General Intramural Information
Teams should arrive 15 minutes before the game to check-in with the supervisor.
All participants must display a valid Carolina Card before each game in order to play.
You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
Teams are expected to begin the game at the schedule time.
A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $25 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on DSE. The team will receive a 3-sportsmanship rating for each default.
The USC Sport Programs Office can be reached:
By email at sportprograms@mailbox.sc.edu
By phone at 803.576.9387
In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $25 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on DSE.
If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $25 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on DSE.
The captain of the team present who has the minimum required number of players to play, can choose to accept the default/forfeit or enact team choice at the game start time. If the team enacts the team choice rule, they cannot change their mind and accept a default/forfeit later.
If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 5v5 Basketball (10 : 10)
- 3v3 Basketball (7 : 7)
- 7v7 Flag Football (7 : 7)
- 4v4 Flag Football (7 : 7)
- Softball (5 : 5)
- Kickball (5 : 5)
- Indoor Soccer (3 : 3)
- Outdoor Soccer (2 : 2)
- Indoor Volleyball (10 : 1 set)
- Sand Volleyball (10 : 1 set)
- Cornhole (10 : 1 set)
- Pickleball (10 : 1 set)
Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
All teams are eligible for post season play provided that they
- Win at least one game in the season.
- Do not forfeit more than once
- Do not default more than twice and
- Complete the season with the required sportsmanship rating (3.0).
To receive the latest USC Intramural Sports schedules, scores, and updates be sure to check DSE with your USC login.
No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next serve.
Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Intramural Esports Event Rules
Section 1: General Information
- General IM Procedures
-
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
-
- All participants must display a valid Carolina Card before each game in order to play.
-
-
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
-
-
- Teams are expected to begin the game at the scheduled time.
- Defaults
-
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
-
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
-
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
-
- The USC Sport Programs Office can be reached:
-
-
- By email at sportprograms@mailbox.sc.edu
-
-
-
- By phone at 803.576.9387
-
-
-
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
-
- Forfeits
-
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
-
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Sportsmanship
-
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Miscellaneous
-
- To receive the latest usc Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
-
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
-
-
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next set of games.
-
-
-
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
-
Section 2: Rules & Sport Specific Information
- Location
-
- All games will be played in either the STWFC Boardroom or the STWFC Wet Classroom
-
-
- Game location will be placed on www.imleagues.com before each game.
-
- Players
-
- Each team will consist of one (1) player.
-
-
- There are no substitutions or switching of players between games or sets of games.
-
- Equipment
-
- Nintendo Switch consoles, controllers and games will be provided by the Sports Program staff.
-
- Players are not allowed to use their own joycons and must use the provided joycons in order to be eligible to play.
- Timing
-
- Games will consist of one of two options depending on the place in the tournament.
-
-
- During the seeding process games will be done in multiplayer race style where the tracks are determined at random
-
-
-
- During the first round of tournament games, games will be done in a 4v4 grand prix race style where the top 4 players from each “region” will be selecting which series of tracks.
-
-
-
- After the first round of tournament games play style will switch back to the 4v4 multiplayer race style with random track determination
-
- Game Specific Rules
-
- All games will be played on a 150cc difficulty with normal items, and normal COM.
-
- All games must have fall protection turned off.
-
- All games must be set to analog stick only.
-
- All games must have auto accelerate turned off.
-
- All players must use a single joycon with the rail/wrist strap for seeding games and the round of 16.
-
-
- Players will be allowed to choose which style of controller they would like to use starting in the round of 8.
-
- Tournament Format & Requirements
-
- All teams are eligible for tournament play if they have a 3.0 sportsmanship rating average.
-
- If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score.
-
- The format of the tournament is as follows:
-
-
- Seeding
-
-
-
-
- During the seeding process players will play through one 1v1v1v1 multiplayer circuit with the maps being selected at random
-
-
-
-
-
- Once the seeding games are completed for all sixteen (16) players, the players will then be assigned into pods of 4 players each based on their performance.
-
-
-
-
-
- Each pod will play grand prix with the highest seeded player in each pod deciding which grand prix to play.
-
-
-
-
-
- The top two players from each pod will move on to the round of 8.
-
-
-
-
-
- From the round of 8 and forward will be 1v1 matchups between players in a multiplayer circuit format with maps being selected at random
-
-
Section 1: General Information
- General IM Procedures
-
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
-
- All participants must display a valid Carolina Card before each game in order to play.
-
-
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
-
-
- Teams are expected to begin the game at the schedule time.
- Defaults
-
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
-
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
-
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
-
- The USC Sport Programs Office can be reached:
-
-
- By email at sportprograms@mailbox.sc.edu
-
-
-
- By phone at 803.576.9387
-
-
-
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
-
- Forfeits
-
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
-
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Sportsmanship
-
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game
- Miscellaneous
-
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
-
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
-
-
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next set of games.
-
-
-
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
-
Section 2: Rules & Sport Specific Information
- Location
-
- All games will be played in either the STWFC Boardroom or the STWFC Wet Classroom
-
-
- Game location will be placed on www.imleagues.com before each game
-
- Players
-
- Each team will consist of one (1) player
-
-
- There are no substitutions or switching of players between games or sets of games
-
-
- Each team is allowed a maximum of one (1) coach to help the team
-
-
- The designated coach will not be able to play at any point of the tournament and is only allowed to assist their team during timeouts, halftime, or between rounds
-
-
-
- If a coach causes distractions during games or is suspected of unsportsmanlike conduct, they will be asked to leave the tournament and not be allowed back.
-
- Equipment
-
- PS5 consoles, controllers and games will be provided by the Sports Program staff
-
- Players are not allowed to use their own controllers and must use the provided controller to be eligible to play
- Timing
-
- The quarter length will be set at four (4) five (5) minute quarters for all games.
-
- “Accelerated Clock” will be turned on and set to twenty (20) seconds
-
- In the case of the game glitching/freezing the game will be restarted completely
- Game Specific Rules
-
- Settings
-
- All settings will be set at the default settings outside of the specific rules mentioned below:
-
- Difficulty will be set at “All-Pro”
-
- Weather will be set at “Sunny”
-
- Stadium will be set as the home teams stadium
-
- “Event Type” will be set as exhibition except for the championship game which will be set as the Super Bowl
-
- “Game Style” will be set to simulation
-
- Injuries will be set to 0
-
- “Home Field Advantage” will be turned off
-
- Passing Style will be set to “Classic”
-
- All game sliders and settings not mentioned in this section will be set at the default amount
- Tiebreaker
-
- Ties after the four (4) quarters will be settled by an overtime period.
- Team Selection
-
- All thirty (32) normal NFL teams are available to be chosen from
-
- Teams are only allowed to use the official rosters from Madden or the Sport Programs Office
-
- No historical rosters may be used
-
- No custom rosters may be used
-
- A coin toss will be used to decide which player will have first choice of team
-
- Home field advantage will be determined by a game of rock-paper-scissors where the winner will have the choice of away or home
-
- Players are allowed to change teams after each round
- Timeouts
-
- Timeouts are allowed and will serve as pauses for players. Each team is given three (3) timeouts per half, and may use them at any point
-
- Players are not permitted to pause at any point during the game. If any player pauses the game, accidentally or not, it will result in an automatic turnover for that team.
-
-
- The committing player, if offensive, will immediately throw an incomplete pass once the game is resumed
-
-
-
- If the committing player is on the defensive, they will immediately throw an incomplete pass on their next offensive possession
-
-
-
- If any player refuses to throw an incomplete pass, they will be forfeited, lose the game, and be asked to leave
-
-
-
- If any player pauses the game multiple times in a row that player will be forfeited, lose the game, and be asked to leave
-
- Tournament Format & Requirements
-
- All teams are eligible for tournament play if they have a 3.0 sportsmanship rating average.
-
- If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score
-
- The format of the tournament is as follows
-
-
- The tournament will be formatted as a single elimination tournament
-
-
-
- If the field of teams is six (6) teams or less, then the tournament will be a double elimination tournament where a team must lose twice to be eliminated
-
-
-
-
- The tournament field will be a max of twelve (12) teams
-
-
Section 1: General Information
- General IM Procedures
-
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
-
- All participants must display a valid Carolina Card before each game in order to play.
-
-
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
-
-
- Teams are expected to begin the game at the schedule time.
- Defaults
-
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
-
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
-
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
-
- The USC Sport Programs Office can be reached:
-
- By email at sportprograms@mailbox.sc.edu
-
- By phone at 803.576.9387
-
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
-
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
-
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Sportsmanship
-
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game
- Miscellaneous
-
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
-
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
-
-
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next set of games.
-
-
-
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
-
Section 2: Rules & Sport Specific Information
- Location
-
- All games will be played in either the STWFC Boardroom or the STWFC Wet Classroom
-
-
- Game location will be placed on www.imleagues.com before each game
-
- Players
-
- Each team will consist of one (1) player
-
-
- There are no substitutions or switching of players between games or sets of games
-
-
- Each team is allowed a maximum of one (1) coach to help the team
-
-
- The designated coach will not be able to play at any point of the tournament and is only allowed to assist their team during halftime, or between rounds
-
-
-
- If a coach causes distractions during games or is suspected of unsportsmanlike conduct, they will be asked to leave the tournament and not be allowed back.
-
- Equipment
-
- PS5 consoles, controllers and games will be provided by the Sports Program staff
-
- Players are not allowed to use their own controllers and must use the provided controller to be eligible to play
- Timing
-
- The quarter length will be set at two (2) six (6) minute halves for all games.
-
- In the case of the game glitching/freezing the game will be restarted completely
- Game Specific Rules
-
- Settings
-
-
- All settings will be set at the default settings outside of the specific rules mentioned below:
-
-
-
- Difficulty will be set at “World Class”
-
-
-
- Game Mode will be set to “Classic
-
-
-
- Game Speed will be set to “Normal”
-
-
-
- Weather will be set at “Sunny”
-
-
-
- Stadium will be set as the home teams stadium
-
-
-
- Injuries will be set to 0
-
-
-
- All game sliders and settings not mentioned in this section will be set at the default amount
-
-
- Tiebreaker
-
-
- Ties after the regulation period will be settled by an overtime period
-
-
-
- If the game is still tied after the overtime period, then the game will be decided by penalty kicks
-
-
- Team Selection
-
-
- All normal teams are available to be chosen from
-
-
-
-
- Both teams must be of the same type. An example of this would be if player A chooses the United States international men’s team, player B must choose an international men’s team to play with
-
-
-
-
- Teams are only allowed to use the official rosters from FIFA or the Sport Programs Office
-
-
-
-
- No historical rosters may be used
-
-
-
-
-
- No custom rosters may be used
-
-
-
-
- A coin toss will be used to decide which player will have first choice of team
-
-
-
-
- Home field advantage will be determined by a game of rock-paper-scissors where the winner will have the choice of away or home
-
-
-
-
- Players are allowed to change teams after each round
-
-
- Timeouts
-
-
- Timeouts are allowed and will serve as pauses for players. Each team is given one (1) sixty (60) second timeout per round
-
-
-
- Players are not permitted to pause at any point during the game. If any player pauses the game, accidentally or not, it will result in an automatic turnover for that team.
