Multisport Rules

MULTISPORT RULES

Multisport is a league which requires teams to play in their same team each week, but every week each team is required to compete in different sports, as selected by the League Manager. Below is a summary of each sports rules, and team requirements. This league is a mixed 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.


HOCKEY RULES

THE OBJECT OF THE GAME: The aim in a game of hockey is for the players to get the ball into their attacking circle, and push into the goal. The team with the most goals at the end of the game wins.

THE FIELD: The field is considered to be the whole area of the court, including the area behind the goals. Rebounds from all surfaces are aloud including the walls and the fence. 

THE TEAM The number of players required on the court, for this league is five (5). There is no goalie in this league, you should play two offensive, two defensives, and a modified sweeper

STARTING PLAY: Games start with a scissors paper rock. The team who wins, chooses their direction, and also starts with possession of the ball at the beginning of the half. At the beginning of the second half, the other team start with the ball. After a goal has been scored, the defending team start the play from the middle of the field.

SCORING: Players must be within the box before they can shoot. A goal is scored when the ball passes completely across the plane of the goal line/in the goals. Goals will not count if a stick blade is above the waist level, if it is “hit”, “kicked” or the hand bats the ball.

PLAYING THE BALL: The ball must only be “pushed” or “passed” to your team mates. Due to the size of the field, hits, scoops, flicks, and slap shots are unnecessary and will result in a penalty. You are allowed to make long, and hard passes, but the ball should not go above knee height.

OUT BALLS: Balls going out of bounds are brought in from the corner by the defensive team, regardless of which team touched the ball last. Any ball going out of bounds that strikes a wall or other object and comes back into bounds is considered to be in play. When a team takes possession of the ball after it goes out-of-bounds, the opposing team must give that player 5 feet and 3 seconds to play the ball. 

OBSTRUCTION: Players must not use their body to defend the ball when stationary, they may only use their body while the ball, and player are in motion, otherwise a penalty will be called, and the possession will be awarded to the other team.

HIGH STICKING: Any ball contacted by a stick above the height of the waist (of the player who is doing the high-sticking) is considered to be high-sticking, and the opposing team will receive possession. Needless to say, any goal scored in this manner will not coun

FOULS:  Fouls are when a player uses the body or the stick in any manner to strike, attempt to strike, trip, attempt to trip, push, hold, charge, obstruct, including third-party, or cause dangerous play. Penalty will be change of possession.


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


FRISBEE 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 field at all times for the mixed competition. Scissors, Paper, Rock will who starts the half with possession. Teams will swap sides at half time.

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

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

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

THE FIELD Playing field will depend on venue. At each end of the playing field there is an end zone. Each team defends one endzone. They score a goal if one of their players catches the disc in the opposite end zone.

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

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 3 feet from in front of you (remember: no contact!) and count aloud to ten in one second intervals. If the disc is still in your hand at the “t” of “ten”, the other team gets possession of the disc.

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

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

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

FOULS, VIOLATIONS AND FRACTIONS

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

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


European 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.


FIJIAN TOUCH RULES

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

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

THE FIELD may differ depending on your multisport venue.

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

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

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

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

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

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

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

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

DEFENDING

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

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