The Intramural sport convener may modify these rules at their discretion. The Intramural sport convener and officials have the discretion to rule on any matter not covered by these rules.
• Eligibility is governed by our Intramural Sports Policies & Procedures.
• Purchasing day passes does not make you eligible for any Intramural activities.
• Game sheets for each week are printed every Sunday morning. In order to be eligible for play, players must be on their team's roster by Saturday at 11:59pm. Players will not be allowed to be written in on rosters at game time.
• A player must participate in at least two regular season games during a five-week schedule for their sport, and in at least four regular season games during a 10+ week schedule to be eligible for the playoffs. Players on the roster who have missed games due to injury can request to be granted eligibility by their sport specific convener to participate in playoffs so long as they present a signed doctor's note including injury date and return to participation date.
• Participants can play on one gender specific team (men's or women's), one co-ed team and one open team (if offered) per sport, per season regardless of competition level.
• Once a player appears on a team roster they are ineligible for any other team in that sport and gender division. If a player is caught playing for multiple teams, he/she will be suspended for the remainder of the season from that sport.
• No current varsity athletes or professional athletes are eligible to play Intramurals in their associated sport. Ex-varsity/professional players are eligible to play Intramurals, however they must play at the highest skill level offered in their associated sport. Varsity/professional status is defined as appearing on a varsity/professional team roster within the last 365 calendar days (regardless of whether or not the sport is currently in or out of season). Ex-varsity/professional status is defined as appearing on a varsity/professional roster within the last 366-730 calendar days (regardless of whether or not the sport is currently in or out of season). Teams in all sports can have one ex-varsity player except ice hockey, softball and soccer 11s teams which are permitted two.
The varsity/professional rule as stated above applies to the below related & cross-over sports:
Varsity Badminton = Intramural Badminton
Varsity Basketball = Intramural Basketball
Varsity Baseball/Softball = Intramural Slo-pitch & 3-pitch
Varsity Football = Intramural Flag & Snow Flag Football
Varsity Rugby = Intramural Flag Rugby
Varsity Ice Hockey = Intramural Ice Hockey & Ball Hockey (indoor & outdoor)
Varsity Soccer = Intramural Soccer (7s & 11s), Snow Soccer & Futsal
Varsity Squash = Intramural Squash
Varsity Ultimate Frisbee = Intramural Ultimate Frisbee
Varsity Volleyball = Intramural Volleyball & Beach Volleyball
Varsity Waterpolo = Intramural Inner-tube Waterpolo
• Any team found using an ineligible player will forfeit any points gained in the standings while using that player. The Intramural Program Coordinator or sport convener also reserves the right to remove the team from the league.
• It is the responsibility of the team captains to check with the Intramural sport convener regarding questions over any player’s eligibility and to ensure all players meet the eligibility requirements.
• Each team must field seven (7) players.
• After the games begins, a team will be permitted to finish the game with six players, but only in the case of injury.
• Coed teams must have 3 males and 3 females minimum to play. The seventh player may be either gender.
A. HOUSE RULES
In General, our rules are governed by World Rugby. Please see our House Rules below for exceptions.
Object of the Game
I. The object of the game is to score a try (5 points) by touching the ball to the ground on or behind the opponent’s goal line (Grounding).
II. Ball carriers must remain on their feet at all times and are not allowed to score a try by diving over the goal line. If a player grounds the ball while on their knees, the try is allowed.
III. A player may not be prevented from grounding the ball by any physical contact –including placing a hand between the ball and ground.
IV. To prevent a try from being scored the defenders must remove the flag from the belt of the ball carrier.
V. This action forces the ball carrier to place the ball on the ground between their legs.
VII. Physically grabbing the ball carrier with your arms or hands is illegal and will result in a turnover in possession.
I. Matches consist of four 10 minutes quarters (as long as time permits) with a running clock with no overtime during the regualr season. Defaults - the socre will be recorded as 15-0.
II. Try Scoring Area: Is 6 yards (5 metres) deep from the goal line.
III. Boundaries Defined: The boundaries of the rugby field are played within the boundaries of a regulation size rugby field and will be marked with cones.
IV. The ball can only be passed sideways or backwards through the air, not handed to another player. Failure to do so will result in a Free Pass for the opposing team.
V. The Free Pass: A Free Pass is used:
a) At the start or re-start of the match from the center of the half way line at the beginning of each half
b) From the touch line (place where the ball went out of bounds) when the ball goes into touch
c) From where the referee indicates when a penalty has taken place
i. The Free Pass must start with the player holding the ball in two hands, and when instructed by the referee, who will declare ‘Play’, pass the ball backwards through the air to a teammate.
ii. The player making the Free Pass MUST pass the ball and cannot run with the ball when the referee declares “Play”.
iii. At a Free Pass, the opponents must be 5 yards back from the mark.
iv. The opponents cannot start moving until the ball leaves the hands of the passer.
