Our Sports

Spring 2019 Sports

Sport Open Recreational Open Competitive Co-ed Recreational Co-ed Competitive
5v5 Basketball X X    
Flag Football X X    
Floor Hockey X      
Indoor Soccer X X X  
NEW! Kickball X      
Outdoor Soccer X X X X
Volleyball
X X X X

Future leagues and tournaments coming soon!

For more information about Intramural Sports, please email UB Intramurals at ub-intramurals@buffalo.edu.

Leagues Types

Open Recreational

A more “social” division for individuals and friends who are just looking to play and have fun, with the emphasis not always on winning.

Open Competitive

A division with a higher level of rivalry, competitiveness, and skill set.

Co-ed Recreational

A more “social” division for individuals and friends who are just looking to play and have fun, with the emphasis not always on winning.

Requires a minimum of two (2) female players on the roster and two (2) female players on the court or field of play at any given moment.

Co-ed Competitive

A division with a higher level of rivalry, competitiveness, and skill set.

Requires a minimum of two (2) female players on the roster and two (2) female players on the court or field of play at any given moment.

Sport Specific Rules

5v5 Basketball

GAME PROCEDURES
  1. Team rosters will be limited to fifteen (15) individuals including the Captain and Co-Captain.
  2. Games will commence promptly at scheduled game times, and any team neglecting to comply with this procedure will forfeit the game in question. GAME TIME IS FORFEIT TIME!
  3. Each team is required to begin play with at least four (4) players.
  4. Each player’s name and person # must be recorded on the team roster before the individual can partake in competition. Upon checking in before each game, players will be assigned a player number from 1 to 15. Players MUST report their player number to the referee after a foul. If a player forgets, he will receive a warning for the first offense and a team technical for the second offense. If a player lies about his/her number, the player will receive a personal-technical and be ejected from the game.
  5. Games will consist of two 20-minute halves with a three-minute rest period between halves. The game clock will stop only for team time outs, official time outs, during technical and flagrant foul situations, and when the official deems it necessary. Other than the previous situations, the clock will run continuously except during the last two minutes of the second half, in which the clock will be stopped on every whistle.
  6. Overtime: If a game is tied at the end of regulation, the teams shall play an overtime period of two (2) minutes. The team leading at the end of overtime shall be declared the winner. If the teams remain tied, the game shall continue into a second overtime and so on until a winner is determined. During the first overtime, the clock shall stop on all whistles. HOWEVER, from the second overtime onwards, the clock will run continuously, stopping only for time-outs.
  7. Each team is permitted two timeouts per game. A time out is thirty (30) seconds in duration and can only be called by the team captain or by a player who is in competition. Timeouts cannot be carried over into overtime. Each team is permitted one timeout per overtime.
  8. An unlimited number of substitutions are permitted during the game; and they may be made anytime the ball is dead (when the whistle is sounded). Substitutions must be reported to the scoring table before entering the game, and the players must wait to be whistled in by the referee before entering the court. A team technical will be assessed for violation of this procedure.
  9. Each team is limited to two (2) individuals who have previously, (within the past eight years), played on a college basketball team. (This includes Division I, II, III and or Junior College). Violation of this procedure will result in the forfeiture of games and/or the elimination of individuals from competition.
  10. Infraction of game rules will result in the following penalties: Violations – travel, back court, etc.; personal and team fouls; technical fouls – personal and team fouls; intentional fouls; and flagrant fouls. When a team accumulates seven (7) or more team fouls during a half of play, the offended team will be awarded a bonus (one-and-one) situation. No double-bonus shots will be awarded. A personal-technical foul awards the offended team one free foul shot, but a team-technical foul awards the offended team two free foul shots and possession of the ball. An intentional foul awards the offended team two free foul shots and possession. If a flagrant foul is assessed to an individual, the offended team will receive a free foul shot and the penalized individual is eliminated from the game. If an individual is assessed two technical fouls, that individual is eliminated from the game. When a team accumulates three technical fouls (team and personal combined) in one game, the team shall forfeit the game.
  11. The Alternate Possession Rule (Possession Arrow) is used in Intramural Basketball games. Possession as a result of a held-ball (jump-ball) situation is determined by this rule; which team receives possession of the ball at the beginning of the second half is also determined by this rule. At the beginning of each game a jump ball is conducted to initiate play.
  12. At the beginning of each game, team Captains will meet with the Officials at center court for elaboration of game rules.
  13. Any protest must be written and submitted to the Intramural Office by the day following the disputed game.

