The goal of Intramural Sports is to provide the students, faculty, and staff of FGCU with the opportunity to participate in organized, competitive recreational sports regardless of athletic ability. Intramural Sports promotes sportsmanship and social growth through its various individual and team sports.

Intramural Sports
All registrations are completed online. Sign up through the Rec Store or the Fusion Go app.
register
-
IM Rules & Policies
Toggle More Info1. Eligibility
1.1 Student Enrollment
1.1.1 All students who are enrolled in the current Fall or Spring Semester and have paid the Activities and Service (A&S) Fee are eligible for all Intramural Sports participation.
1.1.2 Students who are enrolled in the current Summer semester and have paid the Activities and Service (A&S) Fee are eligible for all Intramural Sports participation.
1.1.3 During the Summer Semester, a student who is not enrolled in Summer Semester classes but is enrolled in the ensuing Fall Semester classes will need to pay a Campus Recreation fee to be eligible for all Intramural Sports participation.
1.2 Faculty & Staff
1.2.1 All faculty and staff members that have a current Florida Gulf Coast University Campus Recreation membership are eligible for Intramural Sports participation.
1.3 Sport Club Athletes
1.3.1 A Sport Club Member is defined as an individual who has practiced or played in a contest for a FGCU recognized Registered Sport Club or Registered Student Organization during the academic year.
1.3.2 No more than two (2) Sport Club Members of a Registered Sport Club or Registered Student Organization may participate on one (1) team in the same or alike intramural sport as the Registered Sport Club or Registered Student Organization.
1.3.3 No more than one (1) Sport Club Member of a Registered Sport Club or Registered Student Organization may participate on one (1) individual or doubles team in the same or alike intramural sport as the Registered Sport Club or Registered Student Organization.
1.3.4 If a Sport Club Member appears on the roster of a Registered Sport Club or Registered Student Organization at any time during an academic year, that member is associated with the Registered Sport Club or Registered Student Organization for the duration of the academic year.
1.4 Intercollegiate Athletes
1.4.1 An intercollegiate athlete is defined as an individual who is or has practiced or competed with a FGCU recognized varsity sport.
1.4.2 An intercollegiate athlete is not eligible to participate in their same or alike sport while a member of a FGCU recognized varsity sport.
1.4.2.1 An intercollegiate athlete shall become eligible to participate in their same or alike sport once they are one (1) academic year removed from their FGCU, NCAA, NJCAA or NAIA recognized sport.
1.4.3 An intercollegiate athlete is permitted to participate in an intramural sport other than their same or alike sport provided they follow FGCU Intramural Policies, FGCU Athletics Policies, and NCAA Policies.
1.5 Professional Athletes
1.5.1 A professional athlete is defined as an individual who:
1.5.1.1 Is or was paid to participate in a sport.
1.5.1.2 Is or was under contract with a professional team.
1.5.1.3 Is or was listed on a professional team’s roster.
1.5.1.4 Is or was practicing or competing with a professional team.
1.5.1.5 Is or was compensated for trying out for a professional team.
1.5.2 A professional athlete is not eligible to participate in their same or alike sport.
1.6 Coaches & Non-Players
1.6.1 Intramural coaches are subject to the same eligibility as participants and must check-in and be listed on the team roster prior to participation.
1.6.1.1 The Sport Programs Staff may require coaches to wear a numbered jersey along with other participants.
1.6.2 Eligible members on the team roster are permitted to be in the team areas.
1.6.3 Individuals who are not eligible members on the team roster must be in the designated spectator areas of the facility.
1.7 Gender Eligibility
1.7.1 The University will comply with Florida and federal law regarding gendered participation in intramural sports. Students shall be permitted to participate in intramural sports in accordance University regulations and policies.
1.7.2 An individual may participate in a different intramural sport league in the event that no intramural sport league is offered for that individuals asserted gender identity.
1.8 Illegal Participation
1.8.1 In the regular season, a team that uses an ineligible participant is subject to forfeiting all games in which that ineligible participant participated in.
1.8.2 In a playoff bracket, a team that uses an ineligible participant is subject to forfeiting the game the ineligible participant participated in and their opponent shall advance.
1.8.3 The ineligible player, captain, and team members may be subject to suspension at the discretion of the Sport Programs Staff.
1.8.4 If an opponent believes they are competing against a team with an ineligible participant, they must protest the game to the Intramural Sport Supervisor on site.
1.8.4.1 The protestor must identify the individual they believe is ineligible and state why they are ineligible.
1.8.4.2 After the protest is made, the game shall continue in its entirety.
1.8.4.3 Once the Sport Program Staff receives the protest from the Intramural Supervisor on site, they will come to decision within 48 hours to indicate whether the participant was deemed ineligible or not.
1.9 Rosters
1.9.1 All participants must be listed on the official team roster prior to their participation in any intramural sports activity.
1.9.1.1 To register, visit recstore.fgcu.edu/DivisionRegistration or use the FGCUGo App.
1.9.1.2 Once a team is created, the captain may accept requests from participants to join the team OR the captain may send out invites to their teammates.
1.9.1.3 Names that appear on Fusion IM and subsequently on the roster should match or closely match that of the name on the participant’s government-issued photo ID.
1.9.2 Once a player has joined a roster and played in at least one (1) game, that player may not change their team.
1.9.2.1 To appeal, they must email the Sport Programs Coordinator at least 48 hours in advance of the game in which they wish to participate in. The Sport Programs Coordinator judgement of the appeal shall be final.
1.9.3 All participants must have signed a waiver prior to their participation in intramural sports.
1.9.4 All participants must complete the sport specific quiz to be eligible for participation.
1.10 Forms of Identification
1.10.1 All participants must show a Sport Programs Staff member a government-issued photo ID prior to participation. The following are all approved forms of identification:
1.10.1.1 Eagle ID
1.10.1.2 Driver’s License
1.10.1.3 Passport
1.10.1.4 Military ID
1.10.2 If either the name or picture is not legible by the Sport Programs Staff, a second form of identification will be required.
1.10.3 Misuse of identification cards is a violation of the Student Code of Conduct and shall result in ejection from the game and facility and is subject to an indefinite suspension.
1.10.4 If all forms of identification are unavailable due to theft or other circumstance, you must contact the Sport Programs Staff to arrange an alternate way of checking into your game.
1.11 Injuries
1.11.1 The Sport Programs Staff and/or the Department of Campus Recreation may require a participant to present clearance from a physician to return to intramural activity after sustaining an injury while participating in intramural sports.
2 Captain’s Responsibility
2.1 Responsibilities
2.1.1 The team captain shall serve as the liaison between participants and the Sport Programs Staff and are expected to assume the following responsibilities:
2.1.1.1 Manage and complete team registration, including and required quizzes or pregame meetings.
2.1.1.2 Become familiar with all rules, policies & procedures, schedules, and any additional information necessary and communicate them with all team members.
2.1.1.3 Check eligibility requirements and ensure all team members fall within those guidelines.
2.1.1.4 Ensure that all team members are on the roster prior to playing in a game.
2.1.1.5 Continually encourage players to be at the game site at least 15 minutes prior to the game start time with valid government-issued ID in order to sign in for the contest, select jerseys, and partake in captains or team meetings.
2.1.1.6 Familiarize team members and spectators with the Sportsmanship Policy (Rule 8).
2.1.1.7 Maintain communication with the Sport Programs Staff throughout the season in regard to schedules, participant and team eligibility status, sportsmanship, and if your team needs to default a game or season.
3 Registration
3.1 Online Registration
3.1.1 Registration for all intramural sports will be completed through the FGCU Go App or the Campus Rec Store.
3.1.2 Teams must be registered by the deadline specified.
3.1.3 A team is not guaranteed a sport in the league or division if the minimum number of participants requirement has not been met.
