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Fitness Center

Intramurals: Game Rules

There will be zero tolerance for any of the following committed by any team member or spectator:

  • At no time will a team member verbally or physically abuse or threaten an official. The offending player will be removed from the game and suspended until a meeting with the Assistant Director for Intramurals has occurred;
  • At no time will a team member verbally or physically abuse or threaten a member of the Recreation and Intramurals or Intercollegiate Athletics staff. The offending player will be removed from the game and suspended until a meeting with the Assistant Director for Intramurals has occurred, and disciplinary action through Student Conduct, Public Safety, and/or the Monroe County Sheriff’s Office may be pursued;
  • Team captains are responsible for their fans. Spectators will not abuse players, officials or facilities. This includes but is not limited to: taunting, obscene language or gestures, throwing objects of any kind on the field, or defacing the facility in any way;
  • Any team member or spectator under the influence or in possession of alcoholic beverages will be held in violation of intramural and Institute policies, and will face consequences as such. Public Safety will be notified.

Basketball Accordion

General Rules

  • All NFHS/NIRSA basketball rules apply except for the following:
    • In 5-on-5, a game consists of two 12-minute halves
    • In 3-on-3, the first team to score 21 points wins, with a maximum time of 30 minutes per game.
    • A minimum of three players must be present at game time to avoid a forfeit unless both captains agree before the start of the game.
    • One time out per half (does not carry over into second half)
    • No 35 second shot clock
    • Overtime will be 2 minutes, and if still tied sudden death. Regular season games may end in a tie, but playoff games cannot end in a tie.
  • In 3-on-3, a regular two-point basket will be worth one point, and a regular three-point basket will be worth two points.
  • Hand checking is not allowed.
  • The opposing team takes possession on all shooting fouls before the seventh foul. On the seventh foul, the opposing team will take one shot and possession.
      In the last minute of play in the second half (5-on-5), a non-shooting foul will be considered an intentional foul. The opposing team will shoot one-and-one or two shots and get the ball at mid-court.
  • If any player is ejected from the game, the team will be placed on probation. If any additional team member is ejected from any game the team will be dropped from the league.
  • Unsportsmanlike behavior, toward an opponent or official will not be tolerated. This includes trash talking, spitting, etc.
  • A technical foul will result in a minimum of one game suspension for that player.
  • Any player ejected for fighting will result in suspension for the rest of the semester and the team is placed on probation.

Broomball Accordion

Intramural broomball follows USA Broomball rules, which may differ from a player’s previous experience with the game.

Each Team

  • A team must consist of a minimum of five players, and maximum of six players on the ice at all times (penalties excluded), unless both captains agree before the start of the game.
  • A game consists of two 12 minute periods or three 8 minute periods and one or two one-minute intermissions.
  • Goal

    • Has to be shot or deflected into the goal from the front, and completely pass the goal line.
    • No kicking or passing of the ball counts a goal.

    The Goalie

    • The goalie can only pick up the ball if their feet are inside the crease.
    • The crease is the blue area in front of the goal.
    • The goalie can only bowl, curl or roll the ball across the ice surface if handling the ball.
    • The goalie has three seconds to release or hit the ball or the whistle will be blown.
    • Is the only player who can pick up the ball.

    Playing the Ball

    • A player may use their feet, body or stick to stop the ball.
    • If the stick is thrown or shot toward the ball or player at any time this is stoppage of play.
    • A player can use their feet or stick to pass the ball.
    • If the ball is punted or drop kicked it is a stoppage of play.
    • A player can use their hands to pass a ball in their defensive zone.
    • If the ball is passed with the hand in the offensive zone this is a stoppage of play.
    • A player can use their hands to lower an elevated ball to the ice surface.
    • A player cannot catch the ball.
    • A player can slide on their knees (the slide needs to be controlled, on one or two knees).
    • Any form of uncontrolled sliding or diving is a penalty.