Flag Football

Number of Players
  1. Two teams, each consisting of no more than seven players, play a game.
  2. A roster shall consist of no more than 12 players.
  3. A team may not play with less than 5 players.
  4. Each team, while on offense, must have AT LEAST four men on the line.
  5. 7-Man Lineman Eligible (No contact.)

GAME PROCEDURES

Kickoffs

  1. There will be NO kickoffs by either team at any point during the game.
  2. To start each half, the Offense will start on its own 14 yard line, with 1st down and zone-line-to-gain (20 yard line).
  3. After each score and extra point attempt, the subsequent offense will start its possession on its own 14 yard line, with 1st down and zone-line-to-gain (20 yard line).

Punting

All punts are declared. It is a free kick. No fake punts. Once declared, it costs a timeout to change this choice. The offense must have four men on the line. The defense is not required to have any men on the line. The center may walk the ball back to the kicker. Screen blocking is allowed by the receiving team. No player shall attempt to make any contact in the act of blocking an opponent.

Extra Points

  1. Extra point options: 1 point if scored from the 5 yard line, 2 points if scored from the 10 yard line, 3 points if scored from the 20 yard line.
  2. The captain must tell the referee which extra point is desired. Once declared, it costs a timeout to change this choice. You may not change the choice after a penalty results in a replay of the extra point try.
  3. Defense can return an interception on the extra point try for 3 points.

Rules About the Clock

  1. Game consists of two 20 minute halves with stopped clock only in the last 2 minutes of the second half
  2. 25 second play clock is in effect
  3. 2 timeouts per half, lasting 1 minute each.
  4. Halftime is 3 minutes
  5. At the two-minute mark of each half, the clock will stop and the teams will receive a two-minute warning.
  6. In the last two minutes of the FIRST HALF, the clock stops only for timeouts.
  7. In the last two minutes of the SECOND HALF, the clock will start on the snap. HOWEVER, it will stop on incomplete passes, out of bounds, penalties, turnovers, and time-outs. Officials will inform teams whether the clock will start on the snap or on the Referee’s ready-to-play signal.

Tie Games

If a game is tied at the end of regulation, the teams will play an overtime period. Each overtime period will consist of one offensive possession by each team. First possession will be determined by a coin flip. Each team will start from the opponent’s 10 yard line, 1st down and goal. They will have four downs to score a touchdown and extra point (s). Once the first team scores, the second team must score AT LEAST as many points as the first team; else, the first team wins. If they score more than the first team, the second team wins. If, during the first team’s possession, the defense intercepts the ball and returns it for a touchdown or extra-point score, the second team wins and the game is declared over. If, at the end of possession by both teams, the score is still tied, the game shall move into a second overtime, and so on, until a winner is determined. During regular season, only one (1) overtime is played. If no one scores, or the score is tied, games will end in a tie.

Special Rules

  1. Offense must have 4 players on the line of scrimmage.
  2. The ball is dead when it hits the ground. No fumbles.
  3. Receivers only need one foot in bounds
  4. If the player with the ball falls down without his flag being pulled off, and any part of his body except his hands or the ball touch the ground, he is down.
  5. Once a player’s knee hits the ground while in possession of the ball the player is down
  6. If a player inadvertently loses the flag belt, one hand touch between the knees and shoulders prevails. If the player starts the play without a belt, the penalty is 5 yards and repeat the down.
  7. Inadvertent whistles-play is blown dead
  8. All players must keep shirts tucked in at all times.
  9. No metal cleats
  10. A game ball will be provided. All balls will be of official NFL or NCAA size and shape. You may bring your own ball as well.
  11. No arm pads, hands or wrist pads. Soft kneepads may be worn.
  12. No players shall attempt to make contact with an opponent in the act of blocking.
  13. All blocking must be screen-blocking only.

Defensive Rules

  1. No slapping at the ball, when it is in the ball carriers hands.
  2. The defender cannot use contact to break up a pass.
  3. No bump and run.
  4. Do not make contact with the passer above his waist under ANY circumstance. Go for his flag. Penalty for Roughing the Passer: 10 yard penalty tacked on to the end of the play, and an automatic first down.
  5. No defensive holding.
  6. NO TACKLING. Any players attempting to tackle an opponent will receive an unsportsmanlike conduct penalty and be immediately ejected from the game.
  7. No sideline pops. All offensive players must be de-flagged; they cannot be pushed or bumped out-of-bounds.
  8. It is pass interference if defense makes contact with receiver prior to catching the ball.
  9. No players shall attempt to make contact with an opponent in the act of defending a play or rushing the quarterback.
  10. Rushers must attempt to go around screen-blockers.