3.1.3.1 The Sport Programs Staff will reach out to captains asking for confirmation that they will meet the minimum requirement.
3.1.3.2 Should the captain not confirm or should they captain not respond in a timely manner, their team is subject to removal from the league or division.
3.1.4 Waitlist registration is for teams that want to put their team in line if a spot becomes available.
3.1.4.1 Should a spot become available, the Sport Programs Staff will contact teams asking if they want to fill that spot.
3.2 Registration Period
3.2.1 Each sport will have a registration period in which teams can sign up.
3.2.2 To play in the league or division, teams must be signed up by the deadline specified.
4 League Structure and Requirements
4.1 League Types
4.1.1 All leagues are structured to have a champion at the end of the season or tournament.
4.1.2 Teams may join as recreational or competitive even though there will be a champion named at the end of each season or tournament.
4.1.2.1 Recreational and competitive teams may be scheduled to play each other.
4.1.3 There may be single gender and corec divisions offered in a single league. In the event that both are offered, a participant may compete on one (1) team in each league.
4.2 Scheduling
4.2.1 For some sports, leagues will be broken into divisions.
4.2.1.1 These divisions are the day and time each week that a team will play their regular season games.
4.2.1.2 The day and time shall be made clear at the time of registration.
4.2.2 For some sports, leagues may be scheduled based on preferences.
4.2.2.1 All attempts will be made to accommodate preferences.
4.2.3 Playoff schedules and brackets are subject to each sport.
4.2.3.1 Teams will have the ability to select their sport on the bracket based on league finish.
4.2.3.2 All playoff schedules shall show the day and times. This allows teams to see the days and times of all of their potential playoff games.
4.2.3.3 Playoff games will not be rescheduled due to the unavailability of a team.
5 Equipment and Uniform
5.1 Equipment
5.1.1 The Sport Programs Staff will have all necessary equipment for the operation of a game.
5.1.2 In some sports, teams may agree to use their own equipment with approval of their opponent and the Sport Programs Staff.
5.1.3 Jewelry is prohibited from being worn.
5.1.3.1 Exception: medical or religious jewelry may be taped down. The Sport Programs Staff will not provide tape.
5.1.3.2 Any player that refuses to remove illegal jewelry during a contest is subject to an unsportsmanlike penalty.
5.1.3.3 The player must leave the game, remove the jewelry, and may not return until the next opportunity to substitute according to the rules governing the sport.
5.1.4 Medically worn devices, such as hard casts and braces, must be approved by the Sport Programs Staff for safety precautions.
5.2 Jerseys
5.2.1 The Sport Programs Staff will provide jerseys to all participants prior to competition.
5.2.2 Teams may wear their own jerseys provided they include numbers without duplicates.
5.2.2.1 The Sport Programs Staff must approve of the design and deem them appropriate for use.
6 Forfeits and Defaults
6.1 Defaults
6.1.1 If a team cannot make it to their scheduled game, they should fill out a default form, call, or email the Sport Programs Staff by 3:00pm the day of their game.
6.1.1.1 For games or events outside of business days, by 3:00pm one (1) business day prior.
6.1.2 If a team defaults, they will receive a sportsmanship rating of 3 and will not be charged a forfeit fee.
6.2 Forfeits
6.2.1 Forfeits will be classified based on the following:
6.2.1.1 No show – team does not have the required number if players to participate.
6.2.1.1.1 If nobody is checked in at scheduled game time, it is a forfeit.
6.2.1.1.2 If at least one (1) player is checked in at scheduled game time, but a team does not have the minimum requirement, the team will have five (5) minutes past the scheduled game time to have the minimum number of players required. Once those five (5) minutes expire, it is a forfeit.
6.2.1.2 Eligibility – game results in a forfeit due to ineligibility of one or more players.
6.2.1.3 Sportsmanship – game is ended by staff for sportsmanship-related reasons.
6.2.1.3.1 Teams that drop below a 2.75 average in playoffs will forfeit their next game.
6.2.2 If a team forfeits, the team will be ineligible for playoffs unless a $20 fine is paid and receive a sportsmanship rating no higher than a 2.
6.2.2.1 The fine will be assessed to the captain and may be paid online or in person.
7 Game Cancellations and Postponements
7.1 Weather
7.1.1 All activities are subject to cancellation due to unsafe facility conditions.
7.1.1.1 This may include inclement weather and poor playing surface conditions.
7.1.2 In the event on cancellations, the Sport Programs office will communicate this via social media and email.
7.1.3 Regular season games cancelled will not be rescheduled.
7.1.4 In cases when weather forces the halt of a game in progress, the specific rules of that sport will determine if the game is considered official or not.
7.1.5 There will be every attempt made to make-up playoff games given field conditions and the academic calendar.
8 Sportsmanship
8.1 Definitions
8.1.1 Rule Violation Dismissal – any time an individual is removed from the remainder of the game for sport specific rules.
8.1.2 Behavior Misconduct – any time an individual is removed from the remainder of the game for being disrespectful, failure to follow FGCU and Campus Recreation policies, becoming involved in someone else’s misconduct, etc.
8.1.3 Altercation – any time an individual is removed from the remainder of the game for verbal or physical exchanges between two or more individuals.
8.1.4 Fight – any time an individual is removed from the remainder of the game for direct conflict that exhibits attempted or actual physical contact between individuals.
8.1.5 Rules 8.1.2-4 are all subject to at least a one (1) game suspension and a 1-on-1 meeting with the Sport Programs Coordinators and/or Assistant Director.
8.2 Sportsmanship Ratings
4 points – team members cooperate with the officials and staff. The captain has control over teammates and respectfully converses with staff when needed. Team members and spectators are respectful of opponents and officials and may be encouraging of each other’s efforts.
3 points – sportsmanship and actions are at a satisfactory level and team members show limited dissent toward staff and opposing team.
2 points – team members or spectators are consistently disrespectful toward officials or opponents throughout the contest. Captain exhibits minor control over self, teammates, and/or spectators.
1 point – teams show little or no control for sporting behavior. Repeated acts of unsporting behavior toward staff and/or opponents. Unsporting behavior is consistent throughout the game. Team captains and offending players are subject to meeting with the Sport Programs Coordinators and/or Assistant Director.
9 Playoff Information
9.1 Eligibility:
9.1.1 Teams must earn and maintain and 2.75 or better sportsmanship rating average to advance to and continue in the playoffs.
9.1.1.1 If a winning team falls below 2.75 in the playoffs, neither team will advance.
9.1.2 If there is a forfeit fee, that team must have paid the fee by the specified date.
9.2 Players
9.2.1 No additions may be made to a roster after the bracket selection is final.
9.3 Seeding
9.3.1 Eligibly teams will be seeded prior to bracket selection based on the following criteria and tie breakers:
1. Winning Percentage
2. Head-to-Head
3. Sportsmanship Rating
4. Total Points Allowed
10 Miscellaneous
10.1 All information not outlined in this manual are subject to rules, policies, procedures, and guidelines from the following:
1. FGCU Rules & Regulations
2. FGCU Student Code of Conduct
3. FGCU Campus Recreation Policies
4. FGCU Intramural sport specific rules
5. Facility Policies in which the activity is taking place
6. Local, State, and Federal Law
10.2 The Department of Campus Recreation and Sport Programs reserves the right the put into effect any rules regarding intramural sports that it deems necessary.
-
Archery Tag Rules
Toggle More InfoSection 1: Court and Equipment
- All games will be played at the University Recreation and Wellness Center
- The IM Staff will provide bows, face protection, and foam arrows for use
- Approved athletic attire required
- No jewelry allowed
- Exception: Religious or medical jewelry that is taped down
- Jerseys will be provided
- If a team has their own jersey, it must have a visible number and no duplicates
- Team jerseys must be appropriate – up to the discretion of the IM staff
- Face protection are required for all participants
- The Court:
- Half court – a line halfway between each baseline
- Attack line – a line clearly marked 22’ from each baseline. Players may cross half court and move up to the opposite Attack Line.
