Summer Field Multisport Griffith [Wed] Rules

Multisport is a league which requires teams to play in their same team each week, but every week each team is required to compete in different sports, as selected by the League Manager. Below is a summary of each sports rules, and team requirements. This league is a mixed 6-10-aside league (depending on sport), with most sports requiring 6 players on the field at any one time. All games will run for around 40 minutes.

DURATION OF THE GAME: Majority of the matches will be two (2) 18 min halves, with a few minutes break in between. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Staff.

THE FIELDS The game shall be played on the available fields at our Multisport venue. Any particulars about the court or field will be detailed in the particular sports rule breakdown.   

THE TEAM The number of players required on the field, for this league is between six (6) to ten (10) depending on the sport.

  1. There must be a minimum of two (2) Males, and two (2) Females on the field always.
  2. This league requires your team to have a minimum of five (5) players, including one Male or Female to start the game
  3. Please consider our Default, Forfeit, and Substitute Policy

WINNING TEAM The winner is the team with the greater number of points at the end of the game. A draw will be awarded if both teams have an equal amount of points. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.

FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is a recreational league which practices a fair-play and fun-first policy, meaning you should be making your own calls on the game. The Event Host will be there to make the calls not made by individuals, keep time, and help guide the games within the game play rules. The Urban Rec Event Host has the final say on any issue that cannot be self-resolved.

SPORTSMANSHIP All Urban Rec participants have read and agreed to the Urban Rec Code of Conduct. We also exercise a strict Disciplinary Policy. If you are seen to be rude in any way or not playing within the respect of the rules and Code of Conduct, you will be asked by the Urban Rec Staff to sub out of the game. If after returning to the game your attitude does not improve you will be asked to leave the venue, and an assessment will be made if you can play again. We do not tolerate idiots. Play fair.


AUSSE RULES RULES

OBJECT OF THE GAME: Is to pass your opponents without being touched into the scoring third, and score by kicking a goal, or ‘behind’ through the goal posts to score.

GAME DURATION: Games consist of 2 by 20 minute halves with the half time break not exceeding 5 minutes. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Host.

FIELD OF PLAY: The standard size of a the field is approximately 80m (Length) x 40m (Width). The field is divided into three zones – Forward, Midfield & Defence. The player positions are as follows:

  • 2 x Forwards
  • 3 x Midfielders (one of who can be nominated as the 'Scoring Midfielder')
  • 2 x Backs

THE TEAM: There shall be seven (7) playing positions in each team, 2 forwards, 3 midfielders (one of whom can score) and 2 backs.

  • There must be a minimum of two (2) Females, and two (2) Males in the game always
  • This league requires your team to have a minimum of five (5) players, including one Male or Female to start the game.
  • Please consider our Default, Forfeit, and Substitute Policy

SUBSTITUTIONS can be made any number of times throughout the match. However, the game remains continuous and does not stop to allow substitutions. Players coming onto the field must wait until the player they are substituting with has come off the field.

STARTING PLAY

  1. The game is commenced with a ball up in the midfield zone between two centre players standing toe to toe. This occurs at the start of each half and after a goal has been scored.
  2. The centre players contesting the ball up must tap or palm the ball backwards, when the ball is on the way down. Punching and taking possession of the ball are not permitted.
  3. The remaining centre players stand a minimum of 2 metres away from the ruck contest on the defensive side of the ball up.
  4. The player who wins possession from the ruck contest has a maximum of 2 seconds to dispose of the ball.
  5. Players must start in their designated zone after a goal has been scored.
  6. A kick in between the goal posts occurs after a behind has been scored. The opposition player must be a minimum 5 metres back from the player kicking in. The ball must be kicked from within the goalposts.

POSESSION OF THE BALL

  1. The ball must be disposed of correctly by handball or kick in each zone for a goal scoring opportunity to occur.
  2. The kick in after a behind is only permitted to enter the defensive zone.
  3. The minimum distance for a mark to occur is a 5 metre kick. If it is under 5 metres, a call of ‘play on’ occurs.
  4. A player is only permitted to bounce the ball once while they are in possession of the ball. The ball must be bounced once after 15 metres.
  5. If the ball is kicked or handballed over two thirds, a free kick will be awarded to the appropriate team on their defensive third line. 

GAINING POSESSION OF THE BALL

  1. A turnover occurs in the following instances:
    • When the ball goes out of bounds
    • When the ball touches the ground due to a poor kick, handball or dropped mark. (The only time the ball can touch the ground is from a ball up contest or when a forward is shooting for goal.
  2. If a turnover occurs, the opposing team takes possession of the ball where the ball first touched the ground or went out of bounds.
  3. The nearest player to where the turnover occurs must take possession of the ball. They can dispose by hand or foot if the turnover occurred on field. For out-of-bounds, the ball must be disposed by kick only.
  4. The ball must be kicked in from out of bounds. A shot for goal is not permitted.
  5. A ball up occurs if there is any doubt as to which team caused the turnover.

DISPOSESSION OF THE BALL

  1. A player must be caught 'holding the ball' by the 'two handed touch' method. No tackling, bumping or barging is permitted.
  2. If a player is deemed to have had prior opportunity to dispose of the ball, this is considered 'holding the ball' and a free kick is awarded.
  3. If a player is considered to have had no prior opportunity to dispose of the ball the umpire calls ‘Touch’ and the player has 2 seconds to dispose of the ball. If the player is unsuccessful in disposing of the ball after this opportunity, a free kick will be awarded.

