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 18 min halves, with a few minutes break in between. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Staff.
THE 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).
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. 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.
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.
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 pitch including the area behind the goals. Rebounds from all surfaces are aloud including the walls and the fence. The height and width for the goals shall be 3 feet and 4 feet.
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 can only shoot goals from within the box, before they can shoot. A goal is scored when the ball passes completely across the plane of the goal line. 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: The stick must not 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.
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.
STARTING PLAY Each team will “shoot to start” to see who will start off with the first possession of the game. One team will nominate one player to shoot from the free throw line. If that player misses, the other team will have a shot from the free throw line. The first team to make the basket will start with the ball. The ball is “checked” to the team with first possession of the game at the top of the 3-point arc, and the game begins.
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:
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.
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.
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.
THE OBJECT OF THE GAME is to eliminate all opposing players by getting them “OUT”. This may be done by:
SUBSTITUTIONS Players should wait until in between games to substitute. Players who are not in the starting 6 should sit away from the court, and out of play, (unless acting as a sweeper).
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
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)
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 height and width for the goals shall be 3 feet by 4 feet. 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 the toss of a coin 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 with a rollout from the goal-keeper of 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.
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:
THE GOALKEEPERS AREA
“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.
THE START OF PLAY Prior to the start of the match the referee will call the two captains aside for the toss, which is done through ‘Paper, Scissors, Rock!’ The winner of the toss has the right to serve/receive or have choice of end. At the start of the 2nd set the team captain who lost the first set toss will have the right to choose. For an eventual 3rd set, the two team captains do the toss again.
THE NUMBER OF HITS TO HIT THE BALL OVER THE NET Each team is entitled to a maximum of three hits to return the ball over the net. The ball may be hit with any part of the body, including the feet. A player may not contact the ball twice consecutively, unless the ball is deemed hard-driven by the umpire – i.e. in a block situation. The consecutive touches in a block count as two hits, leaving the team with one hit to get the ball back over the net. A hard-driven ball constitutes a clean hit; it may not visibly come to rest on contact, or be held, including being lifted, carried or thrown.
SIMULTANEOUS CONTACT The ball may touch two or more parts of the body only if contact occurs simultaneously or in one motion. When two teammates contact the ball simultaneously, it is counted as two of their three permitted hits. When two opponents simultaneously touch the ball above the net and it is held, the rally will continue.
BALL AT THE NET When the ball is sent into the opponent’s court it must pass over the net and between the antennas attached to the net. While crossing the net, the ball may touch the net between the antennas but may not touch the posts or ropes. A ball hit into the net may be retrieved and played over the net within the team’s limit of three hits.
PLAYER AT THE NET No part of a player’s body or clothing may touch the net, but may touch the net ropes outside of the antennas and the posts. A player may enter under the net into their opponents court provided they do not interfere with their opponent’s range of motion.
SERVICE The serving player must wait for the referee’s whistle before serving the ball and must serve the ball within 5 seconds after the referee’s whistle.
HAND-SETTING RULE Hand-setting is the skill where the fingertips are used to play the ball from above your face with the intention of directing the ball to a position above the net for your team-mate to attack or spike down into your opponent’s court. The setting rule in Beach Volleyball is one of the most contentious. At SBVBL our general philosophy regarding setting is that as you progress through to higher divisions, the strictness of how the referees will judge the quality of setting will also be raised. With this in mind, the emphasis of our leagues is to promote a fun and enjoyable environment (i.e. in a lower division – the referee can use their discretion in relation to this rule to help promote longer rallies)
SIDE-SETTING RULE This rule is applicable to the 2-a-side competition only.
In all other competitions side setting is permissible (subject to the referee’s discretion).
Side-setting is when the ball travels across the net without being in line with the setter’s shoulders. If there is any discrepancy with either the ball being carried by wind or any other circumstance then the ruling will be totally at the referee’s discretion.
ATTACK HIT is the action to direct the ball down into the opponent’s court. The attack hit must be completed within the player’s own court space. A player is not allowed to make an attack hit on an opponent’s serve.
BLOCKING is the action of a player to prevent an opponent’s attack hit from crossing the net. A player is not permitted to block the serve. A blocking player may touch the ball over the net in the opponent’s court once the opponent’s attack hit is completed. The first hit after a block may be executed by any player including the blocker – leaving one remaining team hit.
THE OBJECT OF THE GAME is to throw the ball in the air to your teammate on the bench; if the teammate is able to catch the ball while remaining on the bench, then the thrower joins the teammate on the bench. Once all of the players on a team make it onto the bench, that team wins the game. Teams play as many games as they can within the time period allotted; each game won counts as a point in the match.
THE START OF PLAY
THROWING THE BALL Players may only have 1 ball in their possession at a time. Once a player picks up a ball, he/she has 10 seconds to throw the ball. If a player takes longer than 10 seconds, he/she must roll the ball to the opposing team so that they have a chance to throw it.
MAKING A CATCH
BALL HOARDING Teams cannot hoard the balls; players should make an effort to keep the balls in motion. If the Event Coordinator notices that a team is hoarding the balls, he/she has the discretion to roll some of those balls to the opposing team (or ask players to do so).
ONE PLAYER REMAINING If a team has only 1 player left on the court (i.e. the rest of their players have made it onto the bench), once that player throws a ball that is caught by one of his/her teammates, the game is won (the last player does not have to run over and stand on the bench). If each team has only 1 player remaining on the court, whichever player’s throw is caught by their teammates first will determine the winner. If the catches are simultaneous (or too close to determine which was first), the game will be declared a draw.