Intramural Sports

Rules and Guidelines


Email: intramurals@svc.edu with any questions

Mission Statement


"The mission of the Southern Vermont College Intramural Sports Program is to provide students, faculty and staff with a structured set of activities that will allow them to stay physically and socially active during their time at SVC. It provides an athletic opportunity to many who cannot or choose not to participate in the college's NCAA intercollegiate teams. The program promotes involvement in the college's community, as well as sound health and well-being."

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  • Sportsmanship

    
    

    Sportsmanship is an important part of any successful athletic team or activity. The Southern Vermont College Intramural Program promotes sound sportsmanship and insists that all participants keep it in mind while participating in SVC Intramurals. The intramural program is designed to be a fun, casual way for students, faculty and staff to be involved physically and socially. It is not a professional sporting league, and participants should treat it as such.
    Participants who cannot or do not show good sportsmanship will be asked to leave and possibly not be allowed to return and participate in future events. Unsportsmanlike conduct will be directed to the Director of Athletics, the Dean of Students, or the Intramural Coordinator for a decision on what action to take with the individual or people involved.

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  • Schedule

    
    

    Wednesday 10/29 - 2:30-4:30 p.m. Volleyball (Gym) Friday 10/31 - 3:00-5:00 p.m. Ultimate Frisbee Sunday 11/2 - 1:00-3:00 p.m. Flag Football Wednesday 11/5 - 2:30-4:30 p.m. Volleyball (Gym) Friday 11/7 - 8:00-10:00 p.m. Ultimate Frisbee Sunday 11/9 - 1:00-3:00 p.m. Flag Football Wednesday 11/12 - 3:00-5:00 p.m. Volleyball (Gym) Friday 11/14 - 8:00-10:00 p.m. Ultimate Frisbee Sunday 11/16 - 1:00-3:00 p.m. Flag Football Wednesday 11/19 - 3:00-5:00 p.m. Volleyball (Gym) Friday 11/21 - 2:30-4:30 p.m. Ultimate Frisbee Sunday 11/23 - 1:00-3:00 p.m. Flag Football Wednesday 12/3 - 3:00-5:00 p.m. Volleyball (Gym) Friday 12/5 - 2:30-4:30 p.m. Ultimate Frisbee Sunday 12/7 - 1:00-3:00 p.m. Volleyball Tournament (Gym) 3:00-5:00 p.m. Ultimate Frisbee Tournament 6:00-9:00 p.m. 3 on 3 Basketball Tournament

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  • Flag Football

    
     
    
    EQUIPMENT

    The equipment needed will be: - Football - Two sets of flag belts with flags - Pinnies - Eight cones for field markers

    Equipment is to be stored in the shed behind the field house. Equipment will be taken out by the Director of Athletics or the Intramural Coordinator 15 minutes prior to the start of play. If neither is available to directly give the equipment, the equipment will be stored in the security suite prior to game play. Officials are to pick the equipment up before and return the equipment to the security suite after play.

    Misuse or abuse to equipment will result in the suspension of the person or people involved from SVC Intramurals for a time to be determined by the Director of Athletics, Dean of Students, or the Intramural Coordinator. Those involved will have the choice to personally replace the equipment at their own cost instead of facing suspension.


    PLAYERS & TEAMS

    Games will be played by all of those who show up on that day. All sports will consist of co-gender teams to be selected upon the start of the day. Groups may choose to show up with a formed team. However, pre-formed teams may have to be split up or given additional players to accommodate numbers for the day. Unless otherwise agreed upon by all present for the day, teams will have an equal number of males and females, students and faculty or staff, and participants from the school's NCAA intercollegiate team for the respective sport (Five players from the men's basketball team will be allowed to play on the same ultimate Frisbee team as long as there are at least five males on the other team or teams). Teams will be allowed to be changed or re-picked upon the approval of the day's officials and a majority of present participants for the day.

    Teams will be split up depending on how many participants are present. Captains will be selected by the official(s) with the help of those present. Captains will pick teams one-by-one, the team to select first being decided by an official's coin flip. The team that does not get to pick first will be that calling heads/tails for first possession. The team that picks first will wear pinnies during the game.

