Badminton

Basketball
2-2 Basketball
Bombardment
Arena Football
Kickball
Indoor Soccer
Outdoor Soccer
3-3 Soccer
Softball
Fast Pitch Softball Tourney
Volleyball
2-2 Volleyball

Badminton
I. Nature and Purpose

Badminton is a racquet game played by two or four individuals on a rectangular court with a five-foot net.

II. Scoring and Serving

In the new point counting system (from year (2001) 7 points (instead of 15) are required to win a set with possible exceptions:

If the score is 6-6 the player who reached 6 first is allowed to decide is he wants to end the set at 7 or 8 points. 3 sets (instead of the old 2) won are required for victory in a game. A player serves always from the right serving area across the court to the left, when having an even amount of points. Correspondingly, when having an odd amount of points, the player serves from left to right.

III. Specialties For the Doubles Game:

Players are named: Even and Odd

The Even player serves as explained above, but the Odd player serves exactly in the opposite way.

A player serves as long as he is able to score points. After that his teammate continues. After both players on the team have lost their serve once, the other team may start serving. The first serve comes always from the right serving area and the first server, when having even points, is the Even player and Odd player on odd points correspondingly.

SPECIAL EXCEPTIONS: When a new set begins the team that serves first has only one serve (even player).

I. OTHER RULES

The shuttle is allowed to “touch” the net, but the racket is NOT.

The player is not allowed to prevent the other players “swing” on the net with his racket.

The shuttle landing on the line is considered IN.

While serving, the racket must hit the shuttle under the players waist level and the feet are not allowed to move.

One must serve with one continuous “swing”, i.e. you are not allowed to stop the movement of the racket, once you’ve began the serve, until the racket hits the shuttle.

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Basketball

ELIGIBILITY

*All participants are limited to playing on ONE Basketball team!

*All Intramural basketball players must be current FLC students, faculty or staff, or a Student Life Center member.

*Current Varsity Basketball players are ineligible to play Intramural Basketball.

(A Varsity Basketball player is anyone who has played a varsity game this current academic year).

*Current red-shirts may play, but must play in the Gold division. Red-shirts from past years are not considered ex-varsity.

*Ex-varsity players are those who have played varsity at FLC within the past 3 academic years (‘99-’00, ‘00-’01, ‘01-’02).

Teams in the BRONZE division may have no ex-varsity or current red-shirt basketball players.

Teams in the SILVER division will be limited to one ex-varsity basketball player.

Teams in the GOLD division will be limited to a total of two (2) ex-varsity and/or current red-shirt basketball players.

PLEASE NOTE: Captains are responsible for making their players aware of the eligibility rules (See eligibility rules for more details). If these special eligibility rules are violated, all games played will be forfeited and the team will not be allowed to continue Intramural competition.

RULES

The National Federation High School Rules will be followed. The following are only highlights. The Co-ed division rules are the same with the exception that two players of each gender and one of either gender must be on the court for play.

SHOES

To protect the gym floor, the only shoes allowed are CLEAN GYM SHOES. Anyone wearing footwear other than clean gym shoes will NOT be allowed to play!

JEWELRY

Players may not wear jewelry. In the interest of safety and security, please leave your jewelry at home.

FORFEIT

GAME TIME IS FORFEIT TIME!!! Any team not having five scheduled players present and ready to play at the scheduled game time will forfeit the game. Each team must start the game with at least four players. Co-ed division requires at least two players of each gender present to start the game. In the event of an injury or disqualification, four players will be allowed to finish the game. In the event of an injury or disqualification in the Co-ed division, four players will be allowed to finish the game ONLY if two players of each gender remain playing. No fewer than four players are allowed on the court or a forfeit will be called. WARM-UPS must be taken BEFORE game time. A team with two or more forfeits will not be allowed into the playoffs, regardless of win/loss record.

TIME

The length of each half will be eighteen minutes running time. There will be five minutes between halves. In the final half, the last two minutes will be of regulation play (not running time), only if the losing team is within fifteen points of the winning team. If more than fifteen points separate the two teams' scores, the running time will continue.

OVERTIME

If the score is tied at the end of regulation play, a three-minute overtime period will be played with one time-out per team. The first two minutes of this overtime will be running time. The third minute will be of regulation play (not running time). If, at the end of this period, the score is still tied a sudden death overtime will be played. In sudden death play, whichever team scores first wins the game.

TIME-OUTS

Each team is permitted 3 one minute time-outs per game.

SUBSTITUTIONS

Players must report to the scorer's table before entering the game, failure to do so will result in a technical foul. Substitutions will be allowed on any dead ball.

PUTTING BALL INTO PLAY

At the beginning of the first half and each overtime, the ball is put into play with a jump by any two opposing players in the center circle. Throughout the game, alternating possession is used.

SCORING

Goals made from behind the three-point line will count for three points.

VIOLATIONS

A violation is a certain type of infraction of the rules. Reference the National Federation High School Rules for clarification.

PERSONAL FOULS

Reference the National Federation High School Rules for clarification.

FLAGRANT PERSONAL FOULS have the same penalty as flagrant technical fouls. Reference the National Federation High School Rules for clarification.

SHOOTING FOULS

Reference the National Federation High School Rules for clarification.

TECHNICAL FOULS

It is the referee’s discretion as to whether a player is ejected from the game or not. A player may be ejected after one technical if infraction is severe and any player who commits two (2) technical fouls will automatically be removed from the game. Any player ejected will not be allowed to play in the next scheduled game. Players who are ejected from two games during the season will be declared ineligible for further Intramural basketball for the remainder of the school year.

Technical infractions all teams should be aware of:

1. "Stuffing" or "dunking" the ball before the game, during intermission or anytime the ball is dead constitutes a technical foul to offending player. PLEASE NOTE: "Stuffing" or "dunking" the ball during the game is LEGAL!

2. Substitutions not reporting to the scorer’s table before entering the game.

3. Grabbing the rim of the basketball hoop.

Spectators or players who are asked to leave the SLC gym by the officials and/or supervisor must do so immediately.

a. If security has to be called, the offending spectator or player will not be allowed further participation in Intramural Basketball for the remainder of the school year.

b. Players or spectators who have been asked to leave the SLC gym on two separate occasions due to unruly behavior will be excluded from ALL Intramural competition for the remainder of the school year.

DISCIPLINARY ACTIONS

•HARASSMENT OF OFFICIALS OR BAD BEHAVIOR BY PLAYERS OR SPECTATORS DURING A GAME WILL NOT BE TOLERATED.

•ONLY THE CAPTAIN OF A TEAM MAY DISCUSS RULES INTERPRETATION WITH THE OFFICIAL AND MUST DO SO IN A COURTEOUS MANNER. FAILURE TO COMPLY WITH THIS REGULATION WILL CAUSE FORFEITURE OF THE BALL GAME. ALL CAPTAINS ARE RESPONSIBLE FOR MAKING THEIR PLAYERS AWARE OF THIS REGULATION.

•ANY PLAYER(S) FIGHTING DURING AN INTRAMURAL GAME WILL BE IMMEDIATELY DECLARED INELIGIBLE FOR FURTHER INTRAMURAL COMPETITION FOR THE REMAINDER OF THE SCHOOL YEAR. THERE WILL BE NO DISCUSSION OF EXTENUATING CIRCUMSTANCES. (THIS INCLUDES PARTICIPATING IN A FIGHT WHICH SOMEONE ELSE STARTS.)

