2. The Five
Most
Important
IM Policies
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. Roles
and
Duties of
Intramural
Team
Managers
Be responsible for your actions and the
actions of all your teammates.
Understand all the relevant intramural
policies and rules as found in the
Intramural Manager’s Handbook.
Communicate all necessary policies and
rules to your teammates.
Inform any ejected players that they
need to leave the facility and how they
can apply for reinstatement.
4. Player Eligibility
All registered students are eligible to play
Undergraduate, graduate, part-time and law
students are all eligible.
Unless otherwise noted, alumni and faculty/staff
cannot participate in intramural sports.
Players may only play on one team per
league per sport per season:
One open and one co-rec team per season.
There may be multiple seasons in each semester.
Club Sport Rules:
Only three club sport players may be on a single
team roster for the related sport.
All registrations and roster
management is done through
the IMLeagues platform.
Ex-Varsity Athletes:
Are required to sit out a year (of any related sport) and each team can
only have one such student on their roster
5. Roster
Additions
All roster additions must be done online via the
IMLeagues platform.
May be completed at any time – including up
until the start of a game!
Managers can drop players by emailing
nuintramurals@gmail.com
Please note that you may not drop a player
who has already played a game for your
team.
Players must complete a short online quiz prior
to being eligible to play.
All rosters are found online on IMLeagues.
6. The
Captain’s
Rule
Only the captain may clarify calls with the
officials.
If players or other team members have
questions, issues or concerns they need to
direct them through the Captain to the
officials.
Each Captain may respectfully question rule
interpretations, but not judgment calls.
Judgement calls are at the sole discretion of
the presiding match officials.
Players who are not the Captain, and who
argue with the officials, will receive an
unsportsmanlike penalty.
7. The Intramural Manager’s
Handbook
Can be found online on the Campus
Recreation website and on IMLeagues.
Managers must know all relevant policies and
communicate them to their team.
Especially important are the policies regarding
sportsmanship expectations and ejections.
Note that 3 unsportsmanlike penalties will end
a contest in forfeit.
Found online at:
https://s3.amazonaws.com/file.i
mleagues/Images/Schools/Uplo
aded/202005/2020526115241.p
df
Fighting/taunting or specific violations of the code of conduct will
also result in a forfeit.
8. Team
Name
Policy
It is the responsibility of the team manager to
submit an appropriate team name at the time of
registration.
A student panel will review questionably
inappropriate team names, where majority will
rule regarding if the team name will be removed.
The team name will be changed until the captain
resubmits a new team name that is deemed
appropriate.
The full team name policy can be found on page
# 3 of the Intramural Manager’s Handbook.
9. Jewelry Policy
Jewelry is not allowed to be worn by any intramural sports participants during a contest.
This includes watches, wristbands, rings, hair ties, piercings, and all necklaces.
Taping of earrings and other jewelry is NOT PERMITTED.
If a player is found to be wearing jewelry during a game, they will be given an
unsportsmanlike penalty as it is a safety risk.
There are two exceptions to this rule: spiritual/religious objects and medical items.
Exceptions for spiritual and religious items must be approved by the Center for Spirituality,
Dialogue, and Service and by the Office of Intramural Sports at least 5 days prior to the
scheduled contest.
10. The
Regular
Season
The number of regular season games will
vary by sport due to facility availability and
the number of registered teams.
For most sports, team managers will be able
to select their schedule preferences for the
season. Whenever possible the IM office will
try - but cannot guarantee - to accommodate
these preferences.
Team managers should email the Intramural
Sports office with all other scheduling
requests prior to the close of registration.
After the schedule is published regular
season games will not be rescheduled by
team request.
11. Defaulting an IM Game
After the schedule is published regular season games
will not be rescheduled by team request.
However, teams that know that they cannot attend a
scheduled contest can submit a Default online.
Defaults count as a loss but there is no penalty to the
team’s forfeit bond.
Defaults must be submitted the day prior to a
scheduled contest. This allows us time to contact the
opposing team.
The link to the online Default Form will be in your
registration email.
Also online at:
https://forms.gle/rrP5WAghExv
YRQm3A
12. Playoffs
At the conclusion of each intramural sports
season a single elimination playoff
tournament will be held.
The number of teams taken into the playoffs
will be determined by facility availability and
the number of registered teams in each
league.
Playoff Tie-Breaker Procedures:
If two teams are tied in the standings the
following will be used to determine who will
advance:
Sportsmanship
Forfeited games
Defaulted games
Head-to-head record
Point differential
If there is still a tie, which ever team
registered first will advance.
13. Forfeits
All teams in league play and some special
events must pay a $20 forfeit bond via the
provided link at the conclusion of
registration.
Teams will lose $10 for every forfeit.
A team that forfeits will be removed from
the league and loss their entire bond.
Unused bonds will be refunded 2-3 weeks
after the conclusion of the season.
