TABLE TENNIS Phone: 303-871-3912
Website: du.edu/intramurals
Email:
[email protected] GENERAL GUIDELINES For more information about the following policies, please read the DU Intramural Sports Guide to Participation 2016-2017 DU Pioneer ID Cards: No ID, No Play, No Exceptions!!! All participants must present a valid DU Pioneer Card to the appropriate Intramural Sports staff member on site in order to play. Game Times: Teams who do not meet the minimum player requirements by game time will be granted a 5 minute grace period to field a team. At five minutes, if a team does not have enough players, it will forfeit. If a team fields enough players, the game will begin with the non-offending team receiving a score advantage to start the game. If a forfeit occurs, teams may stay and scrimmage and utilize the field/court/rink during the scheduled game time should the staff not need to close the facility because it’s the last game of the day, however teams utilize this space at their own risk. Actions that occur during forfeits can still count for and against your team during a scrimmage. Defaults and Forfeits: If during a season a team forfeits twice, defaults twice, or forfeits once and defaults once that team will be removed from the league and its remaining regular season games will be open for teams to pick up at the discretion of the Student Programs Manager. In the event this occurs, a team’s entry fee will not be refunded. How to avoid a forfeit: If your team is unable to make a regular season or playoff game, your team captain must email the Intramural Sports office by 3pm for weekday games and 3pm Friday for weekend games. Failure to notify the Intramural Office by the deadline stated will result in a forfeit. To ensure the validity of the default request and to have documentation of the default request, we will not accept requests via phone or in-person. Forfeit Fee: If a team accumulates one forfeit during the regular season, the captain will automatically be charged a $20 fee that must be paid by 12pm the day after their final scheduled regular season game to be eligible for playoffs. The captain will be suspended from that team immediately, but the team is still eligible to participate. If a team forfeits their final regular season game, they will have to pay at least 48 hours in advance of their first scheduled playoff game. If a team forfeits a 2nd time, this team will be charged an additional $10, dropped from the league, be ineligible for playoffs. If the team fails to pay this $20 fine by the deadline, they will be removed from the league and will be ineligible for playoffs. Should a team not pay the forfeit fee by the deadline, the team captain will be suspended from all intramural sports participation until the fee is paid. The hold will remain on the captain’s IMLeagues account until the fee is paid in full. Drug and Alcohol Policy: Under no circumstances are drugs or alcohol allowed at an intramural event. Any participant that is caught with drugs or alcohol or under the influence of drugs or alcohol during an intramural event will be immediately ejected from the game, asked to leave the facility, and will be suspended indefinitely from all intramural sports until further notice. Intramural staff will call higher authorities if necessary. Participants that are ejected for drugs and alcohol may warrant further action by the University of Denver. Participants are the responsibility of the team captain and must abide by the Drug and Alcohol Policy, as well. Please refer to the complete Drug and Alcohol Policy located in our Guide to Participation. Varsity Athlete Eligibility: A person who has won his/her varsity letter or award (i.e. trophy, plaque, jewelry, certificate, jacket, etc...) in a sport or its related sport at the University of Denver, a four-year college or university, or two-year junior college, will not be eligible to compete in that sport or its related counterpart for a period of one academic year after the completion of their intercollegiate team membership. Club Sports Athlete Eligibility: A person who is listed on a club sports roster will be eligible to compete in that sport or its related counterpart, HOWEVER teams are limited to 2 club players per team (exception: Ice Hockey = 4, any 3v3 sport = 1) and these players must play in the highest/most competitive division offered. All coaches are considered members of their team, and therefore, the rule above applies to coaches as well. Weather and Game Cancellations: In case of cancellations due to inclement weather/unplayable field conditions, the Intramural Sports staff will make an announcement via IMLeagues concerning the playing of the games in question. Please do NOT call/email 1
the office. If a game reaches half-time or is at least 50% completed when postponed, the result will be final. If a game failed to reach half-time or is less than 50% complete or the game is tied, then the rescheduled game (if rescheduled) will resume at its point of interruption. Sportsmanship and Playoff Qualification: Sportsmanship is a vital component for success in every Intramural Sports contest. Participants are expected to display good sportsmanship toward opponents and the Intramural Staff at all times. In order for a team to be eligible for playoffs, they must achieve an average sportsmanship rating of “3” for the regular season. The Rating System is based on the following criteria: "4" = Excellent o Respect shown to the game and staff by participants, coaches, and spectators at all times. There are no incidents of negative sportsmanship. Participants speak to all staff members appropriately in all situations. In order for a team to receive this rating, the team must not have accumulated any technical fouls/yellow cards/unsportsmanlike penalties before, during, or after the game. "3" = Fair o A team has minimal instances of negative sportsmanship, but as an overall positive attitude and shows cooperation with the officials and staff. Any team receiving one technical foul/yellow card/unsportsmanlike penalty will receive a rating no higher than a “3”. "2" = Below Average o A team shows dissent by word and/or action towards officials and/or the opposing team. The team captain exhibits issues controlling his/her teammates, but is in control of himself/herself. A team argues with multiple calls and/or shows occasional instances of negative sportsmanship. Defaults also receive a sportsmanship rating of “2”. Should one team member be ejected from a game, the highest rating a team will receive is a “2”. Any team receiving two technical fouls/yellow cards/unsportsmanlike penalties will receive a rating no higher than a “2”. "1" = Deficient o A team is consistently critical of the officials and/or the opposing team from the field/court and/or sidelines. Multiple instances of dissent by word or action have likely occurred. The team captain exhibits little or no control over teammates or himself/herself. A team may have had multiple instances of reckless play. Forfeits also receive a sportsmanship rating of “1”. Any team receiving more than three technical fouls/yellow cards/unsportsmanlike penalties will receive a rating no higher than a “1”. Should one team member be ejected from a game along with at least 1 other team member receiving a technical foul/yellow card/unsportsmanlike penalty, the team will receive a rating no higher than a “1”. "0" = Poor o A team is completely uncooperative. The team captain has little to no control over teammates and/or himself/herself. Several instances of dissent by word or action have likely occurred. Any team that takes action to intentionally harm another participant and/or staff member will receive a “0” rating. A team having at least two players ejected will receive a “0” rating and the game will end immediately as a default. A team that accumulates four technical fouls/yellow cards/unsportsmanlike penalties will receive a “0” rating and the game will end immediately as a default. A team that has one ejected player and two other players with a technical foul/yellow card/unsportsmanlike penalty will receive a “0” rating the game will end immediately as a default. Any team receiving a “0” rating is subject to removal from the league at the discretion of the Student Programs Manager. Any team that does not average a "3" Sportsmanship Rating or higher during the regular season will not be eligible to participate in postseason play.
