BEWS Sports & Rules
The following are BEWS sports for the 2003-04 academic year.
Click on a sport above to read the rules for that sport
Ball Hockey
- All league games will be played in BEWS Gym and will consist of two twenty minute halves, straight time, with a 5 minute rest at the end of the first half. The last three (3) minutes of the second half will be stop time. No timeouts will be allowed.
- Teams will consist of 5 players on the court. Each team must have at least 4 men present to start a game without penalty. Teams may play with 3 players, but the opposing team shall receive a 2-0 lead to start the game.
- A ball hockey clinic for referees and team representatives will be held (if necessary) prior to the start of the season to review all rules, and each team entered in the league must be represented at this clinic.
- Referees will be appointed by the chief official.
- There shall be two referees in each game, and three for the playoffs.
- Equipment - helmets with cages or full face masks are mandatory for all players.
- In all tied games, unless there is a playoff position at stake, there will be no overtime played, but each team will be credited with one point in the league standings.
- Slap shots will be permitted, but a player during his windup cannot bring the hockey stick above the chest during his back swing or follow through. Infraction of this rule will result in the play being whistled dead.
- No golfing actions (hands together on the stick) will be used. The ball will be whistled "dead".
- All high sticking infractions will be whistled dead, unless an opposing player is struck. In this case, a 3 minute penalty is assessed and the penalized player does not return until the expiration of the penalty, regardless if a goal(s) is scored.
- Only the goalkeeper is allowed to enter or be in the crease. No player from either the offensive or defensive team may place their feet in the crease. Play will be whistled dead and a face-off will occur if an offensive player is in the crease. A goal will not count if an offensive player is in the crease. A standing penalty shot from the red dot line (in BEWS Gym) will be awarded to the offensive team should a defensive player be in the crease.
Sticks of either team may not be in the crease. A goal will count if only the stick and not the feet are in the crease.
- If a player is assessed a minor penalty and his team is scored upon while shorthanded, the penalized player may return to the game. If a player is assessed a major penalty and his team is scored upon while shorthanded, he does not return until the expiration of his penalty regardless if a goal(s) is scored.
Any body contact will be penalized by a 3 minute penalty. Body contact is defined as: using your body’s inertia or momentum to deliberately move another player. If one or both of the players could have avoided contact but didn’t, then one or both of the players will be penalized.
Any infraction which is deemed by the referee to involve an intent to injure, (reckless play, hard body check, or severe slashing) will result in a 5 minute major team penalty and an immediate game misconduct for the penalized player (ejection from the game). The team penalty will be served by another team member who was on the floor at the time of the penalty. If the penalty occurs within the last 5 minutes of the game, the penalized player will not be allowed to play in the team’s next game. Any such infractions may be subject to a review by the Protest and Discipline Committee.
- The ball may not be gloved ahead or behind by any player except the goalie who may throw it sideways or behind to another player. Players are reminded that in Ball Hockey, you may grab hold of the ball while it is in the air and place it on the ground.
- Once a team is assessed a fifth major penalty in a game, they shall lose 1 player on the floor for the remainder of the game, (ie. after 5 major penalties, a team will only be allowed a maximum of 3 players plus 1 goalie on the floor at any time). Major penalties shall include body checking, cross checking, spearing, slashing, elbowing, and hitting from behind.
- In the case of coincidental minors, the teams will still play 4 on 4.
- All playoff games will consist of two twenty minute halves, straight time, with a five minute rest at the end of the 1st half. The last five (5) minutes off the 2nd half will be stop time. There will be one ten minute overtime period (not sudden death) if the score is tied at the end of the game. If the game remains tied after that time, the teams will go to a tie-breaking system of three shots per team. If the game is still tied after this round of shots, the teams will take alternating shots (1 per team) until the tie is broken.
Basketball
- Teams must be ready to play within five minutes of the scheduled starting time. If a team cannot start at this time for any reason, the game will be forfeited to the non-offending team. The score will be recorded as 2-0.
- No team may start with less than four players. A team may play with three players, but the game starts with a team foul and non-offending team will receive a score of 4 points.
- Each game will consist of two twenty minute running-time halves. The last minute of each game will be stop time. One timeout, non-cumulative, will be allowed in each half, and for any subsequent overtime period. Each timeout will be for a duration not exceeding 60 (sixty) seconds.
