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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