••DRINKING AND/OR USE OF DRUGS IS PROHIBITED! ANY PLAYER WHO IS UNDER THE INFLUENCE OF DRUGS AND/OR ALCOHOL WILL NOT BE ALLOWED TO PLAY. ANY SPECTATOR OR PLAYER WHO IS UNDER THE INFLUENCE OF DRUGS AND/OR ALCOHOL WILL BE ASKED TO LEAVE THE GYM.

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2 - 2 Basketball


1. There is a time limit on each game. The team ahead at the end of the time limit is the winner. If there is a tie, there will be sudden death overtime. A coin toss will determine possession in sudden death overtime.

2. Play will be started at the beginning of the game by a coin toss. Winner will be awarded ball at top of key.

3. One player starts with the ball at the top of the key. The team must shoot within 20 seconds. The 3 second rule applies to the offensive players.

4. Unlimited fouls are allowed. The ball is awarded to the opponent out-of-bounds. After the first 3 fouls, the bonus rule applies. Two free throws awarded for shooting fouls, with three free throws awarded on three point attempts. Intentional fouls result in 2 free throws and the ball back to the offended team.

5. For violations, ball is awarded to opponents at top of key (out-of-bounds included).

6. For jump balls, possession is given alternately to opponents.

7. Ball must go back to 3 point perimeter line when a change of possession occurs.

8. One time out per team per game.

9. Three point line is in effect.

10. Men cannot block women's shots.

11. Defense checks the ball to the offense after every basket and foul. As soon as the defensive player checks the ball in, it is live and the offensive player may dribble, shoot or pass the ball in.

12. All participants must be CURRENT FLC students, faculty or staff members, or a Student Life Center member.

13. Please do not wear your game shoes to the Gym. Bring them with you and change into them at the Gym! Only clean gym shoes may be worn. No “street shoes”, hiking boots, hard sole shoes or muddy gym shoes allowed!

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Bombardment

DESCRIPTION OF THE GAME

The object of the game is to dodge the ball when thrown at the individual player. When a player is hit, he/she is eliminated from the game. As players are eliminated from the game, they form a line out of bounds in the order in which they were eliminated. They are eligible to re-enter the game if their teammate catches a ball in flight thrown by an opponent. Only one player may re-enter in such cases and he/she should always be the first in line, having been out of the game for the longest period of time. Players are eliminated until only one team has players left in the game, or the game time limit has been reached. The maximum number of players on the floor at a time is 10 per team. Teams may start with fewer players, but not more than 12 per team.

RULES OF THE GAME

1. It is strongly advised that players do not wear glasses during the game.

2. To start the game, all balls will be placed on the centerline. Players will stand on the base line in their own territory until the starting whistle.

3. The game will end when all players on one team are eliminated or the 10 minute time limit has expired. We will play as many games within the 10 limit time limit as possible.

4. Any player hit by a thrown ball in flight is out (not if it has hit an out of bounds area or another person first). A player may block a shot with another ball as long as the thrown ball does not touch any part of his body. If the ball is knocked out of the players hands while blocking a ball, the player is out.

5. The thrower of a ball caught in flight is out and one of the catchers teammates may re-enter (unless the ball hit an out of bounds area or another person before it is caught).

6. There will be no hitting an opponent above the neck (while the opponent is standing straight). Any player hit above the neck (while standing straight) will continue playing, with the player throwing the ball being eliminated. Any player that intentionally hits the head of an opponent will be eliminated.

7. The ball may be thrown from anywhere behind the centerline.

8. A player may hold the ball for only 10 seconds before throwing it.

9. At least 3 players from each team must be in front of the free throw line extended at all times. If there are less than 3 players left, they must all stand in front of the free throw line extended.

10. No stalling is allowed. Teammates can't keep passing the ball back and forth.

11. Any player crossing the centerline is eliminated.

12. No unnecessary roughness will be allowed.

13. Players will be subject to removal from the game if they do not abide by the official's decisions.

14. Areas such as the ceiling, walls, floor and curtain are out of bounds. If a ball hits one of these areas, it is considered dead, regardless of the outcome. If a thrown ball hits an opponent or is blocked by an opponent and then caught, it is also considered dead (the thrower is not out and a teammate of the person who caught the ball may not come back in).

15. If a player makes a basket in the hoop on the opponent’s side of the court, the teammates of the player who made the basket may re-enter the game (10 maximum on the court).

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Arena Football

All players must present their current Fort Lewis College photo I.D. prior to each game. All players are required to check in with the score keeper. No one will be permitted to play without an ID.

Teams will consist of 5 playing members. A minimum of 4 players must be on site, signed in, and ready to play to avoid a forfeit. Game time is forfeit time. Teams should check in with Intramural Staff Assistant a minimum of 15 minutes before their scheduled playing time.

Good sportsmanship is a requirement of all participants. Players and captains are to conduct themselves properly at all times. The Intramural Office reserves the right to suspend or disqualify individuals or groups for un-sportsmanlike conduct. The team captain assumes full responsibility for the conduct of the team and spectators. Un-sportsmanlike conduct includes actions which are unbecoming to an ethical, fair, honorable individual, it consists of acts of deceit, disrespect or vulgarity and includes taunting.

The IM officials/supervisors will have absolute control of the game. Teams are responsible for keeping their players and spectators under control. Misconduct of players, captains, or spectators, can result in assessment of a penalty, ejection or forfeiture of the game. Spectators must also remain in the area designated by the IM staff. The supervisors will have the power to make decisions on any matter or questions not specifically covered in the rules.

The official ball will be one supplied by IM. Teams may use a legal ball of their choice when in possession.

1. Team Requirements
a. Each player must wear pants or shorts without any belt(s), belt loop(s), pockets(s) or exposed drawstrings. A player may not turn his/her shorts inside-out or tape his/her pockets in order to play.

b. All players must wear non-marking-tennis shoes

c. All jewelry must be removed before participating

d. Towels may not be worn, a towel may be kept behind the play

e. Teams must wear similar colored shirts with numbers or mesh vests provided by IM.

f. Shirts must be tucked in the players pants or cut off a minimum of 4 inches above the top of the flag belt

2. Time Factors and Substitutions
a. A coin flip will decide first team possession

b. No time limit on games. Each team will receive 1 time-out per game and 1 time-out per overtime period (if necessary).

c. Each team will receive 5 possessions to score as many points as possible. Teams will alternate possessions of the ball.

d. Substitutions are allowed between plays and during time-outs

3. Ball in Play
a. Teams will begin each possession at the 30 yard line (unless changed by penalty or overtime10 yard line) with a first down. Teams will receive an additional first down after crossing the 20 yard line.

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

c. There will always be a 1 yard neutral zone on all plays

d. Three players must be on the line of scrimmage at the time of the snap

e. The center, after assuming the position for the snap and adjusting the ball, may not move nor change the position of adjusting the ball, may not move nor change the position of the ball in a manner simulating the beginning of a play. The ball must be snapped in one continuous motion, not necessarily between the center's legs. The player receiving the snap must be 2 yards off the ball for a scrimmage play.

