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Guidelines, Policies & Sport Rules
General Guidelines & Policies
Undergraduates
All undergraduate students who are affiliated with a residential college and are currently enrolled in classes at Yale University are eligible to participate for their college in undergraduate intramural athletics, subject to the following restrictions:
- Any undergraduate athlete who is currently practicing or playing in a sport on an intercollegiate varsity, junior varsity, or graduate-professional is ineligible to participate in the associated sport.
- “Currently practicing or playing” a varsity, or junior varsity level is defined as an individual practicing, playing or listed on the active roster with the team after the date designated on the specific intramural sport rules.
- Inner tube water polo, broomball, and pickleball have significant enough competitive balance rule and/or equipment changes that they are no longer considered “associated” with traditional water polo, hockey, or tennis/squash/badminton. Therefore, varsity, junior varsity, and club athletes are eligible to participate.
- Any varsity players are ineligible to participate in the sport in which they played, or in any associated sports. However, undergraduate varsity players may regain eligibility in their awarded or related sport after a one-year absence from current varsity practice or playing status.
- The following sports are declared associated:
- Tackle football with intramural flag football.
- Cross country and track running events with intramural cross country
- Court volleyball with intramural court volleyball.
- Any undergraduate athlete who has competed at the Olympic, professional, or world-ranked amateur level is ineligible to participate in that sport or any associated sport.
- Any undergraduate who is currently practicing or playing on a club sport team that is the highest level of its sport at Yale and received funding from the Club Sports Office is ineligible to participate in that intramural sport while a member of the club team.
- In the event of a protest, whether or not a player is “currently practicing or playing” shall be determined by interviews with the player and the club team captain.
- All sports shall be classified men’s, women’s, mixed-gender, or open and competition shall be categorized as round-robin, double round-robin, tournament, invitational or special events. No man shall be eligible to participate in a woman’s sport, and no woman shall be eligible to participate in a man’s sport. In mixed-gender sports with individual events, no woman shall play in a man’s spot, and no man shall play in a woman’s spot.
- Intramurals gender-eligibility participation is based on one’s self-identified gender, and that it is done in good faith and is consistent with a player’s expressed gender identity. A participant’s gender identity will be applied when there are gender-specific rules or player-ratio requirements for co-rec activities. Transgender or non-binary individuals may compete in the role that best matches their self-identified gender identity. Such students are encouraged to communicate their gender identity to the referee(s) or supervisor(s) prior to the start of play. Should the player not feel comfortable working with the on-site IM staff, the individual can contact the intramural director, and inform him/her of their status at least two business days prior to the contest.
- In men’s basketball a player has the option to participate in the beginning of the season at the various levels before determining his ultimate league selection. The following guidelines should be followed:
- A player may participate during the fall portion of the season in any A, B and C games. Once the season resumes in January his participation in a game in either league denotes his league choice.
- If a player does not participate in the fall portion of the season he may participate in both A, B, or C leagues (not against the same opponent). Then participation in his second game in any league denotes his league choice.
- No player who chooses A league may, thereafter, play in a B or C league game.
- No player who chooses B league may, thereafter, play in a C league game.
- No player who chooses a lower league may play in higher league after his original team’s final regular season.
- Any B or C player may, prior to his team’s final regular season game, elect to move to a higher level of play, but, once he participates at the higher level he must remain there for the remainder of the schedule.
- To be available to participate in any league’s playoff or championship game an athlete must have played in at least one regular season game (appeals/exceptions must be presented to the Director for approval at least one day prior to the contest). To be eligible to participate any invitational, tournament or special event an athlete must meet general and sport specific eligibility rules.
- In team sports where no or limited substitutions are available only one non-undergraduate may compete during the contest. Currently these sports include: Badminton, Mixed-Gender Court Tennis, Mixed-Gender Table Tennis, Mixed-Gender Bowling, Men’s and Women’s Squash, Mixed-Gender Billiards, Mixed-Gender Swimming, and the Borsodi Golf Tournament.
- In sports where an unlimited number of team members may compete but a limited number affect the scoring more than one non-undergraduate may participate but only one non-undergraduate’s result may affect scoring. Currently these sports include: Cross Country and Golf.
Other Eligibles
The following non-undergraduates are eligible to participate in intramural athletics, provided they meet the undergraduate eligibility regulations. Please note, if intramurals are held in Payne Whitney Gym and the participant is not a gym member, they will need to pay the guest fee or join the gym.
- The residential Heads of Colleges, Deans, and their partners.
- College Fellows and Associate Fellows with current Yale ID, exempting Graduate Fellows.
- All participants must have passed a complete physical exam within the last three years, have proper health insurance, and agree to participate at their own risk.
Ineligibles
The following people are ineligible to participate in undergraduate intramurals. Any appeals regarding eligibility must be made one day prior to the contest in which the player is hoping to play.
- Partners and children of undergraduates and fellows.
- Graduate and professional students.
- Alumni.
- Employees of the University.
- Students not currently enrolled in classes.
- Any player participating under an assumed name.
- Any player who has been ejected or suspended and has not met with the Intramural Director and Head IM Secretary to discuss the circumstances.
- Anyone else not specifically declared eligible.
Enforcement
The Athletic Secretaries and team captains are responsible for ensuring that all players meet the eligibility regulations before participating in any contest. Therefore, in order to preserve the integrity of the system it is permissible for any Athletic Secretary or team captain to challenge the eligibility of any player on any team. An official challenge may be made at any time before 24 hours after the team’s last regular season game. The challenger must submit, in writing to the Intramural Director, the suspected ineligible’s name and reason for ineligibility.
The Intramural Director will then investigate the viability of the claim. If they find the player ineligible, they will inform the challenged college of the protest. If they cannot reach a conclusion about the player’s ineligibility due to extraordinary circumstances, they will convene an eligibility committee of themself, the Head Intramural Secretary, and 3 other non-involved secretaries. This committee will decide upon the ineligibility of the player. When the committee has reached a decision the Director will inform the challenged college of the protest. Once informed, the challenged college will be allowed 36 hours to appeal any decision.
Appeals must be made in writing to the Intramural Director with reason for the appeal. If the reasons are sufficient, the matter will be discussed and decided by the Intramural Secretaries Council. Each college, except for the challenging and appealing colleges, shall be given one vote. The decision of the Council will be final.
Any team which is found using an ineligible player shall forfeit all games in which that individual participated or is presumed to have participated and the individual and team may be suspended from further competition.
Absolutely no alcohol consumption or illicit drug use will be tolerated before or during any Intramural event.
Intramural participants represent their college, and should do so in a safe and professional manner. All IM players and staff must adhere to a dress code appropriate for their respective sporting event. The dress code is intended to provide safety, allow fair play, avoid distraction, respect individuality, and preserve the dignity of every participant. Examples include:
- Soccer—shirt, shorts or long athletic pants, shoes with covered toes, no long jewelry or large loop earrings;
- Swimming—appropriate bathing suit, swim cap for long hair, no underwear;
- Water Polo- No wrist watches or dangling or protruding jewelry due to risk of injury to other players.
- Injuries—any wound, no matter how small, must be appropriately covered with band-aid, gauze and/or athletic tape or wrap.
Default
An un-played game that is recorded as a loss rather than a forfeit. This occurs when the defaulting team’s captain notifies the scheduler and the opposing team’s captain at least 2 hours before the scheduled game time. The team defaulting will receive the loss with no additional penalty.
Forfeit
An un-played game that is recorded as a forfeit because the team failed to show up for its scheduled game and did not notify the scheduler and the opposing team’s captain at least 2 hours in advance. If a team forfeits more than once there will be additional consequences (see below).
Sport | 1st and All Subsequent Forfeits | 2nd Forfeit | 3rd Forfeit |
---|---|---|---|
Soccer/ Indoor Soccer | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Water Polo/ Broomball | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Football | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Tennis | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Softball | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Volleyball | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Ultimate Frisbee | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Basketball | Marked as loss | One time Tying Cup points subtraction | Disqualified from playoffs |
Introduction
The Tyng Cup, a gift from George Addee, Sheldon Rose and Malcolm Aldrich is annually awarded for overall excellence to the college accumulating the greatest number of points. Presented in 1933 and awarded first to the Wright Group, it continues to spawn competitive rivalries among the colleges and encourage participation. It is the most coveted of all intramural awards.
The Point System
The point system reflects the overall winning performance in Tyng Cup events. Tyng Cup events are established sport activities and usually do not include special events. Points are awarded for wins and ties in regular season contests, interdivisional playoffs and selected special events. No points are awarded for interdivisional playoff qualifying contests nor for full league tie-breaking championship contests.
The allocation of points is based on:
- the number of total player positions available;
- the number of regular season contests scheduled; and,
- the number of interdivisional playoff contests required to determine a champion.
Points are awarded for each sport and records of running totals are maintained. New sports may be designated as “Trial Sports”, which are simply to gauge interest and see how the sport would serve as a part of the full slate. While these sports do not contribute to the overall Tyng Cup standings, the results will still be tracked and a champion declared. At the conclusion of each season a Final Standings detailing win-loss records and point allocations is published. Upon receipt of the Final Standings the Athletic Secretaries are required to verify the results for accuracy. Inquiries must be submitted in writing prior to the conclusion of the next meeting of the Athletic Secretaries Council, otherwise, all results are considered official and unchangeable. The basic formula for determining maximum potential Tyng Cup point allocations is:
(Playing positions) x (Regular Season Contests + Required Playoff Rounds) = Total Points
Point Distributions
Sport | Positions | Games | Playoffs | Pts/ Win |
---|---|---|---|---|
Badminton | 8 | Double Elimination Tournament | Double Elimination Tournament | 8 |
Basketball- M (A, B, C), W | 5 | 11 | 5 | |
Bowling- C | 4 | 11 | 4 | |
Cross Country Tournament- M, W | 4 | 2- as many wins as colleges you beat (preliminary heats & finals) | 2- as many wins as colleges you beat (preliminary heats & finals) | 4 |
Dodgeball | 8 | Double Elimination Tournament | Double Elimination Tournament | 8 |
Football: Flag- C | 6 | 6 | 4 | 6 |
Golf: Tournament- C | 4 | 1- as many wins as colleges you beat | 4 | |
Pickleball- C | 6 | 6 | 3 | 6 |
Soccer- C | 11 | 6 | 4 | 11 |
Soccer (Indoors)- C | 5 | 6 | 4 | 5 |
Swimming Meet- C | 6 | 2- as many wins as colleges you beat (preliminary heats & finals) | 2- as many wins as colleges you beat (preliminary heats & finals) | 6 |
Table Tennis- C | 10 | 6 | 4 | 10 |
Ultimate- C | 7 | 4 | 3 | 7 |
Volleyball- C | 6 | Double Elimination Tournament | Double Elimination Tournament | 6 |
Waterpolo- C | 6 | 6 | 3 | 6 |
If on-campus school is suspended at a time that coincides with the end of an IM season, the winner of the Tyng Cup will be decided by the college in first place in the overall points standings. If an IM season has not ended and the gap between the first two colleges is fewer than the equivalent of 3 game victories, co-champions will be declared.
Introduction
Intramural activities are governed by eligibility requirements and pertinent sports rules. The sport contests/activities are defined by their scheduling method to be round-robin, double round-robin, tournament, invitational and special event. In round-robin and double round-robin events sport leagues are organized to include every college’s or combined college’s team in either a single or dual division involving a playing season. In tournament events each round consists of a onetime competition involving every college’s team in a single or split division and scored as head-to-head contests within the division. In invitational events each round consists of a mega competition involving individuals or the college teams that elect to participate and scored as head-to-head contests. In special events the competition and scoring method are dependent upon the nature of the activity and may include individual or team activities related or unrelated to college association. Tyng Cup points are awarded for all events except special events and where noted below. Overall record or planned post-playoffs determine champions in every event with participants of the winning team (team members must be registered on the sign-in rosters in at least half of the regular season games) or the individual winners awarded championship t-shirts. The following playoff and tie-breaking procedures are utilized. If due to reasonable circumstances it is impossible to schedule a playoff then all tied teams shall be declared champions. If due to unreasonable circumstances it is impossible to schedule a playoff then head-to-head results and/or other methods determined by the Director of Intramural Sports shall be utilized to declare champions and to award t-shirts.
Single Division
The league consists of all colleges represented by single or combined teams and during the course of the schedule each team plays every other team at least once. In the event of a tie for any place, either for final standings or playoff seeding, the following procedure will be utilized to break the tie.
- Total wins
- Outcome of head-to-head games with the tied teams.
- The teams amassing the greatest points/goal differential in all games.
- The teams with the least number of forfeits.
- A coin toss or random number generation if more than two teams are tied.
- If the tie is for first place and time allows, a championship game could possibly be played. This will be determined on a case basis.
Dual Division
A league consists of dual divisions where the top two or the top four teams (predetermined on the schedule of events) in each division qualify for seeded playoffs. In the event of a tie for playoff positions the following tie breaking procedures are utilized to determine playoff positions.
