Go to the Sitemap Page
Quick Links
Fitness
Competition
Adventure
Stay up to date
Search

Intramural Sports

Get out there and have some fun! You can form a team and join an intramural league with weekly matches. Or, if you don’t want to commit to a season of play, you can opt to participate in our tournaments. In any case, intramurals are an opportunity to get active, have fun and meet some like-minded friends. Want to play, but can’t find a team? Talk to us. We’ll help you get connected.

Sign Up

Sports Offered

These sports are offered during the 2022 Fall Semester.  Policies and Rules for each are available below.

There are 3 items. Expand all into a list.

Fall A
Registration opens August 31st

Register Here! 

If you plan to purchase a season pass, do that before you visit the registration site.

Dates:

  • Registration: August 31 – September 7
  • Regular Season:  September 11 – September 29
  • Playoffs: October 2 – October 13

Passes:

  • Season Pass: $15
  • Single Roster Pass: $8

Available Sports:

  • Kickball
  • Spikeball
  • Pickleball
  • 4 v 4 Sand Volleyball
  • Tennis
Fall X
Registration opens September 7th

Register Here! 

If you plan to purchase a season pass, do that before you visit the registration site. Fall X sports are officiated by student employees.

Dates:

  • Registration: September 7 – September 14
  • Regular Season:  September 18 – October 25
  • Playoffs: October 30 – November 22

Passes:

  • Season Pass: $25
  • Single Roster Pass: $12

Available Sports:

  • Soccer
  • Flag Football
  • Ultimate
Fall B
Registration opens October 12th

Register Here! 

If you plan to purchase a season pass, do that before you visit the registration site. 

Dates:

  • Registration: October 12 – October 19
  • Regular Season:  October 23 – November 10
  • Playoffs: November 13 – December 8

Passes:

  • Season Pass: $15
  • Single Roster Pass: $8

Available Sports:

  • 3 v 3 Basketball
  • Dodgeball
  • Wallyball
  • 3 v 3 Wheelchair Basketball
  • Pickleball
  • Badminton
I have improved my game and made many new friends in my department I never knew before.
I played soccer and flag football with roughly the same team since Freshman year!
My success story was creating a close knit group of friends whom I probably would not have met had it not been for IM Sports.

Leagues

  • Competitive/Advanced League: This is a competitive level that has priority to play in athletic venues when space is available.
  • Recreational/Beginner League: This level is less competitive and more recreational. This league is good for beginners or those who just want to play for fun.
  • Graduate/Faculty/Staff League: These leagues are for graduates and U‑M employees.

All leagues, besides co-rec, are considered “open” leagues. There are no gender requirements and all genders are eligible for participation.


Rates

DescriptionFee
Fall A and Fall B - Single Roster Pass One Team, One Sport, One Season$8
Fall A or Fall B - Season PassUnlimited Sports, One Season$15
Fall X - Roster Pass One team, One Sport$12
Fall X - Season PassUnlimited Sports, One Season$25

To purchase a Single Roster Pass or Season Unlimited Pass, click HERE. Please select the blue U‑M Login box to log in and use your unique name and password.

*Note: A Recreational Sports membership is NOT required to participate in the Spring or Summer Intramural Sports Leagues.

All Intramural Participants should read and abide by the Intramural Sports Policies and Rules. The purpose of the Policies and Rules is to ensure an equitable and enjoyable experience as possible for all participants and staff members. Explanation of the SRS point system is outlined in the Policy Manual.

Interested in finding out more about the different sports we offer? Check out Rookie Road, the online destination to learn about sports.

There are 21 items. Expand all into a list.

Intramural Sports Policy Manual

Intramural Sports Policy Manual

University of Michigan Policy Manual

Revised 2022

The purpose of the Policy Manual is to ensure an equitable and enjoyable experience for all participants.

Eligibility

General Eligibility

Currently enrolled students and individuals who have purchased a Rec Sports membership are eligible to purchase the Intramural Pass and participate in intramural sports.

Leagues

Participants may play on one (1) Co-Rec team and one (1) non-Co-Rec team.

A wide variety of leagues are offered based on the experience participants would like to have including skill level and affinity groups.

When applicable, the ‘Competitive’ or ‘Advanced’ league will represent the more experienced league and the ‘Recreational’ or ‘Beginner’ league will represent a more recreational experience.

Fraternity and Sorority leagues may be offered for those who are members of a Greek organization recognized by the University of Michigan.

Grad/Fac/Staff leagues may be offered for graduate students, faculty members and staff members, and is a non-Co-Rec league.

For Co-Rec leagues, a team is required to have at least one male and one female to start and/or continue a game. When playing at a full strength roster, either gender may have a majority, however not by more than one person. If playing at less than full strength, either gender may have a majority, however not by more than two people.

All other leagues besides Co-Rec are considered ‘Open’ leagues and there are no roster or participation requirements.

Transgender participants are eligible to play based on their expressed gender identity.

For more information, please contact the Intramural Sports Office (intramurals@umich.edu).

Intramural Pass

Purchasing the Intramural Pass provides access to be able to participate in all Intramural Sport Program offerings, including league sports and tournaments, for the duration of the purchased pass.

Refunds

Sales of the Intramural Pass will be final. No upgrading of passes (ex. turning a season pass into a semester pass) will be possible. As space is limited, spots will be given on a first come, first served basis and purchasing the pass does not guarantee a created team will be able to join a league.

Participants who purchase a single roster pass and whose team ends the registration period on the waitlist may request a credit to join a different team. Unlimited passes will not be refunded or credited.

Game Day Eligibility

Participants who are in good standing and on their online roster by noon the day of their game, or noon on Friday for Sunday games, will guarantee eligibility to play.

