Intramural Sports

Get in the Game! Make New Friends! Share Lots of Laughs! Participate in an Intramural Sport! Sign up at our intramural sports form at the beginning of the Fall or Spring semester.

Note: To participate in any of the sports listed below you must be a current Southwest student.

Fall Semester

This is a sample of our fall sports offerings. Please click on, and expand the accordions below for more information.

Billiards (8-Ball) games begin in November and are offered on the Macon Cove and Union Avenue Campus. Yes, you can bring your own pool stick.

Game Rules

Object of the Game: Eight-Ball is a call game played with a cue ball and 15 object balls, numbered 1 through 15. One player must pocket balls of the group numbered 1 through 7 (solid colors), while the other player has 9 through 15 (stripes). The player pocketing either group first, and then legally pocketing the 8-ball wins the game.

Racking the Balls: The balls are racked in a triangle at the foot of the table with the 8-ball in the center of the triangle, the first ball of the rack on the foot spot, a stripe ball in one corner of the rack and a solid ball in the other corner.

Order of the Break: By coin toss.

Scratch on a Legal Break: If a player scratches on a legal break shot, (1) all balls pocketed remain pocketed (exception, the 8-ball), (2) it is a foul, (3) the table is open. Please note: The incoming player has cue ball in hand behind the head string and may not shoot an object ball that is behind the head string, unless he first shoots the cue ball past the head string and causes the cue ball to come back behind the head string and hit the object ball.

Object Balls Jumped Off Table on the Break: If a player jumps an object ball off the table on the break shot, it is a foul and the incoming player has the option of (1) accepting the table in position and shooting, or (2) taking cue ball in hand behind the head string and shooting.

8-Ball Pocketed on the Break: If the 8-ball is pocketed on the break, breaker may ask for a re-rack or have the 8-ball spotted and continue shooting. If the breaker scratches while pocketing the 8-ball on the break, the incoming player has the option of a re-rack or having the 8-ball spotted and begins shooting with ball in hand behind the head string.

Choice of Group: The choice of stripes or solids is not determined on the break even if balls are made from only one or both groups, because the table is always open immediately after the break shot. The choice of group is determined only when a player legally pockets a called object ball after the break shot.

Scoring: A player is entitled to continue shooting until failing to legally pocket a ball of his group. After a player has legally pocketed his entire group of balls, he shoots to pocket the 8-ball.

Object Balls Jumped off the Table: If any object ball is jumped off the table, it is a foul and loss of turn, unless it is the 8-ball, which is a loss of game. Any jumped object balls are not re-spotted.

Playing the 8-Ball: When the 8-ball is the legal object ball, a scratch or foul is not loss of game if the 8-ball is not pocketed or jumped from the table.

Loss of Game: A player loses the game by committing any of the following infractions:

  • Pockets the 8-ball on the same stroke as the last of his group of balls.
  • Jumps the 8-ball off the table at any time.
  • Pockets the 8-ball in a pocket other than the one designated.
  • Pockets the 8-ball when it is not the legal object ball.

Cards (Spades) tournament begin in October and are offered on the Macon Cove and Union Avenue Campus.

Game Rules

Game: The games will consist of two teams, two partners per team.

  • Game Scoring: Games will be played to 300 with a 30 minute time limit. Should both teams reach 300 on the same deal, the team with the higher score wins.
    • The Championship Match will be played to 500 points with a 45 minute time limit.
  • Game Time: There will be a thirty-minute time limit per match. If the time limit expires during the final game of the match, the game will be finished to determine the winner of the game and the match. If the game is tied the score for next hand will determine the winner of the game and match.
  • Deck: A standard deck of 52 cards will be used. The cards in each suit rank from highest to lowest: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2. Spades are always trump; thus, any spade will beat any non-spade, regardless of rank.
  • No Discussions during the game across the table about team hands will be allowed.