- Total wins
- Outcome of head-to-head games with the tied teams.
- The teams amassing the greatest points/goal differential in all games.
- The teams with the least number of forfeits.
- A coin toss or random number generation if more than two teams are tied.
Tournament
All colleges are required to field a team when a sport is scheduled as a tournament and the results of the competition are scored as head-to-head contests among all teams and involves Tyng point allocations. In the event of a tie for first place after the final round then the following tie breaking procedures are utilized to determine the champion.
- Winner of the final round head-to-head match-up
- If no winner is determined then co-champions are declared.
Shortened Games
In the event a game must be ended early due to unexpected circumstances, including but not limited to, darkness, weather, and facility closures, the result of the contest shall be determined by the following:
- If the contest was in its first half of play AND the intramural office has the opportunity to reschedule the event in a reasonable manner, the referee shall make note of the score and time/points left in the game for continuation at another date.
- If the contest was in its second half of play, the result shall be determined by the score at the time the contest was ended.
- If the contest was in its first half of play and cannot be rescheduled OR the contest was tied when it was ended, the following procedures will be used to determine the winner (using regular season statistics, even in the event of playoffs):
- Win Percentage
- Point Differential
- Previous head-to-head match-up
- Coin flip
Extraordinary circumstances: To be determined by the Director of Intramural Sports and Head Intramural Webmaster.
Cancellations: In the event that not all regular season games are played due to inordinant amount of cancellations (extreme weather or any unforeseen circumstances), resulting in any colleges playing more or less games than the others - then the rankings will be determined by win percentage, then followed with the appropriate tie-breaking procedures listed above.
Playoffs: Spring playoffs may be waived if the winner has statistically clinched the Tyng Cup.
Purpose
At times, the Head Intramural Secretary may at their discretion rely on the Intramural Rules Committee, of which they serve as the Chair. Potential instances where the Rules Committee may be called upon include:
- Changes to rules regarding player eligibility
- Changes to structural elements of the Intramural program, such as scheduling or Tyng Cup procedures
- Appeals to suspensions or decisions enacted by the referees/supervisors
- Discipline for other secretaries for failing to conduct their role in a manner befitting Yale Intramurals
- Retroactive forfeits/disqualifications for rule violations that went unnoticed
- Point deductions or penalties for teams
Please note that this list is in no way exhaustive, and if the Head Secretary feels that oversight is necessary in any regard they may turn to the Rules Committee.
Selection & Eligibility
All current and former intramural secretaries from all colleges are eligible to serve on the Rules Committee. Selection is handled at the Head Secretary’s discretion, but must follow the following guidelines:
- The voting members of the Rules Committee must be odd-numbered
- There may be no fewer than 3 members, exlusive of the Head Secretary
- No individual college may represent more than 1/3rd of the voting members
Fall Sport Rules
The Game
Colleges now also have the option to play Spikeball matches in public places on campus, such as Cross Campus, Old Campus and the Morse-Stile Crescent. Secretaries from both colleges must inform the Head Secretary and Head Referee of their plans to play on campus. Spikeball sets can either be provided by colleges or can be picked up from Payne Whitney Gym. If colleges don’t desire to play on central campus, they can still play at the IM fields, as Spikeball sets are kept there, too.
- Winner of rock, paper, scissors gets to pick side or serve.
- Opposing players line up across from each other.
- Before the ball is served any players not receiving the serve must be 6 feet from the net. The returner can stand at whatever distance they choose.
- Once the ball is served players can move anywhere they want.
- Possession changes when the ball contacts the net.
- Each team has up to 3 hits per possession, but they do not need to use all 3 hits.
- When sunlight is a factor, teams should switch sides half way through the match.
The Team
Spikeball is a team sport played by two teams of two players (2vs.2). The game will follow a best out of 3 games format. Any player may play in a maximum of 2 of the 3 games. Opposing teams line up across from each other with the Spikeball net in the center. The ball is put in play with a service—a hit by the server from behind the service boundary into the net to an opposing player. Once the ball is served players can move anywhere they want. The object of the game is to hit the ball into the net so that the opposing team cannot return it. A team is allowed up to three touches to return the ball. The rally continues until the ball is not returned properly.
Late Policy
Teams are expected to be at the fields and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players to begin then the game must start as soon as possible. If a team has fewer than the minimum at the designated starting time then the start of the game will be delayed and the late arriving team will be penalized as follows. 15 minutes after the original starting time, the present team will be awarded 5 points; after 25 minutes of the original starting time, the “no-show” team is forced to forfeit the game. The present team will be awarded the win. If both teams are late in arriving then only the will the allotted time be used to complete the best out of 3 games. If 3 games cannot be completed within the allotted time, then the team with the most amount of points/ games earned will be deemed the winner.
Eligibility
All undergraduate students and persons associated with a residential college who meet general eligibility requirements, except graduate students, are eligible to participate.
Scoring
- Rally scoring (points can be won by the serving or receiving team)
- Games are played to 21. You must win by two points. (unless otherwise specified by a tournament director)
Points are scored when:
- The ball isn’t hit back into the net within 3 hits the ball hits the ground
- The ball hits the rim (including clips) (Even during a serve–rim shots don’t count as a “let”)
- The ball does not bounce off the net in a single bounce. (It must clear the rim in order to be good)
- There is an illegal serve or other infraction
Serving
- The receiving team sets their position first. Server stands directly across from the receiving player. Only the designated receiver can field the serve.
- The ball must be tossed up from the server’s hand before it is hit. It cannot be hit out of the server’s hand. If the server does not like the toss, they need to let the ball drop to the ground. They will have one more opportunity to toss and serve the ball.
- Server’s feet must be behind the service line (at least 7 feet away from the net) when the ball is hit. They can lean over the service line, but their feet may not cross the service line until after the ball is hit.
- The server is allowed to take a pivot step or approach steps, but is not allowed to move laterally beyond a pivot.
- Serves can be as hard or as soft as the server likes, and drop shots are allowed.
- Serves must be below the receiver’s shoulder. If the ball is too high, the receiver must call “let” before their teammate touches the ball. The serving team has one more try to serve. If the serving team cannot hit a legal serve on the second try, they lose the point. If the receiver does not call “let”, continue play.
- The ball must come cleanly off the net on a serve. If the ball takes an unpredictable bounce (commonly known as “pocket”), the receiver must call “let” before their teammate touches the ball. The serving team has one more try to give a clean serve. If the serving team cannot hit a legal serve on the second try, they lose the point. If the receiver does not call “let”, continue play.
- If the ball takes an unpredicted bounce, and lands back on the net or the rim, it’s the other teams point and a change of possession.
- If the ball contacts the rim at any time, it is a point for the other team and a change of possession.
- After a server wins the point, they change positions with their teammate so they are directly across from the other member of the receiving team.
- The six players serve in the same sequence throughout the match, changing the server each time a rally is won by the receiving team.
Contacting the Ball
- Hits must alternate between teammates.
- The ball must be hit, not be caught, lifted, or thrown. You cannot hit the ball with two hands (this includes putting both hands together while contacting the ball with your hands).
- You can use any part of your body to hit the ball and it counts as your hit. (You cannot contact the ball twice in a row regardless of what part of your body it touches)
- If the ball hits any part of the ground or rim it is no good. There are only “lets” on the serve. After the serve, if the ball does not hit the rim, play it regardless of how it bounces.
- If teams cannot determine if the ball hit the rim, replay the point, no questions asked.
- Once the ball hits the net, it must bounce off in a single bounce. It must clear the rim in order to be good.
Infractions
Defensive players must make an effort to get out of the offensive team’s way. If a member of the defensive team is in the way of a play on the ball, the player being blocked must call “hinder” and replay the point. The offensive team must have a legitimate play on the ball to call “hinder.”
Protests
Protests involving eligibility may be made by any captain or Athletic Secretary against any team and must be made during or immediately following a contest. Once notified the team captain is required to present that player’s valid photo ID for verification. If no ID is available then the captain must submit a brief statement that includes the name of the person in question and the circumstances of eligibility. If a person is found to be ineligible, all games in which they participated or were suspected of having participated are recorded as losses and any awarded Tyng Cup points are withdrawn. All other protests involving misinterpretation of the rules must be made at the time of the incident. Play must be stopped and may not continue until the protest is resolved on the spot by the game officials with the aid of the governing rules of the game, or if necessary by final decision of the Intramural Supervisor. Any team that disputes the result and refuses to continue play will default the contests.
The Game
Cornhole pins 2 teams of 2 players against each other in a bean-bag-throwing match. Team partners stand opposite each other. One side begins by tossing bean bags across a gap, with the goal to try to either land 1 on the cornhole board or to make it in the hole on the board. Once both players take 4 shots, the other side may begin its turn. One point is awarded for making it on the board and 3 for making it in the hole (see cancellation scoring rules below). First to 21 points wins.
The Team
The match will follow a best-of-3 games format. Any player may play in a maximum of 2 of the 3 games. In each game, 2 teams of 2 players will compete against each other.
Late Policy
Before the match, confirm the location with the opposing college. Teams are expected to be at the fields and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players, then the game must begin as soon as possible. If a team has fewer than the minimum at the designated starting time, then the start of the game will be delayed, and the late arriving team will be penalized as follows:
Fifteen minutes after the original starting time, the present team will be awarded 5 points; after 25 minutes of the original starting time, the “no-show” team is forced to forfeit the game. The present team will be awarded the win. If both teams are late in arriving, only then will the allotted time be used to complete the best-of-3 games. If 3 games cannot be completed within the allotted time, then the team with the most amount of points/games earned is the winner.
Eligibility
All undergraduate students and persons associated with a residential college who meet general eligibility requirements, except graduate students, are eligible to participate.
Scoring
- One point is awarded for each bag that lands on top of the board
- Three points are awarded for each bag that is thrown successfully through the hole on the cornhole board
- Cancellation scoring: the points of one team cancel out the points of the opposing team. Using this method, only one team can score in each inning.
Rules
- If a bag is thrown and does not land on the board, it counts as a turn and does not count for any points
- Players on a team stand alternate to each other and take turns throwing bags to score
- A player can knock an opposing player’s bag(s) off the board to prevent scoring
- All throws must be completed underhand
- No aggressive throws
- 21 points are needed to win. The first team to hit 21 or go over that amount wins
Protests
Protests involving eligibility may be made by any captain or Athletic Secretary against any team and must be made during or immediately following a contest. Once notified the team captain is required to present that player’s valid photo ID for verification. If no ID is available then the captain must submit a brief statement that includes the name of the person in question and the circumstances of eligibility. If a person is found to be ineligible, all games in which he/she participated or were suspected of having participated are recorded as losses and any awarded Tyng Cup points are withdrawn. All other protests involving misinterpretation of the rules must be made at the time of the incident. Play must be stopped and may not continue until the protest is resolved on the spot by the game officials with the aid of the governing rules of the game, or if necessary by final decision of the Intramural Supervisor. Any team that disputes the result and refuses to continue play will default the contests.
The Team
The team consists of doubles playing a best-of-three-games match. A player may play in a maximum of two games. Only two substitutions (one per starting player) may occur in each game. A substituted player may not reenter the match during the same game, but may play later in the match.
The Match
Scoring
- A team shall score a point only when serving.
- A player who is serving shall continue to do so until a fault is made by their team.
- The game is played to 11 points; however, a team must win by 2 points.
- Teams will switch sides after each game.
- A winner is declared when the best 2 out of 3 games are won.
Determining the Serving Team
Players will volley the ball until a fault is made. Winner of the volley will have the option of serving first or allowing the opposing team to serve first.
Serving
- Points are scored only on the serve; the receiving side cannot score a point.
- At the start of the game, the player on the right side (even court) serves to the diagonally opposite court.
- If a point is scored, the server moves to the left side (odd court) and serves to the diagonally opposite court.
- Players on the serving side continue to move from the right to left or left to right each time a point is scored.
- Players on the serving team do not alternate sides unless a point is scored. The receiving side never alternates sides.
- The first server continues to serve until the serving team loses a rally by committing a fault; then the serve passes to the second server on the team.
- When the second server loses the serve, the serve goes to the other team and the player on the right serves first. That pattern continues throughout the game.
- To minimize the advantage of being the first team to serve in the game, only one player, the one on the right side, gets to serve on the first service turn of the game.
Type of Faults
- Hitting the ball out of bounds.
- When the ball does not clear the net.
- Stepping into the non-volley zone while playing the ball on a volley.
- Volleying the ball before it has bounced on each side of the net.
Note: If the ball travels around the net, but not over, it is still considered to be in play so long as it lands in-bounds.
Double Bounce Rules
Each team must play its FIRST shot off the bounce. The receiving team must let the serve bounce and the serving team must let the return volley bounce before playing the return. After the 2 bounces have occurred, both teams may play the ball in the air or off the bounce.
Non-Volley Zone
- The non-volley zone is the area of the court bounded by the two sidelines, the non-volley line, and the net. The non-volley line and the sidelines are included in the non-volley zone.
