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League Information

All league games start at 7:00 p.m.  Field diagram below. The second team listed is the HOME team, and will supply a new ball for the game. In case of inclement weather, please call 275-2117.  If it rains after 4:00 pm, it will be up to the captains to cancel the games.  Rain-outs are to be rescheduled at the captain’s discretion. Scores MUST be reported by the winning captain within 24 hours to (262) 275-2117. Any games not played will be considered a tie on the season record.

Location: Duck Pond Rec. Fields
Fee: $250/Team
Registration Deadline: May 13
Team Captain Meeting: May 16, 7:00 PM
Season: Begins June 6

Forms
Official Roster
Waiver
Add/Drop Roster
Rules and Regulations
Field Diagram

 

 

 

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2012 Wednesday Night League
(Home Team is listed first)

DATE
7:00 PM
8:00 PM
9:00 PM
January 25
1 vs. 2
3 vs. 4
5 vs. 6
February 1
4 vs. 5
6 vs. 2
3 vs. 1
February 8
6 vs. 3
5 vs. 2
4 vs. 1
February 15
4 vs. 6
1 vs. 5
2 vs. 3
February 22
5 vs. 3
1 vs. 6
2 vs. 4
February 29
2 vs. 1
4 vs. 3
6 vs. 5
March 7
5 vs. 4
2 vs. 6
1 vs. 3
March 14
3 vs. 6
2 vs. 5
1 vs. 4
March 21
6 vs. 4
5 vs. 1
3 vs. 2
March 28
3 vs. 5
6 vs. 1
4 vs. 2

League Notes:  All games will be played at the Big Foot High School Main Gym

If you have any questions, please call Chuck at (262) 275-2117

TEAM
CAPTAIN
PHONE #
#1
Abbey Marina Eddie Snyder (262) 374-4555 (c)
#2
Dow Mike Sischo (815) 728-4524 (c)
#3
Brickhouse                 Chris Welch (262) 374-0252 (c)
#4
Cambodian Warriors Samuel Leedle (262) 649-6203 (c)
#5
Average Joes Tim Breidenstein (262) 749-3021 (c)
#6
Harpoon Willies Josh Parker (262) 374-1343 (c)

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7 v 7 Big Foot Flag Football Rules and Regulations
THE PLAYING FIELD
DIMENSIONS - The game shall be played ideally upon a rectangular field, which measures 80 - 100 yards in
length with two 10-yard end zones. The width of the field shall be 40 yards.

MARKINGS - First down markers are positioned in set locations every 20 yards. First downs are only achieved
by crossing these markers.

Flag Football Field

EQUIPMENT
THE BALL - Each team must provide an N.F.H.S., NCAA, or Pro Type Football fully inflated. The Referee
shall be the sole judge as to whether all balls offered for play comply with these specifications.

FLAG BELTS - Each team will be provided flag belts, which must be returned after the game. In the event
they are lost or stolen, a belt-restocking fee may be charged to the team. A player caught with a "tied" or
illegal flag belt will be ejected from the game and an unsportsmanlike conduct penalty assessed to their team.

CLEATS - Only molded cleats will be allowed for outdoor play. Screw-ins, metal or metal tipped cleats will
not be permitted. Each indoor facility will have there own policy regarding the use of cleats.

ATTIRE – No billed hats will be allowed on the field of play. No jewelry will be allowed including but not
limited to necklaces, watches, bracelets, or hooped earrings). No pants or shorts with pockets will be allowed.

UNIFORMS - Teams will be required to wear like color shirts or jerseys. Opposing teams may not wear
similar colored shirts. The home team wears dark jerseys and visitors wear light jerseys. In same jersey color
situations, the home team gets their choice. Numbers are mandatory.

PLAYERS
AMOUNT - The game is to be played by two teams of seven players each. More than seven players on the field
is illegal, while less than seven (7) players is legal with a minimum of five (6) players needed to play. Penalty
for too many players: 5 yards for illegal substitution or 10 yards for illegal participation

CAPTAINS - At the beginning of the game, each team must designate a captain. The captain will act as sole
representatives of their team in all communications with the officials.