In order to be eligible to participate in a playoff game the participant must be on their IMLeagues roster by midnight of the last night of the league’s regular season. It is every player’s responsibility to get onto the roster online.
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SPORT SPECIFIC RULES Rules that have been updated/added from 2015-2016 are highlighted in yellow.
EQUIPMENT All necessary equipment will be provided. However, individuals may use their own rackets if so desired.
GAME FORMAT A match shall consist of a best-of-three sets. A set shall be won by the player first scoring 21 points. A player must win by 2, cap at 25. If a third set is needed, it is first to 11, win by 2, no cap.
Forfeit Policy
A game is considered a forfeit when at least one team fails to have the minimum number to play at FIVE minutes after the scheduled game time. This is a “grace period” that allows teams to not forfeit when just running a tad bit behind, but will give teams who show up on time a small score advantage at the start of the game. If a team does not have the minimum players at game time, but is able to field enough players before five minutes, the game will start with the non-offending team receiving a set number of points/goals (see below). Games will always start at the beginning regardless of number of minutes allowed for a team to field the minimum number of players.
Sport Table Tennis
Penalty Score Awarded to Non-Offending Team 7-0 (First game only)
Please review the Guide To Procedures for the full explanation of this policy.
DEFINITION OF TERMS
Rally: The period during which the ball is in play. Let: A rally, the result of which is not scored. Point: A rally, the result of which is scored. Volley: The ball is "volleyed", if the player strikes it in play when it has not touched his court since last being struck by his opponent. Obstruction: A player obstructs the ball, or anything he/she wears or carries, touches it in play when it has not passed over the player’s court or imaginary extension of the player’s end line, not having touched his/her court since last being struck by his/her opponent.
SERVICE
The ball shall be placed on the palm of the free hand which must be stationary and above the level of the playing surface. Service shall commence by the server projecting the ball by hand, without imparting spin, vertically upwards so that it visibly leaves the palm. As the ball is falling from the highest point of its trajectory the server shall strike it so that it touches first his/her own court and then, passing directly over or around the net assembly, touches the receiver's court. If, in attempting to serve, a player fails to strike the ball before it goes out of play, the player shall lose a point. When the ball is struck in service, it shall be behind the end line of the server's court or an imaginary extension thereof, but not farther back than the part of the server's body other than his/her arm, head or leg which is farthest from the net. Each time 5 points have been scored, the receiving player shall become the serving player and so on until the end of the game or until each player has scored 15 points. If both players have scored 15 points, the sequence of serving and receiving shall be the same, but each player shall serve for only one point in turn until the end of the game. The player who served first in a set shall receive first immediately in the subsequent set. In the last possible set of the match (the 3rd set) the players shall change ends when first either player scores 8 points. 3
LET The ball is in play from the last moment at which it is stationary before being projected in service until: It touches anything other than the playing surface, the net assembly, the racket held in the hand or the racket hand below the wrist. The rally is otherwise decided as a let or a point. A rally is a let when: If in service, the ball in passing over or around the net assembly, touches it, provided the service is otherwise good or is volleyed or obstructed by the receiver. If the conditions of play are disturbed in a way in which it is likely to affect the outcome of the rally. If the service is delivered when the receiving player is not ready provided that neither the receiver not his/her partner attempts to strike the ball.
POINTS Unless the rally is a let, a player shall lose a point when: The player fails to make a good service. The player fails to make a good return. The ball is struck twice successively. The ball touches the player’s court twice successively. The player or anything the player wears or carries, touches the net or its supports while the ball is in play. The player’s free hand touches the playing surface while the ball is in play. The player is serving, and the player stomps his foot.
OUT OF ORDER SERVING, RECEIVING, ENDS
If the players have not changed ends when they should have done so, play shall be interrupted as soon as the error is discovered and shall resume with the players at the correct ends. The score will remain at that which has been reached. If a player serves or receives out of turn, play shall be interrupted as soon as the error is discovered and shall resume with those players serving and receiving who should be server and receiver respectively at the score that has been reached according to the sequence established at the beginning of the match and in doubles, to the order of serving chosen by the pair having the right to serve first in the game during which the error is discovered. In any circumstances, all points scored before the discovery of an error are kept.
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