The goal of Intramural Sports is to provide the students, faculty, and staff of FGCU with the opportunity to participate in organized, competitive recreational sports regardless of athletic ability. Intramural Sports promotes sportsmanship and social growth through its various individual and team sports. Register for one of our leagues today!
sport | registration period | play dates |
---|---|---|
2v2 Pickleball | September 30 - October 16 | October 20 - November 4 |
4v4 Soccer | September 30 - October 16 | October 21 - November 12 |
7v7 Flag Football | September 30 - October 16 | October 27 - November 16 |
Registration
Register for a sport through the Fusion Play app. The app can be downloaded only from a mobile device (i.e. phones, tablets). Teams must register before the specified deadline.
Free Agent
Participants can register as a player in order to join an existing team or become a free agent. Free-agents can be invited to teams by Captains of existing teams.
Default
If a team cannot make it to their schedule game, they should submit a default online, call, or email the Sport Program staff by 3:00pm the day of their game. For weekend or holidays defaults should be submitted the first business day prior.
Forfeit
No shows will result in a forfeit. If at least 1 player is checked in at the schedule game time, but does not have the minimum requirement, the team will have 5 minutes to meet the requirements or the game will result in a forfeit. If a team forfeits they will be ineligible for playoffs unless a forfeit fee is paid.
Playoffs
Some leagues have bracket play. Teams with a Sportsmanship rating of 2.75 or better will advance to playoffs. No additions to the roster after bracket selection is finalized.
Waitlist
If a league is full or a registered team does not meet the minimum requirements by the time registration ends, the team will be put on the Waitlist. Should a spot become available, the Sport Programs Staff will contact teams to fill that spot.
Intramural Sports
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IM Rules & Policies
Toggle More Info1. Eligibility
1.1 Student Enrollment
1.1.1 All students who are enrolled in the current Fall or Spring Semester and have paid the Activities and Service (A&S) Fee are eligible for all Intramural Sports participation.
1.1.2 Students who are enrolled in the current Summer semester and have paid the Activities and Service (A&S) Fee are eligible for all Intramural Sports participation.
1.1.3 During the Summer Semester, a student who is not enrolled in Summer Semester classes but is enrolled in the ensuing Fall Semester classes will need to purchase a University Recreation & Wellness membership to be eligible for all Intramural Sports participation.
1.2 Faculty & Staff
1.2.1 All faculty and staff members that have a current Florida Gulf Coast University University Recreation & Wellness membership are eligible for Intramural Sports participation.
1.3 Sport Club Athletes
1.3.1 A Sport Club Member is defined as an individual who has practiced or played in a contest for a FGCU recognized Registered Sport Club or Registered Student Organization during the academic year.
1.3.2 No more than two (2) Sport Club Members of a Registered Sport Club or Registered Student Organization may participate on one (1) team in the same or alike intramural sport as the Registered Sport Club or Registered Student Organization.
1.3.3 No more than one (1) Sport Club Member of a Registered Sport Club or Registered Student Organization may participate on one (1) individual or doubles team in the same or alike intramural sport as the Registered Sport Club or Registered Student Organization.
1.3.4 If a Sport Club Member appears on the roster of a Registered Sport Club or Registered Student Organization at any time during an academic year, that member is associated with the Registered Sport Club or Registered Student Organization for the duration of the academic year.
1.4 Intercollegiate Athletes
1.4.1 An intercollegiate athlete is defined as an individual who is or has practiced or competed with a FGCU recognized varsity sport.
1.4.2 An intercollegiate athlete is not eligible to participate in their same or alike sport while a member of a FGCU recognized varsity sport.
1.4.2.1 An intercollegiate athlete shall become eligible to participate in their same or alike sport once they are one (1) academic year removed from their FGCU, NCAA, NJCAA or NAIA recognized sport.
1.4.3 An intercollegiate athlete is permitted to participate in an intramural sport other than their same or alike sport provided they follow FGCU Intramural Policies, FGCU Athletics Policies, and NCAA Policies.
1.5 Professional Athletes
1.5.1 A professional athlete is defined as an individual who:
1.5.1.1 Is or was paid to participate in a sport.
1.5.1.2 Is or was under contract with a professional team.
1.5.1.3 Is or was listed on a professional team’s roster.
1.5.1.4 Is or was practicing or competing with a professional team.
1.5.1.5 Is or was compensated for trying out for a professional team.
1.5.2 A professional athlete is not eligible to participate in their same or alike sport until 3 calendar years have lapsed since last played.
1.6 Coaches & Non-Players
1.6.1 Intramural coaches are subject to the same eligibility as participants and must check-in and be listed on the team roster prior to participation.
1.6.1.1 The Sport Programs Staff may require coaches to wear a numbered jersey along with other participants.
1.6.2 Eligible members on the team roster are permitted to be in the team areas.
1.6.3 Individuals who are not eligible members on the team roster must be in the designated spectator areas of the facility.
1.7 Gender Eligibility
1.7.1 The University will comply with Florida and federal law regarding gendered participation in intramural sports. Students shall be permitted to participate in intramural sports in accordance University regulations and policies.
1.7.2 An individual may participate in a different intramural sport league in the event that no intramural sport league is offered for that individuals asserted gender identity.
1.8 Illegal Participation
1.8.1 In the regular season, a team that uses an ineligible participant is subject to forfeiting all games in which that ineligible participant participated in.
1.8.2 In a playoff bracket, a team that uses an ineligible participant is subject to forfeiting the game the ineligible participant participated in and their opponent shall advance.
1.8.3 The ineligible player, captain, and team members may be subject to suspension from campus recreation facilities and programs at the discretion of the Sport Programs Staff.
1.8.4 If an opponent believes they are competing against a team with an ineligible participant, they must protest the game to the Intramural Sport Supervisor on site.
1.8.4.1 The protester must identify the individual they believe is ineligible and state why they are ineligible.
1.8.4.2 After the protest is made, the game shall continue in its entirety.
1.8.4.3 If the protest is made in a championship game, the IM staff is at liberty to withhold rewards until protest is ruled on.
1.8.4.4 Once the Sport Program Staff receives the protest from the Intramural Supervisor on site, they will come to decision within 48 hours to indicate whether the participant was deemed ineligible or not.
1.9 Rosters
1.9.1 All participants must be listed on the official team roster prior to their participation in any intramural sports activity.
1.9.1.1 To register, visit recstore.fgcu.edu/DivisionRegistration or use the FGCU Go App.
1.9.1.2 Once a team is created, the captain may accept requests from participants to join the team OR the captain may send out invites to their teammates.
1.9.1.3 Names that appear on Fusion IM and subsequently on the roster should match or closely match that of the name on the participant’s government-issued photo ID.
1.9.2 Once a player has joined a roster and played in at least one (1) game, that player may not change their team.
1.9.2.1 To appeal, they must email the Sport Programs Coordinator at least 48 hours in advance of the game in which they wish to participate in. The Sport Programs Coordinator judgement of the appeal shall be final.
1.9.3 All participants must have signed a waiver prior to their participation in intramural sports, if applicable.
1.9.4 All participants must complete the sport specific quiz to be eligible for participation, if applicable.
1.10 Forms of Identification
1.10.1 All participants must show a Sport Programs Staff member a government-issued photo ID prior to participation. The following are all approved forms of identification:
1.10.1.1 Eagle ID
1.10.1.2 Driver’s License
1.10.1.3 Passport
1.10.1.4 Military ID
1.10.2 If either the name or picture is not legible by the Sport Programs Staff, a second form of identification will be required.
1.10.3 Misuse of identification cards is a violation of the Student Code of Conduct and considers the participant to be ineligible and shall result in ejection from the game and facility and is subject to an indefinite suspension.
1.10.4 If all forms of identification are unavailable due to theft or other circumstance, you must contact the Sport Programs Staff to arrange an alternate way of checking into your game.
1.11 Injuries
1.11.1 The Sport Programs Staff and/or the Department of University Recreation & Wellness may require a participant to present clearance from a physician to return to intramural activity after sustaining an injury while participating in intramural sports.
2 Captain’s Responsibility
2.1 Responsibilities
2.1.1 The team captain shall serve as the liaison between participants and the Sport Programs Staff and are expected to assume the following responsibilities:
2.1.1.1 Manage and complete team registration, including and required quizzes or pregame meetings.
2.1.1.2 Become familiar with all rules, policies & procedures, schedules, and any additional information necessary and communicate them with all team members.
2.1.1.3 Check eligibility requirements and ensure all team members fall within those guidelines.
2.1.1.4 Ensure that all team members are on the roster prior to playing in a game.
2.1.1.5 Continually encourage players to be at the game site at least 15 minutes prior to the game start time with valid government-issued ID in order to sign in for the contest, select jerseys, and partake in captains or team meetings.
2.1.1.6 Familiarize team members and spectators with the Sportsmanship Policy (Rule 8).
2.1.1.7 Maintain communication with the Sport Programs Staff throughout the season in regard to schedules, participant and team eligibility status, sportsmanship, and if your team needs to default a game or season.
3 Registration
3.1 Online Registration
3.1.1 Registration for all intramural sports will be completed through the FGCU Go App or the Rec Store.
3.1.2 Teams will be put on a waitlist until it has the minimum number of participants registered.
3.1.2.1 Minimum number of participants required are decided based on the unique activity.
3.1.2.2 If a division is full and a team has met the minimum requirements, they will remain of the waitlist. Accommodations may be made at the discretion of the Sport Programs office.
3.1.3 If at the time of registration a division is full, a team may register to be on the waitlist.
3.1.4 Teams must be registered by the deadline specified.
3.2 Registration Period
3.2.1 Each sport will have a registration period in which teams can sign up.
3.2.2 To play in the league or division, teams must be signed up by the deadline specified.
4 League Structure and Requirements
4.1 League Types
4.1.1 All leagues are structured to have a champion at the end of the season or tournament.
4.1.2 Teams may join as recreational or competitive even though there will be a champion named at the end of each season or tournament.
4.1.2.1 Recreational and competitive teams may be scheduled to play each other.
4.1.3 There may be single gender, CoRec or open divisions offered in a single league. In the event that all are offered, a participant may compete on one (1) team in 2 of the 3 leagues.
4.2 Scheduling
4.2.1 For some sports, leagues will be broken into divisions.
4.2.1.1 These divisions are the day and time each week that a team will play their regular season games.
4.2.1.2 The day and time shall be made clear at the time of registration.
4.2.2 For some sports, leagues may be scheduled based on preferences.
4.2.2.1 All attempts will be made to accommodate preferences.
4.2.3 Playoff schedules and brackets are subject to each sport.
4.2.3.1 Teams will have the ability to select their sport on the bracket based on league finish.
4.2.3.2 All playoff schedules shall show the day and times. This allows teams to see the days and times of all of their potential playoff games.
4.2.3.3 Playoff games will not be rescheduled due to the unavailability of a team.
5 Equipment and Uniform
5.1 Equipment
5.1.1 The Sport Programs Staff will have all necessary equipment for the operation of a game.
5.1.2 In some sports, teams may agree to use their own equipment with approval of their opponent and the Sport Programs Staff.
