Intramural Sport Rules

All sport rules are listed below. For further assistance, contact Campus Recreation.

Intramural Sport Rules

5V5 Basketball

Sonoma State University Intramural Sports Policies will be applied and can be found on our website listed above. The official NFHS Basketball Rule Book shall govern all rules not covered by this supplement.

SECTION 1 - Player Eligibility

Official Roster must be completed by the established date. Please check the IMLeagues.com website for the cutoff date for player eligibility. A player must be on the IMLeagues Roster Print Out by the time of game time. 

SECTION 2 - The Game

  1. The game shall be played by two teams of five players on each team.
  2. Each team must have a minimum of four players to start the game.
  3. Players must check in 5 minutes before game time to sign in with the score sheet and tell them their number. 
  4. If the team cannot field a 4-person team by game time, it is considered a forfeit and the other team will be awarded the win. 

SECTION 3- Equipment

  1. Appropriate gym footwear must be worn.
  2. No jewelry that could impose a risk to other players or one’s self.

SECTION 4 - Sportsmanship

  1. In order for teams to make playoffs, teams will need to receive an overall sportsmanship rating of 3.0. 
  2. The following scale will be how the Intramural Sports Staff determines your team’s rating per game. 

5 Points = Excellent Sportsmanship: Team members cooperate fully with the officials and opposing team members. The captain calmly converses with officials about rule interpretations and calls. The captain also has full control of his/her teammates. 

4 Points - Good Sportsmanship: Team members verbally complain about some decisions made by the officials and/or show minor dissent but overall, the captain has control over his/her teammates. Teams that receive one yellow card or one technical will automatically receive no higher than 4 points for that game. 

3 Points = Average Sportsmanship: Team displays verbal dissent towards officials and/or the opposing team. Captain exhibits minor control over his/her teammates. Teams that receive 2 yellow cards or 2 technicals will automatically receive no higher than a 3 for that game. 

2 Points = Poor Sportsmanship: Teams constantly comment to the officials and/or opposing team from the playing area and/or sidelines. The team captain exhibits little to no control over teammates or himself/herself. Teams receiving 3 unsportsmanlike conduct penalties shall receive no higher than 2 points for that game. 

1 Point = Unacceptable Sportsmanship: Team is completely uncooperative. Captain has no control over teammates and/or himself/herself. Any team causing a game to be forfeited by unsportsmanlike behavior, or receives four unsportsmanlike conduct penalties shall receive 1 point for that game. The captain of any team receiving a 1 point must make an appointment with an Intramural Supervisor Staff Member before further play will be permitted. A team that has a player ejected from a contest will receive an automatic 1 point for that game. That player must meet with an Intramural Supervisor Staff Member before further play will be permitted. If your team forfeits a game, your sportsmanship rating will automatically be dropped to 1 point for that game. 

SECTION 5 - Scoring and Timing 

  1. A goal is made when a live ball enters the basket from above and remains in or passes through. 
  2. A goal scored shall be awarded two points three points if taken from behind the three point arc. A free throw score shall be awarded one point. 
  3. Playing time shall be two- 20 minute halves. The clock will stop only during a charged time out; or during the last two minutes of the game on every whistle and dead ball, unless there is a 15-point or greater difference between the teams. 
    • Each team shall be permitted one timeout per half. These timeouts do not carry over. Each team gets one timeout per overtime period. They do not carry over. 
    • Timeouts do not advance the ball.
  4. There shall be a five-minute intermission between halves. 
  5. If the score is tied at the end of regulation, play shall continue without change of baskets for as many as two overtime 2 minute periods. If the game is still tied after two overtime periods then it will result in the first team to score. The clock will stop at each overtime period. Fouls shall be administered as a continuation. One time out will be available per each overtime period and do not carry over. 

SECTION 6 - Uniform

  1. Players should bring both white and dark jerseys with numbers on them. The Home team will be required to wear white and the Away team will be required to go dark. IMLeagues determines which team is home or away and may be checked on IMLeagues.com. NO GREY SHIRTS ARE ALLOWED. All numbers must be at least 4 inches tall. No jewelry is allowed during gameplay. 

SECTION 7 - Subbing

  1. All players must check in with the Referee and wait for the referees approval before entering the game. 
  2. Players may only sub during a dead ball. Made baskets are NOT dead balls. 

SECTION 8 - Mercy

If the game’s point differential is 15 points or more when there is 2 minutes remaining in the game, the clock will continue to run until the game is over.  

SECTION 9 - Out of Bounds and Throw In

  1. The ball is out-of-bounds when it touches a player, any person, the floor, or any object on or outside a boundary; or the supports or back of the backboard.
  2. The ball is awarded out-of-bounds after:
    • A free throw for a technical foul
    • A violation
    • A field goal or successful free throw for person foul
    • An awarded goal
    • A charging foul
    • A common foul until the bonus rule goes into effect
    • A held (jump) ball. The ball will be awarded to the team based on alternating possession after the jump-ball to begin the game.
    • To begin the second half (based on possession)
    • After a time-out
  3. The player taking the ball out-of-bounds must hold his/her spot unless it is after a successful or awarded goal.
  4. When a team is entitled to a throw-in, an official shall clearly signal the act which caused the ball to become dead, designate the throw-in spot unless it follows a successful goal or awarded goal, and indicate the player or team entitled to the throw in. The official shall hand (not toss) the ball to a player for a throw in, unless the throw-in is from outside an end line following a successful goal.
  5. If the throw in spot is behind a backboard, the throw in shall be made from the nearer free throw lane line extended.
  6. After a successful or awarded goal, the team not credited with the score shall make the throw in from behind the end goal line to a teammate behind the end line who then inbounds the ball. They may run from sideline to sideline and have 5 seconds to inbound the ball. 
  7. After a technical foul or intentional foul, any player of the team to whom the free throw has been awarded shall make the throw-in from out-of-bounds at the half-court line, opposite the table. 
  8. After a free throw violation by the throwing team, any opponent of the throwing team shall take the ball out of bounds at the free throw line extended (on the side-line).
  9. A player inbounding the ball must throw the ball into play within five seconds of receiving it from the official.

