Rules - Washington College

Intramural Sports
Soccer Rules
1. General Intramural Information
a. By participating in Washington College’s Intramural Program it is assumed that all
participants are familiar with the Intramural Handbook found at (insert url). The objective of
the Intramural Handbook is to ensure that all participants, spectators, and staff are granted an
equitably enjoyable experience that is consistent with the objectives of the Intramural Sports
program, Campus Recreation, and Athletics Department. Thus, all participants, spectators,
and staff are considered responsible for upholding the information found in the handbook.
b. In order for the Intramural Sports Program to be as enjoyable and effective as possible the
Washington College Sportsmanship Rating System is essential to every Intramural event. For
detailed information on the system and how it works please reference the Intramural
Handbook at (insert url).
c. There is no max roster cap for players on a team
i. There is a cap to the number of varsity, junior varsity, club athletes, and Intramural
Staff members that can be on a team depending on the Intramural Sport. Please
consult the ‘Teams’ section of this Rulebook for the limits set for this particular
sport.
ii. There is a cap to the number of Championship Shirts that will be awarded to a team
depending on the Intramural Sport. Please consult the ‘Teams section of this
Rulebook for the max number for this particular sport
2. Teams and Participants
a. Teams will consist of seven (7) players on the field at one time, with a minimum of two (2)
females on the field at all times.
b. A minimum of five (5) players, comprised of three (3) men and two (2) women, are needed to
start a game.
c. Limited Participants
i. Varsity Athletes – Soccer
1. Varsity Limit: Two (2)
ii. Junior Varsity Athletes – Soccer
1. Junior Varsity Limit: Three (3)
iii. Club Sport Athletes – Soccer
1. Limit – Three (3) per team
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iv. Intramural Staff Members
1. Limit – Three (3) per team
d. Championship Shirts
i. For Intramural Soccer the maximum number of Championship Shirts a team may win
is 11.
3. Equipment
a. Teams are encouraged to bring matching colored shirts. If teams do not have matching shirts
pinnies will be checked out from the Intramural Staff Member on-duty and used during play.
i. Shirts must be worn under pinnies
b. Clothing that has blood on it must be removed before a player may continue playing. A
substitute player will immediately replace the participant with the soiled clothing to allow the
participant to remove or change the piece of clothing in question. Once the clothing is
replaced the participant is free to rejoin competition following the normal substitution rules.
c. Athletic shoes must be worn. Playing in boots, sandals, or with bare feet is prohibited out of
safety concerns for the participant and fellow participants.
d. For safety concerns jewelry, watches, and casts are prohibited during Intramural play. If a
participant is asked to remove one of the previously listed items during Intramural
competition the participant is expected to comply immediately. If the participant does not,
that is grounds for an unsportsmanlike penalty and/or removal from the game. Protective
equipment, such as braces, are on a case-by-case basis per determination of the Intramural
Staff Member.
e. The Intramural Staff will provide the appropriate game ball for equipment. Captains may use
any ball they so choose if the ball is deemed acceptable by both captains, if there is a
disagreement the official Intramurals game ball will be used. Teams are expected to bring
their own warmup equipment.
4. Length of Competition
a. Intramural Soccer consists of two 20-minute running halves with a five (5) minute halftime.
b. GAME TIME IS FORFEIT TIME. If a team does not have the minimum number of players
checked-in by start time the team has forfeited. If neither team has the minimum number of
players the game is a forfeit.
c. Teams have zero (0) timeouts for use during an Intramural Soccer game. Timeouts are solely
at the discretion of the officiating staff.
d. If a game ends regulation time in a tie there is no overtime during the regular season and the
game will end in a tie. During playoffs teams will participate in a five round penalty kick
with order determined by coin flip. All five of a team’s shooters must be a different person
and two of which must be female. If it is still tied following the first five rounds the penalty
kicks will become sudden death, and all shooters from the first round may be used again.
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e. If a team is up by five (5) goals with five (5) minutes remaining the game is ruled complete
by mercy rule.
5. Substitutions
a. Substitutions can only occur during the following occurrences:
i. A participant gets injured and the calls for an injury replacement.
1. Injured participant may not rejoin the match until the following game until
ok’d by an official
ii. During any dead ball scenario. Dead ball scenarios include, but aren’t limited to: after
goals, before throw-ins, before corner kicks, and etc.
6. Playing the Game
a. The objective of the game is to score more goals than the opposing team. A goal is scored
every time the offense kicks the ball into the opposing team’s net and completely crosses the
crosses the plane between the two goalposts. Every goal results in one (1) point for the
scoring team. After every score teams will reset to their desired formations on their respective
side of the field and the team that was scored on will start with the initial kickoff from
midfield.
b. Every match begins with a coin flip. the home team will call the flip unless otherwise agreed
upon. The winner of the coin flip has the option to choose whether they start on offense or
choose their preferred side.
c. The kickoff is an indirect kick to start the game. Participants on the opposing team must give
at least 10 yards of space until the first touch is completed. A teammate of the player making
the first touch has no space restriction except that they must remain on their side of the field.
d. There is no offside call in Intramural Soccer, so participants may position themselves
anywhere in the field of play regardless of position.
e. All free kicks, indirect or direct, may be taken by anyone on the effected team.
f.
