Participants should participate with the understanding that injuries do occur & realize that taking part in the Intramural Program is completely voluntary. Therefore, Northern Michigan University is not responsible for injuries happening during play.
PARTICIPANTS SHOULD HAVE ADEQUATE HEALTH & ACCIDENT INSURANCE TO COVER ANY INJURY WHICH MAY OCCUR.
I.D.’S
Students must purchase a student recreation pass to be eligible to participate. You must show the Intramural staff your I.D. in order to participate. Faculty/Staff and Community Recreation members must purchase a recreation membership in order to participate in I.M.’s. Community members must be 16 years of age.
MANAGER’S MEETING
The Intramural Manager’s Meeting will be done on-line. An e-mail, which is in place of the manager’s meeting, will be sent to the manager the morning following the deadline. It will be the manager’s responsibility to read the email.
SCHEDULES
Your schedule will be sent to you via e-mail.
FORFEITS
You are expected to play according to your schedule. The playing clock starts at the designated game time and continues for 10 minutes. If you fail to show up within the 10 minute time frame, you will lose the game by forfeit. A $25.00 forfeit fee will be charged to your student account. If you forfeit during the course of the regular season, you may not be scheduled for tournament play. If you forfeit twice, you will be dropped from further competition and be charged a total of $50.00. You may call the Intramural Office at 227-1692 at least 48 hours prior to your game time in order to avoid the late fee. Make sure to leave your name, game time, and league.
ACTIVITY AREA
PEIF Rec Area
LENGTH OF GAME
Best 2 out of 3 matches win the game. Each match is scored to 21 points with a winning margin of 2.
GENERAL RULES
1. The choice of playing position at the table and order of service are determined by the toss of a coin. If the winner of the toss prefers to have first choice of playing positions, the opponent then has the choice of whether to serve first or receive first, and vice versa.
2. The change of service takes place after 5 points have been scored. A point is normally awarded when the play of a service is concluded. The receiver then becomes the server and the server becomes receiver, and so on, after each 5 points until the end of the game or the score is 20-all. Whenever the score becomes 20-all, the receiver becomes the server and the server the receiver, and so on after each point until the end of the game.
3. If the start of a new game, the player who served first in the previous game becomes receiver and the receiver becomes server and so on, alternating after each game.
4. The players exchange ends after each game, and if play consists of more than one game, in the deciding game of the match the players change ends when one player reaches a score of 10 points.
5. A game is won by the player who first scores 21 points with a 2-point margin.
6. A match consists of the best 2 of 3 games.
SERVICE
1. A good service is delivered by projecting the ball from the free hand, which must start from above the playing surface. The ball must be resting in the palm of the free hand. The ball is tossed into the air.
2. As it starts to descend, the ball is struck so that it touches the server’s court first and then, passing directly over or around the net, touches the receiver’s court. At the instant of contact of the racquet on the ball in service, both handle and ball must be behind the endline of the server’s court.
3. A good return of a served ball must be struck by the receiver on the first bounce so that it passes directly over or around the net and touches directly on top of the opponent’s court.
POINTS
A point is awarded to the opponent in the following circumstances:
1. Failure to make a good service, unless a let is declared.
2. Failure to make a good return of a good service or a good return made by the opponent, unless a let is declared.
3. If the player, the racquet, or anything that the player wears or carries touches the net or its supports while the ball is in play.
4. If the player, the racquet, or any wearing apparel moves the playing surface while the ball is in play or touches the net or its supports.
5. If the player’s free hand touches the playing surface while the ball is in play.
6. If, after being struck by the opponent, the ball comes in contact with the player or anything the player wears or carries before it has passed over the endlines or sidelines, not yet having touched the playing surface on the player’s side of the table.
7. If at anytime the player volleys the ball - that is before the ball hits the table top - except as provided in number 1 under “Let” (below).
LET
A let ball, which is then replayed, is called in the following cases:
1. If the served ball, in passing over the net, touches it or its supports, provided that the service would otherwise have been good or volleyed by the receiver.
2. If a service is delivered when the receiver is not ready, provided always that the receiver may not be deemed unready if an attempt to strike the ball is made.
3. If either player is prevented by an accident not under his/her control from serving a good service or making a good return.
4. If either player give up a point, as provided in number 3 to 7 under “points”, owing to an accident not within her/his control.
SCORING
A point is scored by the side that makes the last successful return prior to the end of a rally. An unsuccessful return occurs whenever the ball is missed, is hit off the table, sent into the net, or hit onto the player’s own half of the court on the return. Failure to make a good serve also scores a point for the opponent unless it is a let.
IN PLAY
The ball is in play from the moment it is projected from the hand in service until one of the following has occurred:
1. It has touched one court twice consecutively.
2. It has, except in service, touched each court alternately without having been struck by the racquet immediately.
3. It has been struck by either player more than once consecutively.
4. It has touched either player or anything that the player wears or carries.
5. It has touched any object other than the net and supports.
ALCOHOL/TOBACCO POLICY
ABSOLUTELY NO DRINKING is allowed before playing in Intramural Sports Activities! If an official, for any reason, suspects that a player has been drinking prior to playing, that player will not be allowed to participate in the game. If anyone is found using tobacco products or drinking he/she will be asked to leave the building and will be indefinitely suspended pending a meeting with the Intramural Sports Coordinator.