Multisport Rules - Court/Field

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.

DURATION OF THE GAME: All matches will be two (2) 18 min halves (With the. exception of Hoopla, Netball & Kickball), 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 COURT & FIELDS The game shall be played on the available courts 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 court, for this league is five (5).

  1. Only five (5) players allowed on the field at any one time.
  2. There must be a minimum of two (2) Males, and two (2) Females on the field always.
  3. This league requires your team to have a minimum of four (4) players, including one Male or Female to start the game
  4. Please consider our Default, Forfeit, and Substitute Policy

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.

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.


BASKETBALL RULES

THE OBJECT OF THE GAME is to outscore your opponent by shooting the ball into your basket and preventing them from putting the ball into theirs. The ball can be advanced up the floor with the hands only, either by dribbling or passing to teammates. Below is a summary of how “streetball” differs to “basketball” in not only the rules themselves, but the atmosphere in which the game is to be played – that is, with FUN FIRST attitude!

SUBSTITUTIONS can be made at any time. Players coming onto the field must wait until the player they are substituting with has come off the field. Seal the sub with a crisp ‘high five’

STARTING PLAY Each team will nominate a player to participate in the ‘jump’ to start the game. The host will decide which gender will jump first, the other gender will jump to start the second half. 

HOW TO SCORE Each 2-point basket will be worth 1 point, and each 3-point basket will be worth 2 points, as per traditional streetball scoring

CHECK PHASE This “check” phase is performed by one team passing the ball to another team at the top of the 3-point line. The team passing the ball to the offensive team, in this situation, may do so once they have “set up” their defence (traditionally, the defensive tactics in streetball is simply a “man-on-man” tactic, rather than a “zone” defence). Once the ball has made contact with the offensive player’s hand, that phase of play will start. The check phase occurs:

  • On every made basketball, with the team who scored retaining possession of the ball for the next phase of play
  • On an out-of-bounds situation, with the team that will be in possession of the ball retaining possession of the ball for the next phase of play
  • On every non-shooting foul, the team that was fouled with the ball will be in possession of the ball for the next phase of play.

FOULS Basketball fouls are penalties assessed for rough play to keep a player from gaining an advantage over another player. A player who is fouled is awarded the ball out of bounds unless the foul occurred during the act of shooting, in which case the player who is fouled is awarded 2 free throws. Here are a simple list of fouls. No personal fouls will be recorded, but team fouls may be awarded.

  • Blocking – A personal foul caused when the defender makes illegal personal contact with an opponent who may or may not have the ball. Blocking is called when the defender impedes the progress of the opponent.
  • Charging (or Player Control Foul) – A personal foul occurring when an offensive player makes contact with a defender who has already established a set position. A player with the ball must avoid contact with a stationary defender by stopping or changing direction.
  • Elbowing – It is a violation for a player to swing the elbows excessively.
  • Flagrant Foul – A personal or technical foul, which is violent in nature. Examples are fighting, striking, kicking, or kneeing an opponent.
  • Hand Check – A personal foul caused by a defender making repeated contact with her hands on her opponent.
  • Holding – A personal foul caused by illegal contact with an opponent, which interferes with his freedom of movement.
  • Blocking Females – As per mixed basketball rules, guys are not allowed to block a girl’s shot on any part of the court. If a girl’s shot is blocked, the basketball will be counted from wherever the ball was shot from (1 point counted for a 2-point attempt, 2 points counted for a 3-point attempt). The player will also receive 1 additional free throw.

VIOLATIONS The basketball basic rules include numerous ball handling and time violations that cause a team to lose possession of the ball. Here are some common violations. In Streetball, minor travels and “carries” will largely be played on, as some “trick moves” performed by players may involve “bending” the traditional rules of basketball.

