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Rules

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Basketball

The referees apply a combination of FIBA and NFHS rules. However, Sports Services has introduced a number of house rules to better comply with the philosophy and objectives of its intramural programs:

Distribution of Equipment

  1. At the mandatory captain's meeting, the Intramural program will distribute 11 t-shirts of the same dominant color to team captains that are to be worn during every season games.
  2. The captain is responsible for distributing the t-shirts to his/her teammates.
  3. All players on the court must be wearing their intramural team shirts. Individuals are responsible for providing all other required clothing and equipment: shoes, socks, shorts.
  4. No bags/clothing/shoes etc. are allowed on the sidelines. All materials can be stored in the change room lockers.
  5. For co-ed leagues, each team must have a minimum of 2 female athletes on the court at all times.

Players

  1. Teams must have a minimum of 5 players on the court to start a game, 2 of whom must be female
  2. Teams must have a minimum of 5 players with their Intramural shirt in order to start a game
  3. Upon the referee’s discretion any players after the 5th player may have a shirt other than the intramural shirt that is of same colour as their team’s intramural shirt
  4. Should a female player become injured during the game and is no longer able to continue play, causing the team to fall below 5 players, the team may play one player down to a minimum of 3 players on the court under the discretion of the referee.

Scoring and tie-breaking procedures

  1. No game shall end in a tie. If the score is tied after regulation time, teams will play a 3 minute overtime period and 2 additional minutes for each overtime period thereafter.
  2. Standings are decided according to team winning percentages (games won/games played).
  3. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (points for - points against) will finish first.
  4. If a tie remains after looking at the greatest point differential, the team who won the head-to-head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between the 3 teams involved will be declared the winner. The winner of the remaining 2 teams will then be decided by head-to-head results.

Game format

  1. The game consists of two 20-minute halves in which the clock will run continuously. “Stop-time” will only occur in the last 2 minutes of the second half, if the score differential is within 10 points.
  2. There shall be a 5-minute halftime between the two 20-minute halves depending on the head referees discretion.
  3. If a game is tied after regulation, a 3 minute overtime will be played.
  4. If the game is still tied following the first overtime, an additional 2 minute overtime period will be played and so forth until a winner is determined. Stop time applies as per rule 3.1.
  5. Each team has one 60-second time-out per half and one 60-second time-out during overtime periods. Teams will be granted 1 time-out per overtime period. Time-outs must be used in the half for which they are designated.
  6. The Intramural Program will not enforce a shotclock.
  7. Clock will stop after a basket made in the last 2 minutes (as per FIBA) if the point differential is within 10.
  8.  A 24 second shot clock will be enforced the last 2 minutes of play of the second half, if the point differential is within 10 points. After the ball has touched the rim of the opponent's basket, the shot clock will be reset to 24 seconds if the team that regains possession of the ball is the same team that was in control before the shot attempt.

Rules Governing Play

  1. Each team must have 5 players on the court to start the game (NFHS).
  2. The referees are responsible for enforcing all rules, regulations and policies of the sport in question.
  3. Any participant receiving 2 technical fouls in one game will be suspended for an additional game.
  4. Any participant who is ejected for fighting will be suspended for the rest of the season and playoffs, as a minimum.
  5. Officials will ONLY handle the ball in the front court unless a foul, or a backcourt violation occurs, or if the officials beckon substitutions into the game.
  6. Substitutions will follow FIBA: must make the referee aware that they are entering the court. Substitutions are only permitted during clock stoppage. During foul shots: a) prior to first shot and before the ball is at the disposal of the shooter; b) following last shot if successful.
  7. All jewelry must be removed prior to participation.
  8. No dunking is allowed in warm-ups. This will result in a technical foul (NFHS).
  9. Teams will shoot the penalty (Bonus) at 7 team fouls, and double bonus at 10 team fouls as per NFHS. Technical fouls contribute to team fouls.
  10. A player reaching 5 personal fouls will no longer be eligible to partake in the rest of the league game. If a player who has been eliminated causes disturbances while on the team bench, they will be asked to leave the game vicinity.
  11. If a timeout is called by the team in possession, FIBA will be applied and will advance to the dash mark in their front court.
  12. Jump Ball will follow NFHS: jump ball will occur at the start of the game and all overtimes. Alternating possession for the rest.
  13. Throw-ins will follow FIBA: front court throw-in – cannot throw the ball to the back court. Allowed to throw ball over backboard on throw-ins.
  14. FIBA Blood rule: Bleeding player must be substituted for immediately. May stay if timeout granted to any team and player ready at end of timeout.
  15. Blocked shot will follow FIBA.
  16. Free throws will follow FIBA: maximum 5 players (3 defense 2 offence) in designated lane spaces. Spaces are exclusive to each team. Violation by either team (excluding the shooter) is called only if free throw is unsuccessful. Team control foul – no free throws. Violation by free-thrower takes precedence over other violations. A) for players in the marked lane spaces, until ball is released B) for other players, until ball touches ring FIBA lines will be applied. *Note: as per NFHS there will be no faking permitted during free throws.
  17. Travelling will follow FIBA.
  18. NFHS closely guarded: 5 seconds count on a player holding or dribbling the ball in the front court only (6 feet closely guarded).
  19. FIBA 8 seconds: 8 seconds to advance into front court. Ball out of bounds returns to same team, time left in count remains.
  20. FIBA backcourt: during a dribble, a player has front court status once 3 points (ball + both feet) cross the division line.
  21. NFHS Basket Interference: neither team may touch ball within imaginary cylinder.
  22. 3-point line (NFHS): the inner markings will be used to determine a 3-point attempt.

Defaults

  1. Teams losing by default incur a $20 performance-bond penalty which is to be paid at Montpetit 102 or the Client Services Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice and will incur further performance bond penalties for each subsequent game defaulted. For more information please see the Performance Bond section in the Intramural Guide.
  2. A default takes place if, 10 minutes after the scheduled start of the game, one of the two teams has fewer than 5 eligible players on the court or if one or more of the players on the court are not wearing the intramural t-shirt.
  3. If the defaulting team’s captain has given due notice (at least 3 working days before the game) to the Coordinator, the team having won by default may use the court to practice or play a friendly game.
  4. In the event of a default, the recorded score will be 50-0 in favor of the team with the appropriate number of players.

Note: The referees will stay to officiate a friendly game if at least 10 roster players from either team are present.

