Campus Recreation

Intramural Sport Rules


 

Expand All | Collapse All<
  • General

    1. Each participant must present a valid XID card in order to participate.

    2. Each team will be limited to either one former varsity athlete or two club sport members.

    3. Game time is forfeit time. Each team must have the minimum number of players signed in and ready to play at the scheduled game time. If there are fewer than the required number of players, the opposing captain has the option of taking the win or waiting for the minimum number of players to show. In the event that he or she decides to wait, that decision is irreversible and game clocks will be adjusted accordingly. If a team chooses to wait, it will be required to wait until the opposing team has the minimum number of players present or until a maximum of 10 minutes. Play will start as soon as the opposing team has the minimum number of players present.

    Attire

    1. Uniforms: Teams are required to wear matching colored shirts that include individual numbers on the back. Teams will wear their respective color selected during registration. Goalkeepers for outdoor and indoor soccer must wear a jersey different than their team.

    2. Shoes: All players must wear shoes. Tennis and running shoes are acceptable for all sports, and plastic cleats are acceptable for outdoor soccer. No player will be allowed to wear metal cleats, play in sandals or play barefoot.

    3. Pads and Braces: No pads or braces may be worn above the waist. Leg and knee braces made of hard, unyielding material must be covered on both sides and all edges must be lined with appropriate slow-recovery padding.  Volleyball players may wear standard kneepads. 

    4. Headgear: Players may not wear baseball-style caps or other rigid headwear unless playing softball. Knit and stocking caps are permitted. Players may wear a headband no wider than two inches and made of non-abrasive cloth, elastic, fiber, soft leather or rubber. Bandanas with knots are prohibited. Rubber or cloth elastic bands may be used to control hair.

    5. Jewelry: No jewelry or any other item deemed dangerous by the Intramural Staff may be worn. Any player wearing exposed permanent jewelry (e.g. body piercings) will not be permitted to play.

  • Bag Toss

    Each team will consist of two players (two men, two women or one male and one female). Each team must have a minimum of two players present at game time to begin a game.

    Game Factors, Time, and Length

    1. Each match will consist of the best two out of three games. The first team to score or surpass 21 points will be declared the winner of each game.

    2. Each match will have a time limit of 30 minutes. If the time limit expires before the match is completed, a winner will be determined as follows:
    a. The team that is ahead when time expires will be declared the winner of any game that is in progress
    b. If teams are tied in number of games won after two games, then a third game will be played to 11 points

    3. The winner of a coin toss at the beginning of the match will either choose which team pitches first or a side of the board from which to play. The loser of the toss shall have the remaining option. The team not pitching first in the first game shall pitch to start the second game. In the event of a third game of the match, a second coin toss will determine the choice of first pitch or side.

    4. Each game is divided into frames of play. A frame consists of one player from each team pitching four bags.

    Rules of Play

    1.  Scoring: Traditional 21-point scoring will be used for each game. This is cancellation scoring, in which opposing players’ frame points cancel one another out. Only points that do not cancel out will count toward the frame score:
    a. The winning team does not need to win by two or more points
    b. If a game is tied at 21 or more at the end of a frame, play continues until one team achieves a higher score at the end of a frame and wins the game
    c. A game may not end in the middle of a frame. If a team pitches first or exceeds 21 points, the game cannot end until the second team pitches all of its bags and the frame is completed

    2. Position of Players: Each player’s partner is positioned directly across from him or her at the opposite board. Each team has one player throwing from the left and one throwing from the right. Each player will stay completely behind the board when tossing his or her bag. Players on the opposite board will also stay behind their board during each toss.

    3. Delivery of Bags: Opposing players (one from each team) alternate pitching until all eight bags have been tossed and the frame is completed. Teammates should then call out the score before removing the bags. The remaining two opposing players will then pitch in the same manner to complete the next frame:
    a. The team that scored in the preceding frame will pitch first in the next frame
    b. If neither team scores in a frame, the team that pitched first in the preceding frame will pitch first in the next frame

    4. Scoring Designations: A toss has the possibility of ending up as an ace or a boarder:
    a. An ace (three points) is a bag thrown through the hole in the board. A bag already resting on the board can be pushed into the hole by other bags and still count as an ace
    b. A boarder (one point) is a bag thrown onto the board that remains resting on the board but not in the hole. Bags that touch the ground before landing on the board will not count. Bags that hang off the board and touch the ground will not count  

    5. Players will officiate and keep score of their own games. Any protest must be made to the Intramural Sports Manager on duty before another toss occurs.

  • Basketball

    Please refer to the documents below for Intramural Basketball rules:

    Basketball Rules

    3v3 Basketball Rules
  • Billiards

    The Game, Players and Equipment

    1. Each team will consist of either one or two players (singles and doubles tournaments are offered). Doubles teams can be Men’s, Women’s or Co-Rec.

    2. Matches will take place at the Underground Recreation Center. Participants must follow Underground Recreation Center policies in order to participate. 

    3. Equipment will be provided; however, participants who wish to bring and use their own cue stick are encouraged to do so.

    Game Factors, Time and Length

    1. Each match will consist of a best two out of three series. Each match will have a 45-minute time limit. If the time limit expires before a match is completed, the player or team with fewer balls remaining on the table will be declared the winner. Teams may choose to play out a third game, even if it will not count, assuming the 45-minute time limit has not expired.

    2. The winner of the coin toss will have the option to break or allow their opponent to break.

    3. At the conclusion of the match, it is the responsibility of the winning team to report scores to the Intramural Sports Manager on duty. Failure to do so will result in a forfeit.

    Rules of Play

    1. Racking: balls racked in a triangle at the foot of the table with the 8-ball in the center of the triangle, the first ball of the rack on the foot spot, a stripe ball in one corner of the rack and a solid ball in the other corner. 

    2. 8-ball: a called shot game played with a cue ball and fifteen object balls numbered one through 15:
    a. One player or team must pocket balls of the group numbered one through seven (solid colors), while the other player pockets nine through 15 (stripes)
    b. The player or team pocketing his, her or their group first and then legally pocketing the 8-ball wins the game

    3. Called shot: obvious balls and pockets do not have to be indicated; however, an opponent has the right to ask for the intended ball and pocket if they are unsure:
    a. Bank and combination shots are not considered obvious and should be called in advance
    b. Any balls that were pocketed unintentionally will remain pocketed when the player’s turn ends

    4. Breaking: to execute a legal break, the breaker (with the cue ball behind the head string) must either pocket a ball or drive at least four numbered balls to the rail:
    a. If a legal break does not occur, the incoming player has the option of accepting the table in its current position and shooting, having the balls re-racked and then shooting the opening break himself or herself or allowing the offending player to re-break
    b. If a player scratches on a break, all balls pocketed will remain pocketed (with the exception of the 8-ball), and the table will remain open. The incoming player will have the cue ball in-hand behind the head string and may not shoot an object ball behind the head string unless he or she first shoots the cue ball past the head string and causes the cue ball to come back behind the head string and hit the object ball
    c. If the 8-ball is pocketed on a break, the incoming player may ask for a re-rack or allow the 8-ball spotted with the original breaker to continue shooting

    5. Open table: when the choice of groups (stripes or solids) has not yet been determined. The table will always remain open immediately after a break shot. When the table is open it is legal to
    a. hit a solid first to make a stripe or vice-versa and
    b. hit any solid or stripe or the 8-ball first in the process of pocketing the called stripe or solid.