-
-
-
-
- The committing player, if offensive, will immediately kick the ball out of play
-
-
-
-
-
- If the committing player is on the defensive, they will immediately kick the ball out of play on their next possession
-
-
-
-
-
- If any player refuses to kick the ball out of play, they will be forfeited, lose the game, and be asked to leave
-
-
-
-
-
- If any player pauses the game multiple times in a row that player will be forfeited, lose the game, and be asked to leave
-
-
- Tournament Format & Requirements
-
- All teams are eligible for tournament play if they have a 3.0 sportsmanship rating average.
-
- If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score
-
- The format of the tournament is as follows
-
-
- The tournament will be formatted as a single elimination tournament
-
-
-
-
- If the field of teams is six (6) teams or less, then the tournament will be a double elimination tournament where a team must lose twice to be eliminated
-
-
-
-
- The tournament field will be a max of twelve (12) teams
-
Section 1: General Information
- General IM Procedures
-
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
-
- All participants must display a valid Carolina Card before each game in order to play.
-
-
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
-
-
- Teams are expected to begin the game at the schedule time.
- Defaults
-
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
-
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
-
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
-
- The USC Sport Programs Office can be reached:
-
-
- By email at sportprograms@mailbox.sc.edu
-
-
-
- By phone at 803.576.9387
-
-
-
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
-
- Forfeits
-
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
-
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Sportsmanship
-
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game
- Miscellaneous
-
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
-
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
-
-
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next set of games.
-
-
-
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
-
Section 2: Rules & Sport Specific Information
- Location
-
- All games will be played in either the STWFC Boardroom or the STWFC Wet Classroom
-
-
- Game location will be placed on www.imleagues.com before each game
-
- Players
-
- Each team will consist of one (1) player
-
-
- There are no substitutions or switching of players between games or sets of games
-
- Equipment
-
- Nintendo Switch consoles, controllers and games will be provided by the Sports Program staff
-
- Players are not allowed to use their own joycons and must use the provided joycons to be eligible to play
-
- Players are required to use the joystrap when actively bowling. Failure to do so can result in two (2) displicary levels.
-
-
- Level 1 – Warning with a remainder to put on the joystrap
-
-
-
- Level 2 – Gaining an unsportsmanlike conduct infraction which would result in the players being disqualified from the remainder of the tournament
-
- Timing
-
- Games will consist of one matchup per round
-
- Games should take no more than thirty (30) minutes to complete
-
-
- If a game is still playing at the thirty (30) minute mark the game will be concluded once the second player has had their turn.
-
-
-
- The winner will then be determined by highest score
-
- Game Specific Rules
-
- All games will be played on the standard bowling setting
-
- Each player will have the choice of which hand to use when bowling
-
- Timeouts
-
-
- Players are not permitted to pause at any point during the game. If any player pauses the game, accidentally or not, it will result in an automatic turnover for that team.
-
-
-
- The committing player will immediately throw a gutter ball on their next throw
-
-
-
- If any player refuses to throw a gutter ball, they will be forfeited, lose the game, and be asked to leave
-
-
-
- If any player pauses the game multiple times in a row that player will be forfeited, lose the game, and be asked to leave
-
-
-
-
- Timeouts are allowed and will serve as pauses for players. Each team is given one (1) thirty (30) second timeout per round.
-
-
- Tournament Format & Requirements
-
- All teams are eligible for tournament play if they have a 3.0 sportsmanship rating average.
-
- If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score
-
- The format of the tournament is as follows
-
-
- The tournament will be formatted as a single elimination tournament
-
-
-
-
- If the field of teams is ten (10) teams or less, then the tournament will be a double elimination tournament where a team must lose twice to be eliminated
-
-
-
- The tournament field will be a max of sixteen (16) teams
-
- Each round will be one matchup with the winner advancing to the next round
-
- The final championship round will be played as best two (2) games out of three (3)
Section 1: General Information
- General IM Procedures
-
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
-
- All participants must display a valid Carolina Card before each game in order to play.
-
-
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
-
-
- Teams are expected to begin the game at the schedule time.
- Defaults
-
- A default will result in the team automatically losing and receiving a 3 sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
-
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
-
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until the fee has been paid on IMLeagues. The team will receive a 3 sportsmanship rating for each default
-
- The USC Sport Programs Office can be reached:
-
-
- By email at sportprograms@mailbox.sc.edu
-
-
-
- By phone at 803.576.9387
-
-
-
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
-
- Forfeits
-
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
-
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Sportsmanship
-
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
-
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
-
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
-
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
-
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
-
-
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
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-
-
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
-
Section 2: Rules & Sport Specific Information
- Court & Location
-
- All games will be played in either the STWFC Boardroom room 201F or the STWFC Wet Classroom
-
-
- Game location will be placed on www.imleagues.com before each game
-
- Players
-
- Each team will consist of two (2) players
-
-
- There are no substitutions or switching of players between games or sets of games
-
-
- Each team is allowed a maximum of one (1) coach to help the team
-
-
- The designated coach will not be able to play at any point of the tournament and is only allowed to assist their team during halftime, or between rounds
-
-
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- If a coach causes distractions during games or is suspected of unsportsmanlike conduct, they will be asked to leave the tournament and not be allowed back.
-
- Equipment
-
- Nintendo Switch consoles, controllers and games will be provided by the Sports Program staff
-
- Players are allowed to bring their own joycons and controllers, but will only be allowed to use personal equipment if their opponent agrees to allowing them to use it
- Timing
-
- All games will be normal two v two rules:
-
-
- 5 minutes
-
-
-
- One game per matchup
-
- Game Specific Rules
-
- The tournament format will follow the 2v2 NIRSA tournament rule set for controller and camera settings:
-
-
- Camera settings should be set to “Default”
-
-
-
- Controller settings should be set to the default settings
-
-
-
- Mutator setting should be set to the default settings
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-
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- If any team wants to change their camera or controller settings the team is allowed to only before their first matchup. Teams must stick with the same settings from game 1 throughout the tournament.
-
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- Tournament Format & Requirements
-
- All teams are eligible for tournament play if they have a 3.0 sportsmanship rating average.
-
- If a player is ejected for unsporting fouls during a tournament game, the game may be forfeited regardless of time or score
-
- The format of the tournament will be similar to a World Cup format and is as follows:
-
-
- Pool Play
-
-
-
-
- The eight (8) teams will be placed into two pods of four (4) each.
-
-
-
-
-
- Each team will play the other three (3) teams in their pod
-
-
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-
-
- The two (2) teams from each pod with the best record will move on to the single elimination bracket
-
-
-
-
-
-
- If two teams have tied records the tiebreaker will be whichever team has the better goal differential
-
-
-
-
-
- Tournament
-
-
-
-
- The tournament is a single elimination, four (4) team bracket
-
-
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-
-
- Teams will be placed in the bracket based on best record and highest goal differential.
-
-
-
-
-
- The championship game will be conducted as a best two (2) out of three (3) game format
-
-
Intramural Special Event Rules
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the scheduled time.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3 sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice
- There is no team choice for Intramural Battleship. Game time is forfeit time!
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
- Location
- Games will be played in the STWFC indoor pool
- The battle zone shall be marked by the pool lane lines. All canoes must remain in the battle zone until their canoe has sunk.
- Canoes may navigate the battle zone using any attack or defense item to paddle. Participants may also use their arms to paddle.
- Players
- All participants must register for their team on imleagues.com
- Rosters will comprise of five (5) participants
- Teams compete with four (4) players in the canoe at a time and may have one (1) designated player on the side of pool trying to actively sink boats.
- Rosters can be larger than five (5) players but will need to designate who is in the canoe before the match begins.
- A minimum of four (4) players are required to play
- Players must be seated in the bottom of the hull of the canoe
- The Game
- The game shall begin with five canoes spread evenly throughout the battle zone and on the sound of the whistle teams may engage
- Pool play (pun intended) will consist of two 25-minute rounds followed by one championship round.
- Teams will load their canoes from the appropriate loading zones in the pool.
- Each canoe shall be inspected by an official prior to leaving the loading zone to ensure proper equipment.
- There are no timeouts.
- Once a canoe has sunk, that team is eliminated from competition in the water. They
may however continue to try and sink canoes from the side of the pool with the buckets,
paddles, etc. that they were given for use in the game.
- The eliminated team must then get out of the canoe and guide it to the side of the pool (unloading zone).
- Scoring
- A game is won by a team that is the last canoe standing with all other canoes having
been sunk or being the team with the least amount of water in their canoe at the end
of the 25-minute round.
- Officials will judge the team with the least amount of water in their canoe as winner.
- There will be two rounds of pool play to determine which canoes move onto the championship
round.
- During pool play, teams will be awarded points determined by the order in which their canoe was sunk. For instance, if you are the first canoe to sink, your team will receive 1 point. If you are the second canoe to sink you will receive 2 points, and so forth.
- Top two teams with the highest number of points from both brackets will enter into the championship round with a fifth team (wild card) decided by the highest point total from remaining teams in either bracket.
- There will be a tie breaker if needed when deciphering which teams will get into the
championship round.
- Tie breaker will be a race to see which team can paddle fastest to the other side of the pool.
- Teams will begin in their canoe and first canoe to touch wall moves on to championships.
- The championship round winner will be the last canoe floating.
- There is no time limit for the championship round.
- A game is won by a team that is the last canoe standing with all other canoes having
been sunk or being the team with the least amount of water in their canoe at the end
of the 25-minute round.
- Restrictions
- Players shall not:
- Throw water out of their own canoe
- Penalty: Team committing the infraction will get two buckets of water poured into their canoe by the surrounding official.
- Throw water out of the pool
- Throw any equipment
- Stand in the canoe
- Penalty: Team committing the infraction will get two buckets of water poured into their canoe by the surrounding official.
- Physically contact any member or equipment from another team to keep them from attacking or defending.
- Ram an opponent’s canoe - Penalty: disqualification
- Throw water out of their own canoe
- Players shall not:
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double
default” which is equivalent to a forfeit and results in a forfeit fee of $15 being
assessed to the captain. The captain will be suspended from Intramurals until this
fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for
each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- Doubles Badminton (10:1 set)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next serve.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
The game will be played according to the current Badminton World Federation’s rules if not explicitly stated in this document.
- Location
- Matches can be played at STWFC Gym Court 4.
- The Game (Match)
- Players are eligible to play on up to one (1) team.
- The match will consist of a best two out of three games.
- The games will be to 21.
- All games are win by two points or first to 30.
- There is only one hit allowed before the shuttle goes over the net.
- The game will be self-officiated.
- If there is a question on a call, play the point over.
- It is legal if the shuttle hits the net and goes over during play.
