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.
A. HOUSE RULES
In General, our rules are governed by Quidditch Canada. See our House Rules below for exceptions.
STARTING THE GAME
I. All balls will be placed in the middle of the field, and the team to grab the balls gains immediate possession.
II. Teams will start each game with exactly 7 players on the field, including at least 3 guys and 3 girls. If a team has only two guys or two girls, they must play the entirety of the game a person down.
III. All active players will start each game on their endline, and can move once the referee blows their whistle.
IV. All non-active players must remain off the field of play.
V. The game begins when the referee blows their whistle.
VI. The game consists of two 25 minute halves, depending upon if the teams are punctual and ready to play at their scheduled time.
VII. The Snitches are released in the last five minutes of the second half.
VIII. If a Snitch is caught before the 25 minutes are up, the game is automatically ended. If no Snitch is caught after the 25 minute half, the whistle is blown and the game ended.
I. Each team is made up of at least six players and a maximum of eight players are in play at any time.
II. Three of those players must be Chasers, two must be Beaters, one must be a Keeper and one must be a Seeker.
III. Each team must have three players of each gender.
IV. Because the Seeker may spend the majority of the game off the field, Seekers do not count toward the number of required gender-specific players.
V. Players are forbidden to hold possession of, touch, kick, grab, pass, throw, or in any way use the ball of another position.
VI. Possession is defined by when a player has complete and sole control of the ball.
VII. No player may physically interact with the Snitch Runner.
• These players must move the Quaffle down the field by running and/or passing, with the aim of throwing or kicking it through the opposing team’s goal hoops to score.
• These players must throw the Bludgers at opposing players in order to temporarily knock them out of play.
• This player is responsible for defending his/her team’s hoops and preventing the other team from scoring the Quaffle through them.
• This player’s job is to chase down the opposing team’s Snitch Runner and remove the Snitch from him/her.
Note: Once the Snitch is caught, the game ends and points are tallied up. The team that caught the Snitch gets an extra thirty points.
Pinnie Colour: Blue
Game Ball Used: Quaffle
Chasers per Team: 3
Using the Quaffle
I. Running – Chasers may run with the Quaffle for an unlimited amount of time.
II. Passing – Chasers may pass the Quaffle to any Chaser or Keeper on their team. The Quaffle may still be played if it hits the ground. It may be passed or bounced along the ground.
III. Shooting – A goal is scored when the whole of the Quaffle passes through one of the three goals. Chasers must throw, kick, or pass the Quaffle through the goal hoops to score. They can be as close or as far away as they like to make the shot. Chasers may score from either side of the hoop.
IV. After Scoring – After scoring, all Chasers of the scoring team must return to the midfield line before attacking again. Keepers of the opposing team must gain possession of the Quaffle in the Keeper Zone before counterattacking.
V. Broken Goal – If a hoop goal is broken, displaced, or in any way knocked down, play should continue if the attacking team is in possession of the Quaffle and in or behind the Keeper Zone. If they are not, or if the defending team gains possession of the Quaffle, then play should be stopped until the hoop is fixed. No one may score in a hoop that has been knocked down. Intentionally dislodging a hoop goal will result in a Caution.
VI. Stealing – Chasers may not attempt to steal the Quaffle from opposing players once it is in their possession.
VII. Kicking – Chasers are allowed to kick the Quaffle once. The Quaffle must then be picked up before any team member is allowed to kick it again.
VIII. Deflecting – Chasers may use the Quaffle to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the deflection is complete and the Bludger has no effect, even if the Quaffle is dropping during the deflection.
Pinnie Colour: Red
Game Ball Used: Bludger
Beaters per Team: 2
Using the Bludger
I. Possession – Beaters may hold a Bludger and run with it for an unlimited amount of time.
II. Beaters may be in possession of only one Bludger at a time.
III. Any team in possession of two Bludgers must allow the other team to recover the third Bludger.
IV. A Beater recovering the third Bludger will be immune to the Knockout Effect until said Beater has gained possession.
V. Passing – Beaters may pass any Bludger to a friendly Beater
VI. Throwing and Kicking – Beaters may throw or kick a Bludger at an opposing player of any type in an attempt to “knock them out."