ROSTERS - Teams may carry up to 14 players on their roster. Team rosters are frozen after the third game.
Players must sign the "waiver" form prior to participating in their first game. Players must have participated in
at least four (3) games to be eligible for the playoffs.

WAIVER FORMS
SIGNED "WAIVER" FORM - Each captain is to present to the referee a completed, signed waiver form by
all of the players, which will enter the field. The game will not start unless all players have signed the waiver.

GAME TIMING
LENGTH OF THE GAME - The length of the game is 40 minutes, divided into two halves of 20 minutes.
Running time with no clock stoppage is used in the first half. During the final 2 minutes of the second half,
traditional clock stoppage is used only when the ball carrier steps out of bounds, there is an incomplete pass, a
change in ball possession, and when a score is achieved. The clock will start as soon as the penalty has been
accessed.
Note: Tournament games may be shortened due to weather, darkness, or unusual circumstances.

HALFTIME - Between the first and second halves, there shall be an intermission of two (2) minutes. During
the intermission, play is suspended, and the teams may leave the field.

STARTING EACH GAME – A coin toss will determine first possession. Each game will start with a prayer.
One of three choices may be called. The Home team will provide someone to lead the prayer. Home team is
listed first on the schedule.

TIME OUTS - Each team is allowed two time outs per half. Timeouts will not carry over into the second half.
Charged time outs can be used at anytime. The time clock will begin at the snap of the next play.

EXCEPTION: The Referee may allow necessary time to attend to an injured player; or repair legal equipment
in which the clock will NOT STOP.

TIME BETWEEN PLAYS - The offensive team has 25 seconds in which to snap the ball once the referee has
spotted the ball after the previous play has been ruled dead. It shall be the responsibility of the offensive team to
retrieve the ball and hand it to the referee after each play. The referee will indicate by signaling to the offensive
team when 10 seconds remains on the 25-second clock.

MERCY RULE - Should a team be trailing by 21 or more points at the final "Two-Minute Warning” the
referees shall end the game immediately. There will be no exception to this MERCY RULE. Tournament play
only: 35 pt. differential ends the game.

OFFENSE
LINE OF SCRIMMAGE - Offensive team must have at lease four (4) players on the line of scrimmage at the
time of the snap.

MOTION - Only ONE PLAYER can be in motion at the snap of the ball and must be running parallel to or
away from the line of scrimmage. Please note that more than one player can initially shift, however all players
must be set before the player goes in motion.

CHARGING – All offensive players once receiving the ball must make an attempt to avoid contact with the
defense. If an offensive player lowers their shoulder, or attempts to bull through a defensive player, a 10 yard
person foul penalty will be accessed from the spot of the foul.

NO BLOCKING IS ALLOWED - Neither the offensive or defensive player may initiate contact at any
time.

ELIGIBLE RECEIVERS – All 7 players, including the linemen, are eligible to run down field and catch
passes. Receivers can all line up on one side -- there does not have to be a balanced wide receiver set.

FORWARD PASSES – The offensive team is only allowed one forward pass, which is to occur behind the line
of scrimmage.

DIRECT SNAPS – No direct snaps will be allowed. Their must be a center.

FLAG GUARDING - A ball carrier cannot guard their flags from the opponent while attempting to elude
tacklers. Play will be dead at the spot of the foul and will result in a 5-yard penalty and loss of down, unless the
ball carrier exceeds the 1st down mark by more then 5 yards.

STIFF ARMING - Stiff-arming is illegal and will draw an unnecessary roughness penalty. This will result in a
penalty 10 yards from the spot of the foul

DEFENSE
NEUTRAL ZONE – A two-yard neutral zone has been established between the offensive and defensive lines.

RUSHING – Only two (2) players are allowed to rush on any down. The defense may not make contact or line
up over the center.

TACKLING - A legal tackle is defined as pulling OFF the ball carrier's flag belt, without impeding his forward
movement. Incidental contact does not constitute a penalty against the offense or defense. Tackling a ball
carrier is illegal, as is aggressively shoving or pushing the ball carrier to the ground or out of bounds, which will
result in a 10-yard penalty plus automatic first down.

