Sunday UBC Outdoor Multisport Rules
General Rules
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Have fun and play with good sportsmanship! We expect all of our Urban Rec participants to have a “Fun First” attitude about this unique sporting opportunity. There is an emphasis on the players knowing the rules and managing their own actions on the court. Sportsmanship, fun and being social are number one at Urban Rec and we hope to see that exhibited by all of our participants!
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To be eligible to play in the league all participants must have signed an online waiver with Urban Rec. Players that do not sign an online waiver will not permitted to participate. Team captains that do not fill out the online team roster will have their team removed from the schedule until they do so and all players have signed the waiver. Team captains are responsible for ensuring that all participants for their team are eligible to participate.
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Playoffs Eligibility – all players must be added to the roster and have played a minimum of 2 games over the regular season to be eligible to play in the playoffs. A team using an ineligible player will automatically forfeit the playoff game if the game has begun and that player has played in the game at that point. If a player shows up that is not on the team roster, they will not be allowed to play regardless if they played or subbed during the regular season. All players must be on the roster and indicate they have read the online waiver even if they are subs.
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The on-site staff may do a random ID check for players at any time at their discretion to ensure they are eligible to participate. If a team is found to be using an ineligible player, then that player’s team will forfeit the game if it has already begun. If the ID check is done prior to the game starting then that player is simply not permitted to participate until they have indicated they have read the online waiver (they can do this via their smartphone).
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Prior to your game, please double-check the online league schedule for your game times. If your team is late and not ready to go when the whistle blows to start the match, then you will lose playing time. A match will consist of two 25-minute halves for most sports. If necessary due to injuries or other occurrences, playing time may be shortened at the discretion of the on-site staff.
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Teams have a 10-minute grace period from their scheduled start time as tracked by the on-site staff to field the minimum starting lineup (check each sport’s rules below for the minimum # of players required). If a team does not have enough players to field the minimum starting lineup by the end of this 10-minute grace period, then that team defaults the game and is subject to the associated default fee used to reimburse their opponent. In this situation, the teams are encouraged to mix up players and play for fun during their time slot. Any team defaulting more than 2 games in a season may be asked to leave the league, with no refund.
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All players should bring a dark shirt and a light shirt to all games. No grey. By default, the visiting team will be required to change their shirts if both teams show up wearing a similar colour.
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Tiebreaker - if two or more teams are tied in the standings at season’s end, the tiebreaker will be as follows:
- 1st tiebreaker – higher in-division wins
- 2nd tiebreaker – higher UR fun point average
- 3rd tiebreaker – head to head winner
- 4th tiebreaker- points for/against in head to head matches
- 5th tiebreaker – coin flip
Coed Soccer Rules
Match Format
- Depending on the location, the number of players differs:
- East Vancouver Leagues: Teams are to play with 4 players (3 players and a goalie) including at least 1 woman and 1 man be on the floor (i.e. non-goalie players) at all times. If teams do not have a full lineup, then they require at least 3 players, including at least 1 woman and 1 man, in order to not default and they may play shorthanded. If a team does not meet these requirements, they will default that game and be subject to the Urban Rec Default
- Richmond Oval Leagues: Teams are to play with 6 players (5 players and a goalie) including at least 2 women and 1 man on the floor (i.e. non-goalie players) at all times. If teams do not have a full lineup, then they require at least 5 players, including at least 1 woman and 1 man in order to not default and they may play shorthanded. If a team does not meet these requirements, they will default that game and be subject to the Urban Rec Default Policy.
- A match will consist of two 25-minute halves. If games are delayed in starting, this time will be adjusted accordingly at the discretion of the on-site staff.
- Teams will play until the end of time (the on-site staff will blow the whistle). In the event of a tie score in a regular season match, the game will go into the standings as a tie. In the playoffs, a tie game shall be settled by a shootout.