5.1.3 Jewelry is prohibited from being worn.
5.1.3.1 Exception: medical or religious jewelry may be taped down. The Sport Programs Staff will not provide tape.
5.1.3.2 Any player that refuses to remove illegal jewelry during a contest is subject to an unsportsmanlike penalty.
5.1.3.3 The player must leave the game, remove the jewelry, and may not return until the next opportunity to substitute according to the rules governing the sport.
5.1.4 Medically worn devices, such as hard casts and braces, must be approved by the Sport Programs Staff for safety precautions.
5.2 Jerseys
5.2.1 The Sport Programs Staff will provide jerseys to all participants prior to competition.
5.2.2 Teams may wear their own jerseys provided they include numbers without duplicates.
5.2.2.1 The Sport Programs Staff must approve of the design and deem them appropriate for use.
6 Forfeits and Defaults
6.1 Defaults
6.1.1 If a team cannot make it to their scheduled game, they should default in the recstore or FGCU app, or call/email the Sport Programs Staff by 3:00pm the day of their game.
6.1.1.1 For games or events outside of business days, by 3:00pm one (1) business day prior.
6.1.2 If a team defaults, they will receive a sportsmanship rating of 3 and will not be charged a forfeit fee.
6.2 Forfeits
6.2.1 Forfeits will be classified based on the following:
6.2.1.1 No show – team does not have the required number if players to participate.
6.2.1.1.1 If nobody is checked in at scheduled game time, it is a forfeit.
6.2.1.1.2 If at least one (1) player is checked in at scheduled game time, but a team does not have the minimum requirement, the team will have five (5) minutes past the scheduled game time to have the minimum number of players required. Once those five (5) minutes expire, it is a forfeit.
6.2.1.2 Eligibility – game results in a forfeit due to ineligibility of one or more players.
6.2.1.2.1 Sportsmanship – game is ended by staff for sportsmanship-related reasons. The IM staff is permitted to use their discretion as to when a game should be ended for these reasons.
6.2.1.2.2 Any combination of 3 or more behavioral infractions, including but not limited to unsportsmanlike conduct, technical fouls, yellow/red cards, shall be an automatic forfeit.
6.2.2 If a team forfeits, the team will be ineligible for playoffs unless a $20 fine is paid and receive a sportsmanship rating no higher than a 2.
6.2.2.1 The fine will be assessed to the captain and may be paid online or in person.
7 Game Cancellations and Postponements
7.1 Weather
7.1.1 All activities are subject to cancellation due to unsafe facility conditions.
7.1.1.1 This may include inclement weather and poor playing surface conditions.
7.1.2 In the event on cancellations, the Sport Programs office will communicate this via social media and email.
7.1.3 Regular season games cancelled will not be rescheduled.
7.1.4 In cases when weather forces the halt of a game in progress, the specific rules of that sport will determine if the game is considered official or not.
7.1.5 There will be every attempt made to make-up playoff games given field conditions and the academic calendar.
8 Sportsmanship
8.1 Definitions
8.1.1 Rule Violation Dismissal – any time an individual is removed from the remainder of the game for sport specific rules.
8.1.2 Behavior Misconduct – any time an individual is removed from the remainder of the game for being disrespectful, failure to follow FGCU and University Recreation & Wellness policies, becoming involved in someone else’s misconduct, etc.
8.1.3 Altercation – any time an individual is removed from the remainder of the game for verbal or physical exchanges between two or more individuals.
8.1.4 Fight – any time an individual is removed from the remainder of the game for direct conflict that exhibits attempted or actual physical contact between individuals.
8.1.5 Rules 8.1.2-4 are all subject to at least a one (1) game suspension and a 1-on-1 meeting with the Sport Programs Coordinators and/or Assistant Director.
8.2 Sportsmanship Ratings
4 points – team members cooperate with the officials and staff. The captain has control over teammates and respectfully converses with staff when needed. Team members and spectators are respectful of opponents and officials and may be encouraging of each other’s efforts.
3 points – sportsmanship and actions are at a satisfactory level and team members show limited dissent toward staff and opposing team.
2 points – team members or spectators are consistently disrespectful toward officials or opponents throughout the contest. Captain exhibits minor control over self, teammates, and/or spectators.
1 point – teams show little or no control for sporting behavior. Repeated acts of unsporting behavior toward staff and/or opponents. Unsporting behavior is consistent throughout the game. Team captains and offending players are subject to meeting with the Sport Programs Coordinators and/or Assistant Director.
8.3 Teams that drop below a 2.75 average in playoffs will forfeit their next game
9 Playoff Information
9.1 Eligibility:
9.1.1 Teams must earn and maintain and 2.75 or better sportsmanship rating average to advance to and continue in the playoffs.
9.1.1.1 If a winning team falls below 2.75 in the playoffs, neither team will advance.
9.1.2 If there is a forfeit fee, that team must have paid the fee by the specified date.
9.2 Players
9.2.1 No additions may be made to a roster after the bracket selection is final.
9.3 Seeding
9.3.1 Eligible teams will be seeded prior to bracket selection based on the following criteria and tie breakers:
1. Winning Percentage
2. Head-to-Head
3. Sportsmanship Rating
4. Total Points Allowed
10 Miscellaneous
10.1 All information not outlined in this manual are subject to rules, policies, procedures, and guidelines from the following:
1. FGCU Rules & Regulations
2. FGCU Student Code of Conduct
3. FGCU University Recreation & Wellness Policies
4. FGCU Intramural sport specific rules
5. Facility Policies in which the activity is taking place
6. Local, State, and Federal Law
10.2 The Department of University Recreation & Wellness and Sport Programs reserves the right the put into effect any rules regarding intramural sports that it deems necessary.
Archery Tag
Basketball
Canoe Battleship
Dodgeball
Flag Football
Kickball
Pickleball
Sand Volleyball
Sitting Volleyball
Soccer
Spikeball
Ultimate Frisbee
Volleyball
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Archery Tag Rules
Toggle More Info*Archery Tag adheres to International Extreme Archery Federation rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Court and Equipment
- All games will be played at the University Recreation & Wellness Center
- The IM Staff will provide bows, face protection, and foam arrows for use
- Approved athletic attire required
- No jewelry allowed
- Exception: Religious or medical jewelry that is taped down
- Jerseys will be provided
- If a team has their own jersey, it must have a visible number and no duplicates
- Team jerseys must be appropriate – up to the discretion of the IM staff
- Face protection are required for all participants
- The Court:
- Half court – a line halfway between each baseline
- Attack line – a line clearly marked 22’ from each baseline. Players may cross half court and move up to the opposite Attack Line.
- Neutral Zone – an area in the center of the court, between the Attack Line
- Team Zone – the area from a Team’s Baseline to the closest Attack Line
- Barrier:
- Each side will have 3 barriers.
- Barriers cannot be intentionally moved from their designated positions on the court.
Section 2: Officials and their Duties
- The officials will conduct a captain’s meeting before the match
- Officials will monitor hits, catches, boundaries, shot-clock and other pertinent rules
Section 3: Players and Substitutions
- A team shall consist of 4 players
- Minimum requirement of 3 players are required to start and continue playing
- Archery Tag is Open, meaning there are no gender requirements
- A sub may enter the game only between periods
Section 4: Scoring and Timing Regulations
- Gameplay shall last 18 minutes, split into three periods.
- The clock starts at the beginning of play and will continue unless stopped by the end of a point or by a whistle
- Time between periods is 1 minute
- A point is scored when a team member hits an opponent who is in the opponent’s team
zone with an arrow from their team zone. An arrow may hit:
- Players body including the face protection
- Any and all clothing
- Any equipment including bows, arrows, masks, etc.
- 3 points are scored if a target catches a direct arrow.
- If a team is losing by more than 10 points with 2 minutes remaining, the game will result in a Mercy Rule
- Overtime:
- There is no overtime in pool play
- In bracket play, overtime will consist of another 2 minutes until a winner is declared
Section 5: The Game
- Setup – 20-30 arrows are spaced evenly along half court in the neutral zone. 3 barriers will be setup in each team zone.
- Rush – the official shall confirm both teams are ready and stationary. The official shall blow the whistle to signal the start of play
- False Start – occurs if any player is either not stationary or enters the field of
play, by coming in contact with the court in bounds before the whistle is blown
- 1 warning per MATCH
- After the first warning, it is a 2-point penalty.
- Teams will switch sides at the start of a new half
- Trapping – if a target catches a direct arrow, simultaneously, with both their body and any surface on the court or barriers, it is deemed a trap. The ball is rules dead. No points are awarded.
- Direct Arrow – any arrow shot by a live player is considered a direct arrow
- Direct arrows are considered live until deemed dead.
- Ways in which an arrow may become dead
- Arrow comes into contact with dead player
- Arrow comes into contact with any surface of court or environment
- Arrow comes into contact with teammate
- Arrow comes into contact with another direct arrow from opposing side
- Direct Hit – if a target is struck on any part of their body, clothing, or equipment with a direct arrow, and fails to complete a catch, then a point is awarded to the attacking team.
- Catch – if a target catches a direct arrow 3 points will be awarded to the defending team. No points will be awarded to the attacking team.
- One point of bodily contact inside the boundary lines must be maintained
- A player that touches the attack line or any area beyond the attack line is ruled out.
Section 6: Penalties
- Warnings – First infraction will result in a warning; further infractions will result
in point penalties. Warnings include:
- Stalling – Players may not stall in the neutral zone and must return to the action zone within 10 seconds.
- False Start
- Out of Bounds
- Point Penalties – Infractions will result in a 2-point penalty at the discretion of
the official. Infractions include:
- Excessive stalling in the neutral zone and must return to the action zone within 10 seconds. First infraction will result in a warning.
- Intentionally moving barriers
- Crossing over the opposing team’s attack line,
- Shooting someone in the neutral zone
- Multiple False Start
- Out of Bounds
- Yellow Cards – any player receiving a yellow card is removed from the remainder of
the point and cannot come back.
- If a player receives a yellow card during a point or between points the player cannot play the remainder of that point or the next point and their team play that next point one-player down.
- Infractions may include:
- Unsportsmanlike Conduct
- Unnecessary roughness or excessive physical contact
- Profane language
- Intentionally delaying the match
- Persistently disputing a call with an official
- Equipment misuse
- Red Cards – any player receiving a red card during a match is ejected from the remainder of the game and the team must play at a one-man disadvantage for the remainder of the game
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3v3 Basketball Rules
Toggle More Info*3v3 Basketball adheres to NFHS rules and FGCU Im Participant Policies with the following adjustments*
Section 1: Court and Equipment
- Games will be located at the URWC on court 2.
- Jewelry is not permitted to be worn.
- Exception: medical and religious items may be taped down.
- Clothing must adhere to University Recreation & Wellness Facilities Policies.
- Captains will pick a shirt color to wear at sign up. The team should wear this color for their games.
- The IM Staff will provide a ball.
- Teams may bring their own if everyone agrees to use it.
Section 2: Officials and their Duties
- A coin toss is used to determine who will start with ball.
- 3v3 Basketball is not officiated.
- Participants must self-officiate the game based on the rules provided.
