More searches | Tips
 

 
Home
Calendar
Schedules
Sign Up
Results
Referees
News
Photo Gallery
Past Champions
Rules
Policies
Transportation
Job Opportunities
Contact Us
 

 
NYU Department of Athletics, Intramurals & Recreation

Sports Rules

Individual Guidelines
Team Guidelines
Give Us Some Feedback




New York University
Intramural Touch Football Rules
  1. Team Size--Five man team on the playing field with a minimum of 4. Minimum full roster of 5 players; no maximum.
  2. Dimensions and Time Limits
    1. The field will be 50 yards in length by 25 in width.
    2. The team must report to the field within 10 minutes of starting time. If more than 10 minutes late, the game is forfeited. One forfeit will disqualify a team from league play.
    3. Two halves-15 minutes running time per half. The clock will stop on incomplete passes, to move the yard marker (note that after the yard mark is set by an official time will start once again)and out of bounds plays in the last minute of each half. 5 minute break between halves.
    4. Time is kept by the officials on the field.
    5. Two-30 second time outs per half for each team.
    6. Mid-field for a first down; four downs per possession.
    7. The clock will stop for an injury, unless it's by the offensive team to get a stoppage of play on purpose, and/or at the referee's discretion.
    8. In league games, ties will be decided by college rules (4 downs to get into end zone plus extra points...then matched or not by the opposing team). In the playoffs, the same rules will be used.
  3. A coin toss, called by the away team before the flip, will determine kicking team, receiving team and direction of field. After the coin is flipped and the winner is determined, the designated captain can choose to kick, receive or defer to the other team. The first nineteen minutes will be running time and the last minute stop time. One 60-second time out per team during overtime. Another coin toss will decide who will get first possession. If you run the ball into the end zone it is worth 2 points. If you throw it in and score it is worth 1 point. If you are stopped, you receive no points. The team ahead on points after each team has had an equal amount of attempts will win the game.
  4. Throw-off
    1. Throw-offs will be used to begin the games and after a touch down.
    2. Throw-offs must travel at least to mid-field. On-side throw-offs can be recovered by the "kicking" team only if the ball is caught in the air after the mid-field marker. The "kicking team also has to give the receiving team enough room to make an attempt a catch. If there is not enough room for a receiving team member to make an attempt at the ball, a spot penalty is called adn the receiving team gets the ball at the point where the ball would have landed.
    3. The first bounce of a throw-off or a lateral is a dead ball; there are no fumbles. however, there are interceptions of passes and laterals
    4. Each team must keep the same side of field throughout the half, even after a score.
  5. Blocking
    1. Cross body blocking is illegal at all times. When two opponents come face to face, minimal contact is allowed. The players must try to get around each other. Blocking must be done by screening an opponent with the body. Blocking/screening is the use of the body in an established position to protect the ball carrier. The defender must run around the block/screener. Hard pushing and shoving, extended arm blocks and running over players is not allowed. Unnecessary roughness and blocking/screening below the waist will result in a 10 yard penalty and possible game ejection.
  6. Penalties
    1. 5 yards
      • -Offsides, Encroachment, False Start--From line of scrimmage--Down over
      • -Delay of Game, Too Many Players on Field--From line of scrimmage--Down over
      • -Defensive Holding--From line of scrimmage--Automatic first down
    2. 10 yards
      • -Offensive Holding--From line of Scrimmage--Down over
      • -Clipping--Referee's discretion
      • -Illegal Block-- From line of Scrimmage--Down over
      • -Intentional Grounding--From spot of foul--Loss of down
      • -Personal Fouls--Referee's discretion--Includes people on sidelines
      • -Defensive Pass Interference--From line of scrimmage-Automatic first down
      • -Offensive Pass Interference--From line of scrimmage-loss of down
      • -Arguing with Referees--From line of scrimmage--Possible game ejection
    3. 15 Yards
      • -Fighting--Any player(s) fighting will result in immediate ejection from the game and possible forfeit for the team. The referee will have complete autonomy to make a ruling in any situation which involves fighting. A team may be suspended from league play for fighting.
    4. Disqualification & League Suspensions
      • -Any player may be ejected from the game at any time based on the referee's discretion. This also pertains to players on the sidelines. Illegal equipment will result in an automatic game ejection. League suspension CAN follow.
  7. Substitutions--Free substitutions are allowed after a play has been blown dead and before the ball is snapped. Although, there can only be 5 players in an offesive huddle at all times...subs can run onto the field while the player they are replacing runs off.
  8. Protests
    1. A formal protest may be requested at any time during a game as long as the ball is not in play. After the incident has been discussed with the captains, a fair ruling will be made by either the officials or a supervisor, and the game will be completed. Only protests concerning ineligible players will be accepted in writing, and they must be submitted within 24 hours of the game. Ineligibility will result in an automatic forfeit for the team and disqualification of the player. There are no warnings for ineligible players...once they step onto the field and a play is started, that team will automatically forfeit the game and all games that the same person played in previously.