- All ties will be broken by a three-minute overtime period(s).
- Any team which prior to game time has knowledge of other players arriving later may avoid a technical foul for late additions to the line-up by entering onto the score sheet the additional names and numbers of the late individuals.
- The referee has the final decision of any rule interpretation or extenuating circumstances which may occur during a game.
- NOTE: Technical Fouls
i. Any player who has been assessed with two technical fouls is automatically banned from further participation in that game. The offending person must vacate the playing area within one minute. Failure to do so will result in the assessment of an additional technical foul against the team. NOTE: Expulsion from the game can occur after the first technical – at referee's discretion. Fighting will result in immediate expulsion from the game.
ii. Any team which accumulates five technical in one game will automatically forfeit that game to the non-offending team. The score at the time of suspension of play will stand if the non-offending team is leading. If the non-offending team is behind at that point, the score will be recorded as 2-0 plus the result of the penalty shots for the technical foul.
- There will be a 45-second shot clock imposed on both teams during the final five minutes of the game.
- BONUS will be on the seventh foul (one-and-one). Double bonus (two shots) will be on the tenth foul as per Federation rules.
- Each team is responsible for supplying a scorer. It is recommended that one person from each team score together throughout the game.
- All in-bounding plays will originate from the sides of the court and will be administered by the referee, except after a basket is scored when the throw-in will be from the baseline.
- On free throws, players may enter the key upon release of the ball from the shooter’s hand(s).
- A 2-shot intentional foul, plus possession, will be called for fouling from behind on a breakaway layup regardless of if the player is in the act of shooting or not.
- Each team must wear numbered jerseys or pinnies. Failure to do so will result in a 2 shot technical foul, plus possession, being assessed against the offending team.
- A flagrant, personal or flagrant, technical foul will result in immediate ejection from the game.
- All other National Federation rules are applicable.
Broomball
- Each team must have at least five players to start a game within 10 minutes of the listed start time or default the game.
- Brooms and sweaters will be drawn by the manager of each team on his manager's card. Individual players must sign-out helmets and gloves. Balls will be drawn by the referee/convenor.
- The Ontario Broomball Association Rules will be used. The important rules appear below.
- A brief summary of the rules are as follows:
- team composition - same as hockey - 6 on ice at once (5 if half ice).
- as in hockey, goalies may t ball must hit ice and brooms must be in contact with ice when ball is dropped.
- offside exactbe pulled (ie. can join the play).
- face off same as hockey buly like hockey, except the centre red line is used.
- icing is the same as in hockey. A player may shoot the ball the length of the ice after he crosses the red line. If a goalie comes out of his crease icing is waved off.
- scoring goals - same rules as hockey
- penalties - 3 minutes straight time. Time starts at face off.
- fighting - automatic game misconduct and an automatic P&D Hearing.
- broomball shoes or clean athletic shoes may be worn. No cleats, spikes or shoes treated with solution allowed.
- a ball cannot be kicked to a team member. If a ball is kicked and the opposing team touches it no whistle is blown. If a ball is kicked to your own player, the ball is awarded to the opposing team at the point where the infraction occurred.
- if a ball is hit with a high broom, the ball is awarded to the opposing team at the point where the infraction occurred.
- both offsides and icing (if not intentional) are brought back to the blue line.
- ties stand in the regular season (at the discretion of the convenor).
- NOTE: Offside and icing infractions will only apply to games played on full ice.
- If , due to ejections, or penalties (including coincidental), a team is unable to place the correct number of players on the ice, they shall automatically forfeit the game to the opposing team.
- PLAYOFFS:
two fifteen minute periods with the last two minutes stop time.
if the score is tied after the time has expired, teams will play a 5 minute sudden death period. Teams will play 5 on 5, no goalies. After each minute the ref will indicate to the teams that one player must come off. These players will be selected during the break and will be listed in order (by #) on the back of the game sheet for the ref.
players are allowed to stand in the vicinity of their net but not in the crease. If a player blocks the ball in the crease during the overtime, a goal will be awarded.
should a team receive a second penalty before its first penalty expires, the penalized player will proceed to the penalty box and teams will continue to play 3-4. However, his penalty time will not start until the other penalty expires.