  • Back-court Violation – If a player is the last one on her team to touch the ball before it goes into the back-court, she cannot be the first player to touch it in the back-court.
  • Closely Guarded (or Five-second Violation) – Violation that occurs when a ball handler in his team's front-court is continuously guarded by any opponent who is within 6 feet of him while he is either dribbling or holding the ball. The offensive player has 5 seconds to either get rid of the ball or drive past the defender.
  • Double Dribble - When a dribbler touches the ball with both hands at the same time or when the dribbler picks up the ball and then starts dribbling again.
  • Goal-tending – Occurs when a player touches a shot ball while it is in its downward flight above the rim. It also occurs when a defender touches a free throw attempt outside the basket.
  • Lane Violation – A violation called during a free throw situation against a player who enters the lane too soon.
  • Ten Seconds in the Back-court – A team has 10 seconds to advance the ball from their back-court past the half-court line to the front-court.
  • Three Seconds in the Lane – An offensive player cannot remain in the free throw lane for longer than 3 seconds while her team is in control of the ball in the front-court. She has to clear the lane completely with both feet to stop the official's count. If she receives the ball while she is in the lane, she is allowed to stay beyond 3 seconds in order to drive toward the goal for a shot.

Traveling – A violation caused by moving the feet in any direction without properly dribbling the ball. It results in a turnover, and the ball is given to the opposing team. While holding the ball, a player has to establish a pivot foot which has to remain on the floor at all times until he passes, shoots, or dribbles. While holding the ball, his knee cannot touch the floor and if he falls, he must get rid of the ball before attempting to get up.


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.

SUBSTITUTIONS Players should wait until in between games to substitute. Players who are not in the starting 5 should sit away from the court, and out of play, (unless acting as a sweeper).

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.

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. 

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.

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.

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)

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.

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.

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.

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.

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.

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.

DODGING OUT OF PLAY If you are dodging a ball, and a consequence you step out of the court boundaries, then you are out.

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.

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.

STREET SOCCER RULES

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.

THE FIELD The field is the whole area of the pitch including the area behind the goals. Rebounds from all surfaces are aloud including the walls and the fence. The ball used is a size 4, futsal ball.

SUBSTITUTIONS Unlimited substitution of players is permitted.  Substitutions may be made ‘on the fly’ without a stoppage in play, with the exception of the goal-keeper.  Substitutions of the goal-keeper MUST be made at a stoppage of play at the indication of the Event Host.

THE START OF PLAY A game is started by a kick-off in a forward direction from the centre mark. The team winning Scissors Paper Rock 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. The opposition must be 4 meters from the ball when the kick-off begins.  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.  Following half-time, the game is restarted at the centre mark with teams changing ends and the kick-off being taken by the side that did not start the game

STARTING AFTER HALF TIME Following half-time, the game is restarted at the centre mark with teams changing ends and the kick-off being taken by the side that did not start the game.

METHOD OF SCORING 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 in the centre of the court by the team that was just scored upon. 

OFF SIDE RULE The off-side rule is NOT to be used. However deliberately placing a player or players in an off-side position is contrary to the spirit of the game and is discouraged.

BALL IN AND OUT OF PLAY In street soccer, everything is in-bounds, unless the ball physically moves outside the area of the pitch (e.g. it is kicked over the top fence or goes into the back netting.  The Event Host will have final discretion as to whether the ball is playable or not.  In the unlikely event that the ball does exit the field of play, the ball will be given to the team’s goalie, who did not last touch the ball.

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.

  • Players should exercise caution when the ball is in play next to a fence, wall or netting area.
  • Any offence that compromises the safety of another player will result in a free kick to the opposing team, or may warrant further sanctioning depending on the severity of the offence

NO SLIDE TACKLING Slide tackles will result in an indirect free kick for the team.

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.

THE GOALKEEPERS AREA

  • The goal area is the semi-circle in front of the goal posts
  • The goalkeeper must remain within the area always
  • If the goalkeeper comes outside the area and interferes with play it will result in an indirect free kick to the opposition team (to be taken from 2 metres outside the area)
  • A team is only permitted to swap the goalkeeper once per half
  • Only the goalkeeper may touch the ball with their arms or hands, and only within the goal area.
  • It is recommended that the goalkeeper shall wear colours that distinguish him from other players and officials.