  9. Fair Catch
    1. A Fair catch is a catch of a free "kick" by a player of the receiving team who has obviously signaled his/her intention by raising one hand & waving it clearly above his/her head. No fumbles are allowed and the receiver must be given 5 yards distance. A fumbled kick is a dead ball at the point of contact with the ground and the receiving team takes possession.
  10. Equipment
    1. No special uniform is required. No shoulder pads, helmets, spiked or metal cleated shoes of any kind will be allowed. Only rubber or soft plastic molded cleats are allowed. Only equipment necessary to protect an injured part of the body will be allowed. Soft elbow and knee pads are also allowed. Jerseys/pinnies will be provided for the teams.
  11. Scoring
    1. Six points are awarded for a touchdown. After a touchdown the ball will be placed on the 5 yard line, the scoring team will then get 1 play to either run the ball into the end zone for 2 points or pass it in for 1 point. Fumbles on the PAT will be an automatic dead ball. Interceptions on a PAT can be returned for 2 points.
  12. Offense
    1. First down is awarded at mid-field; if you started your downs beyond the mid-field point, there is no first down opportunity.
    2. 3 receivers must be on the line of scrimmage at time of snap.
    3. The quarterback must clearly call 'set' at least 1 second before the snap. A false start will be called if the ball is snapped without this rule being observed.
    4. Only 1 back or receiver is allowed in motion at any one time. This receiver must be the one who was not set at the line of scrimmage initially.
    5. A lateral behind the line of scrimmage can be passed across the line of scrimmage only once; or that player can run the ball across the line of scrimmage. A lateral of any kind (passing or handing off) stops the referee's count of 'mississippis' immediately and any defender can pass the line of scrimmage at that point.
  13. Defense
    1. All defensive schemes are allowed, including zones & man-to-man, except blitzes.One defensive player must be "on the line" at all times". Excessive bumping off the line (if receiver falls to the ground, they can't be touched again until up on both feet) & bumping beyond the five yard window are also not allowed.
    2. If a receiver is bumped out of bounds, that player is not allowed to block or catch any passes or laterals during that play at any time and the referees should signal that with a marker and vocally during the play.
  14. Time Warnings
    1. The offense is allowed 30 seconds for each play once the yard marker is placed. They will be warned 10 seconds before a delay of game penalty is called. Referees will warn when there is 10 minutes, 5 minutes, and 1 minute left in each half.
  15. Miscellaneous
    1. A legal touch is a two hand touch anywhere on the ball carrier from the shoulder down. Both hands must touch at the same time
    2. The ball is placed in the center of the field after each play.
    3. Half-the-distance to the goal line ball placement is used for penalties where this rule applies.
    4. Fake punts are not allowed.
    5. Any player may have to show a valid NYU ID to the referee before each game.
    6. Team captains are solely responsible for all team members and their eligibility; conduct included.
    7. Anybody arguing with a referee is subject to a personal foul and a game ejection. Team captains may talk to a referee about a ruling/play, BUT not argue.
    8. ALL REFEREE'S DECISIONS ARE FINAL
Back To Top
New York University
Intramural Basketball Rules
  1. All rules in the NCAA College Handbook will apply, except for the following modifications.
  2. Protests
    1. A formal protest may be requested at any time during a game as long as the ball is not in play. After the incident has been discussed with the captains, a fair ruling will be made by either the officials or a supervisor, and the game will be completed. Only protests concerning ineligible players will be accepted in writing, and they must be submitted within 24 hours of the game. Ineligibility will result in an automatic forfeit for the team in every game that the person in question has played in and disqualification of the player.
  3. Game Format
    1. A jump ball will start the game. The team that does not control the tip will have possession to start the second half.
    2. Games consist of two 20 minute halves; with a 5 minute break at half-time.
    3. The first 19 minutes of each half is running time. The clock will not stop for fouls and violations but for time outs only. The last minute of each half will be stop time. Stop time includes injuries, scored baskets, free throws, out-of-bounds plays and timeouts.
    4. Each team is allowed two timeouts per half and one time out in any overtime period. Time outs are limited to 30 seconds.
    5. If the score is tied after regulation, then a 5 minute overtime period will be played. The first 4 minutes will be running time, and the last minute will be stop time. One time out will be given to each team in the overtime period.
    6. If the score is tied after a 5-minute overtime in the regular season, free throws will decide the game. Each team will be given 5 attempts. If both teams have made an equal number after 5 attempts, both teams continue shooting until one team leads after an equal number of attempts. In a playoff game, a second, third, etc 5-minute overtime will be played to break a tie.
  4. Fouls