Deal

  • Partners will sit on opposite sides of each other.
  • Deal and play will be clockwise.
  • The first dealer will be determined by high card drawn.
  • Cards will be shuffled before each hand and dealt singly.
  • All 52 cards will be dealt, except the 2 of diamonds and the 2 of hearts which will be replaced by the two joker cards. Each player should receive 13 cards.

Bidding

  • The non-dealing team will bid first. Each partner will make a bid of the number of tricks they will take. Partners may discuss how many tricks they can take during that hand. Partners cannot give specific information regarding their hand i.e. specific cards or lack of cards, ranks and suits of cards.
  • Each team must bid a minimum of four tricks for each game. If one player bids nil, their partner must still bid a minimum of four tricks. The only exception is if both players on a team bid nil.
  • A player/team may bid any number of tricks 4-13 or nil.
  • Nil – If one partner bids nil, that person must not win any tricks during that hand. The bid made by the partner of the nil bidder becomes that partnership’s total bid for the hand.
  • Blind Nil – Must be declared by a side before either partner looks at their cards. A team must be down by a minimum of 100 points to make a blind nil bid.
  • 10 for 200 – A team that bids 10 or more tricks will receive 120 points (in games played to 300) and 200 points (in games played to 500). Note: A misdeal must be called before the bidding process starts.
    • Can be called by the opposing team should specific information regarding a players hand be discussed during the bidding process.
    • Can be called by a player if they have no face cards.
    • Can be called by a player if they have no spades.
    • A player who does not receive 13 cards.
    • It is not required to call a misdeal; it is at the discretion of the person or team.

Play

  • Play starts with the person to the left of the dealer.
  • Spades may not be led until they are broken. A player who only has spades may lead with a spade even if spades have not been broken.
  • Players must follow the suit of the card led if they have that suit in their hand. If the player is unable to follow the suit led they may play another card.
  • Should a player not follow the suit led when they are able to and are caught doing so, the team will forfeit 3 tricks to the opposing team. The team receiving the tricks will be awarded 30 points. The offending team will need to make their original bid or be penalized according to their original bid.
  • A trick containing a spade is won by the highest spade that is played.
  • All other tricks are won by the highest card of the suit led.

Scoring

  • A team that takes as many tricks as they bid, earns 10 points per trick they bid. Example: a team bids 7 tricks and takes 7 tricks, they earn 70 points.
  • Overbidding: A team that takes more tricks than they bid will earn 10 points per trick for each trick they originally bid on and will receive 1 point per additional trick(s) over the original bid. Example: a team bids 7 tricks and takes 8 tricks, they earn 71 points.
    • The additional tricks that were taken in an overbid situation are called sandbags, 1 additional trick is 1 sandbag. A team can accumulate 6 sandbags, but on the 6th Sandbag the team will be penalized 60 points. The sandbag count will be reset to zero. Exception: During the championship game (played to 500), the sandbag limit is ten. On the 10th sandbag, the team will be penalized 100 points.
  • Underbidding: A team that takes fewer tricks than they bid will be penalized 10 points for each trick they bid. Example: a team bids 7 tricks and takes 5 tricks; the team will be penalized 70 points.
  • Scoring Nil and Blind Nil:
    • Nil: If a player who bids nil takes no tricks then his/her team will receive 60 points (in games played to 300) and 100 points (in games played to 500). If a nil bidder takes at least one trick then his/her team will lose 60 points (in games played to 300) and 100 points (in games played to 500). In either case, the hand is also scored normally, with each side winning or losing points based on their bid and the number of tricks taken.
      • Example: One partner bids nil and the other partner bids 5 tricks:
        • Situation #1: Both partners make their bid. Receive 110 pts.
        • Situation #2: Nil bid is made and the other partner is "set." Receive 10 pts.
        • Situation #3: Nil bidder takes a trick and the other partner gets 5 tricks. Lose 10 points.
        • Situation #4: Nil bidder takes a trick and the other partner is "set." Lose 110 points
      • If both players in a partnership bid nil, then their team must take no tricks during that hand. If both partners make their nil bid then the team will receive 120 points (in games played to 300) and 200 points (in games played to 500). If one partner makes their nil bid and the other partner does not, then the team will receive 0 points. If both partners fail to make their nil bid then the team will lose 120 points (in games played to 300) and 200 points (in games played to 500).
    • Blind Nil: If a player who bids blind nil takes no tricks then his/her team will receive 120 points (in games played to 300) and 200 points (in games played to 500). If a blind nil bidder takes at least one trick then his/her team will lose 120 points (in games played to 300) and 200 points (in games played to 500). In either case, the hand is also scored normally, with each side winning or losing points based on their bid and the number of tricks taken.
  • The first team to reach 300 points wins the game. Should both teams reach 300 points in the same hand the highest score wins. Exception: In the championship game, the first team to reach 500 points wins the game. Should both teams reach 500 points in the same hand the highest score wins.

