S2 Multisport Camperdown [Mon] 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 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).

  1. Only five (5) players allowed on the field at any one time.
  2. There must be a minimum of two (2) Males, and 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. 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.


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 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.


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 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

  • 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 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.

  • 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 SPECIFICS

THE TEAM

  • Players who are fielding can field with five (5) players or to the minimum of their opposition if it is more than five (5). e.g If both teams have six (6) players, teams can both field with six (6) players. If a team has five (5) players and their opposition has six (6) players, teams can only field with five (5) players.

  • All players can rotate between kicking, no matter the number of players on each team.

START OF PLAY 

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

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

YOU ARE OUT IF: 

  • The ball is caught in the air.

  • If the runner is tagged with the ball by a fielder whilst they are not touching a base. The ball is NOT to be thrown at players, tagged only.

  • If the ball is thrown and caught by a fielder that is touching a base, and by the ‘Keeper’ whilst touching ‘Home Base’.

  • If the ball is kicked over the net or fence on the full.

A few things to remember:

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

  • Players already on a base cannot leave their base until the kicker has kicked the ball.

  • Fielders need to leave room on the base for runners to touch. They cannot stand fully on the base, only 1 foot can be touching and not blocking the runner from the base in any way.

  • If the kicker is caught out, the remaining players in the field can only attempt to reach the next base (no more than 1 base). Fielders can attempt to get these players out also.

  • If the ball is kicked over the net or fence on the full, the kicker is out automatically.

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

EURO HANDBALL RULES SPECIFICS

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.

PLAYING WITH THE BALL: 

A player can run with the ball up to 3 steps & hold the ball for up to 3 seconds. A player can also dribble the ball, however once they stop dribbling, they cannot start again (this is called a double dribble). A player can not dribble the ball through his/her legs and must dribble the ball with a flat hand (not like in Basketball).

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 a 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

Once the offence has stopped dribbling or running with the ball, the defender must be 3 feet away unless standing on the goal circle barrier.

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. When throwing the ball back in 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.

FREE THROW: 

For a minor foul or violation, a free-throw is awarded to the opponent at the exact spot it took place. Defending players must be 2 at least 3 metres away.

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 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.

FLAG GRIDIRON RULES SPECIFICS

GAME PLAY

  • To start the play, the ball must be snapped to the quarterback 

    • NOTE: If using a female as the snapper, and playing with only 1 female, the female MUST NOT be snapper for subsequent plays.

  • The centre is the player who gives the ball to the quarterback via a snap.

  • The centre cannot take a direct hand off back from the quarterback (no centre sneak play).

  • The quarterback is the player who receives the ball directly from the snap. Only the QB is allowed to receive the snap.

  • The quarterback cannot run with the ball past the line of scrimmage, unless he/she has handed the ball off and it has been returned to him.

  • The Quarterback only has seven (7) seconds in which to pass the ball. Any longer and the play is dead.

  • An offense may use multiple handoffs behind the line of scrimmage. Only backward & lateral handoffs are allowed during the down (as long as it is behind the line of scrimmage).

  • Tosses or sweeps behind the line of scrimmage are allowed and are running plays.

  • Once the ball carrier has crossed the line of scrimmage the ball cannot be handed off, tossed, pitched or passed in any way.

  • "No-running zones," are located at the 5 yard line in front of each end zone. When the ball is on or inside the 5-yard line, the offense cannot run the ball. In other words, at that stage, the only way for the ball to be advanced is for the Quarterback to throw the ball to a receiver.

  • The player who takes the handoff, toss or pitch can throw the ball from behind the line of scrimmage.

  • All defensive players are eligible to rush once the ball has been handed off or tossed. Defensive players can cross the line of scrimmage on a fake hand off but still must wait 3 seconds before rushing the quarterback. 

  • Spinning is allowed, but the ball carrier cannot dive forward or jump to avoid a defensive player or gain yardage (no diving).

  • The ball is spotted where the ball carrier's feet are placed when the flag is pulled, not where the ball is.

POSSESSION CHANGES -> # OF DOWNS

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

  • Once a team crosses midfield, it then has four (4) plays to score a touchdown.  