    1. Fouls not in the act of shooting--team receives the ball out of bounds for opponents first five (5) team fouls during each half. Starting with the opponent's sixth (6) team foul during each half, teams will get a one-and-one bonus, except 'player control' fouls.
    2. Technical fouls give a team one free throw and possession of the ball.
    3. Flagrant fouls give a team two free throws and possession of the ball. The player committing the foul will be ejected from the game.
  5. Team Rules
    1. Teams must start with 5 players; although they may finish with four players minimum due to injury or ejection.
    2. Forfeits--Any team without 5 players within FIVE minutes of the scheduled start time forfeits the game. After the FIRST forfeit, the team will be disqualified from any future league play.
    3. Only the team captain may consult with the referees or supervisor (not the scorekeeper at any time), but only when the ball is not in play.
    4. Substitutions can only be made during timeouts, after fouls and violations or if the ball goes out of bounds. A technical foul is assessed for the illegal substitution and is treated as such.
    5. Unsportsmanlike conduct against a scorekeeper, referee or any opposing player will constitute a technical foul and result in ejection from the game and possibly the tournament.
    6. No player may play for more than one team. Any team using an ineligible player will forfeit all games in which he or she has played.
    7. Proper sports attire required for all games following Coles' regulations; only non-marking sneakers are allowed and jerseys will be provided for the teams.
    8. ALL REFEREE DECISIONS ARE FINAL
Back To Top
New York University
Coed Volleyball Rules
  1. Team Size--Six players MUST be on the court at all times, including at least 2 players of each gender. Failure to have the right mix or enough players will result in a forfeit. You may finish with a minimum of 5 players due to injury or ejection only.
  2. Time Limits & Check-Ins--The first 5 minutes will be used as a warm-up period. Any team not ready to play 10 minutes after the scheduled game time will forfeit. Any team with ONE forfeit will be disqualified from future play.
  3. Match Size--Matches will consist of a two out of three games format with each game scoring up to 30 points, rally scoring with no two point advantage for a win.
  4. Timeouts--One 30 second time outs are allowed per game.
  5. The Ball
    1. The ball must be clearly hit; a carry or double hit is now allowed.
    2. A ball touching the boundary line is considered good or in play.
    3. A ball may be hit from 1 to 3 times before going over the net.
    4. A ball may not be hit by any part of the body below waist.
  6. Choice and Change of Courts
    1. For the first and third games of each match, the captain of the away team will call the toss of a coin. The winner takes the serve or choice of courts.
    2. Teams shall change court at the end of each game.
    3. There will be a one minute break between games.
  7. Position of Players
    1. Players must rotate clockwise.
    2. After the ball is contacted on the serve, the players may move from their respective positions.
    3. A back line player spiking from behind the 10 foot line may land on or in front of the line providing the takeoff was clearly behind the line.
    4. A back line player can play the ball in front of the 10 foot line provided that the ball is below the height of the net when it is hit, the player does not strike the ball with a downward motion and one foot is in contact with the floor.
    5. A player may be outside his or her court while the ball is in play if he or she does not cross the center line or its assumed extension.
    6. Unlimited substitutions may be used. A substitute shall take the position of the player who he or she is replacing. Substitutions can be made when the ball is dead.
  8. Service
    1. Only the serving side can score points.
    2. The team serving in the first game will not serve first in the second game. The third game will be decided by another coin toss.
    3. The server must wait for the official's signal to serve. The server may not unnecessarily delay the game.
    4. A player may not serve out of turn. Doing so will result in a loss of service.
    5. When returning the serve, the first hit cannot be made with finger tips. The receiving team must bump the serve.
  9. Net Play
    1. The game will be played with a net at men's height.
    2. A player shall not make contact with any part of the net or its supports while the ball is in play. If a player inadvertently touches the official's platform of net support (other than the rope and cable) it is not a foul.
    3. When a ball driven into the net and the net touches an opposing player it is not a foul.
    4. A player is allowed to step on the center line, but not beyond. If done, it will result in a side out.
    5. A ball may be played off the net; other than the serve, may touch the net when crossing to enter the opponent's court.
    6. If the ball has broken the plane of the net, it may be spiked or blocked.
    7. Players may not touch or reach across the net except if their hands cross while spiking or blocking the ball.
    8. When players contact the ball simultaneously, above or on top of the net, each player may participate in the first of the three hits allowed his team.
    9. If the ball goes out of bounds on a simultaneous hit, the team on the opposite side of the net is at fault.
    10. When more than one player participates in blocking the same opposing player and such players make only one attempt to play the ball during the block, they may make successive contact of the ball during the play.
