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Intramural Sport Rules


3x3 Basketball 4x4 Football 4x4 Volleyball 7x7 Soccer Tennis
5x5 Basketball
Ultimate Frisbee
Kickball

 

ID Policy
Why must a participant have an ID for each and every game? This is an often asked question during the early part of the activity season. The answer is quite simple. During any and all transactions with the university, your student ID officially recognizes you. This is what defines your status as a member of the student body or campus community. The Department of Campus REcreation, Intramural Sports Program wants to provide the very best services to "OUR" participants. If outside people participate in the program, they are putting participants and the university at risk. The other reason: if an outside person is allowed to participate, these ineligible individuals would be, in essence, taking the opportunity to participate away from an eligible participant who we are here to serve. Before each game players must present their student ID cards so that they may be checked in on the score sheet. Any player arriving after the game has started must present their ID card to the game supervisor and have their name checked in on the score sheet before entering the game.
NO ID, NO PLAY!!!!!!!!!!!!!!!!!!!!!! NO EXCEPTIONS!!!!!!!!!!!!!!!!!!!! GAME TIME IS FORFEIT TIME!!!!!!!

The officiating will be done by officials who are in absolute control of the game. Teams are responsible for keeping their spectators under control. Misconduct of spectators, players or coaches can result in assessment of an ejection or forfeiture of the game. Spectators must also remain in the ares designated by the officials. The officials shall have the power to make decisions on any questions not specifically covered in the rules.

3x3 Basketball

University of Nebraska at Omaha 3 x 3 Basketball Rules

Supervision

The game shall be played under the supervision of 2-4 officials.
There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility.
The Intramural Staff assumes jurisdiction 15 minutes before kickoff.

 

II. PLAYER ELIGIBILITY

    A.  To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card.

        a. All of the aforementioned types of activity cards must have the current semester's sticker.

    C. ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO, AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"

    B. * There will be different requirements for Metro Students and Methodist students.

    E. Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game.

    F. The supervisor reserves the right to remove any person from the playing area.

    G. TOBACCO use on the intramural fields is PROHIBITED!!! !

III. Equipment

    A. The Intramural Department will supply each court with a regulation sized basketball.

        a. Another basketball may be used as long as both teams agree to the same basketball.

        b. Supervisors must approve of all game balls.

    B.  No jewelry is permitted. Each team will get a warning at the pre-game conference. Any player with jewelry on will not be able to play. (Exception: Medical Bracelet)

    C. ANY HARD UNYIELDING MATERIAL IS ILLEGAL!!!

Current National Federation Basketball Rules will apply with the following exceptions:

  • A. Each Team shall consist of 3 players. No more than 6 players can be on a roster. There must 2 players in attendance in order to compete.
  • B. The game will be played on a half court of a basketball floor.
  • C. Each contest will consist of a best out of three series. Each game will be played up to 15 points, win by one basket.
  • D. Any shot inside the three point arc is worth one point. Any shot where the shooters foot is completely behind the three point arc is worth two points.
  • E. At beginning of each play the ball must be taken behind the three-point line to inbound the ball. The ball must be passed in to begin a new possession, this is a free pass that may not be stolen or blocked by the defense.
  • F. Every change of possession must be taken beyond the three-point line regardless of the result in the turnover.
  • G. Held ball: Alternating possessions will be used starting with the coin toss.
  • H. Fouls must be called immediately by the offended person. Once a foul has been called, the ball will be inbounded from the top of the key.
  • I. Each team is allowed 1 time out per game.
  • J. Substitutes: Players may substitute for any player on a dead ball!
  • K. 3 seconds rule is in effect.
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    4x4 & 6X6 Volleyball

    I. Supervision

        A.  The game shall be played under the supervision of 2-4 officials.

        B. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility.

        C. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.

    II. PLAYER ELIGIBILITY

        A.  To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card.

            a. All of the aforementioned types of activity cards must have the current semester's sticker.

        C. ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO, AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"

        B. * There will be different requirements for Metro Students and Methodist students.

        E. Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game.

        F. The supervisor reserves the right to remove any person from the playing area.

        G. TOBACCO use on the intramural fields is PROHIBITED!!! !

    II. Players

        A. 4x4 Volleyball

            a. A team may begin with 3 players, but if injury or disqualification reduces the number to fewer than 3, the game shall be defaulted. 

            b. In the Co-Rec division a team may begin with 3 players, with the maximum being 2 of one gender.

        B. 6x6 Volleyball

            a. In 6x6 Volleyball, a team may begin with 4 players, but if injury or disqualification reduces the number to fewer than 4, the game shall be defaulted. 

            b. In the Co-Rec division a team must have at least two of each gender to start a game, if injury or disqualification reduces the number to fewer than 4, the game shall be defaulted.

        C. Substitutions

            a.  Substitutions may only take place during a dead ball. A substitute must be from the serving team and shall enter into the spot after the server.

            b. A substitute must enter the game before the serve.

            c. Once a substitute has entered the game, he/she must play through the entire rotation and back to the service position before being removed from the game.

            d. There is no limit to the number of individual entries or team substitutions in any one game. Substitution is not "person for person".

    III. Equipment
     

        A. Court

            a. The court shall be regulation size with a net height of 8' for men's matches, 7' 9" for Co-Rec matches and 7' 4" for women's matches.

        B. Ball

            a. The Intramural Department will provide a regulation size volleyball. A team may provide their own ball. The Intramural Supervisor must approve the game ball.

    VI. MATCH TIME, LENGTH, & SCORING

        A. Matches

            a. All matches will be best 2 of 3 games.

            b. In the first and second games, the game will be won when one team has scored 25 points and has at least a 2-point advantage over the opponent.

                    1. No game shall exceed 30 points. If the teams are tied at 29-29, the next point scored will determine the winner.

            c. The third and final game will be won when one team has scored 15 points and has at least a 2-point advantage over the opponent.

                    2.  There will be no cap on points in the third game.

        B. Scoring

            a. All games will use the rally scoring system with a point awarded on each service regardless of which team served.

            b. Points are scored on side-outs with serve also changing sides.

        C. Time-Outs

            a.  Each team gets one time out per game. Each time out may not exceed one minute of time.

    V. Definitions

        A. Legal Position

            a. 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.

            b. The serving rotation for Co-Rec volleyball will alternate male to female or visa versa.

            c. After the ball has been served players may change positions. A back line player may move to the front to set but may not block or spike in 6x6.

        B. Let rule

            a. If a serve hits the net and goes over the ball is still in play. If the ball fails to go over the net then it is a side out and point.

          D. Volley

            a. One contact or volley is allowed per person in succession (exception se blocking).

            b. Three volleys are allowed per team.

            c. The ball may be hit with any part of the body on or above the waist.

            d. The ball must clearly rebound from the hands, arms or body.

            e. Two or more players MAY touch the ball at the same moment, counting as 1 hit. Any player may play the ball next if it is not the 3rd team contact.

                    1. In Co-Rec volleyball when a ball is hit more than once on a side, a female must make one legal hit.

        E. Illegal Hit

            a. A ball visibly coming to rest momentarily on any part of the body above and including the waist.

            b. Pushing, lifting and holding are illegal and will be called.

        F. Blocking

            a. a. Blocking or attacking a served ball is prohibited.

            b. In blocking the ball the team which has effected an actual block shall have the right to 3 more contacts.

            c.  Any player participating in the block in which the ball is contacted shall have the right to make the next contact and it will be the first of the teams 3 volleys.

        G. Out of Bounds
            a. The entire ball must always pass over the net at a point between the antennas.

            b. All balls that hit any boundary lines are considered in bounds.

            c. A player must not catch or touch a ball and call it out-of-bounds. If touched it will be assumed that the ball is in bounds.

            d. All sidewalls, basketball backboards, rims, and overhead obstruction are automatically out of bounds.

            e. Ceiling: 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   is a legal hit and not the third hit which caused the ball to strike the ceiling or object. The ball is out of bounds if it hits the ceiling and lands on team B's side of the court.

        H. Net

            a. It is a fault to touch any part of the net or antennas, except for incidental contact by a player's hair or insignificant contact by a player not involved in playing the ball.

            b. A player may touch a post, rope or any other object outside the total length of the net, provided this contact does not interfere with play.

            c. Center Line: A player may place his/her foot or hand on, or above, the center line during a play. The foot or hand may be over the line, as long as some part of it is still touching, or is above the center line. This rule applies only to feet and hands. Any other extremities may not contact the opponents court during play.

    VI. Side Outs

        1. Serve Legally (Ace).

        2. Fail to return ball legally to opponents' court.
        3. Illegal hit.
        4. Strike the ball more than once in succession (exception blocking).
        5. Be the fourth player to strike the ball (exception simultaneous hit).
        6. Play the ball with any part of your body below the waist.
        7. Touch the net with any part of your body while ball is in play.
        8. Reach under the net and touch the ball or a player of the opposing team when the ball is in play on that side.
        9. Interfering with play of the opposing team by entering the opponent's side of the court.
        10. Make an illegal substitution.
        11. Persistently delay the game.
        12. Strike the ball with any supports from another player or object.

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    7x7 Football

    I. Supervision

        A.  The game shall be played under the supervision of 2-4 officials.

        B. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility.

        C. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.

    II. PLAYER ELIGIBILITY

        A.  To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card.

            a. All of the aforementioned types of activity cards must have the current semester's sticker.

        C. ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO, AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"

        B. * There will be different requirements for Metro Students and Methodist students.

        E. Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game.

        F. The supervisor reserves the right to remove any person from the playing area.

        G. TOBACCO use on the intramural fields is PROHIBITED!!! !

    III. Equipment:

        A. Jersey

            a.  All teams must provide their own jerseys. Each team should be prepared with home and away jerseys.

            b. Players of opposing teams must wear contrasting colored jerseys, all the same color.

            c. Any player not wearing a similar color jersey shall not be allowed to play by the officials.

            d. Long enough so that the jerseys remained tucked in

            e. Short enough so there is a minimum of 4" from the bottom of the jersey to the player's waistline.

        B. Pants/Shorts

            a.  EACH PLAYER MUST WEAR PANTS/SHORTS WITHOUT ANY BELTS, BELT LOOPS, POCKETS, OR EXPOSED DRAWSTRINGS.

                    1. POCKETS MAY NOT BE TAPED!!!!!!!

        C. Flag Belt

                a. Each player must wear a one piece flag belt at the waistline with 3 flags permanently attached; one at each side and one in the center of the back.

                b. The flags must be of a contrasting color to their opponent's flags. The pants or shorts must be a different color than the flags.

        D. Football

                a. Each team may provide their own ball.

                b. The ball must be regulation size and made of pebble-grained leather.

                        1. Rubber footballs are illegal!

                c. The ball must be approved by the Intramural Supervisor before the start of each game.

                d. Women's and Co-Rec may use the intramural-approved "junior" football.

        E. Shoes:

                a. Each player must wear soft bottom or rubber soled shoes. T

                b. Shoes must be made by pliable and non-abrasive material which covers the entire foot and have a composition bottom.

                c. Shoes with metal or screwed in cleats are prohibited.

        G. Gloves

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

        H. Headwear

                a.  Players may wear stocking caps. No baseball caps or caps with any type of bill are permitted. No headwear with any type of knot is permitted. Bandannas are illegal.

        I. Jewelry

                a. No jewelry is permitted. Each team will get a warning at the pre-game conference. Any player with jewelry on will not be able to play. (Exception: Medical Bracelet)

    ANY HARD UNYIELDING MATERIAL IS ILLEGAL!!!

    WHEN ANY EQUIPMENT IS MISSING OR WHEN ILLEGAL EQUIPMENT IS FOUND ON ANY INCOMING SUBSTITUTE OR PLAYER, CORRECTION MUST BE MADE BEFORE PARTICIPATION. NO OFFICIAL TIME-OUTS WILL BE GIVEN TO CORRECT IMPROPER EQUIPMENT.

    * An official time-out shall be granted to permit prompt repair of equipment, which becomes illegal or defective through use.

    IV. Players:
        A. A team shall consist of seven players.

                1. Five players are required to start and continue a game to avoid a forfeit. GAME TIME IS FORFEIT TIME!!!

        B. A player may only play for one team; participation on any other team will result in forfeiture of those teams' games in which the player in question participated.