- Tie game in playoffs – teams will take part in a shootout. Three (3) players from each team shall take part. Team captains will rock-paper-scissors with the winning captain having the choice for his/her team to shoot either first or second. Teams will alternate shots with the opposing team, and each team’s shooting order cannot have two members of the same gender shoot in a row. Any subsequent shooters that are required must adhere to this requirement for their respective team. After each team has had three shooters shoot, the team with more goals scored in the shootout will be declared the winner. If the teams are tied after three shooters apiece, then each team will have one additional shooter take part will still adhering to the requirment of not having 2 members of the same gender shoot in a row. If the teams are still tied, then one additional shooter from each team will shoot until one team scores and the other does not, breaking the tie. For the shootout, no player may shoot a second time until all of the other players of that player’s gender on their team have shot.
- A win is worth 2 points, a tie is worth 1 point, and a loss 0 points in the standings.
- Substitutions can be made “on-the-fly” – EXCEPT for the goalie, who can only be substituted for at a stoppage in play.
- Heading of the ball is allowed
- All matches are self-officiated – Team Captains are required to self-police their own teams and call their own fouls.
- If you feel that a team is not calling their own fouls or is playing unsportsmanlike, at the next stoppage in play the team captains and ONLY the team captains, should have a discussion about the issue and attempt to resolve them. In the event that a situation is unresolved, team captains are required to report the incident to the on-site staff or e-mail the Urban Rec offices for follow up.
Equipment
- Urban Rec will provide a game ball, the gym, nets, and an on-site staff.
- Teams must supply both a light and dark colored shirt – the home team is always light coloured (unless both teams agree to alternate colours)
- Soccer cleats and turf shoes may be worn, however no metal cleats are allowed on the pitch.
- Shin pads are not required, but recommended. If worn, shin pads must be totally covered by socks.
Match/Game Play
- The game will start with one team getting the ball at mid-court – Team captains will “rock/paper/scissor” for possession of the ball.
- Teams will change ends after each half and alternate kick offs
- A kick off will start the game and restart the game after a goal is scored
- A goal cannot be scored directly from a kick off
- The opposing team must be at least 10 feet away from the ball on a kick off, until the ball has been put into play.
- Richmond Oval – Balls that are out of play (when the ball has entered into the areas behind the benches) will result in an indirect free kick from in front of the bench area. A goal cannot be scored directly from an indirect free kick.
- Balls in the corner of the gym – If two players are running towards the corner, the lead player will be given the opportunity to retrieve the ball, the trailing player MUST stop short by 5 feet to give their opponent 3 seconds to play the ball. After 3 seconds, the trailing player may pursue the ball. The defensive player IS ALWAYS GIVEN THE RIGHT OF WAY in the event of there being no lead player
- Players may not interfere in any way with the goalie inside the goalie crease. Players may pass through the crease, but any interference with the goalie will result in goalie’s ball.
- Goalies are not allowed to handle the ball with their hands when the ball is thrown or kicked to them by their own team. They ARE allowed to use their hands inside the Goal Crease when the opposing team throws or kicks the ball towards the Goalie, or if the ball deflects off a defender. If a goalie uses their hands to play the ball in anyway, when it was thrown/passed by their own team, then the opposing team is awarded an indirect free kick – see below for description.
General Urban Rec Outdoor Soccer Rules
- If a player breaks a rule or commits a foul, then the opposing team is awarded an indirect free kick from the spot of the infraction. If an infraction occurs in with in the crease area – they the opposing team is awarded a penalty kick
- There is absolutely NO sliding or slide tackling. Stay on your FEET!
For additional clarity if you leave your feet you must land on your feet – for example bicycle kicks, slide tackles, sliding to kick a ball, or jumping to kick a ball and not landing back on your feet are not allowed. - Sliding includes any player, including the goalie, who leaves the ground in a foot or feet-forward motion regardless if there is an opposing player in the area or not. There is to be NO sliding to prevent a ball from going out of play, or to make any play on the ball regardless of whether another player is in the vicinity or not.
- The goalie may dive head/hands first to make a save on a shot, and the goaltender can ONLY leave their feet to move parallel with the goal line. A goalie may leave their feet head/hands first to collect a ball as long as they are doing so parallel with the goal line, and not moving towards an oncoming player. A goalie MAY NOT leave their feet at any time when challenging or attempting to tackle and oncoming player. For examples of when and what a goalie is allowed to leave their feet head/hands first for, please click HERE.