Hockey

The referees apply the Hockey Canada rules. However, Sports Services has introduced a number of special rules to better comply with the philosophy and objectives of its intramural programs:

Equipment

  1. A CSA approved helmet with full face visor and neck guard must be worn.
  2. A piece of identification is required at each game to gain access to the ice.
  3. The Intramural program will distribute 15 jerseys of the same dominant color to team captains at the mandatory captain’s meeting. The captain is responsible for distributing the jerseys to his teammates.

Scoring / Tie Breaking Procedures

  1. No game shall end in a tie. A shootout will occur at the end of regulation time with 3 players from each team, if the score is tied after regulation time. One shooter from each team will shoot simultaneously at each end of the rink until the 3 rounds are complete The team with the most goals after 3 shooters shall be declared the winner. If the teams are still tied, a "sudden death" shootout with one player from each team will continue until a winner is declared. Players cannot shoot twice, unless all eligible players have participated. Players serving penalties at the end of regulation time are not eligible to shoot.
  2. Standings are determined according to team's winning percentages (games won/games played).
  3. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (Goals For - Goals Against) will finish first.
  4. If a tie remains after looking at the greatest point differential, the team who won the head-to-head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between only the three teams involved will be declared the winner. The winner of the remaining two teams will then be decided by head-to-head results.

Game Format

  1. Hockey games are divided into three 15 minute running-time periods, preceded by a three-minute warm-up.
  2. The clock will  not stop at all during the length of the play EXCEPT when there is a one goal-differential or tie in the last one minute of play.

Rules Governing Play

Note: Any player who physically abuses an official before, during or after a game will be suspended for an indefinite period, and may even be permanently expelled from the university’s intramural programs, pending a meeting with the disciplinary committee.
  1. Each team must have 1 goalie and 5 players on the ice.
    1. If a goalie is not present for one team, a goalie training net will be attached to the goal posts to mimic a goalie. If both teams do not have a goalie, game will continue with 5v5 play and no alterations to the nets. NEVER play using posts in the case of a missing goalie. 
  2. The center red line is used strictly for icing.
  3. Player chnages can be made at any time during the game.
  4. All leagues are considered non-contact. Body checking is not tolerated.
  5. Minor penalties last 3 minutes, run-time. If the penalty time expires during a stoppage of play, the player will wait until the puck is dropped to exit the penalty box. In the case of a goal scored by the team on the powerplay, the penalty will end and play resumes to 5v5.
  6. Major penalties last 7 minutes and include an automatic game misconduct penalty; another player must serve the penalty. Major penalties must be served completely and thus do not end if the opposing team scores.
    Major penalties carry an additional game misconduct penalty as well.
  7. Misconducts penalties last 10 minutes.
  8. Players who have been ejected from games twice following misconduct penalties will be suspended for 1 game. For each subsequent Misconduct penalty, the player shall receive a 2-game suspension.
  9. Players and other participants must wait until the zamboni leaves the ice and the gates are closed before proceeding onto the ice. Failure to wait for the referee’s signal before going on the ice will result in a minor penalty to the offending team.
  10. A player receiving 2 minor penalties or 1 major penalty is ejected from the game. NOTE: A double-minor penalty does not equal 2 separate penalties, therefore the player is not ejected due to one double-minor penalty.
  11. Unsportsmanlike conduct or abuse of officials is not tolerated under any circumstances and may carry a game misconduct penalty.
  12. In both of the above cases, the Discipline Committee will review the incident and will impose sanctions based on the report received (warning or suspension).
  13. Players involved in a fight or penalized for checking from behind with attempt to injure receive a 7 minute major penalty, a game misconduct, and are expelled from the league for the remainder of the season, at a minimum.

Defaults

  1. Teams losing by default must pay a $50 performance-bond penalty, which is to be paid at either client service desks in Montpetit Hall or Sports Complex, or at the Intramural office in Montpetit room 102. The fee must be paid before the start of the next scheduled game for the team to be eligible to play. If a team fails to pay the penalty before the next scheduled game, they will default the current game and owe a second performance-bond penalty.  For more information please see the Performance Bond section in the Intramural Guide.
  2. A default takes place if, after a 3 minute warm-up and a 7 minute grace period, one of the two teams has fewer than 6 players on the ice, including the goalie.
  3. If the defaulting team’s captain has given due notice 48 hours before the game to the Coordinator, the team having won by default may use the ice time to practice, or to play a friendly game.
  4. In the event of a default, the recorded score will be 3-0, in favour of the team with the appropriate number of players.

Note: Referees will stay to officiate a friendly game if at least 12 players from either team are present

The referees apply the Hockey Canada rules. However, Sports Services has introduced a number of special rules to better comply with the philosophy and objectives of its intramural programs:

Equipment

  1. A CSA approved helmet with full face visor and neck guard must be worn.
  2. A piece of identification is required at each game to gain access to the ice.
  3. The Intramural program will distribute jerseys of the same dominant color to team captains at the mandatory captain’s meeting that are to be worn during every game. The captain is responsible for distributing the jerseys to his team-mates.

Scoring / Tie Breaking Procedures

  1. No game shall end in a tie. A shootout will occur at the end of regulation time with 3 players from each team. Players of opposite teams will proceed to the shootout simultaneously at both ends for the rink. The team with most goals after 3 shooters shall be declared the winner. If the game is still tied, a "sudden death" shootout with one player from each team will continue until a winner is declared. Players cannot shoot twice, unless all eligible players have participated. Players who are penalized at the end of regulation time are not eligible to participate.
  2. Standings are decided according to the team's winning percentage (games won/games played).
  3. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (Goals For - Goals Against) will finish first.
  4. If a tie remains after looking at the greatest point differential, the team who won the head-to-head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between only the 3 teams involved will be declared the winner. The winner of the remaining 2 games will then be decided by head-to-head results.

Game Format

  1. Hockey games are divided into three 15 minute running-time periods, preceded by a 3 minute warm-up.
  2. The clock will only stop in the case of a one-goal differential or tie during the final minute of play.

