Sports Rules

7 on 7 Football/Powderpuff | Basketball | Volleyball | Indoor Soccer | Softball

If there are any questions please contact the Intramural Director.

7 on 7 Football/Powderpuff

The Game
• 20 min. halves, 5 min. halftime
• Forfeit after 5 min. (must have at least 5 to start)
• 25 second play clock
• Running clock (clock stops inside 2 min - inc pass, 1 downs, out of bounds of second half only)
• Cones are a first down (20 yds apart flag/ 15yds powder)
• Interceptions, punts and kickoffs can be returned(rule changed due to popular vote)
• Extra Points- from the 3 yd line
• 2 point conversions- from the 10 yd line/
• Overtime- both teams get 4 plays to score from the 20 yd line
• No metal spikes
• DON'T ARGUE WITH THE REFS, THEY HAVE FINAL SAY IN ALL DISPUTES

Penalties
• Blocking . . . . . . . .
• False start (in motion when ball is snapped) . .
• Quarterback run . . . . .
• Rush before 3 seconds . . .
• Flag guarding (spin, stiff arm, lowered shoulder .
• Offensive push-off . . . .
• Defensive checks at line . . . . .
• Grabbing of Clothing . . . . . .
• Delay of Game . . . . .
• Defensive holding . . . . . .
• No flags (offensive) . . . . .
• No flags (defensive) . . . . . .
• Defensive pass interference . .
• Tackling . . . . . . .
• Intentional Tripping . . . . .
• Un-sportsmanlike conduct . . . .
• Injury within 2 min. of end of game . . .
• Swearing . . . . . . . .
Yards
5
5
5 and loss of down
5 and replay down
5 from spot
5 and loss of down
5 added
5 added
5 and loss of down
5 added
ball is down
5 added
automatic completion
½ the distance
½ the distance
½ the distance
15
Ejection

BASKETBALL RULES
Intramural basketball will be governed by the Men's NCAA rules with the following exceptions/emphasis:
The Team

  1. A team will consist of five players. A team may start with four players. Play must start if four players are present. If four players are not present by ten minutes after the assigned game time, the team will forfeit.
  2. There is a maximum of 10 players per team

Substitutions

  1. All substitutes must wait for a dead ball in order to enter the game. Substitutions that are not waived by the official may be disallowed.

Game Time and Timing Regulations

  1. All games will consist of two 20-minute halves with a running clock. The time between halves will be left to the discretion of the game official/site managers, but not to exceed five minutes. The clock stops for all time outs. Otherwise, the clock will stop on all whistles only during the last two minutes of the second half.
  2. Games ending in a tie will be followed by a three-minute overtime period. Overtimes will be run in the same fashion as the last two minutes of each half, with the clock stopping at all whistles.
  3. Each team shall be allowed two timeouts per half, each lasting sixty seconds. There will be one timeout for each overtime period. Timeouts do not carry over in the overtime period from regulation time.

Jump Ball

  1. A jump ball will be used to start the game and the overtime period and any subsequent overtime periods. All other jump ball situations during the game will be determined by alternating possession.

Personal Fouls

  1. Penalties include the awarding the offended player one, two, or three free throws and/or the ball for a change in possession. The offended player is awarded free throws as follows:
    1. No free throws for:
      1. A common foul before the bonus rule is in effect
      2. A double personal foul
      3. A double technical foul
      4. A player control foul
    2. Two free throws are awarded if the foul is intentional or flagrant, plus the ball for a throw-in

Technical Fouls

  1. A technical foul is awarded for, but not limited to:
    1. A player touches a ball while in flight on a free throw
    2. A player calls a timeout when the team has none left
    3. A player hangs on the rim
    4. A player intentionally slaps the backboard while the ball is in flight toward the goal, causing a vibration on the rim and gaining advantage
    5. A player reaches over the in-bound line and touches the ball while the opposing player is in the possession of the ball
    6. A player who in the official's judgment is acting in an unsportsmanlike manner (i.e. cursing, fighting, complaining, etc.)
  2. An intentional foul will result in two free throws and possession for the opposing team. A second intentional foul by the same person will result in 2 free throws, possession, and ejection.
  3. If a person associated with a team enters the court while a game is in progress, a technical foul is called.