- Any player who slides for any reason will have a foul called for the slide either by themselves or by an opposing player on the field. If a player “forgets”, then it is the responsibility of their team captain to call the foul. If there is a disagreement, then the respective team captains are expected to maturely discuss the situation and come to a resolution.
- Any attempt at a slide will result in an indirect free kick for the opposing team (unless the foul occurs in the penalty box area, in which case a penalty kick is awarded). The player who commits the sliding infraction will be removed from the game for a minimum of 5minutes, and any other player on that same team who commits a second sliding infraction (regardless if they are the same player or a different player) will be sent off for the remainder of the game. Repeat offenders will be subject to supplemental discipline from league management which may include suspension.
- Responsibility to avoid collisions on NON-50/50 balls. If Player A clearly has the chance to gain possession of the ball before the opposing Player B, then it is Player B’s responsibility to avoid initiating contact (regardless of where the ball is on the field). This includes goalkeepers as well as regular players. If contact is initiated by Player B, this is a foul and Player A’s team will receive either a direct or indirect kick depending on where the foul occurred and if it falls under rule #4 above.
- Handballs – hand-to-ball vs ball-to-hand
-Outside the box – Anytime a player touches the ball with their hand or arm, the play should be stopped, and the opposing team will receive an indirect free kick.
-Inside the box – If a ball strikes a defending player (who is not a goalie) in the hand or arm WITHIN the frame of their body (ball-to-hand), the play should be stopped, and an INDIRECT free kick will be given to the other team outside the edge of the box.
-Inside the box – If a ball strikes a defending player (who is not a goalie) in the hand or arm OUTSIDE the frame of their body, or in a deliberate attempt to block the ball (hand-to-ball), a penalty kick will be awarded. - There is no ‘advantage’ in our leagues, and all handballs will result in an indirect free kick, except for a handball that occurs in the defensive goalie box which will result in a penalty kick for the opposing team.
- Substitutions can be made “on-the-fly” and substitutions must be done with the player coming in entering the field at the same spot, or within arms-length of the player subbing out – EXCEPT for the goalie, who can only be substituted for at a stoppage in play.
Fouls
- Players may not jump to play a ball with their feet.
- Any player who kicks or attempts to kick a ball that is above their own waist while standing on the floor will have a foul called on them. Two high kicking fouls in one game will result in the expulsion of the offending player from the game.
- No bicycle kicks
- Kicking or attempting to kick an opponent
- Tripping or attempting to trip an opponent
- Jumping at an opponent
- Charging an opponent in a violent, reckless or dangerous manner
- Holding or pushing an opponent
- Handballs: A handball occurs when the balls touches any part of your arm from top of shoulders to fingertips (except a goalkeeper within their own crease). ALL handballs are to be called a foul and the opposing team gets an indirect free-kick. The ‘Advantage’ rule is not applicable in indoor soccer.
- Obstructing an opponent
- Slide tackling
- Using your body to advance
Goalkeeper Restrictions
Urban Rec Indoor soccer goalies have certain rules that are in place to encourage the flow of the game.
- Players may pass a ball to their goalkeeper.
- Goalies are ALLOWED to come out of their crease to play the ball. The goalie CANNOT play the ball with their hands outside of the crease and they are not allowed to take the ball back to their crease area and then pick it up with their hands. Goalies MAY NOT go over the half court line.
- Once a goalkeeper has gained control of the ball at any time, they must release the ball into play within 5 seconds.
- Releasing the ball in to play means: The goalie must either dribble the ball out of their crease, where they can be challenged for possession, or they must attempt to pass the ball to another player on the court.
- If, after a save, the goalie is playing the ball (either by throwing the ball or kicking the ball), the ball must touch the floor on their own side of centre prior to continuing into the opposing side of centre. This is to dissuade the goalie from throwing/kicking the ball the entire length of the court. In the event that a goalie throws/kicks the ball into the opposing side of centre without the ball first touching the floor on the goalie's side of half, the play will be dead and the opposing team shall take possession with an indirect free kick from centre.
