Autumn Field Multisport Griffith [Wed] Rules

MULTISPORT SPECIFICS

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 5-aside league, with most sports requiring 5 players on the court, or field at any one time. All games will run for around 40 minutes.

THE TEAM

6-7-aside

  • The number of players shall be six (6) to seven (7) players.
  • The team must include a minimum of two (2) male, two (2) female and all remaining players can be any gender including gender diverse people.
  • To start the game, this league requires your team to have a minimum of five (5) players participating, including one (1) male, one (1) female or one (1) gender diverse person.
  • Please consider our Default, Forfeit, and Substitute Policy
  • Substitutes can be used as long as they have created an account and signed the most up to date Urban Rec waiver. During game play, substitutes can be made at any point in the game.

GAME SPECIFICS

GAME TIME The games are played in two (2) 18 minute halves (with the exception of Kickball) with a few minutes break at half time.

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

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. 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 average will be favoured up the ladder.

URBAN REC SPECIFICS

FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is proud to be the best non-competitive league which practices fair play, meaning you should be making your own calls during the game. The Event Host will be there to make calls at their discretion, keep time and help guide the games within the game rules. Urban Rec Event Hosts have the final say on any issue that cannot be self-resolved.

SPORTSMANSHIP If you are seen to be rude or not playing within the respect of the rules your Event Host has the right to ask you to sub and take a break. If your Event Host then has to warn you more times then they have the right to ask you to leave the field or court and an assessment will be made if you can return to play. We don’t tolerate idiots, play fair.


AUSSE RULES RULES SPECIFICS

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.
  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 pushing, 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’ at their own discretion.

SCORING SPECIFICS

  1. The two designated forwards and scoring midfielder are the only players able to score. These players are identified by wearing a coloured sash or bib. 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.

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

FLAG GRIDIRON RULES SPECIFICS

GAME PLAY

  • To start the play, the ball must be snapped to the quarterback
    • NOTE: If using a female as the snapper, and playing with only 1 female, the female MUST NOT be snapper for subsequent plays.
  • The centre is the player who gives the ball to the quarterback via a snap.
  • The centre cannot take a direct hand off back from the quarterback (no centre sneak play).
  • The quarterback is the player who receives the ball directly from the snap. 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 and it has been returned to him.
  • The Quarterback only has seven (7) seconds in which to pass the ball. Any longer and the play is dead.
  • 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 Quarterback to throw the ball to a receiver.
  • 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. Defensive players can cross the line of scrimmage on a fake hand off but still must wait 3 seconds before rushing the quarterback.
  • 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.

POSSESSION CHANGES -> # OF DOWNS

  • The offensive team will take 1st possession of the ball at its 5-yard line and has four (4) plays to cross midfield. 
  • Once a team crosses midfield, it then 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. 

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).
  • A player must have at least one foot inbounds when making a reception.

PASSING

  • Players must wait 3 seconds before rushing the passer.
  • The Quarterback has seven (7) seconds to throw the ball. If a pass is not thrown within seven (7) 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 defence. 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.

DEAD BALLS

  • Substitutions may be made only after the play is stopped.
  • Ball carrier's flag is pulled or becomes illegal.
  • Points are scored.
  • 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

RUSHING THE QUARTERBACK

  • 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, all defenders may go behind the line of scrimmage. Defenders must still wait 3 seconds before rushing the quarterback. T
  • REMEMBER, BLOCKING AND TACKLING ARE NOT ALLOWED.

PENALTIES

  • All penalties are 5 yards. The down will be repeated unless otherwise noted, and will be assessed from the line of scrimmage.
  • Penalties will not exceed half the distance to the opposing team's goal line from the line of scrimmage.
  • Event Hosts determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage.
  • Penalties after an interception shall be assessed after the return is over and/or the play is blown dead.
  • The ball carrier cannot prevent a defender from pulling their flags. The ball carrier may be warned (at discretion of the Event Host) and will be penalised if they are found to be flag guarding.
  • Defenders 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.
  • The Quarterback has twenty (20) seconds in which to get the play off on every down. A play not in operation by the time the twenty (20) second play clock has expired results in a delay of game and a loss of 5 yards and a loss of down.

TOUCHDOWNS 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. 


FIELD SOCCER RULES SPECIFICS

THE START OF PLAY A game is started by a kick-off in a forward direction from the centre of the field. You cannot score directly off a kick-off. This is how the game starts at the beginning of the game, half time and after a goal is scored.

BALL IN AND OUT OF PLAY The ball is out of play when the ball has wholly crossed the goal line or sideline. To restart play after a ball has gone out, players must kick the ball in, not throw in. All throw ins are at the Event Host discretion.

FOULS AND MISCONDUCT: A player may not intentionally kick, trip, jump at, strike, hold, push, elbow, 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. There are strictly NO slide tackling.

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, elbowing 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

OVER HEAD HEIGHT  The ball must not intentionally kicked above shoulder height. This aids passing play, the ball is active for longer periods of time, more players are involved in the game and this limits the amounts of unnecessary injuries.

GOAL KEEPER Only the goalkeeper may touch the ball with their arms or hands, and only within the goal area.

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)

“GOAL KICKS” (GOAL ROLLS) “Goal kicks” will be in the form of rollout from the goal-keeper. 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.

CORNER­KICK When the ball passes wholly over the goal line 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. Corner kicks are at your Event Host discretion.


TOUCH FOOTBALL RULES SPECIFICS

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.
  • 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 score line.
  • The defensive players can move after the ball carrier has touched the ball with their 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.

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 and cannot be score from dummy half. Diving on the try line is strictly prohibited, and will result in the points not being awarded to the scoring team.

POSESSION A team retains possession for a set of six (6) 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 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

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 may be penalised.

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.

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.

A PENALTY is granted to the non-offending team if

  • the ball is passed forward.
  • 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)


KICKBALL RULES SPECIFICS

THE TEAM

  • Players who are fielding can field with five (5) players or to the minimum of their opposition if it is more than five (5). e.g If both teams have six (6) players, teams can both field with six (6) players. If a team has five (5) players and their opposition has six (6) players, teams can only field with five (5) players.
  • All players can rotate between kicking, no matter the number of players on each team.

START OF PLAY The ‘Pitcher’ rolls the ball towards the home plate, the player who is kicking then attempts to kick the ball. The ball must roll and not be thrown with force towards the person.

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, 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’.
  • If the ball is kicked over the boundaries on the full.

A few things to remember:

  • There is no ‘one hand, one bounce’ rule.
  • Players already on a base 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 stand fully on the base, only 1 foot can be touching and not blocking the runner from the base in any way.
  • 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.
  • If the ball is kicked over the boundary on the full, the kicker is out automatically.

If a ball is kicked and goes past the boundary (not on the full) then all runners must stop running after they reach their base.

FIJIAN TOUCH RULE SPECIFICS

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 forward 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.
  • 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 turned over 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.  

FRISBEE RULE SPECIFICS

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.
  • The defensive team then 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.

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.