    For cases of there being an odd number of participants, one team will have a substitute, unless the team with fewer players agrees to play short-handed. The team with fewer players will be that calling heads/tails for first possession.

    During play, each team can have no more than 10 players on the field. Substitutions must be made after every quarter ends so to ensure every participant gets equal playing time.

    At the half-time period, if the official and consensus of players agree, teams will be allowed to be re-picked.

    Players have no obligation to stay for the whole duration. In the case that teams get lopsided, they will be evened out by the captains.


    OFFICIALS

    All officials must be unbiased and fair for the duration of the day and will not be allowed to play the sport for that day. Problems regarding officials' fairness and demeanor are to be directed to the Director of Athletics or the Intramural Coordinator.

    Officials are to be equipped with: - Coin for decision flips - Whistle - Stop watch for timed games


    FACILITIES & LOCATIONS

    All sports will be those that can be played in the field house gymnasium in the case of inclement weather. If decided upon by a majority of those playing that day and the officials, the sport can be played outside on either the old rugby field (lower campus) or the small field across the driveway from the Campus Safety suite. All participants will meet in the gymnasium at the starting time and will then determine where the day's event will be played.

    The field will be set up by the official(s) prior to team selection. Four cones as a rectangle will mark off the playing area. Two cones will be placed about 10 yards behind the two that mark each of the goal lines to mark the end zones. Two more cones will be placed at midfield. If there is no paint to draw sidelines, officials' judgment will determine whether play goes out of bounds.


    GAME PLAY

    I. Game Length A. Games will be four 20 minute quarters. B. Halftime will be 10 minutes. C. In the case of a tie after 60 minutes, a 15 minute overtime period will be played. i. If a tie still stands after the overtime period, additional 10 minute overtimes will be played until the tie is broken. ii. 3 minute breaks will be given between overtime periods. iii. Official SVC Intramural game play will be suspended after five overtime periods, unless decided so earlier by participants.

    II. Pre Game A. A coin flip will decide which team gets possession first. i. The team that will call heads/tails will be that which did not get to pick first in team selection. ii. The team that did not win the coin flip will decide which side of the field they would like to defend. B. The team that lost the coin flip will line up at mid-field, ready to kick off to the other team.

