League Rules
General Rules
Alcohol & Drugs
Neither alcoholic beverages nor drugs may be possessed or consumed during any league games.
Cancellations
When a game is canceled due to inclement weather or a facility conflict, teams will be notified by email. If it's close to your start time, the official at the venue will contact the on-call Staff Member to give an update on current weather/field conditions. In the event of lightning, games will be halted for 30 minutes. Games may be delayed or postponed until later in the evening or once the storm passes. Players will be given a directive by the onsite official, as to where they should go during a storm with lightning. Games may resume once the storm passes & players should be prepared to wait out the storm if necessary. During such instances, the HeyDay on-call staff member will be in regular contact with the game official.
Due to limited rain-dates, games will not be canceled unless there is severe weather or facility closures. If you do not see an update, games are ON as scheduled.
Commissioner / General Manager
The Commissioner / General Manager of the league holds the right to override any and all rules he/she deems necessary to ensure the safety, health, and well-being of league participants and the league itself.
Dogs
Dogs and/or other pets are not permitted on or inside Heyday fields & gyms. We love our pets too, but must honor the wishes & policies of facility owners. There are some exceptions to this rule but please inquire first.
Double-rostering
Double-rostering IS permitted. However, a player must be registered/rostered to be eligible to play for a team during the playoffs.
Ejection From Game
If a player is ejected from a game for any reason, he/she is suspended from the following game as well, including playoff games. If a player is ejected from the final game of the season, his/her suspension will be served the first game of the following season.
Facility Regulations & Requirements
Any participant who brings a guest assumes full responsibility for the actions and/or potential injury of their guest. Guests are permitted as spectators only and may not participate in or interfere with league games. Any guest under the age of eighteen (18) must be accompanied by an adult, as required by our insurance carrier.
Heyday and our host facilities are not responsible for lost or stolen personal property brought to the facility by league members. Players are responsible for any damage to the facility or equipment provided from the result of misuse, negligence, or reckless behavior.
Any equipment or field conditions in need of attention should be reported to the game official.
Fighting
Fighting will not be tolerated. Fighting will result in the immediate ejection of all persons involved and indefinite suspension from Heyday entirely.
Forfeits
Teams have ten (10) minutes following the scheduled start time to field a team. If a team cannot field a team after ten (10) minutes have passed, they will be forced to forfeit the game.
If a team forfeits a game without notifying anyone in the Heyday office, their opponent that day may have the right to play one of the forfeiting team's future regular season league games. If the forfeit occurs the last week of the regular season, the forfeiting team may not be permitted to play in the playoffs.
A team that forfeits a game without 48-hour notice to Heyday Athletic, will be responsible for both team's referee fees. The forfeiting team will not be permitted to play its next game until forfeited referee fees are paid.
The following penalties apply as well:
- 1st Forfeit: Loss of game and warning that additional forfeits may result in team's removal from league.
- 2nd Forfeit: Loss of game and the league reserves the right to remove team from the league without refunding league fees.
- 3rd Forfeit: Removal from the league without having league fees refunded.
Forfeited games will impact Standings Points & Tie-Breaker Scenarios.
Guests
Guests are permitted as spectators only and may not play in games. Guests are not allowed to sit on the team benches or sideline areas & must not interfere with the game. Failure to oblige will result in ejection from the building & may result in a team forfeit if the problem continues. There will be a designated area assigned for guests watching the game. Game Officials have the final say on all disciplinary actions.
Any guest under the age of eighteen (18) must be accompanied by an adult, as required by our insurance carrier.
Jewelry
Exposed jewelry should not be worn during games, as doing so may be a danger to the player wearing the jewelry and fellow players. Such items include, but are not limited to, wristwatches, bracelets, necklaces, earrings, and other facial piercings. Medical bracelets are encouraged to be worn if needed. Game officials are instructed to ask players to remove all jewelry.
Officials & Officials Fee Schedule
All games will be officiated by referees, umpires, and monitors coordinated by Heyday. Compensation for officials is to be provided by participants on-site before games start. The recommended payment method is Venmo, a FREE mobile money exchange service allowing account holders to send and receive money using their smartphones. Officials will not start games until fees are paid in full. Officials have the right to cancel any game because of non-payment. If a team forfeits, the team that forfeits is responsible for payment of both team's fees and must make payment before its next game or team will not be able to continue its season. Teams will be notified before each season the cost of officials fees.
See the "Officials Fee Policy" Page Under "My Heyday" Section on the website navigation bar for payment guidelines and schedule of fees by sport.
Player Eligibility
Teams will be comprised of adults twenty-one (21) years old or older as required by our insurance carrier. There is no limit to the number of players on a team's roster.
Playoff Tournament Eligibility
A player must be on a team's roster to be eligible for the teams playoff games.
Profanity
The use of excessive profanity will not be tolerated. Excessive profanity is grounds for ejection from the game.
Rosters
All players must register online and be listed on the team's official roster in order to be eligible to play in a league.
Schedule
There will be between 5-10 regular-season games and a playoff tournament at the end of each season. Playoff format varies from league to league so please check the actual league details for each league. The higher seeded team is the home team for all playoff games. Please note, in some leagues Heyday may incorporate "bye weeks" throughout the season.
Shoes
No metal spikes permitted. No black-soled shoes permitted on gym floors.
Stolen Property
Neither Heyday nor facility owners are responsible for damaged, lost, or stolen personal property of participants or guests.
Team Shirt/Uniform
All players must wear a Heyday team shirt for the current season while playing in league games. Players not wearing their team shirt will not be permitted to play.
Tie-breakers
See individual league tiebreaker page.
Trash
Please ensure all trash is removed from fields and gyms before leaving. Our goal is to always leave the facilities we use in better condition than we found them!
Unsportsmanlike Conduct
Unsportsmanlike conduct will not be tolerated. Unsportsmanlike conduct, as judged by the game official, is grounds for immediate ejection from the game. Please respect our game officials as well. While you may not agree with all of their calls, they deserve to be treated in a sportsmanlike manner as well.
Waivers
All players must agree to Heyday's liability waiver when registering or they are not permitted to participate in Heyday leagues or events.
If a game finishes in a tie, standard Heyday Overtime Rules apply. Regular season games can finish in a tie after overtime is completed (time permitting). All playoff games must have a winner.
In the event of a Tie-Breaker in the Standings:
- Overall Standings Points (as notated in the +/- column of the Standings)
- Head to Head match-ups (only when all tied teams have played one another)
- Win Percentage
- Power Index (Strength of Schedule)
- Point Scored Differential
- Offensive Scoring
League Playoff Format will be listed in Homepage.
The following point differential cap limits are used per game:
Basketball = 15
Softball/Kickball = 10
Football = 30
Outdoor Soccer = 5
Indoor Soccer = 7
Floor Hockey = 7
Handball = 7
These may vary from region to region so be sure to check your area's league rules as well.
BASKETBALL
Regular Season: Tie after Regulation
Playoffs: 2-minute Overtime Period
Clock stops under 1-minute
No Timeouts in OT
DODGEBALL
Regular Season: Sudden Death
Playoffs: Sudden Death
3v3, 1 Female on Court
Caught balls count as elimination, but does not bring teammate back into play
FIELD HOCKEY
Regular Season: Shoot-out
1 Round - 3 different shooters from each team. Shooters only attempt 1 shot, no rebounds.
If game remains tied after 1st round, the final score will be a Tie
Playoffs: Five (5) minute OT Period
If still tied after OT Period, play a Shoot-out. Shooters only attempt 1 shot, no rebounds.
Multiple rounds of Shoot-out may be necessary. Each round should have 3 different players. If every player on the roster has shot once, repeat the order.
FOOTBALL
Regular Season: Tie after Step 1
Playoffs: Winning Team will be declared when one team has a higher score after each round is completed
Step 1: Each Team has four (4) downs to score from the 1st Down Marker.
Step 2: After 2 possessions by each team, teams must go for 2 on scoring drive.
FLOOR HOCKEY / BROOMBALL
Regular Season: Shoot-out
1 Round - 3 Different Shooters from each team. At least 1 shooter has to be female for Coed Games. Shooters only attempt 1 shot, no rebounds.
If game remains tied after 1 round, the final score will be a Tie
Playoffs: Five (5) minute Overtime Period
If game remains tied after OT Period, tie will be decided by Shoot-Out. Shooters only attempt 1 shot, no rebounds.
Multiple Rounds of Shoot-Out may be necessary. Each round should have 3 different players. At least 1 shooter must be Female in each round. If every player on the roster has shot once, repeat the order.
Houston Playground Leagues
Regular Season: Five (5) minute Overtime Period.
If game remains tied after OT period, the final score will be a Tie
Playoffs: Full Fifteen (15) minute Overtime Period
If game remains tied after OT period, a Shoot-out will occur. Shooters only attempt 1 shot, no rebounds.
Each Shootout Round consists of 3 different shooters. At least 1 shooter has to be a female. Multiple rounds of Shoot-Out may be necessary.
INDOOR SOCCER
Regular Season: Five (5) minute Golden Goal/Sudden Death Period (Time Permitting)
If game remains tied after OT period, the final score will be a tie
Playoffs: Sudden Death followed by Shoot-Out (Penalty Kicks)
Step 1: Five (5) minute Sudden Death Overtime Period
Step 2: Three (3) minute, 4v4 Sudden Death OT Period
Step 3: Two (2) minute, 3v3 Sudden Death OT Period
Step 4: Shoot-out
OUTDOOR SOCCER
Regular Season: Five (5) Minute Golden Goal/Sudden Death Period (Time Permitting)
If game remains tied after OT period, the final Score will be a Tie
Playoffs: Five (5) Minute Golden Goal/Sudden Death Period, followed by Shoot-Out
Step 1: Five (5) Minute Golden Goal/Sudden Death Period
Step 2: Shoot-Out
Each Shootout Round consists of three (3) different Kickers. In Coed Games, at least 1 kicker must be female. Multiple rounds of Shoot-Out may be necessary.
SOFTBALL/KICKBALL
Regular Season: Game ends in a Tie
Playoffs: Full Extra Innings until winner is declared
VOLLEYBALL
If 3rd set is required and time is running out, referee reserves the right to reduce game total to 10, 15, or 20 points. Notice must be given prior to the start of the set. Must win by 2.
-LONG SEASON - 8 to 12 week seasons
Minimum 6 scheduled regular season games, plus 1 playoff game guaranteed
Every team makes playoffs
League may be split into Divisions
Bracket Format - Single Elimination
-Standard Leagues - 7 week season
5 scheduled regular season games, 2 playoff games schedule (7 Total)
Top 4 teams play for Championship
Remaining teams will be scheduled Consolation games
-Short Season Leagues - 5 week season
4 scheduled regular season game, plus 1 playoff game (5 Total)
Top 2 teams play for Championship
Remaining teams will be scheduled Consolation games
-Trial / Exclusive Leagues - 4 week season
3 scheduled regular season game, plus 1 playoff game (4 Total)
Top 2 teams play for Championship
Remaining teams will be scheduled Consolation games
-Heyday reserves the right to adjust any of the above formats.