- Neutral Zone – an area in the center of the court, between the Attack Line
- Team Zone – the area from a Team’s Baseline to the closest Attack Line
- Barrier:
- Each side will have 3 barriers.
- Barriers cannot be intentionally moved from their designated positions on the court.
Section 2: Officials and their Duties
- The officials will conduct a captain’s meeting before the match
- Officials will monitor hits, catches, boundaries, shot-clock and other pertinent rules
Section 3: Players and Substitutions
- A team shall consist of 4 players
- Minimum requirement of 3 players are required to start and continue playing
- Archery Tag is Open, meaning there are no gender requirements
- A sub may enter the game only between periods
Section 4: Scoring and Timing Regulations
- Gameplay shall last 18 minutes, split into three periods.
- The clock starts at the beginning of play and will continue unless stopped by the end of a point or by a whistle
- Time between periods is 1 minute
- A point is scored when a team member hits an opponent who is in the opponent’s team
zone with an arrow from their team zone. An arrow may hit:
- Players body including the face protection
- Any and all clothing
- Any equipment including bows, arrows, masks, etc.
- 3 points are scored if a target catches a direct arrow.
- If a team is losing by more than 10 points with 2 minutes remaining, the game will result in a Mercy Rule
- Overtime:
- There is no overtime in pool play
- In bracket play, overtime will consist of another 2 minutes until a winner is declared
Section 5: The Game
- Setup – 20-30 arrows are spaced evenly along half court in the neutral zone. 3 barriers will be setup in each team zone.
- Rush – the official shall confirm both teams are ready and stationary. The official shall blow the whistle to signal the start of play
- False Start – occurs if any player is either not stationary or enters the field of
play, by coming in contact with the court in bounds before the whistle is blown
- 1 warning per MATCH
- After the first warning, it is a 2-point penalty.
- Teams will switch sides at the start of a new half
- Trapping – if a target catches a direct arrow, simultaneously, with both their body and any surface on the court or barriers, it is deemed a trap. The ball is rules dead. No points are awarded.
- Direct Arrow – any arrow shot by a live player is considered a direct arrow
- Direct arrows are considered live until deemed dead.
- Ways in which an arrow may become dead
- Arrow comes into contact with dead player
- Arrow comes into contact with any surface of court or environment
- Arrow comes into contact with teammate
- Arrow comes into contact with another direct arrow from opposing side
- Direct Hit – if a target is struck on any part of their body, clothing, or equipment with a direct arrow, and fails to complete a catch, then a point is awarded to the attacking team.
- Catch – if a target catches a direct arrow 3 points will be awarded to the defending team. No points will be awarded to the attacking team.
- One point of bodily contact inside the boundary lines must be maintained
- A player that touches the attack line or any area beyond the attack line is ruled out.
Section 6: Penalties
- Warnings – First infraction will result in a warning; further infractions will result
in point penalties. Warnings include:
- Stalling – Players may not stall in the neutral zone and must return to the action zone within 10 seconds.
- False Start
- Out of Bounds
- Point Penalties – Infractions will result in a 2-point penalty at the discretion of
the official. Infractions include:
- Excessive stalling in the neutral zone and must return to the action zone within 10 seconds. First infraction will result in a warning.
- Intentionally moving barriers
- Crossing over the opposing team’s attack line,
- Shooting someone in the neutral zone
- Multiple False Start
- Out of Bounds
- Yellow Cards – any player receiving a yellow card is removed from the remainder of
the point and cannot come back.
- If a player receives a yellow card during a point or between points the player cannot play the remainder of that point or the next point and their team play that next point one-player down.
- Infractions may include:
- Unsportsmanlike Conduct
- Unnecessary roughness or excessive physical contact
- Profane language
- Intentionally delaying the match
- Persistently disputing a call with an official
- Equipment misuse
- Red Cards – any player receiving a red card during a match is ejected from the remainder of the game and the team must play at a one-man disadvantage for the remainder of the game
-
3v3 Basketball Rules
Toggle More InfoSection 1: Court and Equipment
- Games will be located at the Recreational Outdoor Courts.
- Jewelry is not permitted to be worn.
- Exception: medical and religious items may be taped down.
- Clothing must adhere to Campus Recreation Facilities Policies.
- Captains will pick a shirt color to wear at sign up. The team should wear this color for their games.
- The IM Staff will provide a ball.
- Teams may bring their own if everyone agrees to use it.
Section 2: Officials and their Duties
- A coin toss is used to determine who will start with ball.
- 3v3 Basketball is not officiated.
- Participants must self-officiate the game based on the rules provided.
- Should there be a need for interpretation for the rules, an IM Staff Member may be
consulted.
- Once an IM Staff Member has made a decision, that ruling is FINAL.
- Fouls/Violations called by a player’s judgement may not be disputed or challenged.
Section 3: Players and Substitutions
- There shall be no more than 3 players on the court for a team.
- A minimum of 3 players are required to start a game.
- A team may substitute freely during any dead ball.
- COREC:
- There shall not be more than 2 of the same gender on the court at a time.
- Legal lineup:
- 1 male, 2 females.
- 2 males, 1 female.
Section 4: Scoring and Timing Regulations
- A shot made inside the 3 point arc is worth 1 point.
- A shot made behind the 3 point arc is worth 2 points.
- COREC: All points are worth the same.
- The first to 21 (win by 2), shall be the winner
- Capped at 25
- Should neither of those criteria be attained within 25 minutes, the winning team at the 25-minute mark will be declared the winner by the current score.
- There will be 1 timeout allotted for the entire game.
- Playoffs:
- First one to 21 (win by 2)
- No cap
- No timing
Section 5: The Game
- The ball must be checked with a player of the opposing team before a possession may start.
- The ball must be passed to a teammate after the ball was checked with the opponent.
- The ball must be cleared (2 feet and the ball behind the 3point line) when there is
any change of possession during a live ball.
- This includes:
- A steal.
- A missed shot that hits the rim.
- This includes:
- A missed shot that doesn’t hit the rim.
- If a ball goes out of bounds, it will be checked at the top of the 3 point arc.
Section 6: Fouls
- A non-shooting foul will result in the offense taking the ball up top and checking it with the opponent.
- A shooting foul that was not made will result in the offense taking the ball up top and checking it with the opponent.
- A shooting foul that was made will result in the points counting for the offense and a change of possession. The defense will check the ball up top.
- Once a foul is called, it may not be disputed or questioned by the opponent.
- IM STAFF may call a technical, intentional, or flagrant foul at any time. This may be subject to disqualification from a game.
- Should there be a need for interpretation for the rules, an IM Staff Member may be
consulted.
- Once an IM Staff Member has made a decision, that ruling is FINAL.
Section 7: Violations
- The following violations will require a change of possession:
- Traveling
- Double dibble
- Carrying
- Any violation or out of bounds results in a check-up at the top of the 3 point arc.
- Once a violation is called, it may not be disputed or questioned by the opponent.
- Should there be a need for interpretation for the rules, an IM Staff Member may be
consulted.
- Once an IM Staff Member has made a decision, that ruling is FINAL.
-
5v5 Basketball Rules
Toggle More InfoComing Soon
-
Canoe Battleship Rules
Toggle More Info- Facility:
- All heats will occur at the FGCU Aquatics Center.
- Players and Substitutions
-
- Heat shall be played between two to four teams with four players each.
- To start you must have a minimum of 3 players
- Appropriate swimwear is required to be worn by all players who will be in a canoe.