- Doubles Badminton uses the outer lines of the court.
- Serving
- To determine who serves first: volley for serve.
- Players begin by serving from the right service court into the court diagonally opposite.
- When the server’s score is an even number, players serve from the right service court.
- When the server’s score is an odd number, players serve from the left service court.
- Players serving must make contact with the shuttle below their waist in an upwards direction.
- Only the player in the receiving box can hit the shuttle on a serve.
- A player’s feet must be stationary and in their correct court upon delivery of the serve.
- If the shuttle hits the line, it is in.
- If a player misses the shuttle while serving, the rally goes to the other team.
- A shuttle can touch the net as long as it lands in the correct service court.
- The same player serves on each team until the opposite team wins a rally, and then serving alternates.
- Faults
- If players hit the net with their racket or body parts during a rally, the point goes to the other team.
- If players touch the shuttle with anything other than the racket during the rally, the point goes to the other team.
- Players must contact the shuttle on their side of the court otherwise the point goes to the other team.
- Players may not step on their opponent’s side of the court during play.
- Reporting Final Score
- At the end of each match please report the score to the Sport Programs Leader.
- Format of Tournament
- The format of the tournament will be based on the number of teams that register. Please be prepared to play multiple games on the scheduled night(s) of the tournament.
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3 sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3 sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 5v5 Team Handball (5 points: 5 points)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
- Court & Location
- All games will be played in the Strom WFC South Center.
- Players
- Each team will consist of five (5) players on the court at one time.
- A minimum of three (3) is required to play
- A team must field one (1) player as a goaler
- A team is allowed a maximum of two (2) sport club members from handball related clubs
- Each team will consist of five (5) players on the court at one time.
- Equipment
- The game ball will be provided by the Sport Programs staff
- Teams are not permitted to play with their own ball
- Each player must wear closed toe shoes.
- Timing
- The game will consist of two (2) halves of (15) fifteen minutes.
- A game can end in a tie during the seeding process
- If a game ends in a tie during a tournament game, teams will have three (3) of their players compete in a shootout. The team with the most goals scored after the three (3) player shootout will be declared the winter.
- If the game is still tied after the three (3) player shootout, each team will designate an additional thrower to break the tie until a winner is declared.
- Pre-Game
- The Sport Programs staff will identify a “coin toss” process that will determine which
team will select receive, or side
- The teams will change sides after halftime
- The Sport Programs staff will identify a “coin toss” process that will determine which
team will select receive, or side
- Scoring
- A goal is scored when the entire ball crosses the goal line
- Each goal will result in one (1) point for the scoring team
- A goal is scored when the entire ball crosses the goal line
- The Game
- Substitutes are unlimited but players must enter and exit through their team doors
on either end of the Strom WFC South Center.
- No player will be allowed to enter and exit through the middle double doors
- After each goal, timeout or starting of halves, each team must start in their half of the court, and the action will be started with a backwards pass by the team with possession.
- Substitutes are unlimited but players must enter and exit through their team doors
on either end of the Strom WFC South Center.
- Playing the Ball
- A player may not touch the ball with their hands below his or her knees
- A player may not dive for the ball
- A player is allowed a maximum of:
- 3 steps (while holding the ball)
- A player is allowed three (3) steps prior to dribbling and three (3) steps after dribbling
the ball
- A player is allowed unlimited dribbling
- A player is allowed three (3) steps prior to dribbling and three (3) steps after dribbling
the ball
- A 5 second stall count when in possession of the ball and not moving.
- 3 steps (while holding the ball)
- A player may not self-pass
- When shooting or passing, a player may be in the air over the goal area circle as long as their takeoff was from outside of the goal area line and they release the ball before touching the ground inside the area. “Alley-oops” are allowed
- The player must then exit the area in the shortest route possible without interfering with other players
- If the ball is dropped (hits the ground) the other team will take over possession at the spot of the drop
- Defense
- The defender can’t push, hold, or hit the opponent with any part of the body
- A defender may not knock the ball from an opponent’s hand
- Penalty throws will be awarded if the defender initiates contact with the shooter during a shot on goal
- Goal area
- A ball inside the goal area that isn’t in the air belongs to the goalkeeper
- When a court player (on either team) enters the goal area:
- If the offense enters, the play results in a goalkeeper throw
- If the defense enters but doesn’t prohibit a scoring chance, the play results in an “free throw” for the offense
- If the defense enters and prohibits a scoring chance, the play results in a penalty shot
- Goalkeeper
- May play the ball with any part of the body within the goal area
- May not kick the ball after possession has been gained
- May not leave the goal area with possession of the ball
- May not enter the goal area after obtaining possession of the ball outside of the goal area
- May not reach outside the goal area to gain possession of the ball
- All infractions committed by the goalkeeper will result in a “free throw”
- Penalty and Free Throws
- During penalty shots, all other players must stand at least five (5) yards from the
thrower until the ball is released
- The thrower must keep at least one foot in contact with the floor during the throw
- The goalie may take any position within the goal area during penalty throws
- The ball is live after a penalty throw
- During “free throws”, the defense must stand at least five (5) yards from the thrower
- The thrower must keep at least one foot in contact with the floor during the throw
- During penalty shots, all other players must stand at least five (5) yards from the
thrower until the ball is released
- Format of Tournament
- The format of the tournament will be based on the number of teams that register. Please be prepared to play multiple games on the scheduled night(s) of the tournament.
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
Intramural League Rules
Section 1: General Information
- General IM Procedures
-
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
-
- All participants must display a valid Carolina Card before each game in order to play.
-
-
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
-
-
- Teams are expected to begin the game at the schedule time.
- Defaults
-
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
-
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
-
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
-
- The USC Sport Programs Office can be reached:
-
-
- By email at sportprograms@mailbox.sc.edu
-
-
-
- By phone at 803.576.9387
-
-
-
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
-
- Forfeits
-
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
-
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
-
- The captain of the team present who has the minimum required number of players to play, can choose to accept the default/forfeit or enact team choice at the game start time. If the team enacts the team choice rule, they cannot change their mind and accept a default/forfeit later.
-
-
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
-
-
-
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
-
-
- 4v4 Sand Volleyball (10:1 set)
- Sportsmanship
-
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
-
- All teams are eligible for post-season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average
-
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next serve.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
The game will be played according to the current National Federation of State High School Association’s rules if not explicitly stated in this document.
- Location
-
- All games will be played at the WFC Sand Courts, located on the outdoor pool deck.
- Players
-
- Each team will consist of 4 players on the court at one time with unlimited subs.
-
-
- A minimum of two (2) are required to play.
-
-
- Substitutions shall be made only during dead-ball situations out of the server’s position.
-
- Teams may not have more than one (1) sport related club player on their team.
-
- All Players must rotate including the server. (Servers must change during each rotation)
-
- CoRec teams must play with 2M & 2F, 3M & 1F, 3F & 1M, 2M & 1F, 2F & 1M, or 1M &1F.
- Equipment
-
- Game balls will be provided by the Intramural Sports program.
-
- Warm-up balls may be checked out from Equipment Issue.
- Scoring
-
- Each team will play the best 2 out of 3 games.
-
- The first two games will be played to 21 points with a cap of 25 points.
-
- The third game will be played to 15 with a cap of 17 points.
-
- Teams must win by two unless they hit the point cap.
- Pre-game
-
- The supervisor and the captains will meet at the net and determine who starts with serve and who will pick side based on a “coin toss”.
- Time-Outs
-
- Each team is entitled to a maximum of one (1) time-out per match, which shall last for 30 seconds.
- Playing the Ball
-
- Each team is entitled to a maximum of three hits, excluding the block, to return the ball to the opponent’s court.
-
- A player may touch the ball with any part of the body.
-
- One handed placement or redirection of the ball with the fingers (a dink or open-hand tip) is a fault.
- Play at the Net
-
- A ball sent over to the opponent’s side must cross over the net between the ends of the net.
-
- A ball may be played out of the net, assuming the team has hits left to play.
-
- A player may not come into contact with the net in any setting (only exceptions are clothing & hair.)
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once, do not default more than twice, and have a 3.0 sportsmanship rating average.
- If a player is ejected for unsporting reasons during a playoff match, the game may be forfeited regardless of time or score remaining.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
-
- All participants must display a valid Carolina Card before each game in order to play.
-
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
-
- Teams are expected to begin the game at the scheduled time.
- Defaults
-
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
-
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
-
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
-
- The USC Sport Programs Office can be reached:
-
-
- By email at sportprograms@mailbox.sc.edu
-
-
-
- By phone at 803.576.9387
-
-
-
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
-
- Forfeits
-
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
-
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
-
- The captain of the team present who has the minimum required number of players to play, can choose to accept the default/forfeit or enact team choice at the game start time. If the team enacts the team choice rule, they cannot change their mind and accept a default/forfeit later.
-
-
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
-
-
-
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
-
-
- Cornhole (10:1 game)
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
-
- All teams are eligible for post season play if they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
-
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
-
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
-
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
-
-
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
-
-
-
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
-
Section 2: Rules & Sport Specific Information
The game will be played according to the current American Cornhole Organization rules if not explicitly stated in this document.
- Location
-
- All games will be held at the Green Amphitheater next to the STWFC Outdoor Pool Deck, or STWFC Field 4 in between STWFC Pool and Greek Village.
- Equipment
-
- All cornhole boards and bags will be provided by the Sport Programs Staff
-
- Boards must measure at twenty-seven (27) feet from front end to front end, and forty-five (45) feet from back end to back end
- Team
-
- All players must be registered on the team’s imleagues.com roster to be eligible to play.
-
- Teams must have a minimum of 2 players to begin play.
- Time
-
- Teams will play as many games as they can in forty-five (45) minutes.
-
- Game scoring is kept up by team captains. League Officials will handle any score discrepancies and/or will address teams that are stalling or slow playing.
- The Game / Scoring
-
- The first team with 21 points wins the game.
-
-
- If any team surpasses twenty-one (21) points at the end of their turn, they will “bust” and their score will be dropped back down to thirteen (13) points.
-
-
- The team that wins the most games in the time limit, wins the match.
-
- Each game ending score will be recorded by a League Official.
- Playoffs
-
- All teams are eligible for post-season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average
-
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 7v7 Flag Football (7 points:7 points)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post-season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player
eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
The game will be played according to the current National Intramural & Recreational Sports Association’s (NIRSA) rules if not explicitly stated in this document.
- Field & Locations
- Games will be played at the STWFC Recreational Fields, unless notified otherwise.
- The field shall be rectangular (100 yds x 40 yds)
- The playing surface will be 80 yds, with two 10 yd end zones.
- The zones will be lined at 20 yd intervals from goal line to goal line.
- The 3 and 10 yd “try-for-point” lines shall be 1 yd wide.
- Players
- Seven players constitute a men’s, women’s, corec, or open team.
- A minimum of five (5) players are required to play
- Seven players constitute a men’s, women’s, corec, or open team.
