Intramural Game Play Rules

Complete Rules and Guidelines for Each Intramural Sport

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Basketball

5v5 Basketball Rules

Games will be played with NFHS Rules with the following modifications:
  • CO-REC: No more than three (3) players of a single gender may be on the court at any time.
  • TIMING: The game will consist of four 9-minute quarters with running time.
    • The clock will stop based on NFHS rules during the last:
      • 0:30 of the 1st, 2nd, & 3rd quarters.
      • 1:00 of the 4th quarter or overtime.
    • Mercy Rule:
      • If a team is winning by 20 or more points, the clock will not stop in any quarter.
      • If a team is winning by 50 or more points in the 4th quarter, the game is over.
  • TIMEOUTS: Each team will receive two 30-second timeouts per game.
  • OVERTIME: PLAYOFFS ONLY – Pool play games will end in a tie.
    • Overtime will consist of a 3-minute period based on 4th quarter timing rules.
    • Each team will receive one 30-second timeout per overtime period.
      • No carryover from regulation or previous overtime period.
  • TECHNICAL/INTENTIONAL/FLAGRANT FOULS: The offended team will automatically be awarded two points plus possession of the ball (at half court for technical fouls and spot closest to the foul for intentional/flagrant fouls).

3v3 Basketball Rules

  1. Game to 15, win by 2, or highest score after 15 minutes.
  2. Make it, take it. (The team that scores retains possession.)
  3. Scoring: 2s & 3s are worth 1 and 2 respectively.
  4. The imaginary “check line” shall be the top of the foul circle. The ball must be passed in after a score. The ball must be cleared behind the check line after any change of possession (steals and missed shots).
  5. Call your own fouls. Team that is fouled will get the ball at the top of the foul circle.

3-Point Shooting Contest Rules

The 4 highest scores in each division from the preliminary round will be invited to participate in the finals. In the event of a tie, the tiebreaker will be the quickest time to complete all the shots.
  1. Participants will have 1 minute (1:00) to shoot from 4 designated spots behind the 3-point line.
  2. They will take 5 shots at each spot before moving on to the next spot.
  3. Regular shots will count for 1 point and the Money Ball will count for 2 points.
  4. Players can take on the racks in any order they chose.
  5. Final score and time for all shots will be recorded by on-court officials.

Football

7v7 Flag Football Rules

Team:

  • Each team must have 7 players to start the game and can finish with less due to an injury or other reasons.
  • Each team will designate a captain. The captain’s first choice of any penalty option shall be irrevocable.

Players and Substitution:

  • Unlimited substitutions are permitted as long as they are done during a dead ball, in between plays, and there is no delay of game.
  • No substitute shall enter during a down.
  • All players must be checked in prior to playing on the field

EQUIPMENT:

  • Sneakers and soft rubber turf shoes may be worn. Not allowed: metal, plastic molded or screw-in cleats.
  • All players will wear the official flag belt with the flags attached in the proper locations. Shirts or jerseys must be tucked under the flag belts as well as into the shorts/pants and in no way cover or protect the flags.
  • Flags must be of contrasting colors with vests/jerseys and shorts/pants.
  • Ball spotters: Two soft and pliable spotters (orange and gold disks/cones) will be used to mark the offensive and defensive scrimmage line. The ball spotters will be one yard apart.
  • Each player must wear pants or shorts without any belt(s), belt loop(s), pocket(s), exposed drawstrings, or holes. Tear-away pants are illegal.

TIME:

  • Games will be two 15-minute halves.
  • Games may be shortened if weather or other conditions interfere.
  • The clock will continuously run throughout the game except for the last two minutes of the second half and timeouts.
  • A team is allotted two timeouts per half (30 seconds each). Timeouts do not carry over.
  • If a team is winning by 19 or more points when the official announces the 2-minute warning for the second half or any point thereafter, the game shall be over.