-
- Equipment
- Each team will receive paddles, three buckets and one shield (kickboard)
- Objective of the Game
- Teams attempt to sink their opponents by throwing water from their buckets into their opponents' boats.
- During qualifying rounds, a predetermined number of boats afloat (typically the last 1, 2 or 3, depending on registration) will advance to the next round.
- The last boat afloat in the final round will win the tournament.
- Game Play
- Players must be sitting or kneeling in the bottom of the boat to begin.
- At the start of a round, the boats will be spread out throughout the battle waters. An official will instruct the canoes to push off towards the center of the pool. An official will then blow his/her whistle to start play.
- Teams may engage as soon as the starting whistle is blown.
- Players may throw water with their buckets, shields, or hands at their opponents.
- When play is paused by an official, all play must stop including throwing water and moving the boat within the pool.
- Restrictions
- Players may not take water out of their own canoes.
- Penalty: Replacement of water at official’s discretion plus one large penalty bucket.
- Players may not touch an opponent, opponent’s equipment (in the possession of an opponent
or in the pool), or an opponent’s boat.
- Penalty: One large penalty bucket. Any intentional act of tipping an opponent’s canoe may result in team disqualification.
- Players may not touch the side of the pool or any lane lines within the pool in an
effort to push off or otherwise direct or propel their boat within the water.
- Penalty: One large penalty bucket.
- A team may never possess more than 3 buckets and 1 shield.
- Penalty: One large penalty bucket.
- Players must immediately freeze when an official’s whistle is blown.
- Penalty: One large penalty bucket.
- During the stoppage of play all players are prohibited from throwing water at opponents
or removing water from their canoes.
- Penalty: One large penalty bucket.
- If a player falls out of or intentionally leaves their team’s boat.
- Penalty: One large penalty bucket and that player will not be replaced.
- If a player falls out of the boat, play will stop, the player will get out of the pool, the team will play shorthanded, and play will resume on the official’s whistle.
- If a team is intentionally stalling to avoid contact with the other boats.
- Penalty: One large penalty bucket.
- Game officials will blow their whistles to stop play when a penalty bucket is issued. They will announce which boat receives the penalty. The penalized boat will be required to bring the canoe to the side of the pool, where an official will administer the penalty bucket.
- Teams are prohibited from collaborating with other canoes.
- Penalty: One large penalty bucket and that player will not be replaced.
- Players may not take water out of their own canoes.
- Elimination
- A team is eliminated when:
- Its canoe capsizes or both sidewalls of the canoe are underwater.
- A game official rules a team is eliminated due to unsportsmanlike conduct or dangerous
play.
- If a canoe receives more than 3 penalty buckets.
- Once eliminated, the game officials will stop play until the eliminated team and its canoe clear the playing area.
- A team is eliminated when:
- Facility:
-
Cornhole Rules
Toggle More InfoComing Soon
-
Dodgeball Rules
Toggle More InfoComing Soon
-
4v4 Flag Football Rules
Toggle More InfoComing Soon
-
7v7 Flag Football Rules
Toggle More InfoLocation
- Games will be played on the Intramural Sports Rec Field 1.
Players
- The game shall be played between two (2) teams of seven (7) players each. A minimum of five (5) players are required to play. If at any time there are no longer four (4) eligible players on the team, that team will lose the game by forfeit.
- A speaking captain must be designated for each team. She/he alone may appeal to the official, and then only on interpretations of the rules. Substitutions may only take place as a man for a man, woman for a woman.
Equipment
- Game Ball - The department will supply a game ball. A team captain, with the referee’s approval, may choose to use a different ball when his/her team is on offense. Men’s games will use the regular size football while Co-Rec and Women’s games will use the regular, intermediate, or youth size. The referee is the sole judge of any ball offered for play and may change the ball during play at his/her discretion.
- Shoes - Each player must wear athletic shoes. Only rubber/plastic cleats are allowed. No exposed metal may appear on the shoes.
- Penalty: Illegal Equipment – 10 yards, removal from the game until corrected
- Pads - The use of headgear of any nature, shoulder pads, body pads, or any unyielding or dangerous equipment is prohibited. The only pads allowed are soft, pliable knee or elbow pads worn in the appropriate location.
- Jewelry - There will be no jewelry allowed during any contests. Only religious jewelry that may be taped flush with the body so as not to be a hazard to other players will be allowed. Players must supply their own tape and notify the supervisor on duty of the jewelry.
- Penalty: Illegal Equipment – 10 yards
- Jerseys - All players’ jerseys must be either:
- Long enough so they remain tucked in, or
- Short enough so there is a minimum of 4" from the bottom of the jersey to the player’s waistline. Jerseys that repeatedly become un-tucked during the game may be disallowed at the discretion of the referee.
- Pants/Shorts - Each player must wear athletic style pants or shorts. Shorts cannot have pockets nor belt loops. Shorts may NOT be turned inside out nor have pockets taped or zippers.
- Headwear, Gloves, and Sunglasses - Players may wear a knit or stocking cap, bandanas (without knots), and/or soft, pliable, non-abrasive gloves. The cap must have no bill. No hair clips made of hard material may be worn. Sunglasses must be made of a soft, pliable material. Lens must be plastic.
Illegal Equipment
- A player wearing illegal equipment shall not be permitted to play. This applies to any equipment which, in the opinion of the Referee, is dangerous or confusing. Types of equipment or substances which shall always be declared illegal include:
- Headwear containing any hard, unyielding, stiff material, including billed hats, or items containing exposed knots.
- Jewelry
- Pads, casts, or braces worn above the waist
- Shoes with metal, ceramic, screw-in, or detachable cleats. EXCEPTION: Screw-in cleats are allowed only if the screw is part of the cleat.
- Shirts or Jerseys which do not remain tucked in. Any hood on a coat, sweatshirts, or shirt which does not remain tucked in. Tear away jerseys or jerseys that have been altered in any manner which produces a knot-like protrusion or creates a tear away jersey. Jerseys which have an arm opening more than 4 inches below the armpit.
- Pants or shoes with any belt(s), belt loop(s), pocket(s), or exposed drawstrings.
- Leg and knee braces made of hard, unyielding material, unless covered on both sides and all edges overlapped, and any other hard substance unless covered with at least ½” of closed cell, slow recovery rubber or other material of similar thickness and physical properties.
- Any slippery or sticky foreign substance on any equipment or exposed part of the body.
- Equipment which includes computers or any electronic or mechanical devices for communication.
- Exposed metal on clothes or person.
- Towels attached at the player’s waist
- Flags that can be detached from the flag belt.
- Penalty: Unsportsmanlike Conduct, 10 yards
Definition of Playing Terms
- Removal of Flag Belt (“Tackle”) - When the flag belt is clearly taken from the ball carrier, by an opponent, the down will end and the ball is declared dead. If a defensive player is attempting to remove the flag belt from a ball carrier, he/she may contact the body and shoulders of an opponent with their hands, but not their face or any part of their neck or head. A defensive player may not hold, push, or knock the ball carrier down in an attempt to remove the flag. Penalty: Illegal Contact - 10 yards.
*** If a flag belt inadvertently falls to the ground, a one-hand tag between the shoulders and knees constitutes a “tackle.” If in the judgment of an official the contact is unnecessarily rough, it will result in a penalty. Penalty: Illegal Contact – 10 yards
- Forward & Backward Pass - A forward pass is a pass thrown with its initial direction toward the opponent’s goal line. A backward pass is a pass thrown with its initial direction toward or parallel to the passer’s goal line. [A pass continues to be a pass until it is caught or strikes the ground. A backward pass that hits the ground is dead at the spot where it strikes the ground.] One legal forward pass is allowed per down. An infinite number of backward passes are permissible during a down.