SECTION 10 - Free Throws

  1. When a free throw is awarded, an official shall take the ball to the free throw line of the offended team. After allowing reasonable time for players to take their positions, he/she put the ball in play by handing it to the free thrower. 
  2. During a free throw for a personal foul, each of the lane spaces adjacent to the end line must be occupied by one opponent of the thrower. A teammate of the free thrower is in the next adjacent lane space. Spaces are to alternate opposing players, if spaces are requested.
  3. Not more than one player may occupy any part of a designated lane space.
  4. If the ball is to become dead when the last free throw for a specific penalty is not successful; players shall not take positions along the free throw lane. All players other than the shooter must remain behind the top of the three point line extended. 
  5. Free throws awarded because of technical foul may be attempted by any player of the offended team. 
  6. No player may occupy any lane spaces during the technical foul free throw.

SECTION 11 - Violations and Penalties

  1. Free Throw: no player shall violate the following free throw provisions:
  • The try shall be attempted from within the free throw circle and behind the free throw line. 
  • After the ball is placed at the disposal of a free thrower:
    • The free thrower shall throw within ten seconds and in such a way that the ball enters the basket or touches the rim before the free throw ends.
    • The free thrower shall not purposely fake a try.
    • No opponent shall disconcert the free thrower. This includes, but is not limited to, addressing the player taking the free throw, and entering the key with any part of the body.
    • Non-throwing players may not enter the key until the free throw has been released from the shooter’s hand.
    • The player shooting the free-throw and players outside the three point arc do not enter the key until the ball makes contact with the rim.
  • If the violation is by the free thrower’s opponent only, free throw is still attempted; if the try is successful, the gola counts and the violation is disregarded; if the try is unsuccessful, a substitute attempt will be made by the same player.
  • If the violation is by the free thrower or his/her teammate only, no point can be scored by that throw. The ball becomes dead when violations occur. The out-of-bounds provision does not apply if the free throw is to be followed by another free throw.
  • If there is a violation by both teams, ball becomes dead and the play must be replayed (regardless if the shot is made).
  1. Throw In:
  • The player putting the ball in play shall not:
    • Leave the designated throw in spot. EXCEPTION: after a successful field goal or awarded score.
    • Fail to pass the ball directly into the court so that after it crosses the boundary line it touches or it is touched by another player on the court before it goes out-of-bounds.
    • Consume more than five seconds from the time the throw in starts until it leaves the player’s hands, 
    • Carry the ball onto the court.
    • Touch the ball in the court before it touches another player.
    • Throw in the ball so that it enters the basket before touching anyone.
  • No defensive player guarding the in bounder shall have any part of his/her person beyond the inside plane of the boundary line before the ball has crossed the line. A warning will be given after the first instance and a technical foul will be assessed thereafter. A technical foul will be immediately assed if the opposing team touches the ball while the person throwing the ball is in possession outside the boundary
  1. Kick or Fist:
  • No player shall kick the ball, strike the ball with the fist, or cause the ball to enter and pass through the basket from below.
    • Kicking the ball is a violation only when there is an apparent attempt to kick the ball.
  1. Traveling:
  • No player shall travel (run with the ball). Traveling is considered taking more than two running steps without dribbling the ball. Traveling also occurs when a set player moves his/her pivot foot.
  1. Double Dribble:
  • A player shall not dribble the ball with both hands simultaneously, nor shall a player dribble a second time after his/her first dribble has ended, unless it is after he/she has lost control because of :
    • A try for a field goal
    • The ball being batted away by an opponent
    • A pass or fumble which has then touched or been touched by another player opponent. 
  1. Carrying/Palming:
  • While dribbling, no player shall catch or carry/palm the ball by allowing it to come to rest in one or both hands.
  1. Three Seconds:
  • A player shall not remain for more than three seconds in his/her own free throw lane while the ball is in control of the player’s team in his/her own front court. Allowance shall be made for a player who, having been in the restricted area for less than three seconds dribbles or moves in to try for a goal. If the player passes off after the dribble, it is a violation. 
  1. Closely Guarded Player:
  • A player shall not hold or dribble the ball anywhere on the court for longer than 5 seconds if he/she is closely guarded by a defender- in an active guarding position within 6 feet,  a closely guarded situation does not exist. (ie. if a player is setting a screen)
  1. Forward/Back Court:    
  • The ball is established in the front court once both ball handler’s feet and the ball crosses the half-court line. 
  • After crossing the half court line, a player with possession may not cross back unless: 
    • An inbound pass thrown into the back court.
    • The ball is knocked into the back court by a defensive player.
  • Back Court Violation: the ball must be advanced past the mid court within ten seconds after being inbounded.
  • Over and Back Violation: after crossing the mid-court line, the team with possession may not cross back without the ball having been touched by the opposing team.
  1. Basket Interference and Goaltending:
  • A player shall not touch the ball or basket (including net) when the ball is on or within the basket.
  • A player shall not touch the ball when any part of the ball is in the cylinder. The lower base of the cylinder is the rim of the basket.
  • A player shall not touch the ball during a field goal try while it is in its downward flight entirely above the basket rim level and has the possibility of entering the basket.

PENALTY: (For Sections 1-9) Ball becomes dead or remains dead when a violation occurs. Ball is awarded to the opponent for a throw in at the out of bounds spot nearest the violation. For Section 10, if the violation is committed by the defensive team, the offended team is awarded the points. If the violation is committed by the offensive team at their own basket, no points will be scored. The ball is awarded to the opposing team out of bounds at either side of the free throw line extended. 