Rules Governing Play

Note: Any player who physically abuses an official before, during or after a game will be suspended for an indefinite period, and may even be permanently expelled from the University’s intramural programs.
  1. Each team must have 1 goalie and 5 players on the ice. If a goalie is not present for one team, a goalie training net will be attached to the goal posts to mimic a goalie. If both teams do not have a goalie present, the game will continue with 5v5 play and with no alterations to the nets.
  2. The center red line is used strictly for icing.
  3. Player changes can be made at any time during the game.
  4. This is a non-contact league. Body checking is not tolerated.
  5. Minor penalties last 3 running-time minutes. If a goal is scored during the penalty, the player returns to the ice and the penalty ends. In the case where a penalty expires during a stoppage of player, the player can return to the ice only once play resumes.
    1. A player receiving 2 minor penalties in a given game is ejected from that game.  Note: a double-minor penalty does not equal two separate penalties, therefore the player is not ejected due to one double-minor penalty.
  6. Major penalties last 7 minutes and include an automatic game ejection penalty; another player must serve the penalty. Major penalties must be served completely and thus do not end if the opposing team scores.
  7. Game Misconducts; any player assessed a game misconduct is ejected from the game and also given an automatic one-game suspension.
  8. Players and other participants must wait until the zamboni leaves the ice and the gates are closed before they themselves go on. Failure to wait for the referee’s signal before going on the ice will result in a minor penalty to the offending team.
  9. Unsportsmanlike conduct or abuse of officials leads to a 10 minute penalty from the time play resumes. This is not a time penalty therefore the team is not disadvantaged.
  10. Players involved in a fight or penalized for checking from behind with attempt to injure receive a 7 minute major penalty, a game misconduct, and are expelled from the league for the remainder of the season.

The referees apply the Hockey Canada rules. However, Sports Services has introduced a number of special rules to better comply with the philosophy and objectives of its intramural programs:

Equipment

  1. A CSA approved helmet with full face visor and neck guard must be worn.
  2. A piece of identification is required at each game to gain access to the ice.
  3. The Intramural program will distribute 15 jerseys of the same dominant color to team captains at the mandatory captain’s meeting, that are to be worn during every game. The captain is responsible for distributing the jerseys to her teammates.

Scoring / Tie Breaking Procedures

  1. No game shall end in a tie. A shootout will occur at the end of regulation time with 3 players from each team. Players of opposite teams will proceed to the shootout simultaneously at both ends for the rink. The team with most goals after 3 shooters shall be declared the winner. If the game is still tied, a "sudden death" shootout with one player from each team will continue until a winner is declared. Players cannot shoot twice, unless all eligible players have participated. Players who are penalized and the end of the regulation time are not eligible to participate in the shootout.
  2. Standings are decided according to the team's winning percentage (games won/games played).
  3. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (Goals For - Goals Against) will finish first.
  4. If a tie remains after looking at the greatest point differential, the team who won the head-to-head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between only the 3 teams involved will be declared the winner. The winner of the remaining 2 teams will then be decided by head-to-head results

Game Format

  1. Hockey games are divided into three 15 minute running-time periods, preceded by a 3 minute warm-up.
  2. The clock only stops in the case of a one-goal differential or tie during the last minute of play. 

Rules Governing Play

  1. Each team must have 1 goalie and 5 players on the ice. If a goalie is not present for one team, a goalie training net will be attached to the goal posts to mimic a goalie. If both teams do not have a goalie, game will continue with 5v5 play and no alterations to the nets. NEVER play using posts in the case of a missing goalie. 
  2. The center red line is used strictly for icing.
  3. Player changes can be made at any time during the game.
  4. All leagues are considered non-contact. Body checking is not tolerated.
  5. Minor penalties last 3 minutes. If a goal is scored during the penalty, the player returns to the ice and the penalty ends. In the case where a penalty time expires during a stoppage of play, the player will wait to return to the ice until the puck has been dropped. 
  6. Major penalties last 7 minutes and include an automatic game misconduct penalty; another player must serve this penalty. Major penalties must be served completely and thus do not end if the opposing team scores.
  7. Misconducts last 10 minutes but do not disadvantage a team’s on-ice strength.
  8. Players and other participants must wait until the zamboni leaves the ice and the gates are closed before they themselves go on. Failure to wait for the referee’s signal before going on the ice will result in a minor penalty to the offending team.
  9. A player receiving 2 minor penalties or 1 major penalty is ejected from the game. NOTE: A double-minor penalty does not equal two separate penalties, therefore the player is not ejected due to one double-minor penalty. 
  10. Unsportsmanlike conduct or abuse of officials will lead to a 10 minute misconduct penalty from the time play resumes. In both of the above cases, the Discipline Committee will impose sanctions based on the report received (warning or suspension).
  11. Players involved in a fight or penalized for checking from behind with attempt to injure receive a 7 minute major penalty, a game misconduct, and are expelled from the league for the remainder of the season, as a minimum.
  12. Players who have been ejected from games twice following Misconduct penalties will be suspended for 1 game. For each subsequent Misconduct penalty, the player shall receive a 2 game suspension.

Defaults

  1. Teams losing by default must pay a $50 performance-bond penalty, which is to be paid at the Montpetit or Sports Complex Client Service Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice and will incur further performance bond penalties for each subsequent game defaulted. For more information, please see the Performance Bond section in the Intramural Guide.
  2. A default takes place if, after a 3 minute warm-up and a 7 minute grace period, one of the teams has fewer than 6 players on the ice, including the goalie.
  3. If the defaulting team’s captain has given due notice 48 hours before the game to the Coordinator, the team having won by default may use the ice time to practice.
  4. In the event of a default, the recorded score will be 3-0 in favour of the team with the appropriate number of players.

Soccer

1. Laws of the game

1.1. The referees apply the Fédération Internationale de Football Association (FIFA) rules.

1.2. Sports Services has introduced a number of special rules to better comply with the philosophy and objectives of its intramural programs:

2. Team/Player Eligibility

2.1. All participating players must be registered with the intramural department in order to be eligible to play.

2.2. A piece of identification and the team's t-shirts are required at each game to gain access to the field.

2.3 Equipment

2.3.1. The intramural program will distribute up to 15 t-shirts of the same dominant color to team captains at the mandatory captains' meeting. These shirts are to be worn during EVERY game. The captain is responsible for distributing the t-shirts to his/her teammates.
2.3.2.  Upon the referee’s discretion any players, after the minimum required players, may have a shirt other than the intramural shirt that is of the same colour as their team’s intramural shirt.
2.3.3. Individuals are responsible for providing all other required equipment: shoes, socks, shorts, etc.
2.3.4. Players must remove all jewelry before entering the field of play. This includes electronic fitness devices such as the ‘Fitbit’ bracelet.
2.3.5. Jeans, flip-flops, boots or any other equipment that the referee deems unsafe for the participants are not allowed on the field.
2.3.6. Shin guards are optional, but recommended for the safety of the participants. Cleats are prohibited for any indoor soccer game.
2.3.7. Metal cleats are not allowed. Regular cleats are prohibited for any indoor (gymnasium) soccer game.

