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IM Sports - FLAG FOOTBALL RULES

N.C.A.A. Football rules with these IM modifications and the IM General Rules will govern play.

TEAM MANAGERS/CAPTAINS: have the responsibility of informing all team members of the rules of the game.

PSU ID+Cards are REQUIRED: a valid PSU ID+ card must be presented to the IM Official/Supervisor by each participant prior to the start of the contest. Late arrivals must first present their ID+ to the IM Supervisor for approval to participate.

INJURY NOTE: The intramural program is not responsible for any injury or accident that may occur during intramural activity. Players are urged to obtain accident insurance.

TEAM SHIRTS ARE REQUIRED: Shirts will be provided by the IM department.

TEAM: Seven players on the field. May be any combination of men and women. You may start and play with a minimum of six players.

FIELD: The field is 80 yards long, 40 yards wide, has two 10 yard end zones and is marked off by two 20 yard first down lines.

TIME: There will be TWO halves of 15 minutes each. A RUNNING clock will be used except in the last minute of the second half. Then the clock will be stopped on all dead balls (a team has 30 seconds to put the ball in play). PENALTY – 5 YARDS. Each team may use 1 (one) thirty-second time out per half. NOTE: On kicks: the clock starts when the ball leaves the kicker's foot.

FORFEIT: If the minimum number of players are not at the field by game time.  There will be a five minute grace period. No exceptions!!!  Two forfeits and the team is dropped from the competition.

START OF THE GAME: Winner of coin toss decides possession or direction. The start of the second half will be reversed from the first half. Play is started with the ball placed on the 3 YARD LINE EACH HALF AND AFTER EACH SCORE. THERE WILL BE NO KICKOFF.

PENALTY ENFORCEMENT:

Major Penalties: Certain penalties will result in an automatic first down. These penalties are unsportsmanlike conduct, roughing the passer, illegal contact with receivers (chucking), unnecessary roughness, and defensive pass interference.

PENALTY NOTES:

SCRIMMAGE PLAYS: The following are all dead ball fouls that are called immediately:
a. All offensive players must come from the huddle to be eligible to participate in offensive plays. (PENALTY-ILLEGAL PROCEDURE – 5 YARDS)
b. Offense must have at least 3 on the line of scrimmage.  Defense must have at least 2. (PENALTY-ILLEGAL PROCEDURE – 5 YARDS)
c. OFFENSIVE TEAM cannot move after becoming set (except for one player in motion.) (PENALTY-ILLEGAL PROCEDURE – 5 YARDS)
d. If the offense or defense enters the neutral zone after team is set. (PENALTY- OFFSIDES OR ENCROACHMENT – 5 YARDS)

FIRST DOWNS: A team has four downs (in most cases) to advance the ball beyond a first down line (there are two). First downs are recorded and are used to determine winner of a game if the regular score is tied.

DEAD BALL: FLAG - Removal of the belt ends the down (if the belt falls off the runner, one hand touch will end the down). HELP THE OFFICIAL by holding the belt over your head.UNNECESSARY ROUGHNESS (TACKLING OR DIVING) will result in an automatic first down. When a part of the body, other than the hands and feet touch the ground, the ball is dead.

FUMBLE: Ball becomes a dead ball at the point it touches the ground. A ball fumbled FORWARD will be put into play at the point it was fumbled. All fumbled balls remain in the possession of the team that fumbles (except on fourth down and line to gain was not crossed). Either team may advance a fumble that is caught in the air. An incomplete lateral is treated as a fumble and it is whistled dead at the spot it touched the ground.

ADVANCING THE BALL:

PASSING - All forward passes must be thrown from behind the line of scrimmage. All players on offense are eligible receivers. Direction of the ball not the method of throwing determines lateral (parallel or behind thrower) and forward pass.

SNAP FROM CENTER: Must be made between the legs. Failure to do so results in a penalty FOR ILLEGAL PROCEDURE. On punts, any snap that touches the ground will NOT be treated as a fumble and still may be kicked. Failure to do so within 30 seconds will result in a delay of game penalty – 5 yards.

PUNTING: Kicking team must announce intention to punt and receiving team must line up with ALL PLAYERS on the line of scrimmage. Defense must line 6 PLAYERS on the line of scrimmage with one player back to receive the punt.  NO ONE MAY MOVE UNTIL THE BALL IS KICKED. Kicker has 30 seconds to kick the ball. A touched or blocked kick is a dead ball when it touches the ground. (It may be advanced if caught before it touches the ground).