Each participant needs to sign in with the referee on their playing surface, or with the supervisor for non-officiated sports, and prove their identity, typically with either their MCard or a government issued photo ID.

If a participant is either not on the printed roster or crossed off as ineligible, they will need to see the on-site intramural supervisor.

Use of Fraudulent MCard

If a player is caught using an MCard that is not their own, the team for which that individual was playing will forfeit that game, the game will not be played or will end immediately if in progress, and the individual will be subject to disciplinary action from the Intramural Sports Program including being prohibited from playing intramural sports for the rest of that season.

The Intramural Sports Staff will confiscate the fraudulently used MCard and the individual the MCard belongs to must meet with an Intramural Sports Professional in order to get the MCard back.

If the occurrence was in the regular season, the team will be prohibited from playing in the playoffs. If the occurrence was in the playoffs, the team will be disqualified from continuing in the playoffs.

Restricted Participants

Each Intramural Sports team roster is limited to a total combined two (2) restricted participants in the sport or related sport of membership. Restricted participants include:

  • Club Sport Members – any individual who is listed on the official roster during that Academic Year, including Club Sport coaches. They are considered as such for the entire Academic Year.
  • Former Intercollegiate Athletes – any individual who has practiced or competed with a varsity intercollegiate squad for more than 10 days and are given this distinction once one (1) entire term (Fall, Winter, Spring/Summer) has elapsed since the termination of participation with an intercollegiate team (i.e. if an individual’s sport ends in October, the entire Winter term must elapse, and he/she will become a ‘Former Intercollegiate Athlete’ starting in the Spring/Summer term)

Current Intercollegiate Athletes, both active and inactive, and current ineligible athletes are barred from participating in their sport or related sport.

Related sports are up to the discretion of the Intramural Sports Program based on the offered sports.

The Intramural Sports Program reserves the right to bar from, or limit the intramural competition, of any participant of varsity, Olympic or professional caliber who may or may not be participating in varsity sports or playing as a professional.

Use of Ineligible Participants

Any team found to be using ineligible participants will be subject to discipline from the Intramural Sports Program.

Alcohol and Drug Use

The possession and/or consumption of alcohol and/or illegal drugs by Intramural participants, coaches, and spectators is strictly prohibited at all facilities where Intramural Sports take place. Any participant, coach, or spectator who is under the influence or suspected to be under the influence will not be allowed to participate in any Intramural Sports activity, will be required to leave the facility immediately, and further disciplinary action may be taken.

Sportsmanship

The Intramural Sports Program is dedicated to providing a safe, fair, and enjoyable environment during all intramural contests. Unsportsmanlike behavior generally causes games to become not enjoyable, unfair, and in some cases, unsafe. In order to maintain the proper playing environment, the Sportsmanship Rating System (SRS) has been established and is in effect for all regular season and playoff contests.

Teams are given 10 points at the start of each game and maintain those points through positive actions and behaviors. Points are deducted for things such as in-game penalties, ejections, and unsportsmanlike conduct issues. Teams can only earn 10 points per game. A regular season game will be terminated if a team’s SRS point total for a game goes below zero (0).

In order for a team to make the playoffs, they must have accumulated a total of twenty-one (21) SRS points for ‘A’ and ‘B’ seasons or twenty-eight (28) SRS points for ‘X’ seasons throughout the regular season. Teams must earn at least seven (7) SRS points in each playoff game in order to advance to the next round.

See individual sport rules for the sport specific deductions.

Forfeits

Forfeits should be avoided at all costs.

Teams must have the minimum number of players required checked-in with the referees and ready to play on the playing surface at the regularly scheduled game time. If one team (Team A) fulfills this requirement and their opponent (Team B) does not, Team B will lose three (3) SRS points and a mandatory 10 minute grace period will occur to allow the team to arrive. The game clock will start at the regularly scheduled game time.

If neither team fulfills the requirement, the referees will start the game clock and wait 10 minutes to see if either team is able to fulfill the non-forfeiting requirement.

If a team forfeits, they will lose seven (7) SRS points.

Defaults

If a team is aware they will not have enough players necessary to play their game, they may notify the Intramural Sports Program by sending an email to intramurals@umich.edu with their team name and division with this information at least 24 hours before their game and they will receive a default. This allows our staff to attempt to fill that game with another opponent and/or contact the opposing team and officials notifying them of the situation.

If a team defaults, they will lose three (3) SRS points.

Inability to Continue

If a team is able to begin a game with the minimum number of required players and they drop below the minimum number of required players during the game, due to situations such as injury or ejection, the team will be charged with a loss but not a forfeit.

Scheduling/Rescheduling

Inclement Weather

A scheduled contest may be postponed, rescheduled, or cancelled only by a staff member of the Intramural Sports Program and the decisions will be made in an effort to protect the safety of the participants and the quality of our playing surfaces. Decisions will be made as soon as possible and notifications will be sent out through our platform’s messaging system. Games that are canceled may or may not be rescheduled and no refunds will be given.

Scheduling

Teams will play their regularly scheduled games based on the division they select. Division times may be altered slightly to provide additional teams the opportunity to participate.

Virtual esports leagues will use self-scheduling:

  • Teams will be responsible for confirming match times with opponents
  • The winning team must report the final score

Rescheduling

It is extremely difficult to reschedule games based on facility/field availability, opponent availability, and time constraints.

The Intramural Staff will attempt to reschedule playoff games when teams are playing multiple sports, have academic conflicts and/or need religious accommodations, but it is not guaranteed.

Playoffs

Participants must be on their roster by their last regular season game in order to be eligible for the playoffs.

Teams must earn at least seven (7) SRS points in each playoff game in order to advance to the next round.

