Queen's Athletics Queen's Athletics
Celebrating 134 Years of Athletic and Academic Excellence 1873-2007

BEWIC Sports & Rules

The following rules are the most current version available. Specific interpretations should be directed to the Intramural Coordinator.

Curling
Innertube Water Polo
Indoor Soccer
Volleyball (4 levels)
Ultimate

Click on a sport above to read the rules for that sport.

Curling

  1. All players must register with the Intramural Office BEFORE they participate. Failure to do so will result in both team and individual sanctions. Registrants should sign up at Athletic Information Night. Late registrations may not be accommodated. For certain leagues, players must also sign the TEAM WAIVER form.

    These sports include: Hockey, Indoor Soccer (men’s & women’s), Curling, and Ultimate.
  2. Teams may use an unlimited number of curlers provided that not more than four are used in any end. Teams must be ready to play within 5 minutes of the listed start time with a minimum playing compliment of 3 players (2 male, 1 female OR 2 female,1 male), otherwise the game will be forfeited to the non-offending team. The default score will be recorded as 4-0 and the defaulting team will lose 2 points in the standings, as well as lose ½ of their default bond. A second default will result in dismissal from the league and a loss of the entire default bond.
    Note: A team may play with three members but the skip may only throw two rocks.
  3. Each player must sign the scorecard in order to be eligible for playoffs. If players do not sign the scorecard, they do not get credit for being at the game. Playoff eligibility is 50% of the regular season.
  4. Both managers must sign the scorecard and the skip or manager of the winning team must return it to the Intramural Office. Due to the late nature of curling games, the manager may have to bring the scorecard in the following day if the PEC is closed.
  5. Games will consist of 6 ends to be played in a 2 hour time slot. If more than 15 minutes is left at the completion of 6 ends and the score is tied, teams may play one more complete end. If the score at the completion of the 6th end is tied and there is not enough time left for another end or if the score is still tied after the 7th, the game will e decided by a shootout. The team with the ‘hammer’ has the option to shoot first or second. One player from each team throws one stone and the closest draw to the button wins. (It must be a draw shot, not a takeout. The first teams’ shot should be measured and removed before the second team shoots.)
  6. In respecting the RKCC which allows Queen’s Intramurals to use their facility, only clean gym shoes or curling shoes are allowed on the ice surface. Please use the shoe cleaning machine before stepping onto the ice. Brooms are available free of charge at the curling club however players should bring their own sliders if needed. Players must not ‘spear’ the ice with the butt-end of their sticks, let hard thrown rocks hit the hacks or ends of the sheet, throw two rocks at each other, or engage in any other negligent behaviour. Failure to comply with these rules will result in a tem being automatically ejected from the league and the team may be liable for any damages, which occur as a result of their negligence.
  7. Game Rules:

    - The winner of the toss has the option of either playing the first or second stone of the first end, after which the winner of the preceding end will lead.

    - No player shall sweep an opponents' stone between the tee lines, although the stone may be swept by the delivering team. Only one player, either the skip or vice-skip may sweep behind the tee line, giving the players of the delivering side first chance to sweep their own stone.

    - A team scores one point for each stone that is nearer the tee than any stone of the opposing team.
  8. In all other cases, O.C.A. rules will govern play.

Last Updated: August 29, 2007

Innertube Water Polo

  1. All players must register with the Intramural Office BEFORE they participate. Failure to do so will result in both team and individual sanctions. Registrants should sign up at Athletic Information Night. Late registrations may not be accommodated. For certain leagues, players must also sign the TEAM WAIVER form.