GOING FOR TWO: After a touchdown, the ball will be placed on the 3-yard line for the attempt. Running the ball in on the PAT is worth 2 points.  Throwing the ball is worth 1 point.

INADVERTENT WHISTLE: When the whistle blows while the ball is live, the offended team has the option of taking the ball at the spot where the whistle blew or taking the play over. (Except on a fumble when it will be treated as a fumble).

BLOCKING: The only blocking permitted is with the HANDS EXTENDED. The hands must be in advance of the elbows and the hands must be within the framework of the blocker. You may NOT hold with the hands. Illegal blocking will be called if hands are clenched, hands are against the chest, block is made when the shoulder or elbows are in advance of the hands. PENALTY is 10 YARDS FROM THE PREVIOUS SPOT. There is no downfield blocking - PENALTY is 10 YARDS AT THE SPOT OF THE FOUL.

DEFENSIVE RUSHING: Must attempt to go around the blocker and not head on. May not push, shove, throw a forearm or throw blockers to the ground. PENALTY is 10 YARDS FROM THE SPOT OF THE FOUL.

SCORING: Touchdown - 6 points, Extra Points Try – 1 or 2 points, Safety - 2 points, If the score is tied, the team with the most recorded first downs will be the winner.

TIE GAMES: Games where first down tiebreaker does not decide a winner.

COIN TOSS: Winner will have the choice of playing offense or defense while the loser will have choice of which end of the field to be used. The loser of the toss will have choice for the second overtime if needed. Teams will alternate choice until a winner is decided.
PLAY: Each team will have four plays to score from the twenty-yard line unless the defense scores or intercepts a pass or fumble in the air. Scoring: Touchdown (Offense or Defense), Extra Points (1 or 2 points Offense or Defense). All rules from the regulation game will be applicable except THERE WILL BE NO TIME-OUTS ALLOWED.

OTHER COMMON INFRACTIONS:

Intentional Grounding- 5 yards
Too many players on the field- 5 yards
Illegal substitution- 5 yards
Concealing the flag in flag football / Flag cannot be removed- 15 yards
Illegal forward pass- 5 yards
Unnecessary roughness - may result in expulsion from game- 15 yards
Unsportsmanlike conduct - may result in expulsion from the game- 15 yards
Spinning beyond 180 degrees, stiff arming, and flag guarding- 5 yards
Roughing the passer- 15 yards
Defensive pass interference- 15 yards
Illegal contact - "chucking" receivers- 5 yards

EQUIPMENT - NO METAL OR SCREW-IN CLEATS are permitted. Molded cleats are allowed. No devise (protective of otherwise) that may cause injury is permitted. All players on the field will wear flags and the flag must be on the outside of all clothing. The flags MAY NOT be concealed.

ELIGIBILITY - Varsity Football players are ineligible for Intramural Football. Former varsity letter winners of any collegiate program may not participate in the same sport until one full year after receiving the letter. Anyone who has been declared a professional in a sport may not compete in Intramurals in that sport.

PROTESTS - One cannot protest a judgment call or the competency of an official. All other protests are handled immediately after the play or call in question. The procedure to protest is to tell the official. Officials have been instructed to get an Intramural Supervisor. That supervisor will review the situation and reach a decision and play then continues. The supervisor’s decision is final. If the official refuses to call an Intramural Supervisor, refuse to play until one is called. Officials cannot forfeit the game in this circumstance. Questions pertaining to player eligibility must be answered on the field or submitted in writing to the IM Office, Room 103, Wunderley Gymnasium within 24 hours of the game.

RAINOUTS - CALL THE IM OFFICE AFTER 11:00AM at 412-337-4303 on game day. Both teams will receive a win in the case of a rainout.

SPORTSMANSHIP – The PSUGA IM Department has instituted a Yellow/Red Card system for the 2009-2010 school year.  Physical and/or verbal abuse directed toward officials, players, or supervisors will not be tolerated.  Unsportsmanlike conduct, rough play, and improper behavior (persistent infringement of the rules) will be controlled through this yellow/red card system.  Your players, coaches, and spectators will answer to the guidelines of the system.  They are as follows:

Yellow Card:  A yellow card will be issued when cautioning an individual.  The cautioned person will be noted by the supervisor and a cooling off period is recommended.  Additionally, two yellow cards acquired in a season will result in a red card suspension. 