SECTION 12 - Personal Fouls:

  1. A player shall not:
  • Hold, push, trip, nor impede the progress of an opponent by an extended arm, shoulder, hip, knee, or by bending the body into the other than a normal position.
  • Use rough tactics (subject to the discretion of the official).
  • Contact an opponent with his/her hand unless such contact is only with the opponent’s hand while it is on the ball or is an incidental attempt to play the ball.
  • A dribbler shall not:
    • Use his/her forearm or hand to prevent an opponent from playing the ball.
    • Use his/her arm or elbow to hook around or hold the defensive player.
  1. Charging:
  • Defined as: personal contact, with or without the ball, by pushing or moving into an opposing player’s torso. In order for charging to occur, a defensive player must beat the offensive player to the spot.
  • A player shall not charge into nor contact a defender in his/her path, attempt to dribble between two defenders, or between a player or boundary, unless there is enough space to provide a reasonable chance for him/her to go through without contact.
  • Contact caused by the momentum of an offensive player who has attempted a field goal is a form of charging.
  • If a defensive player is positioned under the basket, while attempting to take a charge, advantage is given to the offensive player and blocking will be called on the defensive player. If contact is insufficient, then a no call will be made.
  1. Screens and Picks:
  • A player who screens shall not:
    • When behind a stationary opponent, take a position closer than a normal step from him/her.
    • When he/she assumes a position at the side or in front of a stationary opponent, initiates contact with him/her.
    • Take position so close to a moving opponent that this opponent cannot avoid contact by stopping or changing direction.
      • Note: The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be one or two normal steps or strides from the opponent.
    • After assuming his/her legal screening position, move to maintain it.
  1. Elbows:
  • A player shall not excessively swing his/her arms or elbows, even if there is no contact with an opponent. If excessive swinging results in contact with an opponent, it is at least, a personal foul regardless of the force with which the arms or elbows are swung.

SECTION 13 - Penalties for Personal Fouls

  1. Offender is charged with one foul and if it is the player’s fifth personal foul, the offender is disqualified.
  2. The offended player is awarded free throws as follows:
  • One free throw for a foul against a field goal attempt that is successful.
  • Two free throws for:
    • A foul against a field goal thrower whose try is unsuccessful inside the three-point arc.
    • An intentional foul (plus offended team’s ball out of bounds.
  • Three free throws for a foul against a field goal thrower whose try is unsuccessful outside of the three-point arc.
  • Bonus free throws for each common foul (excluding charging) beginning with a team's seventh personal foul during half provided the first attempt is successful (one and one). Ten team fouls in a half will automatically result in 2 free throws.

SECTION 14 - Technical Fouls

  1. All technical fouls will result in an awarded of 2 free throws plus the possession of the ball.
  • If a player on the court commits a technical foul, two free throws are awarded.
  1. A flagrant or intentional foul carries the same penalty as a technical foul.
  2. If bench personnel commit a technical foul, it will result in two free throws and possession of the ball.
  3. Hanging on the rim (unless it is to protect a player) will result in a technical.
  4. The second technical foul call on any one person during the game will result in the ejection of that player.

SECTION 15 - Dunking

  1. Dunking is allowed during games and in warm-ups. 
  • Hanging on the rim in game or warm up will result in a technical foul.

5V5 Indoor Soccer

Sonoma State University Intramural Sports Policies will be applied and can be found on our website listed above. The official F. I. F. A. Soccer Rule Book shall govern all rules not covered by this supplement.

SECTION 1 - Player Eligibility

Official Roster must be completed by the established date. Please check the IMLeagues.com website for the cutoff date for player eligibility. A player must be on the IMLeagues Roster Print Out by the time of game time. In a Joe’s League, no club players or NCAA players of the same sport are allowed to participate. In a Pro’s League, only one NCAA player are allowed per team and no limit on the amount of club players per team. Once a player has played or redshirted for 1 year of NCAA in the same sport, he is always labeled a Pro and must play only in a Pro’s League. 

SECTION 2 - The Game

  1. The game shall be played by two teams of five players on each team including the goalkeeper. 
  2. Each team must have a minimum of four players to start the game.
  3. Co-Ed must have two women on the field at all times, not including goalkeeper.
  4. Players must check in 5 minutes before game time to sign in with the score sheet.
  5. If the team can not field a 4 man team by 10 minutes after game time, it is considered a forfeit and the other team will be awarded the win. 
  6. The offside rule does not apply in indoor soccer. 
  7. Game ball provided. 
  8. Kick-offs will be an indirect kick. Should the goalie make an attempt to block the ball coming towards the goal, the ball will be legally played. 

SECTION 3 - Sportsmanship

  1. In order for teams to make playoffs, teams will need to receive an overall sportsmanship rating of 3.0. 
  2. The following scale will be how the Intramural Sports Staff determines your team’s rating per game. 

5 Points = Excellent Sportsmanship: Team members cooperate fully with the officials and opposing team members. The captain calmly converses with officials about rule interpretations and calls. The captain also has full control of his/her teammates. 

4 Points - Good Sportsmanship: Team members verbally complain about some decisions made by the officials and/or show minor dissent but overall, the captain has control over his/her teammates. Teams that receive one yellow card or one technical will automatically receive no higher than 4 points for that game. 

3 Points = Average Sportsmanship: Team displays verbal dissent towards officials and/or the opposing team. Captain exhibits minor control over his/her teammates. Teams that receive 2 yellow cards or 2 technicals will automatically receive no higher than a 3 for that game. 

2 Points = Poor Sportsmanship: Teams constantly comment to the officials and/or opposing team from the playing area and/or sidelines. The team captain exhibits little to no control over teammates or himself/herself. Teams receiving 3 unsportsmanlike conduct penalties shall receive no higher than 2 points for that game. 

1 Point = Unacceptable Sportsmanship: Team is completely uncooperative. Captain has no control over teammates and/or himself/herself. Any team causing a game to be forfeited by unsportsmanlike behavior, or receives four unsportsmanlike conduct penalties shall receive 1 point for that game. The captain of any team receiving a 1 point must make an appointment with an Intramural Supervisor Staff Member before further play will be permitted. A team that has a player ejected from a contest will receive an automatic 1 point for that game. That player must meet with an Intramural Supervisor Staff Member before further play will be permitted. If your team forfeits a game, your sportsmanship rating will automatically be dropped to 1 point for that game. 

