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Sport Rules

Eligibility:  In order to participate in Intramural Programs, you must be a member of the Flynn Recreation Complex. All participants must have an IM Leagues account and be on the team roster in order to play.  

Check-in:  The team captain prior to the start of the game must give all BC IDs to the officials or on site Monitor.  Players arriving late are eligible to enter the game and must present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending. 

Facility:  Flynn Recreation Complex Basketball Courts.

Scheduling:  Each team will play roughly 6-8 games during the Winter (Spring Semester) league and roughly 3 games during the Fall semester.  Please see the Intramural Handbook on the Campus Recreation website for further details regarding scheduling as well as our rainout policy.

Playoff Format:  Playoffs will be single elimination.  Playoff ranking will be based on record (with emphasis on divisional/pool play), followed by winning percentage if teams do not have an equal number of games played. The third tie breaker is points allowed (not point differential, no need to run up the score).  And 4th is sportsmanship. We will attempt to schedule every team in the playoff bracket. However if space is limited, teams that have a forfeit may not make the playoffs.

Roster Management:  Rosters will be unlimited.  However, only 12 shirts and mugs are available for the eventual champions.

Minimum Player:  Games will consist of five (5) vs five (5).  Teams must have a minimum of four (4) players to start a game.  If for any reason the number drops below this, the team will be forced to forfeit.

Game Time:  Game time is forfeit time.  If a team is not checked in, has the minimum amount of players present, and ready to play by game time, a forfeit will be declared by the official.  Exception:  A team may waive the right to win by forfeit and wait for the opposing team. The game clock will start at the scheduled game time regardless of any situation.  If after 10 minutes the team still does not have the minimum amount of players, the present team must accept the forfeit win.  If a team waives the right to win by forfeit and the game begins, that team cannot rescind their decision and take the forfeit. We encourage teams to wait the 10 minutes, as our goal is to eliminate forfeits!

Meetings:  Officials will hold a pre-game meeting with the two team captains.  This meeting will discuss rules of emphasis and game management items.  Captains may voice their concerns/protests at the meeting.  Officials will hold a post-game meeting with the two team captains to review the contest. 

Team Benches/Sidelines:  Teams will be responsible for everyone that is on the sideline.  Each team is allowed one coach, only the coach and players may be on the bench.  All other fans must be located in another area.  All non-roster personnel located around the team sideline will be seen as part of the team and will be subject to the rules. 

Clock Management:  Each game will consist of two 20 minute halves.  The clock will run continuously except for the last two minutes (called stoppage time) of each half.  The clock will stop within the last two minutes of each half on any dead ball situation.  The clock will NOT stop on a made basket during the last minute of regulation.

Mercy Rule: If a team faces a deficit of more than 20 points, it is the officials’ discretion whether the game will continue at the 2 minute mark of the second half.

OVERTIME: will be a two (2) minute period starting with a jump ball for the first overtime period only.  Each subsequent OT will alternate position based on the possession arrow. After the second OT, it will be sudden death (first basket wins).

Uniform:  Each team MUST have numbered, coordinating colored shirts for every player.  It is strongly recommended that teams provide their own shirts.  Pinnies will be provided if a team is unable to provide their own uniform.  Teams may have to wear pinnies worn in a previous game. 

No individual will be allowed to participate in street clothes.  This includes jeans, belts, brimmed hats or other “non-gym” clothing.  Players will not be permitted to wear jewelry or anything deemed dangerous to other players.  Proper basketball court shoes are required.

Sportsmanship:  Each team will be given a sportsmanship grade after each game. Ratings will be 1-5, a rating of 5 is excellent and what we are hoping for out of our participants.  A 3 is average, and in order to qualify for the playoffs a team must have a 3.0 average.  Any unacceptable sportsmanship rating will result in being contacted by the IM Office, ratings of 1 will result in a mandatory meeting with the Assistant Director of Intramurals.  Unacceptable sportsmanship ratings in the playoffs will result in that team not advancing in the tournament regardless of the result of the game.  Questions about what constitutes what rating can be directed to the intramural office.

Game Rules

Governing Rules:  NFHS rules shall govern all play with the exceptions listed on this rule sheet.  Final interpretations and modifications shall be determined by the Assistant Director of Intramural Sports.

Time-outs:  Each team is granted two (2) timeouts per game.  An (1) additional timeout is awarded for each overtime.  Unused timeouts carry over to every half or overtime.

Substitutions:  Substitutions may only be made when play has stopped. Players must wait in a kneeled or seated position at the scorer’s table.  Please wait until the referee signals before entering the game.

Free-Throws:  Will be taken during both running and stoppage time.  Players will have a 10 second free-throw shot clock.  If the ball is not in the air after 5 seconds, the shot is forfeited.  Players from both teams positioned in the blocks are permitted to enter the paint on the release of the shot, while the shooter and players beyond the three point line may not enter the paint until the ball hits the rim.

Back Court:  A ball handler is considered to be in the front court once both of their feet and the ball are in the front court at the same time.  Once front court possession is achieved by any member of the offense, any foot or dribble in the back court by an offensive ball handler is considered to be a backcourt violation and will result in a turnover.

Shooter Rebound:  A shooter is able to rebound their own shot, regardless of whether the ball comes in contact with the rim or not, if the official determines that the shooter was, in fact, attempting a shot rather than a self-pass. 

Personal Fouls:  Five (5) fouls disqualifies a player.  Technical fouls count toward this.

Foul Bonus:  The one-and-one free throw rule will occur on the team’s 7th team foul in each half.  On the team’s 10th foul in each half, two free throws will be awarded.  In the last minute of regulation, each team will automatically be registered with 5 team fouls should they have committed less than 5.  Teams will then have 1 ‘foul to give’ before in the bonus situation.

Technical Fouls:  Two (2) technical fouls will result in expulsion from the contest.

Co-Rec Rosters: Teams may play with 4 players, but cannot play with more than 3 of a single gender on the court at any given time. 

Eligibility:  All members of the Flynn Recreation Complex are eligible to play with the exceptions listed on the Code of Conduct.  Please check this form prior to placing players on the team roster.

Check-in:  Prior to the start of each and every intramural game each participant must present their BC Student ID to the intramural staff member overseeing their game.  Players arriving late are eligible to enter the game, but must first present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending.  Those not properly checked in could cause their team to forfeit and/or be suspended from further intramural play. Please bring your BC Student ID to every game.

Facility:  Outdoor Basketball Court, Flynn Recreation Complex

Scheduling:  Each team will play roughly 3-4 games regular season games - subject to change depending on facility availability.  Playoffs will consist of a single elimination bracket.  All teams who have not forfeited and have no sportsmanship incidents will qualify for the playoffs granted there is enough facility space to accommodate every team.  Should there not be enough space in the bracket the first teams dropped will be those with sportsmanship incidents, followed by the teams with the lowest winning percentage.  Any team with a forfeit will not qualify for the playoffs.

Playoff Format:  Playoffs will consist of a single elimination bracket.  All teams who have not forfeited and have no sportsmanship incidents will qualify for the playoffs granted there is enough facility space to accommodate every team.  Playoff ranking will be based on record, head-to-head, and sportsmanship rating (where a tie may exist).  Should there not be enough space in the bracket the first teams dropped will be those with sportsmanship incidents, followed by the teams with the lowest winning percentage.  Any team with a forfeit will not qualify for the playoffs.  Intramural office reserves the right to adjust the playoff seedings to meet team availability, avoid overly repetitive matches, or for any other reason.

Roster Management:  Rosters may consist of as many players as a team desires, however the championship team will only be awarded ten (10) mugs and championship t-shirts.  No player may participate who is not on the team roster.  No player is allowed on two dodgeball team rosters at the same time (exception is to play on one single gender and one CoRec team).  Rosters may be modified, players add and dropped throughout the entirety of the regular season.  However at the conclusion of the last regular season game the team’s roster will freeze and that roster is set for the playoffs.

Minimum Player:  Games will consist of six (6) vs six (6).  Teams must have a minimum of four (4) players to start a game, for CoRec games these must be two male (2) and two (2) female players.  If for any reason the number drops below this, the team will be forced to forfeit. 

Game Time:  Game time is forfeit time.  However the goal of the intramural department is to play intramural games.  If the intramural staff deems it reasonable to wait for team members to arrive and it will not affect other games or run past the time intramurals has reserved for the field we will make efforts to wait in the interest of playing the game.  However a team not checked in and ready to play by game time, puts themselves at risk to forfeit.

Meetings:  Officials will hold a pre-game meeting with the two team captains.  This meeting will discuss rules of emphasis and game management items.  Captains may voice their concerns/protests at the meeting.  It is the responsibility of the team captain to relay any information in this meeting to their team.

Team Benches/Sidelines:  There will be a designated area for each team ‘bench’.  Teams will be responsible for everyone that is on the bench/sideline.  We encourage fans to attend games, however non-roster personnel on a team’s sideline are the responsibility of the team and they are subject to the rules and sportsmanship guidelines. 

Clock Management:  Best of three games (2 of 3) wins the match.  Each game is played until all six (6) players from one team have been eliminated.  The referee may shrink the court at any point to speed up the game.

Game Rules

Legal Hit:  The only LEGAL target area is below the shoulders.  If an opposing player is hit above the shoulders, then the thrower is out.  If a player ducks and is hit in the head, then the player that was hit is out.

General Rules:

  • NO single player may ever hold more than two dodgeballs at once.
  • NO player may exit the playing area, any player doing so will be considered OUT.  The only exception is to retrieve a ball that leaves the playing area on that team’s side.
    • Any player that exits the court to retrieve a ball may still be hit by an opponent and eliminate from the game.
  • At any point during a game, the referee may institute a ten second shot clock.  Any ball not released within those ten seconds will be forfeited and given to the opposing team.
  • Standing on or straddling the line is considered out of bounds, and is illegal for players that are still in the game.  Any player that exits the playing area while attempting to dodge a ball is OUT.

Starting the Game:

  • To begin each game, all six dodgeballs will be spaced out along the center line.
  • All players will be required to remain behind the basketball baseline until the referee blows the whistle to start play.  Once a ball is retrieved, it must be carried behind the ‘free throw line extended’. 
  • The attack line is the ‘free throw line extended’.
  • There are NO substitutions allowed once a game has started, but substitutions may be made in between games.

Eliminating a Player:

  •  To eliminate an opposing player, one of the following must happen:
    • A thrown ball comes in contact with a player (below the shoulders) after directly leaving the hand of an opponent.  Any ball that comes in contact with the ground or with another ball is immediately considered to be dead.
    •  A ball is caught directly after leaving the hand of an opponent.
      •  Any ball that deflects off of a player (or ball held by a player) and is caught by a teammate will result in NO player being out.
    •  A player who attempts to block a ball thrown at them with a ball they are holding will be eliminated if they drop the ball they are holding
    •  A player leaves the court while attempting to dodge a ball, if there is any doubt about why the player left the court the player will be considered out.
    • A player does not follow the referee’s instructions.

A Caught Ball:

  • A caught ball will result in the elimination of the throwing player
  •  A caught ball will also bring back an eliminated player from the catching team, it’s a two player swing
    •  The returning player will be the first player from that team that was eliminated, it is not a player of the catching team’s choosing
    • As players are eliminated, they must line up on their team’s sideline in the order they were eliminated next to the referee

New Rules Involving Delay :

  •  Once a ball has been picked up, the player has 10 seconds to throw that ball.
  • If there are available balls on the court, the player must use them. (i.e. no stalling by leaving the majority of the balls unused).

Eligibility: All members of the Flynn Recreation Complex are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.

Check-in: Prior to the start of each and every intramural game each participant must present their BC Student ID to the intramural staff member overseeing their game. Players arriving late are eligible to enter the game, but must first present their ID to an official for attendance and eligibility purposes. It is the responsibility of the team to ensure that they have been checked off for attending. Those not properly checked in could cause their team to forfeit and/or be suspended from further intramural play. Please bring your BC Student ID to every game.

Facility: Shea Field (Varsity Baseball Outfield) during the Fall Semester league; Alumni Stadium during the Spring Semester tournament.

Dimensions: Two fields will be set up at one time. Fields will be 60 yards in length (plus the 10 yard end zones) and roughly 27 yards in width.