- A fault will be declared if, in the act of volleying the ball, a player or anything the player is wearing touches the non-volley zone or touches the non-volley lines.
- You may be in contact with the Non-Volley Zone if:
- You are hitting a ball that has already bounced
- You are simply standing and not attempting to play the ball
Late Policy
Teams are expected to be at the courts and ready to begin play at the time designated on the schedule. To start the match, each team must have at least 2 players to fill the positions for the 3 potential games. If a team doesn’t have enough players at the start of the game then the game will be delayed until enough players to meet the minimum requirement arrive. However, if the late team does not have the minimum number of players up to 15 minutes after the original starting time, it will result in a single game forfeit. If at 30 minutes past the scheduled starting time the team does not have the minimum number of players, then the match is forfeited.
Eligibility
All undergraduate students and persons officially associated with the residential college who meet general eligibility are eligible to participate. Any instance involving special exceptions requires a review by the Intramural Director, Head IM Secretary and/or the IM Secretaries Ad-Hoc Eligibility Committee.
The Team
The team consists of 4 singles matches and 2 doubles matches. A team is eligible if they have enough players to play 4 matches. A player may participate in only one match per contest. Each player should play in the position respective of their order on the college ladder or their skill level. If a player in the first position fails to appear for the match then the second position player must move up to substitute and so on; thus, the team must forfeit from the last position upward. A player may play in a maximum of two games. Only two substitutions (one per starting player) may occur in each game. A substituted player may not reenter the match during the same game, but may play later in the match.
The Game
A match shall consist of the best of three games. A game shall be won by the player or pair first scoring 21 points unless both players or pairs have scored 20 points, when the winner shall be the player or pair first scoring 2 points more than the opposing player or pair.
Tiebreak Procedures
If the contest is tied once all of the matches have been played, the winner will be chosen by adding up all of the games in each match. If that still results in a tie, the game result is a tie.
Coin Toss
The choice of ends and the right to serve or receive first in a match shall be decided by toss. The winner of the toss may:
- Choose to serve or receive first, when the loser shall have the choice of ends;
- choose an end, when the loser shall have right to choose to serve or receive first;
- or, require the loser to make the first choice.
Changing Ends
The player or pair who started at one end in a game shall start at the other end in the immediately subsequent game, and so on until the end of the match. In the last possible game of a match, the players or pairs shall change ends when 20 total points have been played.
Changing Service
Singles: In singles, after five points, the receiver shall become the server, and so on, until the end of the game, or the score 20-20.
Doubles: In doubles, the first five services shall be delivered by the selected partner of the pair who have the right to serve and shall be received by the appropriate partner of the opposing team. The second five services shall be delivered by the receiver of the first five services and shall be received by the partner of the first server. The third five services shall delivered by the partner of the first server and shall be received by the partner of the first receiver. The fourth five services shall be delivered by the partner of the first receiver and shall be received by the first server. The fifth five services shall be the same, but each player shall deliver only one service in turn until the end of the game.
- The pair who has the right to serve in any game shall decide which partner shall do so. In the first game of a match, the opposing pair shall then decide which partner will receive first. In subsequent games of a match, the serving pair will choose their first server and the first receiver will then be established automatically to correspond to the first server. In each game, the initial order of receiving shall be opposite to that in the immediately preceding game.
- In the third game of doubles, after 20 total points have been played, the first receiver will become the fifth server and the first server will become the fifth receiver, similar to the rotation in the second game of the match. The service rotation will proceed as it did in the second game with the fifth receiver (first server) delivering the sixth set of serves and the partner of the firth server (first receiver) receiving the sixth set, and so on until the end of the game, or the score 20-20. At 20-20, the player or pair whose turn it is to serve will deliver one serve. The other player or next rotation of the receiving pair will deliver the next serve. The two players or teams in proper rotation will alternate serves until one side has gained a two point advantage at which time that side wins the game.
- If, by mistake, a player serves or receives out of their turn, play shall be interrupted and shall continue with that player serving or receiving who, according to the sequence established at the beginning of the match, should be server or receiver respectively at the score that has been reached.
- Both: The player or pair who served first in a game shall receive first in the immediately subsequent game, and so on, until the end of the match.
Scoring
Unless the rally is a let, a player shall lose a point:
- if they fail to make a good service; If they strike the ball with a side of racket blade;
- if they, or anything they wear or carry, moves the playing surface while the ball is in play;
- if, in doubles, they strike the ball out of proper sequence, except where there has been a genuine error in playing order.
- if, in attempting to serve, a player fails to strike the ball while it is in play
Service & Return
- Service shall begin with the ball resting on the palm of the hand, which shall be stationary, open and flat, with the fingers together and thumb free.
- The free hand and the racket shall be above the level of the playing service from the last moment at which the ball is stationary on the palm of the free hand until the ball is struck in service.
- The server shall then project the ball upwards to a minimum of two inches above the palm, by hand only and without imparting spin, so that it rises from the palm of the hand within 45 degrees of the vertical.
- As the ball is descending from the height of its trajectory, the server shall strike it so that it touches first their own court and then, passing directly over the net, touches the receiver’s court.
- When the ball is struck in service, it shall be behind the end line of the server’s court or an imaginary extension thereof, but no farther back than the part of the server’s body, other than their arm, head or leg, which is farthest from the net.
- The ball shall be in play from the last moment at which it is stationary before being projected in service until it touches anything other than the playing surface, the net assembly, the racket held in the hand or the racket hand below the wrist, or the rally is otherwise decided as a let or a point.
- In doubles, the points of contact of the ball with the playing surface shall be the server’s right half-court or center line and then the receiver’s right half-court or center line.
- In singles, the server shall first make a good service, the receiver shall then make a good return and, thereafter, server and receiver alternately shall each make a good return.
- In doubles, the server shall first make a good service, the receiver shall then make a good return, the partner of the receiver shall then make a good return and, thereafter, each player alternately in that sequence shall make a good return.
Late Policy
Teams are expected to be at the location and ready to begin play at the time designated on the schedule. If at the starting time a team has enough players for four matches play must begin. If a team has fewer players then the start of the game will be delayed until enough players arrive. However, if the late team does not have enough players for four matches at 15 minutes after the original starting time, then any matches that can be started must be started from #1 down and in all other matches the team loses the first match and first serve goes to their opponent. If at 30 minutes past the scheduled starting time the team does not have players for the other matches, they forfeit a second game and that match is recorded as a 2-0 loss.
Eligibility
All undergraduate students and persons officially associated with the residential college who meet general eligibility requirements are eligible to participate. Club Table Tennis players, as being at the highest level available to Yale students, are not eligible to play Intramural Table Tennis. Any player who has participated with the Club Table Tennis team in this academic year, or intends to participate with the Club Table Tennis team in this academic year, is deemed as a “Club Player”.
Definitions & Rules
- The Ball: The ball is spherical, with a diameter of 38 mm. The ball shall weigh 2.5 gm.
- Obstruct: A player “obstructs” the ball if they, or anything they wear or carry, touches it in play when it has not passed over their court or an imaginary extension of their end line, and when it has not touched their court since last being struck by their opponent.
- Rally and Let: A “rally” is the period during which the ball is in play. A “let” is a rally of which the result is scored.
- The Racquet: The racket may be any size, shape, color or weight.
- Racquet Hand and Free Hand: The “racket hand” is the hand carrying the racket. The “free hand” is the hand not carrying the racket.
- Server and Receiver: The “server” is the player due to strike the ball first in a rally. The “receiver” is the player due to strike the ball second in a rally.
- Strike and Volley: A player “strikes” the ball if they touch it with their racket, held in the hand, or with their racket-hand below the wrist. A player “volleys” the ball if they strike it in play when it has not touched their court since last being struck by their opponent.
The Game
The game consists of two thirty minute periods with a brief intermission. The clock stops only for goals, injuries, or unusual delays. During regular season: if the score is tied at the end of regulation time, two five minute overtime periods are played with the teams changing ends between periods. During playoffs (if necessary): if the score is tied at the end of regulation time, two five minute overtime periods are played with the teams changing ends between periods, and, if the score remains tied after the overtime periods then consecutive sudden life periods of a five minute maximum are played to break the tie.
The Team
Each team consists of eleven players with unlimited substitutes. A team may begin a game with a minimum of seven players. The goalie must be designated to the referees and wear a jersey that is different from their teammates or opponents. Substitutions are unlimited and may be made during possession throw-ins, corner and goal kicks, scores and injuries.
Eligibility
All undergraduate students and persons officially associated with a residential college who meet general eligibility requirements except former varsity soccer award winners and current varsity, junior varsity or freshmen teams players and graduate students are eligible to participate. Current players are those players who practiced, played or are on the active team rosters after September 25. Any instance involving special exceptions requires a review by the Athletic Secretaries Ad Hoc Eligibility Committee.
Late Policy
Teams are expected to be at the fields and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players then the game must begin as soon as possible. If a team has fewer than the minimum at the designated starting time then the start of the game will be delayed until enough players arrive. However, if the late team does not have the minimum number of players up to 15 minutes after the original starting time, then the game is reduced by 15 minutes, and one goal is awarded to the opposing team along with possession of the ball at mid field for an indirect kick. If at 30 minutes past the scheduled starting time the team does not have the minimum number of players, then the game is forfeited.
Definitions & Rules
- Advantage Clause: The referee may choose not to stop play when a foul is committed if they feel that to do so would give an advantage to the offending team. As the game proceeds, the referee cannot revoke their decision even if the advantage has not been realized. However, this does not exempt the offending player from being dealt with by the referee at the next stoppage of play.
- Charging: A fair charge consists of a nudge or a contact with the near shoulder, when both players are in an upright position, within playing distance of the ball, and have at least one foot on the ground and their arms near their bodies.
- Corner Kick: A corner kick is awarded to the attacking team when a defender forces the ball to completely cross the goal line. A kicker from the attacking team must take the kick from within the quarter circle at the nearest corner post, which can not be removed. The defending team may not be within ten yards of the kicker until they kick the ball. The kicker may not play the ball until it is touched by another player. A goal may be scored from a corner kick.
- Dangerous Play: Dangerous play is a penalized violation that occurs when a player raises the foot to a level that may endanger an opponent who is in a normal stance, lowers the head below the waist in an effort to head the ball in the presence of an oncoming player, covers the ball with a player’s body, or initiates situations considered unsafe by the referee.
- Direct Free Kick: A direct free kick is awarded to an opponent after an infraction has been committed by a player. On a direct free kick a goal can be scored directly from the kick. When taking a direct free kick outside the penalty area all defensive players may not be within ten yards of the kicker and after the referee gives a signal with the whistle the ball may be kicked in any direction. The kicker may not play the ball until it is touched by another player. When a direct free kick is awarded to the defending team inside the penalty area all opponents must be outside the penalty area and at least ten yards from the ball and, the goalkeeper may not receive the ball in his/her hands in order to thereafter kick the ball into play. Direct free kicks are awarded for: handling the ball; holding, pushing, striking, attempting to strike, kicking, attempting to kick, tripping or attempting to trip an opponent; jumping at an opponent; handling by the goalkeeper outside the penalty area; violently fouling the goalkeeper; and, violent or reckless charging.
- Goal Kick: A goal kick is awarded to the defending team when an attacker forces the ball to completely cross the goal line. The ball is placed on the ground at a point within the goal area nearest to where it crossed the goal line and is kicked in any direction from that point into the field of play beyond the penalty area. Opponents must remain outside the penalty area until the ball crosses the penalty area line. The goalkeeper may not receive the ball into their hands from a goal kick in order to thereafter kick it into play. The kicker may not play the ball until it is touched by another player. A goal may not be scored from a goal kick.
- Goalkeeper Privileges: Within their own penalty area the goalkeeper has certain privileges which include: the ability to handle the ball; immunity from charging, interference, or any opponent contact.
- Goalkeeper Violations: The goalkeeper may not: carry the ball more than four steps; deliberately delay release of the ball; or, intentionally strike an opponent with the ball.
- Handling: Intentionally carrying, striking or propelling the ball with the hands is an infraction. Unintentional handling is not penalized and occurs when the ball strikes the hands or arms of a player who has not moved them to play the ball. Only the goalkeeper may handle the ball within their penalty area.
- Indirect Free Kick: An indirect free kick is awarded to an opponent when an infraction has been committed by a player. An indirect free kick cannot be scored unless the ball has been played or touched by another player before passing through the goal. When an indirect free kick is awarded an opponent may not be within ten yards of the ball until it is kicked. The ball must be stationary and may be kicked in any direction. The kicker may not play the ball until it is touched by another player. Indirect free kicks are awarded for: the keeper carrying the ball more than four steps; dangerous play; offside; interference; obstruction; illegal non-violent charging; poor behavior; or, improper substitution.
- Kickoff: A kickoff starts the game or restarts the game after a score. Players must be on their respective side of the field. The defensive team must remain ten yards from the ball until it is kicked while an offensive player takes a place kick from mid field into the opponent’s half of the field. The kicker may not play the ball again until it is touched by another player. A goal may not be scored directly from the kickoff.