STRIPPING THE BALL – Players attempting to strip the ball and not attempting to pull a flag are subject to a
personal foul penalty: 10 yards from the end of the run.

FIELD & BALL POSITIONING
SPOTTING THE BALL - The ball will be placed according to the position of the ball at the time the flag was
pulled.

BALL CARRIER IS NOT WEARING OR INADVERTENTLY LOSSES HIS FLAG BELT - In the event
a ball carrier is not wearing or inadvertently loses their flag belt, single hand touching of the ball carrier will
constitute a legal tackle.

BALL CARRIER INADVERTENTLY FALLS TO THE GROUND - A ball carrier who falls to the ground
is considered down and will not be allowed to get back up to play.

FUMBLES - There are no fumbles. When the ball carriers loses control of the ball and it touches the ground
the play is ruled dead and the ball is spotted at the point it touched the ground as long as the spot is at or behind
the ball carriers forward progress.

BAD SNAPS FROM CENTER - Any center snap that falls and touches the ground will be ruled dead at the
spot of the ball hits the ground.

BALL PLACEMENT- The team that is receiving the ball at the start of the game or after any touchdown will
start the ball at the 5-yard line. There will be NO KICKOFFS to start play. The offensive team takes
possession of the ball at its 5-yard line and has four (4) plays to make a first down. If the offense fails to score,
the ball changes possession and the new offensive team takes over on its 5-yard line. All possession changes,
except interceptions, start on the offense’s 5-yard line.

PUNTING- The offensive team is allowed to punt the ball on 4th down to better their field position. On 4th
down the referee will ask the offense what they wish to do. The offense must declare what they will do i.e. go
for 1st, or punt. The offense may not change their mind on 4th down unless they use a timeout. The receiving
team has one bounce to field the punt if it does not touch the ceiling. If a punt touches a player i.e. muff, the
ball will be spotted where it touches the ground.

OVERTIME – If both teams are tied after regulation the game will go into overtime. The format will follow
the High-School/College system of each team getting 4 downs to score from the 20-yard line. Both teams get
equal chances to score, if no winner is determined after 2 overtime periods the game will be considered a

TIE (league play only). In tournament play or playoffs this will be repeated until we have a winner. Teams
must go for 2 pts. after the 2nd overtime.

SCORING
TOUCHDOWNS = 6 points

EXTRA POINT = 1 point (from the 5-yard line) or = 2 points (from the 10-yard line)
You may run, or pass for an extra point attempt. If you attempt to pass for the extra point and your pass is
intercepted, the ball may be returned for the value of the extra point you are attempting.

SAFETY = 2 points

OFFENSIVE & DEFENSIVE PENALTIES
ENCROACHMENT/OFFSIDE - A lineman will be considered offside when he/she breaks the neutral zone
prior to the snap, even if there is no contact made with the opponent. You are not allowed to jump back. 5 yard
penalty and replay the down.

ROUGHING THE PASSER – When the defender makes contact with the quarterback in a manner that is
aggressive or that is not deemed an attempt to go after the flag belt. This includes when a defender tries to
deflect the pass and makes contact with the quarterback’s arm or hand. 10-yard penalty from the line of
scrimmage and an automatic first down. If the pass is completed, then the penalty will be assessed from the end
of the play.

NOT ENOUGH PLAYERS ON THE LINE OF SCRIMMAGE – The offense and defense are both required
to have at least four (4) players on the line of scrimmage. If the either fails to have four players on the line at
the start of the play, a penalty will be called. 5 yards and replay the down.

DEFENSIVE HOLDING – This occurs when a defender grabs the ball carrier and impedes his forward
progress. This includes when the defender is attempting to pull a flag and misses and grabs the ball carriers
shorts or shirt. 10-yard penalty from the spot of the foul or end of the run.

PASS INTERFERENCE - Defensive pass interference will result in an automatic 1st down and 10 yd. penalty
from line of scrimmage. Offensive pass interference will result in a loss of down and 10 yd. Penalty from line
of scrimmage.