Penalty: Illegal procedure. Direct snaps are illegal.

f. Only one offensive player may be in motion at the time of the snap. This motion must not be toward the opponents goal line. (If two or more players go in motion before the snap, then this is considered a shift and all players must come set for one full second prior to the snap)

4. Dead Ball, Out-Of-Bounds
a. When it goes out-of-bounds.

b. A legal de-flagging occurs by the defense.

c. The ball carrier touches the ground with any part of their body other than the hands or feet (ball is part of hand).

d. A touchdown, touchback, safety, or successful try is made.

e. A forward pass strikes the ground or is caught simultaneously by opposing players

f. Whenever the ball hits the ground.

g. A fumble.

h. A snap from the center touches the ground (dead at the spot where it hits the ground).

i. When an official sounds his/her whistle inadvertently during a down.

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

5. Legal catch
a. Must come down with at least one foot in bounds

b. A catch by any kneeling or prone inbounds player is a completion or interception

6. Screen Blocking
a. Blocking, as in regulation tackle football, is prohibited. A screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the hands, arms, elbows, legs, or body to initiate contact during a screen block is illegal. A blocker may use his/her hand or arm to break a fall or retain his/her balance. A player must be on his/her feet before, during, and after screen blocking. There will be no screen blocking past the line of scrimmage. Penalty - Personal foul, 10 yards.

b. A runner shall not charge into nor contact an opponent in his/her path nor attempt to run between two opponents unless the space is such to provide reasonable chance for him/her to go through without contact. Penalty: Personal Foul, 10 yards

6. Flags
a. A player may not leave his/her feet to remove a flag

b. In an attempt to remove the flag belt from the ball carrier, defensive players may contact the body of an opponent with his/her hands. A defensive player may not hold, push or knock the ball carrier down in an attempt to remove the flag

c. If a flag belt inadvertently falls off, a one hand tag between the shoulders and the knees constitutes a capture

d. A defensive player may not remove an offensive player's flag when the offensive player does not have the ball. Similarly, the defensive player may not remove the quarterback's flag after the ball has been thrown. Penalty: Illegal flag belt removal, 10 yards.

e. A defensive player may not remove an offensive receiver's belt prior to the receiver touching the ball. Penalty: Defensive pass interference, 10 yard and automatic first down.

f. A player may not fasten his flags to his uniform or belt other than prescribed in the rules. Penalty: 10 yards

g. Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to remove the flag

h. Placing or swinging the hand or arm over the flag belt to prevent an opponent from de-flagging.

i. Placing the ball in possession over the flag belt to prevent an opponent from de-flagging.

j. Lowering the shoulders in such a manner which places the arm over the flag belt to prevent an opponent from de-flagging.

Penalty: Flag Guarding, 10 yards.

k. An offensive player may not stiff arm to ward off an opponent. Penalty: Personal Foul, 10 yards.

7. Scoring Plays and Touchback
a. It is a touchdown when a loose ball is caught by a player behind the opponents goal line and when runner advances so that the ball penetrates the vertical plane of the goal line. The

body does not have to cross the line.

b. There shall be an opportunity to score 1 point from the 3 yard line or 2 points from the

10 yard line by running or passing. If the defense should intercept a pass, the ball is dead.

c. Scoring: Touchdowns - 6 points, PAT from the 3 yard line - 1 point, PAT from the 10 yard line - 2 points, safety - 2 points.

d. Mercy rule: If the point differential is too great to recover from after 4 possessions the game will be called due to the mercy rule. (example: team A is leading by leading by 11 or more points and team B has 1 possession remaining)

8. Tie Game Procedure (Playoffs only)
a. A coin toss will determine the option of either offense or defense.

b. Each team will be given 4 downs from the same 10 yard line to score a touchdown. If the first team scores, then the second team will still have 4 downs to attempt to win or tie

c. Conversion attempts will be held as in regulation play

d. Each team is entitled to one time-out per overtime period

9. Player Conduct
No player shall commit the following acts:

Penalty: Un-sportsmanlike Conduct, 10 yards. If flagrant the offender shall be disqualified.

a. Intentional kick the ball.

b. Intentionally kicking at any opposing player.

c. Intentionally swinging an arm, hand or fist at any opposing player.

d. Disrespectfully addressing an official.

e. Using profanity, taunting, insulting or vulgar language or gestures.

f. Intentionally contacting a game official physically during the game.

g. Fighting an opponent

h. Punch, strike, strip, steal or attempt to steal the ball from a player in possessions.

i. Trip an opponent

j. Contact an opponent who is on the ground.

k. Throw the runner to the ground.

l. Deliberately drive or run into a defensive player.

m. Clip an opponent.

n. Tackle the runner.

10. Clarification
a. Any contact with the quarterback is considered roughing the passer. Penalty: 10 yards and automatic first down.

b. Pushing a receiver/defender is not allowed. Penalty: Illegal use of hands, 10 yards..

c. Any dead-ball penalty on the defense occurring during a touchdown or a successful PAT will be assessed on the next play from scrimmage at the 30 yard line.

d. When an inadvertent whistle is blown by an official, the ball is dead at the point when the whistle was blown. The team against which the inadvertent whistle was blown dead has the option of accepting the play or replaying the down.

e. Spiking, taunting, and any intentional antagonizing of the opposing team will be considered un-sportsmanlike conduct. Penalty: 10 yards.

f. The offensive team is responsible for retrieving the ball to an official at the line of scrimmage.

g. Each member of a team is eligible to receive a pass unless the player voluntarily goes out of bounds during the play.

h. No player shall attempt to steal the ball, trip an opponent, contact an opponent who is on the ground, make unnecessary contact with an opponent, deliberately dive or run into an opponent or tackle the ball carrier or push the ball carrier out of bounds to stop the play. Penalty: Personal foul, 10 yard (flagrant offenders will be ejected).

11. Summary of Fouls and Penalties

Loss of 5 Yards:

1. Required equipment worn illegally.
2. Delay of game.
3. Illegal snap.
4. False start.
5. Encroachment.
6. Illegal procedures.
7. Illegal forward pass (5 yards from point of pass and loss of down).
8. Intentional grounding (5 yards from point of pass and loss of down).
9. Helping the runner: the runner shall not grasp a teammate or be grasped, pulled or pushed by a teammate.
10. Unfair tactics.
11. Offensive player not within 15 yards of ball.
12. Illegal Shift.

Loss of 10 Yards
1. Delaying the start of either half.
2. Two or more consecutive encroachments during same interval between downs. The initial encroachment is a 5 yard penalty.
3. Illegal participation.
4. Offensive pass interference. (Loss of down).
5. Defensive pass interference. (Automatic 1st down).
6. Illegally secured belt on touchdown. (Revoke touchdown and loss of down).
7. Un-sportsmanlike conduct.
8. Spiking the ball or not returning the ball to the official during the dead ball.
9. Attempt to steal the ball from the carrier.
10. Hurdling.
11. Unnecessary contact of any sort.
12. Roughing the passer (Automatic 1st down).
13. Defensive use of hands.
14. Guarding the flag belt (and stiff arming).
15. Illegal batting.
16. Illegal flag belt removal.
17. Personal foul.
18. Flagrant Un-sportsmanlike conduct. (Disqualification).
19. Flagrant personal fouls. (Disqualification).
20. Intentionally tampering with flag belt. (Disqualification).