- Should there be a need for interpretation for the rules, an IM Staff Member may be
consulted.
- Once an IM Staff Member has made a decision, that ruling is FINAL.
- Fouls/Violations called by a player’s judgement may not be disputed or challenged.
Section 3: Players and Substitutions
- There shall be no more than 3 players on the court for a team.
- A minimum of 3 players are required to start a game.
- A team may substitute freely during any dead ball.
- CoRec:
- There shall not be more than 2 of the same gender on the court at a time.
- Legal lineup:
- 1 male, 2 females.
- 2 males, 1 female.
Section 4: Scoring and Timing Regulations
- A shot made inside the 3-point arc is worth 1 point.
- A shot made behind the 3-point arc is worth 2 points.
- CoRec: All points are worth the same as above.
- The first to 21 (win by 2), shall be the winner
- Capped at 25
- Should neither of those criteria be attained within 25 minutes, the winning team at the 25-minute mark will be declared the winner by the current score.
- There will be 1 timeout allotted for the entire game.
- Playoffs:
- First one to 21 (win by 2)
- No cap
- No timing
Section 5: The Game
- The ball must be checked with a player of the opposing team before a possession may start.
- The ball must be passed to a teammate after the ball was checked with the opponent.
- The ball must be cleared (2 feet and the ball behind the 3point line) when there is
any change of possession during a live ball.
- This includes:
- A steal.
- A blocked shots
- A missed shot that hits the rim.
- A missed shot that doesn’t hit the rim.
- This includes:
- If a ball goes out of bounds, it will be checked at the top of the 3-point arc.
Section 6: Fouls
- A non-shooting foul will result in the offense taking the ball up top and checking it with the opponent.
- A shooting foul that was not made will result in the offense taking the ball up top and checking it with the opponent.
- A shooting foul that was made will result in the points counting for the offense and a change of possession. The defense will check the ball up top.
- Once a foul is called, it may not be disputed or questioned by the opponent.
- IM STAFF may call a technical, intentional, or flagrant foul at any time. This may be subject to disqualification from a game.
- Should there be a need for interpretation for the rules, an IM Staff Member may be
consulted.
- Once an IM Staff Member has made a decision, that ruling is FINAL.
Section 7: Violations
- The following violations will require a change of possession:
- Traveling
- Double dribble
- Carrying
- Any violation or out of bounds results in a check-up at the top of the 3-point arc.
- Once a violation is called, it may not be disputed or questioned by the opponent.
- Should there be a need for interpretation for the rules, an IM Staff Member may be
consulted.
- Once an IM Staff Member has made a decision, that ruling is FINAL.
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5v5 Basketball Rules
Toggle More Info*5v5 Basketball adheres to NIRSA Basketball rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Court and Equipment
1. All games will be played at the University Recreation and Wellness Center
2. Players must wear athletic attire and follow facility guidelines
3. Jerseys will be provided if a team doesn’t have them.
4. A basketball will be provided
a. Men’s – 29.5
b. CoRec – 29.5 or 28.5
c. Women’s – 28.5
5. Benches are reserved for roster members only
Section 2: Officials and their Duties
1. IM staff will officiate the game and keep score.
2. A captains meeting will be conducted before the game
Section 3: Players and Substitutions
1. 5 players are on the court at a time
2. 4 players are required to start and continue a game
a. COREC:
i. a minimum of 2 of each gender are required to start and continue a game
ii. Legal Lineup:
1. 2 males, 2 females
2. 3 males, 2 females
3. 2 males, 3 females
3. Substitutions may enter the game when beckoned by an official.
a. Players must be at the scores table
Section 4: Scoring and Timing Regulations
1. Games are played with 4, 9-minute quarters.
2. Clock will run the first 34 minutes a game. The clock will revert to regular timing mechanics in the last 2 minutes of the game.
3. Each team is permitted 2 timeouts PER GAME.
4. Mercy Rule:
a. If the spread is greater than 50 points at any time during the second half, the game will end
b. If the Supervisor on duty deems the contest actionless at anytime in the 4th quarter, the game will end.
c. If the spread is greater than 20 with 2 or less minutes, the game will end.
Section 5: The Game
1. The game will start with a jump ball.
a. Each held ball and/or new quarter will revert to the A/P arrow.
Section 6: Fouls
1. The following are fouls:
a. Block
b. Charge
c. Hit
d. Push
e. Hold
f. Technical foul
i. 2 technical fouls on one player is a disqualification
ii. Offended team is awarded 2 free throws and the ball at mid-court.
g. Intentional foul
i. 2 intentional fouls on one player is a disqualification
ii. Offended team is awarded basket if made, 2 free throws, and the ball at the point of interruption
h. Flagrant foul
i. A flagrant foul on a player is a disqualification
ii. Offended team is awarded basket if made, 2 points, and the ball at the point of interruption
2. A player is disqualified after 5 fouls
a. Technical and intentional fouls count toward personal fouls
3. A team is in the double bonus on all common fouls, except player-control fouls and team-control fouls, at the 5th team foul in each quarter
a. Technical, intentional, and flagrant count toward team fouls
4. Team fouls will reset at the end of each quarter.
a. Team fouls carry over from the 4th quarter to all ensuing extra periods, if applicable.
Section 7: Violations
1. The following are considered violations:
a. Backcourt violation
b. Carrying
c. Double-dribble
d. Traveling
e. Closely guarded
f. 3 second violation
g. 5 second violation
h. 10 second violation
i. Basket interference
j. Goaltending
k. Intentional kicking
l. Out of bounds
Section 8: Overtime
1. Only in Playoffs
a. Tied games in regular season end in a tie
2. 2 minutes
a. Regular timing rules
3. Foul counts stay at what they were in the 4th quarter
4. Jump ball to start each overtime period
5. One timeout for the entire overtime
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Canoe Battleship Rules
Toggle More InfoSection 1: Facility
- All heats will occur at the FGCU Aquatics Center.
Section 2: Players and Substitutions
- Heat shall be played between two to four teams with four players each.
- To start you must have a minimum of 3 players
- Appropriate swimwear is required to be worn by all players who will be in a canoe.
Section 3: Equipment
- Each team will receive paddles, three buckets and one shield (kickboard)
Section 4: Objective of the Game
- Teams attempt to sink their opponents by throwing water from their buckets into their opponents' boats.
- During qualifying rounds, a predetermined number of boats afloat (typically the last 1, 2 or 3, depending on registration) will advance to the next round.
- The last boat afloat in the final round will win the tournament.
Section 5: Game Play
- Players must be sitting or kneeling in the bottom of the boat to begin.
- At the start of a round, the boats will be spread out throughout the battle waters. An official will instruct the canoes to push off towards the center of the pool. An official will then blow his/her whistle to start play.
- Teams may engage as soon as the starting whistle is blown.
- Players may throw water with their buckets, shields, or hands at their opponents.
- When play is paused by an official, all play must stop including throwing water and moving the boat within the pool.
Section 6: Restrictions
- Players may not take water out of their own canoes.
- Penalty: Replacement of water at official’s discretion plus one large penalty bucket.
- Players may not touch an opponent, opponent’s equipment (in the possession of an opponent
or in the pool), or an opponent’s boat.
- Penalty: One large penalty bucket. Any intentional act of tipping an opponent’s canoe may result in team disqualification.
- Players may not touch the side of the pool or any lane lines within the pool in an
effort to push off or otherwise direct or propel their boat within the water.
- Penalty: One large penalty bucket.
- A team may never possess more than 3 buckets and 1 shield.
- Penalty: One large penalty bucket.
- Players must immediately freeze when an official’s whistle is blown.
- Penalty: One large penalty bucket.
- During the stoppage of play all players are prohibited from throwing water at opponents
or removing water from their canoes.
- Penalty: One large penalty bucket.
- If a player falls out of or intentionally leaves their team’s boat.
- Penalty: One large penalty bucket and that player will not be replaced.
- If a player falls out of the boat, play will stop, the player will get out of the pool, the team will play shorthanded, and play will resume on the official’s whistle.
- If a team is intentionally stalling to avoid contact with the other boats.
- Penalty: One large penalty bucket.
- Game officials will blow their whistles to stop play when a penalty bucket is issued. They will announce which boat receives the penalty. The penalized boat will be required to bring the canoe to the side of the pool, where an official will administer the penalty bucket.
- Teams are prohibited from collaborating with other canoes.
Section 7: Elimination
- A team is eliminated when:
- Its canoe capsizes or both sidewalls of the canoe are underwater.
- A game official rules a team is eliminated due to unsportsmanlike conduct or dangerous
play.
- If a canoe receives more than 3 penalty buckets.
- Once eliminated, the game officials will stop play until the eliminated team and its canoe clear the playing area.
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Dodgeball Rules
Toggle More Info*Dodgeball adheres to National Collegiate Dodgeball Association Rulebook, Officiating Manual, and Casebook rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Court and Equipment
- All games will be played at the University Recreation & Wellness Center
- The IM Staff will provide dodgeballs for use
- Approved athletic attire required
- No jewelry allowed
- Exception: Religious or medical jewelry that is taped down
- Jerseys will be provided if needed
- Teams will pick a team color
- 8 Dodgeballs are required
- The Court:
- Half court – a line halfway between each baseline
- Attack line – a line clearly marked 28’ from each baseline. Players may cross half court and move up to the opposite Attack Line.
- Neutral Zone – an area in the center of the court, between the Attack Line
- Team Zone – the area from a Team’s Baseline to the closest Attack Line
- Jail – an area adjacent to the court, where Jailed/Out players reside.
Section 2: Officials and their Duties
- The officials will conduct a captain’s meeting before the match
- Officials will monitor hits, catches, boundaries, shot-clock and other pertinent rules
- Dodgeball participants should use the honor system of whether they were hit or not. If a player is hit, he/she is out whether the official signals the hit or not
Section 3: Players and Substitutions
- A team shall consist of 6 players
- Minimum requirement of 4 players are required to start and continue playing
- Dodgeball is Open, meaning there are no gender requirements
- A sub may enter the game only between points
Section 4: Scoring and Timing Regulations
- Gameplay shall last 20 minutes, split into equal halves.
- There will be a shot clock of 10-seconds in effect (Section 5)
- The clock starts at the beginning of play and will continue unless stopped by the end of a point or by a whistle
- Halftime is 1 minute
- A point is scored when one team completely eliminates the opposing team from the field
of play
- If a team has active players remaining at the end of either half, no score is applied
- If a team is losing by more than 3 points with 2 minutes remaining, the game will result in a Mercy Rule
- Overtime:
- There is no overtime in pool play
- In bracket play:
- The first team to eliminate all players will win
- There is no time limit
Section 5: The Game
- Setup - 4 dodgeballs are spaced evenly along half court. The remaining 4 balls are split evenly on each team’s neutral zone line.
- Rush – the official shall confirm both teams are ready and stationary. The official shall blow the whistle to signal the start of play
- False Start – occurs if any player is either not stationary or enters the field of
play, by coming in contact with the court in bounds before the whistle is blown
- 1 warning per MATCH
- After the first warning, it is a penalty. The offending player must go to the jail. This player may return if their team completes a Direct Catch or Team Catch.