                1. Exception: A player may play for a women's/men's team and also play on a co-rec team.

        C. Each team may have a maximum of 16 players on its roster during the season.

                1. A player must have participated in at least one game during the regular season to be eligible for the post season.

        D. Team captains must submit a roster before the first game with each player's full name and last 6 digits of the player's Social Security number.

                1. Once a person has been placed on the roster he/she cannot be removed from the roster.

    V. Time Factors:

        A. Halves

            a. There will be two 20-minute halves with a five-minute intermission between the halves.

        B. Clock

            a.  The clock will stop for all time-outs throughout the game. In addition the clock will stop for the last two-minutes of each half, for the following reasons:

                1. Scoring Plays

    2. First Downs (Clock starts when ball is spotted)

                3. Incomplete Passes

    4. Players running out-of-bounds

                5. All Penalties

    6. Any situation deemed necessary by the game officials

            b. In the last two minutes, the game official with the time, (back judge or referee), will give the time remaining after every play.

        C. Time-outs

            a.  Each team is entitled to one (1) time-out per half. There will be no time-outs allowed during an overtime period.

            b. Time-outs do not carry over to the next half or overtime.

            c. Each time-out will not exceed 1 minute.

            d. A team may request a time-out to review a misapplication or misinterpretation of a rule.

                1. If, after the reviewing the application of the rule, the ruling is reversed, then the team will not be charged a time-out.

                2. If the play is upheld, then the team shall be charged a time-out or assessed a delay of game penalty if the team is out of time-outs for the half.

        D. Delay of Game

            a. Delay of game consists of the failure to put the ball into play 25 seconds after the Referee's ready-for-play whistle.

            b. The Referee may start or stop the clock when, in his/her opinion, either team is trying to conserve or consume playing time by obviously unfair tactics.

    VI. Beginning The Game:

        A. Pre-Game

            a. Three minutes before the game the Referee shall toss a coin in the presence of the team's captains.

                1. The first team with seven players checked in by the supervisor will have the right to call the flip. The captain winning the toss shall have first choice of:

                    i. Receiving

    ii. Kicking

                    iii. End zone he/she wants to defend.

            b. The team not receiving the first choice of each half will select the remaining choice not taken by the other team's captain.

        B. Starting the game/series

            a. The first offensive team will start at their own 14 yard line.

            b. After a touchdown, the ball is put into play on the scored upon team's 14 yard line.

            c. After a safety, the ball will be kicked off from the 20 yard line as a protected scrimmage kick. If there is a "touchback", the ball will be placed at the 14 yard line.

    VII. Scoring

        A. Touchdown: 6 Points

        B. Conversion

            a. 3 Yard Line = 1 Point

            b. 10 Yard Line = 2 Points

            c. 20 Yard Line = 3 Points

        C. Safety:

    VIII. Tie Game

        A. In the event of a tie game, the following procedure will be used: A coin toss will occur between the two captains; the winner of the coin toss will have the choice of:

            a. offense

    b. defense

            c. Each team will be given one series of four downs, first and goal, from the ten yard line.

                1. If a touchdown is scored, the try will be attempted in the normal fashion.

            d. The team scoring the greater number of points shall be declared the winner.

            e. If, after each team has attempted a series, and the score remains tied; the process will begin again, with the teams reversing their order.

            f. Fouls will be administered in the normal fashion.

    IX. Action During The Snap and Along the Line-of-Scrimmage

    A. The snapper must snap the ball in between his/her legs in a continuous motion. (5 Yard Penalty)

        B. The player receiving the snap must be at least 2 yards behind the line-of-scrimmage. (5 Yard Penalty)

    C. All offensive players must come to a complete stop for one second before the ball is snapped. (5 Yard Penalty)

        D. The offense must have at least 4 players on the line-of-scrimmage before the ball is snapped. (5 Yard Penalty)

                a. An official will say "Line Set" when he or she declares there are four players on the line-of-scrimmage.

    E. Only one player may be in motion when the ball is snapped; however, the motion must be parallel to or away from the goal line.

                a. Offense must still have 4 players on the line of scrimmage at the snap. ( 5 Yard Penalty)

    F. No interlocking of legs. (5 Yard Penalty)

        G. All players must come within 15 yards of huddle momentarily. (5 Yard Penalty)

    H. The defense must be at least 1 yard behind the line of scrimmage. (5 Yard Penalty)

        I. When a backward pass or fumble hits the ground, the ball is dead at the spot where it hits the ground or goes out-of-bounds.

    X. Removing the Flag Belt

        A. When the flag belt is clearly taken from a ball carrier or a defensive player makes the clip detach, the play ends.

        B. Where the ball is at the time of the detaching of the flag is where the new line-of-scrimmage will be placed.

        C. A defensive player may not hold, push, or knock any ball player down in an attempt to remove the flag.

            a. Any player that tackles an opponent as in tackle football will be AUTOMATICALLY EJECTED!

        D. If a players' flag belt becomes detached prior to an opponent pulling the flag belt off, the ball will become dead when the player is legally tagged with a one hand touch.

            a. The one hand touch must take place between the shoulders and knees, including the hands and the arms.

        E. Any contact above or below the waist on the Quarterback will be interpreted as roughing the passer. Go for his/her flag only. (10 Yards Penalty and Automatic first down)

        F.  Do not push the ball carrier out-of-bounds. Go for his/her flag. This will be interpreted as illegal contact or a personal foul. (10 Yard Penalty)

    XI. Blocking:

        A. The offense shall screen block. ( Illegal screen block =  10 Yard Penalty from the spot of the penalty.)

            a. A screen block involves zero contact with an opponent.

            b. The screen blocker shall have his/her arms behind their back inter-linked.

            c. The blocker may not initiate contact with their arms, legs, or body.

            d. The blocker shall not take a position so close to a moving opponent that his/her opponent cannot avoid contact by stopping or changing direction.

            e.  The defensive player must go around an offensive player's legal screen block.

    XII. Passing and Hand-Offs

        A. Hand-offs

            a. Any player may hand the ball backwards at any time.

            b. Forward handoffs are only legal behind the original line-of-scrimmage.

                1. a. any forward handoffs beyond the line-of-scrimmage are illegal. (5 Yard Penalty)

        C. Legal Forward Pass

            a. All legal offensive players are legal receivers.

            b. A forward pass may be thrown as long as the passers feet are behind the line-of-scrimmage when the ball leaves the passers hand.

            c. Only one legal forward pass can be thrown per down.

        D. Illegal Forward Pass (5 Yard Penalty)

            a. The passers foot/feet is passed the original line-of-scrimmage.

            b. The ball is thrown after the teams possession has changed during the down.

            c. There is more than one forward pass.

            d. If the passer catchers his/her own forward pass.

    XIII. Ball Carrier:

        A. The act of flag guarding is illegal. (Flag Guarding = 10 Yard Penalty from the spot of the foul)

            a. Any use of the hands, arms, ball, or legs to deny the opportunity for opponents to pull or remove the flag belt.

            b. Any lowering of the shoulder or use of a "stiff arm" against a defensive player.

        B. Players may jump, spin, or dive.

            a. Attempting to jump over another player is illegal.

        C. If a offensive player contacts a defensive player while diving, is illegal, and will be penalized as flag guarding.

    XIV. Protected Scrimmage Kicks (Punts)

        A. On fourth down the referee will ask the offensive captain if they want to kick. This decision will be relayed to the defensive captain.

            a. The offense cannot change their decision without being charged a team time-out.

        B. The offensive team must have and maintain at least 4 players on the line-of-scrimmage until the ball is kicked.

        C. No kicking team player may advance downfield until the ball is kicked.

        D. The punter must punt the ball without delay in one continuous motion and must be no closer than 5 yards from the line of scrimmage.

        E. Quick kicks are not allowed.

            a. If a team decides they want to kick during another play make the referee know then he/she will let the opposing team aware of the punt.

    XV. Mercy Rule:

        A. If a team is ahead by 19 or more points when the two-minute warning is given, the game shall end. NO EXCEPTIONS!

            a. If a team scores during the last 2 minutes and that score creates a 19 point or more differential then the game shall end. NO EXCEPTIONS!

        B. If, at any time in the game a team is ahead by 35 points or more, then the game shall end. NO EXCEPTIONS!

    XVI. Team Area:

        A. Players from opposing teams not in the game shall remain on opposite sidelines during the game.

            a. Choice of sidelines is determined by the first team to occupy each sideline once they have the right to the field.

        B. The team area shall be 5 yards off of the playing field, and between the two 20 yard lines, cones may mark this area.

        C.  Only players and coaches on the rosters are aloud in the team area.

            a. All other fans or spectators have to remain in designated areas declared by the Intramural supervisor.  (i.e. stands). 

        D. The teams are responsible for their fans.

    XVII: Ejections:

        A. As in all intramural contests, if a participant is ejected from a contest, he/she is immediately ineligible for further competition in any intramural activity until cleared by the Coordinator of Intramural Sports or his/her designate.

    XVIII: Co- Rec Rules

        A. Players

            a. The Co-Rec game shall be played between two teams of 8 players, 4 men and 4 women.

            b. A minimum of 6 (3 men and 3 women) players will be required to avoid forfeit.

            c. Teams may play with no more than 4 players and no less than 3 players of one gender.

        B. Passing Rules:

            a. "Open" means anything can happen during the next play. "Closed means anything can happen except a male receiver can catch a pass from a male passer.

    b. Before each play the referee will announce if the play is "Open" or "Closed"

            c.  During the offensive team's possession there may not be 2 consecutive forward pass completions from a male passer to a male receiver. This rule applies to the try as well.

    d. If a male passer completes a legal forward pass to a male receiver, the next legal forward pass completion must involve either a female passer or a female receiver for positive yards.

                    1. If a pass is completed to a female and the new line-of-scrimmage is behind the old line-of-scrimmage the play is still considered a "closed" play.

        C. Rushing Rules

            a. No male player's can advance the ball pass his own line-of- scrimmage. (5 yard penalty)

            b. If a male player catches a forward pass behind his own line-of-scrimmage he may not advance the ball forward past the original line-of-scrimmage. (5 yard penalty)

        D. Scoring Rules

            a. Any touchdown play that involves a women throwing the touchdown pass or catching the touchdown pass will count as 9 points.

                1. A backwards lateral to a women down field will not count as a 9 point touchdown play.

    XIX. Penalties

    Loss of 5 Yards Loss of 10 Yards
    Free Kick Out-of-Bounds Kick Catch Interference
    Delay of Game (Delay) Consecutive Encroachments
    Encroachment Any Pass Interference
    Substitution Rules Infractions Unsportsmanlike Player Conduct
    Infraction of any Formations Steal or Batting of the Football
    False Start Intentional Drive or Dive into Offense
    Illegal Snap Roughing the Passes
    Intentional Grounding Illegal Offensive Screening Block (Spot Foul)
    Receiving Snap Under 2 Yards Flag guarding (Spot Foul)
    Illegally Handing Ball Forward Illegal Kicking
    Illegal Forward Pass Defensive Use of the Hands
      Tripping an Opponent
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    7x7 Outdoor Soccer

    I. Supervision

        A.  The game shall be played under the supervision of 1-3 officials.

        B. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility.

        C. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.

    II. PLAYER ELIGIBILITY

        A.  To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card.

        B. No more than 2 members of the UNO Soccer Club are allowed to play for the same intramural team.

            a. All of the aforementioned types of activity cards must have the current semester's sticker.

        C. ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO, AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"

        D. * There will be different requirements for Metro Students and Methodist students.

        E. Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game.

        F. The supervisor reserves the right to remove any person from the playing area.

        G. TOBACCO use on the intramural fields is PROHIBITED!!! !

    II. Field

        A. The field of play will be a rectangle approximately 80 yards by 35 yards.

        B. Each penalty area will be a rectangle of 25 yards (wide) by 15 yards.

        C. The penalty spot is on the penalty area line directly in front of the goal.

    III. Players

        A. Men's and Women's league games shall be played by two teams of 7 players each. Teams must start and finish with a minimum of 5 players.

        B. Co-Rec games shall be played by two teams of 8 players each (4 men and 4 women). Teams must start and finish with a minimum of 6 players ( 3 men and 3 women).

            a. At no time can there be any more than 4 players of one gender on the field at the same time for any given Co-Rec team.