GAME TIME
- The Coin Toss
- The captain winning the toss will have his/her choice of one of the options for the first half. The options are:
- To choose whether his/her team will be on offense or defense first.
- To choose the goal his/her team will defend.
- The captain not having the first choice of options for a half will exercise the remaining option.
- Change of Periods.
- Between the first and second half, the teams shall change goals. Team possession, number of the next down and the zone line-to-gain remain unchanged.
- Start Each Half
- Unless moved by penalty or field dimensions have been shortened, the ball shall be snapped on the 14-yard line to start the first and third periods.
- Playing Time and Intermissions.
- Playing time shall be two (2) twenty (20) minute halves. The intermissions between the first and second halves shall be three (3) minutes. When overtime is used, there will be 3-minute intermission.
- Extension of Periods
- A period must be extended by an untimed down, if during the last timed down, one of the following occurs:
- There was a foul, other than unsportsmanlike or non-player or fouls which specify loss of down, by either team and the penalty is accepted. For a loss of down fouls, any score by the team which fouled is cancelled.
- There was a double foul.
- There was an inadvertent whistle.
- If a touchdown was scored, the Try is attempted unless the touchdown is scored during the last down of the fourth period and the points would not affect the outcome of the game or playoff qualifying.
- First 38 minutes of the Game
- The clock will start on the first snap of the game. It will run continuously for the first 38 minutes of the game unless it is stopped for a:
- Team Time-out – Starts on the next legal snap
- Referee’s Time-out- Starts on the ready for play
- End of the first and Third Period- starts on the next legal snap
- Two Minute Warning
- Approximately two (2) minutes before the end of the game the Referee shall stop the clock and inform both captains of the playing time remaining in that period. The clock starts on the snap. The Back Judge will announce to the captains the remaining time and status of the clock after every play during the final two (2) minutes of the game.
- Last 2 minutes
- During the final 2 minutes of the game the clock will stop for:
- Incomplete legal or incomplete illegal forward pass- starts on the snap
- Out-of-bounds- starts on the snap
- Safety- Starts on the snap
- Team time out- starts on the snap
- First Down- dependent upon the previous play
- Touchdown – starts on the snap
- Penalty and administration- dependent upon previous play
- Referee’s time out –starts at his/her discretion
- Touchback- starts on the snap
- Team A is awarded a new series- dependent on previous play
- Team B is awarded a new series- dependent on previous play
- Either team is awarded a new series following a legal punt- starts on the snap
- Team attempting to conserve time illegally- starts on the ready
- Team attempting to conserve time illegally- starts on the snap
- Delay of Game - The ball must be put in play promptly and legally, and any action or infraction by either team which tends to prevent this is delay of the game. This includes:
- Consuming more than 25 seconds to put the ball in play after it is marked ready for play.
- Deliberately advancing the ball after it has been declared dead.
- A captain-referee conference after the permissible charged timeout has been used, during which the referee is requested to reconsider the application of a rule and no change results.
**The referee may order the game clock started or stopped whenever, in his/her opinion, either team is trying to conserve or consume playing time by tactics in his/her judgment to be unfair. Penalty: Delay of Game - 5 yards from the previous spot of the ball.
- Timeouts
- Charged Time-Outs
- Each team is entitled to 2 charged time-outs during each game.
- Injured Player
- An injured or apparently injured player who is discovered by an official while the ball is dead and the clock is stopped, shall be replaced for at least 1 down unless the period or overtime intermission occurs.
- Unconscious or Apparently Unconscious Player
- A time-out occurs when an unconscious player is determined by the game officials. The player may not return to the game without written authorization from a physician.
- Captain-Official Conference - When a team requests a charged timeout for a rule interpretation, the referee will confer with the team captain. If the referee changes his/her ruling, it is an official’s timeout. If the ruling is not changed, it is a charged timeout. If the team has used its timeout, a delay of game penalty will be assessed.
- Substitutions
- Eligible Substitutes - No substitute may enter during a down. Between downs any number of eligible substitutes may replace players if the game is not delayed.
- Illegal Substitutions - During a dead ball, no substitute may enter the game and leave before the next play or leave the game and reenter before the next play unless a dead ball foul occurs, there is a charged timeout, or the period ends. Penalty: Illegal substitution - 5 yards.
- Substitutions in Uniform - Each substitute must be in uniform, ready for play, with flags in position. Penalty: Delay of game - 5 yards.
- Using substitutes with an obvious attempt to confuse or deceive the opposing team is subject to an unsportsmanlike conduct penalty.
- Ball Declared Dead.
- A live ball becomes dead and an official shall sound the whistle or declare it dead:
- When it goes out-of-bounds.
- When any part of the runner other than a hand or foot touches the ground.
- When a forward pass strikes the ground or is caught simultaneously by opposing players.
- When a backward pass or fumble by a player strikes the ground or is caught simultaneously by opposing players. A ball snapped, which hits the ground before or after getting to the attended receiver, is dead at the spot where it hits the ground.
- When a runner is legally tagged with one hand between the shoulders and knees, including the hand and arm.
- Inbounds Spot Anywhere Between Lines
- Before the ready for play signal, Team A may designate the spot from which the ball is put in play anywhere between the inbounds lines (hash marks):
- Start of each half.
- For a Try.
- Following a touchback, safety, try, and awarded catch after a punt.
- For the start of each series using an overtime procedure.
- Zone Line-to-Gain
- The zone line-to-gain in any series shall be the zone in advance of the ball, unless distance has been lost due 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.
- Awarding a New Series
- A new series of downs shall be awarded when a team moves the ball into the next zone on a play free from penalty; or a penalty against the opponents moves the ball into the next zone; or an accepted penalty against opponents involves an automatic first downs; or after enforcement of a penalty against Team A, the ball is in advance of the zone line-to-gain; or either team has obtained legal possession of a ball as a result of a penalty, punt, touchback, pass interception, or failure to gain the zone in advance of the ball.
- Ball Responsibility
- Team A players are responsible for retrieving the ball after a down. The snapper will bring the ball from the huddle to the Team A scrimmage line. A towel may be placed under the ball, regardless of weather or field conditions.
Prior to the Snap
- Encroachment
- Following the ready for play and until the snap, no player on defense may encroach, touch the ball, nor may any player contact opponents or interfere with them in any other way. This includes standing in the neutral zone to give defensive signals or shifting throughout the zone. After the snapper has placed his/her hands on the ball it is encroachment for any player to break the scrimmage line plane, except for the snapper’s right to be over the ball. During the interval between downs when two or more consecutive encroachment fouls are committed by the defensive team, the penalty will be 10 yards for subsequent encroachment fouls.
- False Start
- No offensive player shall make a false start. A false start includes simulating a charge or start of a play. An infraction of this rule may be penalized whether or not the ball is snapped and the penalty for any resultant encroachment shall be cancelled.
Illegal Forward Pass
- A forward pass is illegal:
- If the passer’s foot is beyond the plane of Team’s A scrimmage line when the ball leaves his/her hand
- If thrown after team possession has changed during the down
- If intentionally thrown to the ground or out-of-bounds to save loss of yardage
- If a passer catches his/her untouched forward pass.
- If there is more than one forward pass per down
Series of Downs, Line to Gain
- Series - A series of four (4) consecutive scrimmage downs will be awarded to the team that puts the ball in play to start a half or after a change of possession.
- Putting the Ball into Play – The ball shall be placed at the Team A 14 yard line to begin each half of a game and following a Try, touchback or safety, unless moved by penalty.
- Yardage on Downs - The field is divided into 20-yard zones. A team has four downs to move the ball from one zone to the next. A first down results when the ball is declared dead, any part of which is on or above the next zone line, and a live ball penalty does not bring the ball behind the first down zone. There will be an option to punt the ball on fourth down.