Curling
- Entries should be submitted by the entry deadline. If the number of entries submitted by the deadline is more than the number of spaces allotted for the league the teams will be selected through a lottery process (Note: The lottery will be held at the managers’ meeting). If the league is not full by the entry deadline, we will accept entries on a first come first serve basis up to and including the last Friday before the managers’ meeting. NO open or independent teams will be accepted.
- A competitive unit may enter more than 1 team but curlers cannot change from one team to another once they have curled one game with a team. If two teams are entered, both will score BEWS points.
- All teams must send a representative to the managers’ meeting or they will be removed from the bonspiel draw.
- The entry fee of $75 (determined by the cost of facility rental) must be paid within 4 working days of the mangers’ meeting or the team will be removed from the bonspiel draw.
- The bonspiel will be held at the Royal Kingston Curling Club on Clergy street (enter through the stairs on the west side of the building). 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. Please use the shoe cleaning machine before stepping on the ice. Brooms are available free of charge at the club, but players should bring their own sliders if needed (one per team should suffice, or packing / duct tape). Players must not ‘spear’ the ice with the butt-end of their brooms, 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 team being automatically ejected from the league and the team may be liable for any damages that occur as a result of negligence. DRINKS ARE NOT TO BE TAKEN ON THE ICE – PLEASE KEEP THEM AT THE SOUTH END OF THE CLUB.
- Teams should be at RKCC by 11:15 pm, so that games can start by 11:30 pm. This gives 15 minutes for warm up if the ice is free; if both teams agree, games can start earlier. If a team is not ready to play by 11:30 pm they will default the game. Games will end at 1 am; please don’t start a new end after 12:45 am
- An official game will consist of at least 4 ends. If 4 ends are not played, both teams will record a loss. No more than 6 ends shall be played in any one game. Please keep the games going at a good pace. If you think one team is taking too long in their decision-making, kindly ask them to speed up. An end shouldn’t last any longer than 25 minutes, and should ideally be played in 15 – 20 minutes.
- A default game will be scored 5-0.
- Teams may play with an unlimited number of players provided no more than 4 players play any one end.
- A team can play with 3 players, with the following rules:
a) The skip throws 2 stones; the other two throw 3 stones each.
b) The team with 3 players will concede 1 point to the opposing team before team play begins. If both teams have 3 players, no point will be conceded.
- O.C.A. rules govern play. This includes:
a) Begin the game with a coin toss to determine who gets the hammer to start (loser gets colour choice). After the first end, the winner of the preceding end throws first.
b) No player shall sweep an opponents’ stone between the tee lines, although the delivering team may sweep the stone. Only one player, either the skip or vice, may sweep opponents’ stones behind the tee line, giving the players of the delivering side first chance to sweep their own stone.
c) 3 guard rule: any of the first 3 stones of an end sitting in front of the house cannot be taken out by the opposing team. If one of these guards is hit, mark its position on the ice; if the stone is knocked out of play, replace it at the original location and remove the infracting stone from play.
d) A team scores one point for each stone that is nearer to the button than the opponents’ closest stone.
- If a game is tied after 6 ends, and time permits, play a 7th end. If insufficient time, record it as a tie. During playoffs, a tie is settled by a shootout. Each team chooses 1 player to throw one stone, with the closest to the button winning. The first rock must be measured and removed before the second team’s stone is thrown. If the stone doesn’t make the house, have one player from each team stand on the sidelines where the rock stopped. If both rocks end out of play, the same two players will re-shoot.
- Points in the regular season are allotted as follow: 3 for a win, 1 for a tie, 0 for a loss, -2 for a default. 2 defaults will result in removal from the league. End of season tie-breakers are as follows:
1) Head-to-head competition
2) Point spread differential
3) Points for
4) # defaults
5) Coin toss
- Both managers must sign the scorecard (should be waiting at RKCC prior to game; if not, use blank ones at club). Place the scorecard in the envelope posted at RKCC.