Scheduling: Each team will play roughly 3-4 games during the Fall Semester league and roughly 2 games during the Spring semester tournament - subject to change depending on facility availability. Regular season games will be played once a week. Teams may have to play 2-3 games in a week during the playoffs. In the case of rain we will work with teams to attempt to find a reschedule date, but based on field availability these games may be cancelled.

Playoff Format: Playoffs will consist of a single elimination bracket. All teams who have not forfeited and have no sportsmanship incidents will qualify for the playoffs granted there is enough facility space to accommodate every team. Playoff ranking will be based on record, head-to-head, and sportsmanship rating (where a tie may exist). Should there not be enough space in the bracket the first teams dropped will be those with sportsmanship incidents, followed by the teams with the lowest winning percentage. Any team with a forfeit will not qualify for the playoffs. Intramural office reserves the right to adjust the playoff seedings to meet team availability, avoid overly repetitive matches, or for any other reason.

Roster Management: Rosters may consist of as many players as a team desires, however the championship team will only be awarded fourteen (14) mugs and championship t-shirts. No player may participate who is not on the team roster. No player is allowed on two flag football team rosters at the same time (exception is to play on one single gender and one CoRec team). Rosters may be modified, players add and dropped throughout the entirety of the regular season. However at the conclusion of the last regular season game the team’s roster will freeze and that roster is set for the playoffs.

Minimum Player: Games will consist of seven (7) vs seven (7). CoRec teams must have no more than four (4) players of either gender on the field at one time. Teams must have a minimum of five (5) players to start a game. If for any reason the number drops below this, the team will be forced to forfeit. For CoRec league, a team may play with five (5) as long as two (2) are female.

Game Time: Game time is forfeit time. However the goal of the intramural department is to play intramural games. If the intramural staff deems it reasonable to wait for team members to arrive and it will not affect other games or run past the time intramurals has reserved for the field we will make efforts to wait in the interest of playing the game. However a team not checked in and ready to play by game time, puts themselves at risk to forfeit. MEETINGS: Officials will hold a pre-game meeting with the two team captains. This meeting will discuss rules of emphasis and game management items. Captains may voice their concerns/protests at the meeting. It is the responsibility of the team captain to relay any information in this meeting to their team.

Team Benches/Sidelines: There will be a designated area for each team ‘bench’. Teams will be responsible for everyone that is on the bench/sideline. We encourage fans to attend games, however non-roster personnel on a team’s sideline are the responsibility of the team and they are subject to the rules and sportsmanship guidelines.

Clock Management: Each game will consist of two 20 minute halves. The clock will run continuously except for the last two minutes (called stoppage time) of each half. The clock will stop within the last two minutes of each half in the same manner as it does on college football.

  • The first 18 minutes of each half the clock will only stop for timeouts and injuries.
  • The clock will stop for the 2 minute warning in each half, but will restart on the referee’s ready for play whistle.
  • The final 2 minutes of each half the clock will stop for timeouts, injuries, and in the following situations:
    • Incomplete pass, clock will restart on the snap
    • The ball carrier runs out of bounds, clock will restart on the snap
    • There is a change of possession, clock will restart on the snap
    • A first down is picked up and the ball carrier is downed inbounds, clock will restart on the ready for play whistle
    • On any penalty, clock will restart in the manner in which the play ended

Time-outs: Each team is granted two (2) timeouts per game. An (1) additional timeout is awarded for overtime. Unused timeouts do not carry over into overtime.

Mercy Rule: If a team faces a deficit of 19 points or greater, there will be no stoppage time or 2 minute warning.

Overtime: There will be no overtime in the regular season, games can end in a tie. In the case of a tie in the playoffs a coin toss will be held to determine who gets first possession and which end zone the game will be played toward. Both teams will play into the same end zone for the entirety of all overtime sessions. Each team is given possession on the 15 yard line and given 4 downs to score. Each team will get an equal number of possessions, it is not sudden death. Teams must go for 2 or 3 in the third overtime.

Uniform: Each team MUST have coordinating colored shirts for every player. It is strongly recommended that teams provide their own shirts. Pinnies will be provided if a team is unable to provide their own uniform. Teams may have to wear pinnies worn in a previous game. If the entire team does not have the same color shirt, the whole team will be required to wear pinnies. No metal cleats are allowed. Flags must be worn over your shift if shirt is untucked. No individual will be allowed to participate in street clothes. This includes jeans, belts, brimmed hats or other “non-gym” clothing. Players will not be permitted to wear jewelry or anything deemed dangerous to other players.

Game Rules:

Governing Rules: NIRSA rules shall govern all play with the exceptions listed on this rule sheet. Final interpretations and modifications shall be determined by the Assistant Director of Intramural Sports.

Coin Toss: Before the start of the game, the referee will toss a coin in the presence of both captains after which the referee designates which captain shall call the fall of the coin. The captain winning the toss shall choose one of the following:

  • To start on offense or defense
  • To designate which goal his/her team will defend
  • To defer their decision until the second half

The opposing captain shall exercise the remaining option. The captains will be reconvened at halftime to determine which team will get the ball to start the 2nd half and which direction the teams will go. The results of the coin toss do not automatically reverse in the 2nd half.

No Kick offs: Ball will start on the 9 yard line.

Substitutions: Substitutions are unlimited, but may only be made during dead ball situations. All substitutes must make it within 5 yards of the spot of the ball prior to their first play on the field.

Diving: Diving is allowed, including, but not limited to, ball advancement, flag pulling, or catching of a live ball. However a diving player may not dive over another player, or directly into another player.

First Downs: Are awarded to teams that advance the ball into the next zone within 4 downs. The first down line in any series shall be the original first down zone at the beginning of the series, regardless of negative yards and/or penalties.

Hikes: Side hikes are allowed but must be completed in a fluid motion. Player receiving the snap must be at least 2 yards away from the center and 2 yards behind the line of scrimmage. All snaps must be in the shotgun formation.

Passing: All players are eligible receivers. The passer’s entire body must pass the line of scrimmage for it to be considered an illegal forward pass.

Intentional Grounding: Will be called for passes that do not reach the line of scrimmage with no eligible receiver in the area. As there is no defined tackle-box, intentional grounding will be called regardless of the location of the pass thrower.

Receiving: A receiver needs only 1 foot in bounds to complete a catch. If a receiver is missing the flag belt when catching the ball (fell off accidentally); the defense will have to touch the player with 1 hand below the shoulders to down them. If the flag is pulled off by a defensive player before it is caught, it will result in an unsportsmanlike conduct penalty (10 yards). There is no bump and run coverage allowed.

Force out: There is no force out rule, but by forcing a player out of bounds, the defense would be committing an illegal contact penalty, resulting in 10 yards for the offense.

Fumbles: The ball is declared dead when it hits the ground. The last team maintaining possession gets the ball at the spot where the ball touches the ground (unless it’s fourth down). Fumbles in the offensive team’s end zone results in a two-point safety. If fumbled into opponent’s end zone, the play is a touchback. Opponent puts the ball in play at the 9 yard line. In the event that the player fumbles the ball forward, the ball will be marked at the point at which it left the players hands. Defensive players may not strip or attempt to simultaneously hold or steal the ball away from an offensive player; this is an illegal contact penalty.

Inadvertent whistle: If an official blows an inadvertent whistle, the play is dead on the sound of the whistle. The offensive team has the option of keeping the result of the play at the time of the whistle or re-playing the down.Line of Scrimmage: There must be at least 4 offensive players on the line of scrimmage at all times, but they do not necessarily need to be offensive line man. The minimum number of offensive lineman is one (1), the center. The defense does not have to play any players on the line of scrimmage.

Linemen: There will be no down linemen of any type (i.e. no 3 point or 4 point stances). All linemen must start with both hands off of the ground.

Blocking: No contact is allowed while blocking, this pertains both to blocking on the line and down field. Offensive players may move their feet to get in front of a defensive player, but cannot engage the defensive player. Blocking will consist of screen blocks only, very similar to shuffling your feet to stay in front of an opponent in basketball. The offensive player may not stick out arms, legs, or hips to make contact with the defensive player. The defense must make a move to get around the offensive player. Any contact while blocking will result in an illegal contact penalty on the player who initiated the contact.

Motion: Is allowed for one (1) offensive player at the time of the snap as long as it is not towards the line of scrimmage. No stop is required in this motion during the snap. Two players may not be in motion at the same time; if they are they both must come to a stop for a full second prior to the snap. Any player in motion toward the line of scrimmage must come to a full one (1) second stop prior to the snap.

Tackling:

  • A play is concluded when: The flag or belt of the player with the ball becomes unclipped by a defender, an incomplete pass is thrown, a player runs out of bounds, when any part of the ball carrier’s body besides the feet or hands touches the ground, when a fumbled ball hits the ground, or when the referee’s whistle is blown.
  • The following actions will not be permitted:
    • Tackling/pushing a player out of bounds
    • Attempting to cause a fumble (i.e. punching the ball)
    • Stiff arms
    • The lowering of a player’s head or shoulder in the attempt to initiate contact.
  • Offensive players must run around defensive players, they may not run into or through them. If a defensive player is positioned in front of the offensive player, it is the responsibility of the offensive player to make a move and avoid contact.
  • The ball is positioned where the ball is when the flag belt is pulled; hence, if the ball is just over the first down line and the belt is pulled on the other side of the line, a first down would be awarded.
  • Defenders may not block, hold, trip, or push the runner in an attempt to remove his/her flag belt.

Flag Guarding: A runner may not protect his/her flag with his/her arm or the ball. This includes a running motion in which the runner’s hands interfere with the flag belt. It is highly suggested that the ball carrier run with the ball outstretched when in traffic. The runner may not run with their head and shoulders down in an effort to shield his/her flags from defenders.

Scoring:

  • 6 Points for a Touch Down
  • 3 Points for a PAT from the 20 yard line
  • 2 Points for a PAT from the 10 yard line.
  • 1 point for a PAT from the 3 yard line.
  • There are no Field Goals or kicking of the PAT.
  • PAT conversions CANNOT be returned for a score. Play is blown dead after an interception may occur on the conversion.Punting
  • A punt is an automatic play, it has to be announced and no one can cross the line of scrimmage until the ball is punted. The referee will ask the offensive team on 4th down if they would like to punt or play. Once it is announced, the punting team must punt; the only exception is if a time out is called or a penalty is called prior to the punt.
  • The punter must be in the shotgun and receive the snap from the center. The punter then in a single fluid motion can walk up to the line of scrimmage and punt the ball.
  • All players from the kicking team (besides the punter) must be on the line of scrimmage.
  • There are no restrictions on how many players must be on the line of scrimmage for the receiving team.
  • The receiving team cannot cross the line of scrimmage in an attempt to block the punt, but may knock it down from the defensive side of the line of scrimmage.
  • If the punt hits the ground the receiving team may pick it up and advance it.
  • If a ball touches any player on the receiving team and then hits the ground, ball is dead and receiving team starts with ball at the spot.
  • If the ball touches any player on the kicking team, ball is dead at the spot and receiving team starts with ball at the spot.
  • Any punt kicked out of bounds will be the receiving team’s ball at the spot where it crossed the sideline, but that in the air or on the ground.
  • Any punt that crosses the goal line will be an automatic touchback.

Penalties: 

  • Before the Snap, Dead Ball - 5 Yards from previous & repeat snap
    • False Start (with 10 second runoff)
    • Illegal Snap
    • Encroachment
    • Delay of Game (2 in a row = 10 yards; including bench infraction)
  • Simultaneously with Snap - 5 Yards from previous & repeat snap
    • Illegal Motion or Shift
    • Offsides
    • Illegal substitution
    • Minimum number of players on line
    • Illegal participation (too many)
    • Receiving the snap closer than 2 yards from line of scrimmage

Penalty Enforcement:

  • There are two types of plays in Flag Football: Loose Ball and Running. Depending on if the play was a loose ball play or a running play will determine where the penalty is enforced from.
    • Loose Ball plays will have a penalty enforcement spot of the original line of scrimmage. The exception to this is if the spot of the foul would hurt the offense more, then the penalty would be enforced from the spot of the foul.
    • Running plays will have a penalty enforcement of the spot of the foul.
    • A loose ball play is a play where the ball is in the air because of a pass (legal or illegal) or punt AND all the action in the play that preceded the loose ball.
    • A running play is everything that occurs after the loose ball, or is a play where there was neither a pass nor a punt. One play could both be a loose ball play and a running play.
      • Example: The Quarterback drops back to pass. While the quarterback still has the ball a defensive player commits illegal contact on the line of scrimmage. The quarterback then completes a pass to a receiver. As the receiver tries to advance the ball a defensive player grabs a hold of the receiver’s shirt, holding the receiver so he/she can then pull the receiver’s flag.
        • There are two illegal contact penalties on the defense in this play
          • The first is during a loose ball play (as it was in the action preceding the loose ball) and would be enforced from the original line of scrimmage
          • The second is during a running play (as it happened after the loose ball portion of the play had concluded) and would be enforced from the spot of the foul.
          • Result is the offense declines the first illegal contact and accepts the 2nd illegal contact as it occurred farther down field and will result in more yards.

