Please read the rules below or here
Read our terms and conditions for the Ultimate Soccer Series here
Court Set-Up
A sand volleyball court will be used, with appropriate lines and net in place, The overall size of the court is recommended to be 20-yards long by 10-yards wide. The top of the net bisecting the court is usually set at six feet. Size may vary due to availability of courts.
Number of Players
four players per side
The Ball
a standard soccer ball will be used.
Method of Scoring
The ball hits the floor of the opponents or the ball goes out of bounds and hits the floor.
Start of Play
Each rally is served with a drop kick of the ball over the net and into the opponents’ half of the court.
If the ball hits the net from the serve, the player is allowed one re do serve.
If the ball still does not make it over, the ball is turned over to the other team
Rules of Play
Players need to be versed in the basic rules of volleyball. The ball must stay in the air. The players may pass the ball to one or two teammates, using two-touch as necessary, but the ball must be sent over the net by at least the third player to touch the ball. ball must be touched 2 times before it can be sent over but can be sent over the net in the 2nd touch
Once it hits outside the boundary line or comes off the net (and either hits the “floor” or is touched by a fourth player), it is out of play and a point or change of service is scored by the other team.
No player may extend any body part under the net. Players may go outside of the boundary lines, however, to keep a ball in play. No handling (hands) is permitted.
As in volleyball, players rotate positions and the server after an unsuccessful point. The winning team is the first one to 15 points. Or the time limit expires.
20 minute games. Two 10 minute halves. 2 minute halftime.
Players must play barefoot unless excused by the official.
Each team will have 1 captain for their team. They will be present for the coin toss at the beginning of the game to decide who serves first and what side they start on.
They are also allowed to request to fix the lines of the court once the play is done with the refs permission.
TO SCORE A POINT
A team scores a point by successfully grounding the ball on the opponent’s court; The ball goes out of bounds and hits the floor.
If the serving team wins the rally, they score a point and continue to serve.
TO WIN A MATCH
The match is won by the team that scores 15 points (win by 2) or is in the lead after the two 10 minute halves have concluded.
Ex: If the game is tied at 14-14, the game will end when one team gets 16 points.
POSITIONS
At the moment the ball is hit by the server, each team must be within its own court (except the server).
The players are free to position themselves. There are NO determined positions on the court.
Service order must be maintained throughout the set (as determined by the team captain immediately following the toss).
When the receiving team has gained the right to serve, its players “rotate” one position.
BALL IN PLAY
The ball is in play from the moment of the hit of the service authorised by the referee.
If the ball hits the net during a rally, it is still playable if there are still hits available to the team.
The ball may hit the net and “tip” over into the other teams court.
BALL OUT OF PLAY
The ball is out of play at the moment it hits the floor, either in bounds or not.
falls on the ground completely outside the boundary lines (without touching them);
touches an object outside the court, or a person out of play;
crosses the lower space under the net.
Each team must play within its own playing area and playing space. The ball may, however, be retrieved from beyond the free zone.
TEAM HITS
A hit is any contact with the ball by a player in play. Each team is entitled to a maximum of three hits for returning the ball over the net. If more are used, the team commits the fault of “FOUR HITS”. These team hits include not only intentional hits by the player, but also unintentional contacts with the ball.
CONSECUTIVE CONTACTS
A player may not hit the ball two times consecutively hits (with the exception of blocking).
SIMULTANEOUS CONTACTS
Two players may touch the ball at the same moment.
When two teammates touch the ball simultaneously, it is counted as two hits (with the exception of blocking).
If they reach for the ball but only one of them touches it, one hit is counted.
If players collide, no fault is committed.
When two opponents touch the ball simultaneously over the net and the ball remains in play, the team receiving the ball is entitled to another three hits. If such a ball goes ”out”, it is the fault of the team on the opposite side.
If simultaneous hits by two opponents over the net lead to an extended contact with the ball, play continues.
Within the playing area, a player is not permitted to take support from a teammate or any structure/object in order to hit the ball. However, a player who is about to commit a fault (touch the net or interfere with an opponent, etc.) may be stopped or held back by a team-mate.
CHARACTERISTICS OF A HIT
The ball must rebound
The ball may touch any part of the body, except arms and hands. Shoulder is okay.
The ball must not be caught or thrown.