FLAG GUARDING – Flag guarding is defined as any attempt by the ball carrier to shield his/her flags from
being pulled. This includes but is not limited to, swinging free hand, pushing an opponent’s hand away, holding
flags with free hand, lowering or dipping their shoulder, and using the ball to shield the flag. 5-yard penalty and
loss of down (unless a first down is achieved after the penalty has been marked off).

DIVING – At no time may a ball carrier leave his feet to advance the ball. Diving will be at the sole discression
of the Referee. A 5-yard penalty (unless a first down is achieved after the penalty has been marked off) will be
applied.

FIGHTING AND UNSPORTSMANLIKE CONDUCT – ZERO TOLERANCE
Fighting and unsportsmanlike conduct will not be tolerated. Players ejected by the referee for striking an
opponent or official may face criminal charges. A player ejected for striking (i.e. throwing a punch) another
player will be suspended for 1 calendar year PERIOD. There will be no exceptions to this rule. If you throw a
punch, you are gone. If you leave the field or bench to get involved you will be suspended as well. Even if your
intentions are good, it is not your job to get involved. The BFRD staff and team captains will handle this
situation. Verbal abuse also will not be tolerated. Such abuse when deemed appropriate will be grounds for
game ejection and possible league suspension. Taunting and over excessive celebration will also be grounds for
a penalty or ejection. Penalty: 10 yards unsportsmanlike conduct

Drinking/Controlled Substances – Drinking of alcoholic beverages is NOT allowed before or during
games. Player(s) found drinking prior to or during their game would not be allowed to play. A player believed
to be under the influence of a controlled substance will not be allowed to play.

ACCIDENT INSURANCE – The Big Foot Recreation District does not provide accident insurance coverage for injuries
received by participants. Each participant should make that they have appropriate coverage either through
family or individual policies.