    IV. Equipment

        A. All players must wear soft-bottomed (or rubber-molded) shoes. Screw-in cleats are prohibited.

        B. No jewelry is allowed (watches, earrings, necklaces, etc.)

        C. No hats, bandannas, or other similar headgear is allowed.

        D. The referee shall not allow a player to wear anything which he/she deems dangerous.

        E. Regulation soccer balls will be provided by the office of Campus Recreation, however each team may provide their own ball.

            a. The Intramural Supervisor before the start of each game must approve the ball.

    V. Time

        A. Games consist of two twenty (20) minute halves with a five-minute half time.

        B. Teams are not allotted any time-outs. The referee may, however suspend time for injury, etc. if he/she deems it necessary.

        C. GAME TIME IS FORFEIT TIME. Teams should report to the Intramural Program Assistant a minimum of 15 minutes prior to the scheduled game time to complete the score card.

    VI. Substitutes   

        A. Substitutes must report to and be recognized by the referee before entering the game.

        B. Unlimited substitutions may be made during any dead ball situation.

        C. Any player may change places with goalkeeper, provided the referee is informed before the change is made and provided also that the change is made during a stoppage of the game.

    VII. Goalkeeper

        A. Drop kicks and punts by the goalkeeper are allowed in outdoor soccer.

    B. The goalkeeper is allowed 4 steps while in possession of the ball. The goalkeeper may bounce the ball as this is considered in possession.

        C. The goalkeeper may also roll the ball while in the penalty area.

            a. once he/she has placed the ball on the ground (except for bouncing) it is considered live and may be played by an opposing player.

    D. Once it is placed on the ground it must be played by a member of either team before the goalie may obtain possession.

        E. An opposing player may stand stationary in front of the goalkeeper while the goalkeeper is in possession of the ball.

            a. The player can not in any way interfere or distract the goalkeeper while the goalkeeper is throwing or kicking the ball.

    F. If a player plays the ball back to his keeper intentionally with his/her foot, then the keeper may not use his/her hands to play the ball. Same is true if the ball is thrown in to the keeper.

        G. A player uses his/her to head, chest, etc. in order to play the ball back to his/her keeper, the keeper is then allowed to use his/her hands to play the ball.

    a. If this is violated, an indirect kick from the spot of the foul is given.

    VIII. Scoring

        A. 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 or the attacking team.

        B.  A goal may be scored during a play directly from a:

            a. Direct free kick

    b. Penalty kick    

            c. Corner kick

    d. Drop ball

            e. Goalkeeper's throw, punt, or dropkick

        C. A goal may not be scored during play directly from a:

            a. Kicker or a kickoff

    b. Indirect free kick

            c. Goal kick

    d. Throw-in

            e. Free kick into a team's own goal

        D. A game ending in a tie will be decided by penalty kicks. Each team will alternate kicks, with five players from each team making attempts.

            a.  If the score is still tied, five new players will attempt to score with a penalty kick. Every player on a team must attempt a penalty kick before any player can shoot a second time.    

            b. Goalkeepers may shoot penalty kicks.

    IX. Beginning of Play

        A. A coin toss shall occur before the game.

            a. The team winning the toss shall have the option to choose the kick-off or defend the goal.

        B. 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 opponents half of the field of play.

        C. The ball must travel on revolution forward before it can be played by another player.

        D. Every player shall be on their own half of the field and every player of the team opposing that of the kicker shall remain minimum 10 yards from the ball until it is kicked off.

        E. The kicker shall not play the ball a second time until it has been touched or played by another player.

        F. After a goal is scored, the game shall be started in a likely manner by a player of the team giving up the goal.

        G. 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.

        H. 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.

        I. 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.

        J. When any kick is used to begin play, opposing players must stand at least 10 yards from the ball.

        K. When the ball completely passes the out-of-bounds line behind the goal the ball will be put in play by a goal kick.

            a. During a goal kick the ball is not regarded as in play until it leaves the penalty area.

    X. In Play vs. Out of Play

        A. The ball is out of play

            a. When it has wholly crossed the goal line or touch-line (sideline), whether on the ground or in the air.

            b. When the game has been stopped by the referee

        B. The ball is in play

            a.  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.

        C. Ball Possession

            a. If the defending team has touched the ball last when it crosses the goal line, (end-line), then the attacking team is awarded a corner kick.

                1. The ball is placed in the corner of field and kicked into play.

                2. A corner kick is a direct kick.

            b. If the attacking team touched the ball last when it crossed the goal line (end-line), then the defending team is awarded a goal kick.

                1. A goal kick is indirect.

                2. The ball is placed on the corner of the goalie box (smaller box) and kicked by any defending player. 

            c. When the ball passes over the touchline (sideline), the team that did not touch it last will be awarded a throw-in at the spot the ball went out of bounds.

                1. The ball is put into play by using both hands simultaneously and with equal force. T

                2. The ball shall be delivered from behind and over his/her head, while keeping both feet in contact with the ground.

    XI. Penalties

        A. NO OFFSIDES WILL BE CALLED IN OUTDOOR SOCCER.

        B. 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:

            b. Kicking or attempting a kick an opponent.

    c. Tripping an opponent.

            d. Jumping at an opponent.

            e. Charging an opponent in a violent or dangerous manner.    

            f. Charging an opponent from behind.

    g. Slide tackling.

            h. Striking, attempting to strike, or spitting at an opponent.

    i. Holding an opponent.

            j. Pushing an opponent.

    k. Handling the ball.

                a. A hand ball by the defense in the penalty box will result in a penalty kick for the offense.

        C. Indirect Kick

            a. An indirect free kick shall be awarded to the offended team from the spot nearest the infraction for the following offenses:

                    1. Playing in manner considered dangerous by the referee, ie. "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. 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. As the kicker in a kick-off, free kick, corner kick, or goal kick, playing the ball again before it has been touched or played by another player.

                    5.  Intentionally obstructing the opposing goalkeeper in an attempt to prevent him/her from putting the ball into play.

                    6. Any infringement by the attacking team during a penalty kick.

                    7. If during a throw-in, the thrower plays the ball a second time before it has been touched or played by another player.

        D. Yellow Card infractions

    a. Leaving or entering the field of play without first getting the signal from the referee.

            b. Persistently infringing the rules of the game.

            c. Showing by word or action dissent from any decision given by the referee.

    d. Being guilty of unsportsmanlike conduct.

            e. During a free kick, dancing or making gestures in a way to distract an opponent.

    f. Conduct deemed by the referee as being unsportsmanlike.

            g. Not properly checking in before beginning to participate.

        E. Red Card infractions (EJECTIONS)

    a. Being guilty of violent or serious foul play.

            b. Using foul or abusive language.

    c. Being guilty of misconduct after having a caution.

            d. Conduct which warrants ejection in the judgment of the referee.

    e. Any actions of foul and abusive language to the referee is an automatic ejection.

        F. Advantage Clause

            a.  The referee shall refrain from penalizing when it would be an advantage to the offending team.

                    1. When this occurs, the referee will signal that advantage is being called, and give the verbal indication "play on."

    XII. CO-REC SOCCER MODIFICATIONS
        A. Intramural Soccer Rules will apply to Co-Rec Soccer with the following modifications:

        B. SCORING

            a. A goal scored by a women counts as 2 points and a goal scored by a man counts as 1 point.

                1. (exception: during the tie breaker all goals will be worth one) Penalty kicks will be used for all games ending with a tie score.

            b. 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.  Throw-Ins and Penalty Kicks

            a. All throw-ins must be made by female players.

            b. All penalty kicks must be taken by the player who was involved in the penalty.

                1.  If the player becomes injured in such a foul another teammate of the same gender on the field at that time must take the penalty kick.

            c. Other direct and indirect kicks may be made by players of either gender.

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    Tennis

    PLAYER ELIGIBILITY: To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card. All of the aforementioned types of activity cards must have the current semester's sticker.

    * There will be different requirements for Metro Students and Methodist students.

    Players who have competed at the collegiate varsity level or higher in the past two years are not eligible. Players who have competed at any professional level in the past five years are not eligible. If there are any doubts, the Intramural Director will have the final decision.

    I. Equipment
    Players must furnish their own tennis balls and tennis racquets. But can be checked out at central issue in Campus Recreation.

    II. Matches
    All matches will be self officiated. Each match will have a deadline, which will be Monday of every week. All matches can be played anywhere each of the players decide per match. It is the responsibility of each participant to contact one another to arrange a time to play. The day and time of each match do not matter to the final tournament bracket, just the winner. Once the match is completed, it is the responsibility of the winner to contact the Intramural Department office at (402) 554-2634 or leave a score sheet in the intramural office with the attention to the intramural director. All matches that are not completed or have not informed the IM offices by the deadline will result in a double forfeit and neither participant will be considered a winner.

    III. Scoring
    All matches will be composed of two out of three sets. To win a game, you must win 4 points and be two points ahead of your opponent. To win a set, you must win 6 games and be two games ahead of your opponent. A score of 6-5 does not win a set: therefore winning the next game will give you a 7-5 victory. Losing the next game will tie the score at six a piece, thus forcing a tie breaker. Tie Breaker: Singles tie-breakers will follow the following form 'A' serves first point (from right tie-breaker court); 'B' serves points 2 and 3 (left and right); 'A' serves points 4 and 5 (left and right); 'B' serves point 6 (left) and after they change ends, point 7 (right); 'A' serves point 8 and 9 (left and right); 'B' serves points 10 and 11 (left and right); and 'A' serves 12 (left). If point reach 6-all, players change ends and continue as before. A tie breaker is won when a player or team reaches seven points (with at least 2 point margin established), or after a 6-all, a player or team establishes a 2 point margin. No caps on tie-breakers.

    IV. Doubles Rules

  • Doubles Serving: In doubles, the team due to serve in the first game of each set shall decide which player shall serve for that game. Similarly, before the second game starts, their opponents shall decide which player shall serve for that game. The partner of the player who served in the first game shall serve in the third game and the partner of the player who served in the second game shall serve in the fourth game. This rotation shall continue until the end of the set.
  • Doubles Receiving The team, which is due to receive in the first game of a set, shall decide which player shall receive the first point in the game. Similarly, before the second game starts, their opponents shall decide which player shall receive the first point of that game. The player who was the receiver's partner for the first point of the game shall receive the second point and this rotation shall continue until the end of the game and the set.
  • After the receiver has returned the ball, either player in a team can hit the ball.
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    5x5 Basketball

    I. Supervision

        A.  The game shall be played under the supervision of 1-3 officials.

        B. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility.

        C. The Intramural Staff assumes jurisdiction 15 minutes before the start of the game.

    II. PLAYER ELIGIBILITY

        A.  To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card.

        B. No more than 2 members of the UNO Soccer Club are allowed to play for the same intramural team.

            a. All of the aforementioned types of activity cards must have the current semester's sticker.

        C. ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO, AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"

        D. * There will be different requirements for Metro Students and Methodist students.

        E. Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game.

        F. The supervisor reserves the right to remove any person from the playing area.

        G. TOBACCO use on the intramural fields is PROHIBITED!!! !

    Any rule not mentioned in the following will be governed by National Federation of State High School Association rules. All changes for this basketball season will be marked as so in bold.

    1. Players and Substitutions

  • 1.1 A team consists of five players, but may start with four players. A team must have four players on the court at all times. Exception: Three players are allowed if an individual cannot continue due to injury or if he/she has fouled out of the game, and the team has a reasonable chance to win the game.
  • 1.2 When a team has forfeited, the opposing team must have at least four players checked in with the supervisor to receive the win.
  • 1.3 Substitutions must be reported to the scorer before entering the game. Substitutes may enter the game only when an official acknowledges them. Penalty: Technical foul.
  • 1.4 Jewelry of any kind (friendship bracelets, chains, rings, or earrings) may not be worn. Penalty: Removed from the game immediately until jewelry is removed player must remain out of the game until the next opportunity to substitute.

    2. Length of Game and Timing

  • 2.1 There will be two twenty-minute halves of continuous running time. Clock stops for time outs or official time outs (e.g. injuries or retrieving the ball) Clock does not stop for violations.       Exception: During the last two minutes of the each half clock will be stopped for all dead ball situations. (e.g. violations, time-outs, out-of-bounds, fouls, etc…)
  • 2.3 Each game will begin with a tip-off.
  • 2.2 When a team is shooting free throws and a time-out is called, the clock will start when the ball is touched after a made basket or when the ball is touched in bounds on a missed basket. The clock continues to run on technical fouls unless a time-out has been called.
  • 2.3 Three-minute intermission between halves.
  • 2.4 Overtime: If necessary a three-minute period shall be played to determine a winner. Clock stops on all dead ball calls in the last two minutes again. Overtime will continue until a winner is declared. There will be one-minute intermission between overtime periods.
  • 2.5 If a team is leading by 30 points at any time in the second half the mercy rule will be put into effect. Also if any team is up by 20 points or more with two minutes or less the mercy rule will be put into effect and the game will be over.