Red Card:  (Any physical abuse or verbal abuse directed toward an individual)  A red card will be issued immediately (i.e. without a prior yellow caution) when the offense so warrants.  When a red card is given to an individual, he/she will be returned their PSU ID card and is ejected from the contest.  The individual is also suspended from the next game.

If an individual acquires four yellow cards in a season or two red cards, that person will be prohibited from participating in any future IM events for the current year.

These rules and any of the IM rules and regulations are subject to change without notice.

QUESTIONS: Intramural Office – 412-675-9499, SCC Student Offices, jcs53@psu.edu          

IM Sports – INDOOR SOCCER RULES

NCAA soccer rules will govern play EXCEPT where modified by these IM Soccer Rules and the IM General Rules.

 

GAME TIME is FORFEIT TIME. No grace period. One forfeit and your team will be dropped from competition.

FORFEIT - if the minimum number of players (4) are not on the court by game time.

 

THE GAME: will consist of two 20-minute halves with a running clock. No time-outs permitted. Games will be played in Wunderley Gymnasium.

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TEAMS: 5 players constitute a team on the field, 4 and one goalkeeper. Teams are permitted to play with two less (4 players). No game will continue with less than 4 players. PSU ID+ CARDS are required from all players at all games. See the IM General Rules for details. GOALKEEPER: will be designated and will wear an off-color shirt to indicate his/her position. This player only will be permitted to use hands to play the ball within the penalty area. Once the ball is handled, the keeper may take no more than 10 seconds before putting the ball in play. The no-pass back rule (re: handling) is in effect. Opponents are prohibited from charging into the goalkeeper when he/she has possession of the ball.

 

SUBSTITUTES: must report to the official and may enter the game only when the ball is dead. At the official's discretion, substitutions may be waived off or delayed. Players may not switch positions with the goalkeeper while the ball is in play.

 

EQUIPMENT: Only tennis shoes are permitted during play.

 

There will be NO OFFSIDES. There are NO THROW-INS. After a sidelines out-of-bounds, the ball will be put in play by a kick from the touch line. This is an indirect kick and should not be confused with a corner kick, which is direct. Defensive players must be 5 yards from the ball on an out-of-bounds kick.

 

SCORING: The team with the most goals will be declared the winner. If, at the end of regulation, the score is tied, the game will be recorded as a draw (i.e. no overtime or shootouts during the regular season). The intramural point system for indoor soccer will be as follows: win = 2 pts, tie = 1 pt, loss = 0 pts

 

PLAYOFFS: during playoffs, tied games will be handled as follows:

10-minute overtime period, with teams switching ends at the 5 minute mark.

If still tied, a 10-minute sudden death period, with a switch at 5 minutes.

If still tied, a mid-field shootout commences...

Mid-field shootout format: the offensive player starts at the mid-field circle with ball possession. The goalkeeper's initial position is in the penalty area. At the whistle the offensive player will have 10 seconds to score a goal; both players may move freely at the whistle. Normal soccer rules apply: any infraction by the goalkeeper results in an automatic goal; any infraction by the field player nullifies chance; ball becomes dead after 10 seconds, an infraction or an out-of-bounds.

A mid-field shootout will be administered as follows:

A coin toss will determine the first team to "kick."

Each team will take a series of three offensive chances (taken alternately).

The team scoring the greater number of goals shall be declared the winner.

Each "kick" will be taken by a different player.

If the number of kicks goes beyond the initial three, the same kicking order shall be repeated until a team has 1 more goal in the same number of kicks.

Only players who have played in the game shall be eligible to take kicks in the tiebreaker.

The goalkeeper is eligible to take kicks.

Whoever is designated as goalkeeper must remain in goal until the tie is broken.

ELIGIBILITY: A person may play for 1 team only.

Varsity Soccer: players are ineligible for Intramural Soccer. Former varsity letter winners of any collegiate program may not participate in the same sport until one full year after receiving the letter. Anyone who has been declared a professional in a sport may not compete in intramurals in that sport.

Varsity fringe group players are ineligible as well.

 

FREE KICK: For all free kicks, the defensive players must be at least 5 yards from the ball. Direct Kick - A goal may be scored directly by the kicker. Situations which warrant a direct kick are: tripping, charging, handling the ball, pushing, jumping in, etc. Indirect Kick - The kicker may not score directly, that is, the ball must touch another person before going into the goal. An indirect kick shall be awarded on all sidelines out-of-bounds, unsportsmanlike conduct, dangerous play, delaying play, etc.