  • If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line.  

  • An automatic first down by penalty will overrule the other requirements regarding four (4) plays to make a first down or score.

  • If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line.

  • All possession changes, except interceptions, start on the offense’s 5-yard line. 

RECEIVING

  • All players are eligible to receive passes (including the quarterback if the ball has been handed off or tossed behind the line of scrimmage to a different player).

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

PASSING

  • Players must wait 3 seconds before rushing the passer.

  • The Quarterback has seven (7) seconds to throw the ball. If a pass is not thrown within seven (7) seconds, the play is dead, with a loss of down and the ball is spotted at the previous line of scrimmage.

  • Only one forward pass thrown from behind the line of scrimmage is allowed in a down.

  • Interceptions change the possession of the ball.

  • Interceptions can be returned by the defence. New possession starts from where the interceptor is tagged (flag is pulled), unless the interceptor has scored a touchdown.

  • On Interceptions that occur and remain in the end zone, the ball will become dead and will result in the ball belonging to the intercepting team at its 5-yard line.  (Touchback)

  • Should an interception occur in the end zone and the ball carrier leave the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead.

DEAD BALLS

  • Substitutions may be made only after the play is stopped.

  • Ball carrier's flag is pulled or becomes illegal.

  • Points are scored.

  • If a receiver/interceptor has fallen while in process of running with the ball or after catching the ball, the spot where the ball carrier has fallen starts the new play (unless it’s the last down of the possessing team).

  • If a ball carrier's flag falls off, the play will be whistled dead and the ball will be spotted at the spot where the flag fell off.

  • Players are ineligible to catch a pass or receive the ball by hand off toss or pitch, if their flag has fallen off.

  • Fumbles are a dead ball

RUSHING THE QUARTERBACK

  • Any number of players can rush the Quarterback. Players not rushing the Quarterback may defend on the line of scrimmage. 

  • Once the ball is handed off or tossed, or there is a play action fake or fake handoff, all defenders may go behind the line of scrimmage. Defenders must still wait 3 seconds before rushing the quarterback. T

  • REMEMBER, BLOCKING AND TACKLING ARE NOT ALLOWED.

PENALTIES

  • All penalties are 5 yards. The down will be repeated unless otherwise noted, and will be assessed from the line of scrimmage.

  • Penalties will not exceed half the distance to the opposing team's goal line from the line of scrimmage.

  • Event Hosts determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage.

  • Penalties after an interception shall be assessed after the return is over and/or the play is blown dead.

  • The ball carrier cannot prevent a defender from pulling their flags. The ball carrier may be warned (at discretion of the Event Host) and will be penalised if they are found to be flag guarding.

  • Defenders cannot prevent an offensive receiver from catching the ball, however, a defender has the right to catch the ball as well as the offensive team receiver. 

  • A defender found holding or tackling the receiver before the ball reaches the receiver will be flagged with pass interference and the offensive team will automatically be awarded a new set of downs.

  • The Quarterback has twenty (20) seconds in which to get the play off on every down. A play not in operation by the time the twenty (20) second play clock has expired results in a delay of game and a loss of 5 yards and a loss of down.

TOUCHDOWNS 

Traditionally, touchdowns are scored when a team moves the ball down the field through passing and running, then crossing the plane of the end zone. 

URBAN REC SPECIFICS

FUN FIRST POLICY 

All Urban Rec leagues, irrespective of skill level, are fun-first. Our Event Hosts facilitate a fun, safe environment for teams. They will acknowledge, coach and make calls according to your level of experience playing the game. Urban Rec leagues expect a certain level of self-officiation, meaning that players are expected to display good sportsmanship to govern their behaviour. Open communication and camaraderie between teams is encouraged.

DISCIPLINE

Urban Rec Event Hosts have the final say on any issue that cannot be self-resolved.

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

INCLUSION

Urban Rec seeks to provide a safe, inclusive and happy environment for our members, staff and participants. Gender diverse, transgender and non-binary participants are welcome to play within our leagues along with any sexuality and persons from any background. Urban Rec has zero tolerance for bullying, discrimination or sexual harassment.