Ice Hockey
- a) All games will be scheduled in the Jock Harty Arena. Ice time for games will be provided by the Athletics and Recreation Department.
b) All teams entering the BEWS hockey league will be required to pay a $100 default bond. This bond will act as a deterrent for defaults in hockey and thus reduce wasting ice time due to defaulted games. The bond will be returned in full if the team does not default any games during the course of the entire hockey schedule (including playoffs). Hockey teams committing one default will automatically be penalized $50.00 (approximate value for 1 hours ice rental). A second default will result in the loss of the entire bond, and removal from the league.
- Players may play for ONE TEAM ONLY. They may not play for a unit's A and B team, or a units REC and COMP teams. Goaltenders playing for other teams is covered in the Goaltender policy. Women may play in the BEWS league, but must sign a declaration of intent form BEFORE playing, and they become ineligible for play in the WIC league.
- C.H.A. rules shall apply at all times, with the following exceptions/additions.
- All players must supply their own equipment, or sign it out from the arena equipment counter. Sweaters will be provided by the team manager. Equipment must be returned immediately following the game, so it is available for the succeeding teams.
Full equipment shall include:
- Helmet with full face mask
- Skates
- Shoulder pads
- Athletic support
- Shin guards
- Pants
- Elbow pads
- Gloves
Players not wearing full equipment (as listed above) will be asked to leave the game until they aquire the missing equipment. If the player returns without the missing equipment, they will be assessed a minor penalty, and not be allowed to play until they supply the missing equipment.
- The home team is responsible for providing a timekeeper. Failure to do so will result in a penalty shot being assessed to the visiting team, before the start of the game. The home team will be indicated on the schedules
- The visiting team shall obtain the game sheet from the bulletin board at the end of the arena. They must complete their teams roster (jersey numbers, names, and student numbers) The visiting manager will then pass this sheet to the home manager. No game will begin until the game sheet has been completed and returned to the officials.
- All players must wear a C.S.A. approved helmet and full facial protector. If a players helmet/face mask is found to be not C.S.A. approved, a minor penalty shall be assessed, and the player will be removed from the game until they acquire a C.S.A. approved helmet/face mask.
- The minimum number of players to start a game without penalty is 6. A team may play with 5 players, but the opposing team shall receive a 1 goal lead to start.
- All players are encouraged to wear mouth guards.
- Ties will not be broken during the regular season. If there is a tie in the standings prior to playoffs, the Chief Officials will look at the win-loss record of these teams. Defaults will be considered worse than a loss, and automatically place a team lower in the standings. If teams are still tied, the point spread differential of the teams involved will be looked at. If still tied, a sudden death playoff game will break the tie (pending ice availability) If still tied, a flip of the coin will determine the final standing of the teams involved.
- League games will consist of 3 fifteen minute, straight time periods. If a goal differential of less than 3 exists, the final minute of the 3rd period will be stop time.
In the event of the home team failing to provide a timekeeper, a penalty shot shall be assessed to the visiting team at the start of the game. If the 3rd period is to end with stop time, the home team must use a player as timekeeper for the final minute. If the home team fails to provide a timekeeper by this time, a penalty shot shall be awarded to the visiting team, at every subsequent stoppage in play.
- All minor penalties will be 3 minutes, majors will be 7 minutes, and misconducts will be 12 minutes. The time for the penalty will begin once the puck is dropped to resume play (delayed penalties and misconducts excepted). Any player accumulating 9 minutes in penalties (excluding misconducts) well be ejected for the balance of the game.
- Any players involved in a fight will be automatically ejected from the game. Their case will be sent to the Protest & Discipline committee pending further suspension. (See table of penalties and suspensions)
- Officials must submit a written report to the officials coordinator, with regard to any major, misconduct, game misconduct, gross misconduct, or match penalties. This report can be written on the game sheet, or an incident report form, available at the intramural office (201A PEC).
- BEWS hockey shall be NON-CONTACT. If the official feels that one or both players could have avoided contact but didn't, they shall be assessed a minor penalty. Players MAY push an opposing player in order to clear the front of the net, as long as no stride is taken, and no sudden impact is made. Players MAY ride a player off, as long as excessive force is not used, and the player is not taken directly into the boards.
- There will be no red line in BEWS hockey (i.e. no two line passes will be called). Icing the puck will be called.