Due to weather, forfeits, sportsmanship, and other unforeseen circumstances playoff times are subject to change.

Seeds will be determined based on:

  1. Winning percentage
  2. Head to head
  3. Sportsmanship rating
  4. Points against
  5. Coin flip

Teams must play in at least one (1) regular season game and obtain twenty-one (21) SRS points throughout their three (3) regularly scheduled regular season games.

If playoffs are split into Championship and Consolation brackets:

  • The top 2 teams in each division will be placed in the Championship Bracket
  • The bottom 0, 1 or 2 teams will be placed in the Consolation Bracket

Final seedings may be made before all games finish in Week 3 of the regular season. Because of this, the third regular season game may not be taken into account for playoff seeding for some teams. Sportsmanship and forfeit eligibility will still apply to those teams.

Playoff registration will open at 10:00 am on the announced day and teams will have until 4:00 pm to select their spot or they will be placed into an open spot by an Intramural staff member.

For Virtual Esports Seasons

Teams that play the three (3) required games by the regular season end date will make the playoffs. Playoff games must be completed by the “play by date” displayed in the bracket.

Eligibility Protest

Eligibility protests, based on the eligibility of participants, must be based on a contest in which the protesting team participated and must be made by the end of the business day following their game.

Rule Interpretation and Administrative Interpretation Objections

If a captain has a concern that a rule or administrative policy has been misinterpreted, they should bring the matter to the officials and/or supervisor’s attention immediately. The officials and/or supervisors will make a determination based on the facts available to them.

If they are unable to come to a final determination, the Intramural Sports Program will make a case-by-case decision as to the results including but not limited to a team forfeiting, the game being replayed, or the game being replayed from the point of objection.

Discipline

Individuals participating in the Intramural Sports Program are expected to conduct themselves within the boundaries of sportsmanship and fair play as well as within the rules, policies, and procedures of the program. Ensuring the integrity of the program, be it rules, safety, or enjoyment, is a high priority for the Intramural Sports Program. In cases where an individual’s or team’s conduct violates these principles, such conduct will cause disciplinary action to be taken.

Health and Injuries

Participation is on a voluntary basis. Participants assume the risks normally associated with activity characteristic of a particular sport. It is recommended that all participants undergo a physical examination prior to participating in any intramural activity, and carry some form of health and injury insurance.

Neither the University of Michigan nor the Department of Recreational Sports accepts responsibility for ill health or injury sustained while participating in any of the events or activities. Neither the University of Michigan nor the Department of Recreational Sports shall pay any medical and/or ambulance expenses incurred by a participant.

Each recreation facility is equipped with basic first aid supplies for minor injuries. Should an injury occur, that injury should be immediately reported to the game official, the intramural supervisor, or the facility supervisor.

Officials and supervisors have the authority to disqualify someone from participation due to physical or mental state, injuries sustained, or other player safety reasons.

General Information

Anything not specifically outlined in this policy manual is up to the discretion of the Intramural Sports Program.

The policies and procedures outlined in this Intramural Sports Participant Handbook are subject to change at any time by the administration of the Intramural Sports Program.

Awards

Each year, the following awards are bestowed upon officials within the Intramural Sports Program.

RODNEY GRAMBEAU OUTSTANDING MALE INTRAMURAL OFFICIAL AWARD

The Rodney J. Grambeau Outstanding Male Official Award is named in honor of Rodney J. Grambeau, who devoted nearly over 40 years of his professional life to the development of sports officiating at the local, state, and national levels. The Grambeau award is presented to the male intramural official who has demonstrated outstanding competency in a variety of sports in terms of rules interpretation, officiating mechanics, game control, and intramural policies and procedures. This official has also encouraged new officials and has a good understanding of the concept of the intramural philosophy. This award was first presented in 1970.

OUTSTANDING FEMALE INTRAMURAL OFFICIAL AWARD

This award is presented to the female intramural official who has demonstrated outstanding competency in a variety of sports in terms of rules interpretation, officiating mechanics, game control, and intramural policies and procedures. This official has also encouraged new officials and has a good understanding of the concept of the intramural philosophy. This award was first presented in 1973.

STEPHEN L. OLSON OUTSTANDING ROOKIE INTRAMURAL OFFICIAL AWARD

Stephen L. Olson worked in various capacities for the University of Michigan Department of Recreational Sports for nearly 20 years.  Stephen worked as Assistant Director of the Intramural Sports Program for the final four years he spent at the University of Michigan.

The Stephen L. Olson Rookie Official Award is given to the first year official who, over the past academic year, has shown great potential as a sports official, has demonstrated a strong knowledge of the rules of various sports, and understands the policies, procedures, and philosophy of the Intramural Sports Program.  This official understands the importance of good officiating in intramurals, and strives to do the best possible job in every game worked. This award was first presented in 1996.

OFFICIALS HALL OF FAME

The Officials Hall of Fame inductees are graduating seniors who have worked at least three sports and who have worked for the program for at least two years.  These officials have also demonstrated outstanding officiating qualities as well as a good work ethic.  These officials are displayed in the Hall of Fame at the Intramural Sports Building.  The Officials Hall of Fame was started in 1996.

In 1998, the Officials Hall of Fame Committee began a tradition of recognizing “legends” who officiated for Intramural Sports before the Officials Hall of Fame was established.  These officials possessed all the characteristics of an outstanding official, therefore, deserved the honor of being a member of the Hall of Fame.

Co-Rec Rules

Gender Ratios

For Co-Rec leagues, a team is required to have at least one male and one female to start and/or continue a game. When playing at a full strength roster, either gender may have a majority, however not by more than one person. If playing at less than full strength, either gender may have a majority, however not by more than two people.