Bonus Free Throws and Disqualification

  1. When one-team commits 7,8,9 foul during the half, their opponent will shoot the one and one bonus. On the 10th team foul during the half, their opponents will shoot two shots. Exception: Player control fouls
  2. A player will automatically be ejected after two technical fouls are called on that individual. However, a conduct technical may result in an automatic ejection and/or forfeiture of the game. A team committing three conduct technical (i.e. fighting, cursing an official, etc.) shall receive a forfeit and a loss for that game.
  3. During a free throw, players may enter the lane once the ball leaves the shooter's hand. The shooter must remain behind the free throw line until the ball touches the rim.

Sportsmanship
A part of the philosophy of the Intramural Sports program is that good sportsmanship is vital to the conduct of every contest. In order to encourage proper conduct during the games, officials, site managers, and administrative personnel shall make decisions as to warn, penalize, or eject players, coaches, teams, and/or spectators for poor sportsmanship. These decisions are final.
The Intramural Director will rule on further penalties to be prescribed as a result of unsportsmanlike conduct; profanity, unnecessary delay of game; striking, shoving, threatening or arguing with an opponent or official; and any action with the intent to physically injure an opponent. The team captain is responsible for the actions of any individual member of the team and for spectators related to that team. The conduct of the players and spectators before and after the game is as important as the conduct during the game. Organizations will be held responsible for conduct at these times as well as during the game.

VOLLEYBALL RULES

  1. Participants must behave respectfully and courteously in the spirit of fair play.
  2. Participants must refrain from actions or attitudes aimed at influencing the decisions of the official or covering up faults committed by their team.
  3. Participants must refrain from actions aimed at delaying the game.
  4. The team captain represents the team during the coin toss before the match and before the tie-breaker game.
    1. The official shall toss a coin (or use paper, rocks, scissors) with the captains.
    2. The winner of the coin toss chooses either:
      • to select to serve or receive service of the first ball

or

      • the side of the court on which to start the first game.
    1. If a tie-breaker game is needed (third game), the official will flip a coin again to decide the same two choices.
  1. The team captain is the only player on or off of the court who is allowed to ask the official for an explanation of the application or interpretation of the rules.
  2. Playing the ball:
    1. Each team may hit the ball up to three hits (not counting blocking) to return the ball to the opponents.
    2. Team hits include both intentional and unintentional contacts with the ball.
    3. A player may not contact the ball with two separate and consecutive motions.
    4. Two or more players may touch the ball at the same moment (counted as one hit).
    5. If two opponents simultaneously contact the ball and it remains in play, the team receiving the ball is entitled to another three hits.
    6. The ball may touch any part of the body.
    7. The ball must be hit, not caught or thrown.
    8. During the first hit of the team (other than blocking), the ball may contact various parts of the body consecutively, provided that the contacts occur during one action.
    9. Faults include: four or more hits per side, assisted hit, catch, double contact (a player contacts the ball twice in succession, or the ball contacts various parts of the body successively, and illegal hit (hitting the ball in a non-playing area.)
  3. Reaching beyond the net:
    1. In blocking, a blocker may contact the ball beyond the plane of the net inside the antennas (or polls if not antennas are used), provided the blocker does not interfere with the opponent's play.
    2. A player making an attack-hit is permitted to pass hand(s) beyond the net after the attack-hit, provided the ball is contacted within his/her own playing space or within the plane of the net.
    3. A player is permitted to pass hand(s) beyond the net and contact the ball over the opponent's court on his or her team's first or second hit, provided the ball has not completely crossed the vertical plane or the net and is directed back into the player's own playing space.
  4. Contact with the net:
    1. It is a fault to touch any part of the net or the antennas, except for incidental contact by a player's hair and insignificant contact by a player not involved in the action of playing the ball.
    2. 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.
  5. Service: The service is the act of putting the ball into play by the right back-row player who hits the ball with one hand or arm from the service zone (anywhere beyond the back line and within the two sidelines).
    1. Authorization of the service must be given to the server from the official before the serve may be hit. If the server does serve the ball before the official blows his/her whistle and gives the signal, the ball is dead and will be re-served.
    2. Service screening: The players of the serving team must not screen the opponents from seeing the contact for service or the path of the ball. This would include a player waving arms, jumping up and down, or moving sideways at the time of the serve. The serving team is also prohibited from making a collective screen when the server is hidden behind two or more teammates and the ball is served over them.
  6. Attack-Hits:
    1. All actions directing the ball toward the opponent, except a serve or block, are attack-hits.
    2. During an attack-hit, tipping is permitted if the contact is brief and the ball is not caught or thrown.
    3. An attack-hit is completed the moment the ball completely crosses the vertical plane of the net or is touched by a blocker.
    4. Restrictions to a back-row player:
      1. A back-row player may complete an attack-hit at any height from behind the front zone (player must take off from behind the 10' line).
      2. A back-row player may also carry out an attack-hit from the front zone if at the moment of the contact any part of the ball is below the top of the net (as long as it is not a spike).
  1. When antennas are not used, the posts shall act as the antennas in all cases except those situations involving player contact.
  2. Matches will consist of the best of three games.
  3. All matches will be played using rally scoring. Games will be played to 21 points.