- Obstruction: Obstruction is a penalized infraction and occurs when a player runs between an opponent and the ball in order to form an obstacle except when the ball is within playing distance.
- Offside: A player is in an offside position if they are nearer to the opponent’s goal line than the ball, unless: they are on their side of the field; or, there are at least two opponents nearer their own goal line than the player. A player is declared offside and penalized only if at the moment the ball touches or is played by their teammate, in the opinion of the referee: the offside player interferes with the play; or, the offside player is seeking to gain an advantage by being in that position.
- Penalty Kick: A penalty kick is awarded for any infraction resulting in a direct free kick by the defending team committed inside the penalty area. All players except the shooter and goalkeeper must remain outside the penalty area and at least ten yards from the penalty-mark until the ball is kicked. The kicker may place the ball anywhere on the penalty-mark line. The goalkeeper must stand, without moving their feet, on the goal line between the goal posts, until the ball is kicked. After the kick the kicker may not play the ball until it is touched by another player.
- Throw-In: A throw-in is taken at the spot where the ball completely crossed the side line. The thrower must face the field and with both feet touching the ground outside the field, throw the ball with both hands equally from behind and over the head onto the field. If the ball is improperly thrown then the opponent is awarded a throwin from the same spot. After the throw-in the thrower may not play the ball until it is touched by another player.
The Game
The game consists of four quarters of 15 plays each, with teams switching sides each quarter. Teams will have five downs to score a touchdown.
The field of play is a rectangular level surface with dimension of 90 yards by 40 yards in width. There is one midfield stripe (free kick receiving line), two stripes at the 17.5-yard (free kick line), and two stripes at the 10-yard mark (goal lines).
The designated “away” team shall call heads or tails for a coin toss to determine starting offense and defense. The winner of the coin toss shall decide between starting on offense, defense, or choosing the goal to defend. The other team may select whichever option the winner of the coin toss did not select. At the start of the second half, the team which started on defense in the first half will start on offense. Teams change goals at the end of the first and third quarters.
The Team
There are six players on each team along with unlimited substitutes. Four players may start a game and late-arriving players must be entered on the score sheet before joining play. Substitutions are permitted at any stoppage of play. An offensive and defensive captain for each team should be identified prior to the start of play and are the only players permitted to discuss with the officials matters pertaining to the match
Eligibility
All undergraduate students and persons officially associated with a residential college who meet general eligibility requirements except former varsity football award winners, current varsity, or junior varsity football team players are eligible to participate. Current players are those players who practiced, played or are on the active team rosters after September 25. Any instances involving special exceptions require a review by the Athletic Secretaries Ad Hoc Eligibility Committee or the Head IM Secretary and the Director of Intramurals.
Late Policy
Teams are expected to be at the fields and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players, then the game must begin as soon as possible. If a team has fewer than the minimum at the designated starting time, then the start of the game will be delayed until enough players arrive. However, if the late team does not have the minimum number of players up to 15 minutes after the original starting time, then the game is reduced by 15 plays, and seven points are awarded to the opposing team along with possession of the ball at their twenty-yard line. If at 30 minutes past the scheduled starting time the team does not have the minimum number of players, then the game is forfeited.
Flags/ Belts
A belt with three flags will be provided for each player on the field. Each member of the team must wear the same color as the rest of the team. The belt must be fastened so the Velcro on the belt is facing away from the body. The entire belt must be above any and all clothing (shirts must be tucked under the belt), and should be snug around the waist to prevent the flags from moving. The flags should be worn at the sides of the player, over the hip, and should hang loosely from the belt. It is the player’s responsibility to comply with this rule. Players should avoid wearing loose clothing or clothing with pockets if at all possible, as this increases the chances of clothing being ripped.
Definitions & Rules
- Catch: The act of establishing possession of a live ball in flight. A catch is complete when the receiver has possession of the ball and one foot in bounds.
- Defense: The team defending against a score.
- Down: A single play by the team in possession of the ball. It starts with a snap from center and ends when the ball becomes dead.
- Downed: A player with the ball is downed when their flag has been pulled, steps out of bounds or touches a knee to the ground NOTE: A non-ball carrier with a flag or belt that has fallen off without being touched will be still be eligible if the flag is immediately picked up by that player and reattached without stopping play.
- Fumble: Inadvertent loss of the ball by the player in possession. The ball is dead immediately upon contact with the ground and remains in the possession of the team which dropped it. If the fumble occurs at the snap, behind the passer or behind the line of scrimmage then the next play starts at the spot where the ball hit the ground. If the fumble occurs beyond the passer then the next play starts at the spot where possession was lost. A fumble in the offensive team’s end zone is a safety. A kick or punt that contacts the ground before being possessed by the receiving team is not a fumble and may be advanced by the receivers. A kick or punt that contacts the ground and is recovered by the kicking team must be whistled dead and possession is given to the receiving team at the spot where the ball was first touched by the kickers.
- Huddle: Players grouped together usually for receiving instructions for the next play.
- Interception: When the defensive player gains possession of a pass. The defensive team may move the ball forward using runs and forward or backward passes and laterals.
- Kickoff: A free kick or punt that follows a score. The kicking team may down the ball to stop play, however, the receiving team gains possession. The receiving team may move the ball forward using runs or backward passes, but, may not pass the ball forward. If a kickoff goes out of bounds before it is touched, the receiving team has the option to accept the ball where it left the playing field or request a re-kick from the original line of scrimmage.
- Line of Scrimmage: The unmarked yard line that passes through the point of the ball and designates the spot where the play begins. The offensive team must place at least three players on the line of scrimmage prior to the snap of the ball. The Center may straddle the line to snap the ball.
- Motion: Offensive players moving before the snap of the ball. Players can be in motion behind the line of scrimmage so long as three players are set and on the line of scrimmage before the snap of the ball. Only one player may be in motion at a time and may not move towards the line of scrimmage.
- Muff: A misplay of a kick-off or punt when the receiver contacts the ball but does not gain full possession. A muff is not a fumble therefore if it hits the ground a receiver may regain possession to advance or the kicking team may down the ball and the receivers start their series at that spot. A muff by the receivers in their end zone may be advanced to the field of play or may be downed with play starting at the twenty. A muff recovered by the kickers in the receiver’s end zone is a safety.
- Offense: The team in control of the ball with the intent of scoring.
- Overtime: If the scored is tied after regulation then each team gets an equal number of play series from the midfield line to score. When the team going first scores a touchdown they must also attempt an extra point try, then, the opponents get their play series to attempt to tie the score. First possession is determined by a coin flip. Any fumble, interception or defensive score ends the series.
- Pass: A live ball thrown forward from behind the line of scrimmage, overhand or underhand to another player. No more than one pass is allowed per play.
- Lateral: A live ball thrown backward or directly horizontal, overhand or underhand to another player. An incomplete lateral is to be considered a fumble. There are no limits on the quantity of lateral passes per play.
- Play: The ball is put in play at the middle of the field at the spot where: the ball was downed by the kicking team; the ball carrier’s flag was pulled; an incomplete pass thrown providing it is beyond the line of scrimmage; the ball or ball carrier went out of bounds; the ball carrier touches a knee to the ground; or, an incomplete backward pass hits the ground. Once dead the ball may not be put back in play until the official declares it ready for play and sounds a whistle. It then must be put in play within twenty seconds to avoid a delay of game penalty.
- Play the Whistle: When an official blows their whistle, the ball and play are dead. Failure to comply will result in a penalty.
- Possession: The moment when a player holds or controls the ball.
- Punt: A punt may be used on the fifth down and denotes a change of possession. The defense may not rush the punter but may place players on the line of scrimmage who may attempt to block the punt. The receiving team may move the ball forward using runs or backward passes, but, may not pass the ball forward.
- Release: The moment when the ball ceases contact with hands during a hand-off or pass. A play is ended and spotted at the point of contact when the thrower’s flag is pulled before the ball is released from the hand.
- Rushing: Defensive players must wait three seconds, counted out loud by the official, ONE-ONE THOUSAND, TWO-ONE THOUSAND, THREE-ONE THOUSAND, GO! before crossing the line of scrimmage. However, the rusher must attempt to avoid contact with the screener. If the ball is passed, handed off, or lateraled, the official should immediately yell GO regardless of the count. Initiating direct contact with players without the ball is illegal.
- Safety: When an offensive play concludes in the defensive team’s end zone or when an offensive penalty is committed in their own end zone. The defensive team is awarded two points. Following a safety, the offensive team (having just yielded points), must put the ball into play from its own twenty-yard line by a free kick.
- Snap: A quick, continuous backward motion from the ground by which the ball is handed or lateraled from the line of scrimmage to a player in the backfield to begin the play.
- Stop: The down is stopped when: the ball carrier’s flag has been pulled; an incomplete pass touches the ground; the ball or ball carrier goes out of bounds; the ball carrier or receiver touches a knee to the ground; a team scores; the ball is fumbled; or, the official’s whistle is sounded.
- Touchback: When the ball becomes dead in an end zone after a change of possession kick or an interception. The defending team takes over the ball at the twenty-yard line.
- Touchdown: When a player in possession of the ball penetrates the opponent’s goal line. The value of a touchdown is six points.
- Extra Point: The Extra Point is an opportunity for a team after scoring a touchdown. The team has the option of going for one or two points with the ball placed at the three- or ten-yard line respectively. Once the decision is transmitted by the offensive captain to the official, the decision cannot be changed.
Penalties
- Blocking: Loss of 10 yards. An offensive player purposefully getting or staying in the way of a defensive player. However, if the offensive player makes an immediate attempt to get out of the way the block is to be considered incidental and not penalized. Play is allowed to continue. Accepted penalty will be assessed from the spot of the foul.
- Contact: Loss of 10 yards. An attempt to block or move an opponent involving the use of hands, arms, legs or head. Play is allowed to continue. Accepted penalty will be assessed from the spot of the foul.
- Defensive Pass Interference: Spot of the Foul Penalty. When a defensive player contacts an offensive player attempting to catch a catchable pass. If the pass in uncatchable, the Contact penalty shall be assessed. Play is allowed to continue until the ball is dead.
- Delay of Game: Loss of 5 yards. When a team fails to start a play within the twenty second limit. Penalty is assessed from the previous spot.
- Encroachment: Loss of 10 yards. When a defensive player crosses the line of scrimmage before the snap of the ball AND contacts an offensive player. The play is immediately stopped.
- Flag Guard: Loss of 5 yards from the spot of the infraction. When a ball carrier uses their hands, legs, or feet in an attempt to avoid their flag from being pulled. The play is immediately stopped.
- Offsides: Loss of 5 yards. When a defensive player crosses the line of scrimmage before the ball is snapped WITHOUT touching an offensive player. The play is immediately stopped.
- Offensive Pass Interference: Loss of 10 yards from the previous spot or 10 yards from the end of the play, whichever is more advantageous to the offended team. When an offensive player contacts a defensive player attempting to catch a catchable pass. If the pass is uncatchable, the Contact penalty shall be assessed. Play is allowed to continue until the ball is dead. Penalty is assessed from the previous spot.
- Playing After the Whistle: No play after the whistle will be counted. The ball will be returned to the spot of the ball when the whistle was blown.
- False Start: Loss of 5 yards. When an offensive player makes a move in the forward direction towards the line of scrimmage before the ball is snapped. The play is immediately stopped.
- Rough Flag Pull: Loss of 10 yards. When a defensive player uses, by the official’s judgement, unnecessary force or aggressiveness at an attempt to or to pull the flag of another player. Play is allowed to continue. Accepted penalty will be assessed from the spot of the foul.
- Unsportsmanlike Conduct: Loss of 15 yards. Certain behavior deemed inappropriate by the referee. Examples of this behavior include: persistent infringement of the rules; foul or abusive language; violent or dangerous actions; and/or serious foul play. When a player is ejected they are indefinitely suspended from all intramural sports and may be reinstated only after a hearing with the Intramural Director and Head IM Secretary or an Ad Hoc Disciplinary Committee.
- Illegal Set: Loss of 5 yards. When the offense snaps the ball with less than three players on the line of scrimmage. The play is immediately stopped.
- Loss of 5 yards: The play is immediately called dead by the official and the ball is moved back towards the offensive team’s end zone five yards from the previous spot except in the case of flag guarding, which is assessed from the point of the infraction. Penalties shall include: Delay of game; offsides; false start; and illegal set.
- Loss of 10 Yards: The official notes the time of incident and discusses the options with the team captain at the conclusion of the play following the infraction. If the penalty is accepted, then it is assessed from the point of the infraction except in the case of offensive pass interference, which is assessed from the previous spot or 10 yards from the end of the play, whichever is more advantageous to the offended team. Penalties shall include: Blocking; contact; offensive pass interference; and rough flag pull.
- Loss of 15 Yards: The official may determine that the actions of a player or team are inappropriate or overly aggressive and are cause for a personal foul. The penalty is assessed from the previous spot, the spot where the play ended, or the spot where the infraction occurred, whichever is more advantageous to the offended team.
