Listed below are detailed rules for intramural sports. In most cases, all general sport rules apply, though some modifications may be made for scheduling purposes or overall fairness and fun. Any rule not clearly stated within these rules are the final judgment of the Daemen Intramural staff and/or Director of Recreation and Wellness. Any changes to these rules will be clearly announced to both teams prior to play.
PICKLEBALL
Basic Rules
- Pickleball is played either as doubles (two players per team) or singles; doubles is most common
- The same size playing area and rules are used for both singles and doubles
The Serve
- The server's arm must be moving in an upward arc when the ball is struck.
- Paddle contact with the ball must not be made above the waist level.
- The head of the paddle must not be above the highest part of the wrist at contact.
- A 'drop serve' is also permitted.
- At the time the ball is struck, the server's feet may not touch the court or outside the imaginary extension of the sideline or centerline and at least one foot must be behind the baseline on the playing surface.
- The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
- Only one serve attempt is allowed per server.
Serving Sequence
- Both players on the serving doubles team have the opportunity to serve and score points until they commit a fault *(except for the first service sequence of each new game).
- The first serve of each side-out is made from the right/even court.
- If a point is scored, the server switches sides and the server initiates the next serve from the left/odd court.
- As subsequent points are scored, the server continues switching back and forth until a fault is committed, and the first server loses the serve.
- When the first server loses the serve the partner then serves from their correct side of the court (except for the first service sequence of the game*).
- The second server continues serving until his team commits a fault and loses the serve to the opposing team.
- Once the service goes to the opposition (at side out), the first serve is from the right/even court and both players on that team have the opportunity to serve and score points until their team commits two faults.
- In singles the server serves from the right/even court when his or her score is even and from the left/odd when the score is odd.
*At the beginning of each new game only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team.
Scoring
- Points are scored only by the serving team.
- Games are normally played to 15Â points, win by 2. Matches are best-of-three.
- When the serving team's score is even (0, 2, 4, 6, 8, 10) the player who was the first server in the game for that team will be in the right/even court when serving or receiving; when odd (1, 3, 5, 7, 9) that player will be in the left/odd court when serving or receiving.
Two-Bounce Rule
- When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces.
- After the ball has bounced once in each team's court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).
- The two-bounce rule eliminates the serve and volley advantage and extends rallies.
Line Calls
- A ball contacting any part of any line, except the non-volley zone line on a serve, is considered "in."
- A serve contacting the non-volley zone line is short and a fault.
Non-Volley Zone
- The non-volley zone is the court area within 7 feet on both sides of the net.
- Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.
- It is a fault if, when volleying a ball, the player steps on the non-volley zone, including the line and/or when the player's momentum causes them or anything they are wearing or carrying to touch the non-volley zone including the associated lines.
- It is a fault if, after volleying, a player is carried by momentum into or touches the non-volley zone, even if the volleyed ball is declared dead before this happens.
- A player may legally be in the non-volley zone any time other than when volleying a ball.
- The non-volley zone is commonly referred to as "the kitchen."
KICKBALL:
The basic rules of kickball apply with some adjustments based on time and space.
- Games will consist of 6Â innings. No new inning will be started after the 30-minute mark. Each side gets 3 outs per inning.
- Teams must have 5 players present to avoid forfeit.
- Teams will complete a lineup sheet prior to the game indicating the order of kickers, including all players present. Players on the roster arriving late will be added to the bottom of the list.
- Teams will play defense in the field with a maximum of 6 players. Players may be substituted between plays.
- No defender may be within the black-painted, 3-point arc prior to the kick.
- The pitcher will roll a friendly pitch from within the basketball center circle. The pitch must not bounce or spin or have excess speed. The pitch must roll within the no-charge arc under the basket. A kicker does not have to kick a bad pitch.
- The kicker must contact the ball from within the no-charge arc. Contact in front will result in an OUT.
- The resulting kick:
- Must advance beyond the front of the no-charge arc. If it does not, that player is immediately OUT.
- Must NOT directly hit the ceiling, center pipe, lights, or windows. That player is immediately OUT. Deflections off the vent, basketball frames, etc. are ok.Â
- If the ball is caught before hitting the floor (regardless of sidewalls, basketball hoops, etc), that player is OUT and runners must return to base before getting tagged. Note, players may "tag-up".
Baserunning
- Players may not leave the base prior to the ball being kicked. There is no leading or stealing.Â
- A baserunner will be deemed OUT if the ball touches them at any time while they are off the base. This can be a tag, a thrown ball, or a kicked ball.
- If a kicked ball is caught, players may tag-up and advance.