SECTION 4 - Scoring and Timing 

  1. A goal is made when the soccer ball completely crosses the goal line. 
  2. Playing time shall be two- 20 minute halves. Each team shall be permitted three - 30 seconds time outs at the beginning of the game. These timeouts may be used in regulation but do not carry into overtime. 
  3. There shall be a five-minute intermission between halves. 
  4. If the score is still tied, there will be a 5 minute overtime period. If the score is still tied at the end of the overtime period, the game will be decided by penalty kicks. Penalty kicks is a 3 person penalty kickoff. Three players must be chosen by their team. The players will alternate between teams from the kickoff. If the score is still tied, the process will be continued until a winner is decided. 
  • If a regular season game is tied by the end of regulation, the result is a tie. The overtime rules only apply to postseason matchups. 
  1. Time will only be stopped for time outs, injuries and the referee’s discretion.

SECTION 5 - Fouls

  1. A yellow card will be given to a player who attempts a slide.
  2. A player receiving a yellow card must sit out for THREE minutes of playing time. The entire THREE minutes of playing time must be served regardless of developments on the field. The player serving the penalty periods CANNOT be substituted; therefore his/her team plays short-handed. The assistant supervisor will note the time of the infraction and release the penalized play when the penalty period has expired. A player that receives two yellow cards in a game, will equal a red card and will have to sit out for the remainder of the game. The player will then need to set up a meeting with Intramural Supervisors before resuming in league. 
  3. A player that receives a red card will sit out the remainder of the game and will not be allowed to participate until meeting with the Intramural Supervisor. 
  4. A direct kick will be awarded if one of the following infractions occur:
  • Playing in a manner considered to be dangerous by the referee.
  • Intentionally obstructing an opponent when not within playing distance form the ball.
  • Goalie holding onto the ball for more than 7 seconds. 
  • Having too many players on the field at one time. 
  • Being guilty of unsportsmanlike conduct.
  • When the half court rule is violated.
  • Kicks or attempts to kick an opponent.
  • Trips an opponent.
  • Jumps at an opponent.
  • Charges an opponent in a violent or dangerous manner.
  • Charge an opponent from behind.
  •  Holds or pushes an opponent with his/ her hands or with any other parts of his/her body.
  • Handles the ball intentionally (not including this goalie in their penalty box).
  • Slides in any manner.
  1. The direct kick is taken from the spot of the foul.
  2. A drop ball will occur when the ball gets stuck in the teams dugouts. 
  3. If a ball comes into contact with or goes above the basketball hoops, or if the ball goes up and into the 2nd floor opening, the result will be a dead ball. A free kick will be awarded to the team that did NOT touch the ball last. 

SECTION 6 - Penalty Kicks

  1. A penalty kick will be awarded when one of these fouls normally punished by a direct kick is committed in the penalty box. 
  2. Any member of the team that is out on the field when the foul was committed may take a penalty kick. 
  3. Penalty kick will be taken from about 8 feet (blue volleyball end line). All players except the shooter and the goalie will stand outside the penalty box. 
  4. While taking a penalty kick a player may only take one step to kick the ball.

SECTION 7 - Goalies

  1. Goalies are allowed to use their handles in the penalty box only.
  2. Goalies leaving the penalty box will be treated like any other player.
  3. Goalie has possession of the ball once he or she places one finger on the ball.
  4. All players must back off once the goalie has established possession of the ball.
  5. If the ball goes along side/behind/on top of the goals it is the goalies ball no matter what. 
  6. Obstructing the goalies view will not be allowed at any time. 
  7. Goalies are allowed to dive for the ball. However, if the referee determines the action to be unnecessarily dangerous or aggressive, then the action will be treated as a penalty, and the goalie will be assessed a yellow card. If this happens within the penalty box, the opposing team will be awarded a penalty kick. 
  8. The goalie may not throw the ball from the penalty area past the halfway line without another player touching it. If this is violated it will result in the other team receiving a free kick from half court. 
  9. The goalie may pick up the ball and place it on the floor to initially kick the ball into play. However, the ball cannot be drop-kicked or punted. The ball must be stationary when the goalie kicks it. 
  10. Should there be a goalie change, there needs to be an acknowledgement from the officials and can only be made during a dead ball. 

SECTION 8 - Subbing

  1. Free substitutions during the game will be allowed.
  2. A substitute may not go on the field until a player comes completely off. 
  3. A goalie switch can only happen on a dead ball and the officials must be notified of the change.

4V4 Flag Football

Sonoma State University Intramural Sports Policies will be applied and can be found on our website listed above. The official NFHS Football Rule Book shall govern all rules not covered by this supplement.

SECTION 1 - Player Eligibility

Official Roster must be completed by the established date. Please check the IMLeagues.com website for the cutoff date for player eligibility. A player must be on the IMLeagues Roster Print Out by the time of game time. In a Joe’s League, no club players or NCAA players of the same sport are allowed to participate. In a Pro’s League, only one NCAA player are allowed per team and no limit on the amount of club players per team. Once a player has played or redshirted for 1 year of NCAA in the same sport, he is always labeled a Pro and must play only in a Pro’s League. 

SECTION 2 - The Game

  1. The game shall be played by two teams of four players on each team.
  2. Each team must have a minimum of three players to start the game.
  3. Co-Ed must have two women on the field at all times.
  4. Players must check in 5 minutes before game time to sign in with the score sheet.
  5. If the team can not field a 3 man team by 10 minutes after game time, it is considered a forfeit and the other team will be awarded the win. 
  6. The game will consist of 2 - 20 minute halves with a 5 minute half time. 
  7. Rock paper scissors will determine who has the choice of receiving or kicking and then the opposite team will decide which way they want to go. 
  8. There is no kick off and the ball will be placed on the 5 yard line at the beginning of play or after the opposing team has scored.
  9. There will be cones placed in 12.5 yard increments creating 4 zones. The offensive team will have 4 downs to advance to the next zone. Once entering a new zone you will have another 4 downs to get to the next zone regardless if you go behind your current zone. 

SECTION 3 - Sportsmanship

  1. In order for teams to make playoffs, teams will need to receive an overall sportsmanship rating of 3.0. 
  2. The following scale will be how the Intramural Sports Staff determines your team’s rating per game. 

5 Points = Excellent Sportsmanship: Team members cooperate fully with the officials and opposing team members. The captain calmly converses with officials about rule interpretations and calls. The captain also has full control of his/her teammates. 