 

Unsportsman Penalties: Anything considered dangerous play

1.     Sliding tackles

2.     Board or wall checking

3.     Low header

4.     High Kicks

5.     Tripping

6.     Holding

7.     Checking

8.     Sliding

9.     Obstruction 

 

Direct or penalty kick plus removal of player from game for penalty time

1.     First Offense One minute

2.     Second Offense Two Minute

3.     Third Offense Removal of player from further play and suspension from league as decided by Intramural Staff.

 

 

PENALTY KICK: is taken when a direct free kick is awarded the offensive team within the defensive team's penalty area. The kick shall be made from the 7-yard stripe in front of the goal. The goalkeeper only shall be permitted to defend; all others must remain outside the penalty area until the ball is kicked.

 

CORNER KICK: shall be awarded when a defensive player last touches a ball which goes out-of-bounds across his/her own goal line. The opposing team puts the ball in play by a kick from the corner nearest the point where the ball went out-of-bounds. A corner kick is direct.

 

GOAL KICK: shall be awarded when an offensive player causes the ball to go out-of-bounds across his/her opponent's goal line. The defense is awarded an indirect kick near the intersection of the endline and penalty circle. The ball cannot touch anyone until it clears the penalty area. Goalkeepers CANNOT KICK.  They must throw balls and they must hit the ground before the mid-court line.  Exception is free kick.

 

DISCIPLINE: Red Cards will be issued for any verbal abuse directed toward the referee. The referee has discretionary power to caution any player of misconduct or unsportmanlike behavior (persistent infringement of any of the rules of the game), and/or to eject them from the game. When cautioning a player, the referee will display a yellow card and indicate the player concerned (depending upon offense, a cooling off period may be required). The second caution displayed to an offending player shall be the equivalent of a red card. In the case of a red card, the player is disqualified from the game and is required to sit out the next game, as well. Red cards may also be issued without a prior caution. After the issuance of any card, teams are required to comply and provide the necessary information to the referee and supervisor.

 

PROTESTS: Only those protests involving questions of eligibility will be considered by the Intramural Office. These must be submitted in writing to the IM Office within 24 hours following the contest in question. NOTE: Questions that arise on the field of play concerning rules and interpretations, officiating procedures, etc., will be decided immediately by the intramural supervisor on duty. All decisions of the Supervisor will be final. If a team captain believes that a referee has erred, a supervisor should be consulted BEFORE PLAY CONTINUES.

 

SHIN-GUARDS are highly recommended.

 

QUESTIONS: Intramural Sports, SCC Student Offices, Lower Level SCC (12pm - 2pm).

Last Modified 9/9/2009

IM Sports - 5 on 5 BASKETBALL RULES - Spring

NCAA Basketball rules with these IM modifications & the IM General Rules will govern play.

TEAM SHIRTS will be provided by the IM department.

GAME TIME is FORFEIT TIME. No grace period. ON the second FORFEIT your team will be DROPPED from the competition. FORFEIT = if THE MINIMUM NUMBER of players are not at the court by game time. The GAME will consist of two 15-minute halves, with up to 5 minutes rest between halves. Teams must have at least four (4) players on the court to start and continue a game and are allowed a maximum of 8 players on a roster. PSU ID+ Cards are required from all players at all games.

The CLOCK will NOT be stopped for free throws, held-balls, out-of-bounds, etc. However, during the last minute of the second half and of overtimes the timer will stop the watch each time the ball is out-of-play (Exception: the clock will continue after successful field goals). Throughout the game, teams must line up promptly for free throws. Officials will penalize teams that attempt to consume time by using obvious stalling tactics in these situations. The official may stop the clock and charge the offending team with a technical foul for such tactics.

TIMEOUTS: Each team may call one (1) 30-second timeout each half and in each overtime period. Only players in the game and on the team in possession of the ball may call timeouts - not coaches or substitutes on the sidelines. During a dead ball any offensive or defensive player in the game may call a timeout.

TIE GAMES: An overtime period of two minutes will be played. If the score remains tied at the end of this period, a second overtime will be played and it will be sudden-death. That is, the first point (field goal or free throws) will end the game. Timing procedure for the last 30 seconds of the overtime period will be the same as the end of the second half. Each OT period will start with a jump ball.

FREE THROWS: will be awarded when a foul is committed against a player in the act of shooting or on a technical foul. On the seventh team foul of a half, the bonus rule (1 and 1) will be in effect.  On the tenth team foul of a half, the double bonus rule (2 shots) will be in effect.