- A baserunner may not depart a base while the ball is in a player's possession within the basketball center circle. If they have already passed that base, they may continue or return at risk of being tagged out.
- Players may not overrun first base.
- There is no sliding or diving into base. That player will be OUT.
Â
DODGEBALL:
Games are played 5 on 5, unless teams agree to a different number. Teams may play with 4, but will forfeit with only three or less. Games will be played either best-of-5 or best-of-7, depending on time allotted.
Court
- The Dodgeball Court is the volleyball court.
- Balls must be thrown at the opponent (not kicked or otherwise) from within the boundaries of the court.
- Players may not cross the centerline on the court, or the centerline extended, at any time.
- Players must stay within the boundaries of the court, unless clearly leaving to retrieve a ball, and then must return into the court immediately. Note, players can be hit and eliminated at any time, including when outside the court retrieving a ball.Â
- Players may not jump outside of the boundaries of the court to avoid getting hit. A "dodge-out", is the same as getting hit.
Game Play
- To begin, teams will start behind their respective endline, and on the whistle, will move to grab (no kicking) any one or more of the six dodgeballs on the centerline. Balls retrieved may not be thrown at the opposing team until they have retreated behind the volleyball 3-meter line. Once that initial retreat is complete, any/all balls can be thrown from up to the half-court line.
- If a thrown ball hits an opposing player before touching the ground (or wall/basketball hoop),  that player is eliminated ("out") and must leave the court. Exceptions:
-   A ball hitting a player's face does not eliminate that player (unless that player ducked/moved into the ball).
-   A ball caught by a player does not eliminate that player. A caught ball results in a previously eliminated teammate returning to the game. If no teammates are out, then the thrower is eliminated.
- Players may not use a ball to block/defend an incoming throw. The held ball is "part of the body", in this case, and that player is out. Letting go of a held ball prior to it getting hit still results in the player getting out. That held/dropped ball is part of the body until it hits the floor. Note, play continues as normal if two balls clearly thrown at an opposing players ricochet off each other.
- A ball remains live until it touches the ground (or outside wall/basketball hoops), so one ball may eliminate multiple players if it ricochets into teammates before touching the floor.
- A ball hitting a player, then caught by a teammate is a "wash". Technically, the player hit is "out", but once the teammate catches the ball, that brings the teammate back "in". If two players are hit before a third teammate catches the ball, one of those players hit is out and one remains in.
- A game ends when all players from one team are eliminated, unless a time limit is instituted. The official/staff may announce a time limit at any point deemed appropriate. e.g. A match is running very long, with others waiting, or, players have proven themselves unable to get opposing players out, etc. The team with the most remaining players when the time limit is reached will be deemed the winner. If teams are tied, players continue on in "sudden death" until teams are no longer tied. The official/staff may allow players to move into the opponent's half of the court, up to their respective 3-meter line.
- Any player determined to be stalling will receive a warning, and will be automatically eliminated if stalling continues.Â
- Eliminated players must move to the team's bench area and remain there without physically interfering with the game in any way, including retrieval of dodgeballs.  Â
Â
INDOOR SOCCER:
Rules
- Games are played 4 v 4 unless both teams agree to a different number. A team may play with three, but must forfeit with only two.
- Games consist of 12-minute halves, running clock.
- Players may not touch the ball with their hand/arms at any time.
- There are no boundary lines. The ball can be played off the wall and basketball hoops. The ceiling and vents however are out, and the opposing team earns an indirect kick from below that spot.
- Substitutions may be made while the ball is in play, similar to ice hockey. The player exiting the game must be near the bench and clearly out of the play before a substitute may enter. A penalty for "too many players" results in an indirect kick for the opposing team.
- There are no goalies and there is a "3-second rule" in front of the goal, within the basketball lane. AÂ violation will result in an indirect kick from the foul line.Â
- On an indirect kick, the defense must allow 5 yards and may only have one player in the basketball lane until the ball is in play.
- An intentional handball within the basketball lane is an automatic goal.
- An unintentional handball or foul within the basketball lane is an indirect penalty kick from the foul line with no defenders allowed in the lane until the ball is in play.
- A ball stuck behind/on-top-of the goal is an indirect kick for the defenders.
- All players must remain on their feet at all times. No slide tackles or other rough play. All fouls will result in an indirect kick for the opponent. Serious fouls may result in an automatic goal, player ejection and/or team forfeit. Ejected players are required to leave the gymnasium.
