Richard Bland College of William & Mary offers the following Intramural sports in the 2017-18 academic year: Ultimate Frisbee, Kickball, Sand Volleyball, Dodgeball, Flag Football, Futsol, Group Activity: Zumba, Step Aerobics, Yoga, 3 on 3 basketball, Yoga and Kickball. Students who participate in 8 or more intramural sports each semester, receive a free intramural t-shirt the week before exams. To participate in Intramural on campus, contact email@example.com
2017-18 Intramural Sports Calendar
Intramurals 2018-19 Academic Year
An exciting new Intramural schedule for the 2018-19 academic year will enrich your experience at Richard Bland College of William & Mary. New programming is being developed and will be posted when finalized.
3x3 Basketball Rules
ALL GAMES WILL BE OFFICIATED WITH 1 REFEREE. Questions of judgment must be mediated by the referee and the two teams involved. A double forfeit will be recorded for any games that cannot be completed due to a continued disagreement between the teams.
1. Members of the RBC basketball team are NOT eligible to participate in Intramural 3on3 Basketball.
2. Game Length: The first team to 15 (win by 2, 20 point cap) wins.
3. GAME TIME IS FORFEIT TIME!
4. Time Outs: One per team per game – duration 30 seconds in length.
5. All games are self-officiated. The two teams involved should mediate questions of judgment. If teams or players cannot agree on the validity of the foul then the player “contesting the call” will shoot a free throw. If the free throw is made the foul is nullified and that team will get the ball. If the free throw is missed the foul shall stand and the “fouled” team shall retain possession.
6. 3 on 3 basketball is a half-court game played by 2 teams of three with a maximum of 5 per roster (Fraternity teams may have 6, but one player may only be the captain/chair). Teams MUST have at least two people to start a game.
7. Substitutions. Substitutions may be made after a basket or any stoppage of play.
8. Coin Toss. The team listed first on the scoresheet shall “shoot for ball” from anywhere beyond the three point arc.
9. The possession changes after each basket (this is NOT make it, take it).
10. The “Check Line” is determined by the three point arc. The ball must be beyond the arch at the beginning of each half.
11. On defensive rebounds (including air balls) and steals, the ball must be passed or dribbled beyond the arc. The ball does not need to be given to a different player. As long as the ball goes beyond the arc, there are no limitations on who can shoot it.
12. The Three Point Shot is in effect and 2 points will be awarded for a shot made behind the arc and 1 point for any shot made on or within the arc.
13. If the ball is knocked out of bounds or goes across the mid court line it shall be awarded to the opposing team (the team that did not knock it out).
14. Alternating possession on all jump ball situations will be in effect.
15. The offensive team must “pass the ball in” before a shot is attempted (make one pass before a shot is taken).
16. Out-Of-Bounds. If the ball goes out-of-bounds the offensive team must check the ball with the defensive team at the top of the key.
Dodge Ball Rules
• Proper attire should be worn. No jeans or dress pants should be allowed.
• Players may not wear ball hats or jewelry. Taping of exposed jewelry will not be permitted. This is for your safety as well as others.
• Players bleeding or having blood on clothing will be prohibited from participation.
• Any player who refuses to follow these rules may be removed from the playing area.
1. Each team must have 3 players to start the game but may play with up to 5. Teams may have additional players for substitutes (but only 5 may play per match). Each game is the best out of three.
2. During play, all players must remain within the boundary lines, which is the volleyball court. Players can only pass through their end-line to retrieve balls. Upon returning, players must re-enter through the end-line.
3. The game begins with all the players lined up behind their end-line. Six balls are placed at the centerline. Players are only allowed to grab the three balls to their right of the center. Once the balls are retrieved BOTH TEAMS must be behind their attack line before they can legally throw the ball at their opponent. After retreating back to the attack line players are allowed to throw from anywhere on their side of the court. Six balls will be used at once during the game.
