S2 Multisport Camperdown [Wed] Rules

MULTISPORT SPECIFICS

Multisport is a league which requires teams to play in their same team each week, but every week each team is required to compete in different sports, as selected by the League Manager. Below is a summary of each sports rules, and team requirements. This league is a mixed 5-a side league, with most sports requiring 5 players on the court, or field at any one time. All games will run for around 40 minutes.

THE TEAM 

5-aside
  • The number of players shall be five (5) players.

  • The team must include a minimum of two (2) male, two (2) female and all remaining players can be any gender including gender diverse people.

  • Substitutes can be used as long as they have created an account and signed the most up to date Urban Rec waiver. During game play, substitutes can be made at any point in the game.

GAME SPECIFICS

GAME TIME 

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

COURT BOUNDARIES

 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.

WINNING TEAM 

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


DODGEBALL RULES SPECIFICS

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 or any other part of a ball or player.

  • 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.

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 Event Host (blowing the whistle or yelling “DODGEBALL!”), teams may approach the centreline to retrieve the balls. Teams can retrieve as many balls as possible. 

ATTACK LINE: 

There will be a set of cones creating an amount of space from the centre of the court, this is called the Attack Line. Once a ball is retrieved at the beginning of the game 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. Your Event Host will make the call on how much time is left in a game.

BOUNDARIES: 

During play, all players must remain within the boundary lines. Players may only leave the boundaries to retrieve stray balls. 

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 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 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. This is at your Event Hosts discretion.

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.

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. If in the act of deflecting a ball, the ball you were using to shield drops out of your hands, that is 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. Continuous head shots by a player will receive a warning by the Event Host and it is then at the Event Hosts discretion if they remove the player from the game.

KAMIKAZE: 

this technique is used for high risk execution. A player may jump over the middle line, and into the opposition's 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.

HOT BALL:

To reduce stalling, a violation will be called if a player holds a ball for more than 20 seconds. The staff will count you down after yelling “Hot Ball” If you still have not thrown the ball after 20 seconds, you will be out.

THE SWEEPER: 

Players who are not in the game may act as sweepers for their team. They can retrieve balls and roll them back into the court. Balls are to be fed back into the game immediately and not strategically waited to return back into the game.


STREET SOCCER RULES SPECIFICS

THE START OF PLAY 

A game is started by a kick-off in a forward direction from the centre mark. All players must be in their own half before the kick-off can be taken.

OFF SIDE RULE 

There is no offside rule in Street Soccer.

BALL IN AND OUT OF PLAY

 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. 

THE GOALKEEPERS AREA
  • The goal area is the semi-circle in front of the goal posts

  • The goalkeeper must remain within the area always

  • A team is only permitted to swap the goalkeeper at stoppage of play, not when the goalkeeper gets stuck outside the goal circle by their own doing.

  • Only the goalkeeper may touch the ball with their arms or hands, and only within the goal area (not behind the goal circle).

FOULS AND MISCONDUCT: 

A player may not intentionally kick, trip, jump at, strike, hold, elbow, 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 or in the air. Defenders are responsible for letting the attacker take control of the ball before commencing defence.

  • Any player 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 and it is up to the Event Host discretion as to whether the player is removed from the game for an amount of time.

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. 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 goalkeeper from releasing the ball

  • Causes unnecessary delays in play

  • Kicking or attempting to kick an opponent

  • Tripping or attempting to trip an opponent

  • Jumping at an opponent

  • Charging an opponent

  • Striking or attempting to strike an opponent

  • Pushing, elbowing or holding an opponent

  • Making contact with an opponent before the ball whilst making a tackle to gain possession of the ball

  • Handling the ball

“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. 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 goalkeeper, 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. 


ULTIMATE FRISBEE RULES SPECIFICS

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

Each point starts with a throw-off from the goal line (“pull”). All players must remain in their end zone until the pull is thrown. After a goal is scored, play stops. The team that scored stays in that end zone and throws the pull and becomes the defensive team. So, teams change their direction of attack after each point. If the pull lands outside the playing field the thrower can either start play from the side line where the disc left the field.

INBOUND THROWS

You are allowed to throw the disc so that it flies outside the playing field and then comes back in, as long as it does not touch anything out-of-bounds and is caught inside the field. If the disc goes out-of-bounds, it is a turnover. It does not matter which team last touched the disc. Play continues from the spot where the disc left the field. You must remain in-bounds to catch the disc. 

RUNNING WITH THE DISC

You are not allowed to run while you have possession of the disc (“travel”). After catching the disc while running, you must stop as quickly as possible. Once you stop, you must keep one foot still, but you are allowed to move the other foot: this is called pivoting.

THE 10 SECOND RULE: 

The thrower has 10 seconds to throw the disc. A defender can stand in front of you (remember: no contact!) and count aloud to ten in one second intervals. 

TURNOVERS

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

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

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

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

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


hockey RULES SPECIFICS

EQUIPMENT
  • Only Urban Rec supplied floor hockey sticks may be used.  