- Spot of the Foul Penalty: The offended team is awarded the ball at the spot of the foul or fifteen yards from the previous spot, whichever is more advantageous. Penalties shall include: Defensive pass interference.
- Offensive Penalty in the End Zone: If the offense commits a penalty in their own end zone, the defensive team is awarded a safety.
- Defensive Penalty in the End Zone: If the defense commits a penalty in their own end zone, the standard penalty yards are to be used UNLESS, the offensive team is within that distance to the goal, then the ball is placed at the 1-yard line.
- Disqualification: When a player is ejected from the game by an official they must immediately leave the field, then the team is penalized by losing any progress made on the previous play with a 15-yard penalty and must play shorthanded for the remainder of the game.
Winter Sport Rules
The Game
Broomball is a game very much like hockey. Most hockey rules apply except that the game is played with a regulation broomball stick (which is shaped like a broom) and a regulation broomball (which is a heavy plastic ball, slightly bigger than a softball). Helmets, sticks, and balls will be provided by Yale IMs.
The game will be played using the width of the rink as the end lines. There will be no offside in broomball except during face-off situations.
The Team
- Each team has a (1) goalie, three (3) forwards and two (2) defensemen (same lineup as ice hockey). Each team consists of a minimum of 4 players.
- Each team will designate one captain. They will be the only individual to discuss with the officials.
- The team captain will notify the officials when the team pulls their goalie, or subsequently, puts the goalie back into the game.
- If multiple penalties occur, a team can only play two (2) people short of the number they have on ice at full strength.
- In a simultaneous minor penalty situation where both teams are at even strength and one team scores a goal, nobody returns to the ice. Therefore, a team cannot score and make themselves short-handed.
- Standing benches: Players who are not currently in the game may stand behind the blue line, allowing for easy subbing.
Players must substitute during live ball situations providing the following conditions:
- Players entering the ice after an expired penalty may not participate in a play until touching the centerline along the sideline
- Players entering the game must wait until the player leaving the floor is completely off the ice before entering the playing area.
- Players leaving the ice must exit the same place that the substitute is entering the ice.
- Goalies must notify the referee or supervisor when substituting.
Goalies
- They must use a broom, but may not lay their entire stick horizontally on the ice to make a save.
- They can use their hands and may catch and/or freeze the ball as long as some part of their body is in the crease. If completely out of the crease and ball is frozen, an indirect shot is awarded to the opponent at the spot of the infraction.
- A goalie in possession of the ball has five seconds to get rid of it. Opponents must back off enough to allow the goalie to pass the ball.
- The goalie may not roll or throw a ball outside their half of the ice. If this occurs, possession of the ball will be given to the opponent at center ice for an indirect shot.
- A goalie leaving the crease loses all goalie privileges.
- Goalie may not use hockey goalie thigh/shin pads, but may wear a softball/baseball glove and dress similar to other players. A helmet/mask is required and will be provided.
- The goalie may be pulled or put back into goal at any time, as long as the officials have been notified.
- No player (offensive or defensive), except the goalie, is allowed in the crease area. A goal is scored by an offensive players in the crease is disallowed, unless the player was pushed by a defensive player into the crease. A defensive player, other than the goalie stopping the ball in the crease, will be penalized by awarding a penalty shot to the opponent. The goal crease is a four foot radius making a half-circle and extends from the center point of the goal line perpendicular from the front of the goal.
- Goalies will serve all penalties they receive.
- Players may only play in goal for 1 out of 2 halves.
Player’s Equipment
- Footwear: Rubber-soled, non-marking tennis-, basketball- or running-type shoes with good tread suitable for running on ice are required. No skates, spikes, cleats, heavy boots, street shoes, or similar footwear is allowed. Players should change into their playing shoes once at Ingalls Rink (to keep sidewalk salt/sand off the ice).
- Helmets are mandatory and will be provided by the IM department.
- Mouthguards are strongly encouraged but not required in Broomball. The IM program will supply one mouthguard for every Broomball participant via a sign-out system, and it is their responsibility to bring it to each game, or you may buy your own mouthguard from the retailer of your choosing.
- Hand protection is limited to the use of mittens or gloves. Softball/baseball gloves can be used by goalies; however, no ice hockey goalie gloves can be used.
- No artificial padding, hockey-specific or otherwise, is permitted, for any player.
- Regulation balls and sticks (“brooms”) will be provided and must be used.
- No dangling jewelry is allowed.
Late Policy
Teams are expected to be at the rink and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players then the game must begin as soon as possible. If a team has fewer than the minimum at the designated starting time then the start of the game will be delayed until enough players arrive. However, if the late team does not have the minimum number of players up to 15 minutes after the original starting time, then the game is reduced by 15 minutes, and one goal is awarded to the opposing team along with possession at center ice. If at 30 minutes past the scheduled starting time the team does not have the minimum number of players, then the game is forfeited.
Eligibility
All undergraduate students and persons associated with a residential college who meet general eligibility requirements are eligible to participate. Ice hockey is not deemed a related sport, as there numerous rule changes that distinguish broomball from hockey, offering a competitive balance amongst all players. Instances involving special consideration require a review by the Athletic Secretaries Ad Hoc Eligibility Committee or IM Director and Head IM Secretary.
General Rules of Play
- Play begins with a face-off at center ice with players in their defensive zone. A face-off at center ice also occurs after a goal is scored and at the beginning of each period. Any face-off requires all players not facing off to be a least six feet from the face-off spot.
- There is absolutely NO CHECKING. The penalty is an ejection and a five minute major penalty.
- The ball must be passed from player to player using the stick. There is no kicking or sliding. If kicked, an indirect shot will be awarded to an opponent at spot of infraction.
- To score, ball must be hit with a broomball stick into the goal. No goal for a ball diverted into the goal by an offensive player’s foot. The entire ball must cross the goal line.
- Players may not catch the ball. They may knock it down with their hand, but if this occurs, they must be the first to play it with their broom before it touches another team member. No hand passes.
- A broom may never be swung above waist height. This results in a minor violations – the ball being awarded to the opponent at the spot of the infraction for an indirect shot – or a two minute minor penalty.
- A ball knocked out of play will be put back in play with a face-off at the nearest spot where the ball was last touched by a player.
- Players must play the ball, and not the body, at all times.
- After each penalty, a face-off will result at the face-off circle nearest the spot of the penalty. Face-offs will be made at the center circle when the penalty occurred in the attaching area of the player/team being penalized.
- Players may slide to stop a loose ball from exiting the field of play, or to prevent a goal/pass from reaching its intended destination, but may not slide in an attempt to defend another player. Such an attempt is an infraction, and depending on the level of offence is either an indirect shot, two minute minor penalty, or five minute major penalty
Timing & Scoring
There are two fifteen-minute periods of running time with one minute between periods, no time outs. Teams shall switch ends at the end of the first period. The last minute of the second period will be stop time in all dead ball situations (i.e. violations, penalties, injuries, and when the ball leaves the playing area) as long as a team is not ahead by three or more goals.
Tied games
- There will be no shoot-out for tie games in the regular season.
- For playoff games, if the game ends tied at the end of regulation, a shootout will take place.
- Five players from each team will attempt a penalty shot from the designated penalty shot line (five yards in front of the goal line). If still tied, the shootout procedure will continue in sudden death fashion (i.e. one player from each team attempts a shot, and if still tied, one more from each team until the tie is broken).
Shootout Rules
- Goalies can take shootout shots.
- Every player on a team that is signed in must shoot before any player can shoot a second time.
- No player in the penalty box at the end of regulation may participate in the shootout.
- Shootout and penalty shots will be taken from five (5) yards in front of the goal line with all other players behind and away from the shooter, except the goalie.
- At the referee’s signal, the shooter may take the shot from the spot. A shootout or penalty shot may only be contacted once by the shooter, no rebounds.
- There is no faking of shootout or penalty shots. If done, goal will not count and no retry is awarded.
- The backward and forward arc of the stick during the swing of his/her shot must be kept below the waist. If in violation, the shot is no good and no retry.
- The goalie must remain in the crease until the ball is touched. The goalie may not throw his stick or glove. A goal shall be scored if they are in violation whether the shot is good.
- If, during a penalty shot, any player on the opposing team causes a distraction or interference, a second penalty shot attempt shall be awarded (provided the first attempt was unsuccessful) and a misconduct penalty will be given.
If a penalty shot is awarded during the game, the following provisions apply:
- If a goal is scored off a penalty shot, play will resume with a face-off center ice.
- If the penalty shot is unsuccessful, there will be a face-off at the nearest face-off circle.
- The fouled player must take the penalty shot, unless they are physically incapable of doing so. In such a case, the captain will choose from a participating player on the ice.
Penalty & Minor Violations
The following violations will be penalized by awarding the ball to the opponent at the spot of the infraction for an indirect shot:
- Playing the ball with a high stick when others are not close and in a non-threatening manner
- Hand passes or kicking the ball to another team member
- Leaving your feet to make a defensive play on a ball carrier without contacting the carrier
- Players other than goalie catching/freezing the ball
- Goalie completely out of the crease freezes the ball
- Goalie holding the ball longer than five seconds (ball awarded to opponent at nearest face-off spot)
- Goalie rolling/throwing the ball past center ice without it being touched by another player on either team (ball awarded at center ice)
- Goalie laying their entire stick horizontally on the ice to make a save
Player in the crease or breaking plane of crease with stick or body:
- When the offensive team breaks the rule, the official shall stop play immediately and award the indirect shot.
- When the defensive team violates this rule, the official will blow the whistle and award the indirect shot only when the ball has come into the possession of defensive team.
- If defense stops a goal or ball in the crease, penalty shot awarded to attacking team.
- A goal may not be scored directly from an indirect shot.
- The ball must be touched first by a teammate or an opponent before going into the goal.
Penalties:
Penalties time shall be kept by “stopped time”. Stopped time begins as soon as a penalty or violation occurs.
- Minor penalty- penalized player removed for two minutes during which no substitute is permitted unless the penalized team gives up a goal
- High sticking or brooms carried in a manner considered dangerous by the official
- Too many players on the ice
- Deliberate delay of game (This shall include a player who deliberately or intentionally knocks or shoots the ball out of the reach of the official who is retrieving it or shoots the ball out of the playing area)
- Anyone who leaves their feet to make a defensive play on a ball carrier and makes contact with the carrier
- Goalie who participates in a play in any manner beyond the centerline
- Cross-checking and pushing off with the hands
- Slashing with the broom
- Interference- one player who interferes with or impedes the progress of an opponent who is not in possession of the ball, who knocks a broom out of an opponent’s hand, or who prevents a player from regaining possession of a dropped stick
- Holding, tripping, elbowing
- Unnecessary roughness-a minor or major penalty may be imposed on any player
- Slapping of brooms or any other equipment on the playing floor in an inappropriate manner
- Playing with a broken broom
- Sliding into opponents (both intentional or unintentional)
- Removing helmet during play, including shoot-outs
- Major penalty – penalized player removed for five minutes during which no substitute is permitted not even if the penalized team gives up a goal
- Checking and cross-checking a goalie (plus ejection)
- Charging
- Throwing broom or gloves at a ball
- Sliding through another player in a manner deemed to be reckless
- Boarding – shall be imposed on any player who body checks, cross checks, elbows, charges, trips, or throws an opponent into the boards or ice
- Misconduct penalty – penalized player is removed for ten minutes during which a substitute is permitted immediately
- Game penalty – penalized player is ejected for the remainder of the game and is suspended from his/her next scheduled game.
- Penalties resulting in a penalty shot occur when:
- Defensive player other than the goalie stopping the ball in the crease or knocking the ball out of the crease with a chance of scoring
- Offensive player has obvious breakaway when defensive player throws anything at the player, including the body or the broom, and makes him/her lose control
- When defensive player catches up to the offensive player from behind and plays the body instead of the ball
- Throwing a stick or helmet in frustration or anger
Protests
Protests involving eligibility may be made by any captain or Athletic Secretary against any team and must be made during or immediately following a contest. Once notified the team captain is required to present that player’s valid photo ID for verification. If no ID is available then the captain must submit a brief statement that includes the name of the person in question and the circumstances of eligibility. If a person is found to be ineligible, all games in which they participated or were suspected of having participated are recorded as losses and any awarded Tyng Cup points are withdrawn. All other protests involving misinterpretation of the rules must be made at the time of the incident. Play must be stopped and may not continue until the protest is resolved on the spot by the game officials with the aid of the governing rules of the game, or if necessary by final decision of the Intramural Supervisor. Any team that disputes the result and refuses to continue play will default the contests.
The Team
Each team consists of five players, one of whom is the captain. The captain is the representative of the team and must register the team on the score sheet prior to the game. Also, only the captain may courteously address the referees on matters of rule interpretation or to obtain essential information. Any player may request a timeout. A team may begin a game with three players and add players to the roster throughout the game without penalty. Teams are encouraged to wear shirts of similar color, otherwise, matching scrimmage vests may be available.