• The Beater must gain possession of the Bludger before the same Beater can kick it again.
• A Beater may not kick a Bludger while in possession of a second Bludger.
• A player struck by a thrown or kicked Bludger has been “knocked out.”
• Beaters are allowed to kick Bludgers once. The beater must gain possession of the Bludger before the same Beater can kick it again.
VII. Catching – Beaters may catch a Bludger that is thrown at them by an opposing player. If a beater catches a thrown Bludger, the Knockout Effect does not occur and the player may continue play as normal.
• Note that a caught ball has no effect on the thrower either.
VIII. Deflecting – A Beater may use the Bludger to block an incoming Bludger thrown by opposing players.
The Knockout Effect
I. Being Struck – If any player is struck with a Bludger on any part of her body (excluding the head) or any part of their broom, that player has been “knocked out.” It is necessary that the Bludger be thrown or kicked with enough force to ensure that the player struck is aware of the impact. The Bludger must leave the hand or foot of the attacking Beater before it hits the other player to take effect.
II. A Bludger is live after being thrown or kicked until that Bludger touches the ground.
III. Every opposing player struck by the Bludger before it touches the ground is subject to the Knockout Effect.
IV. Friendly Fire – If a Beater hits a teammate with a Bludger, there is no effect. The Beater who initially released the Bludger cannot be struck his own Bludger.
I. After being struck by a Bludger, the player must do the following before allowed to participate in any part of the match:
• Give up possession of any ball by dropping it. While giving up possession, players must not pass, toss, roll, or kick the ball.
• Retreat back to his/her set of hoops.
• Touch any part of any hoop.
II. Knocked out players are out of play and may not interact with any players or balls in any way, and may not sub out of the game.
• Any play made during or after a player has been struck by a Bludger is not counted. If a player willfully ignores a Bludger hit, that player is subject to a penalty.
• If a Seeker is hit by a Bludger before or during a Snitch grab, the Snitch grab does not count.
Pinnie Colour: Green
Game Ball Used: Quaffle
Keepers per Team: 1
Outside the Keeper Zone
I. While outside the Keeper Zone, the Keeper is subject to all of the same rules as a Chaser, including but not limited to the Knockout Effect.
• The Keeper may leave the Keeper Zone and may move as far down the field as he/she likes.
• The Keeper is allowed to score with the Quaffle.
Inside the Keeper Zone
I. Any Keeper with any part of the body behind or touching the Keeper Zone line is considered to be in Keeper Zone. While inside the Keeper Zone, the Keeper is subject to all of the same rules as a Chaser with the following exceptions:
II. Kicking – The Keeper may kick the Quaffle any number of times while in his/her own Keeper Zone.
III. Possession – When the Keeper is in sole possession of the Quaffle while in the Keeper Zone, opposing players must not attempt to steal it from her. If the Keeper attempts to steal the Quaffle while in the Keeper Zone, the keeper must gain sole possession of the Quaffle before she is granted immunity.
IV. Knockout Effect Immunity – While in the Keeper Zone, the Keeper is immune to the Knockout Effect. Beaters may continue to throw Bludgers at the keeper for the purposes of distraction, but the Keeper is not subject to any effects if she/he is hit.
V. Delay of Game - Once a Keeper has sole possession of the Quaffle, the keeper must make an effort to advance the ball, and cannot hold on to it indefinitely in the Keeper Zone.
• Furthermore, a Chaser is not allowed to pass the Quaffle back to the Keeper in an attempt to delay the game. Anyone the referee determines guilty of delaying the game will be warned, or cautioned for repeated offenses.
VI. After a goal has been scored, the Quaffle must be in the possession of the defending goal’s keeper before play can be restarted.
