The purpose of the Intramural Sports Program is to provide an opportunity for every student at UALR to participate in some type of competitive sports activity as regularly as his/her interest, ability and time will permit. The rules and regulations that have been formulated for the activities in this program take into consideration the necessary preparation for each activity as well as the degree of skill of each participant.
- To provide wholesome and healthy activities for recreation and relaxation from schoolwork and the rapid pace of modern society for students, faculty and staff members
- To provide equipment, facilities and encourage participation in a large number of sports activities by students, faculty and staff members
- To stimulate an interest in athletics and recreation through a quality program
- To provide an opportunity to develop sportsmanship
- To provide an opportunity to learn the important values developed through teamwork and cooperation
- To provide an opportunity to make social contacts and friendships
- To provide the opportunity for every student to participate
Organizational Structure for Intramural Sports
Vice Chancellor of Educational, Student Services & Student Life
Dean of Students
Assistant Vice Chancellor Student Life and Leadership Development
Director of Campus Recreation
Coordinator of Intramural Sports
Intramural Advisory Committee Team
The Intramural Sports Office is located in the Donaghey Student Center Room 110F. All records and standings are kept on file in this office. Any official information concerning individuals or teams may be obtained there. Managers are responsible for obtaining this information. Managers are responsible for regularly checking bulletin boards for current information.
Intramural Student Advisory Committee
The Intramural Student Advisory Committee shall be the governing body of the organization. The committee is composed of one representative from each organization/team. The committee has as its main objective to advise on current and future Intramural activities and evaluate the state of the Intramural Sports program at UALR. Committee meetings are held approximately once each month and all students, faculty, and staff are invited to attend. Each organization must select or elect a representative and inform the Intramural Office. If that representative cannot make meetings, the Intramural Office must have 24-hour prior notice and someone else must attend. Appointed representatives must attend the meetings. Each meeting missed by a representative will result in 5 (five) intramural points being deducted from their organization.
How to Enter an Intramural Sport
Watch for special notices, which will be posted on the Intramural Sports bulletin board, located in the DSC and various locations across campus, campus media, and other sources that provide information.
- Team Sports: Sports that require your attendance at managers meetings, (flag football, volleyball, basketball 5-on-5, soccer). Entries are accepted at these meetings only. All teams must be represented at these meetings.
- Individual and Dual Sports: EACH participant must obtain the proper entry forms from the Intramural office and return them by the entry deadline.
Schedules for all activities will be made available as soon as possible and may be obtained at the Intramural office by any team member.
Each Intramural team sport (flag football, volleyball, basketball 5-on-5, and softball) have two scheduled manager’s meeting before season play begins. Every team must have a representative at one meeting to assure entry. Teams may enter only at the manager’s meeting. Team Rosters will be due at 4:30 p.m. on the following day of the second managers meeting. The meeting will cover schedules, rescheduling procedures, forfeits, inclement weather procedures, disciplinary action, protests, and all rules. Dates and times for these meetings are included in the Intramural Activity Calendar and the Intramural Sports Handbook.
Each team will have a Team Manager. The Manager’s duties are as outlined below:
- Enter his/her team for competition promptly when the announcements are made from the Intramural Sports Coordinator.
- Understand the game rules, and convey them to team members. If in doubt, check with the Intramural Sports Coordinator.
- Make sure each team memberâ€™s name is on the team roster.
- Keep team members informed concerning the time and place of all scheduled contests.
- Notify team members of any changes in schedule.
- Keep informed by frequent visits to the Intramural Sports Office.
- Cooperate fully with the Official in charge of the games, with regard to score, team members, and other data pertinent to the contest.
- Be sure that all team members are ready to play at the scheduled time.
- Make sure each team member is eligible.
- Be responsible for the conduct of his/her team members and organization.
Free Agent Notebook
To facilitate participation in team sports a Free Agent Notebook is located in the Intramural Office, Donaghey Student Center Room 110F. This notebook is for students, faculty, or staff in search of a team to play on, as well as managers who need extra players. Individual players are also welcome to attend the managers meetings in order to attempt to join a team.
Each manager will be responsible for getting each participant to sign a consent form releasing the University of Arkansas at Little Rock from injury responsibility. All participants are encouraged to have a physical and obtain insurance prior to participation. The Intramural Sports office and UALR are not responsible for injuries occurred while participating in Intramural Sports. Participation in any Intramural activity is done on a voluntary basis.