    11. Simultaneous contact of the ball by more than one player of the same team are allowed and are considered as two plays. Neither player participating in such a play may participate in the next play.
  10. Conduct
    1. Only the captains may speak to the official about a questionable call. All questions/comments must be done when ball is not in play.
    2. The official has the right to throw out a player for any reason that the referee deems appropriate; including (but not limited to) consistent arguing, obscene language, etc.
    3. The "Honor System" will be used among the players to aid officials on missed calls.
    4. Some playoff matches may require 3-out-of-5 games.
    5. Proper Coles Athletic attire is required at all times. Only non-marking sneakers are allowed. Refer to Coles' Procedure guide for deatils.
    6. ALL REFEREE DECISIONS ARE FINAL.
New York University
Men's and Women's Volleyball Rules
  1. Team Size--Six players should be on the court at all times. Failure to have enough players will result in a forfeit. You MUST start with a minimum of 6 players, but may finish with 5 players due to injury or ejection only.
  2. Time Limits & Check-Ins--The first 5 minutes will be used as a warm-up period. Any team not ready to play 10 minutes after the scheduled game time will forfeit. Any team with ONE forfeit will be disqualified from future play.
  3. Match Size--Matches will consist of a two out of three games format with each game scoring up to 30 points, rally scoring with no two point advantage for a win.
  4. Timeouts--One 30 second time outs are allowed per game.
  5. The Ball
    1. The ball must be clearly hit; a carry or double hit is NOT allowed.
    2. A ball touching the boundary line is considered good or in play.
    3. A ball may be hit from 1 to 3 times before going over the net.
    4. A ball may not be hit by any part of the body below waist.
  6. Choice and Change of Courts
    1. For the first and third games of each match, the captain of the away team will call the toss of a coin. The winner takes the serve or choice of courts.
    2. Teams shall change court at the end of each game.
    3. There will be a one minute break between games.
  7. Position of Players
    1. Players must rotate clockwise.
    2. After the ball is contacted on the serve, the players may move from their respective positions.
    3. A back line player spiking from behind the 10 foot line may land on or in front of the line providing the takeoff was clearly behind the line.
    4. A back line player can play the ball in front of the 10 foot line provided that the ball is below the height of the net when it is hit, the player does not strike the ball with a downward motion and one foot is in contact with the floor.
    5. A player may be outside his or her court while the ball is in play if he or she does not cross the center line or its assumed extension.
    6. Unlimited substitutions may be used. A substitute shall take the position of the player who he or she is replacing. Substitutions can be made when the ball is dead.
  8. Service
    1. Rally Scoring.
    2. The team serving in the first game will not serve first in the second game. The third game will be decided by another coin toss.
    3. The server must wait for the official's signal to serve. The server may not unnecessarily delay the game.
    4. A player may not serve out of turn. Doing so will result in a loss of service.
    5. When returning the serve, the first hit CAN be made with finger tips. The receiving team must bump the serve.
    6. A Serve may touch the next and continue over.
  9. Net Play
    1. The game will be played with a net at men's/women's height.
    2. A player shall not make contact with any part of the net or its supports while the ball is in play. If a player inadvertently touches the official's platform of net support (other than the rope and cable) it is not a foul.
    3. When a ball driven into the net and the net touches an opposing player it is not a foul.
    4. A player is allowed to step on the center line, but not beyond. If done, it will result in a side out.
    5. A ball may be played off the net; other than the serve, may touch the net when crossing to enter the opponent's court.
    6. If the ball has broken the plane of the net, it may be spiked or blocked.
    7. Players may not touch or reach across the net except if their hands cross while spiking or blocking the ball.
    8. When players contact the ball simultaneously, above or on top of the net, each player may participate in the first of the three hits allowed his team.
    9. If the ball goes out of bounds on a simultaneous hit, the team on the opposite side of the net is at fault.
    10. When more than one player participates in blocking the same opposing player and such players make only one attempt to play the ball during the block, they may make successive contact of the ball during the play.
    11. Simultaneous contact of the ball by more than one player of the same team are allowed and are considered as two plays. Neither player participating in such a play may participate in the next play.
  10. Conduct
    1. Only the captains may speak to the official about a questionable call. All questions/comments must be done when ball is not in play.
    2. The official has the right to throw out a player for any reason that the referee deems appropriate; including (but not limited to) consistent arguing, obscene language, etc.
    3. The "Honor System" will be used among the players to aid officials on missed calls.
    4. Some playoff matches may require 3-out-of-5 games.
    5. Proper Coles Athletic attire is required at all times. Only non-marking sneakers are allowed. Refer to Coles' Procedure guide for deatils.
    6. ALL REFEREE DECISIONS ARE FINAL.