    6. Legal Shot: on all shots (except on the break and when the table is open), the shooter must hit one of his or her group of balls first and either pocket a numbered ball or cause the cue ball or any numbered ball to contact a rail:
    a. It is permissible for the shooter to bank the cue ball off a rail before contacting his or her object ball; however, after contact with his or her object ball, an object ball must be pocketed or the cue ball or any numbered ball must contact a rail. Failure to meet these requirements is a foul

    Fouls, Penalties and Scratches

    1. If a foul or penalty is committed, the opposing player will receive the cue ball in-hand. The player can place the cue ball anywhere on the table (does not have to be behind the head string except on opening break).

    2. It will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball that is not a legal object ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).

    3. If any object ball is jumped off the table, it is a foul and loss of turn.

    4. When shooting at the 8-ball, a scratch or foul is not loss of game if the 8-ball is not pocketed or jumped from the table:
    a. The incoming player will receive ball in-hand
    b. A combination shot can never be used to legally pocket the 8-ball

  • Bowling

    The Game, Players and Equipment

    Each team will consist of five players. Each team must have a minimum of four players present at game time to begin a game. Teams may be comprised of any combination of men or women.

    Bowling balls and shoes will be provided by the Underground Recreation Center staff. All players must wear socks and can use their own bowling balls or shoes if they prefer. 

    Game Factors and Rules of Play

    1. Each player will bowl three games per match: two standard games and one baker’s game.

    2. Each match will be scored based on a total of five points. Two points will be awarded for each standard game won, and one point will be awarded for the baker’s game (if necessary)

    3. Each game will be scored based on a team’s four highest scoring bowlers. The lowest score from each game will be dropped (except for the baker’s game).

    4. Baker’s Game: each member of the team will bowl in order (twice through). The first bowler will bowl the first frame and the sixth frame, the second bowler will bowl the second frame and the seventh frame, the third bowler will bowl the third frame and the eighth frame, the fourth bowler will bowl the fourth frame and the ninth frame and the fifth bowler will bowl the fifth frame and the tenth frame. Note: The lowest score will not be dropped from the baker’s game.

  • Dodgeball

    Each team will consist of eight players. Each team must have a minimum of six players present at game time to begin a game. Teams may consist of any combination of males and females.

    Game Factors, Time and Length

    1. Each match will consist of a best three out of five game series. Each game within the match will have a time limit of eight minutes. The first team to legally eliminate all players of the opposing team will be declared the winner of a game.

    2. Each game will have an eight-minute time limit with a continuously running clock. If neither team has been completely eliminated when time expires, the team with the greater number of remaining players will be declared the winner. If an equal number of players remain when time expires, a sudden death overtime period will be played.

    3. Sudden Death Overtime: An overtime period will begin with each team’s remaining players on the court at the end of regulation. Each team must start with a minimum of three players. If a team has less than three players remaining at the end of regulation, players must be added (to a maximum of three) in the order they would have reentered the game. Sudden death will proceed as follows:
    a. All players must begin with at least one foot in contact with the back volleyball court line
    b. Each team will begin with three balls in hand. The official’s whistle and signal will begin play
    c. The first team to eliminate any one opposing player will be declared the winner
    d. There will be no timeouts during overtime

    Playing Area and Boundary Lines

    1. The playing area will be marked with a center, side, end and attack lines.

    2. During play, all players must remain within the boundary lines. Players may step on the boundary lines; however, if he or she crosses any boundary line, then he or she will be declared out. Players may only leave their boundary lines by passing through their own end line to chase out of bounds balls:
    a. A player who does not immediately return to play (through the end line) after retrieving a ball will be declared out
    b. Once a player takes a step back inbounds (through the end line), they are considered in play and can be hit with the ball

    3. A player will not be allowed to have any part of his or her body contact an out of bounds area (unless leaving through their own end line to retrieve balls), exit or re-enter through sidelines or cross the center court line. In any of these instances the player will be declared out.

    Beginning the Game

    1. Each game will begin with the players of each team positioned behind their respective end lines.

    2. Six dodge balls are placed along the center line with three on each side of the center circle.

    3. Opening Rush: after being signaled to do so by the Intramural Sports Manager, teams may approach the center line to retrieve the balls. Teams may retrieve as many of the balls as possible. Players may not cross the center court line during this process; if they do cross, they will be declared out.

    4. Each ball retrieved at the opening rush must first be taken behind the attack line before it may be legally thrown at an opponent. A player who is hit with a ball that has not been taken behind the attack line will not be declared out.

    5. Attack line restrictions end when all balls have been taken into the backcourt following the opening rush.

    Rules of Play

    1. The object of the game is to eliminate all opposing players by getting them out.

    2. An out is determined by
    a. hitting an opposing player with a live thrown ball at or below the shoulders;
    b. catching a live ball thrown by your opponent;
    c. causing an opponent to drop a held ball as a result of contact by a thrown live ball; or
    d. stepping out of bounds.

    3. A live ball is a thrown ball that strikes or is caught by an opposing player without contacting the ground, another player, ball, basketball goal, court divider or other object.

    4. A player may block a thrown ball with a ball being held, provided the holder does not lose control of the held ball as a result of the contact with the thrown ball. The held ball only needs to be knocked loose of the holder’s grip and does not need to strike the ground to cause the holder to be out. Even if the holder regains control of the held ball, he or she is still out:
    a. A thrown ball that deflects off of another ball becomes dead (except to the person the ball was originally thrown at) and can no longer result in an out being scored against another player. For example, Player A blocks a thrown ball with his or her own ball. Player B then catches this ball. This does not result in an out, as the ball became dead after being blocked by another ball.

    5. Once a player is out, he or she must immediately drop any balls in hand and exit the playing area at the nearest boundary line. A player that is out must report to his or her team’s players’ box. Each player in the players’ box must line up in the order that he or she was put out.

    6. If a live ball is caught, then one player from the team that caught the ball is allowed to re-enter the game through the base line. The player permitted to re-enter the game will be the next player in line in the players’ box.

    7. Stalling rule: teams must be given the opportunity to eliminate opposing players. This requires a ball to be at the disposal of both teams:
    a. One team may not control all of the balls for more than five seconds
    b. Teams may roll balls to their opponents instead of throwing them and risking an out

  • Football

    Please refer to the documents below for Intramural Football rules:

    Flag Football Rules

    4v4 Flag Football Rules
  • Indoor Soccer

    Games will be governed by Futsal rules with Clemson Intramural Sports modifications.

    The Game, Players and Equipment

    1. Each Men’s and Women’s team will consist of five players. Each team must have a minimum of four players present at game time to begin a game. Each Co-Rec team will consist of five players (three men and two women or three women and two men). Each Co-Rec team must have a minimum of four players present to begin a game (two men and two women).

    2. Each team is advised to bring their own soccer ball; however, some soccer balls will be available for checkout. Every team will use a regulation-sized futsal ball.

    Game Factors, Time and Length

    1. Each game will consist of two 20-minute periods with a running clock. The clock will only stop for major incidences per the officials’ discretion.

    2. Mercy rule: If a team is ahead by ten or more goals with five minutes or less remaining in the game or by five goals with two minutes or less remaining in the game, the game will end. Officials may end the game if teams are intentionally avoiding the mercy rule.