The Game
The game consists of two periods of twenty minutes each with stop time the last two minutes of each period. Each team is permitted two timeouts per half. In case of a tie a three minute overtime period with stop time the last minute is played. Each team is permitted one timeout per overtime period. Initial possession is determined by a jump ball. Any subsequent possession options are alternately awarded and the team with the possession advantage at the end of the first half receives the ball at the start of the second half and thus surrenders the advantage. In overtime, initial possession is determined by a coin flip. The team that wins the flip may choose to take the ball first or take the first possession advantage.
Late Policy
Games must start within ten minutes of the scheduled starting time. If a team fails to appear: after 10 minutes, then the late team or teams forfeit nine points to their on time opponent and ten minutes are deducted from the first half; after 20 minutes the late team or teams forfeit an additional nine points and play only the second half; and finally, after 25 minutes the game is forfeited.
Eligibility
All undergraduate students and persons officially associated with a residential college who meet general eligibility requirements except former basketball award winners current varsity, junior varsity and freshmen team players and graduate students are eligible to participate. Current players are those people who practiced or played with the teams on or after November 30. Special considerations require a review by the Athletic Secretaries Ad Hoc Eligibility Committee.
Guidelines for League Selection
In basketball a player has the option to participate in the beginning of the season at the various levels before determining his ultimate league selection. The following guidelines should be followed:
- A player may participate in one game of any league to understand the varying levels of play. At the second game of their involvement, their participation denotes a commitment to that team.
- No player who chooses M or W league may, thereafter, play in a C league game.
- No player who chooses C league may play in M or W leagues after the elimination of the C team from playoff contention.
- Any C player may, prior to the team’s final regular season game, elect to move to a higher level of play, but once they participates at the higher level, must remain there for the remainder of the season.
Definitions & Violations
- Ball Placement for Inbounding:
- Violation or Non-shooting Foul: ball is inbounded on the sideline nearest to where the violation occurred.
- Time out or Start of Second Half: ball is unbounded at half court outside the offensive zone. Start of Game or After Score: anywhere along the baseline.
- Basket Interference: When a player touches the ball or any part of the basket or net when the ball is within the imaginary cylinder. Goal tending is the violation called, and: if committed by the offensive team the goal is not allowed and change of possession is awarded; or, if committed by the defensive team a goal is awarded.
- Closely Guarded: When a player in control (dribbling or holding the ball) is guarded within six feet by the opponent in a guarding stance and does not restart the five-second count by moving from the five second line to the frontcourt or from the frontcourt to the five second line. The ball becomes dead and is awarded to an opponent for a throw-in at a spot nearest the violation.
- Dead Ball: The ball becomes dead and remains dead when:
- Any goal is made.
- An unsuccessful free throw: on a technical foul or the first of two free throws.
- Held ball occurs or ball lodges on the basket support.
- Whistle is blown.
- Time expires.
- A foul occurs.
- A violation occurs.
- Dribble: Ball movement caused by a player in control. During a dribble the ball may be batted into the air, provided it is permitted to strike the floor one or more times before the ball is touched again with the hands. The dribble ends when: the ball is caught in one or both hands; the dribbler touches the ball with both hands; an opponent bats the ball; or, the ball becomes dead. A carry is a violation that involves hand contact with the lower half of the ball by the dribbler. A double dribble is a violation that involves a player who dribbles a second time after the first dribble without having attempted a goal, had the ball batted by an opponent, or had a pass or fumble that was touched by another player. For a carry or double dribble the ball becomes dead and is awarded to an opponent for a throw-in at a spot nearest the violation.
- Free Throw: A privilege given a player to score one point by an unhindered try for goal from the free throw line. Each of the lane spaces adjacent to the end line are occupied by opponents, next spaces are occupied by teammates and spaces alternate in this pattern thereafter. Free throws awarded for personal fouls must be taken by the offended player and for technical may be taken by any player on the floor or entering the game as a substitute. The free throw must be attempted within ten seconds after the ball has been given to the shooter. After a successful free throw the ball is put into play by a throw-in. If the last free throw is unsuccessful: and the ball hits the rim, then it remains alive; or, if the ball misses the rim, then it is whistled dead and a throw-in is awarded to the opponent.
- Frontcourt and Backcourt: A team’s front court consists of its offensive zone beyond midcourt. A team’s backcourt consists of its defensive zone behind midcourt. A player may not be the first to touch a ball that his/her teammate caused to go from the frontcourt to the backcourt while it was in control, and, if touched it results in the ball becoming dead and a throw-in awarded at a spot nearest the infraction for the opponent. The midcourt line is the violation line on all over and back calls in the Ampitheatre. In Rooms H & K once the ball crosses the midcourt line the violation line on all over and back calls is the offensive team’s foul line extended. (Similar to the blue-red lines in ice hockey)
- Goal Tending and Basket Interference: When a player touches the backboard or ball during a field-goal try while the ball is in the downward flight and has the possibility of entering the basket. When committed by an offensive player the goal is disallowed and a throw-in is awarded at a spot nearest the infraction for the opponent. When committed by a defensive player the goal is allowed.
- Out of Bounds: A player is out of bounds when he/she touches the floor or any object other than a player on or outside a boundary. The ball is out of bounds when it touches: a player who is out of bounds; the floor or any object on or outside a boundary; or the supports or back of the backboard; or the ceiling. The ball is out of bounds if it passes over the backboard. If the ball goes out of bounds and was last touched by two opponents, both of whom are in bounds or out of bounds, or if the referee is in doubt as to who last touched the ball, play is resumed by the team entitled to the throw-in at the spot nearest where the violation occurred. The ball is awarded out of bounds: after a violation, a free throw for a technical foul, or a score; to begin a period; or, after a held ball.
- Pivot: When a player who is holding the ball steps once or more in any direction with the same foot, the other foot, called the pivot foot, being kept at its point of contact with the floor.
- Screen: A legal action by a player who, without contact, delays or prevents an opponent from reaching a desired position.
- Scoring: One point per successful foul shot, two points for successful field goals, and three points for successful field goals initiated from outside the three-point line.
- Three-Second Rule: A player may not remain for more than three seconds in the free-throw lane while the ball is in control of his/her team in the frontcourt. Allowance should be made for a player who, having been in this area for less than three seconds, dribbles or moves in to try for goal. Ten-Second Rule: A team may not be in continuous control of a ball that is in their backcourt for more than ten consecutive seconds.
- Throw-In: A method of putting the ball in play from out of bounds. After an infraction or time-out the thrower must establish a pivot foot at the point designated by the referee, after a score the thrower may move anywhere along the baseline. The throw-in starts when the ball is at the disposal of a player entitled to a throw-in. Once set by the referees the ball must be directly passed across the boundary within five seconds. Until the ball crosses the boundary:
- the thrower may not leave his/her position;
- no other player may be out of bounds; and, the defensive team has the right to occupy positions adjacent to the thrower. A throw-in is violated when the thrower:
- leaves the designated spot;
- fails to pass the ball directly into the court so that it touches or is touched by another player;
- consumes more than five seconds;
- carries the ball onto the court;
- touches the ball in the court before it is touched by another player;
- or, throws the ball so it enters the basket before touching another player.
- This results in a change of possession and a throw-in from the same spot. A throw-in is violated when the defending player:
- has any part of his/her body beyond the plane of the end line before the ball crosses the line (allowance of three feet should be made if space is limited);
- or, touches the ball while out of bounds.
- This results in a throw-in from the same spot.
- Traveling: Running with the ball in any direction in excess of prescribed limits while holding the ball.
- A player who catches the ball with both feet on the floor may pivot using either foot. When one foot is lifted, the other becomes the pivot foot.
- A player who catches the ball while moving or dribbling may stop and establish a pivot foot as follows: -If both feet are off the floor and the player lands: Simultaneously on both feet, either foot may be the pivot; On one foot followed by the other, the first foot to touch is the pivot; On one foot, the player may jump off that foot and simultaneously land on both, neither foot can be the pivot. -If one foot is on the floor: It is the pivot when the other foot touches in step; The player may jump off that foot and simultaneously land on both, neither foot can be the pivot.
- After coming to a stop and establishing a pivot foot: The pivot foot may be lifted, but not returned to the floor, before the ball is released on a pass or try for goal; The pivot foot may not be lifted, before the ball is released, to start a dribble.
- After coming to a stop when neither foot can be lifted: One or both feet may be lifted, but not returned to the floor, before the ball is released on a pass or try for goal; Neither foot may be lifted, before the ball is released, to start a dribble.
Fouls
An infraction of the rules that is charged and penalized. A player may not: hold, push charge or trip; nor impede the progress of an opponent by extended arm shoulder, hip or knee; nor use any rough tactics. A dribbler may not charge into or contact an opponent who has established a legal defensive position. A screener may not take a position closer than a normal step from a stationary opponent, make contact from the side or in front of a stationary opponent, or take a position so close to a moving opponent that the opponent cannot avoid contact by stopping or changing direction
- Common Foul - a personal foul that is neither flagrant nor intentional nor committed against a player trying for a score.
- Double Foul - a situation when two opponents simultaneously commit personal fouls against each other.
- Flagrant Foul - a foul that involves aggressive and unsportsmanlike behavior. • Intentional Foul - a foul that involves a designed and/or premeditated act.
- Multiple Foul - a situation when two or more teammates simultaneously commit personal fouls against the same opponent.
- Personal Foul - a player foul that involves illegal contact with an opponent while the ball is alive.
- Player-Control Foul - a common foul committed by a player while in control.
- Technical Foul - a foul that does not involve contact with an opponent but involves excessive flagrant behavior.
- Penalty: Offender and team is charged with one foul and if it is his/her fifth foul, or if it is flagrant, he/she is disqualified. The offended player is awarded free throws as follows:
- One free throw for:
- A foul against a successful scorer.
- Each nonflagrant foul that is part of a multiple foul.
- Two free throws for:
- A foul against an unsuccessful two point scorer.
- An intentional foul.
- Any single flagrant foul.
- Three free throws for:
- A foul against an unsuccessful three point scorer.
- Bonus free throw for:
- Each common foul beginning with a team’s seventh personal foul during a half.
- No free throws for: o Each common foul before the bonus is in effect.
- A double foul.
- A player-control foul. Instead, the ball is dead and awarded to the offended team nearest the spot where the violation occurred. In case of an intentional foul on an unsuccessful scorer, two free throws are awarded, and the ball is awarded out of bounds to the offended team. In case of a technical foul two free throws are awarded, and the ball is awarded out of bounds to the offended team.
- One free throw for:
Spring Sport Rules
The Team
There are eight players on each team and unlimited substitutes. There should be a captain for each team and they are the only player permitted to speak with the officials on matters pertaining to the match. The captain is also responsible for submitting the names of all players to the referee before game time. Four players may start a match.
The Game
- Field of Play: The field of play is Room K in PWG, divided into 2 equal halves by a center line. Each half is divided into two sections by an attacking line, which is 6’ from and parallel to the center dividing line.
- Length of Match: The match is a best-of-5 game series. Each game is won by eliminating all the players of the opposing team. Each game is capped at 7 minutes. If neither team if fully eliminated after 7 minutes, the team with the most players remaining wins the game. If there is a tie, overtime will be played.
- Overtime: The overtime period will consists of a 2 minute period with all remaining players. The field of play will change to the outer lines of the badminton court. There will be no attacking line. Only players who start overtime may be allowed to return after a teammate catches a ball. Overtime is won by fully eliminating the other team. If neither team is fully eliminated after 2 minutes, the team with the most players remaining wins the game. If there is a tie, the game will be counted as a draw.
- Substitutions: Unlimited substitutions are allowed between games.
- Start of Game: Before play is started by the referee, every player must be touching the back wall. All six balls will be placed on the center line. Any retrieved ball must be taken behind the attacking line before legally thrown
- Elimination: There are 3 ways to eliminate an opposing player:
- Hitting an opponent below the shoulders (or in the head if they attempt to dodge by ducking) with a live thrown ball
- Catching a live ball thrown by an opponent
- Causing a player to drop a ball as a result of contact with a thrown live ball
- No player will be eliminated by having a dead ball caught or by being hit by a dead ball
- If any part of the throwing player touches across or on the center line, the ball they threw cannot eliminate any of the opposition, but may still be caught.
- Caught Balls:
- If a player catches a ball the player on their team who has been eliminated the longest can return to the game.
- If a player catches a ball that has deflected off of one or more of their teammates while the ball is still live, the player who threw the ball is out, and the player who was hit is not out.
- The ball is considered “dead” as soon as it makes any contact with an object that is not a player (i.e., a ball, the floor, the wall, etc., and cannot then be caught for elimination or eliminate a player by striking them.
- Ball Retrieval: A player is allowed to leave the court for no more than 5 seconds to retrieve a ball a. Substitute players may hand a ball to their teammates provided that the ball is fully within and will remain fully within that team’s half of the court.
- Blocking: A ball may be used to block a thrown ball as long as the player does not drop the ball, in which case the player blocking the ball is out.