    III. Maneuvers, Techniques, & Game Play A. Play is to start each half and after every touchdown with a kickoff. i. The team kicking is to punt the ball from midfield and can then chase to either get the ball or get the flag of the other team. a. If a player crosses midfield before the kick, the receiving team will get the choice of a 15 yard penalty at the end of the play or a re-kick. ii. The receiving team must be at least ten yards from midfield prior to the kick. iii. The ball must travel at least 10 yards to be playable. a. After 10 yards, either team can get the ball. iv. If the kick goes directly out of bounds, the receiving team will get the choice of a re-kick or taking the ball 15 yards from midfield on their side of the field. a. If the kick lands in bounds and bounces out of bounds, the receiving team will be on offense at the point the ball bounced out at. v. If the kick goes out the back of the end zone, the receiving team will be on offense 10 yards out from the end zone. vi. If the receiving team gets the ball in the end zone, they can kneel down instead of running the ball out. That team will be on offense 10 yards out from the end zone. a. The receiving team cannot get the ball and bring it into the end zone to kneel down. Doing so will result in a touchdown for the other team. b. The receiving team cannot bring the ball out of the end zone and then bring it back in to kneel down. Doing so will result in a kickoff to the other team with no points being awarded. B. Defensive players stop play by taking one of the flags off the player with the ball. i. Defensive players cannot impede the running of a player with the ball when trying to get the flag. Doing so will result in a five yard penalty from the spot where the play is finally ended. ii. Play is stopped at the spot where the defensive player takes off the flag, regardless of where the players end up afterwards. C. At the beginning of each possession, the offensive team will have four downs to cross midfield or score a touchdown. i. If the possession is started on the defensive team's side of the field, the offense will only have four downs to get into the end zone. If it is started on their own side of the field, they have four downs to cross midfield, when they will get four more downs to get into the end zone. a. If the offense does not cross midfield of get into the end zone after a fourth down, possession will be changed over at the spot where the fourth down ended. b. After three downs, the offense can choose to punt the ball to the other team. 1. If the punt goes out of bounds, the team becoming offense will get the ball at the spot it went out. 2. If the punt goes through the end zone or is kneeled down by the receiving team in the end zone, offense will start ten yards out of the end zone. 3. Once the ball is punted, if touched or bobbled by the receiving team, it is fair ball for anyone to take and have possession for. 4. If a punt touches the defensive team and the offense regains possession, they must end up after the play where they needed to be for the first down. Otherwise, the ball is turned over on downs to the team that did not punt. 5. If a punt lands and is not touched by anyone for three seconds, the play is dead and the team that did not punt will start offense where the ball landed. ii. At the end of the play, the offense will have 60 seconds to snap the ball for the next play. a. If the ball is turned over in any way, the new offense will have 70 seconds to start offense and snap the ball. b. If the offense takes longer than the allotted time, they will be moved back 10 yards and another 60 seconds will start for the next play. c. Officials are to announce out loud when the offense has 15 and then 10 seconds left to snap the ball. D. An offensive team's formation is to be based on number of participants, most being 10. i. There must be a center to snap the ball. a. The center starts each play by taking the ball from the ground and directly giving it to a member of their team. 1. The center does not necessarily need to snap the ball to the quarterback. ii. Offense needs a quarterback, or someone to receive the snap from the center. iii. Offense can have up to two other people on the line next to the center for purposes of interference to the quarterback. a. No one on the field, including line players, can touch or physically block or impede defensive players. They can stand in the way of a blitz, but cannot move their mark once the ball is snapped until the ball crosses the line of scrimmage. Doing so will result in a 5 yard penalty and a repeat of the down. b. Line players cannot run downfield to run-block or be available for a pass. Doing so will result in the loss of the down for the offense, as well as a 5 yard penalty. iv. The rest of the offensive players are backs or receivers and must line up on the line or in the backfield as such. a. The offense can have up to one back or receiver "in-motion" before the snap, able to move freely on their own side of the line of scrimmage. 1. Players in motion cannot cross the line of scrimmage before the ball is snapped. Doing so will result in a replay of the down after a 5 yard penalty. 2. The quarterback and line players are not allowed to be in-motion. Doing so will result in a 5 yard penalty and the loss of the down. 3. Offensive players cannot move in a way that tries to get the defensive to jump the snap and cross the line of scrimmage. Doing so will result in a 5 yard penalty. v. Both teams must start by matching numbers. If there are less than 10 players available per team, on-field playing numbers will start at the maximum that would allow to be matched. a. After play begins, teams can play down numbers, but cannot play with more than the starting numbers. Doing so will result in a 10 yard penalty. E. The offense can move the ball by running or passing. i. Once the ball is snapped, the quarterback can pass the ball to receivers. a. The quarterback can use an overhand, underhand, or shuffle pass motion. 1. Any player making a forward pass must be behind the line of scrimmage. Throwing past the line of scrimmage will result in a 5 yard penalty and loss of the down. b. The receiver must securely have the ball and one limb touching in-bounds to be a complete catch. 1. Any pass that touches the ground before an athletic move is made is incomplete. 2. If the receiver catches the ball while going out of bounds, they must have it securely and have one leg touching in bounds without touching the sideline. Bobbling while going out will be an incomplete pass. c. Any incomplete forward pass will result in the play being over, and the next play will start from the spot of the previous play. d. Any incomplete backwards or lateral pass will be considered a fumble and is a live ball able to be picked up by anyone. If the offense recovers, the play is carried out and possession continues. If the defense recovers, they will start offense at the spot the play is finally ended. e. The quarterback cannot throw the ball to avoid being sacked. Doing so will result in the loss of the down and the next play will begin at the point where the quarterback released the ball. f. Players on the offensive line can stand in the way of a blitz, but may not move to impede a blitz. Doing so will result in a 5 yard penalty and repeat of the down. ii. Once the ball is snapped, the offense can run the ball forward. a. The quarterback can choose to keep the ball and run. b. A hand-off can be made to another player, so long as it is parallel with the line of scrimmage or behind the player making the handoff. 1. A forward hand-off will result in the loss of the down. c. The offense cannot block downfield for the runner. Doing so will result in a loss of down and the ball will be replaced at the spot of the previous play. F. The defense can pass-block and blitz. i. The defense cannot cross the line of scrimmage for 3 seconds, to be counted off by the official once the ball is snapped. a. Once the ball is handed-off or passed, defensive players can run anywhere. ii. Defensive players can try to block or intercept a pass. a. Defensive players cannot touch offensive players while going for a ball. Doing so will result in 10 yard penalty. b. Defensive players cannot grab an offensive player's flag before they have the ball. Doing so will result in the play continuing and a 5 yard penalty on the defense after the down. G. Substitutions can be made between plays. i. Players can be coming on and going off the field at the same time, but there cannot be more than 10 players in the huddle. Doing so will result in a 5 yard penalty. ii. Substitutions must be made at least every quarter so that every player gets equal playing time. H. There are no timeouts. i. Play is continuous through the game unless there is an injury. ii. Players trying to delay the game or waste time will be penalized. a. A defensive player delaying the game will give the offense a 10 yard penalty, and an additional 30 seconds will be added to the game time. b. An offensive player delaying the game will forfeit the down, have a 5 yard penalty, and 30 seconds will be added to the game time.