It can rebound in any direction.
FAULTS IN PLAYING THE BALL
FOUR HITS: a team hits the ball four times before returning it.
ASSISTED HIT: a player takes support from a teammate or any structure/ object in order to hit the ball within the playing area.
CATCH: the ball is caught and/or thrown; it does not rebound from the hit.
DOUBLE CONTACT: a player hits the ball twice in succession or the ball contacts various parts of his/her body in succession.
BALL CROSSING THE NET
The ball sent to the opponent’s court must go over the net within the crossing space. The crossing space is the part of the vertical plane of the net limited as follows:
below, by the top of the net;
at the sides, by the antennae, and their imaginary extension;
above, by the ceiling or structure (if any).
The ball that has crossed the net plane to the opponent’s free zone totally or partly through the external space, may be played back within the team hits, provided that:
The ball when played back crosses the vertical plane of the net again totally, or partly through the external space on the same side of the court. The opponent team may not prevent such action.
The ball is “out” when it crosses completely the lower space under the net.
A player, however, may enter the opponents’ court in order to play the ball before it crosses completely the lower space or passes outside the crossing space.
BALL TOUCHING THE NET
While crossing the net, the ball may touch it.
BALL IN THE NET
A ball driven into the net may be recovered within the limits of the three team hits.
If the ball rips the mesh of the net or tears it down, the rally is cancelled and replayed.
REACHING BEYOND THE NET
In blocking, a player may touch the ball beyond the net, provided that he/she does not interfere with the opponent’s play, before or during the latter’s attack hit.
After an attack hit, a player is permitted to pass his/her hand beyond the net, provided that the contact has been made within his/her own playing space.
PENETRATION INTO THE OPPONENT’S SPACE, COURT AND/OR FREE ZONE
A player may enter into the opponent’s space, court and/or free zone, provided that this does not interfere with the opponent’s play.
CONTACT WITH THE NET
Contact with the net by a player between the antennae, during the action of playing the ball, is a fault. The action of playing the ball includes (among others) take-off, hit (or attempt) and landing.
Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with the play.
When the ball is driven into the net, causing it to touch an opponent, no fault is committed.
PLAYER’S FAULTS AT THE NET
A player touches the ball or an opponent in the opponent’s space before or during the opponent’s attack hit.
A player interferes with the opponent’s play while penetrating into the opponent’s space under the net.
A player interferes with play by (amongst others):
Players close to the ball as it is played, or who are trying to play it, are considered in the action of playing the ball, even if no contact is made with the ball. However, touching the net outside the antenna is not to be considered as a fault (without interference).
when the receiving team wins the rally, it gains the right to serve and the player who did not serve last time will serve.
EXECUTION OF THE SERVICE
The ball shall be hit with the foot.
The server may move freely within the service zone. At the moment of the service hit, the server must not touch the court (the end line included) or the ground outside the service zone. His/her foot may not go under the end line.
After the hit, he/she may step outside the service zone, or inside the court. If the line moves because of the sand pushed by the server, it is not considered a fault.
The server must hit the ball shortly after the referee whistles for service (5 sec. is a good time) .
A service executed before the referee’s whistle is cancelled and repeated. The execution of a service start with the beginning of movement to do it.
SCREENING
A player of the serving team must not prevent the opponent, through individual screening, from seeing the server AND the flight path of the ball.
A player of the serving team makes a screen by waving arms, jumping or moving sideways during the execution of the service to hide the server and the flight path of the ball.
FAULTS MADE DURING THE SERVICE
The following faults lead to a change of service. The server:
violates the service order,
does not execute the service properly after the one allowed redo
Faults after the service hit
After the ball has been correctly hit, the service becomes a fault if the ball:
touches a player of the serving team or fails to cross the vertical plane of the net completely through the crossing space;
goes “out”;
passes over a screen
BLOCKING
Blocking is the action of players close to the net to intercept the ball coming from the opponent by reaching higher than the top of the net, regardless of the height of the ball contact. At the moment of contact with the ball, a part of the body must be higher than the top of the net.
Block Attempt
A block attempt is the action of blocking without touching the ball.
Completed Block
A block is completed whenever the ball is touched by a blocker.
Collective Block
A collective block is executed by two players close to each other, and is completed when one of them touches the ball.
