Intramurals: Game Rules
Basketball (3 on 3)
- Team: 3 on 3 substitutions. NCAA Rules will apply where applicable.
- Ball possession at start of game will be determined by a coin flip.
- Scoring: First team to reach 21 points wins. Each field goal will count 1 point (regular 2 point field goal) and 2 points for a regular 3 point field goal.
- Ball possession changes hands after each basket *(unless a foul occurs).
- The "Check Line" shall be the 3 point line.
- After a score or foul, a player must pass the ball in play from the check line.
- On a defensive rebound or steal, the ball must be returned to the check line. The team (player) in possession of the ball may maintain control of the ball and attempt to score.
Fouls: Any common foul shall result in loss of possession for the offending team. Any offensive foul shall result in disallowing a converted basket and loss of possession.
- On or after the 5th team foul, a single foul shot along with retained possession for the offended team will be awarded.
- On any shooting foul whether the shot is made or not, shall result in retained possession for the offended team. On or after the 5th team foul, a single foul shot along with retained possession for the offended team.
- Any shooting foul whether the shot is made or not, shall result in the basket being awarded and a change of possession will take place prior to the 5th team foul.
- An individual player cannot foul out of the game, but may be ejected by the official for cause.
Basketball (5 on 5)
- Hand checking is not allowed.
- Any player being ejected from the game, the team will be placed on probation. Any additional team member being ejected from any game and the team will be dropped from the league.
- In the last 1 minute of play in the second half, a non-shooting foul will be considered an intentional foul. The opposing team will shoot one shot and get the ball at mid court.
- All NCAA basketball rules are in effect except for the following:
- Play two 12 minute halves
- 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
- Unsportsmanlike behavior, trash talking etc., towards my opponent or official will not be tolerated.
- 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 quarter, team is placed on probation.
- RIT Intramural broomball rules may differ from a player's past experience with the game.
- Games will consist of two 14-minute running time halves with one two-minute intermission, and will be played on full ice.
- Teams will consist of five skaters and one goalie, with a player limit of 12 per team. A minimum of five players per team must be present at game time.
- Helmets with a full face cage are required at all times. Any player without a helmet will not be allowed on the ice; any player who loses their helmet while on the ice must come off the ice immediately and remain off until the helmet is replaced or repaired.
- Broomball shoes, mouth guards and gloves are strongly recommended.
- The goal crease shall extend six feet from the goal line.
- Body or board checking is not allowed.
- Broom checking is only allowed below standing shoulder height.
- Any broken broom must be immediately dropped and the player must return to the bench for a replacement.
- Major penalties will result in the immediate ejection of the offending player and may also jeopardize the player's participation in intramural broomball:
- Helmet-to-helmet contact
- Checking or cross-checking
- Any act of fighting, instigating a fight, joining a fight or acting with intent to injure, regardless of whether or not contact is made.
- Icing shall be in effect, but may be waved off if a player from the team icing the ball touches, deflects, or tips the ball before it completely crosses the goal line extended.
- Off sides will be called if an attacking player precedes the ball into the offensive zone, or precedes the ball while gaining the offensive zone.
- Each team is allowed one time out per game.
- Games must be completed within the allotted time and may end in a tie.
Adapted from USA Broomball Official Rule Book, Third Edition (2011)
The Team: Teams will be made up of 6 players on a side.
The Game: The object of the game is to eliminate all opposing players by getting them "out." The 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 10' line to be put in play.
The first team to legally eliminate all opposing players will be declared the winner. There will be a 5 minute time limit for each game. If no team has been eliminated at the end of 5 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 2 minute sudden-death overtime period will be played.
Match play: Best of 5 games will be played. The first team to win 3 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.
Sportsmanship: Understand, appreciate and abide by the rules of the game. Captains will be responsible for team members conduct. Foul or abusive language will not be tolerated.