- CoRec Rules
- CoRec teams may play with eight and there must be no more than 4 players of a gender
on the field at any time.
- CoRec teams must have at least 5 players to start.
- The following gendered arrangements are allowed (4w&3m, 3w&4m, 3w&3m, 4w&2m, 2w&4m, 1w&4m, or 4w&1m).
- An adult or youth football can be used, captains must agree or a youth ball will be
used.
- If captains can’t agree, a youth football will be used.
- A male runner may only advance the ball beyond team A’s scrimmage line following a legal forward pass. There are no restrictions concerning: runs by females, during a run by a male following a legal forward pass, and after a change of possession.
- There are no restrictions concerning a male passer completing a legal forward pass to a female receiver, or female to female, or female to male.
- CoRec teams may play with eight and there must be no more than 4 players of a gender
on the field at any time.
- Equipment
- Each player on the field must wear a one-piece flag belt (provided by USC Sport Programs) on the waist with the 3 permanently attached flags on either side and one on the back.
- Belt loops, pockets, exposed drawstrings, or untucked hoods are illegal.
- These items increase the risk of injuries to fingers given the nature of flag football.
- Any type of running shoe or sneaker is permitted.
- Molded one-piece screw-ins with a cleat length of 2” or less are permitted.
- Exposed metal on cleats is prohibited and players will be asked to remove their cleats before playing (cannot be “taped up”.)
- Headgear, shoulder pads, body pads, or any unyielding or dangerous equipment is prohibited.
- Under no circumstances will a player wearing a cast or splint be allowed to play. Braces with exposed metal parts must be covered.
- Players may wear a knit or stocking cap but no bandanas or any other headwear with
a knot may be worn.
- No baseball style/brimmed hats.
- Soft gloves may be worn.
- All players must wear shirts/jerseys long enough that they can remain tucked in through a down or cut at least 4” above the waist.
- The supervisor on duty will make any decisions on the legality of any equipment.
- Scoring
- All touchdowns will count as 6 points.
- Teams will have the option to go for a Point After Try (PAT) following a touchdown
- 1-point (3 yds), 2-points (10 yds), or 3-points (20 yds)
- Safeties will count as 2 points.
- Following a safety, the scoring team will snap from their own 14 yd line.
- Mercy Rule – The game will end immediately if:
- If a team is 35 or more points ahead at any time during the second half, the game shall be over.
- If a team is 19 or more points ahead when the referee announces the 2-minute warning for the second half or anytime thereafter, the game shall be over.
- Timing
- The game will consist of two halves of 20-minutes with a running clock unless:
- A time-out is called or at the referee’s discretion.
- During the last two (2) minutes of each half the clock will stop on high school rules.
- Incomplete pass, out of bounds, on penalties, on a change of possession, on any score, or on first downs.
- Half time will be a maximum of five (5) minutes.
- The referee has discretion to reduce the length of half time if conditions deem it necessary, or if teams are ready to play.
- The referee may stop & start the game clock whenever, in their judgment, either team is trying to conserve or consume playing time by using illegal or unfair tactics.
- The game will consist of two halves of 20-minutes with a running clock unless:
- Time Outs
- Teams are permitted 3 time-outs per game. Each time-out will last 1 minute.
- Time outs do not “roll over”.
- Teams are permitted 3 time-outs per game. Each time-out will last 1 minute.
- Pre-Game
- The Sport Programs staff will identify a “coin toss” process that will determine which team will select possession, side, or the ability to defer their choice to the second half.
- The options for each half shall be:
- Offense / Defense / Defer option to the 2nd half
- Goal to defend
- The captain not having the first option for a half shall exercise the remaining option.
- Snapping The Ball
- The offensive team must have a minimum of 1 player (the snapper) on the line of scrimmage
at the time of the snap.
- The snapper shall pass the ball back from its positions on the ground with a quick & continuous motion of the hand(s).
- The player who receives the snap from the center must be at least 2 yds behind their scrimmage line.
- If on the snap, scrimmage kick, or any other circumstances the ball is fumbled, it is immediately dead, at the spot, upon hitting the ground. No advancements can be made by either team.
- The offensive team must have a minimum of 1 player (the snapper) on the line of scrimmage
at the time of the snap.
- Passing The Ball
- A forward pass is a live ball thrown towards the opponents’ goal line. A backwards pass is a live ball thrown parallel or backwards. The initial direction of the pass will determine whether the ball is forward or backwards.
- All players are eligible to touch a forward pass after it is thrown. The passer may catch their own forward pass provided another player has touched it first.
- Carrying & Catching
- A runner may not guard their flag using any part of their body (including the ball)
to cause contact between the runner and an opponent that denies the opponent the opportunity
to pull or remove the flag belt. Examples include, but are not limited to:
- Placing/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 that places the arm over the flag belt
- The ball is considered an extension of the runner, and it is illegal to attempt to contact the ball while in player possession. Once a player has obtained possession of the ball, their opponent must play the flag, not the ball.
- Only one foot must touch inbounds in order for a pass reception to be considered legal.
- A fumble going out of bounds without hitting the ground remains in possession of the fumbling team at the spot where the ball was fumbled or wherever the ball went out of bounds.
- If members of opposing teams catch a legal forward pass simultaneously, the ball is immediately dead upon returning to the ground and belongs to the offense.
- If a player’s flag belt breaks or inadvertently falls off, then a one-handed tag on that player, between the shoulders and the knees, must be applied in order for that player to be down.
- A runner may not guard their flag using any part of their body (including the ball)
to cause contact between the runner and an opponent that denies the opponent the opportunity
to pull or remove the flag belt. Examples include, but are not limited to:
- Screening & Rushing
- Defensive players must not contact the passer at any time during or after the play.
They may only go for the flag.
- Rushers may try to deflect the ball, but they may not contact the passer even if the ball is deflected. If the defender contacts the passer, including the ball while in possession, it is considered “roughing the passer.”
- Screen blocking is legally obstructing an opponent without using any part of the body
to initiate contact with him/her.
- The screen blocker shall have their hands and arms at their side or behind their back.
- Any use of the hands, arms, elbows, legs, or body to initiate contact during an offensive player’s screen block is illegal.
- A blocker may only use their hand or arms to break a fall or to retain their balance.
- Defensive players must go around the offensive player’s screen block. The arms and hands cannot be used to contact the opponent and gain an advantage in getting around/through the block.
- The application of this rule depends entirely on the judgment of the referee.
- These actions are judged similarly to the block/charge call in basketball.
- Defensive players must not contact the passer at any time during or after the play.
They may only go for the flag.
- Punting
- There will be no scrimmage kicks to start a game; the ball will be placed on the 14 yd line.
- Prior to a punt, the offensive team must make the referee aware of its intentions. After such announcement, the ball must be kicked. Exception: a time-out is called or a foul occurs prior to or during this down after Team A’s captain’s decision which results in the kicking team having the right to repeat the down again, the referee must ask Team A’s captain whether or not he/she wants to punt and then the referee will communicate this decision to the Team B captain.
- Anytime at or after the ball is ready for play (determined by the referee blowing the ready for play whistle), each Team A player must momentarily be at least 5 yards inbounds before the snap.
- Neither K nor R may advance beyond their respective lines of scrimmage until the ball is kicked. All scrimmage line rules regarding the snap, stance, false start, minimum line players, motion and shift apply to punts.
- After receiving the snap, the kicker must kick the ball immediately and in a continuous motion. If a kicker drops the ball, it is considered a fumble and the ball becomes dead at the spot.
- When a punt breaks the plane of R’s goal line, it is a touchback.
- Kick Catch Interference – While any punt is in flight beyond K’s scrimmage line, K shall not touch the ball or obstruct R’s path to the ball. This prohibition does not apply if the act is after R has touched the kick.
- Players shall ignore any signals (fair catch) given by the kickers or receivers. The ball remains live.
- Miscellaneous
- Team players are responsible for retrieving the ball after a down has ended.
- Officials are not responsible for retrieving the ball.
- The offensive team may take the ball to the huddle after each play.
- Team players are responsible for retrieving the ball after a down has ended.
- Overtime
- There will be no overtime during the regular season.
- If a playoff game ends in a tie, the two captains will determine the options by a coin flip. The home captain will call the coin toss. The winner of the toss shall be given options of offense, defense, or direction. The loser of the toss shall make a choice of the remaining option. Teams will alternate choices if additional overtime periods are played.
- All overtime periods are played toward the same goal line.
- Each team will be given a series of 4 downs to score.
- Extra points will be attempted and scored as previously stated.
- If the defense intercepts the ball, the ball is dead.
- Each team is entitled to 1 time-out per entire overtime.
- The game will continue to be played until a winner is determined.
- There will be no overtime during the regular season.
Summary of Penalties
Foul |
Type |
Yards |
Basic Spot |
Special Notes |
False Start |
Dead Ball |
5 |
SS |
|
Illegal Snap |
Dead Ball |
5 |
SS |
|
Encroachment |
Dead Ball |
5 |
SS |
|
Illegal Substitution |
Dead Ball |
5 |
SS |
|
Delay of Game |
Dead Ball |
5 |
SS |
|
Illegal Motion |
Live Ball |
5 |
PS |
|
Illegal Substitution |
Live Ball |
5 |
PS |
|
Minimum # of Line Players |
Live Ball |
5 |
PS |
|
15 Yard Rule |
Live Ball |
5 |
PS |
|
Illegal Shift |
Live Ball |
5 |
PS |
|
Illegal Equipment |
Live Ball |
5 |
PS |
|
Illegally Conserving Time |
Live Ball |
5 |
PS |
|
Receiving Snap within 2 yards |
Live Ball |
5 |
PS |
|
Advancement of Male Runner |
Live Ball |
5 |
PS |
|
Illegal Forward Pass |
Live Ball |
5 |
SPOT |
Loss of Down |
Intentional Grounding |
Live Ball |
5 |
SPOT |
Loss of Down |
2 consecutive male-male passes |
Live Ball |
5 |
SPOT |
Loss of Down |
Helping the runner |
Live Ball |
5 |
SPOT |
|
Foul |
Type |
Yards |
Basic Spot |
Special Notes |
Illegal Participation |
Live Ball |
10 |
PS |
|
Unsportsmanlike Conduct |
Live/ Dead |
10 |
SS |
|
Pass Interference - Offense |
Live Ball |
10 |
PS |
|
Pass Interference - Defense |
Live Ball |
10 |
PS |
|
Illegally Secured Flag belt |
Live Ball |
10 |
All But 1 |
LOD/ 1st Down |
Illegal Contact |
Live Ball |
10 |
All But 1 |
|
Roughing the Passer |
Live Ball |
10 |
PS/ EORR |
Automatic 1st Down |
Flag Guarding |
Live Ball |
10 |
SPOT |
|
Illegally Kicking |
Live Ball |
10 |
SPOT |
|
Illegal Flag Belt Removal |
Live Ball |
10 |
PS |
|
SS – Succeeding Spot
PS – Previous Spot
SPOT – Spot where the Foul Occurred
EORR – End of the Related Run
ALL BUT 1 – All fouls but one, that is a foul by the offense behind the basic spot, are penalized from the basic spot.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the scheduled time.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double
default” which is equivalent to a forfeit and results in a forfeit fee of $15 being
assessed to the captain. The captain will be suspended from Intramurals until this
fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for
each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player
eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
- Section 2: Rules & Sport Specific Information
- The game will be played according to the current National Federation of State High School Association’s rules if not explicitly stated in this document.