- 2 Minute Rule: When there is less than 2 minutes remaining in the game, players are expected to remain within the smaller playing area, delineated by the pickleball court space.
- 10-Second Violations: A team may possess all 6 balls for no more than 10 seconds. If all are held for more than 10 seconds, 3 balls will be given to the opposing team. To enforce this rule, the team without any ball will loudly count to 10. The balls thrown or rolled back to the opposing team must reach the free throw line of the basketball court.
- No team can hold any ball longer than 10 seconds, it must be thrown or rolled completely across the free throw line.
- If a team possess all 6 balls, they must throw 2 of them before the opposing team is forced to return 1.
- Possession is defined by the ball being on a team’s side of the court.
- Time Outs: Each team can call 1 30-second time out per game. Balls thrown before the call of a time out are live.
Eligibility
All undergraduate students and persons associated with a residential college who meet general eligibility requirements are eligible to participate.
Definitions
- Ball in Hand: The hand of a player holding a ball is considered part of the ball
- Dead Ball: A ball that is not live is dead.
- Hit to the Head: A thrown ball that hits the head of an opponent has no consequence. However, if an opponent ducks and is hit in the head, they are out.
- Hitting an Opponent: A ball that hits any part of an opponent (except the head of a non-ducking player, see previous definition), including the opponent’s clothes, counts as a hit.
- Live Ball: A ball that has been thrown from behind the attacking line and has not touched the floor, ceiling, backboard, hoop, or walls. A ball that has hit a player is still live.
Protests
Protests involving eligibility may be made by any captain or Athletic Secretary against any team and must be made during or immediately following a contest. Once notified the team captain is required to present that player’s valid photo ID for verification. If no ID is available then the captain must submit a brief statement that includes the name of the person in question and the circumstances of eligibility. If a person is found to be ineligible, all games in which they participated or were suspected of having participated are recorded as losses and any awarded Tyng Cup points are withdrawn.
All other protests involving misinterpretation of the rules must be made at the time of the incident. Play must be stopped and may not continue until the protest is resolved on the spot by the game officials with the aid of the governing rules of the game, or if necessary by final decision of the Intramural Supervisor. Any team that disputes the result and refuses to continue play will default the contests.
The Game
The game consists of two 20 minute periods with a brief five minute intermission. The clock ONLY stops in the last 3 minutes of the second half for goals, injuries, and unusual delays. During regular season: if the score is tied at the end of regulation time, THERE WILL BE NO OVERTIME. During playoffs, if the score is tied at the end of the regulation time, one five-minute overtime and, if the score remains tied after the overtime period, then shoot outs will occur until a winner is declared.
The Team
Each team consists of 5 players, 1 goalie and 4 field players. The goalie must be designated to the referees and wear a jersey or pinnie, which will be provided by the IM program. Substitutions are unlimited and may be made during possession throw-ins, corner kicks, goal kicks, scores and injuries.
Eligibility
All undergraduate students and persons officially associated with a residential college who meet general eligibility requirements except former varsity soccer award winners and current varsity, junior varsity or freshmen teams’ players and graduate students are eligible to participate. Current players are those players who practiced, played or are on the active team rosters after September 25. Any instance involving special exceptions requires a review by the Athletic Secretaries Ad Hoc Eligibility Committee.
Late Policy
Teams are expected to be at the courts and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players then the game must begin as soon as possible. If a team has fewer than the minimum at the designated starting time then the start of the game will be delayed until enough players arrive. However, if the late team does not have the minimum number of players up to 10 minutes after the original starting time, then the game is reduced by 10 minutes, and the opposing team is awarded one goal along with possession of the ball at mid-court for an indirect kick. If at 20 minutes past the scheduled starting time the team does not have the minimum number of players, then the game is forfeited and two extra goals are awarded to the team that is present.
Definitions & Rules
- Advantage Clause: The referee may choose not to stop play when a foul is committed if they feel that to do so would give an advantage to the offending team. As the game proceeds, the referee cannot revoke their decision even if the advantage has not been realized. However, this does not exempt the offending player from being dealt with by the referee at the next stoppage of play.
- Charging: A fair charge consists of a nudge or a contact with the near shoulder; when both players are in an upright position, within playing distance of the ball, and have at least one foot on the ground and their arms near their bodies.
- Slide Tackling: Slide tackling is defined as a player who attempts to take the ball away from an opposing player, by deliberately leaving their feet and sliding along the ground with one or two legs extended to push the ball away from the opposing player. This is illegal and awards the opposing team a free kick.
- Corner Kick: A corner kick is awarded to the attacking team when a defender forces the ball to completely cross the goal line. A kicker from the attacking team must take the kick from the nearest corner where the baseline and sideline meet. The defending team may not be within 3 yards of the kicker until they kick the ball. The kicker may not play the ball until it is touched by another player. A goal may be scored from a corner kick.
- Dangerous Play: Dangerous play is a penalized violation that occurs when a player raises the foot to a level that may endanger an opponent who is in a normal stance, lowers the head below the waist in an effort to head the ball in the presence of an oncoming player, covers the ball with a player’s body, or initiates situations considered unsafe by the referee.
- Ejection Policy:
- A player will be immediately ejected if they commit any of the following actions
- Serious foul play
- Violent conduct
- Spitting at opponents or officials
- Using offensive, insulting or abusive language or gestures
- A player will be immediately ejected if they commit any of the following actions
- Direct Free Kick: A direct free kick is awarded to an opponent after an infraction has been committed by a player. On a direct free kick a goal can be scored directly from the kick. When taking a direct free kick outside the penalty area all defensive players may not be within four yards of the kicker, and after the referee gives a signal with the whistle the ball may be kicked in any direction. The kicker may not play the ball until it is touched by another player. When a direct free kick is awarded to the defending team inside the penalty area all opponents must be outside the penalty area and at least four yards from the ball, and the goalkeeper may not receive the ball in their hands in order to thereafter kick the ball into play. Direct free kicks are awarded for: handling the ball; holding, pushing, striking, attempting to strike, kicking, attempting to kick, tripping or attempting to trip an opponent; jumping at an opponent; handling by the goalkeeper outside the penalty area; violently fouling the goalkeeper; and, violent or reckless charging.
- The Ball In and Out of Play: A ball is out of play when it has entirely crossed the out of bounds line. The ball is also out of bounds if it strikes any part of the basketball backboards, supports, roofing, or walls located outside the boundary line. If the ball strikes any of these obstructions the referee will deem if there will be a goal kick or throw in to resume play. Last, if the ball strikes the goalpost, crossbar, or referee and remains in bounds then the ball is still playable.
- Kick-in: There are no throw-ins taken in indoor soccer; instead, the ball is kicked in at the spot where the ball completely crossed the sideline. After the kick-in, the kicker may not play the ball until it is touched by another player.
- Goal Kick: A goal kick is awarded to the defending team when an attacker forces the ball to completely cross the goal line. The ball is placed on the ground at a point within the goal area nearest to where it crossed the goal line and is kicked in any direction from that point into the court of play beyond the penalty area. Opponents must remain outside the penalty area until the ball crosses the penalty area line The goalkeeper may not receive the ball into their hands from a goal kick in order to thereafter kick it into play. The kicker may not play the ball until it is touched by another player. A goal may not be scored from a goal kick.
- Goalkeeper Privileges: The goalies are allowed to hold the ball inside the three point arc; however, they are only allowed to hold to ball up to five seconds of clock time. The goalkeeper has certain privileges which include: the ability to handle the ball, immunity from charging, interference, or any opponent contact. When attempting to throw the ball, goalies may only roll the ball on the floor. Goalies are NOT allowed to drop kick, throw the ball in the air or punt the ball. If a goalie drop kicks, punts the ball or completes an aerial throw an indirect kick will be awarded to the opposing team.
- Goalkeeper Violations: The goalkeeper may not deliberately delay release of the ball beyond five seconds, or intentionally strike an opponent with the ball.
- Handling: Intentionally carrying, striking or propelling the ball with the hands is an infraction. Unintentional handling is not penalized and occurs when the ball strikes the hands or arms of a player who has not moved them to play the ball. Only the goalkeeper may handle the ball within their penalty area.
- Offside: There are no offside penalties in indoor soccer.
- Indirect Free Kick: An indirect free kick is awarded to an opponent when an infraction has been committed by a player. An indirect free kick cannot be scored unless the ball has been played or touched by another player before passing through the goal. When an indirect free kick is awarded an opponent may not be within four yards of the ball until it is kicked. The ball must be stationary and may be kicked in any direction. The kicker may not play the ball until it is touched by another player. Indirect free kicks are awarded for: the keeper carrying the ball more than three steps; dangerous play; offside; interference; obstruction; illegal non-violent charging; poor behavior; or, improper substitution.
- Kickoff: A kickoff starts the game or restarts the game after a score. Players must be on their respective side of the court. The defensive team must remain three yards from the ball until it is kicked while an offensive player takes a place kick from midcourt into the opponent’s half of the court. The kicker may not play the ball again until it is touched by another player. A goal may not be scored directly from the kickoff.
- Obstruction: Obstruction is a penalized infraction and occurs when a player runs between an opponent and the ball in order to form an obstacle except when the ball is within playing distance.
- Penalty Kick: A penalty kick is awarded for any infraction resulting in a direct free kick by the defending team committed inside the penalty box area (inside the free throw line). All players except the shooter and goalkeeper must remain outside the penalty area and at least three yards from the penalty-mark until the ball is kicked. The kicker may place the ball anywhere on the penalty-mark line (top of the three point arc). The goalkeeper must stand, without moving their feet, on the goal line between the goal posts, until the ball is kicked. After the kick the kicker may not play the ball until another player touches it.
The Team
There will be six players on each side with unlimited substitutes. A team must start a game with a minimum of four players. There shall be a captain for each team and they are the only player permitted to speak with the officials on matters pertaining to the match. The captain is also responsible for submitting the names of all players to the referee before game time. Captains are responsible for discipline and proper conduct of their teams.
The Game
- Boundaries: If any part of the ball lands on any boundary line, it is considered inbounds.
- Hitting: Each team is allowed a maximum of three successive contacts of the ball in order to return the ball to the opponent’s side. A block is not a hit.
- Scoring: The first team to win two of three games will win the match. Each game is to 21 points with rally scoring. In order to win a game a team must win by two points (i.e. 21-19, 22-20, etc.). First service will be determined by a coin flip.
- Substitutions: There is unlimited substitutions, however, a returning player must enter for their position or must wait one full rotation of their original position before entering another position.
- Ten Foot Line: A line parallel to the net which determines positioning for players. Back line players may not block or hit the ball overhand across the net unless their jump starts from behind the ten foot line.
- Timeouts: Each team has two 20 second timeouts in each game.
Late Policy
Games must start within ten minutes of the scheduled starting time. If a team fails to appear: after ten minutes, then the team or teams that are late forfeit one game; after twenty minutes, the the team or teams forfeit the match.
Eligibility
All undergraduate students and persons associated with a residential college who meet general eligibility requirements except former varsity volleyball award winners and current varsity, junior varsity and club players, and graduate students are eligible to participate. Current players are defined as women who practiced or played with the team on or after October 1 and men who practiced or played with the club after November 30. Instances involving special consideration require a review by the Athletic Secretaries Ad Hoc Eligibility Committee.
Definitions & Rules
- Block: to block or hit the ball unless their jump begins behind the 10’ line.
- Ball Contact: The ball may be hit with any part of the body above and including the waist. When two players of the same team contact the ball simultaneously, this is considered as two contacts, and neither of the players may make the next play on the ball. Contacting the ball over the net above the opponent playing area before the opponent’s action to send the ball toward the opposite side is made, shall constitute a foul. Crossing the vertical plane of the net with any part of the body, with the intent of interference or distraction of the opponent, while the ball is in play, constitutes a foul. A point or side-out is declared when a player touches the net or the antennae. If the ball is driven into the net with such force as to cause the net to contact a member of the opposing team, such contact shall not be considered a fault on the part of the latter.
- Carry: When the ball comes to rest momentarily in the hands or arms of the player which is a form of illegal contact with the ball.
- Double Hit: A player cannot hit the ball twice simultaneously except when it is the first contact with ball after it comes from the other team’s side in the form of a “hit”.
- Hit or Spike: Hitting the ball with one hand, over head and following through either while in the air or from a standing position. A hand or hands passing over the net after a spike is not a fault. When the ball, after having touched the top of the net and the opponent’s block, returns to the attacker’s side, this team then has the right of three more contacts in order to return the ball to the opponent’s area.
- Point: Rally scoring, whenever a ball touches the ground or goes out-of-bounds, the appropriate team is awarded a point (i.e. a team does not have to be serving to score).