    IV. Scoring A. Touchdowns are the only way to score. i. A team scores by having the ball securely in the possession of a player who has at least one limb touching the ground of the end zone, or the corner cones. ii. A player making a catch must have the ball securely and one needs to touch one foot in the end zone. B. The team scoring goes back to their side of the field and kicks off to the other team from midfield. C. Each touchdown is worth 1 point. D. Scoring is accumulative for both 30 minute halves. After 60 minutes of regulation, the team with the most points wins. i. If the score is tied after regulation, ten minute overtime periods will be played. Any points scored during overtime periods are added onto the total for regulation. Overtime is not sudden death. a. Overtime possession starts with the team that has possession to start the game and switches for additional overtime periods if necessary.

    V. Boundaries A. The boundaries are to be set by the official(s) prior to team selection and coin flip. i. Four cones will mark off the rectangular playing area, with an additional two 10 yards behind each goal line to mark end zones. ii. If available, lines will be sprayed to mark the boundary lines, goal lines, and end zones. B. Any player that steps on or over the side line while holding the ball will be marked down at the spot they went out.

    VI. Other Penalties A. Unnecessary physical contact of any kind will result in a 15 yard penalty. A second offense during a game will result in a 25 yard penalty and ejection from the game. i. Second overall offenses in a semester's play will result in referral to the Director of Athletics, Dean of Students, or Intramural Coordinator to determine further action and possible suspension from SVC Intramurals. B. Throwing the ball, either at another person or to delay the game, will not be tolerated. This includes "spiking" in celebration. Doing so will result in a 15 yard penalty. A second offense during a game will result in a 25 yard penalty and ejection from the game. i. Second overall offenses in a semester's play will result in referral to the Director of Athletics, Dean of Students, or Intramural Coordinator to determine further action and possible suspension from SVC Intramurals. C. Any attempt from either team to delay the game will be penalized 10 yards. i. This does not apply to the penalty for throwing the ball. ii. In the case there is less than 2 minutes remaining in the half, an additional 15 seconds will be added to the time. D. Defensive players may not line up or cross the line of scrimmage prior to the snap. i. Officials will warn the player if they are lining up off-sides, and if the player does not immediately do so or do so before the snap, there will be a penalty awarded after the play. a. The offense will have the choice to keep the play that happened, or to take a 5 yard penalty from the previous spot of play and replay the down. E. Players must keep both flags hanging out from shirts, sweatshirts, jackets, etc. If one or both flags are not easily accessible by the defense, the player will not be allowed to continue playing until it is fixed. i. Play time will continue to run while the player is fixing their flags. ii. A player who is sent off and returns to playing at any time with flags still inaccessible, their team will be penalized 10 yards and time will stop until the player fixes their flags or leaves the playing field.