MARKING

  1. A ‘mark’ is awarded if a player controls the ball after it has been kicked a minimum 5 metres without getting touched by another player or hitting the ground.
  2. There is no type of physical contact permitted in a marking contest. The player in front has every chance to mark the ball. A free kick is awarded against any player initiating contact.
  3. An opposition player may stand on ‘the mark’. This is the place where a mark or free kick has been awarded.
  4. The Event Host will call ‘play on’ if it is deemed the player has had reasonable opportunity to dispose of the ball.

PLAYING ON & ADVANTAGE The Event Host calls ‘play on’ in the following instances:

  1. When a player who has taken a mark or possession of the ball from a turnover has run over or around ‘the mark’
  2. When the ball has been touched from a kick still yet to hit the ground

The Event Host is permitted to call ‘advantage’ if the player in possession of the ball initiates the advantage

SCORING a goal is 6 points, a behind is 1 point. Female Super Goals are 9 points.

  1. The two designated forwards and scoring midfielder are the only players able to score. These players are identified by wearing a coloured sash. A score can only occur through taking a mark, receiving a kick or hand-pass or when they are awarded a free kick.
  2. A scoring player is able to score if they are awarded a 15 metre penalty which takes them into the scoring zone.
  3. A goal or behind can still be awarded if the ball touches the ground directly from a shot at goal by a scoring player. If the ball is touched following the shot at goal, a standard turnover occurs from where the ball was touched. If the ball is touched as a kick is made at goal, a point will be awarded opposed to a turnover if the ball crosses the goal-line. 
  4. A team is not able to score directly from out of bounds or from a turnover.
  5. A team is only able to score inside the forward zone.

WINNING TEAM The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.

PHYSICAL CONTACT This is a strictly a non-contact sport. The following actions (intentional or unintentional) are not permitted:

  • Holding or grabbing an opponent
  • Any form of pushing
  • Spoiling with contact
  • Bumping
  • Barging or shepherding
  • Touching the ball while another player has possession
  • Tripping

FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is a recreational league which practices a fair-play and fun-first policy, meaning you should be making your own calls on the game. The Event Host will be there to make the calls not made by individuals, keep time, and help guide the games within the game play rules. The Urban Rec Event Host has the final say on any issue that cannot be self-resolved.

SPORTSMANSHIP All Urban Rec participants have read and agreed to the Urban Rec Code of Conduct. We also exercise a strict Disciplinary Policy. If you are seen to be rude in any way or not playing within the respect of the rules and Code of Conduct, you will be asked by the Urban Rec Staff to sub out of the game. If after returning to the game your attitude does not improve you will be asked to leave the venue, and an assessment will be made if you can play again. We do not tolerate idiots. Play fair.


FLAG GRIDIRON RULES

1. OBJECT OF THE GAME The objective of flag gridiron is to score touchdowns by advancing the ball down field into the opposing team’s end zone.  You simply want to score more points than your opponent.  Traditionally, touchdowns are scored when a team moves the ball down the field through passing and running, then crossing the plane of the end zone. 

2. DURATION OF THE GAME Games consist of two (2) 20 minute halves with the half time break being 2 minutes.  Each team will be granted one timeout each half.  Timeouts will not be carried over into the 2nd half.  If a team chooses not to use their granted timeout in the first half, then they will lose that timeout.  All timeouts are 30 seconds each.  The game clock will be stopped for the duration of the timeout.  Once the team (that called the timeout) is ready or the expiration of the timeout time (whichever comes first), the 20 second game clock restarts and the official game clock is resumed.

3. GEAR AND EQUIPMENT  Normal workout gear is fine.  Cleats or runners are allowed, but please no metal studs.  Urban Rec will provide all flags and belts.  You don’t need flag shorts, though you can use them if you prefer.

4. THE TEAM The number of players shall be six (6) players on the field

  • Only six (6) players allowed on the field at any one time.
  • There must be a minimum of two (2) female on the field always.
  • This league requires your team to have a minimum of four (4) players, including one male or female to start the game.
  • Please consider our Default, Forfeit, and Substitute Policy

5. SUBSTITUTIONS Unlimited substitution of players is permitted.  Substitutions must be made between plays (i.e. substitutions cannot be made ‘on the fly’ mid-play).  The game remains continuous and the time does not stop to allow substitutions

6. THE START OF PLAY Rock-Paper-Scissors determines first possession.  The captains of both teams shall meet with the Event Host in the middle of the field.  The winner can either choose to accept possession or defer to the 2nd half.  Losers (if the winners choose to accept 1st possession) have the choice of which end zone to defend.  Otherwise, if the winners decide to defer possession of the ball to the 2nd half, then they (the winners) will choose the side to defend.  There are no kick-offs.

7. POSSESSION CHANGES -> # OF DOWNS

  • The offensive team will take 1st possession of the ball at its 5-yard line and has four (4) player to cross midfield. 
  • Once a team crosses midfield, it has four (4) plays to score a touchdown.  If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line.  An automatic first down by penalty will overrule the other requirements regarding four (4) plays to make a first down or score.
  • If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line.
  • All possession changes, except interceptions, start on the offense’s 5-yard line. 

