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TABLE TENNIS

PRINTABLE VERSION

INTRAMURAL SPORTS/RECREATION

TABLE TENNIS RULES

General Rules

  • No ID No Play, No Questions: No form of identification other than an official Youngstown State University ID will be accepted. You MUST have your ID to play. NO EXCEPTIONS WILL BE MADE FOR ANYONE FOR ANY REASON. If you do not have your ID for any reason, you need to go to Kilcawley Center and purchase a new one. 
  • Game Time is Forfeit Time: Player check-in will begin 15 minutes before the scheduled game time. If a team does not have the needed amount of players to begin the game at the scheduled game time a forfeit will be issued. No Exception or excuses will be accepted for anyone or any reasons.
  • Players Can Only Play for 1 Team: In any Youngstown State Intramural League participants are only permitted to play for one team per season.  If a player attempts to play for another team they will be suspended and the team that the player attempted to play for will immediately forfeit the scheduled game. Players are only permitted to play for the first team that they played for.
  • Playoff Eligibility: Players must play in at least one regular season game in order to play in the playoffs.  Players can be added to a roster at any point in the regular season, but must play in at least one game prior to playoffs.
  • The Officials Have Full Authority: While participating in a Youngstown State University Intramural Sports Program, YSU IM Officials will have full authority to call and make judgments according to their training. Any questioning of any official’s calls may result in an unsportsmanlike penalty. If a team deems it necessary to question a call of an official, the TEAM CAPTAIN ONLY, may address it to the Intramural Intern, or Intramural Supervisor present at the event. If questioning causes a disruption of game play, the Intramural Intern or Intramural Supervisor has all authority to end the game, and give the team causing the disruption a forfeit.  Any Intramural official or supervisor has the right to throw out any player from any game if it is deemed necessary from their training. 
  • All Games, All Weather: All games will be played during all weather conditions, unless otherwise informed of prior to game time, or until the Intramural Coordinator believes the playing conditions to be too severe to continue. Questions prior to game time can be answered at 330.941.3731
  • Uniforms: Participants must be wearing athletic attire in order to participate in any intramural sport.  No open toed shoes, jeans, or cargo shorts will be permitted.  Any apparel or game equipment needed by players will be issued on a 1 ID basis. The ID will not be returned until the issued apparel or equipment has been turned back in.
  • No Metal Spikes: No footwear with metal or metal-tipped spikes will be permitted for use during any Intramural event.
  • Inappropriate Team Names: We will not accept team names that are deemed inappropriate by the Intramurals Staff. If you submit a team name that is not approved, you will be asked to come up with a new name. If you do not submit a new name, it will be changed for you.
  • Two forfeits = removal from the league: If your team forfeits two times during the regular season, you will be removed from the league. The remainder of your games will be removed from the schedule and you will not be able to participate in post-season play.
  • Forfeit Prevention: Each team in league play is permitted to use one forfeit prevention per season.  This involves using one official to play on their team in order to meet the minimum player requirements.  This is only permitted during the regular season and is only permitted if there are enough officials to officiate all games being played during that hour.
  • Liability Waiver: All Participants must accept the terms of the liability waiver found on the participant’s IMLeagues profile. Failure to do so will make the participant ineligible for Intramural play. Participants must sign a separate wavier for each Intramural Sport that they play.
  • Fighting: There is a zero tolerance policy for fighting at any YSU Intramural event.  Anyone involved in a fight will be immediately ejected and will be reported to YSU’s Student Conduct Board.

Singles Rules

  • Opponents will conduct a coin flip, the winner may choose either end of the table or the right to serve or receive first. If they choose an end, the other player has the choice of serving or receiving first.
  • Each match shall consist of the best two out of three games with the winning player reaching 21 points first or being ahead by two after the score reaches 20 all, in each game.
  • The server changes from one player to the other every time five points are scored, except when the score becomes tied 20-20. At this time, the serve changes and continues to change after each point until one player scores two consecutive points, thus winning the game.
  • The serve must be made from behind the end line. The server puts the ball into play by tossing it into the air from the palm of one hand and striking it with the paddle (held in the other hand) so that it hits his/her own court. The ball must go over the net and hit the receiver's court. The receiver must return the ball over the net so that it hits the server's court. Play continues until one player fails to make a legal return. The opponent then scores a point.

Doubles Rules

  • Each match shall consist of the best two out of three games with the winning pair reaching 21 points first or being ahead by two after the score reaches 20 all in each game.
  • The pair winning a coin flip may choose either end of the table or the right to serve or receive first. If they choose an end, the other pair has the choice of serving or receiving first.
  • The pair having the right to serve the first five serves in any game shall decide which partner shall do so. The opposing pair shall then decide which shall be the first receiver.
  • Each server shall serve for five points as in singles. At the end of each five points, the one who was receiving becomes the server, and the partner of the previous server becomes the receiver. This sequence shall continue until the end of the game or the score of 20 all. At 20 all, the sequence of serving and receiving shall continue uninterrupted except that each player shall serve only one point in turn and the serve will alternate after each point in turn and the serve will alternate after each point until a pair is ahead by two points.
  • The server shall first make a good service, the receiver shall then make a good return, and the partner of the server shall then make a good return. The partner of the receiver shall then make a good return, the server shall then make a good return and thereafter each player alternately in that sequence shall make a good return.
  • After each game the pairs shall change ends. The pair serving first in the previous game shall become the first receivers in the next game and vice versa. Rule 3 (above) shall then be in effect.
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