SUBSTITUTIONS: may be made anytime the ball is dead. Substitutes must report at the scorers table and must wait for the official to call them into the game. Substitutes must get an official's attention and wait for a dead ball to be called in.

HELD BALL: In all held-ball situations teams will alternate taking the ball out of bounds at the spot nearest to where the situation occurs. The possession arrow will determine all held balls.

CLOSELY GUARDED: A five-second count will be in effect when an offensive player is closely guarded (defender within 6 feet) in the frontcourt whether he/she is dribbling or holding the ball.

WOMEN'S GAMES: will use the same regulations as the men’s games. This includes 5- and 10-second violations, lane requirements, and definitions.

DUNKING: is permitted DURING an intramural basketball game. However, participants are NOT permitted to dunk, attempt to dunk, hang on the net, etc. during pre-game, half-time or post-game. Violators will be assessed technical fouls.

HEADGEAR: is NOT permitted. Headgear for religious or medical reasons (with doctor's excuse) will be permitted only with staff approval. Elastic headbands are permitted. NO HATS, NO BANDANAS and NO JEWELRY.

A PLAYER MAY COMPETE WITH ONLY ONE TEAM. Once a player has played with a team, he/she may not play for any other team, regardless of division. Violation will result in suspension of the player and forfeiture of the game/s in question.

ELIGIBILITY: Current men’s and women’s Varsity Basketball players are ineligible for Intramural Basketball. If you were on a roster at any time during the 2007-2008 season, you are ineligible to play.  Former varsity letter winners of any collegiate program may not participate in the same sport until one full year after receiving the letter. Former professionals must sit out one year from participation in the same sport. Eligible players may be added to team rosters anytime PRIOR TO PLAYOFFS. No new players may be added once playoffs begin. Only players who have played with a team in at least one regular-season contest can compete in the playoffs. League tie games are playoff games !!

QUESTIONS: Email or see Jason Stowers, jcs53@psu.edu.

Last edited 12/30/2007.

IM Sports – 4 on 4 ARENA FLAG FOOTBALL RULES

N.C.A.A. Football Rules and IM Football Rules apply with the following IM Arena Football modifications and the IM General Rules will govern play.

TEAM MANAGERS: have the RESPONSIBILITY of informing all team members of the rules of the game.

PSU ID+Cards are REQUIRED: a valid PSU ID+ card must be presented to the IM Official/Supervisor by each participant prior to the start of the contest. Late arrivals must first present their ID+ to the IM Supervisor for approval to participate. Rosters are limited to SIX players with no changes after regular season play.

INJURY NOTE: The intramural program is not responsible for any injury or accident that may occur during intramural activity. Players are urged to obtain accident insurance.

THE GAME will consist of two 10-minute halves (running clock) with a 3-minute intermission.  Overtimes will be played similar to college rules with the ball placed on the blocks to start.

GAME TIME is forfeit Time: no grace period.  Teams must have 4 players on the floor to be able to participate

NO SPECTATORS, NO SPIKES, NO FOOD or DRINK (except bottled water) in the gymnasium.

SCORING: Teams have four downs to score. A touchdown is worth 7 points. There are no extra points or field goal attempts. A Safety scores 2 points. After each score and the start of each half the ball is placed in line with the lower blocks on the free throw lane to start the series.

PLAYER CONDUCT:

• Players may be ejected for intentional tackling, chucking, blocking, bull rushing, etc.
• An ejected player must leave the building immediately or team will be disqualified.
• SHIRTS must be tucked in during play.

PENALTIES:

The distance penalties will be adjusted accordingly for indoor play.

5 yards outside = 3 yards inside
10 yards outside = 5 yards inside
15 yards outside = 7 yards inside

PENALTY BOX: After all penalties the offending player will sit out the next play (team plays short).

OFFENSIVE PLAY:

• The quarterback cannot run from behind the line of scrimmage unless he/she is on the receiving end of a pass or the defense has moved into the neutral zone. Other offensive players may advance the ball from behind the line of scrimmage.
• No blocking although you may “screen” (no moving!). 
• Ball Carriers: No spinning beyond 180 degrees, no stiff-arming, and no flag guarding.

DEFENSIVE PLAY:

• The defensive team can rush.
• There will be a 3-yard neutral zone.

DEAD BALLS: As soon as a fumble touches the turf, the ball is dead. Likewise, punts that are muffed and hit the ground, any ball hitting the ceiling, netting, lights, etc. will be ruled dead.