- Rotation: After every side-out the receiving team rotates one position clockwise before becoming the serving team; after the service, players may move from their positions but back row players cannot jump
- Service: The act by which a player on the serving team puts the ball in play, hitting it anywhere beyond the back line to the receiving team’s side of the court. In Room H at the instant the ball is hit for service, no part of the server shall be in contact with the end line or the court. In the Main Exercise Room the server shall be within one foot of the end line at the start of the serve. The referee will signal side-out and direct a change of service to the other team when the served ball touches the net. Also, it is illegal for the players of the serving team to wave their arms, jump or form groups of two or more players for the purpose of forming a screen to conceal the action of the server. If the player serves before the referee’s whistle, the service is cancelled and a reserve will be directed. No back line player from the receiving team may be as near the net as the corresponding front line player, and, the middle player in the front and back rows may not be closer to the sidelines than the player next to him/her in that line. Players cannot block, set or spike a serve (however, a hit above the waist with hands clasped is not considered a set).
Protests
Protests involving eligibility may be made by any captain or Athletic Secretary against any team and must be made during or immediately following a contest. Once notified the team captain is required to present that player’s valid photo ID for verification. If no ID is available then the captain must submit a brief statement that includes the name of the person in question and the circumstances of eligibility. If a person is found to be ineligible, all games in which they participated or were suspected of having participated are recorded as losses and any awarded Tyng Cup points are withdrawn. All other protests involving misinterpretation of the rules must be made at the time of the incident. Play must be stopped and may not continue until the protest is resolved on the spot by the game officials with the aid of the governing rules of the game, or if necessary by final decision of the Intramural Supervisor. Any team that disputes the result and refuses to continue play will default the contests.
The Team
The team consists of a maximum of seven players per college.
The Court
The court consists of 5 distinct zones: Each team has a “goal-scoring area”, an “attack” area, a “midfield” area, a “defense” area, and a “goal-defense” area, with each zone serving as the inverse to the opposite team.
Teams are restricted in the number of players they can have in each zone as follows:
- Maximum of TWO players in Zones 1 and 5 at a given time. These two players must be designated in advance.
- Maximum of FOUR players in Zones 2 and 4 at a given time
- Maximum of FIVE players in Zone 3 at a given time
The Match
Teams try to score points by advancing the ball up the court and putting the ball through the freestanding hoop.
Passing:
- The ball can only be moved by passing: no running with the ball or dribbling is allowed
- Upon receiving the ball, players are allowed one pivot foot, much like basketball or ultimate frisbee. Once this is established, it cannot change.
- The ball must be progressed zone by zone: a team must control the ball in each successive zone to advance. Throwing longer passes that skip a zone will result in a turnover, and the opposite team taking control in the zone where the pass was attempted
- Players cannot “pass” the ball to themselves by rolling or bouncing it up the floor: this is a violation.
Violations:
- Defenders cannot contact the opponent or the ball while it is in the possession of an opponent. Any contact will result in the infringed party being given a “free pass” from the spot of the violation.
- Holding the ball for over three seconds in the field of play will result in the opposing team being offered a “free pass” from the spot of the violation.
- If a player is contacted in the act of shooting, they will be given an unimpeded “penalty shot” from the spot of the foul.
- Passing across multiple zones will result in a free pass being awarded to the non-offending team at the spot of the attempted pass.
- Attempting to pass the ball to yourself will result in a free pass at the spot of the transgression.
Free Pass/Penalty Shot Rules:
- On a Free Pass, the opposing team is not allowed to block or impede the pass. However, normal passing rules still apply, and passes can only be made within the zone that the passer is standing or a maximum one zone advanced. As soon as a second player gains possession of the ball, play resumes as normal.
- If a player is awarded a free pass within the final zone, they still must make a pass before a shot on goal can be attempted.
- On a Penalty Shot, the ball becomes live as soon as it reaches the apex of the shot. Either team is allowed to “rebound” the ball, and play resumes as normal.
Out of Bounds:
- If a ball leaves the field of play, the team who last touched the ball will revert to defense, and the opposite team will get a “throw-in” from the spot where the ball left the field of play.
- On a throw-in, normal defending and passing rules still apply.
Late Policy
Teams are expected to be on time and ready to play with at least five players at the designated start time. If a team only has four players, and is awaiting a fifth, a ten minute grace period will be given. If a team still cannot field a fifth player after the grace period, they will forfeit the first matchup. If by twenty minutes past the designated start time, a team still does not have a fifth player, they will forfeit the second matchup. This process will continue every ten minutes. If thirty minutes past the starting time comes around, and a team cannot field a full team, their forfeit the entire match (three individual games forfeited tallies as best three-out-of-five).
Eligibility
All undergraduate students and persons who meet general eligibility requirements except current varsity basketball players are eligible to participate. Any instance involving special exceptions requires a review by the Intramural Director or the Athletic Secretaries Ad Hoc Eligibility Committee.
Trial Status
As of April 1, 2024, Netball is designated as a trial sport. As such, feedback is highly requested, as input from both secretaries and other college residents is key in understanding the impact of the sport on Yale IMs. Regular season games will be tracked for playoff seeding, but no points will be awarded for regular season games, per the stated protocol for trial sports.
Past Sport Rules
The Team
The team consists of 2 singles and 3 doubles matches, with each game weighted equally for a total of 5 points (5 games; 8 people needed). An eligible team consists of being able to field 3 of the 5 games. Each team matchup is thus a best of 5 matchup, where the winning team wins at least 3 of the 5 games. There are no substitutions in singles play, however, one and only one substitution may occur in each doubles match. The substituting player may enter only at the beginning of a game or after an injury. A substituted player may not reenter the match. If a substitute enters the game and they or their partner is injured the match is defaulted. Any player may participate in only one singles or one doubles match per day. Players and doubles teams should play in positions respective of their skill level and captains must make all attempts to avoid ‘stacking’. At every match each team must fill the game roster from the first skill position downward and vacancies from the last skill position upward. Players may not substitute for each other in order to complete a team roster.
The Court
- 1. Serving boundaries for singles = thin and long;
- 2. Serving boundaries for doubles = wide and short;
- 3. Play boundaries are full court for doubles,
- 4. Play boundaries are thin and long for singles.
- 5. All lines are considered in bounds. The roof, overhanging objects, and the poles of the nets are out of bounds.
The Match
A match consists of the best of 3 games. Winner of birdie toss-up can choose either first serve or pick side of the court. For doubles, side that serves first only gets 1 serve for the first term of service. Then for subsequent terms of service, each partner gets to serve until side out, always starting with the partner in the right service box- termed first serve. The other partner serves after the side out. Teams/players switch side of court for the second game, with the winner from game 1 serving first. If a 3rd game is necessary, another birdie toss is done and the winner can choose either first serve or pick side of court. Between the second and third game, if there is one, a 2 minute break is allowed and the players are allowed to go off the court but must leave their racquets on the court.
Scoring
A point is scored for the service team when the birdie lands inbounds on the side of the court of the nonservice team after going over the net or the non-service team hits the birdie and it lands out of bounds.
Points are only scored by the serving team, whereas if the volley is lost by the service team, it counts as a side out and serve goes to the next player in doubles, as specified below, or to the opponent in singles. Each game is up to 11. If the game is tied at 10-10, the first player or team that reached 10 can either request to “set” and play to 13 points, or choose to play straight to 11; they must request to set (if they so choose) BEFORE playing the point that someone gets 11 points.
Service
- Serving is always diagonal (cross court).
- In singles, the server serves from the right service box if the server has an even number of points, and from the left if the server has an odd number of points. The serve goes to the opponent when he loses the serve.
- In doubles, both players get a chance to serve (termed first serve and second serve) before the serve is passed to the other team. After each point, the partners switch sides (switch which service box you are in) such that when you have an even number of points you are in the original service as when you started the match at 0 points and when you have an odd number of points you and your partner are in the reverse box. At the moment of the serve, players cannot be in motion. The server and receiver of the serve must be in their correct boxes (i.e. diagonal from each other). However, the partner of each is not restricted to any position. The player on the right always serves first. If the serve touches the net, it results in a side out. If the server misses the birdie completely (no body parts or racquet parts make contact with the birdie), they may try the serve again. The racquet must make contact with the birdie below the waist on a serve.
General Rules
Except on the serve, the birdie can hit the net on the way across and still be in play, but a player cannot touch the net with the racquet or body during play. If this happens, the player loses the point (side out or point awarded). Player also cannot make contact with the birdie on the opponents’ side of the net but may follow through over the net. Games and scores are self-officiated, under the honor system.
Late Policy
Teams are expected to be at the courts and ready to begin play at the time designated on the schedule. If at ten minutes past the scheduled starting time a team is short players then the matches must begin with available players (beginning with the two singles matches). If the team does not have sufficient players, they will forfeit those matches. Once the matches are started no substitutions or changes may be made.
Eligibility
All undergraduate students and persons officially associated with the residential college who meet general eligibility requirements except all graduate students are eligible to participate. Current club players are those who practiced, played or are on the active rosters after September 25. Only 1 of the 5 matchups may include players from the club badminton team. Any instance involving special exceptions requires a review by the Intramural Director or the Athletic Secretaries Ad Hoc Eligibility Committee.
The Horse
HORSE is a game between 2 players that is similar to Simon-Says but involves replicating a shot in basketball. The 2 players will determine who goes first by playing a quick round of rock-paper-scissors. The goal of the game is to successfully replicate each other’s shots and avoid earning “letters.” Once a player has all the letters H-O-R-S-E, they lose the game.
The Team
The match will consist of 9 games (played as best-of-9 individual matchups). A player can play in a maximum of 2 games. At least 1 of the games must be a mixed gender or non-male matchup (i.e., a minimum full team could consist of 1 woman and 4 men). Teams should rank their players from 1-9 and play against the other team’s corresponding player to avoid skill mismatches.
Late Policy
Players should all be at the playing area on time (8pm, 9pm, or 10pm) and ready to go. In the case a player cannot arrive at the start of the match (which is discouraged), the players that are present should begin their games. Then a 5-minute wait period will be allowed before the start of the next game, starting from the end of the previous game. After the 5-minute delay, the late player will be given 1 letter for every 5 minutes they are late. If 30 minutes passes between games, the late player forfeits the game.
Eligibility
All undergraduate students and persons associated with a residential college who meet general eligibility requirements, except graduate students, are eligible to participate. Varsity basketball players are not eligible to play HORSE,
Scoring
The 2 players must replicate each other’s shots as perfectly as possible. The shot can be off the backboard, a free throw, a 3-pointer, etc. The first player up must make their shot for the second player to try to attempt to replicate it. If the first player to shoot misses their shot, the second player then gets the chance to shoot and set the shot to be replicated.
Gaining letters is something to avoid. If the first player makes a free throw, for example, the second player must make a free throw to “survive” the round. However, if they miss, they are given the letter “H.” Each missed shot is a letter. Five misses equal “H-O-R-S-E,” and the round is over.
Rules
- No dunking
- No interfering with player shots
- No trash talk/poor sportsmanship
- No same shot is to be taken twice in a row to purposely force a player to lose a round twice
- Try to match players with similar levels (similar to table tennis)
The Game
Bocce is a lawn game consisting of 2 teams of 2 to 4 players. To start, 1 person throws the “pallina” (a small white ball used as a goal marker). Once the pallina hits the ground, the scoring zone is anything within a 1-foot radius around the pallina. Teams then alternate throwing their balls with the goal of being the closest to the pallina. Teams are awarded points for having their ball the closest to the marker. You earn 1 point per closest shot, with 11 being the amount of points to win.
The Team
The match follows a best-of-3 games format. Any player may play in a maximum of 2 of the 3 games. One of the 3 games must be mixed-gender. If a college cannot field a mixed gender team, the team will start the match down 1 game; meaning, they must win both remaining games to win the match. For each game, 2 teams of 2 players will face off against each other.
Late Policy
Before the match, confirm the location with the opposing college. Teams are expected to be at the fields and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players, then the game must begin as soon as possible. If a team has fewer than the minimum at the designated starting time, then the start of the game will be delayed, and the late arriving team will be penalized as follows:
Fifteen minutes after the original starting time, the present team will be awarded 5 points; after 25 minutes of the original starting time, the “no-show” team is forced to forfeit the game. The present team will be awarded the win. If both teams are late in arriving, only then will the allotted time be used to complete the best out-of-3 games. If 3 games cannot be completed within the allotted time, then the team with the most amount of points/ games earned will be deemed the winner.
Eligibility
All undergraduate students and persons associated with a residential college who meet general eligibility requirements, except graduate students, are eligible to participate.
Scoring
- Only 1 team is awarded points per round of Bocce
- One point is awarded for each ball that is closest to the pallina (within the 1-foot radius)
- If a team has 2 balls inside the radius, it is awarded 2 points
- If, say, Team A has one ball in the radius, but Team B throws and lands a ball inside the radius as well, the points will only be awarded to whichever team has the closest ball. The referee will determine this
- The game is played to 11 points
Rules
- All throws are to be completed underhand, no throwing balls overhand. If a ball is thrown overhand the player will get one retry
- No aggressive throws. If a player aggressively throws a ball and is deemed as an inappropriate throw by the referee, the player will lose a turn that round
- Players can knock other the team’s balls out of the radius to prevent the other team from scoring, but the throw must be completed safely