    3. Time-outs

  • 3.1 Each team will have one (30 second) time-out and one (60 second) time-out per half. After each time-out, the official should record the number of the player who called time-out and the time it was called.
  • 3.2 It will be a "use it or lose it policy" with time-outs. Which means time-outs do not carry over into the next half or overtime.
  • 3.3 Time-outs may only be called by the team with possession of the ball or during a dead ball situation. Only players that are in the game may call a time-out. Bench personnel and coaches may not call time-outs.
  • 3.4 Time-outs in excess of the allotted number may be requested and shall be granted during regulation playing time or during an overtime period at the expense of a technical foul. The technical foul must be given even if the official was unaware that the time-out was excessive.
  • 3.5 One (30 second) time-out per overtime period is allowed. Time outs from regulation play do not carry over into the overtime period.

    4. Violations

  • 4.1 Back Court: Teams will have ten seconds to cross the half-court line. Once the ball and both feet has been established across the half-court line it is a violation to cross back over into the back court. Penalty: Turnover.
  • 4.2 Three seconds: An offensive player cannot be inside of or in contact with the free throw lane (key) for more than three seconds while the ball is in his/hers team's front court. Penalty: Turnover.
  • 4.3 Five Seconds: If a player is closely guarded (within five feet) in the front court and holds the ball for more than five seconds, or dribbles the ball for more than five seconds then a violation will be called. Penalty: Turnover.
  • 4.4 Kicking: 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.

    5. Throw in Violation

  • 5.1 The thrower shall not leave the designated throw-in spot until the ball has crossed the plane of the out-of-bounds boundary. Penalty: Turnover.
  • 5.2 The thrower must pass the ball into the court of play within five seconds of the start of a throw-in. Penalty: Turnover.
  • 5.3 The thrower may step on but not over the out-of-bounds boundary.
  • 5.4 The opponent of the thrower cannot reach through the out-of-bounds boundary plane and foul the thrower. Penalty: Intentional Foul.
  • 5.5 The opponent of the thrower cannot reach through the out-of- bounds plane and touch or dislodge the ball. Penalty: Technical Foul.
  • 5.6 The opponent of the thrower cannot cross the end line or its imaginary plane. This is a delay of game. The team should be warned on the first offense and then penalized with a technical foul on each subsequent offense.

    6 Fouls

  • 6.1 A player shall be allowed five personal fouls per game. On the fifth personal, that player shall be removed from the game. A personal foul is a player foul that involves illegal contact with an opponent while the ball is live, which hinders an opponent performing normal defensive and offensive movements.
  • 6.2 A double foul is a situation in which two opponents commit personal fouls against each other at approximately the same time. In the case of a double foul, fouls are recorded, no free throws are awarded, and possession is awarded based on the alternating possession arrow.
  • 6.3 An intentional foul is a personal or technical foul designed to stop or keep the clock from starting, to neutralize an opponent obvious advantageous position, and contact away from the ball or when not playing the ball.
  • 6.4 A flagrant foul may be a personal or technical foul of a violent or savage nature or a technical non-contact foul, which is unacceptable conduct. If a flagrant foul occurs the player is ejected from the game.
  • 6.5 When a player control (charging) foul is committed, no points can be scored.
  • 6.6 A technical foul is a foul by a non-player, a non-conduct foul by a player; an intentional or flagrant contact foul while the ball is dead.
  • 6.6.1 Two technical fouls against a player or coach result in immediate ejection of that person from the game.
  • 6.6.2 Slapping the backboard is not a technical foul in itself, but intentionally hitting the backboard hard enough to alter the flight of the ball will result in a technical foul.
  • 6.6.3 Grabbing the rim is a technical foul. Exception: A player may grab the rim to prevent injury.
  • 6.6.4 Dunking is legal during the game only. Dunking during warm-ups or in a dead ball situation will result in a technical foul and the player will have to sit out the following half of his/hers game.
  • 6.6.4 A technical foul on a spectator or coach is charged to the team captain. Any two players/ and or coaches and/ or spectators ejected from a game will result in an automatic forfeiture of the game by the offending team. A technical foul will also be charged as a personal foul of the offender; also included in the team fouls.

    7. Free Throws

  • 7.1 A player will receive the one-and-one bonus after the offending team has accumulated seven fouls during the half of play. This rule applies for all fouls except shooting, player control, technical, intentional or flagrant. On the tenth foul and thereafter the opposing team will shoot two free throws for all fouls except player control.
  • 7.2 Players will be allowed two free throws and possession of the ball for all technical, intentional, and flagrant fouls.
  • 7.3 players will be allowed two free throws when fouled in the act of shooting. If the basket is made, then the basket counts and the player is allowed one free throw.
  • 7.4 Any shooting foul committed behind the three-point line, on a missed shot, will merit three free throws. If a player is fouled on a three point attempt, and makes the shot, one shot will be awarded.

    8. Free Throw Violations

  • 8.1 Players who wish to occupy the marked lane spaces must do so quickly, and must alternate lane spaces if their opponents wish to occupy the space nearest them. These individuals may enter the lane as soon as the ball hits the rim or backboard.
  • 8.2Any player other than the free thrower, who does not occupy a marked lane space, must be behind the free throw line extended and behind the three-point line. These players may not enter this area until the ball has hit the rim or backboard.
  • 8.3 The free thrower must not touch the free throw line. He or she cannot fake a try, and must release the ball within ten seconds.
    a. In a one and one situation this is a turnover.
    b. If this occurs on the first attempt of two foul shots, the first shot is void and the second will be administered.
    c. If this occurs on the second shot attempt this will result in a turnover.
  • 8.4 Failure to cause the ball to touch the rim will result in a dead ball.
    a. In a one and one situation this will result in a turnover.
    b. If this occurs on the first attempt of two fouls shot foul, the first shot is void and the second shot will be administered.
    c. If this occurs on the second attempt of a two shot foul, it will result in a turnover.

    9. Co-Rec Basketball

  • 9.1 Each team shall consist of five players, of which a minimum of two females and two males must be on the court at all times. Exception: Three players are allowed if an individual cannot continue due to injury or he/she has fouled out of the game. However, there must always be at least one member of each sex represented on the team.
  • 9.2 Scoring will be kept as follows: Females; A two shot basket is worth three points, a three point basket is worth four points. Males: A two point basket is worth two points, a three point basket is worth three points.
  • 9.3 A two shot foul for a female will result in three free throws. A three shot foul for a female will result in four free throws. At any time if the female makes the shot attempt the female will only be awarded one free throw.
  • 9.4 There are no restrictions on males when it comes to the lane or key area.
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    Wiffleball

    I. Supervision:
    The game shall be played under the supervision of 2-4 officials. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.
    PLAYER ELIGIBILITY: To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card. All of the aforementioned types of activity cards must have the current semester's sticker.
    * There will be different requirements for Metro Students and Methodist students. Players who have competed at the collegiate varsity level or higher in the past two years are not eligible. Players who have competed at any professional level in the past five years are not eligible. If there are any doubts, the Intramural Director will have the final decision.
    ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"
    Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game. The supervisor reserves the right to remove any person from the playing area.
    II. The Game:
    ·  A. Intramural Wiffelball is generally governed by the official rules of baseball, except where specific exceptions are noted in these rules.
    ·  B. The game shall be played between two teams. Each team may have seven players in the field while on defense. While batting each team may have nine batters in the batting order. To start both teams must have at least five players checked in at game time.
    ·  C. This league is an open league so there can be any combination of players checked in. Five men, five women, two men three women, etc.
    ·  D. The length of a game will be seven innings or a fourty-five-minute time limit. If the game is in the middle of an inning when the fourty-five-minute time limit arrives the inning will be completed.
    a. A game shall not end in a tie. If the game is tied after seven innings or time limit we will go into California baseball tie breaker rules. The last out of the last inning starts at third base. The count of the batter is 2 balls and 1 strike. There will be no outs to start off the inning.
    b. During playoffs there will be no California rule for tie ball games. Regular wiffelball rules will apply.

    • E. All batters will start with a 1 & 1 count
    • Batters will receive 1 courtesy foul ball, but the second foul ball will be an automatic out
    • F. The ball will be live off of the side walls and the far basketball hoop, except in foul territory
    • If the batter hits the ball into the side boxes, it will automatically be a foul ball.
    • If the batter hits the ball and its first hit is off of the ceiling or the closest basketball hoop, the batter is automatically out.
    • G. The mercy run rules for the game will be 15 after 3 innings, 12 after 4 and 10 after five.

    III. Equipment and Field
    ·  A. All players must wear soft sole rubber gym shoes. Any, shoes that leaves marks on the court will not be allowed.
    ·  B. 12 inch wiffelball bats will be provided along with wiffelball bats.
    ·  C. All games will be played in HPER MAC Court throughout the season. The home plate will be placed in the white arch near the far wall where there are no doors.
    a. the bases paths will be 60 feet in length. The pitching mound will be placed in the middle of home plate and second base. (42.5 feet from the back of home plate.)
    ·  D. The ball will be considered a homerun when:
    a. the ball hits the top portion of the far wall above the top electrical cords (for Men’s)
    b. the ball hits above the bottom part of the far wall (for Women’s)
    ·  G. Substitutions:
    a. Between the players in the batting order (up to nine) there is free sub. Any player can change position at any time.
    1. Exception is the pitchers spot. The only time a pitcher can be taken out and put back in is in the same inning, and the pitcher must remain in the field as a defender. Once you take a pitcher out and the half inning is retired the original pitcher cannot come back in to pitch.
    b. Once you take a starter out you may reenter them into the lineup later provided he/she is entered in the same spot in the batting order in the beginning of the game.
    c. Once a sub is taken out of the game the player is burned for the remainder of the game.
    d. Once a starter is taken out the second time the player is burned for the rest of the game.
    ·  H. There are no bunts or half swings allowed in wiffelball. This will result in an automatic out and no advancement of any base runners.
    ·  I. There will be no sliding allowed for any offensive player at any time. It will be declared an automatic out. If there is malicious contact the umpire has the right to eject the player immediately.
    ·  J. There are no lead-offs or stolen bases in wiffelball. If a player leaves the base before contact of the ball, by the batter, the runner will be called out.

    • K. If the batter throws the bat and hits the catcher, the batter is automatically out
    • L. No players shall use gloves or mitts to play defense

    IV. Pitching:
    ·  A. The pitcher must have one foot in contact with the rubber at the time of the point of release.
    ·  B. the strike zone will be a chair placed three feet behind the back of the strike zone. The call will be a strike when any part of the ball hits any part of the chair from the seat up.
    ·  C. the pitcher has to pitch the ball underhand.
    1. No foreign substances can be placed on the ball however.
    V. Miscellaneous Rules:
    ·  A. All members of the team not involved in the play must be against the north wall at all times. Any interference on any play the call will go against the team which player or spectator is connected with.
    ·  B. Once an umpire has made a call that is final. If there is prolonged arguing over a call with an umpire the umpire has full authority to remove the player from the game, gym and building. A incident will be written up and the player ejected will not be able to participate in any other intramural sport until a meeting has taken place with the Intramural Staff.

     

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    Floor Hockey

  • Supervision:

    The game shall be played under the supervision of 1-3 officials. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.

    PLAYER ELIGIBILITY: To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card. All of the aforementioned types of activity cards must have the current semester's sticker.

    * There will be different requirements for Metro Students and Methodist students. Players who have competed at the collegiate varsity level or higher in the past two years are not eligible. Players who have competed at any professional level in the past five years are not eligible. If there are any doubts, the Intramural Director will have the final decision.

    ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"

    Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game. The supervisor reserves the right to remove any person from the playing area.