Any type of sportswear appropriate for the activity is sufficient. All participants must wear athletic shoes at all times in order to be eligible to play. Refer to each specific activity for additional information regarding appropriate dress and shoes.
T-shirts will be given to the winning team or individual in each sport. An overall champion for each division will be named at the end of the Intramural Sports season and will be awarded Division Championship trophy. A University Champion will be named for the team that accumulates the most points in the Intramural year. These are perpetual awards presented each year to acknowledge the organizations that have worked and played hard throughout the academic year.
Student Advisory Meetings
For Intramural Student Advisory Committee meetings, check the Intramural Schedule for the latest postings. Most meetings will be held in Activity Room 1 of DSC.
Manager Meeting Dates
For the Manager’s meeting dates, check the Intramural Schedule for the latest postings. It is mandatory for Managers to attend at least one meeting per sport. Most meetings will be held in Activity Room 1 of DSC.
Intramural Points System
The point system is established so that an Intramural Champion in each division may be recognized at the end of the Intramural year. The team having accumulated the highest point total in the divisions of Fraternity, Sorority, Independent men and Independent women is declared the University Division Champion. There will also be a University Champion named for the team that accumulated the most points during the intramural year.
|Entry Points||Forfeit Points||1st||2nd||3rd||4th||5th||6th|
|Innertube Water Polo*||20||-20||15||10||8||6||4||2|
|Quickball HR Derby*||20||-20||15||10||8||6||4||2|
All students, faculty, or staff at UALR are eligible to participate in Intramural activities with the following exceptions:
- Any student who has played professionally in any sport will be ineligible for those activities in the Intramural Sports program, in which he/she has broken his/her amateur standing.
- Any student who has earned a varsity letter, numeral, or its equivalent, is ineligible for those activities in the Intramural Sports program in which he/she has lettered for at least one (1) year following the last date of participation. This includes letters or numerals earned in other colleges.
- A squad member of any current varsity sport is ineligible for Intramural competition in that sport.
- A squad member is any student who is listed on the varsity, freshman, or “B” squad roster on the opening day or who later joins the squad and is practicing on a daily basis.
- Should a persons name be removed from the squad list by the coach prior to the first scheduled game for that sport and a written notice is given to the Intramural Sports Office, he/she shall be eligible for that intramural sport.
- Any student who is on an athletic scholarship shall be ineligible for that sport for which the scholarship was given.
- A varsity or freshman squad member of any sport who becomes scholastically ineligible for competition shall not, during the period of ineligibility, participate on an Intramural team in the same sport.
- Players, after entering one contest in an activity with a given team, may not transfer to another team during that same activity. If players transfer to another team after one game has been played; such players may be declared ineligible for that sport for the remainder of the year.
- Player’s names may be added to the eligibility sheet only during the first week of an activity. In the case of an injury, up to two people may be added on the roster after the first week of play with the consent of the Intramural Office. EXCEPTION: See rule #3 and #6. If a player’s name is added, he/she must meet all requirements of eligibility stated in the handbook.
- Players may not compete for two teams.
- Teams may not play ineligible players, even by mutual agreement of both captains and other players in the contest.
- The penalty for any team playing an ineligible player shall be the loss of all games in which the ineligible person played. All entrance points will be forfeited.
- The Intramural Sports Office will assist in checking over the eligibility of all players concerned; however, it is the duty of the team manager to check opponent’s list first and report any player who is ineligible according to the rules.
- A student must be enrolled in the University for a minimum of six (6) semester hours to be eligible for Intramural Sports.
- Players must have played in at least one regular season game to be eligible to participate in any playoff/tournament.
Specific Eligibility Rules
The Greek Division will consist of the following Fraternities: Alpha Phi Alpha, Kappa Alpha Psi, Kappa Sigma, Omega Psi Phi, Phi Beta Sigma, Pi Kappa Alpha, Sigma Nu. Sororities will include: Alpha Kappa Alpha, Chi Omega, Delta Delta Delta, Delta Sigma Theta, Pi Beta Phi, Zeta Phi Beta (or any UALR recognized social Greek organization).
- Greeks shall be represented only by individuals who are members or pledges of that fraternity or sorority. NOTE: No individual shall be eligible to represent the particular group concerned until his/her membership has been duly reported to the proper Greek authorities in conformity with the requirements of the Greek national office.
- Greek members transferring to UALR during the semester break will be eligible when their names have been reported to the Intramural Sports Office providing they meet all other eligibility rules stated herein.
- Pledges may not transfer from one team to another during the middle of an activity.