“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.

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)

CORNER KICKS There are no corner kicks in street soccer, as everything is inbounds.


KICKBALL RULES

OBJECTIVE OF THE GAME 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 four (4) 8-10 minute quarters. Each team will get to field twice and kick twice and will rotate between the two.

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

THE TEAM The number of players required on the court is five (5). Each fielding team will have (1) ‘Pitcher’, (1) ‘Keeper’  who guards the ‘Home Base’ and (3) fielders who are in the field of play and have the ability to guard the remaining bases.

START OF PLAY The ‘Pitcher’ throws the ball underarm or rolls the ball 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.

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’. 

A few things to remember:

  • There is no ‘one hand, one bounce’ rule.
  • 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 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.


HOOPLA RULES

THE OBJECT OF THE GAME For the attacking team to score as many goals in their allocated attacking periods. The defending team to disrupt the play so the attacking team cannot score. 

Start of Game 

  • There is an attacking team and a defending team, teams complete rock paper scissors to determine who is attacking and defending.
  • A full game is eight, four-minute rounds. Teams alternate between attacking and defending and get to attack four times and defend four times. 
  • Hoopla is generally played on a Netball court but can also be played on a basketball court. 

Attacking 

  • The objective of the attacking team is to get the netball in the hoop by moving it from one end of the court to the other without the ball hitting the ground or being intercepted by the defending team.
  • The attacking team starts at the far end of the court and passes the ball between them without it being disrupted by the defending team, the ball must be touched in each third, like netball you can only move one step once the ball is caught. 
  • One player from the attacking team is situated in the circle on the court (they are the shooter) (there is no defenders in the circle) if the team can get the ball to the shooter they must take a shot from where they catch that ball. 
  • If the shot is successful, the team adds one player to the circle. The attacking team moves there starting point forward to the second quarter line. The starting point never moves back that is the starting point for the remainder of the period. If the attacking team misses a shot or has an unsuccessful play they remove one shooter from the attacking circle. There is always a minimum of 1 shooter in the circle. 
  • Attacking players have 5 seconds to pass or shoot the ball. 
  • A successful shot is worth 1 point. 
  • If the defensive team disrupts the ball, the attacking team starts again from the starting point and if they have more than one person in the attacking circle they are removed. 
  • The attacking team adds one player to the attacking circle with each successful basket and removes 1 player every time they have an unsuccessful “PLAY”. 
  • If the shooter misses a shot but it hits the rim and the catch the rebound they can shoot again. 

Defending

  • The aim of defending is to disrupt the ball before the team gets it to their shooter in the attacking circle. It’s non-contact. Any contact will result in the player who contacted standing out until the play is finished. The ball can be disrupted by an intercept, a knockdown, if the ball hits the ground or if a pass is unsuccessful.  
  • The defending players must not contact the attacking players if an attacking player has the ball the defending player must be 3-feet away.Any contact will result in the player who contacted standing out until the play is finished 
  • There are no defending players aloud in the attacking circle.  

END OF GAME:  The team with the most points after both halves will win the game. 


FAST5 NETBALL RULES

AT A GLANCE

  • Less use of the whistle, and less stoppages, keeping the game "fast"
  • GK and GS can come up to the half way line, all other positions remain the same
  • Power Rounds for each team nominated at the beginning of the game
  • 3 point shots from outside of the circle
  • Unlimited subs during a game
  • 5 on the court, but off sides and court areas, are the same
  • All other regular netball rules apply 

THE OBJECT OF THE GAME: Is to score more goals than the opposition. Goals are scored when a team member positioned in, or outside of the attacking shooting circle shoots the ball through the goal ring. Netball is played on a rectangular court, which is divided into areas called thirds. There are two goal thirds and between them is the centre third. The centre circle is in the middle of the centre third and this is where play begins. At the end of each goal third is a `goal circle’, which is actually a semi-circle around the goal hoop. Goals can be shot by a player within the goal circle, or GS or GA may choose to take the shot from outside of the circle for extra points. The teams have a goal post each and can only score by shooting the ball through their own hoop. Each player is allowed in only a certain area of the court and the lines on the court are part of the playing area.