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CO-ED VOLLEYBALL RULES

COURT
1. Net height: Men and A league Co-rec – 7’ 11", Women and B league Co-Rec - 7'4"
2. Out area: The players have the right to play the ball in the out court. Where competition
is being conducted on adjacent courts, no player may penetrate into an adjoining court in
an attempt to play a ball while that court is in use.
3. Lines: Any part of the ball hitting a line is good.
4. Service area: Anywhere between the sideline and behind the end line.
5. Center line: A foot or feet may be in contact with the center line, but not completely
over it.
6. Ceiling ball: May be played off the ceiling on your own side only.
MANAGERS RESPONSIBILITY
Will be responsible in sharing the participant risk, injury and insurance information with team members.
NUMBER OF PLAYERS & FORFEITS
Team consists of 4 individuals. A team may use 2 individuals to avoid forfeit. Roster maximum of
12.
TIME OUTS
Each team is allowed one time out per game (1 minute duration).
STARTING CONTESTS
1. Starting time: All matches are to start at the scheduled starting time, 45 minutes are
allowed, per match. A 10 minute forfeit time is allowed from the time the event is
scheduled. If a team does not appear within 5 minutes of the starting time, that team will
lose the first of the three games scheduled. If a team does not appear within 10 minutes of
the scheduled time they shall forfeit the match.
2. Starting game: Flip a coin, winner serves first game, loser serves the second game.
Teams change courts after each game. Rally scoring each game. Game 1 and 2 to 25 (win
by 2, capped at 30) and Game 3 to 15 (win by 2, capped at 20). If a third game is
necessary a new flip will determine who will serve. In the event that time has expired and a
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third game cannot be started the regular season match will end as a tie (1/2 win, 1/2 loss
for each team). No time limit for pre-season tournament or playoff matches.
3. Third game: Teams automatically change playing areas after one team has scored 8
points. No change shall be made in the players relative position. Rally scoring in game 3.
4. Playing: A team must start play as soon as it has 4 players present after the scheduled
time.
5. Forfeits: Any team having 2 forfeits in league play will be eliminated from all further
play in volleyball and will forfeit all volleyball participation points and forfeit fee.
6. Readiness to play: Officials shall signal by blowing the whistle and giving the
readiness to play signal. Serving team score is announced first, whistle for readiness to
serve is blown as soon as the official considers all players are in a ready position. A
serve made prior to the readiness to play signal will be replayed.
POSITION OF PLAYERS
1. Service - All players must be in their respective positions, on the court, when the ball is
served.
2. During Play -
A. Front Line Players may contact the ball from any position inside or outside the
court except while positioned across the center line or its out-of-bounds extension.
B. Backline Players while positioned behind the spiking line may contact the ball
from any position inside or outside the court above or below the top of the net.
C. A Backline Player shall not:
1. Participate in the block or an attempt to block.
2. Return a ball, any part of which is higher than the top of the net while
positioned in front of the spiking line or its out-of-bounds extension. A foul
shall not be called on a backline player if an opponent blocks the ball
before it crosses the net.
3. Play a ball while positioned across the center line of its out-of-bounds
extension.
3. Completion of Service - All team members must return to their respective position upon
completion of each serve or loss of serve.
4. Completion of Game - At the completion of each game it will not be necessary to maintain
the same position or return to the same.
5. Substitutes - enter at the service position, must play one rotation minimum, and exit front
right, exception made for injured player.
COMPLETING GAMES
1. Best 2 out of 3 games counts as one win in league standings.
2. First team to score 25 points and ahead by 2 points is the winner in each game (scoring
capped at 30).
3. If a third game is necessary the team that is ahead 45 minutes after the scheduled starting
time is declared the winner. Rally scoring used in game 3 to 15 (win by 2, scoring capped
at 20). Teams change courts when first team reaches 8 points. (No time limit in playoff
matches and one (1) day tournaments.)
4. Starting a match prior to the scheduled starting time adds that much additional time to the
45 minutes allotted.
5. Manager or captain from the winning team must be sure to sign and verify the score sheet
at the end of the match.
SERVICE
(The act of putting the ball into play by the player in the serving position.)
1. Served Ball – 2 attempts for serving the ball. At the instant the server hits the ball all
players must be in their proper position. As soon as the ball has been hit, the players may
move to any place on their side of the net. A served ball may be set by the receiving team.
2. Service Positions - At the instant the ball is hit for service the server may not be in contact
with the end line.
3. Maintaining Service - a player continues to serve until a fault is committed by the serving
team.
4. Change of Position - The team which receives the ball for service after a side-out shall
rotate clockwise before serving (includes first side out). Substitutes must play one
rotation minimum.
5. Serving Faults
A. The ball passes under the net
B. The ball touches a player of the serving team or any object before entering the
opponent's playing area
C. The ball lands outside of the limits of the opponent's playing area
6. Serving out of Order
A. If a team serves out of order, the team loses the service and any points gained
during such out of order service. The players of the team at fault must immediately
resume their correct positions.
B. If the served ball touches the net (net ball) at the moment the opposing team is
whistled for a positional fault, the server's team scores a point.
CONTACTING BALL DURING PLAY
1. General - maximum number of 3 contacts on a side.
A. The ball may be contacted with any part of the body above and including the waist.
B. The ball can contact any number of parts of the body down to the waist providing
the contacts are simultaneous and that the ball is not held. If it does not touch
simultaneously, it is a fault (double contact).
C. The serve may be set by the receiving team.
D. If serve touches the net completely between the antennas, it is considered good
and play continues.
2. Simultaneous contact by opponents.
If 2 opponents simultaneously hit the ball above the net, the player behind the direction of
the ball is considered as having touched it last. The team upon whose side of the net the
ball falls in such play may participate in the next play.
3. Simultaneous contact by teammates is allowed and is considered as two
plays. Players participating in such play may participate in the next play.
4. BLOCKING is the art at the net which intercepts the ball coming from the opponent's side
by making contact with the ball as it comes across the net, before it crosses the net or
immediately after it crosses the net. An attempt to block does not constitute a block unless
the ball is contacted during an attempt. Front line players ONLY may take part in a block.
The team which effected a block shall have the right to three more contacts with the ball in
order to return it to the opponent's side. [NOTE: a served ball may not be blocked.]
A. Any player participating in a block shall have the right to make the next contact with
the ball - such contact counting as the first of three contacts allowed the team.
B. Back line players MAY NOT participate in a block, but may play the ball in
any other position near or away from the block.
C. Hands of the blocker(s) may reach over the net; however, the blocker(s) shall not
contact the ball over the opponent's court until after the completion of the
opponent's action which sends the ball toward the blocker(s) side.
5. The block
A. Each ball directed toward the opponent's area can be blocked by one or a group of
the opponent's front line players.
B. Balls passed between players of the same team that do not travel across the net
may not be blocked. However, if one of these passes projects the ball above the
net so that some part of the ball is over the vertical plane of the net, the ball may be
blocked since it has traveled from the opponent's side.
C. A player may take a blocking position with the hands and arms over the net before
the opponent's attack, if in so doing there is no interference with the opponent's
play before their attack. It is always permitted to block with the hands and
arms over the net to intercept the opponent's attack.
D. Blocking of the ball above the opponent's court shall be legal provided that such a
block is:
1. After a player of the attacking team has spiked the ball; or
2. If in the referees judgment, the attacking team has intentionally directed
the ball across the net; or
3. After the opponents have completed their allowable 3 hits; or
4. After the ball is hit so that it would, in the referees judgment, cross the net if
not touched and no member of the attacking team is in position to make a
legal play on the ball; or;
5. After the ball is hit in such a manner that it is falling over the attacking
teams area near the net and no member of the attacking team could
reasonably, in the referees judgment, make a play on the ball.
E. If one of the blocker(s) puts the hands over its net and spikes the ball during the
blocking action, IT IS A FAULT.
DEAD BALL
When served ball:
A. hits a teammate.
B. touches the ceiling or obstruction.
C. hit before audio and visual signal is given by referee, will result in a replay of the
serve.
CARRYING BALL
The ball must be cleanly hit. Scooping, lifting, pushing, or carrying the ball shall be considered as
holding.
1. Below waist - any player making a play for a ball below the waist and making the play
with palms up must make a fist or interlace fingers. Players may use back of hand
without making a fist.
2. Spike - a ball being spiked may be hit with the open hand as long as the ball is not caught
or carried.