Multiple Penalties:

In the case of multiple penalties on the same play here is what would happen:

  • Each team commits one (1) or more live ball penalties
    • Penalties offset and we replay the down
  • One team commits two (2) or more live ball penalties
    • The offended team gets the option of which one (1) penalty they would like to accept
  • All dead ball penalties will be assessed

Penalties on Scoring Plays:

If there is a penalty on the defense on a play where the offense scores, the offense will be able to assess that penalty either on the extra point, or the start of the subsequent series when the defense becomes the offense.

5 Yard Penalties (Generally non-contact penalties):

  • Illegal forward pass
  • Not wearing required equipment (i.e. flags)
  • Delay of game
  • Minimum line players
  • Illegal participation
  • Illegal substitution
  • Encroachment
  • False Start
  • Illegal Snap
  • Illegal Formation
  • Illegal Motion
  • Illegal Shift
  • Intentional Grounding (also results in loss of down)
  • Help the Runner

10 Yard Penalties (Generally penalties that involve contact):

  • Stripping the Ball
  • Hurdle Another Player
  • Dive or Run into Opponent
  • Illegally Removing the Flag Belt
  • Illegally Tying the Flag Belt (Player ejection & loss of down)
  • Consecutive Encroachment Penalties
  • Flag Guarding
  • Obstructing the Runner
  • Pass Interference
  • Roughing the Passer
  • Offensive Pass Interference (Loss of Down)
  • Quick Punt
  • Illegal Contact
  • Illegal Equipment
  • Kick Catch Interference

Contact Information:

Golf Club President or Vice President

golf@bc.edu

Bryan Sun

Assistant Manager, Intramural Sports

bryan.sun.1@bc.edu

 617-552-1788

Intramural Office

intramur@bc.edu

Eligibility:  All members of the Flynn Recreation Complex are eligible to play with the exceptions listed on the Code of Conduct.  Please check this form prior to placing players on the team roster.

Check-in:  Prior to the start of each and every intramural game each participant must present their BC Student ID to the intramural staff member overseeing their game.  Players arriving late are eligible to enter the game, but must first present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending.  Those not properly checked in could cause their team to forfeit and/or be suspended from further intramural play. Please bring your BC Student ID to every game. 

Club Sports:  Only two (2) Club Hockey participants are permitted to play on any team.

Facility:  Conte Forum Kelley Rink

Locker Room:  We will provide one shared locker room for the teams.

Scheduling:  Will be a random selection made by Boston College IM Assistant Director.

Roster Management:  Rosters will be unlimited.  However, only 15 mugs/shirts will be awarded to the eventual champion. 

Minimum Player:  Teams must have a minimum of five (5) players to start a game.  These will most likely be men’s teams, but if women are on a roster that will be permitted. 

Goalies:  Goalies may play for more than one team during the regular season. Teams failing to provide a goalie during the regular season may play “post” rules or use the Intramural Goalie gear (NEW THIS YEAR). In playoffs, goalies must decide which team they will play for and failure to provide a goalie will result in a forfeit.   

Meetings:  Officials will hold a pre-game meeting with the two team captains.  This meeting will discuss rules of emphasis and game management items.  Captains may voice their concerns/protests at the meeting.  Officials will hold a post-game meeting with the two team captains to review the contest. 

Team Benches/Sidelines:  Teams will be responsible for everyone that is on the bench/sideline.  We discourage having non-roster personnel on the bench/sideline.  All non-roster personnel located around the team bench/sideline will be seen as part of the team and will be subject to the rules.  To prevent any confusion, we encourage teams to allow only those on the roster around the team bench. 

Clock Management:  Each game will consist of three 12 minute periods.  The clock will run continuously except for the last 2 minutes of the third period. 

OVERTIME: Overtime will consist of a 5 minute sudden death period.  Penalty shots will occur if the game remains tied after the sudden death period. 

Uniform/Equipment:  Each team MUST have coordinating colored shirts for every player.  It is strongly recommended that teams provide their own shirts.  Pinnies will be provided if a team is unable to provide their own uniform.  Teams may have to wear pinnies worn in a previous game. 

No individual will be allowed to participate in street clothes.  All players are required to provide their own equipment.  It is mandatory for all players to wear a HELMET with a full face shield.  Shin guards and elbow pads are required. Full padding is not required, but strongly recommended.

Game Rules

Governing Rules:  NCAA rules shall govern all play with the exceptions listed on this rule sheet.  Final interpretations and modifications shall be determined by the Manager, Intramural Sports.

Officials Zone:  Officials are only required to skate at most 10 feet past each blue line into the offensive zone.  This is for safety reasons as officials are not fully padded.

Time-outs:  Each team is granted one timeout per game.  Unused timeouts carry over to overtime.

General Rules

  • No boarding or checking is allowed.
  • Slap shots are not allowed.  Hockey sticks can not be lifted above the waist.
  • Automatic icing and touch up offsides will be called.

Minor Penalties:  Will be served for two minute duration.

Major Penalties:  Ejection from game in progress and 5 minute duration.

Conduct

  • Fighting will not be tolerated
  • Verbal and/or physical abuse towards any official will not be tolerated
    •  Verbal abuse will be treated as a major penalty. 
    • Any physical contact with an official will be treated as fighting and will be subjected to the same penalties therein.

Eligibility:  All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct.  Please check this form prior to placing players on the team roster.

Check-in: The team captain prior to the start of the game must give all BC IDs to the officials or on site Monitor.  

Players arriving late are eligible to enter the game and must present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending.  

Club Sports:  Only two (2) Club Soccer participants are permitted to play on any team.

Facility: Alumni Stadium (Varsity Football Field).  During the winter, the field will be covered by a ‘bubble’.  Entrance to the ‘Bubble’ is located on the Conte Forum side of the stadium.

Dimensions:  Two games will be played at 1 time on Alumni Stadium.  Width will be 35 yards.  Length will be the football field width with goals placed on the football ‘side line’ for a total field length of 53 yards.  Goal box will be marked by 2 single cones, 3.5 yards from each goalpost and 10 yards away from the goal line.  There will be no penalty box.

Scheduling: Each team will play roughly 5‐7 games ‐ subject to change depending on facility availability.  Please see the Intramural Handbook on the Campus Recreation website for further details regarding scheduling as well as our rainout policy.

Playoff Format:  Playoffs will be single elimination.  League standings and therefore playoffs will be based on the following points system:

  • 3 Points for any win
  • 1 Point for a tie
  • 0 Points for a loss

Please refer to the Intramural Handbook for details on the tie breaker system.  In leagues/tournaments with a large amount of teams, those eligible for the playoffs that have the same record will be randomly seeded.   

Roster Management:  Rosters will be limited to 14 spots.  This includes any coaches that a team may have.  Only 14 pinnies/uniforms will be provided at each game.  Only 14 shirts and mugs are available for the eventual champions.

Minimum Player:  Games will consist of seven (7) vs seven (7).  Teams must have a minimum of six (6) players to start a game.  If for any reason the number drops below this, the team will be forced to forfeit.  A team can only claim a forfeit win if they have the minimum amount of players present at the time of the game.

Game Time:  Game time is forfeit time.  If a team is not checked in, has the minimum amount of players present, and ready to play by game time, a forfeit will be declared by the official.  Exception:  A team may waive the right to win by forfeit and wait for the opposing team. The game clock will start at the scheduled game time regardless of any situation. If after 10 minutes the team still does not have the minimum amount of players, the present team must accept the forfeit win.  If a team waives the right to win by forfeit and the game begins, that team cannot rescind their decision and take the forfeit.

Meetings:  Officials will hold a pre‐game meeting with the two team captains.  This meeting will discuss rules of emphasis and game management items.  Captains may voice their concerns/protests at the meeting.  Officials will hold a post‐game meeting with the two team captains to review the contest.   

Team Benches/Sidelines:  Teams will be responsible for everyone that is on the bench/sideline.  We discourage having non‐roster personnel on the bench/sideline.  All non‐roster personnel located around the team bench/sideline will be seen as part of the team and will be subject to the rules.  These players may receive a technical foul or call a time.  To prevent any confusion, we encourage teams to allow only those on the roster around the team bench.

Clock Management:  Each game will consist of two 15 minute halves.  The clock will run continuously and there will be no ‘stoppage’ time as in normal soccer.    

Overtime: No overtime during regular season games (games result in a tie).  In playoffs, overtime will consist of one five (5) minute ‘golden goal’ (sudden death) period, followed by a traditional shootout if necessary.

Shootout:  Taken from 10 yards out.  First 5 kickers must be selected from the players who finished the game and presented to the officials.   

Uniform:  Each team MUST have coordinating colored shirts for every player.  It is strongly recommended that teams provide their own shirts.  Pinnies will be provided if a team is unable to provide their own uniform.  Teams may have to wear pinnies worn in a previous game.  

No metal cleats allowed.  No individual will be allowed to participate in street clothes.  This includes jeans, belts, brimmed hats or other “non‐gym” clothing.  Players will not be permitted to wear jewelry or anything deemed dangerous to other players.

Game Rules:

Governing Rules:  NFHS rules shall govern all play with the exceptions listed on this rule sheet.  Final interpretations

and modifications shall be determined by the Manager, Intramural Sports.

Offsides:  Will NOT be called.

Out of bounds:  Only when the ball crosses completely over a touchline will it be consider out of bounds.

Substitutions:  Allowed at referee’s discretion and will be made on kick‐ins and goal kicks only.  Teams may make unlimited substitutions.  

Throw‐ins:  Throw‐ins will be in the form of kick‐ins. When the ball goes out of play; a kick‐in is required to re‐start play. The ball is not allowed to be lifted off the ground on a kick‐in.

Corner Kicks:  Corner kicks are to be taken as usual and are allowed to be lifted off the ground.

Goal Kicks:  Can not pass the midfield line.  This will result in an indirect kick for the opposing team at midfield (where the ball crossed).  Goalkeepers cannot punt to distribute the ball.  Goal throws follow the same rule as goal kicks.

Interference:  Any ball that comes in contact with the ‘bubble’ will result in a drop ball at the spot of contact.

Slide Tackling:  NOT ALLOWED IN ANY SITUATION.

Indirect Kicks:  Require ball to be touched by at least two (2) players before legally entering an opponents’ goal.  Players opposing kicker shall be 10 yards from the ball, unless they are standing on their own goal line between the goal posts.

Direct Kicks:  May go directly into an opponents’ goal. Players opposing kicker shall be 10 yards from the ball, unless they are standing on their own goal line between the goal posts.

Minor Infractions ‐ Resulting in Indirect Free Kick:   

  • Ball played next by kicker following kickoff, free kick, penalty kick, goal kick, corner kick, or by the thrower following a throw‐in.
  • Player fairly charges into an opponent when neither is within playing distance.
  • Player not in possession of ball obstructs opponent attempting to play ball.
  • Goalkeeper takes more than ten (10) seconds before releasing the ball for play.
  • Goalkeeper touches ball again with his/her hands before it has been touched by another player.
  • Goalkeeper touches ball with his/her hands after it is deliberately kicked by a player to his/her own goalkeeper (or when receiving directly from throw‐in).
  • Player kicks or attempts to kick the ball while it is in possession of goalkeeper.

Major Infractions ‐ Resulting in Direct Free Kick:   

  • Dangerous play ‐ spits, kicks, strikes (or attempts to), jumps, etc at an opponent.
  •  Player pushes opponent with the hand(s) or arm(s) extended from the body.
  • Player holds an opponent.
  • Player charges an opponent in a dangerous or reckless manner, or using excessive force.
  • Player trips or attempts to trip an opponent.
  • Goalkeeper attempts to strike, strikes, or pushes an opponent with the ball.
  • Player, other than goalkeeper deliberately handles ball in his/her penalty box.