    3. Overtime: If the score remains tied at the end of regulation play, a 10-minute golden goal period will be played. If the score remains tied after this period, there will be a six-person shootout (three from each team):
    a. A coin flip will determine which team will receive the ball or kick first in each overtime period
    b. Goalkeeper changes may occur only at the beginning of a shootout and only if the new goalkeeper was on the court at the end of the overtime period
    c. During a shootout, teams will alternate after each shot. Co-Rec teams will alternate genders
    d. If still tied after six shooters, a sudden death victory shootout will ensue. Shooters for sudden death must be different from the first six shooters. Players on the bench become eligible after all eligible players have shot. If a team does not have any additional bench players, their rotation will repeat in the same order

    4. Substitutions: will occur on the fly at the discretion of each team. 

    Court Policies

    1. A team is permitted a maximum of two coaches on its bench during a game. Each coach must present a valid XID and be listed on the game sheet prior to the start of the game. Conduct of team coaches is the responsibility of the team before, during and after the game. Any other non-players must remain in the designated spectator areas.

    2. Players considered bench personnel must remain seated or behind the designated bench area during play and may only stand to spontaneously react to play before immediately being re-seated. One designated head coach or captain is permitted to stand during play within the confines of the bench area.

    3. Team spectators must watch the game from the designated spectator areas. Spectators are not permitted in the team bench areas or on the courts.

    Start of Play

    1. At the referee’s signal, the game will be started by a player kicking-off while the ball is stationary in the center spot of the court (the ball must be played forward). All players will be in their team’s half of the court and not less than 10 feet from the ball until it is kicked. The ball will be deemed in play as soon as it is touched by the player taking the kickoff. For any infringement, the kickoff shall be retaken.

    2. During the kickoff, the kicker shall not play the ball a second time until it has been touched or played by another player. Penalty: Indirect free kick at the spot of the foul.

    3. After a goal is scored, the team scored against will restart play by a kickoff.

    4. Between halves, teams will exchange goals to defend and the team who received first half will kick off second half.

    Scoring

    1. A goal is scored when the entire ball passes legally beyond the goal line, provided that it has not been carried, thrown or propelled by the scorer’s hand or arm. A ball on the goal line is not considered to have crossed the goal line.

    2. A goal can be scored from a direct kick.

    3. A goal cannot be scored from an indirect kick unless the ball has been touched by another player before entering the goal.

    Balls In and Out of Play

    1. The ball is out of play when it fully crosses any of the sidelines or end lines.

    2. Any ball striking an official, goal post or ceiling is in play.

    3. After the ball has wholly crossed the sidelines, either on the ground or in the air, the team that did not touch the ball last is awarded a kick-in where the ball crossed the line. There are no throw-ins:
    a. The ball must come to a complete stop before the ball can be kicked into play
    b. Defending players much be at least three yards from the kick-in
    c. A goal cannot be scored on a kick in

    4. A goal kick is awarded when the ball crossed the goal line, either on the ground or in the air, and was last touched by an offensive player. The ball is then placed anywhere within the goal area (box):
    a. The ball is not in play until it has gone outside the penalty area. If the ball is touched before it leaves the penalty area, the ball must be re-kicked by the kicking team
    b. The player taking the goal kick cannot retouch the ball until another player has touched it
    c. A goal can be scored on a goal kick

    5.  A corner kick is awarded when the ball has crossed the goal line, either on the ground or in the air, and was last touched by a defensive player. The ball must be placed on the ground on the quarter circle near the corner post:
    a. The kicking team may ask for five yards space before the ball is kicked
    b. The kicker cannot retouch the ball until is it touched by another player
    c. A goal can be scored on a corner kick

    Free Kicks, Fouls and Penalties

    1. All fouls and penalties that occur outside of the penalty box will result in an indirect kick. Fouls that occur inside of the penalty box will result in a penalty kick.

    2. Indirect Free Kick: a free kick from which a goal may not be scored unless the ball is touched by another player from either team and which will be taken by the offended team from the place where the infringement occurred

    3. Direct Free Kick: a free kick from which a goal may be scored. 

    4. A free kick may be taken by any player of the offended team on the court at the time of the offense.

    5. When a direct or indirect free kick is awarded, all opposing players must be at least five yards away from the spot where the free kick is to be taken, unless they are standing on their goal line between the goal posts.

    6. When a player is taking a free kick from within his or her defensive penalty area, the ball must be kicked beyond the penalty area, and all opponents must be outside the penalty area.

    7. The ball must be stationary when a free kick is taken. The kicker may not play the ball again until touched by another player (from either team). The ball may be kicked in any direction. 

    8. A player shall be cautioned (yellow card) if he or she
    a. during a substitution enters the playing court before the player being substituted for has entirely left it;
    b. demonstrates, by words or actions, dissent from a decision of the officials; or
    c. slide tackles.  

    9. A player shall be ejected (red card) from the playing court if he or she
    a. is guilty of serious foul play or violent conduct;
    b. uses foul or abusive language;
    c. is guilty of persisting in misconduct after cautioning (a second yellow); or
    d. (other than the goalkeeper within his own penalty area) denies his opponent a goal or an obvious goal-scoring opportunity by intentionally handling the ball.

    10. If a team has two players ejected with red cards, the offending team will forfeit the game.

    Penalty Kicks

    1. A penalty kick is awarded after a serious or intentional rule infraction takes place in the penalty area by the defensive team.

    2. A penalty kick will be taken from the middle of the free throw line.

    3. A penalty kick may be taken by any player of the offended team on the field of play at the time of the offense. In Co-Rec play, the person taking the penalty kick must be of the same gender as the person who was originally fouled.

    4. All players except the goalkeeper must stay outside the penalty area and at least five yards from the penalty mark.

    5. The goalkeeper must stand on the goal line and may not move forward until the ball is kicked. The goalkeeper may move laterally.

    6. The kicker must wait for the official’s signal to start play. The kicker must kick the ball forward. If the ball is not put into play properly, the kick will be retaken. Any action to deceive the goalkeeper by the kicker is illegal.

    7. Following the kick, the ball is deemed in play; however, the kicker cannot play the ball a second time until it has touched another player (either team).

    8. For any infringement by the defending team, the kick will be retaken if a goal has not resulted. For any infringement by the attacking team other than by the kicker, the kick will be retaken if a goal has resulted.

    Goalkeeping

    1. The goalkeeper has possession of the ball when he or she is touching the ball.

    2. The goalkeeper has six seconds to release the ball upon gaining control of it in his or her hands.

    3. The goalkeeper may not touch the ball with his or her hands after releasing it from their hands until another play has touched it. Penalty: Indirect free kick.

    4.  The goalkeeper may not pick up the ball if his or her own teammate kicks it back to the goalkeeper with his or her feet. Penalty: Indirect free kick.

    5. The goalkeeper may not throw the ball past half court in the air. The ball must contact the ground or a player on his or her half of the court prior to crossing the midcourt line. Penalty: Indirect free kick.

    6. The penalty box will consist of the area on each end of the basketball court that includes the back volleyball line (white) extended to the three point line (purple).

    Additional Co-Rec Rules

    1. In Co-Rec play, a goal scored by a female counts for two points. The last offensive player to touch the ball will be credited with the score. This rule is NOT in effect during an overtime shootout.

    2. Substitutions must be on a male-for-male or female-for-female basis. At no time may the difference in the number of males and females on the court for a team exceed one. When participating with an odd number of players, the gender that has the greater number of players must play the goalkeeper position.