- A misrepresentation shall occur when:
- A player plays for a team other than his own
- A current-year varsity player, or other player considered ineligible (see intramural regulations) plays for a team
Player Penalty: ONE game suspension per game played illegally
Team Penalty: Automatic loss (or default) in league standings
Unit Penalty: Loss of 1000 (2000) points in the BEWS point race.
It is the responsibility of the team to ensure that all of its players are eligible for intramural play.
ALL PLAYERS must read and sign the Intramural Hockey Player’s agreement form, in order to be eligible for playoffs.
- Play-off overtime will be one 10 minute overtime period (if ice time is available). This overtime period will be sudden victory. If the game is still tied, each team will take 5 alternating penalty shots. If the game is still tied, the teams will take alternating sudden victory penalty shots.
- The default score in a BEWS hockey game will be 1-0.
Touch Football
- Each team requires 7 players; 6 minimum to start play. If a team starts with 5 players, the opposing team shall receive a 3 point advantage. If a team starts with 4 players, the opposing team shall receive a 7 point advantage. No team may start with less than 4 players.
- The manager for each team is responsible for ensuring that his team has pinnies and game balls. The referees are responsible for signing out bean bags. The evening supervisor is responsible for signing out pylons to mark the field. Pylons shall be placed on the goal lines, 25 yard lines, and 45 yard lines.
- The game will consist of two halves. Each half will be 15 minutes running time, plus 5 plays. Teams will be given rest time between halves if time permits.
- Kickoffs: Kickoffs occur on the 45 yard line. The receiving team must line up behind their 45 yard line, and all players on the kicking team, must be behind their own 45 yard line, when the ball is kicked. The kicking team may not receive the ball. (i.e. No onside kicks)
- No player is allowed to obstruct the path of any other player to the ball. This applies on ALL plays, including kickoffs, punts, and converts. The penalty for obstruction is 10 yards. Note: this means that there in NO BLOCKING of any sort.
- It is a personal foul (15 yards) for the ball carrier to run over defenders. Defenders have a right to stand their ground and the ball carrier must attempt to avoid them
- Scrimmage: The team with the ball has 3 downs to make 10 yards. The referee will mark the first down position with a bean bag. The referee will also place a bean bag 5 yards from the line of scrimmage. This is the "rusher's bag."
- Scrimmage: The first offensive player to touch the ball after the snap is the quarterback. The quarterback must be 5 yards behind the line of scrimmage when he first touches the ball.
- Scrimmage: On all scrimmage plays, the first defender to cross the line of scrimmage must have been completely behind the rusher's bag at the time of or after the snap. This defender is called the Rusher and has the right to an unobstructed path to the quarterback if he was lined up outside the centre's feet but within 5 yards of the rusher's bag.
- All players are eligible receivers.
- Fumbles: All fumbles are dead except fumbles on receiving the kickoff or problems with the snap. In both cases, any player on the fumbling team who was behind the ball when it was fumbled, may recover the ball and advance it. The defence can end the play simply by touching the ball before it is recovered.
- All players must originate from the huddle on every play. The offensive team has 20 seconds to snap the ball from the time the referee blows the play in.
- Interference: All players have a right to play the ball. However, pass interference occurs when a player in an unfavourable position to play the ball makes contact with a player in a more advantageous position, negating the second player's positional advantage. If the ball is in the air and the player being interfered with had a reasonable chance to catch the ball, the penalty is for target zone pass interference. Otherwise, the penalty is for remote zone pass interference. The penalty for target zone pass interference is a first down for the non-offending team at the spot of the foul. This means that offensive target zone pass interference results in a turnover.
- The ball is dead when the ball carrier goes down to one knee.
- It is a personal foul to physically tackle the ball carrier. If, in the opinion of an official a ball carrier would have scored had he not been physically tackled by the last defender back, the touchdown will be allowed, the offender will be ejected, and a personal foul penalty for roughness will be applied.
- Penalties: All penalties where the down would be repeated, can be declined, and the result of the play taken instead. Penalties are normally applied from the line of scrimmage and the down is repeated. There are some exceptions to this:
Personal fouls and objectionable conduct penalties are considered to be dead ball fouls and are applied after the result of the play. The down is not repeated. Personal fouls on a player in the act of passing or punting or on the last play of a half do cause the down to be repeated.
Defensive holding of the ball carrier is applied to the end of the run. The down IS repeated.
