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Governing Rules

1. All Intramural participants must present a valid Skyhawk ID card in order to

participate. No exceptions.

2. All regulations regarding forfeits, defaults, protests, and rescheduling are outlined

in the program handbook. These rules must be followed to the letter.

3. Intramural sports are offered to UT Martin students on a voluntary basis and

each student participates at their own risk. Participants are responsible for

ensuring that they are physically fit to participate in the selected sport(s), and are

encouraged to check with their family physician or Student Health prior to

participation.

4. The officiating will be done by referees who are in absolute control of the game.

The official shall have the power to make decisions on any matters or questions

not specifically covered in the rules.

National Federation Volleyball Rules will govern play with the following

modifications:

I. The Game, Players, & Equipment

1. Starting Play

A. Prior to the start of a game, the officials for the game will conduct a captain’s

meeting in which they will designate which captain shall call the “coin toss”.

B. The captain winning the toss will have the option of choosing first serve or

which side of the court they’d like to start on. The captain not having first

choice will exercise the remaining options.

2. Players

A. A match shall be played by 2 teams of a maximum of 6 players. A team may

start and continue a match with a minimum of 4 players.


B. All players not in the game must remain 2 yards off the volleyball court.

C. Only dressed players are allowed on the team’s sideline. All spectators must

remain in the stands.

3. Player Equipment-Required

Should there be any question regarding the legality of any equipment, the

supervisor on duty will make the final ruling.

A. Jersey

i. There is no requirement for teams to wear jerseys of distinguishing color.

B. Pants/Shorts

i. There is no requirement for the type of pants/shorts players wear.

C. Footwear

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i. Athletic shoes will be required.

ii. Street shoes, shoes with black rubber soles and turf shoes will not be

allowed. Any player wearing a shoe that is considered to be inappropriate

will not be allowed to participate.

4. Player Equipment-Optional

A. Players will be allowed to wear a cloth headband, wristbands, etc.

B. All types of headwear used for hair restraint will be legal.

5. Player Equipment-Illegal

A. Jewelry must be removed prior to game start. Penalty: Side-Out. The

offended team will receive the ball and 1 point.


B. All hats will not be permitted during play.

II. Game Time is Forfeit Time

1. Forfeits

A. If a team does not report to their designated field for their game at the

scheduled time they will be assessed a forfeit.

B. All forfeits will be assessed a $20.00 Forfeit Fee that must be paid prior to the

team’s next game.

C. Teams will only be allowed 1 forfeit per sport. After the second forfeit is

assessed the team will be dropped from that sport and will still be required to

pay the forfeit fee. If payment is not received the team could potentially be

dropped from considered participation for future sports.

D. After two forfeits a team will be removed from the league.

2. Defaults

A. If a team knows ahead of time that they will not have enough players to play a

legal game, then they may default.

B. The team captain must notify the Coordinator of Intramurals of their team’s

default by 3:00pm the day of the game, or 5:00pm the Friday before a Sunday

game.

C. No fees will be assessed for defaults.

D. After a team has received 1 default in one sport future defaults within that

sport will be considered forfeits.

3. 10 Minute Rule

A. If, at game time, a team does not have enough players to start a legal game

the opposing team’s captain will have the option of waiting an additional 10

minutes for the other team to obtain enough players to play a legal game.
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B. If the 10 Minute Rule goes into affect the game clock will start at the

scheduled game time and play will commence once enough players from the

offending team have arrived.

C. If a team exercises their option to grant a 10-minute grace period for a late

team, then 1 point per minute will be awarded to the team who granted grace.

4. Rescheduling

A. If a team knows they will not be able to make it to their scheduled game but

would like to reschedule the game they must contact the opposing team’s

captain and both captains must communicate with the Coordinator of

Intramurals to find a time to reschedule.

B. A game must be agreed upon and the Coordinator must be informed by 5:00

the day BEFORE the original scheduled game, or 5:00pm the Friday before

a Sunday game.

C. A game can only be rescheduled once. If a team attempts to reschedule a

game that has already been rescheduled, if they are unable to play the game

they will be assessed a forfeit.

III. Periods, Time Factors, & Substitutions

1. Game Length

A. Matches will consist of the best of 3 games. The first team to win 2 games will

win the match unless the 40-minute time limit is reached.

B. If the time limit is reached. The team that has won the most games will win
A. If both teams have won 1 game the team with the most points in the 3

rd

game will be declared the winner.

C. The first 2 games will be played to 25 points via rally scoring. Teams must win

by 2 with a 27 point cap.

D. Teams will change sides of the court after each game.

E. If, after 2 games have been played, a winner has not been declared the

officials will meet with the captains and determine who will attain first serve for

a3

rd game. The 3rd game will be played to 15 via rally scoring. Teams must

win by 2 with a 17 point cap. Teams swap sides of the court when a team

reaches 8 points.