Scoring: (TOUCHDOWN = 6 points; SAFETY = 2 points; TRY = 1, 2 or 3 points)

  • When attempting a try for extra points, the offensive team must decide if they want to try for 1 point from the 3-yard line, 2 points from the 10-yard line, or 3 points from the 20-yard line. The ball becomes dead, and the try ends when the defense secures possession.
  • The player scoring the touchdown must raise his/her arms so the nearest official can deflagged the player. If the player is not deflagged and the official determines the flag belt has been secured illegally, the touchdown is disallowed. The player is disqualified. Penalty: Personal Foul, 10 yards from the previous spot and loss of down.
  • After a try, the ball shall be snapped by the opponent of the scoring team at their 14-yard line, unless moved by a penalty.
  • After a safety, the ball shall be snapped by the scoring team at their 30-yard line, unless moved by penalty.

TIE GAME: During regular season pool play there will be no overtime. In the case of a game ending in a tie score during the playoffs, the two field captains shall be brought together and a coin will be flipped to determine the option. The winner of the toss shall be given the option of offense, defense, or direction. Both teams will go in the same direction. Each team will be given four (4) downs from the same 10-yard line. The object will be to score a touchdown. If the first team scores a touchdown, the second team will still have four (4) downs to try to score. Extra points will also be attempted as normal. Each team is entitled to one time-out only, during the entire overtime period.

If the defensive team intercepts the ball, the ball is dead, and the series is over. The ball will be theirs and placed on the 10-yard line, where they may attempt to win. If the game remains tied after this procedure, it will be repeated until the tie is broken.

Football Skills Combine Rules

Participants will have the opportunity to see how the stack up against their peers in the 40-yard dash, vertical jump, 3-cone drill, broad jump, as well in a pass or punt competition.

  1. Participants will be handed a scorecard upon entering the facility.
  2. Participants can compete in all the events, or a single event. The person with the best score/time in an event will win an intramural championship t-shirt. Participants who do all the events will be place in raffle for a bigger prize.
  3. Each participant can have up to two attempts at each event.
  4. In case of tie for best score/time for an event, the participants in question will use their first attempt as the tie breaker.
  5. Final score and time for all shots will be recorded by on-field staff.

Descriptions:

  1. 40 Yard Dash: A timed 40-yard sprint.
  2. 3-Cone Drill: An agility test based on ability to change direction.
  3. Broad Jump: A participant stands at starting line and attempt to leap as far as they can.
  4. Vertical Jump: Involves chalking the fingers of one hand and next to a wall. Without taking a step, you jump as high as possible and touch the wall at your highest point.
  5. Pass Competition: Try to throw a football as far as you can.
  6. Punt Competition: Try to punt a ball as far as you can.

Kickball

8v8 Kickball Rules

Game Format

  • Games will be 6 innings. No innings will be started after 50 minutes of playing time has elapsed.
  • All games are self-officiated. If there are any discrepancies, the team captains must reach an agreement. If no agreement can be reached, the preceding play will be re-played.
  • If one team has at least a 15-run lead over the opposing team after 4 complete (or 3.5 innings if it is the home team)
  • No time limit will be in effect during the championship game, but the mercy rules still apply.
  • If the home team is wining going into the bottom of the 6th inning, the half-inning will not be played.
  • If the home team takes the lead in the bottom of the 6th (or any extra) inning, the game is over.
  • During tournament play, extra-innings will begin immediately.
  • Three (3) outs by a team out by a team completes the team’s half of the inning.

Kicking:

  • The kicker will have a maximum of 3 pitches/strikes to put the ball in play.
    • If a kicker accumulates 3 strikes, they are declared out (even if strike 3 is a foul ball)
    • A strike consists of:
      • A foul ball
      • Not attempting to kick a pitch.
      • Attempting to kick a pitch and missing.
      • Kicking the ball in front of the plate
        • The kicker must kick the ball at or behind home plate.
        • “Bunting” is not allowed. Any player attempting to bunt will be called out.