    Changing of Players

    • Players may be changed from the team bench at any time.
    • Players leaving the ice need to out of play before the substitution.
    • Any player entering of leaving the game plays the ball deliberately a minor shall be assessed for too many players on the ice.

    Equipment Failures

    • If a broom is broken during play, the player must drop it immediately (failure to do so shall be a minor penalty).
    • A new broom can be handed off from the bench to a player on the ice.
    • If a helmet breaks or comes off during play
      • Play will stop immediately
      • A new helmet needs to be acquired

    Penalties

    • Minor Penalty
      • The offending team plays down one man for 1 1Ž2 minutes
    • Major Penalty
      • The offending team plays down one man for 5 minutes
    • Attempt to Injure
      • Major penalty
      • Removed from the game
    • Boarding/ Checking
      • Major Penalty
      • Removed from the game
    • Playing with a Broken Broom
      • Minor penalty
    • Charging
      • Discretion of the referee
    • Cross Checking/ Butt Ending
      • Major penalty
    • High Sticking
      • Discretion of the referee
    • Any contact with the head or neck will result in the ejection of the offending player.
    • Throwing the stick shall result in a penalty or optional penalty shot at the referee’s discretion.
    • Too many men
      • Minor Penalty
    • Hooking
      • Discretion of the referee
    • Holding
      • Discretion of the referee
    • Slashing
      • Discretion of the referee
    • Spearing
      • Discretion of the referee
    • Tripping
      • Discretion of the referee
    • Stoppage of Play
      • The play may be stopped
      • Any penalty is delivered
    • Two line pass
      • The ball crossed two lines before being touched by a team mate
    • Icing
      • The defensive team shoots, passes or kicks the ball beyond the goal line of the opposing team
      • Icing is nullified if:
        • A player touches the ball before it passes the goal line
        • The ball is shot from a face off
        • In the opinion of the referee the other team could have touched the ball before it crossed the goal line
    • Out of Play
      • The ball leaves the ice surface.
    • Offsides
      • A player crosses their offensive blue line before the ball.
    • Hand Passes
      • Passing the ball by the hand in the offensive zone.
      • Catching the ball.
      • Holding the ball for any extended period of time.
    • High Broom
      • The ball is played with a broom above the shoulders.
      • The ball is shot with a broom above the crossbar of the goal.

    Dodgeball Accordion

    Intramural dodgeball follows NADA rules, which may differ from a player’s previous experience.

    The Team

    • Teams will be made up of six players on a side to avoid a forfeit unless captains agree before the start of the game.
    • Club team members may participate in D1 only. Violation will result in the offending team forfeiting that game.

    The Game

    • The object of the game is to eliminate all opposing players by getting them “out”. This may be done by:
      • Hitting an opposing player with a thrown ball below the shoulders.
      • Catching a ball thrown by your opponent before it touches the ground.
    • Game begins by placing the dodgeballs along the center line. Players take a position behind their end line. On the officials whistle, the players approach the center line to retrieve the balls. Players may not cross over the center line.
      • Retrieved ball must be brought back to the ten-foot line to be put in play.
    • The first team to legally eliminate all opposing players will be declared the winner.
    • There will be a 7 minute time limit for each game.
    • If no team has been eliminated at the end of 7 minutes, the team with the greater number of players remaining will be declared the winner.
    • In the case of an equal number of players remaining after regulation, a two-minute, sudden-death overtime period will be played.
    • Game time is a maximum of 30 minutes.
    • Playoff games cannot end in a tie.
    • Match play: Best of five games will be played. The first team to win three games will be declared the winner.

    Time Outs and Substitutions

    • Each team will be allowed one 60 second time out per game. At this time, a team may substitute players into the game.

    Rule Enforcement

    • Rules will be enforced by the “honor system”.
    • Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated.
    • All contests will be supervised by a field monitor. The field monitor’s responsibility will be to rule on any situation in which teams cannot agree.
    • The field monitor’s decision is final.