Heyday has Top-of-the-line equipment provided at each game. See below for whats provided in your sport!
- Basketball:
- “Baden” Game-balls
- PIAA Referees (Or Applicable)
- Scorekeepers & Electronic Scoreboards
- Bocce
- Bocce Balls
- Bowling
- Balls & Shirts provided by host location
- Broomball:
- Broomball Sticks, Balls, and Goals
- **Players must provide personal safety equipment**
- Cornhole:
- Boards, Bags *Participants are welcome to bring their own Bags**
- Dodgeball:
- Gator Game Balls
- Field Hockey:
- Field Hockey Balls, and Goals
- PIAA Referees (Or applicable)
- Floor Hockey:
- Hockey balls, Sticks, Goals, and Goalie Equipment (provided for both teams!)
- Football:
- Footballs and Flags & Belts
- Endzone Pylons
- Kickball:
- Baden Kickballs, Scorebooks, Bases
- Bases
- Pickleball:
- Pickleball Nets and Pickleballs
- **Heyday DOES NOT provide paddles**
- Soccer:
- Soccer balls, Goals
- Softball:
- Scorebooks, Softballs, Bases (including a dedicated ‘safety’ base at first base)
- **Heyday DOES NOT provide bats or gloves** Please visit our approved bat list here Heyday Bat List
- Tennis:
- Nets & Courts
- **Heyday DOES NOT provide rackets**
- Ultimate Frisbee:
- Frisbees
- Volleyball:
- Baden Volleyballs, Nets and Standards
Each Heyday league has specific roster number requirements, in addition to gender requirements and ratio requirements. See below for more information.
Women's Leagues: Rosters must be compiled of participants who all identify as Women.
Tourney Rules
Checking
Checking is NOT permitted. (See: Penalties)
Critical Information
6v6 - Including Goaltender - 4:2 Ratio
Minimum two (2) Female players on floor. If one (1) or less female players are present, teams may elect to play shorthanded.
Code of Conduct
Players are expected to play in a respectful manner. This is further explained in the Floor Hockey Code of Conduct.
Game Format
Games will be played with three (3) eight (8) minute periods.
*RUNNING CLOCK, EXCEPT FOR INJURY TIMEOUT.
**ALL GAME TIMES SUBJECT TO BE SHORTENED AT REFEREES DISCRETION, IF GAMES ARE RUNNING BEHIND SCHEDULE.
Icing
There is no icing.
ISBHF
Unless otherwise stated within these rules, games will be played according to International Street & Ball Hockey Federation (ISBHF) rules.
Rotation, Substitutions & Out of Play
Substitutions can be made at any time without limitations on regularity or frequency. Game play is not to be suspended during substitutions. Players not on the floor are to gather in an area designated by the referee.
Goalie Substitutions can ONLY be done at halftime, unless an injury occurs.
Goaltending
Goalies will be able to handle the puck with their stick or hands within three (3) steps (the crease) of the goal. A Goalie may call for a freeze of play resulting in a face-off or put the ball back in play by rolling/passing it to a teammate. Goalies may not throw the ball beyond the center-line, when passing to a teammate (penalty for doing so will be a delay of game). A Goalie may only cover the ball if at least one (1) foot in the crease. If the Goalie is completely out of the crease, when they cover the ball, the play will result in a penalty shot. Offensive players may not enter the crease without the ball or without the ball being in the crease (this is interference).
Defensive players sliding/diving to stop a ball will result in a dangerous play penalty.
Teams may elect to pull the goalie with five (5) minutes remaining in the game, if the score differential is within two (2) goals. At this time players will not be allowed inside the crease unless they have possession of the ball.
Overtime/Tiebreakers
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Penalties
Minor - Two (2) minutes of playing time
Too Many Players of the Floor, Lifting a Stick on a Face-Off, High Sticking (above the waist), Holding an Opponents' Stick, Trapping or Holding a Ball to Stall the Game, Holding, Dangerous Play, Tripping, Hooking, Boarding, Sliding, Diving, Unsportsmanlike Conduct
Major - Five (5) minutes of playing time
Charging, Elbowing, Slashing, Roughing, Checking, Spearing, Cross-Checking
Misconduct - Ten (10) minutes of playing time
* The offending player shall serve the penalty unless otherwise specified. That player shall go directly off the floor and remain there until the referee indicates the penalty time has expired. If a game disqualification penalty is also imposed on the player, the player shall be represented by a teammate for the penalty and shall report to the referee.
** If the penalty time has not yet expired at the end of the half/period, the penalty carries over into the next period of play.
*** Major & Misconduct penalties do not end when a goal is scored.
**** During sudden death play, a team shall not be reduced by time penalties so that it has fewer than two (2) players on the floor.
Scoring
Each goal is one (1) point and is awarded when the entire ball crosses the line.
If the goal/net moves off of the goal line during a scoring attempt, it is the referee to decide whether to award a goal or not. If the goaltender or another defensive player intentionally moves a goal, the referee will decide whether to continue play or enforce the delay of game penalty.
Stoppage of Play
The following stoppages of player will be followed by a faceoff:
Goals, Penalties, Injuries, Time-outs, Balls out-of-play, Goaltender freezing the ball, Balls shot on goal behind the Designated Blue Lines.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Please refer to the specific tournament details for team size and gender equity rules
- All coed teams must have at least one (1) female on the field at all times
- Teams may only have the maximum of each player at the following positions:
- One (1) pitcher
- One (1) catcher
- Four (4) infielders
- Four (4) outfielders
EQUIPMENT
- Softballs, bases, scorebooks and a catcher’s mask, will be provided by Heyday Athletic
- Please refer to the Heyday Athletic Bat List here for acceptable and illegal bats
- Males must use single-wall one piece softball bats in aluminum bat leagues, and one piece non-composite softball wood bats in wood bat leagues
- Females may use any bat they wish. Female bats will be marked with pink tape given by the umpire
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (60 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 6:4 or 7:3 male/female ratio depending on the league
- If there are less than four (4) females present for a 6:4 game, the fourth female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than three (3) females present for a 6:4 game, the third and fourth female spots must be filled by other females on the team
- If there are less than three (3) females present for a 7:3 game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders in between innings
- Teams may only switch the pitcher for a different fielder before pitching to a new batter
- Catchers may not move past home plate until after contact is made with the ball
- Outfielders must stay behind the foul line cones before contact is made with the ball
- Outs can be made in the field by catching a fly ball, tagging a runner with a ball in the basepaths, or a runner is hit by a ball hit by a batter
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the last base they touched at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Pitchers are given a strike zone that is the width of the plate, with a height from the batter’s shoulders to knees
- Pitches MUST have an arc of six (10) to ten (10) feet before they cross the strike zone
- Any pitch that crosses the strike zone without having proper arc will be called a ball
- If a pitch hits any part of home plate, or the ground in front of the plate, it will be considered a ball
- If a pitch hits the ground behind home plate, it will only be considered a strike if it passed through the strike zone with proper arc before hitting the ground. Otherwise it will be considered a ball
- Intentional walking is permitted
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
BATTING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to hit one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- Batters are NOT allowed to bunt
- Batters that attempt to bunt will be assessed a foul ball
- Teams CANNOT have a designated hitter. Each batter must take at least three (3) innings in the field
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- Batters are NOT allowed to hit balls while they are outside the batter’s box
- The area of the batter’s box is at the discretion of the umpire
- No batter is allowed to step on the home plate while swinging
- Any batter that swings at a ball while out of the batter’s box will not be assessed a ball or a strike, but must re-swing
- If this happens more than once, that batter will be assessed a strike by the umpire
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
- 8TH AND POPLAR, CLEMENTE, FRANCISVILLE, AND MARCONI GROUND RULES-
- All balls hit over the fence will NOT count as home runs, but instead will result in the batter being considered out
- If a ball is batted in the air and hits a tree that is considered to be in fair territory while in mid-air, the result will be a ground rule double awarded to the batter
- Any baserunners that were in in between bases are awarded the base they were headed towards and an additional base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a tag, or while rounding the basepaths on a hit
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than the required amount of female batters, and the female on base needs to bat next
Beginning The Match
Team captains will volley to determine which team serves first. The losing team of each game serves first in subsequent games. Teams must switch sides after each game.
Critical Information
Teams with insufficient players at Check-In will forfeit their game. PSL will be providing tournament shirts for all registered team members. Only eligible players are allowed to take the field.
**ALL TOURNAMENT GAMES MUST HAVE AT LEAST ONE (1) WOMAN PRESENT AT THE START OF THE GAME. If no female players are present, the game will result in a forfeit.
Disputed Calls
Games will be self reffed. Any disputed call will result in a redo of the point played.
Game Balls
Games must be played with PSL League volleyballs distributed by the Tournament Manager..
Match Rules
Matches, consisting of best-of-three games, will be one (1) hour in duration, including a five (5) minute warm-up period. Scoring will be rally scoring to twenty-five (25) points, win by two (2) points or the first team to score twenty-seven (27) points. All three (3) games in the match will be played regardless of the outcome of the first two (2) games. If there are fifteen (15) minutes or less in the scheduled match time at the start of the third match, scoring will be rally scoring to fifteen (15) points.
Net Play
Players may not contact any part of the net with their body, hair being an exception, while the ball is in play.
Balls may be played from the net.
While returning the ball, a player may follow through over the net, providing he/she first hits the ball above or on their side of the net.
A player may touch the center line with his/her foot, but may not cross the center line entirely. Contacting the floor across the center line is illegal. The center line does not extend beyond the posts.
Crossing the vertical plane of the net with any part of the body with the purpose of distracting an opponent while the ball is in play will be grounds for ejection from the game.
Players in the front line may switch positions after the serve. Players may not move until the ball has been struck by the server. Players must remain in their positions relative to their teammates. (Example: Center must remain between outer positions, outer positions must remain outside center.)
Only front line players may block or take part in a block. Back-row hitting is permitted behind the ten (10) foot line.
Tie Breakers & Seeding
- Overall Record
- Head to Head
- Goal Differential
- Total Goals Scored
- Coin Flip
Automatic Rush
The defense may rush the quarterback automatically if there are two (2) or more additional players in the backfield with the quarterback or when the ball changes hands in the backfield.
Blitzing
The defensive team may blitz the quarterback once during each set of downs. Only one (1) defensive player may blitz. Upon the ball being snapped and touched by the quarterback, one (1) defensive player may blitz the quarterback. The defensive player blitzing the quarterback must call "BLITZ" for all to hear, including both teams and the referees before it rushes the quarterback or the play will be ruled off-sides on the defense. Only the player calling the blitz may execute the blitz. The blitzing player may not cross the line of scrimmage until the quarterback touches the snapped ball. The penalty for an illegal blitz is considered off-sides on the defense and will result in a penalty of five (5) yards and replay of downs.