- The defensive team must line up 1 yard away from the offensive line (one yard neutral zone). Anytime someone (defensive and offensive) goes into the neutral zone before the snap, it's a dead ball foul-5 yards.
- The defensive team may blitz on the snap of the ball (there is no 4 second blitz rule).
- The offensive and defensive team must have 4 players on the line of scrimmage.
- NO DIRECT SNAPS TO THE QUARTERBACK. Quarterback must be two yards behind the center. PROTECT THE QUARTERBACK AT ALL TIMES.
- 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 point of contact with ground.
- No kickoffs; the ball starts on the 20 yard line.
- Any contact with the Quarterback (except when reaching for the flag) is a penalty (10 yards).
- Non-contact fouls are 5 yards.
- Player to Player fouls are 10 yard penalties (holding, pass interference, unnecessary roughness etc.)
- HANDS MUST BE BEHIND THE BACK OR BY THE SIDE AT ALL TIMES.
- ALL NCAA FOOTBALL RULES APPLY WHERE NECESSARY.
- 7-on-7, 4 on the line of scrimmage.
- If a team is ahead by 25 points or more with two minutes remaining in the second half, the game will be over.
RIT Intramural Ice Hockey Rules
- A team consists of six players; a team which has less than four at the start of the game will forfeit.
- 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.
- This is a non-checking league which follows the rules outlined in the 2011-2013 Official Rules of Hockey. The offending player will be assessed a minor or major penalty, depending on the severity of the check.
- 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.
- The following infractions will also result in a major penalty:
- Unethical behavior- Abusive language or acts of disrespect will not be tolerated.
- Hitting from behind.
- Flagrant slashing, high sticking, cross checking, intent to injure, kicking, spearing and butt ending a player.
- Any penalty involving the use of the stick for contact to the head or neck region of the opponent.
- 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.
- The games will be decided by a simultaneous shootout with a minimum of three players. Play stops on a missed penalty shot.
The following rules regarding conduct will be in effect, in addition to those outlined above. 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 intramural staff.
- Team captains are responsible for their fans. Spectators will not abuse players, officials or rink facilities. This includes but is not limited to: taunting, obscene language or gestures, throwing objects of any kind on the ice, banging on the glass, littering in the stands, etc.
- 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.
Intramural rules may differ from a player's previous experience with the game.
A team will consist of 7 players. A team may play with as few as five, as long as both captains agree to do so.
A team may not have more than 2 club players on the field at any time during a game. 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.
Bicycle kicks and flip throws are not allowed in either indoor or outdoor intramural soccer. A red card may be shown if an opposing player is within reach of the kick or flip.
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
RED Card- A player is shown the red card and ejected 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
- A player who receives a red card will be suspended for a minimum of one game.
- The offending team will play one player down for the remainder of the game.
- A team may consist of no fewer than eight and no more than 11 players.
- Games will consist of five innings. If a team is winning after the top of the fifth inning and will be kicking in the bottom of the inning, the game will be called.
- The ball must be pitched underhand, and bounce pitches are allowed.
- All fielders must start and stay behind the First/Third Base diagonal until the ball is kicked.
- All kickers start with a count of one ball and one strike.*
- Any ball touched by the foot or leg below the knee is considered a kick.
- The ball must be kicked at or behind home plate, and the kicker must remain in the kicking box. The kicker must have at least a portion of the plant foot inside the kicking box during the kick.
- Bunting is allowed.
- Any runner outside the base path is out. A runner trying to avoid a tag can travel no further than four feet out of their established path.
- Fielders may not obstruct the runner.
- Leading off and/or stealing a base is not allowed.
- No head shots. Any runner intentionally using their head or neck to block the ball is out.
- Runners must tag up in the event of a caught kick.
- In the event of an overthrow, the runner will take the base to which they were headed plus one.
- If any fielder attempts to make an out before returning the ball to the pitcher, runners may commence base running.