3. Minimum Players Required

3.1. A minimum number of players is required in order to be eligible to start the game.

3.2. 11 a-side game (Matt Anthony Field and Gee-Gees Field):

3.2.1. For men’s and women’s leagues, a match may not start or continue if either team has fewer than seven players on the field with their intramural shirt, including a goal keeper.
3.2.2. For co-ed leagues, a match may not start or continue if either team has fewer than seven players on the field with their intramural shirt, including a goal keeper, three of whom must be female.

3.3. 7 a-side game (Lees Dome):

3.3.1. For men’s and women’s leagues, a match may not start or continue if either team has fewer than five players on the field with their Intramural shirt, including a goal keeper to start a game.

3.3.2. For co-ed leagues, a match may not start or continue if either team had fewer than five players on the field with their Intramural shirt, including a goal keeper to start a game, two of whom must be must be female.

3.4. 5 a-side game (Montpetit and Lees Gymnasium):

3.4.1. For men’s and women’s leagues, a match may not start or continue if either team has fewer than four players on the field with their Intramural shirt, including a goal keeper.
3.4.2. For co-ed leagues, a match may not start or continue if either team has fewer than four players on the field with their Intramural shirt, including a goal keeper to start a game, two of whom must be must be female.

3.5. Should a female player become injured during the game and be no longer able to continue play, causing the team to fall below the minimum required of players; the team may play one player down to a minimum of 4 players (5 a-side league) or 5 players (7 a-side league) or 7 players (11 a-side league) on the field.

4. Game Format

4.1. Games are 44 minutes in length, divided into a 5 minute warm-up, two 22 minute halves and a 1 minute halftime. If, for any reason, the game should begin late, time will not be added to the game.

4.2. Tie Game

4.2.1. No game shall end in a tie. Penalty kicks will occur at the end of regulation time with 3 players from each team alternately attempting a penalty kick in the first round. Players must be on the field of play at the conclusion of the game to be eligible to attempt a penalty kick. The team with most goals after 3 kicks shall be declared the winner.
4.2.2. If the game is still tied, additional penalty kicks shall be attempted, alternately by members of the two teams who have yet to attempt a penalty kick until one team has more goals than the other after each team has attempted an equal number of penalty kicks. Players cannot attempt to score twice, unless all eligible players have participated. Players who are penalized at the end of the regulation time are not eligible to participate.

5. Rules Governing Play

5.1. Referee

5.1.1. Decisions will be made to the best of the referee’s ability according to the Laws of the Game and the ‘spirit of the game’ and will be based on the opinion of the referee who has discretion to take appropriate action within the framework of the Laws of the Game and the Intramural Soccer Rules.
5.1.2. The referee has the authority to take disciplinary action from entering the field of play until leaving the field of play after the match ends (including kicks from the penalty mark). If, before the start of a match, a player commits a sending-off offence, the referee has the authority to prevent the player taking part in the match.

5.2. General Rules

5.2.1. Kick-ins are indirect.
5.2.2. If the ball contacts the ceiling or other obstacles, play resumes with an indirect free kick for the opposing team from the touch line parallel to the point of contact with the ceiling.
5.2.3. A player who has been sent off must leave the vicinity of the field of play and the technical area/bench area.

5.3. Required distance

5.3.1. 11 a-side leagues (Matt Anthony Field and Gee-Gees Field):

5.3.1.1. The required distance on any free kick for the opponents is 10 yards (9.15 meters) from the ball.
5.3.1.2. The required distance on throw-ins is 2 meters.

5.3.2. 7 a-side leagues (Lees Dome):

5.3.2.1. The required distance on any free kick for the opponents is 6 yards (5.5 meters) from the ball.
5.3.2.2. The required distance on kick-ins is 3 meters.

5.3.3. 5 a-side leagues (Montpetit and Lees Gymnasium)

5.3.3.1. The required distance on any free kick for the opponents is 4 yards (3.7 meters) from the ball.
5.3.3.2. The required distance on kick-ins is 3 meters.

5.4. Substitutions

5.4.1. 11 a-side leagues (Matt-Anthony Field and Gee-Gees Field):

5.4.1.1. There is no limit to the number of substitutions during a game, but a substitution can only be made during (any) stoppage in play, and only at the referee’s discretion.

5.4.2. 7 a-side leagues (Lees Dome):

5.4.2.1. There is no limit to the number of substitutions during a game, but a substitution can only be made during (any) stoppage in play, and only at the referee’s discretion.

5.4.3. 5 a-side leagues (Montpetit and Lees Gymnasium):

5.4.3.1. During the game, unlimited “on-the-fly” substitutions are permitted at any time for field players provided that both the following two conditions are satisfied.
5.4.3.2. The player(s) leaving the field must be within his team’s substitution zone, one meters from the player’s own bench area, or off the field in the bench area. Players being substituted may not leave the field outside of the substitution zone unless instructed to do so by the referee.
5.4.3.3. Neither players entering the field nor players departing the field may participate in play when they are simultaneously on the field.
5.4.3.4. Goalkeepers cannot change on the fly. In order for a goalkeeper to make a substitution, the authorization of the referee and a stoppage in play is needed

5.5. Offsides

5.5.1. 11 a-side leagues (Matt Anthony Field and Gee-Gees Field)

5.5.1.1. Offsides are in effect. A player is in an offside position if he is nearer to his opponents' goal line than both the ball and the second last opponent.
5.5.1.2. An offside offence will be called if in the opinion of the referee a player in an offside position is interfering with play, interfering with an opponent or gaining an advantage by being in that position. The play will be restarted by an indirect free kick for the opposing team.

5.5.2. 7 a-side leagues (Lees Dome) and 5 a-side leagues (Montpetit and Lees Gymnasium):

5.5.2.1. There shall be no offside offence in 7 a-side and 5 a-side leagues.

5.6. Sliding Tackle

5.6.1. Absolutely NO sliding allowed by any player (including the goalkeeper).
5.6.2. Slide tackling is defined as a tackle in soccer in which a player attempts to disrupt the play, or take possession of the ball away from an opposing player by deliberately leaving his/her feet and sliding along the ground with one leg or both legs extended to block or push the ball away from the opposing player. The slide tackle is committed against an opponent within playing distance.
5.6.3. The fact that contact with the ball was made first does not mean that the tackle is legal.
5.6.4. A player may slide to block a shot or save a ball from going out of bounds, providing he/she is not near any other player (his team or opposing team). This decision is based on the referee’s discretion.
5.6.5. Sanctions

5.6.5.1. A direct free kick will be awarded to the opposing team. The infringement may result in a caution (yellow card) or dismissal (red card) for the offending player at the discretion of the referee, depending on the gravity of the infraction.
5.6.5.2. A caution (yellow card) is to be awarded for dangerous play if the tackle would have been deemed careless under FIFA regulations.
5.6.5.3. A red card (dismissal) will be awarded if the tackle is considered reckless or with excessive force under FIFA regulations.