Penalty Kicks:  Awarded when a foul, which ordinarily results in the awarding of a direct free kick, occurs within the offending team’s penalty box. Penalty kicks will be taken from the top of the goal box.

Penalties:   

  • Two (2) yellow cards equal one (1) red card.
  • A player receiving a yellow card must be substituted for and can not return until the next legal substitution.
  • If a defender deliberately takes down an offensive player during a goal scoring opportunity, a direct kick will be awarded and a red card will be issued.
  • If a defender deliberately stops or deflects the ball with his/her hands or arms to stop a goal, a penalty kick will be awarded and a red card will be issued.
  • Any player who unnecessarily delays the game will be given a yellow card.  (This includes but is not limited to: inappropriately contacting the ball after the whistle, failure to follow referee instructions, or goalkeepers who take an excessive amount time to play the ball.)
  • Two yellow cards (in one game) or one red card given to any player will disqualify him/her for the remainder of any game in progress. Note: if a player is ejected during a game, he/she cannot be replaced by a substitute player.
  • Any player who receives a yellow card in three separate games in one season will be suspended.   
  • All players ejected from a game or suspended must meet with the Manager before being reinstated.EXPECTATIONS WHEN USING BOSTON COLLEGE FACILITIES:
  • Intramural participants using the facilities are obligated to clean up after any activity. Assist the

Intramural Staff and Referees to ensure that we leave the facility in better condition than we found it.  

  • Only Intramural activities are permitted during Intramural scheduled time.  Individuals that are not scheduled to participate that day are not permitted to use the facility.
  • Limit activity (warm up etc.) before and after your assigned game as the bubble can get overly crowded.
  • The Intramural Staff has the authority to remove any person abusing the facility.  

BUBBLE RULES

  • Participants are not permitted to use equipment that is not assigned to the Intramural program.
  • Use of the baseball cage in not permitted during Intramural programming.
  • Do not kick/throw any balls against the side of the bubble.
  • The following items are prohibited in the Bubble:
    • Food of any kind
    • Drinks ‐ Including Gatorade, Powerade, etc.
      • Water is the only thing allowed
    • Gum
    • Sunflower seeds
    • Tape
    •  Chairs (The legs dig into the turf)
    • Tables
    • Painting and/or taping of lines of field
    • Metal spikes

Eligibility:  All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct.  Please check this form prior to placing players on the team roster.

Check-in:  The team captain prior to the start of the game must give all BC IDs to the officials or on site Monitor.   Players arriving late are eligible to enter the game and must present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending.  

Facility:  Brighton Campus

League Format:  Will be a single elimination tournament played over 2 – 3 days, typically weekends.  Seeding will be done randomly.  It is typical for a team to play multiple games in 1 day (if they advance).   

Roster Management:  Rosters will be limited to 10 spots.  This includes any coaches that a team may have.  Only 10 shirts and mugs are available for the eventual champions.

Minimum Player:  Games will consist of eight (8) vs eight (8) fielded players.  Teams must have a minimum of seven (7) players to start a game – 3 of which must be female.  If for any reason the number drops below this, the team will be forced to forfeit.  Teams can not use an opponent’s player as a catcher.

Game Time:  Game time is forfeit time.  If a team is not checked in, has the minimum amount of players present, and ready to play by game time, a forfeit will be declared by the official.  Exception:  A team may waive the right to win by forfeit and wait for the opposing team. The clock will start at the scheduled game time regardless of any situation.  If after 10 minutes the team still does not have the minimum amount of players, the present team must accept the forfeit win.  If a team waives the right to win by forfeit and the game begins, that team cannot rescind their decision and take the forfeit.

Meetings:  Officials will hold a pre‐game meeting with the two team captains.  This meeting will discuss rules of emphasis and game management items.  Captains may voice their concerns/protests at the meeting.  The ground rules will be declared to the captains by the umpire prior to the start of each game. All foul/fair calls where no line exists will be left up to the discretion of the umpire.  A coin toss will determine choice of home/away team.  Officials will hold a post‐game meeting with the two team captains to review the contest.   

Team Benches/Sidelines:  Teams will be responsible for everyone that is on the bench/sideline.  We discourage having non‐roster personnel on the bench/sideline.  All non‐roster personnel located around the team bench/sideline will be seen as part of the team and will be subject to the rules.  To prevent any confusion, we encourage teams to allow only those on the roster around the team bench.

Clock Management:  A game will consist of six (6) innings or the standing score at the end of 40 minutes, whichever comes first.  No new innings will be started after the 30‐minute mark.  However, any inning that has been started may be finished.  Tied games will go into extra innings if time allows (if time does not allow, regular season games will end in a tie).    Mercy Rule: If at the end of 4 complete innings either team has a lead of 15 runs or more, that team will be declared the winner.  If the home team leads by 15 runs or more in the 4th inning, they shall be declared the winner and there is no need to kick.  If at any point after 4 innings the lead increase to 15 runs or more, AND the losing team has had an equal amount of at bats, game shall be called. The 40‐minute and mercy rule will be waived in the finals of the tournament.

If for some reason play has to stop due to technical difficulties and there is no time to replay, the final score goes back to the score at the end of the last full inning.  

Uniform:  No metal cleats allowed.  No individual will be allowed to participate in street clothes.  This includes jeans, or other “non‐gym” clothing.  Players will not be permitted to wear jewelry or anything deemed dangerous to other players.  Closed‐toe foot wear must be worn at all times.

Game Rules

Fielding:

  • No more than six (6) players shall be positioned in the infield area prior to a pitch being kicked – this includes the catcher and fielding pitcher.
  • Two (2) players must begin in the outfield prior to a pitch being kicked.
  • At least 3 female players must be on the field at all times.
  •  Each team must provide a catcher.
  •  All fielders (including fielding pitcher) must be positioned behind the pitching rubber until the ball is kicked.
  • Only 1 other fielder (besides the fielding pitcher) may position themselves within the infield diamond (inside the 1st/2nd/3rd base diamond) until the ball is kicked.

Making an Out:

  • Kicker is out in situations similar to softball (fly‐out, force‐out, etc).
  • A runner is also out when they are hit below the shoulders by a thrown ball.
  • Any runner hit above the shoulders (neck, head) is safe.  Play continues but the runner who was hit above the shoulders is not liable to be put out until after they touch the next base.
  • Any intentional and unsportsmanlike throw to runner’s head will result in ejection and all runners awarded home.
  • Runner may not intentionally use their head to block the ball or duck to get hit in the head. Runner will be called out, ball is dead, and all runners return to the base they last touched.

Kicking:

  • All players (maximum of 8) will kick each inning.  Therefore, up to 8 outs may be recorded during a team’s offensive half inning.
  • Teams with 10 players must sit out 2 kickers each inning.  At least 3 female players must kick each inning.
  • The kicking order may change each inning.
  • The offensive team must notify the defensive team when the last kicker is preparing to kick.  If not, that kicker will be ruled out and the inning will end with all runs scored on the play nullified.
  • When the last kicker of an inning kicks, play reverts to regular ‘2‐out softball play’.  Inning will end when the next out is recorded.
  • The kicker must contact the ball behind the kicking line or be ruled out.  Runners return to their previous base.
  • Kickers must remain in the batters box and may only move within the box prior to kicking the ball.
  •  Any foul ball is considered an out.

Base running:   

  • There is no infield fly rule.
  • There is no leading of bases, steals, or bunting.  A base‐runner may leave the base when the ball is hit.   
  • Any thrown ball thrown out‐of‐play will result in a dead ball and all runners receive 1 extra base (in addition to the base they were running to).
  • Any ball that is hit into an inaccessible area (football equipment) the fielders can either attempt to play the ball in which case play is live, or can raise their arms to signal a dead ball.  A raised arm situation would result in a 2 base hit. At times rubber portable bases will be used.  In this case, umpires will use the ‘area’ rule.  If a fielder has his/her foot in the area of the base, he/she will get the benefit of the play.  This does not hold true for home plate.

Pitching:  

  • No WALKS.
  • Teams will pitch to their own kickers.   
  • Pitchers of the kicking team will not be responsible for playing defense.
  • If the pitcher touches the ball coming off of the foot of the kicker, the kicker will be called out.
  • If in the umpire’s discretion, the pitcher interferes with the defense, the umpire may call out a runner or kicker as appropriate.  
  • Pitch shall be underhand at a slow to moderate speed.  Small bounces are permitted but the ball must remain on the ground the majority of the time to home plate.
  • Each kicker will receive a maximum of 3 pitches.  If the kicker allows the pitches to pass without kicking, the kicker will be out.

Line up:  Do NOT need to alternate male/female.

Home Plate:  All plays to home will be force outs.  Once a runner ‘commits’ to home at the umpires discretion (roughly the half way point between third base and home), a force out can be called at home.  The catcher does not need to tag the runner, simply making contact with home plate with possession of the ball is sufficient for an out.   

Eligibility: All members of the Flynn Recreation Complex are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.

Check-in: Prior to the start of each and every intramural game each participant must present their BC Student ID to the intramural staff member overseeing their game. Players arriving late are eligible to enter the game, but must first present their ID to an official for attendance and eligibility purposes. It is the responsibility of the team to ensure that they have been checked off for attending. Those not properly checked in could cause their team to forfeit and/or be suspended from further intramural play. Please bring your BC Student ID to every game.

Club Sports: Three (3) Club Soccer participants are permitted to play on any team.

Facilities: Alumni Stadium (Varsity Football Field). The Newton Field Hockey Field on the Newton Campus will be used for the freshman league.

Dimensions: Goals are placed on the football ‘goal line’ for a total length of 100 yards. The field will be 53 yards wide, the width of a football field. Penalty box will be marked by 2 single cones located 18 yards away from the goal line and on the football field numbers. No goal box will be marked.

Scheduling: Each team will play roughly 3-4 games during the season - subject to change depending on facility availability. Regular season games will be played once a week. Teams may have to play 2-3 games in a week during the playoffs. In the case of rain we will work with teams to attempt to find a reschedule date, but based on field availability these games may be cancelled.

Playoff Format: Playoffs will consist of a single elimination bracket. All teams who have not forfeited and have no sportsmanship incidents will qualify for the playoffs granted there is enough facility space to accommodate every team. Playoff ranking will be based on record, head-to-head, and sportsmanship rating (where a tie may exist). Should there not be enough space in the bracket the first teams dropped will be those with sportsmanship incidents, followed by the teams with the lowest winning percentage. Any team with a forfeit will not qualify for the playoffs. Intramural office reserves the right to adjust the playoff seedings to meet team availability, avoid overly repetitive matches, or for any other reason.

Roster Management: Rosters may consist of as many players as a team desires, however the championship team will only be awarded sixteen (16) mugs and championship t-shirts. No player may participate who is not on the team roster. No player is allowed on two (2) soccer team rosters at the same time. Rosters may be modified, players add and dropped throughout the entirety of the regular season. However at the conclusion of the last regular season game the team’s roster will freeze and that roster is set for the playoffs.

Minimum Player: Games will consist of eleven (11) vs eleven (11). Teams must have a minimum of eight (8) players to start a game.

Game Time: Game time is forfeit time. However the goal of the intramural department is to play intramural games. If the intramural staff deems it reasonable to wait for team members to arrive and it will not affect other games orrun past the time intramurals has reserved for the field we will make efforts to wait in the interest of playing the game. However a team not checked in and ready to play by game time, puts themselves at risk to forfeit.

Meetings: Officials will hold a pre-game meeting with the two team captains. This meeting will discuss rules of emphasis and game management items. Captains may voice their concerns/protests at the meeting. It is the responsibility of the team captain to relay any information in this meeting to their team.

Team Bench/Sidelines: There will be a designated area for each team ‘bench’. Teams will be responsible for everyone that is on the bench/sideline. We encourage fans to attend games, however non-roster personnel on a team’s sideline are the responsibility of the team and they are subject to the rules and sportsmanship guidelines.

Clock Management: Each game will consist of two twenty (20) minute halves. The clock will run continuously and there will be no ‘stoppage’ time. Half time will be two (2) minutes in duration. Teams will have one (1) timeout per match. Timeouts may only be taken in dead ball situations.