- Teams will switch sides at the start of a new half
- Shot Clock – each team has a 10 second shot clock. That shot clock will be reset every time there is a legitimate direct throw attempt by a member of a team.
- Personal Catch – if a target catches a directly thrown ball, a player from the targets
jail comes back into play. The thrower is out
- Bobbling – if a target bobbles but secures the ball before it becomes dead, it counts as a Direct Catch.
- Block Assisted Catch – the target may use a blocking ball to assist in securing a directly thrown ball
- Two for the Show – if a target catches two directly thrown balls simultaneously, it counts as two Direct Catches
- Team Catch – if a directly thrown ball hits a target and a teammate of the target
catches the ricocheted ball before it becomes dead, it is deemed a team catch. A player
from the targets jail comes back into play. Neither the target nor the thrower is
out
- A thrown ball can ricochet off any number of live teammates and/or teammate possessed balls before being caught by any live teammate, including the original target. Any contact with a dead player, an unpossessed dodgeball, or any surface of the venue causes the ball to be dead.
- Teammate cooperation – if a target and a teammate catch the same directly thrown ball at the same time, it is deemed a team catch
- Block assisted catch - if a target has a ball in their possession, and catches the ricocheted ball, it is deemed a team catch
- Trapping – if a target catches a directly thrown ball, simultaneously, with both their body and any surface on the court, it is deemed a trap. The ball is rules dead. No player is out, no player is in.
- Immediate catch – if a dead player is walking toward his or her empty jail and their
teammate catches a ball, the dead player is back in
- The player must exit the court and re-enter play through baseline
- Direct Throw – any ball thrown by a live player is considered a directly thrown ball
- Direct throws are considered live until deemed dead. If the thrower is deemed out after the throw was made, the throw is still considered live and may cause a direct hit
- If a thrown ball comes into contact with an unpossessed ball, or with a ricochet off
a teammate-possessed ball, both balls are considered dead
- Ways in which a ball may become dead
- ball comes into contact with dead player
- ball comes into contact with any surface of court or environment
- ball comes into contact with teammate
- ball comes into contact with another direct throw from opposing side
- Direct Hit – if a target is struck on any part of their body or clothing with a directly
thrown ball, and fails to complete a catch, the target and on the target is rules
out
- If a direct throw connects with a target, any direct throws or direct catches made by the target are valid until the original ricocheted direct hit becomes dead
- There can only be up to one out per throw. There is no situation in which one throw can directly result in more than on out on the opposing team
- Blocking – a target may use and dodgeball to block any throw ball, but the block dodgeball
must remain secure
- If a blocking dodgeball becomes dislodged, the target must regain possession before the ball becomes dead. Failure results in loss of possession and the target is out
- Balls may be thrown into the flight path of a direct throw in order to make a block, but the blocking must make enough clearance so as not to be confused as a loss of possession
- If a thrown ball contacts a Target’s blocking ball, and is then caught by the original Target, it is considered a Direct Catch
- If a thrown ball contacts a Target’s blocking ball, contacts the Target, then touches
the court, the Target is out.
- If a thrown ball contacts a Target’s blocking ball, contacts the Target, and is then caught by a Teammate, the ruling is a Team Catch
- If a thrown ball contacts a Target’s blocking ball, contacts the Target, then contacts a Teammate, and is then caught by the original Target, the ruling is a Team Catch
- If a thrown ball contacts a Target’s blocking ball, then contacts a Teammate, this
is considered a clean block. Only the player who originally made the block is at risk
for becoming out on a throw that contacts a possessed ball.
- If a thrown ball contacts a Target’s blocking ball, then contacts a Teammate, and is then caught by the original Target, the ball is ruled dead upon contact with the Teammate, thus this is a clean block and there is no Team Catch
- One point of bodily contact inside the boundary lines must be maintained
- A player that touches the attack line or any area beyond the attack line is ruled out.
- If a player jumps from the neutral zone, over the Attack Line, and throws their ball before landing out of bounds, the Thrower's ball acts as a directly thrown ball and may cause a direct hit. The Thrower is ruled out once they contact the ground; any dodgeballs secured in their possession are ruled dead when they land out of bounds.
- A dead player must raise their hand an exit court immediately. They may not have any impact on a play.
- Ways in which a ball may become dead
Section 6: Penalties
- Yellow Cards – any player receiving a yellow card is removed from the remainder of
the point and cannot come back in regardless of the amount of direct catches.
- If a player receives a yellow card during a point or between points the player cannot play the remainder of that point or the next point and their team play that next point one-player down.
- Infractions may include:
- Unsportsmanlike Conduct
- Unnecessary roughness or excessive physical contact
- Profane language
- Intentionally delaying the match
- Persistently disputing a call with an official
- Spiking or kicking a ball
- Red Cards – any player receiving a red card during a match is ejected from the remainder of the game and the team must play at a one-man disadvantage for the remainder of the game
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4v4 Flag Football Rules
Toggle More Info*4v4 Flag Football adheres to NIRSA Flag Football rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Field and Equipment
- All games will be played At Recreation Field 1
- The IM Staff may supply a ball or teams may bring their own
- Approved athletic attire required
- No pockets
- No hooded sweatshirts
- No metal cleats
- No hats with hard bills
- No jewelry allowed
- Exception: Religious or medical jewelry that is taped down
- Teams should wear the color indicated during registration
- Team jerseys must be appropriate – up to the discretion of the IM Staff
- Shirts/jerseys must be tucked in at all times
Section 2: Officials and their Duties
- Officials will conduct a captain’s meeting before each game and before the overtime
period if necessary
- The official will conduct a coin toss before the game
- Officials will provide any rule changes or clarifications when asked
- Officials will keep track of score and timing
Section 3: Players and Substitutions
- A team must have 3 players present to begin and continue a game
- CoRec –
- There must be at least 1 and no more than 2 of each gender on the field at a time
- Legal lineup:
- 2 males, 2 females
- 1 male, 2 females
- 2 males, 1 female
- Substitutions may occur during any dead ball
Section 4: Scoring and Timing Regulations
- A game will consist of 2 halves
- Each half will be 12 minutes with a running clock
- Halftime will be 2 minutes
- With 1-minute remaining in the second half, the official will signal for the 1-minute warning
- After the 1-minute warning, the game will revert to 1-minute timing mechanics
- The clock will stop for the following:
- Timeout (major)
- Incomplete pass (major)
- Out of bounds (major)
- Scoring play (major)
- Change of Possession (major)
- Turnover on downs (major)
- First down (minor)
- Penalty (minor)
- Officials timeout (minor)
- Major: clock will start on the snap
- Minor: clock will start on the ready to play whistle
- Each team will be entitled to 2 timeouts per GAME.
- All touchdowns are worth 6 points in single gender and CoRec games.
- Point after try
- 1 point – 3 yards
- 2 points – 10 yards
- 3 points – 20 yards
- An interception cannot be returned
- A safety is worth 2 points
- Mercy Rules
- A team is winning by 19 points or more with 1-minute remaining, the game will end
- A team is winning by 45 points or more at any time in the second half, the game will end
Section 5: The Game
- The ball will be placed at the 7-yard line at the beginning of the game, the second
half, after each score and a turnover on downs
- A possession after an interception or legal recovery of a loose ball will begin where the play ended
- The offense will have 3 downs to obtain the next zone line to gain (ZLTG)
- If the offense does not obtain the ZLTG in 3 downs, it will be a turnover
- There are no punts allowed
- The offense will have 25 seconds to snap the ball after the officials ready-to-play whistle
- There must be at least 1 person on the line of scrimmage (LOS)
- A ball must be snapped in one continuous motion
- The person receiving the snap must be at least 2 yards behind the LOS
- The offense will be given 4 seconds to throw the ball once snapped
- 4 second expiration will be treated as an incomplete pass
- There is no defensive rush before a forward pass is thrown.
- There must be a completed forward pass to advance the ball
- There is only 1 forward pass allowed per play
- A team may throw an unlimited number of backward passes
- All players are eligible to receive a forward pass
- Players may screen their opponent
- The following must be present for a legal screen
- 2 feet on the ground
- Within the frame of the body
- Standing still
- The ball must not be in the air
- The following must be present for a legal screen
- A play is over when:
- There is an incomplete pass
- The flags were removed from the ball carrier
- If the flags fall off on their own – 1 hand touch
- A ball carrier runs out of bounds
- Any part of the body other than the feet or hands of the ball carrier contact the ground
- There is a fumble
- A fumble that contacts the ground is dead
- A ball that is fumbled backward will be marked at the spot it first contacted the ground
- A ball that is fumbled forward will be marked at the spot it was fumbled from
- A team scores
- The official sounds their whistle
- CoRec Open/Closed
- Open – any player is eligible to pass or receive
- Closed – there must be a female thrower or receiver involved
- To open a play the following is required
- A legal forward pass
- Female passer or receiver
- Positive yardage
Section 6: Penalties & Enforcements
- The following are 3-yard penalties
- False Start
- Encroachment
- Delay of Game
- Illegal Snap
- Illegal Motion
- Illegal Formation
- Illegal Substitution
- Illegal Shift
- Illegal Forward Pass (loss of down)
- Illegal Equipment
- Illegal Reception
- The following are 5-yard penalties
- Flag Guarding
- Pass Interference
- Illegal Contact
- Holding
- Illegal Participation
- Unsportsmanlike Conduct (subject to disqualification)
- Illegally Secured Flag Belt (loss of down, disqualification)
- Personal Foul
- Illegal Flag Belt Removal
- A team is given the choice whether they’d like to accept or decline a penalty
- The official will give the captain the enforcement options
- Two Unsportsmanlike Penalties on a single player will result in disqualification.
- 3 Unsportsmanlike penalties will end the game and result in a forfeit by the offending team
Section 7: Overtime
- There is no overtime in the regular season
- Each team will be given one-attempt to score by passing from the 3-yard line for 1 point or from the 10-yard line for 2 points
- There will be a coin toss and the winner will choose whether they want to play offense or defense first
- Offense and defense will alternate after each period until a winner has been decided
- If a defender intercepts a pass, the attempt is over
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7v7 Flag Football Rules
Toggle More Info*7v7 Flag Football adheres to NIRSA Flag Football rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Location & Equipment
- Games will be played on the Intramural Sports Rec Field 1.
- The IM Staff may supply a ball or teams may bring their own
- Approved athletic attire required
- No pockets
- No zippers
- May not be worn inside out
- No belt loops
- No hooded sweatshirts
- No metal cleats
- No hats with hard bills
- No Towels
- Can request Referee to hold on to a towel if ball is wet
- No pockets
- No jewelry allowed
- Exception: Religious or medical jewelry that is taped down
- Teams should wear the color indicated during registration
- Team jerseys must be appropriate – up to the discretion of the IM Staff
- Shirts/jerseys must be tucked in at all times
Section 2: Officials and their Duties
- Officials will conduct a captain’s meeting before each game and before the overtime
period if necessary
- The official will conduct a coin toss before the game
- Officials will provide any rule changes or clarifications when asked
- Officials will keep track of score and timing
Section 3: Players and Substitutions
- A minimum of four (4) players are required to play. If at any time there are no longer four (4) eligible players on the team, that team will lose the game by forfeit.