8. SCORING

  • Touchdown:
    • Scored by male = 6 points. (clock stops after each score)
    • Scored by female = 8 points. (clock stops after each score)
  • Extra point: 1 point. (played from midpoint of 5-yard line only)
  • 2 points (played from midpoint of 12-yard line only)
  • Safety: 2 points.

9. GAME PLAY

  • To start the play, the ball must be snapped between the legs of the snapper.
    • NOTE: If using a female as the snapper, and playing with only 1 female, the female MUST NOT be snapper for subsequent plays.  I.e. if playing with 1 female player, the female may only be the snapper every other play
  • Only one player may blitz, and teams must nominate which player prior to the snap by raising their arm
  • The center is the player who gives the ball to the quarterback via a snap.
  • The center cannot take a direct hand off back from the quarterback (no center sneak play).
  • The quarterback is the player who receives the ball directly from the snap. There is no direct snap to the RBs.  Only the QB is allowed to receive the snap.
  • The quarterback cannot run with the ball past the line of scrimmage, unless he/she has handed the ball off, tossed or pitched, and it has been returned to him.
  • QB only has 7 seconds in which to pass the ball.  Play is dead if the QB holds the ball longer than 7 seconds
  • An Offense may use multiple handoffs behind the line of scrimmage. Only backward & lateral handoffs are allowed during the down (as long as it is behind the line of scrimmage).
  • Tosses or sweeps behind the line of scrimmage are allowed and are running plays.
  • Once the ball carrier has crossed the line of scrimmage the ball cannot be handed off, tossed, pitched or passed in any way.
  • "No-running zones," are located at the 5 yard line in front of each end zone. When the ball is on or inside the 5-yard line, the offense cannot run the ball.   In other words, at that stage, the only way for the ball to be advanced is for the QB to throw the ball to a receiver.  The QB has to throw the ball pass the line of scrimmage.
  • The player who takes the handoff, toss or pitch can throw the ball from behind the line of scrimmage.
  • All defensive players are eligible to rush once the ball has been handed off or tossed, or there is a play action fake or fake handoff.
  • Spinning is allowed, but the ball carrier cannot dive forward or jump to avoid a defensive player or gain yardage (no diving).
  • The ball is spotted where the ball carrier's feet are placed when the flag is pulled, not where the ball is.

10. RECIEVEING

  • All players are eligible to receive passes (including the quarterback if the ball has been handed off or tossed behind the line of scrimmage to a different player).
  • As in the NFL, one player may be in motion, but not in motion towards the opponent‘s end zone at the snap.
  • A player must have at least one foot inbounds when making a reception.

11. PASSING

  • Only players starting 7 yards from the line of scrimmage can rush the passer.
  • The quarterback has seven seconds to throw the ball. If a pass is not thrown within seven seconds, the play is dead, with a loss of down and the ball is spotted at the previous line of scrimmage.
  • Only one forward pass thrown from behind the line of scrimmage is allowed in a down.
  • Interceptions change the possession of the ball.
  • Interceptions can be returned by the defense.   New possession starts from where the interceptor is tagged (flag is pulled), unless the interceptor has scored a touchdown.
  • On Interceptions that occur and remain in the end zone, the ball will become dead and will result in the ball belonging to the intercepting team at its 5-yard line.  (Touchback)
  • Should an interception occur in the end zone and the ball carrier leave the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead. However, should the ball carrier return to the defending end zone and be tagged or the ball become dead the result would be a safety for the other team.

12. DEAD BALLS

  • Substitutions may be made only after the play is stopped.
  • Play is ruled "dead" when an official blows his whistle.
  • Ball carrier's flag is pulled or becomes illegal.
  • Points are scored.
  • When any part of the ball carrier’s body, other than his hand or foot touches the ground.   In other words, if a receiver/interceptor has fallen while in process of running with the ball or after catching the ball, the spot where the ball carrier has fallen starts the new play (unless it’s the last down of the possessing team).
  • If a ball carrier's flag falls off, the play will be whistled dead and the ball will be spotted at the spot where the flag fell off.
  • Players are ineligible to catch a pass or receive the ball by hand off toss or pitch, if their flag has fallen off.
  • Fumbles are a dead ball

13. RUSHING THE QUARTERBACK

  • All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped.
  • Any number of players can rush the quarterback. Players not rushing the quarterback may defend on the line of scrimmage. Once the ball is handed off or tossed, or there is a play action fake or fake handoff, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage. A special marker, or a game official, will designate seven yards from the line of scrimmage.
  • REMEMBER, BLOCKING AND TACKLING ARE NOT ALLOWED.

14. PENALTIES

  • All penalties are 5 yards. The down will be repeated unless otherwise noted, and will be assessed from the line of scrimmage.
  • All penalties may be declined, except a false start (dead ball foul).
  • Penalties will not exceed half the distance to the opposing team's goal line from the line of scrimmage.
  • Game officials determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage.
  • Only the team captain and Head Coach may ask the referee questions about rule clarification and interpretations.
  • Players and Coaches cannot question judgment calls.
  • Games cannot end on a defensive penalty, unless the offense declines it.
  • Penalties after an interception shall be assessed after the return is over and/or the play is blown dead.
  • Flag guarding is prohibited.   The ball carrier cannot prevent a defender from pulling their flags.  The ball carrier maybe warned (at discretion of the refs) and will be penalized if they are found to be flag guarding.
  • Defender cannot prevent an offensive receiver from catching the ball, however, a defender has the right to catch the ball as well as offensive team receiver.  A defender found holding or tackling the receiver before the ball reaches the receiver will be flagged with pass interference and the offensive team will automatically be awarded a new set of downs.
  • QB has 20 seconds in which to get the play off on every down.  A play not in operation by the time the 20 second play clock has expired results in a delay of game and a loss of 5 yards and a loss of down.