4. A player may not (or will be out):
a. Have any part of their body contact the playing surface on or over a sideline.
b. Re-enter the field through their sideline.
c. Leave the playing field (sideline or end-line) to avoid being hit by, or attempt to catch a ball.
d. Have any part of their body cross over the center-line and contact the ground on their opponents’ side of the court.
5. The team that has the most players remaining at the end of the game (5minute running clock) or to knock out all of the opponents’ teammates will be declared the winner.
6. Players are eliminated by:
a. Being hit by a thrown live ball below the shoulders. If a player is hit on the shoulder(s) or above they are NOT out!
b. Throwing a ball that is caught in the air by their opponent. If a ball is muffed and then caught by a player of the same team only the thrower is out.
c. Having a ball knocked out of their hands by a thrown ball from the opponent.
d. Stepping out of bounds or across the center-line (with the exception of retrieving a loose ball).
7. A player who catches a live ball thrown by their opponent is allowed to bring an eliminated teammate back into the game.
1. All throws must be below the shoulders. Hitting anyone in the head or shoulder with a ball is illegal (as well as unsportsmanlike).
SPORTSMANSHIP RATING: Good sportsmanship is a requirement of all participants. Players, coaches, and spectators are to conduct themselves properly at all times. RBC Intramurals reserves the right to suspend or disqualify individuals or groups for unsportsmanlike conduct. Unsportsmanlike actions before, during and/or after a contest will not be tolerated.
SUPERVISOR’S AUTHORITY: The supervisor has the authority to rule on any situation not specially covered in the rules, to issue ejections, stop unfair or unruly behavior (this list is not meant to be inclusive), deemed necessary to help ensure the safety and well-being of the participants and the IM Program.
7x7 Flag Football Rules
Must have a valid Richard Bland College Student and Faculty Photo ID to participate.
1. The playing field shall be 100yds long and 40 yards wide. All gym bags, extra clothing, and spectators must be located at the end of the field. PLEASE ASSIST IM STAFF WITH THIS ENDEAVOR.
2. Shoes must be worn. Shoes with metal cleats, exposed metal screw-in cleats, boots, and/or sandals are strictly prohibited. Furthermore shorts or pants with pockets and/or belt loops are prohibited. No article of clothing may cover any portion of the players’ flag (sweatshirts and shirts MUST be tucked in). Unsecured half shirts and exposed knots are not permitted as with hats with protruding rims. JEWELRY IS ILLEGAL AND SHALL NOT BE WORN. All type of earrings, eyebrow rings, nose rings, necklaces, bracelets, and watches (not meant to be inclusive) must be removed. NO POCKETS are permitted.
3. NO KICK-OFF. Five minutes before game time the captains should meet with all game officials to go over ground rules and determine who gets the ball. Please note that the options extended for both halves are: to go on Defense or Offense OR to choose which goal to defend. The winner of the toss may elect to defer their option to the second half. TEAMS DO NOT AUTOMATICALLY SWITCH AT HALF TIME.
4. PLEASE BE PROMPT. GAME TIME IS FORFEIT TIME!
5. The game shall consist of four 10-minute quarters, running clock. The clock will stop in the final 2 minutes of the second half. There will be no overtime during regular season; games that end in a tie will be recorded as such. Teams are permitted three (3) timeouts per game.
6. The offense is responsible for the ball on all plays and over throws. Teams may take the ball to the huddle and bring it up to the line themselves.
7. MERCY RULE. Men’s & Women’s is 19 or more points at or within the two-minute warning of the second half (Co-Ed is 25 points)
8. NO FUMBLES. The ball is dead when it hits the ground!
9. PUNTS: Teams (receiving teams) may advance an untouched punt. On the forth down teams must declare whether or not they plan to punt the ball or “go for it” NO FAKE PUNTS.
10. Only one forward pass is allowed per down. All players are eligible receivers.
11. TRY-FOR-POINT. After a team scores a touchdown they will be asked if they want to go for 1 point (ball placed on the 3yd line), for 2 points (ball placed on the 10yd line) OR for 3 points (the ball placed on the 20yd line). If the defense intercepts a try-for-point attempt the ball is dead and the play is over.