- Richmond Oval – Goal kicks (a place kick from beside the goal after the ball goes out of bounds after touching an offensive player last) shall be exempt from the above rule and may travel into the opposing end without being required to touch the near side of centre.
- East Vancouver – There are no goalkicks, as all balls off the boards/walls will be in play.
- In the event a goalie breaks one of these restrictions – the opposing team will get an indirect free kick from the corner.
Miscellaneous Rules
- Players are ALLOWED to brace themselves on the walls with their hands to play the ball with their feet. Defenders may attempt to take the ball (from the behind attacking position) but MUST NOT physically make contact. Any contact by the defender will result in a foul. The offensive player CANNOT use this position as a delay tactic.
- Likewise, the offensive player may not initiate contact with the defensive player (i.e. back into the defender while retaining control of the ball). If the defender remains in position, the offensive player may not initiate contact. In this case, the ball will be turned over to the defending team for an indirect free kick from the spot of the foul.
- On all restarts of play, the ball must be put into action within 5 seconds. Failure to do so will result in an indirect free kick for the opposing team at the point of the original kick.
- Playoffs- to be eligible for playoffs, participants should play in at least 2 regular season games for their team. No ringers allowed!
Easily Confused Rules
- The player starting the play (kick or throw-in) is not allowed to touch the ball again until it has been played by another player
- Opposing players from the team that is kicking the ball must stay five yards away from ball until it is in play.
- Substitutes must enter the field at the same location (and after) the player comes off the field.
- Players are responsible for calling all penalties; Team Captains are responsible for informing their team of the rules and also for enforcing them.
- The goalkeeper is not allowed to pick up the ball if it has been passed or thrown (via throw in) to him from a person on his team. The exception to this rule is if the ball is headed back to the goalie- in this case, they may pick the ball up with their hands providing they are in the crease.
- All free kicks are to be indirect (except penalty shots): must touch at least one other person besides the kicker before going into net.
- Fouls: kicking, tripping, jumping at, charging, holding, pushing, yelling at, slide tackling, striking or spitting at an opponent, or ‘hand’ling the ball; all result in a indirect free kick to the opposing team from where infringement occurred.
- Penalty kicks are to be taken from the penalty spot located in front of the net. This varies depending on location, but will be the same for both teams.
Handball Gameplay and Rules
- A complete starting lineup consists of 5 players and a goalie including at least 2 women and 1 man. A team may play with an incomplete starting lineup of as few as 4 players provided there is at minimum 1 woman and 1 man on the floor. A team with less than 4 players or without the minimum 1 woman and 1 man required will be considered a team in default.
- The goal of handball is to score points by throwing the ball into the opponent’s net. The ball can be thrown in directly or can be bounced in.
- Players may take 3 steps, then the ball can be dribbled once (like basketball) and then the player can take 3 more steps. However, the player must pass or shoot within five seconds of receiving the ball.
- Players cannot enter either goal crease except in the act of shooting (after releasing the ball, the shooter may land inside the goal crease). * NEW* The defending team may stand 1 meter inside the goal crease in order to defend and avoid contact with the offensive team.
- Team Handball is a game of positioning and not defensive contact. The rules of the game encourage lots of shooting. Please play it in this manner. Remember this is a recreational level league!
- Players can shoot while jumping into the crease but the shot must be released before either foot touches inside crease. The shot must be released while in the air. The timing of this shot must be obvious. If there is any doubt that the shooter was back on the ground at the time of the shot, then it is the goalie’s ball and any goal resulting from the play does not count.
- Goaltender cannot leave the crease.
- After a goal has been scored, play will restart with the goalie having possession of the ball and making a pass.
- If the goalie or a defender deflects a shot or pass over/beside the net, and it goes out of bounds over the end line, the defensive team regains possession and the goalie restarts the play.
- No barging or head ducking, using elbows or swiping defenders arms away in order to get past them.