15. RULES NOT COVERED HERE: any areas not covered in this rule sheet, refer to NCAA Football rules.

16. WINNING TEAM The winner is the team with the greater number of points at the end of the game. A draw will be awarded if both teams have an equal amount of points. The winning team receives 3 points, 1 point each for drawn game and no points for a loss. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.

17. FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is a recreational league which practices a fair-play and fun-first policy, meaning you should be making your own calls on the game. The Event Host will be there to make the calls not made by individuals, keep time, and help guide the games within the game play rules. The Urban Rec Event Host has the final say on any issue that cannot be self-resolved.

18. SPORTSMANSHIP All Urban Rec participants have read and agreed to the Urban Rec Code of Conduct. We also exercise a strict Disciplinary Policy. If you are seen to be rude in any way or not playing within the respect of the rules and Code of Conduct, you will be asked by the Urban Rec Staff to sub out of the game. If after returning to the game your attitude does not improve you will be asked to leave the venue, and an assessment will be made if you can play again. We do not tolerate idiots. Play fair.


SOCCER RULES

  1. OBJECT OF THE GAME The objective of soccer is to score goals by advancing the ball down field into the opposing team’s goal. You simply want to score more goals than your opponent. Traditionally goals are scored when a team moves the ball down field through passing and shooting of the ball.
  2. DURATION OF THE GAME 2 halves of 18 minutes each, with a half-time interval of a few minutes. There is no stoppage of play for substitutions during the game.
  3. THE FIELD of play of play shall be rectangular with dimensions of 44 meters in length by 18 meters in width, i.e. the size of the 18-yard box of a normal soccer field. The goal area size shall be 5 meters out from the end-line. If lines are not marked, a cone on the sideline will mark this area, with the official discretion being at the eyes of the Event Host. The goal size shall be 3 meters wide by 2 meters high. There is no corner area to be marked for outdoor soccer.  Corners shall be taken from the point where the goal line and sideline meet.
  4. THE TEAM The number of players shall be six (6) players including the goalkeeper on the field.
    • Only six (6) players allowed on the field at any one time.
    • There must be a minimum of two (2) Males, and two (2) Females on the field always.
    • This league requires your team to have a minimum of five (5) players, including one Male or Female to start the game
    • Please consider our Default, Forfeit, and Substitute Policy
  5. SUBSTITUTIONS Unlimited substitution of players is permitted.  Substitutions may be made ‘on the fly’ without a stoppage in play, except for the goal-keeper.  Substitutions of the goal-keeper MUST be made at a stoppage of play at the indication of the Event Host.
  6. THE START OF PLAY A game is started by a kick-off in a forward direction from the centre of the field. The team winning Rok-Paper-Scissors shall have the option of choosing ends or taking the kick-off. All players must be in their own half before the kick-off can be taken.  As all free kicks in our league are indirect (see below), the kick-off is also an INDIRECT KICK, meaning you cannot score directly off a kick-off without the ball first touching another player. 
  7. STARTING AFTER HALF TIME Following half-time, the game is restarted with the team who did not start with the ball in the first half, with teams changing ends.
  8. SCORING A GOAL A goal is scored when the ball has wholly crossed the goal line between the goal posts and the cross bar. After a goal is scored, the game is restarted from the centre of the field, of the team that was just scored upon.  A goal cannot be scored directly from the kick-off. 
  9. BALL IN AND OUT OF PLAY The ball is out of play when the ball has wholly crossed the goal line or sideline. These lines are part of the field of play. To restart play after a ball has gone out, your Host can either select it be a ‘kick in’ or ‘throw in’.
  10. FOULS AND MISCONDUCT: A player may not intentionally kick, trip, jump at, strike, hold, and push, charge from behind or violently charge an opponent. Players should not swear, gesture, or argue with the Event Host or any player. Fouls can be awarded against the player for this behaviour.
  11. FREE KICKS – ALL FREE KICKS ARE INDIRECT For the purposes of our recreational league, all free kicks are indirect.  An ‘indirect’ free kick is one where a goal cannot be scored unless another player other than the kicker has touched it.  Players from the opposing team should be at least 4 meters from the ball when a free kick is taken.  The free kick is to be taken from the spot where the free kick was awarded.  Free kicks may be awarded for behaviour including, but not limited to the following:
    • Dangerous manner of play 
    • Impeding the progress of an opposition player 
    • Prevents the goal keeper from releasing the ball
    • Causes unnecessary delays in play
    • Kicking or attempting to kick an opponent
    • Tripping or attempting to trip an opponent
    • Jumping at an opponent
    • Charging an opponent
    • Striking or attempting to strike an opponent
    • Pushing or holding an opponent
    • Making contact with an opponent before the ball whilst making a tackle to gain possession of the ball
    • Handling the ball
    • If any of these offenses occur within the goal area, the free kick shall be taken from the penalty line and all players other than the goal keeper must stand outside the goal area whilst the kick is taken.
  12. OVER HEAD HEIGHT  The ball must not intentionally kicked above head height. This aids passing play, the ball is active for longer periods of time, more players are invovled in the game and this limits the amounts of BALLS IN FACE.
  13. GOAL KEEPER Only the goalkeeper may touch the ball with their arms or hands, and only within the goal area.
  14. BACK PASSES In the event of a back pass to the goal keeper, the goal keeper MUST NOT pick up the ball (i.e. it can only be played by the feet)
  15. “GOAL KICKS” (GOAL ROLLS) “Goal kicks” will be in the form of rollout from the goal-keeper.  This goal rollout may be taken from anywhere in the goal area.  Goal rolls are awarded when the whole of the ball has crossed the goal line (except for the scoring of a goal) and last touched by one of the attacking team.  Opponents must be clear of the goal area.  Goal rolls must be a roll (i.e. not an overhand throw) and must be on the ground
  16. CORNER­KICK When the ball passes wholly over the goal line (as above) and was last touched by a player from the defending team then a corner kick is awarded. Opposing players should be 4 meters from the ball.
  17. WINNING TEAM The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.
  18. FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is a recreational league which practices a fair-play and fun-first policy, meaning you should be making your own calls on the game. The Event Host will be there to make the calls not made by individuals, keep time, and help guide the games within the game play rules. The Urban Rec Event Host has the final say on any issue that cannot be self-resolved.
  19. SPORTSMANSHIP All Urban Rec participants have read and agreed to the Urban Rec Code of Conduct. We also exercise a strict Disciplinary Policy. If you are seen to be rude in any way or not playing within the respect of the rules and Code of Conduct, you will be asked by the Urban Rec Staff to sub out of the game. If after returning to the game your attitude does not improve you will be asked to leave the venue, and an assessment will be made if you can play again. We do not tolerate idiots. Play fair.