    The Game, Players and Equipment:

    Game time is forfeit time.  ID required to play.  Participants must wear goggles during play.  Sticks must have a plastic blade.  Four players plus a goalie.  Goalie must where protective goalie mask or helmet with a full face mask.  padding is highly encouraged and provided. The officials may not permit any player to wear equipment which, in his/her judgment, is dangerous to other players.  No jewelry is allowed.  Substitutions are allowed on the fly but only after the player has completely left the court. this is enforced as a minor penalty. No contact or hard checking is allowed.  this is a major (5 minute) penalty and or ejection. Co-Rec no less than two on the court of one gender except in matters of penalties. 

    Time:

    The game will consist of 3 periods of 10 minutes in length. There will be a two minute break between periods. Teams will switch goals at the end of each period.  A running clock will be used except during the last minute of the last period the clock will stop for all violations.  Over time will be a sudden death 5 minute period.  if score is still tied during a regular season match the game ends in a tie. In post season play following the sudden death period their will be a shoot-out. three players from each team alternating penalty shots.  if no winner can be declared the process is repeated with remaining players.  (those on the floor at the end of overtime must be the first to go in the shootout.  players in the penalty box at the end of the overtime period may not participate in the shootout.  Goalies do not have to take penalty or shootout shots. 

    Offsides/Icing:

        There will be no offsides rule except during face offs. there is no icing.  

    Handling the ball:

    The ball may be advanced using the stick only.  (Aside from goalie) A player may bat the ball straight down out of the air with their hand but may not advance the ball in this way or result in the ball being guided to a teammate.  result: indirect shot from spot of infraction. It is illegal to kick or throw the ball to a teammate. players may stop the ball with their feet but may not use feet to guide the ball to a teammate. Result: indirect shot from the spot of infraction.  Accidental kicking is allowed if deemed so by official. 

    Face offs:

    The official will start each period by dropping the ball at the center circle.  all other players must be at least six feet from the face off.  the ball must touch the floor before being played or a re-drop will occurs.  Players facing off must stand squarely facing their opponents end of the floor with their stick blades on the floor and vertically parallel to each other.  All players must be on-side.  balls out of play will be faced off at the nearest face-off circle where the ball was last touched by a player.

    Goalie:

    one player may be designated as the goalie for each team. The goalie is the only player who may enter the crease.  The goalie may use any means possible to stop the ball with their body, glove, or stick other than tripping or pushing an opponent.  The goalie may NOT throw their equipment to stop a ball.  The goalie may use their hands to clear the ball away from the goal, as long as the goalie has some part of their body in the crease and the ball doesn't cross the center line.  The goalie may kill the ball by holding it or falling on it at times of concentrated offensive attack in or near the crease area, as long as the goalie has some part of their body in the crease.  Upon possession, the goalie has three seconds to play the ball.  If the goalie does not play the ball, a face-off will be called at the nearest face-off spot. The goalie may leave the crease area at any time, however, once out of the crease, they must follow all rules that apply to court players.  The goalie can not cross mid-court while their goalie equipment is on.  Goalies do not serve penalties unless they are major or misconduct penalties.  The captain must designate a player on their team to serve the penalty.  

    Penalty Shots:

    While shot is being taken, players of both teams must stand to the sides of the floor and behind the center line away from the shooter.  The fouled player must make the shot unless physically unable to do so. 

    Penalties:

    Players with two major penalties in a game will be ejected from the game and is treated as his/her ID card will be confiscated and an appointment with the Graduate Assistant of Intramural Sports must be scheduled.  After each penalty is a face-off in the nearest face-off circle or at the center circle when the penalty occurred in the attacking area of the player being penalized.  If a team is playing two players short of full strength and a third penalty occurs, that offending players penalty doesn't start until the end of his teammates penalty time.  Players coming out of the penalty box after their penalty has expired must touch the center court line before playing or touching the ball. 

    Minor Violation: Indirect shot from the spot of infraction. 

          Offside (face offs only)     Goalie throwing ball past center line      Hand/Kick pass      Breaking the crease      High stick(no contact)

    Minor Penalty:  Penalized player removed for two minutes during which no substitute is permitted unless the penalized team is scored upon. 

        High stick (contact made)    Deliberate delay of game    Checking    Hooking    Holding     Tripping    Elbowing

        Unnecessary Roughness    Slapping equipment on floor   

    Major Penalty: Penalized player removed for five minutes during which no substitute is permitted not even if the penalized team is scored upon.  Any minor penalty done in a malicious or aggressive manner may be upgraded to a major penalty. 

        Charging     Hard Checking    Throwing equipment    Boarding (body checks)

Misconduct Penalty:  penalized player is removed for ten minutes during which a substitute is allowed immediately.  His/Her ID card may be confiscated and an appointment with the Graduate Assistant of Intramural Sports if deemed necessary by the supervisor on duty. 

    Verbal Abuse to Officials    Fighting    Deliberate Roughing/Checking    Attempt to injure an opponent     Repeated acts of abuse

    two major penalties    Obscene gestures or language   

 

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Racquetball

ID Policy: Why must a participant have an ID for each and every game? This is an often asked question during the early part of the activity season. The answer is quite simple. During any and all transactions with the university your student ID officially recognizes you. This is what defines your status as a member of the student body or campus community. The Department of Campus Recreation, Intramural Sports Program wants to provide the very best services to "OUR" participants. If outside people participate in the program, they are putting participants and the university at risk. The other reason: if an outside person is allowed to participate, these ineligible individuals would be, in essence, taking the opportunity to participate away from an eligible participant who we are here to serve. Before each game players must present their student ID cards so that they may be checked in on the score sheet. Any player arriving after that game has started must present their ID card to the game supervisor and have their name checked in on the score sheet before entering the game. NO ID, NO PLAY!!!!!!!!!!!!!!!!!!! NO EXCEPTIONS!!!!!!!!!!!!!

GAME TIME IS FORFEIT TIME!!!!!

Scoring

  • A. Points are scored only by the player in service.
  • B. A game is won by the first player to reach 15 points, win by one point.
  • C. The winner of the match is the first player to win 2 of 3 games.
  • D. Third game is played to 11 (if needed).

    Service

  • A. The choice for the right to serve is decided by a coin toss, and the player winning the toss has the option of serving or receiving the first game.
  • B. The player who wins the most points in the first two games has the option of serving first for the third (tiebreaker) game. In informal matches a common procedure to determine who serves is to see which player can rebound the ball off the front wall and come closest to the short line.
  • C. In serving, the server must start and stay within the service zone; while serving, neither the ball nor any part of either foot may extend beyond the service line or short line. Stepping on (but not over) either line is permitted. For stepping over a line once, a fault is charged.
  • D. Stepping outside the service zone twice in succession retires the server and counts as an out. "Stepping over" is the act of putting any part of the foot past the short or service lines. On a lob serve, the server may not back out of the service zone until the ball has passed the back service line.
  • E. In serving, the ball must be bounced on the floor and struck on the rebound from the floor. The server is out if the attempt to hit the ball on this rebound fails.
  • F. Not more than three bounces may be used in making a service. Bouncing of the ball by a server in any part of the court before serving is counted as a bounce within the meaning of this rule. Violation of this rule retires the server.
  • G. A served ball that first hits the front wall and on the rebound passes so closely to the server
  • H. That the receiver is prevented from having a clear view of the ball is played over. Two in a row results in an out.
  • I. The server may not serve until the opponent has had a chance to get placed.
  • J. Every effort should be made to keep the ball dry, particularly on the service. Deliberate violation of the spirit of this rule results in forfeiture of serve.

    Receiving service

  • A. The receiver must stand at least 5 feet in back of the short line, as indicated by the service or restraining line.
  • B. The receiver may not enter the safety zone (the 5-foot area between the short line and receiver's line) until the served ball bounces or crosses the receiver's line.
  • C. A receiver may play the service either on the fly or after the first bounce. In making a fly return, the receiver must play the ball after it passes over the short line.

    Faults

  • A. Two consecutive faults retire the server.
  • B. A serve is considered short when the served ball hits the front wall and fails to strike back of the short line on the fly.
  • C. A short serve also occurs when a served ball hits the front wall and two side walls before striking the floor back of the short line.
  • D. A player fails to play a ball properly returned from a service.
  • E. A served ball hits the ceiling, floor, or side walls before striking the front wall.
  • F. A served ball hits the front wall and side wall, front wall and floor, or front wall and ceiling at the same time (crotch ball).
  • G. The ball bounces more than three times on the serve.
  • H. A serve is considered long when the served ball rebounds from the front wall and touches the back wall before touching the floor.
  • I. A serve is also considered a fault if the ball rebounds from the front wall and touches the ceiling.
  • J. Stepping over the outer edges of the service or short line with any part of the foot in the act of service is considered a fault.

    Hinders

  • A. A returned ball that strikes an opponent on its way to the front wall is considered dead, even if it continues to the front wall before striking the floor.
  • B. An avoidable hinder results in the loss of the rally. It does not necessarily have to be an intentional act.
  • C. A player's unintentional interference in such a way as to prevent the opponent from having a fair chance to return the ball is considered a hinder.
  • D. In doubles, both players on a side are entitled to a fair and unobstructed chance at the ball.
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    5x5 Indoor Soccer

    I. Supervision:

    The game shall be played under the supervision of 1-4 officials. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.

    PLAYER ELIGIBILITY: To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card. All of the aforementioned types of activity cards must have the current semester's sticker.

    * There will be different requirements for Metro Students and Methodist students. Players who have competed at the collegiate varsity level or higher in the past two years are not eligible. Players who have competed at any professional level in the past five years are not eligible. If there are any doubts, the Intramural Director will have the final decision.

    ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO AND METHODIST I.D. CARD BEFORE EACH GAME.

    "NO I.D., NO PLAY"

    Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game. The supervisor reserves the right to remove any person from the playing area.

    II. The Game, Players and Equipment

  • A. A game shall be played between two teams. Each team will be allowed to have five players on the field at a time, four fielders and one goalie. The goalie will where a jersey to let everyone know who the goalie is.
  • B. A team must have at least three players checked in at game time to avoid a forfeit.
  • C. In co-rec soccer a game shall be played between two teams. Each team will be allowed to have six players on the floor, three men and three women. The goalie could be any gender. A team must have four players checked in (Two Guys and two women) at game time to avoid a forfeit.
  • D. The game will be played with a "RAG" soccer ball
  • E. A set of soft sole rubber gym shoes must be worn on the field of play at all times. If a set of shoes makes marks on the floor the player must stop playing immediately.
  • F. All games will be played in the Sapp Fieldhouse.
    a. A coin will be flipped at the beginning of the game to decide who will receive the ball first. The loser of the flip gets to choose the goal.
    b. The ball will become dead when:
    - the ball fully crosses the goal line
    - the ball fully crosses behind the goal
    - the ball becomes lodged in an area where it is not playable
  • G. Substitutions can be made on the fly.
    a. Exception: the goalie can not change until half time.
  • H. There is no offsides in indoor soccer.

    I. Goalie

    a. A goalie cannot hold onto to the ball for more than five seconds.
    b. A goalie cannot throw or kick a ball over the half court line. The ball must first touch on his/her side of the field.
    c. The goalie will have a box approximately the size of 15' by 8'.
    d. NO ONE EXCEPT THE GOALIE CAN ENTER THE GOALIE BOX!If another player enters the goalie box a violation will be called.

    III. Time Factors

  • A. A game will consist of two twenty minute halves. half time will be five minutes in length. The only time the clock stops is during an injury or official's timeout.
  • B. At the beginning of each half each team has to have all of there teammates on their side of the playing field. The half will start with a teams goalie rolling out the ball.
  • C. There will be no ties in indoor soccer.
    a. The teams will play a three minute overtime.
    b. If the score is still tied there will be a shootout.
    1. Three different players will have a shot to shoot penalty kicks.
    2. the team with the most goals after five shots per team will win the game.
    c. If it is still tied another round of the shootout will be played until there is a winner.  Each teammate must shoot once before any other teammate shoots again. 
    d. For co-rec there will be a six person shootout.
    1. Two men penalty shots and two women penalty shots.

    IV. Penalty Shots

  • A. Penalty shots will be awarded when a foul is committed inside the goalies box and during overtime periods.
  • B. The ball will be placed twelve feet from the goal.
    a. The goalie must have contact with the goal line till the offensive player makes contact with the ball.

    V. Scoring

  • A. A goal is scored when the ball has completely crossed the goal line. Each goal is worth one point.
  • B In co-rec soccer a women's goal is worth two points while men's goals are worth one point.

