University of Hartford Intramurals
Registration: November 28th (Monday) – December 8th (Thursday)
Your team must be registered by the end of the Captain’s meeting.
Office Hours (11am-7pm, M-R, 11-6pm F)
DIVISIONS OF COMPETITION & FORMAT:
Men’s Women’s Fraternity Sorority
MANDATORY CAPTAIN’S MEETING:
If a team captain or representative does not attend this meeting or communicate with the Intramural Director, the team will be penalized for their first game. The meeting is held to discuss rules and program operations. It will provide the major link of communication between the Intramural Dept. and the team representatives.
Teams that are late in registering will be placed on a waiting list based on a first come first serve basis. PLEASE DON’T WAIT TO REGISTER UNTIL THE LAST MOMENT.
ELIGIBILITY: Participants are subject to the Intramural Sports eligibility rules as stated in the Intramural Handbook. Teams will be allowed to add new players to their roster until the end of the regular season. Exception: If it is tournament format you may add players throughout the tournament. All roster additions may be handled at the game site or at the Intramural office during office hours.
**Rosters will be checked throughout the season for eligibility. **
VALID ID CARDS: Before anyone can participate, each player must present a picture identification (Hartford ID card, Driver’s license, passport, etc.) when they check in. If you have an ID problem, you must contact the Intramural Office at ext. 5053 prior to the game. NO ONE WILL BE ALLOWED TO PARTICIPATE WITHOUT PROPER IDENTIFICATION! Exception: Participants will be granted only one grace if they misplace/forgot lost their ID and only once! The grace will be marked by either the score sheet or the team’s roster.
TEAM JERSEY’S: It is recommended for teams to wear similar color jerseys. Visible numbers (0-99) must be displayed in the front or back of the jersey. No taped -on or pinned –on numbers are permitted. Pinnies will be provided for teams that need them.
FORFEIT PROCEDURE: If a team fails to have the required number of participants at the scheduled game time, the opposing team who is present will have the following options:
1. Take the win by forfeit. No contest will be played.
2. Choose to wait until the opponent arrives to compete. A 15 – 0 lead will be given to the waiting team. If the team is still not ready for play after 15 minutes (1st half), a win will be declared for the waiting team.
3. Depending on the circumstances, the Intramural Director will make final decision on whether the loss will be automatic (regular), default or forfeit.
4. Two defaults = One forfeit
5. A team who forfeits twice will be dropped from the league and will be replaced by a team from the waiting list.
If a team forfeits a game, then the forfeiting team will be required to pay a re-entry fee of $10 (non-refundable) at the Intramural Office before the team’s next scheduled contest in order to stay in the league. If the team does not pay their re- entry fee, then they will be dropped immediately from the league.
1. Proper attire should be worn. No jeans or dress pants allowed.
2. It is forbidden to wear any object that may cause an injury or give an artificial advantage to the player; including but not limited to: head gear, jewelry (including tied rope necklaces, earrings, nose rings, etc.), casts or braces. Taping of exposed jewelry will not be permitted. This is for your safety as well as others.
3. Religious medallions or medical identifications must be removed from chains and taped/concealed under the uniform.
4. Individuals are required to obtain prior approval from the Intramural Director for the use of orthopedic devices essential to protect an injury.
5. Players/coaches bleeding or carrying blood on clothing will be prohibited from participation until appropriate measures have been administered.
6. Any player who refuses to follow these rules may be removed from the playing area.
The game will consist of two 15-minute halves with a running clock. There is a 3-minute break at half time. There is one time out allotted per game. The clock will only stop on injuries or other major interruptions as determined by the referees.
A coin toss will determine possession or side. Each reverses for the second half. The game is started out at center court by a throw-off, a pass to a teammate.
Each tame has 5 players, four on the court and a goalie. Four players are needed to start a game. There is no roster limit. You can not have a player on your team play more than one team, otherwise the player could be placing themselves and teams involved in jeopardy.
Situations may take place during any dead ball and must report to the table before the dead ball.
Due to time constraint there will be NO OVERTIME during the regular-season games!! A tie will remain a tie. During playoffs, a three minute over time (running time) will be played and one time out per team. If there’s a second time out, it will be sudden death. The first team to score wins.
At the 2-minute mark of the second half, if one team is up by more than 10 goals the game shall end.
Only the goalie is allowed to stand inside the goal area. If an offensive player is in the circle or on the line, with or without the ball, the ball is given to the opponent and the goal does not count, except while in the act of shooting. If the defense gains an advantage by being in the circle, a penalty throw is awarded. A ball inside the goal area belongs to the goalie. There is no reaching into the goal area.
The ball may not be thrown to a player’s own goalie while the goalie is in the goal area. If this occurs, a penalty shot is awarded.
Playing the Ball:
Players cannot double dribble or take more than two steps with the ball before passing, dribbling, or shooting.
A player cannot hold a ball for more than three second before passing, dribbling, or shooting. A player cannot kick the ball.
