AARA rules with IM modifications and the IM General Rules will govern play.
Section 1: Team
Art. 1 Teams will be made up of 6-10 players. A minimum of six players will compete on a side; others will be available as substitutions.
Art. 2 Male:Female ratio during games is 4 males:2 females. When playing with less than 2 females, the offending team will play that number of men down.
Art. 3 Substitutions may enter the game only during timeouts, or in the case of injury.
Section 2: Field Dimensions and Markings
Art. 1 The playing field shall be one of the currently measured volleyball courts.
Art. 2 The playing field shall be marked with sidelines, end lines, attack lines, and a center hash mark.
Section 3: Boundaries
Art. 1 During play, all players must remain inside boundary lines.
Art. 2 Players may pass through their end line only to retrieve stray balls. A stray ball is one that has not been picked up and is lying on the ground.
Art. 3 When retrieving a ball, the player must also immediately re-enter the playing field only through their end line. Note: A player not immediately re-entering the playing area may be declared out.
Art. 4 Players may be handed/rolled/thrown a ball from a teammate who is standing out of bounds, provided the player receiving the ball remains completely within their team's field boundaries.
Art. 5 A player shall not:
Section 4: Equipment
Art. 1 The official ball used in tournament and league play will be an 8-inch rubber coated ball.
Art. 2 The standard number of balls for a 6-player game is three on a side.
Art. 3 Participants must wear non-marking sneakers.
Art. 4 Participants must wear shirt and shorts/pants free of buttons, zippers, snaps, or any other such item that may scratch the floor.
Section 1: The Game
Matches will begin with the flip of a coin.
Art. 1 The team winning the coin flip will have a choice of sides to begin the match.
Art. 2 Teams will alternate sides after each match.
Art. 3 The object of the game is to eliminate all opposing players by getting them out. An out is scored by:
Live Ball (defined) - A thrown ball that strikes, or is caught by an opposing player before contacting the ground, another player or ball.
Art. 4 A player may block a thrown ball with a ball being held provided the held ball is not dropped as a result of the contact with the thrown ball.
Note: A ball deflecting off a held ball and striking the holder is no longer a live ball.
Section 2: Timing, Time-outs, & Substitutions
Art. 1 A 7-minute time limit has been established for each game.
Art. 2 Each team will be allowed a 30-second time out per game.
Art. 3 Only the court judge's whistle starts and stops the clock.
Art. 4 All players are in jeopardy until the court judge recognizes and signals the beginning of a time out or end of regulation time. Exception: All live balls in flight at the time of an official's signal to end regulation time or begin a time out remain live, and may eliminate an opponent, until they become dead.
Art. 5 During time outs, teams may substitute players. Substitutes may be players who did not start the game, or players who wish to re-enter after having been declared out.
Section 3: Beginning the Game
Art. 1 Prior to beginning a game, an equal number of dodgeballs are placed along the centerline on each side of the center hash mark. A standard game consists of 6 balls, 3 on each side of the hash mark.
Art. 2 Players then take a position behind their end line.
Art. 3 Following a signal by the official, teams may approach the centerlines to retrieve the balls. Teams may only retrieve balls placed to the right (as they face the center line) of the hash mark. If balls remain on the centerline after a team has retrieved and moved their balls beyond the attack line, either team may retrieve those balls.
Section 4: Opening Rush Rule
Art. 1 Each and every ball retrieved at the opening rush must first be taken beyond the attack line and into the team's backcourt before it may be legally thrown at an opponent.
Example: Following the opening whistle, a player rushes and is the first to secure a ball from the centerline. That player must then carry or pass the ball into their backcourt before it may be legally thrown at an opponent.
Art. 2 After the opening rush, teams do not have to be behind the attack line when throwing.
Section 5: Declaring a Winner
Art. 1 The first team to legally eliminate all opposing players will be declared the winner.
Art. 2 If neither team has been eliminated at the end of regulation, the team with the greater number of remaining players will be declared the winner.
Art. 3 In all overtime periods, the first team to legally eliminate any one opponent will be declared the winner.
Section 6: Overtime
Art. 1 If an equal number of players remain after regulation play, a 3-minute sudden death overtime period will be played.
Art. 2 All overtime periods will begin with an equal number of "balls in hand" behind a team's end line. The first team to legally eliminate any one opposing player will be declared the winner.
Art. 3 No time outs are allowed during overtime.
Art. 4 Substitutions and/or additions are permitted only prior to the start of any overtime period.
Art. 5 At the end of each overtime period, if no players have been eliminated, an additional player from each team - to a maximum of 6 - will be placed back into play.
Art. 6 The sudden death format continues through all extra periods.
Section 7: Stalling and 5-second violation
Art. 1 It is illegal for the leading team to control all the balls for more than 5 seconds. If the leading team controls all the balls they must make a legitimate effort to get at least one ball across the attack line and into the opponent's backcourt. If this is not done within 5 seconds, a violation will be called. A team may avoid a 5 second violation by throwing or rolling a ball into the opponent's backcourt. This does not mean throwing the ball over and through an opponent's end line.
Note: Only a court judge or official may call a 5 second violation.
Penalty for a 5 second violation:
The official may give verbal “reminders” about the 5 second hold upon the discretion of the official, the following penalty will result after “reminders” have been ignored
PENALTY: Free throw for the opposing team - a penalty in which one player is allowed an unobstructed throw at their opponents without risk of elimination. This is possible because a caught free throw does not result in an out for the thrower.
Note: The stalling rule is expanded to 10 seconds during overtime periods.
Section 1: Court Judges and Officials
Art. 1 All contests will be supervised by a court judge.
Art. 2 Rules will be enforced primarily through the honor system. Players will be expected to rule whether or not a hit was legal or they were legally eliminated.
Exception: During tournament play, all semi-final and final round matches will be officiated by no less than 2 officials. These officials will rule in all situations.
Art. 3 The court judge's responsibility will be to rule on any situation in which teams cannot agree. A team may appeal to the court judge if they feel a player has violated any rule. THE COURT JUDGE'S DECISION IS FINAL.
Art. 4 Court judges may warn players and technical fouls on those who display unsportsmanlike conduct. Any player receiving 2 technical fouls in a game will be ejected and suspended a minimum of one game. Suspensions will begin with their next scheduled game. Severe infractions or multiple technical fouls may result in suspensions from matches or tournaments.
Note: A court judge is not required to warn a player before calling a technical foul.
Section 2: Unsportsmanlike Conduct
Unsportsmanlike conduct may include but is not limited to:
Section 1: Pool Play
Art. 1 During pool play, or round robin play, all three games will be played regardless of the results of the first two games.
Art. 2 The format used to determine a champion in a particular division will be decided by tournament officials, based on the number of teams registered.
Section 2: Scoring
Art. 1 A +/- score will be assigned to each game based on the number of team members left standing at the end of the game. If Team A eliminates Team B and still has three players left standing, Team A receives a game win and +3 rating, and Team B receives a game loss and -3 rating. Any team winning an overtime game receives a +1 rating. Losers of an overtime game will receive a -1 rating.
Section 3: Tie Breakers
In the case of teams finishing pool play with identical win/loss match records, the following tie breaker procedures will be used:
Step 1: Head-to-head match record between tied teams.
Step 2: Games win/loss record between tied teams.
Step 3: Total +/- rating between tied teams.
Step 4: One game playoff.
The Intramural Director reserves the right to change any rules based on discretion and safety.