    Boundaries

    • During play, all players must remain within the boundary lines. (Volleyball court lines will be used).
    • Players may leave the boundaries only to retrieve stray balls. Eliminated players must move to the end of the gym.

    Flag Football Accordion

    Intramural flag football follows NFHS/NIRSA rules, which may differ from a player's previous experience with the game.

    • Teams consist of seven players; a minimum of five players is required to avoid a forfeit unless both captains agree before the start of the game. The offensive and defensive team must have four players on the line of scrimmage.
    • Club team members may participate in D1 only. Violation will result in the offending team forfeiting that game.
    • Games consist of two 20-minute halves and a two-minute intermission. The clock will run continuously until the last minute of play in each half except for a team time out (one per half, no carry-over) or a referee time out.
    • Any contact with the Quarterback (except when reaching for the flag) is a ten-yard penalty.
    • Non-contact fouls are five yards.
    • Player-to-player fouls are ten -yard penalties (holding, pass interference, unnecessary roughness etc.)
    • Blocking: Hands must be behind the back or by the side at all times.
    • Games may end in a tie except for playoffs, in which case an overtime period will consist of one possession per team. Each team will start facing the same goal with the ball at the 20 yard line, with the objective of scoring a touchdown. If no team scores or both teams score, another overtime period will be played, until a winner is determined. If the defensive team intercepts the ball but does not score, possession returns to the offensive team.
    • The defensive team must line up one yard away from the offensive line (one yard neutral zone). Anytime a player (defensive and offensive) goes into the neutral zone before the snap, it is a five-yard dead ball foul.
    • When the entire flag belt is removed completely, the runner is down. The defensive player should raise the flag/belt above his or her head to indicate where the runner is down.
      • If the runner inadvertently loses his or her belt, de-flagging reverts to a one hand touch of the runner between the shoulders and knees.
      • Flag guarding and face guarding (intentionally obstructing the runner’s view) will both result in a 10-yard penalty. Stiff-arms are not allowed.
    • The defensive team may blitz on the snap of the ball (there is no four-second blitz rule).
    • No direct snaps to the quarterback. The quarterback must be two yards behind the center.
    • No direct handoffs; the ball must be pitched.
    • Only one forward pass is allowed during a down. Backward does not count as a forward pass.
    • Fumbles and dropped punts are dead at the point of contact with the ground.
    • No kickoffs; the ball starts on the 20-yard line.

    Ice Hockey Accordion

    This is a non-checking league which follows USA Hockey rules. The offending player will be assessed a minor or major penalty, depending on the severity of the check.

    • A team consists of six players. A team must have a minimum of five players present at game time to avoid a forfeit unless both captains agree before the start of the game.
    • Club team members may participate in D1 only. Varsity players may participate in D1 only, if their NCAA eligibility has expired. Violation will result in the offending team forfeiting that game.
    • All participants are required to wear full equipment, which includes shoulder pads, chest protector, and helmet with a full face cage, elbow pads, shin pads, and jock/jill protection. Mouth guards and throat guards are strongly encouraged. Team captains are responsible for ensuring that all team members are in compliance with these requirements.
    • Games will consist of 3 15-minute periods and 2 1-minute intermissions.
    • A minor will consist of a 90-second penalty.
    • Major penalties will result in the offending player serving four minutes in the penalty box. The offending team will be short-handed for the entire four minutes, regardless of whether a goal is scored.
    • Major penalties include, but are not limited to:
      • Hitting from behind;
      • Flagrant slashing, high sticking, cross checking, intent to injure, kicking, spearing and butt ending a player;
      • Any contact with the head or neck;
      • Fighting of any kind (which includes the act of making a fist), regardless of cause;
      • A major penalty may result in ejection, suspension, or removal from the league, at the discretion of the officials and/or the Intramural Office.
    • At no time while they are eligible to compete (regardless of whether it is during the traditional or non-traditional season) can a member of the varsity ice hockey teams participate in intramural hockey.
    • In the event of a tie at the end of regulation, games will be decided by a shootout with a minimum of three players. Play stops on a missed penalty shot.