- The defending team must allow 1 meter (3 feet) of space to the offensive players, and at no time should be closer than 1 meter while trying to defend. Offensive players must also respect this 1 meter of space, and if the defending player has established this position, then cannot attempt to run or jump into the player who has established the position (like a charge in basketball).
- No hitting the opposition’s arms, no holding, and no tripping. A defender may only attempt to block a shot or pass, but only by having their hands directly above , or directly to their sides (like a jumping jack) – at no times are they allowed to try and wrap-up an offensive player.
- No kicking the ball except for the goalkeeper making a save.
- No diving on the floor to play a ball.
- When the defender fouls the attacker while shooting, then a ‘free throw’ may be awarded (at the discretion of the on-site staff). The free throw will be from the top of the crease with only the goalie to beat (the goalie may stand wherever they want inside the goal crease).
- No reaching in to grab ball away. Ball can only be blocked. Defender is not allowed to touch the attacker when the attacker has passed the defender.
- A ball that is knocked down and bounces does not count as a dribble. If the player with possession bounces it a second time while gaining control, this counts as a dribble.
- No punching or hitting the ball.
- No moving screens or picks are allowed.
Spikeball Gameplay and Rules
Format
- There will be two spikeball nets set-up, and teams may choose their teams of 2 players to play on each net (so 4 players total). At least 1 woman and 1 man must be playing at all time (between the two nets), but each net does not have to have 1 player of each gender. The minimum number of players to avoid defaulting is 4 including at least 1 woman and 1 man.
- Teams at each net will play a 10min game, and whichever team is leading when the whistle blows will earn a point for their team (if a game is tied when the whistle blows, play one more point). At the end of each game, teams can rotate which net their players will play on. For example, if Team A wins the game on net 1, and Team B wins the game on net 2, the score for the teams is tied 1-1. After both games are done, teams can re-set which of their players they want at each net. Teams will play as many points as they can in the 10min, and if the whistle blows and the score is tied, play one more point.
Basics
- All players except the receiver must begin the point at least 7 feet from the net.
- The receiver may stand at any desired distance
- Once the server strikes the ball, players may go any where they choose.
- Possession changes when the ball contacts the net.
- Each team has up to 3 touches per possession.
- Determine a serving order which alternates players from the two teams (e.g. Player 3 follows Player 1, etc.).
- To equalize sun and wind effects, rotate starting positions 90 degrees counter-clockwise every 5 points if desired.
Scoring
- Roundnet is played using rally scoring; points can be won by the serving or receiving team.
- Games are played to 15 points.
- Games must be won by two points, but are capped at 17 points.
- The rally ends and a point is awarded when:
- The ball contacts the ground or otherwise isn't returned onto the net within 3 touches.
- The ball is hit directly into the rim at any time, unless it's the first serve.
- The ball bounces and falls back onto the net or rim.
- The ball clearly rolls across the net
Serving
- If the receiving team wins the point, the next designated player serves according to the initial sequence. Otherwise, the server switches places with their partner and serves to the other receiving team member.
- The receiving team sets their position first. The server stands 180 degrees across the designated receiver--the only player allowed to field the serve.
- Serves may be struck with any amount of force; short serves are allowed.
- If a server serves two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault:
- The server must toss the ball upward at least 4 inches.
- If the server tosses the ball, they must hit it. Dropping, catching, or swinging at and missing a toss all count as a fault.
Rallies
- Touches must alternate between teammates. Consecutive touches by one player result in a loss of a point unless the first touch is a block.
- The ball must be contacted cleanly, not caught, lifted, or thrown. Players may not hit the ball with two hands, even if placed together "volleyball style".
- Players may use any individual part of their body to hit the ball.
- After the serve, any unusual bounce (i.e. pocket) that does not contact the rim is legal and playable.
- A shot which lands on the net, rolls into the rim and then off the net (i.e. roll-up) is played as a pocket, not a direct rim hit.
- If teams cannot determine the legality of a hit, replay the point.
Infractions
- Remember: Player safety is paramount
- Defending players must make an effort not to impede the offending team's possession or play on the ball.
- If an offender collides with a defender, or a defender's position prevents a markeable offensive play on the ball, the infracted player may call "hinder" to force a replay of the point.