- The player roster must be comprised of men and women who are members of a particular organization, club, or faculty.
- Each organizationâ€™s team may not exceed the roster limit.
- No player will be allowed to compete for more than one organization or club. Participants will not be allowed to change teams during a sport or during the school year.
- Any player who uses profane language or who flagrantly disobeys the rules of the contest, or who flagrantly disagrees…by action or words…with an officialâ€™s decision, shall be expelled from the game. Players will also be ineligible to play in the next scheduled game.
- Any player who repeatedly or willfully commits flagrant violations, or who instigates or joins in a fight shall be expelled from that contest and will not be allowed to participate in any further Intramural Sport activities for the remainder of that school year.
- It will be the duty of each organization to control the actions of all team members representing that organization. Any harassment of officials or members of the opposing team, by either player or coach, shall result in the forfeit of that contest. Repeated violations of this rule will cause the suspension of that team for the remainder of the intramural season. In the event any member, or members, of a team shall move onto the playing area for purposes of forceful protest or to be involved in a fight, that team/individual shall be excluded from Intramural Sports competition for the remainder of the school year. The persons involved in these activities will be referred to the Dean of Students Office for appropriate action.
- The conduct of fans representing a particular organization will be the responsibility of that organization. In the event that fans representing a particular team use profane language, harass officials or opposing team members, or refuse to abide by acceptable standards of behavior, that team will be caused to forfeit that contest. In the event this behavior is repeated a second time, that team or organization will be excluded from further Intramural Sports competition for the remainder of that school year.
- In the event any fan, or fans, approach the playing area for the purpose of forceful protest or to be involved in a fight, that team or organization may be expelled from Intramural Sports competition for the remainder of the year and the fans involved will be referred to the Dean of Students Office for appropriate action.
- In the event an organization is excluded from competition for one of the reasons stated above that organization may not be eligible for reinstatement until the following school year.
The Intramural Disciplinary Board is made up of all members of the Intramural Student Advisory Committee, Intramural Sports Coordinator. The Board will meet only when necessary.
Standards of Student Conduct
All participants, coaches, managers, and spectators are expected to adhere to the general conduct policies outlined in the Intramural Sports Handbook.
Purpose and Goals
One of the goals of the Intramural Sports Department is to provide a safe, secure, and conducive environment for intramural sports. The Department has the obligation to protect participants and spectators against acts of violence and or intimidation. Therefore, it may be necessary on occasion to remove students from the Intramural environment when their behavior is severe and or threatening. The Board will recommend disciplinary actions for intramural violations.
Healthy competition requires complete concentration by each competitor. During intramural competition passions are raised to a heightened level. We strive to live by the rule: â€śBe a good winner, be a good loserâ€ť. When a competitor and/or spectator over steps the bounds of good competitive behavior then action must be taken to 1) immediately stop the potential explosive behavior and 2) to make sure this behavior does not happen again. The procedures outlined below are structured to alleviate the harmful effects of any undesired behavior.
- The game official is the first line of defense to prevent and/or stop any behavior that may become threatening.
A)Â By taking command of each point, game, and match the officials will defuse any potential deleterious behavior.
B)Â If the official feels he is losing control, then he must stop the competition and warn participants of the consequences of their behavior.
C)Â When a situation occurs where there is behavior that is not acceptable then the officials must take action by doing one or all of the following:
–> Ejecting the player, coach, manager, spectator from the game.
–> Ejecting the player, coach, manager, spectator from the building or field.
–> Call Public Safety
D)Â The official will submit to the Coordinator a written statement regarding a situation that causes the official to take action.
- Any occurrence that causes game official action will be submitted to the Coordinator. If the Coordinator deems that further action is necessary he will convene the Intramural Disciplinary Board.
- The Intramural Disciplinary Board will convene within 10 days of the initial occurrence.
- The Intramural Disciplinary Board will recommend to the Coordinator any sanctions against the participants.
- The Coordinator can either accept the Board recommendations or overrule. The Coordinator may also refer the matter to the Dean of Students Office. The Director must impose sanctions within 24 hours of the Intramural Disciplinary Boards submitted recommendations.
All Intramural Disciplinary Board Hearings will be informal and strict rules of evidence will not apply.
- The student(s) implicated will be notified, in writing of the date, time, and place of the hearing three days prior to the hearing.
- The implicated parties have the right to present evidence by witnesses, or by affidavit or deposition.