- If a dead ball foul occurs on a play where a touchdown is scored, the non-offending team has the option of applying the penalty on the convert or on the kickoff.
- If a penalty occurs during the last five plays of a half and the down is repeated, then the play does not count towards the five plays left in the half.
- Converts and kickoffs do not count towards the five plays at the end of a half.
- Punting: On punts all players, including the punter, must give 5 yards. Penalty for no yards is 10 yards from where the receiving team touched the ball.
- Converts: When a team scores a touchdown they have the option of attempting a 1 point convert from the 5 yard line, or a two point convert from the 10 yard line. The choice cannot be changed after the defending team has been informed. Any penalties occurring on the convert do not affect the number of points scored. The convert is good if the offensive team can pass or run the ball into the end zone.
- Field goals may not be attempted
- Scoring
- Touchdown - 6 points + 1 or 2 point convert
- Safety Touch - 2 points (team scored on kick off from 35)
- Punt not returned from end zone (including through end zone) - 1 point
- Kickoff which enters end zone but is not returned (does not include ball going over end zone in the air) - 1 point
- NOTE: No points for interception in the end zone. Ball is brought out to the 10 yard line.
- If a tie must be broken at the end of the game, each team shall be given three convert attempts. Each team tries alternately and may choose either a 1 or 2 point attempt. The team with the most points after 3 attempts is the winner. If still tied, sudden death converts are attempted.
- All other rules of play will be governed by Football Canada (Touch Rules).
Indoor Soccer
- 1. Each team shall field 5 players maximum at a time. A minimum of 4 players must be present to start a match without penalty. A team may start a match with 3 players but will be given a one goal deficit (ie. the other team starts one goal up). If a team does not have 3 members ready to play 10 minutes after the game is scheduled to start, they will default.
- All participants of Indoor Soccer must wear shin guards and running shoes or indoor shoes. No cleats or turf shoes. The team manager is responsible for signing out the equipment (shin guards, ball, pinneys) for their team.
- Substitutions can take place at any time during the match. (Similar to hockey)
- Games shall consist of two 25 minute halves (minimum) separated by a 5 minute break. Game time will be adjusted to fit the one-hour time slot if a match begins late.
- 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.
- 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. 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.
- 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 touch 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.
- The penalty area is defined by the thick yellow 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.
- 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.
- 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.
- All free kicks are INDIRECT EXCEPT penalty kicks.
- 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.
- Penalty kicks are to be taken from the penalty spot, located at the top of the key.
- 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.
- All fouls are to be called and sanctioned in accordance with the Law XII of the FIFA Laws of the Game.
- 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 which, in the referee’s opinion, gives that player an unfair advantage.
- A tie shall stand during regular scheduled play. In the event of a tie during the playoffs (EXCLUDING A FINAL), two 5 minute sudden-death overtime halves will be played.
If the game remains tied, five different players from each team will alternate taking penalty kicks. Kickers must be on the court at the time of the whistle ending the half. Should the score remain tied, the teams will alternate taking single penalty kicks until the tie is broken (sudden death).
- The default score for indoor soccer is 1-0.
- All other rules follow the FIFA Laws of the Game.
Outdoor Soccer
- Players may wear turf shoes, removable cleats, running shoes, or moulded cleats, but not metal or aluminum cleats. Referee's will remove any player wearing illegal shoes.
- A team must be on the field, ready to play, with its minimum complement, no later than ten minutes after the scheduled start time of the game. A team arriving late will be penalized with a default.
- A team will consist of eleven players. Teams may start with 7 players and avoid penalty. If a team starts with 6 players, the opposing team shall receive a goal. No team may start with less than 6 players. The completed game card must be given to the referee prior to the commencement of the game.
- Substitutions shall be unrestricted in number and may occur on any dead ball except free kicks (direct/indirect).
- All games will consist of two twenty-five minute halves, with 3 minutes to change ends.
- The games will be played under the International Football Association Board Laws, with a few modifications to comply with Intramural standards.
- Important rules of the game:
- The ball is not considered to have crossed a line, including the goal line for a goal, until the entire ball is over the line. Also, the ball is still in play if it strikes a goal post and rebounds into the field.