Offensive Rules

  1. Game balls will be provided; however a team may choose to use their own ball when they are offense. Balls must be readily available at the beginning of their offensive drive or risk being assessed with a 5 – yard delay of game penalty.
  2. Must have 4 men on the line of scrimmage.
  3. Ball must be hiked. No under the center snap. The QB must be 2 yards behind the center. Penalty: Illegal Snap, 5 yards.
  4. One forward pass allowed from any point behind the line of scrimmage. Any number of lateral passes may be attempt
  5. Offense may run the ball. However, a runner may not knock down, stiff-arm, or make contact in any way with a defensive player during the run.
  6. All players are eligible to receive a pass.
  7. A ball carrier who has fallen on the ground without being de-flagged may not resume running
  8. Offensive pass interference. Penalty 10 yards, loss of down
  9. Runner shall not flag guard by using their hands, arms, legs, or the ball to deny the opportunity for an opponent to pull the flag belt. Penalty 10 yards from the spot of foul, loss of down. Includes: Swinging the hand or arm over the flag belt to prevent opponent from deflagging; placing the ball in possession over the flag belt to prevent from deflagging; lowering the shoulders in such a manner that the defender is shielded from the flag; holding the flag with the offhand.

Scoring

  1. Touchdown 6 points
  2. Point after 1, 2, or 3 points
  3. Safety 2 points

Series of Downs and First Downs

  1. A down is a unit of the game which starts with a legal snap and ends when the ball next becomes dead. Between downs is any period when the ball is dead.
  2. A team, in possession of the ball, shall have 4 consecutive downs to advance to the next zone by scrimmage. Any down may be repeated or lost if provided by the Rules.
  3. The zone line-to-gain in any series shall be the zone in advance of the ball, unless distance has been lost to penalty or failure to gain. In such case, the original zone in advance of the ball at the beginning of the series of downs is the zone line to-gain. The most forward point of the ball, when declared dead between the goal lines, shall be the determining factor.

Penalties

  1. 5 yard penalties include (motion, encroachment, false start, illegal snap, delay of game, illegal forward pass)
  2. 10 yard penalties include most other infractions including (flag guarding, illegal contact, pass interference, roughing passer)
  3. 15-yard penalties are for unsportsmanlike conduct.
  4. Anyone throwing a punch or fighting in any way will automatically be ejected from that game, and receive a minimum of one game suspension.
  5. Any player who makes contact with a referee will be banned from Intramurals for a year.
  6. Written protest must be submitted to the Intramural office by the following day of a disputed game.

Floor Hockey

GAME PROCEDURES
  1. Games are played in Clark Hall gymnasium, located on the South Campus.
  2. Players must supply their own sticks, which may be wood or plastic. The use of gloves and shin guards are highly recommended.
  3. A game consists of three (3) fifteen (15) minute running-time periods. The last two (2) minutes of the third period will be stopped-time, if there is a two (2) goal or fewer margins between the two teams.
  4. Tie games at the end of regulation time will be followed immediately (teams do not change ends) by a five (5) minute sudden death overtime period. Tie games remain as such. Tie games in the playoffs will be played until there is a winner.
  5. Even strength play is 4 on 4. The minimum number of players needed to start an official game is three (3) plus a goaltender with equipment.
  6. Each team must have a game ball to start a game.
  7. The centerline is the blue line for offside purposes. Delayed offsides will be waved clear as soon as all offensive players have reached the centerline.
  8. Icing will not be called.
  9. Balls leaving the playing surface will result in a face-off at the offenders’ zone.
  10. It is expected you will conduct yourself in a manner indicative of your age and Intramural Policy; to have fun in relaxed competitive setting. Violence, unruly conduct, over aggressiveness and disregard for Officials is unacceptable behavior that will not be tolerated.
  11. All other rules not listed are guided by NCAA standards.
  12. Minor penalties are 2 minutes in length. Major penalties are 5 minutes in length. All major penalties go under review of league and intramural Officials to see if subsequent suspensions are required. Game suspensions and/or banishment from the league may result.
  13. All odd-man advantages will be stopped0time. The clock will NOT stop for matching minor or major penalties that result in even-strength play.
  14. BODY CHECKING OR INTERFERENCE IS NOT ALLOWED. You must play only the ball. Unintentional boarding is an automatic game misconduct. Intentional boarding is considered intent to injure, and results in banishment from the league.
  15. Slap shots or high sticking is not allowed. Sticks are not to be brought above knee level on the back swing, follow through, or in attempt to knock down a passing ball. A team will be warned (after a stoppage of play) for the first 2 violations, with the following face-off being held in the offenders’ zone. The third violation will result in a two-minute high-sticking penalty, with the following face-off being held in the offenders’ zone. Any further violations result in four-minute double minors.
  16. Intentional high-sticking on a player is viewed as intent to injure, and results in a 5-minute high-sticking major. If injury occurs, the player is banished from the league.
  17. Fighting, if one punch is thrown, results in banishment from the league.
  18. A player CANNOT slide across the gym floor in attempt to block a shot or pass. Players only have limited equipment, and this will result in a 2-minute penalty.
  19. Un-sportsmanlike conduct penalties will be called on individuals who verbally express their opinion of an Official’s decision, throws their stick, bangs their stick on the floor or wall mats, or loses control of their emotions in any way.
  20. Bench doors must be kept closed at all times. An open door causing a ball to go out of play will result in a delay of game penalty.