4 Points - Good Sportsmanship: Team members verbally complain about some decisions made by the officials and/or show minor dissent but overall, the captain has control over his/her teammates. Teams that receive one yellow card or one technical will automatically receive no higher than 4 points for that game. 

3 Points = Average Sportsmanship: Team displays verbal dissent towards officials and/or the opposing team. Captain exhibits minor control over his/her teammates. Teams that receive 2 yellow cards or 2 technicals will automatically receive no higher than a 3 for that game. 

2 Points = Poor Sportsmanship: Teams constantly comment to the officials and/or opposing team from the playing area and/or sidelines. The team captain exhibits little to no control over teammates or himself/herself. Teams receiving 3 unsportsmanlike conduct penalties shall receive no higher than 2 points for that game. 

1 Point = Unacceptable Sportsmanship: Team is completely uncooperative. Captain has no control over teammates and/or himself/herself. Any team causing a game to be forfeited by unsportsmanlike behavior, or receives four unsportsmanlike conduct penalties shall receive 1 point for that game. The captain of any team receiving a 1 point must make an appointment with an Intramural Supervisor Staff Member before further play will be permitted. A team that has a player ejected from a contest will receive an automatic 1 point for that game. That player must meet with an Intramural Supervisor Staff Member before further play will be permitted. If your team forfeits a game, your sportsmanship rating will automatically be dropped to 1 point for that game. 

SECTION 4 - Scoring and Timing 

  1. When a touchdown is made, the team will be awarded 6 points. The scoring team will then have the opportunity to either go for 1 (5 yard line) or 2 points (10 yard line).
  2. There are no field goals.
  3. A safety will be scored as 2 points and possession of the ball in the same spot as a kick off.
  4. The clock stops in the last 2 minute of the second half. 
  5. There are 3 timeouts per game. Time outs do not carry over to overtime. The ball must be snapped 1 minute after the timeout is called.

SECTION 5 - Overtime

  1. Rock, paper, scissors will determine who receives the ball.
  2. The receiving team will have one possession score a touchdown with no clock restrictions.
  3. The possession will begin at the last zone (opponents side of the field). 
  4. If the ball is scored there will be no extra point conversion attempt. The opposing team will have a rebuttal possession to score, if they do not succeed, the team that scored will be declared the winner. If they rebuttal possession is successful, the process will repeat until a winner is determined.
  5. If the ball is not scored, the other team will have one possession to score. If successful that team will be determined as the winner. If not the process continues.

SECTION 6- Uniform

  1. Players should bring both white and dark jerseys with numbers on them. The Home team will be required to wear white and the Away team will be required to go dark. IMLeagues determines which team is home or away and may be checked on IMLeagues.com. All numbers must be at least 4 inches tall. No jewelry is allowed during gameplay. Shorts with pockets are not allowed. 

SECTION 7 - Rules and Penalties

  1. The referee must spot the ball and give the signal that play may begin.
  2. 5 Mississippi Signal from the referee must be given before the opposing players may rush the quarterback. If a player leaves early, it will be a 5 yard penalty repeat first down.
  3. The Quarterback is not allowed to run past the line of scrimmage, even when being rushed. If the Quarterback does, it will result in a 5 yard penalty and the play will be stopped.
  4. Only 1 foot in bounds is required for it to be a catch (NCAA Rule).
  5. Punting is allowed but must be declared. There is no returning, therefore the ball is spotted where the ball goes out of bounds, stops or is caught. There is no fake punting.
  6. There are no fumbles, the ball will be spotted where the ball is dropped.
  7. There is no blocking. Once a receiver catches the ball, the offensive team must stand still, allowing only the receiver to run. A blocking penalty will result in a 10 yard penalty and repeat the down.
  8. Off Sides will result in a 5 yard penalty and repeat of first down.
  9. Passing Interference will result in a 10 yard penalty from where the penalty occurs. Offensive passing interference will result in a 10 yard penalty where that play began and loss of down.
  10. There are no flea flickers due to the fact that once the ball is caught, that person becomes a receiver and the offensive team must stop.

SECTION 8 - Charging and Tackling

  1. The ball carrier may not charge or run over/through an opposing player but must attempt to evade the opposing player. An opposing player may not run through, push or tackle a ball carrier. 
  • The penalty for this offense will be 10 yards and an automatic first down.

SECTION 9- Subbing

  1. Players may make substitutions after each play. If the offensive is in a hurry up then the defensive team is not allowed to make substitutions. 

SECTION 10 - Mercy

  1. If a team is down 25 points at or within the two-minute warning, the game will be called.

SECTION 11 - Penalty Guidelines

Loss of 5 Yards:                            Loss of 10 Yards:

  1. Delay of Game                     1. Holding
  2. Illegal Formation                  2. Illegal Contact
  3. Encroachment                      3. Kick / Catch Interference
  4. False Start                            4. Offensive Pass Interference – Offensive
  5. Illegal Motion                        5. Defensive Pass Interference – Defensive
  6. Illegal Shift                            6. Flag Guarding
  7. Illegal Procedure                   7. Unsportsmanlike Conduct
  8. Illegal Run                             8. Roughing Passer (Automatic First Down; Tack on to the end of the run)
  9. Illegal Forward Pass (Loss of Down)
  10. Illegal Snap
  11. Helping the runner
  12. Improper Equipment
  13. Illegal Participation
  14. Intentional Grounding (Loss of Down)

6V6 Volleyball

Sonoma State University Intramural Sports Policies will be applied and can be found on our website listed above. The official NFHS Volleyball Rule Book shall govern all rules not covered by this supplement.

SECTION 1 - Player Eligibility

Official Roster must be completed by the established date. Please check the IMLeagues.com website for the cutoff date for player eligibility. A player must be on the IMLeagues Roster Print Out by the time of game time.

SECTION 2 - The Game

  1. The game shall be played by two teams of six players on each team. 
  2. Each team must have a minimum of four players to start the game. 
  3. Players must check in 5 minutes before game time to sign in with the score sheet.
  4. If the team can not field a 4 person team by game time, it is considered a forfeit and the other team will be awarded the win. 
  5. Each team will need a captain present to do rock, paper, scissors to decide who will begin the game with first serve. The captain is the team spokesperson, who is the only person who may address the supervisor. 
  6. The net height shall be 7 feet 4-1/8th inches tall.
  7. The boundary lines are in-bounds.

