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General Intramural Rules


  1. All participants must be current students full-or part time. Alumni, faculty, staff and community members (Brookville, and Old Westbury) purchase memberships to be eligible to play. IDs MUST be presented whenever requested.
  2. Players can participate on one co-rec team, and/or one men’s or women‘s team in a season. Participating on more than one team within the same league may result in forfeiting of those games played on both teams.
  3. No varsity athletes from related sports are eligible to play if they have played or lettered within the same year of the intramural season in question. No person who has professional status may play.


  1. Game time is the starting time for intramural games. There will be no grace period allowed. The intramural supervisor’s or official’s timepiece is the official timepiece.
  2. Teams that state their team is on the way at game time will be asked to start the game short handed until their team arrives. Be on time.


  1. Captains must attend the Captains’ meeting prior to the start of play for each sport they sign up a team. If the Captain is unable to attend they may send a representative in their place. If a team does not have a representative they will lose their playoff eligibility.
  2. Captains’ (or their designee) are responsible for relaying all rules, and information they are provided at the Captain’s meeting to their team.
  3. Captains are responsible for their team’s behavior as well as their fans. Officials and/or Supervisors who may have a problem with someone’s behavior will address these issues with the Captain or their designee.
  4. The Team Captain’s telephone number retrieved from the official team roster will be called with changes in schedules, postponements, playoff schedules etc. It is that person’s responsibility to relay the information to their team. The Intramural office will only make one call per team involved in play that day.


  1. The officials and intramural supervisor’s authority and jurisdiction will be in effect at and around the field of play. There is no time limit to his or her responding to a situation.
  2. A player may be warned and later ejected from the game for persistent sportsmanship violations. Ejection from a game will result in at least a one game suspension. Determination of reinstatement will be made after a personal interview between the offender and director of intramurals. When a player is ejected from a game for disciplinary reasons, he/she cannot be replaced by another player for the remainder of the game.
  3. Fighting during an intramural game will result in ejection of those persons involved from that intramural sport. Those persons involved will also be subject to follow the C.W. Post Code of Conduct and will be reported to the Office of the Director of Student Conduct and Community Education.  In addition those persons’ teams will forfeit the remainder of their game.
  4. Any ejected person is to contact the director by the next working day. Failure to do so may cause that ejected person’s TEAM to be suspended from further play.
  5. The officials have the authority to stop the game at any time and give one warning to players, managers, or spectators for unsportsmanlike conduct. After one warning, the supervisor has the authority to forfeit the game.
  6. Suspension for life from attendance at any intramural-sponsored activity for attempting to or actually threatening (physically or verbally) any official or intramural supervisor.


  1. Once a team has forfeited a contest, they will no longer be eligible for playoffs for that sport.
  2. Two defaults will equal one forfeit and will result in the team being excluded from the playoffs. (A default is when notice is given to the intramural office at least three hours prior to the game that you will be unable to attend.)
  3. An appeal form may be filed to attempt to re-attain playoff status


All teams and players must know the standard intramural rules regarding authority, eligibility, forfeits, and the start of a game. Any questions regarding the rules of intramurals should be directed to the director at 516-299- 4060.

Start of the Game:

  1. Game time is starting time, there will be no grace period. The officials watch will be the timepiece used to decide when a forfeit will be rewarded.
  2. The referee shall toss a coin after designating which captain shall call the toss. The winner of the toss shall have first choice of the options for either receiving the ball in the first or second half or the side of the field they shall defend. The loser shall choose whichever the winner does not.
  3. Teams will automatically switch sides at the half unless the officials rule otherwise.

Game time and time outs:

  1. Games will be two 18 minute halves of running time. Only the last two minutes of the second half will be stopped for all dead ball situations such as: time-outs, penalties, change of possessions, out of bounds plays, incomplete passes, and all scores.
  2. Half time will be 2 minutes.
  3. The offensive team has 20 seconds from the time the ball and restraining line are set by the officials to put the ball back in play. If the team exceeds 20 seconds, officials will call a delay of game penalty.
  4. A game or half cannot end on a defensive penalty unless the penalty is refused.


  1. All players are eligible to receive a pass.
  2. Only one forward pass per down (either overhanded or underhanded).
  3. No forward hands-offs between the quarterback and the center are allowed.
  4. At the time of a pass reception, the receiver must have the “first foot” down and in bounds for a complete pass. (Ball in complete control)
  5. Any number of backward or lateral passes are permitted.