Cadence
The quarterback, or offensive player receiving the snap, must call out a cadence and/or snap to start each play. Silent snaps are illegal. The penalty for an illegal snap is five (5) yards and replay of down.
Defensive Pass Interference
A defensive player may not interfere with an offensive player's attempt to catch a pass. The penalty for defensive pass interference is ten (10) yards from the line of scrimmage and an automatic first down. If the infraction is in the endzone, the ball will be spotted on the 1-yard line.
Delay Of Game
The offensive team thirty (30) seconds to snap the ball after the ball has been spotted. If the offensive team does not snap the ball within thirty (30) seconds of the ball being spotted, it will be penalized five (5) yards for delay of game.
Diving
A player carrying the ball may NOT dive for a first down marker or the endzone. If a player dives for a first down marker or the endzone, the ball will be spotted where the player left his/her feet.
First Downs
The offensive team shall have four (4) downs to earn another first down or score a touchdown. First downs are earned by crossing the designated first down markers in four (4) or less downs.
If the offensive team fails to earn a first down or score a touchdown, possession of the football will be given to the opposing team. Offensive teams may elect to punt the ball to the opposing team on any down.
DIVING FOR A FIRST DOWN MARKER IS PROHIBITED! If a player dives for a first down marker, the ball will be spotted where the player left his/her feet.
Fumbles
Fumbled balls may not be advanced. A fumbled ball will be spotted where it hit the ground. A muffed snap that is dropped is considered a fumble. Muffed snaps are ruled dead balls and the ball will be spotted where it hit the ground. A lateral interception in the air is NOT considered a fumble and may be advanced.
Ball stripping to cause a fumble is NOT permitted.
Game Balls
Game balls must be adult size. No youth or junior balls are permitted to be used during games.
Game Length
Games are played in two (2) twenty-minute halves. there will be a 5-minute halftime between halves. Games will start no later than ten (10) minutes past the scheduled game time..
Gender Equity
To ensure coed participation during games, a female player must be the operative player on offense at least once every three plays.
An operative player is defined as a player who:`
- Is the QB (Must attempt to advance the ball down the field running or passing the ball.)
- Is the intended receiver as judged by the referee.
- Is the running back (Must make an attempt to advance the ball down field.)
A pass intended for a female player, as judged by the referee, that is deflected by a female player and caught by a male player is ruled a female play.
A pass deflected by a male player and caught by a female player is ruled a female play.
An operative player is NOT defined as a player who:
-Simply hands off the football.
-Receives a hand off and immediately gives the ball back to a male player before crossing the line of scrimmage.
A player who stands still and does not attempt to advance the ball down field.
The offensive team will be penalized with a loss of down if a female player is not the operative player at least once every three plays. If this occurs, the following play remains a female play.
Halftime
Halftime will be five (5) minutes in length. The referee holds the right to shorten halftime if the game is running behinds its scheduled time to be completed.
Holding
Holding an opposing player by any part of his/her body, including their uniform, to prevent them from making a play, is illegal. The penalty for holding is five (5) yards from the line of scrimmage and a replay of the down. the offense may decline the penalty and accept the result of the play if it wishes.
Illegal Contact
There is to be NO intentional contact between opposing players at the line of scrimmage or down field, including "Bump & Run." The team of the player who initiates illegal contact will be penalized five (5) yards from the line of scrimmage & the down will be replayed.
If contact is deemed excessive by the referee, an unnecessary roughness penalty of ten (10) yards may be assessed in addition to the illegal contact penalty, thus making the penalty fifteen (15) yards. Rough play will not be tolerated and may result in an ejection from the game and/or removal from the league as judged by the Commissioner.
Illegal Forward Pass
The quarterback may not throw a pass once he/she has crossed the line of scrimmage. The penalty for an illegal pass is five (5) yards and loss of down. The defense has the option to decline the penalty and accept the result of the play.
Illegal Motion
Players may not be in motion in the direction of the line of scrimmage when the ball is snapped. The penalty for illegal motion is a dead ball, five (5) yard penalty, and repeat of down.
Legal Catch
Receivers need only one (1) foot in bounds while in possession of the ball for a passing play to be considered a legal catch.
If, in the judgment of the referee, a receiver would be able to legally catch a pass, but was pushed out of bounds by a defender while in the air, a completed pass will be awarded.
Receivers intentionally leaving the field of play are ineligible to receive a pass. This includes running out of the back of the endzone in an attempt to avoid a defender. The penalty for illegal touching is five yards from the original line of scrimmage AND loss of down. However, a player who runs out of bounds may legally catch a ball that was tipped or touched by another player.
Line-up
Each team shall field no more than eight (8) players, with at least three (3) women on the field. Teams unable to field a "full" team may play with a minimum of six (6) players (4 men & 2 women). Teams not able to field the minimum number of six (6) players may play a "legal" game with a short-handed line-up with the consent of the opposing team's captain. The opposing team also has the right to elect to receive a forfeit win if it so desires.
Mercy Rule
If one team is leading by seventeen (17) points or more, the clock will run continuously during the last two minutes of the game.
Offensive Pass Interference
An offensive player may not interfere with a defensive players' attempt to intercept a pass. The penalty for offensive pass interference is a five (5) yard penalty from the line of scrimmage and repeat of down.
Off Sides (Including Illegal Rush)
The team of a player that crosses the line of scrimmage before the ball is snapped or before the rush has been completed will be called for offsides. The penalty for offsides is a dead ball, a five (5) yard penalty, and repeat of down.
Overtime
There is no overtime during round robin games. Tie games during the round robin will remain a tie.
Playoff tournament overtime games will be decided by an alternating 4-downs-and-out format. Each team will receive an offensive possession on the opponents first down marker. The team that scores the most points during its possession wins the game. If the game is tied after each team has an offensive possession, the process is repeated until there is a winner. A coin toss determines who possesses the ball first.
Penalties
Games will be played according to NCAA rules unless stated otherwise.
Picking
An offensive player may not set a pick for a fellow receiver. The penalty for a pick is five (5) yards from the line of scrimmage and loss of down. If the penalty occurs on fourth down, possession of the ball will go to the opposing team. If a catch was made during a play the referee called a pick, the play will be ruled no-catch.
Note: Some acceptable incidental contact will occur while players are running routes and within the normal course of play. Picks will not be called after incidental contact.
Punts
A punt must be declared before it is executed. All punts are "free" punt, as they may not be blocked. Fake punts are not allowed.
Punts are "Open" plays and may be executed by a male or female player.
The punting team does not have to snap the ball before punting. All punts must be kicked. The team punting the ball may not cross the line of scrimmage until the ball has been punted. There is no minimum number of players that must be on the line of scrimmage at the time the punt is executed.
Downfield blocking after the punt is not allowed.
A caught punt is a live ball and may be returned up field.
A punted ball that touches the ground is a dead ball.
A punt kicked through the endzone will be spotted on the eight (8) yard line.
A punt downed in the endzone by the receiving team will be spotted on the eight (8) yard line.
Quarterback Snaps
The ball must be snapped to the quarterback to begin play. Quarterbacks may not snap the ball to themselves.
The ball must be touching the ground when the center snaps the ball to the quarterback.
The center does not have to snap the ball between his/her legs. The ball may be snapped in a backward lateral-type fashion.
Reaching Over Line Of Scrimmage
Once the ball has been snapped, a defensive player may reach across the line of scrimmage in an attempt to tag the ball carrier. However, the defensive player's feet must remain behind the line of scrimmage until the referee's count has been completed or the ball has changed hands.
Referees
Games will be refereed by officials trained & assigned by the PSL.
Rush
Referees are responsible for calling the rush count for both teams.
The rush count will be as follows:
"1-one thousand, 2-one thousand, 3-one thousand, 4-one thousand, GO!!"
A defensive player who rushes the quarterback before the referee calls "GO!!," will be penalized for being off-sides.
During Blitz Division games, the defensive team may blitz the quarterback once during each set of downs. Only one (1) defensive player may blitz. Upon the ball being snapped and touched by the quarterback, one (1) defensive player may blitz the quarterback. The defensive player blitzing the quarterback must call "BLITZ" for all to hear, including both teams and the referees before it rushes the quarterback or the play will be ruled off-sides on the defense. Only the player calling the blitz may execute the blitz. The blitzing player may not cross the line of scrimmage until the quarterback touches the snapped ball. The penalty for an illegal blitz is considered off-sides on the defense and will result in a penalty of five (5) yards and replay of downs.
Sacks
If a quarterback is sacked, the ball is spotted where he/she was tagged.
If a male player is the quarterback on a play which could be either a male or female play and he is sacked, the play stands as a male play, no matter who was the intended receiver.
If the play was a designated female play and a male quarterback is sacked, the play stands as a male play and the following play must again be a female play.
Safeties
A two (2) point safety will be awarded to the defensive team if a player from the offensive team:
- Is tagged in his/her own end zone while in possession of the football, except during punt returns,
- Crosses the back of his/her endzone while in possession of the football,
- Snaps the ball across the back line of his/her endzone,
- Fumbles the ball in the endzone.
As a result of a safety, the defensive team receives two (2) points and the offensive team must punt a "free" kick from its own eight (8) yard line.
A player having intercepted a pass or received a punt in the endzone cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the football and returned to the endzone in an attempt to avoid being tagged.
Scoring
Touchdowns are worth six (6) points. The team scoring a touchdown has the option to attempt a one (1) point or two (2) point PAT (Point After Touchdown). A one (1) point PAT attempt is made from the three (3) yard line and a two (2) point PAT is made from the ten (10) yard line.
A ball intercepted during a two (2) point PAT attempt may be returned by the defense for a two (2) point touchdown.
Safeties are worth two (2) points.
Shoes
No metal spikes or metal pointed cleats permitted. However, players should wear plastic cleats.
Shovel Passes
Shovel passes are legal forward passes
Sidelines
Substitute players may NOT stand on the sideline on fields that share a sideline with another field. Substitute players must remain beyond one of the endzones during these games so they do not interfere with the playing of the game or the referees.
Sleeper Play
The "Sleeper Play," an offensive player sneaking onto the field and not joining the huddle in an attempt to run downfield without being covered by the defense, is illegal. The penalty for executing such a play is ten (10) yards from the previous spot of the ball and replay of down.
Stoppage Of Play
Play will continue until:
- The ball carrier is tagged by an opposing player with two (2) hands simultaneously,
- The ball carrier leaves the field of play,
- The ball touches the ground as a result of a fumble or incomplete pass,
- One (1) of the ball carrier's knees touches the ground,
- The ball carrier scores a touchdown.
Time
Games will be divided into two (2) twenty (20) minute halves. There will be a running game clock, except for the last minute of the first half and the last two (2) minutes of the second half. The game clock will be maintained by the referee. During the first nineteen (19) minutes o f the first half and the first eighteen (18) minutes of the second half, the clock will run continuously except during time-outs, serious injuries and/or disputed calls, as judged by the referee.