  • Inner Tube Water Polo

    The Game, Players and Equipment

    1. Each team will consist of six players (including one goalkeeper). Each team must have a minimum of five players present at game time to begin a game. Teams may consist of any combination of males and females.

    2. All participants must wear appropriate swimwear. All participants must adhere to the Fike pool guidelines in order to participate.

    3. All participants must be able to swim the length of the pool.

    4. All players must play from an inner tube and must be seated in the inner tube with arms and legs over the side. A field player may not leave his or her inner tube during play.

    Game Factors, Time and Length

    1. Each game will consist of two 12-minute halves with a running clock. The clock will stop in the last minute of each half for timeouts, out of bounds, fouls and goals scored. The IM Sports supervisor will be responsible for keeping the game clock.

    2. A coin toss at the beginning of the game will determine which team has the choice of a goal to defend. Between halves, each team will exchange goals.

    3. Timeouts: Each team will be permitted two timeouts per game. No timeout will exceed one minute in length.

    4. Overtime: In the event that the score remains tied at the end of regulation play, there will be a three minute sudden death overtime period in which the first team to score will be declared the winner. In the event that the score remains tied after this period, additional three minute sudden death periods will ensue.

    Rules of Play

    1. Each half will begin with all members of each team touching the wall by its own goal. The official will toss the ball into the center of the playing area and sound the whistle to begin play. At the official’s signal, players may move to secure the ball. Pushing off the wall to start is legal.

    2. Players must remain seated in their inner tube with both legs on top of the tube. A player may not make contact with the ball if he or she is not properly seated in his or her inner tube.

    3. One point is awarded for each goal legally thrown into the opponent’s goal. Shots must clearly break the plane of the goal to score a goal. The attacking team must complete one pass before scoring a goal.

    4. Players may not be dumped from their tube by defensive players. If accidentally dumped, a player must immediately release the ball and attempt to get back in his or her tube.

    5. A team may not stall, and the goal must be attacked throughout the game. If the official determines that a team continues to stall after being warned, a violation will be assessed and possession will be awarded to the opponent.

    6. A ball deflected out of the pool will be awarded to a player of the opposing team at the spot nearest where it left the pool.

    7. Following each goal, the ball will be put back into play with a throw-in by the goalkeeper

    8. Fouls and violations will be signaled by the IM Sports supervisor. These include
    a. intentionally delaying the game, or stalling;
    b. striking a ball in possession of an opponent;
    c. conacting another player;
    d. holding onto an opponent’s inner tube (unless they have the ball) so that they may not advance;
    e. intentionally splashing another player;
    f. seizing or knocking the ball from the possession of another player;
    g. dunking or holding the ball under water; and
    h. unsportsmanlike conduct

    9.   As fouls and violations occur, the ball will be awarded to the offended team at the spot nearest the foul or violation. The offended team will put the ball in play by passing the ball to a teammate. Opponents may not interfere with this attempt to pass the ball.

    10. Any foul or violation that is blatant, dangerous or occurs in a nature that is detrimental to the spirit of the game will result in a penalty shot for the offended team. Any player is eligible to take this shot, which will take place 10 feet in front of the goal. If the shot is missed and the ball remains in play, it will be treated as a live ball.

  • Kickball

    Each Men’s and Women’s team will consist of ten players. Each team must have a minimum of nine players present at game time to begin a game. Each Co-Rec team will consist of ten players (five men and five women). Each Co-Rec team must have a minimum of nine players present to begin a game (five men and four women or five women and four men).

    Game Factors, Time and Length

    1. Each game will consist of either seven innings or 50 minutes (whichever occurs first). No new inning will begin once the 50-minute time limit has expired; however, any inning which has started prior to the time limit expiring will be completed.

    2. Bases will be 60 feet apart. The pitching rubber will be 50 feet from home plate. There will be no fence or any other designated area for homeruns.

    3. Mercy rule: If a team is ahead by 20 runs after three complete innings (two and a half if the home team is ahead), 15 runs after four complete innings (three and a half if the home team is ahead), or ten runs after five innings (four and a half if the home team is ahead), then the game will be considered complete. This rule will apply to all championship games.

    4. Extra Innings: If the score remains tied at the end of regulation play, extra innings will be played to determine a winner.

    5. Substitutions: A substitute may enter the game in place of a starter. This substitute will bat in the same spot in the lineup as did the starter he or she is replacing. All starters are eligible to return once in their same spot in the lineup. Once a substitute comes out of the game, he or she is no longer eligible to return. There will be no courtesy pinch runners at any time.

    Rules of Play

    1. Batting: Each batter will assume a one ball/one strike count at the start of every at bat. The batter will walk when the count has a total of four balls. The batter will strike out after three strikes. If a batter has two strikes, and hits a foul ball, then he or she will be allowed to have one more (courtesy foul). A strike or another foul ball after the courtesy foul will result in the batter being declared out.

    2. Pitching: Players will pitch to the opposing team by rolling the ball towards home plate. Each pitch must bounce at least two times before reaching home plate. After the ball first contacts the ground, it may bounce no higher than one foot off the ground (unless the batter kicks it, in which case it will remain live).

    3. Stealing and leading off bases are not permitted.

    4. Force outs: Any play may become a force out by hitting the runner with the ball below the head and shoulders. Base runners may not deliberately attempt to deflect a thrown ball in order to allow another base runner to advance further. Time will be called in this instance and all runners will return to the base occupied at the time of interruption.

    5. A runner will be declared out when
    a. running more than three feet out of the base path to avoid being tagged;
    b. touched by a fielder who has possession of the ball while not on a base;
    c. in a force-out situation, the fielder contacts the base before the runner reaches it;
    d. passing another runner that has not already been called out;
    e. leaving a base before a fly ball has been touched by a fielder or dropped to the ground, provided the play is properly appealed by the defense;
    f. interfering with a defensive player’s effort to field a ball or attain proper position;
    g. struck by a fair, untouched, batted ball if not on a base;
    h. intentionally crashing into a fielder or intentionally failing to avoid being hit with a thrown ball;
    i. leaving a base before a pitch is hit; or
    j. sliding head first or cleats-up into a base.

    6. A runner will not be declared out when
    a. defensive obstruction occurs or
    b. when sliding into a base safely, the base is dislodged from its proper position.

    Lineup

    1. Each team’s lineup must be given to the supervisor and/or umpires assigned to each game before it begins.

    2. If a team is found to be batting out of order
    a. while the incorrect player is still batting: the correct player must enter and assume the current ball/strike count;
    b. after the incorrect player has batted and before the next pitch is thrown: the batter will be declared out, and any advancing base runners must return; or
    c. after the incorrect player has batted and after the next pitch is thrown: the at-bat stands.

    3. Any team who begins a game with nine players may add the tenth player at the bottom of their lineup, regardless of when the player shows up and signs in to play.

    Additional Co-Rec Rules

    1. Teams must alternate males and females in the batting order. If a team bats nine players, an out will be recorded in the line-up where two males or females are batting consecutively. Note that the difference between the number of males and females may not exceed one.

    2. Position requirements are as follows:
    a. The pitcher and catcher must be of opposite gender
    b. The infield and outfield must each have two males and two females

  • Racquetball

    Players may choose to use their own racquets or use racquets provided by Intramural Sports staff. Racquetballs will be provided by Intramural Sports staff.