TOUCH FOOTBALL RULES

THE OBJECT OF THE GAME: is to score as many try’s as possible and prevent the opposition from scoring any. Each try is worth one point and there are no other means of scoring. The winning team is the one with the most try’s at the end of the game.        

  1. GAME DURATION Games consist of two (2) 20 minute halves with the half time break not exceeding 5 minutes. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Host.
  2. THE FIELD The field shall be 60x40m with a 5m Try-line. Exact field dimensions, and try line distance may vary depending on the venue, and at the discretion of our staff.
  3. THE TEAM There shall be six (6) playing positions in each team
    • There must be a minimum of two (2) Females, and two (2) Males in the game always
    • This league requires your team to have a minimum of four (4) players, including one Male or Female to start the game.
    • Please consider our Default, Forfeit, and Substitute Policy
  4. SUBSTITUTIONS can be made any number of times throughout the match. However, the game remains continuous and does not stop to allow substitutions. Players coming onto the field must wait until the player they are substituting with has come off the field.
  5. STARTING PLAY At the beginning of the game, there is Rock-Paper-Scissors between the Captains. The wining team chooses their direction, at take the first tap. The team who did not win the coin toss take the first tap at the beginning of the second half.
  6. THE TAP Play is started by a tap at the beginning of each half, following a try and when a penalty is awarded.
    • The tap is performed by an attacking player placing the ball on the ground, touching the ball with their foot, then picking it up and playing. NB: The ball must be released from the hands and come into contact with the ground after the or a change of possession occurs.
    • The defensive team must stay at a minimum distance of 10 metres from the mark during the tap, unless they are positioned on their own scoreline.
    • The defensive players can move after the ball carrier has touched the ball with his foot.
    • The player who has performed the tap may be touched without losing possession.
    • The attacking side must be positioned behind the ball when it is tapped.
    • The attacking side may move the ball up to 10 metres directly behind the given mark when taking a penalty tap. In this case, the defending side must still remain 10-metres from the original mark, not the new mark.
  7. SCORING: A point is awarded when an attacking player places the ball on or over the opposition’s try-line. Each try’s is worth one point. Female scoring a try is worth two points. The dummy half cannot score a try. Diving on the try line is strictly prohibited, and will result in the points not being awarded to the scoring team.
  8. POSESSION A team retains possession for a set of six consecutive touches. Possession (or a Turnover) transfers to the opposing team.
    • after the sixth touch
    • after a try;
    • if the Dummy Half gets touched;
    • from an intercept;
    • a player passes the ball after being touched – “touch pass penalty”;
    • a player doesn’t not play the ball in the correct spot after being touched, ‘one step’ is given as leeway
    • from a forward dropped ball, forward pass or other failure to maintain possession
  9. DEFENDING From the tap for the start of game, or from a penalty, the defending team must be at least 10 metres from point of the tap. After making a touch, the defending team must retreat the distance the Event Host marks, at least five metres from the mark where the touch occurred and stay there until the Half touches the ball. If a player does not retreat the entire distance the Event Host has marked, or they leave before the Half has touched the ball, they are 'offside' and may be penalised. They must retreat backwards from the touch point or play the ball area, not sideways. If a penalty is conceded, the defending team must retreat at least 10 metres from the mark of the penalty. If a player makes an attempt to defend whilst still inside the 10 metres, they will be penalised.
  10. THE DUMMY-HALF is subject to several restrictions that do not apply to other players:
    • If the Dummy-Half is touched with the ball, the attacking team loses possession.
    • The Dummy-Half cannot score a try, attempting to do so results in a change of possession
    • If the Dummy-Half takes too long to retrieve the ball, or the ball rolls more than a meter in the play the ball, the Event Host can call play on and defenders can move forward before the Dummy-Half has touched the ball.
  11. KICKING Kicking is allowed on the 4th, and 5th Touch.   
    • Kicks must be under shoulder height of the Event Host
    • Kicks stay in the field of play, kicks that go out are handed to the opposition team
    • Kicks can be any length
    • Kicks that go in goal and are collected by the opposition team on the full or after a bounce are declared the oppositions ball 10 meters out from the try line.
  12. A PENALTY is granted to the non-offending team if
    • the ball is passed forward.
    • a "touch and pass" is committed (a pass after being touched). This is often called a "late pass"
    • a player does not perform the roll ball at the mark (overstepping).
    • an obstruction is committed.
    • a player is offside.
    • a defending player does not retreat in a straight line to an onside position.
    • a player kicks the ball over shoulder height
    • a player acts contrary to the rules or spirit of the sport (e.g. time-wasting, using excessive force to make a touch, phantom touch (calling a touch when they clearly didn't make one, disputing decisions, etc)
  13. WINNING TEAM The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.
  14. FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is a recreational league which practices a fair-play and fun-first policy, meaning you should be making your own calls on the game. The Event Host will be there to make the calls not made by individuals, keep time, and help guide the games within the game play rules. The Urban Rec Event Host has the final say on any issue that cannot be self-resolved.
  15. SPORTSMANSHIP All Urban Rec participants have read and agreed to the Urban Rec Code of Conduct. We also exercise a strict Disciplinary Policy. If you are seen to be rude in any way or not playing within the respect of the rules and Code of Conduct, you will be asked by the Urban Rec Staff to sub out of the game. If after returning to the game your attitude does not improve you will be asked to leave the venue, and an assessment will be made if you can play again. We do not tolerate idiots. Play fair.