BLOCK CONTACT
Consecutive (quick and continuous) contacts may occur by one or more blockers provided that the contacts are made during one action. These are counted as only one team hit. These contacts may occur with any part of the body.
BLOCKING WITHIN THE OPPONENT’S SPACE
In blocking, the player may place his/her head or foot beyond the net, provided that this action does not interfere with the opponent’s play. Thus, it is not permitted to touch the ball beyond the net until an opponent has executed an attack hit.
A blocking contact is counted as a team hit. The blocking team will have only two more hits after a blocking contact.
The first hit after the block may be executed by any player, including the one who has touched the ball during the block.
BLOCKING THE SERVICE
To block an opponent’s service is forbidden.
BLOCKING FAULTS
The blocker touches the ball in the OPPONENT’S space either before or simultaneously with the opponent’s attack hit.
Blocking the ball in the opponent’s space from outside the antenna.
A player blocks the opponent’s service.
The ball is sent ”out” from the block.
SUBSTITUTIONS
Substitutions can be made anytime during the match as long as the ball is not in play. 3 substitution max during the whole match.
SPORTSMANLIKE CONDUCT
Participants must know the “Official Footvolley Rules” and abide by them.
Participants must accept referees’ decisions with sportsmanlike conduct, without disputing them. In case of doubt, clarification may be requested by both players.
Participants must refrain from actions or attitudes aimed at influencing the decisions of the referees or covering up faults committed by their team.
FAIR PLAY
Participants must behave respectfully and courteously in the spirit of FAIR PLAY, not only towards the referees, but also towards other officials, the opponent, teammates and spectators.
Communication between team members during the match is permitted.
MINOR MISCONDUCT
Minor misconduct offences are not subject to sanctions. It is the referee’s duty to prevent the teams from approaching the sanctioning level.
This is done in two stages:
Stage 1: by issuing a verbal warning through the captain; Stage 2: by use of a YELLOW CARD to a team member. This will cause the player to have to sit out of the match for 2 rallys, then may join back into the match.
The team must play with one player less during the 2 rallys.
A second yellow card will be shown if the player acts in these ways again, resulting in missing out for the rest of the match and their team playing with one less player.
MISCONDUCT LEADING TO SANCTIONS
Incorrect conduct by a team member towards officials, opponents, teammates or spectators is classified in three categories according to the seriousness of the offence. Any of these broken will result in a red card for the player and they will be excused for the rest of the game and the next match. The team will play without one player for the rest of the match. They may replace that player in the following match.
Rude conduct: acting contrary to good manners or moral principles,
Offensive conduct: defamatory or insulting words or gestures including any action expressing contempt.
Aggression: actual physical attack or aggressive or threatening behaviour.
SANCTION SCALE
According to the judgement of the referee and depending on the seriousness of the offence, the sanctions to be applied and recorded on the score sheet are: Penalty, Expulsion or Disqualification.
MISCONDUCT BEFORE AND BETWEEN SETS
Any misconduct occurring before or between sets is sanctioned according to the degree of the offence and the sanction is applied in the following set.
SUMMARY OF MISCONDUCT AND CARDS USED
Warning: no sanction – Stage 1: verbal warning
Stage 2: Yellow card
Penalty: Second yellow card, and immediate expulsion from the rest of the match
Stage 3: Straight Red Card- immediate expulsion from the rest of the match and a 1 match suspension.
Stage 4: If offence is severe enough and is determined to be by the tournament ref and over seeings bodies, disqualification for the player is effective immediately and the player must leave the premises. Whether or not they can participate in the rest of the tournaments will be discussed.
Court and Equipment
Soccer tennis is played on a regulation size doubles tennis court,
78 feet long and 36 feet wide.
The court is divided in half by a tennis net that is 36 inches high in the middle.
A size 5 soccer ball is used for ages.
Shoes that mark or damage the court, such as cleats or studded shoes, are not allowed.
Match Format
A match consists of two out of three games. The first team to score 10 points wins the game. (win by 2) or the time limit is reached of 10 minutes.
4 players from each team compete.
unlimited substitutes per match are allowed for each team.
After each game, teams are allowed a 2 minute break and switch sides.
Kick-Off
A coin toss starts the match.