PLAY AT THE NET
1. Ball touching net - when a ball in play, including the serve touches the net
completely between the antennas, it is considered good and play continues.
2. Net driven into player - if the ball is driven into the net with such force as to cause
the net to contact a member of the opponent's team, such contact shall not be considered a
fault on the part of the latter.
3. A player from Team B may not obstruct a player of Team A, nor touch the ball while
Team A player is playing it.
4. The net may not be contacted by the players while the ball is in play. Any contact by the
body or uniform, inadvertent or not, is penalized.
HANDS PASSING OVER NET
1. During block - contacting the ball over the net above the opponents playing area
before the opponent's action to send the ball toward the opposite side is made, shall
constitute a FAULT.
2. After the spike - a hand or hands passing over the net after a spike is not a fault.
CROSSING CENTERLINE
Contact with any part of a player's body with the opponents side of the court during play constitutes
a fault. Touching the opponents playing area with a foot or feet is not a fault, providing that some
part of the encroaching foot or feet remains on or above the center line at the time of such contact.
INTERPRETATION OF RULES
Disagreements with the interpretation of the rules must be brought to the attention of the referee
prior to the first service following the play which the disagreement occurred. The captain/manager
of the protesting team is the only one to bring the protest to the attention of the referee. If the
referee cannot make a decision it will be taken to the Intramural Sports Supervisor for a final
decision. If this decision is not acceptable the matter will be reviewed by the Intramural Sports
Coordinator, following the protest procedures outlined by the Intramural Sports Handbook.