Flag Football games begin in September and are offered on the Macon Cove Campus.

Table Tennis games begin in November and are offered on the Macon Cove and Union Avenue Campus.

Game Rules

  • The game goes to 21. The winner must win by at least 2 points. Seven to zero is skunk or eleven to one is skunk.
  • A coin toss will determine who serves first.
  • The winner of the toss decides to serve or receive first; the loser has the choice of ends and vice versa.
  • Each person gets 5 serves on a rotating basis.
  • On a serve the ball must be tossed without spin and from above and behind the plane of the table. Once the ball is tossed for a serve, it must be hit.
  • If the ball hits the net and goes over but does not hit your opponent’s side, it is your opponent’s point.
  • Two consecutive net balls is a point for the opponent.
  • If you do not successfully serve the ball 5 times when your opponent has game point, you loose.
  • Can not hit the ball twice during a return.
  • If the ball hits your side twice, that’s your opponent’s point.
  • Each player must let the ball hit their side of the table before hitting back to your opponent.
  • Can not smash on a serve.
  • Must wait on your opponent to be ready/set before serving.

 

Spring Semester

This is a sample of our Spring sports offerings. Please click on, and expand the accordions below for more information.

Basketball (5 on 5) games begin in April and are offered on the Union Avenue Campus.

Game Rules

  • Each player must be a current Southwest student.
  • Southwest Saluqi Men and Women Teams are NOT allowed to participate in the intramural games.
  • Each name must have a name. (Ex: The Memphis Fire Hawks)
  • Seven players is the max for each team including coed.
  • All teams are asked to be present 10 minutes prior to their games.
  • The game will be 30 minutes; two 15 minutes halves.
  • The game clock will stop only during the last two minutes of each half, not including time outs. Each team will have two time outs per half.
  • Any fouls during the last 2 minutes of the game will result in two free throw attempts.
  • Should there be a tie at the end of the game; a 3 minute overtime period will be added.
  • The referee will have the final call on ALL disputes.
  • Any player with 6 fouls will be disqualified.
  • Players can only sub during time outs and dead balls.

Checkers games begin in March and are offered on the Macon Cove and Union Avenue Campus.

Game Rules

Board: The board is square, with sixty-four smaller squares, arranged in an 8x8 grid. The smaller squares are alternately light and dark colored (green and buff in tournaments), in the famous "checker­board" pattern. The game of checkers is played on the dark (black or green) squares. Each player has a dark square on his far left and a light square on his far right. The double corner is the distinctive pair of dark squares in the near right corner.

Pieces: The pieces are Red and White, and are called Black and White in most books. In some modern publications, they are called Red and White. Sets bought in stores may be other colors. Black and Red pieces are still called Black (or Red) and White, so that you can read the books. The pieces are of cylindrical shape, much wider than they are tall (see diagram). Tournament pieces are smooth, and have no designs (crowns or concentric circles) on them. The pieces are placed on the dark squares of the board.

Starting Position: The starting position is with each player having twelve pieces, on the twelve dark squares closest to his edge of the board. Notice that in checker diagrams, the pieces are usually placed on the light colored squares, for readability. On a real board they are on the dark squares.