Overtime: Regular season game will not have any overtime period and games tied at the end of regulation will be a tie. In playoffs, overtime will consist of two (2) - five (5) minute halves of ‘golden goal’ (sudden death) soccer, followed by a traditional shootout if necessary.

Shootout: Taken from 12 yards out. First 5 kickers must be selected from the players who finished the game and presented to the officials. Teams alternate taking 5 kicks each at the same goal. Teams cannot change goal keeper in between kicks, though the keeper may be a kicker. If still tied after 5 kicks, each team will rotate kickers until a winner is determined.

Uniform: Each team MUST have coordinating colored shirts for every player. It is strongly recommended that teams provide their own shirts. Pinnies will be provided if a team is unable to provide their own uniform. Teams may have to wear pinnies worn in a previous game. If the entire team does not have the same color shirt, the whole team will be required to wear pinnies. No metal cleats are allowed. No individual will be allowed to participate in street clothes. This includes jeans, belts, brimmed hats or other “non-gym” clothing. Players will not be permitted to wear jewelry or anything deemed dangerous to other players. All players are required to wear shin guards.

Game Rules:

Governing Rules: NFHS rules shall govern all play with the exceptions listed on this rule sheet. Final interpretations and modifications shall be determined by the Manager, Intramural Sports.

Offsides: Will be called.

Out of bounds: Only when the ball crosses completely over a touchline will it be consider out of bounds.

Slide Tackling: Is allowed.

Substitutions: Substitutions will be made at midfield to a side referee. Teams may make unlimited substitutions. Referee will beckon in substitutes, substitutions are allowed in the following circumstances:

  • On throw ins (If the team throwing in substitutes the opponent may also bring in subs)
  • On corner kicks (If the team with the corner kick substitutes the opponent may also bring in subs) 
  • On any goal or goal kick
  • For an injured player (both teams may bring in subs at this point)
  • During a time out

Indirect Kicks: Require ball to be touched by at least two (2) players before legally entering an opponents’ goal. Players opposing kicker shall be 10 yards from the ball, unless they are standing on their own goal line between the goal posts.

Direct Kicks: May go directly into an opponents’ goal. Players opposing kicker shall be 10 yards from the ball, unless they are standing on their own goal line between the goal posts.

Infractions Resulting in Indirect Free Kick:

  • Offside
  • Ball played a second time by kicker following kickoff, free kick, penalty kick, goal kick, corner kick, or by the thrower following a throw-in prior to another player making a touch.
  • Player fairly charges into an opponent when neither is within playing distance.
  • Player not in possession of ball obstructs opponent attempting to play ball.
  • Goalkeeper takes more than six (6) seconds before releasing the ball for play.
  • Goalkeeper touches ball again with his/her hands before it has been touched by another player.
  • Goalkeeper touches ball with his/her hands after it is deliberately kicked by a player to his/her own goalkeeper (or when receiving directly from throw-in).
  • Player kicks or attempts to kick the ball while it is in possession of goalkeeper.
  • Use of foul or abusive language directed towards a player or official (most likely a card)

Infractions Resulting in Direct Free Kick:

  • Dangerous play as determined by the official.
  • Player places hands or arms on an opponent in an effort to reach the ball, or to hold an opponent.
  • Player charges an opponent in a dangerous or reckless manner, or using excessive force.
  • Player charges an opponent from behind.
  • Player strikes, trips, kicks, spits, jumps at, pushes, knees or attempts to do one of these to an opponent.
  • Goalkeeper attempts to strike, strikes, or pushes an opponent with the ball.
  • Player, other than goalkeeper deliberately handles ball.

Penalty Kicks: Awarded when a foul, which ordinarily results in the awarding of a direct free kick, occurs within the offending team’s penalty box.

Penalties:

  • Two (2) yellow cards equal one (1) red card.
  • A player receiving a yellow card must be substituted for and can not return until the next legal substitution.
  • If a defender deliberately takes down an offensive player during a goal scoring opportunity, a direct kick will be awarded and a red card will be issued.
  • If a defender deliberately stops or deflects the ball with his/her hands or arms to stop a goal, a penalty kick will be awarded and a red card will be issued.
  • Any player who unnecessarily delays the game will be given a yellow card. (This includes but is not limited to: inappropriately contacting the ball after the whistle, failure to follow referee instructions, or goalkeepers who take an excessive amount time to play the ball.)
  • Two yellow cards (in one game) or one red card given to any player will disqualify him/her for the remainder of any game in progress.  If a player is ejected during a game, he/she cannot be replaced by a substitute player.
  • All players ejected from a game must meet with the Assistant Director of Intramural Sports before being reinstated.

Eligibility  All members of the Boston College community are eligible to play with the exceptions listed on the Intramural Code of Conduct.  Please check this form prior to registration.  Participants must present their BC ID to an Intramural staff member –NO EXCEPTIONS.  No current Varsity Football Player listed on the active 2011‐2012 roster nor any former Varsity Football Letter winner is eligible for this competition.

Registration:  Register using www.Athleague.com.  Create and register a 1 player roster TEAM.   

Event Information:  Event will be held on Alumni Stadium (rain or shine).  Sunday, October 30, 2011; 1:00pm –3:30pm.  Warm up time will be 1:00‐1:15pm ONLY.

Equipment:  Participants will only be permitted to use the football provided by the Intramural department.   Participants may bring their own football to warm up.  No metal cleats are allowed.  Participants must wear ‘athletic type’ clothing and will not be permitted to wear street clothing.  Exceptions may be made for Halloween Costumes.

Objective:  To obtain the most points from the combined 3 events.  The events are based on accuracy and distance.

Rules: Each participant may compete in each event in any order within their registration time block.  There will be a station for each event with a staff member and officials on hand.  Scores are determined from where the ball first makes contact with the ground.  Bounces or rolls do not count towards distance.

Warm Up:

There will be 15 minute warm up period for the entire event.  This will take place from 1:00pm – 1:15pm ONLY. Regardless of your start time, this is the only warm up time and space allotted for this event on a first come first serve basis.

Scoring:

Punt: Each participant will have 2 attempts at the punt.  The highest score of the 2 will be recorded.  Points for this event will be recorded by the total distance the ball travels down field minus the distance from the center line.  There will be a 5 yard wide zone in which the ball can land.  Balls that land outside this zone will result in the negative points equal to the number of yards away from the center.  There will be a line that marks the point at which no part of the body can cross prior to the ball being kicked.  Any line penalty will result in a re‐do attempt 5 yards further back.

Pass: Each participant will have 2 attempts at the pass.  The highest score of the 2 will be recorded.  Points for this event will be recorded by the total distance the ball travels down field minus the distance from the center line.  There will be NO landing zone – a straight line dictates the accuracy of the throw.  There will be a line that marks the point at which no part of the body can cross prior to the ball being thrown.  Any line penalty will result in a re‐do attempt 5 yards further back.

Kick:  Kicking from a tee, each participant will start at the 10 yard line and attempt a field goal.  After a successful attempt, the participant will back up 10 more yards.  This process will continue until a field goal attempt is missed.  At that point, the participants can choose to retry from that same yard line.  If that attempt is no good, the points for that event will equal the distance of their last successful attempt.  If that attempt is good, they can continue the process with a kick 10 yards further back. If they choose not to attempt a second try from the first missed field goal attempt, they can choose to attempt a kick from any yard line up closer to their last successful field goal attempt (i.e. a missed attempt from the 30 yard line – the participant can attempt any kick from 29 – 21 yards).  If that attempt is good, they will receive points equal to that yard line with no more attempts.  If that attempt is no good, the points for that event will equal the distance of their last successful attempt.

Tie-Breaker: Ties will result in a showdown between the participants.  Each participant will receive 1 attempt for the Punt and Pass.  The kick remains the same format.

Prizes Structure:  Prize structure and distribution subject to change depending on registration numbers.

1st     1st Pick at one of the prizes listed below, Intramural Champ Mug and T‐Shirt

2nd     2nd Pick at one of the prizes listed below, Intramural Champ Mug and T‐Shirt

3rd     3rd Last pick of one of the prizes listed below, Intramural Champ Mug and T‐Shirt

4th‐ 6th    Intramural Champ Mug and T‐Shirt

7th – 10th Intramural Champ T‐Shirt

Halloween Costume Winner:

$100 Gift Card to BC Bookstore for each the MALE and FEMALE winner.   

Prizes

Courtesy of AT&T:

  • 1 new Android Tablet from AT&T (services not included)
  • 1 new Motorola Bluetooth headset

Courtesy of Fenway Sports Management/BC Athletics:

  • 2 Delta Airlines round trip travel certificates (travel within US, excluding Hawaii and Alaska)
  • 2 $100 gift cards to BC Bookstore  

Gifts:  All contestants will receive goodie bag gifts provided by AT&.

Halloween Costume Contest:   You do not need to participate in the competition to be eligible for this contest; however, more points will be awarded for those who participate in their costumes.  Your costume score will be recorded whenever you attend the event.  Winners will be announced at the end of the event.

BC's National Championship Game:

Win a trip for four to the BCS National Championship Game!

Text* EAGLES to 51234 to be entered for a chance to win a trip for four to the BCS Championship Game and receive breaking news, special offers, and exclusive Boston College content. Message & data rates may apply. You will receive 3‐5 msgs/week. Text STOP to cancel. Text HELP for help. Mobile Terms & Conditions. NO PURCHASE NECESSARY. Sweepstakes ends at 3:00pm ET on 12/10/2011. Open to legal residents of the U.S., who are at least 18 years old at date of entry in this Sweepstakes. Void where prohibited. Subject to full rules available at www.fanzone.att.net/sweepstakes/BCSrules. See full rules for free entry method.

Eligibility:  All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct.  Please check this form prior to placing players on the team roster.  Any non‐member of Campus Recreation must pay a fee to enter into the facility ‐ the fee is not waved for Intramural competition.

Leagues/Divisions:  There will be 5 leagues all dependent on registration numbers: Men’s Singles, Women’s Singles,Men’s Doubles, Women’s Doubles, & Mixed Doubles.  

Facility:  Flynn Recreation Complex Racquetball Courts

Scheduling:  Each team will play roughly 3 matches.  Please see the Intramural Handbook on the Campus Recreation website for further details regarding scheduling. Match‐ups will be scheduled by the Intramural Office, but the match date and time will be scheduled by the participants through the Flynn Recreation Complex Equipment Desk (617‐552‐0796).  Balls and racquets are available for rent as well.  It is the responsibility of the participants to contact each other, reserve court times,and schedule the match within the date range provided by the Intramural Office.    

Playoff Format:  Playoffs will be single elimination.  In leagues/tournaments with a large amount of teams, those eligible for the playoffs that have the same record will be randomly seeded.  

Roster Management:  Rosters must still be submitted through our online registration program Athleague.  Please refer to the Intramural Handbook for registration details.  Singles team will contain a roster of 1 while doubles will contain a roster of 2.

Score Reporting:  Report all scores immediately after the match.  All scores must be submitted to the Intramural Office directly or through Athleague.  Please do not call or email the office to report any scores.  Please be courteous and contact your scheduled opponent if you are unable to attend a match.  If you are unable to attend, this will consistent a forfeit and still must be reported.  Any match not reported on the last day of the period will be considered as a double forfeit.

Rules: 

  • A match is the ‘best of three sets’ (2 of 3).The first player/team to reach fifteen points wins the set.   
  • All specific game rules can be altered and modified by the participants (within reason) prior to the match so long as a winner of the match can be reported.  Any agreed upon rules by the participants are only in affect for that match.  The Intramural Office will have final say in all rule dispute matters.
  • Points can be scored only by the server. When the server wins a stroke the server scores a point; when the receiver wins a stroke the receiver becomes the server.

The Serve

  • Play begins with the server standing in the Service Zone and serving the ball to his/her opponent(s). To serve, the server must first bounce the ball and then strike it with the racquet. The ball is put into play after making contact with the Play Wall first and then passing into the rear half of the court. In its flight, the ball may strike one side wall, but no more. If it hits three surfaces including the ceiling or back wall before bouncing, the serve is not good (called one fault) and the ball is not in play.
  • A serve that does not carry beyond the Short Line of the Service Zone is also not good (fault). Additionally, the ball cannot hit a side wall, floor or ceiling before the Play Wall when attempting to serve. The server is given two opportunities to put the ball into play. If the server hits two faults in a row, the player returning serve takes over in the service zone and the original server assumes the return of a serve position.