- CoRec
- Minimum of Six (6) players. Minimum of two of each gender must be on the field and
no more than four of one gender.
- Legal Lineups:
- 4 males, 4 females
- 4 males, 3 females
- 4 males, 2 females
- 3 males, 4 females
- 3 males, 3 females
- 2 males, 4 females
- Legal Lineups:
- Minimum of Six (6) players. Minimum of two of each gender must be on the field and
no more than four of one gender.
- A speaking captain must be designated for each team. She/he alone may appeal to the official, and then only on interpretations of the rules. Substitutions may only take place as a man for a man, woman for a woman.
Section 4: Timing Regulations
- A game consists of four (10 minute) quarters
- Halftime will be 3 minutes
- The clock will continue to run until the final 2 minutes of the 4th quarter
- Referee will give a 2-minute warning
- 2-Minute Mechanics
- Clock will stop for the following:
- Timeout (major)
- Incomplete pass (major)
- Out of bounds (major)
- Scoring play (major)
- Change of Possession (major)
- Turnover on downs (major)
- First down (minor)
- Penalty (minor)
- Officials timeout (minor)
- Major: clock will start on the snap
- Minor: clock will start on the ready to play whistle
- Clock will stop for the following:
- Each Team will be entitled to 3 timeouts per GAME
- Overtime
- There is no overtime in the regular season
- Each team will be given 4 downs starting from the 10 yard-line going in for the first
overtime
- Anything after the first overtime will be one play from the 3-yard line
- There will be a coin toss and the winner will choose whether they want to play offense or defense first
- Offense and defense will alternate after each period until a winner has been decided
- If a defender intercepts a pass, the attempt is over
Section 4: Scoring
- All touchdowns are worth 6 points in both single and CoRec games
- Point after try
- 1 point – 3 yards
- 2 points – 10 yards
- 3 points – 20 yards
- An interception cannot be returned
- A safety is worth 2 points
- Mercy Rules
- A team is winning by 19 points or more with 2-minute remaining, the game will end
- A team is winning by 45 points or more at any time in the second half, the game will end
Section 4: The Game
- The ball will be placed at the 14-yard line at the beginning of the game, the second half, after each score
- The offense will have 4 downs to obtain the next zone line to gain (ZLTG)
- If the offense does not obtain the ZLTG in 4 downs, it will be a turnover
- The offense will have 25 second to snap the ball after the officials ready-to-play whistle
- There must be at least 1 person on the line of scrimmage (LOS)
- A ball must be snapped in one continuous motion
- The person receiving the snap must be at least 2 yards behind the LOS
- A team may throw an unlimited number of backward passes
- All players are eligible to receive a forward pass
- A play is over when:
- There is an incomplete pass
- The flags were removed from the ball carrier
- If the flags fall off on their own – 1 hand touch
- A ball carrier runs out of bounds
- Any part of the body other than the feet or hands of the ball carrier contact the ground
- There is a fumble
- A fumble that contacts the ground is dead
- A ball that is fumbled backward will be marked at the spot it first contacted the ground
- A ball that is fumbled forward will be marked at the spot it was fumbled from
- A team scores
- The official sounds their whistle
- CoRec Open/Closed
- Open – any player is eligible to pass or receive
- Closed – there must be a female thrower or receiver involved
- To open a play the following is required
- A legal forward pass
- Female passer or receiver
- Positive yardage
- Illegal Male advancement is enforced if a male runs through the LOS without receiving a pass or receiving a forward pass from a male player on a closed play.
- Ball Responsibility
- Team A players are responsible for retrieving the ball after a down. The snapper will bring the ball from the huddle to the Team A scrimmage line. A towel may be placed under the ball, regardless of weather or field conditions.
Section 5: Onside Attempt
-
A team may go for an onside conversion in the second half when losing by 19 or more points in the second half.
-
Attempt is from their opponents 30-yard line
-
To convert this attempt. offense must “score” from the 30-yard line
-
-
Result
-
If attempt is successful, offense keeps the ball and starts on their own 30-yard line
-
If attempt is unsuccessful, defense gets the ball on their opponents 30-yard line
-
Section 6: Penalties & Enforcement
- The following are 5-yard penalties
- False Start
- Encroachment
- Delay of Game
- Illegal Snap
- Illegal Motion
- Illegal Formation
- Illegal Substitution
- Illegal Shift
- Illegal Forward Pass (loss of down)
- Illegal Equipment
- The following are 10-yard penalties
- Unsportsmanlike Conduct - See Special Enforcement of Penalties
- Two unsportsmanlike conduct penalties on the same player at any time during the game will result in automatic ejection.
- Three unsportsmanlike conduct penalties on the same team will result in a forfeit of the game.
- Illegal Contact
- Illegal Blocking
- Charging - The ball carrier may not run through a defensive player, but must evade the tackler. The runner shall be allowed unlimited 360 degree turns.
- Tackling - The tackler must not hold the ball carrier and must “play the flag” rather than the opponent
- Stripping the Ball
- Stiff arming
- Tampering with the flag belt
- Illegal Belt Removal
- Flag Guarding
- Offensive Pass Interference
- Defensive Pass Interference
- Holding
- Roughing the Passer (Automatic First Down)
- Unsportsmanlike Conduct - See Special Enforcement of Penalties
- Special Enforcement of Penalties.
- Foul on Score - If there is a player foul by the offensive team, other than unsportsmanlike, during a down which results in a successful touchdown or try-for-point, the acceptance of the penalty nullifies the score. If there is a live ball foul committed by the defensive team during a down, which results in a successful touchdown, or try-for-point, the offensive may choose to have the foul enforced at the succeeding spot or, after the Try, at the 14 yard line.
- Dead Ball Fouls - All dead ball fouls will be enforced from the spot where the ball would next be snapped or free kicked if a foul had not occurred.
Section 7: Punting
- Punt
- Referee must ask the team if he/she wants to punt
- Referee will announce on whether the offense will punt or will go for it on 4th down.
- The Team A captain may declare a punt on any down. After such announcement, the ball must be punted
-
Once decision is made, offense cannot change unless:
-
Timeout is called
-
Pre-snap Penalty
-
Inadvertent whistle
-
- Referee must ask the team if he/she wants to punt
- Formation and Snap
-
- Punting team must stay behind the LOS until the ball is kicked
- Return team may not rush the punter
-
- Punting the Ball
- After receiving the snap, the kicker must punt the ball immediately in a continuous motion. (illegal procedure)
- After Being Punted
- Any player on the return team may advance the ball
- When a punt touches a player from either team and then hits the ground, the ball is
dead and belongs to the return team.
- If it hits a returning player and then is caught in the air by the return team, it can be advanced.
- If it hits a returning player and then is caught in the air If caught by the kicking team, the ball is dead, belongs to the kicking team.
- Punt Out-of-Bounds or Inbounds
- If a punt goes out-of-bounds or comes to rest inbounds untouched and no player attempts to secure it, the ball becomes dead and belongs to the receiving team at that spot.
- Punt Behind the Goal Line
- If the ball goes into the return teams end zone, the ball will be placed at the 14-yard line.
Section 8: Fumbles
- Spot
- When a player fumbles the ball, or if a snap hit the ground before being received, the ball is dead immediately at the spot where the ball hits the ground
- Fumble out of bounds –
- A fumbled ball that goes out of bounds without hitting the ground remains in possession of the fumbling team where the ball went out of bounds.
- If fumbled forward the ball will be placed at the spot of lost possession
- If fumbled backwards the ball will be placed at the spot where the ball went out of bounds.
- Fumble in the end zone
- A fumble which becomes dead in the end zone is:
- Declared a safety if it becomes dead in the end zone the fumbling team is defending.
- A fumble which becomes dead in the end zone is:
Section 9: Unsportsmanlike Conduct
- Dead Ball Fouls
- When the ball becomes dead in possession of a player, he/she shall not:
- Intentionally kick the ball
- Spike the ball into the ground
- Throw the ball high into the air
- When the ball becomes dead in possession of a player, he/she shall not:
- Prohibited Acts
- There shall be no unsportsmanlike conduct by players or non-players. Examples, but
are not limited to:
- Attempting to influence a decision by an official
- Disrespectfully addressing the official
- Indicating objections to an official’s decision
- Holding an unauthorized conference, or being on the field illegally
- Using profanity or taunting
- Intentionally contacting a game official
- Leaving the team box and entering the field during a fight
- There shall be no unsportsmanlike conduct by players or non-players. Examples, but
are not limited to:
Section 10: Personal Fouls
- Restrictions
- No player or non-player shall commit a personal foul during a period or an intermission.
Any other act of unnecessary roughness is a personal foul. No player or non-player
shall:
- Strip or attempt to strip the ball from a runner by punching, striking, or stealing it
- Throw the runner to the ground
- Hurdle any other players
- Contact an opponent either before or after the ball is declared dead
- Make contact of any nature with an opponent which is deemed unnecessary including using fists, locked hands, elbows, or any part of the forearm or hand.
- Drive or run into an opponent
- Position himself/herself on the shoulders or body of a teammate or opponent to gain an advantage
- Tackle the runner by grasping or encircling with the hands or arms and taking the opponent toward the ground as in tackle football
- Fight an opponent
- No player or non-player shall commit a personal foul during a period or an intermission.
Any other act of unnecessary roughness is a personal foul. No player or non-player
shall:
Section 11: Screen Blocking
- The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at the side or behind the back. Any use of the hands, elbows, arms, legs or body to initiate contact during an offensive player’s screen block is illegal. A blocker may use his/her hand or arm to break a fall or to retain his/her balance. A player must be on his/her feet before, during, and after screen blocking.
Section 12: Screen Blocking Fundamentals
- A player who screen shall not:
- Take a position closer than a normal step when behind a stationary opponent
- Make contact when assuming a position at the side or in front of a stationary opponent
- Take a position so close to a moving opponent that his/her opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be 1 to 2 normal steps or strides from the opponent.
- After assuming his/her legal screening position move to maintain it, unless he /she move in the same direction and path as his/her opponent. If the screener violates any of these provisions and contact results, he/she has committed a personal foul.
Section 13: Guarding the Flag Belt
- Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity
for an opponent to pull or remove the flag belt. Examples of flag guarding include,
but are not limited to:
- Placing or swinging the hand or arm over the flag belt
- Placing the ball in possession over the flag belt
- Lowering the shoulders in such a manner which places the arm over the flag belt
- Shirt not tucked in and covering over the flag belt
Section 14: Defensive Rushing/Charging
- A runner shall not charge into nor contact an opponent in his/her path nor attempt to run between two opponents or between an opponent and a sideline, unless the space is such as to provide a reasonable change for him/her to go through without contact. If a runner in his/her progress has established a straight-line path, he/she may not be crowded out of the path, but if an opponent is able to legally establish a defensive position in that path, the runner must avoid contact by changing direction.