    Game Factors, Time and Length

    1.  Games will be played according to the standard USA Racquetball structure. Each match will consist of two 15-point games and one 11-point tiebreaker game (if necessary). A player may only score points during his or her own service games. The winner of the match will be the first player to win two games. Official USA Racquetball rules can be found at http://www.usra.org/Rules.aspx.

    2.  It is important for the server to announce and for both players to agree on the score before each first serve. 

    3. At the conclusion of each match, it is the responsibility of the winning team to report scores to the Intramural Sports Manager on duty. Failure to do so will result in a forfeit.

  • Softball

    The Game, Players and Equipment

    1. Each Men’s and Women’s team will consist of ten players. Each team must have a minimum of nine players present at game time to begin a game. Each Co-Rec team will consist of ten players (five men and five women). Each Co-Rec team must have a minimum of nine players present to begin a game (five men and four women or five women and four men).

    2. Each team is advised to bring their own gloves and bats; however, some of these items will be available for checkout. All bats must be official softball bats. Any bats not approved for play by ASA or USSSA will not be permitted.

    Game Factors, Time and Length

    1. Each game will consist of either seven innings or 50 minutes (whichever occurs first). No new inning will begin once the 50-minute time limit has expired; however, any inning which has been started prior to the time limit expiring will be completed.

    2. Mercy rule: If a team is ahead by 20 runs after three complete innings (two and a half if the home team is ahead), 15 runs after four complete innings (three and a half if the home team is ahead), or ten runs after five innings (four and a half if the home team is ahead), then the game will be considered complete. This rule will apply to all championship games.

    3. Extra Innings: If the score remains tied at the end of regulation play, extra innings will be played to determine a winner. To begin each extra inning, the team at-bat will begin with a runner on second base. This runner will be who completed the last at-bat in the previous inning.

    4. Substitutions: A substitute may enter the game in place of a starter. This substitute will bat in the same spot in the lineup as did the starter he or she is replacing. All starters are eligible to return once in their same spot in the lineup. Once a substitute comes out of the game, he or she is no longer eligible to return again. There will be no courtesy pinch runners at any time.

    Ground Rules

    1. Restraining lines will be chalked and used as boundary lines for overthrows, foul balls, etc.:
    a. Any ball that is overthrown, from any position on the field, and crosses over this line is declared a dead ball and results in the runner(s) being allowed to advance one base beyond the base the runner(s) occupied at the point of the throw. A runner is considered to occupy a base when he or she reaches and tags the given base
    b. A legal catch of a fly ball outside of this line can be made if the fielder keeps both feet within the restraining lines
    c. A fair ball untouched by a defensive fielder that carries over the restraining line becomes dead, resulting in the runner(s) being allowed to advance one base beyond the base the runner(s) occupied at the point of the throw.  A runner is considered to occupy a base when he or she reaches and tags the given base

    Rules of Play

    1. Each batter will assume a one-ball/one-strike count at the start of every at-bat. The batter will walk when the count has a total of four balls. The batter will strike out after three strikes. If a batter has two strikes, and hits a foul ball, then he/she will be allowed one more (courtesy foul). A strike or another foul ball after the courtesy foul will result in the batter being declared out.

    2. The strike zone is defined as a legally pitched ball that crosses the plate between the front shoulder and back knee of the batter (if the batter is standing parallel with home plate). A batter moving up or back in the batter’s box will not alter the location of the strike zone. Any pitch that makes direct contact with home plate will be ruled a ball.

    3. Bunting, chopping the ball downward, stealing and leading-off base are not permitted.

    4. Pitching: The pitcher will keep one foot in contact with the pitcher’s plate until the ball is released. After assuming the pitching position, the pitcher must present the ball in front of his or her body for at least one second before starting the delivery motion:
    a. The pitch must be thrown at a moderate speed and must arc at least three feet after leaving the pitcher’s hand and no more than ten feet above the ground. The umpire will judge the heights of the arc. Any pitch that does not meet these requirements will be ruled a ball. Note: It will be at the hitter’s discretion whether or not to swing at a pitch. Pitches that are swung at and/or hit will not be subject to this rule.

    5. A runner will be declared out when
    a. running more than three feet out of the base path to avoid being tagged;
    b. touched by a fielder who has possession of the ball while not on a base;
    c. in a force-out situation, the fielder contacts the base before the runner reaches it;
    d. passing another runner that has not already been called out;
    e. leaving a base before a fly ball has been touched by a fielder or dropped to the ground, provided the play is properly appealed by the defense;
    f. interfering with a defensive player’s effort to field a ball or attain proper position;
    h. struck by a fair, untouched, batted ball if not on a base;
    i. intentionally crashing into a fielder or intentionally failing to avoid being hit with a thrown ball;
    j. leaving a base before a pitch is hit; or
    k. sliding head first or cleats-up into a base.

    6. A runner will not be declared out when:
    a. defensive obstruction occurs or
    b. when sliding into a base safely, the base is dislodged from its proper position.

    Batting Order 

    1. Each team’s lineup must be given to the manager and/or umpires assigned to each game before it begins.

    2. If a team is found to be batting out of order
    a. while the incorrect player is still batting: the correct player must enter and assume the current ball/strike count;
    b. after the incorrect player has batted and before the next pitch is thrown: the batter will be declared out, and any advancing base runners must return; or
    c. after the incorrect player has batted and after the next pitch is thrown: the at-bat stands.

    3. Any team who begins a game with nine players may add the tenth player at the bottom of their lineup, regardless of when the player shows up and signs in to play.

    4. An eleventh batter (extra hitter) may be used in Men’s and Women’s play. This person MUST be present at the beginning of the game. Extra hitters cannot be added once the game has begun.

    Additional Co-Rec Rules

    1. Teams must alternate males and females in the batting order. If a team bats nine players, an out will be recorded in the line-up when two males or females bat consecutively. Note: The difference between the number of males and females may not exceed one.

    2. Co-Rec teams may use extra hitters but must have one male and one female (12 batters in their lineup). Co-Rec teams may not bat with 11 hitters in their lineup.

    3. Position requirements are as follows:
    a. The pitcher and catcher must be of opposite sexes
    b. The infield and outfield must each have two males and two females

    5. If a team walks a male batter, that male batter is automatically awarded second second base. The next batter, a female, has the option to automatically walk or hit. The female must make this decision before the next legal pitch is thrown. Regardless of the female’s decision, the male who walked will be awarded second base.

  • Soccer

    Games will be governed by the 2013–2014 National Federation of State High School Associations Rules Guide with Clemson Intramural Sports modifications.

    The Game, Players and Equipment

    1. Each Men’s, Women’s, and Co-Rec team will consist of seven players. In Co-Rec play, each team will consist of three men and four women or four men and three women. Each team must have a minimum of six players in order to begin a game. (A combination of four men and two women or four women and two men is acceptable, providing the higher gender serves as goalkeeper.)

    2. Each team is advised to bring their own soccer ball; however, some soccer balls will be available for checkout. Every team will use a regulation-sized ball.

    Game Factors, Time and Length

    1. Each game will consist of two 20-minute periods with a running clock. The clock will only stop for major incidences per the officials’ discretion.

    2. Mercy rule: If a team is ahead by five or more goals with five minutes or less remaining, the game will end. Officials may end the game if teams are intentionally avoiding the mercy rule.