12. The offense must have at least four people on the line of scrimmage. Only one player may be in motion at the time of the snap.
13. If a player’s flag belt inadvertently falls off, then one-hand tag between the shoulders and knees constitute a capture.
14. Players MAY dive to catch a pass, defend a pass, or to remove an opponent’s flag.
15. Players may not guard their flag. The offense must be given the opportunity to remove the flag belt. Slapping a hand away, lower of the shoulder, placing the ball near the belt, and stiff-arming is illegal.
16. The defense may not HOLD someone to remove their flag and they MUST GO FOR THE FLAG.
17. SCREEN BLOCKING ONLY. Similar to basketball the block/charge theory will be used. Blockers should have their hands and arms BEHIND THEIR BACK. Any use of the hands, elbows, knees, or feet is illegal and will be penalized. Conversely, the defense MUST GO AROUND a blocker, not through them. Undue roughness will be penalized and a subsequent ejection will result.
18. CO-ED RULES
a) The game shall be played between 2 teams of 8 players (4 men and 4 women). Games that have seven players; 3 men & 4 women or vice-versa. Teams that show up with 6 players must have at least 2 of each gender (may play 2/6)
b) The offensive team must have five players on the line of scrimmage at the time of the snap.
c) If the play is OPEN there are no restrictions on who can catch or throw the ball.
d) Male to Male Completion. 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 a female receiver for positive yards (closed play). The spot where the ball becomes dead by rule must be beyond the scrimmage line. 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. Penalty: Illegal Forward Pass, 5 yards from the spot where the second consecutive male to male completed legal forward pass is released, and a loss of down. Any foul, whether accepted or declined, shall have no effect on whether the next legal forward pass completion is “open” or “closed.”
e) If a female player scores a touchdown, the point value is 9. If a female player (QB) throws a legal forward pass and a touchdown is subsequently scored the value shall also be 9.
Futsal (Indoor Soccer)
1. All undergraduate and graduate students currently enrolled in college and current faculty and staff members shall be eligible to enjoy all intramural privileges and shall retain that status until they withdraw, or graduate, take a leave of absence, or fail to comply with eligibility rules or other guidelines. 2. Alumni, University Affiliates, and Shady Grove students are not eligible for any division. 3. Only players who can show their valid PHOTO RBC-ID are eligible to play.
1. Game time is forfeit time. Any team that forfeits will receive a “0” sportsmanship rating and will not be eligible for playoffs.
2. Team: A team must have 4 players to avoid a forfeit, one of whom shall be a goalkeeper. However, a team may play with as many as 5 players. A team must have 3 players to finish the match. Substitutions will be done on the fly (all players but the goalkeeper enter and leave as they please; goalkeeper substitutions can only be made when the ball is out of play and with a referee’s consent).
3. Captains: Captains are the only spokesman for the team. The captain should attend the preseason meeting and communicate all policies and scheduling information with teammates.
4. Player Equipment: All players are recommended to wear shin guards. Footwear (including cleats) must have rubber soles. Jerseys and futsal balls will be provided by the Intramural Office.
5. Jewelry: PLAYERS ARE NOT ALLOWED TO WEAR JEWELRY. (EYEBROW RINGS, WATCHES, NECKLACES, EARRINGS, ETC.) COVERING THE ITEM WITH TAPE IS NOT ACCEPTABLE, AS IT DOES NOT PREVENT THE POSSIBILITY OF INJURY.
1. Duration: Two equal periods of 12 minutes; running clock. Time can be prolonged only to take a penalty kick. Clock may be stopped only at official’s discretion.
2. Time-outs: 1 per team per half; none in extra time
3. Half-time: Maximum of 2 minutes
1. Coin toss followed by kickoff; opposing team must be five yards from the ball. The ball is deemed in play once it has traveled the distance of its own circumference. Kicker shall not touch ball two consecutive times to begin the game. Ensuing kickoffs are taken after goals and at the start of the second half.