Ultimate Frisbee Rules
- Teams consist of 5 players (including at least 2 women and 1 man).
- Timing – Teams will play 2 x 25min halves.
- Teams will rock, paper, scissors to decide possession. The winning team may choose to receive first or defer first possession to start the second half.
- Games start with the offensive team all on their goal line and the defensive team at least 5 meters away. To start the game, the offensive player with the disc will begin by ‘tagging’ the disc in by tapping the disc with their foot at which point their teammates may run forward. The player must throw the disc forward for the first pass.
- The same process will be used after a point is scored.
- 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. The person with the disc (the thrower) has 10 seconds to throw the disc. The defender guarding the thrower (the marker) must be at least 1 meter away and can count out the 10 seconds (by using Steamboats or Mississippi’s)
- If the offensive teams throws the disc into their own endzone and it is dropped, or goes through the endzone, the defensive team will be awarded a point.
- Change of Possession – when a pass is not completed (ex. disc goes out of bounds, it is dropped, blocked, or intercepted) the defense immediately takes possession and must restart the game by ‘tagging’ the disc in.
- If a player catches the disc, but their momentum takes them out of bounds, this is considered a turnover.
- Scoring – To score a point, the offensive team must complete a pass to a teammate across the defense’s goal line and have both feet in bounds with possession of the disc. A player cannot walk across the endzone to score a point.
- After a point is scored, the team who was scored on will restart the game from their own 10 yard line once all the players are in position.
- Non-Contact – There is NO physical contact allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
- Fouls – When a player initiates contact on another player, a foul occurs. When a foul disrupts possession, the play resumes form where the foul occurred, and possession is retained by the offense. If the player committing the foul disagrees with the foul call, the play is redone.
- The offensive player has the ‘right of way’ to catch a disc. If a defensive player makes any contact with an offensive player attempting to catch disc, it is considered a foul.
- An offensive player CANNOT create contact with a stationary defensive player standing on the field.
- Spirit of the Game – Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players.
Flag Football
- Teams will consist of 5 players (including at least 2 women and 1 man).
- Games will consist of two 25-minute halves in length; each team will be allocated one 30-second time out per half. The on-site staff member will give a 5minute warning for each half, and after 3minutes will call out ‘Last 3 Plays) and the game will go through 3 more plays and the half will be over.
- 20-second clock – once the ball is placed, teams will have 20 seconds to huddle and snap the ball; if a team takes longer than 20 seconds, then a 5-yard penalty will be assessed. In order for the penalty to be assessed, the defensive team must have counted out the 20 seconds out loud so that the offense can hear. No huddle is required. NFL rules apply, no movement (forward motion) before the ball is hiked.
- Playoffs only – Overtime is played with consecutive attempts at a score. To determine who gets first possession, team captains will rock-paper-scissors to decide. Offense starts 10 yards from the opposing goal line. They have only 2 downs to score. If they score, they get 7 points. The other team has a chance to match the score following the same format. Teams continue until one team scores and the other does not match the score.
Ball Possession
- The team that wins rock-paper-scissors to begin the game will have the choice to start with the ball on their 5-yard line (or approximate location if not marked on the field of play) or defer possession until the start of the second half.
- Teams will have 4 downs to score a touchdown. If they do not score within their 4 downs, the opposing team will take possession from their 5-yard line (or approximate location if not marked on the field of play).
Offense
- Scoring: An offensive touchdown is awarded when the ball carrier advances to the endzone (the player must have at least one foot in the endzone before being flagged). Touchdowns are worth 1 point.
- Completed Pass: A player must have one foot inbounds and possession before going out of bounds (the boundary line will be the outside edge of the cones set-up or lines on the field). If a player has one foot established out of bounds, and one in bounds and a catches a ball, this will be ruled as incomplete.
- No moving picks/screens – a standing screen can be set, however the player must have their feet set with their arms crossed in front of their body; a violation of this rule will result in the play being blown dead and a 10 yard penalty assessed from the point of the infraction.