  • Runners are the only shoe type permitted

  • Players are encouraged to wear soccer-style shin pads if desired 

  • Players may also wear gloves (hockey/lacrosse/winter mittens) – this equipment is optional and not mandatory

  • Urban Rec supplies goalie gloves and face guard, and the goalie can choose to wear this at their own discretion.

SUBSTITUTIONS 

Unlimited substitution of players is permitted.  Substitutions can be made ‘on-the-fly’ mid-play.  The game remains continuous and the time does not stop to allow substitutions.  The exception is a goalie substitution, which must be made at a play stoppage, and the Event Host must be notified. 

OUT OF PLAY

In the event that the ball goes out of bounds, the team that did not hit it out will take possession of the ball.  The opposing team must give that player 5 feet and 3 seconds to play the ball.  Once the player moves the ball, the opposing team may defend them.  If 3 seconds elapsed without the player moving the ball, the opposing team may defend them.  

GOALIE PLAY

If the goalie freezes the ball and stops play, then they may place or drop the ball either beside or behind the net for the defensive team to take possession.  The opposing team must move at least 5 feet away and 3 seconds of time for the defensive player to move the ball (as above with the out-of-bounds rule).

  • If the ball goes into the net as a result of the goalie accidentally dropping/placing the ball in the manner described above, it is NO GOAL.  

  • If the goalie attempts to throw or play the ball up to a player that is not beside/behind their net, the ball shall be considered live as soon as the goalie releases the ball.

  • The goalie must place or drop the ball for it to be a ‘stop-play-start.’  If there is a forward movement of the ball, the ball is live, and the opposing team can play the ball at any point (i.e. opposing players do not have to wait 3s and 5 feet before playing the ball).

  • The goalie is permitted to freeze the ball if they have any part of their body touching the crease area.  If the goalie freezes the ball and part of their body is not touching the crease area, the offensive team will receive possession of the ball at center.

  • The goalie is not permitted to come across the center.  If the goalie does cross the centerline, play will be stopped and the opposing team will get possession of the ball at center.  If a team wishes to ‘pull’ the goalie during the play, the goalie must leave the court and a regular player may come on to play.

OFFENSIVE PLAY AND THE GOALIE CREASE
  • Players may NOT enter the goalie’s crease.  Some venues do not have a crease marked, so we ask that an area extending approximately 4 feet from the goal line is used as the crease area.

  • Players may stand outside the crease area in an attempt to screen the goalie or deflect a shot, but may not enter the crease. 

INFRACTIONS

If an infraction occurs, the opposing team will receive possession of the ball under the following circumstances:

  • If the infraction occurs against a defending team, the offensive team will receive the ball at center court.

  • If the infraction occurs against an offensive team, the defending team will receive the ball by their own goal.

  • The game restart procedure will be followed as outlined above with the 5 feet and 3 seconds given to the player restarting the play.  However, the player may NOT shoot the ball at the goal (the restart must be indirect).  If a goal is scored off a shot or a rebound from the restart, the goal will not count.

NON CONTACT
  • High-sticking, slashing, body contact and slap shots are strictly forbidden. Each player is responsible for their own stick, and must be able to contact it.  

  • There is no slashing at a goalie, glove or blocker in an effort to free a ball or try to force the ball into the goal.  This also includes trying to pry a ball loose under a goaltender, or jamming your stick at a goalie’s equipment to try and poke the ball into the net. 

  • A player’s wind up may NOT go higher than their knee as a backswing in order to shoot the ball (i.e. NO SLAPSHOTS).

  • A player may NOT engage with an opposition player, or their stick, unless they have the ball. This includes ‘trying a player up/lifting his/her stick when they do not have the ball.

  • There is no intentional body contact allowed (this includes ‘pick’ plays).  This also includes a defensive player pushing into the back of an offensive player, or an offensive player backing into a defensive player (even if they have possession of the ball).  

  • Initiating physical contact will result in the opposing team receiving possession of the ball in the nearest corner (defensive team) or at the center (offensive 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.  

  • If the player keeps their stick below the height of their waist while playing the ball, but makes contact with an opposing player with their stick, this is an infraction, and the opposing team will receive possession of the ball.  

  • If you attempt to lift their stick, and your stick contacts an opponent above the waist, this will also be considered an infraction.  

  • Any goal scored in a play including high sticking will not count.

UPRIGHT PLAY

A player may not do the following to either check another player or to block a shot. The opposing team being awarded possession at center;

  • dive or lay down on the floor

  • go down on one knee to block a short, and leaving their feet to sprawl across the floor 

Goalies are exempted from this rule for the purpose of blocking the shot while in the crease. A goalie MAY NOT leave their feet outside of the goal crease in an effort to poke-check or block an opponent’s lane to the net.  If a goaltender commits an infraction outside of their crease, then the opposing team will be issued a ‘penalty’ shot that any member on the floor may take except the goalie. 

NO HAND PASSES
  • A player may not use their hand to intentionally move the ball to a teammate.  If the player intentionally touches the ball with their hand and the net player to gain possession of the ball is their teammate -> this is considered a hand pass, and the opposing team shall receive possession. 

  • If the ball unintentionally deflects off of a player’s hand, then play shall proceed regardless of which team gains possession of the ball next.


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.