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

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Kickball

GENERAL RULES

1. Kickball's will be provided on site.
2. Teams are composed of 10 total players (co-ed: 5 men and 5 ladies).
3. Shoes must be worn by all players. No metal, hard plastic, or polyurethane spikes or shoes with detachable cleats are allowed.
4. Teams should report to the Intramural Sport Assistant a minimum of 15 minutes before the scheduled starting time of the game to fill out the score sheet . Teams must report to the Intramural Sport Assistant prior to going to their diamonds.
5. The manager or team representative must list the batting order prior to the start of the game. Score sheets are available from the Intramural Sport Assistant at the fields.
6. A coin flip will determine the choice of home and visiting teams. Be ready to bat/kick in proper order. Teams should hustle in and out between innings as there is a time limit in effect (except semifinal and final games).
7. First and last names must be legibly printed on the scorecard (no nicknames please).
8. A game will consist of 7 innings, however, no new inning may begin after 45 minutes has elapsed from the time the game began, unless the score is tied. In the event of rain, or 10 run rule, 5innings (4 1/2 if the home team is ahead) will constitute a game (or at least 45 minutes have been played).
9.Injured Runner: If an accident to a batter-runner or base runner prevents him/her from proceeding in the game, a substitute runner of the same sex will be permitted. If no substitutes are available, the player of the same sex who made the last out will run.
10. No infield practice is allowed after the first inning.
11. 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.
12. In order to prevent injury and protect the defensive player attempting to make a play on a base runner, the base runner must be called out, if he/she remains on his/her feet, and deliberately, with great force crashes into a defensive player holding the ball, waiting to apply a tag. If the act is determined to be flagrant, the offender shall also be ejected.

SPECIFIC RULES

1. Any player can play any position defensively.
2. The defensive team may be set up in any order the team wishes (guys and girls in either the in or outfield). There is no set rule for placing defending players.
3. Kicking order must alternate gender.
4. A female may only substitute for a female, a male for a male.
5. Game time is forfeit time! A team may start with 8 players of equal gender and must end with 8 players of equal gender.
6. A half inning will consist of 3 outs. A game will consist of 7 innings or 50 minute time limit.
7. The offensive team, team at kick, will supply the pitcher. There will be one pitch unless it is fouled off, then the kicker will receive another pitch. If fouled off again, the kicker will be out.
8. A player will be ruled out if they kick two fouls, get hit by the ball from the shoulders or below before reaching the base, a pop fly is caught, or if the base runner is off of the base before the ball is put into play by the kicker. EXCEPTION: a player who is not in a regular standing/running position and is hit in the face/head will be ruled out! (ex.bending down to avoid getting hit or the runner falling down)
9. Bunting will not be permitted and is a dead ball and an automatic out.
10. There will be no official, however, the program coordinator for the game will decide on all arguments on the field at the time the problem arises.
11. There will be no infield fly rule.
12. With the exceptions listed on the rule sheet, ASA softball rules will govern this event.

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Indoor Soccer


ELIGIBILITY

MUST ALWAYS BRING YOUR STUDENT ID
All Participant are limited to playing on one Indoor Soccer team! Anyone that plays on more than one team will be suspended for the remainder of the season.
There is a limit of two ex-varsity players per team.
See eligibility rules for further clarification.

PLAYERS
Six players to start. May play with five in the event of an injury, as long as two of each gender remain on the floor

EQUIPMENT
Must bring clean gym shoes
No jewelry, no hats
Must wear shin guard (can be checked out with ID)
Team must wear pennies (can be checked out with ID) or where same colored T-shirt.

GAME
GAME TIME IS FORFEIT TIME!
One forfeit, team will not make playoffs!
Two twenty minute halves, half time no more than five minutes.
Time outs only if injury or decision of referees and supervisors.

START: Kick off, ball does not have to be kicked forward, kicker cannot kick the ball again until touched by another player. Opposing team must remain five yards from ball until lick off.

SUBSTITUTIONS:
Can be made any time during the game, except goalkeeper - only on dead ball.

IN & OUT OF PLAY / SCORING
Out of bounds: South wall of SLC gym, any part of the track (underside / sides / railing) ball will be spotted where it went out of play, except when deflection by goal that hits the track, opposing team will receive the ball at closest corner. If player kicks the ball on the track AUTOMATIC SCORE FOR OPPOSING TEAM (deflection no score awarded).
Anyone playing recklessly or out of control will be asked to leave.
No off-side
2 LINE RULE: Ball may not be kicked IN AIR from one end of the floor over middle to other end of floor (Lines will be marked with cones until marked by floor tape).
SCORING: SHOT MUST BE TAKEN AFTER THE PLAYER HAS PAST MARKED LINE TO SHOOT AND SCORE, (at discretion of the ref).
In the event of a direct kick called before the LINE, the ball will be moved up to the LINE.
SHOOT-OUT: Games ending in a tie will remain a tie, until playoffs. A tie during playoffs will be resolved by shoot-out. Shoot-out consists of five penalty kicks (only players on the floor when game ends may take penalty kicks). The kicker has five seconds to dribble from the LINE and shoot to try and score a goal. If still tied, go to sudden death shoot-outs (each team will have same numbers of opportunities until tie is broken). No player may take more than one kick in sudden death shoot-outs until all on floor have kicked.

FOULS & MISCONDUCT
Yellow and Red cards will be issued at the discretion of the ref. First yellow card, two minute penalty (player must be substituted for). Second yellow, equals one red card. Total suspension from league will occur if a player receives two red cards.
Indirect Kick: A goal cannot be scored unless the ball has been played or touched by another player other than the kicker. No player from the opposing team may be within five yards of the ball, until it is kicked. Ball must be stationary. An indirect kick is awarded when:
Playing in a manner considered by the referee to be dangerous.
Charging, fairly i.e., with the shoulder, when the ball is not within playing distance.
When not playing the ball, intentionally obstructing an opponent.
When playing as a goalkeeper, has a total of ten seconds to process the ball.
Having too many players of one team on the field at one time.
Showing by word or by action dissent from any decision given by the referee.
Being guilty of un-sportsman like conduct.
Failing to have at least two players of each gender on the field at all times.
Direct Kick: A goal can be scored without anyone else having to touch the ball. The original kicker may not play the ball a second time until another player on either side has touched the ball. A direct kick is awarded when:
Kicks or attempts to kick an opponent.
Trips an opponent.
Jumps an opponent.
Charges an opponent in a violent or dangerous manner.
Charges an opponent from behind.
Strikes or attempts to strike an opponent.
Holds an opponent with his/her hand or any part of his/her arm.
Pushes an opponent with his/her hand or any part of his/her arm.
Slide tackles the opponent.

DRINKING AND/OR USE OF DRUGS IS PROHIBITED
. Any player who is under the influence of alcohol and/or drugs will not be allowed to play. Any player or spectator under the influence of alcohol and/or drugs will be asked to leave the SLC gym!!

RULES FOR SPECTATORS All spectators must sit or stand against the south wall of the SLC gym or on the track, but not on the track railing. Failure to comply will result in spectators not being allowed in the SLC gym. Any player or spectator who is asked to leave the SLC gym by the official or supervisor MUST DO SO IMMEDIATELY. If the police must be called, the offending person will not be allowed further participation in Intramural Indoor Soccer for the remainder of the season. Individuals who are asked to leave on two separate occasions due to inappropriate behavior will be declared ineligible for ALL Intramural competition for the remainder of the academic year.