- Snap: the ball may be snapped directly to the quarterback through the center’s legs or to the side of the center’s body. If the ball hits the ground before the quarterback catches it, the ball is dead.
- QB Rushing: QB’s can run the ball past the line of scrimmage only if rushed by the defensive team (i.e. after the defense has counted 4 alligators/steamboats/etc AND crossed the line of scrimmage. If the defense does not cross the line of scrimmage, the QB may not run with the ball.
- Handoffs: If the ball is handed off to a player other than the QB behind the line of scrimmage, then all players are eligible to rush the line of scrimmage. If a fake handoff is used, the rushing player must still count 4 alligators/steamboats/etc unless the ball is touched by the player that the handoff is going to.
- Physical Contact: Offensive players cannot charge through set defenders.
- All players have the right of place. Right of place is given to a still standing player and opponents must avoid contact. Standing means to remain at the spot and not moving in any direction. To jump to catch a pass at this spot does not give up the right of place. An offensive player may not push off a player, if a player does so, the play is over and penalty yardage (10 yards) is assessed from the line of scrimmage.
- Fumbles: When the offence fumbles (or drops) the ball the play is dead and the ball is spotted at the fumble. Offence retains the ball. This is for safety reasons. This includes if the center snaps the ball back to the quarterback and the ball hits the ground before the quarterback catches it.
- Player on ground: If the ball carrier falls to the ground (i.e. their knee touches the ground); the defense only needs to touch the player for the player to be downed. They do not need to grab the flag once the player is down. If the player is not touched while on the ground, they can get back up and keep running. The opposing team then needs to grab their flag.
- Flags: Flags must be on the sides of players at all times; shirts must be tucked into the flag belt at all times. Players who do not adhere to this rule after being asked once will have a 10-yard penalty assessed to their team from the line of scrimmage.
- Guarding the Flag Belt: Players shall not flag guard or straight arm (natural running arms are permitted – intentional flag-guarding is not). If a player intentionally flag-guards, the play will be blown dead and a 10-yard penalty will be assessed from the point of the infraction.
- Diving: The ball carrier may not dive to advance their position, however a player may dive in an attempt to catch a ball. If a player with possession of the ball does make an attempt to dive with it to avoid a defender and/or advance its position, the ball will be marked downed at the spot of the foul.
Defense
- Physical Contact: defensive players must make a clean play on the ball or the flag only. The defensive player must not hold the player if flags are missed. Physical contact prior to a play on the ball will result in an Illegal Contact Penalty - the play is over and penalty yardage (10 yards) is assessed from the line of scrimmage.
- Rushing the QB: The defense may send one player to rush the quarterback after 4 Alligators (or steamboats or other suitable word). The player rushing must count OUT LOUD the 4 Alligators prior to advancing on the rush so that everyone can hear it. This counting is meant to emulate 4 seconds, and must therefore be counted at a reasonable speed (one second per alligator).
- Downed: Once the flag of the ball carrier is pulled the play is dead and the ball is spotted where the flag was pulled or where the ball carrier has stepped out of bounds. The exception to this rule is for touchdowns; once one foot crosses the line it is a touchdown.
- Safeties: If the ball carrier goes out of bounds behind their own ‘end-line’, a safety will be issued with the opposing team receiving the ball at midfield. They will have the usual 4 downs to score a touchdown. No additional points will be awarded for a safety.
- If a flag is pulled in the process of making a catch, that player will be down at that spot. If a flag is pulled clearly before a player has started to make a catch, the player making the catch will not be considered down, and will still need to be flagged (with their one remaining flag) to be considered down.
Kickoffs, Punts and Fumbles
- NO KICKOFFS: Ball taken at the 5-yard line (or approximate location if not marked on the field of play). Rock-paper-scissors winner decides if they want possession to start game or defer to second half. Loser decides which side of the field they would like to start the game (teams switch at half-time).
- Fumble: The Play is DEAD on a fumble at the point it hits the ground, to prevent injuries. If the ball hits the ground on the snap, the ball is DEAD and the quarter-back cannot pick the ball back up to keep playing.