Transgender participants are eligible to play based on their expressed gender identity.

For more information, please contact the Intramural Sports Office (intramurals@umich.edu).

Badminton

Object of the Game

The object of Badminton is to hit the birdie over the net landing it within the margins of the court and in a way that results in your opponent being unable to return.

Teams and Players

Singles will be played with one player.

Doubles will be played with two players. Teams can list up to four players on their roster of any gender.

Equipment

The IM Program will provide the equipment.

Timing and Scoring

The winner of the match will be the first play/team to win two regular scoring sets.

All games are played to 21, win by 2, with a scoring cap at 30 points.

A point is scored on every rally.

Players will change sides at the end of the first and second games and when one side reaches 11 points in the third game.

Double Serving

The service will begin on the right service court.

On even number scores, the serve will be on the right service court.

On odd number scores, the serve will be on the left service court.

The serving order will be Team A initial server, Team B initial receiver, Team A partner, Team B Partner

General Game Play

The game will start with rock-paper-scissors, or another deciding method, to see who will serve first.

The serve must be underhand and the racket contact with the birdie must be below the server’s waist. The server’s feet must not cross the end line before the ball is struck.

The serve must land in the serve  area diagonal the server.

The birdie can hit any part of the line to be “in.”

Possible faults:

-A serve does not land in the diagonal service area

-The birdie is hit into the net

-The birdie is hit out of bounds

-A player or player’s racket touches the net

-The birdie hits a player or anything a player is wearing

– There is a rule violation

Basketball

Object of the Game

The object of basketball is to score more points than your opponent.

Teams and Players

Games will be played with three players per team. A team may start and play with two players.

Equipment and Court

The IM Program will provide the basketballs.

The game will be played on half a basketball court. The ‘check-line’ will be an imaginary line across the top of the key from side line to side line.

The half-court line and regular out-of-bounds lines will be out-of-bounds.

Timing and Scoring

Games will be played to 30 points or a time limit of 38 minutes.

Baskets shot and made from inside the 3-point arc will be worth one point.

Baskets shot and made from beyond the 3-point arc will be worth two points.

(In playoff games, if the game is tied after regulation, the game will continue until one team has at least one more point.)

Officiating

Games will be officiated by student employees.

Fouls may be called by the student officials.

The fouled team will receive the ball at the ‘check-line’.

Any disputes can be taken to the on-site supervisor who may flip a coin for the final decision.

General Game Play

Basketball will generally follow the rules of basketball.

Rock, paper, scissors will determine the team to start with the ball.

Play will always start with an in-bound pass from behind the ‘check-line’.

Teams do not need to in-bound on missed baskets, but on changes of possessions, a player on the new offense with the ball must get both feet past the ‘check-line’ before that team can make a basket.

An offensive rebound is NOT a change in possession.

A basket made by an unchecked ball will not count.

Dodgeball

Object of the Game

The object of Dodgeball is to eliminate your opponent.

Teams and Players

Games will be played with six players per team. A team may start and play with four players.

Equipment and Court

The IM Program will provide the dodgeballs.

The game will be played on a basketball court with the same out-of-bounds line in play.

Timing and Scoring

The match will be the first team to win 3 games out of 5.

A game is won when one team has eliminated all players from the opposing team.

Officiating

Games will be self-officiated.

A player will be out when:

  • A live ball hits any part of the player
  • A live ball is caught by a defending player
  • A player drops a held ball as a result of contact by a thrown ball
  • A player leaves the court to avoid being hit
  • A player crosses any part of the centerline

No players will re-enter as a result of a caught ball.

Any disputes can be taken to the on-site supervisor who may flip a coin for the final decision.

General Game Play

Each team will begin play with three balls.

Players will attempt to throw a dodgeball at the opposing team to get them out.

Once a ball touches anything that is not a person or a ball held by a person, the ball will be dead.

Players may retrieve balls that have went out-of-bounds and must immediately return to the court.

Euchre

Object of the Game

  • Score 10 points before your opponent

Teams and Players

  • A team consists of two players
  • The game is played with two teams and each team having two players. Rosters may list up to four players. You can substitute players after the first team has reached five points. Afterwards, substitutions are not permitted.

Field of Play

  • Games will be played in the Game Lounge downstairs in the IMSB

Equipment

  • Deck of cards will be provided by IM staff

Timing and Scoring

  • Games will be played in 45 minute time slots. First team to score 10 points or winning at the end of the time limit will be the winner

General Game Play

  • Rank of cards: The jack of the trump suit is called the “right bower” and it is the highest trump. The second-highest trump is the jack of the suit that is the same color. This jack is called the “left bower.” The remaining trumps, and the plain suits, rank as follows: A (high), K, Q, J, 10, 9, 8, 7.
  • Card Values/Scoring
  1. Partnership fixing trump wins 3 or 4 tricks – 1 point
  2. Partnership fixing trump wins 5 tricks – 2 points
  3. Lone hand wins 3 or 4 tricks – 1 point
  4. Lone hand wins 5 tricks – 4 points
  5. Partnership or lone hand is euchred, opponents score 2 points
  6. Teams may keep score with 5s or 4 and 6s. Any disputes between teams must be settled between the two teams before any more cards may be played. If the teams cannot settle a dispute, the supervisor on hand will have the final discretion on the matter at hand.
  • The Play
  1. The player to the left of the dealer will then lead the trick by playing a card. If this player is playing alone, it is made by the player across from the dealer.
  2. Each player must follow suit to a lead. If unable to follow suit, the player may trump or discard any card.
  3. If a player does not follow suit properly and is caught in later tricks of the same hand, 2 points will be awarded to the other team and the results of that entire hand is nullified. Rotate dealer according to the rules.
  4. A trick is won by the highest card of the suit left, or by the highest trump. The winner of a trick leads the next trick.
  5. All variations to the rules or “house rules” are not allowed. Some of which are listed: No trump, going under/bottoms/farmer’s hand, Robson rules, no ace no face no trump.
Flag Football 7v7

Object of the Game

The object of 7v7 football is to score more points than your opponent.