5.6.6. Goalkeeper

5.6.6.1.The goalkeeper may slide hands first to make or attempt a save while inside the goal area. Once the goalkeeper leave the goal area, he is subject to the same rules as fielded players.
5.6.6.2. If the goal keeper slide tackles a player feet first, an indirect free kick is to be awarded if the tackle would have been deemed legal under FIFA regulations.
5.6.6.3. A caution (yellow card) is to be awarded for dangerous play if the tackle is considered careless under FIFA regulations. The play is restarted with a penalty kick if the offence occurred in the penalty area.
5.6.6.4. A red card (dismissal) is to be awarded if the tackle is considered reckless or with excessive force under FIFA regulations. The play is restarted with a penalty kick if the offence occurred in the penalty area.

5.7. Power Play

5.7.1. A player receiving a yellow card will serve a 2 minute penalty while his team plays a player short for the duration of the penalty or a goal against.
5.7.2. A player receiving a red card will be ejected from the match while his team plays a man short for 5 minutes despite the number of goals against.

5.7.2.1. Exemption: on 11 a-side games, the team who’s player is sent off will play a player short for the rest of the game.

5.7.3. A goalkeeper receiving a yellow card does not have to serve a 2 minute penalty, he may stay on the field. However, one of his teammate must serve the 2 minutes penalty for him.
5.7.4. A player who has been sent off must leave the vicinity of the field of play and the technical area.
5.7.5. A team can never play below the minimum required of players. For instance, on a 7 vs 7 league, a team can never play under 5 players. If a player receives a card while his team is playing shorthanded and has already reach the minimum required of players, he must leave the court and wait for any preceding penalties to finish before his time will begin. However, if the team fall below the minimum required of player because of a sent off offence (red card), the game is over.
5.7.6. If a card is handed out to both teams on the same play, the teams will play four on four. If a team scores a goal before the end of the penalty, the two teams will still play four on four until the end of the penalty.

6. Defaults

6.1. Teams losing by default must pay a $20 performance-bond penalty, which is to be paid at the Montpetit or Minto Sports Complex Client Services Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice and will incur further performance bond penalties for each subsequent game defaulted. For more information please see the Performance Bond section in the Intramural Guide.

6.2. A default takes place if, after a 5 minute warm-up and 5 minute grace period, one of the two teams

  1. has fewer than 4 players on the field or if one of the players on the field is not wearing the intramural t-shirt;
  2. has fewer than 2 female athletes on the field;

6.3. A default can also take place if, for any reason, a team can no longer provide the minimum number of players required by their league regulation.

6.4. If the defaulting team’s captain has given due notice (3 working days before the game) to the League Coordinator, the team having won by default may use the field to practice, or to play a friendly game.

6.5. In the event of a default, the recorded score will be 3-0 in favour of the team with the appropriate number and composition of player

6.6. The referees will stay to officiate a friendly game if at least 14 players are present.

7. Standings

7.1. Standings are decided according to the team's winning percentage (matches played / matches won).

7.2. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (goals for - goals against) will finish first.

7.3. If a tie remains after looking at the greatest point differential, the team who won the head-to-head game between the teams involved will be declared the winner.

7.4. In the case of a three-way tie, the team with the greatest point differential between only the 3 teams involved will be declared the winner. The winner of the remaining 2 games will then be decided by head-to-head results.

Others sports

Referees apply the rules of the International Federation for American Football (IFAF). However, Sports Services has introduced a number of special rules to better comply with the philosophy and objectives of its intramural programs:

Distribution of Equipment

  1. The Intramural program will distribute 15 jerseys of the same dominant colour to team captains at the mandatory captain’s meeting.
  2. The captain is responsible for distributing the jerseys to his or her teammates.
  3. All players must wear the assigned T-shirt while playing. Individuals are responsible for providing all other required clothing and equipment: shoes, socks, shorts, etc.
  4. The league will not permit any pants or shorts with pockets. This is due to the high risk of injuring or breaking fingers while attempting to deflag an opponent. Players cannot tape their pockets shut. Any player wearing shorts or pants with pockets after the second week of play will not be allowed to play unless they change.
  5. No jewellery of any kind is permitted on the field. Earrings should be removed or taped. MedicAlert bracelets are the only exception to this rule. No hats are permitted.
  6. All participants MUST have their flag belts visible at all times. Repeated official requests will result in substitution until a player properly makes their belt visible. Participants who do not adhere to this rule will be substituted at the referee’s discretion until said participants belt is visible.

Players

  1. Teams must have a minimum of 7 (or 5 in the dome) players on the field to start a game, 3 of whom must be must be female
  2. Teams must have a minimum of 7 (or 5 in the dome) players with their Intramural shirt in order to start a game
  3. Upon the referee’s discretion any players after the 7th player may have a shirt other than the intramural shirt that is of same colour as their team’s intramural shirt
  4. Should a female player become injured during the game and is no longer able to continue play; the team may play one player down to a minimum of 4 players on the field under the discretion of the referee.

Scoring and Tie-Breaking Procedures

  1. No game shall end in a tie. If the score is tied after regulation time, an overtime period will be played. At the start of overtime, the away team will begin with the football. Each team will have the choice to go for one point from the 3 yard line, two points from the 10 yard line and three points from the 20 yard line. The two teams will have one conversion attempt. If after their attempts teams are still tied they will alternate attempts until a winner is determined.
  2. Standings are decided according to the team's winning percentage (games won/games played).
  3. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (points for - points against) will finish in first place.
  4. If a tie remains after looking at the greatest point differential, the team who won the head-to-head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between the 3 teams involved will be declared the winner. The winner of the remaining 2 games will then be decided by head-to-head results.

