Summer Court Multisport (Indoor) St George [Tue] 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-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.

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.
  • To start the game, this league requires your team to have a minimum of four (4) players participating, including one (1) male, one (1) female or one (1) gender diverse person.
  • Please consider our Default, Forfeit, and Substitute Policy
  • 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.

URBAN REC SPECIFICS

FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is proud to be the best non-competitive league which practices fair play, meaning you should be making your own calls during the game. The Event Host will be there to make calls at their discretion, keep time and help guide the games within the game rules. Urban Rec Event Hosts have the final say on any issue that cannot be self-resolved.

SPORTSMANSHIP 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.


BASKETBALL RULE SPECIFICS

THE BALL: The ball can be advanced up the court with the hands only, either by dribbling or passing to teammates.  

HALF COURT DEFENCE: When the ball is being thrown in from the base line after a basket has been scored, all defensive players must make their way back to half way before defending. This is also relevant after a defensive rebound or turnover has been made. All decisions and calls on this is at the Event Hosts discretion.

FOULS: Fouls are penalties assessed for rough play. Fouls are awarded either out of bounds or if in the act of shooting, two (2) free throws are awarded. Players are expected to call themselves when they foul another player, if a player thinks they have been fouled it is then the Event Hosts final call.

Here are a simple list of reasons players would be called for a foul:

    • Blocking – Caused when the defender makes personal contact with an opponent who may or may not have the ball. Blocking is called when the defender impedes the progress of the opponent.
    • Screening – Avoid setting any dangerous screens that may impact a player when they’re not looking. This can cause head clashes and serious injuries.
    • Charging – When an offensive player makes contact with a defender who has already established a set position. A player with the ball must avoid contact with a stationary defender by stopping or changing direction.
    • Contact – Urban Rec is a non-contact sport, any elbowing, pushing, shoving, intense body contact, slapping of hands or holding any players will be deemed a foul & the Event Host has the final say.
    • Blocking Females – Male players are allowed to block a female player’s shot provided the following conditions are met: (1) feet must remain on the ground (i.e. no jumping or leaving the ground); (2) hands and arms must be straight in the air or at 90 degrees; and (3) NO leaning in. If a male player blocks a female player not in adherence to the rules, the basket will count from where the ball was shot from & the player will also receive 1 additional free throw.

VIOLATIONS The basketball basic rules include numerous ball handling that cause a team to lose possession of the ball. Here are some common violations.

    • Back-court Violation – If (when on offense), you cross half court line, you cannot bring the ball backwards across the half court line into your defensive end.
    • Double Dribble - When a dribbler touches the ball with both hands at the same time or when the dribbler stops dribbling, holds the ball with two hands and then starts dribbling again.
    • Goal-tending – Occurs when a player touches a shot ball while it is in its downward flight above the rim. It also occurs when a defender touches a free throw attempt outside the basket.
    • Lane Violation – A violation called during a free throw situation against a player who enters the lane too soon.
    • Traveling – A violation caused by moving the feet in any direction without properly dribbling the ball. It results in a turnover, and the ball is given to the opposing team. While holding the ball, a player has to establish a pivot foot which has to remain on the floor at all times until he passes, shoots, or dribbles.

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 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.

HOT BALL To reduce stalling, a violation will be called if as player hold 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 the 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 Even 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 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, 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 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 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.

STREET NETBALL RULES SPECIFICS

POSITIONS: In Street Netball there are no set positions and no bibs. This means that all players can go everywhere, however, only two (2) shooters and two (2) defenders are allowed in the goal circle at one time. Players need to be aware of their team and how many are in the circle at one time.

COURT BOUNDARIES A standard Netball court is used however some variations may vary depending on the venue.

STARTING THE GAME Captains will Scissors, Paper, Rock to determine who starts with the ball and what quarter their team has their Double Points Round.

SCORING Each goal scored within the goal circle is worth one (1) point and each goal scored outside the goal circle within the goal third is worth three (3) points. All goals scored in teams designated Double Points Round, are doubled (1 point is 2 points & 3 points is 6 points). 