The winner of the toss can choose to serve first or pick the side to start play on.
The serve is referred to as a kick-off.
The player who starts the kick-off must stand behind the baseline and has two attempts at getting the kick-off in play.
He can kick the ball out of his hands or drop-kick the ball, allowing it to bounce before kicking it.
The ball can land anywhere on the opponent’s side of the court.
If the kick-off hits the net and goes over, it is replayed.
If the ball fails to go over the net or land within the courts boundaries in the two attempts, a point is awarded to the opposing team and they will start the next point.
Game Rules
Players are not allowed to touch the ball with their arms or hands, but any other part of their body, including shoulders, is allowed.
Teams are allowed up to three touches and two bounces.
All three touches do not have to be taken before returning the ball.
It is legal to return the ball after one touch.
all three players do not need to touch the ball.
For example: player A passes the ball to player B who then passes it back to player A, who then returns it to the opposing team.
Players are not allowed consecutive touches.
Ball Bounce Rules
The ball is allowed to bounce only once before a player touches it.
With three players on a team, this means the ball can bounce only twice.
The ball does not have to bounce; a player can elect to return the ball only after one touch.
An example of three touches and two bounces: player A touches the ball, the ball bounces, player B touches the ball, the ball bounces a second time and then player C returns the ball back to the opposing team.
Scoring
A team does not have to serve or kick-off in order to win a point; the winner of a rally wins a point.
Teams are awarded points when the opposing team commits a fault.
Examples of faults are:
hitting the ball outside the court’s boundary lines
a player touches the ball with his arm or hand
the ball is hit into the net
the server steps onto the playing field before or during the kick-off
a team has too many touches or bounces before returning the ball.
Roster
Every team has to hand in a roster with all the player names and their Date of Birth.
Field size:
about ?ft x ?ft
Squad size:
5 field players and 1 goalie.
Game Length:
20 Min Games, two 10 minute halves with a 3 min half time.
Rules to play:
Indoor soccer shoes or outdoor soccer shoes may be worn during the game. Metal studs will not be allowed. Tennis shoes are not recommended but exceptions can be made.
All players must wear shin guards, or will not be allowed to play.
All players must wear jerseys/shirts during play.
Each team must wear shirts that match each other. EX: Team A wears red shirts, Team B wears blue shirts
If a conflict with shirt colour happens, coloured bibs will be handed out to the team needing them.
If both teams are wearing the same colour, the away team must change.
Players wearing protective casts must receive written approval by the Tournament director. If the referee on the field of play deems a player’s protective cast is unsafe in any way, the player will not be allowed to play until the Tournament director allows the player to play.
No jewellery will be allowed, including earrings of any type, rope necklaces and bracelets. The only exception will be players wearing medical bracelets.
Substitution:
Substitutions can be made once the ball is out of play and the ref has called the player on.
Unlimited amount of substitutions are allowed during the games
Referees / Timing: There will be no abuse of the referees tolerated, verbal or otherwise.
Any indication of such behaviour by a coach, parent or player will result in immediate removal from the tournament site.
No abuse of any player, coach or referee will be tolerated. Please keep all comments (cheering) positive.
The first whistle starts the clock on the field & game ending whistle ends the game on the field.
Teams must be ready to enter the field minimum of 5 minutes prior to scheduled game time.
If the full team is not ready to go or not fully there the referee will start a 5 minute timer. If by the end of 5 minutes, the rest of the team haven’t shown up or aren’t ready to go, the ref will forfeit the match and the win will be awarded to the team with their players there and ready.
Kick Offs / Kick Ins / Direct and Indirect Kicks / Goal Kicks / Penalty Kicks:
Kick Offs
May be kicked in any direction. You cannot score directly from a kick off (ball must be 100% over the midline to be considered on the offensive half of the field). The kick off is an indirect kick.
Kick-ins
The ball shall be kicked into play from the sideline, rather than thrown in. The ball is considered in play when the ball is touched and changes position. This is an indirect kick, and a goal cannot be scored from this kick.
Direct and in-direct kicks
All dead-ball kicks (kick-ins, kick-offs, free kicks) are indirect with the exception of corner kicks, hand balls, and penalty kicks. Indirect kicks must only change position before the ball will be considered in play.
Goal kicks
May be taken from any point of the goal box. All Goal Kicks are indirect kicks.