- Penalty Accepted - If a penalty is accepted, the down will remain the same unless otherwise specified by the rules regarding penalty enforcement.
- Penalty Declined - If a penalty is declined, the number of the next down will follow as if that foul had not occurred.
Punting
- Legal Punt
- A legal punt is a kick made in accordance with the Rules. Quick kicks are illegal.
- Punt
- Prior to making the ball ready for play on fourth down, the Referee must ask the Team A captain if he/she wants to punt. The Referee must announce this decision to all Team A and Team B players and all officials. The Team A captain may declare a punt on any down. After such announcement, the ball must be punted. [Exception: If (a) Team A or B time-out is called, (b) the period ends, (c) a foul occurs any time prior to or during this down after the Team A captain’s decision which results in the kicking team having the right to repeat the down again, the Referee must ask the Team A captain whether or not he/she wants to punt and communicate this decision to the Team B captain.]
- Formation and Snap
- Neither Team K nor R may advance beyond their respective scrimmage lines until the ball is punted. NOTE: All scrimmage line rules regarding the snap, encroachment, false start, formations, motion, and shift rules apply to the punt.
- Punting the Ball
- After receiving the snap, the kicker must punt the ball immediately in a continuous motion. Penalty: Illegal Procedure, 5 yards
- After Being Punted
- Once the ball is punted, any R player may block the kick. If the blocked kick hits the ground, it is dead at that spot. If the punt is blocked by any R player behind K’s scrimmage line and then caught by any K player behind K’s scrimmage line, they may advance. R may advance the punt anywhere in the field of play or end zone. A K player cannot punt the ball to himself/herself or any other K player. Team K may punt the ball once only per down.
- Crosses K’s Scrimmage Line
- When a punt, which has crossed K’s scrimmage line, touches a player from either team and then hits the ground, the ball is dead and belongs to R. If it hits an R player and then is caught in the air, it can be advanced by R. If caught by K, the ball is dead, belongs to K, and a new series begins for K.
- Punt Out-of-Bounds Between the Goal Lines or at Rest
- If a punt goes out-of-bounds between the goal lines or comes to rest inbounds untouched and no player attempts to secure it, the ball becomes dead and belongs to the receiving team at that spot.
- Punt Behind the Goal Line
- When a punt breaks the plane of R’s goal line, it is a touchback unless R chooses the Spot of 1st touching by K.
Snapping the Ball
- Legal Snap - The snapper must pass the ball back from its position on the ground with a quick and continuous motion of the hand(s). The snapper does not need to pass the ball back between his/her legs.
- Players on the Line – No requirement for how many players must be on the however the ball must be snapped from the orange cone on Team A’s line of scrimmage
- Shift - One offensive player may be in motion, but not in motion toward the opponent’s goal line at the time of the snap. Other offensive players must be stationary in their positions without movement of the feet, body, head or arms. All other offensive players must remain stationary at the time of the snap. Penalty: Illegal shift - 5 yards.
- Snap Reception - The player who receives the snap must be at least two yards behind the offensive scrimmage line (this point is established by the first part of the body that come in contact with the ball). Direct snaps are not allowed on any down. Penalty: Illegal snap- 5 yards.
Fumbles
- Spot - When a player fumbles the ball, or if a snap hits the ground before being received, the ball is dead immediately at the spot where the ball hits the ground
- Fumble out of bounds - A fumbled ball that goes out of bounds without hitting the ground remains in possession of the fumbling team where the ball went out of bounds.
- If fumbled forward the ball will be placed at the spot of lost possession
- If fumbled backwards the ball will be placed at the spot where the ball went out of bounds.
- Fumble in the end zone - A fumble which becomes dead in the end zone is:
- Declared a safety if it becomes dead in the end zone the fumbling team is defending.
**Exception: If a team gains possession of the ball in the end zone and fumbles the ball without advancing the ball out of the end zone, it is a touchback and the fumbling team retains possession.
Passing the Ball
- ** Eligibility - All players except the passer are eligible to touch or catch a forward pass before an opponent has touched it. A forward pass may be thrown provided the passer’s feet are behind the offensive line of scrimmage when the pass is made. Only one forward pass can be thrown per down.
- Penalty – Illegal Forward Pass (5 yards & LOD)
- Simultaneous Catch - If members of opposing teams catch a legal forward pass simultaneously, the ball becomes dead and belongs to the team that put the ball in play.
- Completed Pass - A forward pass is completed when caught inbounds by a member of the passing team. It is counted as a completion as long as the first part of the receiver makes contact with the ground after the catch touches inbounds.
- Pass Interference - Pass interference is contact by a player that prevents an opponent the opportunity of receiving a catchable forward pass. It is also pass interference if a receiver is de-flagged prior to touching the ball, or a player playing the opposing player instead of the pass. Penalty: 10 yards from the previous spot and repeat the down.
**Exception: If the contact is the result of two opponents making simultaneous, legitimate attempts to reach, catch or bat a pass, there is no foul. A player may not go through another player when making an attempt to catch the ball.
Scoring
- Touchdown = 6 point
- Touchdown Verification - The player scoring the touchdown must raise his/her arms so the nearest official can de-flag the player. If the official determines that the flag belt has been tampered with, the touchdown is disallowed and the player is disqualified. Penalty: 10 yards from the previous spot and a loss of down.
- Try For Point = 1, 2, or 3 points
- An opportunity to score 1 point from the 3-yard line or 2 points from the 10-yard line and 3 points from the 20-yard line will be given to the team scoring a touchdown.
- Once the team representative makes the choice, he/she may change the decision only by taking a charged timeout. A team’s choice cannot be changed if a penalty should occur. Enforcement of yardage penalties does not change the value of the try for point.
- The point(s) will be awarded if the try for point results in what would have been a touchdown.
- Defensive Score on Try For Point
- The defense will have no option to return a try for point for a score
- Overtime - If scores are tied at the end of the second half, an overtime period will be played. A coin flip will determine the options. All overtime periods shall be played toward the same goal line. There will be no overtime in the regular season.
- Procedure - Each team will receive one series of downs from the 10-yard line. If a team scores it can elect to go for 1, 2, or 3 points on the PAT attempt like normal. The game will continue until a winner is determined. If Team A starts with the ball first in the first overtime period, Team B will have the ball first in the second overtime. If a defender intercepts the pass/fumble, the series of downs is over.
Mercy Rule
- Second Half
- If a team is leading by 40 points (Co-Rec Rule-45 points) at any point in the second half, the game is over.
- Two Minute Warning
- If a team is 19 or more points (Co-Rec Rule- 25 points) ahead when the Referee announces the 2 minute warning for the 4th period, the game is over. Prior to applying the Mercy Rule, there must be a down free of any accepted live ball fouls.
- After Two Minute Warning
- If a team scores during the last 2 minutes of the 4th period and that creates a point differential 19 or more points (Co-Rec Rule- 25 points), the game is over.
Neutral Zone
- The neutral zone is from the forward point of the football one yard to the Team B scrimmage line and extended to each sideline. It is established when the ball is marked ready for play.
Contact
- In an attempt to remove the flag belt from a runner, an opponent may contact the body and shoulders, but not the face, neck, or any part of the head of the runner with their hands. An opponent may not hold, push, or knock the runner down in an attempt to remove the flag belt.
Unsportsmanlike Conduct
- Dead Ball Fouls
- When the ball becomes dead in possession of a player, he/she shall not:
- Intentionally kick the ball
- Spike the ball into the ground
- Throw the ball high into the air
- Prohibited Acts
- There shall be no unsportsmanlike conduct by players or non-players. Examples, but are not limited to:
- Attempting to influence a decision by an official
- Disrespectfully addressing the official
- Indicating objections to an official’s decision
- Holding an unauthorized conference, or being on the field illegally
- Using profanity, taunting, or being on the field illegally
- Intentionally contacting a game official
- Leaving the team box and entering the field during a fight
- Second Unsportsmanlike Foul
- The second unsportsmanlike foul by the same player or non-player results in disqualification
- Third Unsportsmanlike Foul
- The third unsportsmanlike foul by the same team results in their forfeiture of the game.