STARTING PLAY: The play is started with a pass from the centre circle – this is called the centre pass. There is a centre pass at the beginning of each quarter and half, and after each goal is scored. The person making the centre pass must stand in the centre circle and wait for the Event Hosts whistle to commence play. The opposing centre can stand anywhere in the centre third but all other players must start in the goal thirds (behind the middle third lines) until the Event Host blows the whistle to start play. All other Centre Passes get rotated between teams after each goal. The ball must be caught in the centre third once the whistle has been blown before making its way down the court.

SHOOTING:

  • 3 POINT SHOTS: Must be taken from outside the goal circle only, within the goal third.

  • 1 POINT SHOTS: Must be taken from within the goal circle.

  • NO dunking is permitted and jump shots are at your Event Hosts discretion.

SANCTIONS There are two types of penalties in netball, Free Pass & Penalty Pass.

  • FREE PASS is awarded for infringements on the court involving one player. The pass is taken where the infringement occurred by any player who is allowed in the area. The offending player does not have to stand beside the thrower taking the pass. If a free pass is awarded in the goal circle, the shooter may only pass the ball – not shoot for goal.

  • PENALTY PASS/SHOT is awarded for contact, intimidation and obstruction infringements. The pass is taken where the infringer was standing, except if it places the non-defending team at a disadvantage. Any player who is allowed in the area can take the pass. The penalised player must stand “out of play”. That is, beside and away from the player taking the pass and make no attempt to take part in play. This includes directing play, until the ball has left the throwers hands. However, the player taking the penalty has the option to either pass the ball immediately, or to wait for the infringer to stand out of play. If a penalty is given to a Goal Attack or Goal Shooter in the goal circle they are awarded a “penalty pass or shot”, meaning they can pass or take the shot from where the penalty was awarded.

STEPPING Once a player has landed with the ball, the first landed foot is called the grounded foot and must either stay on the ground or in the air until the ball is passed on. Re-grounding that same foot a second time while still in possession of the ball is a step which will result in a free pass to the opposition. Similarly, a hop, slide or drag of the grounded foot is not permitted.

PLAYING THE BALL Once the ball has been caught; the player must pass it or shoot for goal within three seconds.

OBSTRUCTION A player with arms extended cannot defend a player with the ball closer than 0.9m (3 feet). This distance is measured from the first landed foot of the attacking player to the nearer foot of the defending player. A player may stand closer to an opponent without the ball provided their arms are not extended, but a player may not use intimidating actions against an opponent with or without the ball. If the defending player has their defensive stance and the attacking player lessens the distance in their throwing or shooting action, then the defending player is not considered to be obstructing because it was the attacking player and not the defending player who shortened the distance.

CONTACT A player cannot accidentally or deliberately come into contact with another player in a way which impedes their play. For example, pushing, charging, tripping, throwing the body against an opponent or using the ball to push or contact an opponent. Players must not hold an opponent, nor keep their elbows against another player. Players must not run with the arms extended across any player.

PLAYING THE BALL (REPLAY) A player who has possession of the ball may not bounce the ball and re-gain possession of the ball (replay it). If a player does not catch the ball cleanly, it may be allowed to bounce once to gain possession or batted or bounced to another team mate. After throwing the ball, a player cannot play it again until it is touched by another player, or rebounds off the goal post. A player cannot:

  • punch, roll, kick or fall on the ball;

  • gain or pass the ball in any way while lying, sitting or kneeling on the ground;

  • use the goal post as a way to regain balance or as a support while stopping the ball from going out of court.

  • when shooting, the ball must touch the goal ring before the player who shot the ball can re-gain possession again (replay).

THROW IN When the ball goes out of court, the Event Host will try to see who made the last touch on the ball. In the circumstance when the Event Host does not see who touched the balls, players should make an honest call themselves. The throw in is then taken by a player from the opposing team close to where the ball went out of court. Standing close to the line from the outside of court, the player has three seconds to get the ball back in play.

FOOTWORK

  • ONE-FOOT LANDING – When a player lands on one foot they may step with the other foot, lift the landing foot, but must throw the ball before re-grounding the lifted foot. They may use the landing foot as a pivoting foot, stepping in any direction with the other foot as many times as they wish. Once the pivoting foot is lifted they must pass or shoot before re-grounding this foot.