Baserunning:

  • Baserunners cannot lead off nor leave the base until the ball is kicked. Players leaving the base early will be declared out and the pitch will not count.
  • Stealing is not allowed.
  • On any overthrow that ends up out of play, the runner is entitled to one extra base from the one their currently occupied or were running to.

Fielding

  • Each team must have a pitcher and catcher. The pitcher will stand near the opposing team’s pitcher.
  • All players, other than the catcher, must start the play behind the pitcher’s rubber.
  • Each team must have a designed catcher that stands behind home plate.
  • An out is recorded in one of the following manners:
      • A kicked ball is caught by a fielder.
      • A force out
      • A runner being tagged or hit with the ball while off the base.
    • A ball that is thrown and hits the runner in the head during a normal running motion will not be declared out.

LINE-UP/KICKING ORDER

  • All players who are checked into the game will be in the line-up/kicking order.
  • The kicking order will stay the same throughout the game.
  • Any combination of players may play the field during any inning.
  • If a player is ejected, injured, becomes ill, or leave the game for any reason, their spot in the line-up will receive an automatic out in their turn to kick.

Pickleball

Pickleball Rules

Games are governed by USA Pickleball rules with the following modifications:

  • The winner of the opening rally (three times over) has the option of selecting one of the following: serving, receiving, or choosing the side of the court. The loser will have the remaining options.
  • Teams will switch sides after each set.
  • Matches will be best 2 out of 3 sets.
    • Sets 1 and 2 are played to 11, win by 2, with a cap of 13.
    • Set 3 is played to 7, win by 2, with a cap of 9.
    • There is a 45-minute time limit for matches, excluding the championship match.
      • In the event the time limit is reached, the total number of points won in sets 1 and 2 will determine the winner. If the teams are in the 3rd set, the leader at the time will be the winner. In the event of a tie, one point will be played to determine the winner.
  • A team may only score a point when they are serving.
  • Doubles Serving Rules
    • The first server begins the game from his/her right side of the court.
    • Both players on the serving doubles team have the opportunity to serve and score points until they commit a fault, except for the first service sequence of each new set.
    • At the beginning of each new set, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team.
  • Singles Serving Rules
    • The server begins the game from his/her right side of the court.
    • The server serves from the right/even court when his or her score is even and from the left/odd when the score is odd.
  • Two-Bounce Rule
    • When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces.
    • After the ball has bounced once in each team’s court, both teams may either volley the ball or play it off a bounce.
    • The two-bounce rule eliminates the serve and volley advantage and extends rallies.
  • Non-Volley Zone
    • The non-volley zone is the court area within 7 feet on both sides of the net.
    • Volleying is prohibited within the non-volley zone.
    • It is a fault if, when volleying a ball, the player steps on the non-volley zone, including the line and/or when the player’s momentum causes them or anything they are wearing or carrying to touch the non-volley zone including associated lines.
    • It is a fault if a player is carried by momentum into or touches the non-volley zone, even if the volleyed ball is declared dead before it happens.
    • A player may enter the non-volley zone to play a ball that has bounced within the non-volley zone.

Soccer

6v6 Soccer Rules

Equipment:

  • Teams are encouraged to wear their own color-matching jerseys with visible numbers on the back. No taped-on or pinned-on numbers are permitted. Pinnies will be available at the game sites for teams that need them. A t-shirt with full sleeves (short or long) must be worn underneath the pinnie issued by UConn Recreation.
  • Goalies must wear a contrasting-colored shirt/pinnie than any other player on the field.
  • Sneakers and soft rubber turf shoes may be worn. Not allowed: bare feet, five finger shoes, metal cleats, plastic molded or screw-in cleats, and boots of any kind.