The Return Serve

  • To return serve, stand in the middle of the court (equal distance between each side wall) approximately one arm and racquets length away from the backwall.  
  • Return serve by striking the ball before the second bounce. The ball must travel to the Play Wall for it to be a good return of serve. The ball may hit ANY surface except the floor on the return as long as it hits the Play Wall before bouncing.

Hinders

  • Hinders are stoppages of play, and result in the replay of the point.  It is your responsibility to give your opponent enough room to hit the shot the way they want to hit. You must give them a straight shot to the front wall as well as the angle, which would result in a crosscourt shot to the opposite back corner. Typical hinders are:
    • A ball striking any part of the court, which results in an erratic rebound (fan vents, door knob, lights, etc.)
    • The ball hits the back of the net after and only after it hits the front wall.
    • Accidentally hitting opponent with the ball as it is heading toward the front wall
    • Unintentionally contacting opponent while attempting to make a play on the ball
    • Screening opponent's view of the ball, or having the ball pass between one's legs.

Doubles

  • During doubles matches, serving shall go as follows: Team A: 1 server; Team B: 2 servers; Team A: 2 servers; Team B: 2 servers etc…
  • During doubles matches, the serving team shall have one partner serving while the other partner remains in either of the side boxes until the served ball passes the second red line (the line closer to the back wall).
  • During doubles matches, the serving team may serve to any spot so desired, as long as it is a legal serve.  The receiving team in turn has the option of allowing either of its members to return any given serve.  Teams and team members then alternate strokes accordingly until a point is won. 

Eligibility: All members of the Flynn Recreation Complex are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.

Check-in: Prior to the start of each and every intramural game each participant must present their BC Student ID to the intramural staff member overseeing their game. Players arriving late are eligible to enter the game, but must first present their ID to an official for attendance and eligibility purposes. It is the responsibility of the team to ensure that they have been checked off for attending. Those not properly checked in could cause their team to forfeit and/or be suspended from further intramural play. Please bring your BC Student ID to everygame.

Facility: Shea Softball Field

Club Sports: A maximum of three (3) club baseball players may participate on any one (1) intramural softball team.

Fall League: Each team will play roughly 3-4 games - subject to change depending on facility availability. Regular season games will be played once a week. Teams may have to play 2-3 games in a week during the playoffs. In the case of rain we will work with teams to attempt to find a reschedule date, but based on field availability these games may be cancelled

Playoff Format: Playoffs will consist of a single elimination bracket. All teams who have not forfeited and have no sportsmanship incidents will qualify for the playoffs granted there is enough facility space to accommodate every team. Playoff ranking will be based on record, head-to-head, and sportsmanship rating (where a tie may exist). Should there not be enough space in the bracket the first teams dropped will be those with sportsmanship incidents, followed by the teams with the lowest winning percentage. Any team with a forfeit will not qualify for the playoffs. Intramural office reserves the right to adjust the playoff seedings to meet team availability, avoid overly repetitive matches, or for any other reason.

Roster Management: Rosters may consist of as many players as a team desires, however the championship team will only be awarded fifteen (15) mugs and championship t-shirts. No player may participate who is not on the team roster. No player is allowed on two softball team rosters at the same time (exception is to play on one single gender and one CoRec team). Rosters may be modified, players add and dropped throughout the entirety of the regular season. However at the conclusion of the last regular season game the team’s roster will freeze and that roster is set for the playoffs.

Minimum Player: Games will consist of ten (10) vs ten (10) fielded players. Teams must have a minimum of eight (8) players to start a game. If for any reason the number drops below this, the team will be forced to forfeit. Teams can not use an opponent’s player as a catcher.

CoRec:

  • Ten players shall constitute an official team. CoRec teams must have five (5) male players and five (5) female players in the line-up at all times. A CoRec team may not have more than five (5) male players in the field at a time.
  • A CoRec team must be able to field at least 4 female players in order to start a game.

Game Time: Game time is forfeit time. However the goal of the intramural department is to play intramural games. If the intramural staff deems it reasonable to wait for team members to arrive and it will not affect other games or run past the time intramurals has reserved for the field we will make efforts to wait in the interest of playing the game. However a team not checked in and ready to play by game time, puts themselves at risk to forfeit.

Meetings Officials will hold a pre-game meeting with the two team captains. This meeting will discuss rules of emphasis and game management items. Captains may voice their concerns/protests at the meeting. It is the responsibility of the team captain to relay any information in this meeting to their team. All foul/fair calls where no line exists will be left up to the discretion of the umpire. A coin toss will determine choice of home/away team.

Team Dugout/Sidelines: Each team will get to use a dugout. Teams will be responsible for everyone that is in their dugout/sideline. We encourage fans to attend games, however non-roster personnel on a team’s sideline are the responsibility of the team and they are subject to the rules and sportsmanship guidelines.

Clock Management: A game will consist of seven innings or the standing score at the end of fifty (50) minutes, whichever comes first. No new innings will be started after the forty (40) minute mark. However, any inning that has been started will be finished. A game may be declared official after two (2) full innings.

Mercy Rule: If at the end of five (5) complete innings either team has a lead of ten runs or more, that team will be declared the winner. If the home team leads by ten runs or more after the top of the 5th inning, they shall be declared the winner and they will not bat in the 5th. If at any point after five (5) innings the lead increase to ten (10) runs or more, AND the losing team has had an equal amount of at bats, game shall be called.

Extra-Innings: Extra innings will only be played in the playoffs, regular season games can end in a tie. The first extra-inning (i.e. 8th inning or first full inning after 50 minute mark) is played normally with no base runners. In each inning beyond the first extra-inning, both teams will begin the inning with the bases loaded. The 50-minute, mercy rule, and extra inning bases loaded rule will be waived in the finals of the playoffs.

Uniform: Players must provide their own gloves. No metal cleats allowed. No individual will be allowed to participate in street clothes. This includes jeans, or other “non-gym” clothing. Players will not be permitted to wear jewelry or anything deemed dangerous to other players.

Game Rules:

Governing Rules: NIRSA slow pitch rules shall govern all play with the exceptions listed on this rule sheet. Final interpretations and modifications shall be determined by Assistant Director of Intramural Sports.

Base running:

  • There is no leading of bases, steals, or bunting. A base-runner may leave the base when the pitch crosses home plate or if it is hit. All teams must play a catcher.
  • Any thrown ball that either goes into the dug out or out-of-play will result in a dead ball and all runners receive 1 extra base. It is the umpires discretion as to what base constitutes as ‘extra’.
  • Any ball that is hit into an inaccessible area (football equipment) the fielders can either attempt to play the ball in which case play is live, or can raise their arms to signal a dead ball. A raised arm situation would result in a 2 base hit.
  • At times rubber portable bases will be used. In this case, umpires will use the ‘area’ rule. If a fielder has his/her foot in the area of the base, he/she will get the benefit of the play. This does not hold true for home plate.

Equipment:

  • The use of baseball bats is illegal. Any player using a baseball bat is out automatically and the offending player will be ejected from the game. A second offense in a game against a team will result in the forfeiture of the game by the offending team.
  • If a team supplies their own equipment (gloves, bats, etc) they must share with the other team.
  • The Intramural Office will supply some bats, but no gloves.

Pitching:

  • This is slow-pitch softball. The pitch must be of moderate speed and have an arc between six (6) and twelve (12) feet from the ground. If it does not, the umpire will call an illegal pitch, and should the batter choose not to swing at the pitch, the pitch is automatically a ball. However, if a batter does choose to swing or hit an illegal pitch, the ball is live.
  • The starting count for each batter is 1-1. When the batter has two strikes (ex. 2-2) and a foul ball is hit, the batter will receive one extra chance to hit the ball fair. If another foul ball is hit, the batter will be out.
  • A mat will be used for determining balls and strikes. If the a legal pitch hits home plate or the mat, it will be a strike.

Coed Specific Rules:

  • If a male player walks, he will be awarded 2 bases (A female walk is awarded 1 base).
  • If there are two outs when the male walks, the next female in the line up has the choice to walk to first or bat.
  • A runner attempting to score must run to the designated cone instead of home plate to avoid any collision.
    • The catcher will still however make the play at ‘home plate’ for the force out. A catcher does not need to tag the runner regardless of the situation.
    • If the throw beats the runner, the runner is out.
  • A Co-ed team may bat their entire roster as long as the lineup stays male/female. No two males should ever bat in a row.
    • This means the lineup may be disjointed. Meaning a female batter will not necessarily bat before or after the same male player. This situation will occur when there are a different number of males and females in the game

Line up: Teams must provide a batting order to the umpire prior to the start of the game. The entire team may bat, there is no limit on the number of players that may be in the batting order. If a player plays the field, then they MUST bat. Once a player bats, he/she is considered an official batter. If for some reason that batter no longer bats, an out will be ruled for every time he/she misses an at bat. Coed line ups must alternate male/female at all times.

Late Players: If a player is not in the original line up and they arrive late they may be added at the end of the batting order or they may replace a player in the game and take their line up spot. However if they replace a player in the order the replaced player will not be allowed back in the game.

Home Plate: All plays to home will be force outs. Once a runner ‘commits’ to home at the umpires discretion (roughly the half way point between third base and home), a force out can be called at home. The catcher does not need to tag the runner, simply making contact with home plate with possession of the ball is sufficient for an out. Men’s teams will not use the cone mentioned above.

Infield-Fly: Will be called. A fair fly ball, in the umpire’s judgment, an infielder can catch with normal effort with less than 2 outs and runners on 1st and 2nd or bases loaded.

  • A line drive cannot be an infield fly.
  • Any defensive player, including the pitcher and catcher, who takes a position in the infield at the start of the pitch is an infielder for the purpose of this rule.
  • The umpire makes the infield-fly ruling based on position of closest infielder when the ball reaches its highest point, regardless of who makes the play.
  • After umpire yells ‘infield-fly’, the ball is live, runners may tag up and advance after a fielder touches the ball. If runners do choose to advance legally, this shall not be considered a force play.
  • A declared infield fly that becomes a foul ball is treated as any other foul ball.

Eligibility:  All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.  Any non‐member of Campus Recreation must pay a fee to enter into the facility ‐ the fee is not waved for Intramural competition.

Facility:  Flynn Recreation Complex Squash Courts

Scheduling:  Each team will play roughly 3 matches.  Please see the Intramural Handbook on the Campus Recreation website for further details regarding scheduling. Match‐ups will be scheduled by the Intramural Office, but the match date and time will be scheduled by the participants through the Flynn Recreation Complex Equipment Desk (617‐552‐0796).  Balls and racquets are available for rent as well.  It is the responsibility of the participants to contact each other, reserve court times, and schedule the match within the date range provided by the Intramural Office.  

Playoff Format:  Playoffs will be single elimination.  In leagues/tournaments with a large amount of teams, those eligible for the playoffs that have the same record will be randomly seeded.  

Roster Management:  Rosters must still be submitted through our online registration program Athleague.  Please refer to the Intramural Handbook for registration details.  Singles team will contain a roster of 1.

Score Reporting:  Report all scores immediately after the match.  All scores must be submitted to the Intramural Office directly or through Athleague.  Please do not call or email the office to report any scores.   Please be courteous and contact your scheduled opponent if you are unable to attend a match.  If you are unable to attend, this will consistent a forfeit and still must be reported.  Any match not reported on the last day of the period will be considered as a double forfeit.

Rules:

  • A match is the ‘best of three sets’ (2 of 3).
  • The first player to reach eleven (11) points wins.  Where the score reaches ten all, the game will be won by two clear points.   
  • Scoring is rally point, where by each rally results in a point regardless of who serves.
  • If, during play, the ball hits the back of the net after and only after it hits the front wall, the point shall be replayed.
  • If a player is hit with the ball by an opposing player, the point shall be replayed.  If a player hits himself with the ball, that player loses the point.   
  • A rally ends (and thus a point is earned) when one of the following occurs:
    • The ball bounces twice
    • The ball hits the tin
    • The ball is hit outside the out lines
    • Interference  
  • The serve is done by having at least one foot in the service box, then hitting the ball to the front wall, above the service line and having it bounce in the opposite quarter‐court. The receiver can stand anywhere as long as they do not interfere with the server. Only one serve is allowed.
  • Your opponent has the option of volleying return your serve before it hits the ground. After hitting the front wall first, the ball may hit any other number of walls before landing in the opponent’s quarter court.  
  • A serve is illegal if it hits any sidewall before hitting the front wall. Following the serve, the ball can hit any number of sidewalls before hitting the front wall.