    Soccer Accordion

    Intramural soccer rules are adapted to the Field House and Turf Field from USSF/FIFA rules and will differ from a player’s previous experience with the game.

    • A team will consist of seven players. A team may play with as few as five, as long as bothcaptains agree to do so.
    • Club team members may participate in D1 only. Varsity players may participate in D1 only, if their NCAA eligibility has expired. Violation will result in the offending team forfeiting that game.
    • Co-ed teams will consist of three men, three women and a goalie (either sex). Teams may agree to play with as few as five, but the male/female number must be even for both teams.
    • SLIDE TACKLING, BICYCLE KICKS, AND FLIP THROWS ARE NOT ALLOWED IN EITHER INDOOR OR OUTDOOR INTRAMURAL SOCCER. A RED CARD WILL BE SHOWN AND A MINIMUM ONE GAME SUSPENSION ISSUED IF A PLAYER IS IN VIOLATION OF THIS RULE.
    • Direct Free Kicks will be awarded to the opposing team if a player commits any of the following offenses in a manner considered by the referee to be careless, reckless or using excessive force:
      • Kicks or attempts to kick an opponent
      • Trips or attempts to trip an opponent
      • Jumps at an opponent
      • Charges at an opponent
      • Strikes or attempts to strike an opponent
      • Pushes an opponent
      • Tackles an opponent to gain possession of the ball by making contact with the opponent before touching the ball
      • Holds an opponent
      • Spits at an opponent
      • Handles the ball deliberately (except the goal keeper)
      • Plays in a dangerous manner (high kick)
    • If a team is ahead by eight (8) goals or more in the second half, the officials will have the option to end the game.
    • There will be no off sides.

    Cautions and Dismissals

    • A player is cautioned and shown the blue card if he commits an offense that warrants a player being sent off, but not a yellow card. The player will be sent off for two (2) minutes. This is to be used at the official’s discretion to maintain control of the game.
      • A player is cautioned and shown the yellow card if he commits any of the following offenses. The player will be sent off for five (5) minutes:
      • Unsporting behavior
      • Shows dissent by word or action
      • Persistently infringes on the rules
      • Delays the restart of play
      • Fails to respect the required distance when play is restarted
    • A player is shown the red card, ejected, and suspended for a minimum of one (1) game if he commits any of the following offenses:
      • Slide tackle
      • Serious foul play
      • Violent conduct
      • Spits at an opponent, any other player, or anywhere on the facility.
      • Deliberately handling the ball and denies the opposing team a goal or scoring opportunity
      • Uses offensive insulting or abusive language
      • Receives a second yellow card in the same game
      • If a team receives two red cards in the same game, the offending team plays two players down. The game will continue unless a) the offending team falls below 5 players, or b) the officials feel there is a safety concern or other reasonable justification for canceling the game
      • The offending team will play one player down for the remainder of the game.

    Softball Accordion

    Intramural softball rules may differ from a player’s previous experience with the game.

    • A team consists of nine players. Teams must have at least seven players present at the scheduled game time to avoid a forfeit unless both captains agree before the start of the game.
    • For Co-Ed League games, there must be an equal number of women on each team playing in a game. A team of all men cannot play in the Co-Ed league.
    • All games will last seven innings or a maximum of one hour. No inning will start less than five minutes before the next scheduled game.
    • Playoff games cannot end in a tie (regular season games may end in a tie). If a playoff game is tied at the end of seven innings, the game will continue until a winner is determined. If the visiting team scores in the top of an inning the home team will bat in the bottom of the inning. If the home team fails to score, the game is over.
    • All batters start with a count of one ball and one strike. Foul balls count as strikes; two foul balls and the batter is out.
    • Any legal pitch (thrown underhand with a six to 12 foot arc) that touches any part of the mat/plate combined is a strike. The mat is part of home plate and the base runner is allowed to touch the mat to score a run.
    • All plays at first and home are considered force plays. The baseman or catcher need only catch the ball and touch the base for the runner to be out.
    • Any ball landing on the blacktop surrounding the field is out of play. When a ball goes on to the blacktop on an overthrow, the runner will be awarded the base he/she was running to plus one.
      • A safety base will be in foul territory at first base. All runners must use this base when there is a play at first.
    • There is a seven run limit for each inning.
    • If a team is ahead by ten or more runs after four innings, the game will be called. If the home team is behind, they will bat in the bottom half of the inning.
    • Only softball bats are permitted.
    • Metal spikes are prohibited.
    • Sliding is permitted, at your own risk.
    • On a double play, the runner must slide or move out of the way to avoid interference. If interference occurs, it will result in an automatic double play.
    • Deliberately running into the catcher or any other baseman will result in a game ejection.