  • TWO-FOOT LANDING – If a player catches the ball and lands on both feet simultaneously, they may step in any direction with one foot, lift the other foot but must throw or shoot before re-grounding this foot. They may pivot on one foot, stepping in any direction with the other foot as often as they wish. Once the pivot foot is lifted they must throw the ball before re-grounding this foot. They may jump from both feet onto either foot, or step and jump but must throw or shoot before re-grounding either foot.


FRISBEE RULE 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.


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, 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 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.


FIJIAN TOUCH RULE SPECIFICS

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

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

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

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

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

DEFENDING

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

VOLLEYBALL RULE SPECIFICS

HITTING THE BALL OVER THE NET Each team is entitled to a maximum of three hits to return the ball over the net. The ball may be hit with any part of the body, including the feet. A player may not contact the ball twice consecutively.

SIMULTANEOUS CONTACT The ball may touch two or more parts of the body only if contact occurs simultaneously or in one motion. When two teammates contact the ball simultaneously, it is counted as two of their three permitted hits. When two opponents simultaneously touch the ball above the net and it is held, the rally will continue.

BALL AT THE NET When the ball is sent into the opponent's court it must pass over the net. While crossing the net, the ball may touch the net between the antennas but may not touch the posts or ropes. A ball hit into the net may be retrieved and played over the net within the team's limit of three hits.

PLAYER AT THE NET No part of a player's body or clothing may touch the net, but may touch the net ropes outside of the antennas and the posts. A player may enter under the net into their opponent's court provided they do not interfere with their opponent's range of motion.

SERVICE The serving player should wait until all opponents players are ready. 

  • The ball must be hit cleanly with one hand or any part of the arm after being tossed or released and before it touches the ground.

  • The ball must pass over the net and between the antennas.

  • The ball may contact the net, but not the posts or antennas. 

  • The serve may be hit from anywhere along the baseline and from within the sidelines.

  • All players on both teams must be within the court area when the serve is hit.

HAND-SETTING RULE Hand-setting is the skill where the fingertips are used to play the ball from above your face with the intention of directing the ball to a position above the net for your team-mate to attack or spike down into your opponent's court. 

  • As a guide: The ball must be played cleanly in one motion, using the fingertips.

  • The ball can be lowered in the hands to the face then it must be released by extending arms and wrists, but it cannot be a clear 'catch'.

ATTACK HIT is the action to direct the ball down into the opponent's court. The attack hit must be completed within the player's own court space. A player is not allowed to make an attack hit on an opponent's serve. Please be cautious of who and how close your opponents are before hitting the ball hard.

  • BLOCKING is the action of a player to prevent an opponent's attack hit from crossing the net. A player is not permitted to block the serve. A blocking player may touch the ball over the net in the opponent's court once the opponent's attack hit is completed. The first hit after a block may be executed by any player including the blocker - leaving one remaining team hit.  


GAELIC FOOTBALL RULE SPECIFICS

THE START OF PLAY Once the ball is tipped to a player, that team will start with the ball. They will either play in Aussie Rules mode or Soccer mode.

AUSSIE RULES MODE This mode is activated by players catching and passing the ball down the court towards the goal area. The ball must be hand-balled to each other like an Aussie Rules ball (if not the ball will be turned over to the opposition). The ball can also be kicked like an Aussie Rules ball to each player down the court.

When in Aussie Rules Mode:

  • Once you have caught a ball you are stuck in the mud and cannot run with the ball (like netball), you can pivot to change direction but cannot freely move with the ball in hand
  • The ball must be hand-balled to players, it cannot be thrown
  • The ball can be kicked to players like in Aussie Rules
  • Defenders cannot steal the ball from any players hands when in Aussie Rules mode
  • Defenders must be 3 feet away from Attackers when in Aussie Rules mode (like Netball). Players must only stand 3 feet away with their hands up or to the side, not over the ball and cannot snatch the ball from the attacking players hands
  • Players can attempt to score a goal in Aussie Rules mode by kicking or hand-balling into the goal.

If the ball touches the ground at any point, the game then enters into Soccer Mode.

SOCCER MODE This mode is activated when the ball has hit the ground. Players can play in Soccer mode by kicking to each other like a Soccer ball, however, when the ball is in Soccer mode, it is free ball and can be easily intercepted at any time.