FIGHTING: HARASSMENT OF OFFICIALS OR BAD BEHAVIOR BY PLAYERS OR SPECTATORS DURING A GAME WILL NOT BE TOLERATED. Only the team captain may discuss rule interpretation with the official and must do so in a courteous manner. Failure to comply may result in forfeiture of the game. ALL CAPTAINS ARE RESPONSIBLE FOR MAKING THEIR PLAYERS AWARE OF THIS REGULATION. **ANY PLAYER(S) FIGHTING BEFORE, DURING, OR AFTER AN INTRAMURAL COMPETITION WILL BE DECLARED INELIGIBLE FOR FURTHER INTRAMURAL COMPETITION FOR THE REMAINDER OF THE ACADEMIC YEAR. THERE WILL BE NO DISCUSSION OF EXTENUATING CIRCUMSTANCES. THIS INCLUDES PARTICIPATING IN A FIGHT WHICH SOMEONE ELSE STARTS.

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Outdoor Soccer


The rules described below will be the basis for Intramural Outdoor Soccer play this Fall. Some rule changes have been incorporated to fit the circumstances of Intramural play at Fort Lewis College. Please refer to the FIFA Soccer Rules for further information.
Eligibility - Please refer to eligibility rules. The only exception to these rules for Outdoor Soccer is this:

#2 Under Individual Eligibility should read as follows:

#2 Players who are out for varsity athletics (the same sport as Intramurals) are ineligible. Current red-shirts, Club Sport participants, and ex-varsity players may play, but ONLY in the competitive division. Competitive teams will be limited to a total of three ex-varsity, Club Sport participants, and/or current red-shirt players. An ex-varsity athlete is anyone who has played in a FLC varsity game within the past three academic years. Red-shirt athletes from past years are not considered ex-varsity.

NUMBER OF PLAYERS: A minimum of 9 players is needed to play. A maximum of 11 players may be on the field (at least 2 people of each gender required at all times).

FORFEITS: If any team does not have enough players to start the game at game time, that team will forfeit the game. Use of ineligible players is also a forfeit. ANY TEAM THAT FORFEITS MORE THAN ONE GAME IS INELIGIBLE FOR PLAY-OFFS.

PLAYERS EQUIPMENT: A player shall not wear anything that might be dangerous to another player. The only cleated shoes allowed are those with one-piece molded rubber soles. No shoes with hard toes may be used. The referee has the ultimate decision as to whether or not a particular shoe may be used. All players are required to wear shin guards. Shin guards may be checked out from the Supervisor with an ID.

DURATION OF THE GAME: Games will be played on Mondays, Tuesdays, and Wednesdays at 6:00pm, 7:00pm, 8:00pm, 9:00pm, and 10:00pm. Forfeit time is game time. Teams with more than one forfeit is not eligible for play-offs. The duration of the game shall be two equal periods of 25 minutes. The interval at half time shall not exceed 5 minutes. Time-outs are called only in the case of injury to players or for temporary loss of the ball.

START OF PLAY:

At the beginning of the game (kick off), the ball must be kicked forward. The kicker cannot kick the ball a second time until it has been touched by another player (on either side). The opposing team must remain 5 yards from the ball until it is kicked off. There will be a kick off after each goal, and at the start of a half or overtime period.
If the game is temporarily suspended for any reason, the game will be restarted by the referee dropping the ball where it was when play was suspended. No player may touch the ball until the ball has touched the ground.
In the event that play is suspended while the ball is in the penalty area, the ball will be dropped at the nearest point, outside the penalty area.

BALL IN AND OUT OF PLAY:

The ball is out of play:
When it has wholly crossed the goal like or touchline, whether on ground or in the air.
When the game has been stopped by the referee.
The ball is in play at all other times, including:
If it rebounds from a goalpost, cross post or corner flag post into the field of play.
If it rebounds off the referee when he is in the field of play.
In the event of a supposed infringement until a decision is given.

OFF-SIDE:

A player is in an offside position unless:
He/she is in their own half of the field.
He/she is not nearer to the opponents' goal line than at least two of his/her opponents.
Player receives the ball directly from the corner kick, goal kick, throw in, or when it was dropped by the referee.
A player shall only be declared offside and penalized for being in an offside position (with an indirect free kick), if at the moment he/she or one of his/her team touches the ball, he is in the opinion of the referee:
Interfering with play or with an opponent.
Gains an advantage by being in that position.
He/she is between the last defender and the goalie.
A player shall not be declared offside by the referee merely because of his/her being in an offside position. If a player is declared offside, the referee shall award an indirect fee-kick, which shall be taken by a player of the opposing team from the place where the infringement occurred, unless the offence is committed by a player in his opponents' goal area, in which case the free-kick shall be taken from a point anywhere within that of the goal-area in which the offence occurred.

FOULS AND MISCONDUCT:
These can be divided up into two categories, those punished by a direct kick and those punished by an indirect free kick.

A direct free kick is awarded against a player who commits any of the following offenses:
Kicks or attempts to kick an opponent.
Trips an opponent.
Jumps into an opponent.
Charges an opponent in a violent or dangerous manner.
Charges an opponent from behind.
Strikes or attempts to strike an opponent.
Holds an opponent with his hand or any part of his/her arm.
Pushes an opponent with his/her hand or any part of his/her arm.
Intentionally handles the ball (this does not apply to the goal keeper within his/her own penalty area).
An indirect free-kick is awarded against a player who commits any one of the following offenses:
Playing in a manner considered by the referee to be dangerous.
Charging, fairly i.e., with the shoulder, when the ball is not within playing distance.
When not playing the ball, intentionally obstructing an opponent.
Charges the goal keeper, taking more then four steps while holding the ball.
Substituting players other then at the time of an injury, or when the ball has gone over the touch or end lines.
Not informing the referee of change of goal keeper.
Having too many players of one team on the field at one time.
Showing by word or action dissent from any decision given by the referee.
Being guilty of un-sportsman like conduct (NOTE: This includes shouting at an opposing player either to insult him/her or to distract his/her attention).
Failing to have at least two players of each gender on the field at all times.

YELLOW AND RED CARD FOULS

YELLOW AND RED CARDS:
A yellow card (caution card) and a red card (expulsion card) will be issued by the referee at his/her discretion in order to keep the game under control.
If a player should receive a red card, he/she will not be allowed to finish the game and his/her team will be required to play short for the remainder of the game.
Foul language, violent conduct and serious foul play are red card offenses.
A player who receives a red card will not be allowed to play in the next scheduled game.
Total suspension from league play will occur if a player receives 2 red cards in the course of a season.

FREE KICK:

Free-kicks are classified as either "direct" or "indirect". From a direct-kick, a goal can be scored without anyone else having to touch the ball, but from an indirect-kick, a goal cannot be scored unless the ball has been played or touched by another player other than the kicker before it passes over the goal line. Under no circumstances may the ball be played a second time by the original kicker until the ball has been touched by another player of either side. When a free kick is being taken, either "direct" or "indirect", no player of the opposite side may be within 10 yards of the ball until it is kicked, unless he is standing on his own goal-line, between the goal posts. The ball must be stationary when the kick is taken. In the case of a free-kick being awarded to the defending team in the penalty area, the ball must be kicked out of the area before it can be touched for a second time. This rule also applies to a goal kick.