- After a goal is scored, all players from that team must retreat behind half-court. Once all players from the (now) defending team are behind half-court, any player may return to pursue the ball. Meanwhile, the new offensive team may begin play with an indirect goal kick after four seconds. The ball must be put back in play within 10 seconds or the opposing team receives an indirect kick from half-court.Â
- If the game is tied at the end of regulation play, a 3-minute sudden-death period is played.Â
Â
BADMINTON:
Rules
- A player must wait until his opponent is ready before serving. If the opponent attempts a return then he is ruled having been ready.
- The feet of both players must remain in a stationary position until the serve is made. Your feet can not be touching the line at this time.
- It is not a fault if you miss the shuttle while serving.
- The shuttle cannot be caught and slung with the racket.
- A player cannot hold his racket near the net to ward off a downward stroke by his opponent or to interfere with his racket.
Faults
- The shuttle, at the instant of being hit is higher than the servers waist or the head of the racket is higher than the servers racket hand.
- The shuttle does not land in the correct service court.
- The server's feet are not in the service court or if the feet of the receiver are not in the court diagonally opposite the server.
- The server steps forward as he/she serves.
- Any player balking or feinting his opponent before serve or during serve.
- A serve or shot that lands outside the court boundaries, passes under or through the net, touches any other obstructions or a players body or clothing. The boundary and service lines are considered in play.
- The shuttle in play is struck before it crosses the net to the striker's side of the net. You may follow through over the net.
- A player touching the net or its supports with his body or racket while the shuttle is in play.
- Hitting the shuttle twice in succession by a player or team.
Scoring System
- A match consists of the best of 3 games of 21 points.
- Every time there is a serve – there is a point scored.
- The side winning a rally adds a point to its score.
- At 20 all, the side which gains a 2 point lead first, wins that game.
- At 29 all, the side scoring the 30th point, wins that game.
- The side winning a game serves first in the next game.
Interval and Change of Ends
- A 1 minute interval between each game is allowed.
- In the third game, players change ends when the leading score reaches 11 points.
Singles
- At the beginning of the game (0-0) and when the server's score is even, the server serves from the right service court. When the server's score is odd, the server serves from the left service court.
- If the server wins a rally, the server scores a point and then serves again from the alternate service court.
- If the receiver wins a rally, the receiver scores a point and becomes the new server. They serve from the appropriate service court – left if their score is odd, and right if it is even.
Doubles
- A side has only one 'set'.
- The service passes consecutively to the players as shown in the diagram.
- At the beginning of the game and when the score is even, the server serves from the right service court. When it is odd, the server serves from the left court.
- If the serving side wins a rally, the serving side scores a point and the same server serves again from the alternate service court.
- If the receiving side wins a rally, the receiving side scores a point. The receiving side becomes the new serving side.
- The players do not change their respective service courts until they win a point when their side is serving.
CORNHOLE:
- Team Composition
- Teams will be comprised of two players.
- Doubles Play
- Each team will stay in their designated lane for the whole game.
- Players at the headboard will alternate pitching bags until each player has pitched all four of their bags.
- Players at the footboard will take score and resume pitching back to the other board.
- Value of the Bag
- In cancelation scoring, the points of one player cancel out the points of their opponent. Using this method, only one player/team can score in each inning.Â
- Any bag which comes to rest anywhere on top of the board. is worth one (1) point.Â
- Any bag which is thrown through the hole or knocked through the hole by another bag is worth three (3) points.Â
- Pitching Rotation During the Game
- The player or team who scored in the preceding inning has honor pitching first in the next inning. If neither player or team scores, the player or team who pitched first in the preceding frame shall retain first pitch in the next frame
- Position of Players During Pitching
- The pitcher must not step in front of the front of their board at the time of release.
- A player must pitch all four bags from their designated pitcher's box.
- Players must pitch the bag with an under-hand release
- Foul Bag - All Foul Bags should be removed from the Board immediately
- A foul bag is defined as:
- Any bag pitched when the player has (1) made contact with or crossed over the foul line, or (2) started or stepped completely outside the pitcher's box before the bag is releasedÂ
- A bag pitched from a different pitcher's box than the first bag
- Any bag that contacted the court or the ground before coming to rest on the boardÂ
- Any bag that struck a previously defined object such as a tree limb, wire, indoor court ceiling, etc.Â
- A bag that leaves a player's hand once the final forward swing of the delivery process has started shall count as a pitched bag.
- A bag that is accidentally dropped by a player before the final forward swing has started shall not be considered foul and may be picked up and pitched.
- A bag hanging off the edge of the board has value unless it is touching the ground.