NO KICKING: There are no kickoffs. “Punts” will be thrown (not kicked) and must be announced to official and opponent. On punts, two players on the receiving team must be on the line of scrimmage.

SPORTSMANSHIP:  The PSUGA IM Department has instituted a Yellow/Red Card system for the 2008-2009 school year.  Physical and/or verbal abuse directed toward officials, players, or supervisors will not be tolerated.  Unsportsmanlike conduct, rough play, and improper behavior (persistent infringement of the rules) will be controlled through this yellow/red card system.  Your players, coaches, and spectators will answer to the guidelines of this system.  They are as follows.

Yellow Card: A yellow card will be issued when cautioning an individual.  Two yellow cards results in a red card suspension.
Red Card: (Any physical abuse, or verbal abuse directed toward an official) A red card will be issued immediately (i.e. without a prior yellow caution) when the offense so warrants. When a red card is given to an individual, the individual is ejected from the contest.  The individual is also suspended from the next game. 

If an individual acquires four yellow cards or two red cards in a school year, that person will be prohibited from participating in any future IM events for the current year and possibly further.

These rules and any of the IM rules and regulations are subject to change without notice.   

QUESTIONS: Email or see Jason Stowers, jcs53@psu.edu.

Last edited 1/12/2009

 

 

IM Sports - SOFTBALL RULES - Fall

ASA softball rules with IM modifications and the IM General Rules will apply.

PSU ID+Cards are REQUIRED: each participant prior to the start of the contest must present a valid PSU ID+Card to the IM Official/Supervisor. Late arrivals must first present their ID+ to the IM Supervisor for approval to participate.

 

OPEN TEAMS: consist of 10 players (minimum of two females) on the field. A team may start a game with only 9 players and not be subject to forfeit. Any loss of players due to injury or ejection that leaves a team with less than 9 players shall result in a forfeit. A player substituted from the game CAN re-enter. Extra Player (EP) Rule: Teams may have an extra player (EP). This is optional, but if the E option is used it must be made known PRIOR to the start of the game and listed on the score card in the regular batting order. If an EP is used, all 11 must bat and any 10 of these players may play defensively. Defensive positions may be changed, but the batting order must remain the same.

 

THE GAME: A game consists of FIVE innings OR, after 40 minutes of play, if the game is not completed, the inning, which is in progress, shall be the final inning. If the score is tied, play will continue until a winner is determined. Each batter will start their count at 1 and 1 (1 ball, 1 strike). Choice of batting or fielding first shall be decided by a coin toss. The "Infield Fly Rule" is in effect.

 

10-RUN RULE: Any team ahead by 10 or more runs after the 4th inning (3½ for the home team) shall be declared the winner and the game will be complete.

 

FORFEITS / DEFAULTS: Game Time is Forfeit Time! No grace period. A FORFEIT is declared if the minimum number of players (9) are not at the field by game time.  Two forfeits and your team will be dropped from the competition.

 

EQUIPMENT: Bats will be supplied by IM Sports due to the difficulty in monitoring “illegal bats”. A game ball and a catcher's mask will be provided as well. Catchers are encouraged to wear the protective masks. SHOES: Metal or Replaceable cleats/spikes are ILLEGAL and will result in ejection if discovered.  Molded rubber shoes are legal.

 

PITCHING: A ball must be delivered underhand at a moderate speed from below the hip, and with a perceptible arc that reaches a height of at least 6 feet from the ground but not exceeding 12 feet. The speed of the pitch is left entirely to the judgment of the umpire. The ball may be released with the palm either on the top or on the bottom of the ball.

 

STRIKE ZONE: A pitch that enters the strike zone AND meets the 6 to 12 foot height requirement will be called a strike. The strike zone is an area over home plate which is between the batter’s highest shoulder and front knee when they have a natural batting stance adjacent to the plate.  Pitchers are limited to 3 warm-up pitches at the start of the game and before each inning. Pitching plates will be used at a distance of 50 feet. The pivot foot must remain in contact with the pitching plate until the ball leaves the hand. If a pitch is not hit, the catcher must return the ball immediately to the pitcher.

 

BATTING: The batter must have a portion of his/her foot touching the ground within the batter's box area. Batting boxes will be marked. The batter shall not step on or across the plate. If this occurs, the batter is out and the ball is dead. Bunting or chopping down on the ball will result in an automatic out. The batting order must be followed. Substitutes will bat in the position of the player they replaced, including the extra player (EP) position. A batter is called out on a foul ball that is hit with a two-strike count. If such a foul ball is NOT CAUGHT, base runners MAY NOT advance; ball is dead. If such a foul ball is CAUGHT, base runners MAY advance at their own risk.