PENALTY KICK:
A penalty kick is awarded for any of the direct kick fouls, when the infringement occurs within the penalty area itself. A penalty kick is taken from the penalty mark. When it is taken, all players with the exception of the player taking the kick and the opposing goalkeeper shall be within the field of play but outside the penalty area, and at least 10 yards from the ball. The opposing goalkeeper remains on the goal line, facing the kicker, between the goalposts until the ball has been kicked. The goalkeeper may move his/her feet while remaining on the line (moving sideways), but may not come off the line by stepping or lunging forward until the ball has been kicked forward. The player taking the kick must kick the ball forward and may only kick it once. If the ball rebounds from the crossbar, or goal post, the original kicker may not play the ball until it has been touched by another player from either side.

OVERTIME PENALTY KICK PROCEDURE:
Games ending in a tie will remain a tie, until playoffs. If during play-offs and after regulation time the game is tied, one 5 minute overtime period will be played. If the game is still tied after the overtime period, each team will take five penalty kicks alternated in the above manner. (NOTE: The only players who may take the penalty kicks are those who are on the field when the overtime period ends). If each team makes the same number of penalty kicks, the remaining six players will take sudden death penalty kicks. No player may take more than one penalty kick of the overtime/sudden death penalty kicks until all eleven players on the field have kicked. In all of the above cases of overtime/sudden death penalty kicks the player may only kick the ball once, no rebound from the goalie will be considered.

SUBSTITUTION:
A player who desires to enter the game shall report the need for substitution to the referee. Substitutions will be limited to the following circumstances and procedures:

Substitutions can be made by either team on goal kicks, regardless of which team has been awarded the goal kick.
Substitution can be made on corner-kicks only by the team that has been awarded the corner-kick.
Substitution can be made on throw-in's only by the team that has been awarded the throw-in.
Substitution can be made freely by both teams between halves.
In the case of injury, substitution may be made for injured players once play has been stopped. The opposing team, in the event that they have no injured players, may also substitute.
Goalkeepers must always check-in with referee upon substitution.

FIGHTING: HARASSMENT OF OFFICIALS OR BAD BEHAVIOR BY PLAYERS OR SPECTATORS DURING A GAME WILL NOT BE TOLERATED. Only the team captain may discuss rule interpretation with the official and must do so in a courteous manner. Failure to comply may result in forfeiture of the game. ALL CAPTAINS ARE RESPONSIBLE FOR MAKING THEIR PLAYERS AWARE OF THIS REGULATION. **ANY PLAYER(S) FIGHTING BEFORE, DURING, OR AFTER AN INTRAMURAL COMPETITION WILL BE DECLARED INELIGIBLE FOR FURTHER INTRAMURAL COMPETITION FOR THE REMAINDER OF THE ACADEMIC YEAR. THERE WILL BE NO DISCUSSION OF EXTENUATING CIRCUMSTANCES. THIS INCLUDES PARTICIPATING IN A FIGHT WHICH SOMEONE ELSE STARTS.

ANY PARTICIPANT WHO IS PLAYING RECKLESSLY OR OUT OF CONTROL WILL BE ASKED TO LEAVE THE GAME. It is the referee's decision whether a participant is playing out of control.

Spectators or players who are asked to leave the game area by the referees and or supervisor MUST DO SO IMMEDIATELY. If security has to be called, the offending person will not he allowed further participation in that Intramural activity for the remainder of the academic year. Players who are asked to leave on two separate occasions due to inappropriate behavior will be declared ineligible for all Intramural competition for the remainder of the academic year.

DRINKING AND/OR USE OF DRUGS IS PROHIBITED. Any player who is under the influence of alcohol and/or drugs will not be allowed to play. Any player or spectator under the influence of alcohol and/or drugs will be asked to leave immediately!!

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3 - 3 Soccer

RULES: FIFA rules will apply unless modified below:

NUMBERS OF PLAYERS: Five players are the maximum number of players on a team. Three field players play at a time. There are no goalkeepers on 3 vs 3 soccer. Substitutions may enter during any dead ball situation. Players must enter or exit at the half field mark. Players must touch hands while substituting.

GAME DURATION: The game shall consist of two twelve minute halves, and a two minute half time.

PLAY OFF OVERTIME: A sudden death overtime will be used with a maximum length of three minutes. The first team scoring will be the winner. If after three minutes it is still tied, the game will be decided by a sudden death penalty shoot out. Each team will rotate kickers and will be decided when either team scores unanswered. All players must be used in the rotation with the numbers of players being equal.

KICK INS: The ball should be kicked into play from the side line instead of a throw in.

KICK OFFS: Kick offs may be taken in any direction.

INDIRECT KICKS: All dead ball kicks, kick ins and kick offs are indirect with the exception of corner and penalty kicks THERE WILL BE NO OFF SIDES.

NO SLIDE TACKLING: Players may not make contact with another player through a slide tackle. A player may slide to intercept a ball while away from an opponent but no contact can be made with the opponent.

GOAL SCORING: A goal may be scored only from a touch within the offensive team's half of the field.

GOAL KICKS: Goal kicks may be taken from any point along the end line.

PENALTIES: Penalty kicks shall be awarded, if in the referee's opinion a scoring opportunity was nullified by the infraction. It will be a direct kick taken from the middle of the half field line, with all the players behind the half field line. Once the ball is kicked, the players may break to retrieve the ball. The offensive team cannot touch the ball again until the defensive team has touched it. A defensive player crossing the half field line before the penalty is kicked, will result in the re-kicking of the penalty, if missed.

PLAYER EJECTION: Red card. Referees have the right to eject a player from the game for persistent infringement or an incident that warrants sending off. The team may then continue with their remaining two or three players. The ejected players will then be suspended for the following game. The player may be suspended for more than one game in the event of violent conduct or fighting. Decisions are final.

Softball
Please read the following information very carefully.
Men may play for one men's and one co-ed team. Woman may play for one women's team and one co-ed team. Any person playing on more teams than allowed will be declared ineligible for play for the remainder of the season.

GAME TIME IS FORFEIT TIME!

Teams should plan on being at the fields early enough to warm up and get their line ups prepared before game time.
Teams with more than one forfeit are not eligible for the playoffs. Please read Eligibility Rules Section on "Forfeiting Games."

ELIGIBILITY

ALL INTRAMURAL ELIGIBILITY RULES APPLY, EXCEPT #2 UNDER INDIVIDUAL ELIGIBILITY. FOR SOFTBALL, #2 SHOULD READ AS FOLLOWS:

#2 Players who are out for varsity athletics (the same sport as Intramurals) are ineligible. Current red-shirts, ex-varsity, and Club Sport players may play, but ONLY in the competitive division. Competitive teams will be limited to a total of three current red-shirts, ex-varsity and Club Sport players. An ex-varsity is anyone who has played in a FLC varsity game within the past three academic years ( '99-'00, '00-'01,'01-'02).

Red-shirt athletes from past years are not considered ex-varsity.

RULES
The Amateur Softball Association of America (ASA) rules will be followed. The following are only highlights. All Captains are responsible for their players' conduct and knowledge of the rules.

A team will consist of ten players and must start with at least eight players or the game will be considered a forfeit. The game cannot continue with less than eight players on a team.

If a team starts the game with 8 or 9 players on the lineup, no outs will be taken for the missing player(s). Late arriving players may enter the game only as substitutes.