SECTION 3 - Sportsmanship

  1. In order for teams to make playoffs, teams will need to receive an overall sportsmanship rating of 3.0. 
  2. The following scale will be how the Intramural Sports Staff determines your team’s rating per game. 

5 Points = Excellent Sportsmanship: Team members cooperate fully with the officials and opposing team members. The captain calmly converses with officials about rule interpretations and calls. The captain also has full control of his/her teammates. 

4 Points - Good Sportsmanship: Team members verbally complain about some decisions made by the officials and/or show minor dissent but overall, the captain has control over his/her teammates. Teams that receive one yellow card or one technical will automatically receive no higher than 4 points for that game. 

3 Points = Average Sportsmanship: Team displays verbal dissent towards officials and/or the opposing team. Captain exhibits minor control over his/her teammates. Teams that receive 2 yellow cards or 2 technicals will automatically receive no higher than a 3 for that game. 

2 Points = Poor Sportsmanship: Teams constantly comment to the officials and/or opposing team from the playing area and/or sidelines. The team captain exhibits little to no control over teammates or himself/herself. Teams receiving 3 unsportsmanlike conduct penalties shall receive no higher than 2 points for that game. 

1 Point = Unacceptable Sportsmanship: Team is completely uncooperative. Captain has no control over teammates and/or himself/herself. Any team causing a game to be forfeited by unsportsmanlike behavior, or receives four unsportsmanlike conduct penalties shall receive 1 point for that game. The captain of any team receiving a 1 point must make an appointment with an Intramural Supervisor Staff Member before further play will be permitted. A team that has a player ejected from a contest will receive an automatic 1 point for that game. That player must meet with an Intramural Supervisor Staff Member before further play will be permitted. If your team forfeits a game, your sportsmanship rating will automatically be dropped to 1 point for that game. 

SECTION 4 - Scoring and Timing 

  1. Each game will be the first to 25 points. The win must be by two points. 
  2. Best two out of three games will determine the winner of the match. 
  3. For every serve a point will be awarded. 
  4. Each team is allowed a maximum of three contacts of the ball in order to return the ball in bounds on the opposite side of the net. 
  5. If a third game is needed, the captains will once again do rock, paper, scissors to decide who gets the serve.. The losing team will determine what side they would like to be on.
  6. The third game, if needed, will be played to 15 points. The win must be by two points. 

SECTION 5 - Rules

  1. The ball is dead if it makes contact with the ceiling in any way or any object attached to the ceiling.
  2. The ball may be hit with any part of the body. This includes feet.
  3. Players may have successive contacts of the ball during blocking and during a single attempt to make the first team contact (even if the ball is blocked) provided it is one attempt to play the ball, there is no finger action during the effort, and the ball is not held or thrown.
  4. When the ball visibly comes to rest momentarily in the hands or arms of a player, it is considered to have been held. The ball must be hit in such a manner that it rebounds cleanly after contact with a player. Scooping, lifting, pushing, or allowing the ball to roll on the body shall be considered a form of holding. A ball clearly hit with one or both hands from a position below the ball is considered a good play. 
  5. A player is not allowed to attack the ball on the opposite side of the net. If the ball is hit above the spiker’s side of the net and the follow through causes the spiker’s hand and arm to cross the net without touching an opponent or the net, it is not a fault. 
  6. Only the players who are in the front line at the time of service may legally accomplish blocking. 
  7. Any player participating in a block shall have the right to make the next contact.
  8. Back-line players may not block or participate in a block, but may play the ball in any other position near and away from the block.
  9. Blocking a service is prohibited.
  10. Blocking the ball across the net above the opponent's court shall be legal provided such block is:
  • After a player of the attacking team has spiked the ball;
  • After the opponents have completed their three allowable hits;
  • After the opponents have hit the ball so that, in the player’s judgment, the ball would clearly cross the net if not touched by a player, provided no member of the attacking team is in a position to make a legal play on the ball; If the ball is falling near the net and no member of the attacking team could reasonably make a play on the ball.
  1. A back-line player returning the ball to the opponent’s side while forward of the attack line must contact the ball when at least part of the ball is below the level of the top of the net over the attacking team’s area.
  2. Teams must rotate when a point is won while the other team serves. 
  3. Libero’s are allowed. 
  4. Players are allowed to rotate positions once the ball has been served but players must start at their original positions.

SECTION 6 - Substitutions and Time Outs

  1. Substitutions of players may be made when the ball is dead.
  2. Substitutes do not have to go in for the same person, but be in the same position as the player coming out.
  3. A player making a substitution may not serve until 5 other players serve.
  4. A team must rotate and in clockwise rotation after winning a point when the opposing team serves.
  5. A player that comes out must wait at least one point before subbing back in.

SECTION 7 - Plays at the Net

  1. If a player’s action causes the player to contact the net during play, whether accidentally or not, with any part of the player’s body or uniform, it shall constitute a fault. Hair does not constitute a fault. 
  2. Contacting the opponent’s playing area with any part of the ball except the feet is a fault. Touching the opponent’s area with a foot or feet is not a fault providing that some part of the encroaching foot or feet remain on or above the centerline. 
  3. Either team may play a ball that has penetrated the vertical plane of the net. 

SECTION 8 - Dead Ball

  1. A live ball becomes dead when:
  • The ball touches or crosses outside the net poles.
  • The ball does not cross the net completely between the poles.
  • The ball strikes the floor, wall or any objects attached to the wall, and the basketball backboard is also out. 
  • The ball contacts the ceiling or any object attached to it.
  • A player commits a fault.

SECTION 10 - Equipment

  1. Shoes must be worn by all players.
  2. No jewelry that has potential reason to cause harm (officials judgment) will be allowed to be worn.