 

BASE RUNNING: A base runner shall be liable to a put out if he/she merely over-runs the base (except first base). Base Area: If, during a play, the base has been moved from its original spot, the runner need only touch the original base area. The original base area will be a judgment call made by the umpire closest to the base. Base Sliding must be performed with discretion. If undue contact occurs, the base runner may be ejected. The advancing base runner may not collide with the person covering the base. Upright collisions may result in an automatic out, and possible ejection. Stealing a Base: Under NO condition is a runner permitted to steal a base. If a player attempts to steal a base, he/she is automatically out. If a base runner leaves the base after a batter swings and misses the pitch, the base runner will not be called out. Batter and base runners may not advance when the catcher does not hold a third strike. Batter is out and the ball is dead. Overthrows: The base runner is entitled to two bases if the ball goes out of play. Bases are awarded according to the position of runners at the time the ball is thrown.

 

FIELDING: A team may throw the ball around the infield in the first inning only. Infield practice will not be permitted between outs or innings for the remainder of the game. An offensive player may not impede, hinder or confuse a defensive player while attempting to execute a play. A defensive fielder may not remain in the base path without the ball in an attempt to impede the progress of a runner. Covering a Base: a player covering a base must keep half of the base available to the advancing runner.

 

ELIGIBILITY: This tournament is for current university males and females that are undergraduate or graduate students, faculty or staff. Participation in one game declares your team for the remainder of the season.

 

UMPIRING: There is normally one umpire in charge of your game. When there are two umpires on the field: The plate umpire has the final authority on ALL calls. The plate umpire shall be the official scorer. The plate umpire will decide on the boundaries for the field to determine if a ball is in play.

 

APPEALS: There will be no official appeals in intramural softball. The umpire has been instructed to make calls on all appeal situations as he/she sees the play once the ball becomes dead.

 

WEATHER / RAINOUTS: The Intramural Staff will make a decision on rainouts no earlier than 11:00AM of the day in question. Team managers should call 412-337-4303 AFTER 11:00 to find out game status. Rained out/cancelled games will NOT be rescheduled. These games will be recorded as WINS FOR BOTH TEAMS involved. Games ended in progress because of inclement weather will be decided with the following policy… Four innings is a completed game (3½ if the home team is ahead). If the suspension is called before it is a completed game – BOTH teams will receive a WIN. If the suspension occurs in the top of 5th, the score reverts back to the 4th inning. If the suspension occurs in the bottom of 5th AND the home team is behind or tied – the score reverts back to the 4th inning. If the suspension occurs in the bottom of 5th AND the home team is ahead – the game is over regardless of the rain, the home team wins. If reverting to previous innings does not break a tie – BOTH teams will receive a WIN.

QUESTIONS: Email jdp932@psu.edu or call 412-337-4303.

Last Modified 9/13/2007

Intramural Co-Ed Kickball Rules

ASA Softball Rules with the following IM regulations will govern play.

PSU ID cards are required at all IM events and must be presented to the IM supervisor prior to play. 

NO SPIKES OF ANY KIND are permitted during play.  If any are discovered after the first pitch, the offender will be EJECTED AND SUSPENDED FOR ONE GAME.  It is recommended that earrings are removed prior to play.

TEAMS: Teams will consist of 9-10 players.  Two of the players must be of the opposite gender.  A minimum of 6 players must be present by game time to start the game.  The penalty for not having the minimum number of players is forfeit.  GAME TIME is FORFEIT TIME.   After ONE FORFEIT your team will be removed from the competition.  Any players arriving late may be added to the bottom of the lineup.  On defense, teams may field up to 10 players.  On offense, teams may bat up to 10 players. 

THE GAME will consist of 5 innings or 40 minutes.  Home team will be decided by a coin toss.   If the 40 minutes expires in the middle of an inning, the game will be over and will revert to the last full inning completed to get an official score.  If after 5 innings the game is tied, a tie-breaker rule will be enforced.  The last out will be placed on 2nd base and teams will be given 2 outs instead of the normal 3.  Both teams will receive their at bat in this extra inning.  The tie-breaker will continue until a winner is determined.  RUN AHEAD RULE: If a team is ahead by 10 runs after 3 innings (2 ½ if the home team is ahead), the game will be over.  The bases will be set at 60 feet and the pitchers line will be set at 43 feet. 