Goaltenders

  1. Goaltenders are required to wear goalie pads, chest protectors, catching gloves, blockers, and facemasks at all times.
  2. Goaltenders should have their own equipment, and be prepared prior to their games starting time. R & I Services can only provide limited equipment.
  3. The nets are 4x6x2 feet in dimensions, and a hockey ball will be used during all league games.
  4. The goaltenders crease (8 foot semi-circle) is a restricted area in front of the net. Offensive players are not allowed to enter the crease or straddle the lines, before the ball enters the crease.
  5. Any action in the goal crease, or if an Official loses sight of the ball when the goalie is down, will result in a quick whistle. This is for the goaltenders safety, because they only have limited equipment.
Infraction Penalty (in minutes)
Boarding 5
Body Checking 2 or 5
Charging 5
Cross Checking 2
Delay of Game 2
High Sticking 2 or 5
Holding 2
Hooking 2
Interference 2
Roughing/Fighting 2 or 5
Slashing 2 or 5
Sliding 2
Too Many Players 2
Un-Sportsman-Like Conduct 2 or 5

Indoor Soccer

Number of Players

  1.  Two (2) teams, each consisting of no more than five (5) players, one of whom must be the goalkeeper, play a match
  2.  A team shall consist of not more than ten (10) players
  3.  A team may not play with less than four (4) players (3 + a goalie)
  4.  The goalie must be designated to the official at the start of the game and when substituted for
  5.  The goalie must wear apparel which distinguishes him/her from all other players
  6.  Co-Rec teams need 2 females to play in each game
  7.  Both females are not required to be on the floor at the same time, however, both must play
  8.  Players must have legal shin guards to play

GAME PROCEDURES

Equipment

  1. A player shall not use equipment or apparel which is dangerous to any players
    • This includes but is not limited to jewelry, bandanas, hats, cleats, etc.
  2. Acceptable footwear shall be canvas or soft-leather training or gymnastic shoes with soles of rubber or a similar material
  3. The basic compulsory equipment of a player shall include a jersey or shirt and shorts
  4. All players on each team, except the goalie, must wear the same color jersey as by their team
  5. Shin guards are required for play and must be:
    • Worn at all times
    • Covered entirely by the socks
    • Made of a suitable material (rubber, plastic, etc.)
  6.  A play in violation of an equipment rule must leave the pitch to correct the equipment violation
    • The player may not return to the pitch without first reporting to an official for verification of correction
    • The player may not substitute on the fly; they must wait until a stoppage in play occurs
  7.  An official intramural indoor soccer ball will be provided for warm-up and play; personal balls may not be used

Forfeits

  1. The scheduled start of a game shall be when the game starts
  2. Teams must be able to field the required number of players to start a game
  3. If a Co-Rec team fails to meet the minimum female requirement that team shall be assessed a forfeit
  4. If a team is unable to start a game on time that team shall be assessed a forfeit
  5. If neither team is able to start the game on time a forfeit shall be assessed to both teams
  6. If a team is charged with a forfeit the team will be placed on probation. If they face a second forfeit during the season they will be ejected from the league and possibly face consequences for the next season