- Traditional 21 Scoring
- The game shall be played to twenty-one points. The first team to reach (or exceed) that amount at the conclusion of an inning is the winner.
KAN JAM:Â
Object of the Game:
Partners stand at opposite goals, alternating throwing and deflecting. One partner throws the flying disk and the other partner redirects it toward or into the goal. After both partners complete one throw each, the flying disk is passed to the opposing team. The game continues alternating team turns until an exact score of 21 is reached or there is an Instant Win scored. Kan-Jam is fast paced and play is continuous.
Kan-Jam Scoring:Â
Dinger 1 point Redirected Hit Deflector redirects thrown disk to hit any side of the goal
Deuce 2 points Direct Hit Thrower hits the side of the goal, unassisted by partner.
Bucket 3 points Slam Dunk Deflector redirects the thrown disk and it lands inside the goal.
Instant Win Game Over Direct Entry Thrower lands the disk inside the goal, unassisted by partner. *The disk can enter through the slot opening on the side or through the top of the goal. When an Instant Win occurs, the throwing team is declared the winner and the opposing team does not receive a "last toss" option.
General Rules:
1. Players must remain behind the goal when throwing. No points are awarded if the player crosses the line. 2. There are no points awarded when a throw hits the ground before striking the goal. 3. Deflectors can move anywhere within the playing area to redirect the disk. 4. No score will result if a deflector double hits, catches, or carries the disk. 5. Three points will be awarded if an opponent interferes with play or defends the goal. If the score is 19 or 20, 1 or 2 points are awarded. 6. A team must reach an exact score of 21 points to win. If a given throw results in points that raise a team's total score above 21, the points from that play are deducted from their current score and play continues. For example, if a team has 20 points and score a "BUCKET" (3 points), their score is reduced to 17. 7. Teams must complete an equal number of turns before the game is over. Except when an Instant Win is thrown, the team with "the hammer"(last toss) will always get to throw last. 8. In the event of a tie game, the winner is decided in a tiebreaker method of overtime. Each team completes one round of throws and the team with the most points wins. Overtime rounds continue until the tie is broken.
3 v 3 BASKETBALL:
Participants can only compete for one basketball team per league. No current or prior Daemen varsity basketball players allowed.
Each team consists of a minimum three (3) players, one who is designated captain, and a maximum of five (5). There are no restrictions on the number of male/female players on a roster or on the court.
At least two (2) players must be present and checked in at your scheduled game time. Athletic apparel and sneakers are required. Teams will be allowed a 5-minute delay before the game is declared a forfeit. After the game begins, players who arrive late must check in at the table and may enter the game during a dead-ball. Â
Standard rules of the game apply with the following modifications.Â
The game will consist of four 7-minute quarters with a running clock, except during the final minute of each quarter (90 seconds in 4th quarter and overtime). Time restarts once the checked-ball is dribbled or "passed-in". Teams will alternate starting possession based on the possession arrow.
The half-court line and all other boundary lines shall be considered out-of-bounds. The pole and backboard support beams are also out-of-bounds. A ball bouncing over the backboard, but not touching any support beams remains in play.
After every basket, the opposing team gains possession at the top of the key (It is NOT "make-it, take-it). Check the ball with the opponent after each score. The ball must be "passed in" to begin play, meaning a player may not dribble into the 3-point arc or shoot the ball immediately after it is checked. Also, the first "pass-in" cannot be to a player inside the lane.
With any change of possession during live play (including steals and "rebounding" an air ball), the ball must be taken back beyond the 3-point mark with both feet behind 3-point line before any attempted basket. Failure to do so will result in the opposing team gaining possession of the ball.Â
The player fouled will be responsible for calling his/her own fouls unless an intramural official is on site.
If a foul is called during the course of the game, the ball will be checked at the top of the key with the opponent and play shall continue. If a player is fouled in the act of shooting and the basket is made, the basket is good and the ball next belongs to the defense. If an offensive foul occurs, the basket is no good and the ball belongs to the defense.Â
In the last minute of the 4th quarter and overtime, the trailing team may intentionally foul but that must be announced verbally prior to the foul. In that case, or if on-site staff deems a foul intentional (announced or not), the offensive player will receive two free throws with the defense automatically gaining possession regardless of make/miss.
Intentional fouls by the leading (or tied) team in the final minute of play (either announced or deemed so by the on-site staff) will result in the opposing team getting their choice of two free throws or a checked ball at the top of the key.Â
Excessive fouling by any one player, intentional or not, are grounds for ejection by the intramural staff. Any flagrant foul will result in the immediate disqualification and ejection of the violating player.