KICKING: Teams must present a lineup to the official at the start of the game.  Lineup cards will be provided.   Kickers will start with a 1-1 count.  Kickers must wait for the pitch to reach a marked line that will be 3 feet in front of home plate.  If the kicker kicks the ball prior to the ball reaching this line, the ball will be dead and the kicker will be out.  A kicked ball must go beyond a 10 foot line for the ball to be considered in play.  If a kicked ball does not go beyond this line and is touched by a defensive player, the ball will be considered foul.  Any ball that is caught in the air before reaching this 10 foot line will be considered dead and foul.  Runners may not tag up in this instance.  ALL FOUL BALLS WILL COUNT AS A STRIKE.  If after 2 strikes a foul ball is kicked, the ball is dead and the kicker is out.  Runners may tag up on caught balls including caught foul fly balls. 

PITCHING: Pitchers will pitch from a distance of 43 feet.  A line will be marked and pitchers must keep one foot on or behind this line before releasing the ball.  An illegal pitch will be called for failing to do so.  Pitches should be delivered at a moderate speed.  STRIKE ZONE:  The strike zone is an area one foot maximum above home plate and one foot to either side of the plate.  Any part of the ball passing through this area shall be considered a strike.  Any pitch that is above one foot when it crosses the plate shall be considered a ball.  If an umpire determines that the pitch is too bouncy, an illegal pitch may be called.  A ball will be awarded to the batter and runners will move up one base.  A pitched ball that is not kicked and does not reach home plate will be dead and a ball will be called. 

FIELDING:  Prior to the kick, fielders (excluding the pitcher and a catcher) must stay behind a diagonal line connecting the pitchers line with the foul lines.  Catchers must stay behind home plate before the ball is kicked.  If any fielders advance beyond this line or the catcher is in front of home plate before the ball is kicked, an illegal pitch will called.  An offensive player may not impede, hinder or confuse a defensive player while attempting to execute a play. A defensive fielder may not remain in the base path without the ball in an attempt to impede the progress of a runner.

RUNNING: The kicker and runners are out in situations similar to softball (popouts, forceouts, etc.).  Any runners on base may not leave their base until a ball is kicked.  A “no pitch” will be declared and the runner will be called out.  The kicker and any runners may also be out if hit with a kicked or thrown ball.  Any thrown ball that strikes a runner in the head, provided the runner is not in the act of sliding, will result in a dead ball and the runner being awarded the base they were advancing to.  Runners may not intentionally use the head to deflect balls.  The runner will be called out and the ball will remain live.  Fielders may not intentionally throw at a runner’s head.  The fielder will be ejected if it is determined that the act was flagrant.  THERE IS NO INFIELD FLY RULE.  If, during a play, the base has been moved from its original spot, the runner need only touch the original base area. The original base area will be a judgment call made by the umpire closest to the base. Base Sliding must be performed with discretion. If undue contact occurs, the base runner may be ejected. The advancing base runner may not collide with the person covering the base. Upright collisions may result in an automatic out, and possible ejection.

ELIGIBILITY: This tournament is for current university males and females that are undergraduate or graduate students, faculty or staff. Participation in one game declares your team for the remainder of the season.

SPORTSMANSHIP:  The PSUGA IM Department will institute a Yellow/Red Card system for the 2008-2009 school year.  Physical and/or verbal abuse directed toward officials, players, or supervisors will not be tolerated. Unsportsmanlike conduct, rough play, and improper behavior (persistent infringement of the rules) will be controlled through this yellow/red card system. Your players, coaches, and spectators will answer to the guidelines of this system. They are as follows:

Yellow Card: A yellow card will be issued when cautioning an individual. The cautioned person must identify him/herself.  A cooling off period is recommended.  Additionally, two yellow cards results in a red card suspension. 

Red Card: (Any physical abuse, or verbal abuse directed toward an official) A red card will be issued immediately (i.e. without a prior yellow caution) when the offense so warrants. When a red card is given to an individual, he/she must identify him/herself, present his/her PSU ID Card, and is ejected from the contest. The individual is also suspended from the next game.

If an individual acquires four yellow cards or two red cards in a school year, that person will be prohibited from participating in any future IM events for the current year and one full year following. 

These rules and any of the IM rules and regulations are subject to change without notice. 

Questions?  Email jcs53@psu.edu, call 412-675-9499, or visit WG Room 103. 

 

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