- The implicated parties may bring an advisor to the hearing. The advisor may not participate in examination of the witnesses or present materials to the hearing unless asked to do so.
- The implicated parties may question all witnesses.
- Disciplinary hearings are closed to the public.
Disciplinary Board of Guidelines
- The Board is comprised of all members of the Intramural Student Advisory Committee, and Coordinator of Intramurals.
- The Coordinator will chose a chairperson for the convened Intramural Disciplinary Board.
A)Â The chairperson will coordinate board activities during the hearing.
B)Â Questions from the board members and the implicated parties will be directed through the chair. The chairperson does not have a vote, except in case of a tie.
- Quorum – a quorum will consist of 50% of the Board members.
- The department secretary will keep minutes of the hearing. No minutes will be taken during deliberation.
Preliminary Hearing Procedures
Prior to the start of the hearing the chairperson will:
- Ensure a quorum is present and that all interested parties are present.
- Provide members with a summary of the alleged violation and names of the implicated parties.
- Remind the board of hearing confidentiality.
Actual Hearing Procedures
During the hearing, the chairperson will:
- Instruct witnesses for either party to remain outside until they are called.
- Ask the implicated parties to provide testimony pertaining to the violation.
- Questions should be directed through the chairperson. The chair will be responsible for insuring that all testimony given is relevant to the case being heard.
- Ask the implicated parties to bring in witness one at a time. Both parties will be allowed to question the witnesses.
- Ask the Board Members if they have any final questions. After questions are answered, the implicated parties will be given the opportunity to make a final summary statement.
- All parties will then be asked to leave so the Board can deliberate.
- The Board will deliberate in private.
- During the deliberation the Board will determine the sanctions against the implicated parties. These sanctions are recommendations made to the Coordinator.
- A vote on the sanctions will be made with a simple majority. Board members who are also members of the implicated parties organization, team, or residence hall will not vote.
- The Board will have the option to:
A)Â The chairperson will ask the implicated parties back to the hearing and announce the result that will be recommended to the Coordinator of Intramurals.
B)Â Announce results to Coordinator and Coordinator will notify the implicated parties.
Necessary rules for Intramural events, not covered in this handbook, will be made by the Intramural Coordinator and the Student Advisory Committee prior to the start of play in that particular event. National governing bodies rules will be used whenever possible.
Forfeits and Protests
- If a team or contestant fails to appear at the scheduled place within five (5) minutes after the scheduled time for the contest, the Intramural Office shall declare the contest a forfeit to the team or contestant ready to play. If neither team is ready to play, both teams will be given a forfeit. Members of the squad ready to play will be given winning points but their names must be entered on the score sheet and signed by the captain of the team.
- Any team forfeiting two games will be automatically dropped from competition.
- Forfeits will result in any team member or manager participating in a fight.
- Round Robins/Double Elimination: The first forfeit eliminates a team from further competition. However, a team may return to competition by paying a $20.00 forfeit re-entry fee. The re-entry fee must be paid in the Intramural Sports office before 4:30 p.m. of the day after the forfeit.
- Round Robin/Single Elimination Play: A forfeit eliminates a team from further competition and entry points can be lost; however, paying a reinstatement fee of $20 will result in obtaining half of the entry points. If forfeit is due to event beyond control of team then points will not be lost.
- A protest will be entertained only when it involves interpretation of a rule or rules, or the use of an ineligible player, and NOT the judgment of an official.
- The protest must be made upon the field of play, before play resumes. The official shall announce that the game is being played under protest and so noted in the scorebook. The dispute will then be taken up by the Coordinator.
- In addition, all protests must be made in writing and submitted to the Intramural Sports Office within 24 hours after the contest in question. Should a protest be initiated after the contest, this should be made in writing and submitted to the Intramural Office within twenty-four hours.
- A fee of $20.00 is required before a written protest is accepted, and refunded if the protest is upheld. If the protest is withdrawn the $20.00 will not be refunded.
No contest may be postponed without the agreement of both team’s managers and the Intramural Sports Office. The request must be made 24 hours prior to game time. If a postponement must be made, both team managers must come by the Intramural Sports Office in 110F and sign a postponement consent form. Should a contest be postponed by the Intramural Office because of bad weather or some other unforeseen conflict, new dates for the contest will be posted on the Intramural Sports bulletin board and call the hotline for information at 568-8981.
- Each organization may enter two men/women in the singles competition and two doubles teams in the doubles competition.
- A match will consist of one game to 21 points.
- The tournament will be single elimination.