NEW CREASE RULES
I. Nobody from either team may step inside the crease at anytime besides the Keeper
II. Stepping on the line is equivalent to stepping in the crease
III. The quaffle may be released in the air if the Chaser jumps from outside of the crease and releases the ball before landing
IV. No shots may interfere with the Keeper (i.e. no contact on the Keeper while shooting)
V. Entering the crease with the Quaffle results in an automatic turnover, whether the perpetrator has the quaffle or not
VI. Entering the crease will also be the same as being hit by a Bludger: you must run back to your set of hoops and touch them to get back into play
VII. Defenders may enter the crease only when following the Knockout Effect Rule
Pinnie Colour: None
Game Ball Used: The Snitch
Seekers per Team: 1
I. The Seeker must follow the Snitch Runner on foot and attempt to gain possession of the Snitch by pulling it from the back of the Snitch Runner’s shorts.
II. The Snitch must be fully removed from the Snitch Runner, and the Snitch Runner must not be ruled as down to count as a successful grab.
III. Seekers are subject to the Knockout Effect.
IV. Seekers may not use or touch any other game ball besides the Snitch.
V. The game ends as soon as the Snitch is caught. The team whose Seeker catches the Snitch is awarded thirty points.
VI. The Snitch is caught when the Seeker has successfully caught the Snitch from the Snitch Runner. It cannot be caught if the Snitch Runner is ruled to be down or if it is not securely tucked into the shorts of the Snitch Runner.
VII. If the Snitch is caught off the field, the victorious Seeker must return to the field as quickly as possible with the Snitch. The opposing Seeker is not allowed to hinder that Seeker’s return in any way. As soon as the head referee sees that the Snitch has been caught, he/she will announce the end of the match.
THE SNITCH RUNNER
Pinnie Colour Used: Gold/Yellow
Game Ball Used: The Snitch
Number of Snitch Runner’s per Team: 1
I. Each team has a Snitch Runner that must evade the opposing team’s Seeker. With the loose end of the sock of the Snitch tucked into the back of their shorts, the Snitch Runner evades the Seeker at all costs, doing everything they can do to prevent the Snitch from being caught.
• The Snitch Runner must be dressed in all yellow or gold.
• Snitches Runners are encouraged to be creative in their evasive tactics.
I. The Snitch Runner is allowed to leave the field of play. They may not leave the boundaries of the practice fields, and will be reminded of the boundaries by the referee before each match.
Ruled as Down
I. A Snitch Runner is ruled as down when any part of the Snitch Runner’s body other than their feet unintentionally touches the ground.
II. When a Snitch Runner is down, the Snitch is uncatchable. The Seekers must allow the Snitch Runner to rise to their feet, and an additional three-second head start before the chase can commence again.
III. In order to be mounted on a broom, a player must have the broom straddled between their legs and must be held up by the hands or legs.
IV. If a player dismounts or “falls off” their broom while on the field of play, any plays made by that player while off the broom do not count. The player is considered out of play until he/she has remounted the broom and followed the same procedures as the Knockout Effect. It is the responsibility of the player to abide by this rule. The referee will caution any player who fails to officiate themselves in this manner.
I. A substitution may be made at any time during a match, as long as the result of the substitution adheres to the Players rules.
II. To replace a player with a substitute, the following conditions must be observed:
• The substitute only enters the field at the Keeper Zone line of the substitute’s Keeper.
• The substitute enters the field after the substituted player has left the field at the Keeper Zone line of the substituted player’s Keeper.
• The substitute only enters the field of play after any traded equipment between the substitute and the substituted player has been securely handled and fastened.
• A substitution is complete when a substitute enters the field of play.
• A substituted player may replace another player as a substitute any time later in the match.
• All substitutes are subject to the authority and jurisdiction of the referee, whether called upon to play or not.
Infringements and Sanctions
I. If a substitute or substituted player enters the field of play while violating any part of the substitution procedure:
• The referee will command the substituted player to return to the Keeper Zone line with the substitute.