Gameplay

  1. A coin toss will determine which team shall choose first possession
  2. There shall be two (2) twenty (20) minute halves
  3. The time shall not stop during play with exceptions for injury or a situation warranted by the judgment of an official
  4. There shall be a three (3) minute intermission between halves
  5. A kickoff shall start play at the start of each half and after all goals
  6. The kickoff shall be an indirect kick that may be directed in any direction
  7. The team which did not start the first half with possession shall receive first possession for the second half
  8. Whistles shall only be used for the start of the game, calling fouls, rewarding a goal, and restarting the game after a goal
  9. Everything is in play; the only area out of play is behind the boards
  10. Bench players may not touch the ball if it is near their bench, the ball shall be left to play without assist
  11. If a bench player touches the ball before it is declared out of play, the other team shall be rewarded a free kick
  12. If a defensive player kicks the ball out of play, a free kick shall be awarded to the offense taken from the corner
  13. If the ball leaves play by means other than a kick by a defensive player, a goal kick shall restart play
  14. Games during the regular season ending in a tie score result in a tie game; there will be no overtime
  15. Playoffs games with a tie score at the end of regulation time shall play one (1) ten (10) minute sudden death period;
  16. If the score remains tied after the extra period the teams shall proceed to a shootout with five (5) players from each team taking shots; after each team has taken five shots, if the score is still tied the shootout shall proceed to a sudden death format with no player shooting twice until everyone who is eligible has shot

Substitutions

  1. The number of substitutions made during a match is unlimited. A player who has been replaced may return to the pitch as a substitute for another player
  2. Substitutions may be made on the fly and or when a stoppage in play occurs
  3. A substitution is made when the ball is in or out of play, for which the following conditions are observed:
    • The player leaving the pitch must do so at their own bench
    • The player entering the pitch must also do so at their own bench
    • The player leaving the pitch must cross the board before the entering player may leave the bench area
    • The entering player may not play the ball before the exiting player is over the board and inside the bench
    • A substitute is subject to the authority and jurisdiction of the referees whether called upon to play or not
    • The substitution is completed when the substitute enters the pitch becoming a player and the player replaced ceases to be a player
  4. Goalie substitutions may be made on the fly
  5. A goalkeeper may change places with any other player as long as all goaltender rules are followed
  6. The entering goalie must have a designated color and an official must acknowledge the change

Goal Box

  1. The black box is the designated goal box
  2. Defensive players may run through the goal box
  3. If contact between the ball and a defensive player, other than the goalie, is made inside the goal box, a penalty kick shall be assessed
  4. Offensive players may not enter the goal box during play
  5. If an offensive player enters the goal box, play shall be stopped immediately; resuming with a goal kick
  6. If a goal is scored when contact between the player and the ball is made in the goal box, the score shall be disallowed
  7. The ball must be played out of the goal box in three (3) seconds or less; failure shall result in a delay of game foul

Goaltenders

  1. Goalies must wear separate colored jerseys than all other player on the field to be identified as the goalie
  2. When inside the goal box the goalie is the only player that may use their hands
  3. If contact between the hand of the goalie and the ball is made outside the goal box, regardless of where the goalie is standing, a handball foul will be assessed
  4.  A handball foul shall not be assessed when a player kicks the ball to their goalie, with ball handled inside the goal box
  5.  If a goalie starts play with a throw, the ball must hit on the defensive side of the pitch before crossing the center line
  6.  A dropkick, with the ball contacting the floor before contact with the foot of the goalie, shall be a live ball and may cross the center line
  7.  A dropkick may score a goal if contact between the ball and the foot of the goalie is outside the goal box
  8.  The goalie may slide inside the goal box
  9.  If a goalie slides outside the goal box in what is judged to be an unsafe manner, a sliding foul shall be assessed
  10.  Goalies may exit the goal box to join a play and shall remain the only player that may play the ball in their goal box