If 10 players are listed on the lineup and only 8 or 9 players are present, an out will occur whenever the missing player(s) is due to bat. The team will take an out for each missing player until the missing player(s) arrives.

A coin flip will be used to determine home team.

The scorekeeper is the official timekeeper. He/she will keep the official time and score.

Protests will not be allowed under any circumstances. Correctable errors must be resolved before the game is over. Only team captains are to approach the officials if it is believed that an error has occurred. Any call involving the official's judgment (whether a runner was safe or out, whether a ball was fair or foul, ect.) is not subject to correction. Team members are not, under any circumstances, to complain to the officiating staff.

TIME LIMIT: Games will be one hour or seven innings, whichever comes first. When the time limit is reached in the middle of an inning that inning will be played out if necessary to determine the winner of the game.

The game will end when one team is ahead by ten or more runs after five innings.

TIE GAME: If the game is tied at the end of the time limit or after seven innings, one extra inning will be played. In the extra inning, the player who is scheduled to bat last in the extra inning will be placed on second base. If this extra inning results in another tie, the game is recorded as a tie.

The home plate umpire will call the game, if necessary, at any time due to weather or un-sportsman like conduct.

If less than five minutes are left on the time limit, a new inning will not begin and the game will be called (unless the game is tied).

For safety reasons fake tags are illegal!

SPEED UP RULES
Count: 3 Balls = Walk; 2 Strikes = Out. The first foul ball that makes Strike 2 is not an out. Any foul after results in an out.
Only one warm-up pitch is allowed after the first inning. The pitcher gets five warm-ups in the first inning, as does any new pitcher entering the game.

BATTING REGULATIONS:
In men's and women's leagues, more than 10 players may bat, with any ten playing defense. A player not in the batting order cannot play defense!

A strike is any legal pitch that lands on the matt or home plate. When the umpire calls an illegal pitch, the batter has the option to swing at the pitch or take a ball. If the batter chooses to swing at the illegal pitch, the play is considered live and the result of the swing will stand.

The batter is out if he/she hits the ball fair or foul while one or both feet are touching the ground completely outside the batter's box, or while one or both feet are touching home plate.

INFIELD FLY RULE: With no one out or with one out AND runners on first and second OR first, second, and third (bases loaded), the batter is out automatically if his/her fair fly ball can be caught by an infielder with ordinary effort.

NOTE: This applies even if the infielder is in the outfield and may apply to a ball caught by an outfielder, if the ball could have been caught by an infielder with ordinary effort. The purpose of this rule is to protect the base runners by preventing the fielder from letting the ball drop, then starting a double or triple play.

THIS IS A LIVE BALL
and the runners may advance at their own risk.
The batter is automatically out if he/she intentionally throws the bat, bunts, or deliberately chops the ball into the ground!

SUBSTITUTIONS: A substitute takes place of his predecessor in the batting order. If a player re-enters the game, he/she must replace the person who substituted for him/her. A substitute who has been removed cannot re-enter.

BASE RUNNING RULES: Sliding is allowed, but not required.
The base runner is out when he/she:

Gets hit y the ball.

Leaves the base before the pitched ball touches the ground or is hit by the batter. If the runner leaves early, the ball is dead, "no pitch," is declared and the runner is out.

Interferes with the fielder making the play.

Physically passes a preceding runner who has not yet been put out.
Runs out of the baseline to avoid a tag (baseline is three feet in both directions, total six feet, of the baseline).

Double First Base: Whenever a play is being made on the batter-runner, the defense must use the white portion and the batter-runner the orange portion. The batter-runner is out when there is a play being made at first base and the batter-runner touches only the white portion, providing the defense appeals prior to the batter-runner returning to first base. (This is treated the same as missing the base) Once the runner returns to the white, no appeals can be made. On extra base hits or balls to the outfield, when there is no play being made at first base, the batter-runner may touch the white or orange portion of the base. Should the batter-runner return, the runner must return to the white portion. On any force out attempt from the foul side of the first base or when an errant throw pulls the defensive player into foul ground, the defense and the batter-runner can use either the white or the orange portion. (This includes overthrows) If after running through first base on the orange portion, the batter-runner makes any attempt towards second base (or even if they just turn to the left when returning to first base) the batter-runner may be tagged out by the defense.

PITCHING RULES:
The pitcher must deliver the ball underhand with an arch of between six and twelve feet.
The pitcher must have one foot on the pitching mound when the ball is released.

EQUIPMENT:
No metal cleats, sandals or hiking boots will be allowed. If proper footwear is not worn, you will not play!
Only bats marked "Official Softball" may be used.
For safety's sake, please remove any exposed jewelry which may cause injury.

CO-ED RULES:
These additional rules will apply will apply to co-ed leagues; all of the above rules also will apply.

The batting order must alternate the genders. However, if only nine players are available, the first and last players in the batting order will be of the same gender.

Any even number of players numbering ten or more may be used, as long as equal numbers of each gender are in the batting order. A player not in the batting order cannot play defense!

If playing with only eight players, you must have four women and four men. If playing with nine players, you must have four women and four men with the ninth player being of either gender. If playing with ten, you must have five women and five men.

If a male batter is walked, he will automatically be awarded second base.

EJECTIONS:
Any player ejected from a game will automatically be suspended from the next game and possibly given a more severe penalty.

This will be at the discretion of the Intramural Staff.

DRINKING AND USE OF DRUGS IS PROHIBITED. ANY PLAYER WHO IS UNDER THE INFLUENCE OF DRUGS AND/OR ALCOHOL WILL NOT BE ALLOWED TO PLAY. ANY PLAYER OR SPECTATOR DRINKING OR USING DRUGS AT ANY INTRAMURAL CONTEST WILL BE ASKED TO LEAVE IMMEDIATELY!


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Fast Pitch Softball Tourney

The Amateur Softball Association of America (ASA) rules will be followed. The following are only highlights. All captains are responsible for their players' conduct and knowledge of the rules.

A team will consist of nine players and must play with at least eight players or the game will be considered a forfeit. Co-ed teams must have four male and four female players on the field at all times!

A coin toss will be used to determine home team.

Protests will not be allowed under any circumstances. Correctable errors must be resolved before the game is over. Only team captains are to approach the officials if it is believed that an error has occurred. Any call involving the officials' judgment (whether a runner is safe or out, whether the ball was fair or foul, ect.) is not subject to correction. Team members are not, under any circumstances, to complain to the officiating staff.

A substitute takes the place of his/her predecessor in the batting order. If a player re-enters the game, he/she must replace the person who substituted for him/her. A substitute who has been removed cannot re-enter.

Games will be one hour or seven innings, whichever comes first. When the time limit is reached in the middle of an inning, that inning will be played out. The game will end when one team is ahead by ten or more runs after five innings. If time runs out and the score is tied, extra innings will be played until a winner is determined. The home plate umpire will call the game, if necessary, at any time due to weather or un-sportsman like conduct. If five minutes are left on the time limit, a new inning will not begin and the game will be called.

EQUIPMENT
Catchers must wear a mask, chest protector and shin guards.
Batters and base runners must wear a batting helmet.
Only official softball bats will be allowed.
No METAL cleats allowed!

