvious intended direction of the ball. The spiker jumps and hits the ball with the back of the hand. Be sure the ball is hit, not pushed or thrown. o. Block: This is a rebounding skill. Make sure the blocker does not carry or have prolonged contact with the ball. Blocking techniques may involve use of wrist action. There is no forward motion of the arm in a one-hand block. p. Forearm Pass: This is a passing skill. It can be performed with arms together with hands clasped, hands separated with simultaneous contact, or with one hand or arm. q. Receiving with the Overhead Pass: Look carefully at a hard spiked or served ball received and converted by an overhead pass. This pass is very difficult and requires great strength on the part of the receiver to overcome that forceful momentum and turn it into a quick snappy pass. A held ball may result. r. Soft Set: This is a set that is characterized by a deep flex of the wrist followed by extension and wrist snap.

CO-REC VOLLEYBALL MODIFICATIONS National Federation and Men's and Women's Intramural Volleyball rules will apply with the following exceptions:

NET: The height of the net shall be 8 feet. 

PLAYERS: There shall be 6 players on a team, designated as follows: Right Front, Center Front, Left Front, Right Back, Center Back, and Left Back. 3 men and 3 women shall be placed in alternating positions on the floor. A team may begin with 4 players providing both genders are represented by at least one player. Front and back row players must be designated to the officials when less than 6 players are used. If injury or disqualification reduces the number to fewer than 4, the game shall be defaulted. The service order will alternate between genders. If playing short-handed, any time the same gender is to serve back to back, a side out occurs, resulting in a point for the opposing and loss of serve. 

ELIGIBILITY: A team may have no more than two UNL Volleyball Sport Club Members playing at one time. Check the Campus Recreation web site for further eligibility. 

SUBSTITUTES: a. Men must substitute in for men and women for women. b. The actual substitution shall be made only during a dead ball and without delay. 

GENERAL: a. No gender restrictions or requirements on playing a received ball (A ball played more than once does NOT need to be contacted by a player from each gender before being returned over the net). b. When only one male player is in the front row at service, one male back row player may be forward of the attack line for the purpose of blocking. The remaining back row male and female players may not be forward of the attack line for the purpose of blocking. The male back row player is not allowed to attack or contact the ball above the net except when blocking. c. If a male back row player is not participating in a block, there is no restriction on back row players being in the attack zone.

Contact Info

Office Address: 56 CREC   
Phone Number: 402-472-8383

Email us at imsports@unl.edu

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