CO-REC ADDITIONS
1. A team is composed of 4 players plus substitutes. Play may begin with
as few as 2 players. No more than 2 of either gender may be on the floor at the same time.
2. Men may not spike or attack a ball, any contact by a male player considered a spike/attack
will be considered a fault, at the official's discretion. Any men's contact must have a
perceptible arc, excluding serves. Men may block.
3. NDSU Volleyball club members are eligible subject to the following restriction: 1 male and 1
female club member per team.
4. In co-ed games, a man must replace a man and a women replaces a women.
5. If the ball is hit more than one time on your side of the net, a woman must touch the ball at least once.

 

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LAW VIII - Duration of the Game

· Duration: Two equal periods of 20 minutes; clock stopped whenever ball is out of play. Time can be prolonged only to take a penalty kick.
· Time-outs: 1 per team per half; none in extra time
· Half-time: Maximum of 15 minutes
LAW IX - The Start of Play
Procedure: Coin toss followed by kickoff; opposing team waits outside center circle; ball deemed in play once it has been touched; the kicker shall not touch ball before someone else touches it; ensuing kick-offs taken after goals scored and at start of second half.
LAW X - Ball in and out of Play
· Ball out of play: When it has wholly crossed the goal line or touchline; when the game has been stopped by a referee; when the ball hits the ceiling (restart: dropped ball beneath that point).
· Lines: Touchlines and goal lines are considered inside the playing area.
LAW XI - Method of Scoring
When the whole of the ball has passed over the goal line, between the goal posts and under the crossbar (except by illegal means).
LAW XII - Fouls and Misconduct
Direct free kick
awarded when a player intentionally commits any of the following 11 offenses (penalty kick awarded when infringement takes place in penalty area)

  • · kicking or attempting to kick an opponent
  • · tripping an opponent
  • · jumping at an opponent
  • · charging an opponent in a violent or dangerous manner
  • · charging an opponent from behind
  • · striking, attempting to strike, or spitting at an opponent
  • · holding an opponent
  • · pushing an opponent
  • · charging an opponent with shoulder (i.e., shoulder charge)
  • · sliding at an opponent (i.e., sliding tackle)
  • · handling the ball (except goalkeeper)

Indirect free kick awarded when any of the following 8 offenses is committed (kick taken from the 6-meter line when infringement takes place in penalty area):

  • · dangerous play (e.g. attempting to kick ball held by goalkeeper)
  • · obstruction
  • · charging the goalkeeper in the penalty area (i.e., goalkeeper charge)
  • · goalkeeper throws ball directly over the halfway-line (without it first touching his own side of the pitch or any player)
  • · goalkeeper picks up or touches with his hands a back pass
  • · goalkeeper picks up or touches with his hands a kick-in from a teammate
  • · goalkeeper controls the ball with any part of his body for more than 4 seconds
  • · goalkeeper touches with any part of his body a back pass that has been played back to him before the ball has (1) crossed the halfway-line or (2) been touched by an opponent

Players shall be cautioned (i.e., shown yellow card) when:

  • · a substituting player enters the pitch from an incorrect position or before the player he is substituting has entirely left the pitch
  • · he persistently infringes the Laws of the Game
  • · he shows dissent with any decision of the referee
  • · he is guilty of ungentlemanly conduct

These 4 yellow-card offenses are punishable by an indirect free kick taken from the point of infringement (or from the 6-meter line when the infringement takes place in penalty area).
Players shall be sent off (i.e., shown the red card) for:

  • · (a) serious foul play
  • · (b) violent conduct
  • · (c) foul or abusive language
  • · (d) second instance of cautionable offense (i.e., second yellow card)
  • · (e) intentionally impeding a clear goal opportunity (e.g. through a "professional foul")
  • · (f) intentionally impeding a clear goal opportunity in the penalty area by handling the ball

Direct free kicks (or penalty kicks) accompany the expulsion for (a), (b), (e) and (f); indirect free kicks, for (c) and (d) (from the 6-meter line when the infringement takes place in the penalty area).
Rules of Expulsion:

  • · The player sent off (shown a red card) is out for the rest of the game and is not even permitted to sit on the reserves' bench.
  • · The team of the player sent off can substitute for that player after 2 minutes of playing time or after the opposing team scores -- which ever comes first.
  • · The 2-minute punishment shall be checked by the timekeeper (or by the assistant referee, if there is no timekeeper).
  • · The substitute cannot come on until the ball is out of play and he has a referee's consent.