- Location
- Matches can be played at the Blatt PEC courts.
- The Game (Match)
- Players are eligible to play on up to one (1) Men’s/Women’s team.
- Please use your first and last name as the team’s name.
- The games will consist of a best 2 out of 3 sets for all divisions.
- To determine the serve in the first game of the first set, the sides will volley. Once the ball has legally crossed the net three times, the ball will be "live." The person who wins the volley has choice of serve/receive or side. At the end of the first game the receiver shall become the server, and the server shall become the receiver. This order is repeated throughout the match.
- The game will be self-officiated.
- If there is a question on a call, play the point over.
- Reporting Final Score
- At the end of each match please report the score to the Sport Programs Leader on-site.
- Season Schedule
- Each team will play a 3-week regular season schedule.
- It is each team’s responsibility to get their match played in a timely fashion.
- Playoff Schedule
- Teams will be eligible for playoffs as long as they do not default more than twice, forfeit more than once, have a sportsmanship less than 3.
Section 1: General Information
- General IM Procedures
- Teams are expected to begin the game at the agreed on scheduled time.
- If teams have questions or clarifications regarding score results, defaults, forfeits, or other important information related to the match, they must contact the Sport Programs Office within two business days.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- A default in self-scheduled sports will occur if:
- a team attempts to schedule a time, but the other team does not respond
- Must show Sport Programs Office the attempts.
- a team attempts to schedule a time, but the other team does not respond
- Both teams will be assessed a default if:
- neither team can agree on a day and time for their matchup.
- neither team reports their score to the Sport Programs Office.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- A forfeit in self-scheduled sports will occur if:
- A team does not show up for their agreed upon match time.
- Must show Sport Programs Office the confirmed time.
- A team does not show up for their agreed upon match time.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual.
- Sportsmanship issues should be reported to the Sport Programs Office within two business days of the match being held.
- Playoffs
- The top 8 teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Sportsmanship: Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Protest: The only 2 things that can be protested are rule interpretation & player
eligibility.
- Protests must be settled on-site by participants
- If a consensus according to the rules of the game cannot be reached by participants, they must elect to play the other lie, or completely replay the hole.
- Player eligibility protests can be made before or after the game to the Sport Programs Office.
Section 2: Rules & Sport Specific Information
The game will be played according to the current Pro Disc Golf Association’s rules if not explicitly stated in this document.
- Location
- Matches will be played at different disc golf courses around Columbia. Each week will be a new course. (see course diagrams below)
- Players
- A team will consist of 2 players playing in the match.
- If only one member can attend, that player only gets one shot and must take the result of that shot.
- Equipment
- Any disc golf discs are allowed to be used. Sport Programs Office has disc sets available to be checked out if needed.
- Scoring
- The team who get’s their disc in the basket in the least amount of throws, wins the hole.
- The match will consist of a best of 18 holes (Holes 1-18). If the score is tied after 18 holes, a one-hole sudden death will be played on an agreed upon hole. If still tied after this hole continue to another until there is a winner.
- The Game (Match)
- Match format is Best Shot Scramble:
- Each member of the team will tee off.
- The team then decides which is the best shot and will take both of their next shots from this spot.
- You can move your lie 1 meter (3 feet) away from any casual water (temporary accumulation of water on a course).
- If your disc goes out of bounds, you lose one stroke and go to the location where
the disc crossed the Out of Bounds Line.
- A disc is considered out of bounds if no part of the disc is in bounds
- If it is an “island” hole and you go out of bounds, you will lose a stroke and go to a designated “drop zone”.
- Foot fault:
- Foot must stay within 1 foot behind your lie (where your disc lands) during the release of your disc.
- Within 10 meters (about 11 yards) of the basket, the thrower must remain behind their
lie through the whole process of the shot and show that balance is maintained after
the shot.
- Discuss with other team if 10 meters is questionable.
- Match format is Best Shot Scramble:
- Reporting Final Score
- At the end of each match please report the score to the Sport Programs office at sportprograms@mailbox.sc.edu before the deadline (typically before the next week of games start).
- Season Schedule
- Each team will play a 4 to 5-week regular season schedule.
- It is each team’s responsibility in order to get their match played in a timely fashion.
- The league itself is self-scheduling. If a team is having trouble contacting their opponent to find a time to play, they should contact the Sport Programs Office at sportprograms@mailbox.sc.edu and let our staff know.
- All game results must be reported to the Sport Programs Office at sportprograms@mailbox.sc.edu in order to be considered official.
- Playoff Schedule
- The top 8 teams will be eligible for playoffs.
- Course Diagrams
- Southeast Park
- Owens Park
- Earlwood Park
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3 sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3 sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 8v8 Kickball (5points: 5 points)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player
eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
The game will be played according to the current Amateur Softball Association’s rules if not explicitly stated in this document.
- Location:
- All game will be played at the Blatt PE Softball Field.
- Players
- The maximum number of players on the field is 8.
- The minimum number of players on the field is 6, with no gender minimum.
- All players present for a game must be placed in the kicking order unless the player elects not to play.
- Fielding teams are required to play a catcher and pitcher.
- Equipment
- All equipment may be provided by Sport Programs and will be brought to the game by the umpire.
- Athletic shoes or molded rubber cleats are allowed as well as hard plastic cleats. No metal cleats allowed or cleats deemed unsafe for play for supervisor and/or umpire. All players must wear closed toed shoes at all times.
- Game Clock
- Each game shall be completed in no more than 7 innings.
- No new inning may begin after 45 minutes; any inning being played after 45 minutes shall be the last inning of the game.
- In the event of a tied score after the final inning, the game shall be recorded as a tie (regular season only).
- A game will be termed “official” after 4 complete innings (or 3 ½ if the home team is ahead.)
- Scoring
- There is a ten (10) run limit per inning.
- Once a team as scored ten (10) runs in an inning regardless how many runners are on base or outs the inning will be over
- Mercy rule: If a team is up by:
- Twenty (20) after four (4) innings
- Fifteen (15) after five (5) innings
- Eleven (11) after six (6) innings
- There is a ten (10) run limit per inning.
- Pitching & Catching
- The Roller/Pitcher must start and end the pitching motion in one motion (no running
start) with at least one foot on the pitcher’s rubber.
- At the end of the release, the pitcher CANNOT at any time cross the pitcher’s line.
- Doing so will result in an illegal pitch and a warning.
- After 1 warning, kickers will be allowed to take a base for each infraction thereafter.
- At the end of the release, the pitcher CANNOT at any time cross the pitcher’s line.
- No defensive player, including the pitcher, may cross the invisible line between 1st
and 3rd base prior to the ball being kicked.
- The first violation of encroachment of the invisible line will result in the team being warned and the kicking team has the option to re-kick or take the result.
- The second violation, and thereafter, will result in the kicker choosing the option of re-kicking or being awarded first base.
- A pitch will be considered a strike if the ball bounces at least twice, bounces no
more than six (6) inches above home plate, and passes within the 1-foot strike zone
around home plate.
- The pitch with excessive speed or any spin will be called illegal.
- Each illegal pitch will be considered a ball.
- A player who elects to kick an illegal pitch, takes the result of the play.
- The pitch with excessive speed or any spin will be called illegal.
- Pitchers must release the ball from below the waist and cannot, during delivery of the pitch, take the ball over their shoulder.
- The catcher mustremain behind the kicking box until the kicker makes contact with the ball. The catcher may NOT stand to the side of the kicking box or so closely to the kicker as to interfere with their ability to kick, until contact is made with the ball.
- The Roller/Pitcher must start and end the pitching motion in one motion (no running
start) with at least one foot on the pitcher’s rubber.
- Kicking
- There is no maximum number of players that can be in the kicking lineup.
- No player can be added to the kicking lineup after the lineup has kicked through once.
- There is no alternating gender requirement in the kicking order.
- All teams must create a lineup.
- The team may ask for the opposing team’s lineup before the game.
- Kicking order issues are the responsibility of the teams.
- If at any time a lineup order comes into question, no action will be taken.
- If lineups have been exchanged and a player kicks out of order, an out will be assessed for every kicker that was skipped.
- All players who have fielded or will field must be included in the kicking lineup, except for injured players who have been withdrawn from the game.
- All balls must be kicked inside box.
- 3 strikes is an out and is called when:
- The ball crosses the strike zone without being kicked.
- The kicker swings at but misses the ball.
- The ball is kicked foul.
- Fouls are always counted as strikes, including on a 2-strike count, and are called
when:
- The ball is considered foul if it is touched by a fielder in foul territory.
- The kicker contacts the ball behind home plate with any part of the body above the knee.
- The kicker kicks the ball with any part of the foot planted outside the kicking box
- Including in front of home plate.
- The kicker makes a "double-kick", i.e. kicks or contacts the ball after the initial kick while still behind home plate.
- 4 balls allows the kicker to advance to first base.
- Bunting is not permitted for any players.
- If in the judgement of the umpire, a batter doesn't make a full swing to kick the
ball, the umpire will immediately call the play dead.
- The kick will be considered a foul ball and will count as a strike against the batter.
- There is no maximum number of players that can be in the kicking lineup.
- Running
- Stealing bases and leading off bases is illegal. A player who was leading the base prior to the hit shall be called out.
- A player who slides into any base and initiates contact with the defensive player shall be called out.
- Runners must use the safety base at first if not advancing past first base.
- 1st Infraction: Team Warning
- 2nd Infraction: player will be called out.
- There is no infield fly rule; the runner may commit when the ball is touched by a fielder, regardless of whether or not it was caught.
- Play shall end when the umpire calls “Time”
- In the event of an overthrow into foul territory in an attempt to make a play, the runner may advance only as far as the base they are running toward plus the next base. This is a restriction on the advance of the runner; runners are NOT automatically awarded the base unless umpire deems ball unplayable (beyond the boundary line.
- Pinch running due to injuryis permitted at 1st, 2nd and 3rd base provided the pinch runner is of the same gender. The runner who was substituted for shall be removed permanently from the game. Pinch running at kick is not permitted.
- A runner is out when:
- Fielder catches a fly ball.
- Base is tagged on a forced run.
- Runner is tagged by a fielder in possession of the ball.
- Comes in contact with the ball, except when thrown by a fielder at the head
- If the ball contacts the head while the runner is sliding, head is ducked, or body is an unnatural position, they are called out.
- Runner is off base when the ball is kicked.