- The Championship game will be the best 2 out of 3 to 15 for men and 11 for women.
- Five (5) points will be given for each entry in the singles and doubles.
Round Robin Tournament
- Two teams are allowed from each organization.
- A game will consist of two 15-minute halves with a 3-minute intermission for men and women.
- Two (2) time-outs per half, a half-minute duration will be allowed per team. Should an overtime be necessary, one time-out will be allowed for each over-time period.
- During the first 13 minutes of each half, the clock will stop only for time-outs or injuries. The last 2 minutes of each half the clock will stop as in regulation play.
- The one and one free throw rule will go into effect on the fifth foul in each half. No ten foul rule.
- Overtime: In case of a tie at the end of regulation play, a 2 minute overtime period will be played. If the score is tied at the end of the overtime period, another overtime will be played.
- A forfeit will occur should a team not appear on the court ready to play within five (5) minutes after the scheduled time.
- Each team is responsible for getting shirts alike with numbers on the back, must have the shirts before the second game.
- Disputes with the officials will not be tolerated.
- No head coverings may be worn during the game.
- No dunking will be allowed.
- Each organizationâ€™s team manager will be responsible for the actions of his/her teamâ€™s fans. Unsportsmanlike conduct by fans may result in technical fouls or forfeiture of the game.
- Playersâ€™ names not in the game scorebook by game time may not play in the game.
- Mercy Rule: If one team is ahead by 20 or more points with 2 minutes remaining the clock will run as in the first 13 minutes of half.
- Time outs do not carry over if overtime is necessary. Penalties will be as follows:
a) Officials will call technical fouls for disputes by an individual or team. The second technical foul called on an individual or team manager will constitute an automatic ejection from the game, and ineligible to play the next scheduled game.
b) If the violation is flagrant, the offending player or players may be removed from the game and the playerâ€™s team may be declared a loser by forfeit.
- Each team may consist of a maximum of 4 players and a minimum of 3 players. Only 3 players are allowed on the court at once. All games must start with at least 3 players on the court. Games are called if two players from the same team are disqualified.
- The length of all games will be 20 minutes or 18 points, whichever comes first. If a game is tied at the end of regulation there will be a five minute overtime session. The team to score two baskets wins.
- A coin toss will determine who receives the ball first.
- Each point made inside the 3- point arc will count as 1 point. Each point made beyond the 3-point arc will count as 2 points.
- Any missed shot or stolen ball that results in the defending team gaining possession must be taken back beyond the three point arc before the team can legally attempt a shot.
- The ball will alternate possession after each basket scored.
- The person who takes the ball out after a dead ball or score MUST be inside the half court circle.
- Substitutions may be made during a time out or dead ball.
- Each team is allowed one time out per game.
- If a player commits 5 fouls he/she will be disqualified from the game. If a team commits eight fouls the opposing team shall shoot one free throw for every foul committed afterwards.
- If a player receives 2 technical fouls he/she will be disqualified from the game and the teams next game. If a team receives two technical fouls in a game it will be disqualified from the tournament.
Free Throw Contest
- Contest will be best out of 10 free throws made. Single elimination brackets. Champion from each bracket will advance to free throw shoot-off.
- In the result of a tie, a sudden death format will be used. If the first player makes 1, the second player must make a shot to stay alive. If both make their free throws, the process is repeated and the order of shooters will be switched.
- All players must show up at the scheduled time and place for the contest. Each player must show a valid UALR ID to compete. All participants must be taking at least 3 hours.
Hot Shot Basketball
- In one minute a competitor attempts to score as many points as possible. Starting at half court, the competitor dribbles into shooting range and shoots lay-ups or shoots from one of the designated hot spots. The competitor may shoot in any sequence he or she prefers.
- Two lay-up scores are allowed but all other shots must be taken from any or all five hot spots marked on the court. Each spot has a separate point value.
- Bonus points are awarded if players choose to shoot from all five hot spots.
- Competitors must dribble the ball when proceeding from spot to spot.
- Hot Shot scoring is as follows:
- Lay-up (only two are allowed) 2 points
- Spot 1 (12 feet from left corner) 2 points
- Spot 2 (21 feet from left of key) 4 points
- Spot 3 (24 feet from top of the key) 5 points
- Spot 4 (15 feet from the right of key) 3 points
- Spot 5 (15 feet from the right corner) 3 points
- Bonus (shoot from all spots) 3 points
- In the event of a tie, the competitors will shoot again for an additional 30 seconds.