Game Rules

  • Each team must have 6 players (including a goalie) to start the game. In the case of an injury or other reasons, a team may finish with less than 6 players.
    • CO-REC MODIFICATION: No more than3 players of a single gender may be on the field at any time.
  • There will be no offside violations.
  • Games will consist of two 20-minute halves, running time. There are no time outs.
  • Penalty kicks will be awarded by rule, 10 yards from the goal line. It is a dead ball situation. All players must line up behind the mid-field line during penalty kicks.
  • No punts or drop kicks allowed. If a goalie catches the ball, they must throw the ball.
  • A blatant handball outside the box will result in a yellow card for the offending player and a direct kick for the opposing team.
  • A foul preventing an obvious goal scoring opportunity will result in a red card for the offending player and a direct free kick for the opposing team.
  • For the safety of all participants, slide tackling is not allowed (Automatic yellow card)

Mercy Rule: If a team is leading by 5 goals or more with 5 less minutes

Shootout Procedure (after a tie score in regulation)

  • Goalies finishing regulation must remain in goal (for all kicks) during the shootout.
  • Each team selects 3 players for alternating kicks. At least one shooter for each team must be a female player.
  • Coin toss decides which team kicks first.
  • If the score is tied at the conclusion of the first round of penalty kicks, each team selects any one player, and the two players will alternate kicks until one player scores and the other doesn’t.

Cards:

  • Yellow: warning for unsportsmanlike conduct, handball, slide tackling, use of foul language.
  • Red: automatic ejection for extreme unsportsmanlike conduct (i.e. abusive language or gesture, serious foul play, handballs in the penalty area). The ejected player must leave the playing site within a reasonable amount of time. In addition, the ejected player will be subject to Intramural disciplinary procedure.
    • An ejected player may not be replaced; the team must play with one less player during the game.
    • Two yellow cards given to the same player equals a red card (see above).

PENALTY KICKS:

  • Goalie cannot be changed for penalty kicks.
  • Goalie must keep both feet on the goal line until the ball is kicked.
  • Distance -10 yards from the goal line.
  • Other players must line up behind the midfield line.
  • Ball is dead after the shooter has taken the shot.

DIRECT KICKS:

  • Awarded for: tripping, holding, handball, charging, jumping on, kneeing, punching, kicking, hitting, pushing, fighting, swinging, slide tackling, or others - anything deemed by the official(s) to be extremely dangerous and/or inappropriate behavior.
  • Ball is placed at the point of infraction and all defenders must be 10 yards from the ball.
  • Offensive team can score off the kick without having the ball touch another player.
  • The kicker shall not play the ball a second time until it has been touched or played by another player.

INDIRECT KICKS:

  • Awarded for:
    • Dangerous play.
    • A player playing a ball a second time before it has been touched by another player on all free kicks.
    • A goalie taking more than 6 seconds to put the ball back into play once the individual takes control of the ball with the hands, regardless of the number of steps that might be taken during this time.
    • Failure to put a kickoff in play within 10 seconds.
    • Passing the ball back to their own goalie intentionally then having the goalie play the ball with their hands.
    • All others deemed by the official(s) to be inappropriate behavior.
  • All indirect kicks inside the goal box will be taken at the top of the goal box closest to where the foul occurred. The defending team is allowed to stand no closer than on the goal line.
  • Ball must touch another player after the kick to score a goal.
  • The kicker shall not play the ball a second time until it has been touched or played by another player.

4v4 Soccer Rules

COIN TOSS: Captains will play Rock, Paper, Scissors (best of 1).

  • The winner will choose from:
    • Kickoff to start the 1st half.
    • Which goal to defend.
  • The team that does not kickoff in the 1st half will get the 2nd half kickoff and teams will switch sides for the second half.

TIMING: The game will consist of 15-minute halves with a 5-minute halftime.

  • The clock will continuously run throughout the game and there are no timeouts.

OVERTIME: If a game is tied at the end of regulation, there will be a 5-minute golden goal period.

  • If the game remains tied, there will be a shootout with the 4 players on the court at the end of regulation. Shots will be taken from the three-point line with no goalkeeper.
    • In the championship game, there will be an unlimited golden goal period.