- The first foul counts as a strike.*
- The strike zone is one foot above home plate, one foot behind the plate, and one foot to either side of the plate. Pitches should not be higher than one foot.
- A kicker who intentionally hits the ball with their arm or hand is out.
- A runner tagged by a ball on the base paths is out.
- Ghost runners are not allowed.
*Rules adapted for RIT intramural kickball; different from official WAKA rules
- Games are played with two, two-person teams.
- All serves must be hit underhand.
- Each first shot must be played off the bounce. After the ball has bounced once on each side, both teams may volley in the air or play the ball off the bounce.
- Games are played to 15 points, or 15 minutes.
- No volleying is permitted within the seven-foot non-volley zone.
- Both players on a team may serve, and points may be scored only on the serve. Points are lost by hitting the ball out of bounds, hitting the net, stepping into the non-volley zone and volleying the ball, or volleying the ball before the ball has bounced once on both sides.
- One serve attempt and one fault is allowed; one foot must be behind the back line when serving, and the serve must be made diagonally, cross-court.
- The serve must clear the non-volley zone.
- When the receiving team wins the serve, the player in the right-hand court will start play.
- After two bounces, the ball can be volleyed or played off the bounce.
For more information about Pickleball, visit http://www.pickleball.com
- A team must have at least 7 players present at the scheduled game time to avoid a forfeit.
- A team may play with 6 players as long as both team Captains agree.
- All games will last 5 innings or a maximum of one hour and 15 minutes.
- No inning will start less than 5 minutes before the next scheduled game.
- Once an inning is started, it will be completed, even if it goes longer than one hour and 15 minutes.
- The clock over Kate Gleason Hall is the official clock.(as long as it is working)
- The umpire will toss the coin before each game to decide the home team.
Officials will discuss the following with team captains:
- Out of play areas, dead ball areas, and all general rules.
- Each batter starts with one ball and one strike.
- After first strike, one foul and the batter is out.
- No more than 7 runs will be scored by either team in one inning. (In the fifth inning only, if the visiting team is behind by 8 or 9 runs, they are allowed a run limit of 3 more than their deficit, and then the home team bats. If the home team is behind by 8 or 9 they will bat first and are allowed the same run limit. If needed the visiting team would bat. If the deficit is 7 or less, the 7 run rule is in effect and if the deficit is ten or more, the game would be over.)
- If a team is ahead by 10 runs after 4 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. TITANIUM BATS ARE PROHIBITED.
- The enforced glove rule is in effect. First base and catcher's gloves only may be used in those positions.
- NO METAL SPIKES ARE ALLOWED.
General Rules and Regulations
- Sliding is permitted and is mandatory when play is at home plate.
- Deliberate running into catcher or any other baseman will result in a game ejection.
- A team protesting a game must notify the umpire before the next pitch. JUDGMENT CALLS CANNOT BE PROTESTED.
- 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.
- More than one designated hitter is allowed, but they must remain in the same spot in the batting order.
- Any player may leave the game and re-enter. (Players must re-enter at the same spot in the batting order.)
- Courtesy runners are allowed. If requested, the last player to make an out will become the courtesy runner.
- All pitches must be thrown underhand, with an arc of six to 12 feet.
- A mat will be used to call balls & strikes. The mat is cut to fit the rear of the plat and when in place, the plate and mat become one unit. A pitch that is otherwise legal and touches any part of the mat/plate combined is a strike.
- A maximum of five warm-up pitches are allowed in first inning only.
- The ball must be returned directly to the pitcher after each out.
- ALL OTHER GAME RULES BASED ON THE OFFICIAL ASA RULE BOOK.
Rules for Co-Ed
- A team must have at least 3 women on the playing field.
- A team must alternate batting order(guy-girl-guy) as much as possible.
- 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.
- A match consists of three (3) games.
- There must be at least two (2) players on the court. Maximum of 6 players on the court per team.