COURT: The game is played on a Netball court. The area inside the semi-circle is the Inner Circle. The area outside the semi-circle is the Outer Circle. 

SCORING A GOAL:  A goal is scored when the ball is thrown or batted over and completely through the ring by Goal Shooter or Goal Attack from any point within the Goal Third including the Goal Circle. Each successful goal will score a number of goal points as specified below:

  • 3 goal points: the shot (known as a Super Shot) is deemed to have been made from outside the Goal Circle – this means the player who takes the shot shall not have any contact with the ground inside the Goal Circle during the catching of the ball or whilst holding it; takes the shot shall not have any contact with the ground inside the Inner Circle during the catching of the ball or whilst holding it;
  • 1 goal point: the shot is deemed to have been made from the Inner Circle.

If a player lands simultaneously across a circle boundary the shot is deemed to have been made from the circle which scores the fewer number of goal points. During a team’s Power Play quarter all goal points scored are doubled.

TEAM: There shall be five (5) playing positions in each team whose playing areas shall be the same as in Netball: Goal Shooter (GS), Goal Attack (GA), Centre (C), Goal Defence (GD), and Goal Keeper (GK). When the game is ready to start, a team must take the Court if there are at least four (4) players present, one of whom must play Centre. There must be a minimum of two (2) members of either sex on the field at all times for the mixed Competition. There can be no more than one (1) male in a attacking or defending position at one time.

STARTING PLAY: Play is started with a pass from the centre circle – this is called the centre pass. There is a centre pass at the beginning of each quarter and half, and after each goal is scored. The person making the centre pass must stand in the centre circle. The opposing centre can stand anywhere in the centre third but all other players must stay in the goal thirds (behind the middle third lines) until the umpire blows the whistle to start play. Before the start of the game the Captains shall Scissors, Paper, Rock for choice of goal end and Power Play quarter. The Host shall be advised of the result of the toss. All other Centre Passes are alternate.

The team winning the coin toss shall:

  • Choose goal end for the start of play
  • Take the first Centre Pass in the first and third quarters
  • Have first choice of a Power Play quarter.

The team losing the coin toss shall:

  •  Take the first Centre Pass in the second and fourth quarters
  • Choose a Power Play quarter not selected by the other team.

OFFSIDE: Each player is allowed in only a certain area of the court. If a player steps into an area or any part of their body touches the ground in an area their playing position is not allowed to go, will be ruled offside.

STEPPING: Once a player has landed with the ball, the first landed foot is called the grounded foot and must either stay on the ground or in the air until the ball is passed on. Re-grounding that same foot a second time while still in possession of the ball is a step which will result in a free pass to the opposition. Similarly, a hop, slide or drag of the grounded foot is not permitted.

PLAYING THE BALL: Once the ball has been caught; the player must pass it or shoot for goal within three seconds.

OBSTRUCTION: When a player is defending another player or trying to intercept the ball they must be at least 0.9 metres away from the grounded foot of the player who has the ball

CONTACT: A player is not allowed to physically contact an opponent if it disrupts or stops that person from playing. Pushing the ball out of an opponent’s hands is also not permitted.

PENALTY PASS OR SHOOT: For contact, obstruction or moving the goalpost penalties, the offending player must stand down from play, away from the thrower and where the umpire has indicated. A goal shooter or goal attack taking the penalty pass or shot in the goal circle can either pass the ball or shoot for goal.

THROW IN: When the ball goes out of court, the umpire takes note of which team touched it last. The throw in is then taken by a player from the opposing team close to where the ball went out of court. Standing close to the line from the outside of court, the player has three seconds to get the ball back in play.