Back To Top

New York University
Outdoor Soccer Rules

  1. Field Dimension--40 yards width and 60 yards length
  2. The Goal Area--2 yards from each goal post and two yards into the field.
  3. Penalty Area--4 yards from each goal post and 8 yards into the field.
  4. Corner Area-- 1 yard radius at each corner.
  5. The Goals--6 feet in length and 4 feet high.
  6. Number of players--A total of 7 players on a team. A team may play with no less than 7 players to start--6 to finish because of injury, ejection, etc.
  7. Soccer Shoes--Sneakers and rubber or plastic molded cleats. No metal cleats.
  8. Shin Guards--Shin guards should be worn at all times.
  9. Duration of the Game--The game will last for 30 minutes. There will be two periods of 15 minutes (running time) and half-time will be 5 minutes.there will be no injury time added.
  10. Start of Play--A coin toss by the away or lower-seeded team will decide either possession of ball or side of the field. Both will be reversed in the second half.
  11. Ball in and out of play--The whole ball must be over the line for out-of-bounds or a goal.
  12. Off Sides--There is no off-sides rule.
  13. Fouls and Misconduct
    1. Direct Kick--A direct kick will be awarded if a player intentionally commits any of the following offenses: Kicks, jumps at, trips, holds, strikes or pushes an opponent, charges an opponent in a violent or dangerous manner, charges from behind or handles the ball with his or her hands or arms.
    2. Indirect Kick--An indirect kick will be awarded if a player delays the game, obstructs an opponent or commits an unintentional foul.
    3. Penalty Kick--A penalty kick from mid-field will be awarded for any direct kick violation within the penalty area (4 yards from each goal post and 8 yards into the field).
    4. There will be NO slide tackling allowed. This will result in a red card.
    5. Game Ejection--A player may be ejected for any reason deemed appropriate by the referee; including, but not limited to violent conduct, abusive language, serious foul play and arguing with the referee.
  14. Free Kick--Players must stand 5 yards away from the ball on any free kick.
  15. Throw In--A player throwing a ball into the field of play must be off the field entirely, have both feet on the ground, throw the ball from behind the head and be looking in the direction of the throw.
  16. Goal Kick--Defending Team kicks a dead ball from 4 yards out.
  17. Corner Kick--Offensive team kicks a dead ball from a designated 1 yard radius at the corner of the field.
  18. Shouting--No shouting to confuse or scare another player is allowed. Such conduct will result in an indirect kick.
  19. Hand-Ball--An intentional hand-ball is always a direct kick. A handball will not be called if a player inadvertently touches the ball or the players hands are at his or her side.
  20. Substitution--Substitutions can be made during any dead ball (Throw In or Free Kick)
  21. Tie Games will NOT be accepted. A five minute sudden-death overtime period will be played.
  22. ALL REFEREE DECISIONS ARE FINAL.