2. Ball in and out of Play
- Ball out of play: When it has wholly crossed the goal line or wall; when the game has been stopped by a referee; restart for ball out of play: kick-in from that point).
- Lines: Walls and goal lines are considered inside the playing area.
3. Method of Scoring: When the whole of the ball has passed over the goal line, between the goal posts and under the crossbar (except by illegal means).
4. A player that receives a yellow card must sit out for 2 minutes, creating a power play for the opposing team. The yellow carded player may re-enter the game before the 2 minutes has expired if the opposing team scores a goal. If the yellow card is issued with less than two minutes remaining in the 1st half, the 2 minute power play period will carry over into the 2nd half.
5. Players are NOT allowed to SLIDE TACKLE.
- Must wear a different color shirt or jersey than his/her own team and the opposing team.
- Must attempt to make a save with their hands or body coming out first. They may not slide out with their feet to make a save.
May not throw or punt the ball past the midfield line.
Game time is forfeit time. All games will be played on the Engineering Fields. Equipment including the ball and bases will be provided by the Intramural office
Teams: Teams will consist of 8 (at least 3 women and 3 men) players on the field at one time and a minimum of 6 to start the game. Everyone must have an RBC School ID in order to participate.
Shoes and Uniform: All players must wear shoes. Tennis/running shoes or rubber molded cleats are permitted. No vibram 5 finger shoes or metal cleats permitted. No pads or braces may be worn. Leg and knee braces must be covered on all sides.
Rules of the game
Time: The game shall consist of 5 innings or 30 minutes, whichever comes first. We will not begin a new inning after 25 minutes of play.
Mercy Rule: The game shall be over if a team is behind by:
20 runs after the 3rd inning
15 runs after the 4th inning
Only 8 players may play in the field at a time, but a team may have an unlimited number of players on in the kicking order.
A half inning will consist of 3 outs.
The batter is out in situations similar to softball (force outs, pop outs, etc.) In addition, a runner is out when he/she is tagged or hit by a thrown ball below the shoulders. A runner that is hit in the head will be ruled safe unless he/she was not in regular standing/running position (example: ducking to avoid getting hit).
Live ball: the ball is put in play when the pitcher rolls the ball toward home plate and the batter attempts to kick the ball. The batter must wait until the ball is within approximately three feet of home plate before kicking the ball. If the batter does not like the pitch he/she should not attempt to kick it.
Batter: There are no strike outs or walks, but a batter only gets one attempt at kicking the ball. A missed attempt or foul ball will be declared an out. Pitchers should attempt to roll the ball as smoothly as possible (no bouncing). Pitchers that fail to do this will not be permitted to pitch after 2 warnings by the supervisor on duty.
Leaving the base early: a runner who leaves the base before the ball is kicked is out and the ball is dead. Leading off and stealing bases is not permitted.
Interference: In order to prevent injury and protect the defensive player attempting to make a play on the base runner, the base runner must not “charge” at a defender waiting to apply the tag. If the act is considered flagrant, an ejection may be warranted. Base runners must remain in the base path or will be called out.
Bunting: Bunting (failing to swing the leg) will result in a dead ball and automatic out.
There is no in-field fly rule.
Ultimate Frisbee Rules
- Teams will be given jerseys to wear
- All participants MUST wear athletic shoes. Cleats are recommended but not required. Vibram shoes and barefoot play will not be permitted.
- No RBC School ID, No Play, No Exceptions
1. Game time is forfeit time.
2. Field: The playing field will be marked off with cones. Regulation size is 70 yards in length.
3. Team: A team will consist of seven players; however a team may begin with as few as six players. All games are co-ed and may start with either a 4/3 ratio or 5/2
4. Game: Games will be played to 9 (nine) points or a 30-minute drop dead time limit.
5. Time-Outs: One timeout allowed per GAME.
6. Equipment: The disc will be provided by the Intramural Sports Office.
7. Substitutions: Substitutions are allowed only after a score or in the event of an injury.
1. The object of the game is to gain points by scoring goals. The disc may only be advanced by throwing, and a goal is scored when a player successfully throws the disc to a teammate in the end zone, which that team is attacking. The team with the most points at the end of the game is declared the winner.