- All participants must be taking at least 3 hours. Players will be asked to show a valid UALR ID.
Flag football (men/women) play shall be subjected to the UALR general Intramural rules and regulations. Limit two teams per organization. The National Intramural Recreational Sports Association (NIRSA) Flag Football Rules shall govern flag football play with modifications:
- The Playing Field: The field shall be 40 yards wide and 100 yards long from end zone to end zone line. The field will be marked in two 10-yard end zones and four 20-yard zones, and a three and a 10-yard line for extra points.
- The Players: Seven (7) players shall constitute a team. However, a team may play with as few as five (5) players to avoid a forfeit. The offensive team shall have a minimum of four players on the line of scrimmage (three if only five/six players) with the remaining players at least one yard behind the line of scrimmage. Violation of this rule provides for a 5-yard penalty from the previous line of scrimmage. Direct snaps by quarterback are illegal.
- Equipment: Players may not wear protective devices such as pads, guards, or braces without the approval of Intramural personnel. Soccer shoes, tennis shoes, regulation touch football shoes are acceptable, but no hard cleated or sharp cleated shoes are to be worn. Any shoe judged to be dangerous such as steel-toed shoes are considered to be illegal. Metal rings, bracelets, watches, necklaces, etc. could cause injury to the wearer or another player and therefore are considered to be illegal equipment. Penalty: Disqualification from the game until the illegal equipment is removed.
- Length of Games: Two twenty-minutes (20) halves shall constitute a game for men. Two eighteen-minute (18) halves shall constitute a game for women. Time is continuous for each period except when time-out is called an unavoidable delay such as retrieving a kick or pass out of bounds, after a delay of the game.
- Field Captain: A field captain must be designated for each team (Offense and Defense). He/she shall represent his/her team at the toss of the coin before the game, act as sole team spokesman during any dispute that may arise during the game, and make decisions on penalties for his/her team. The field captain shall also fill out any forms such as a protest or evaluation of officials as the representative for that team.
- Forfeit Time: Any team (at least five (5) players) not ready to play within five (5) minutes after the scheduled time shall forfeit to the team ready to play. If neither team is present, both teams are forfeited.
- The Kick-Off: A place kick begins each half of a game. The place kick line is the 20-yard line. Kicking the ball out of bounds or off sides by the kicking team shall be penalized by requiring that they kick off again with a five (5) yard penalty. A second consecutive offside or kick-out-of bounds by the kick off team shall be penalized by awarding the ball to the receiving team at the midfield line, or take it where it went out. If the kick-off goes out-of-bounds behind the goal line, it is a touchback and the ball begins on the defending teamâ€™s 15-yard line. There are no on-side kicks.
- Receiving Kick Off: The receiving team on the kick off must be 20 yards from kicking team free kick line. No forward passes on free kicks. Any kick-off or scrimmage kick that crosses the plane of goal line may result in a touchback. On touchbacks the ball begins on the 15-yard line.
- Downs: Four downs shall be allowed in which to advance the ball into the next zone. The next zone shall be considered reached when any part of the ball crosses or touches the line marking the zone, whereupon a new series of downs begin. A first down shall be declared if a penalty against the defense advances the ball into the next zone. A team starting a series of downs in one zone but losing yardage back to the previous zone (by play or penalty) must still advance the ball to the original zone to gain for a first down. A first down shall be awarded for any penalty calling for an automatic first down regardless of the zone to gain and position of the ball.
- Passing: All lateral passes that touch the ground shall be ruled dead at the spot where the ball touches the ground or in the case of a muffed lateral pass, dead at the spot where the catch was muffed.
- De-Flagging: A ball carrier is down and the ball shall be declared dead when a defensive player removes the flag of an offensive player. A player who removes the flag belt from the runner should immediately hold the flag belt above his/her head to assist the official in locating the spot where the capture occurred. If the flag belt inadvertently falls to the ground, a one hand tag (pushing, striking, slapping, and holding are not permitted) between the shoulders and the knees constitutes capture. A player may leave his/her feet to remove the flag belt. A passer is considered downed if the flag is removed prior to the passer releasing the ball.
- Scoring: The player scoring the touchdown must raise his/her arms so the nearest official can deflag the player. If the player is not deflagged with one pull and the official determines the flag belt has been secured illegally, the touchdown is disallowed and the player is disqualified.
- Mercy Rule: If a team is 20 or more points ahead with five (5) minutes (or after) in the second half the game is over.