Eligibility: All members of the Flynn Recreation Complex are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.

Check-in: Prior to the start of each and every intramural game each participant must present their BC Student ID to the intramural staff member overseeing their game. Players arriving late are eligible to enter the game, but must first present their ID to an official for attendance and eligibility purposes. It is the responsibility of the team to ensure that they have been checked off for attending. Those not properly checked in could cause their team to forfeit and/or be suspended from further intramural play. Please bring your BC Student ID to every game.

Club Sports: In doubles matches only one (1) of the team members may be a member of the club tennis team.

Facility: Flynn Recreation Complex Outdoor Tennis Courts

Scheduling: Each player will play 3 matches during the regular season - subject to change depending on facility availability. Regular season matches will be played once a week. Players may have to play 2-3 matches in a week during the playoffs. In the case of rain we will work with players to attempt to find a reschedule date, but based on court availability these games may be cancelled.

Playoff Format: Playoffs will consist of a single elimination bracket. All players who have not forfeited and have no sportsmanship incidents will qualify for the playoffs granted there is enough facility space to accommodate every team. Playoff ranking will be based on record, head-to-head, and sportsmanship rating (where a tie may exist). Should there not be enough space in the bracket the first players dropped will be those with sportsmanship incidents, followed by the players with the lowest winning percentage. Any player with a forfeit will not qualify for the playoffs. Intramural office reserves the right to adjust the playoff seedings to meet player availability, avoid overly repetitive matches, or for any other reason.

Rules:

  • A match is an six (6) game pro-set.
  • The first player/team to six (6) games in the pro-set wins the match. A player/team must win the set by two games.
  • If a match goes to 6-6, players shall play a conventional first to seven (win by two) tie-breaker.
  • Individual games will be scored in a traditional manner.

Eligibility: All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.

Facility: Flynn Recreation Complex Basketball Court 10.

Scheduling: Registration will be on site, you will just show up to participate. Competition kicks off at 3:30pm and the event concludes at 6:00pm.

Playoff Format: The highest four (4) scoring shooters will advance to the final round. Highest scoring player in that final round will be declared the winner. Additional rounds may be added depending on registration numbers.

Tiebreaker: Should a tie exist during the final round, a 30 second 3 point contest will decide the winner.

Divisions: There will be a male and female division. Champions will be crowned if at least 8 shooters compete in each division.

Rules:

  •  Each round will be 25 shots in length.
  • There will be five (5) shooting stations.
  • Clock will start when the first shot is released.
  • First 4 shots in each spot is worth 1 point
  • Final shot in each spot is worth 2 points
  • Shooter must have both feet behind the 3 point line for a valid shot

SHOOTING STATIONS:

2 Corner Stations

2 Wing Stations

1 Top of the Key Station

Eligibility:  All members of the Boston College community are eligible to play with the exceptions listed on the

Code of Conduct.  Please check this form prior to placing players on the team roster.

Start Date:  Brackets must be submitted by Tuesday March 13th to account for the ‘first four games’ of the

tournament.

Registration Instructions:

  • Go to http://espn.go.com/  
  • Find the Fantasy link and select Basketball as the sport
  • Select Men’s Tournament Challenge

If you have an existing ESPN.com account:

  • Sign in
  • Under ‘My Groups’ select Join Group
  • Search groups for ‘BC Intramural Sports’
  • Enter Password ‘bcims’
  • Fill out complete bracket

If you DO NOT have an existing ESPN.com account:

  • Under the Tournament Challenge home page, select ‘sign up for a free ESPN account’.
  • Proceed as above.

Team Names:  Please use your name as the bracket name for easier management of the group.

Prizes:  Winner will receive championship shirt and mugs.   

Scoring:  ESPN scoring and tiebreaker system will be used:

Round of 64 10 points for each correct selection

Round of 32 20 points for each correct selection

Sweet 16 40 Points for each correct selection

Elite 8    80 points for each correct selection

Final Four 160 points for each correct selection

Champion 320 for correct selection of tournament champion

Eligibility:  All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct.  Please check this form prior to placing players on the team roster.

Check-in:  The team captain prior to the start of the game must give all BC IDs to the officials or on site Monitor.  Players arriving late are eligible to enter the game and must present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending.

Club Sports:  Only two (2) Club Ultimate Frisbee participants are permitted to play on any team.

Facility:  Alumni Stadium (Varsity Football Field). 

League Format:  The Spring 14 season will be a double elimination tournament due to field space restrictions. All teams will play a minimum of 2 games.

Roster Management:  Rosters will be limited to 12 spots.  This includes any coaches that a team may have.  Only 12 pinnies/uniforms will be provided at each game.  Only 12 shirts and mugs are available for the eventual champions.

Minimum Player:  Games will consist of six (6) vs six (6).  Teams must have a minimum of five (5) players to start a game, three (3) of which must be female (an absent 3rd female can not be substituted for a 4th male player).  If a team only has 2 female players present, that team may only play 2 male players at a time (A total of 4 players).  If for any reason the number drops below this, the team will be forced to forfeit.  A team can only claim a forfeit win if they have the minimum amount of players present at the time of the game.

Game Time:  Game time is forfeit time.  If a team is not checked in, has the minimum amount of players present, and ready to play by game time, a forfeit will be declared by the official.  Exception:  A team may waive the right to win by forfeit and wait for the opposing team. The game clock will start at the scheduled game time regardless of any situation.  If after 10 minutes the team still does not have the minimum amount of players, the present team must accept the forfeit win.  If a team waives the right to win by forfeit and the game begins, that team cannot rescind their decision and take the forfeit.

Clock Management:  Each game will consist of two 20 minute halves of running clock or the first team to score 15 goals with a 2 goal advantage.

OVERTIME: No overtime during regular season games (games result in a tie).  In playoffs, overtime will consist of one five (5) minute period.  If the game remains a tie, a 3 minute sudden death period will determine the winner.  A coin toss will determine possession for the first overtime period.  Possession will alternate for each additional overtime period.

Uniform:  Each team MUST have coordinating colored shirts for every player.  It is strongly recommended that teams provide their own shirts.  Pinnies will be provided if a team is unable to provide their own uniform.  Teams may have to wear pinnies worn in a previous game. 

No metal cleats allowed.  No individual will be allowed to participate in street clothes.  This includes jeans, belts, brimmed hats or other “non-gym” clothing.  Players will not be permitted to wear jewelry or anything deemed dangerous to other players.

Game Rules:

Contact:  Ultimate Frisbee is a non-contact sport.  Contact will not be tolerated and excessive use of contact will result in ejection.

Time-outs:  Each team is granted two (2) timeouts per game.

Substitutions:  Substitutions may only be made when play has stopped.  Please wait until the referee signals before entering the game.  Ejected players can not be replaced with a substitution.

Change of possession:  Occurs when a pass in not completed (dropped, hits the ground, falls out of bounds, blocked, or intercepted.

Scoring:   The receiver must have two feet in the end zone while in possession of the disc to score.  If momentum carries the receiver into the end zone, they must bring the disc back to the closest point on the goal line and put the disc into play.

Out-of-bounds:  A disc is out‑of‑bounds when it first contacts an out‑of‑bounds area or contacts anything which is out‑of‑bounds.  For a receiver to be considered in‑bounds after gaining possession of the disc he/she must have the first point of contact with the ground completely in‑bounds. Should the momentum of a player carry him/her out‑of‑bounds after making a catch and landing in‑bounds, the player is considered in‑bounds. The player carries the disc to the point where he/she went out‑of‑bounds and puts the disc into play at that point. 

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

Throw‑off

  • 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.  When your team scores, you throw-off from the same end zone you scored in. 
  • Positioning prior to throw‑off: (1) 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. (2) The players on the receiving team must stand with one foot on their defending goal line without changing position relative to one another.
  • No player on the throwing team may touch the throw‑off in the air before a member of the receiving team touches it.  If this happens, the receiving team will put the disc into play from that spot.
  • The receiving team begins play at the spot of the catch or where the disc falls to the ground. 
  • If the throw‑off lands out‑of‑bounds the receiving team makes a choice of: (1) Putting the disc into play at the point where it crossed the line, or (2) Requesting a re‑throw.
  • If a member of the receiving team touches the disc during flight of the throw-off (whether in or out-of-bounds) yet fails to catch it, the team which threw-off gains possession of the disc at the nearest point on the playing field.

The Thrower

  • The thrower must establish a pivot foot and may not change that pivot foot until the throw is released.
  • 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/her.
  • If the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass.
  • The thrower may throw the disc anyway he or she wishes.

The Marker (Defender)

  • Only one player may guard the thrower at any one time; that player is the marker.
  • The marker may not straddle (i.e.., place his/her foot on either side of) the pivot foot of the thrower.
  • When the Marker approaches the thrower in an attempt to play defense, he or she must set their feet and begin to count loudly to ten (10) in one second increments.  The thrower should be able to hear the count.  Arms and hands may be used to block the disk.  Likewise, the thrower may not pivot into the marker. If the thrower has not released the disc at the word ten (10) a turnover results. 
  • The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.
  • There must be at least an arm and disk length between the thrower and the marker. If the thrower extends their arm with the disk in it and is able to touch the marker, the marker must move back immediately and restart their count. Persistent infringement of this rule will result in an ejection of the offending player.

The Receiver

  • Bobbling to gain control of the disc is permitted.
  • After catching a pass, the receiver is only allowed the fewest number of steps required to come to a stop while establishing a pivot foot.
  • If the disk is caught simultaneously by offensive and defensive players, the offensive player retains possession.

Fouls

  • Fouls and violations result in a change of possession.  Fouls are the result of physical contact between opposing players.  Violations consist of traveling with the disc, attempting to strip the disc, or double‑teaming an opponent.
  • 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.
  • Dangerous, aggressive, or reckless behavior that disregards the safety of fellow players is always a foul. In this case the referee may warn or eject a player.
  • No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team: to do so is a pick.   A pick is considered a violation.
  • When the disc is in the air, players must play the disc, not the opponent.
  • The principle of verticality: All players have the right to the space immediately above them.
  • A player who has jumped is entitled to land at the same spot without hindrance by opponents.

Eligibility: All members of the Flynn Recreation Complex are eligible to play with the exceptions listed on the Code of Conduct. Please check this form prior to placing players on the team roster.

Check-in: Prior to the start of each and every intramural game each participant must present their BC Student ID to the intramural staff member overseeing their game. Players arriving late are eligible to enter the game, but must first present their ID to an official for attendance and eligibility purposes. It is the responsibility of the team to ensure that they have been checked off for attending. Those not properly checked in could cause their team to forfeit and/or be suspended from further intramural play. Please bring your BC Student ID to every game.

Club Sports: A limit of two (2) club players will be permitted on any team. One (1) female and (1) one male Club Volleyball participant are permitted on any CoRec team. For Women’s league, two (2) club players are permitted on a team.

Facility: Flynn Recreation Complex Court 8/9. The height of the net shall be 7 feet 11 inches measured at the center of the net. This will be marked off by notch 19.

Scheduling: Each team will play roughly 3-4 games during the season - subject to change depending on facility availability. Regular season games will be played once a week. Teams may have to play 2-3 games in a week during the playoffs.

Playoff Format: Playoffs will consist of a single elimination bracket. All teams who have not forfeited and have no sportsmanship incidents will qualify for the playoffs granted there is enough facility space to accommodate every team. Playoff ranking will be based on record, head-to-head, and sportsmanship rating (where a tie may exist). Should there not be enough space in the bracket the first teams dropped will be those with sportsmanship incidents, followed by the teams with the lowest winning percentage. Any team with a forfeit will not qualify for the playoffs. Intramural office reserves the right to adjust the playoff seedings to meet team availability, avoid overly repetitive matches, or for any other reason.

Roster Management: Rosters may consist of as many players as a team desires, however the championship team will only be awarded ten (10) mugs and championship t-shirts. No player may participate who is not on the team roster. No player is allowed on two volleyball team rosters at the same time (exception is to play on one single gender and one CoRec team). Rosters may be modified, players add and dropped throughout the entirety of the regular season. However at the conclusion of the last regular season game the team’s roster will freeze and that roster is set for the playoffs.