2. Time-Outs

A. Teams will be given two 30 second Time-Outs per match.

3. Substitutions

A. Substitutions will only be allowed during dead balls and following the official’s

approval. The libero position will not be recognized in Intramural Volleyball.

B. A player that substitutes for another player may only substitute for that same

player for the remainder of that individual game. Substitutions reset at the end

of each game.

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C. If an injury occurs, any player that has not been used as a substitute will
replace the injured player. If all players have been used as a substitute any

player may substitute for the injured player.

D. An unlimited number of substitutions will be allowed.

IV. Starting Play

1. Service

A. The server is required to wait for the referee to sound their whistle before

serving the ball. Penalty: Side-Out, no point will be awarded.

B. The server will have 5 second to serve the ball after the official has sounded

their whistle. Penalty: Side-Out, no point will be awarded.

C. A player will continue to serve until a fault occurs by the serving team and the

service is lost to the other team.

D. If a team serves out of order the team will lose the service and any points

gained during that service. The players involved in the fault must correct their

position and play will continue.

E. Serves that contact the net and cross over the net will be considered live.

F. The ball must be rolled under the net in between serves.

G. A serve may not be blocked or attacked at the net. A player can make an

attempt to set the ball off a serve.

V. Playing the Ball

1. Out of Bounds

A. A ball touching any part of the boundary line is considered inbounds.

B. If at any time the ball comes into contact with the net antenna the ball will be

declared out.

2. General Play

A. The ball may be hit a maximum of 3 times by a team before it must be sent
over the net.

B. A player who intentionally or unintentionally contacts the ball is considered to

have played the ball.

C. A player may not contact the ball twice in succession. Exception: If a player

makes an attempt to block the ball and the ball makes contact with their body

they will be eligible to contact the ball again.

D. The ball may hit any part of a player’s body and remain live. Unintentional hits

will count as 1 of the team’s 3 allotted hits.

E. The ball may not be held, thrown, or pushed. Penalty: Side-Out, illegal hit.

Point awarded.

F. If 2 or more players of the same team simultaneously contact the ball, it is

considered one hit, either player will be eligible to contact the ball next.

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3. Play in the Net

A. A player may not at anytime come into contact with the net. Penalty: SideOut, point awarded.

B. If, at anytime, the ball comes into contact with the net and crosses over the

net it will be considered live, including during serves.

C. A player may not reach over the net at anytime, however, if a player’s followthru causes their
hand/arm to cross the net without interfering with an

opponent’s attempt to play the ball the action will be considered legal.

D. The ball may be played out of the net.

VI. Points

1. A point will be awarded when:


A. The ball touches the floor

B. The ball is held, thrown, or pushed

C. A team plays the ball more than 3 times successively

D. A player touches the ball twice consecutively

E. A team is out of position at service

F. A player touches the net

G. A player completely crosses the midline

H. A backline player, while in their attack area, hits a ball which is above the

height of the net, into the opponents playing area

I. A ball lands outside the court or touches an object outside the court

J. A player receives a personal penalty

K. A player reaches under the net and touches or interferes with an opponent

L. A team intentionally delays the progress of the game

M. Illegal blocking

N. Teams do not follow Co-Rec modifications

VII. Co-Rec Modifications

1. 3 men and 3 women will constitute a full team. A game cannot start or continue

with fewer than 4 players. At no point during a match can the number of one

gender be greater than the number of the other gender by more than 1.

2. Player positions must alternate by gender.

3. Substitute players must enter or re-enter for a player of the same gender
Intramural Badminton
Rules

BOUNDARIES/LINES

The receiver (opponent) makes the calls. Shuttles that land on the line are good.

Singles match: use the narrow long lines and the out end lines.

Doubles match: use the whole court . . . all outer lines!

SERVING

Serves are made diagonal to the opposite half court.

Doubles:

o Player on the right side of the half court always starts the service.

o The team that starts the service only gets one service the first time.

Singles:

o Serve from the right side of the half court first and then continue the serve on which ever side you

ended last.

o There are two let serves allowed per turn, if the server completely misses it with the firs stroke or

did not violate any serving rule.

o Server must make a continuous stroke.

o When the racquet meets the shuttle, the racquet head and the bird must be below the waist or the

serve does not count and the service is lost.

o Neither the server nor the receiver may be touching any lines.

o It is courteous for the server to wait for the opponent to be ready – a raise of the racquet by the

receiver usually signals this.

o Receiver may not move until the racquet has touched the shuttle.

o Doubles serving boundary: the area behind the short service line and the inner end line of the
court.

o Singles serving boundary: the area behind the short service line and the outer end line.

Short and Long

If the shuttle lands in front of short service line, the serve is considered short and does not

count.