* Service ball may hit the net and still be in play
Additional Information:
Six (6) players are to be on the court at one time with rotations used at the discretion of the captain. Games will be allowed to start if a team has at least 4 players or the team forfeits the match.

INDOOR SOCCER RULES
Equipment:
Balls will be provided. Teams should dress with like-colored shirts. Pennies will be provided if teams do not match. Goal keepers must wear shirts/jerseys contrasting their team colors. Shin guards are recommended.
Boundaries:

  1. An out of bounds ball or dead ball is put in play with a sideline kick, or a goalie kick (not a goalie throw in). Any ball going outside the thick red line is considered out of bounds resulting in a free kick to the other team. The walls directly on the red line are still in bounds. If the ball hits the tin siding or the window panels, it is out of bounds and a free kick is awarded to the other team.
  2. A ball trapped behind the goal will be a goal kick or a corner kick depending on the last person to touch it.
  3. Corner kicks are taken one yard from the end wall on the sideline. This happens following an out of bounds ball off of a defensive player, over the end line. Opponents must be 5ft. from the person kicking the ball in on both corner kicks and free kicks.

Players:

  1. Team rosters can have a max of 10 players. Up to 4 players and a goal keeper per team shall be on the field at any time. Teams must be ready for competition no later than 10 minutes after the scheduled start time, and a minimum of 3 players is required to start the game.
  2. Each team must have at least one (1) girl on the floor for the duration of the game. (If she is the goalie, she does not count as the girl on the floor). If a team does not have a girl present at the start of the game, they must play down a player until she arrives.
  3. Each team is allowed to have two (2) Varsity soccer players on their roster (from the guy or girls squad). Only one (1) Varsity soccer player is allowed on the floor at a time(either a guy or a girl).
  4. A speaking captain must be designated for each team. He or she alone may appeal to the officials, and only on questions of interpretations of the rules.
  5. Substitutions may occur during goal kicks, half times, and goals of either team. Teams can sub in on their own at sideline kicks or corner kicks. Notify the referee when making a substitution.
  6. Teams must substitute when:
    1. a player has received a yellow card
    2. a player is bleeding or has an open wound, or an excessive amount of blood on the uniform.

Timing:
The game will be played in two equal 20 minute halves, with a 5 minute half time.
Tie Game:
There will be no tie-breakers in regular season games. During the tournament, there will be two five-minute sudden death overtimes. In the event of a tie after sudden death, a 3-person penalty kick shoot-out will occur. If still tied, comes to the 4th person, it becomes a sudden death penalty kick shoot out.
Scoring:

  1. Goals scored by guys are worth 1 point.
  2. Goals scored by girls are worth 2 points.
  3. Goals may not be scored by:
    1. Indirect free kicks
    2. Sideline kicks
  4. All other legal means are counted.
  5. Mercy rule stands at 10 goals at the half or any time after that.