Any unintentional foul with the final five seconds of any quarter will reset the clock to five seconds and the ball is checked-up. The clock restarts on the dribble or pass in.
All jump balls will look to the possession arrow.
Players may not remain in the lane for more than 3 seconds.
Substitutes may only enter the contest during a dead ball. Â
Teams will have one 1-minute timeout during regulation play, and a total of one 1-minute timeout throughout the overtime periods.
No dunking is permitted during pre-game warm-ups, at halftime, after the game, or during any other dead ball period. It is permitted during live action. Hanging on the rim is prohibited at all times. A technical foul will be assessed, while two points and possession will be awarded to the opposing team.
Unsportsmanlike behavior, including repeated profanity, demeaning language/actions, or instigating an altercation, will result in a technical foul and/or immediate ejection. Anyone ejected from a game will be expected to leave the area. Failure to comply will result in forfeiture of the game and potential additional sanctions.
Players receiving two technical fouls in the same game will be ejected. Any ejected player will meet with the Director of Recreation and Wellness prior to any further participation.Â
Â
4 v 4 SAND VOLLEYBALL
1) Best 2-out-of-3 games with the first two games played to 21Â and the third, if necessary, played to 15. All games are win-by-two, no cap.Â
2) Teams can have up to 7 players on a roster. Teams can play with as few as 3 players and as many as 4 players at any one time on the court. There are no requirements regarding males/females on a roster or on the court.
3) Each team shall designate the team captain for the contest. The team captain is responsible for all information contained in the Intramural Handbook.
No Show Procedure for 10 minute wait period
1) If a team is not present and ready to play by (5) five minutes after scheduled game time, the 1st game will be a no show and game 1 will be a forfeit. The team ready to play at match time will have choice of service and side of court to start the 2nd game.
2) If a team is not present and ready to play by (10) minutes after the original scheduled match time, the entire match will be declared a no show forfeit and that team will be subject to all forfeit policies at outline in the Intramural Handbook.Â
Equipment and Uniforms
1) All jewelry should be removed for player safety (necklaces, rings, watches, earrings, etc).Â
2) Players may compete barefoot, in socks, or sneakers (no non-athletic shoes allowed e.g. sandals, boots)
3) All equipment is subject to the approval of the intramural staff on duty.
General Rules
1) The winner of a coin toss has the choice of side, or to serve/receive serve. Teams alternate sides and each game's first serve for games two and three.
2) The first two games will be played to 21. Teams must win by 2. Game 3, if necessary, is played to 15, win by 2.
3) The serving area is the entire area behind the end line between the sidelines and as deep as the court allows.
4) The referee sounds the whistle and signals for service before each serve.
5) Service may be underhand or overhand.
6) Players have 8 seconds to serve the ball.
7) Players will rotate when siding out, and remain in the same service order throughout the game.Â
Scoring
1) Each service results in a point (rally score).
Substitutions
1) There is no limit on the number of substitutions, but players may only play/re-enter in the same serving spot throughout the game.
2) If a player is injured and there are no remaining eligible substitutes in that serving spot, then the opposing team must pick a substitute from a different serving spot on the injured player's team to take that spot in the line-up. Bleeding players, or players with blood on their uniform, must be replaced.
Time-outs
1) Each team may call one 60-second time out per game.
2) Time between games shall not exceed 3 minutes.
Playing the Ball
1) A legal hit is contact with the ball by any part of a player's body which does not allow the ball to come to rest even momentarily.
2) The ball must be clearly hit: throwing, lifting, or shoving the ball is illegal.
3) A team has three hits to return the ball over the net.
4) One player may not hit the ball twice in succession. Note, simultaneous contact by two or more players on the same team is considered one play, and any player is eligible to play the ball again.
5) If two opponents simultaneously contact the ball above the net, the ball remains in play, and the team receiving the ball is entitled to another three hits. If the ball lands out of bounds, it is the fault of the team opposite the net from where the ball lands.
6) A player may not interfere with the opponent in any way under the net/across the centerline.
7) A net violation occurs when a player blatantly touches the top tape of the net, or dangerously pulls/pushes/grabs any part of the net. Minor net touching, grazing, etc is allowed.
Spiking the Ball
1) All players are eligible to spike the ball.
2) Attacking a serve is illegal.
Blocking the Ball
1) All players are permitted to block.
2) A block is not counted as one of a team's 3 hits.
3) A player participating in a block may play the ball again.
4) Contacting the ball over the net on a block before the opponent's 3rd hit is not legal, unless the opponent has no opportunity to play the ball.
5) Blocking a serve is illegal.
Â