SUBSTITUTIONS: Substitutions may be made at intervals and there is no limit to the number that can be made. At all times there must be five players on the court. Both the substitute and the player leaving the Court shall observe the Offside Rule when leaving or entering the Court.

GAME DURATION: 8-10 minute quarters with a 2 minute halftime. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Rep.

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. For the competition ladder, the winning team receives 3 points, 1 point each for drawn game and no points for a loss


EURO HANDBALL RULES

THE TEAM Only five (5) players allowed on the field at any one time. There must be a minimum of two (2) members of either gender on the court at all times for the mixed competition. Scissors, Paper, Rock will determine who starts the half. 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 x2 18 min halves with a 2-minute break at half time.  

SUBSTITUTIONS Unlimited substitutions are allowed as long as players are rotated into the serving position. Players must notify the staff when substitutions are happening.

COURT BOUNDARIES Handball 5s court is usually 30m x 15m. The goal area (goal circle) is around 4.9m.  No one except the goalie can stand in the goal area. Players may jump into the area if the ball is released before landing in the area. Goals are 3m wide X 2m high.

STARTING THE GAME - THROW OFF Each half of the match begins with a throw off. Each team must be the in their 3rd. Following the Event Hosts whistle, the ball is passed from centre court to a team mate and play begins. Throw-off’s are repeated after every goal and after half time. To avoid time wasting, after a goal the throw off can be taken as soon as the referee blows the whistle, however the whistle can restart play until the attacking team has all their players in their defensive third.

SCORING A goal is awarded when the entire ball crosses the goal line inside the goal. A goal can be scored from any throw except a goal throw from keeper.

PLAYING WITH THE BALL A player can: Run with the ball up to 3 steps- Hold the ball for up to 3 seconds. Dribble the ball, however once stop dribbling cannot start again (double dribble). A player can not dribble the ball through his/her legs and must dribble the ball with a flat hand.

DEFENDING Euro Handball 5s is a non-contact sport. A foul will be called if a defender or attacker initiates contact. Players are not allowed;

  • To endanger an opponent with ball.
  • To pull, hit or punch the ball out of the hands of an opponent
  • To contact the ball below the hips
  • To dive on the floor for a rolling or stationary ball
  • A penalty shot is awarded when contact is made to a player shooting at goal

THROW IN’S A throw-in is awarded when the ball goes out of bounds on the sidelines or when the ball is last touched by a defensive player and goes out of bounds over the endline. The throw-in is taken from the spot where the ball crossed the side line or from the closest corner if crossed the endline. When throwing the ball back in the player must have one foot on the line and the defenders must be 3 metres away.

GOAL THROW IN A goal throw is awarded to the keeper when either, the ball rebounds off the goalkeeper over the endline or the ball is thrown over the endline by the attacking team. A throw in will also take place if the ball makes contact with the roof- the team who did throw the ball takes the throw in.

BALL UP An Event Host ball up is awarded when either; there is a simultaneous infringement of the rules or when 2 players take possession of the ball simultaneously. The Event Host throws the ball up vertically between 2 players, the jumping players may grab the ball or tap it to a teammate. All other players must be 3 metres away from the throw. The Event Host throw is always taken at centre court.

FREE THROW For a minor foul or violation, a free-throw is awarded to the opponent at the exact spot it took place. However if the foul occurs in the attacking third the free-throw is taken from 1/3 line, in this scenario all attacking players must stand behind the line.  Defending players must be 2 at least 3 metres away. The thrower must keep one foot in contact with the floor, then pass or shoot.

PENALTY THROW The penalty throw is taken 2 metres from the top of the goal circle. The penalty shot is awarded when:

  • A foul destroys a clear chance to score
  • The goalie carries the ball back into his or her own goal circle
  • A court player intentionally plays the ball to his or her own goalie in the goal area and the goalie touches the ball
  • A defensive player enters his or her goal area to gain an advantage over an attacking player in possession of the ball

All players must be outside the free-throw line when the throw is taken. The player taking the throw has 3 seconds to shoot after the referee’s whistle.