    These sports include: Hockey, Indoor Soccer (men’s & women’s), Curling, and Ultimate.
  2. Five players will be permitted in the water at a time. Teams must be ready to play within 5 minutes of the listed start time with a minimum playing compliment of 4 players (2 male, 2 female), or the game will be forfeited to the non-offending team. The default score will be recorded as 4-0 and the defaulting team will lose 2 points in the standings, as well as lose ½ of their default bond. A second default will result in dismissal from the league and a loss of the entire default bond.
  3. Each player must sign the scorecard in order to be eligible for playoffs. If players do not sign the scorecard, they do not get credit for being at the game. Playoff eligibility is 50% of the regular season.
  4. Games slots will be 40 minutes in length, with two 15-minute halves, and a 5 minute halftime.
  5. The official has the final decision of any rule interpretation or extenuating circumstances that may occur during a game.
  6. Caps are to be provided by the manager, and must be signed out from the equipment desk. If both teams refuse to wear caps, the team listed as “Team A” shall be required to wear caps.
  7. In the interest of safety it is requested that all players cut their finger and toe nails to prevent unnecessary injuries. All jewelry must be removed as well.
  8. A tie shall stand during regular scheduled play. Playoff overtime format will be communicated to team captains at the end of the regular season.
  9. The goalie position must be shared by male and female players, who each play half the game. The switch will take place at the halfway point of the game. Goalie substitutions are allowed.
  10. The goalie must stay behind the halfway marker and may not pass the ball beyond the halfway marker of the playing area. If the goalie throws past half, the ball will be brought back to their half of the pool and a free throw awarded to the opposing team.
  11. Substitutions may occur while play is ongoing as long as the correct ratio of males and females is maintained.
  12. Players may not stand or walk on bottom.
  13. Players may not hold onto or pull opponent’s tubes.
  14. Each half will begin with the teams lined up along the ends. The referee will start play by whistling and dropping the ball in the water at the halfway point and close to the side of the pool. The teams move towards centre for possession.
  15. Players may use one or two hands to catch and pass.
  16. Shots on net must be two-handed throws. The shooters inner tube must be entirely behind the two meter shooting line, which is measured from the goal mouth, for the goal to count. A goal shall not count if the shooter falls out of his/her tube in the act of shooting. If the goalie leaves his or her inner tube in the act of stopping a shot on net, the opponents will be awarded a penalty shot.
  17. Players must remain sitting in the inner tube at all times. A player may not handle the ball if they fall out of the inner tube. Hanging through the tube is also not allowed.
  18. A 2-meter shooting line will be utilized. Once inside this area the ball must be passed or carried back out before a shot can be taken.
  19. A goal is considered good only after it completely crosses the goal line. After a goal has been scored the opposite team will gain possession of the ball at the centre of the pool and must pass it backwards to initiate play. Teams must wait for the referee’s whistle before starting play. The scoring team must return to their half of the pool.
  20. Penalties
    Minor Infractions:
    Splashing, accidental contact, pushing off walls or opponents’ tubes, walking or standing on bottom, poor sportsmanship, holding tubes, rough play, delay of game

    At the referee’s discretion, these fouls will result in: 1. A warning, 2. A loss of possession and/or a free pass. Opponents may not block the free pass or must give passer 2-meters of room.

    Major Infractions:
    Intentional splashing, intentional fouling, dunking tubes, excessive or repeated rough play, excessive or repeated poor sportsmanship, fouling in the act of a shot

    If a player has a clear shot on the net and is fouled, a penalty shot will be awarded.

    A player assessed a kick out penalty shall immediately move to the corner on his or her side of the pool. The penalized player may not take part in or interfere in the play of the game. If that player’s team is in possession of the ball they shall lose possession immediately. The player must remain in the pool and may not be substituted or leave the corner until waved out by the referee. The length of the penalty is at the referee’s discretion but will not normally continue past 30 seconds or after a goal has been scored.
  21. Only the goaltender may stop shots within the 2m line. A penalty shot for goaltending will be assessed to any player, other than the goaltender, intentionally within the 2-meter line, who stops a shot.
  22. Penalty shots shall be taken as follows: The shooter shall sit on the three-meter line. The referee shall say “Goalie Ready”. If the answer is “Yes”, the referee shall then say “Ball-Up”, upon which the shooter shall raise the ball into a shooting position and hold the ball steady. At the sound of the referee’s whistle, the shooter must immediately shoot the ball. No attempted fakes on the gaolie are allowed during a penalty shot. All other players must be behind the five-meter line during the act of a penalty shot.
  23. If one team is not advancing the ball (ie protecting a lead), the referee may stop play and warn the team. From this time, if they fail to attack, the other team is awarded possession.
  24. “Swim-offs” shall not be used to determine possession of the ball in “jump-ball” situations. Possession shall go to the last team to have clear possession of the ball.

Last Updated: August 28, 2007

Indoor Soccer

  1. All players must register with the Intramural Office BEFORE they participate. Failure to do so will result in both team and individual sanctions. Registrants should sign up at Athletic Information Night. Late registrations may not be accommodated. For certain leagues, players must also sign the TEAM WAIVER form.