If the shuttle lands behind the proper end line, the serve is considered long and does not

count.

SCORING

Matches are best of 3 games.

Men’s Singles and Doubles play up to 15 points per game.

Women’s Singles and Doubles play up to 11 points per game.

Mixed Doubles play up to 11 points per game.

5x5 Intramural Basketball Rules I. GENERAL RULES A. Alcohol and Tobacco • Players under the influence
of alcohol will not be tolerated during any Recreational Sports department events. • Tobacco products
of any kind are not allowed at any Department of University Recreation events. B. Eligibility • All full-
time undergraduate and graduate students, as well as part-time students, faculty or staff are eligible to
participate in Intramural events. • Each player must present a valid and current SAGU ID card and have
signed in prior to the start of each game or match to be deemed eligible to participate. NO EXCEPTIONS!
• NO current VARSITY BASKETBALL PLAYERS may participate on any Intramural Basketball Team. If a
team is caught using a current Varsity player, their game will be declared an automatic forfeit and
possible removal from the Intramural league. C. Forfeits • GAME TIME IS FORFEIT TIME. Therefore, for a
team to claim a win by forfeit, they must be “Ready to Play”.  "Ready to play" means that a team must
be on the playing area, ready to play, with the minimum number of players as listed in the sport rules.
The line-up must be recorded on the official scorecard. The team must be able to respond immediately
to the begin play order of the official. • All forfeited contests WILL NOT be rescheduled. D. Jewelry •
Players must remove ALL jewelry prior to participating. This includes, but not limited to: rings, bracelets,
necklaces and earrings. Baseball caps, hats with a bill and bandanas with a knot are also not permitted.
Medical bracelets or necklaces are allowed; however, they must be taped down prior to entering the
game. E. Rosters • There will be a roster limit of ten (10) players for all divisions of Intramural basketball.
• However, captains are responsible for checking their rosters prior to playoffs for accuracy. NO new
players will be added during playoffs; therefore, all rosters must be finalized prior to the start of each
team’s final game of the regular season. From that point on the roster’s will be locked and can only be
changed with the special exception by Director of Intramurals and will be evaluated on an individual
basis. F. Tie-breaker provisions • In case of a regular season tie, seeding will be set by the following
criteria in this order; 1. Head to Head Match Up (if applicable) 2. Winning Percentage 3. Point
Differential 4. Coin Flip • All teams must maintain a minimum 3.0 sportsmanship rating throughout the
regular season to be eligible for the playoffs and 2.0 rating in the playoffs. G. Ejections • Any player,
coach, or spectator may be ejected from the game/match for any actions occurring before, during or
after that event. • Participants will not be told at the time of their ejection as to the length of their
suspension. Any and all decisions regarding suspensions will be handed down from the Director of
Intramurals. II. GAME, COURT, & PLAYER’S EQUIPMENT A. Game • A minimum of two (4) players are
required at the start of the game to avoid a forfeit. B. Court • All players shall remain in their designated
team areas at all times. Spectators shall remain in the seating area at all times. • Any player or spectator
in violation of this rule can receive a technical foul or be removed from court. • ANY PLAYER OR
SPECTATOR ENTERING THE COURT DURING GAME PLAY FOR ANY REASON OTHER THAN PLAYING IN THE
GAME, TIMEOUTS, OR INJURIES WILL RECEIVE AN AUTOMATIC TECHNICAL FOUL AND MAY BE SUBJECT
TO IMMEDIATE EJECTION. • Areas between the courts must be kept clear and free from congestion. •
Supervisors and officials reserve the right to remove spectators from all areas. • Team captains are
directly responsible for the conduct of their fans. • Interference with the scorekeeper is prohibited. All
questions or concerns regarding the scorer’s tables should be directed through the officials or court
supervisor. C. Substitutions • Substitutions are allowed only in dead ball situations. • All substitutes
must enter at the designated scorer’s table. • Please note: that the horn is simply to indicate that
substitute would like to enter the game; however, the official(s) will gesture for substitutes to enter the
court at the appropriate time. D. Equipment • Players of opposing teams must wear contrasting colored
jerseys; with numbers (tape numbers are allowed). Teams are allowed to have numbers 0 and 00 but
NOT both. • Athletic/ basketball shoes must be worn at all times during Intramural Basketball
competition. Illegal Equipment • All protective medical materials (tape, pads, etc.) must be approved by
the game officials prior to the start of the game. • Any headwear such as ski caps or bandanna’s
containing any exposed knots is illegal. All types of hats with bills are illegal to wear during play. • All
equipment deemed unsafe by the game officials may not be worn. Failure to remove equipment
deemed unsafe will prevent the individual from participation. • Shirts must be worn at all times. Cut-off
shirts and sleeveless shirts may be allowed but must be cutoff directly at the shoulder with a maximum
of four (4) inches under the armpit. • If a Recreational Sports jersey is worn, a shirt must be worn