  1. All fumbled balls touching the ground are dead immediately at the spot the ball is next put into play at that spot.
  2. The team fumbling the ball will retain possession of the ball (except on 4th down).
  3. A kick, which strikes the ground after being touched by a receiver, is dead at that point.
  4. All incomplete laterals or passes behind the line of scrimmage will be spotted where the ball lands.
  5. Any pass or fumbled ball that does not touch the ground may be advanced by any player catching it.
  6. A fumbled ball by an offensive team in their end zone constitutes a safety.
  7. The offensive team may not fumble a ball forward in mid-air to advance the ball.

Flag Belts and Legal “Tackles”:

  1. Each player must wear a flag belt, each team will have a different color. Every player must have their shirt tucked in so their flag belt can be reached.
  2. If a player loses his/her flag belt and has possessions of the ball the defense must tag them with one hand between the shoulders and knees to make a “legal stop”.
  3. A legal tackle is made when a defensive player detaches the flag belt from the ball carrier.
  4. A shielding infraction will be called if a ball carrier uses his/her hands, arms the ball or clothing to hide or prevent an opponent from pulling the flag belt.
  5. Any ball carrier caught wearing his belt illegally will be ejected from the field of play.
  6. The ball is dead if either knee of the ball carrier touches the ground at any time.

Tie and Overtime Games:

  1. In case of a tie at the end of regulation play during the regular season will end and be recorded as a tie.
  2. During the playoffs, overtime will be played as follows: each team will get 4 downs to score from the 10 yard line. Extra points will follow. The team which goes 2nd will have to match or exceed the amount of points scored in order to retie or win the game.
  3. Each team will get one 30 second time-out per overtime.


  1. Only sneakers, cleats and artificial turf shoes are permitted. (No metal spikes or bare feet will be allowed)
  2. No jewelry (rings, necklaces, or earrings) is to be worn when playing.

Field Dimensions and Downs:

  1. The size of the field will be 60 yards by 40 yards, with 10 yard end zones.
  2. The field will be divided into 3, 20 yard zones. A team has 4 downs to cross each consecutive line. (1st down every 20 yard line marker) If a team has a penalty which pushes the line of scrimmage behind a new 20 yard line the offense must still pass the original first down marker for a first down.
  3. During a runback, if a penalty pushes the line of scrimmage behind a new 20 yard line the first down line will be that 15 yard line.

Number of Players:

  1. There is a minimum of 6 players required to start a game and a maximum of 7 players on the field at a time. *The game will be started with less players if a team at game time announces they have players on their way. They will be forced to play with as many players that are there until their team arrives.
  2. Free substitution is allowed after the ball is ready for play and before the snap, each player or entering substitute of an offensive team can be lines up anywhere behind the line of scrimmage.
  3. There will be a one yard restraining line for the defensive team while in any formation or situation, the restraining line will be marked off by the officials.
  4. Only on player may be in motion parallel to the line at any one time before the ball is snapped.


  1. The referee will ask the offensive team on all 4th downs if they intend to punt or “go” for it. There are no fakes allowed.
  2. All players must remain at the line of scrimmage until the ball is kicked.
    Defensive players may put their hands up and or jump to attempt to block the punt as long as they do not cross the line of scrimmage.
  3. On a bad snap the ball is dead where it first touches the ground.


  1. The only type of blocking allowed is screen blocking. All blocking must be made with the blocker in an upright position with both hands clasped in front of them or behind them or with their hands at their sides.
  2. No player may use his/her hands to go through, over, or around an opponent.
  3. No body blocks, roll blocks, or shoulder blocks are allowed at anytime. (Penalty will be expulsion from the game and automatic suspension from league play)
  4. Offensive players may not keep their elbows out during a pass rush. It will result in an automatic penalty, regardless of contact.
  5. Defensive players must look to avoid the offensive player. Players who initiate contact and gain an advantage from it will be penalized for it.

Inadvertent Whistle

The ball will be ruled dead at the spot where it was when the whistle was blown.

Safety and Touchbacks:

  1. A fumbled ball by an offensive team in their own end zone constitutes a safety.
  2. If a team intercepts a pass in the end zone and does not advance the ball out of the end zone it is a touchback. The ball is put in play at the 10 yard line.
  3. If a team receives a punt in their end zone and does not advance it out of the end zone it is a touchback. The ball is put in play on the 10 yard line.
  4. Following a safety, the ball shall placed on the 10 yard line of the team credited with the safety.


  1. Touchdown   6 points
  2. Safety   2 points
  3. Point after TD
    - From 3 yard   1 point
    - From 10 yards   2 points