When in Soccer Mode:

  • Players can kick to each other like in normal Soccer
  • Defenders can contest, intercept and steal the ball with their feet at any time when the ball is on the ground
  • Defenders can also pick the ball up at any time to create a turnover, re-activating Aussie Rules Mode

THE GOALKEEPERS AREA

  • The goal area is the semi-circle in front of the goal posts
  • The goal keeper can move freely in the goal circle and can use their hands when attempting to save a goal in the goal circle
  • There are no corners, all balls will go back to the keeper
  • Only the goal keeper can be in the goal circle meaning all players when attempting to shoot, must shoot from outside the goal area

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 League 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 Even Host discretion as to whether the player is removed from the game for an amount of time.

PENALTIES Turnovers or penalties will take place when:

  • Dangerous manner of play 
  • Impeding the progress of an opposition player 
  • If defenders are within 3 feet when defending
  • 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
  • If players knock the ball into the goals with their hands, no points awarded and automatic turnover.

BACK TO SCHOOL NIGHT

GAME TIME For this week only we will have four (4) quarters of seven-eight (7-8) minutes. This will allow for four (4) different games to be played.

WINNING TEAM The winning team will be decided by which team wins the most games. If it is a draw there will be an extra challenge to see who wins for the night. 

THE GAMES

ULTIMATE SCISSORS PAPER ROCK
  1. Each team will start in the bottom left and right (respective) corners of the court.
  2. The Host will blow the whistle to indicate the first (1st) player of each team to run.
  3. One (1) player from each team will run up the lines of the court and across the other end until they meet each other.
  4. Said players will then play Scissors Paper Rock until ONE player wins.
  5. The WINNING player will run around the LOSING player and head towards the other team. 
  6. The LOSING player will stay in place.
  7. The team of the LOSING player will then send their next player running up the line to intercept the WINNING player.
  8. They will stop when they meet and play Scissors Paper Rock until one of them wins.
  9. This continues until one (1) player from a team reaches the baseline of the OPPOSING team.
BULLRUSH
  1. TWO people start in the middle. ONE (1) from each team. They are called the TAGGERS. 
    • The TAGGER is either elected by the teams or the Host.
  2. ALL other players will line up along the fence/wall.
  3. When the Host blows the whistle everyone needs to try to run across to the other side.
  4. If you are TAGGED you are OUT.
  5. If you make it to the other side you have survived the round.
  6. The Host will blow the whistle to start the next round.
  7. Play will continue for FIVE (5) laps. 
  8. Scores are accumulated by the remaining players left UNTAGGED from each team. 
STUCK IN THE MUD
  1. TWO people start in the middle. One from each team. They are called the TAGGERS. 
    • The TAGGER is either elected by the teams or the Host.
  2. ALL other players will spread themselves around the boundaries of the court.
  3. The Host will blow the whistle to start the game.
  4. If the TAGGER from the OPPOSING team tags you you are STUCK IN THE MUD
  5. You must then sit down. To become UNSTUCK one of your teammates must walk over you. (This is to prevent grazed knees)
  6. The FIRST team to be entirely STUCK IN THE MUD loses. 
PACMAN/LINES
  1. TWO people start on the center line. ONE (1) from each team. They are called the TAGGERS. 
    • The TAGGER is either elected by the teams or the Host.
  2. ALL other players will spread themselves around the LINES on the court.
  3. Players must only run on the LINES of the court. 
  4. Players may not JUMP across the lines of the court. There MUST be a direct connection.
  5. If the TAGGER from the OPPOSING team tags you you are OUT.
    • You then become a BARRIER.
    • Players can not pass a BARRIER but TAGGERS can.
  6. The FIRST team to be entirely OUT loses.

ROCK, PAPER, SCISSORS

  • Games will be normal 5 play 5

  • Captains will play Rock, Paper, Scissors at the start of each half. Whichever captain wins will choose what sport they play that half.

  • Games will be scored as win & loss (1-0). If a team has had a draw (both win 1 game each) then captains will do a final Rock, Paper, Scissors, best of 3, to decide who takes the extra point (making it 2-1)


MAJORITY RULES

  • Games will be normal 5 play 5

  • Teams will be asked the week before what their favourite 2 sports were from the season. The sport that gets the most votes is what all the teams will play for their final week.