- Free kicks are given for infractions of the rules. They may be either direct, for major offenses such as handling the ball, kicking a player, tripping, or illegal charging; or indirect, for minor offenses such as goalkeeper's carrying the ball to far, ungentlemanly conduct, or certain cases of obstruction. In this case, the ball must be touched by another player before a goal can be scored. In both cases, all members of the opposing team must be ten yards from the kick when it is taken, unless the ball is within ten yards of the goal line, in which case they may stand on the goal line.
- Offside, Player B is in an offside position if at the moment his teammate A passes the ball to him, B is ahead of A and does not have at least two opposing players between himself and the goal line (one of the two players may be a goalie).
This rule does not apply in the following cases:
a) The player receives the ball directly from the corner kick, throw in, or a goal kick.
b) The ball is deflected, or last touched by an opponent.
c) Players are in their own half of the field.
- Handling the ball by any player other than the goalkeeper is illegal; nor must a player use his arm or shoulder to stop the ball.
- A charge - shoulder to shoulder contact - is considered legal only when it is made upon a player in possession of the ball. Blocking is not permitted.
- Whenever the ball goes out of play over the sidelines, it is brought back by means
of a throw-in, the ball being delivered by a behind the head position with both hands together.
- Shin guards are mandatory protective equipment of all participants of Intramural Soccer.
- The referee will toss a coin prior to the start of the game; the winning team has the option to kick off, or choose ends. The results are reversed to begin the second half.
- On a pass back to the goalie, the goalie may not play the ball with their hands. Playing the ball with the hands will be considered a “hand ball” and will result in an indirect kick being awarded to the opposing team.
- Ties will stand in regular season play. In playoffs, two five minute overtime periods will be played. If the score remains tied, penalty shots will be taken. Five different players from each team will alternate taking penalty shots. Should the score remain tied, the process is repeated (same players may shoot again) until the tie is broken.
- The default score for soccer is 1-0.
Ultimate
- The maximum number of players per team on the field is 6. Teams must have 6 players present to start the game. They may start with 5 without penalty. They may start with 4, but the opposing team will receive a 2-goal lead. No team may start with less than 3 players.
- NO REFEREE is provided. Each team is playing by an honour system. Each player will call his/her own fouls.
- Each team must fill out the scorecard before the game begins. All players must legibly print their name and student number, and sign the scorecard.
- Metal Cleats are NOT allowed.
- 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”. The team winning the toss has the choice of A) choosing to throw or receive OR B) choice of end. Teams start the second half from the opposite end, whereby the original thrower now receives.
- This is a NON-CONTACT sport, consisting of 2 twenty-minute halves with a five-minute halftime. When time to end the game is called during a drive, play continues until a point is scored or there is a change of possession.
- 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.
- Each time a goal is scored, the teams switch the direction of their attack and the team that scored throws off.
- 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.
- 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. 2 to 3 steps may be taken.
- If an intended pass is incomplete for any reason (including knocked down by defence), the Frisbee is dead and a turnover occurs.
- If on a throw off, the disc goes out of bounds, the receiving team may choose to take the disc either at the location where the Frisbee went out of bounds on the sidelines OR 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.
- If a foul is committed (e.g. slapping the 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” foul results in the fouled player gaining possession at the point of the 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 resumes.
- 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.
- Substitutions may only occur after a stoppage in play (i.e. a point is scored).
- If a game is tied after regulation time, the first team to score 2 points will be declared the winner. A coin toss shall determine who decides whether to receive or throw to begin the overtime.
Tennis Tourney
- Depending on the number of participants, the set up of the tournament will be up to the discretion of the Chief Official. It is suggested that with less than 16 pairs, a consolation tournament be used but with more than 16, a single elimination tournament be used.
- Courts will be pre-booked and the tournament will be run in a one or two day format.
- The onus is on both participants/teams to be time to play the match.
- After the game, both teams will mark the score and sign the tournament scoresheet.
- All matches will consist of one 8 game pro set except for semi-finals and finals which will be 2 out of 3 sets. In order to win a pro set match, a team must win 8 games and can win by a margin of one (eg. 8-7).
- Teams must supply their own tennis balls and racquets.
- All other rules will follow those of the Canadian Tennis Association.