Back To Top
New York University
Coed Softball Rules

  1. Games will be limited to 7 innings or 1.5 hours. If the last inning started is not completed before time expires the score will revert to the last inning completed.
  2. Teams consist of ten players, including at least 2 of each gender. A minimum of 8 players must be on the field. A forfeit will be awarded if a team cannot field 8 players.
  3. No bunting.
  4. Stealing- Runners may leave a base only after the pitcher has released the ball. BUT, the runner can be thrown out if there is no contact made byt he batter and the catcher throws the ball to the base the runner is leading off before the runner gets back to it (pick-off can be done without a tag, as long as the baseman tags the base before the runner gets back). Also, the runner can't steal when this action is being attempted.
  5. Pitching--No winding up is allowed. The pitching arm must come straight back and forward. A violation of this rule will result in a 'ball'.
  6. Hit by pitch is a 'ball'.
  7. Passed balls count as a 'ball'. It is not considered as a ball in play.
  8. Intentional walks and tagging up are permitted.
  9. Runners are given 1 extra base maximum for errant throws off the playing field while throwing to first or third base or to home plate. An errant throw to second base is a ball in play.
  10. Any over-aggressive play will be warned by the umpires, but any player may be ejected at any time according to the umpires discretion. Only captains have the right to discuss (not argue) calls with umpires.
  11. All players are responsible for their own gloves and sports attire. The school will provide SOME bats, balls, bases, chest protectors and face masks.
  12. If a game is called for rain prior to ending, the score will stand from the last completed inning. Umpires will decide when to call a game due to rain.
  13. Metal spikes are not allowed.
  14. The pitcher must keep one foot on the rubber at all times; starting the pitch with both feet on the rubber. Volation of this rule will result in a 'ball'.
  15. Infield Fly Rule--The batter is automatically called out if he/she hits the ball in the air in the infield when the bases are loaded with less than two outs or when runners are on first and second with no one out.
  16. All other rules are covered by official softball rules.
  17. ALL UMPIRE DECISIONS ARE FINAL.
Back To Top
New York University
Indoor Soccer Rules
  1. Number of players--A maximum of 5 players on a team (including goalie). You must start with 5, but a team may play with no less than 4 players at any time; including injury or ejection.
  2. Soccer Shoes--Sneakers and soccer flats/turf flats are allowed. NO metal or rubber/plastic cleats are allowed.
  3. Shin Guards--Shin guards should be worn at all times, though they are not mandatory.
  4. Duration of the Game--The game will last for 50 minutes. There will be two periods of 25 minutes (running time) and half-time will be 5 minutes.
  5. Start of Play--A coin toss by the away or lower-seeded team, in the playoffs, will decide either possession of ball or side of the field. Both will be reversed in the second half.
  6. Ball in and out of play--The ball is out-of-bounds when it hits any part of the surrounding net or anything overhead, including lights and beams. The ball will be put back into play with an indirect kick from the point it left play.
  7. Off Sides--There is no off-sides rule.
  8. Fouls and Misconduct
    1. Direct Kick--A direct kick will be awarded if a player intentionally commits any of the following nine offenses: Kicks, jumps at, trips, holds, strikes, or pushes an opponent, charges an opponent in a violent or dangerous manner, charges from behind, or handles the ball with his or her hands or arms.
    2. Indirect Kick--An indirect kick will be awarded if a player delays the game, obstructs an opponent or commits an unintentional foul.
    3. Penalty Kick--A penalty kick from mid-field will be awarded for any direct kick violation within the penalty area (4 yards from each goal post and 8 yards into the field).
    4. Game Ejection--A player WILL be ejected for any reason deemed inappropriate by the referee; including, but not limited to violent conduct, abusive language, serious foul play, arguing with the referee or on-site supervisor, breaking any off-site rules and defacing off-site property.
    5. Red card (2 yellow cards): NO slide tackling is allowed.Whether it is from the side, back or front, the player doing the action will be ejected (red card) immediately and will be disqualified from the tournament. This will result in the team with the red card to play a man down for the duration of the match at hand. This goes for all red cards issued.
    6. Yellow Cards: Any yellow card given will result in the carded player to stay off the court for 1 minute or the opposing scores a goal...whichever comes first.During this time, the team will play a man down and will not be allowed to ahve the carded player on the court.
  9. Free Kick--Players must stand 5 yards away from the ball on a free kick.
  10. Goal Kick--The defending team kicks a dead ball from 4 yards out.
  11. Corner Kick--The offensive team kicks a dead ball from a designated spot in the corner of the field.
  12. Shouting--No shouting to confuse or scare another player is allowed. Such conduct will result in an indirect kick.
  13. Hand-Ball--An intentional hand-ball is always a direct kick. A hand-ball will not be called if a player inadvertently touches the ball or the players hands are at his or her side.
  14. Substitution--Substitutions can be made throughout the game on the fly, during timeouts, when the ball is out of play or at a dead ball. Goalies can be switched only during offical stoppages of play with referee approval.
  15. Ties are not permitted. In the tournament, a five person shootout will occur with the visiting team shooting first. Teams will alternate until 10 players (5 players for each team) have shot. The winner is the team with the most goals. If a winner is still not decided, a sudden-death shootout will occur with each team alternating penalty shots until there is a winner.
  16. Lateness Rule--If you are more than 10 minutes late, the team that is waiting has the option to play a "friendly" match; already receiving a win; or to play an abbreviated match (15 minute halves; running time)which counts toward league records.
  17. ALL REFEREE DECISIONS ARE FINAL.