- Point After Touchdown (PAT) or Try: An opportunity to score one (1) point from the three (3) yard line or two (2) points from the ten (10) yard line by running or passing. Once the team makes the choice they may only change the decision by taking a time-out. If defensive team intercepts a pass or fumble during try and returns it for a touchdown, they score two (2) points.
- Illegal Flag Removal: A defender shall not hold the ball carrier in any manner so that a flag can be removed. Penalty: The ball shall be blown dead and an automatic 10 yard penalty assessed from the spot of the violation or from the previous line of scrimmage, whichever provides the greatest distance. Unnecessary roughness in the act of removing the flag shall call for the same penalty.
- Punts: The kicker on punts may have absolute protection from rushing if the referee and opposing team are informed. Under these conditions no player on either team may cross the scrimmage line until the ball has been kicked. If the offense fails to kick the ball after notification or if a player from either team crosses the scrimmage line before the ball is kicked, a 5-yard penalty if accepted will be assessed from the previous line of scrimmage. The kicking team will have three seconds from the time of the snap of the ball to the contact of the kickers foot to the ball to execute the punt. The referee shall count the seconds aloud and if the ball has not been kicked at the completion of the count it shall be blown dead and spotted the previous line of scrimmage with possession of the ball changing hands if the kick was attempted on fourth down. The ball must be snapped directly from the center to the punter. The defense players may not “stack” on each other for the purpose of blocking the kick. Penalty: 5 yards from previous line of scrimmage.
- Delay of Game: The offensive team has 25 seconds from the time the ball is spotted by the referee to put the ball back into play. Substitutions may be made freely by both teams during this 25-second interval or at any time the ball is declared dead by the officials. Failure to get the ball into play within the 25-second interval shall result in the clock being stopped and a 5-yard penalty assessed. The clock shall not start again until the ball is snapped.
- Safety: After a safety has been scored, the team scored upon shall put the ball into play with a free kick from the twenty yard line. The restraining line for the receiving team shall be the midfield line where four players (3 for a 5/6 player team) must be stationed.
- Pass Interference: NIRSA rules defining offensive and defensive pass interference shall apply, but the penalty for defensive pass interference shall be as follows: The offended team (offense) shall be awarded the ball 10 yards from the previous spot with an automatic first down. Exception: if the foul occurs in the end zone the ball will be spotted on the three-yard line. The penalty for offensive pass interference shall be 10 yards from the previous line of scrimmage and loss of a down.
- Unnecessary Roughness: The officials shall call unnecessary roughness when any player, whether on offense or defense, uses rough tactics considered by the officials unnecessary in the accomplishment of his legitimate purpose. Penalty: 10 yards from the spot of the foul or previous line of scrimmage whichever provides the greater distance.
- Ball Carrying: The ball carrier may not lower his/her head or deliberately drive or run into defensive players. Nor may he/she hurdle or attempt to hurdle an opponent. No “stiff-arm” is allowed. Penalty: 10 yards from the spot of the foul.
- Blocking: Screen blocking is the only type block permitted at any time or place during the game. The hands must be held together behind the back. The blocker cannot deliver any type of forceful blow such as a shoulder block, leave his/her feet, or contact the ground with a hand while blocking (scramble Block). Penalty: 10 yards from the spot of the foul or previous line of scrimmage, whichever constitutes the greater penalty distance. Players may use 2, 3, or 4 point stance.
- Offensive Play: One offensive player may be in motion, but not in motion toward the opponentâ€™s goal line at the snap. The player who receives the snap must be at least two (2) yards behind the scrimmage line. An offensive player is responsible for returning the ball after a scrimmage down. The snapper will bring the ball from the huddle to the scrimmage line.
- Defensive Play: Defensive players may not use their hands in attempting to ward off blockers nor are they permitted to deliver a hard defensive blow with the hands or arms, attempt to run over a blocker or hold a blocker. A defensive player cannot use his/her hands or arms on the neck or head of the opposing player. Penalty: 10 yards from the spot of the foul or previous line of scrimmage whichever constitutes the greater penalty distance. Clarification: on blocking and defensive play if blocker gets his feet (assumes a stationary blocking position) then it is the defensive player’s responsibility to alter his/her line of travel or by faking, maneuver the blocker off balance so that he (the defender) can brush by.
- Tie Games: An overtime period consists of one possession by each team. Ball will be placed on the 10-yard line. All overtime periods are played toward same goal line and the winner of the toss will have the option of offense, defense, or direction. Each team will be allowed four downs to get a touch down. PAT’s will be attempted. If defense intercepts a pass and scores, they win. One time out per period.