Fouls

  1. Any player found in violation of rules 9.2 -9.16 shall be called for a foul
  2. Sliding by any players outside the goal box
  3. Raising a leg above waist level when making a play on the ball
  4. Jumping at an angle into another player to make a play on the ball in the air
    • Players are allowed the vertical area from ground to ceiling to jump without foul
  5.  Use of the wall to gain an advantage on another player, including but not limited to:
    • Pinching a player out with use of the body against the wall as to draw contact
    • Checking a player into the wall, or failure to avoid contact with a player when running toward a wall
    • Pinning the ball against the wall as to delay the game and draw contact
  6. Use of the hands, arms, shoulders, or elbows to make a play on the ball
  7. Deliberately striking another player to restrict the free movement of the player
  8. Tripping or attempting to trip an opponent
  9. Players that are not on the pitch making a play on the ball or otherwise delaying the game
  10. Substitute players failing to remain completely in their respective bench until executing a substitution
  11. Sitting on the board, leaning on the board from the side of the pitch, or standing/crouching on the board
  12. Charging at a player in a manner not consistent with a run to play the ball
  13. Pushing an opponent
  14. Holding an opponent to restrict the free movement of the player
  15. Grabbing the clothing of an opponent
  16. Deliberately interfering with an opponent’s free movement who is not currently playing the ball

Free Kicks

  1. All fouls shall result in a free kick awarded to the team not issued the foul
  2. Free kicks shall be taken from the spot where the infringement occurred
    • A free kick spotted inside of six (6) yards of the goal box shall be taken six (6) yards from the goal box
  3.  Defensive players shall allow six (6) yards of space between the spot of a free kick
  4.  All free kicks shall be indirect
  5.  Direct kicks shall only be awarded for penalty kicks
  6.  A penalty kick shall only be awarded if contact is made as outlined in rule 7.3

Penalty Kicks (PK's)

  1. The goalie and the kicker are the only players involved in a PK
  2. All players not involved in a PK must stand behind the red line
  3. The designated goalie at the time of the infraction must defend the PK
  4. The goalie involved shall not move forward of the goal line before the ball is kicked
  5. The kicker shall take no more than two steps before striking the ball
  6. Once the kicker strikes the ball, play resumes as normal

Cards

  1. A player issued a yellow card shall be removed from the pitch for a minimum of five (5) minutes before eligible to return
  2. A player issued a second yellow card shall be removed from the game
  3. A player found in violation of rules 12.4 – 12.7 shall be eligible to be issued a yellow card
  4. A player who deliberately delays the start of play
    • Including but not limited to: starting play after a goal, kicking/throwing the ball after a foul is called, etc.
  5. A player showing dissent toward any official by physical and/or verbal means
  6. A player exhibiting continued and/or excessive use of the walls (See rule 9.5)
  7. Unsportsmanlike behavior toward any other person verbally or physically
  8. A player issued a red card shall be removed from the game and must meet with the Assistant Director of Recreation for Intramurals before eligible to play in future games
  9. A player found in violation of rules 12.10 – 12.13 shall be eligible to be issued a red card
  10. Showing blatant disregard for the rules
  11. Showing deliberate attempt to harm other players
  12. Spiting on an opponent or any other person
  13. Denying the opposing team a goal or an obvious goal-scoring opportunity by deliberately handling the ball
    • The goalkeeper is the only exception if done so within the rules of goaltending
  14. A player being issued two (2) red cards in one (1) season shall be automatically suspended for the remainder of the season
    • The suspension may be longer pending a review of the severity of the offense

Protests

  1. Any officials decisions that involves judgment may, under no circumstances, be subject to protest
  2. The captain(s) of a team shall be the only player(s) that may address any complaints, questions or rule interpretations
  3. Decisions rendered by an official may be reversed when a decision is found to be in violation of a rule
  4. The official whose decision is in question will, if in doubt, confer with associates before taking any action
  5. Under no circumstance will any players, other than the captain(s) of either team, have any grounds to protest any decision or seek a reversal

Kickball

ELIGIBILITY

  1. All players must be current students or Faculty/Staff at UB. Alumni and Community Members may purchase an Intramural Sports Permit to participate.
  2. All players must have a valid Intramural Sports Permit, UB Student or Faculty/Staff I.D. card PRESENT at all games
    • Faculty/Staff players must purchase an Intramural Sports Permit
  3. A team has until the second game to solidify its roster, at which time all player names and I.D. numbers must be submitted
    • All I.D. numbers will be checked
  4. A player can only play for one team per division
  5. Females may play on men’s division teams
  6. Players can not chew gum while being in the Fieldhouse.

THE GAME

Any rules not specifically addressed are to be played within the spirit of baseball/softball play in regard to fair/foul balls, tagging up on caught fly balls, forced runners, etc.