SECTION 11 – Service

  1. The home team has choice of serve or side to start the first game. The team not serving the first game of the match shall serve first in the second game.
  2. Server must remain behind service line until ball is contacted.
  3. The server may serve from any position behind the end line.
  4. If the ball is served before the referee’s whistle, the ball is dead and the point re-served.
  5. A “point” for the opposing team occurs for the following service faults:
  • Ball does not pass over net.
  • Ball touches teammate or any other object before crossing net.
  • Ball lands out-of-bounds
  • Ball touches wall or ceiling.
  1. If a team’s players serve out of order, the team loses serve and any points scored while serving out of order. The players of the team at fault must take their correct positions.
  2. Any attempt to screen the receiving team from seeing the trajectory of the serve is a side-out. This includes two or more players standing together, or one player with his hands above his head, as the serve passes over him/them.
  3. At the time the ball is contacted for the serve, the players on the court must be in their proper order.
  4. The ball is in play if it touches the net on a serve and lands in-bounds on the opponent’s area.
  5. For teams with fewer than six players, (5 only) each time a vacant position rotates to serve in the right back position; a loss of rally and point is awarded to the opponent. This naturally forces another rotation for the team awarded the point.

SECTION 12 – Blocking

  1. Only the players who are in the front line at the time of service may legally accomplish blocking. 
  2. A blocked ball is considered to have crossed the net.
  3. The team which has affected a block shall have the right to three additional contacts after the block.
  4. Any player participating in a block shall have the right to make the next contact, such contact counting as the first team hit.
  5. Multiple contacts of the ball during a block shall be considered a single contact, even though the ball may make multiple contacts with one or more players of the block.

SECTION 13- Play at the Net

  1. A ball hitting the net may be played again.
  2. If a player’s action causes him/her to contact the net during play, accidental or not, with any part of body or clothes, that player shall be charged with a fault.
  3. If the ball is driven into the net with such force that it causes the net to contact a player, such contact shall not be considered a fault.
  4. If opponents contact the net simultaneously, it shall constitute a double fault and the point shall be replayed.
  5. If a player accidentally contacts any part of the net supports, such contact should not be counted as a fault provided that it has no effect on sequence of play. Intentional contact or grabbing of such objects shall be penalized as a fault.
  6. Completely crossing over the centerline and contacting the opponent’s playing area with any part of the body is a fault
  7. If the ball, in any way, makes contact with the antenna, it is out. If the ball sails outside of the antenna, it is out. If there are no antennae, the referee will use their own judgment as to whether the ball is out.

SECTION 14 – Faults

  1. Faults will result in point.
  2. A fault shall be declared when:
  • The ball touches the floor
  • The ball is held, thrown, or pushed
  • A team has played the ball more than three times consecutively
  • A player touches the ball twice consecutively
  • A player touches the net
  • A player crosses the centerline.
  • A player attacks the ball above the opponent’s playing area
  • A ball lands outside the court or touches an object outside the court
  • The ball is played by a player being assisted by a teammate as means of support
  • A player reaches under the net and touches the ball or opponent while the ball is being played by the other team
  • The game is delayed persistently
  • Blocking is performed illegally 
  • Illegally served ball or service fault
  • The ball touches or sails outside the poles.

Doubles Spikeball

Video: https://www.youtube.com/watch?v=tc1pEqCGWnw

DURING PLAY

  • All players except the receiver must begin the point at least 6 feet from the net.
  • The receiver may stand at any desired distance
  • Once the server strikes the ball, players may go anywhere they choose.
  • Possession changes when the ball contacts the net.
  • Each team has up to 3 touches per possession.
  • Determine a serving order which alternates players from the two teams (e.g. Player 3 follows Player 1, etc.).
  • To equalize sun and wind effects, rotate starting positions 90 degrees counterclockwise every 5 points if desired.

Serving

  • Roundnet is played using rally scoring; points can be won by the serving or receiving team.
  • Games are played to 21. 
  • Games must be won by two points.
  • The rally ends and a point is awarded when:
  • The ball contacts the ground or otherwise isn't returned onto the net within 3 touches.
  • The ball is hit directly into the rim at any time, unless it's the first serve.
  • The ball bounces and falls back onto the net or rim.
  • The ball clearly rolls across the net

Scoring

  • If the receiving team wins the point, the next designated player serves according to the initial sequence. Otherwise, the server switches places with his/her partner and serves to the other receiving team member.
  • The receiving team sets their position first. The server stands 180 degrees across the designated receiver--the only player allowed to field the serve.
  • Serves may be struck with any amount of force; short serves are allowed.
  • If a server serves two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault:
  • The server must toss the ball upward at least 4 inches.
  • If the server tosses the ball, he/she must hit it. Dropping, catching, or swinging at and missing a toss all count as a fault.

Rallies

  • Touches must alternate between teammates. Consecutive touches by one player result in a loss of a point.
  • The ball must be contacted cleanly, not caught, lifted, or thrown. Players may not hit the ball with two hands, even if placed together "volleyball style".
  • Players may use any individual part of their body to hit the ball.
  • After the serve, any unusual bounce (i.e. pocket) that does not contact the rim is legal and playable.
  • A shot which lands on the net, rolls into the rim and then off the net (i.e. roll-up) is played as a pocket, not a direct rim hit.
  • If teams cannot determine the legality of a hit, replay the point.

Hinders

  • Remember: Player safety is paramount
  • Defending players must make an effort not to impede the offending team's possession or play on the ball.
  • If an offender collides with a defender, or a defender's position prevents a markable offensive play on the ball, the infracted player may call "hinder" to force a replay of the point.

Singles Billiards

8-ball

8-ball is the most popular and widespread game variation in pool. It is played with all 15 object balls, which are divided into the groups of »solid« (1-7) and »striped« balls (9-15) and the black eight. The first regularly pocketed ball after the break decides which player plays which group.

8-ball is a called-shot game. Therefore, in order to pocket a ball correctly and continue to play, it must be called beforehand which ball is to be pocketed in which pocket. Combinations are generally allowed. A player must always hit one ball of his group first in order to make a correct shot. In the case of obvious shots, no call needs to be made.

Objective of the game

The objective of the game is to pocket all the balls in your group and then the black eight ball. The pocket for the eight ball must be called, but may be re-selected for each attempt. According to the official rules of the WPA (World Pool Association), the eight ball does not have to be played into the same or opposite pocket of the last pocketed ball. 