Penalty kicks
Shall be awarded if, in the referee’s opinion, a scoring opportunity was nullified by an infraction (the infraction does not automatically result in a red card). Penalty kicks are DIRECT kicks taken from 5 yards outside the box in the centre of the goal.
Five-Yard Rule
In all dead-ball situations, defending players must stand at least five yards away from the ball. If the defensive player’s goal is closer than five yards, the ball shall be played five yards from the goal line in line with the direction of play prior to the penalty.
Goal Scoring
A goal may only be scored from a touch (offensive or defensive) within the team’s offensive half on the field.
The ball must be completely on the offensive half of the field, and cannot be touching the mid-line (Example: kick-off).
If a player in their defensive half kicks the ball across the midline and the ball hits another player (offensive or defensive) in their offensive half, and the ball goes in the goal, a goal will be awarded.
If a ball is kicked from the defensive half and is not touched before the ball rests in the goal, a goal kick is awarded to the defensive team.
A goal cannot be scored from an indirect kick, such as a kick-in from out-of-bounds.
Goal Keepers / Off-sides / Slide Tackling / Hand Ball Clarification:
Goal keepers:
are restricted to using their hands only inside the penalty box and no slide tackling is allowed.
Slide Tackling:
If a player is sliding for the ball, contact with any player(s) from the other team is NOT ALLOWED.
If a player slides and contact is initiated, a free kick shall be awarded.
This does not prevent players from sliding to stop/intercept a ball where contact is not initiated during the slide.
Example: a player may slide to save a ball from going out-of-bounds. Or to save a goal.
Hand Ball Clarification
Deliberate handling of the ball that denies a team of an obvious goal-scoring opportunity will result in the following:
(1) A penalty kick (at the discretion of the referee)
(2) A yellow or red card given to the player committing the hand ball (at the discretion of the referee).
Game Balls / Sizes:
The ball size for each group is as following:
Size 5
Roster: Every team has to hand in a roster with all the player names and their Date of Birth
Basic Rules
Below is the basic setup and rules for a kickball game, each section below has additional details and subtleties. For a more detailed and complete full set see our full rulebook further down the page.
Kickball is a simple game consisting of two teams, bases, and a big red ball. Played like baseball, the goal is to score more runs than the opposing team.
Here is a list of general rules/concepts central to gameplay, from team structure to other less discussed rules.
One team takes the field and the other prepares to kick.
This is decided by a coin toss involving the captain of each team and the ref
Play begins when the pitcher rolls the ball to the kicker.
Once the kicker kicks the ball, they run around the bases in order depending on how far they kick the ball – further kicks will afford the runner more time to traverse more bases.
If a fielding player catches the ball before it touches the ground, the kicker is out.
If a fielding player manages to get the ball and pass it to one of the players on the base the runner is going to before the runner gets there, the runner is out.
If any fielding player manages to touch the runner with the ball while holding it in their hand, the runner is out.
When a player makes it around all bases and returns to the home base, the kicking team scores a run.
The kicking team should aim to score as many runs as possible in an inning without getting out.
If three of the kicking team’s players get out, the teams switch positions.
Once both teams have had a turn in the field and at the plate, the inning ends. Whichever team has the most points at the end of 7 innings or the time runs out, wins the game.
While participating, players must properly wear the official athletic clothing designated for their use.
Teams must wear the same coloured clothing as their teammates
Athletic shoes are required. Metal cleats are not allowed.
Players may wear protective equipment providing it does not offer the wearer an unfair performance advantage.
Any equipment deemed by the Referee as a performance enhancement must be removed or the player will be removed from play.
The official kickball is the red WAKA Logo Kickball, measuring 10 inches in diameter when properly inflated to a pressure of 1.5 pounds per square inch.
All player attire is an extension of the player.
Games must be officiated by at least one authorised official, the Head Referee.
For the final, at least two officials referee each game: a Head Referee, and a First Base Referee.
The Head Referee governs all gameplay and issues all final rulings, and has final authority on equipment issues.
Other Referees may assist these officials when available.
Prior to each game, the Head Referee must conduct a meeting with the Captains of each team, to address any ground rules in effect, to ensure the exchange of team lineups, and to identify the designated Captains who will be authorised to discuss calls with the Referees during the game.