Teams and Players

Games will be played with seven players per team. A team may start and play with five players.

Equipment

The IM Program will provide flag belts. A football will be provided, but teams are able to play with their own ball. TEAM MUST BRING A LIGHT AND DARK COLORED SHIRT. HOME WILL BE LIGHT COLORED, AWAY WILL BE DARK BUT BRING BOTH!!

Players must wear shorts/pants WITHOUT pockets, belt loops, or exposed drawstrings. Shorts/pants may NOT have pockets with zippers or taped over pockets.

 

Timing and Scoring

Each half will be 22 minutes, with a five minute half time.

(In tied playoff games, teams will alternate ‘extra point opportunities’ of their choosing until one team has more points after both teams have scoring opportunities.)

 

Officiating

Games will be officiated by hired student officials. NO UNSPORTSMANLIKE CONDUCT TOWARDS OFFICIALS WILL BE TOLERATED. Without officials, we will have to move to smaller games.

While incidental contact may happen, flag football is meant to be a non contact sport. The player who initiates contact will be the one penalized.

General Game Play

7v7 football will generally follow the rules of football.

The ball will begin play at the 14-yard line.

A team will have 4 downs to advance the ball to the next zone line to receive a new set of down. Line to gain are every 20 yards. Line to gain does not reset if a penalty pushes you behind the previous line to gain.

A player is downed when an opposing player removes their flag belt. If a flag belt falls off during play, the opposing team must touch them with one hand.

The offense and defense of line of scrimmage will be separated by a cone 1 yard apart. Defense may rush the QB once the ball is snapped.

Teams may block for the QB but without contacting or hold the defense. Think of screening in basketball, beat the player to the spot.

Interceptions will be live balls and the intercepting team will get possession where the play ends.

There are NO fumbles. The ball is dead when it hits the ground.

A player catching the ball needs to establish one foot (or other body part) in bounds.

After a touchdown, the scoring team will get an extra point opportunity of their choice:

  • 3 yards away – 1 point
  • 10 yards away – 2 points
  • 20 yards away – 3 points
  • (Interceptions on extra points are dead.)
Kickball

Object of the Game

The object of Kickball is to score more runs than the other team.

Teams and Players

Teams will be comprised of six players. Teams must have a minimum of five players to avoid forfeit.

Teams will use the same batting order throughout the game and may have all their roster members kick.

Equipment

The IM Program will provide the kickball.

Metal spikes may NOT be worn.

Timing and Scoring

A game will be seven innings.

The time limit will be 45 minutes. No new inning will begin after the time limit.

Teams may score a maximum of ten runs per inning, except in the final inning.

Field

Kickball will be played on a softball field.

A bunt line will be painted across the field. Kicked balls touched by the defending team before they reach the bunt line will be considered a foul ball.

A fielding line will connect first and third base. All fielders must remain behind the fielding line until the ball is kicked.

The kicking box is a 10’x10’ box behind home plate.

General Game Play

The kicking team will provide its own pitcher and kickers have three pitches to kick a fair ball from the kicking box.

The kicking team will get three outs per inning.

The kicked ball will be live until all runners have stopped trying to advance.

Base runners may NOT slide and must avoid contact with the fielding team

Base runners may not advance off the base until the ball has been kicked. There is no leadoffs or stealing bases.

Base runners may advance on a caught fly ball if they tag up after the ball has been caught.

The fielding team may have a maximum of three outfield players, standing in the outfield grass. They must remain in the grass until the ball is kicked.

The fielding team may have a maximum of five infield players, standing in the infield dirt. They must remain in the dirt until the ball is kicked.

Outs may be obtained in the following ways:

  • A caught fly ball
  • A player being tagged or hit by the ball held or thrown by the fielding team
    • The player must be hit from the shoulders down, unless they duck into it
  • A force out when applicable
  • A kicked ball hitting the pitcher
  • Kicking the ball outside the kicking box

The infield fly rule is NOT in effect.

If an infielder deliberately drops a fly ball in a force play situation, the ball is dead, the kicker is ruled out, and all runners will return to their bases.

 

Pickleball

Object of the Game

The object of pickleball is to hit the ball over the net landing the ball within the margins of the court and in a way that results in your opponent being unable to return the ball.

Teams and Players

Singles will be played with one player.

Doubles will be played with two players. Teams can list up to four players on their roster of any gender.

Equipment

The IM Program will provide the pickleball equipment.

Timing and Scoring

The winner of the match will be the first player/team to win two regular scoring set.

All games are played to 11, win by 2, with a scoring cap at 20 points.

Only the serving player/team can score points.

When the serving player/team’s score is even (0, 2, 4, etc.) the player who was the first server in the game for that team will be on the right side of the court when serving or receiving; when odd (1, 3, 5, etc.) that player will be on the left side.

Doubles Serving

Both players on the serving team have the opportunity to serve and score points until they both commit a fault (except the first service sequence of each new game).

When the first loses the serve, the partner then serves from their correct side of the court (based on their score). Once the second server commits a fault, they lose the serve to the opposing team.

General Game Play

The game will start with rock-paper-scissors, or another deciding method, to see who will serve first.

The serve must be underhand and the paddle contact with the ball must be below the server’s waist. The server’s feet must not cross the end line before the ball is struck.

The serve must land in the service area diagonal the server.