- A Div 1 team and a Co-ed team can have 2 club players or 2 varsity players or a combination (1 club and 1 varsity player) on the court. They may have as many club/varsity players as desired on the roster.
- A Div 2 team can have 1 club player or 1 varsity players on the court. They may have as many club/varsity players as desired on the roster.
- In a Co-Ed game, both teams must have at least one woman on the court at all times.
- A serve may be underhand, overhand or side arm.
- On a serve the ball touching the net and going over is in play.
- A foot fault is any part of the server's foot touching or crossing the end line, side line, or service line while on the court prior to striking the ball is a point for the opposing team. A player may leave the floor behind the service line and land in front of it as long as the ball is struck while the player is in the air.
- A missed serve that lands outside of the playing area, without being touched is a point for the opposing team.
- A thrown ball or any non-solid contact on the serve is a fault.
- Catching a toss up during the service is a fault. The server must allow the ball to fall to the floor. The server may do this only once per service. Repeated abuse of this privilege will be considered a fault.
Playing A Serve
- The receiving team may not block or attack the serve.
Playing the Ball
- A team may use up to three (3) hits to return the ball.
- A player may not double hit or carry the ball. A player may use any part of the body to make contact with the ball. Any ball that is lifted, thrown, held, scooped, or otherwise illegally played shall be considered a carry, and is a fault.
- When two players on a team simultaneously contact the ball, it shall be considered that two hits are used and neither player may make the next contact with the ball.A team making more than 3 contacts of the ball, excluding a block, before the ball crosses the net, will have committed a fault.
- Front-line vs. Back-line play: If any part of the ball is below the top of the net, any player may direct the ball across the net.
- If the ball is completely above the height of the net, a back-line player may leave the floor completely behind the 10' spiking line and direct the ball across the net. Otherwise, only the front-line players may do so.
- A defensive player participating in a block may not reach across the net and interfere with the play of the ball before the opponent's third hit. ( Exception - if a ball is directed across the net on the first or second hit, a blocker may play the ball.)
- After blocking a ball directed across the net, the blocking player(s) may play the ball on the next hit. The block is not considered a part of the three hits on the ball. A ball may make multiple contacts with the blocking player(s) while above the net.
- Any player contacting the net, (except if the net is forced into the player), or purposely contacting the net supports, has committed a fault.
- A ball touching any part of the line is in.
- A player may not completely cross the center line. A player may land on the line or cross the center line provided that some part of the foot is on or above the center line on his or her side of the court and that he/she does not interfere with or contact a player on the other team.
- A ball that passes completely under the net is a dead ball.
- A ball that is hit outside of the antennae shall be considered out regardless of where it the ball 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 own side of the court.
- A replay may be called in the case of a Premature Serve, a Foreign Object on the court, or in a case wheere the outcome of the point can't be resolved.
- All leagues use a rotation substitution.
- A team must rotate each time it receives the serve, including the first service of the game.
- Rally scoring to 25 points. Teams can score points at any time and must win by 2 points.
- Points are scored when a fault is committed by the other team or if the ball lands inside the play area and are not played by the opposing team in their half of the court.
Modifications for Co-Ed Leagues
- Each team must have an equal or greater number of females on the court at all times.
- The serving order and positions on the court must be an alternation of males and females.
- When the ball is played more than once by a team, at least one of the three hits must be made by a girl. There is no requirement that a male must touch the ball.
Start of Play
Before starting the game, the opponents toss a coin (or spin a racket) with the winner choosing A) to serve first/to receive first or B) the Side. In subsequent games the winning side serves first.
A player must be serving to score points. When the server commits a fault, his turn of service is over. When the receiver commits a fault, the server is given a point. A game consists of: 11 points...Ladies Singles, 15 points...Men's singles and All doubles.