    VI. Penalties and Violations

  • A. When a violation occurs a free kick is awarded. Goals can be directly scored on all free kicks.
  • B. When a penalty occurs a penalty kick is awarded to the team that was in the disadvantage.
  • C. Violations
    a. Dangerous play
    b. Intentional hand ball
    c. Laying a hand on an opponent to have an advantage to get to the ball.
    d. Entering the penalty area (Have goalie roll ball out)
    e. Goalie throwing the ball overhand (Free kick from half court)
  • D. Penalties
    a. Intentionally kicking, striking, shoving, punching another player of another team
    b. Intentional hard fouls anything that would be categorized as unsportsmanlike conduct.
    c. kicking or attempting to kick the ball while the goalie has possession of the ball.
    d. Obstructing an opponent when not playing the ball.
    e. Defensive player other than the goalie playing the ball in the goalies box other than the goalie.
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    Softball

    I. Supervision: The game shall be played under the supervision of 1-4 officials. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.

    PLAYER ELIGIBILITY: To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card. All of the aforementioned types of activity cards must have the current semester's sticker.

  • * There will be different requirements for Metro Students and Methodist students. Players who have competed at the collegiate varsity level or higher in the past two years are not eligible. Players who have competed at any professional level in the past five years are not eligible. If there are any doubts, the Intramural Director will have the final decision.

    ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO AND METHODIST I.D. CARD BEFORE EACH GAME. "NO I.D., NO PLAY"

    Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game. The supervisor reserves the right to remove any person from the playing area.

    II The Game:

  • A. Intramural Softball is generally governed by the official rules of baseball, except where specific exceptions are noted in these rules.
  • B. The game shall be played between two teams. Each team may have ten players in the field while on defense. While batting each team may have eleven batters in the batting order. To start both teams must have at least seven players checked in at game time.
  • C. The length of a game will be seven innings or a fifty-minute time limit. If the game is in the middle of an inning when the fifty-minute time limit arrives the inning will be completed.
  • a. A game shall not end in a tie. If the game is tied after seven innings or time limit we will go into California baseball tie breaker rules.
  • b. The last out of the last inning starts at third base. The count of the batter is 2 balls and 1 strike. There will be no outs to start off the inning.
  • c. During playoffs there will be no California rule for tie ball games. Regular softball rules will apply.
  • d. The mercy rule will be that of the five inning mercy rule.
  • f. Any team up by ten runs after five innings, or four and a half if it is the home team, will be considered the winner of the game.
  • D. A coin flip will determine the choice of home and visiting teams.
  • E. A lineup must be given to the supervisor before the first pitch of a game. If a player comes late the player must be placed at the end of the lineup giving there are spots available to fill.
  • a. If a player gets hurt during the game the next time the batter is supposed to bat, unless there is a substitute to fill the hole, an automatic out will be recorded.
  • F. Each batter will start with a count of one ball and one strike.
  • G. Bunting or chopping down at the softball will not be permitted and such an act will result in an automatic out and the return of the base runners to their original positions at the start of the pitch.

    III. Equipment and Field

  • A. All players must wear soft sole rubber gym shoes, or field turf spikes. Sandals and spikes will be labeled as illegal equipment.
  • B. Bats will be provided by the Intramural department during the game.
  • a. The supervisor has final say if the bat is considered legal or not.
  • b. Softball bats are the only bats that are legal.
  • c. Little League and baseball bats are illegal.
  • C. All games will be played on Caniglia Field. The home plate will be placed on the Northeast corner of the football field. (Closest to the Arts and Science building.)
  • a. the bases paths will be 60 feet in length. The pitching mound will be placed in the middle of home plate and second base. (42.5 feet from the back of home plate.)
  • D. The ball will be considered a homerun when:
  • a. the ball goes over the right field fence on a fly from section .
  • d. To rob a homerun at least one foot has to be on the side of fair ground while gaining control of the ball. Ex #1. If a player jumps over the fence to catch a fly ball, Ruling: homerun Ex. #2 If a player is leaning over the fence catches the ball then falls over the border control after full possession of the ball, Ruling: Out. (Ball out of player runners advance)
  • E. The ball will be regarded a ground rule double when:
  • a. the ball bounces over the fence in right and center field.
  • b. the ball gets jammed or lodged in any foreign obstacle provided the ball was fair.
  • F. Substitutions:
  • a. Between the players in the batting order (up to eleven) there is free sub. Any player can change position at any time.
  • 1. Exception is the pitchers spot. The only time a pitcher can be taken out and put back in is in the same inning, and the pitcher must remain in the field as a defender. Once you take a pitcher out and the half inning is retired the original pitcher cannot come back in to pitch.
  • b. Once you take a starter out you may reenter them into the lineup later provided he/she is entered in the same spot in the batting order in the beginning of the game.
  • c. Once a sub is taken out of the game the player is burned for the remainder of the game.
  • d. Once a starter is taken out the second time the player is burned for the rest of the game.
  • G. There are no lead-offs or stolen bases in softball. If a player leaves the base before contact of the ball, by the batter, the runner will be called out.

    IV. Pitching

  • A.The pitcher must have one foot in contact with the rubber at the time of the point of release.
  • a.the strike zone will be a mat placed directly behind the home plate. If the softball hits the mat the pitch will be considered a strike.
  • b.the pitch must have a minimum arc of six feet from the ground, but may not exceed a maximum if 12 feet from the ground
  • c.A pitch considered illegal can be hit by the offensive team. The offensive team can take the result of the play or redo the pitch.
  • d.No foreign substances can be placed on the ball however.
  • B. No more than 2 minutes can be used while warming up a new pitcher and no more than one minute can be used to warm up a pitcher at the start of an inning.

    V. Miscellaneous Rules

  • A. All members of the team not involved in the play must be against the end zone bleachers or on the track at all times. Any interference on any play the call will go against the team which player or spectator is connected with.
  • B. Once an umpire has made a call that is final. If there is prolonged arguing over a call with an umpire the umpire has full authority to remove the player from the game, gym and building. A incident will be written up and the player ejected will not be able to participate in any other intramural sport until a meeting has taken place with the Intramural Staff.

    VI. Co-Rec Rules

  • A. A team can still consist of ten players in the field and eleven batters in the lineup.
  • B. To start a game there must be at the minimum of eight players.
  • a. Four girls and four guys must be in the lineup.
  • b. The batting order must switch boy, girl or visa versa.
  • c. For substitutes girls could only sub for girls and guys for guys.
  • C. If a male batter is walked, either intentional or not, the next batter, if a female, has an option to bat or also be awarded a walk.
  • D. If a team has majority of one gender the majority gender must have a lead off hitter representing that majority.
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    4x4 Football

  • I. Supervision:

  • The game shall be played under the supervision of 2-4 officials. There will be one game supervisor on the sideline with complete jurisdiction on all activities on or near the playing surface. This includes player eligibility. The Intramural Staff assumes jurisdiction 15 minutes before kickoff.
  • PLAYER ELIGIBILITY: To be eligible a player must be either a full or part time student enrolled at UNO paying student activity fee, or an alumni or faculty member with a current activity card. All of the aforementioned types of activity cards must have the current semester's sticker.
  • * There will be different requirements for Metro Students and Methodist students.
  • Players who have competed at the collegiate varsity level or higher in the past two years are not eligible. Players who have competed at any professional level in the past five years are not eligible. If there are any doubts, the Intramural Director will have the final decision.
  • ALL PLAYERS MUST SHOW A CURRENT UNO I.D. OR CURRENT FACULTY, STAFF, ALUMNI, METRO, AND METHODIST I.D. CARD BEFORE EACH GAME."NO I.D., NO PLAY"
  • Team members, and all other persons affiliated with the team are subject to the rules of the game, and shall be governed by the decisions of the officials assigned to the game. The supervisor reserves the right to remove any person from the playing area.
  • TOBACCO use on the intramural fields is PROHIBITED!!!

    II. Equipment:

  • Jersey: All teams must provide their own jerseys. Each team should be prepared with home and away jerseys. Players of opposing teams must wear contrasting colored jerseys, all the same color. Any player not wearing a similar color jersey shall not be allowed to play by the officials. Jerseys and all clothing worn under the jersey must be either:
  • A. Long enough so that the jerseys remained tucked in
  • B. Short enough so there is a minimum of 4" from the bottom of the jersey to the player's waistline.
  • Pants/Shorts: EACH PLAYER MUST WEAR PANTS/SHORTS WITHOUT ANY BELTS, BELT LOOPS, POCKETS, OR EXPOSED DRAWSTRINGS. POCKETS MAY NOT BE TAPED!!!!!!!
  • Flag Belt: Each player must wear a one piece flag belt at the waistline with 3 flags permanently attached; one at each side and one in the center of the back. The flags must be of a contrasting color to their opponent's flags. The pants or shorts must be a different color than the flags.
  • Football: Each team may provide their own ball. The ball must be regulation size and made of pebble-grained leather. Rubber footballs are illegal! The ball must be approved by the Intramural Supervisor before the start of each game. Women's and Co-Rec may use the intramural-approved "junior" football.
  • Shoes: Each player must wear soft bottom or rubber soled shoes. They must be made by pliable and non-abrasive material which covers the entire foot and have a composition bottom. Shoes with metal or screwed in cleats are prohibited.
  • Gloves: Players may wear gloves, which must consist of a soft, pliable non-abrasive material.
  • Headwear: Players may wear stocking caps. No baseball caps or caps with any type of bill are permitted. No headwear with any type of knot is permitted. Bandannas are illegal.
  • WHEN ANY EQUIPMENT IS MISSING OR WHEN ILLEGAL EQUIPMENT IS FOUND ON ANY INCOMING SUBSTITUTE OR PLAYER, CORRECTION MUST BE MADE BEFORE PARTICIPATION. NO OFFICIAL TIME-OUTS WILL BE GIVEN TO CORRECT IMPROPER EQUIPMENT.
  • * An official time-out shall be granted to permit prompt repair of equipment, which becomes illegal or defective through use.
  • Jewelry: No jewelry is permitted. Each team will get a warning at the pre-game conference. Any player with jewelry on will not be able to play. (Exception: Medical Bracelet)
  • ANY HARD UNYIELDING MATERIAL IS ILLEGAL!!!

    III. Players:

  • A team shall consist of four players. Three players are required to start and continue a game to avoid a forfeit. GAME TIME IS FORFEIT TIME!!!
  • A player may only play for one team; participation on any other team will result in forfeiture of those teams' games in which the player in question participated.
  • exception: A player may play for a women's/men's team and also play on a co-rec team.
  • Each team may have a maximum of 16 players on its roster during the season. A player must have participated in at least one game during the regular season to be eligible for the post season.
  • Team captains must submit a roster before the first game with each player's full name and last 6 digits of the player's Social Security number. Once a person has been placed on the roster he/she cannot be removed from the roster. After the first game to add a player or player's to the roster, the captain must complete an "ADDITIONAL PLAYER FORM" (Available in HPER 205) a MINIMUM OF 24 HOURS BEFORE THE NEXT GAME.

    IV. Time Factors:

  • There will be one 30-minute half. Or the first team to 28 points will be considered the winner
  • The teams will switch sides of the field at 15 minutes. The clock will stop during the switch.
  • Clock: The clock will stop for all time-outs throughout the game. In addition the clock will stop for the last minute of the game, for the following reasons:
  • A. Scoring Plays
  • B. First Downs (Clock starts when ball is spotted)
  • C. Incomplete Passes
  • D. Players running out-of-bounds
  • E. Penalties
  • F. Any situation deemed necessary by the game officials
  • In the last minute, the game official with the time, (back judge or referee), will give the time remaining after every play.
  • Time-outs: Each team is entitled to one 60 second time-out per game. Time-outs do not carry over to the next half or overtime. Each team is entitled to one time-out per overtime period. A team may request a time-out to review a misapplication or misinterpretation of a rule. If, after the reviewing the application of the rule, the ruling is reversed, then the team will not be charged a time-out. If the play is upheld, then the team shall be charged a time-out or assessed a delay of game penalty if the team is out of time-outs for the half.
  • Delays: Delay of game consists of the failure to put the ball into play 25 seconds after the Referee's ready-for-play whistle.
  • The Referee may start or stop the clock when, in his/her opinion, either team is trying to conserve or consume playing time by obviously unfair tactics.