Moving: A piece which is not a king can move one square, diagonally, forward, as in the diagram at the right. A king can move one square diagonally, forward or backward. A piece (piece or king) can only move to a vacant square. A move can also consist of one or more jumps.

Jumping: You capture an opponent's piece (piece or king) by jumping over it, diagonally, to the adjacent vacant square beyond it. The three squares must be lined up (diagonally adjacent), your jumping piece (piece or king), opponent's piece (piece or king), and empty square. A king can jump diagonally, forward or backward. A piece which is not a king can only jump diagonally forward. You can make a multiple jump, with one piece only, by jumping to empty square to empty square. In a multiple jump, the jumping piece or king can change directions, jumping first in one direction and then in another direction. You can only jump one piece with any given jump, but you can jump several pieces with a move of several jumps. You remove the jumped pieces from the board. You cannot jump your own piece. You cannot jump the same piece twice, in the same move. If you can jump, you must. And, a multiple jump must be completed; you cannot stop part way through a multiple jump. If you have a choice of jumps, you can choose among them, regardless of whether some of them are multiple, or not. A piece, whether it is a king or not, can jump a king.

Kinging: When a piece reaches the last row (the King Row), it becomes a King. A second checker is placed on top of that one, by the opponent. A piece that has just kinged cannot continue jumping pieces, until the next move.

First Move: Red moves first. The players take turns moving. You can make only one move per turn. You must move. If you cannot move, you lose. Players normally choose colors at random, and then alternate colors in subsequent games.

Chess tournament begin in March and are offered on the Macon Cove and Union Avenue Campus.

Game Rules

  • The movement of pieces is to be done with one hand.
  • Once the hand is taken off a piece, the move cannot be retracted (if it is a legal move).
  • When castling, the player should first move the king with one hand and then move the rook with the same hand.
  • In the case of a pawn promotion, if the player releases the pawn on the eighth rank, the player must promote the pawn.
  • After the pawn has moved, the player may touch any piece not on the board and the promotion is not finalized until the new piece is released on the promotion square.
  • In serious play, if a player having the move touches one of their pieces as if having the intention of moving it, then the player must move it if it can be legally moved.
  • So long as the hand has not left the piece on a new square, the latter can be placed on any accessible square.
  • If a player touches one of the opponent's pieces then he or she must capture that piece if it can be captured.
  • If none of the touched pieces can be moved or captured there is no penalty, but the rule still applies to the players own pieces
  • When castling, the king must be the first piece touched.
  • If the player touches their rook at the same time as touching the king, the player must castle with that rook if it is legal to do so.
  • If the player completes a two-square king move without touching a rook, the player must move the correct rook accordingly if castling in that direction is legal.
  • If a player starts to castle illegally, another legal king move must be made if possible, including castling with the other rook.
  • When a pawn is moved to its eighth rank, once the player takes their hand off the pawn, it can no longer be substituted for a different move of the pawn.
  • However, the move is not complete until the promoted piece is released on that square.
  • If a player wishes to touch a piece with the intention of adjusting its position on a square, the player must first alert their opponent of their intention by saying "J'adoube" or "I adjust".
  • Once the game has started, only the player with the move may touch the pieces on the board.
  • A player who makes an illegal move must retract that move and make a legal move.
  • That move must be made with the same piece if possible, because the touch-move rule applies.
  • If the illegal move was an attempt to castle, the touch-move rule applies to the king but not to the rook.
  • If the mistake is only noticed later on, the game should be restarted from the position in which the error occurred.
  • If it is discovered during the game that the starting position was incorrect, the game is restarted.
  • If it is discovered during the game that the board is oriented incorrectly, the game is continued with the pieces transferred to a correctly-oriented board.
  • If the game starts with the colors of the pieces reversed, the game continues (unless the arbiter rules otherwise).
  • If a player knocks over pieces, it is their responsibility to restore them to their correct position on their time.
  • If it is discovered that an illegal move has been made, or that pieces have been displaced, the game is restored to the position before the irregularity.
  • If that position cannot be determined, the game is restored to the last known correct position.
  • Players may not use any notes, outside sources of information (including computers), or advice from other people.
  • Analysis on another board is not permitted.
  • Players may not leave the competition area without permission of the arbiter.
  • High standards of etiquette and ethics are expected.
  • Players should shake hands before and after the game.
  • Generally a player should not speak during the game, except to offer a draw, resign, or to call attention to an irregularity.
  • A player may not distract or annoy another player by any means, including repeatedly offering a draw.
  • Announcing "check" is required.
  • If a player is not in check but has no legal move (that is, every possible move would put the king in check), the result of the game is stalemate, and the game ends in a draw.