- Any runner who punches or kicks a ball while running the bases or attempts to punch or kick a ball from a defender, is immediately out; the play is called dead, and all runners currently on base must go back to their last touched base.
- Playoffs
- All teams are eligible for post-season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
- Ties are not permitted in playoff games. In the Playoffs, we will go to extra innings and start each inning with the 3 previous kickers on base with no outs. The Winner will be determined with the Team that is up after that inning concludes. If a Tie occurs after the first extra-inning, we will go to a 2nd extra-inning until a Winning Team is declared.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3 sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3 sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 10v10 Softball (5points: 5 points)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
The game will be played according to the current Amateur Softball Association’s rules if not explicitly stated in this document.
- Location:
- All games will be played at the Blatt PE fields.
- Players
- A team will consist of ten (10) or eleven (11) players if they elect to use an Extra Player.
- A team must have eight (8) players to avoid a forfeit.
- If a team plays with eight (8) or nine (9) players, they do not have to take automatic outs.
- The Extra Player (EP) rule will be used. If a team uses the EP rule, only ten (10) players play the field but eleven (11) are allowed to bat. A different ten (10) can play the field each inning provided the same batting order is kept.
- Every starter may re-enter once per game. Starters must be placed into the spot in the batting order they previously occupied.
- The captain making the substitution shall immediately notify the home plate umpire prior to the sub entering the field.
- The on-deck batter and 3rd base coach may be the only players from the batting team on the left side of the
field.
- Rest of the team/spectators need to be up on the steps. This includes all team equipment.
- CoRec Modifications
- Players
- Each team will consist of ten (10) players on the field at one time. Possible combinations
include:
- 5 men & 5 women
- 6 men & 4 women
- 4 men & 6 women
- To avoid a forfeit, a team may start with no less than eight (8) players.
- 5 M & 3 F, 4 M & 4 F, or 3 M & 5 F.
- A team can bat up to 12 players (The extra batters must be one male and one female)
- Teams do not need to alternate the batting lineup based on gender.
- Players may play any position on the field. There is no stipulation as to where males and females may play.
- Each team will consist of ten (10) players on the field at one time. Possible combinations
include:
- Players
- The Game
- A restricted arc will be identified in the outfield for CoRec play.
- The restricted arc will be approximately 160 feet down the first and third baseline, and 175 feet to center field.
- When any batter enters the batter’s box, all outfielders must be behind the restrictive arc, and infielders must be on the infield and remain there until the ball is batted. If a fielder crosses the line prior to contact by the batter, the offended team may choose to take the result of the play or return the batter and resume the count prior to that pitch.
- If a male is awarded a base on balls, he will be awarded only first base.
- The female batter behind him then has to bat.
- If a team wishes to use a courtesy runner, the base runner must be from the same gender.
- A restricted arc will be identified in the outfield for CoRec play.
- Equipment
- All equipment may be provided by Intramural Sports and will be brought to the game by the umpire. Teams are responsible for supplying their own gloves.
- Athletic shoes or molded rubber cleats are allowed as well as hard plastic cleats. No metal cleats allowed, or cleats deemed unsafe for play for supervisor and/or umpire. All players must wear closed toed shoes at all times.
- Players may use their own bats as long as they are ASA single walled bats. Composite
bats are not considered single walled and are classified as illegal. All bats will
be checked and marked by the Sport Programs staff before use. - Subtract
- If a player is found using an illegal bat during an at bat, that player will be declared out. The game may also be declared a forfeit.
- The umpires and supervisors reserve the right to deem any personal bat illegal as determined by the Intramural Sports staff.
- Game Clock
- Games will be a max of seven (7) innings in length.
- No inning may be started forty-five (45) minutes after the beginning of the game.
- No game will continue after fifty-five (55) minutes, to continue with the next games on time (during the regular season only.)
- In the event a game ends in a tie after seven (7) innings, the game will be recorded as such (during the regular season only.)
- A game will be termed “official” after four (4) complete innings (or 3 ½ if the home team is ahead.)
- Games will be a max of seven (7) innings in length.
- Scoring
- There is a ten (10) run limit per inning.
- Once a team as scored ten (10) runs in an inning regardless how many runners are on base or outs the inning will be over
- Mercy rule: If a team is up by
- Twenty (15) after four (4) innings
- Fifteen (13) after five (5) innings
- Eleven (11) after six (6) innings
- Team captains must submit a batting line-up, in addition to making sure all team members
sign in with the supervisor, prior to the game.
- Line-ups should be turned in before the game.
- There is a ten (10) run limit per inning.
- Pitching:
- Strike Zone
- A pitch is considered a strike if it crosses over the home plate and the batter’s plane, which is defined by the batter’s front knee to back shoulder.
- Illegal Pitch
- An illegal pitch occurs when:
- The ball is not delivered within the minimum arc of six (6) feet and a maximum of twelve (12) feet.
- The pitcher does not use one fluid motion to deliver the ball (fakes will not be allowed.)
- The pitcher does not maintain one foot on the pitching rubber at all times
- An illegal pitch occurs when:
- A player who elects to hit an illegal pitch, takes the result of the play.
- Strike Zone
- Batting:
- Batters will enter the box with a “1-1” count.
- There will be one (1) “courtesy foul” with a two (2) strike count. The next foul ball will be called an out.
- No bunting or intentional chopping of the ball will be allowed (dead ball, out).
- The batter is not awarded first base if hit by a pitch.
- Any ball that hits the sidewalk or crosses it on the fly will be considered a home run
- Any ball that crosses the sidewalk in the outfield after it has hit in play will be considered a ground rule triple.
- Base Running
- No leading off or stealing is allowed. A base runner may not leave the base until the ball has been hit.
- A team is permitted, but not required, one (1) courtesy runner per inning. The courtesy runner will take the place of the runner in question. The only stipulation is that the courtesy runner is the last out made by a player of the same gender regardless of the inning of the out.
- Sliding is permitted in all leagues, except for diving headfirst into home.
- Any player who slides headfirst into home will automatically be called out.
- A player who slides and initiates any contact with the defender shall be called out
- Plays at first base
- The white base is for the fielder; the orange is for the runner.
- Umpire may call a runner out or eject a player for purposely interfering with a play at 1st base
- Interference
- If the catcher or fielder interferes with the batter, the ball is called dead, and the batter is awarded first base
- If the runner is interfered with by the fielder, the umpire awards the runner safe at the base they are running towards
- Overthrows:
- When the ball is in play and is overthrown (beyond the boundary line), awarded bases
will be determined by the last base established by the base the runner was going towards
plus one (1).
- Example: If a runner is running to first and the ball is overthrown, the runner is awarded second base.
- When the ball is in play and is overthrown (beyond the boundary line), awarded bases
will be determined by the last base established by the base the runner was going towards
plus one (1).
- Infield Fly Rule:
- An infield fly is a fair fly (not including a line drive) which can be caught by an
infielder with ordinary effort in the judgment of the umpire (rule does not preclude outfielders from being allowed to attempt to make the catch),
and provided the hit is made before two (2) are out and at a time when first and second
bases or all bases are occupied.
- The runners may advance at their own risk but must return to their bases if the ball is caught.
- If a declared infield fly falls to the ground untouched, it will still be considered
an infield fly as long as it stays in fair territory
- The ball does not have to be caught for this rule to apply.
- An infield fly is a fair fly (not including a line drive) which can be caught by an
infielder with ordinary effort in the judgment of the umpire (rule does not preclude outfielders from being allowed to attempt to make the catch),
and provided the hit is made before two (2) are out and at a time when first and second
bases or all bases are occupied.
- Playable Areas
- No player may climb the hill in left field foul territory in an attempt to retrieve/catch
a ball
- The ball will be called dead
- No player may attempt to catch a ball after it strikes any obstruction (i.e. trees,
poles, etc. in foul territory)
- The ball will be called dead
- If a ball is caught after it strikes any obstruction (i.e. trees, poles, etc. in fair
territory)
- There is no out recorded and play will continue as normal.
- No player may climb the hill in left field foul territory in an attempt to retrieve/catch
a ball
- Playoffs:
- All teams are eligible for post-season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
- There will be extra innings in the playoffs as needed.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 5v5 Indoor Soccer (3:3 points)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player
eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
- Section 2: Rules & Sport Specific Information
- The game will be played according to the current United States Indoor Soccer Association rules if not explicitly stated in this document.
- Location
- Games will be played in the STWFC South Center gym.
- Players
- Each team will consist of five (5) players, including the goalkeeper, on the court at one time. (a minimum of four (4) is required to play).
- CoRec teams must consist of 4w/1m, 1w/4m, 2w/3m, 3w/2m (including goalkeepers); the minimum on the court at a time is 2w/2m, 3w/1m, or 1w/3m.
- Players that receive a second yellow will be disqualified but can be substituted (team will not play down a player)
- Players that receive a straight red cannot be substituted and will play down a player for the entirety of the game.
- Equipment
- Knee pads must be worn at all times by goal keepers. Campus Recreation will provide knee pads if necessary.
- Athletic shoes or sneakers must be worn at all times (no sandals, metal soles, or bare feet.)
- An indoor soccer ball will be provided by the Sport Programs Office.
- If teams wish to warm up, they may check out an indoor soccer ball from equipment issue with a valid USC ID. Game balls may not be used for warming up.
- Timing
- Games will consist of two 15-minute halves with a 3-minute half time.
- There will be a running clock unless the Supervisor deems it necessary to stop the clock for an injury.
- There will be no stoppage time in any of the games.
- There are no time-outs.
- There will be no overtime in the regular season.
- When time expires (the buzzer sounds), the game is over, and the ball is ruled dead.
- Games will consist of two 15-minute halves with a 3-minute half time.
- Scoring
- A goal is scored when the WHOLE ball crosses over the goal line within the goal, provided it has not been thrown, directly propelled by hand or arm, or carried by a player of the attacking team.
- A goal may be scored directly from a kickoff.
- MERCY RULE: A game shall be over when a team is leading by
- Seven (7) or more goals with less than five (5) minutes remaining
- Fifteen (15) or more goals with ten (10) minutes remaining.
- All goals shall count as 1 point.
- Pre-Game
- A coin toss will be conducted at the beginning of the game. The team winning the toss shall have the choice of the goal they wish to defend or to have the ball for the kick-off. The team that lost the coin toss will have that same option at the start of the second half.
- Enforcement of Cards
- Yellow Card: The Referee issues a Yellow Card for:
- Deliberate Handball or Handball by a Goalkeeper.
- Goalkeeper Endangerment.
- Boarding.
- Any Foul by the Goalkeeper during a Shootout.
- Unsporting Behavior by any non-player personnel.
- Red Card: A person receives a Red Card for Fouls, which the Referee considers violent
or committed with excessive force, and for:
- Elbowing: Intentionally elbowing an opponent above the shoulder.
- Vicious Slide-Tackling: A tackle from the side or from behind directly into one or both legs of an opponent, seriously endangering them.
- Boarding.
- Fighting.