    These sports include: Hockey, Indoor Soccer (men’s & women’s), Curling, and Ultimate.
  2. Each team shall field 5 players at a time. Teams must be ready to play within 5 minutes of the listed start time with a minimum playing compliment of 4 players (2 male, 2 female), or the game will be forfeited to the non-offending team. The default score will be recorded as 3-0 and the defaulting team will lose 2 points in the standings, as well as lose ½ of their default bond. A second default will result in dismissal from the league and a loss of the entire default bond.
  3. Each player must sign the scorecard in order to be eligible for playoffs. If players do not sign the scorecard, they do not get credit for being at the game. Playoff eligibility is 50% of the regular season.
  4. Each game will consist of two 20 minute running-time halves separated by a 5 minute break.
  5. The official has the final decision of any rule interpretation or extenuating circumstances that may occur during a game.
  6. All participant of Indoor Soccer must wear shin guards and running shoes or indoor shoes. No cleats or turf shoes are allowed.
  7. A tie shall stand during regular scheduled play. Playoff overtime format will be communicated to team captains at the end of the regular season.
  8. Substitutions can take place at any time during the match.
  9. The match will be started with a kick-off at centre of the half-line. All players not participating in the kick-off must remain outside the centre circle. The ball may go in any direction to begin play.
  10. No slide tackles or sliding of any kind are permitted.
  11. Walls are NOT considered out of bounds. All appendages (ie. basketball nets), equipment, and other objects, which give an unpredictable bounce when struck by the ball, are considered OUT OF BOUNDS. The upper limit of the playing field ends at a level corresponding to the top of the yellow gym dividers (just below the rafters) and extends all around the gym. A ball contacting any part of the gym above this level is considered OUT. Any ball kicked out of bounds is returned to play by a free kick awarded to the non-offending team. The kick is to be taken at a point closest to where the infraction occurred.
  12. Players are allowed to place their hands on the walls to avoid injury from impacts. Players MAY NOT use their hands on the wall to push off, hold back an opponent or engage in any other tactics that, in the referee’s opinion, gives that player an unfair advantage.
  13. Any ball that SETTLES in the bench area is considered OUT. A ball that enters the bench area but immediately bounces back out into play will be allowed to continue its movement. Any ball kicked out of play will be returned to play by a kick-in awarded to the non-offending team. The kick is to be taken at a point closest to where the infraction occurred.
  14. The penalty area is defined by the thick semi-circle (3-pt. line). The goalie may play the ball with her hands only if he is within the penalty area. Any ball handling infractions (with the exception of a serious foul offence) are sanctioned by an indirect free kick awarded to the opposing team at the point where the goalie mishandled the ball.
  15. The goal area is defined by the two white lines located at the base of the key and the portions of the key bounded by those white lines. The nets should be placed so that the goal posts are flush with the white line closest to the wall. There should be no space between the wall and the back of the net. A goal CANNOT be scored if a player is in the goal area interfering with the goalie OR if the goalie, in the referee’s opinion, was in any danger at the time of the goal. Play shall be restarted with a goal kick. The referee may also stop play and award a goal kick if he/she feels that the goalie was in any danger because of tight play in the goal area.
  16. After picking up the ball, the goalie returns the ball to play with a throw or a drop kick which must be touched be another player from either team OR a wall BEFORE it crosses the half-line. If the goalie drops the ball from his hands to the ground (ie. it can now be played by an opposing team member) and then proceeds to kick it, the half-line rule is waived. Half-line pass infractions are sanctioned by a free kick awarded to the opposing team to be taken on the half-line at the point where it crossed the half-line.
  17. All free kicks are INDIRECT EXCEPT penalty kicks.
  18. If a defending player (including the goalie) puts the ball out of play along the wall behind the net ie. out of bounds by hitting the basketball net, a corner kick shall be awarded to the opposing team. The kick is to be taken from the point where the green lines intersect on the side closest to where the ball was put out of bounds.
  19. Penalty kicks are to be taken from the penalty spot, located at the top of the key.
  20. On a pass back to the goalie, the goalie may not play the ball with his hands (ie. it must be played with the feet). A pass back infraction is sanctioned by a free kick at the point where the goalie picked up the ball.
  21. All fouls are to be called and sanctioned in accordance with the Law XII of the FIFA Laws of the Game.
  22. All other rules follow the FIFA Laws of the Game.

Last Updated: August 29, 2007

Volleyball

  1. All players must register with the Intramural Office BEFORE they participate. Failure to do so will result in both team and individual sanctions. Registrants should sign up at Athletic Information Night. Late registrations may not be accommodated. For certain leagues, players must also sign the TEAM WAIVER form.

    These sports include: Hockey, Indoor Soccer (men’s & women’s), Curling, and Ultimate.
  2. REC/COMP/ SUPERCOMP: Each game will be played with 6 players on the court (3 male, 3 female). Teams must be ready to play within 5 minutes of the listed start time with a minimum playing compliment of 3 players (2 male, 1 female or 2 female, 1 male), or the game will be forfeited to the non-offending team. The difference in males and females on the court cannot be great than 1. The default score will be recorded as 15-0 and the defaulted team will lose 2 points in the standings, as well as lose ½ of their default bond. A second default will result in dismissal from the league and a loss of the entire default bond.