If the game is tied at a certain score, it any extended by the team or players reaching that score first. This is called setting. If set, the score becomes love-all and play continues as before until the set score is reached.
|Score Set At||Points Needed to Win|
|11 point game||9 All||3|
|15 point game||13 All||5|
A match consists of 3 games. Players change end after each game. In a third game, players also change at the halfway point. (after either 6 or 8 points)
The first serve of the game is always made from the right service court.
In both singles and doubles, a player continues to serve (alternating service courts) as long as the player scores points.
In singles, the player will serve from the right service court when the player's score is 0 or even, in the left service court when the player's score is odd.
In doubles, partners will be in the service courts where they began the game when their score is 0 or even, in the opposite service courts when their score is odd.
If doubles, each partner is given a turn of service with the player in the right court serving first. (Exception: the team serving first in the game has only one partner;s turn of service.)If the server completely misses the shuttle on the serve, the server may serve again serve may not be delivered until the receiver is ready. IF the receiver plays the serve, the receiver is considered ready. During the serve, it is a fault if:
- The shuttle is contacted about the server's waist or ten racket head is above any part of the head.
- The shuttle does not fail into the diagonally opposite service court.
- Some part of both feet of the server and receiver are not in contact with the appropriate court (inside the boundary lines) until the shuttle is contacted by the server-feet touching floor.
- Either the server or receiver feints or balks
A shuttle falling on the line is considered god shuttle which touches and passes over the net is in play ( on the serve and another shot)It is considered a fault if:
- The shuttle fails to pass over the net or lands outside the boundary lines.
- The shuttle contacts the walls, ceiling, player or the player's clothes.
- The shuttle passes through or under the net.
- The shuttle is hit more than once or is momentarily caught and slung.
- The player touches the net.
- The player reaches across the net to contact the shuttle (following through across the net is allowed).
- The player obstructs an opponent or invades an opponents court.
- First Player to win two games wins match
- Match: First two games to 15, the third game, (if needed), to 11
- Winning player responsible for sending in match results to firstname.lastname@example.org or 585-475-6559
- Final standings based on best record at end of schedule
- Head to Head results will break ties in standings
The winner of a match shall be player who first scores 21 points, unless both players have 20 points, in which case the winner must gain a two-point advantage to win. The choice of ends and service at the start of the game shall be decided by toss. In the deciding game of a match, the players shall change ends at the score of 10.
- The ball must be presented before the serve; one cannot hide the ball.
- The served ball shall be a let if it touches the net or its supports, and later lands in the receivers court.
- The ball cannot come below the table on the serve.
- The server serves 5 point. After each 5 points, the server shall become the receiver and the receiver shall become the server.
Playing the Ball
Either player shall lose the point:
- If he fails to make a good service, unless a let is declared.
- If a good service or a good return is make by his opponent and he fails to make a good return.
- If racquet, or any part of the player or clothing, touches the net or its supports while the ball is in play.
- If the player moves the table in any way while playing the ball.
- If a player's free hand touches the table while the ball is in play.
- If at any time, he volleys the ball. (A Volley consists of hitting the ball before it has bounced.
- If the ball bounces two times.
- If the ball does not bounce on the opponent's side.
The rules for single play shall apply to doubles play in all instances except those indicated below:
- A good service shall be delivered as previously provided and ball must touch first the server's right-half court or the center line on his side of the net, and then, passing directly over or around the net, touch the receiver's right-half court or the center line on his side of the net.
- The pair who has the right to serve the first five services in any game shall decide which partner shall do so, and the opposing pair shall then decide similarly which shall first be the receiver.
- At the score of 20-All, the sequence of serving and receiving shall continue uninterrupted except that each player shall serve only one point in turn, and the serve alternates after each point until the end of the game.
- The order of play. The server shall first make a good service, the receiver shall then make a good return, the partner of the server shall then make a god return, the partner of the receiver shall then make a good return, the server shall then make a good return, the receiver shall then make a good return, and there after each player alternately in that sequence shall make a good return.
- 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.