Each team is permitted two (2) one (1) minute time-outs per game.
During the final minute of the first half and the final two (2) minutes of the second half, the referee will stop the game clock:
- After an incomplete pass,
- When the ball is carried out-of-bounds,
When either team scores (The clock will remain off during the PAT attempt and will not start until the opposing team snaps the ball during its next possession),
During the change of possession,
When a penalty is being marked off,
When a team calls time-out.
Halftime will be five (5) minutes, time permitting. The referee holds the right to shorten halftime if the game is running behind its scheduled allotted time to be completed.
If one team is leading by seventeen (17) points or more, the clock will run continuously during the last two minutes of the game.
Tie Breakers & Seeding
- Overall Record
- Point Differential
- Total Points Scores
- Coin Flip
Unnecessary Roughness
Unnecessary roughness, such as rough-touching and grabbing jerseys, will not be tolerated. Unnecessary roughness will result in a ten (10) yard penalty from the point of the infraction and automatic first down. Extreme roughness may result in ejection from the game and/or league as determined by the referee and/or Commissioner.
Unsportsmanlike Conduct
Unsportsmanlike conduct will not be tolerated. Any unsportsmanlike conduct as judged by the referee will result in a ten (10) yard penalty from the point of the infraction.
Unsportsmanlike conduct includes, but is not limited to, taunting, excessive arguing with the referee, a fellow player, or an opposing player, pushing, biting, scratching, fighting, the use of profanity, etc...
Excessive unsportsmanlike conduct is subject to suspension and/or removal from the league entirely as judged by the Commissioner.
- 30-minute game length MAX.
- Each team may have up to 6 defensive players, but not specific positions are required except pitcher. Pitching changes may only occur at the start of the inning.
- Games are official after 3-innings if team is winning by 10+ runs. Max 7 runs scores per inning.
- Batters start with 1 ball, 1 strike count (1 courtesy foul).
- NO GLOVES ALLOWED TO BE WORN AT ANY TIME.
- All Players must be in the batting lineup and it is set at the start of the game. Batting out of order will result in an out.
- No Leading or Stealing. Runners must wait until contact before they leave the base.
- PITCHERS PARADISE - If the pitcher has the ball in the restricted area, they can yell out any base & attempt to get the runner out. To call an out, the pitcher must have at least 1 foot on the pitching rubber & catch the ball before the runner reaches the base. Pitch must clearly yell out loud for the umpire to hear.
- Fielders can peg runners to get them out
- NO BUNTING
- NO SLIDING - All plays at the base are force outs.
*Futsal Ball used in Game Play
**ALL COED LEAGUES MUST HAVE AT LEAST ONE (1) WOMAN PRESENT AT THE START OF THE GAME. If only one (1) woman is present, teams may elect to play shorthanded. If no female players are present, the game will result in a forfeit. A scrimmage should still be played.
Fouls & Infractions
A PSL referee will be present to officiate the game and make all calls.
All penalties result in direct kicks. The ball is to be placed at the point of the infraction and to be put in play by any player on the affected team. No opposing player is allowed to be within five (5) paces of ball prior to kick.
Goals may be scored on direct kicks. A direct kick is to follow these infractions:
- Charging
- Roughness
- Obstruction
- Handball
- Dangerous Play/Kick
- Slide Tackles
- Excessive Body Checking
- Excessive Hand Usage Against Wall
Red and Yellow cards will be issued at the referee's discretion. A yellow card signifies a hard foul worthy of a warning followed by a red card for any subsequent hard foul. The yellow warning card can be bypassed for an immediate red card for severe fouls or unsportsmanlike behavior. Yellow cards result in a direct kick and a mandatory substitution of the carded player for a minimum of 2 minutes. Red cards result in a direct kick and the ejection of the carded player, with additional discipline levied by league management up to and including permanent expulsion from PSL.
Penalties incurred within the basketball 3 point arc will be kicked from anywhere along the arc. The defense must stand half the distance between where the ball is being kicked from and the goal.
Slide tackling will not be allowed. Intentional slide tackles will result in a red card and a direct kick being awarded to the opposing team at the point of the infraction.
Multiple violations or any flagrant violation will result in expulsion from the tournament.
Game Format
Two (2) Fourteen minute (halves), running clock. Switch sides at half.
General Rules
Please visit http://www.phillyleagues.com/pages/generalrules.
Goal Play
The keepers can use their hands within the designated goalie boxes per facility/referee. The ball can be picked up by the keeper after an opposing player is last to touch the ball or a teammate passes the ball with their head. The keeper can throw the ball back in play short of half court on the fly. If the ball touches the other half, its' a free kick at the half line for the other team. A ball placed on the ground to be played in a kicking manner is considered in play and can be kicked as far as desired, but it is a live ball. Drop kicking and punting are prohibited.
Kick-off
Team captains will shoot rock, paper, scissors to determine which team kicks-off. The team that wins can decide to kick the ball off or choose which half to defend. Kick-off consists of the ball being placed at mid-court and once kicked, must complete 1 forward rotation before being touched by another player. The other team kicks-off to start the second half and teams must switch sides of the court / goals after the half.
Offside & Out Of Bounds
There is no offside penalty. The back of the nets and back of the backboards are along with ANY piping connected to the ceiling are considered out of play. The goal keepers gain possession of the ball when the ball comes into contact with these areas. All other surfaces inside the gym are considered in play.
Playoff and Overtime Procedures
- Overtime Procedures
- Head to Head
- Coin Flip
Rotation & Substitutions
- Player Substitutions may happen on the fly
- Goalkeeper Substitutions MUST WAIT for a stoppage in play and acknowledgement by the referee. Substitutions are granted at the discretion of the referee. Play cannot be restarted until the referee has instructed accordingly.
Set-up & Teardown
The first 5 minutes of each time slot is intended to be time allotted for warm-up. After the warm-up period the goals are to be moved into game position against the walls on far sides of the court and aligned with the basketball backboards. At the end of play for the first and last groups, the goals and all other facility property is to be moved back to the location where they were originally found. PSL league futsal balls must be used as official game balls.
Critical Information
Please do not bring dogs, glass bottles or alcohol, to the rooftop field. Smoking on any part of the property including both the Parking Lot & the Roof is prohibited.
Teams with insufficient players at Check-In will forfeit their game. PSL will be providing tournament shirts for all registered team members. Only eligible players are allowed to take the field.
**ALL TOURNAMENT GAMES MUST HAVE AT LEAST ONE (1) WOMAN PRESENT AT THE START OF THE GAME. If only one (1) woman is present, teams may elect to play shorthanded. If no female players are present, the game will result in a forfeit.
Fouls & Infractions
A PSL referee will be present to officiate the game and make all calls.
All penalties result in indirect kicks. The ball is to be placed at the point of the infraction and to be put in play by any player on the affected team. No opposing player is allowed to be within five (5) paces of ball prior to kick.
Goals may not be scored on indirect kicks. An indirect kick is to follow these infractions:
- Charging
- Roughness
- Obstruction
- Handball
- Dangerous Play/Kick
- Slide Tackles
- Excessive Body Checking
- Excessive Hand Usage Against Wall
Red and Yellow cards will be issued at the referee's discretion. A yellow card signifies a hard foul worthy of a warning followed by a red card for any subsequent hard foul. The yellow warning card can be bypassed for an immediate red card for severe fouls or unsportsmanlike behavior. Yellow cards result in a direct kick and a mandatory substitution of the carded player for a minimum of 2 minutes. Red cards result in a direct kick and the possible ejection of the carded player.
Slide tackling will not be allowed. Intentional slide tackles will result in a red card and a direct kick being awarded to the opposing team at the point of the infraction.
Multiple violations or any flagrant violation will result in expulsion from the tournament.
Game Format
Two (2) Fourteen minute (halves), running clock. Switch sides at half.
Goal Play
The keepers can use their hands within the designated goalie boxes per facility/referee. The ball can be picked up by the keeper after an opposing player is last to touch the ball or a teammate passes the ball with their head. The keeper can throw the ball back in play short of half court on the fly. If the ball touches the other half, its' a free kick at the half line for the other team. A ball placed on the ground to be played in a kicking manner is considered in play and can be kicked as far as desired, but it is a live ball. Drop kicking and punting are prohibited.
Kick-off
Team captains will shoot rock, paper, scissors to determine which team kicks-off. The team that wins can decide to kick the ball off or choose which half to defend. Kick-off consists of the ball being placed at mid-court and once kicked, must complete 1 forward rotation before being touched by another player. The other team kicks-off to start the second half and teams must switch sides of the court / goals after the half.
Offside & Out Of Bounds
There is no offside penalty. The back of the nets and back of the backboards are along with ANY piping connected to the ceiling are considered out of play. The goal keepers gain possession of the ball when the ball comes into contact with these areas. All other surfaces inside the gym are considered in play.
Overtime
There is no overtime during round robin games. Tie games during the round robin will remain a tie.
Playoff tournament bracket games will result in a shoot-out.
Rotation & Substitutions
- Player Substitutions may happen on the fly
- Goalkeeper Substitutions MUST WAIT for a stoppage in play and acknowledgement by the referee. Substitutions are granted at the discretion of the referee. Play cannot be restarted until the referee has instructed accordingly.