• The referee will caution both players, and then allow the substitution.
Violence, Fouls, and Misconduct
I. Any intentional harm or throws to the head will result in a penalty.
II. It will be at the referees discretion as to whether the game will continue and a turnover will occur, or if the player will receive a penalty and be ejected indefinitely.
Careless, Reckless, or Using Excessive Force
I. “Careless” is defined as a player who shows a lack of attention or consideration when making a challenge. A player will be warned if a foul is judged to be careless.
II. “Reckless” is defined as a player who has acted with complete disregard to the danger to, or consequences for, his opponent. A player who plays in a reckless manner must be cautioned.
III. “Using excessive force” is defined as a player who has far exceeded the necessary use of force and is in danger of injuring his opponent. A player who uses excessive force must be sent off.
Playing in a Dangerous Manner
I. If, while trying to play a ball, a player threatens injury to someone, that player is playing in a dangerous manner. This foul can be committed when an opponent is nearby and does not make a play on the ball for fear of injury.
II. Playing in a dangerous manner does not have to involve any physical contact between the players.
I. A player who commits a cautionable, sending-off, or ejection offense, either on or off the field of play, whether directed towards an opponent, a team-mate, the referee, or any other person, is disciplined according to the nature of the offense committed as determined by the referee.
II. The yellow card is used to communicate that a player, substitute or substituted player has been cautioned.
III. The red card is used to communicate that a player, substitute or substituted player has been sent-off for the remainder of the match. At this time, the team can substitute a player in for the player that was sent-off.
IV. Judgment of disciplinary sanctions remains at the referee’s discretion.
Return to Hoops Offenses
I. A player will be asked to return to their hoops and touch them as though subject to the Knockout Effect before allowed back into play if that player commits any of the following offenses in a manner considered by the referee to be careless:
• Holds an opponent by their uniform, hair, broom, head, neck, or groin.
• Kicks an opponent.
• Trips or attempts to trip an opponent.
I. A player is cautioned and shown the yellow card if they commit any of the following offenses:
• Attempting to deceive the referee by feigning injury or pretending to have been fouled.
• Playing the ball after being tagged out.
• Persistent infringement of the rules of the game.
• Interfering with a Keeper in their respective Keeper Zone while the Keeper has sole possession of the Quaffle
• Intentionally leaving the field of play or illegally substituting.
• Handling or interfering with the ball of a position other than their own.
• Committing any physical contact.
• Playing in a dangerous manner that denies obvious goal scoring opportunities.
• Performing any “return to hoops” offenses in a reckless manner.
• Playing in a dangerous manner.
• Playing using excessive force.
• Intentionally altering a hoop to help prevent the opposing team from scoring.
• Repeatedly delaying the game.
I. A player, substitute or substituted player is sent off if they commit any of the following offenses:
• Attempting or deliberately hurting another player.
• Committing serious foul play.
• Violent conduct.
• Spitting at an opponent.
• Using offensive, insulting or abusive language and/or gestures.
• Receiving a second caution in the same match.
• Using intentional physical contact to the head, neck, or groin.
• Striking or attempting to strike an opponent.
Note: A player, substitute or substituted player who has been sent off must leave the vicinity of the field of play and the technical area.
B. UNIFORMS AND EQUIPMENT
• A player must not use any equipment or wear anything that is dangerous to themselves or another player (including any kind of jewelry). The required uniform includes:
- closed toed athletic shoes (cleats are allowed, NO METAL CLEATS!)
- safety gear optional (mouth guard, jock strap, knee pads, goggles, gloves, etc.).
• All teams must wear the same coloured shirt!
• Teams are encouraged to create a team theme of some sort. Feel free to come in crazy team uniforms!
• The designated snitch must be dressed in yellow/gold.
• Brooms and game balls will be provided for both teams, as well as pinnies to distinguish each player’s position.
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.