  • Games will be 7 innings in length or 45 minutes, whichever comes first. Once the 45-minute limit is reached, the current inning will be finished and the game will be over unless the score is tied.
  • A count of 3 outs by a team completes the team's half of the inning.
  • A team's maximum roster size is 15 players
  • A team must have 8 players to start the contest. A team may play defense with a maximum of 10 field players.
  • A team must submit its kicking order prior to the game's start. A team's kicking order may not change once submitted All players that have signed in must be included in the kicking order. There are no gender ordering requirements.
  • If a player arrives late, he or she is added to the bottom of the kicking order.
  • No lead-offs, stealing.
  • There is no infield fly rule. If an infielder deliberately drops a fly ball after making contact with the fly ball in a force play situation, the ball is dead, the kicker is ruled out, and all runners must return to their bases. If an infielder lets a fly ball drop to the ground untouched, the ball remains live.

PITCHING/KICKING

  • Teams will pitch to their own teams.
  • The kicking zone is a 10’x10’ box behind home plate
  • Pitchers are responsible for pitching the kickball into the kicking zone.
  • Each kicker will have 3 pitches to get a hit/kick.
  • On the third pitch, a ball not pitched into the kicking zone, not kicked at all or not kicked in fair play, is an out.
  • A bunt line will be painted 30 feet* from home plate. If a kicked ball comes to rest or is touched by a defensive player before it reaches the bunt line, it will be a Foul Ball, and it will count toward the kicker’s three allotted pitches. If it is called on the third pitch, the kicker will be called out.
  • The pitcher may not play defense and must make every possible attempt to avoid any kicked balls and/or defensive plays to be made.
  • If in the opinion of the officials, no attempt was made by the offensive pitcher to avoid the kicked ball and/or the defensive play, INTERFERENCE will be called, the batter will be out and all runners will return to their original base.
  • All legal kicks must be made from within the designated kicking zone at home plate.
  • All legal kicks must be made with any part of the leg below the knee.

DEFENSIVE PLAY

  • Teams play with a minimum of 7 and a maximum of 9 field players.
  • Two field players must be a catcher and a player who plays the defensive pitcher position.
  • A team may make unlimited defensive substitutions between innings provided they maintain defensive gender requirements
  • Outs are recorded as follows:
    • a third pitch missed or fouled by the kicker;
    • a third pitch thrown out of the kick zone;
    • any kicked ball (fair or foul) that is caught;
    • a ball tag on a base to which a runner is forced to run, before the runner arrives at the base;
    • a runner touched by the ball or who touches the ball at ANY time while not on base while the ball is in play;
    • Hitting a runner’s head with the ball is not allowed, unless, in the official’s view the runner has put him or herself in the position by sliding or ducking.
      • Any runner hit in the head is safe, and advances to the base they were running toward when the ball hits the runner.
      • If the runner intentionally uses the neck to block the ball, and is so called by the Referee, the runner is out. - a ball tag of a runner on base, in which the runner does not tag their originating base when a ball is caught; - a runner off of his/her base when the ball is kicked; - a runner physically assisted by a base coach during play; - any kicker that does not kick in the proper kicking line up; - a runner that passes another runner
  • Play Ends (Dead Ball): - When any defensive player has the ball within 5 ft. of the pitcher's circle and the lead base runner has stopped reasonable advancement to the next base in the determination of the umpire the play is over. - When a live ball is contacted or thrown out of the designated playing area by the defensive team, the ball is dead and all runners are awarded the base they were going to, plus one additional base. This award is governed from the time of the defensive throw or contact. - When a fair ball bounces or rolls out of the designated playing area, the ball is dead and all runners are awarded two bases from the time of the pitch. - When a kicked ball hits a base runner off base or a baserunner on base that is forced to run, it is a dead ball and the runner is out. The kicker is awarded 1st base and all other base runners must return to their previous base. - When a base runner interferes with a fielder’s opportunity to make a play or deliberately disrupts the play it is a dead ball and the runner is out. All other base runners must return to their last base touched prior to the interference.
  • A delayed dead ball is when a defensive infraction has occurred, but the result of the play determines the outcome. A delayed dead ball is Obstruction on the defense either by blocking a base or interfering with the runner’s right to the baseline when not making an active play on the ball.