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  • Ultimate Frisbee

    
    
    
    EQUIPMENT

    The equipment needed will be: - Ten orange plastic cones - Frisbee - Pinnies

    Equipment is to be stored in the shed behind the field house. Equipment will be taken out by the Director of Athletics or the Intramural Coordinator 15 minutes prior to the start of play. If neither is available to directly give the equipment, the equipment will be stored in the security suite prior to game play. Officials are to pick the equipment up before and return the equipment to the security suite after play.

    Misuse or abuse to equipment will result in the suspension of the person or people involved from SVC Intramurals for a time to be determined by the Director of Athletics, Dean of Students, or the Intramural Coordinator. Those involved will have the choice to personally replace the equipment at their own cost instead of facing suspension.


    PLAYERS & TEAMS

    Games will be played by all of those who show up on that day. All sports will consist of co-gender teams to be selected upon the start of the day. Groups may choose to show up with a formed team. However, pre-formed teams may have to be split up or given additional players to accommodate numbers for the day. Unless otherwise agreed upon by all present for the day, teams will have an equal number of males and females, students and faculty or staff, and participants from the school's NCAA inter- collegiate team for the respective sport (Five players from the men's basketball team will be allowed to play on the same ultimate Frisbee team as long as there are at least five males on the other team or teams). Teams will be allowed to be changed or re-picked upon the approval of the day?s officials and a majority of present participants for the day.

    Teams will be split up depending on how many participants are present. Captains will be selected by the official(s) with the help of those present. Captains will pick teams one-by-one, the team to select first being decided by an official's coin flip. The team that does not get to pick first will be that calling heads/tails for first possession. The team that picks first will wear pinnies during the game.

    For cases of there being an odd number of participants, one team will have an extra substitute. The team with fewer players will be that calling heads/tails for first possession.

    During play, each team must have at least one substitute at all times. In the case of odd numbers, the team with more players will have two. When playing indoors, on-court numbers will be limited to 6. Substitutions must be made every 10 minutes to ensure every participant gets equal playing time.

    At the half-time period, if the official and consensus of players agree, teams will be allowed to be re-picked.

    Players have no obligation to stay for the whole duration. In the case that teams get lopsided, they will be evened out by the captains.


    OFFICIALS

    All officials must be unbiased and fair for the duration of the day and will not be allowed to play the sport for that day. Problems regarding officials' fairness and demeanor are to be directed to the Director of Athletics or the Intramural Coordinator.

    Officials are to be equipped with: - Coin for decision flips - Whistle - Stop watch for timed games


    FACILITIES & LOCATIONS

    All sports will be those that can be played in the field house gymnasium in the case of inclement weather. If decided upon by a majority of those playing that day and the officials, the sport can be played outside on either the old rugby field (lower campus) or the small field across the driveway from the Campus Safety suite. All participants will meet in the gymnasium at the starting time and will then determine where the day's event will be played.

    The field will be set up by the official(s) prior to team selection. Four cones as a rectangle will mark off the playing area. Two cones will be placed about 10 yards behind the two that mark the goal lines to mark of the goal area. Two more cones will be placed at midfield. If there is no paint to draw sidelines, officials' judgment will determine whether play goes out of bounds.


    GAME PLAY

    I. Game Length A. Games will be two 30 minute halves. B. Halftime will be 10 minutes. C. In the case of a tie after 60 minutes, a 10 minute overtime period will be played. i. If a tie still stands after the overtime period, additional 10 minute overtimes will be played until the tie is broken. ii. 3 minute breaks will be given between overtime periods. iii. Official SVC Intramural game play will be suspended after five overtime periods, unless decided so earlier by participants.

    II. Pre Game A. A coin flip will decide which team gets possession first. i. The team that will call heads/tails will be that which did not get to pick first in team selection. ii. The team that did not win the coin flip will decide which side of the field they would like to defend. B. The team that lost the coin flip will line up at mid-field, ready to throw to the other team.