MERCY RULE: If there is a 5-goal difference with 3 minutes remaining, the game is over.

NO GOALKEEPERS: There are no goalkeepers in 4v4 indoor soccer.

GOAL BOX: The goal box is outlined with red tape.

  • Players, both offensive and defensive, are prohibited from touching the ball in the goal box.
    • If a defensive player touches the ball, it will count as a goal. If an offensive player touches the ball, it will be direct free kick to the defensive team.
  • Players may pass through the goal box without touching the ball.

SUBSTITUTIONS: All substitutes must stay in the benches on their respective courts. Substitutions may only be made after goals.

FOULS/VIOLATIONS: Teams are responsible for calling their own fouls and violations. All kicks as a result are considered a direct free kick.

OUT OF BOUNDS: If a ball goes out of bounds, the team that did not cause the ball to go out of bounds will be given a direct free kick the ball in from the spot closest to where the ball went out of bounds.

  • The ball is considered out of bounds when:
    • It goes between the wall and divider onto the next court.
    • Enters the goal on the side of the field.

NO SLIDE TACKLES: Slide tackles are prohibited.

NO OFFSIDES: There is no offsides in 4v4 indoor soccer.

Bubble Soccer Rules

NCAA Soccer rules will prevail with the following modifications:

  • This is a 4 on 4 tournament. There are no gender restrictions.
  • Games will consist of one 7-minute period, running time. There are no time outs. All the games will begin simultaneously on each field when the Intramural staff sounds the horn.
  • The game begins with all the players lined up 10 yards from the kickoff and the ball placed in the center of the field. Each team will rush to gain possession when the horn sounds to start the game.
  • Fields will be approximately 40 yards by 25 yards.
  • There will be no offside violations.
  • Only sneakers and turf shoes may be worn.
  • Throw-ins will be replaced by kick-ins.
  • Substitutions will only be allowed during dead balls.
  • Shootout procedure (after a tie score in regulation)
    • Each team will select a goalie (in a bubble suit) to be used during the duration of the shootout.

Ultimate

4v4 Ultimate Rules

Games will be played under NIRSA Ultimate rules will prevail the following modifications:

  • Equipment: Sneakers and soft rubber turf shoes may be worn. Not allowed: metal, screw-in, or plastic molded cleats.
  • Game Format:
    • Number of Players: The game shall be played between 2 teams of 4 players each. You must have 4 players to start the game. No maximum limit of players for each team’s roster.
    • Game Time: Playing time shall be two 15-minute halves. The clock will run for both halves. No timeouts
    • A game is over when either:
      1. One team scores 15 points
      2. One team is winning at the end of the 30-minute time limit.
    • Sudden Death Overtime: If the score is tied at the end of the 24-minute regulation period, an untimed, sudden death period will be played. Possession will be decided by a game of “rock, paper, scissor” and the first team to reach the end zone is declared the winner.
    • Initial possession will be determined by a “rock, paper, scissor” game by captains leasing to a throw off
    • Each game is self-officiated. Players are responsible for calling their own fouls. It is up to the players to resolve their own disputes.

RULES OF GAME:

  • Each possession is started with both teams lining up on the goal line they will be defending. The team starting off on defense starts the game by throwing the disc down the field to the offense (“pull”). The offense begins where the disc lands or is caught. This happens every time a team scores, as well as at the beginning of the game, halftime, and overtime.
  • If the pull initially lands out of bounds, the offense begins with the disc at the point on the field equal to where the disc first crosses the out of bounds line.
  • Movement of the disc: The disc may be advanced in any direction by completing a pass to a teammate. Players may not advance the disc by running or taking steps in any direction. Players may not hand off the disc. The person with the disc (“thrower”) has ten (10) seconds to throw the disc. The defender guarding the thrower (“marker”) may not contact the thrower at any time. It is the responsibility of the defender to make sure he/she does not come within a disc length of the thrower.
  • Change of Possession: If a pass is incomplete, dropped, blocked, or thrown out of bounds, the defense takes possession and becomes the new offense. If the defense intercepts a pass, they immediately become the new offense and begin their possession from the spot of the interceptions. If a turnover occurs in the end zone, the new offense may walk the disc to the end zone line to resume play.
  • Out of Bounds: A disc is out of bounds when it first contacts an out of bounds area or contacts anything out of bounds. The perimeter lines itself are considered out of bounds.
    1. The disc may fly outside a perimeter line and return to the playing field, and defensive players may go out of bounds to make a play on the disc.
    2. The thrower may pivot in and out of bounds, providing that some part of the pivot foot contacts the playing field.
  • For a receiver to be considered inbounds after gaining possession of the disc, the first point of contact with the ground must be completely inbounds. If any portion of the first point of contact is out of bounds, the player is considered out of bounds.
      1. Should the momentum of a player carry him/her out of bounds after making a catch and landing inbounds, the player is considered inbounds. The player carries the disc to the point where the player went out of bounds and puts the disc into play at that point.
    • Scoring: Each time the offense completes a pass in the defense’s end zone, they are awarded one (1) point. For a score to be counted, the receiver may not be contacting the boundary line, or any spot out of bounds and the disc must be entirely across the end zone line. After a score, the teams return to their end zone lines and the team that just scored will execute the pull to the other team. Direction doesn’t change after a score.
    • Substitutions: Players may only make substitutions after a score, halftime, or during an injury.
    • Infractions: When an infraction disrupts possession, the play resumes from the point of interruption as if the possession was retained. Infractions include:
      1. Foul: Contact between opposing players
      2. Travel: When a thrower fails to establish a pivot foot and moves both feet before the throw is released. A receiver may catch the disc while running but must throw or pass before the third step after the catch.
      3. Strip: When a defensive player knocks the disc out of a thrower’s hands.
      4. Pick: When a defensive player is guarding a player on the opposing team close enough to touch or physically obstruct the opposing player.
      5. Stall: When the offensive player does not release the disc within 10 seconds.
    • Contact: THERE IS NO PHYSICAL CONTACT ALLOWED BETWEEN PLAYERS. A foul occurs when someone contacts another player or with the disc while it in in someone’s possession. A player may not try to hit a disc out of another play’s hand. This is a foul and will result in possession for the opposing team.

    Volleyball

    6v6 Volleyball Rules

    Games will be played under USAV rules with the following modifications:
    • SCORING: All games will use rally point scoring. No cap, win by two. A match consists of a best 2 out of 3 games (25,25,15).
    • Each team must start the game with six players. Teams may finish with less due to an injury or other reasons.
    • Substitutions are allowed when the ball is dead. Unlimited substitutions are allowed for a team; however, each entry must be to the same position in the service order (person for person).
    • Libero will not be used.
    Other General Rules:
    • If two opponents simultaneously contact the ball and it remains in play, the team receiving the ball is entitled to another three hits. If such a ball goes out, it is the fault of the team on the opposite side.
    • Back row players:
      • A back row player can spike behind the attack line (10 Feet Line) only. At take-off the foot (feet) must neither have touched nor crossed over the attack line or its imaginary extension. After the attack, the player may land within the front zone
      • A back row player may also carry out an attack-hit from the front zone if at the moment of the contact any part of the ball is below the top of the net
    • When the ball is contacted for a serve, each player must be in their OWN position. After a serve, a player may cover any section of their own court playing the ball. A deliberate change of rotation is a fault.
    • Any ball landing on the line is inbounds.
    • You cannot block or attack a serve.
    • When serving, the server must stand entirely outside the court behind the end line within the side line boundaries until they strike the ball.
    • The ball may not be caught or thrown.
    • Part of the body may cross the center line, part of the body remains either in contact with or directly above the centerline, and no interference with opponents’ ability to play the ball.
    • Contact with the net by a player anytime they are in the action of playing the ball is a fault.
    Misconducts and Sanctions: Inappropriate conduct by a team member toward officials, opponents, teammates or spectators will be sanctioned as follows:
    • Verbal Warning may be issued for minor unsportsmanlike behavior.
    • Yellow card-repeated misconduct or offensive conduct (defamatory or insulting words or gestures). One point is awarded to the other team.
    • Red card (automatic ejection)-2nd yellow card or extremely offensive conduct. The ejected player must leave the playing site within a reasonable amount of time. In addition, the ejected player will be subject to Intramural disciplinary procedures
    Co-Rec Modifications:
    • Each team must start the game with 6 players (3 Males and 3 Females). Teams may finish with less due to an injury or other reasons. Players will alternate M/F in service order.
    • All games will be played with the net at women’s height.
    • When attacking, male players can only attack behind the attack line (10-foot line). Male players are not allowed to attack the ball in the front zone at any time during the game when the ball is completely above the height of the net.
    • Male players are not allowed to block at any time.