The ball can hit any part of the line to be ‘in’, except the non-volley zone line on a serve.

When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning. After the ball has bounced once on each team’s court, both teams may either volley the ball (hit it before it bounces) or play it off a bounce.

The non-volley zone is the court area within 7 feet on both sides of the net. Volleying (hitting the ball without a bounce) is prohibited in the non-volley zone.

Possible faults:

  • A serve does not land in the diagonal service area
  • The ball is hit into the net
  • The ball is volleyed before a bounce has occurred on each side
  • The ball is hit out of bounds
  • The ball is volleyed from the non-volley zone
  • The ball bounces twice on one side
  • A player or player’s paddle touches the net
  • The ball hits a player or anything a player is wearing
  • There is a rule violation
Racquetball

Object of the Game

The object of racquetball is to serve the ball off the wall and within the margins of the court and in a way that results in your opponent being unable to return the ball.

Teams and Players

A team consists of one player.

Equipment

Racquets can be checked out from the Intramural Sports Building front desk.

Only a US regulation racquetball (usually blue) can be used in Intramural play. Players may check out racquetballs from the Intramural Sports Building front desk.

Timing and Scoring

A match is won by the side first winning two out of the three games OR whoever is leading after 40 minutes has passed. If the third game is tied when the 40 minute limit is announced, a final, sudden victory point will be played until someone scores a point.

A game is won by the first side scoring 15 points. Unless a rule exception exists, the first side reaching the requisite score is the winner. If the match goes to three games, the third will be played to 11.

General Game Play

The game will start with rock-paper-scissors, or another decided method, to see who will serve first.

Each legal return after the serve is called a volley. Play during volleys shall be according to the following rules:

  1. Only the head of the racquet may be used at any time to return the ball. The ball must be hit with the racquet in one or both hands. Switching hands to hit a ball is an out. The use of any portion of the body is an out.
  2. In attempting returns, the ball may be touch only once by the one player or returning side. Each violation of “A” or “B” results in a hand-out or point.
  3. If a player swings at but misses the ball in play, the player may repeat their attempts to return the ball until it touches the floor the second time.
  4. Any touching of a ball before it touches the floor the second time by a player other than the one making the return is a point or out against the offending player.
Rocket League 2v2

Object of the Game

The object of Rocket League is to score more goals than your opponent.

Teams and Players

A team consists of two players. A roster may list up to four players.

Equipment

The IM Program will provide the equipment. Feel free to bring your own controller.

Timing and Scoring

A match is won by the side first winning three out of five matches.

5 minutes per game.

General Game Play

All matches are to be played with default settings.

Scores reported to IM supervisor.

It is understood that players will comply with all sportsmanship procedures as explained in the Intramural Sports Policy Manual.

Sand Volleyball

Object of the Game

The object of Sand Volleyball is to return the ball to the other side of the net in a way that can’t be returned.

Teams and Players

Teams will be comprised of three players. A team must have at least two players to avoid a forfeit.

Equipment

The IM Program will provide the volleyball.

Timing and Scoring

A match is three games played to straight to 25 for the first two sets and straight to 15 for the third set.

Games will be played using rally scoring where a point is scored each time a team commits a fault.

The time limit will be 45 minutes.

General Game Play

During the serve, the ball is legal if it contacts the net and passes over.

During the serve, the ball may not be attacked (spiked) by the receiving team.

During the course of play, setting the ball over the net is allowed.

The ball may legally contact any part of the body including the arms, hands, legs, and feet.

There are no restrictions on player alignment.

The serve must rotate in the same manner through all team members during the game for each new server.

 

Seated Volleyball

Object of the Game

The object of Volleyball is to return the ball to the other side of the net in a way that can’t be returned.

Teams and Players

Teams will be comprised of six players. A team must have at least 3 players to avoid a forfeit.

Equipment

The IM Program will provide the volleyball.

In sitting volleyball, the net is about 3 feet high, and the court is 10 x 6 meters with a 2-meter attack line. The court is divided into two sides of 5m deep by 6m wide.

Timing and Scoring

A match is three games played to straight to 25, win by 2 (cap = 30) for the first two sets and to 15, win by 2 (cap = 20) for the third set.

Games will be played using rally scoring where a point is scored each time a team commits a fault.

The time limit will be 45 minutes.

General Game Play

Players must remain in contact with the court at all times when handling the ball. Standing, rising, or taking steps is not permitted. A short loss of contact with the court is permitted in two scenarios: when making a defensive play in the back zone to save a ball and when making a defensive play in the front zone.

During the serve, the ball is legal if it contacts the net and passes over.

During the course of play, setting the ball over the net is allowed.

Players are allowed to block serves, but one “cheek” must be in contact with the floor whenever they make contact with the ball.

The ball may legally contact any part of the body including the arms, hands, legs, and feet.

There are no restrictions on player alignment.

The serve must rotate in the same manner through all team members during the game for each new server.

Soccer 9v9

Object of the Game

The object of 9v9 soccer is to score more goals than your opponent.

Teams and Players

Games will be played with nine players per team. A team may start and play with seven players.

Equipment

The IM Program will provide the soccer balls. TEAM WILL NEED TO BRING BOTH A LIGHT AND A DARK COLORED SHIRT. HOME WILL BE LIGHT AND AWAY WILL DARK BUT BRING BOTH COLORS!!!

Timing and Scoring

Each half will be 22 minutes, with a five minute half time.

(In playoff games, if the game is tied after regulation, an untimed Golden Goal period will be played.)

Officiating

Games will be officiated by hired student officials. NO UNSPORTSMANLIKE CONDUCT WILL BE TOLERATED. Without officials, we will have to go back to smaller games.