Tie Breakers & Seeding
Teams receive 3 points for a win & 1 point for a tie. The following order will determine bracket seedings:
- Overall Record
- Head to Head
- Goal Differential
- Total Goals Scored
- Coin Flip
Philadelphia
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of four (4) players to start the game
- Each team may only have a maximum of five (5) players on the court at any time
- COED-
- A legal game requires a team to have at least one (1) female
- A team may have no more than three (3) men on the court at one time
- Teams may always have more women than men on the court if they wish
EQUIPMENT
- Basketballs will be provided by Heyday Athletic. Teams may use a different basketball if both teams and the referees agree to use it
- Players may NOT wear any kind of jewelry on the court at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- Games will be played in two (2) twenty (20) minute halves with a running clock until the last two (2) minutes of the second half
- The clock will stop with less than two (2) minutes remaining in the second half during any dead ball or foul called, UNLESS one team is leading by twenty (20) or more points
- If the lead becomes less than fifteen (15) points during the last two (2) minutes, the clock will stop on any dead ball or foul called
- Each team is granted two (2) timeouts PER GAME to be used in regulation. They may NOT be used in overtime
- Timeouts may ONLY used by players on the court
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- In women’s leagues, a thirty (30) second shot clock will be enforced, at the discretion of the referee
- If the offensive team does not attempt a shot within that time, the ball will be turned over to the opposing team
- OVERTIME-
- If a game is tied after regulation play, a two (2) minute overtime period will be played. The first minute of overtime will have a running clock. The second minute of overtime the clock will stop during normal clock stoppages
- During regular season games if the first overtime ends tied, the game will be recorded as a tie
- During playoff games, additional two (2) minute overtime periods will be played until there is a winner
POSSESSION
- A jump ball will begin the game
- The team that does not win the initial jump ball, will be awarded the possession arrow
- On any jump ball situations, the referees will refer to the possession arrow
- The possession arrow will change after the ball becomes live again
- Any ball stuck on the rim will be considered a jump ball, and be given to the team awarded the possession arrow
SUBSTITUTIONS
- Substitutions may only occur during a dead ball. Substitute players must be acknowledged by the referee and beckoned on the court
- Substitute players MUST check in at the scorer’s table to enter the game
- Substitutes during foul shots may only occur AFTER the first foul shot
- If the foul shot is after a made basket, the substitute may come in immediately
- Substitutes for the foul shooter may occur only after a made final foul shot. If the final foul shot is missed, the substitute must wait until the next dead ball
FOULS
- Personal and team fouls will be recorded by the scorekeeper
- Players are allowed a maximum of five (5) personal fouls
- When a team commits its seventh (7th) foul in a half, the opposing team will enter bonus status and shoot 1-and-1 for the seventh (7th), eighth (8th), and ninth (9th) fouls
- Any subsequent fouls after the ninth (9th) foul committed in a half will result in a double bonus of two (2) shots
- Team fouls reset at the end of the first half
- Any fouls or violations called on the defensive team that are not in the act of shooting, are to be administered via a sideline in-bounds with a five (5) second count
- Shooting Fouls-
- If a foul is called while shooting and the ball goes in the basket, the point counts as a continuation play and the shooter will take one (1) foul shot
- If a foul is called while shooting and the ball does not go in, the play is dead and the shooter is awarded two (2) free-throws or three (3) free-throws on a shot missed on a three (3) point shot attempt
- During free throws, the shooting team may have three (3) players, including the shooter in the lane to rebound a foul shot, while the defending team may have four (4)
- Players around the lane may move once the ball is released from the shooters hand
- Players outside the three-point line lane may enter once the ball hits the rim
- If a player cannot shoot their free throws due to physical ailment, the opposing team may choose the free throw shooter from any player on the free throw shooting team. That player must remain in the game until at least the next dead ball
TECHNICAL FOULS/UNSPORTSMANLIKE CONDUCT
- All technical fouls will result in two (2) foul shots plus possession of the ball
- Any player that receives two (2) technical fouls will be ejected from the game and suspended from the following game as well
- Any person in the bench area of either team will be considered part of the team, and may have technical fouls assessed against the team
- Any technical fouls and ejections will be sent to the League Office, to review for potential further punishment
TEAM SIZE
- Teams may only have a maximum of five (5) players bowling during one game
- There is no gender ratio required for Heyday Athletic Bowling Leagues
BROOKLYN BOWL & LUCKY STRIKE League Format
Teams will have three hours to play one match. The match format is best out of three games where the team with a higher combined score than their scheduled opponent wins a game. All players that show up can bowl in each game. Heyday takes the four (4) highest scores and drops the two lowest scores to determine the team's weekly score.
The first team to win two (2) games wins the match. If the match is completed with additional time, the teams may play more games for fun. All play must stop and shoes returned before the three (3) hour limit. When only three (3) bowlers are in attendance for a team, slot four (4) will be bowled by all three (3) bowlers, with all three (3) alternating frames to come up with a 4th score. Bowler 1 bowls frame 1 for the 4th player, bowler 2 bowls frame 2, bowler 3 bowls frame 3, etc.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of four (4) players to start the game, including the goalie
- Each team may only have a maximum of six (6) players on the ice at any time, including the goalie
- A minimum of one (1) female must be on the ice at all times
EQUIPMENT
- Broomball sticks, balls, and goals will be provided by Heyday Athletic
- Players are responsible for bringing a required helmet (a bike, ski or any other kind of cushioned helmet for fall protection) and non-marking sneakers (NO cleats or ice skates allowed). Broomball shoes are also acceptable
- Heyday Athletic STRONGLY encourages players bring their own protective eyewear, gloves (hockey or alternatively padded work gloves, etc), shin guards, knees pads, elbow pads and mouth guard, but they are not provided or required
- Goalies may NOT wear extra padding or special ball-catching gloves
- Players may NOT wear any kind of jewelry on the ice at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- Games will be played in two (2) twenty-five (25) minute halves with a running clock throughout the whole game
- Each team is provided one (1) timeout PER GAME to be used in regulation
- Timeouts may ONLY used by players on the ice
- The clock will stop for any injury timeouts initiated by the officials and will restart once the ball is live again
- MERCY RULE-
- If a team is leading by seven (7) goals at any point in the second half, the game will be over and they shall be declared the winner
- OVERTIME-
- If the game is tied after regulation, a shoot-out round will occur
- Five (5) players from each team will shoot on the goalie of the opposing team, with teams alternating shots
- Shoot-out attempts will start with each player getting the ball at center ice and attempting a single shot against the opposing goalie
- At least one (1) female from each team must shoot
- In the regular season, if teams are tied after each attempting five (5) shots, the game will end in a tie
- In the playoffs, if teams are tied after each attempting five (5) shots, the shoot-out will continue in a sudden-death format
- The first team to score in a round, while also having the opposing team not score will win
- Players that did not shoot in the first shoot-out, may shoot in the sudden-death round
- A female must shoot in the first three (3) shots in the sudden-death round
POSSESSION
- Play will be stopped and a face-off will occur at center-ice in the following situations:
- Start of game
- Goals
- Penalties
- Injuries
- Time-outs
- Balls out-of-play
- Goaltender freezing the ball
- Balls shot on goal behind the designated blue lines
SUBSTITUTIONS
- All substitutions will occur on the fly, and players being substituted must be within 5 feet of the player’s bench
- Players that enter the ice before the substituting player is within five feet of the bench will receive a 2 minute minor for having too many people on the ice
- Goalies may only substitute at halftime
- Goalies may substitute out for an additional player if a team is losing by two (2) or more goals with five (5) minutes left in the second half, or by one (1) goal with two (2) minutes left in the second half
SAFETY
- GOALIES-
- Goalies must have their stick in their hands at all times
- Goalies are allowed to use their hands within three (3) steps of the goal, otherwise known as the crease
- If a goalie catches the ball, the defense must give the goalie five (5) steps worth of distance to put the ball back in play
- If a goalie has the ball in their hands, he/she can either put the ball back in play by rolling or throwing it, or can call for a face-off at center ice
- If the goalie throws it into play, the ball cannot pass center ice through the air
- Offensive players may not enter the goalie crease without the ball, or without the ball being in the crease
- If offensive players enter the crease and the ball is not present, that will result in goalie interference
- If the goalie is pulled in the second half, NO players can enter the crease without possession of the ball, or the presence of the ball in the crease
- USE OF HANDS AND FEET-
- All players are allowed to use their hands to block or stop the ball on the ice, as long as the ball is followed by contact of that player's, or an opposing player's stick
- Players are also allowed to use their hands to bat or deflect a ball in the air, as long as the ball is dropped to the ice and then followed by contact of that player's stick
- Players are allowed to use their feet to stop the ball
- Players may NOT deliberately kick the ball for a pass or shot
- If the ball is inadvertently deflected off a player’s foot into the goal, it will count as a goal
- Any use of hands or feet that do not adhere to the rules above will result in a face-off in the offending team’s zone
- SLIDING AND DIVING-
- Sliding or diving to stop a ball is not allowed by any player other than the goalie
- Players that illegally slide or dive will be assessed a dangerous play penalty
- Goalies can only slide/dive within the crease and cannot charge an approaching player by sliding/diving beyond it
- SHOTS AND GOALS
- Goals only count when entire ball has crossed the plane of the goal
- If the goal moves off of the goal line during a scoring attempt, it is at the referee’s discretion to award a goal or not
- If the goalie or another defensive player intentionally moves a goal, the defender will be given a delay of game penalty
- Shots are ONLY allowed after players have passed the blue line
- Shots that are taken before the blue line will NOT count as goals
- The only exception to this is if a shot is taken and there is a clear rebound off the goalie or goal post
- Any defensive player that falls to the ground during a scoring chance in the crease area will be penalized with a penalty shot against their team
- Any player that falls outside of the crease while the ball is nearby will have play stopped and a face-off will occur in the nearest zone
- ICING
- Icing will be called if a player makes a clearing pass (not intentionally directed to a teammate) from behind the blue line at the team's defensive end and the ball crosses the blue line on the offensive end and is first touched by an opponent
- Icing results in a face-off at the offending team's offensive end
PENALTIES
- During all penalties, offending players must leave the ice and remain in the sub-zone until the referee indicates the penalty time has expired
- Major penalties do not terminate when a goal is scored
- Penalty time carries over to the next period if the period ends before the penalty expires
- If a major penalty is deemed severe enough by referee, a 10 minute power play and/or ejection will occur
- Minor penalties-
- Dangerous Play
- Holding (Stick/Body)
- Delay of Game
- Interference
- Hooking
- Boarding
- Stick Checking (above blade)
- Tripping
- Major penalties-
- Arguing with the Referee
- Charging
- Checking (hip, body, elbow, stick)
- Roughing
- Slashing
- Repeated Minors
- Spearing
- Unsporting Conduct
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team consists of two (2) players, with one player from each team on each board
- Teams that have more than two (2) players can substitute at any point of a game
EQUIPMENT
- Boards and bags will be provided by Heyday Athletic
- Boards will be spaced at least twenty-two (22) feet apart and no more than twenty-five (25) feet apart, depending on available playing space
GAME FORMAT AND TIMING
- Each match will consist of three (3) games
- Players can either use rock-paper-scissors, flipping a coin, or a similar method to determine which team will throw first
- Each match is NOT a best-of-three match. All matches will have three (3) games played in each match
- During the playoffs, matches WILL be played in a best-of-three format
- Each game will be scored until one team reaches twenty-one (21) points
- Matches that run long in their time slot (45 minutes) can be cut short at the discretion of the monitor
- Players alternate throwing four (4) bags until each player has thrown all of their bags
- Players must throw behind the front edge of the board. Players that throw in front of the front edge will be in violation and their throw will NOT count
- The team that scored more points on the last round will throw first on the next round
- There is NO penalty for scoring over twenty-one (21) points
- There is NO mercy rule
- There is NO overtime/win-by-two rule
- If both teams score over twenty-one (21) points, the team that scored more points will win the game
SCORING
- Bags that land on the board are worth one (1) point
- Bags that go through the hole are worth three (3) points
- Differential scoring is used by Heyday Athletic
- Example: If Team A scores five points and Team B scores three points during a throwing rotation, Team A will be awarded two points
- In indoor leagues, if a bag hits the ceiling and lands on the board, the bag will count
- Any bag that hits the ground/floor before landing on the board will NOT count and must be removed from the board
- Any hanging bag that is not touching the ground will count
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of five (5) players to start the game
- Each team may only have a maximum of seven (7) players on the court at any time
- A minimum of one (1) female must be on the court to start a game. A maximum of four (4) males may be on court at any point.