Personal Fouls
- Restrictions
- No player or non-player shall commit a personal foul during a period or an intermission. Any other act of unnecessary roughness is a personal foul. No player or non-player shall:
- Strip or attempt to strip the ball from a runner by punching, striking, or stealing it
- Throw the runner to the ground
- Hurdle any other players
- Contact an opponent either before or after the ball is declared dead
- Make contact of any nature with an opponent which is deemed unnecessary including using fists, locked hands, elbows, or any part of the forearm or hand.
- Drive or run into an opponent
- Position himself/herself on the shoulders or body of a teammate or opponent to gain an advantage
- Tackle the runner by grasping or encircling with the hands or arms and taking the opponent toward the ground as in tackle football
- Fight an opponent
Screen Blocking
- The offensive screen block shall take place without contact. The screen blocker shall have his/her hands and arms at his/her side or behind his/her back. Any use of the hands, elbows, legs, arms, legs or body to initiate contact during an offensive player’s screen block is illegal. A blocker may use his/her hand or arm to break a fall or to retain his/her balance. A player must be on his/her feet before, during, and after screen blocking.
Screen Blocking Fundamentals
- A player who screen shall not:
- Take a position closer than a normal step when behind a stationary opponent
- Make contact when assuming a position at the side or in front of a stationary opponent
- Take a position so close to a moving opponent that his/her opponent cannot avoid contact by stopping or changing direction. The speed of the player to be screened will determine where the screener may take his/her stationary position. This position will vary and may be 1 to 2 normal steps or strides from the opponent.
- After assuming his/her legal screening position move to maintain it, unless he /she move in the same direction and path as his/her opponent. If the screener violates any of these provisions and contact results, he/she has committed a personal foul.
Guarding the Flag Belt
- Runners shall not flag guard by using their hands, arms, or the ball to deny the opportunity for an opponent to pull or remove the flag belt. Examples of flag guarding include, but are not limited to:
- Placing or swinging the hand or arm over the flag belt
- Placing the ball in possession over the flag belt
- Lowering the shoulders in such a manner which places the arm over the flag belt
Stiff Arm
- The runner shall be prohibited from contacting the opponent with extended hand or arm. This includes the use of a “stiff arm” extended to ward off an opponent attempting to deflag/tag
Charge
- A runner shall not charge into nor contact an opponent in his/her path nor attempt to run between two opponents or between an opponent and a sideline, unless the space is such as to provide a reasonable change for him/her to go through without contact. If a runner in his/her progress has established a straight line path, he/she may not be crowded out of the path, but if an opponent is able to legally establish a defensive position in that path, the runner must avoid contact by changing direction.
Penalties
- 10 Yard Penalties
- Unsportsmanlike Conduct - See Special Enforcement of Penalties
- Illegal Contact
- Illegal Blocking
- Charging - The ball carrier may not run through a defensive player, but must evade the tackler. The runner shall be allowed unlimited 360 degree turns.
- Tackling - The tackler must not hold the ball carrier and must “play the flag” rather than the opponent
- Stripping the Ball
- Stiff Arming
- Tampering with the flag belt - Tampering with the flag belt in any way to gain an advantage including tying, using foreign materials, or other such acts (Loss of Down)
- Illegal Belt Removal - No opponent may exert any extra force than is necessary to remove the ball carrier’s flags
- Flag Guarding - Holding or swinging the arm near the flag to ward off attempts to remove the flag is illegal
- Offensive Pass Interference
- Defensive Pass Interference
- Holding
- Roughing the Passer (Automatic First Down)
- 5 Yard Penalties
- Delay of Game
- Encroachment
- Interference with Opponent or Ball before Snap
- False Start or Illegal Snap
- Illegal Motion, Shift, or Position at Snap
- Illegal Forward Pass (Loss of Down)
- Illegal Substitution
- Receiving Snap within 2 yards of Line of Scrimmage
- Illegal Procedure
- Special Enforcement of Penalties
- Two unsportsmanlike conduct penalties on the same player at any time during the game will result in automatic ejection.
- Three unsportsmanlike conduct penalties on the same team will result in a forfeit of the game.
- Half the Distance - No penalty may exceed half the distance from the enforcement spot to the offending team’s goal line.
- Safety/Goal Line - If the offensive team commits any foul on or behind its goal line for which the penalty is accepted, it is a safety. The ball will be given to the safety awarded team on their 14yd line. For a defensive team foul on or behind the offended team’s goal, measurement is from the goal line.
- Foul on Score - If there is a player foul by the offensive team, other than unsportsmanlike, during a down which results in a successful touchdown or try-for-point, the acceptance of the penalty nullifies the score. If there is a live ball foul committed by the defensive team during a down, which results in a successful touchdown, or try-for-point, the offensive may choose to have the foul enforced at the succeeding spot or, after the Try, at the 14 yard line.
- Dead Ball Fouls - All dead ball fouls will be enforced from the spot where the ball would next be snapped or free kicked if a foul had not occurred.
Co-Rec Specifics
- Team Composition:
- On the field of play at all times should be two (2) teams composed of four (4) men and four (4) women. Teams must have five (5) players to start the game three of those players must be from one gender while two are from the other.
- A team may not have less than five (5) players to start or continue a game or else they will lose the game by forfeit.
- The term “closed” means a male player may not complete a legal forward pass to any other male player. The term “open” means any player can complete a legal forward pass to any other player. Note: All illegal forward pass fouls are classified as fouls during a running play.
- If the officials erroneously indicate the “open/closed” status of a down, the play is nullified and the down will be repeated.
- During the offensive team’s possession there may not be 2 consecutive legal forward pass completions from a male passer to a male receiver. This rule applies to the Try.
- If a male passer completes a legal forward pass to a male receiver, the next legal forward pass completion must involve either a female passer or female receiver for positive yards. The spot where the ball becomes dead by Rule must be beyond the Team A scrimmage line. There is NO foul for a female receiver being tagged or deflagged behind the Team A scrimmage line. The next legal forward pass completion remains “closed”
- A legal forward pass caught jointly by male and female teammates is considered a female reception.
- There are no other restrictions concerning a male passer completing legal forward passes to a female receiver, or female to female, or female to male.
- Any foul, whether accepted or declined, shall have no effect on whether the next legal forward pass completion is “open” or closed”
- If a female passer completes a forward pass to a male receiver behind the Team A scrimmage line on either an “open” or “closed” play and any Team A male runs beyond this scrimmage line, it is an illegal forward pass.
- To open up a closed play three things must occur during the down.
- Must be a legal forward pass
- A female must be involved (throwing or catching the pass)
- Play must result in positive yards
- Pass Completions
- During the offensive team’s possession there may not be two consecutive legal forward pass completions from a male passer to a male receiver. This rule applies to the Point After Touchdown Try. If a male passer completes a legal forward pass to a male receiver (whether it is positive or negative yards), the next legal forward pass must involve a female passer or female receiver for positive yardage. Any penalty, whether accepted or declined shall have no effect on whether the next forward pass completion is “open” or “closed.”
- If a female passer completes a forward pass to a male receiver behind the line of scrimmage, and he runs across that line, it is an illegal forward pass.
- Touchdown Value
A touchdown involving a female receiver/runner crossing the goal line or throwing a legal forward pass is worth 9 points.
-
Pickleball Rules
Toggle More InfoComing Soon
-
4v4 Sand Volleyball Rules
Toggle More InfoSection 1: Court and Equipment
- Games will be located at the Recreational Outdoor Courts.