PASSBACK A player can only pass back to the goalkeeper when the GK is outside the goal area.


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

BACKYARD CRICKET RULES

1.    THE OBJECT OF THE GAME

Cricket is played between 2 teams, each consisting of minimum 5 players. Whichever team scores the most runs wins the game. In order to score one run, the batting team must both complete a full run between the marked lines (creases). Your team can only score runs when it is your team’s turn to bat. Each team has a chance to bat and to field (An innings). 

2.    DURATION OF THE GAME

  • Games will be 45 minutes in length. Game time is per the posted league schedule. 
  • Games played in halves – one team bats one half, have half time, they field the next half. 

3.    EQUIPMENT AND FIELD

  • The field is the court boundaries with the nets pulled across both sides.
  • Game balls will be provided and are softer than regulation cricket balls, tennis balls are usually used
  • Urban Rec will provide 2 bats for the use of the night   
  • Urban Rec will provide the wickets too 

4.    THE TEAM

  • Minimum five (5) players allowed on the field at any one time.
  • There must be a minimum of two (2) Males, and Females on the field always. 
  • You can play the game to the smallest team numbers. If one team has 6 players then the other team can only field with 6 players, however everyone can have a turn at batting (like kickball)
  • Please consider our Default, Forfeit, and Substitute Policy

5.    STARTING PLAY Team Captains should meet at the beginning of the game for scissors, paper, rock. The winner choose if they want to bat, or bowl first. 

6.    SCORING In cricket the team who scored the most runs in their innings, wins. 

7.    CRICKET TERMINOLOGY

  • Over: This is when a bowler bowls 6 balls. 
  • Stumps: (AKA wickets) Are the three posts sitting at either end of the wicket and must be hit by a bowler or fielder to get a batsman out. 
  • Hit Wicket: This is when a batsman knocks over the stumps while playing a shot and results in them being given an out. 

BOWLING AND FIELDING TEAM

8.    FIELDING POSITIONS When your team is not batting they are fielding. This means that your team is out in the field trying to get the batters out. You should allocate one player to bowl, and one to wicket keep. The others will be in the field. When it is your team’s turn to field, the most important thing to do is not be afraid of the ball and try to catch it. This is your chance to get the batsman out. 

9.    GETTING A BATSMAN OUT 

  • If the ball is hit up into the air and a fielder catches it before it hits the ground then that batter is out. 
  • One hand, one bounce – if the ball is hit up into the air and the fielder catches it with one hand, after it has bounced only once, then that batter is out.
  • If you gain possession of the ball and hit one of the wickets before the batter reaches the corresponding crease, then the batsman is out.
  • If you bowl and the ball makes it past the batter and into the stumps, they are out. 

10.    BOWLING When bowling players can bowl overarm or underarm. Bowlers should be conscious of the skill level of the batsman they are bowling against. Balls can bounce twice on the wicket. Bowlers can only bowl one over at a time, meaning they can bowl 6 times before switching bowlers
 

BATTING

11.    BATTING The batter tries to score runs by hitting the ball when it is bowled to him or her. The batter stands in front of the wicket line.  Once the batter hits the ball and starts running he or she becomes a runner. The batter must make it to the other wicket before the fielding team can get them out. Other ways a batsman can get runs is by making big hits;

  • A SIX: If the batman hits a ball straight over the nets, they get the six but they are automatically out. (We want to keep people from just smashing the balls and give the other team a chance to play)
  • A FOUR: If the batsman hits the ball and it bounces and hits the back fence it is an automatic four.
  • You can not get out on your first attempt at bat, you get 3 chances to hit the ball. If you do not hit the ball on the third chance you have to automatically try and make the run without getting out.

12.    BATTING RESTRICTIONS

  • RETIRING AT 30: To keep the game fair, and interesting a batsman must retire once they have made 30 runs, without getting out.  

OTHER

13.    WINNING THE GAME The team with the most runs at the end will win the game.

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.