LAW XIII - Free Kick

  • · Types: Direct free kicks and indirect free kicks
  • · Wall: At least 5 meters away until the ball is in play
  • · Ball in Play: After it has traveled the distance of its own circumference
  • · Time Limit: Kick must be taken within 4 seconds
  • · Restriction: Kicker cannot touch the ball again until it has been touched by another player

LAW XIV - Accumulated Fouls
Accumulated fouls refer only to all the fouls mentioned in Law XII (a through k(1 to 11). Once a team has accumulated 5 fouls during a half (those accumulated in the second half continue to accumulate into extra time), from the 6th foul:

  • · that team shall not be allowed a defensive wall
  • · all free kicks shall be direct (no indirect free kicks)
  • · infringements committed within 12 meters of the goal line shall be punished with a direct free kick from the point of infringement; infringements committed from 12 meters or further from the goal line shall be punished with a direct free kick from the Second Penalty Spot

Procedure:

  • · Until the ball is kicked into play, all players other than the goalkeeper and kicker shall remain behind an imaginary line that is in line with the ball and parallel to the goal line.
  • · The goalkeeper shall remain in his penalty area at least 5 m away from the ball.
  • · The kicker must aim at the goal, with the intention of scoring.
  • · No other player may touch the ball until it has been touched by the pitch, rebounded from the goal post or crossbar, or has left the pitch.
  • · If the infringement took place in penalty area (and does not merit a penalty kick), the free kick is to be taken from the 6-m-line on the spot nearest to where the infringement occurred.

LAW XV - Penalty Kick

  • · To be taken from the penalty mark on the mid-point of the 6-m-line.
  • · The kicker is to aim at goal, with the intention of scoring.
  • · All players must be out of the penalty area, and the players of the opposing team must also be at least 5 m from the penalty spot.
  • · The kicker shall not play the ball a second time until it has been touched by another player.

LAW XVI - Kick-in

  • · To be taken in place of the throw-in.
  • · The ball is placed on the touch line before kicking.
  • · The kicker's foot not kicking the ball must be outside or at least on the touchline; if it crosses the touchline all of the way, into the pitch, the kick-in is given to the opposing team.
  • · The kick-in must be taken within 4 seconds; if it is not, the kick-in is given to the opposing team.
  • · The kicker cannot play the ball a second time until it has been played by another player; infringement of this rule entail an indirect free kick to the opposing from the point of infringement.
  • · Players on opposing team must be at least 5 m away from point of kick-in.
  • · Cannot score directly from a kick-in.

LAW XVII - Goal Clearance

  • · To be taken in place of goal kick.
  • · From inside the penalty area, the goalkeeper throws the ball into play.
  • · The ball is not in play until it has passed outside of the penalty area. If the goal clearance is received inside of the penalty area, the goal clearance shall be taken over.

LAW XVIII - Corner Kick

  • · Ball placed on the corner (no corner-kick arc). If ball is misplaced, the corner kick is taken over.
  • · Must be taken within 4 seconds; failure to do so entails indirect free kick to the opposing team from the corner mark.
  • · The kicker cannot play the ball a second time until it has been played by another player; infringement of this rule entail an indirect free kick to the opposing from the point of infringement.
  • · Players on opposing team must be at least 5 m away from point of the corner kick.
  • · Can score goal directly from a corner kick.

Annex 1 - Penalty Kick Shoot-out

  • · Main referee decides goal to be used.
  • · Five kicks to be taken by 5 different players selected from the 12 suited players. Captain of each team announces these 5 to the main referee before the kicks are taken.
  • · If two teams are still tied after 5 kicks, the additional kicks will be taken on a sudden-death basis by the rest of the players who have not kicked yet.
  • · Players sent off during the match are not eligible to take these kicks.
  • · Any eligible player may change places with his goalkeeper.
  • · While the penalty shoot-out is in progress, players will remain on the opposite half of the pitch. The assistant referee shall control this area

 

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