    3. Overtime: If the score remains tied at the end of regulation play, two five-minute golden goal periods will be allotted. If the score remains tied after this period, a 10-person shootout (five from each team) will ensue:
    a. A coin flip will determine which team will receive the ball or kick first in each overtime period
    b. Goalkeeper changes may occur only at the beginning of a shootout and only if the new goalkeeper was on the court at the end of the overtime period
    c. During a shootout, teams will alternate after each shot. Co-Rec teams will alternate genders
    d. If still tied after five shooters, a sudden death victory shootout will ensue. Shooters for sudden death must be different from the first five shooters. Players on the bench become eligible after all eligible players have shot. If a team does not have any additional bench players, their rotation will repeat in the same order

    4. Substitutions: will be permitted after a score and during any goal kick. A team may also make a substitution during its own throw-ins and corner kicks or on the opposing team’s throw-in or corner kick if they are substituting as well:
    a. No substitutions may be made during a free kick or penalty kick. Injured players may be replaced during a penalty kick; however, the substitute will not be permitted to take the kick
    b. Substitutes must be recognized by the referee and must enter the field only after a player has left the field of play
    c. If a player is ejected from the game, his or her spot may not be replaced

    Start of Play

    1. At the referee’s signal, the game will be started by a player kicking-off while the ball is stationary in the center spot of the court (the ball must be played forward). All players will be in their team’s half of the court and not less than 10 feet from the ball until it is kicked. The ball will be deemed in play as soon as it is touched by the player taking the kickoff. For any infringement, the kickoff will be retaken.

    2. During the kickoff, the kicker will not play the ball a second time until it has been touched or played by another player. Penalty: Indirect free kick at the spot of the foul.

    3. After a goal is scored, the team scored against will restart play by a kickoff.

    4. Between halves, teams will exchange goals to defend and the team who received first half will kick off second half.

    Scoring

    1. A goal is scored when the entire ball passes legally beyond the goal line, between the goal posts and under the cross bar, provided that it has not been carried, thrown or propelled by the scorer’s hand or arm. A ball on the goal line is not considered to have crossed the goal line.

    2. A goal cannot be scored from an indirect kick unless the ball has been touched by another player before entering the goal.

    3. A goal cannot be scored from a throw-in.

    4. A goal may be scored during play directly from a:
    a. Direct kick;
    b. Kickoff;
    c. Goal kick;
    d. Penalty kick;
    e. Corner kick;
    f. Drop ball; or
    g. Goalkeeper’s throw or kick.

    Free Kicks, Fouls and Penalties

    1. All free kicks may be kicked in any direction from the point where the infraction occurred.  This excludes the penalty kick, which must be taken from the penalty spot and kicked forward.

    2. Indirect Free Kick: a free kick from which a goal may not be scored unless the ball is touched by another player from either team.

    3. Direct Free Kick: a free kick from which a goal may be scored.

    4. A free kick may be taken by any player of the offended team on the court at the time of the offense.

    5. When a direct or indirect free kick is awarded, all opposing players must be at least five yards away from the spot where the free kick is to be taken, unless they are standing on their goal line between the goal posts.

    6. When a player is taking a free kick from within his or her defensive penalty area, the ball must be kicked beyond the penalty area and all opponents must be outside the penalty area.

    7. The ball must be stationary when a free kick is taken. The kicker may not play the ball again until touched by another player (from either team). The ball may be kicked in any direction.

    8. Offenses for which a direct free kick may be awarded include the following violations:
    a. Handling the ball with hands or arms
    b. Tripping an opponent (includes throwing or attempting to throw an opponent)
    c. Pushing or holding an opponent
    d. Charging an opponent in a dangerous manner

    9. Offenses for which an indirect free kick may be awarded include the following violations:
    a. Playing the ball a second time before it has been played by another player at the kickoff, a free kick, penalty kick, corner kick, goal kick or throw-in
    b. Improper substitution
    c. Unsportsmanlike conduct or dissent towards an official
    d. Illegal obstruction (interfering with an opponent’s movement without the ball)
    e. The goalkeeper taking more than the allotted six seconds at any one possession
    f. Charging the goalkeeper or not allowing him or her to move with the ball
    g. Play determined dangerous by the officials

    10. A player shall be cautioned (yellow card) if he or she
    a. during a substitution enters the playing court before the player being substituted for has entirely left it;
    b. demonstrates, by words or actions, dissent from a decision of the officials; or
    c. slide tackles.

    11. A player shall be ejected (red card) from the game if he or she
    a. is guilty of serious foul play or violent conduct;
    b. uses foul or abusive language;
    c. is guilty of persisting in misconduct after cautioning (a second yellow); or
    d. (other than the goalkeeper within his own penalty area) denies his opponent a goal or an obvious goal-scoring opportunity by intentionally handling the ball.

    12.  If a team has two players ejected with red cards, the offending team will forfeit the game.

    Penalty Kicks

    1. A penalty kick is awarded after a serious or intentional rule infraction takes place in the penalty area by the defensive team. It is not awarded for infractions that call for an indirect free kick.

    2. A penalty kick may be taken from anywhere on the penalty mark.

    3. A penalty kick may be taken by any player of the offended team on the field of play at the time of the offense. In Co-Rec play, the person taking the penalty kick must be of the same gender as the person who was originally fouled.

    4. All players except the goalkeeper must stay outside the penalty area and at least five yards from the penalty mark.

    5. The goalkeeper must stand on the goal line and may not move forward until the ball is kicked. The goalkeeper may move laterally.

    6. The kicker must wait for the official’s signal to start play. The kicker must kick the ball forward. If the ball is not put into play properly, the kick will be retaken. Any action to deceive the goalkeeper by the kicker is illegal.

    7. Following the kick, the ball is deemed in play; however, the kicker cannot play the ball a second time until it has touched another player (either team).

    8. For any infringement by the defending team, the kick will be retaken if a goal has not resulted. For any infringement by the attacking team other than by the kicker, the kick will be retaken if a goal has resulted.

    Goalkeeping

    1. The goalkeeper has possession of the ball when he or she is touching the ball.

    2. The goalkeeper has six seconds to release the ball upon gaining control of it in his or her hands.

    3. The goalkeeper may not touch the ball with his or her hands after releasing it from their hands until another play has touched it. Penalty: Indirect free kick.

    4.  The goalkeeper may not pick up the ball if his or her own teammate kicks it back to the goalkeeper with his or her feet. Penalty: Indirect free kick.

    Additional Co-Rec Rules

    1. In Co-Rec play, a goal scored by a female counts for two points. The last offensive player to touch the ball will be credited with the score. This rule is NOT in effect during an overtime shootout.

    2. Substitutions must be on a male-for-male or female-for female basis. At no time may the difference in the number of males and females on the court for a team exceed one. When participating with an odd number of players, the gender that has the greater number of players must play the goalkeeper position.

  • Spikeball

    Each team will consist of two players (two men, two women or one man and one woman). Each team must have a minimum of two players present at game time to begin a game.

    Game Factors, Time and Length

    1. Each match will consist of a series of the best two of three games. The first team to score 21 points will be declared the winner of each game.

    2. Each match will have a time limit of 45 minutes. If the time limit expires before the match is completed, a winner will be determined as follows:
    a. The team that is ahead when time expires will be declared the winner of any game in progress
    b. If teams are tied in the number of games won (one-to-one), then a third game will be played to 11 points

    3. The winner of a coin toss at the beginning of the match will choose which team serves first. The team not serving to start the first game will serve to start the second game. In the event of a third game of the match, a second coin toss will determine the choice of serve. 