    Ultimate Frisbee Accordion

    • Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team
    • Scoring -- Each time the offense completes a pass in the defense's enczone, the offense scores a point. Play is initiated after each score.
    • Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
    • Change of possession -- When a pass is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense
    • Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
    • Non-contact -- No physical contact is allowed between players. Picks and screens are prohibited. A foul occurs when contact is made.
    • Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
    • Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
    s

    Volleyball Accordion

    Intramural Rules may differ from a player’s previous experience with the game. NCAA Women’s Rules apply where necessary. NCAA Women’s Rules are in the back of this binder.

    • A match consists of the best of three (3) games
    • A Game is the first to twenty-five (25), using Rally Points
      • To win a game you must win by a margin of at least two (2) points
    • There must be at least two (2) players on a team, on the court, to play
      • There can only be a maximum of six (6) players on the court
      • Club team members may participate in D1 only. Varsity players may participate in D1 only, if their NCAA eligibility has expired. Violation will result in the offending team forfeiting that game.
    • Proper footwear must be worn at all times

    Co-Ed League Rules

    • One girl has to be on the court at all time during play
    • If using a rotation substitution with only one female, they do not sub off the court

    Serving the Ball

    • A serve may be overhand, underhand or side arm
    • Only one arm can be used to hit the ball in a serve
    • Kicking the ball to serve is an illegal serve
    • A serve can hit the net, as long as it goes over and stays in play
    • Catching a toss-up during the service is a fault
      • The server must allow the ball to fall to the floor if it is an undesirable toss
      • The server can only reject a tossup once per service or it is a fault
    • A service fault is a point for the opposing team
    • A foot fault on the serve is when any part of the server’s foot is touching or crossing the end line, sideline or service line.
    • A jumping serve is permitted as long as the ball is stuck before the player hits the ground
      • During the jump they can land in front of the service line, so long as they start the jump behind the service line. Failing to do so is a fault.
    • All Players must be inbounds at the time of the serve
      • If a team fails to do this it is a point for the opposing team
    • A fair service must go over the net and stay inside the boundaries of the court
      • It must also be inside the antennae/flags on the net
    • Failure to provide a fair service is a point for the opposing team

    Playing the Serve

    • The receiving team may not block or attack the service

    Playing the Ball

    • A volley consists of three (3) hits per side before crossing over the net
      • Four (4) or more hits is a fault, and point for the opposing team
    • A player may not double hit the ball
      • No two parts of the body can play the ball
      • To do so is a point for the opposing team
    • A player may not carry the ball
      • Any lifted, thrown, held or scooped ball classifies as a carry
      • To do so is a point for the opposing team
    • Any part of the body can be used to hit the ball
      • A foot may be used to play the ball but a kicking motion qualifies as a carry
      • A team cannot use their feet twice in a row during a volley
    • Back line hits
      • If the ball is below the height of the net any player may play the ball over the net
      • If the ball is above the height of the net, and in front of the attack line, only the players in the front row can hit the ball over the net
      • If the ball is above the height of net and behind the attack line anyone can play the ball over the net
    • A ball cannot be played off the walls or curtains
    • A ball can be played off the ceiling if the ball stays on the same side it was played on
      • The ball must be hit over the net to be fair