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Kickball Rules
Toggle More InfoSection 1: Field and Equipment
- Games will be played on Recreation Field 1
- Kickballs and jerseys will be provided by IM Staff
Section 2: Officials and their Duties
- Officials will conduct a captain’s meeting before each game
- Officials will keep track of outs, score, and time
Section 3: Players and Substitutions
- Kickball is played by 9 players on each team
- A minimum of 7 players are required to start and continue a game
- Kickball is OPEN, meaning there are no gender requirements
- A kicking order will be established prior to start of game
- All players will be in order, whether you have 9, less than 9, or more than 9 players.
- If players show up after start of game, they are permitted to be added at the end of the order
- No more than 9 players are permitted to be in the field
- A play must be in the batting order in order to play in the field
- A player does not need to be in the field if they are in the batting order
- Courtesy Runner:
- A courtesy runner may be used for any base runner due to injury
- The courtesy runner will be the most recent out
Section 4: Scoring and Timing Regulations
- Each game shall consist of 5 innings
- Mercy Rules
- 20 after 3 innings
- 15 after 4 innings
- Time Limit
- 45-minute time limit
- If a team is behind and the time limit expires during their at-bat, that team will finish their at-bat
- If the home team is behind and the time limit expires during the visiting team’s at-bat, the home team will take their at bat
- Each half inning will consist of 3 outs
- Mercy Rules
Section 5: The Game
- Batting – the batter will receive 2 pitches.
- The kicker must put the ball into fair territory within 2 pitches or it will be considered a strike-out
- Pitcher – the kicking team will provide the pitcher
- the pitcher must get out of the way of any kicked or thrown balls
- if the pitcher intentionally interferes with a kicked or thrown ball, the kicker is out and all base runners must return to original base
- if the pitcher unintentionally interferes with a kicked ball, the pitch will be thrown again and all base runners must return to their base
- if the pitcher unintentionally interferes with a throw, it is up to the umpire’s discretion on if there should be a re-pitch, if it’s a dead ball and runners must stay where they are, or other scenarios up to the umpire’s discretion
- Outs – the following are outs:
- The batter fails to hit the ball fairly in 2 pitches
- The batter is out when a pitcher intentionally contacts a kicked or thrown ball
- The batter is out when a kicked ball is caught in fair or foul territory
- A batter or runner is out when a ball is fielded to a base for a force-out
- A batter or runner is out when the defense tags them while not in contact with a base
- A batter or runner is out when the defense throws the ball and contacts them at the
shoulders or below and at the knees or higher
- If a ball makes contact above the shoulders or below the knees while in a natural running or standing motion, the ball becomes dead and the runner may advance to the base they were headed to
- If a ball makes contact above the shoulders or below the knees while NOT in a natural running or standing motion, the runner is considered out
- If the ball contacts the ground first, the ball is still live and the base runner is not out. The umpire will give a safe indication
- A batter is out when a kicked ball contacts a base-runner or their clothing
- The ball is considered dead, the batter is out, and all base runners return to their base
- A runner leads off or attempts to steal. Runners must remain in contact with base
until the ball is contacted by the batter
- The runner is out, re-pitch
- The kicker bunts the ball
- To be considered a bunt, the ball must settle before the pitcher’s mound, untouched by the defense
- If the defense chooses to field a ball before it has settled before the pitcher’s mound, it is considered a live ball and not an out
- The ball is considered in play until all base runners have came to a stop on their bases and a defensive infielder has possession of the ball
- Sliding – no sliding is permitted
- Once a runner slides, the play is considered dead and the slider is deemed out
- Infield Fly Rule –
- for the infield fly rule to be applied, the following must happen:
- There must be 0 or 1 outs
- 1st and 2nd OR 1st, 2nd, and 3rd based must be occupied by runners
- A ball must be kicked in the air with an obvious peak
- A ball must be kicked in fair territory
- An established infielder must show ordinary effort to field the ball
- If infield fly is called by the umpire:
- The batter is automatically out
- Runners are not required to attempt to advance
- If a runner attempts to advance:
- They must tag up if the ball was caught
- They do not have to tag up if the ball was dropped
- The play becomes a tag play
- for the infield fly rule to be applied, the following must happen:
Section 6: Fouls
- A player is subject to ejection for the following:
- Persistent arguing with umpire
- Flagrant play on opponent
- Profane language
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Pickleball Rules
Toggle More InfoSection 1: Court and Equipment
- All Pickleball matches will be played on Court 2 of the Gymnasium in the University Recreation & Wellness Center.
- For doubles, the outside boundary lines are used.
- Paddles and balls will be provided by the IM Staff.
- No jewelry is permitted to be worn
- Exception: religious and medical jewelry may be worn if taped down.
- Dress and attire must adhere to URWC Guidelines and Policies.
Section 2: Officials and their Duties
- Pickleball will be a self-officiated sport.
Section 3: Players and Substitutions
- Pickleball is played by two teams of two players.
Section 4: Scoring and Timing Regulations
- Each match is played best 2 out of 3 games.
- Games must be won by 2 points, unless a cap is met.
- Games 1 and 2 are played to 9 and capped at 11.
- Game 3 (if necessary) is played to 5 and capped at 7.
- A team shall score a point only when serving.
- Time restrictions are implemented to ensure multiple games fit into the schedule.
- During regular season a 5 minute warning shall be announced 45 minutes into the game
- Once the 50 minute time limit has been met, the team ahead in sets shall win.
- If in a 3rd game, the team ahead in the set shall win
- If in a 3rd game, the game is tied, the game shall end in a draw.
- During playoffs TBD
- During regular season a 5 minute warning shall be announced 45 minutes into the game
Section 5: The Game
- All rules below are for Pickleball Doubles
- The Serve
- Serves are to be made diagonally, starting with the right-hand service square and alternating each serve.
- Each service must clear the seven-foot non-volley-zone in front of the net and land in the diagonal service court.
- Serves should always be done underhand with the paddle below the waist and two feet behind the back line.
- The ball should be hit into the air without being bounced.
- Only one serve attempt is allowed.
- Exception: if the ball touches the net on the service and lands in the proper service court. The serve may be taken again.
- Once the serving team commits their first fault, the serving team’s players will stay on the same side of the court, and the second partner will then serve.
- When the serving team makes their second fault, they will stay in their current court positions and turn the ball over to the other team.
- Volleys
- To volley means to hit a ball in the air without first letting it bounce.
- This can only be done when the players feet are behind the non-volley zone line.
- Double-Bounce Rule
- Each team must play their first shot off of the bounce.
- The receiving team must let the serve bounce and the serving team must let the return
of the serve bounce before playing it.
- once these two bounces have occurred, the ball can either be volleyed or played off the bounce
- To volley means to hit a ball in the air without first letting it bounce.
Section 6: Faults
- A fault is committed when the ball:
- Touches and part of the non-volley zone on the serve (including the line)
- Is hit out of bounds
- Does not clear the net
- Is volleyed from the non-volley zone
- Is volleyed before a bounce has occurred on each side.
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Sand Volleyball Rules
Toggle More Info*4v4 Sand Volleyball adheres to NFHS rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Court and Equipment
- Games will be located at the Recreational Outdoor Courts.
- Jewelry is not permitted to be worn.
- Exception: medical and religious items may be taped down.
- Clothing must adhere to University Recreation & Wellness Facilities Policies.
- Captains will pick a shirt color to wear at sign up. The team should wear this color for their games.
- The IM Staff will provide a ball.
- Teams may bring their own if everyone agrees to use it.
Section 2: Officials and their Duties
- A coin toss is used to determine serve or side.
- Serve will alternate in 2nd game.
- A coin toss is used to determine serve or side for the 3rd game.
- 4v4 Sand Volleyball is not officiated.
- Participants must self-officiate the game based on the rules provided.
- Should there be a discrepancy or need for interpretation for the rules, an IM Staff
Member may be consulted.
- Once an IM Staff Member has decided, that ruling is FINAL.
Section 3: Players and Substitutions
- There shall be no more than 4 players on the court for a team.
- A minimum of 2 players are required to start a game.
- There are no positional rotating requirements except for serving.
- A team may enter their substitutes at a rotating position or person for person
- Each sub may enter at the front right position OR
- Player A and Player B may substitute at any position for each other
- CoRec:
- There shall not be more than 2 of the same gender on the court at a time.
- Legal lineup:
- 1 male, 2 females
- 2 males, 1 female
- 2 males, 2 females
- There is no requirement for alternating genders for rotation.
Section 4: Scoring and Timing Regulations
- 4v4 Sand Volleyball uses Rally Scoring
- The winner of the rally shall receive 1 point and the serve.
- Regular Season
- 3 games.
- First 2 games – play to 21 (win by 2), cap 23.
- 3rd game – play to 15 (win by 2), cap 17.
- Playoffs
- Best 2 out of 3.
- First 2 games – play to 21 (win by 2), cap 23.
- 3rd game – play to 15 (win by 2), no cap.
- A team is allowed 1 timeout per MATCH.
Section 5: Violations
- The following actions result in a violation:
- Catching or holding the ball.
- Touching the net.
- Serving out of turn.
- Double hit.
- 4 team hits.
- A serve that touches the net and continues to the opponent’s side is still in play.
- A ball that has left the sand area is considered out of play.
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Sitting Volleyball
Toggle More Info*Sitting Volleyball adheres to World ParaVolleyball rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Court and Equipment
- Games will be played in the University Recreation & Wellness Center Gymnasium.
- All players must wear approved athletic attire and shoes.
- No jewelry is permitted to be worn
- Exception: religious and medical jewelry may be worn if taped down.
- Volleyball will be provided by the Intramural Sports Staff.
- A team may use their own with approval from opponent.
Section 2: Players and Substitutions
- Each team will consist of 6 players on the court at a time.
- COREC - 2-3 of each gender can be on the court at a time.
- To start, there must be 4 players checked in.
- COREC – 2 of each gender must be checked in.
- Subs may enter the game at a spot on the floor OR for a position.
- The spot on the floor must be established at the beginning of the game and is the only spot for the entirety of the game.
- Substitutions will rotate clockwise.
Section 3: Scoring and Timing Regulations
- Rally scoring will be the method used.
- A point is scored when the opponent commits a fault or fails to return the ball.
- A match is best 2 out of 3 games.
- Game 1 and 2 will be played to 25, cap 27.
- Game 3 (If necessary) will be played to 15, cap 17.
- No cap in Game 3 of playoffs.
- Each team will be allowed 2 timeouts per MATCH.
Section 4: The Game
- Before each game, a coin toss will be used to determine serve or side.
- The serve will alternate after the first game.
- A coin toss will be used again if a 3rd game is necessary.
- At all times during play, players must maintain contact the court with some part of their body between the buttocks and shoulders.
- During the serve, every player must be in their proper position.
- The server will serve the ball once the official beckons them.
- Once the ball is served, players are able to move freely and the rally begins.
- The rally will continue until a team has failed to return a ball or has committed a fault.
- When the ball strikes the cables and/or the diagonal poles used to retract ceiling suspended net systems the referee will stop play and deem the ball out on the last team to touch the ball.
Section 5: Faults
- The following are considered a fault:
- Illegal alignment –
- players are not in their respective positions at time of serve
- a player does not maintain contact with the court with some part of their body between the buttocks and shoulders
- Line violation –
- server steps on or over line before contacting the ball.