Game time is forfeit time.
It is recommended that teams show up 15
minutes before game time to avoid a forfeit.
14. Intramural
Code of
Conduct
All participants in the Intramural Sports
program must adhere to the Intramural Sports
Code of Conduct.
Including the following policies:
3 unsportsmanlike penalties on one team in
a game will result in the termination of the
game as a forfeit against that team.
Ejected players must leave the facility within
five minutes or their team will forfeit the
match.
Players who have been ejected must meet
with an administrator of the intramural sports
program before they may participate in
further intramural competitions.
15. Review:
The Five
Most
Important
IM Policies
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.
18. General
Rules
Games are a best of five series to
exactly 21 points
Goals will be set up 50 feet apart
A coin toss will determine which team
goes first
The winner has the choice to throw first
or second
19. Rounds
A round will consist of all four players
throwing exactly one disc
The first team will throw the disc twice,
allowing both players to act as the “thrower”
and the “deflector” once
Then, they will hand the disc to the opponent
to do the same
Each team will have the same number of
throws, so if the team that goes first gets to 21
points, the opposing team has one last round
Exception: In the event that a team makes an
instance win shot, the opposing team will not be
given a last shot
20. Scoring
A team must reach exactly 21 points
If a throw would raise the team's score above
21, those points are subtracted from that team's
score (rather than added)
A dinger (1 point) is scored when the deflector
deflects the disc that hits the goal without
going in
A deuce (2 points) is scored when the thrower
hits the side of the goal without assistance
from the deflector.
A bucket (3 points) is scored when the
deflector redirects the thrown disc into the goal
21. Scoring
An instant win is when the thrower lands the
disc in the goal without assistance from the
deflector
The opposing team does not get to match the
toss
If the thrower or deflector is interfered with
by the opposing team, the throwing team will
be given the choice to take 1, 2, or 3 points
22. Deflectors
Deflectors may:
Move anywhere in the playing area to
make a deflection
Slap, hit, strike, kick, or knee the disc to
redirect it
Deflectors may not:
Touch the goal at any time
Catch, throw, lift, palm, pull, push, or
double hit the disc
Stop the disc in mid air to cause it to fall
straight down
Trap the disc between his or her body and
any part of the goal
23. Special Scoring Cases
If a deflector tips the disc into the goal and it bounces back out through the top, it is counted as 1
point
If a deflector tips the disc into the goal and it comes back out the slot cleanly, no points are
awarded
If the disc is tipped into the goal and it comes back out the slot after hitting the goal, it is
counted as 1 point
A deflector may not "save" an instant win that he or she thinks may pop out the top
In the case the deflector touches a disc inside the goal which has entered from the instant win
slot, it is counted as 2 points. If a disc enters the instant win slot cleanly, and then it touches the
deflector, it will be counted as 3 points
If the disc enters through the instant win slot and comes out of
• the top without the deflector touching it, 2 points are awarded
24. Special Scoring Cases
If the disc enters through the instant win slot, hits the back of the goal, and comes back out
through the slot, 2 points are awarded
If the disc enters through the slot, comes out of the top of the goal, and then the deflector tips
the disc toward the goal, it will be 2 points, provided the disc touched the goal before it was
tipped
If the disc enters the slot and comes out of the top of the goal cleanly, the deflector may tip it for
a dinger (1 point) or a bucket (3 points)
If the disc is deflected into the slot opening and comes back out through the slot opening or the
top, 1 point is awarded provided the disc hit the goal
Once a disc hits the goal on the fly for 2 points, no more points can be awarded, unless somehow
the disc flips into the instant win slot
25. Special Scoring Cases
Should the deflected disc come to rest for more than five seconds on the top edge of the goal, 1
point is awarded
Should the untouched thrown disc come to rest for more than five seconds on the edge of the
goal, 2 points are awarded
Should the deflected disc become stuck in the back part of the goal, 1 point is scored
Should the untouched thrown disc become stuck in the back part of the goal, 2 points are scored
26. Rulings for a
Goal Falling
Over
If during a throw, the wind knocks the entire
goal over, a re-throw will be awarded.
Otherwise, there are no re-throws due to
weather
If during an instant win, the goal falls over,
the instant win will count if at least half of the
disc remains inside the fallen goal, or the disc
exits through the bottom of the fallen goal
Should the disc exit through the top, 2 points
are scored
If during bucket, the goal falls over, the
bucket will count if at least half of the disc
remains inside the fallen go
27. The
Captain’s
Rule
Only the captain may clarify calls with the
officials
If the team has questions or issues, they
need to direct them through the Captain
to the officials
Captain may question rule
interpretations but not judgment calls
Players who are not the Captain who
argue or question the officials will receive
an unsportsmanlike penalty
28. Now Take the Quiz!
Thank you for your interest in the Intramural Sports
program – have a great season!