Back To Top
New York University
Tennis Rules

Best 2 out of 3 matches..with 1 point (6-5)advantage to win(instead of 7-5).

  1. The Service
    1. The toss of a coin by the lower-seeded team/player will decide the choice of either serving or the side of the court.
    2. Singles--The same player serves for an entire game. At the end of the game, the opposing player becomes the server. Players will change sides of the court after the odd numbered games are over.
  2. Receiving
    1. A return is deemed to be made at the instant the ball touches the racquet of the player making the return. To make a good return of a service or of a subsequent return, the ball must be struck on the volley or before it has touched the floor twice.
    2. On any return, the ball my be struck only once. It may not be 'carried' or 'double-hit'.
    3. If the receiver fails to make a good return of a good service, the server wins the point. If the receiver makes a good return of a service, the players shall alternate making returns until one player fails to make a good return. The player failing to make a good return loses the point.
  3. Miscellaneous
    1. If a ball in play touches either player, the player it touches loses the point.
    2. Players will make their own calls using the Òhonor systemÓ. Heavily disputed calls will be replayed.
    3. There will be a 5-minute warm-up period before the match. If a player is not ready to play 10 minutes after the scheduled start time, he/she forfeits the match.
    4. Results (including names of boht participants, each game scores and match scores) should be reported immediately to the intramural office or by email; intramural.sports@nyu.edu .

Back To Top

New York University
Arm Wrestling

  1. You may wrap only one finger in the hand grip before the "Go".
  2. The refree must see both wreslers' thumb knuckles unless both wrestlers agree to wave the rule.
  3. The wrestler's shoulders must be square to the table before the match will be started.
  4. The wrestler's shoulders may not be less than a fist distance away from his hand on the start.
  5. All starts will be a "Ready...Set...Go".
  6. A false start is a foul. Two false starts will result in a disqualification.
  7. Any wrestler may use the riser if their beltline is below the top of the table. The wrestlers are responsible for placing and returning the risers.
  8. To make a winning pin, you must touch your opponent to the touch pad OR have your hand, wrist or fingers go below the touch pad.
  9. A parallel pin is when any part of your hand, wrist or fingers go below the touch pad.
  10. You may touch any part of your opponents fingers, wrist or forearm to the pad to constitute a pin.
  11. You may not, at any time, touch your body to your hand.
  12. If a wrestler touches his body to his hand, and position is gained, there will be a restart and a foul given.
  13. If a wrestler touches his body to his hand and stops the momentum of his opponent there will be a restart and a foul given.
  14. If a wrestler violates #13 or #14 in a definite losing position the match will be awarded to his opponent.
  15. If a wrestler intentionally opens his hand and a slip occurs, the referee will restart the match and a foul given.
  16. If the wrestler violates rule #15 in a definite losing position and the opposing wrestler feels that if the wrestler had not slipped that he would have been pinned, the referee will award the match to his opponent.
  17. If the grip comes apart for whatever reason, you will be strapped together.
  18. The wrestler's shoulder cannot go past the center of the table.
  19. If the wrestler is in a position that may hurt his arm, we will stop the match and award a foul.
  20. If the referee has to stop the match a second time for the "hurt arm" poistion, the match will be awarded to his opponent.
  21. You must start with at least one foot on the ground. After the "go", you may have both feet off the ground.
  22. The wrestler must maintain contact with the peg when the pin is made.
  23. If the wrestler's elbow comes off the pad and HE GAINS POSITION there will be a foul given and the referee has the option to give a restart.
  24. If the wrestler's elbow comes off the pad and NO POSITION IS GAINED and it goes back on the pad, the referee will give a verbal warning.
  25. If the elbow is off the pad when the pin is made, a foul will be given and the match will be restarted.
  26. If the elbow comes off the pad & touches the touch pad, it is a loss. It is your job to keep your own elbow on the pad.
  27. The "equal pressure" rule follows the least line of resistance. Both wrestlers must agree on the pressure applied before the start.
  28. NEVER STOP WRESTLING until the referee grabs the hands in the center and whistles, signifying the end of the match.
  29. The wrestlers will always conduct him/her self in a sportsmanlike manner while at the tournament.
  30. The referee has the option to give a disciplinary foul to a wrestler for any unsportsmanlike conduct.
  31. If the wrestlers cannot get a grip, the referee will give the wrestlers a "referee grip". After the grip is given, any movement AT ALL will result in a foul.
  32. ALL REFEREE DECISIONS ARE FINAL.