Game Format

  1. A game is divided into two halves of 22 minutes each. Playing time is 44 minutes plus five untimed plays at the end of each half.
  2. The clock runs continuously and each team has one time-out per half. Any unused time-outs will be lost.
  3. Officials may stop the clock to deal with rule explanations, measurements or injuries.
  4. Referees will give a warning with minute or less remaining until the five untimed plays. They will also notify when the five untimed plays remain.
  5. The referee will give a 2-minute time warning if the game is still running at the end of the hour.

Rules Governing Play

  1. Any participant who is ejected for fighting will be suspended for the rest of the season and playoffs.
  2. Each team is allowed 7 players on the field.
  3. A ball carrier is stopped when he/she loses their flag to a player of the opposing team.
  4. Any contact to the head is a 15 yard penalty.
  5. No place kicking (i.e. field goals and extra point, kick-off) is permitted.
  6. Point After Touchdown (PAT) will be one point from the 5 yard line, 2 points from the 10 yard line and 3 points from the 20 yard line. Any team attempting a one point convert is not permitted to run.
  7. An offensive team cannot run the football within the 5 yard line. “RED ZONE".
  8. The rusher will be 5 yards behind the line of scrimmage and 1-3 yards to either side of the bag. The rusher can leave as soon as the ball is snapped (the snapper cannot interfere with him/her). The rusher must declare themselves, otherwise they will not be able to rush.
  9. No rusher may interfere with the QB throwing motion. Any contact with the QB arm (from the shoulder down) or the ball (while in hand) will result in a penalty. Excessive contact will result in ejection.
  10. A rusher can be offside, return to the 5 yard rush line and then cross the line of scrimmage (LOS). The rusher is only offside if they cross the line of scrimmage and must “RESET” before crossing the LOS.
  11. No Fair Catch, no Fumbles and no On-Side Kicks.
  12. A player cannot reach forward, jump up, or dive with the football in order to gain extra yards. A penalty will be assessed in this situation. A player can spin.
  13. Single points and safeties are enabled.
  14. Blocking is NOT allowed.
  15. Striking an opponent or official: any act of roughness or unfair play assessed by the referee as detrimental to the safety of any participants is not allowed. A 25 yard penalty and ejection from the game will be assessed. All players must attempt to control their momentum when approaching an opponent
  16. The game starts with a coin toss to determine which team will kick the ball. The winner of the toss may choose to defer and select the side of the field they want to defend. There is no kickoff. The ball is place on the offensive team’s 14 yard line.
  17. All players are eligible to receive a forward pass.
  18. There is only one forward pass permitted within the line of scrimmage.
  19. Onside/Offside - The offense must be behind their line of scrimmage. The defence must be one yard behind their line of scrimmage.
  20. The rusher(s) must be at least five yards behind their line of scrimmage.
  21. The double rush is permitted.
  22. The team with the ball has 25 seconds to huddle, call a play and snap the ball.
  23. The offensive team has 4 attempts or downs to advance the ball 20 yards. Each offensive zone is 20 yards.
  24. Any touchdown scored by a female (receiving or running) will be worth 9 points.
  25. On the third attempt, the offensive team has the option to punt.
  26. When punting the ball, the kicking team cannot be inside a 5 yard radius of the player receiving the ball until he touches the ball. If they fail to do so, a No Yard penalty will be assessed.
  27. Teammates may use as many lateral passes as they wish.
  28. All teams must have at least 3 female players on the field at all times.
  29. Open vs. Closed plays: Teams must gain positive yards from scrimmage by a female participant within three consecutive downs. An open play will be called when either a male or a female participant may advance the ball. If a female does not gain positive yards from scrimmage in two consecutive plays, the play becomes closed, and on the next play a female must gain positive yards from the line of scrimmage.
  30. A team MAY NOT RUN THE BALL TWICE IN A ROW regardless of male or female runner.
  31. Teams may not run the ball more than twice per “offensive zone".

Penalties (Teams have the right to accept and/or decline penalties)

  1. Roughing
    1. Defensive - 15 yards and automatic first down from line of scrimmage or from the spot of the foul.
    2. Offensive - 15-yard penalty from the spot and/or line of scrimmage. Defensive team may accept or decline.
  2. Obstruction - 10 yard penalty
  3. Defense offside - 5 yards
  4. Offense offside/Procedure/Time count - 5 yards
  5. No yards - 10 yards
  6. Defensive pass interference - spot of the foul and/or 15 yard penalty automatic first down. If the infraction occurred in the end zone, the ball will be spotted at the one-yard line and automatic first down. If the penalty occurred on a conversion attempt the conversion will be awarded regardless if the ball was caught and provided there was a possibility that the ball could be caught. If not, the ball will be spotted half the distance to the goal and the conversion attempt will be replayed.
  7. Offensive pass interference - 15 yards from the line of scrimmage, replay the down and/or defensive decline.
  8. Objectionable Conduct/Unnecessary roughness - including but not limited to profanity, obscene gestures, pushing, tackling, and verbal abuse of game officials or opposing team, spiking the football, fighting, excessive rough play and the like: 15 yard penalty and player will be sent off for three plays. A player receiving a second UR/OC penalty will be ejected from the game.
  9. Delay of the game - 10 yards
  10. Intentional grounding - Play will be blown down at the spot that the ball was thrown and a loss of down will result.
  11. Diving headfirst/advancing the ball forward for the first down/touchdown - 10-yard penalty from the spot of advancement.
  12. Too many people on the field - 10-yard penalty and possible automatic first down.
  13. Flag guarding- 10 yard penalty from the spot of the infraction.
  14. Defensive holding- 10 yard penalty.
  15. Illegal participant: A penalty flag will be thrown but only loss of down will result.

Defaults

  1. Teams losing by default must pay a $20 performance-bond penalty, which is to be paid at the Montpetit or Sports Complex Client Services Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice. For more information please see the Performance Bond section in the Intramural Guide.
  2. A default takes place if, after a 5 minute warm-up, and after an additional 5 minute grace period, one of the two teams:
    1. Has fewer than 7 players on the field, properly attired as outlined above;
    2. Has fewer than 3 female players.
  3. If the defaulting team’s captain has given due notice three working days before the game to the Intramural Programs Coordinator, the team having won by default uses the field to practice, or to play a friendly game.
  4. In the event of a default, the score that will be given is 7-0, in favour of the team with the appropriate number and composition of players.

Note: The referees may stay to officiate over a friendly game if a minimum of 14 players from either team are present.