1. Winner of the pre-game disc toss shall have the choice of receiving the throw-off or defending a goal. Teams shall alternate these roles at the beginning of the second half.
Play begins with a throw-off or pull. All players must be on or behind their own goal line until the disc is released. A member of the throwing team throws the disc toward the other team. As soon as the disc is released, all players may cross the goal lines. No player on the throwing team may touch the disc in the air before a member of the receiving team touches it. The receiving team may catch the disc or allow it to fall untouched to the ground. If a member of the receiving team successfully catches the throw-off, that player has possession at that point. If the receiving team touches the disc and fails to catch it, the throwing team gains possession at the point where it is stopped. If the disc goes out of bounds (end line and/or side line), the receiving team makes the immediate decision of walking the disc to the middle of the field or taking the disc at the spot it went out. This must be announced to both teams before the disc is tapped into play.
2. The team that has possession of the disc must attempt to move the disc into position so that they may score a goal. A player may propel the disc in any manner or direction she/he wishes. The disc may never be handed from one player to another. In order for the disc to go from one player to another, it must at some time be in the air.
3. No player may walk, run, or take steps while in possession of the disc. A player catching a pass is, however, allowed three momentum steps before passing it on. The player in possession may pivot on one foot, as in basketball. Only one player may guard the person in possession of the disc. The disc may not be wrenched from the grasp of an opposing player or knocked from his/her hand. If the thrower, without interference by a defender, drops the disc, a turnover results. If the disc is simultaneously caught, the offense retains possession.
4. The defensive team gains possession whenever the offensive team’s pass is incomplete, intercepted, knocked down, or goes out-of-bounds. Any member of the team gaining possession of the disc may throw it. A player may catch his/her own throw only
if the disc has been touched by another player during its flight. Bobbling to gain control is permitted, but tipping to oneself is not allowed.
5. Any one player may not be in possession of the disc for more than 10 continuous seconds. The defender is responsible for initiating the stall count, which will expire when the “T” of “Ten” is spoken at “stall ten.” A defender must be within 10 yards of the offensive player with the disc in order to begin the stall count.
6. Any time a team gains possession in the end zone which they are defending, the player immediately chooses to resume play where the disc is stopped or at the goal line. A player may carry the disc to the goal line. The player may not pass the disc during the approach to the goal line.
7. A disc thrown out-of-bounds will result in a turnover and will be marked at the point where the disc went out of bounds.
8. A player must have at least one foot in bounds when making a catch near the boundary line or end zone. If momentum carries a player out-of-bounds on a successful catch, that player must return to the field of play (one step from sideline) to put the disc back into play.
9. A goal is scored when an offensive player lands in bounds with either foot in the end zone after receiving a pass from a teammate. The goal line is not considered part of the end zone. A player in possession may not score by running into the end zone (even on momentum steps). The team that scores receives one point.
1. A foul is any unnecessary or excessive physical contact. Fouls are called by the players on the field; a referee will not make the call.
2. Contact occurring during the follow-through (after release of the disc) is not sufficient grounds for a foul. If the pass is completed, the foul is automatically declined and play proceeds without stopping.
3. Players must play the disc, not the opponent. That is, they may not position themselves or move for the purpose of impeding other players. To do so is a foul. In playing the disc, players must respect the established position of others. Low momentum contact during and after the catching attempt is often unavoidable and is not a foul. Violent impact with legitimately positioned opponents constitutes harmful endangerment, is a foul, and must be avoided.
SPIRIT OF THE GAME
Spirit of the Game is a mentality all Ultimate players should adopt. This means that all players should conduct themselves in a mature and respectful way. You should be respectful of EVERYONE on the field. This applies directly to making foul calls or other judgment calls. A team that blatantly disregards the Spirit of the Game may be required to drop out of the tournament.
Athletics & Intramurals
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