    ELITE: Each game will be played with 6 players on the court. Teams must be ready to play within 5 minutes of the listed start time with a minimum playing compliment of 3 players (2 male, 1 female or 2 female, 1 male), or the game will be forfeited to the non-offending team. The default score will be recorded as 15-0 and the defaulting team will lose 2 points in the standings, as well as lose ½ of their performance bond. A second default will result in dismissal from the league and a loss of the entire default bond.
    Teams must have both genders on the court at ALL times (5m, 1f or 1m, 5f is acceptable).
  3. Each player must sign the scorecard in order to be eligible for playoffs. If players do not sign the scorecard, they do not get credit for being at the game. Playoff eligibility is 50% of the regular season.
  4. For all levels, the games will be scored rally point (i.e. a point is awarded after every play). The format will be best 2 out of 3 games to 25 points, with the third match rally point to 15. Games will be capped at 25 and 15, so first to 25 points in the first two games wins and first to 15 points in the third game wins. During the third game, the teams switch sides when the first team reaches 8 points. If there is not enough time to complete the match within the allotted time frame, the winner will be decided by total points accumulated in ALL GAMES. Each team is entitled to 1 timeout per set. However, no timeouts will be allowed during the last 5 minutes of a game in which time is a determining factor. Attempting to call a timeout during this period will result in a delay of game penalty, which is a loss of serve and a point rewarded to the opposing team.
  5. The official will keep score. The official has the final decision of any rule interpretation or extenuating circumstances that may occur during a game.
  6. Basketball hoops are out of bounds.
  7. The service zone is a 9 metre wide area behind the end line (the end line excluded). It is laterally limited by two short lines, each 15 cm long, drawn 20 cm behind the end line as an extension of the side lines. Both lines are included in the width of the zone. In Bartlett Gym, on the west side, servers are allowed one step onto the court.
    Comment: The serving player is exempt from the positional order. The server may be at the left of the players on position 5 or 6. All other players must be in correct order inside the court. The serving player may serve anywhere along the end line, between the two sidelines. The server is not allowed to step on or over the back line in any gym.
  8. The ball may touch any part of the body.
    Comment: The ball may touch the whole body including the feet, regardless if the touch is done in an active or in a passive way. Service must be done as in the past: with one hand or with any other part of the arm.
  9. The ball must be hit, not caught, thrown, or redirected.
  10. On the first hit of a team (i.e. playing a ball that had just crossed the net), multiple contacts are legal provided it is deemed one attempt to play the ball. This applies regardless of how the ball crossed the net (eg. service, hit, freeball, etc.) There is no longer a double hit fault on any first hit of a team.
  11. Contact with the net is a fault except when a player, not attempting to play the ball, accidentally touches the net.
  12. A centre line fault occurs if a foot completely crosses and touches the floor on the other side of the court. If the foot is still in contact with the centre line, it is not a fault. Any other part of the body contacting the floor crossing or touching the centre line will be deemed as a fault.
  13. REC/COMP/ SUPERCOMP: the net shall be set to women’s height.

    ELITE: the net shall be set to men’s height.
  14. REC/COMP/ SUPERCOMP: males may spike the ball, but only if the spike jump begins from behind the 3-metre attack line. They may travel past this line in the air, as long as they take off behind it. Tips must travel up before travelling down (i.e. arms must remain vertical).

    ELITE: full hitting rules apply for men and women.
  15. REC/COMP/ SUPERCOMP: males may block but the ball must be contacted on their side of the net, and the ball must not be pushed down forcibly into the opponent’s court (i.e. arms must remain vertical).

    ELITE: regular blocking rules shall apply in the Elite league.
  16. RECREATION: rotation after 5 serves by any one player will be enforced. All other volleyball leagues will have unlimited individual serves.
  17. All other rules will follow the recognized Ontario Volleyball Association Rules (with all its yearly additions).

Last Updated: August 29, 2007

Ultimate

  1. All players must register with the Intramural Office BEFORE they participate. Failure to do so will result in both team and individual sanctions. Registrants should sign up at Athletic Information Night. Late registrations may not be accommodated. For certain leagues, players must also sign the TEAM WAIVER form.