 

The Ultimate Players Association (UPA) rules apply. However, Sports Services has introduced a number of special rules to better comply with the philosophy and objectives of its intramural programs:

Distribution of Equipment

  1. The Intramural program will distribute 15 t-shirts of the same dominant colour to team captains at the mandatory captain’s meeting. These shirts are to be worn during all season games.
  2. The captain is responsible for distributing the t-shirts to his/her team-mates.
  3. Players must wear their team shirts to all games. Individuals are responsible for providing all other required clothing/equipment: shoes, socks, shorts, etc.

Players

  1. Teams must have a minimum of 7 players on the field to start a game, 3 of whom must be must be female
  2. Teams must have a minimum of 7 players with their Intramural shirt in order to start a game
  3. Upon the referee’s discretion any players after the 7th player may have a shirt other than the intramural shirt that is of same colour as their team’s intramural shirt
  4. Should a female player become injured during the game and is no longer able to continue play, causing the team to fall below 7 players; the team may play one player down to a minimum of 4 players on the field under the discretion of the supervisor.

Scoring / Tie Breaking Procedures

  1. No game shall end in a tie. If the score is tied at the end of regulation, a 5 minute sudden-death overtime will be played. Possession will be determined by a frisbee toss between the 2 captains.
  2. Standings are decided according to the team's winning percentage (games played/games won).
  3. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (goals for - goals against) will finish first.
  4. If a tie remains after looking at point differential, the team who won the head-to-head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between only the 3 teams involved will be declared the winner. The winner of the remaining 2 teams will then be decided by head-to-head results.

Game Format

  1. Each game is 50 minutes in length.
  2. The game will consist of a 5 minute warm-up period, two 22 minute halves and a 1 minute half-time.
  3. There are no referees.

Rules of the Game

  1. There shall be 7 players on the field for each team. A piece of identification and the team's t-shirts are required at each game to gain access to the field.
  2. A minimum of 3 female athletes must be on the playing field at all times.
  3. Substitutions may be done after a point is scored or during an injury time-out.
  4. Cleats may be worn by players, although metal cleats are forbidden.
  5. A pivot foot must be established at the appropriate spot after catching the disc.
  6. The defense must give the thrower at least 2 feet to throw the disc.
  7. Players are responsible for their own foul line calls and resolving their own disputes.
  8. There are no time-outs.

Defaults

  1. Teams losing by default must pay a $20 performance-bond penalty, which is to be paid at Montpetit 102 or the Sports Complex Client Services Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice and will incur further performance bond penalties for each subsequent game defaulted. For more information please see the Performance Bond section in the Intramural Guide.
  2. A default takes place if, after a 5-minute warm-up and a 5-minute grace period, one of the two teams
    1. has fewer than 7 players on the field or if one or more of the 7 players on the field are not wearing the intramural t-shirt;
    2. has fewer than 3 female athletes on the field;
  3. If the defaulting team’s captain has given due notice 3 working days before the game to the Coordinator, the team having won by default may use the playing field to practice, or to play a friendly game.
  4. In the event of a default, the recorded score will be 7-0 in favor of the team with the appropriate number and composition of players.

Note: In the case of a default, a friendly game can be played if at least 14 players are present.


 

The referees apply the Fédération Internationale de Volley-ball (FIVB) rules. However, Sports Services has introduced a number of special rules to better comply with the philosophy and objectives of its intramural programs:

Distribution of Equipment

  1. The Intramural program will distribute 11 T-shirts of the same dominant colour to team captains at the mandatory captain’s meeting. These shirts are to be worn during all seasonal games.
  2. The captain is responsible for distributing the T-shirts to his or her teammates.
  3. Individuals are responsible for providing all other required clothing and equipment: shoes, socks, shorts.
  4. Net height will be set at 2.24 meters.

Players

  1. Teams must have a minimum of 6 players on the court to start a game, 2 of whom must be must be female
  2. Teams must have a minimum of 6 players with their Intramural shirt in order to start a game
  3. Upon the referee’s discretion any players after the 6th player may have a shirt other than the intramural shirt that is of same colour as their team’s intramural shirt Should a female player become injured during the game and is no longer able to continue play, causing the team to fall below 6 players; the team may play one player down to a minimum of 4 players on the court under the discretion of the referee.

Scoring and Tie Breaking Procedures

  1. No game shall end in a tie.
  2. Standings are decided according to the team's winning percentage (games played / games won).
  3. If there is a tie in the standings at the end of the regular season, the team with the greatest point differential (Sets Won - Sets Lost) will finish first.
  4. If a tie remains after looking at the greatest point differential, the team who won the head-to-head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between the 3 teams involved will be declared the winner. The head-to-head results will determine which team receives the next highest placement.

Game Format

  1. Prior to the match, both teams will be given a simultaneous 10 minute warm-up.
  2. Each team plays 3 sets in total during their assigned hour. Set 1 and 2 are rally points to 25, with a cap of 27. Set 3 will consist of a 15 point rally, with a cap at the hour.
  3. There is no limit on substitutions
    1. Teams can either substitute a player or play in a continuous rotation format.
  4. At the end of each set, when the referee calls a "game-point" due to a tie and lack of time, the final game point will be given to the team who wins the rally. The team does not have to win by 2 points.
  5. The referee will give a 2-minute time warning if the game is still running at the end of the hour.

Rules of the Game

  1. Each team must have 6 players on the court, 2 of which must be females.
  2. Serve
    1. The referee must authorize the service by a hand signal and a whistle after he or she has checked that the two teams are ready to play and that the server is in possession of the ball.
    2. If the server hits the ball before the referee has authorized the service, the ball will be returned to the player for a second service. If the same player hits the ball again before the referee whistle, the team loses the serve and the ball will be given to the other team.
    3. Players are allowed one step into the court for their serve.
    4. If the ball hits the net during the service it remains in play, so long as it goes over the net.
    5. During a service only one toss or release is allowed. If the server releases the ball for service, but does not attempt to complete the service motion, the referee will cancel the serve.
    6. The server must wait until both teams are ready before serving.
  3. Net Rules (2015 rule)
    1. Any contact with the net during a play is a fault.
  4. A game can be played with a minimum of 6 players.
  5. The intramural program does not endorse the libero player.
  6. The referee is responsible for the tasks of the second referee, the scorekeeper and the line judge.
  7. Any participant who is ejected for fighting will be suspended for the rest of the season and playoffs, as a minimum.
  8. A piece of identification and the team's intramural T-shirts are required by each player at each game to gain access to the court.
  9. A team consists of a minimum of 8 registered players, and a maximum of 20. There must be a minimum of 2 registered female athletes on the court at all times.