underneath. • The ball will be provided by the Recreational Sports department and may be used unless
both teams agree on the use of another ball. That alternative ball must be approved by the game
officials. Any team using their own ball shall be responsible for bringing it on to the court and
maintaining responsibility for their own equipment. III. TIME FACTORS, PLAYERS, AND GAMEPLAY A.
Time Factors • A game shall consist of two 20-minute running halves. • The clock will run continuously
for the first eighteen (18) minutes of both halves and the clock will stop during the last two (2) minutes
of each half on every whistle. i. NOTE: If a team is ahead by 10 points or more during the final two (2)
minutes, the clock will not stop but continue to run. If the lead falls back under 10 points the clock, then
the clock will be stopped as listed above. • Each team is allowed two-30 second time-outs per half, use
or lose. • Halftime shall be no longer than three (3) minutes in length. • Tie Games: A maximum of one
(1) overtime period of two (2) minutes will be played. The clock shall stop on all whistles during
overtime. If at the end of overtime the game is still tied, the game shall end in a tie. In playoffs, extra
overtime periods will be used to determine a winner. Teams will each receive one (1) timeout per
overtime period and timeouts will NOT carry over from regulation to overtime or from overtime to
overtime. B. Players • An injured or apparently injured player who is discovered by an official while the
ball is dead must be removed from the game and will only be eligible to return following the next dead
ball. • A player who is bleeding, or has an open wound, or is deemed to have an excessive amount of
blood on their uniform shall be considered an injured player. All bodily fluids must be removed from the
player and/or uniform prior to returning to play. C. Game play • Jump Ball: All games and overtime
periods will begin with a jump ball. The team losing the jump ball will gain the possession arrow.
Therefore, on all other jump-ball situations, the alternating possession will be used. • Protests: Only
protests of rule interpretations or player eligibility will be permitted. Protests concerning the judgment
of an official will not be allowed. i. A non-charged timeout must be called in order to file a protest. ii. If
the protest is not able to be resolved the scorekeeper must make a note on the score sheet of when and
where the game was stopped. If the protest is upheld the game can continue from that point. The team
filing the protest will still be charged a timeout. IV. FREE THROWS AND FOULS A. Free throws • Free
throws shall be awarded for fouls called while in the act of shooting or in bonus situations. If the field
goal is successful, then one (1) free throw will be awarded. If the field goal is unsuccessful, then two
(2) or three (3) free throws will be awarded. Only six (6) players (excluding the shooter) shall be
allowed in the lane on free throws. All non-shooting fouls shall result in ball possession to the
offended team, unless in the bonus. • NO PLAYER shall enter the lane or leave a marked lane space until
the ball TOUCHES the rim or backboard. • Bonus Free Throws: Upon a team’s seventh (7th) foul in each
half, a bonus free throw is awarded if the first free throw is successful. This is typically referred as a one
plus one (1-and-1). Upon a team’s tenth (10th) foul in each half, the bonus free throw is awarded
whether or not the first free throw is successful. This is typically referred as the double bonus. B. Fouls
Technical fouls - When a technical foul is administered;  The offended team will receive two (2) points
and the possession of the ball at mid-court.  The technical foul will be counted as personal foul. 
Should a team receive three (3) technical fouls during the course of a game, then the game will be
declared over and the win shall be awarded to the opposing team. The offending team must meet with
the Assistant Director of Intramurals prior to their next scheduled game.  If a player is given a
technical foul for abusive language towards an official or another player, then he/she must leave the
game until the next dead ball situation.  Any player receiving two (2) technical fouls during the course
of the game will be ejected from the game and subject to further disciplinary action. Intentional Fouls 
Non-Flagrant - Two (2) points and ball possession awarded to offended team.  Flagrant - Penalized as
technical foul and automatic ejection. Unsportsmanlike Behavior - The following behaviors are examples
of actions considered unsportsmanlike behavior and can result in a technical foul and/or immediate
ejection from a contest. Items are not limited to the actions mentioned on this list: • Foul language
directed at the officials, supervisors, or opposing players. • Insulting/ threatening the officials,
supervisors, or opposing players. • Participating in a fight (Automatic Ejection). C. Foul Limit • All players
will be allowed the maximum of five (5) personal fouls during the course of the game. V. SCORING A.
Point Values • Free Throw = 1 point • Field Goal (inside the arc) = 2 points • Field Goal (outside the arc)
= 3 points B. Mercy Rule • Once a team has a lead of thirty (30) or more points in the second half, the
game is ended (All divisions of play). C. Forfeit Score • The score of a forfeited game shall be recorded as
1-0. However, if the offended team is ahead at the time of the forfeit, then score will stand as is.

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