    V. Beginning The Game:

  • Three minutes before the game the Referee shall toss a coin in the presence of the team's captains. The first team with four players checked in by the supervisor will have the right to call the flip. The captain winning the toss shall have first choice of:
  • A. Receiving
  • B. Defense
  • C. End zone he/she wants to defend.
  • The team not receiving the first choice of each half will select the remaining choice not taken by the other team's captain.
  • All possession changes except interceptions start on the offenses 5-yard line. Possession changes after interceptions start at the point of the interception.
  • A team will have three plays to cross mid-field. Once a team crosses mid-field, they have three plays to score a touchdown.

    VI. Scoring:

  • Touchdown: 6 Points
  • Conversion:
  • 5 yards - 1 Point
  • 12 yards - 2 Points
  • Any conversion returned - 2 Points
  • Safety: 2 Points
  • Immediately after scoring, the player making the score must raise their arms above their head so that the nearest official can deflag the player.
  • If the official determines that the flag belt has been secured illegally, the touchdown will be disallowed and the ball returned to the spot of the play and: If by the defense 10 yard penalty, and an automatic first down or by the offense, 10 yard penalty and loss of down.
  • If a player is determined to have an illegally secured flag belt a second time that player is automatically disqualified.

    VII. Running Plays

  • The quarterback cannot run the football pass the original line-of-scrimmage.
  • Only direct handoffs behind the line of scrimmage are considered legal.
  • a. Absolutely no pitches or passes are allowed behind the line-of-scrimmage.
  • The No run zones are located 5 yards from each end zone and 5 yards from the mid-field line. The no run zone is designed to avoid short-yardage power running situations.
  • Once the ball is handed off all defensive players are allowed to rush.
  • The player who received the handoff can pass the ball as long as he/she did not cross the original line-of-scrimmage.

    VIII. Receiving Plays

  • All players are eligible to receive a pass.
  • Player must have one foot inbounds when making a catch.

    IX. Passing

  • All passes must be forward and received beyond the line-of-scrimmage.
  • Shovel passes are allowed but must be received beyond the line-of-scrimmage.
  • The quarterback has 7 seconds to make a pass. (Pass Clock) If the pass is not thrown in the 7 seconds given the play will be blown dead, and loss of down. If the ball is handed off the 7 second pass clock is no longer in effect.

    X. Overtime:

  • In the event of a tie game, the following procedure will be used:
  • A coin toss will occur between the two captains; the winner of the
  • coin toss will have the choice of:
  • a. offense
  • b. defense
  • Each team has three plays to score from the 12 yards out. PAT follows any touchdowns.
  • Possession alternates until tie is broken.

    XI. Action During The Snap and Along the Line-of-Scrimmage

  • - The snapper must snap the ball in between his/her legs in a continuous motion.
  • - The player receiving the snap must be at least 2 yards behind the line-of-scrimmage.
  • - All offensive players must come to a complete stop for one second before the ball is snapped
  • - One player may be in motion when the ball is snapped; however, the motion must be parallel to or away from the goal line.
  • - No interlocking of legs.
  • - All players must come within 15 yards of huddle momentarily.
  • - The defensive rusher must start at least 7 yards behind the line of scrimmage.
  • - All players not rushing the QB could defend the offense starting at the line of scrimmage.
  • - When a backward pass or fumble hits the ground, the ball is dead at the spot where it hits the ground or goes out-of-bounds.

    XII. Removing the Flag Belt:

  • When the flag belt is clearly taken from a ball carrier or a defensive player makes the clip detach, the play ends. Where the ball is at the time of the detaching of the flag is where the new line-of-scrimmage will be placed.
  • A defensive player may not hold, push, or knock any ball player down in an attempt to remove the flag.
  • Any player that tackles an opponent as in tackle football will be AUTOMATICALLY DISQUALIFIED. If a players' flag belt becomes detached prior to an opponent pulling the flag belt off, the ball will become dead when the player is legally tagged with a one hand touch, while in possession of the ball, between the shoulders and knees, including the hands and the arms.
  • Any contact with the QB may be interpreted as roughing the passer. Go for his/her flag. If you hit the ball and QB, you will be penalized.
  • Do not push the ball carrier out-of-bounds. Go for his/her flag. This can be interpreted as illegal contact or a personal foul.

    XIII. Blocking:

  • No blocking of any kind is allowed in 4x4 Flag Football.
  • Run away from the offensive play which has the ball!!!

    XIV. Ball Carrier:

  • Flag guarding is illegal. This includes any use of the hands, arms, ball, or legs to deny the opportunity for opponents to pull or remove the flag belt. This also includes the lowering of the shoulder or use of a "stiff arm" against a defensive player.
  • Players may jump, spin, or dive. However, hurdling, the attempt of a player to jump over another player is illegal. If a player contacts a defensive player while diving, this is also considered illegal, and will be penalized as flag guarding.

    XVI. The Field

  • The field will be 25 yards wide.
  • The field will be 50 yards long with two 10 yard end zones. Which is 70 yards in all.
  • "No Run Zones" are placed 5 yards from the end zone and 5 yards from mid-field.
  • Midfield will be 25 yards from each end zone.

    XVII. Team Area:

  • Players from opposing teams not in the game shall remain on opposite sidelines during the game. The team area shall be 5 yards off of the playing field, and between the two 30 yard lines, cones may mark this area. Choice of sidelines is determined by the first team to occupy each sideline once they have the right to the field.
  • Only players and coaches on the rosters are aloud in the team area. All other fans or spectators have to remain in designated areas (i.e. stands). Reminder the teams are responsible for their fans.

    XVIII: Ejections:

  • As in all intramural contests, if a participant is ejected from a contest, he/she is immediately ineligible for further competition in any intramural activity until cleared by the Coordinator of Intramural Sports or his/her designate.

    XIX: Co- Rec Rules

  • Players: The Co-Rec game shall be played between two teams of 4 players, 2 men and 2 women. A minimum of 3 (2 men and 2 women or visa versa) players will be required to avoid forfeit. Teams may play with no more than 2 players and no less than 1 players of one gender.
  • Co-Rec Passing Rules:
  • A. "Open" means anything can happen during the next play. "Closed means anything can happen except a male receiver can catch a pass from a male passer.
  • B. Before each play the referee will announce if the play is "Open" or "Closed"
  • C. During the offensive team's possession there may not be 2 consecutive forward pass completions from a male passer to a male receiver. This rule applies to the try.
  • D. If a male passer completes a legal forward pass to a male receiver, the next legal forward pass completion must involve either a female passer or a female receiver for positive yards. If a pass is completed to a female and the new line-of-scrimmage is behind the old line-of-scrimmage the play is still considered dead.
  • Co-Rec Rushing Rules:
  • A. No male player's can advance the ball pass his own line-of-scrimmage. (5 yard penalty)
  • a. If a male player catches a forward pass behind his own line-of-scrimmage he may not advance the ball forward past the original line-of-scrimmage. (5 yard penalty)

    XVII. Penalties

  • Loss of 5 Yards
  • 1.Offsides
  • 2. Illegal Motion (false start)
  • 3. Illegal forward pass
  • Loss of 10 Yards
  • 1. Pass Interference
  • 2. Illegal Contact (Blocking, pushing)
  • 3. Illegal Flag Pull (Prior to catch)
  • 4. Illegal Rush (In front of 7 yards)
  • 5. Offensive Pass Interference
  • 6. Flag Guarding
  • 7. Delay of Game
  • All defensive fouls will also result in an automatic first down for the offense.
  • All Offensive penalties result in a loss of down for the offense given the penalty happened after the snap.
  • 1) Referees determine incidental contact, which may result from normal run play.
  • 2) All penalties will be assessed from the line of scrimmage.
  • 3) Only the team captain may question the referee's calls. Judgment calls cannot be questioned.
  • 4) Games cannot end on a defensive penalty, unless the offense declines the penalty.
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    Ultimate Frisbee

    Eligibility:

  • All participants must show a valid University of Nebraska Omaha student, faculty/staff, or alumni activity card. Metro Students must present a pink slip prior to their first participation and bring with them a Metro ID card or Driver's License.

    Game Rules:

  • Teams will consist of 7 players per team on the field. The field will be 70 yards long with two 15-yard end zones. The game will consist of two 18-minute, running clock halves. The first team to score 15 goals will be declared the winner if time still remains. The clock will only stop for timeouts, injuries, and other extreme situations as decided by the supervisor.

    MUST start the game with minimum of 5 players.

    Timeouts:

  • Each team will have one-60 second timeout per half. The team must have control of the disc to call a timeout.
  • The disc will be put into play where it was when time was called. If a team is out of timeouts and calls a timeout, it will result in a turnover.

    Substitutions:

  • Substitutions can only be made:
  • After a goal and before the ensuing throw-off
  • Before the beginning of play
  • To replace an injured player
  • During a timeout

    Throw-Off:

  • 1) A throw-off begins play at each half and after a goal is scored. Each time a goal is scored the teams switch the direction of their attack, and the scoring team throws-off. Members of the throwing team must be completely in their end zone, and are free to move about in their end zone until the throw is made. After the disc is released the members of the throwing team may leave their end zone. Players on the receiving team must have at least one foot in their end zone, and must remain there until the disc is released. The receiving team captain must wave his arm to signal his team is ready to receive the throw.
  • 2) No player on the throwing team may touch the throw-off in the air before the receiving team touches it. If a member of the receiving team catches the throw-off on the playing field proper, that player must put the disc into play from that spot. If the disc is caught in the end zone or out of bounds the receiving team will put the disc in play close to the spot where it went out, and play from there.
  • 3) If the receiving team touches the throw-off and does not catch the disc, the throwing team will gain possession where the disc was touched.
  • 4) If the disc hits the ground, and it is not touched, the receiving team will put the disc in play from that point.
  • 5) If the disc goes out of bounds on the fly, the receiving team has the option of taking the disc from the point it went out of bounds, or asking for a re-throw.

    Out of Bounds:

  • 1) The disc may fly outside the perimeter line and return to the playing field, and the defensive players may go out of bounds in order to make a play on the disc.
  • 2) A player is out of bounds when he is contacting an out of bounds area. When a player is in the air, his status is determined by his location when he left the ground.
  • 3) For a receiver to be considered in bounds after gaining possession of the disc, the first contact point must be completely in bounds. If any portion of the first contact point is out of bounds, the player is considered to be out of bounds.
  • 4) Should the momentum of a player carry him out of bounds after making a catch and land in bounds, the player is considered in bounds. The player carries the disc to the point where he went out of bounds and puts the disc into play at that point.
  • 5) To start or restart play after the disc has gone out-of- bounds, a member of the team gaining possession of the disk must carry the disk to the point on the playing field proper nearest where the disc last crossed the perimeter line, and put the disk into play at that point.
  • 6) The thrower may pivot in and out of bounds, providing the same part of the pivot foot contacts the playing field.
  • 7) If a pass does not come in bounds the opposing team gains possession of the disc where it left the field of play only if the defense did not contact the disc.

    ENDZONES

  • 1. If a team gains possession in the end zone which it is defending:
  • a. The player taking possession must make the immediate decision to either:
  • I. Put the disc into play from that spot, or
  • II. Carry it directly to the closest point on the goal line and put it into play from there. If this option is chosen, the player taking possession may not throw a pass during the approach. SCORING
  • 1. A goal is scored when an offensive player completes a pass to a teammate in the end zone that his/her team is attacking.
  • 1. In order for the receiver to be considered in the end zone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the end zone.
  • 2. A player cannot score by running into the end zone with the disc. Should a receiver's momentum carry him/her into the end zone after gaining possession, s/he must carry the disc back to the goal line ant put the disc into play from there.

    TURNOVERS

  • 1. An incomplete, intercept, knocked down, or out-of-bounds pass results in a loss of possession.
  • 2. A pass is considered intercepted if a defensive player catches a pass. If a defensive player catches a pass and accidentally looses possession of it before or during ground contact related to that catch, the defender is considered to have blocked rather than intercepted the pass.
  • 3. The following actions result in a loss of possession and a check:
  • A. If the marker's count reaches the maximum number;
  • B. If the thrower intentionally deflects a pass to him/herself off another player.
  • C. If the disc is handed from player to player.
  • D. If the thrower catches his/her throw on her own. However, if another player touches the disc during its flight it is considered a complete pass and not a turn over.