- Conduct of players: Cursing, griping at the officials, and other unsportsmanlike conduct shall result in a 10 yard penalty and a warning from the officials. Failure to heed the warning from the officials resulting in a second offense constitutes a violation of the Code of Ethics, which must be reported on a written form. The offending player or players or spectators will then be asked to leave the game and immediate area.
Summary of Fouls and Penalties
Loss of 5 Yards
- Delay of game or illegal substitution
- False start or illegal act by snapper
- Unfair Tactics
- Fewer than 5 (or 4) offensive players on the line of scrimmage
- Offensive player: Illegal motion, illegal shift and false start
- Infraction of Free Kick formation
- Free Kick out-of-bounds
- Offensive player not within 15 yards of ball
- Player out-of-bounds when ball is snapped
- Player receiving snap within 2 yards of scrimmage line
- Illegally handing ball forward
- Intentionally throwing backward pass or fumble out-of-bounds
- Illegal forward pass
- Intentional grounding
- Helping runner
Loss of 10 Yards
- Quick Kick
- Kick catch interference
- Two or more consecutive encroachments during the same interval between scrimmage downs
- Forward pass interference
- Unsportsmanlike player conduct
- Spiking, kicking, throwing or not returning ball to official during dead ball
- Steal, strike or attempt to steal ball
- Trip an opponent
- Contact with opponent on ground
- Throw runner to ground
- Hurdle any player
- Drive or run into player
- Position upon shoulders or body
- Tackle runner
- Roughing the passer
- Illegal offensive screen blocking
- Interlocked interference
- Defensive use of hands
- Guarding flag belt
- Stiff arm
- Obstruction of runner
- Batting a free ball
- Illegal participation
- Illegal flag belt removal
- Note: No Penalty may take the ball more than one-half the distance to from the enforcement spot to the offending teamâ€™s goal line. One-half (1/2) the distance to the goal shall be the rule in these cases.
Loss of Down Fouls
- Illegally handing the ball forward
- Illegal backward pass
- Illegal forward pass
- Forward pass interference – offensive
- Illegally securing flag belts
Automatic First Down Fouls
- Forward pass interference – defensive
- Roughing the passer – behind the scrimmage line
- Illegally secured flag belt
- Each organization will be allowed two singles and two doubles entries, (5 points per entry)
- The tournament will be single elimination.
- Matches will be one 21-point game.
- Championship games will be the best 2 of 3 games to 15 for men and 11 for women.
Table Tennis Rules
- The tournament will be single elimination.
- Each match will consist of one game to 21 points.
- The Championship game will be the best 2 out of 3 to 15 points.
- Each organization may enter two in singles and two teams in doubles (5 points per entry).
- Number of players â€“ 10 players shall constitute a team. The game may be started with 8 players and finished 8 players. Note: see rule #7 regarding extra players.
- Teams may add to their roster up to the second Friday after play has begun. Players may play for only one team.
- Each team will be responsible for furnishing one score keeper. This person may be a playing member of the team. Teams keep their own score while at bat.
- Length of game â€“ A regulation game shall consist of 7 innings of no more than 55 minutes. Any inning in progress when time expires shall be completed.
- A 10 run rule will be in effect if after 5 innings a team is leading by 10 runs or more. Only 4 1/2 innings will be required if the home team is leading by 10 runs. A 15 run rule is in effect after 4 innings and a 20 run rule after 3 innings.
- Tie game â€“ A game that is tied at the end 7 innings shall be continued by playing additional innings until: 1)one side has scored more runs at the end of a complete inning, or 2) the home team has scored more runs in their half of the inning before the 3rd out is made. Additional innings will be played if the game remains tied.
- Extra player rule:
- An extra player, referred to as an â€śEP,â€ť is optional but if one is used it must be made known prior to the start of the game and be listed on the score sheet in the regular batting order.
- If you start the game with 11 players but finish with less than 11, the player removed from the line-up will be recorded as an out each time they were supposed to bat, unless they were removed due to an injury.
- The EP must remain in the same position in the batting line-up the entire game.
- If an EP is used, all 11 players must bat and any 10 can play defense. Defensive positions can be changed but the batting order must remain the same.
- The EP may be substituted for at any time either by a pinch runner or a pinch hitter who then becomes the EP. The substitution must be a player who has not yet been in the game.