KICKBALL RULES

OBJECTIVE OF THE GAME To get the more runs than the opposition. Prior to the start of the match the host will call the two captains aside for the toss, which is done through 'Paper, Scissors, Rock!' The winner of the toss will decide if their team fields or kicks first. During the start of each quarter, the teams swap between fielding & kicking.

THE GAME The game will be played in two (2) eighteen (18) minute halves and will consist of multiple innings within that half. There will be a few minutes break in between halves.

INNINGS An inning will end when there are three (3) outs or 6 runs are scored.

THE FIELD The field is set up in a diamond shape, similar to a baseball field. This will depend on your venue and field available. 

THE TEAM The number of players required on the field is between six (6) and ten (10). Each fielding team will have (1) ‘Pitcher’, (1) ‘Keeper’  who guards the ‘Home Base’ and the rest will be fielders who are in the field of play and have the ability to guard the remaining bases.

START OF PLAY The ‘Pitcher’ rolls the ball underarm towards the home plate, the player who is kicking then attempts to kick the ball. The kicking team kicks in order the whole quarter. If you were up last, the player next in line kicks first the next quarter.

No taps or buts are allowed and no backwards kicking, all kicking attempts must be in front of the home base.

Once the player kicks the ball they must attempt to run to the next base without getting out, the main objective is to get to ‘Home Base’.

YOU ARE OUT IF: 

  • The ball is caught in the air.
  • If the runner is tagged with the ball by a fielder whilst they are not touching a base. The ball is not to be thrown at players above waist height, and not from a close range. If they are within a few metres of the player they can be tagged only.
  • If the ball is thrown and caught by a fielder that is touching a base, and by the ‘Keeper’ whilst touching ‘Home Base’. 

A few things to remember:

  • There is no ‘one hand, one bounce’ rule.
  • If the ball is kicked out of the boundary on the full, all players can only advance 1 base.
  • Players already in field cannot leave their base until the kicker has kicked the ball.
  • Fielders need to leave room on the base for runners to touch. They cannot guard and stand fully on the base, only 1 foot can be touching.
  • If the kicker is caught out, the remaining players in field can only attempt to reach the next base (no more than 1 base). Fielders can attempt to get these players out also.

WINNING THE GAME A team gets one point for every runner that passes the ‘Home Base’. Once you have made it home or have gotten out, you must go to the end of the kicking line.


DODGEBALL RULES

THE OBJECT OF THE GAME is to eliminate all opposing players by getting them "OUT". This may be done by:

