2. The Five Most Important IM Policies
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▪ Game time is forfeit time – please ensure you have enough rostered
players present prior to the start of your scheduled contest.
▪ Only a team’s captain may confer with the officials.
▪ All players must present their valid Northeastern University issued Husky
Card in order to play.
▪ All roster management is done via the IMLeagues platform.
▪ After the season’s schedule is published, regular season games will not be
rescheduled at a team’s request.
3. General Rules
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▪ Game location may vary between Carter Field and the Functional Training Area.
▪ All players must have a valid Northeastern University Photo ID to play.
▪No Exceptions!
▪ Game time is forfeit time
▪ 4 players total must be present in order to play.
▪ Participants are not allowed to play in a potentially dangerous or reckless manner
▪Safety is the #1 priority!
▪Intramural Sport Supervisors will hand out unsportsmanlike penalties or ejections for
potentially dangerous or reckless play.
4. The Regular Season & Playoffs
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▪ Regular season games will not be rescheduled.
▪ Losing by Default:
▪ If a team cannot play and contacts the intramural department to indicate this and fills out
the Default Form on the Campus Recreation Website, they will lose be default.
▪ Team will not lose the forfeit bond.
▪Playoffs
▪The top teams in each league will advance to the playoffs
▪If two teams are tied in the standings the following will be used to determine
who will advance
▪Sportsmanship
▪Forfeited Games
▪Head-to-head record
▪Point differential
▪*The remainder of the tie breaking procedures can be found in the
Intramural Manager’s Handbook.
5. The Game and Field
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▪ Boards will be placed 40 feet apart in a straight line.
▪ A team that scores 54 points (win by 2) before their opponent or has the
best score after one hour of play will be declared the winner.
▪ Games may be shortened due to time constraints or weather.
6. Game Play
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▪ Teams consist of two teams of two (2), standing at opposite boards facing
each other.
▪ Teams must use the football provided by the Intramural Sports Staff.
▪ Players will alternate throws from one end, then the other.
– Switch sides when the leading team reaches 12, 24, 36, and 48 points.
▪ Throws must be an overhand throw. Any underhand throws will result in
the throw being disallowed.
7. Scoring
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▪ A ball that hits the chair on a fly – team is awarded 3pts.
▪ A ball that lands directly into the basket (touchdown) – team is awarded 6
pts.
▪ A ball that bounces on the ground from the throw and then lands in the
basket – team is awarded 2 pts.
▪ If points are scored during the offensive possession, an extra point is then
performed by kicking the ball through the goal posts.
▪ The ball should be placed halfway between the chairs for the extra point.
13. Interception/Pick-6 Rule
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▪ After catching a rebound from the chair, the defending team has a choice
to make.
▪ Option #1: Take a knee immediately after interception for 3 pts.
▪ Option #2: Run to opposite goal until touched by 2 hands by opponent.
At the spot of contact, you can take your regular throw from the new spot. If you miss, no
points are awarded, and the throw goes back to other team. If you score, you will still be
able to go for an extra point.
▪ No blocking is allowed, and only one player on the defending team may
attempt to “down” the returning player.
▪ Teams must allow for the ball to hit the chair first before going for an
interception.
14. Hail Mary
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▪ After a team has lost, they have one chance at redemption
▪ Subtract the winning score by the losing score to determine the paces.
(Example: 54-34 = 20) (20 paces away from your goal).
▪ With back against your goal take the 20 paces away from goal and turn
around to face your opponent’s goal.
▪ If any part of the chair or goal post is hit on the fly from the Hail Mary pass,
the game is tied up.
▪ If a touchdown is thrown from the Hail Mary pass you win. A total miss will
result in a loss.