VI. Teams are allowed to substitute on the fly when both players are within arm’s length of each other. Players who come on before the player substituting off is close to them will be given a yellow card, and forced to make the substitution again.
VII. Any ball that is played out of bounds will result in a Free Pass from the touch line for the opposing team.
VIII. The Tag: A Tag is made when an opponent removes one of the two flags on the ball carriers belt. The defender must then hand the flag back to the tagged player. Failure to do so will result in a penalty. The ball carrier must immediately put the ball between their legs and re-attach their flag. After the ball has been placed on the ground, any teammate can pick up the ball and pass it laterally, as long as nobody is offsides. The teammate does not need to wait for the ball carrier to re-attach the flag before picking up the ball and passing.
X. A Knock-On: When a player drops the ball forward to the ground towards the opponent’s goal line it is called a Knock-on. A Knock-on results in a Free Pass awarded to the other team unless an advantage exists.
XI. Offside: Offside occurs when a player is tagged. An Offside line extends across the field from where a tag is made. Players must retreat behind the offside line to remain onside. Failure to do so results in a penalty.
XII. Kicking is not permitted in flag rugby.
XIII. If the ball carrier goes to ground, or a player dives on the ball, a Free Pass is awarded to the other team.
XIV. The ball carrier may run and dodge potential taggers, but must not push off by using a hand or the ball.
XV. Players must not intentionally make contact with opponents. Such contact includes, but not limited to, pushing, pulling, blocking or charging. Such incidents will be penalized and the player reminded about the non-contact nature of the game.
XVI. The ball cannot be pulled from the players grasp.
XVII. Players may not jump across the touchline or spin to avoid a tag.
XVIII. The following system of time-penalty minutes will be implemented:
a) A cautioned player (yellow card) will serve a two (2) minute penalty and their team shall play short until the penalty time expires or the opposing team scores, at which point they may return to the field.
b) If there are two players serving minor penalties and a try is scored, the player with the least amount of time remaining in their penalty can re-enter the field.
c) Red card offences result in a five (5) minute major penalty and a game ejection. A teammate of the offending player who was on the field at the time of the offense must serve the penalty for the ejected player. Only one player may serve the penalty, switching players serving is not allowed. The major penalty must be served in its entirety, regardless of the opposing team scoring a goal.
d) If a third player on the same team receives a penalty, they must leave the field, but their penalty does not start until one of the other two player’s penalty time expires. The players shall then leave the penalty box in order of their penalty time expiring, but only when the team is allowed to have a player re-enter the field due to the second penalty expiring.
Use of Flags
I. No garment may hang over, under or near the belt and flags in such a way to make it difficult to pull the flag. Any loose portion of the flag belt must be tucked in.
II. When a flag is removed from the ball carrier, the ball is dead at that point and must be passed within three strides at maximum.
III. If the ball carrier’s flag drops and is not the result of a tagging attempt, the game becomes one hand touch.
IV. If a flag drops as a result of a tagging attempt further down the field, the ball is dead where the flag drops.
V. The ball carrier may not protect his/her flag by holding it, or swinging his/her arm at the point.
VI. It is the player’s responsibility to make sure both flags are worn properly prior to each play.
VII. Flags cannot be wrapped around the belt; they must hang from the Velcro.
B. EQUIPMENT & UNIFORMS
• Flags, flag belts, and a rugby ball will be provided.
• Molded cleats are permitted, two flags (2 x 18 inches) must be worn by each player (1 on each hip), and no player may wear casts, braces or other equipment on their hands, wrists, forearms or elbows. Tape and tensor bandages may be used. No equipment may be worn which is designed to soften the blow received from contact with others, protective equipment such as volleyball kneepads are permitted.
• It is important that all players bring both a white and dark shirt with them to all games. Generally the Home Team will be expected to wear white and the Away Team will be expected to wear dark. Any team that has a set of matching jerseys will be given priority to wear them regardless of if they are the Home Team or Away Team. If both teams present have jerseys of a similar colour then it is the home team that will be given preference and the away team will be expected to change. No gray or red shirts.
C. OVERTIME PROCEDURES
• In all regular season games, there will be no overtime. Games finishing in a tie will be recorded as such in the standings.
• In all playoff games, if two teams are tied at the end of regulation time, a five minute overtime period will be played. This will continue until a winner is declared.
• Playoff formats will be determined by the Intramural sport convener.