    Rules of Play 

    1. Serving: Team A begins by hitting the ball off the net towards Team B. Team B can hit the ball three times between them before returning the ball to the net. It is not required to use all three hits to return the ball to the net. This process will continue back and forth between teams as a volley until one team cannot return the ball to the net within three hits:
    a. Teams may only score when serving
    b. Once the game has begun, teammates must alternate between serves (after each change of team service)
    c. Once the ball has been served, there are no “sides” and teammates may run anywhere at any time

    2. Etiquette: The “get it in play” method of serving will be used at all times. This means that each serve should be easy enough for the opposing team to return, encouraging competitive rallies:
    a. Teams should always make every attempt to get out of the way of their opponents when they are attempting to chase or hit a ball. If this does not happen, the play will be deemed a “do-over”
    b. If a player’s shot hits the rim (and not the net), it will not count and will result in a side out to the other team
    c. Players may use any part of their body to hit or return a ball (assuming each player only touches the ball once per hit)

    3. Each game will be self-officiated by participants. Any rules questions or discrepancies may be brought to the Intramural Sports Manager on duty for a final ruling.

  • Tennis

    Each player must bring his or her own racket. Tennis balls will be provided by Intramural Sports staff.

    Game Factors, Time and Length

    1. Each match will consist of one eight-game pro-set. The winner of the match will be the first player or team to win eight games (players or teams must win by two).

    2. The No-Ad scoring method will be used for all matches. Each game will be played to four points. The winner of the game will be the first player to score four points. If both players have three points, the next point scored will win the game.

    3. If a match is tied at eight games, a standard tiebreak will occur. The first player or team to reach seven points (and win by two) will win the match:
    a. The tiebreak will begin with the first server serving once from the deuce court
    b. The next server will serve twice, starting in the ad court
    c. Service will then alternate after every two points
    d. If the tie-breaker reaches six points each, the tie-breaker will continue until a player or team wins by two points

    4. At the conclusion of each match, it is the responsibility of the winning team to report scores to the Intramural Sports Manager on duty. Failure to do so will result in a forfeit.

  • Ultimate Frisbee

    The Game, Players and Equipment

    1. Each Men’s and Women’s team will consist of seven players. Each team must have a minimum of five players present at game time to begin a game. Each Co-Rec team will consist of eight players (four men and four women). Each Co-Rec team must have a minimum of six players present to begin a game (three men and three women). Co-Rec teams with seven players will be either four men and three women or four women and three men.

    2. Each team is advised to bring their own Frisbee; however, some Frisbees will be available for checkout. Each team will use a regulation-sized Frisbee.

    Game Factors, Time and Length

    1. Each game will consist of two 20-minute halves with a running clock. The Intramural Sports manager on duty will be responsible for keeping the game clock.

    2. The winner of the coin toss will have the option of receiving first or choosing which goal to defend. The remaining option shall be given to the opposing captain. The second half begins with an automatic reversal of the first choice of options.

    3. Timeouts: Each team will be permitted one timeout per half. Unused timeouts will not carry over between halves. No timeout will exceed one minute in length.

    4. Overtime: If the score remains tied at the end of regulation play, a golden goal overtime period will be played. Another coin toss will precede this overtime. The first team to score will be declared the winner.

    Start of Play

    1. Play starts at the beginning of each period of play and after each goal with a throw-off. Each time a goal is scored, the teams switch the direction of their attack, and the team that scored throws-off. The throw-off consists of one player on the throwing team throwing the disc toward the opposite goal line to begin play:
    a. Before the throw-off, the players on the throwing team are free to move anywhere in their defending end-zone but may not cross the goal line until the disc is released
    b. The players on the receiving team must stand with one foot on their defending goal line without changing position relative to one another until the disc is released

    2. The throw-off may be made only after the thrower and a player on the receiving team raise a hand signifying that team’s readiness to play.

    3. As soon as the disc is released, all players may move in any direction.

    4. No player on the throwing team may touch the throw-off in the air before a member of the receiving team touches it. 

    5. If the receiving team allows the disc to fall untouched to the ground and the disc initially lands inbounds, the receiving team gains possession of the disc where it stops.

    6. If the throw-off lands out-of-bounds, the receiving team makes a choice of
    a. putting the disc into play at the point where it crossed the line or
    b. requesting a re-throw.

    Change of Possession

    1. A change of possession occurs when a pass in not completed (when the disc is dropped, blocked or intercepted, hits the ground or falls out of bounds).

    2. When play stops, the player in possession before the stoppage retains possession.

    3. All players must come to a stop as quickly as possible when play is halted and should remain in their respective locations until play is restarted.

    4. The marker restarts play by handing the disc to the thrower.

    Out of Bounds

    1. The boundary lines themselves are out of bounds.

    2. The disc is out of bounds when it first contacts an out of bounds area or contacts anything out of bounds.

    3. For a receiver to be considered inbounds after gaining possession of the disc, the first point of contact with the ground must be completely inbounds. If any portion of the first point of contact is out of bounds, the player is considered out of bounds.

    4. Should the momentum of a player carry him or her out of bounds after making a catch and landing inbounds, the player is considered inbounds. The player carries the disc to the point where he or she went out of bounds and puts the disc into play at that point.

    5. To restart play after the disc has gone out of bounds, a member of the team gaining possession of the disc must carry the disc to the point on the playing field where the disc went out of bounds and put the disc into play at that point. The disc must be checked by the defense prior to resuming play.

    6. The thrower may pivot in and out of bounds, provided that some part of the pivot foot contacts the playing field.

    The Thrower

    1. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released.

    2. The thrower has the right to pivot in any direction. However, once the marker has established a legal defensive position, the thrower may not pivot into him or her.

    3. If the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass.

    4. The thrower may throw the disc in any way he or she wishes. 

    The Marker

    1. Only one player may guard the thrower at any one time; that player is the marker.

    2. The marker may not straddle the pivot foot of the thrower.

    3. There must be at least one disc’s diameter between the upper bodies of the thrower and the marker at all times.

    4. The marker cannot position his or her arms in such a manner that restricts the thrower from pivoting.

    5. Stalling: once a marker has established a set guarding stance on the thrower, he or she may initiate the count. The count consists of the marker calling “Counting” and counting at one-second intervals from one to ten loudly enough for the thrower to hear:
    a. If the thrower has not released the disc at the first utterance of the word ten, the marker’s team gains possession
    b. If the defense decides to switch markers, he or she must start counting again from one

    The Receiver

    1. Bobbling to gain control of the disc is permitted.

    2. After catching a pass, the receiver is allowed only the fewest number of steps required to come to a stop and establish a pivot foot.

    3. If the receiver is running as he or she catches the disc, the receiver may throw a pass before the third ground contact after catching the disc without coming to a complete stop.

    Fouls 

    1. Fouls are the result of physical contact between opposing players. Players call their own fouls. Fouls result in a change of possession.

    2. If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption.

    3. If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption.

    4. Violations consist of: traveling with the disc, attempting to strip the disc or double-teaming an opponent. 

    5. If an offensive player is fouled in the end zone during an attack, the disc will be brought out to the five-yard line and play will resume.

  • Volleyball

    Games will be governed by the 2014–2015 National Federation of State High School Associations Rules Guide with Clemson Intramural Sports modifications.

    The Game, Players and Equipment

    1. Each Men’s and Women’s team will consist of six players. Each team must have a minimum of four players present at game time to begin a game. Each Co-Rec team will consist of six players (three men and three women). Each Co-Rec team must have a minimum of four players present to begin a game (two men and two women). Co-Rec teams with five players will be comprised of either three men and two women or three women and two men.