- a player steps completely over the midline.
- a player steps partially on the midline and creates a dangerous situation.
- a player’s body part other than foot or hand contacts the midline.
- Illegal hit – prolonged contact with the ball.
- Over the net – contacting a ball that is COMPLETELY on opponents’ side of net.
- Exception – it is not a fault if this happens after a 3rd hit.
- Illegal attack – a backrow player has contacted a ball that is COMPLETELY above the plane of the net while contacting the 10-foot line or inside the 10-foot line.
- 4 hits – a team has hit the ball 4 times in a row.
- Double hit – a player has hit the ball 2 times in a row.
- Illegal blocking –
- Blocking a serve at the net.
- A back-row player blocking at the net.
- Net fault – when any part of the body contacts the net.
- Exception – hair may contact the net.
- Illegal alignment –
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4v4 Soccer Rules
Toggle More Info*4v4 Soccer adheres to NFHS rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Field and Equipment
- Games will be located at Rec Field 1
- Equipment
- All participants must be wearing athletic apparel.
- Only headwear allotted are soft headbands
- Players may get approval from IM Staff for a medical headwear device
- Shin guards are not required, but are recommended
Section 2: Players and Substitutions
- A minimum of 3 players are required to start a game.
- If at any time there are less than 3 players throughout the game, the team will forfeit.
- CoRec
- There must be at least 1 and no more than 2 of each gender on the field at a time
- Legal lineup:
- 2 males, 2 females
- 1 male, 2 females
- 2 males, 1 female
- All substitutions must take place during dead ball situations
- The players must enter and exit the field from the substitution box.
- Official must beckon in substitutes
Section 3: Scoring and Timing Regulations
- Games will be consisting of two 12-minute halves.
- Halftime will be 2 minutes
- There is no overtime in regular season
- Playoff OT Rules:
- One 3-minute Golden Goal Period.
- If no winner is declared after 3 minutes, 3 kick shootout
- Mercy Rule: If a team is winning by 10 or more goals with 5 or less minutes remaining in the game, that game will end.
Section 4: The Game
- The game and all kickoffs will start at mid field. The ball may be kicked either forward or backwards.
- Crease:
- The crease is a box in front of each goal that no players are allowed to step into while playing the ball.
- If a defensive player steps in the box, PK.
- If an offensive player steps in the box, Goal Kick.
- All dead ball kicks are indirect.
- Kick-in:
- When the whole ball has crossed the touchline, there will be a kick-in. This will take place instead of a throw in.
- The kick-in must occur where the ball went out of bounds.
- All defenders must be at least 5 yards away from the kick-in spot.
- There is no offsides.
- All fouls/penalties will result in either an indirect kick from the spot of the foul/penalty or a PK from the midfield line.
- Goals may only be scored on the opponent’s side of the field.
Section 5: Penalties
- Dangerous play:
- All high kicks above the waist or any attempt to make a play on the ball while kneeling or lying on the ground in a dangerous manner shall be prohibited.
- Charging a player not in possession of the ball:
-
- A player shall not intentionally charge an opponent unfairly.
- This includes “shoulder to shoulder” challenges that are unsafe or cause the opposing player to lose possession of the ball.
-
- Obstruction:
- Intentional act by a player not in possession of the ball or attempting to play the ball.
- Kicking/Striking:
- A player shall not intentionally attempt to kick or strike an opponent.
- Tripping:
- A player shall not intentionally trip an opponent.
- Holding/pushing:
- A player shall not use their hands or arms to hold, push, or impede an opponent.
- Handling:
- A player shall be penalized for intentionally handling, carrying, striking, or propelling the ball with a hand or arm.
- Unintentional handling occurs when the ball strikes the hands or arms of a player who has not moved the hands or arms to play the ball.
- Unintentional handling should not be penalized.
- Sliding:
- A player may not slide to stop a goal regardless of players in proximity or not.
- Slide Tackling:
- If no contact, but near a player - yellow
- If contact is made – red
- All of the above offenses will result in an indirect free kick.
- Opposing players must be at least 5 yards away from the spot of the free kick.
- Penalty Kick:
- Shall be awarded after a serious or intentional rule infraction takes place by the defensive. Should be awarded, if in the referee’s opinion, a scoring opportunity was nullified by the infraction.
- All players must be behind the kicker. The ball is dead once kicked.
- If the goal is not scored, the defense will take a goal kick.
Section 7: Red/Yellow Cards
- Yellow cards include but are not limited to:
- Leaving the field or coming on to the field without the referee’s permission.
- Unsportsmanlike conduct
- If two yellows are giving it results in a red card
- Persistent infringement of the rules.
- Showing dissent toward a referee’s call.
- Slide tackling (subject to red)
- Red cards include but are not limited to:
- Slide tackling
- Second and subsequent offenses by same team.
- Excessive foul or abusive language.
- Persistent misconduct after receiving caution.
- Violent or serious play
- Intentionally impeding an opponent through unlawful means during an obvious goal-scoring opportunity.
- An ejected play may not be replaced by a substitute.
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9v9 Soccer Rules
Toggle More Info*9v9 Soccer adheres to NIRSA Soccer rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Field and Equipment
- Games will be played at Recreation Field 1
- The IM Staff will provide a game ball
- Teams may use their own if the opponent approves
- All players must wear approved athletic attire
- No metal cleats
- No hats with hard bills
- No jewelry may be worn
- Exception: religious or medical may be taped down
- Teams should wear the color indicated at the time of registration
- Jerseys will be provided if need by the IM Staff
- Shin guards are not required, but recommended
Section 2: Officials and their Duties
- Officials will conduct a captain’s meeting before each match
- Officials will flip a coin to determine side or kickoff
- Officials will keep the score and time
Section 3: Players and Substitutions
- The game will be played with 9 players from each team
- A minimum of 6 players are required to start and continue the game
- CoRec
- The game will be played with 9 players from each team
- A minimum of 6 players are required to start and continue the game
- Minimum of 3 of each gender and no more than 4 of one gender can be on the field at
once not including the goalie
- Goalie can be any gender
- Legal Lineups
- 4 males, 4 females
- 4 males, 3 females
- 4 males, 2 females
- 3 males, 4 females
- 3 males, 3 females
- 3 males, 2 females
- 2 males, 4 females
- 2 males, 3 females
- A substitution may enter the game when beckoned by the official
- Minimum of 3 of each gender and no more than 4 of one gender can be on the field at
once not including the goalie
Section 4: Scoring and Timing Regulations
- A match will consist of 2 halves
- Each half will consist of a 20-minute running clock
- The clock will not stop unless there is an injury or unexpected interruption
- At halftime, teams will change sides
- Halftime will be 3 minutes
- There are no timeouts
- Mercy Rule
- If a team is winning by 5 or more goals with 5 minutes or less remaining, the game will end
- If a team is winning by 9 or more goals at any time during the second half, the game will end
Section 5: The Game
- There will be a kickoff at the beginning of each half and after every goal
- Every player shall be in their half of the field
- Every player of the opposing team must be at least 8 yards from the ball
- The kickoff may travel in any direction
- A goal may not be scored directly from a kickoff
- There is no offsides
- Sliding is prohibited
- See fouls for more information
- A goal is scored when the entire ball has passed completely over the goal line
- A ball is out of play when the entirety of the ball completely passes a touchline
or goal line
- A ball that crosses the touchline is put back in play by a throw-in
- A ball that crosses the goal line is put back in play by corner-kick if last touched by the defense
- A ball that crosses the goal line is put back in play by goal kick is last touched by offense
- A throw-in must occur where the ball completely crossed the touchline
- To throw-in, both feet must be touching the ground until after release of the ball
- The ball must be thrown with both hands
- A corner kick must occur at the corner nearest where the ball completely crossed the
goal line
- Players of the defending team must be at least 10 yards away from the ball
- A goal kick will be kicked directly into play beyond the penalty area within that
half of the goal are nearest to where the ball completely crossed the goal line
- The ball must be placed on the ground and kicked
- A free kick is taken to resume play after the play has been stopped
- Direct free kick – a goal can be scored directly from the kick
- Indirect free kick – a goal cannot be scored directly from the kick
- Penalty kick will occur when any foul prevents a scoring opportunity or a foul occurs
in the penalty area
- The penalty kick shall be taken from the penalty mark
- All players shall be outside the penalty area and at least 8 yards from the ball
- The opposing goalkeeper must stand, without moving their feet, on the goal line between the goal posts until the ball is kicked
- The goalkeeper may dive hands first to stop a ball
Section 6: Fouls
- Kicking, striking, jumping, or tripping
- Handling – Direct
- Intentionally handle, carry, strike, or propel the ball with a hand or arm.
- Unintentional handling is not penalized
- Delay of Game – Indirect
- Goalkeeper may take no more than 10 seconds while holding, bouncing, or throwing the ball in the air before releasing it so that another player can play it
- Holding/Pushing – Direct
- Players shall be penalized if they hold or push an opponent with their hand or arm extended from their body
- Charging – Direct
- A player shall be penalized for charging into an opponent in a violent or dangerous manner
- A player shall be penalized for charging into a player who is in the air and has both feet off the ground in an effort to receive or play the ball
- A player shall be penalized for charging into the goalkeeper in the penalty area, unless the goalkeeper is obstructing an opponent
- Kicking the ball when held by goalkeeper – Indirect
- A player shall be penalized for kicking or attempting to kick the ball when it is held or is in possession of the goalkeeper
- Obstruction – Indirect
- Obstruction is the intentional act of a player not in possession of the ball or not attempting to play the ball or using the body as an obstacle
- Dangerous Play – Indirect
- A play of such a nature as to be dangerous or likely cause injury
- The 3 types of dangerous plays are:
- Raising the foot in an attempt to play the ball to the level of an opponent’s waist or higher when the opponent is in their normal position
- Indulging in what is known as a hitch-kick within 6 feet of an opponent
- Lowering the head to a position even with or below the waist in an effort to head the ball with a nearby player
- Unsportsmanlike Behavior/Player Misconduct – Indirect
- Player persists after being cautioned
- Player is guilty of violent conduct or persistent infringement of the rules
- A player may be given a caution if:
- Entered or left the field of play without permission of the official
- Infringement of any of the rules of the game
- Dissent
- Unsportsmanlike conduct
- A player may be given a red card if:
- Exhibiting violent conduct
- A player deliberately handling the ball the prevent a scoring opportunity
- Dissent
- Leaving the team area to enter the field where a fight or altercation it taking place
- Cautioned twice
- A disqualified player on the field may not be replaced by a substitute
- Sliding – Direct
- A player or goalkeeper may not slide feet first to play the ball
- If a player or goalkeeper slides feet first without a player nearby, they will be given a caution
- If a player or goal keeper slides feet first near a player or makes contact with a player, they will be ejected from the game
Section 7: Overtime
- If the score is tied at the end of regulation during bracket play, there will be an extra period
- This extra period will be 5 minutes long
- The first to score in the extra period will be declared the winner
- If the score is tied at the end of the extra period, penalty shots will be taken
- There will be 3 penalty shots taken
- If after 3 penalty shots it is still tied, teams will alternate shots until there is a winner.