- Leaving Team Bench or Penalty Area to confront the opposition or a Game Official.
- Extreme Unsporting Behavior: Committing particularly despicable behavior, including:
- Spitting at an opponent or any other person.
- Extremely abusive language or behavior toward a Game Official.
- Bodily contact with a Game Official in dissent.
- Yellow Card: The Referee issues a Yellow Card for:
- Time Penalties
- The following penalties apply to offenses for which a Card is issued (subject to further
action by the Administrative Authority):
- Yellow Card: Warning of the subsequent possibility of an ejection; 2-minute Time penalty
- If a player receives a yellow card at the end of the half and the penalty time does not finish before halftime, then the remaining time carries over to the second half
- Yellow Card: Warning of the subsequent possibility of an ejection; 2-minute Time penalty
- Red Card (Two yellow cards or a straight red): Ejection and the player may not be
substituted
- The following penalties apply to offenses for which a Card is issued (subject to further
action by the Administrative Authority):
- The Game
- Substitutions will be made “on the fly” like in ice hockey.
- Players will use the doors on their defensive end.
- Player must be completely out of the arena before the sub can come on.
- Door must be pushed out towards the hallway and not into play.
- Violations of any of these rules:
- 1st time: Warning
- 2nd time: Yellow Card
- During a kick-off, the ball may travel in any direction.
- After the kick-off, the kicker cannot contact the ball again unless it contacts another
player.
- Violation: Direct free kick from mid-court.
- During play, if the ball hits either the ceiling or a raised basketball goal, it is considered a dead ball. Possession of the ball is then granted to the team who did not touch the ball last. The ball is placed on the half-court line or at spot of foul if in their defensive half.
- Substitutions will be made “on the fly” like in ice hockey.
- Goalkeeper
- The goalkeeper has six (6) seconds to distribute the ball.
- The goalkeeper may NOT touch the ball with their hands when a member of their own team intentionally kicks the ball to them (pass back). This infraction will result in a direct kick outside of the blue goalie crease where the ball originally crossed the arc.
- The goalkeeper may not possess the ball with their hands when the BALL is outside of the designated arc; the resulting penalty is a direct kick at the spot of the foul.
- The goalkeeper may NOT drop kick the ball nor can the goalkeeper throw the ball past
half court UNLESS the ball hits either the ground, the wall, or a player before it
proceeds past half court.
- Violation: Direct free kick placed at the half court line where the ball crossed.
- If going for ball, the goalie must slide completely horizontal or hands first. If the goalie slides feet first, then it will result in a minimum of a Yellow Card.
- Offside
- There is no offsides in Indoor Soccer.
- Advantage
- When the official refrains from whistling for a foul to apply the “Advantage Clause”, they will clearly indicate by voice and gesture that it is “advantage”, so the players know that the foul has not escaped their notice.
- Free Kicks
- All free kicks will be direct free kicks.
- Free kicks awarded for fouls within the penalty area will result in a penalty kick.
- Free kicks will be awarded for:
- Kicking, striking, attempting to kick or strike, or jumping at an opponent.
- Tripping, throwing, or attempting to throw an opponent using the hands or feet.
- Intentionally handling the ball (i.e., carrying, striking, or propelling it with a hand or arm)
- Holding or pushing an opponent with the hand or arm or with arms extended from the body or using the knee in any way against an opponent.
- When a penalty kick is awarded, the ball will be placed anywhere on the free throw
line of the basketball court. All players on both teams must begin play behind the
mid court line except the goalie and the player taking the kick. The goalie must
remain on the goal line and all other players must wait to cross the mid court line
until the shot taker has touched the ball. The referee will blow the whistle and the
kicker will take their shot.
- If a goal is scored, play will be restarted at midcourt with the opposing team’s free kick.
- If the goal is blocked, play resumes immediately with the ball being live.
- If the goal is missed, anyone may play the ball except for the shot taker who missed the penalty shot, they may only play the ball after it has been played by another player.
- ***If the referee rules that there was an infraction with the goalkeeper moving off the goal line too early or players crossing midcourt too early, they may rule in favor of a re-kick. ***
- Slide Tackling & Sliding
- NO FORM OF SLIDE TACKLING OR SLIDING IS ALLOWED. The penalty is an immediate yellow card. If the act is intentional or blatant, a red card may be issued.
- If a player simply reaches for a ball and stretches too far and falls, a warning will be issued to stay on your feet, but this is not sliding or slide tackling.
The game will be played according to the current National Federation of State High School Association’s rules if not explicitly stated in this document.
- Court & Location
- Matches will be played in the STWFC main gym.
- Net height will be set at 7’11 5/8” for men and CoRec matches and 7’4 1/8” for women.
- Playable areas include all areas within the court area.
- If the ball hits the ceiling above team A’s side, team A may continue to play the ball. (# of hits do not reset)
- Playing the ball off the walls, curtains, track, etc. is not permitted.
- Players
- A team will consist of six (6) players.
- A minimum of four (4) is required to play.
- A team is allowed a maximum of three (3) back-row players.
- These players must be set prior to the service.
- These players are considered back-row players throughout the point
- A team is allowed a maximum of three (3) front-row players.
- These players must be set prior to the service.
- A team can roster no more than two (2) sport club members from the men’s, women’s, or beach volleyball clubs.
- A team will consist of six (6) players.
- CoRec Modifications
- Player positioning on the court must alternate male, female, male, female, etc.
- An exception is when a team is playing with uneven genders, in which case no more than two (2) members of the same gender can be beside each other.
- The following gendered arrangements are allowed (4f/2m, 2f/4m, 3f/2m, 2f/3m, or 2f/2m).
- There are no restrictions on who must touch the ball prior to it crossing the net.
- Player positioning on the court must alternate male, female, male, female, etc.
- Equipment
- The game ball will be provided by the Sport Programs staff.
- If teams wish to warm up, they may check out a volleyball from equipment issue with a valid CarolinaCard.
- Game balls may not be used for warming up.
- Teams are not permitted to play with their own ball.
- The game ball will be provided by the Sport Programs staff.
- Scoring
- Matches will consist of the best two of three (2/3) games and will only play the third game if needed.
- All games within a match will be scored in the rally point system.
- Each of the first two games will be to 25 points.
- The team must win by two points, with a 30-point cap.
- The third game will be first to 15 points
- The team must win by two points, with a 17-point cap.
- Pre-Game
- The Sport Programs staff will identify a “coin toss” process that will determine which
team will select serve, receive, or side.
- The teams will change sides after each set.
- The Sport Programs staff will identify a “coin toss” process that will determine which
team will select serve, receive, or side.
- Time Outs
- Each team is allowed one (1) time out per game. The length of each time out is 30 seconds.
- Rotation
- The team earning the serve will rotate clockwise before the new serve.
- Every team member must rotate around to every position.
- Substitutions
- Substitutes may enter the court only when the ball is dead.
- Either team (serving or receiving) may substitute during a dead ball.
- Substitutions may only occur in the middle back position.
- All substitutes must check in with the down official, who will then whistle/signal the substitute in.
- Play at Net
- A net foul occurs when a player contacts any part of the net including cables & antennas
- Hair & clothing do not count.
- A player may touch the floor across the center line with one or both feet/hands provided a part of the foot/feet or hand(s) remains on or above the center line. Contacting the floor completely across the center line with any part of the body is illegal.
- Blocking or attacking a serve is not permitted.
- If the ball is driven into the net with such force as to cause the net to contact a member of the opponent’s team, no penalty will be issued to either team and play will continue.
- A net foul occurs when a player contacts any part of the net including cables & antennas
- Ball Contact During Play
- Each team will be allowed a maximum of three (3) contacts per side before returning the ball to the opponent’s side.
- A contact is any touch of the ball by a player (excluding the player’s hair or clothing).
- A player may use any part of their body to contact the ball.
- Multiple contacts are more than one (1) contact by a player during an attempt to play
the ball. They are only allowed.
- When the first ball over rebounds from one part of the player’s body to one or more other legal parts in an attempt to block.
- On any first team hit.
- If two (2) or more players of the same team contact the ball simultaneously, it is
considered as only one (1) contact. Any player may be the next contact.
- If one or more players are attempting to block a shot and have contact with the ball, this player(s) is eligible to participate in the next contact. The block will not count as a contact for their team.
- If two or more players of opposing teams contact the ball simultaneously above the net, any one of the players involved are eligible to participate in the next play.
- A lift, carry, or held ball is defined as when the ball rests momentarily in the hands or arms of a player. The ball must be cleanly hit. Scooping, lifting, pushing, holding or carrying the ball shall be considered a lift.
- Service
- The server is identified as the player positioned in the back right (facing the net)
- The server must hit the ball with one hand, fist, or arm while the ball is held or after it’s released.
- The server may stand anywhere behind the back line and between the sidelines to serve.
- The server must receive permission from the official before each serve. Penalty:
one warning, then loss of serve.
- The ball must be served within 5 seconds of the officials’ whistle.
- If a player serves out of order, the serving team loses the service and any points
gained during such out of order service.
- The players of the team at fault must immediately resume their correct positions.
- A foot fault will be declared if any part of the server’s foot touches the back line during or prior to contacting the ball for serve.
- Players on the serving team may not take action to prevent the receiving team from seeing the ball (no screening).
- A ball that is served and contacts the net but progresses to the other side of the net before being touched by the serving team, is still in play.
- Back-Row Players
- A back-row player who is on or in front of the 10-foot (attack) line may not complete an attack/hit if, at contact, the ball is entirely above the top of the net. The contact does not become illegal until the attack/hit is complete.
- A back-row player may complete an attack/hit if:
- At take-off, the player’s feet have neither touched nor crossed the attack line or
its indefinite extension.
- After the attack/hit, the player may land within the front zone; or at the moment of contact, any part of the ball is below the top of the net.
- At take-off, the player’s feet have neither touched nor crossed the attack line or
its indefinite extension.
- Back-row players may not participate in the action of blocking.
- If a back-row player illegally attack/hit the ball into an opposing back-row blocker (including simultaneous contact), it is a double fault. Point will be replayed.
- Replays
- When two opponents, during the same play commit a simultaneous fault, the point will be replayed.
- If a ball from another court comes onto the court, a replay may be called.
- A re-serve shall be issued if the server lets the ball drop.
- One (1) time only per service term.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 3v3 Basketball (7 points: 7 points)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post-season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player
eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
The game will be played according to the current National Federation of State High School Association’s rules if not explicitly stated in this document.
- Court & Location:
- All games will be played at the STWFC.
- Players
- Each team will consist of three (3) players on the court at one time with unlimited
substitutions. To avoid a forfeit, a team may start with no less than two (2) players
- A team may only have one (1) sport related club sports player on their roster.
- Substitutions shall be made only during dead ball situations: time-outs, violations, and fouls.
- Each team will consist of three (3) players on the court at one time with unlimited
substitutions. To avoid a forfeit, a team may start with no less than two (2) players
- Equipment:
- Game balls will be provided; however, if both teams agree to use a different ball, it may be used.