PITCHING
The pitcher's pivot foot must remain in contact with the rubber until the ball is released.
The pitcher must hold the ball in both hands between one and ten seconds before releasing it.
The pitcher must not use a windup in which there is a stop or reversal of the forward motion.
The pitcher must not make two revolutions of the arm on the windmill pitch.
If the pitcher wishes to walk the batter intentionally, all pitches must still be delivered to the batter.
Five warm up pitches are allowed between innings unless a new pitcher is entered. New pitchers are allowed eight warm up pitches.
The pitcher shall not throw to a base during a live ball while his/her foot is in contact with the pitcher's plate after he/she has taken the pitching position.

BATTING REGULATIONS
The strike zone is over the plate between the batters arm pits and the top of the knees.
The batter is out if he/she hits the ball fair or fouls while one or both feet are touching the ground completely outside the batter's box, or while one or both feet are touching home plate.

INFIELD FLY RULE: With less than two outs AND runners on first and second OR bases loaded, the batter is out automatically if his/her fair fly ball can be caught by an infielder with ordinary effort.
NOTE: This applies even if the infielder is in the outfield and may apply to a ball caught by an outfielder, if the ball could have been caught by an infielder with ordinary effort.

THIS IS A LIVE BALL and the runners may advance at their own own risk.
On a dropped third strike, the batter may advance to first base if first base is unoccupied and there are less than two outs OR any time there are two outs.
On a foul Tip, the ball is in play and runners may advance with the liability to be put out. The batter is out if this is a third strike. A foul tip is a batted ball which goes directly from the bat, not higher than the batter's head, to the catcher's hand(s) or glove and is legally caught by the catcher.

The batter is automatically out if he/she intentionally throws the bat!
If the batter is hit by a pitch, the batter is awarded first base.
When a batter is walked, the ball is live and any runners may advance at their own risk.

BASE RUNNING RULES:
For safety reasons, fake tags are illegal!
Base runners must slide on a close play.
Base runners between bases must immediately attempt to advance to the next base or return to base as soon as the pitcher has the ball within an eight foot radius of the pitchers plate.

The base runner is out when he/she:
Gets hit by the batted ball.
Leaves the base before the ball is released by the pitcher.
Interferes with the fielder.
Physically passes a preceding runner who has not yet been put out.
Runs out of the baseline (three feet on either side of the baseline, a total of six feet) to avoid a tag.

CO-ED RULES: These additional rules will apply to co-ed leagues; all the above rules also will apply.

The batting order must alternate the genders. When using nine players the first and the last players in the batting order will be of the same gender.
Four men and four women must be on the field at all times.

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Volleyball

ELIGIBILITY
All participants are limited to playing on one co-ed and one men/women's team per division.
All participants must be CURRENT Fort Lewis College students, faculty or staff, or Student Life Center members.
For restrictions on varsity, ex-varsity, red shirt, and Club Sport players refer to the Eligibility Rules (#2 under Individual Eligibility).
Captains: It is your responsibility to make sure that all your players are eligible.

PLAYERS CLOTHING
No dangling jewelry is allowed. Any other jewelry must be removed or taped to the body.
Only hair devises made of soft material will be allowed, no hats or barrettes.

PLEASE DO NOT WEAR YOUR GAME SHOES TO THE STUDENT LIFE CENTER (SLC) GYM. BRING YOUR GAME SHOES WITH YOU AND CHANGE INTO THEM AT THE SLC GYM! Only CLEAN gym shoes may be worn.

No "street shoe," hiking boots, sandals, hard soled shoes, or wet/muddy gym shoes allowed. Any shoes that mark the floor will not be allowed.

GAME DESCRIPTION
Volleyball is played between two six-member teams. A team must have a minimum of four players on the court at all times or it will be declared a forfeit. (For Co-ed teams when six players are on the court three must be female and three must be male. If playing with five players two must be female and two must be male and the other player may be of either gender. If playing with the minimum four players on the court two must be female and two must be male. Failure to do this will result in forfeiture of the game.)

Game time is forfeit time for the first game of the match. If a team does not have enough players 10 minutes after the game time the entire match will be forfeited.
A coin toss will determine serve and side for the first game and third game, if necessary.

THE SERVE
The ball must be served within the five seconds of a referee's signal. If a player accidentally serves the ball before the signal, a replay will be called. A single warning will be given to each team. Any time after that will be ruled a side-out.
The server must be behind the service line and must not step on or over the line until the ball is served.
All offensive players must rotate one position clockwise when a new player begins to serve.

PLAYING THE BALL
A hit is considered legal when the player contacts the ball from the waist or above and does not allow the ball to visibly come to rest. Legal foot digs are allowed.
Each team has three hits to return the ball. A block is not considered a hit.

CO-ED TEAMS: If more than one hit is taken on a side, at least one hit must be made by a female. (This does not include blocks).
No player may touch the ball twice in succession except in the case of a block. Double hits are only allowed in an attempt to save a hard driven spike or serve. When using two hands or arms on an underhand hit, the hands must be interlocked.
A ball may be played out of bounds, but a player must not cross over to the opponent's side of the net or enter the adjacent court. The ball becomes dead when it touches the net antennas or does not cross the net between the antennas.
A ball that hits anything above the court may be played if it stays on the same side of the court. This includes the basketball backboards. The ball may not be played off the wall.
A back line player may not spike or block the ball in front of the ten foot line, but may jump from behind the line to spike the ball.

SETTING USING A SET TO RETURN A SERVE IS AN ILLEGAL HIT! A point will be awarded to the serving team.

BLOCKING AND NET PLAY
It is illegal to block a serve.
Blockers may reach over the net only when the opposing team has had an opportunity to complete its attack.
A player may step over the centerline as long as the player does not interfere with the play of the opponent.
A player may not touch the net at any time the ball is in play. Accidental clothing will not be called unless it interferes with play.

SCORING, SUBSTITUTIONS, AND TIME OUTS

Each game will be 21 points, rally score. During rally score a point is scored, regardless of who has the serve.
A team must win by 2 points.
A match consists of 2 out of 3 games.

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2 - 2 Volleyball

YOU CAN PLAY ON ONE MEN'S TEAM OR ONE WOMEN'S TEAM AND ONE COED TEAM

VARSITY AND CLUB VOLLEYBALL PLAYERS MUST SIGN UP IN THE MOST COMPETITIVE DIVISION

A player may step across the centerline as long as there is no interference with opponents.
Incidental clothing net contact is okay, as long as it does not interfere with the play.
A player may serve anywhere behind the end line.
Players must rotate on serves after each side-out, otherwise no rotation of players is required.
A block is not considered one of the three hits allowed (if a player blocks a ball, they may hit it again in succession).
No blocked serves.
No open-handed dinks.
Foot digs are allowed.
A player must have shoulders square to the net in order to set the ball over the net.
One time-out per team per game, 20 seconds.
Each game will consist of rally score to 25 and will not be timed.
Practice between courts is not allowed.
All participants must be CURRENT FLC students. faculty or staff, or Student Life Center members. Please do not wear your game shoes to the Gym. Bring your game shoes with you and change into them at the Gym! Only clean gym shoes may be worn. No "street shoes," hiking boots, hard soled shoes or muddy shoes allowed.

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FORT LEWIS COLLEGE      1000 RIM DRIVE DURANGO, COLORADO 81301      (877)FLC-COLO(TOLL FREE)      ADMISSION@FORTLEWIS.EDU