Back To Top
New York University
Quikball

  1. General Information
    1. 4-inning game
    2. 3 outs per inning
    3. 4-player teams
    4. Regular baserunning rules. Runners cannot play off base and cannot leave base until the ball is hit.
    5. No extra innings. Tie games are decided by a Home Run Shootout.
    6. Mound is 46 ft for men, 42 ft for women. Distance is measured from the AutoUmp.
    7. Teams must rotate in a new pitcher every inning. Every pitcher must complete an inning or give up four runs before a reliever can take over. Any player can relieve.
    8. Fielders cannot play directly behind the pitcher.
    9. Batters must wear batting helmets
    10. Maximum of 10 runs per team, per inning.
  2. Offense
    1. Runners cannot play off base and must tag before advancing on fly ball outs.
    2. A batter may not lean in front of the AutoUmp target. If done, it will result in a strike called.
    3. If hit by the pitch, it results in a ball.
    4. Any foul tip, that does not stay in the Pickoff Pocket, it is ruled as a foul ball.
    5. A batter can get a ground-ruled double by bouncing the ball over the fence.
    6. All fair balls must cross the Fair Play Arc (see field diagram).
  3. Defense
    1. Regular baseball rules with 2 additions:
    2. Once a runner rounds third and crosses the Run Line located between third base and home plate (see field diagram), a fielder may throw him or her out at the plate by hitting the AutoUmp target on the fly or on the bounce before the runner crosses the plate. Any throw that misses the target is still in play unless it rolls beyond the backstop. If the throw lands in the Pickoff Pocket, all runners are out (including the runner attempting to score, unless he or she has already crossed the plate before the throw lands in the Pickoff Pocket).
    3. On any strike that stays in the AutoUmp Pickoff Pocket, (foul-tipped or otherwise) the batter is ruled out
    4. A strike is any pitch that hits the AutoUmp target in the air. Three strikes is an out.
    5. A ball is any pitch that misses the target. Four balls is a walk.

3-On-3 Basketball

All NCAA Collegiate Basketball Rules will apply, except for the following modifications:

General Rules
A. Teams must play with at most three players on the court. At least one male and female must be on the court at all times for coed games.

B. Only the team captain, who may or may not be a player, may consult with the referee. And, can only do so during a dead ball.

C. Substitutions can only be made during time outs, injuries, and dead balls.

D. Unsportsmanlike conduct will result in immediate ejection from the game and possible suspension from the league or tournament.

E. No player may play for more than one team. Any team using an ineligible player will forfeit all games in which he or she has played.

F. Athletic attire is required for all games, including non-marking sneakers (no black, waffled sneakers). See Coles' Procedure Guide for further information. Jerseys or pinnies will be provided for the teams.

Game Format
A. A coin toss will designate first possession. Alternating possessions will be in effect afterwards.

B. Each game is played to 21 points (win by one) or to a time limit of 30 minutes.

C. ALL field goal are worth 1 point. There are no three-point field goals. Any free throw is worth 1 point.

D. Losers' out. (ball changes possession after each point)

E. Each team has one thirty-second timeout per game.

F. For each change of possession (by hitting the rim or back board), the ball must be cleared to the free throw line.

G. All personal fouls will result with the fouled team receiving the ball at the top of the key.

H. For fouls committed on a successful field goal, the point is counted and the offense regains possession of the ball.

I. Technical and intentional fouls will result in one free throw and possession of the ball.

ALL REFEREE DECISIONS ARE FINAL

Back To Top


Athletics Home Page | General Info | Intramurals/Special Events | Recreation Classes
Intercollegiate Athletics | Club Sports | Prospect Questionnaire | Violet Booster Club
Bobcat Buddies | Pro Shop 

Unless Otherwise Noted. All Contents Copyright © New York University All Rights Reserved.