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Spikeball
Toggle More InfoSection 1: Location and Equipment
- Games will be played at Rec Field 2.
- Staff will provide the game ball
- Players must wear approved athletic shoes/apparel
Section 2: Officials and their Duties
- Spikeball is self-officiated.
- IM Staff may be consulted on interpretations of the rules.
- Once an IM Staff has made a ruling, the ruling is FINAL.
Section 3: Players and Substitutions
- Pickleball is played by two teams of two players.
- There are no substitutions.
- Spikeball is an Open League, meaning there are no gender requirements
Section 4: Scoring and Timing Regulations
- Rally scoring (points can be won by the serving or receiving team)
- The first team to score 21 (twenty-one) points and win by two points (cap of 23) will win the game.
- Points are scored when:
- The ball is not hit back into the net within 3 (three) hits.
- The ball hits the ground.
- The ball hits the rim (including clips) at any time.
- The ball does not bounce off the net in a single bounce. (It must clear the rim in order to be good).
- There is an illegal serve or other infraction.
- The ball hits the net a second time before being touched by a player.
Section 5: The Game
- To start the game, a coin toss will be conducted. The winner will have the choice to serve or receive first.
- Opposing players line up across from each other.
- Once the ball is served players may move anywhere on the playing area.
- Possession changes when the ball contacts the net.
- Each team has up to 3 (three) hits per possession, but do not need to use all hits.
- Serving
- Server stands directly across from the receiving player. Only the designated receiver may field the serve.
- The ball must be tossed up from the server’s hand before it is hit. If the server does not like the toss, the ball drops to the ground. They will have one more opportunity to toss and serve the ball.
- Server's feet must be behind the service line (at least 6 feet away from the net) when the ball is hit.
- Serves must be below the receiver's raised hand. If the ball can be caught by the receiver, it must be played.
- If the ball is too high, the receiver must call “let” before touching the ball. The serving team has one more try to serve. If the receiver does not call “let”, continue play.
- The four players serve in the same sequence throughout the match, changing the server each time a rally is won by the receiving team.
- Contacting the ball
- Hits must alternate between teammates.
- The ball must be hit (not be caught, lifted, or thrown) with one hand.
- Any part of the body may be used to hit the ball.
- Once the ball hits the net, it must bounce off in a single bounce. It must clear the rim in order to be good.
Section 6: Infractions
- Defensive players must attempt to get out of the offensive team’s way. If a member of the defensive team is in the way of a play on the ball, the player being blocked must call “hinder” and replay the point. The offensive team must have a legitimate play on the ball to call “hinder.”
- If the defensive team gets hit with the ball, call “hinder” and replay the point.
- A point is scored for a team when a player of the opposing team:
- Attempts to play a ball when it is not their turn (before the ball touches the net).
- Hits a shot off the net then the ball hits their teammate.
- Hits a shot off the net then the ball hits himself/herself.
- Contacts the Spikeball set that moves the set or affects the trajectory of the ball.
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5v5 Ultimate Frisbee Rules
Toggle More InfoSection 1: Field and Equipment
- Games will be played on Recreation Field 1
- Staff will provide a game disc.
- Teams may supply their own disc if agreed upon by both teams.
- Players must wear approved athletic shoes/apparel.
Section 2: Officials and their Duties
- Ultimate Frisbee is self-officiated.
- IM Staff may be consulted on interpretations of the rules.
- Once an IM Staff has made a ruling, that ruling is FINAL.
Section 3: Players and Substitutions
- Each team shall have no more than 5 players on the field.
- A minimum of 4 players are required to start and finish the game.
- Ultimate Frisbee is an Open League, meaning there are no gender requirements.
- Substitutions can be made:
- After a goal and prior to the ensuing throw-off.
- Before the beginning of a period.
- To replace an injured player.
- An ejected player may not be replaced.
Section 4: Scoring and Timing Regulations
- Each score will be 1 point.
- The game will consist of two 20-minute halves with a running clock.
- Each team will receive two 30-second timeout per GAME.
- In regular seasons if the game is tied at the end of regulation, that game is over.
- In playoffs, if the gam is tied at the end of regulation, there will be an extra period.
- The extra period is untimed.
- The first team to score will be deemed the winner.
- The extra period will start the same was as in 5.1
Section 5: The Game
- To start the game, a coin toss will be conducted. The winner will have the choice to receive, throw-off, or which goal to defend.
- Throw-off:
- Play starts at the beginning of each period and after each goal with a throw-off.
- Each time a goal is score, the teams switch the direction of their attack.
- The team that scored will throw-off.
- Positioning:
- The players on the throwing team are free to move anywhere in their defending end-zone. They may not cross the goal line until the disc is released.
- The players on the receiving team must lineup behind their 20 yard line.
- The throw-off may be made only after the thrower and a player on the receiving team raise a hand signifying that team’s readiness to play.
- As soon as the disc is release, all players may move in any direction.
- No player on the throwing team may touch the throw-off in the air before a member of the receiving team touches it.
- If the receiving team allows the disc to fall untouched to the ground and the disc initially lands in bounds, the receiving team gains possession of the disc where it stops.
- If the throw-off lands out of bounds the receiving teams makes a choice of:
- Putting the disc into play at the point where it crossed the line
- Requesting a re-throw.
- Change of Possession:
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- Occurs when a pass is not completed.
- An incomplete pass consists of:
- Dropped
- Hit the ground
- Falls out of bounds
- Intercepted
- When play stops the player who was in possession retains possession.
- All players must come to a stop as quickly as possible when play is halted.
- The marker restarts play by handing the disc to the thrower.
- An incomplete pass consists of:
- Occurs when a pass is not completed.
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- Out of Bounds:
- For a receiver to be considered in-bounds after gaining possession of the disc, the first point of contact must be completely in-bounds.
- Should the momentum of a player carry them out of bounds after making a legal catch in bounds, the player carries the disc to the point where they went out of bounds.
- The thrower may pivot in and out of bounds as long as some part of the pivot foot contacts the playing field.
- The Thrower:
- The thrower must establish a pivot food and may not change that pivot foot until the throw is released.
- The thrower has the right to pivot in any direction.
- Once the marker has established a legal defensive position, the thrower may not pivot into them.
- If the disc is dropped by the thrower without defensive interference, it is considered incomplete.
- The thrower may throw the disc in any direction.
- The disc may not be handed off.
- The Marker:
- Only one player may guard the thrower at any time.
- The marker may not straddle the pivot foot of the thrower.
- There must be at least one disc’s diameter and thrower’s arm length between the thrower and the marker at all times.
- The marker cannot position their arms in such a manner as to restrict the thrower from pivoting.
- Stalling:
- Once a marker has established a set-guarding stance on the thrower, they may initiate the count.
- The count of that marker calling “counting” and counting at one-second intervals up to 10.
- If the thrower has not released the disc at the 10, it is a turnover.
- If the marker is forced to back up because they are positioned within the required distance from the thrower, that count will restart.
- The Receiver:
- After catching a pass, the receiver is only allowed the fewest steps required to come to a stop and establish a pivot foot.
- If the receiver is running as they catch the disc they may throw a pass before the third ground contact after catching the disc without coming to a complete stop.
Section 6: Fouls
- Fouls are the result of physical contact between two opposing players.
- The offended player calls the foul.
- If the thrower is fouled in the act of throwing and the pass is completed the foul is declined and play continues.
- If the marker is fouled in the act and the pass is not completed the foul is declined and play continues.
- All fouls result in a change of possession.
Section 7: Violations
- A player may not travel with the disc.
- A player may not attempt to strip the disc.
- A player may not be double teamed by the opponent.
- A player may not pick.
- No player may establish a position, or move in such manner, so as to obstruct the movement of any player on the opposing team.
- 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.
- All violations result in a change of possession.
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6v6 Volleyball Rules
Toggle More Info*Volleyball adheres to NFHS Volleyball rules and FGCU IM Participant Policies with the following adjustments*
Section 1: Court and Equipment
- Games will be played in the University Recreation & Wellness Center Gymnasium.
- All players must wear approved athletic attire and shoes.
- No jewelry is permitted to be worn
- Exception: religious and medical jewelry may be worn if taped down.
- Volleyball will be provided by the Intramural Sports Staff.
- A team may use their own with approval from opponent.
- Volleyball net heights will vary based on league.
Section 2: Players and Substitutions
- Each team will consist of 6 players on the court at a time.
- CoRec - 2-3 of each gender can be on the court at a time.
- To start, there must be 4 players checked in.
- CoRec – 2 of each gender must be checked in.
- Subs may enter the game at a spot on the floor OR for a position.
- The spot on the floor must be established at the beginning of the game and is the only spot for the entirety of the game.
- Substitutions will rotate clockwise.
Section 3: Scoring and Timing Regulations
- Rally scoring will be the method used.
- A point is scored when the opponent commits a fault or fails to return the ball.
- A match is best 2 out of 3 games.
- Game 1 and 2 will be played to 25, cap 27.
- Game 3 (If necessary) will be played to 15, cap 17.
- No cap in Game 3 of playoffs.
- Each team will be allowed 2 timeouts per MATCH.
Section 4: The Game
- Before each game, a coin toss will be used to determine serve or side.
- The serve will alternate after the first game.
- A coin toss will be used again if a 3rd game is necessary.
- During the serve, every player must be in their proper position.
- The server will serve the ball once the official beckons them.
- Once the ball is served, players are able to move freely and the rally begins.
- The rally will continue until a team has failed to return a ball or has committed a fault.
- When the ball strikes the cables and/or the diagonal poles used to retract ceiling suspended net systems the referee will stop play and deem the ball out on the last team to touch the ball.
Section 5: Faults
- The following are considered a fault:
- Illegal alignment – players are not in their respective positions at time of serve
- Line violation –
- server steps on or over line before contacting the ball.
- a player steps completely over the midline.
- a player steps partially on the midline and creates a dangerous situation.
- a player’s body part other than foot or hand contacts the midline.
- Illegal hit – prolonged contact with the ball.
- Over the net – contacting a ball that is COMPLETELY on opponents’ side of net.
- Exception – it is not a fault if this happens after a 3rd hit.
- Illegal attack – a backrow player has contacted a ball that is COMPLETELY above the plane of the net while contacting the 10-foot line or inside the 10-foot line.
- 4 hits – a team has hit the ball 4 times in a row.
- Double hit – a player has hit the ball 2 times in a row.
- Illegal blocking –
- Blocking a serve at the net.
- A back-row player blocking at the net.
- Net fault – when any part of the body contacts the net.
- Exception – hair may contact the net.
Extramural Sports
Extramural Sports consist of competitions involving intramural teams from other institutions. Extramural opportunities allows students to compete in select sports against other institutions. Some tournaments offer officiating opportunities and clinical development of officiating skills. Intramural teams or student officials can register for these tournaments and travel on behalf of the FGCU. The University Recreation & Wellness department in some cases can provide financial support for travel related expenses for these developmental opportunities. Students must request travel approval and funds through the following form. Pending review and approval of the Sport Programs staff will determine what kind of support the students receive. Each request is handled on a case by case bases. Requests must be submitted at least 5 business days before departure.