Any foul committed will result in a turnover in possession and the restart should occur from the point of the foul.

Any hand ball that intentionally stops a scoring opportunity will result in a penalty shot for the attacking team.

General Game Play

9v9 soccer will generally follow the rules of soccer.

The game will be played with goalkeepers. Gloves will not be provided so goalkeepers must provide their own if they wish to use them.

Corner kicks must be taken within one yard of the corner.

If a ball goes out of bounds, the ball will be put back into play with a throw in.

If a ball goes beyond the defensive goal line, the ball shall be kicked into play from the defensive goal line.

No sliding will be permitted. This will result in an automatic turnover.

In all dead ball situations, defending players must stand at least five yards away from the ball.

All goal kicks and kick-ins are indirect kicks.

A kickoff may be taken in any direction.

There is no offside.

Substitutions may be made on the fly but must occur at mid-field, subbing in beyond the mid-field point will result in a turnover.

Spikeball

Object of the Game

The object of spikeball is to hit the ball off the net in a way that can’t be returned.

Teams and Players

Teams will be comprised of two players.

Equipment

The IM Program will provide the spikeball set.

Timing and Scoring

A match is three games played to straight to 21. The first team to win two games will be the winner.

Points are scored when the ball bounces twice on the net, when the ball hits the rim, and when the ball hits the ground.

If there are any disputes, replay the point.

The time limit will be 45 minutes.

General Game Play

The server’s feet must be six feet away from the net when while serving.

After serving, the ball must bounce cleanly off of the net. If the ball hits the rim or misses the net completely, the point is lost to the team being served.

If the serve is too high or hits both the net and rim (pocket) then the server has committed a fault. Each serve is entitled to one fault.

If the server fails to complete a successful serve the second time, their team loses the point and serve to the opposition.

Only the defensive player opposite of the server may return the ball.

The server continues to serve until their team loses a point.

Both soft and hard serves are allowed.

After each point scored, the serving team switches positions, the defensive team stays in the same position.

Each team gets up to three touches to return the ball off of the net. Touches must alternate between teammates.

You may use any part of your body to touch the ball, except for two hands at once.

Table Tennis

Object of the Game

The object of Table Tennis is to hit the ball over the net landing the ball within the margins of the table and in a way that results in your opponent being unable to return the ball.

Teams and Players

Table Tennis is played 1v1.

Equipment

The IM Program will provide the table tennis balls. You may bring your own paddle or use the ones provided by the IM staff.

Timing and Scoring

Games are played to 11 points unless both players score 10 points then it becomes win by 2.

Score is called out before each serve.

Servers switch after every 2 points scored.

Games have a 30 minute time limit.

General Game Play

During the serve, the ball is legal if it contacts the net and passes over.

During the serve, the ball may not be attacked (spiked) by the receiving team.

During the course of play, setting the ball over the net is allowed.

The ball may legally contact any part of the body including the arms, hands, legs, and feet.

There are no restrictions on player alignment.

The serve must rotate in the same manner through all team members during the game for each new server.

Tennis

Object of the Game

The object of tennis is to hit the ball over the net landing the ball within the margins of the court and in a way that results in your opponent being unable to return the ball.

 

Teams and Players

Singles will be played with one player.

 

Doubles will be played with two players. Teams can list up to four players on their roster of any gender.

 

Equipment

The IM Program will provide the tennis balls.

 

Participants will need to provide their own tennis racquet.

 

Timing and Scoring

The winner of the match will be the first player/team to win one regular scoring set.

 

If a set is tied at six games each, a seven-point tiebreaker will be played with the first player/team scoring seven points winning the match. The first player/team will serve once first and then service rotate every two serves.

 

The scoring of games is traditional with no AD. Games are played to fourth point (point after “40”), and if a game is tied 40-40, the next point will win the game.

 

The time limit for regular season matches will be 45 minutes. If the number of games are tied at the time limit, the match will be declared a tie.

 

Tennis is scored as follows:

  • No Points – Love
  • 1 Point – 15
  • 2 Points – 30
  • 3 Points – 40
  • 4 Points – Set point

General Game Play

The server must serve each point from alternative sides of the base line. The server’s feet may not move in front of the baseline on the court prior to hitting their serve.

If the server fails to get their first serve in bounds, they may try a second serve. If they fail the second serve, the point will be lost. If the ball clips the net but goes in the service area, a let is called and they will get to retry.

The serve must land in the service area diagonal the server.

The ball can hit any part of the line to be ‘in’.

The ball may only bounce once per side before it must be returned.

Ultimate

Object of the Game

The object of Ultimate Frisbee is to score more points than your opponent.

Teams and Players

Games will be played with seven players per team. A team may start and play with five players.

Equipment

The IM Program will provide a disc and jerseys.

Players may NOT wear metal cleats.

Timing and Scoring

The game will be played to 15 points with a 38-minute running time limit. A warning will be given with 5 minutes remaining.

Half-time will occur when one team reaches 8 points or when 19 minutes of regulation have been played.

All scores are worth 1 point.

(In tied playoff games, the game will continue until one team scores a winning point.)

Officiating

Games will be self-officiated.

All fouls will be self-called.

No contact is allowed.

Any disputes can be taken to the on-site supervisor who may flip a coin for the final decision.

General Game Play

Rock, paper, scissors (or another deciding method) will determine who will receive in the first half. The opposing teams will receive in the second half.

Play will begin with each team lining up on their end zone line. The defense will throw the disc to the offense. Players may not leave their line until the disc is thrown.

The disc may be advanced in any direction by completing a pass to a teammate.

If a pass is not completed (e.g. out-of-bounds, dropped, blocked, intercepted), the opposing team will receive possession.