    THE THROWER

  • 1. If the disc is on the ground, whether in-or out-of-bounds, any member of the team becoming the offense may take possession of the disc. Once the offensive player has picked up the disc, the player is required to throw the disc into play.
  • 2. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released except in the case where the thrower has just received a pass and is throwing before the third ground contact.
  • 3. The thrower has the right to pivot in any direction. However, once the marker has established a legal defensive position, the thrower may not pivot into him/her.
  • 4. It is considered an incomplete pass, if the disc is dropped by the thrower without defensive interference; it is considered an incomplete pass.
  • 4. The thrower may throw the disc in any way he/she wishes.

    THE MARKER

  • 1. Only one defensive player may guard the thrower at any one time; that player is the marker.
  • 2. The marker may not straddle (i.e. place his/ her foot on either side of) the pivot foot on the thrower.
  • 3. There must be at least one disc's diameter between the upper bodies of the thrower and the marker at all times. It is the mutual responsibility of both players to respect each other's position and not encroach into the area once it is established.
  • 4. The marker cannot position arms in such a manner as to restrict the thrower pivoting.
  • 5. Stalling:
  • A. A defensive player within (3) meters of the pivot foot of the Pivot foot of the thrower may initiate a stall count. If an offensive Player moving into the throwing position "stands over the disc" (i.e. within three meters) without putting the disc into play, the marker may issue a 'Delay of Game' warning. If the disk is not picked up, the marker may initiate a stall count.
  • B. The count consists of the marker calling "Stalling" or "Counting" at one-second intervals from one to ten (1-10) loudly enough for the thrower to hear.
  • C. If the thrower has not released the disc at first utterance of the word "ten", a turn over and a check result.
  • D. If the defense decides to switch markers, and if the new marker wishes to initiate a stalling count, she/he must start again from one (1).
  • E. In the event of a stall, the one marker, now the offensive player does not have to take the disk after the check. The once-thrower, now marker, checks the disc to the new thrower; if he/she does not want the disc, the marker "checks" the disc by placing it on the ground and calling "in play".

    THE RECEIVER

  • 1. The receiver is any offensive player either in the act of catching the disc, or not in the act of catching the disc, or not in possession of the disc
  • 2 Bobbling to gain control of the disc is permitted, but purposeful, controlled bobbling to oneself (i.e. tipping, delaying, guiding or brushing) in order to advance the disc is considered traveling and is not allowed.
  • 3. After catching a pass, the receiver is only allowed the fewest number of steps required to come to a stop and establish a pivot foot.
  • 4. If the receiver is running or jumping as he/she catches the disc, the receiver may throw a pass before the third ground contact after catching the disc without coming to a complete stop; however, change in direction or increase in speed while in possession of the disc is a traveling violation.
  • 5 If offensive and defensive players catch the disc simultaneously, The offense retains possession.
  • 6. If a pass arrives in such a manner that is unclear whether a catch was made before the disc contacted the ground (grass is considered part of the ground), the official makes the call.
  • 7. If it is ever unclear where a receiver was in-or out of bounds at the point of making a catch, the official makes the call.
  • 8. Force-Out Foul If an airborne receiver catches the disc and is contacted by a defensive player before landing, and that contact caused the receiver to land out-of-bounds instead of landing in-bounds, the receiver must either call him/herself out-of-bounds, or call a force-out foul on the defensive player. If this foul occurs in the end zone and it is uncontested, a goal is awarded.

    FOULS

  • 1. Fouls are the result of physical contact between two opposing players. The player who has been fouled and must be announced by calling out the word "Foul" immediately after the foul has occurred can only call a foul.
  • 2. The player initiating contact is guilty of a foul.
  • 3. Throwing fouls:
  • A. A throwing foul may be called when there is contact between the thrower and the marker.
  • B. Contact occurring during the follow through (after the disc has been released) is not sufficient grounds for a foul, but should still be avoided whenever possible.
  • C. When a thrower or a marker commits a foul, play stops and possession reverts back to the thrower after a check.
  • D. If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption.
  • E. If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption.
  • 4. Catching fouls:
  • A. A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception, or knockdown. A certain amount of incidental contact during or immediately after the catching attempt is often avoidable and is not a foul.
  • B. If a player contacts an opponent before the disc arrives and thereby interferes with that opponent's attempt to make a play on the disc, that player has committed a foul.
  • C. If a player's attempt to make a play on the disc causes significant impact with a legitimately positioned stationary opponent, before or after the disc arrives, it is considered "harmful endangerment" and is considered a foul.
  • D. If a catching foul occurs and is uncontested, the player fouled gains possession at the point of the infraction. If the call is disputed, the disc goes beck to the thrower. If an uncontested foul with the exception of a force-out foul occurs, the player fouled gains possession at the closest point on the goal line to the infraction.

    VIOLATIONS

  • 1. A violation occurs when a player violates the rules in a manner that does not result in a physical contact (e.g. illegal guarding position by the marker, not establishing a pivot foot on the sideline after carrying the disc in from the out- of - bounds, etc).
  • 2. A violation may be called by any player who recognizes that a violation has occurred. The player must immediately call "violation" or name the specific violation loudly.
  • 3. Traveling:
  • A. The thrower must keep all or part of the pivot foot in contact with a single spot on the field.
  • B. If the receiver obviously takes more steps than are required to stop after catching a pass, the player has traveled.
  • C. If a player, after receiving a pass on the run, releases a pass after the third ground contact and before coming to a complete stop, that receiver has traveled.
  • 4. Strip:
  • A. No defensive player may touch the disc while it is in the possession of the thrower or receiver. If a defensive player does so, causing the thrower to drop the disc, the player in the possession calls "strip".
  • B. The player in possession then picks up the disc and play continues unhalted, from the point where the thrower gained possession.
  • C. A contested strip of the receiver is treated the same as a contested foul; an uncontested strip in the end zone is goal.
  • 5. Double team:
  • a. Only one marker is permitted to guard the thrower.
  • b. No other defensive player may establish a position within 3 meters of the pivot foot of the thrower, unless they are guarding another offensive player in that area.
  • c. Should the thrower recognize a double team situation, they should call "double team" as a warning. On the first call, the marker must subtract 2 from the stall count. If double team is called again within the same 10 seconds, play stops and is resumed after a check with the count reset.

    POSITIONING

  • 1. It is the responsibility of players to avoid contact in any way possible. Violent impact with legitimately positioned opponents constitutes harmful endangerment, a foul, and must be strictly avoided.
  • 2. Every player (excluding the thrower) is entitled to occupy any position on the field not occupied by any opposing player, provided they do not cause any personal contact.
  • 3. Picks
  • a. No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team; to do so is "pick'.
  • b. In the event of a pick, the obstructed player must immediately call out "pick", play stops, is resumed after a check.
  • 4. When the disc is in the air, players must play the disc, not the opponent.
  • 5. The principle of verticality: All players have the right to the space immediately above them. Thus a player cannot prevent an opponent from making an attempt on a pass by placing his/her arms above the opponent. Should contact occur, the player restricting the vertical area is responsible?
  • 6. A player who has jumped is entitled to land at the same spot without hindrance by opponents. They may also land at another spot, provided the landing spot was not already occupied at the time of take-off.

    Clarifying Statements on fouls, violations and Picks

  • 1. CARDINAL RULE: Whenever an infringement of the rules or a time-out occurs, play is halted and the disc is put back at the point of the last possession before play was stopped.
  • 2. Continuation rule:
  • a. Disc in the air
  • i. If a foul, violation, or pick is called while the disc is in the air, the play is always completed
  • ii. If a team which called the foul, violation, or pick gains possession as a result of that pass, play continues unhalted. Players should call "Play on"
  • iii. If the pass is completed, but the defense effort on the pass was affected by the violation, the pass does not count and the possession reverts to the thrower.
  • b. Disk not in the air
  • i. If a foul, violation or pick is called while the disk is not in the air, and a player attempts a pass before play has stopped, and the pass is incomplete, it is a turn over.
  • ii. If a foul, violation or pick is called while the disk is not in the air and a player attempts a pass before play has stopped, and the pass is completed, the pass does not count, and possession reverts back to the original thrower.
  • 3. If there is ever a failure to come to an agreement over any call, the official has the call.
  • 4. If the marker counts too fast, the thrower may call "fast count".
  • 5. Should a foul or violation result in possession reverting to a thrower who is airborne while releasing the disc, play shall be restarted at the point on the playing field closest to the location from which the throw was made.


    Dodgeball

    COURT:

  • The official court will be a standard volleyball court

    PLAY:

  • 6 players playing per team. A team needs four players to start. Co-Rec teams must start an equal or lesser number of males than females.
  • A match may consist of a 5 game series. Teams change court/side after each game. Six minute time limit per game. If teams are ties after six minutes, game is decided by sudden death.
  • Six dodge balls are used for the game.
  • Players then take a position behind their end line. After a signal by the official, teams approach the centerlines to retrieve the balls.
  • Balls must be taken back across their attack line before they can be thrown at an opposing player. If the ball is not taken behind the attack line before it is thrown, the throw will not count.
  • If an opposing player is hit with any ball that has not yet touched the floor, wall, or ceiling, that player is "out".
  • Play continues until one team is eliminated.
  • The first team to win a majority of games wins the match.

    RULES OF PLAY:
  • Uniforms and clothing are considered part of a player's body.
  • Any ball that touches the floor, ceiling or wall is a dead ball.
  • If a defender catches a "live" thrown ball the thrower is out and one player then returns to the defender's side in order of first out, first in.
  • If a defender attempts to catch a live ball, but drops it, the defender is out.
  • The defender may block a live ball with another ball. That ball is still a live ball however, until it hits the floor, wall or ceiling.
  • If a blocking ball is dropped as a result of contact from a live ball, then the player who drops the ball is out.
  • A player may block a live ball, then throw the blocking ball down and catch a live ball.
  • A player shall not leave the playing field to avoid being hit or in an attempt to catch a ball.
  • Players who have been called out may retrieve stray balls for their teammates.
  • Any team intentionally delaying the game is subject to a penalty.
  • Headshots resulting from a high thrown ball result in the thrower being called out.
  • A player hit in the head while ducking or dodging is out.
  • Unsportsmanlike conduct will result in immediate ejection from the match.
  • Teams may not hold on to all of the dodge balls for more than 5 seconds. Penalty-stalling; all dodge balls return to the center line for a "restart".
  • Players have 5 seconds to retrieve a dodge ball which is out of bounds. Penalty-stalling; player is "out".
  • All decisions made by the referee concerning catch/no catch, live/dead ball, inbounds/out of bounds and substitution order are final.

  • Kickball

    RULES
    There will be 1-2 officials/umpires. There will be an intramural supervisor to keep track of score and outs and supervisor game play.
    • A team consists of seven players. A minimum of five is needed to start the game. If a player is injured, or exits the game, a team may play with no fewer than four players.
    • Games are six innings or 45 minutes.
    • The batter is out in situations similar to softball (force outs, pop outs, etc.) In addition, a runner is out when he/she is hit by a thrown ball below the waist.
    • The ball is put into play when the pitcher 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.
    • 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 strike outs or walks. After the 4th inning the umpire may rule the pitch was kickable and rule an automatic out for delay of game. The umpire may also rule that the pitch was unkickable and award a walk to first base.
    • A batter gets only one attempt at kicking the ball.
    • If a batter kicks the ball foul once, he/she is allowed to kick once more. If the batter kicks the ball foul a second consecutive time, they are called out.
    • A runner who leaves the base before the pitch reaches home plate or is hit, is out and the ball is dead. Leading off and stealing bases between pitches is not allowed.
    • One designated batter or extra batter is allowed.
    • Shoes must be worn on all players. No kind of cleats are allowed.
    • Forfeit time has been established as game time, teams should report to the Intramural Supervisor a minimum of 15 minutes before the scheduled starting time of the game and fill out the score sheet and for the coin flip
    • The manager or team representative must list the batting order by name or number prior to the start of the game. Score sheets are available from the Intramural Staff Assistant at the fields.
    • A coin flip will determine the choice of home and visiting teams.
    • No infield practice is allowed after the first inning.

    Mercy Rule - Game will end under Mercy Rule if a team is leading by 15 after three innings or leading by 10 after four or more innings.

     


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For more information contact Mav-Rec Intramurals:

HPER Room 205
554-2634