- Please refer to the specific league details for further gender equity rules
EQUIPMENT
- Dodgeballs will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the court at any time. This is subject to the official’s discretion
GAME FORMAT AND TIMING
- Each match will be played until a team wins seven (7) games
- Matches that run long in their time slot (50 minutes) can be cut short at the discretion of the monitor
- There is a eight (8) minute time limit on individual games within a match
- Each team is granted one (1) timeout PER MATCH to be used in-between games
- The clock will stop for any injury timeouts initiated by the officials and will restart on his/her whistle
- Each match will begin with six (6) dodgeballs on the centerline
- Three (3) balls will be group together on each half (left side/right side) of the centerline
- There will be a mix of large and small sized dodgeballs
- Each game will begin with players from both teams on their respective endlines. Games will begin with a whistle from the official once each team is in the proper positioning
- Players may NOT throw dodgeballs until they have retreated past their respective mid-lines with the ball, or balls are passed back to players behind the mid-line. Once balls are behind the mid-line, players may throw dodgeballs against the opposing team
- Players have ten (10) seconds to throw the ball in an offensive manner, otherwise they will be eliminated for stalling
- If one team has all of the balls, the ten (10) second limit will drop to five (5) seconds
- The first team to eliminate all the players of the opposing team will win the game
- If one team has more players remaining than the opposing team when the clock expires for the end of a game, the team with more players will win the game
- OVERTIME-
- Overtime will occur when teams have equal amounts of players and points remaining when the clock expires in a game
- Overtime will consist of a single sudden-death three-on-three (3v3) round
- At least one (1) female must be on the court for each team at the start of overtime
- The first team to eliminate the players of the opposing team will win the game
SCORING
- Players are eliminated from the game when they are hit by a ball thrown by an opposing player below the neck
- Intentional or unintentional head shots will result in the elimination of the throwing player. If multiple head shots occur from the same throwing player, that player may be thrown out of the match at the discretion of the official
- If a player intentionally bends or ducks into a head shot, the player being hit by the ball will be eliminated. If the same player bends or ducks into multiple head shots, at player may be thrown out of the match at the discretion of the official
- Players may return to the game if a teammate catches a ball thrown by an opposing player
- Bobbled catches count as catches
- Players that return to the game must touch the back wall of their side before returning to the court
- The order of returning players is in elimination order
- The player that threw the ball that was caught by the opposing team will be eliminated
- If a player throws a dodgeball throw a basketball net on the opposing side of the court, two (2) players may return to the match
- Players that cross the centerline at any point during the game, including the initial rush, will be eliminated
- This includes reaching over the centerline to retrieve a dodgeball
- Any ball that is deflected off the floor, walls, or ceiling is considered a DEAD BALL
- Any ball that is deflected off a held ball and hits the player holding the ball, that player will be eliminated
- If a ball is deflected off a held ball and hits a player other than the player holding the ball, that ball will be considered a DEAD BALL
- Any ball that deflects off a body part of a teammate, and is then caught will be considered a LIVE BALL and will result in the elimination of the opposing thrower and the return of a teammate
- Players MUST throw all balls in an offensive manner
- Offensive throws must at least reach the centerline through the air and is lower in height than the bottom of the basketball net
SUBSTITUTIONS
- Substitutions may only occur in between games
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of four (4) players to start the game
- Each team may only have a maximum of six (6) players on the court at any time
EQUIPMENT
- Balls and goals will be provided by Heyday Athletic
- Heyday Athletic STRONGLY encourages players bring their own protective eyewear or facemask, but they are not provided or required
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- Games will be played in four (4) twelve (12) minute quarters with a running clock
- There will be NO goalies in Heyday Athletic field hockey leagues
- Each team is provided two (2) timeouts PER GAME to be used in regulation
- Timeouts may ONLY used by players on the field
- Timeouts may ONLY be called after a made goal or other dead ball situation
- The clock will stop for any injury timeouts initiated by the officials and will restart once the ball is live again
- OVERTIME-
- If the game is tied at the expiration of the second half, a single three (3) minute sudden-death overtime period will occur
- The first team to score in overtime shall be declared the winner
- In the regular season, if the game is still tied after the first overtime period, the game shall be declared a tie
- In the playoffs, additional overtime periods will continue until a goal is scored
SUBSTITUTIONS
- Substitutions may only occur during dead ball situations
POSSESSION
- Games will begin with a coin toss, rock-paper-scissor, or a similar method determined by the referee
- Once the team that starts possession is determined, the ball can be placed at mid-field. The initial pass can go in any direction, but CANNOT be a direct shot on goal
- If a ball is hit past the sidelines, the result will be a direct hit awarded to the opposing team
- If a ball is last hit by the offensive team and goes past the endline, the opposing team will be awarded a direct goal hit
- If a ball is last hit by the defensive team and goes past the endline, the offensive team will be awarded a corner hit
SCORING
- Goals will only be awarded if the ball hits the side or backboard
- Shots that hit above the side or backboard will NOT count
- Shots that are hit above the side or backboard will result in the defending team being awarded a direct goal hit
SAFETY
- Players may NOT hit the ball with any sort of backswing
- Players may NOT lift the ball into the air intentionally
PENALTIES
- All penalties between the two 23-yard circles result in a direct free hit
- No opposing player is allowed to be within ten (10) yards of ball prior to hit
- Any defensive foul inside the circle, a penalty corner will be awarded
- Red, Yellow and Green cards will be issued at the referee's discretion
- A green card is a warning
- A yellow card signifies a hard foul worthy of a warning
- Yellow cards result in a free hit and a mandatory substitution of the carded player for a minimum of two (2) minutes
- A red card for any subsequent hard foul
- The yellow warning card can be bypassed for an immediate red card for severe fouls or unsportsmanlike behavior
- Red cards result in a free hit and the ejection of the carded player with a report sent to the League Office to review for further punishment
- The following is a list of infractions that will result in a free hit:
- Charging
- Roughness
- Obstruction
- Dangerous Play
- Handball
- High Sticking
- Using the back of the stick
- Intentionally hitting the ball with your foot
- Dangerous Hit
- Raising the ball above the ground except to shoot on goal
- Stick obstruction
- Third party obstruction
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of four (4) players to start the game, including the goalie
- Each team may only have a maximum of five (5) players on the court at any time, including the goalie
- COED-
- A minimum of one (1) female must be on the court at all times
EQUIPMENT
- Balls, goalie equipment and goals will be provided by Heyday Athletic.
- Players may use their own hockey sticks, but they MUST have smooth bottoms & NO sharp edges.
- Heyday Athletic STRONGLY encourages players bring their own protective eyewear, gloves (hockey or alternatively padded work gloves, etc), shin guards, knees pads, elbow pads and mouth guard, but they are not provided or required
- Players may NOT wear any kind of jewelry on the court at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- Games will be played in three (3) fifteen (15) minute periods with a running clock until the last two (2) minutes of the third period
- The clock will stop with less than two (2) minutes remaining in the third period during any dead ball situation, UNLESS one team is leading by two (2) or more goals
- If the lead becomes less than two (2) goals during the last two (2) minutes, the clock will stop on any dead ball or foul called
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- Each team is granted two (2) timeouts PER GAME to be used in regulation. They may NOT be used in overtime
- Timeouts may ONLY used by players on the court
- OVERTIME-
- If the game is tied after regulation, a shoot-out round will occur
- Five (5) players from each team will shoot on the goalie of the opposing team, with teams alternating shots
- Shoot-out attempts will start with each player getting the ball at center ice and attempting a single shot against the opposing goalie
- At least one (1) female from each team must shoot
- In the regular season, if teams are tied after each attempting five (5) shots, the game will end in a tie
- In the playoffs, if teams are tied after each attempting five (5) shots, the shoot-out will continue in a sudden-death format
- The first team to score in a round, while also having the opposing team not score will win
- Players that did not shoot in the first shoot-out, may shoot in the sudden-death round
- A female must shoot in the first three (3) shots in the sudden-death round
- MERCY RULE-
- If a team is leading by seven (7) goals at any point in the second half, the game will be over and they shall be declared the winner
POSSESSION
- Play will be stopped and a face-off will occur at center-ice in the following situations:
- Start of game
- Goals
- Penalties
- Injuries
- Time-outs
- Balls out-of-play
- Goaltender freezing the ball
- Balls shot on goal behind the designated blue lines
SUBSTITUTIONS
- All substitutions will occur on the fly, and players being substituted must be within 5 feet of the player’s bench
- Players that enter the court before the substituting player is within five feet of the bench will receive a 2 minute minor for having too many people on the court
- Goalies may only substitute in-between periods
- Goalies may substitute out for an additional player if a team is losing by two (2) or more goals with five (5) minutes left in the third period, or by one (1) goal with two (2) minutes left in the third period
SAFETY
- GOALIES-
- Goalies must have their stick in their hands at all times
- Goalies are allowed to use their hands within three (3) steps of the goal, otherwise known as the crease
- If a goalie catches the ball, the defense must give the goalie five (5) steps worth of distance to put the ball back in play
- If a goalie has the ball in their hands, he/she can either put the ball back in play by rolling or throwing it, or can call for a face-off at center court
- If the goalie throws it into play, the ball cannot pass center court through the air
- Offensive players may not enter the goalie crease without the ball, or without the ball being in the crease
- If offensive players enter the crease and the ball is not present, that will result in goalie interference
- If the goalie is pulled in the third period, NO players can enter the crease without possession of the ball, or the presence of the ball in the crease
- USE OF HANDS AND FEET-
- All players are allowed to use their hands to block or stop the ball on the court, as long as the ball is followed by contact of that player's, or an opposing player's stick
- Players are also allowed to use their hands to bat or deflect a ball in the air, as long as the ball is dropped to the court and then followed by contact of that player's stick
- Players are allowed to use their feet to stop the ball
- Players may NOT deliberately kick the ball for a pass or shot
- If the ball is inadvertently deflected off a player’s foot into the goal, it will count as a goal
- Any use of hands or feet that do not adhere to the rules above will result in a face-off in the offending team’s zone
- SLIDING AND DIVING-
- Sliding or diving to stop a ball is NOT allowed by any player other than the goalie
- Players that illegally slide or dive will be assessed a dangerous play penalty
- Goalies can only slide/dive within the crease and cannot charge an approaching player by sliding/diving beyond it
- SHOTS AND GOALS
- Goals only count when entire ball has crossed the plane of the goal
- If the goal moves off of the goal line during a scoring attempt, it is at the referee’s discretion to award a goal or not
- If the goalie or another defensive player intentionally moves a goal, the defender will be given a delay of game penalty