  • Hitting an opposing player with a LIVE thrown ball
  • Catching a LIVE ball thrown by your opponent before it touches the ground.
  • A player is eliminated if they drop a ball while attempting to make a catch or a ball is knocked out of their hand by an attacking ball.
  1. DURATION OF THE GAME Games are played as two (2) 20 minute halves with a few breaks in between. If there are games that run long, or short, this may affect the set time for the game, and the halves. At half time, teams will swap ends of the court.
  2. THE FIELD The game may be played indoors or outdoors. The playing field is usually a rectangle at least 50 ft long and at least 30 ft wide, divided into two (2) equal sections by a centre-line and attack-lines 3m from, and parallel to the centreline.
  3. THE TEAM The number of players shall be SIX (6) players NOT including sweepers.
    • There must be a minimum of two (2) Males, and two (2) Females on the field always.
    • This league requires your team to have a minimum of four (4) players, including one Male or Female to start the game
    • Please consider our Default, Forfeit, and Substitute Policy
  4. SUBSTITUTIONS Players should wait until in between games to substitute. Players who are not in the starting 6 should sit away from the court, and out of play, (unless acting as a sweeper).
  5. THE OPENING RUSH The game begins by placing the dodgeballs evenly along the centre line. Players then take a position behind their end line. Following a signal by the Staff (blowing the whistle or yelling “DODGEBALL!”), teams may approach the centreline to retrieve the balls. This signal officially starts the contest. Teams can retrieve as many balls as possible. Once a ball is retrieved it must be taken behind the attack-line by the person who collected it, before it can be legally thrown.
  6. SQUEEZING/TUGGING BALLS Players are NOT allowed to kick or squeeze the balls so that they impact the shape of the balls. If you tug a ball in the opening rush, with another player both players are required to drop the ball, and let it land where it’s dropped. 
  7. TIMING AND WINNING A GAME The first team to legally eliminate all opposing players will be declared the winner. If neither team has been eliminated after a decent period, the team with the greater number of players remaining will be declared the winner. If there are even team mates on the field, Golden Point rule will be established. The Staff will allow time for games to finish, which may result in the halves being affected.
  8. BOUNDARIES During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls. They must also return through their end-line.
  9. LIVE AND DEAD BALLS
    • Live Ball: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc)
    • Dead ball: A thrown ball becomes dead if it touches another ball, the floor, walls or any other object (including a person, or another player
  10. DEAD ZONE is the middle area between the centre line, and attack line. You may enter the dead zone, after the opening rush, but not to cross the centre line after the opening rush is finished. If you cross the centre line, you are out.
  11. GOLDEN POINT If a game goes on continually for a long period of time and there is an even number of players, there begins a Golden Point game. The original six players are welcomed back on the court for a new game, the first person that makes a hit, wins that game for their team.
  12. MAKING A CATCH If you catch a ball of the opposing team’s throw, you win another one of your players to enter the field. Players that are eliminated are able to return as a result of a caught ball. Players must return in the order in which they were eliminated – first off is first back on. Sometimes you need to make the other player aware you caught their ball, as it may not always be obvious to them.
  13. DEFLECTING A BALL you can use the Dodgeball in your hand/s, as a mechanism to deflect or divert a ball without touching your body. This must be a clear direction divert, if the ball still fumbles its way onto make contact with your body, you did not successfully deflect the ball. (Failed deflection). If in the act of deflecting a ball, the ball you were using to shield drops out of your hands, that is also a failed deflection, and you are out.
  14. HEAD SHOTS If a player is hit in the head by a Dodgeball, intentionally, or unintentionally, that player is safe. If the player is intentionally moving their head into the ball, the hit is counted, and the player is out.
  15. KAMIKAZE this technique is used for high risk execution. A player may jump over the middle line, and into the oppositions side, while in the air, the ball they throw must land on another player, before the executor lands on the ground. In doing this technique the player forfeits their position on the court and must immediately go off. If Urban Rec staff do not see the technique performed successfully, and with sureness, the technique will not be called.
  16. DODGING OUT OF PLAY If you are dodging a ball, and a consequence you step out of the court boundaries, then you are out.
  17. HOT BALL To reduce stalling, a violation will be called if as player hold a ball for more than 10 seconds. The staff will count you down after yelling “Hot Ball” If you still have not thrown the ball after the 10 seconds, you will be sent off.
  18. THE SWEEPER (applicable to large uncaged courts only)
    • There is 1 sweeper permitted at all times to help retrieve the balls from the outside of the court.
    • When the sweeper is not retrieving balls, they must back against the wall
    • Sweeper is to retrieve the balls, and return to original position, not stand in any other area of the court
    • If a player is out, they may take on the role of the sweeper, any other additional players who are out can help retrieve the balls from the outside of the court, without crossing half way, but they then must immediately return to their position in the “out box”
    • Balls are to be fed back into the game immediately, no balls may be kept out of play
    • Balls are to be rolled into the court, not hand fed into the players
    • Sweeper is not allowed to travel past half way of their own side of the court
    • If no sweeper is available, players may exit the court from the rear to retrieve their balls, must not cross the halfway lines, and must re-enter the court from the rear.
    • Only players in the game may touch and interfere with the balls. This means if you were not in the starting 6, or a sweeper, you are only a spectator, you cannot touch the balls. 
  19. WINNING TEAM The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.

FIJIAN TOUCH RULES

THE OBJECT OF THE GAME is to score as many try’s as possible and prevent the opposition from scoring any. Each try is worth one point and there are no other means of scoring. The winning team is the one with the most try’s at the end of the game.        

GAME DURATION Games consist of two (2) 18 minute halves with the half time break not exceeding 5 minutes. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Rep.

THE FIELD may differ depending on your multisport venue.

THE TEAM There shall be Five (5) playing positions in each team. There must be a minimum of two (2) of each gender on the field at one time.

SUBSTITUTIONS can be made any number of times throughout the match. However, the game remains continuous and does not stop to allow substitutions. Players coming onto the field must wait until the player they are substituting with has come off the field.