    Wiffleball

    4v4 Wiffleball Rules

    AWA Wiffle Ball rules will prevail with the following modifications:

    • Regular 3 Strikes and 4 balls per at-bat. 3 Outs in one inning. A strike is if it hits the rectangle strike zone, the batter swings and misses, or a foul ball. A wiffle ball is any other pitch that misses the zone with the exception that a hit batter just counts as a ball as well. No foul outs.
    • There are no bunts, a no-bunt line 8 feet from home is in play and automatically ruled foul if the ball doesn’t cross the line.
    • Pitcher’s Mound is set anywhere from 36.5-38 feet from home.
    • Up to four players on the field, a team can have a fifth member be a designated pitcher. Positions are 1st, 2nd, 3rd, and Pitcher.
    • To get a runner at home plate, because there is no catcher, a fielder must throw and hit the 14” by 7” backstop behind home plate. If there is no force at home, the bunt-line acts as the threshold of no returning to third for the runner. If the throw hits the backstop AND goes past the plate before the runner steps on home the runner is out. If the throw misses the backstop or does not reach home plate before the runner, the runner is safe. Once the wiffle ball hits the backstop it is a dead ball runners cannot advance.
    • If the wiffle ball is hit in play the fielder must throw first, no pitcher’s poison, etc.
    • Balls are fair if they come back in play before the first or third base, it happens a lot in wiffle ball.
    • If the ball is overthrown by a fielder to first base or third and goes out of play, the batter is rewarded one bag.
    • Throwing the ball at runners is allowed and if they are hit while not on a base they are out.
    • The infield fly rule is in play when there is a force at third and 0 or 1 outs.
    • A Home Run is anything that goes over the outfield fence.
    • No stealing or leading off bases.
    • No balks for the pitcher.
    • No challenges in this game.
    • 6 run limit per inning. No run limit in the 3rd inning.
    • 3 inning games.

    Fitness and Wellness

    Fitness Assistant

    General Duties:

    • Responsible for enforcing departmental and University policies and standard operating procedures in all matters pertaining to UConn Recreation.
    • Support an environment that encourages, values, and delivers outstanding customer service, in which inclusion and equity is prioritized.
    • Provide direct service to UConn Recreation patrons.
    • Recognize and respond to emergency situations by activating the Emergency Response Plan (ERP).
    • Attend mandatory staff meetings and trainings, as assigned, and respond to email communication in a timely manner.
    • Provide assistance to instructors and patrons of Group Fitness programs and classes.
    • Conduct fitness program and fitness service check-ins as assigned.
    • Lead equipment orientations with members, as scheduled.
    • Educate and enforce fitness equipment safety and facility policies with participants.
    • Complete assigned inspections and, log issues.
    • Complete regularly scheduled equipment checks and studio inspections; report imminent safety concerns to Manager on Duty.
    • Maintain the organization of the fitness areas, studios, and equipment, including re-racking of weights and repositioning equipment as necessary (assigned).
    • Perform cleaning responsibilities, as assigned, and defined in the Cleaning Protocol Manual, record in log.
    • As the Fitness Assistant, monitor activity of patrons and reinforce safety and proper policy.
    • Upon request, unlock locker for patron. Collect and verify identification and confirm identity.
    • Complete additional duties as assigned.