- Jewelry is not permitted to be worn.
- Exception: medical and religious items may be taped down.
- Clothing must adhere to Campus Recreation Facilities Policies.
- Captains will pick a shirt color to wear at sign up. The team should wear this color for their games.
- The IM Staff will provide a ball.
- Teams may bring their own if everyone agrees to use it.
Section 2: Officials and their Duties
- A coin toss is used to determine serve or side.
- Serve will alternate in 2nd
- A coin toss is used to determine serve or side for the 3rd
- 4v4 Sand Volleyball is not officiated.
- Participants must self-officiate the game based on the rules provided.
- Should there be a discrepancy or need for interpretation for the rules, an IM Staff
Member may be consulted.
- Once an IM Staff Member has made a decision, that ruling is FINAL.
Section 3: Players and Substitutions
- There shall be no more than 4 players on the court for a team.
- A minimum of 3 players are required to start a game.
- There are no positional rotating requirements except for serving.
- A team may enter their substitutes at a rotating position or person for person
- Each sub may enter at the front right position OR
- Player A and Player B may substitute at any position for each other
- COREC:
- There shall not be more than 2 of the same gender on the court at a time.
- Legal lineup:
- 1 male, 2 females
- 2 males, 1 female
- 2 males, 2 females
- There is no requirement for alternating genders for rotation.
Section 4: Scoring and Timing Regulations
- 4v4 Sand Volleyball uses Rally Scoring
- The winner of the rally shall receive 1 point and the serve.
- Regular Season
- 3 games.
- First 2 games – play to 21 (win by 2), cap 23.
- 3rd game – play to 15 (win by 2), cap 17.
- Playoffs
- Best 2 out of 3.
- First 2 games – play to 21 (win by 2), cap 23.
- 3rd game – play to 15 (win by 2), no cap.
- A team is allowed 1 timeout per MATCH.
Section 5: Violations
- The following actions result in a violation:
- Catching or holding the ball.
- Touching the net.
- Serving out of turn.
- Double hit.
- 4 team hits.
- A serve that touches the net and continues to the opponent’s side is still in play.
- A ball that has left the sand area is considered out of play.
-
4v4 Soccer Rules
Toggle More InfoSection 1: Field and Equipment
- Games will be located at Rec Field 1
- Equipment
- All participants must be wearing athletic apparel.
- Only headwear allotted are soft headbands
- Players may get approval from IM Staff for a medical headwear device
- Shin guards are not required, but are recommended
Section 2: Players and Substitutions
- The game shall be played between 2 teams of 4 players each.
- A minimum of 3 players are required to start a game.
- If at any time there are less than 3 players throughout the game, the team will forfeit.
- All substitutions must take place during dead ball situations
- The players must enter and exit the field from the substitution box.
Section 3: Scoring and Timing Regulations
- Games will be consist of two 12 minute halves.
- There is no overtime in regular season
- Playoff OT Rules:
- One 3-minute Golden Goal Period.
- If no winner is declared after 3 minutes, 3 kick shootout
- Mercy Rule: If a team is winning by 10 or more goals with 5 or less minutes remaining in the game, that game will end.
Section 4: The Game
- The game and all kickoffs will start at mid field. The ball may be kicked either forward or backwards.
- Crease: the crease is a box in front of each goal that no players are allowed to step
into while playing the ball.
- If a defensive player steps in the box, PK
- If an offensive player steps in the box, Goal Kick.
- All dead ball kicks are indirect.
- Kick-in: when the whole ball has crossed the touchline, there will be a kick-in. This
will take place instead of a throw in.
- The kick-in must occur where the ball went out of bounds.
- All defenders must be at least 5 yards away from the kick-in spot.
- There is no offsides.
- All fouls/penalties will result in either an indirect kick from the spot of the foul/penalty or a PK from the midfield line.
- Goals may only be scored on the opponent’s side of the field.
Section 5: Penalties
- Dangerous play: all high kicks above the waist or any attempt to make a play on the ball while kneeling or lying on the ground in a dangerous manner shall be prohibited.
- Charging a player not in possession of the ball: a player shall not intentionally
charge an opponent unfairly.
- This includes “shoulder to shoulder” challenges that are unsafe or cause the opposing player to lose possession of the ball.
- Obstruction: intentional act by a player not in possession of the ball or attempting to play the ball.
- Kicking/Striking: a player shall not intentionally attempt to kick or strike an opponent.
- Tripping: a player shall not intentionally trip an opponent.
- Holding/pushing: a player shall not use their hands or arms to hold, push, or impede an opponent.
- Handling: a player shall be penalized for intentionally handling, carrying, striking,
or propelling the ball with a hand or arm.
- Unintentional handling occurs when the ball strike the hands or arms of a player who has not moved the hands or arms to play the ball.
- Unintentional handling should not be penalized.
- Sliding: a player may not slide to stop a goal regardless of players in proximity or not.
- Slide Tackling:
- If no contact, but near a player - yellow
- If contact is made – red
- All of the above offenses will result in an indirect free kick.
- Opposing players must be at least 5 yards away from the spot of the free kick.
- Penalty Kick: shall be awarded after a serious or intentional rule infraction takes
place by the defensive. Should be awarded, if in the referee’s opinion, a scoring
opportunity was nullified by the infraction.
- All players must be behind the kicker. The ball is dead once kicked.
- If the goal is not scored, the defense will take a goal kick.
Section 6: Red/Yellow Cards
- Yellow cards include but are not limited to:
- Leaving the field or coming on to the field without the referee’s permission.
- Unsportsmanlike conduct
- Persistent infringement of the rules.
- Showing dissent toward a referee’s call.
- Slide tackling (subject to red)
- Red cards include but are not limited to:
- Slide tackling
- Second and subsequent offenses by same team.
- Excessive foul or abusive language.
- Persistent misconduct after receiving caution.
- Violent or serious play
- Intentionally impeding an opponent through unlawful means during an obvious goal-scoring opportunity.
- An ejected play may not be replaced by a substitute.
-
8v8 Soccer Rules
Toggle More InfoComing Soon

Extramural Sports
Extramural Sports consist of competitions involving intramural teams from other institutions. Extramural opportunities allows students to compete in select sports against other institutions. Some tournaments offer officiating opportunities and clinical development of officiating skills. Intramural teams or student officials can register for these tournaments and travel on behalf of the FGCU. The Campus Recreation department in some cases can provide financial support for travel related expenses for these developmental opportunities. Students must request travel approval and funds through the following form. Pending review and approval of the Sport Programs staff will determine what kind of support the students receive. Each request is handled on a case by case bases. Requests must be submitted at least 5 business days before departure.
-
Registration
Toggle More InfoRegister for a sport through the FGCU Go App or the Campus Rec Store. Teams must register before the specified deadline.
-
Defaults
Toggle More InfoIf a team cannot make it to their schedule game, they should submit a default online, call, or email the Sport Program staff by 3:00pm the day of their game. For weekend or holidays defaults should be submitted the first business day prior.
-
Forfeits
Toggle More InfoNo shows will result in a forfeit. If at least 1 player is checked in at the schedule game time, but does not have the minimum requirement, the team will have 5 minutes to meet the requirements or the game will result in a forfeit. If a team forfeits they will be ineligible for playoffs unless a forfeit fee is paid.
-
Waitlist
Toggle More InfoIf a league is full or a registered team does not meet the minimum requirements by the time registration ends, the team will be put on the Waitlist. Should a spot become available, the Sport Programs Staff will contact teams to fill that spot.
-
Playoffs
Toggle More InfoSome leagues have bracket play. Teams with a Sportsmanship rating of 2.75 or better will advance to playoffs. No additions to the roster after bracket selection is finalized.
Sport Programs Staff