STARTING PLAY At the beginning of the game, Scissors, Paper, Rock is played by the captains. The wining team chooses their direction, and take the first tap. The team who did not win the coin toss take the first tap at the beginning of the second half.

THE TAP Play is started by a tap at the beginning of each half, following a try and when a penalty is awarded. Note: If the ball hits the ground in play the opposition team can play on without a tap. 

The first tap is taken from the attacking teams try line. The defensive team must be out of the foward third of the field/court. When the ball is passed forward of the try line the game has started and players can move anywhere on the field/court. 

SCORING A point is awarded when an attacking player places the ball on or over the opposition’s try-line. Each try’s is worth one point. 

POSESSION Fijian touch is one touch, the ball can be passed in any direction. Possession changes when a player is touch or the ball hits to ground. 

  • If a player is touched they must put down the ball immediately and run back to their try line before they are aloud back in the game. 
  • If the ball touches the ground through a missed pass or a knock down. Possession goes to the team who DIDN'T touch the ball last. Defensive players must give the player who picks up the ball 1.5 meters in every direction to start play. 
  • In order to score a try the ball must be touch in every third of the field/court from where possession was gained. 

DEFENDING

  • At the start of the game the defending team must be out of the forward third of the court/field but can be anywhere on the field.
  • A one handed touch means the ball is turnedover to the defending team. 
  • At a tap or restart after the ball has hit the ground the defending team must be at least 1.5m from the player in possession. 
  • It's always the defender who is responsible for the safety of the attacking player who will be watching the ball. If a collision occurs it's a penalty to the attacking team.  

WINNING TEAM The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.

FRISBEE RULES

THE TEAM: Only six (6) players allowed on the field at any one time. There must be a minimum of two (2) members of either gender on the field at all times for the mixed competition. Scissors, Paper, Rock will who starts the half with possession for The Pull. Teams will swap sides at half time.

WINNING TEAM: The winner is the team with the greater number of points at the end of the game. A draw will be awarded if both teams have an equal amount of goals. 

DURATION OF THE GAME: The game is played as two (2) 18 min halves with a 2-minute break at half time.  

SUBSTITUTIONS: Unlimited substitutions are allowed at any time in the game.

THE FIELD: Playing field about the same length as a football field, but narrower (Usually about 60x35m). At each end of the playing field there is an end zone. Each team defends one endzone. They score a goal if one of their players catches the disc in the opposite end zone.

SUMMARY OF THE GAME:  The player with the disc is called the thrower. The thrower may not run with the disc. Instead they move the disc by passing to team-mates in any direction. The defensive team gets possession of the disc if an offensive team’s throw is not caught by a player of the same team. Then the defensive team becomes the offensive team and can try to score in the opposite end zone.

THE PULL: Each point starts with a throw-off from the goal line (“pull”). All players must remain in their end zone until the pull is thrown. After a goal is scored, play stops. The team that scored stays in that end zone and throws the pull and becomes the defensive team. So, teams change their direction of attack after each point. If the pull lands outside the playing field the thrower can either start play from the side line where the disc left the field.

INBOUND THROWS: You are allowed to throw the disc so that it flies outside the playing field and then comes back in, as long as it does not touch anything out-of-bounds and is caught inside the field. If the disc goes out-of-bounds, it is a turnover. It does not matter which team last touched the disc. Play continues from the spot where the disc left the field. You must remain in-bounds to catch the disc.

RUNNING WITH THE DISC: You are not allowed to run while you have possession of the disc (“travel”). After catching the disc while running, you must stop as quickly as possible. Once you stop, you must keep one foot still, but you are allowed to move the other foot: this is called pivoting.

THE 10 SECOND RULE: The thrower has 10 seconds to throw the disc. A defender can stand in front of you (remember: no contact!) and count aloud to ten in one second intervals. If the disc is still in your hand at the “t” of “ten”, the other team gets possession of the disc.

TURNOVERS: The defensive team takes possession of the disc (a “turnover”) if the offence fails to catch a pass, if they catch it out-of-bounds, or if it is intercepted or knocked down by a defensive player. Turnovers also occur when:

  • the marker reaches “ten” before the disc was thrown
  • the disc is handed from one player to another without being thrown
  • the thrower catches their own throw without the disc being touched by anyone else
  • the offensive team tries to catch the pull, but drops it

After an in-bounds turnover the other team may immediately resume play at the point where the disc was caught or stopped

FOULS, VIOLATIONS AND FRACTIONS:

  • Ultimate is a non-contact sport. Physical contact should always be avoided.
  • Contact that is dangerous or affects the outcome of the play is a Foul.
  • The thrower may not be defended by more than one player at the same time (“double team”).
  • The marker may not come closer than one disc diameter to the thrower (“disc space”).
  • The marker may not hit or grab the disc out of the hand of the thrower. They may however try to block the disc with their hands or feet after it is thrown.
  •  If opposing players catch the disc at the same time, the offensive player gets possession of the disc.
  • Players are not allowed to create shepherds, picks or screens to obstruct the path of defensive players (“pick”).

SCORING: You score a goal if you catch the disc in the endzone that you are attacking. If you are in the air, your first point of contact must be in the endzone. If your foot touches the goal line it is not a goal. After a goal, play stops and teams swap which end zone they are defending.