Schedule:
Division #1 |
Division #2 |
Durka Dirkas |
Skulls |
Phi Kan't Shoot |
Weinis |
We Plow |
Sikeouts Are Expected |
TMIE |
MATCH-UP |
RESULTS |
6:00
|
Durka Dirkas vs Phi Kan't Shoot |
Phi Kan't Shoot (W/FF) |
Skulls vs Weinis |
Skulls (1-0) |
- |
- |
- |
6:30pm
|
Durka Dirkas vs We Plow |
Tie (0-0) |
Skulls vs SAE |
SAE (2-0) |
- |
- |
- |
7:00pm
|
Phi Kan't Shoot vs We Plow |
Phi Kan't Shoot (1-0) |
Weinis vs SAE |
SAE (1-0) |
PLAYOFFS
|
7:30pm
|
#3 We Plow vs #6 Weinis |
We Plow (2-1) |
#4 Durka Dirkas vs #5 Skulls |
Durka Dirkas (5-1) |
- |
- |
- |
8:00pm
|
#1 Phi Kan't Shoot
vs #4 Durka Dirka |
#4 Durka Dirka (1-0) |
CHAMPIONSHIP
#2 SAE vs #3 We Plow |
SAE (3-1) |
JOB OPPORTUNITIES
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UMBC Intramurals
General Policies, Rules & Guidelines
For a detailed description of the rules & policies, please
click
here.
BASEketball Rules:
Teams will consist of a maximum of six (6) players with three
(3) on the court on offense and two (2) on defense
1. OFFENSE For the team on offense, after the order of players
is determined, a player chooses a square. The squares from the
free throw line are singles, from the top of the key is a double,
the three point line is a triple, and half-court is a home run.
Any players on base advance the corresponding number of bases,
so if a player is on second and a player hits a single, the runner
on second advances to third. If they make the basket, they get
whatever. The two closest squares on either side of the basket
are bunts. They don't put any runners on base, but advance any
runners ahead one base. If they miss any shot, it's one out. The
player does not have to dribble the ball or run with it, they
can just stand there and shoot, but they cannot pass over the
line. If they do, it's an automatic out. Three outs, the teams
change sides. You don't have to run the bases, walking is fine,
and you are only there as long as you aren't needed. If you come
up to "bat" again while on base, you can shoot and everyone
just remembers your position and advances you accordingly. If
a single, double, or triple is made, that square shot from is
marked with a pot holder and cannot be shot from again for the
rest of that half of the inning. The bunts and the home run are
never marked when used; they can be shot from as often as desired.
A shot clock will be used in order to make sure people aren’t
stalling when they are about to shoot.
2. DEFENSE For the team on defense, two players (usually rotating
the line-up) are on the court. The principal weapon is the psyche-out,
a diversionary tactic to break the shooter's concentration and
make them miss (Guidelines for psyche outs will be given prior
to the tournament).
When the player shoots the ball and it hits the backboard without
going in the basket, the ball is technically still in play. If
either of the defenders tip the ball in at this point, it counts
as a double play, assuming there is at least one runner on base
at the time (in which case, the one furthest along is out). The
defenders have to be in the air for the tip-in to count (a simple
jump or bounce up will do) and only two chances to get the ball
in, one for each defender. If each defender misses, any two offensive
players can try to tip the ball in for a "conversion",
whatever shot they were attempting counted as successful. Once
again, they must be in the air when they try, and they only have
two chances, one for each player. If they miss their two opportunities,
it's then a free-for-all, with whoever gets the shot in getting
the results, a double-play or conversion. Note that the ball has
to touch the backboard/rim with each shot for it to remain in
play. If the ball touches house, the ground, or any player catches
it and doesn't release it before landing on the ground, it is
just a simple one-out play.