- Non-Marking athletic shoes and athletic attire are required for participation.
- Any athletic brace with exposed metal must be covered and/or taped. Intramural Sports will not be responsible for providing athletic tape.
- Scoring
- All shots will be worth two (2) points inside the 3-Pt. Arc, outside the 3-Pt. Arc, shots will be three (3) points. Possession will change after a made basket.
- Timeouts
- There will be no team time-outs.
- The Game:
- Games shall consist of one (1) period in which the first team to score thirty (30) points or until the twenty (20) minute game clock expires wins (whichever comes first).
- One player from each team shoots for ball.
- If a held ball occurs, the previous offense will shoot from 3.
- If made, the ball remains with the offense.
- If missed, the ball changes possession.
- If a held ball occurs, the previous offense will shoot from 3.
- The 3-Pt. Arc will serve as the restraining area. On any change of possession, the ball must be taken back behind the 3-Pt. Arc.
- The ball must be checked in from the top of the 3-Pt. Arc after a made basket. The ball must be passed in after it is checked in.
- There will be no officials assigned to games. Teams are responsible for calling their
fouls. Teams are expected to resolve their own disputes, however, in the case of constant
disagreement, the court supervisor’s decision shall rule.
- Foul calls will result in a re-check of the ball at the top of the arc, with the team being fouled receiving possession.
- One player from each team shoots for ball. The first team to score in overtime will be declared the winner.
- Scores for each game need to be reported to the supervisor on duty for scorekeeping purposes.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the schedule time.
- Defaults
- A default will result in the team automatically losing and receiving a 3 sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3 sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required players, no points will be awarded but they will have the opportunity to enact “team choice” for the second 5 minutes. If they accept the default, the game will be called, otherwise points will be awarded during the second 5 minutes according to the team choice point guidelines.
- 2v2 Pickleball (5 points: 1 set)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- Sportsmanship
- Each team will be given a sportsmanship rating 1-5, in accordance with the Participants’ Manual, from the officiating crew/on-site supervisor following the game.
- Playoffs
- All teams are eligible for post season play provided that they do not forfeit more than once or default more than twice and they complete the season with the required sportsmanship rating (3.0).
- Miscellaneous
- To receive the latest USC Intramural Sports schedules, scores, and updates be sure to download the IMLeagues app directly to your phone.
- No jewelry can be worn during games. Captains are responsible for making sure all jewelry is removed before a player takes the court.
- Protest: The only 2 things that can be protested are rule interpretation & player
eligibility.
- In order to protest rule interpretation, you must tell the supervisor you wish to protest before the next play.
- Player eligibility protests can be made before, during, or after the game to any supervisor or professional staff member.
Section 2: Rules & Sport Specific Information
- Court & Location
- STWFC Court 4
- Net height will be set at 36 inches on the sidelines and 34 inches in the middle
- The court will measure 44 feet long and 20 feet wide
- Playable areas include all areas with the court area
- Playing the ball off the walls, curtains, track, etc. Is not permitted
- Players
- A team will consist of two (2) players
- A minimum of one (1) is required to play
- A team can roster no more than one (1) club member
- A team will consist of two (2) players
- Equipment
- The game ball will be provided by the Sports Programs Staff
- Teams may use their own paddles
- The game ball will be provided by the Sports Programs Staff
- The Game
- The ball is served diagonally to the opponent’s service court underhanded without bouncing it off the court.
- Points are scored by the serving side only and occur when the opponent faults (fails to return the ball, hits ball out of bounds, etc.). The server continues to serve, alternating service courts, until the serving side faults. The first side scoring 11 points and leading by at least a 2-point margin wins. If both sides are tied, then play continues until one side wins by 2 points.
- Special Rules
- Double Bounce Rule: Following the serve, each side must make at least one ground-stroke, prior to volleying the ball (hitting it before it has bounced).
- Non-Volley Zone (The Kitchen): A player cannot volley a ball while standing within
the non-volley zone also called “The Kitchen”.
- The non-volley zone, or “The Kitchen,” is the area of the court bounded by the two sidelines, the non-volley line, and the net. The non-volley line and the sidelines are included in the non-volley zone.
- Scoring
- Points are scored only by the serving team.
- Games are normally played to 11 points, win by 2, best 2 out of 3.
- When the serving team’s score is even (0, 2, 4, 6, 8, 10) the player who was the first server in the game for that team will be in the right-side court when serving or receiving; when odd (1, 3, 5, 7, 9) that player will be in the left-side court when serving or receiving.
- Tournament Format
- The format of the tournament will be based on the number of teams that register. Please be prepared to play multiple games on the scheduled night(s) of the tournament.
- All teams must maintain at least a 3.0 sportsmanship rating average in order to stay tournament eligible.
Section 1: General Information
- General IM Procedures
- Teams should arrive 15 minutes before the game to check-in with the supervisor.
- All participants must display a valid Carolina Card before each game in order to play.
- You may also use your digital Carolina Card through the GET mobile app. No ID – No Play – No Exceptions!
- Teams are expected to begin the game at the scheduled time.
- Defaults
- A default will result in the team automatically losing and receiving a 3-sportsmanship rating, and the game will be scored as the maximum mercy rule for that sport.
- The deadline to notify the Sport Programs Office that their team is unable to play their scheduled game and receive a default is 3pm the day of their game (M-F) or 12pm if their game is on Sunday.
- If a team defaults twice during the regular season, this is referred to as a “double default” which is equivalent to a forfeit and results in a forfeit fee of $15 being assessed to the captain. The captain will be suspended from Intramurals until this fee has been paid on IMLeagues. The team will receive a 3-sportsmanship rating for each default.
- The USC Sport Programs Office can be reached:
- By email at sportprograms@mailbox.sc.edu
- By phone at 803.576.9387
- In person at the Strom Thurmond Wellness & Fitness Center – Room 201D
- Forfeits
- A forfeit will result in the team automatically losing and will receive a 1 sportsmanship rating and the game will be scored as the maximum mercy rule for that sport. A forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until this fee has been paid on IMLeagues.
- If a team forfeits twice during the regular season, this is referred to as “forfeiting out” and they will be removed from the league. A second forfeit fee of $15 will be assessed to the captain, and the captain will be suspended from Intramurals until both fees have been paid on IMLeagues.
- Team Choice (5 minutes: 5 minutes)
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
- If both teams are present but neither team has the minimum number of required players at game time, the Sport Programs Leader will start the game clock but neither team will receive points during the first 5 minutes.
- During the first 5 minutes, if only one team meets the minimum number of required
players, no points will be awarded but they will have the opportunity to enact “team
choice” for the second 5 minutes. If they accept the default, the game will be called,
otherwise points will be awarded during the second 5 minutes according to the team
choice point guidelines.
- Spikeball: eight (8) points: one (1) set
- The captain of the team present who has the minimum required number of players to
play, can choose to accept the default/forfeit or enact team choice at the game start
time. If the team enacts the team choice rule, they cannot change their mind and accept
a default/forfeit later.
Section 2: Rules
- Location
- Strom WFC Field 3.
- Players
- All participants must register for their team on imleagues.com
- Teams compete with two players at a time.
- The Game
- Rock-Paper-Scissors shall determine which team will serve first.
- Opposing teams line up across from each other with the net in the center.
- The ball is put in play with a serve- A hit by the server from behind the service
boundary line.
- Before the ball is served any players not receiving the serve must be 6 feet from the net. The returner can stand at whatever distance they choose.
- Once the ball is served players are allowed to move anywhere they want.
- The object is to hit the ball in to the net so that the opposing team cannot return it.
- A team is allowed up to three touches to return the ball, the rally will continue until the ball is not returned properly.
- There are no timeouts.
- Scoring
- Teams will play as many games as they can within 40 minutes.
- The team with the most wins after the time limit wins the match.
- If the number of games is tied after the time limit, whoever is winning the current
game wins the match.
- If tied in the current game, next point wins the whole match.
- If the number of games is tied after the time limit, whoever is winning the current
game wins the match.
- Rally scoring (points can be won by the serving or receiving team)
- Games are played to 15. You must win by two.
- Switch serving sides once any team has reached eight (8) points.
- Points are scored when:
- The ball isn’t hit back into the net within three (3) hits.
- The ball hits the ground.
- The ball hits the rim (during a serve- rim shots don’t count as a “let”)
- The ball does not bounce off the net in a single bounce.
- There is an illegal serve or other infraction.
- Serving
- The receiving team sets their position first. Server will stand directly across from the receiving player. Only the designated receiver can field the serve.
- The ball must be tossed up from the servers' hand before it is hit. The ball cannot be hit out of the server’s hand. If the server does not like the toss, they must let the ball drop to the ground. They will then have one more opportunity to toss and serve the ball.
- Servers’ feet must be at least 6 feet from the net) when the ball is hit. The server
may lean over the service line, but their feet may not cross the service line until
the ball is hit.
- If a server’s foot touches or crosses the service line before the ball is hit, the serve is a fault. The serving team has one more try to serve. If the line infraction happens on the second fault, the serving team loses the point, and the other team serves.
- The ball must come cleanly off the net on a serve. If the ball takes an unpredictable bounce, the receiver must call “pocket” before their teammate touches the ball. If the receiver does not call “pocket” then play continues.
- After a server wins the point, they change positions with their teammate, so they are directly across from the other member of the receiving team.
- 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 caught, lifted, or thrown. You cannot hit the ball with two hands.
- You can use any part of your body to hit the ball and it counts as your hit.
- If the ball hits any part of the ground or rim it is no good.
- If teams cannot determine if the ball hit the rim, replay the point.
- Once the ball has hit the net, it must bounce off in a single bounce. It must clear the rim in order to be good.
- Infractions
- Defensive players must make an effort to get out of the way 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 a defensive player attempts to play a ball when it is not their turn, they lose the point.
- If a player hits a shot off the net, then the ball hits their teammate, they lose the point. If a player hits a shot off the net, then the ball hits himself/herself, they lose the point.
- If any player makes contact with the Spikeball set that moves the set or affects the trajectory of the ball, they lose the point. If the contact with the Spikeball set does not move the set or affect the trajectory of the ball, play on.
- Playoffs
- All teams are eligible for post-season play provided that they do not forfeit, do not default more than twice, have a 3.0 sportsmanship rating average
- If a team receives more than one game with a sportsmanship of 2, they will forfeit the remainder of the playoffs. A team that receives below a 2 in any playoff game will automatically be forfeited.
Sand Volleyball (4 v. 4)
Cornhole (2 v. 2)
Flag Football (7 v. 7)
Tennis (Singles)
Disc Golf (2 v. 2)
Kickball (8 v. 8)
Softball (10 v. 10)
Indoor Soccer (5 v. 5)
Indoor Volleyball (6 v. 6)
Basketball (3 v. 3)
Pickleball (2 v. 2)
Spikeball (2 v. 2)