Offsides
Offsides will not be used in officiating 6-on-6 soccer.
Fouls and Misconduct:

  1. Direct Free Kicks (goals can be scored directly from the kick)
    1. kicking
    2. tripping
    3. holding
    4. pushing
    5. striking or spitting
    6. charging at an opponent (running into another player)
    7. slide tackling with contact
    8. . handballs
  2. Indirect Free Kicks (another player must make contact with the ball before reaching the goal)
    1. dangerous play, including playing the ball while player is on the ground, any kind of slide tackle, playing the ball with feet above the waist while another player is within playing distance
    2. obstruction
    3. charging the goal keeper
    4. encroachment
  3. Yellow and Red Cards will be given at the referee's discretion. Red cards carry a current game and next game suspension. Teams receiving a red card must play a man down for the remainder of the game. Soft reds (2nd yellow card) carry only a current game suspension (not next game suspension or playing a man down).
  4. Penalty kicks will be awarded for direct fouls within the penalty area.
  5. Players may not intentionally touch the goalie if the goalie has possession. A 2-minute penalty will be awarded if this occurs.
  6. Flagrant personal fouls, i.e. tripping, pushing, foul language, etc. will result in a two-minute penalty. Players will be ejected for flagrant fouls such as fighting and unsportsmanlike conduct (including cursing at an opponent). When ejected, the player must leave the building immediately or the team will forfeit. If a player is ejected from the game, they must then play a player down for the rest of the game.
  7. On a second penalty the player will have fouled out of the game. He may be substituted for.
  8. All indoor soccer fouls results in indirect kicks except for penalty kicks.
  9. Penalty kicks are taken for handballs or flagrant fouls in the goal area. Any other foul is a free kick (defenders should allow 5 feet. Go on the touch, not the whistle).

Goal Keepers:

  1. Goal area is the three point line.
  2. Goal keepers have 4 seconds to release the ball into play after they retain possession.
  3. Goal keepers may not handle the ball with their hands if the ball is directly played back from their own players unless directed by the head. This includes kick-ins.
  4. A goalie must have one foot in the goalie area if he/she plans to pick up the ball at the side of the goal.
  5. The goalkeeper cannot throw the ball across mid-court line, unless it touches the ground before it crosses. Goal kicks cannot cross mid-court on the fly. These restarts must touch a player before crossing mid-court. Punting is not allowed.
  6. Goals may be scored from any place on the court. However, shots taken from more than half court that hit the end wall result in an indirect kick from the mid-court line.
  7. No slide tackles. Goalies cannot slide out of the goalie area. All slide tackles by the goalie will be a judgment call of the officials that results in an indirect free kick.

SOFTBALL RULES

  1. Games are 7 innings with a 1 hour time limit.
  2. A minimum of 7 players must be present at the start time or that team forfeits. At least one girl must be at the start of the game.
  3. Each team must bat at least 9 players. Those absent will be counted as an out.
  4. Each team has the option of playing a Flex Player (this player is a DH, but allowed to sub for any other player at anytime during the game.)
  5. Normally a team fields 9 players, but can bat 10 if desired. Each team must have at least 2 girls on the field at all times (a girl cannot be the flex player). If a team is short players they must make sure the catcher position is filled on defense.
  6. Once a starter is substituted out of the lineup, he may not re-enter the game. The only exception would in a case of an injured player.
  7. The pitcher must pitch the ball with a 6-12 ft. arch and is a strike if it lands on the carpet only.
  8. Each batter starts with a 1-1 count
  9. The batter will get one grace foul ball if they have 2 strikes, but will be called out after that.
  10. Infield Fly Rule is in affect (if a batter hits a pop fly in the infield with less than 2 outs and with runners on 1st and 2nd or bases loaded, the batter will be called out.)
  11. No bunting allowed.
  12. No metal spikes allowed.
  13. Must slide to avoid contact if the play is close, otherwise will ruled an out, and possibly ejection.
  14. Throughout the game each team is only allowed to have 2 home runs more than the other team, every hit after that will be treated as an automatic strike out, so there is no chance to score.
  15. Run Rule:
    15 runs after 4 innings
    10 runs after 5 innings
  16. If a guy is walked and is followed by a girl in the lineup, the guy goes to second base and the girl goes to first base without the girl even taking any pitches. If a team chooses to let the girl hit, then the guy stays on first base.
  17. Lineups must be submitted to the umpire before each game.
  18. Every team will use the same 2 bats. These are required to be able to play on the softball field.
  19. Players are allowed to play for only one team, and each team may only have one player who is receiving a baseball scholarship for the upcoming season.
  20. Any roster additions must be made a day ahead of time with the Intramurals Director to make that person(s) eligible to play.
  21. The umpire has final say in any situation

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