If play is restarted following an injury or unforeseen play the team who had possession last
will be given the ball at the same place with an indirect free kick.
7. Goalie Play
a. When going after a loose ball in the crease the goalie takes precedent in gaining possession. If
the goalie has a hand or more on the ball it is considered in their possession and the ball is
unplayable until they bring it back into play.
b. Goalies may only use their hands in the penalty area. Outside of this area it’s grounds for a
direct free kick.
c. If a pass is sent back to them (a backpass) they may only touch it with their hands if it was
not kicked back. If it is kicked back an indirect kick is awarded at the spot where the ball was
kicked to the goalie.
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d. In the event that a goalie commits a delay of game where they hold the ball for six (6)
seconds the opposing team will receive the ball and an indirect kick outside of the opposing
team’s goalie box.
8. Out of Bounds
a. In order for the ball to be considered out of bounds it must completely cross the sideline, if
the ball is touching the sideline at all it is considered in play. Players may play an in-bounds
ball while they are physically out of play.
b. When the ball goes out of bounds the team that did not commit the action will bring the ball
back into play
i. If the ball goes out of bounds along the sideline the team is awarded a throw-in (both
feet on ground, not on the sideline, both hands behind head)
ii. If the ball goes out of bounds along the back end-line there is either one of two
results.
1. If the ball goes out on the defensive team nearest their goal the offensive
team is awarded a direct corner kick on the side of the goal it went out on.
2. If the ball goes out on the offensive team farthest their goal the defensive
team is awarded a direct goal kick within the goalie box.
9. Goal Kicks
a. A goal kick is used to restart play when the team previously on offense sent the ball out of
bounds over the opposing team’s end line.
b. Any player on the offensive team may take the goal kick from anywhere inside the goalie box
while all defending players must be outside of the goalie box.
c. If the ball is contacted by the opposing team before leaving the goalie box the kick will be
retaken
10. Indirect Free Kicks
a. Indirect free kicks will not count as a goal unless they touch another player first.
b. Indirect free kicks are used to resume play.
11. Direct Free Kicks
a. Direct kicks may be scored on without touching another player first
b. Direct kicks that take place in the Goalie box, or are a result of a red card or unsportsmanlike
conduct will be taken as a penalty kick
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c. Direct kicks are awarded for all of the following: charging the goalie, impeding opponents
progress, high kicks, and playing the ball while on the ground, kicking, tripping, jumping
at/on, charging at, striking, holding, pushing, blatant handballs, or doing anything physical or
malicious to an opponent.
d. The defense must give at least 10 yards from the spot of the kick, the officials can enforce
this distance upon the request from the kicking team.
12. Penalty Kicks
a. The ball is placed at the 12-yard mark and all players except the goalie and designated kicker
must clear the goalie box until the kick has been taken.
b. The goalie must stand still on the goal line until the ball has been contacted while the kicker
must wait for the official’s signal to kick to signify the keeper’s readiness.
c. Kicks that come back into play after a missed penalty kick are considered live balls.
13. Slide Tackling and Diving
a. All slide tackles by participants and diving for the ball to secure possession as the goalie in
Intramural Soccer is prohibited. Goalies may lead with their knees, but otherwise participants
may not leave their feet at any point.
i. On the first infraction depending on the severity a yellow card may be issued and an
indirect free kick will be given to the opposing team at the spot of the infraction.
ii. On violent slide tackles or after the first offense a slide tackle will immediately draw
a red card and ejection from the competition. The team on the receiving end of the
slide tackle will receive a penalty kick.
14. Yellow and Red Cards
a. Yellow and Red Cards given to either warn or remove a participant from action.
i. Yellow Cards
1. Yellow Cards are used to warn single acts of violent play or blatant plays and
on the first occurrence will not get a participant ejected, but receiving a
second one will.
a. Examples of Yellow Cards are the following: Leaving the field or
coming onto the field without a referee's permission, mild
unsportsmanlike conduct such as constant trash-talking, persistent
infringement of the rules of the game, vocally disagreeing toward an
official's call, and others.
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ii. Red Cards
1. Red Cards result from malicious behavior, blatant misconduct, or multiple
yellow cards. Receiving a red card is an immediate ejection with no ability to
replace the removed player for the duration of the competition.
a. Examples of Red Cards are the following: Slide tackling, fighting,
making an attempt to cheat the game rules, violent play, and others.
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