Players may NOT run with the disc.

The player in possession of the disc will have ten seconds to throw it. A defensive player within 5 feet of the player must count.

A player’s pivot foot is the first foot to touch the ground. They may use it to pivot when they have the disc. If they move their pivot foot, it will be a turnover.

Only one defensive player may guard a thrower. There must be one disc’s diameter between the thrower and the defense.

If the disc is caught simultaneously by the offense and defense, the offense keeps possession.

Handoffs and catching your own throw are NOT allowed.

A player must have their first point of contact in-bounds to be a catch. If their momentum carries them out of bounds after making a catch in-bounds, it is a ‘good’ catch and play will continue where they went out-of-bounds.

Volleyball 6v6

Object of the Game

The object of Volleyball is to return the ball to the other side of the net in a way that can’t be returned.

Teams and Players

Teams will be comprised of six players. A team must have at least 3 players to avoid a forfeit.

Equipment

The IM Program will provide the volleyball.

Timing and Scoring

A match is three games played to straight to 25, win by 2 (cap = 30) for the first two sets and to 15, win by 2 (cap = 20) for the third set.

Games will be played using rally scoring where a point is scored each time a team commits a fault.

The time limit will be 55 minutes.

General Game Play

During the serve, the ball is legal if it contacts the net and passes over.

During the serve, the ball may not be attacked (spiked) by the receiving team.

During the course of play, setting the ball over the net is allowed.

The ball may legally contact any part of the body including the arms, hands, legs, and feet.

There are no restrictions on player alignment.

The serve must rotate in the same manner through all team members during the game for each new server.

Wallyball

Object of the Game

The object of Wallyball is to return the ball to the other side of the net in a way that can’t be returned.

Teams and Players

Teams will be comprised of four players. A team must have at least two players to avoid a forfeit.

There are no ‘front row’ or ‘back row’ designations.

The serving rotation must remain the same throughout the game.

Equipment and Court

The IM Program will provide the wallyball.

The game will be played in a racquetball court.

Timing and Scoring

A match is three games played straight to 25. The first team to win two games will win.

Games will be played using rally scoring where a point is scored each time a team commits a fault.

The time limit will be 45 minutes.

General Game Play

Rock, paper, scissors will determine the first team to serve.

The server must be within three feet of the back wall.

The serve may hit either side wall of the serving or receiving side of the net. The serve may NOT hit the ceiling, back wall, or two walls.

During the serve, the ball is legal if it contacts the net and passes over.

During the serve, the ball may not be attacked (spiked) by the receiving team.

The ball may legally contact any part of the body above the waist including the arms, hands, and head.

A team will have three hits to return the ball over the net to the opposing team.

The ball may hit one wall on the return hit, but not the opponent’s back wall or ceiling.

During the course of play, a team may use their own walls in between hits, including the back wall and ceiling.

Holding, pushing, lifting, or carrying the ball is not allowed.

A player may not climb the wall.

There are no restrictions on player alignment.

A player may not touch the net.

A ball passing through the side openings of the net will be out-of-bounds.

Wheelchair Basketball 3v3

Object of the Game

The object of 3v3 wheelchair basketball is to score more points than your opponent.

Teams and Players

Games will be played with three players per team. A team may start and play with two players.

Equipment and Court

The IM Program will provide the basketballs and wheelchairs.

The game will be played on half a basketball court. The ‘check-line’ will be an imaginary line across the top of the key from side line to side line.

The half-court line and regular out-of-bounds lines will be out-of-bounds.

Timing and Scoring

Games will be played to 15 points or a time limit of 38 minutes.

Baskets shot and made from inside the 3-point arc will be worth one point.

Baskets shot and made from beyond the 3-point arc will be worth two points.

(In playoff games, if the game is tied after regulation, the game will continue until one team has at least one more point.)

Officiating

Games will be self-officiated.

Fouls may be called by either team.

The fouled team will receive the ball at the ‘check-line’.

Teams fouled on the 13th or 14th points (and all overtime fouls in playoffs) have the option of in-bounding the ball or shooting a one point free throw. The free throw will be a ‘normal’ free throw. Players may enter the lane after the ball is released.

Any disputes can be taken to the on-site supervisor who may flip a coin for the final decision.

General Game Play

3v3 wheelchair basketball will generally follow the rules of basketball.

Rock, paper, scissors will determine the team to start with the ball.

Play will always start with an in-bound pass from behind the ‘check-line’.

Teams do not need to in-bound on missed baskets, but on changes of possessions, a player on the new offense with the ball must get their whole chair past the ‘check-line’ before that team can make a basket.

An offensive rebound is NOT a change in possession.

A basket made by an unchecked ball will not count.

A player is only allowed to push their wheels twice before they must shoot, pass, or dribble. The distance pushed or coasted is not restricted.

There is no double dribble. The ball may rest in a player’s lap between dribbles.

The wheelchair is considered part of the player’s body in establishing responsibility for contact on court in case of charging, blocking, out of bounds, and other violations.

Players may contact wheelchairs from the side, but not front to front.


Become an Official

Referee games and contests AND help maintain a fun, safe experience for students! As a Rec Sports official, you get to work with a supportive community and enjoy perks like:

  • Paid training.
  • Competitive wages ($15-16/hour).
  • Easy shift scheduling.
  • Officiate a variety of sports, including flag football, basketball, indoor soccer, and more.
  • Free uniform (shirt and whistle).
  • Opportunities for advancement.
  • Chance to earn achievement awards and a free IM season pass.

Fall Training Dates: Weeks of 9/5 & 9/12
Winter Training Dates: Weeks of 1/9 & 1/16


Contact Intramural Sports

Find a team.
Sign Up