How to rack the balls

  • The foremost ball comes to the foot spot
  • The eight ball is placed in the center of the rack
  • A »solid« and a »striped« ball are placed at each of the two back corners
  • The rest of the balls are placed randomly

Break shot

At the break, the cue ball may be placed anywhere in the kitchen. No particular ball must be hit first, and no ball must be called. If a ball is pocketed during the break, the break is automatically valid and the player breaking remains at the table. If no ball is pocketed, at least four object balls must hit one or more rails after the first contact of the cue ball with the rack for the break to be correct. If this is met, the shot changes and the other player takes over.

If no four balls touch a rail, the break is illegal. The player who did not break then has the choice

  • to take over the picture as it lies anyway
  • let the other player take the shot again
  • to break himself

If the black eight is pocketed at the break, the player who has the next shot may decide whether to

  • re-rack and take a new break shot
  • the eight ball is placed on the foot spot and he takes over the picture as it is.

If both the cue ball and the black eight ball are pocketed, the opponent decides whether to re-rack or to take over the position with the black ball re-spotted. In this case, he then has »ball-in-hand« from the kitchen.

After the break shot, the player entitled to take over the position is basically free to choose which group he wants to take over. Even if only »stripes« is pocketed at the break, the player can choose the »solids« if he thinks they are better. The groups are only finally assigned when the player has pocketed a ball in accordance with the rules. As long as the groups have not been assigned, »mixed« combinations may be played, e.g. a »solid« may be played first and a called »stripe« may be pocketed in a called pocket. The eight may never be played first.

Fouls

After a foul, the other player always has ball-in-hand and may place the cue ball anywhere on the table for his next shot. The only exception is at the break. If the player commits a foul here, the other player may only move the cue ball inside the kitchen and may only play balls first that are outside the kitchen.

Object balls pocketed during a foul always remain in the pocket. A foul occurs when

  • the cue ball is pocketed into a pocket
  • the cue ball does not touch another ball
  • the cue ball or an object ball jumps off the table
  • a ball of the other group or the eight ball is hit first, as long as balls of the own group are still on the table
  • after the first contact of the cue ball with an object ball, no ball touches at least one rail or is pocketed
  • the cue ball is touched more than once during the shot (push shot foul)
  • one or more balls are touched with the cue, body, clothing or in any other way
  • a shot is made while at least one ball is still moving on the table
  • at least one foot of the player does not touch the floor during the shot

Lost game due to incorrectly pocketing the eight ball

A game is considered lost when the black eight ball

  • is pocketed while there are still object balls of the own group on the table
  • is pocketed in a pocket other than the one called in each case
  • the black eight is pocketed and a foul is committed at the same time

Badminton Doubles Rules

  • Coin toss

The basic rules and regulations of any badminton rally, either Olympics or leisurely with your family is that the game always begins with a toss to see who serves first. 

  • Boundaries

A player out of a team of 2 must serve inside the white lines of the diagonally opposite side so that the shuttlecock falls inside it. After the receiver returns the serve, the player can hit the shuttle anywhere within the entire court area

  • Format

In doubles, the scoring system can be a little confusing, since there are 2 players in a team who can serve. A rule of thumb is that a badminton game always starts from the right-hand side. The order of server depends on the score odd or even, the same badminton rules and regulations for doubles as it is for singles. Since 0 is an even number, you will serve from the right side of the court. Otherwise, the players continue to stay in their respective service court from where they played their previous game. From this method, alternate servers are guaranteed.

  • Switching sides on the court

In Badminton rules and regulations for doubles entail that the players or teams will switch sides on the court during the following times:

At the end of the first game

Ø  At the end of the second game and if a third game is to be played

Ø  During the third game if the first player/team scores a total of 11 points.

  • Scoring system

If the serving side wins, they score a point and the same server serves again from the alternate service court. If the receiving side wins, the receiving side scores a point. The receiving side becomes the new serving side. To win the game of badminton, you must score points before your opponent. Out of 3 sets of play you must win two. Every time there is a serve, there is a point scored. According to badminton rules and regulations for doubles, the side of doubles that win a rally adds a point to its score. When both sides reach 20 all, the side which gains a 2-point lead first, wins that game. When both sides reach 29 all, the side scoring the 30th point, wins that game.

  • Faults

The shuttlecock which is either served or hit should land inside the service court. Any shuttlecock which flew away from the white boundaries will not be counted and the opponent will score. One side has only one attempt to retrieve the shuttle, either one of the players is going to hit the shuttle. Even if the shuttle is accidentally touched by hand, it is still a fault. Also, an important rule of badminton is that only the receiver can return the serve directed at them.

Singles Cornhole

Boards are placed 27 feet from front edge to front edge.


Games are played to 21 or more points. (no bust)


Woody: Refers to any cornhole bag that has been pitched and remains on the cornhole board
playing surface at the conclusion of the frame. Each woody is 1pt.


Cornhole: Refers to any cornhole bag that has been pitched and passes through the cornhole
board hole at anytime within the frame. Each cornhole is 3pts.


A bag that comes to rest touching the ground AND the board does not count as a point.


Cancellation Scoring: The approved method of scoring for the sport of cornhole is “cancellation”
scoring. In cancellation scoring, the points of one player cancel out the points of their
opponent. Using this method, only one player/team can score in each frame.


Both players play one board at a time and stay in their designated lane for the whole game
(right or left).


Players start the game at one board and alternate pitching bags until each player has pitched all
(4) of their bags.


Players then walk to the end of their lane to the other board, take score, and resume pitching
back to the other cornhole board.


Players must deliver the bag with an underhanded release.


Feet must stay behind the line of the front of the board at the time of releasing the bag.


The player/team who scored in the preceding frame pitches first in the next frame.
If neither player/team scores, the player/team who pitched first in the preceding frame shall retain
first pitch in the next frame.


If bags become piled inside the hole and may interfere or obstruct with the next pitch or if there
is question whether a cornhole bag would have naturally fallen through the hole, a player may
request to rake the cornhole bags that have fallen inside the hole.