    Minimum Qualifications:

    • Ability to obtain CPR/AED certification within first month of employment.
    • Regularly required to kneel, bend, crouch, lift, reach, and push and pull up to 30 lbs.

    Personal Trainer

    General Duties:

    • Responsible for enforcing departmental and University policies and standard operating procedures in all matters pertaining to UConn Recreation.
    • Support an environment that encourages, values, and delivers outstanding customer service, in which inclusion and equity is prioritized.
    • Provide direct service to UConn Recreation patrons.
    • Recognize and respond to emergency situations by activating the Emergency Response Plan (ERP).
    • Attend mandatory staff meetings and trainings, as assigned, and respond to email communication in a timely manner.
    • Complete Functional Movement Screenings, as assigned.
    • Adhere to the UConn Recreations standards for Personal Trainers.
    • Create a well-balanced, goal-oriented fitness programs for clients.
    • Clean and store all equipment used during a session.
    • Work assigned Fitness Assistant shifts and maintain the client base established upon hiring.
    • Complete additional duties as assigned.

    Minimum Qualifications:

    • Must have a degree or in process of earning a degree in Exercise Science, Physical Education, or related health and fitness field.
    • Must hold a current Personal Trainer certification from a nationally accredited organization such as ACSM (American College of Sports Medicine), NSCA (National Strength & Conditioning Association), ACE (American Council on Exercise) or NASM (National Academy of Sports Medicine)
    • Current CPR/AED certification.
    • Regularly required to kneel, bend, lift, reach, and push and pull up to 30 lbs.

    Fitness Instructor

    General Duties:

    • Responsible for enforcing departmental and University policies and standard operating procedures in all matters pertaining to UConn Recreation.
    • Support an environment that encourages, values, and delivers outstanding customer service, in which inclusion and equity is prioritized.
    • Provide direct service to UConn Recreation patrons.
    • Recognize and respond to emergency situations by activating the Emergency Response Plan (ERP).
    • Attend mandatory staff meetings and trainings, as assigned, and respond to email communication in a timely manner.
    • Responsible for the planning and execution of group fitness classes that are suitable for all levels, by providing modifications and progressions when needed.
    • Instruct participants in proper exercise form through use of verbal, visual, and kinesthetic cues.
    • Teach a minimum of two (2) classes per week.
    • Setup, operate, and store all group fitness equipment.
    • Complete additional duties as assigned.

    Minimum Qualifications:

    • Candidates for Group Fitness Instructor must be accepted and must complete our Group Fitness Instructor Training (GFIT) program. Exception to this would be a Yoga or Pilates instructor that has previously completed the required hours of training.
    • Have at least one current nationally accredited fitness certification as approved by Group Fitness or the ability to obtain a certification upon conclusion of Group Fitness Instructor Training (GFIT) program.
    • Ability to obtain CPR/AED certification within first month of employment.
    • Regularly required to kneel, bend, crouch, lift, reach, and push and pull up to 30 lbs.

    Available Positions

    Group Fitness

    Fitness Attendant
    Group Fitness Instructor

    Competitive Sports

    Site Manager
    Intramural Official

    Support Services

    Administrative Assistant
    Marketing Assistant

    Facilities & Operations

    Customer Service Assistant
    Facility Attendant
    Lifeguard

    UConn Outdoors

    Adventure Center Assistant
    Bike Mechanic Assistant
    Climbing Center Assistant
    Climbing Center Manager
    Climbing Center Route Setter