    Net Play

    • A defensive player cannot block/reach over the net and interfere with the play of the ball
      • On the third hit the hands can block over the net
    • After blocking a ball the players may play the ball on the next hit
      • A defensive block doesn’t count as one of the hits of a volley
    • Any player that contacts the net, unless the net is force into the player, has committed a fault

    Line Violations

    • A ball that touches any part of the line is fair
    • A player may not completely cross the center line
      • A player may land on the line or step on the center line as long as part of their body is on their side of play
        • If they interfere with or contact a player on the other team it is a fault
    • A ball hit outside the antennae/flag is out of play regardless of where it lands
    • A player may leave the court and play any ball that has not completely crossed the center line, as long as the ball is directed back to his/her side of the net

    Replays

    • A replay may be called in any case where the outcome of a point cannot be resolved

    Rotation

    • A rotation substitution may be used
    • Direct substitution may also be used
      • Can only sub one player for another, has to remain the same two people switching
    • A team must rotate each time it receives the serve
      • Including the first serve of the game
    • A team must keep the rotation of players the same
      • If subbing in directly, they can only sub in and out for that player
    • A libero may be used in direct substitution
      • They can sub in for at any time in the back row, but the rotation must remain the same otherwise
      • They can only play in the back row
      • There can only be one per team
    • Failure to follow rotation substitution or direct substitution is a fault
    • Every position must serve

    Scoring

    • Rally scoring is applied
      • When a fault is committed it is a point to the opposing team
      • A fairly played ball that is not played by the opposing team is a point
    • The first to twenty-five (25) points, and a two (2) point win margin wins the game
      • A match is won by winning two (2) out of three (3) games

    Court Set Up

    • The Poles and Height
      • The poles are found in Court 5 storage
      • The net is set at Men’s Volleyball Height
        • 2.43 Meters or 7 feet and 11 5/8 inches
        • This is 43 setting on the poles
      • Each court needs one crank pole and one straight pole
      • Each pole needs to have matting around it for safety
    • The Net
      • The Nets are found in Court 5 storage
      • Crank the top of the net first
        • Then tie and tighten the bottom of the net so it is tight
      • The net needs to be tied tautly at the top, middle and bottom of each net
    • The antennae/ flags
      • The antennae/flags are found in Court 5 storage
      • Two antennae should be set up
      • They should be lined up with the boundary lines
      • They should be on opposite sides of the net
    • Tables and Chairs
      • If there are two courts being used, set it up so the tables are touching
        • It is easier for Supervisors and other referees to conference this way
      • Can be found in intramural storage
    • The referee stand should be set up
      • The stands are found in Court 5 storage
      • Opposite of the table
    • If there are 3 referees
      • Two refs should be in diagonal corners
        • One of them should have the score board on a chair or the floor
        • The other should be keeping track of score and checking ids
      • One ref should be on the net opposite of the table at the center line
    • If there are 2 referees
      • The refs should be on opposite sides of the net at the center line
    • All debris should be removed from the court

    Court Clean Up

    • The poles, referee stand and antenna should go back in the Court 5 storage in their designated spot
    • The nets should be folded and hung properly
    • The chairs and tables go back to intramural storage

    Cricket Accordion

    Coming Soon

    Individual Activities

    Tennis Accordion

    • 3 out of 5 sets --first player to win 3 sets wins the match. No add scoring.
    • Winning player is responsible for sending results to IM office (e-mail IMOPED@rit.edu) (phone-475-6559).
    • Final Standings based on number of points earned.
    • 2 points for each player for every match played. 1 additional point for player winning the match.
    • If you drop out, please let the IM office know ASAP.
    • Outdoor courts are available—check the daily schedule in the SLC.
    • You may reserve the indoor courts in the Gordon Field House by calling the SLC Equipment Cage at 475-2280.