* All final decisions will be made on the discretion of the On-Site Manager *
Players and Substitutions
- Teams will consist of seven players. A minimum of five players is required to start play. A team with less than five players will automatically forfeit the game.
- The first and last names of all players must be on the scorebook with the appropriate number for the player.
- Substitutions may only be made when there is a score or during a timeout. Substitutes must notify the scorekeepers when they want to enter a game.
- Team captains are responsible for reporting players’ names to the scorekeeper a minimum of five minutes prior to the start of each game. Only the captain will speak for the team in all dealings with the officials.
Equipment
- Shirts must be worn by all participants, even under jerseys provided by the Recreation and Wellness program. If a team decides to provide their own jerseys, each team member must have one. The jerseys must be the same color and have a number on at least one side. All participants must wear a shirt with a number.
- Players may not wear spiked shoes.
- All game discs will be provided by the Recreation and Wellness program and will be used for all games.
- Jewelry may be worn at player’s own risk however, any intramural official may ask a player to remove a piece of jewelry that may cause harm to other participants.
Start of Game and Game Time
- Game time is starting time; there will be no grace period. The official’s watch will be the official time.
- The game is started with a coin toss to decide which team will receive or throw off first. Teams will throw off from the front of their end-zone line.
- Receiving team may not be closer than half line on the throw off.
- Games are played with two 20-minute halves. It will be running time except for the timeouts.
- Officials may stop the clock at their own discretion.
Halftime will be five minutes. - Each team will get two 30-second timeouts per half. Timeouts do not carry over!
Receiving the Throw-off
The receiving team will have two options on the throw-off. One option is to catch the disc cleanly out of the air without dropping it. The other option is to let the disc go without touching it and play the disc from wherever it lands. If the receiving team touches the disc without catching it, it is a turn-over, meaning the team that threw off is now in possession of it. If the disc flies out of bounds on a throw-off, the receiving team can decide to take it from where it went out of bounds or to have them re-throw.
Overtime Games
- In the event that regulation play ends in a tie, there will be a 3-minute (running time) overtime period. Once either teams scores, the game is over and the scoring team wins.
- Overtime periods will begin with a coin toss. Whichever team wins the coin toss will decide if they want side or to receive.
- Only one 30-second timeout may be called in overtime.
- To be eligible for the playoffs, a player must have played in at least one regular season game for the team(s) he or she intends to represent. The player’s name MUST appear on the scorecard for the game(s) played.
Fouls
When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained.
Picks and screens are also prohibited.
Flagrant Fouls
Any attempt to deliberately hurt or injure another player can or will be suspended for at least one league game and a maximum of the entire season.
Scoring
Each time the offense completes a pass in the defense’s end zone, the offense scores a point. Play is initiated by the officials just like the beginning of the game starts. The defensive team has to go to the other side of the field to receive the throw off.
The disc must be caught 100% in the end-zone to be considered a score. It may not be walked in with the throwers two steps.
Guarding
When the offense has the disc, defense may only have one defender on the thrower at a time. You can never have double coverage on the thrower. The defender can NOT bat the disc out of the thrower’s hands.
Movement of the Disc
The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc (“thrower”) has ten seconds to throw the disc. The defender guarding the thrower must be at least an arm length away from the thrower.
The thrower is allowed to take 2 steps with the disc either running or walking and then may only pivot on one foot until he or she releases the disc. The disc may never be handed off to another player. If done so, the possession will change.
Change of Possession
When a pass is not completed (e.g. out of bounds, dropped, blocked, or interception), the defense immediately takes possession of the disc and becomes the offense.
Rosters
Spaces are limited and are available based on a first-come-first-served basis. No rosters will be accepted after the deadline. Rosters must include the entire amount of money for registration, captain’s name and number, co-captain’s name and number and names of minimum number of players (do not need student ID #s or signatures).
No more than roster allows. A team with less than four players will automatically forfeit the game, unless the opposing team captain gives consent.
Teams are not required to have a specific number of males or females on the field at any given time during play.
Teams may not remove players from their roster after the first two games of the season. Players may not, at any point, change teams once they have participated in a game. Teams may add players throughout the season if an open roster spot is available. Rosters may not exceed the maximum number allowed.
In order to participate in any intramural contest, all students, faculty and staff must preset a valid California State University Stanislaus ID. All alumni participants must present an alumni ID card.
NO ID, NO PLAY, NO EXCEPTIONS
Intramural Eligibility
All students registered at California State University, Stanislaus (CSUS) are eligible to participate in intramural and recreational sports activities administered by the Associated Students, Inc. Recreation & Wellness program. Extension courses do not qualify an individual for intramural competition.
CSUS faculty, staff and alumni are eligible to compete in intramural sports
Intercollegiate student-athletes are ineligible for participation in that sport or its related sport if they remain on such a team during or after the first contest in that sport season. In addition, persons who have previously competed in intercollegiate athletics at the NCAA Division I, II or III levels are ineligible to participate in that sport or its related sport until two complete semesters (fall and spring) have passed since their last season of competition.
Examples:
Intercollegiate Volleyball cannot participate in Intramural Volleyball
Intercollegiate Soccer cannot participate in Intramural Soccer
Intercollegiate Basketball cannot participate in Intramural Basketball
Intercollegiate Softball/Baseball cannot participate in Intramural Softball
If a player arrives after their game has already started they may not enter the game until the start of the next period. Players arriving in the final period may enter immediately after checking in. Permission may be granted by the opposing team for late arriving players to enter the game at any time.
A person may only be on one roster for each intramural league.
If a team forfeits in advance, the opposing team gets treated as if all their players arrived and played.
A team will forfeit any contest in which an ineligible player has competed.
Individual & Team Conduct
The Recreation and Wellness program promotes good sporting behavior; i.e., behavioral tendencies of a person who can take loss or defeat without complaint, or victory without gloating, and who treats all opponents with fairness, generosity, courtesy and respect.
If and individual participant is ejected from a game for unsportsmanlike conduct, the individual will be ineligible for further competition in that sport until further review of the incident is made by the Intramural Sports Committee. Each incident will be reviewed individually and the resulting penalties will be appropriate to the seriousness of the incident.
Unsportsmanlike conduct may include, but is not limited to the following: the obstruction or disruption of normal intramural functioning; profanity, abusive or insulting language provoking ill will, baiting an opponent; physically threatening, pushing, or taunting an opponent, spectator, or Recreation and Wellness employee.
Any participant involved in a fight will automatically receive a one game suspension from that sport and will be referred to the Intramural Sports Committee for further disciplinary action. In addition, the team involved will be put on probation for the remainder of the season. While on probation, should the team or an individual on the team be involved in another fight, the team will be dropped from further play in that sport.
When a player is ejected from a contest for unsportsmanlike conduct, the team captain is responsible for insuring the ejected player leaves the gym or field within two minutes. If this does not occur, the game will be forfeited.
Alcohol and other controlled substances are not allowed at any Recreation and Wellness event. Any player found to be under the influence of alcohol, or other controlled substance, will be automatically ejected from the league.
Judgment calls by an official may not be protested. Protests are restricted to matters of rules interpretations and player eligibility. Protests must be made in writing and submitted to the Warrior Activities Center by 5pm the following working day after the contest. The Intramural Sports Committee will review protests. Decisions made by the committee are final.
||||||| Updated: 10/14/2010