- Shots are ONLY allowed after players have passed the blue line
- Shots that are taken before the blue line will NOT count as goals
- The only exception to this is if a shot is taken and there is a clear rebound off the goalie or goal post
- Any defensive player that falls to the ground during a scoring chance in the crease area will be penalized with a penalty shot against their team
- Any player that falls outside of the crease while the ball is nearby will have play stopped and a face-off will occur in the nearest zone
- ICING
- Icing will be called if a player makes a clearing pass (not intentionally directed to a teammate) from behind the blue line at the team's defensive end and the ball crosses the blue line on the offensive end and is first touched by an opponent
- Icing results in a face-off at the offending team's offensive end
PENALTIES
- During all penalties, offending players must leave the ice and remain in the sub-zone until the referee indicates the penalty time has expired
- Major penalties do not terminate when a goal is scored
- Penalty time carries over to the next period if the period ends before the penalty expires
- If a major penalty is deemed severe enough by referee, a 10 minute power play and/or ejection will occur
- Minor penalties-
- Dangerous Play
- Holding (Stick/Body)
- Delay of Game
- Interference
- Hooking
- Boarding
- Stick Checking (above blade)
- Tripping
- Major penalties-
- Arguing with the Referee
- Charging
- Checking (hip, body, elbow, stick)
- Roughing
- Slashing
- Repeated Minors
- Spearing
- Unsporting Conduct
HOUSTON GROUND RULES
- Each team must have a minimum of four (4) players to start the game, including the goalie. A minimum of two (2) females must be on the court at all times
- Each team may only have a maximum of six (6) players on the court at any time, including the goalie
- No equipment will be provided by Heyday Athletic
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of six (6) players to start the game
- Each team may only have a maximum of eight (8) players on the field at any time
- COED-
- A minimum of two (2) females must be on the field at all times
- There is NO limit on the amount of players a team can put on the line of scrimmage
EQUIPMENT
- Footballs will be provided by Heyday Athletic. Teams may use a different football if both teams and the referees agree to use it
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Games will be played in two (2) twenty (20) minute halves with a running clock until the last minute of the first half and the last two (2) minutes of the second half
- The clock will stop with less than one (1) minute in the first half and two (2) minutes remaining in the second half during any normal clock stoppages (see below), UNLESS one team is leading by seventeen (17) or more points
- If the lead becomes less than nine (9) points during the last minute of the first half or the two (2) minutes, the clock will stop on any normal clock stoppage
- Each team is granted two (2) timeouts PER GAME to be used in regulation. They may NOT be used in overtime
- Timeouts may ONLY used by players on the field
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- Teams have thirty (30) seconds to snap the ball after the ball has been spotted by the referee
- Teams that do not snap the ball within thirty (30) seconds will be assessed a delay of game penalty
- Teams will have four (4) downs to gain a first down or score a touchdown
- First downs are marked on the sidelines of each field
- If teams fail to gain a first down or score a touchdown, the opposing team will gain possession at the spot of the ball
- Teams may elect to punt the ball on any down to give possession to the opposing team
- CLOCK STOPPAGES-
- The clock will stop in the last minute of the first half and the last two (2) minutes of the second half in the following situations:
- After an incomplete pass
- When the ball is carried out-of-bounds
- When either team scores (The clock will remain stopped during the PAT attempt and will not restart until the opposing team snaps the ball during its next possession)
- During change of possession
- When a penalty is being enforced
- When a team calls timeout
- The clock will stop in the last minute of the first half and the last two (2) minutes of the second half in the following situations:
- OVERTIME-
- There is NO overtime for games played in the regular season. All overtime rules ONLY apply for the playoffs
- If a game is tied after regulation play, teams will alternate possessions starting at their opponent’s eight (8) yard line
- A coin toss will determine first possession
- The winner of the coin toss can choose to have the ball first or second in overtime
- Teams will have four (4) downs to score from the eight (8) yard line
- The team that scores more points during the overtime will win the game
- If teams tie the amount of points scored in the overtime period, an additional overtime period will occur
- Additional overtimes will occur until one team scores more than their opponent
POSSESSION
- A coin toss will determine first possession of the game
- Teams that win the coin toss can either elect to receive the ball first, or have the opposing team receive the ball
- Teams that choose to have the opposing team receive the ball first, will receive the ball first in the second half
GENDER EQUITY
- During the course of a coed game, a team must use a female as a “operative player” at least once every three plays
- A female operative player is defined as a player that is involved in the following roles:
- Quarterback that is attempting to either run or pass the ball downfield
- The intended receiver on a pass
- Running back that attempts to move the ball downfield
- Catches a pass that was deflected by any opposing player
- The following are examples of females NOT being the operative player:
- A quarterback that immediately hands off the ball
- A running back that receives the handoff behind the line of scrimmage and gives it to a male player also behind the line of scrimmage
- A player that stands still or does not attempt to more the ball downfield
- A team that does NOT include a female player as the operative player at least once every three (3) players, will be assessed an unsportsmanlike conduct penalty
SCORING
- A touchdown scored by either team is worth six (6) points
- On passing touchdowns into the endzone, one foot down in the endzone counts as possession
- On touchdowns run into the endzone, the ball (not the runner) must cross the plane of the goalline
- The plane is the front edge of the goalline
- Defensive touchdowns must break the plane of the goalline
- After a touchdown, the scoring team must attempt the point-after-try (PAT)
- Teams can either try a one (1) or two (2) point PAT
- One (1) point PATs are attempted from the three (3) yard line
- Two (2) point PATs are attempted from the ten (10) yard line
- Teams will only have one (1) attempt to score a PAT, barring a defensive penalty
- PATs may be intercepted by the defense and scored by the opposing team
- Teams that score a defensive PAT are awarded two (2) points, regardless of the amount that the offensive team was trying to score
- Safeties may be scored by a defensive team
- Safeties are worth two (2) points
- The following are a list of plays that will result in a safety:
- An offensive player with possession of the football is downed in their own endzone
- An offensive player runs out-of-bounds in their own endzone, either on the sideline or endline
- The ball is snapped through the back of the endzone
- An offensive player fumbles the ball in their own endzone
- Following the safety, the former offensive team must punt the ball from their eight (8) yard line to the former defensive team
SAFETY
- POSSESSION OF THE FOOTBALL-
- A player gains possession of the football in the following circumstances:
- A player is given a handoff
- A player is snapped the ball from the center
- A player catches a pass and one foot touches in-bounds before going out-of-bounds
- At the referee’s discretion, a player that catches a pass and is shoved out-of-bounds in mid-air before touching one foot down in-bounds
- A defensive player that catches a mid-air fumble with one foot down in-bounds before going out of bounds
- Possession is NOT given to offensive players that go out-of-bounds on their own volition before reestablishing themselves in-bounds. Players that catch passes by going out-of-bounds voluntarily will be given an illegal touching penalty
- A player gains possession of the football in the following circumstances:
- FUMBLES-
- Fumbles occur when an offensive player loses control of the football after they have established possession and drops it
- Fumbles also occur when the center snaps the ball and the quarterback cannot handle it and it falls to the ground
- Fumbles will result in a dead ball at the spot the ball landed
- Defensive players CANNOT attempt to strip the football from offensive players to cause a fumble
- Fumbles CANNOT be picked up and returned by the defensive team
- Fumbles that are caught by the defensive team in mid-air, CAN be advanced by the defensive team
- DIVING-
- Diving is NOT allowed to advance the ball
- This includes diving for a first down or endzone
- If a player dives for a first down or for the endzone, the ball will be advanced to the point where the player left his/her feet
- Multiple diving infractions may result in an unsportsmanlike conduct penalty against the offending player
- Diving for passes is allowed
- Diving is NOT allowed to advance the ball
- PUNTING-
- Punts occur when the offensive team wants to give possession of the football to the other team because they do not believe they can gain the first down or touchdown
- A punt must be declared by the offense prior to the play
- In coed leagues, punts can be executed by either male or female players
- Punts do not have to be snapped
- There are NO fake punts
- Downfield blocking on punts is NOT allowed
- A punt that hits the ground will be considered a dead ball and the receiving team cannot advance it
- A muffed punt is considered a fumble, and the receiving team will start their offensive possession at the point where the ball landed on the ground
- A punt that is caught by the receiving team may advance the ball
- The receiving team may also call a fair catch. If the punt is fair caught, the receiving team starts their offense at the eight (8) yard line
- If a punt lands in the endzone, or goes out the back/side of the endzone, the ball will be placed on the eight (8) yard line
- DEFENSIVE RUSHING/BLITZING-
- Defensive players may rush the quarterback after a five (5) second count
- The referee will announce the rush count on every play. After he/she says “GO” defensive players may cross the line of scrimmage and rush the quarterback
- Defensive players that cross the line of scrimmage before the referee says “GO” will be assessed an offsides penalty
- If there are two (2) or more players in the backfield with the quarterback, the defense does not need to wait for the five (5) second rush count
- Defensive players may blitz the quarterback in Heyday Blitz Touch Football and Heyday Flag Football leagues
- Once per set of downs, the defense may send a single blitzer
- The blitzing player must announce themselves by saying “BLITZ” loud enough for the opposing team and referee to hear. Another player CANNOT blitz if he/she has not announced “BLITZ”
- The blitzer must announce themselves before crossing the line of scrimmage otherwise they will be penalized for offsides
- The blitzing player does not need to wait for the referee to get to the end of the five (5) second rush count to cross the line of scrimmage after they have announced themselves
PENALTIES (ALPHABETICAL ORDER)
- Defensive Holding/Illegal Contact
- A defensive player holds a part of an offensive player to gain an advantage
- A defensive player intentionally contacts the offensive player to gain an advantage
- Five (5) yard penalty, no automatic first down
- Defensive Pass Interference
- A defensive player illegally interferes with an offensive player's attempt to catch a pass
- The ball will placed at the spot of the foul, automatic first down
- If DPI occurs in the endzone, ball is placed on the one (1) yard line
- Delay of Game
- The center does not snap the ball before the expiration of the thirty (30) second play clock
- Five (5) yard penalty, repeat the down
- Encroachment/Illegal Rush/Neutral Zone Infraction/Offsides
- A defensive player crosses the line of scrimmage prior to the snap
- A defensive player crosses the line of scrimmage on a rush prior to the referee saying “GO”
- Five (5) yard penalty, no automatic first down
- False Start/Illegal Motion/Illegal Shift/Illegal Snap
- An offensive player is in motion in the direction of the line of scrimmage before the snap
- Two (2) or more offensive players are in motion
- The center snaps the ball without the quarterback calling out the snap
- The center does not snap the ball when the rest of the offense is in motion
- Five (5) yard penalty, repeat the down
- Illegal Forward Pass
- A quarterback that throws a ball forward when he/she has passed the line of scrimmage
- A player throws a second forward pass after already receiving a forward pass