Penalties
- Penalty Overview- 10-yard penalties for all violations- repeat down (opposing team can accept or reject penalty). Unless specifically mentioned above that the play is dead, penalty yardage is imposed after play is complete.
All penalties will be “walked off” 10 yards. Penalty yardage cannot result in a score or a 1st down at the half (half the distance to the goal will be applied in those cases).
- Illegal Contact
- Unsportsmanlike conduct
- Flag guarding
- Offensive Pass Interference
- Defensive Pass Interference (10 yards or ball marked at point of infraction if ball was deemed catchable)
- Offensive Holding/Blocking
- Illegal de-flagging- holding offensive player in order to de-flag
- Tripping opponent
- Offensive Offsides
- Defensive Offsides
- Delay of game (see 20 sec. huddle clock under TIMING)
- Illegal Forward Pass- throw the ball after crossing the line of scrimmage
- Illegal Rush - rushing before official counts off necessary "alligators" The appropriate pace of the alligators is one per second.
Miscellaneous
- Any controversial play, where the teams are unable to determine the appropriate call due to not seeing the play, complexity of the situation etc they can defer to the on-site staff and if he or she also cannot make a fair judgement call … it will result in a replay of the down. Once it has been determined that a replay is in order, the 20s clock will start and the game will proceed without further discussion.
- Football size: The game ball shall be an adult-sized football that is provided by Urban Rec. An alternate ball may be used provided that 1) it is adult-sized, and 2) both teams agree to use the alternate ball. Teams may use different balls for when they are on offense. No child or youth-sized footballs are permitted.
- UNSPORTSMANLIKE PLAY WILL NOT BE TOLERATED – Urban Rec leagues are recreational by design and sportsmanship is paramount. This is further articulated in the Urban Rec code of conduct that was signed by all players upon registering to play in any Urban Rec league.
- If the on-site staff witnesses any acts of flagrant contact tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game can be stopped and the player can be removed from the game
- Trash talking is illegal. (Trash talk is talk that may be offensive to the coordinator, opposing players, teams, or spectators.) The coordinator has the right to determine what is offensive language. If trash talking occurs, the on-stie staff will give one warning. If it continues, the player or players will be ejected from the game.
- If the on-site staff inadvertently blows the whistle, the play is dead at the spot.
- Substitutions on dead balls only.
- Flag must be showing at all times- shirts tucked in (defense- notify on-site staff if they see a violation). On-site staff may call ball dead at location if an infraction impacted the play.
If the flag falls off any player (without being pulled by the opposition) – a one hand touch below the shoulders rule will apply to down said player.
Coed 6’s Grass Volleyball Rules
1. A full lineup on the court includes at least 2 women and 1 man at all times. A team can play shorthanded with 5 players as long as they have at least 1 woman and 1 man on the court.
2. In addition, a team must field at least 3 players, including at least 1 woman and 1 man in order to play. Failure to do so will result in a forfeit.
3. All balls must be hit cleanly. No scooping or carrying the ball. Only off of a driven ball may a ball be legally double-hit (i.e. off arm and head in one continuous motion).
4. Contact with the net (except for hair) in any way constitutes loss of point. A player that goes under the net but does not contact the net or interfere with the play is okay. *Note- if the wind pushes the net into a player, then this will not be considered a foul and play should proceed.
5. A served ball may not be blocked or played above the height of the net back over the net.
6. A served ball may be volleyed provided it is to a teammate. A served ball may not be volleyed directly back over the net.
7. The ball can hit any part of the body.
8. Teams will only call fouls committed by their own players. Players will not call the fouls against their opponents. If there is a dispute on a call, re-serve the play. Team captains are expected to calmly discuss and resolve any disputed points. If necessary, contact a league coordinator for clarification of rules after match is completed.
9. All players will conduct themselves in a polite and sportsmanlike manner. Individuals who do not abide by these criteria will be removed from the league.
- Games will be played to 21 points with a hard cap at 23 points. Should time expire while in the middle of a set, whichever team is winning the set at that point will be declared the winner provided that team has scored at least 5 points in that set. If they have not scored at least 5 points, then the set does not count towards the match results.