Defaults

  1. Teams losing by default must pay a $20 performance-bond penalty, which is to be paid at the Montpetit Client or Sports Complex Services Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice and will incur further performance bond penalties for each subsequent game defaulted. For more information please see the Performance Bond section in the Intramural Guide.
  2. A default takes place if, after the 10 minute warm-up, one of the two teams
    1. has fewer than 6 players on the court (2 women on court at all times) or if one or more of the 6 players on the court are not wearing the intramural T-shirt ;
  3. If the defaulting team’s captain has given due notice 3 working days before the game to the Coordinator, the team having won by default may use the court to practice or play a friendly game.
  4. In the event of a default, the score that will be given is 3-0, in favour of the team with the appropriate number and composition of players.

Note: The referees will stay to officiate a friendly game if at least 12 players are present.


 

The referees apply the International Dodgeball Federation rules. However, the Intramural Program has introduced a number of special rules to better comply with the philosophy and objectives of its programs:

Description of Equipment

  1. Intramural program will distribute a maximum of 11 t-shirts of the same dominant colour to team captains at the mandatory captain’s meeting, that are to be worn during all regular season games.
  2. The captain is responsible for distributing the t-shirts to his/her team-mates.
  3. Individuals are responsible for providing all other required clothing: shoes, socks, shorts, etc.
  4. The intramural program will provide official 9-10” coated dodgeballs.
  5. The court will be comprised of half of the gymnasium and games will be played across the width of the court. A 2' "dead zone" will span across the middle of the court and will be marked by the outer red lines on the outer boundaries of the court.
  6. Games will be played with 5 dodgeballs.

Players

  1. Teams must have a minimum of 5 players on the court to start a game, 2 of whom must be female
  2. Teams must have a minimum of 5 players with their Intramural shirt in order to start a game
  3. Upon the referee’s discretion any players after the 5th player may have a shirt other than the intramural shirt that is of same colour as their team’s intramural shirt
  4. Should a female player become injured during the game and is no longer able to continue play, the team may play one player down to a minimum of 4 players on the court under the discretion of the referee.

Scoring/ Tie-breaking Procedures

  1. Points will be awarded based on the amount of matches won, one point per 5 minute match. A total game consists of 10 matches.
  2. No game shall end in a tie. If a tie occurs after the regular 10 matches played, a sudden death final match will be played to determine the winner.
  3. Standings are decided according to team’s winning percentage (games won/games played).
  4. If a tie remains after looking at team winning percentages, the team who won the head- to- head game between the teams involved will be declared the winner.
  5. In the case of a three-way tie, the team with the greatest point differential between only the 3 teams involved (total games won - total games lost) will be declared the winner. The winner of the remaining 2 teams will then be decided by head-to-head results.

Game Format

  1. Teams have 50 minutes to complete all scheduled matches.
  2. Each game will have 10 5-minute matches.
  3. Each match will be 5 minutes in length; if both teams have an equal number of players remaining after 5 minutes a sudden-death 1 minute overtime will ensue in order to determine a winner.
  4. After 1 minute of overtime play, the team with the most players remaining is the winner of the match. If teams still have an equal number of players remaining, additional overtime periods will be played until a winner is determined.
  5. A 5 minute warm-up will be held prior to the first match.
  6. After 5 matches there will be a 2 minute half-time.
  7. Teams may change sides after the fifth game played if one team desires. If no request to switch sides is made by either team, teams may remain on original sides of the court.

Rules Governing Play

  1. Each team must have a total of 5 players on the court, 2 of which must be female athletes.
  2. A player may only step out of bounds to retrieve a ball, if the player otherwise steps out of bounds he/she must retire to the opposing team – the area of play is extended to the back wall.
  3. No player shall step in the “dead zone” except at the beginning of a match to attempt to retrieve a ball.
  4. When the referee has determined that both teams are ready to start, he/she shall place 5 balls in the dead zone, equal distance from each team as well as each other.
  5. Play is generally continuous as each team makes attempts at throwing the other team’s players out until either all players on one team have been put out or time expires.
  6. Once a player takes possession of the ball, the athlete has 5 seconds to either pass to another player on their team or make an attempt at the opposing team. The team has 20 seconds in total once they have the ball on their side, once this time lapses the ball will be handed over to the opposing team.
  7. A player may only be called out if they have been hit at or below their shoulders. A player who, in the referee's opinion, is intentionally trying to draw a head shot by moving their head towards a thrown ball will be called out.
  8. A player who catches an opposing team's throw will result in the thrower being called out. If the ball is caught while it is in contact with the ground, the catch is considered a "trap" and the thrower will not be called out. Play will continue as normal. Catching the ball will result in a player on the catcher’s team returning to the game as well as the thrower on the opposing team being out. Players must return to the game in the order that they were out in.
  9. A player may block an opponent's attempt providing the attempt from the opposing team hits only the ball in the possession of the target player.
  10. A throw may not come into contact with any wall, floor or roof before being caught or coming into contact with a player. If it does, the ball will be deemed dead and play will resume.
  11. Any attempt to kick the ball is illegal and the ball will be given to the opposing team.
  12. A player may only be called out if the ball has not come into contact with the ground prior to striking the target.
  13. No jewelry will be allowed on the playing surface. If a player is caught with jewelry, he/she must remove it and may return for the next match.
  14. When put out by the opposing team a player must leave the court immediately. Failure to do so will result in the team forfeiting the match.
  15. If an injury occurs time shall stop and the team may make a substitution; the injured player may not return to the match which they left.

Defaults

  1. Teams losing by default must pay a $20 performance-bond penalty, which is to be paid at the Montpetit Client or Sports Complex Services Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice. For more information please see the Performance Bond section in the Intramural Guide.
  2. A default takes place if, after a 5 minute warm-up and a 5 minute grace period, one of the two teams has fewer than 6 players on the court, if one or more of the players on the court are not wearing the intramural t-shirt.
  3. A default takes place if, after a 5-minute warm-up and a 5 minute grace period, one of the two teams has fewer than 2 females athletes on the court.
  4. If the defaulting team’s captain has given due notice 3 working days before the game to the Coordinator, the team having won by default uses the court to practice or to play a friendly game.
  5. In the event of a default, the score that will be given is 8-0, in favor of the team with the appropriate number of players.

Note: Referees will stay to officiate a friendly game if at least 16 players from either team are present.