Minimum Player: Games will consist of six (6) vs six (6). Teams may start a game with four (4) players (in CoRec matches two (2) of which must be female). If for any reason the number of players drops below four (4) the team will be forced to forfeit.

Game Time: Game time is forfeit time. However the goal of the intramural department is to play intramural games. If the intramural staff deems it reasonable to wait for team members to arrive and it will not affect other games or run past the time intramurals has reserved for the field we will make efforts to wait in the interest of playing the game. However a team not checked in and ready to play by game time, puts themselves at risk to forfeit. MEETINGS: Officials will hold a pre-game meeting with the two team captains. This meeting will discuss rules of emphasis and game management items. Captains may voice their concerns/protests at the meeting. It is the responsibility of the team captain to relay any information in this meeting to their team.

Team Bench/Sidelines: There will be a designated area for each team ‘bench’. Teams will be responsible for everyone that is on the bench/sideline. We encourage fans to attend games, however non-roster personnel on a team’s sideline are the responsibility of the team and they are subject to the rules and sportsmanship guidelines.

Game Management:

  • Best of three games (2 of 3) wins the match. All games will be rally-point scoring, in which a team, upon winning a rally, will gain a point, as well as the serve.
    • The first two games will be played to twenty-five (25) points, must win by two (2), with no cap
    • If need be, the third game will be played rally score to fifteen (15) points, must win by two (2), with a cap of twenty (20) points.
  • The teams will switch sides when the first team reaches 8 points in the 3rd game
  • A coin toss will determine which team serves first.

Uniform: No individual will be allowed to participate in street clothes. This includes jeans, or other “non-gym” clothing. Players will not be permitted to wear jewelry or anything deemed dangerous to other players. Tennis shoes must be worn (No sandals or bare feet allowed).

Game Rules:

Governing Rules: NFHS rules shall govern all play with the exceptions listed on this rule sheet. Final interpretations and modifications shall be determined by the Assistant Director of Intramural Sports.

Time outs: Each team is allotted one (1) time out per ‘game’. Time outs do not carry over from game to game.

Serving:

  • Serving may occur anywhere behind the marked court line.
  • The serve will be considered a fault and given to the opposing team if:
    • The serve hits the ceiling or anything hanging from the ceiling (regardless of it reaching the opposing team’s side or not). The ceiling is in play on all other hits after the serve.
    • The serve does not clear the net
    • If the server’s foot comes in contact with the marked court line
  • Servers are allowed ONLY two tosses per serve. If the first toss is bad, you must allow the ball to drop without making contact, only then will you be allowed another toss. If you do come in contact with the ball, the serve will be given to the opposing team.
  • Servers must wait for the referee’s whistle before serving.
  • The serve is considered IN PLAY if the ball hits the net and goes to the opposing team’s side.
  • Jump Serving is legal provided that the server leaves the floor from behind the end line and contacts the ball legally before hitting the court surfaceRotation and Substitutions:
  • Upon winning the serve from their opponent, a team must rotate clockwise.
  • Teams will not be allowed to keep the same players in the front row and the same players in the back row, teams must rotate their players after winning a side-out
  • No player will be allowed to serve more frequently than once every 6 times their team has the service
  • All substitutions are valid, though traditionally must substitutes come in at the serving position
    • All substitutes in CoRec games must be sure to maintain that there are no more than four (4) players of either gender on the court at a time
  • If there are only 4 players on the court, only 2 players may be allowed to be in the front row at any time and they must rotate in a clockwise position after each change of server.

Legal Contact:

  • The ball is playable off of any body part above the waist
  • Blocking the ball is not considered a hit. After blocking the ball, the same player may make a second consecutive contact with the ball.

Illegal Contact:

  • There is a maximum of three hits allowed (intentional and unintentional). The ball may be played off of the net.
  • Carrying: anytime the ball comes to rest in a players hands, it is considered an illegal hit
  • Double Hit: when any one player makes contact with the ball two consecutive times (excluding blocking)
  • The opposing team is not allowed to attack or block the serve.
  • The net cannot be touched by any player while the ball is in play.
  • If a player’s entire foot crosses over the center line, which is beneath the net, then it is considered illegal. Once any significant body part crosses the entire plane of the net (above or underneath), then it is considered illegal as well.
  • Back row players may not jump and attack the ball in front of the marked ten-foot line. They may land in front of the line on an attack as long as they take off completely behind the line. It is also illegal for a back row player to block the ball.
  • In CoRec matches contact cannot be made consecutively by three (3) players of the same gender.

Other:

  • To earn a point, the ball must come in contact with the ground within the lines of your opponent’s court or your opponent must have an illegal contact.
  • If the ball comes in contact with the ground on the lines of the court, that ball is considered in bounds.
  • If there is an obstruction in the path of a player trying to play the ball, the referee may call a re-play at his/her discretion.
  • Any ball that comes into contact with the ceiling (including beams, pipes, etc) may be played if it lands on the side of the team that last contacted it. If a ball that hits the ceiling cross over to the opponents’ side of the net it will be deemed out of play and the opponent will be awarded the point.
  • Any ball that comes into contact with any part of the basketball hoop is not playable and is considered out. 
  • Any ball that comes into contact with the court partition is not playable and is considered out.

Eligibility:  All members of the Boston College community are eligible to play with the exceptions listed on the Code of Conduct.  Please check this form prior to placing players on the team roster.

Check-in:  The team captain prior to the start of the game must give all BC IDs to the officials or on site Monitor.  Players arriving late are eligible to enter the game and must present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending. 

Facility:  Alumni Stadium - South Endzone

League Format:  Each team will play roughly 3 games - subject to change depending on facility availability.  Please see the Intramural Handbook on the Campus Recreation website for further details regarding scheduling as well as our rainout policy.

Playoff Format:  Playoffs will be single elimination.  Playoff ranking will be based on record (with emphasis on divisional/pool play) and then by the tie breaker system detailed in the Handbook.  In leagues/tournaments with a large amount of teams, those eligible for the playoffs that have the same record will be randomly seeded. 

Roster Management:  Rosters will be limited to 10 spots.  This includes any coaches that a team may have.  Only 10 shirts and mugs are available for the eventual champions.

Minimum Player:  Games will consist of five (5) vs five (5) fielded players (including the pitcher).  Teams must have a minimum of four (4) players to start a game.  If for any reason the number drops below this, the team will be forced to forfeit.  Teams can not use an opponent’s player.  See below for ‘lineup’ rules.

Co-Rec:

  • Coed teams must have at least 2 female players in the field at all times. 
  • If a team can only field 4 players, at least 2 still need to be female; NO EXCEPTIONS.
  • At no time can more than 3 male players be allowed to play in the field.

Game Time:  Game time is forfeit time.  If a team is not checked in, has the minimum amount of players present, and ready to play by game time, a forfeit will be declared by the official.  Exception:  A team may waive the right to win by forfeit and wait for the opposing team. The clock will start at the scheduled game time regardless of any situation.  If after 10 minutes the team still does not have the minimum amount of players, the present team must accept the forfeit win.  If a team waives the right to win by forfeit and the game begins, that team cannot rescind their decision and take the forfeit

A coin toss will determine choice of home/away team.

Clock Management:  A game will consist of five innings or the standing score at the end of 40 minutes, whichever comes first.  No new innings will be started after the 30-minute mark.  However, any inning that has been started may be finished.  Tied games will go into extra innings if time allows (if time does not allow, regular season games will end in a tie).  The 40-minute rule will be waived in the finals of the tournament.  Mercy Rule: If at the end of 4 complete innings either team has a lead of 15 runs or more, that team will be declared the winner.  If the home team leads by ten runs or more in the 4th inning, they shall be declared the winner and there is no need to bat.  If at any point after 4 innings the lead increases to 15 runs or more, AND the losing team has had an equal amount of at bats, game shall be called.

If for some reason play has to stop due to technical difficulties and there is no time to replay, the final score goes back to the score at the end of the last full inning.

Extra Innings: The first extra inning (i.e. 6th inning or first full inning after 30 minute mark) is played normally with no base runners. In each inning and beyond, both teams will begin the inning with the bases loaded. 

Uniform:  No metal cleats allowed.  No individual will be allowed to participate in street clothes.  This includes jeans, or other “non-gym” clothing.  Players will not be permitted to wear jewelry or anything deemed dangerous to other players.

Equipment:  Bats and balls will be provided.  There is NO marking of wiffleballs of any kind.

The Field

All balls must LAND in the marked area to constitute the base hit associated with the area.  Each area is a square (diamond) contained by the cones.  Straight lines will be used to determine the area.

The bases associated with the area will not be awarded on balls that roll into the area.

  • Single
    • Markers are placed approximately 35 feet from home plate on the foul line.
    • A ground ball hit past the single area (i.e. the area between batters box and single markers) constitutes a single.
    • Any ground ball that is untouched and does not reach the singles line will constitute a foul ball.  The ball must come to complete stop.  If it is touched before coming to a complete stop, the result of the play will stand (i.e. fielded cleanly = out, not fielded cleaning = single).
    • Fielders must be at most 1 step in front the singles line for it to be an out on a cleanly fielded ground ball. 
  • Double
    • Markers are placed approximately 20 feet beyond the single markers on the foul line.
    • A ball hit in the double area on a fly (between the double marker and the triple marker) and not caught on a fly constitutes a double
    • If a ground ball is fielded cleanly in the doubles area, it is a single.
    • A ground ball not fielded cleanly or untouched in the doubles area is a double.
  • Triple
    • Markers are placed on foul lines 20 feet beyond the double markers.
    • Balls hit in the triple area (between the triple markers and home run markers) and not caught on a fly, constitute a triple.
    • If a ground ball is fielded cleanly in the triple area, it is a double.
    • A ground ball not fielded cleanly or untouched in the triple area is a triple.

 

  • Home Run
    • Balls hit past the home run markers on a fly, and not caught with at least one foot in fair territory, constitute a home run.

Game Rules

There will be no umpires/referees. Both team captains must agree on all calls.  Should the two team captains disagree, the pitch/play shall be replayed.  All disputes and rule interpretations will be assisted by the site monitor, but he/she will NOT make any judgment calls.  Because teams agree to certain guidelines one game does NOT mean this automatically continues in the next game.

Base running:  There is no base running or base stealing. All runners will be imaginary.  All runners will advance the same amount of bases as the batter.

Line up:  The entire team may bat.  If a player plays the field, then they MUST bat.  Once a player bats, he/she is considered an official batter.  If for some reason that batter no longer bats, an out will be ruled for every time he/she misses an at bat.  Coed line ups must alternate male/female at all times.

Pitching:

  • The Coed Division will use lob pitching.
  • The Men’s Division will use medium speed (‘straight’) pitching; roughly 30 – 35mph.  Excessive speed pitching is illegal.
  • A walk is awarded after 6 balls.
  • A walk will not be awarded on a pitch that hits the batter.  A ball will be called.
  • Blatant leaning into or reach out for a pitch by a batter will result in a strike.

Making an Out:

  • Catching a fly ball, fair or foul. 
  • Catching a ground ball before it comes to a stop or leaves the infield.
    • The infield is the square area contained by the single markers.
    • If a ground ball is bobbled and dropped, it will be ruled a single.
  • Receiving 3 strikes.
  • 2 foul tips/foul balls with 2 strikes already on the batter.
  • Any foul tip that hits the strike zone (i.e. assuming the ‘catcher’ catches the foul tip).

Strike Zone: Is a chair that will be set up approximately 3 feet behind home plate (cone). If a pitch hits the seat, the backing, or passes through the backing and seat area in between the support poles, it is an automatic strike.

Home Run:  A potential HR can be caught as long as the fielder has at least one foot inside fair territory when the ball is caught.

Pitcher’s Mound:

  • A pitching rubber (cone) will be used and will be exactly 27 feet from the tip of home plate.
  • A pitcher does not have to start his/her wind-up from the pitching rubber. The pitcher must have at least one foot touching the rubber when he/she releases the ball. If a ball is pitched in violation of this rule, the pitch will be ruled a ball.
  • The Pitcher has 7 seconds to make a pitch after attaining possession of the ball. An automatic ball will be called if the allotted time elapses.

Bunting:  Bunting is illegal and will not be permitted. Any bunt, fair or foul, is an automatic out.

Infield Fly:  Will not be called.