Volleyball games begin in March and are offered on the Union Avenue Campus.

Game Rules

The Serve

  • Server must serve from behind the restraining line ( end line ) until after contact.
  • Ball may be served underhand or overhand.
  • Ball must be clearly visible to opponents before serve.
  • Served ball may graze the net and drop to the other side for point.
  • First game serve is determined by a volley, each subsequent game shall be served by the previous game loser.
  • Serve must be returned by a bump only, no setting or attacking a serve.

Scoring

  • Rally scoring will be used.
  • There will be a point scored on every score of the ball.
  • Offense will score on a defense miss or out of bounds hit.
  • Defense will score on an offensive miss, out of bounds hit, or serve into the net.
  • Game will be played to 25 points.
  • Must win by 2 points.

Rotation

  • Team will rotate each time they win the serve.
  • Players shall rotate in a clockwise manner.
  • There shall be 4-6 players on each side.

Playing The Game (Volley)

  • Maximum of three hits per side.
  • Player may not hit the ball twice in succession ( A block is not considered a hit).
  • Ball may be played off the net during a volley and on serve.
  • A ball touching a boundary line is good.
  • A legal hit is contact with the ball by a player body above and including the waist which does not allow the ball to visibly come to a rest.
  • If two or more players contact the ball simultaneously, it is considered one play and the players involved may not participate in the next play.
  • A player must not block or attack a serve.
  • Switching positions will be allowed only between front line players. (After the serve only )

Basic Violations

  • Stepping on or over the line on a serve.
  • Failure to serve the ball over the net successfully.
  • Hitting the ball illegally (Carrying, Palming, Throwing, etc.).
  • Touches of the net with any part of the body while the ball is in play. If the ball is driven into the net with such force that it causes the net to contact an opposing player, no foul will be called, and the ball shall continue to be in play.
  • Reaching over the net, except under these conditions:
    • When executing a follow-through.
    • When blocking a ball which is in the opponents court but is being returned (the blocker must not contact the ball until after the opponent who is attempting to return the ball makes contact). Except to block the third play.
  • Reaches under the net (if it interferes with the ball or opposing player).
  • Failure to serve in the correct order.
  • Blocks or spikes from a position which is clearly not behind the 10-foot line while in a back row position.

The Court

  • Playing Area: Both indoor and outdoor courts are 18 m x 9 mi (29'6" x 59'). Indoor courts also include an attack area designated by a line 3 m (9'10") back from the center line. Lines on the court are 5cm (2" wide).
  • Net Height: Net height for men, co-ed mixed 6, and outdoor is 2.43 meters or 7'11-5/8." Net height for women, 7,4-l/8". The height of the net shall be 8'.
  • Ball: The ball weighs between 9 and 10 ounces. Ball pressure is between 4.5 and 6.0 pounds
Volleyball Lingo
Word Translation
Ace When the ball is served to the other team and no one touches it.
Dig When a player makes a save from a very difficult spike
Kill When a team spikes the ball and it either ends in a point or a side out.
Roof When a player jumps above the height of the net, and blocks the ball.
Sideout When the team that served the ball makes a mistake, causing the ball to go to the other team.
Stuff When a player jumps about the height of the net, blocks the ball, and the ball goes back at the person who attacked (spiked) the ball.

 

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