A player cannot dive on the floor for the ball. Penalty: Loss of possession. If both players dive, the teams whose offensive court in which the infraction occurred will retain possession (exception of goalie).
There will be a goalie area (the 3-point line) and the floor players MAY NOT enter this area. An offensive player may fall into this area, but has to release or shoot the ball before getting in contact with the floor inside the circle. Any contact on or within the line will resulting change of possession if by the offense and a penalty throw if by the defense. If the offense scores a goal in the process of a defensive infraction, the goal is good.
A player is allowed to use the body to obstruct an opponent. It is not permitted to strike, grab, or tackle an opponent. A defensive player may not reach in and attempt to knock the ball out of the offensive player’s hands. Penalty: Penalty free throw or shot.
It is not permitted to pull, hit the ball out of the hands of an opponent, block or force away an opponent with arms or legs, or refrain, hold, push, run or jump into an opponent. Penalty: Penalty free throw or shot.
A Throw-in is taken if the ball goes out of bounds on the sideline. The defense must be three yards away when the ball is passed in. A comer throw-in taken in the area of the nearest corner when a defensive player (except the goalie) is the last tot ouch the ball as it goes out of bounds over the goal line.
If the ball goes over the goal line and was last played by the offense or the goalie, the goalie will put the ball in play form within the goal area. After a goal is scored, the ball will put into play at the center of the floor.
The free throw is taken on fouls and other infringements of the rules. The free throw is taken immediately, after the whistle is blown, with the referee handing the ball from the place the violation occurred. The throw must be taken within three seconds once the ball in the hand of the thrower. The defense must be three yards away from the thrower.
Free throws are awarded in the event of:
1. Technical violations – illegal substitution
2. Diving for the ball (except goalie)
3. Entering the goalie area (passing)
4. Ripping the ball out of the opponent’s hands
5. Holding, pushing, tripping, etc.
6. Delay of game – 1st offense
7. Unsportsmanlike conduct
The penalty throw is taken from the penalty mark (top of the key) and awarded when:
1. Fouled in the act of shooting and no goal is scored
2. A flagrant in the act of shooting and no goal is scored
3. The defense enters the circle to stop an attack
4. A player plays the ball back to his/her goalie area and the goalie touches the ball
Penalties and Suspensions:
A team is allowed 7 team fouls per half. After the seventh foul, the next person that commits a foul shall serve a two (2) minute penalty. After a player’s second personal foul, they shall sever a two (2) minute penalty.
Unsportsmanlike conduct for the fouls such as pushing, hitting, holding results not only in a free throw or penalty throw but also for the following:
A Two-minute suspension shall be given:
1. Two personal fouls
2. A faculty or illegal substitutions
3. Repeated unsportsmanlike conduct
A disqualification shall be given:
1. Four 2-minute suspensions.
2. Violent conduct
3. Flagrant unsportsmanlike conduct
4. An assault (striking or attempting to strike, kicking or attempting to kick, spitting) on a player, referee, official or spectator. A disqualification leads to a team playing a person down.
PLAYOFFS: Teams must have a 2.5 Sportsmanship rating for each playoff game to be eligible to advance to the next round.
Each team will receive a sportsmanship rating from the official(s) and/or supervisor at the conclusion of the game.
4 (Excellent)- given to a team which demonstrates good sportsmanship and maintains an excellent attitude of complete cooperation. Full and complete support of the officials, staff and supervisor.
3 (Above Average)- given to a team when there is no incident of poor sportsmanship. Respect shown for opponents, officials and staff.
2 (Average)- given to a team that is beginning to show poor sportsmanship, disrespect towards staff and officials, minor infractions are present. Poor behavior limited to individual(s), not to the entire team.
1 (Below Average)- given to a team if players, other then the captains, persist in questioning officials’ decisions, repeatedly argue with the officials and staff. Frequently use of profane or vulgar language, players endangering the welfare of others, alcohol or drug use by players or spectators, spectators clearly related to the team fail to cooperate with the officials and staff.
0 (Poor)- given to a team when players possess all behaviors of a 1 rating. In addition they disregard warning of unnecessary roughness, unsportsmanlike conduct, abusive language or action, etc. Examples include, fighting, bench clearing, ejected players for fighting, destruction or damage to IM property, no attempt of a team to control their fans and their interference in a game, striking an official or staff member.
A team that defaults will receive a 2.
A team that forfeits will receive a 0.
Qualifying for Playoffs
A team must have a cumulative 2.5 average in order to be eligible for the playoffs.
A team must have at least a 2.5 rating for each game in the playoffs to advance to the next round. Teams receiving a 2.5 or less are required to meet with the IM Director prior to the next contest.
Any team that receives a 0.0 in a playoff game will be disqualified from that playoff tournament and the team and players will be suspended from all IM events for a period of time to be determined by the IM Director. The nature and severity of the incident will be taken into account.
In case of ties, the following tie-breaker format will be used:
1) Head/Head 2) Sportsmanship ratings 3) Point Differential