Outdoor Soccer

GAME PROCEDURES

  1. No football, baseball, track or other type of metal spikes may be worn. Soccer shoes or tennis shoes with rubber cleats may be worn.
  2. Shin guards must be worn at all times.
  3. The side lines are the 40-yard-line and the end of the end zone.
  4. The goal box is from the 5-yard-line to the 25-yard-line and out to the blue line on Kunz field.
  5. A game shall consist of two twenty-minute halves with a five-minute rest period between halves. The clock shall be stopped for goals, injuries, and unusual delays designated by the official. All games will be timed on a running time basis.
  6. There should be 7 players (6+1 goalie) on the field at any time.
  7. A team shall consist of not more than 15 players. A team may not play with less than 6 players.
  8. Any number of substitutions may be made:
    • on a goal kick;
    • on a corner kick;
    • after a player ejection;
    • after a goal;
    • when an injury occurs. *in making a substitution, the coach merely needs to notify the official.
  9. Player alignment is up to the discretion of the team captain. The goalie, however, must be designated to the official at the start of the game and when substituted for. The goalie must wear apparel, which distinguishes him from his teammates.
  10. The winner of the coin toss has the choice of kicking off or defending a goal. To start the second half, the team shall automatically switch goals and the “other” team shall kick off.
  11. For playoff and championship games, one five-minute sudden death overtime period shall be played in case of a tie game. If a tie still remains, the officials shall conduct a penalty kick competition (sudden death, provided each team takes the same number of shots).
  12. Game time is forfeit time.
  13. The referees have the authority to warn a player about misconduct or eject a player if necessary.
  14. Any complaints, questions or rule interpretations during the game shall or should be addressed to the referees by the team captain only.
  15. There are no direct kicks, everything is indirect.
  16. One can score directly from a corner kick, but NOT from a throw in or a goal kick.
  17. Rules not covered herein are covered by NCAA soccer rules.

Volleyball

GAME PROCEDURES

  1. Each match will be best 2 out of 3 with the first 2 games being rally scoring to 25 points with a cap at 27. (Must win by 2 but first team to 27 wins) If needed, a tiebreaking third game will be played with rally scoring to 15, with players switching sides at 8.
  2. Rosters will be limited to include 12 players. A minimum of 4 players must be present at the start of each match. Substitutes can report in at any time while the ball is not in motion as they arrive.
  3. GAME TIME IS FORFEIT TIME. If all necessary players are not present at game time, game 1 will be forfeited. If all players are not present by 10 minutes after game time, then game 2 is forfeited and subsequently the match will be forfeited.
  4. There are no gender requirements for Men’s divisions
  5. Rotation must be used.
  6. Teams will flip a coin and the winner will have the choice of court or service. The team losing the coin toss shall have first service in the succeeding game. If a third game is needed to decide the match, a coin flip will decide who has first serve and the teams will change sides when one team reaches eight points.
  7. Each team will be allowed one official time-out, with duration of one minute, per game, which can only be called by the captain. Time-outs are not required for substitution.
  8. Substitutions must be made into the server’s position only.
  9. Service must be from anywhere behind back lines. Player serving must not step on or over the line until the ball leaves his/her hand.
  10. Players may step on the centerline provided that the foot is partially touching the centerline and not completely over it.
  11. A player from the back row can only make contact with the ball above the plane of the net if they jump from behind the 10-foot line. A back row player may stand and spike a ball provided the player does not make contact above the plane of the net when they are in the front of the 10-foot line. The front row players will be defined as the next three players to serve the ball. The server is always considered a back-row player.
  12. A ball may be played three times on one side providing the same player does not touch the ball twice in succession.
  13. A player who is touched anywhere on the body with the ball is considered to have played the ball.
  14. Players cannot block or attack the serve.
  15. Only the captain is allowed to talk to the Official during the match. Unsportsmanlike comments will not be tolerated.
  16. The net will be set at 42 for men’s power, 38 for men’s carefree and co-rec power and 24/25 for co-rec carefree.
  17. All players must be completely within the bounds of the court on the serve. If a player is not completely inside the lines, then that team will be considered out of rotation resulting in loss of possession or a point for the other side.

The above rules will supplement official NCAA Volleyball Rules; any changes or adjustments will be up to the Head Official. All decisions are final.

Contact a Professional

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Roz Dominico

Assistant Director for Intramural Sports and Programs

Recreation

156 Alumni Arena

Phone: 716-645-6149

Email: dominico@buffalo.edu