Squash Tourney
- The singles squash tournament will use the English yellow dot ball on the American court, and the doubles squash tournament will utilize the English blue dot ball. Single entries will be limited to 6 entries per unit in single events and 3 entries per unit for doubles (6 individuals). All other entrants beyond these numbers are placed into the draw as Independent entries.
- No entry will be accepted unless it is by the signature off the competitor himself, along with his telephone number, and student number on the official entry sheet.
- The tournament facilities will be officially scheduled, in a one-day format. The onus is upon both named participants to show up on time for their match.
- Official squash racquets and ball must be used. All singles matches up to the quarter-finals will be best-of-three 9 point games, all matches from the quarter-finals on will be best-of-five 9 point games. All doubles matches will be best-of-three 15 point games, all matches from the quarter-finals on will be best-of-five 15 point games.
- All participants MUST wear protective eyewear for Intramural play. Failure to do so will result in an automatic default. Play must not begin unless both players are wearing protective eye wear. Safety goggles are available free of charge at the Equipment Counter.
- The following is a brief resume of some of the more important regulations according to British rules. The major difference in scoring with the English ball in singles and the American ball in doubles is:
English ball on singles court - A point can only be recorded by the server. If the server loses a rally, he simply loses service.
American ball on doubles court - A point can be recorded by either the server or the receiver at the end of each rally.
The front "tin" as well as all lines on a squash court are "out of bounds".
The ball is in play from the moment it is served until
- the point is decided
- the "let" or a "fault" occurs
The server must stand with at least one foot on the floor within the service box until the ball is struck. The ball must travel directly onto the front wall above the service line and below the 16' top line. It must rebound so that it lands within the opposite service court (not on the lines) either before or after touching any other wall or walls within the court.
RETURN
To make a legal return of a service or of any subsequent return, the ball must be struck on the volley or before it has touched the floor twice; it must reach the front wall above the tine, and it may touch any wall or walls in the court before or after reaching the front wall.
If the receiver fails to make a good return of a legal service, the server wins the point. If the receiver succeeds in returning the ball legally, the players alternate shots until one player fails to make a good return. The player failing to make a good return loses the stroke.
Badminton Tourney
- The format of the badminton tournament will be determined by the number of entries received.
- The singles tournament is limited to 6 entries per unit in single events and 3 entries per unit for doubles (6 individuals). All other entrants beyond these numbers are placed into the draw as Independent entries.
- No entry will be accepted unless it is by the signature of the competitor himself, along with his telephone number, and student number on the official entry sheet.
- The draw will be posted on the Intramural bulletin boards outside the men’s locker room.
The format of the tournament will be a one day event. The time for each completion of each round will be clearly indicated on the draw sheet.
- PEC courts will be pre-booked.
- Badminton birdies for all rounds will be supplied.
- All matches will be best of three fifteen point games.
- The rules of the Canadian Badminton Association will govern all play.
Volleyball Tourney
- Teams will consist of six players. The minimum number of players necessary to start a game will be five.
- All games must be played at the time scheduled. A team not ready to play by five minutes past the listed starting time will be charged with a default.
- All matches will be based on rally point, consisting of best-of-three 25-point games when time permits. Otherwise the winner will be the team with the most cumulative points at the end of the scheduled time.
- Playoffs will consist of a best-of-three series between the leading team in each section and a second place team in another section. The winners will continue a best-of-three single elimination series to decide the championship
- 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.
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 ball may touch any part of the body.
Comment: While in the past one was not allowed to touch the ball with a part of the body below the knee, now 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.
- The ball must be hit, not caught or thrown.
Comment: Balls judged up to now as “hold balls” are still to be considered as a fault, with the exception of balls played in all kinds of defence action. A double contact is still a fault, except in the case of the new rule (which follows) and in the case where the player plays the ball in a difficult position, where the referee now should judge the contact of the ball in a less strong way.
- At the first hit of a team, the ball may touch various parts of the body consecutively, provided that it occurs during one action.
Comment: There is no longer a “double hit” fault on any first hit of a team. Volleying the serve is legal in intramurals, however players are reminded “held ball” faults will still apply.
- Contact with the net is a fault, except when a player, not attempting to play the ball, accidentally touches the net.
- 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.
- All other Ontario Volleyball Association rules will apply.
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