Referees have jurisdiction over play and may:
Referees have jurisdiction over play and must:
Referees may make rulings on any points not specifically covered in the rules (at the time of occurrence), but the ruling shall not be deemed as a precedent for future rulings.
All participating players must appear on written lineups, reflecting that game’s kicking order, to be exchanged between the captains of each team before play begins.
A claim of improper kicking order must be made to the Head Referee who will make the final determination.
Such a claim must contain two parts:
The burden of proof rests with the accused team. Any resulting play is nullified by a finding of improper kicking order, with an out recorded for the “wrong” kicker.
A player removed from the kicking order for ejection, injury, illness, or any reason does not constitute an improper kicking order.
Each game shall have two (2) participating teams: the Away team and the Home team. This will be determined by a coin toss.
While fielding, each team must field at least eight (5) and no more than ten (7) players. This must include one pitcher at all times during the game.
For a given game, each team shall have one Captain who are responsible for their team.
The Captain may discuss calls with the Head Referee, but must accept the Head Referee’s final ruling.
Other players besides the Captain that dispute calls with the Referees are subject to ejection from the game
Regulation games no more than 30 minutes.
A game that is called off by the Referee after three (3) full innings of play shall be considered a regulation game.
The game score at the end of the last full inning shall determine the winner.
Regulation games called off that end in a tie shall be marked as a tie.
A game that is called off by the Referee for any reason before three (3) full innings of play shall not be considered a regulation game and a new game may be rescheduled. Or a different compromise will be found.
Balls must be pitched by hand. There are no restrictions on pitching style except for bouncing, the ball must be pitched as
“Flat” as possible on the ground
All kicks must be made by foot or leg, below hip level
Any ball touched by the foot or leg, below hip level, is a kick.
All kicks must occur:
Runners must stay within the baseline. Any runner outside the baseline is out:
Obstruction
Fielders may be within the baseline when doing so is necessary to make an active play on the ball, but must otherwise stay out of the baseline.
Runners hindered by any fielder within the baseline, not making an active play for the ball, shall be safe at the base to which they were running.
Runners may choose to advance beyond this base while the ball is still in play.
Neither leading off base and stealing a base is allowed.
A runner may advance once the ball is kicked.
A runner may run when the ball is kicked, but must return to the base they came from if the ball is caught.
Hitting a runner’s neck or head with the ball is not allowed, except when the runner is sliding.
Any runner hit in the neck or head shall be considered safe at the base they were running toward when the ball hits the runner.
If the runner intentionally uses the head or neck to block the ball, and is so called by the Referee, the runner is out.
A tag-up is a requirement to retouch or stay on a base until a kicked then caught ball is first touched by a fielder.
After a tag-up a runner may advance. A runner failing to tag-up as required is out.
All ties will go to the runner. Runners travelling from home plate may overrun first base, and may only be tagged out if actively attempting to advance to second base.
Base Running on Overthrows
Runners
Running past another runner is not allowed.
The passing runner is out.
A run scores when a runner touches home plate before the third out is made, EXCEPT that no run can score when the third out is made during a force play situation, or when the kicker is put out before touching first base.
At the end of a game the team with the most runs wins.
When a base is displaced during play, any runner is safe while in contact with the base’s original and correct location.
All displaced bases should be restored at the end of each play
A count of three (3) strikes is an out.
A strike is:
Foul balls never count as strikes.
A count of four (4) balls advances the kicker to first base, with the exception of four-pitch walks
During a single plate appearance, if a kicker is walked on exactly four pitches, without being pitched any strikes or any resulting foul balls, the kicker will be awarded a walk of two bases.
Base runners shall only advance as far as they are forced by the kicker proceeding through 1st base to 2nd base.
A ball is:
A count of three (3) fouls is an out. Foul balls never count as strikes.
A foul ball is:
A fair ball is
A count of three (3) outs by a team completes the team’s half of the inning.
An out is:
Once the pitcher has the ball in control and retains possession on the mound, the play ends.
Runners who are off base at this time and in forward motion may advance only one base.
Runners who are off base at this time and not in forward motion must return to the base from which they were running.
Interference is:
During any play where a ball is popped or deflates significantly, that play shall be replayed with a properly inflated ball.
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