    III. Maneuvers & Techniques A. The Frisbee can be tossed or thrown in any manner to advance. i. The Frisbee cannot be kicked in any manner. Doing so will result in possession to the other team. B. The Frisbee cannot hit the ground at all. Even a catch low to the ground that the official deems touched the grass does not count as a legal catch. i. The Frisbee touching the ground will result in possession to the team that did not make the throw. a. The defending team can bat the Frisbee down to the ground and would then control possession. C. Offensive players without the Frisbee can run anywhere on the playing field. i. Offensive players without the Frisbee cannot block for others or touch or bump defensive players. Doing so will result in loss of possession. D. The offensive player with the Frisbee is only allowed to take a throwing step. Taking too many steps will result in loss of possession. i. An offensive player catching the Frisbee while running can take up to three stopping steps. Taking more than three will result in loss of possession. a. Offensive players catching the Frisbee cannot take exaggerated steps after the catch. If the official deems the catching player could have stopped before the steps, possession will be lost. E. Defensive players can run anywhere on the playing field. i. Defensive players must stay one yard from offensive players with the Frisbee. Failure to do so will result in a ten yard penalty to be walked off by the official. a. Defensive players can be closer than one yard to offensive players without the Frisbee, but once a catch is made, the defensive player must retreat at least one yard. Failure to do so will result in a ten yard penalty to be walked off by the official. i. Defensive players are allowed to catch the Frisbee, immediately giving them possession. Defensive players can also knock down or deflect a pass to prevent an offensive catch. Doing so will result in change of possession. a. If a defensive player tries to intercept a pass and does not make a clean catch, possession will still change to the team that was on defense. F. Substitutions can be made when the team has possession. i. Teams must hold the Frisbee for the duration of the substitution. Moving or throwing while a substitution is being made will result in loss of possession at the spot where the player was when the substitution started. a. The substitution will still be allowed to carry out. ii. Teams may substitute as many players as they desire at any time, except for the player holding the Frisbee. iii. Players going off the field may leave at any point on the field. Players going on the field must enter at midfield and may not do so until the player they are substituting is off. IV. Scoring A. A team scores by making a clean throw and catch to someone standing in the goal area. i. The player making the catch must have both feet in the goal area and hold onto the Frisbee for one whole second. ii. A player cannot make a catch and take any steps to get into the goal area. B. The team scoring goes back to their side of the field and throws to the other team from midfield to restart play. C. If there is an incomplete or batted throw in the goal area, the team that was on defense will take the Frisbee to the goal area and restart play. i. There is no official's signal needed for the team that was on defense to get to the goal line and restart play. D. Scoring is accumulative for both 30 minute halves. After 60 minutes of regulation, the team with the most points wins. i. If the score is tied after regulation, ten minute overtime periods will be played. Any points scored during overtime periods are added onto the total for regulation. Overtime is not sudden death. a. Overtime possession starts with the team that has possession to start the game and switches for additional overtime periods if necessary. V. Boundaries A. The boundaries are to be set by the official(s) prior to team selection and coin flip. i. Four cones will mark off the rectangular playing area. ii. If available, lines will be sprayed to mark the boundary lines, goal lines, and goal area. B. Any thrown or batted pass that goes out of bounds will result in possession to the team that did not throw the pass at the spot the pass went out. i. If a player in any way touches the boundary line or steps over it while making a catch or throwing a pass, possession will turn over to the other team at the spot.

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  • Volleyball

    
     
    
    EQUIPMENT

    The equipment needed will be: - Volleyball - Net set - Pinnies

    Equipment is to be stored in the shed behind the field house. Equipment will be taken out by the Director of Athletics or the Intramural Coordinator 15 minutes prior to the start of play. If neither is available to directly give the equipment, the equipment will be stored in the security suite prior to game play. Officials are to pick the equipment up before and return the equipment to the security suite after play.

    Misuse or abuse to equipment will result in the suspension of the person or people involved from SVC Intramurals for a time to be determined by the Director of Athletics, Dean of Students, or the Intramural Coordinator. Those involved will have the choice to personally replace the equipment at their own cost instead of facing suspension.


    PLAYERS & TEAMS

    Games will be played by all of those who show up on that day. All sports will consist of co-gender teams to be selected upon the start of the day. Groups may choose to show up with a formed team. However, pre-formed teams may have to be split up or given additional players to accommodate numbers for the day. Unless otherwise agreed upon by all present for the day, teams will have an equal number of males and females, students and faculty or staff, and participants from the school's NCAA intercollegiate team for the respective sport (Five players from the men's basketball team will be allowed to play on the same ultimate Frisbee team as long as there are at least five males on the other team or teams). Teams will be allowed to be changed or re-picked upon the approval of the day's officials and a majority of present participants for the day.