    These sports include: Hockey, Indoor Soccer (men’s & women’s), Curling, and Ultimate.
  2. Each game will be played with a maximum of 7 players on the field per team (3 male, 3 female, seventh player may be either gender). Teams must be ready to play within 5 minutes of the listed start time with a minimum playing compliment of 4 players (2 male, 2 female), or the game will be forfeited to the non-offending team. The default score will be recorded as 4-0 and the defaulting team will lose 2 points in the standings, as well as lose ½ of their default bond. A second default will result in dismissal from the league and a loss of the entire default bond.
  3. Each player must sign the scorecard in order to be eligible for playoffs. If players do not sign the scorecard, they do not get credit for being at the game. Playoff eligibility is 50% of the regular season.
  4. Each game will consist of two 20 minute running-time halves separated by a 5 minute break. When time (to the end of the game) is called during a drive, play continues until a point is scored or there is a change of possession.
  5. NO REFEREE is provided. Each team is playing by an honour system. Each team member is responsible to call his/her own fouls.
  6. Each team is to fill out the scorecard completely and keep score for their own games. The HOME team is required to pick up the scorecard from the Intramural office before the game. They are available at 8:30am on game-day. The winning team shall be responsible to drop off the scorecard at the Intramural office IMMEDIATELY following the game.
  7. Metal cleats are NOT allowed.
  8. A tie shall stand during regular scheduled play. Playoff overtime format will be communicated to team captains at the end of the regular season.
  9. Substitutions may only occur following a point, due to injury, or at halftime.
  10. At the start of the game, the captains from the two teams will each flip a disc. The captain of one team calls “same” or “different” while the discs are in the air. The team winning the toss has the choice of A) throwing or receiving the Frisbee OR B) selecting which goal they wish to defend. Teams start the second half from the opposite end, whereby the original thrower now receives.
  11. This is a non-contact sport.
  12. Like football, the object of the game is to score a “touchdown” (worth 1 point). At the beginning of the game the two teams line up on their respective goal lines. Team A raises the Frisbee and asks Team B if they are ready to receive the throw-off. The Frisbee is thrown and the game commences.
  13. Each time a goal is scored, the teams switch the direction of their attack and the team that scored throws off.
  14. The defender of the passer must loudly count up to 10 “steamboats”. If the passer has not advanced the frisbee by this count, the frisbee is turned over to the other team.
  15. An individual may not run with the Frisbee. They must pass it to their teammates advancing the Frisbee up the field. Once a teammate catches the Frisbee they must stop running. Pivoting is allowed.
  16. If an intended pass is incomplete for any reason (including knocked down by defence), the Frisbee is dead, and this constitutes an automatic turnover.
  17. If on a throw off, the disc goes out of bounds, the receiving team may choose to take the disc:
    a) at the location where the frisbee went out on the side lines or
    b) at the midpoint of the field (halfway between the sidelines, perpendicular to where the disc went out of bounds). In this case the receiving team calls MIDDLE.
  18. If a foul is committed (eg. Slapping a hand) the person being fouled loudly calls FOUL. The “fouler” has the opportunity to contest the foul. A contested foul results in play being restarted with the original thrower in possession. A “no-contest” results in the fouled player gaining possession at the point of foul. After a foul has been committed ALL players must come to a complete stop as quickly as possible and remain in their locations until play is restarted.
  19. If the disc lands out of bounds the defending team gets possession on the sideline at the point nearest to where the disc came to rest.
  20. All other rules from the Ultimate Players Association apply.

Last Updated: August 28, 2007

10 SIMPLE RULES TO ULTIMATE FRISBEE
from Steve Courlang, UPA Junior Director
Ultimate Players Association 1993

The Field
A rectangular shape with end zones. A regulation field is 70 yards long by 40 yards wide (the end zones are 25 yards deep).
Initiating Play
Seven players constitutes a team. Each point begins with both teams lining up on the front of their respective end zone lines. The defense throws (pulls) the disc to the offensive team.
Scoring
Each time the offensive completes a pass in the opponent’s end zone, a point is scored. Play is re-initiated after each score.
Movement of the Disc
The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. Players (thrower) have 10-seconds to throw the disc. The defender (marker) counts out the stall count.
Change of Possession
If a pass is not completed by out of bounds, drop, block, interception, time count, possession is immediately transferred to the opposing team.
Substitutions
Substitutions occur after a score or during an injury time out.
Non-contact
No physical contact is allowed. Picks and screens are also prohibited. A foul occurs when contact is made.
Fouls
Occurs when one player initiates contact with another player. If calling the foul disrupts the flow or possession, play resumes. If the player committing the foul disagrees with the call, the play is replayed.
Self-Refereeing
Players are responsible for their own foul and line calls. Players resolve their own disputes.
Spirit of the Game
Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but not at the expense of the respect between players, adherence to the rules and the basic joy of the game.

( http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-rules.html. )