    2. Each team is advised to bring their own volleyball; however, some volleyballs will be available for checkout. All teams will use a regulation-sized leather volleyball.

    Game Factors, Time, and Length

    1. Each match will consist of a series of the best two out of three games. The first team to score twenty-five points (with a margin greater than two) will be declared the winner. If a third game of the match is necessary, the first team to score fifteen points (with a margin greater than two) will be declared the winner.

    2. Timeouts: Each team shall be permitted two timeouts per match. Timeouts will only be granted during a dead ball or before the referee’s whistle for the serve.

    3. A coin toss at the beginning of the match will determine which team receives the choice of first serve or side of court for the first game. The loser of the toss receives the remaining option. The team not serving first in the first game will serve to start the second game. In the event of a third game, a second coin toss will determine the choice of first serve or side.

    Scoring

    1. A point will be scored by the opponent each time a team commits a fault. If the serving team wins the rally, it scores a point and continues to serve. If the receiving team wins the rally, it scores a point and gains the serve.

    2.  Each time a team gains the serve, it must rotate one position clockwise before serving.

    Player Positioning

    1. Substitutions: Players may make a substitution when play is stopped following a fault resulting in that team gaining the serve. A substitute must enter the serving rotation at the server’s position. Note: During a timeout, teams can make multiple substitutions.

    2. Server: The server will serve from within the serving area and will not touch the lines bounding this area or the floor outside this area at the instant the ball is contacted during the serve. Part of the server’s body may be in the air over or beyond these lines, as long as the contact with the line or floor comes after the contact with the served ball.

    3. Position of Players at Service: At the time the ball is contacted for the serve, all players (except the server) will be within the team’s playing area and may be in contact with the boundary lines; however, no part of the body should touch the floor outside those lines. No player may be as near to his or her respective line as the appropriate adjacent player. After the ball is contacted for the serve, players may move from their respective positions.

    4. Back Line Spiking: A back line player returning the ball to the opponent’s side while forward of the attack line must contact the ball when at least part of the ball is below the level of the top of the net over the attacking team’s area. The restriction does not apply if the back line player jumps from clearly behind the attack line and, after contacting the ball, lands on or in front of the line. On any illegal back row attack, the ball will become dead and a fault called when the ball passes completely beyond the plane of the net or is contacted by the opponents. 

    5. Front Line Blocking: Blocking the ball is permitted by any or all of the players of the front line only.

    6. Serving Out of Turn: A player shall not serve out of turn. An out-of-turn service may be called by the official or by the opponent’s captain. If this is then verified by the official, any points scored on this service shall be canceled and a point and loss of rally awarded to the opponent. If the opponent serves before an out-of-turn service is called and verified, then there will be no loss of points. In either case, players of the team in error must regain their proper positions before the next serve by either team. 

    Serving the Ball

    1. Service is the act of putting the ball into play by the player in the right back position who hits the ball with one hand (open or closed) or any part of one arm in an effort to direct the ball into the opponent’s area. The serving area will be any point behind the end line (excluding the end line) between the two sidelines:
    a. The server will have five seconds after the official’s ready-whistle in which to release or toss the ball for service
    b. If after releasing or tossing the ball for service, the server catches the ball or allows the ball to fall to the floor without being hit or contacted, the service effort shall be canceled and a re-serve directed
    c. If the ball is served before the official’s whistle and signal, the serve will be canceled and a re-serve directed. The official will not allow a player to delay the game in this manner more than once during a service attempt

    2. A team will continue to serve until a loss of rally is awarded to the opponent or the game ends.

    3. The serve alternates to the opponent when a point and loss of rally is awarded to the opponent.

    4. A served ball is a service fault and becomes a dead ball when the ball
    a. does not legally cross the net;
    b. passes under the net;
    c. touches one of the server’s teammates;
    d. touches the floor on the server’s side of the net;
    e. does not cross the net entirely between the net antennas or lands out of bounds; or
    f. touches the ceiling or any obstruction.

    5. Let Serve: A served ball that hits the net without touching the antenna and continues across the net into the opponent’s court is a playable live ball.

    6. It is illegal to block a serve or attack (spike) a serve.

    Contacting the Ball

    1. Each team is limited to a maximum of three hits on its side of the net to get the ball successfully over the net. Lifting, carrying the ball and underhand slapping of the ball are illegal hits and will result in a point for the opponents and loss of rally. When the team’s first contact is simultaneous to contact by opponents or an action to block, the next contact is considered the team’s first hit.

    2. If any part of the ball contacts the boundary lines, it is considered in bounds.

    3. Legal contact is a touch of the ball by a player’s body above and including the waist that does not allow the ball to visibly come to rest or involves prolonged contact with a player’s body.

    4. The ball will be out of bounds if it touches any part of the walls, railings or divider curtain. A ball striking the ceiling or an overhead obstruction above a playable area shall remain in play, provided that the ball contacts the ceiling or obstruction on the side of the net occupied by the team that last played the ball and is legally played next by the same team. 

    5. Simultaneous contact involves more than one contact of the ball made at the same instant:
    a. When one player contacts the ball with two or more parts of the body at the same instant, it is permitted and considered one hit (except for a block which does not count as a hit)
    b. When teammates contact the ball at the same instant, it is permitted and considered one hit (except a block, which does not count as a hit). Any player may make the next hit
    c. A “joust” occurs when two opponents cause the ball to come to rest above the net through simultaneous contact. A joust is not a foul, and play continues as if the contact was instantaneous
    d. When opposing players contact the ball at the same instant, the player on the opposite side of the net from which the ball falls shall be considered the player to have touched the ball last. The other player may participate in the next play and the simultaneous contact shall not count as a hit

    6. Successive contacts: No player may make two or more separate attempts to play the ball without interrupting contact by a different player between the two plays.

    Net Play

    1. A player shall not contact any part of the net or its supports while the ball is in play. If a player inadvertently touches the official’s platform or net supports (other than rope cable), it is not a foul. When the ball is driven into the net so that it causes the net or its supports to contact an opposing player or players, it is not a foul if the opposing player(s) did not contact the net by their own impetus.

    2. A ball may be played from the net, provided that a team still has at least one of its three hits remaining.

    3. Blocking a ball completely on the opponent’s side of the net is permitted when the opposing team has had an opportunity to complete its attack. The attack is considered complete when
    a. the attacking team has completed its three allowable hits;
    b. the attacking team has had the opportunity to complete the attack or, in the official’s judgment, directs the ball with intent to return it to the opponent’s court; or
    c. the ball falls near the net and, in the official’s judgment, no member of the attacking team could make a play on the ball.

    4. A ball may touch the net within the sideline markers when crossing the net to enter the opponent’s playing area.

    5. A ball may be attacked, excluding a served ball, when it has partially crossed the net. Blocking a served ball is not permitted.

    6. Center line: A player may touch the floor across the center line with one or both feet or hands, provided that a part of the foot/feet or hand/hands remains on or above the center line. Contacting the floor across the center line with any other part of the body is illegal.

    Additional Co-Rec Rules

    1. Substitutions must be male-for-male and female-for-female.

    2. The serving order and positions on the court shall alternate male and female (Exception: A team playing with five players).

    3. If a team hits the ball more than once on its side of the net, the ball must be contacted by both genders before it may be legally returned over the net.