    Teams will be split up depending on how many participants are present. Captains will be selected by the official(s) with the help of those present. Captains will pick teams one-by-one, the team to select first being decided by an official's coin flip. The team that does not get to pick first will be that calling heads/tails for first possession. The team that picks first will wear pinnies during the game.

    For cases of there being an odd number of participants, one team will have a substitute, unless the team with fewer players agrees to play short-handed. The team with fewer players will be that calling heads/tails for first possession.

    During play, each team can have no more than 6 players on the court. Substitutions must be made every time the leading team reaches 10 and 20 points, and after every game so to ensure that every participant gets equal playing time.

    At the half-time period, if the official and consensus of players agree, teams will be allowed to be re-picked.

    Players have no obligation to stay for the whole duration. In the case that teams get lopsided, they will be evened out by the captains.


    OFFICIALS

    All officials must be unbiased and fair for the duration of the day and will not be allowed to play the sport for that day. Problems regarding officials' fairness and demeanor are to be directed to the Director of Athletics or the Intramural Coordinator.

    Officials are to be equipped with: - Coin for decision flips - Whistle


    FACILITIES & LOCATIONS

    All sports will be those that can be played in the field house gymnasium in the case of inclement weather. Volleyball will be played in the gym, except for an occasional outside event.


    GAME PLAY

    I. Game Length A. Matches will be played with 3 games, each being played to 30 points. i. The team with the most points after 2 of the 3 games wins the match. ii. Teams will switch sides of the court after each game. B. There will be a 3 minute break between games. II. Pre Game A. A coin flip will determine which team serves first. i. The team that will call heads/tails will be that which did not get to pick first in team selection. ii. The team that did not win the coin flip will decide which side of the court they would like to defend first. III. Maneuvers, Techniques, & Game Play A. Each rally must start with a serve. i. The server must be behind the back line while making the serve. Being on or over the line will result in a fault. After two faults, the serve is given to the other team. ii. The serve can be overhand or underhand, so long as not carried. A carried serve will result in serve being given to the other team. iii. If a serve touches the net and goes over, it is a fault. If the serve does not make it over the net, the serve is given to the other team. iv. Teams must rotate servers so that one player does not serve twice before all the other players on the court have served once. B. Teams have up to 3 hits to get the ball over the net. Not being able to do so will stop the rally and give the serve to the other team. i. Hits can be sets overhead, arm bumps, fist digs, spikes, or kicks. ii. If the ball hits the net, it is still playable by the team on the same side of the net as the ball. iii. No player can hit the ball twice in a row. Doing so will stop the rally and give the serve to the other team. iv. "Carrying" the ball will stop the rally and give the serve to the other team. A carry can also be interpreted as pushing the ball directly, instead of hitting it. v. Players cannot reach over the net to hit a ball. Doing so will stop the rally and give the serve to the other team. This applies to spikes. C. Players can block balls crossing the net. i. If a block is made and the ball is still on the side of the court as the player making the block, the player making the block is allowed to hit it again. The block does not count as 1 of the 3 hits for the team.

    IV. Scoring A. A point is scored on every rally. The team getting the point will also get or retain the serve. i. A team does not need to be serving to get a point. B. After a team reaches 10 and 20 points during each game, substitutions must be made to get all participants equal playing time. C. Once a team gets to 30, they win the game and teams switch sides of the court. i. Games must be won by 2 points. Games will continue to be played past 30 points until one team has 2 over.

    V. Boundaries A. The yellow lines will mark the boundaries. If a ball lands out of bounds on a direct hit over the net, the team not hitting will get the serve. i. If the ball lands in bounds, the serve is given to the team on the opposite side of the court. B. Hits over the net must go through the sticks on top of the net poles. i. A ball that hits the sticks or goes over them will be considered out of bounds and the serve will be given to the team not hitting the ball. C. Players can play the ball out of bounds, as long as it doesn't hit anything. This includes the ceiling and lights, basketball hoops, the official's stand, and the net poles.

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