- Five (5) yard penalty, loss of down
- Illegal Pick
- An offensive player sets a screen for a fellow receiver
- Five (5) yard penalty, loss of down
- Illegal Touching
- An offensive player catches a ball after going out-of-bounds on his/her own
- Five (5) yard penalty, repeat of down
- Offensive Pass Interference
- An offensive player illegally contacts the defensive player on a pass play
- An offensive player interferes with a defensive player attempting to make an interception
- Five (5) yard penalty, repeat of down
- Unnecessary Roughness
- Rough touching/grabbing of jerseys
- Hitting the quarterback after a pass is thrown
- Tackling
- Defensive- Ten (10) yard penalty, automatic first down
- Offensive- Ten (10) yard penalty, repeat down
UNSPORTSMANLIKE CONDUCT
- Unsportsmanlike conduct is assessed at the referee’s discretion
- Unsportsmanlike conduct includes, but is not limited to: taunting, excessive arguing with the referee, a fellow player, or an opposing player, pushing, biting, scratching, fighting, and the use of profanity
- Unsportsmanlike conduct will result in a ten (10) yard penalty against the offending team and a repeat of down
- All unsportsmanlike conduct will be sent to the League Office for review for potential further punishment
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of six (6) players to start the game
- Each team may only have a maximum of eight (8) players on the field at any time
- COED-
- A minimum of two (2) females must be on the field at all times
- There is NO limit on the amount of players a team can put on the line of scrimmage
EQUIPMENT
- Footballs will be provided by Heyday Athletic. Teams may use a different football if both teams and the referees agree to use it
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Games will be played in two (2) twenty (20) minute halves with a running clock until the last minute of the first half and the last two (2) minutes of the second half
- The clock will stop with less than one (1) minute in the first half and two (2) minutes remaining in the second half during any normal clock stoppages (see below), UNLESS one team is leading by seventeen (17) or more points
- If the lead becomes less than nine (9) points during the last minute of the first half or the two (2) minutes, the clock will stop on any normal clock stoppage
- Each team is granted two (2) timeouts PER GAME to be used in regulation. They may NOT be used in overtime
- Timeouts may ONLY used by players on the field
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- Teams have thirty (30) seconds to snap the ball after the ball has been spotted by the referee
- Teams that do not snap the ball within thirty (30) seconds will be assessed a delay of game penalty
- Teams will have four (4) downs to gain a first down or score a touchdown
- First downs are marked on the sidelines of each field
- If teams fail to gain a first down or score a touchdown, the opposing team will gain possession at the spot of the ball
- Teams may elect to punt the ball on any down to give possession to the opposing team
- CLOCK STOPPAGES-
- The clock will stop in the last minute of the first half and the last two (2) minutes of the second half in the following situations:
- After an incomplete pass
- When the ball is carried out-of-bounds
- When either team scores (The clock will remain stopped during the PAT attempt and will not restart until the opposing team snaps the ball during its next possession)
- During change of possession
- When a penalty is being enforced
- When a team calls timeout
- The clock will stop in the last minute of the first half and the last two (2) minutes of the second half in the following situations:
- OVERTIME-
- There is NO overtime for games played in the regular season. All overtime rules ONLY apply for the playoffs
- If a game is tied after regulation play, teams will alternate possessions starting at their opponent’s eight (8) yard line
- A coin toss will determine first possession
- The winner of the coin toss can choose to have the ball first or second in overtime
- Teams will have four (4) downs to score from the eight (8) yard line
- The team that scores more points during the overtime will win the game
- If teams tie the amount of points scored in the overtime period, an additional overtime period will occur
- Additional overtimes will occur until one team scores more than their opponent
POSSESSION
- A coin toss will determine first possession of the game
- Teams that win the coin toss can either elect to receive the ball first, or have the opposing team receive the ball
- Teams that choose to have the opposing team receive the ball first, will receive the ball first in the second half
GENDER EQUITY
- During the course of a coed game, a team must use a female as a “operative player” at least once every three plays
- A female operative player is defined as a player that is involved in the following roles:
- Quarterback that is attempting to either run or pass the ball downfield
- The intended receiver on a pass
- Running back that attempts to move the ball downfield
- Catches a pass that was deflected by any opposing player
- The following are examples of females NOT being the operative player:
- A quarterback that immediately hands off the ball
- A running back that receives the handoff behind the line of scrimmage and gives it to a male player also behind the line of scrimmage
- A player that stands still or does not attempt to more the ball downfield
- A team that does NOT include a female player as the operative player at least once every three (3) players, will be assessed an unsportsmanlike conduct penalty
SCORING
- A touchdown scored by either team is worth six (6) points
- On passing touchdowns into the endzone, one foot down in the endzone counts as possession
- On touchdowns run into the endzone, the ball (not the runner) must cross the plane of the goalline
- The plane is the front edge of the goalline
- Defensive touchdowns must break the plane of the goalline
- After a touchdown, the scoring team must attempt the point-after-try (PAT)
- Teams can either try a one (1) or two (2) point PAT
- One (1) point PATs are attempted from the three (3) yard line
- Two (2) point PATs are attempted from the ten (10) yard line
- Teams will only have one (1) attempt to score a PAT, barring a defensive penalty
- PATs may be intercepted by the defense and scored by the opposing team
- Teams that score a defensive PAT are awarded two (2) points, regardless of the amount that the offensive team was trying to score
- Safeties may be scored by a defensive team
- Safeties are worth two (2) points
- The following are a list of plays that will result in a safety:
- An offensive player with possession of the football is downed in their own endzone
- An offensive player runs out-of-bounds in their own endzone, either on the sideline or endline
- The ball is snapped through the back of the endzone
- An offensive player fumbles the ball in their own endzone
- Following the safety, the former offensive team must punt the ball from their eight (8) yard line to the former defensive team
SAFETY
- POSSESSION OF THE FOOTBALL-
- A player gains possession of the football in the following circumstances:
- A player is given a handoff
- A player is snapped the ball from the center
- A player catches a pass and one foot touches in-bounds before going out-of-bounds
- At the referee’s discretion, a player that catches a pass and is shoved out-of-bounds in mid-air before touching one foot down in-bounds
- A defensive player that catches a mid-air fumble with one foot down in-bounds before going out of bounds
- Possession is NOT given to offensive players that go out-of-bounds on their own volition before reestablishing themselves in-bounds. Players that catch passes by going out-of-bounds voluntarily will be given an illegal touching penalty
- A player gains possession of the football in the following circumstances:
- FUMBLES-
- Fumbles occur when an offensive player loses control of the football after they have established possession and drops it
- Fumbles also occur when the center snaps the ball and the quarterback cannot handle it and it falls to the ground
- Fumbles will result in a dead ball at the spot the ball landed
- Defensive players CANNOT attempt to strip the football from offensive players to cause a fumble
- Fumbles CANNOT be picked up and returned by the defensive team
- Fumbles that are caught by the defensive team in mid-air, CAN be advanced by the defensive team
- DIVING-
- Diving is NOT allowed to advance the ball
- This includes diving for a first down or endzone
- If a player dives for a first down or for the endzone, the ball will be advanced to the point where the player left his/her feet
- Multiple diving infractions may result in an unsportsmanlike conduct penalty against the offending player
- Diving for passes is allowed
- Diving is NOT allowed to advance the ball
- PUNTING-
- Punts occur when the offensive team wants to give possession of the football to the other team because they do not believe they can gain the first down or touchdown
- A punt must be declared by the offense prior to the play
- In coed leagues, punts can be executed by either male or female players
- Punts do not have to be snapped
- There are NO fake punts
- Downfield blocking on punts is NOT allowed
- A punt that hits the ground will be considered a dead ball and the receiving team cannot advance it
- A muffed punt is considered a fumble, and the receiving team will start their offensive possession at the point where the ball landed on the ground
- A punt that is caught by the receiving team may advance the ball
- The receiving team may also call a fair catch. If the punt is fair caught, the receiving team starts their offense at the eight (8) yard line
- If a punt lands in the endzone, or goes out the back/side of the endzone, the ball will be placed on the eight (8) yard line
- DEFENSIVE RUSHING/BLITZING-
- Defensive players may NOT blitz the quarterback in Heyday No Blitz Touch Football leagues
- Defensive players may rush the quarterback after a five (5) second count
- The referee will announce the rush count on every play. After he/she says “GO” defensive players may cross the line of scrimmage and rush the quarterback
- Defensive players that cross the line of scrimmage before the referee says “GO” will be assessed an offsides penalty
- If there are two (2) or more players in the backfield with the quarterback, the defense does not need to wait for the five (5) second rush count
PENALTIES (ALPHABETICAL ORDER)
- Defensive Holding/Illegal Contact
- A defensive player holds a part of an offensive player to gain an advantage
- A defensive player intentionally contacts the offensive player to gain an advantage
- Five (5) yard penalty, no automatic first down
- Defensive Pass Interference
- A defensive player illegally interferes with an offensive player's attempt to catch a pass
- The ball is placed at the spot of the foul, automatic first down
- If DPI occurs in the endzone, ball is placed on the one (1) yard line
- Delay of Game
- The center does not snap the ball before the expiration of the thirty (30) second play clock
- Five (5) yard penalty, repeat the down
- Encroachment/Illegal Rush/Neutral Zone Infraction/Offsides
- A defensive player crosses the line of scrimmage prior to the snap
- A defensive player crosses the line of scrimmage on a rush prior to the referee saying “GO”
- Five (5) yard penalty, no automatic first down
- False Start/Illegal Motion/Illegal Shift/Illegal Snap
- An offensive player is in motion in the direction of the line of scrimmage before the snap
- Two (2) or more offensive players are in motion
- The center snaps the ball without the quarterback calling out the snap
- The center does not snap the ball when the rest of the offense is in motion
- Five (5) yard penalty, repeat the down
- Illegal Forward Pass
- A quarterback that throws a ball forward when he/she has passed the line of scrimmage
- A player throws a second forward pass after already receiving a forward pass
- Five (5) yard penalty, loss of down
- Illegal Pick
- An offensive player sets a screen for a fellow receiver
- Five (5) yard penalty, loss of down
- Illegal Touching
- An offensive player catches a ball after going out-of-bounds on his/her own
- Five (5) yard penalty, repeat of down
- Offensive Pass Interference
- An offensive player illegally contacts the defensive player on a pass play
- An offensive player interferes with a defensive player attempting to make an interception
- Five (5) yard penalty, repeat of down
- Unnecessary Roughness
- Rough touching/grabbing of jerseys
- Hitting the quarterback after a pass is thrown
- Tackling
- Defensive- Ten (10) yard penalty, automatic first down
- Offensive- Ten (10) yard penalty, repeat down
UNSPORTSMANLIKE CONDUCT
- Unsportsmanlike conduct is assessed at the referee’s discretion
- Unsportsmanlike conduct includes, but is not limited to: taunting, excessive arguing with the referee, a fellow player, or an opposing player, pushing, biting, scratching, fighting, and the use of profanity
- Unsportsmanlike conduct will result in a ten (10) yard penalty against the offending team and a repeat of down
- All unsportsmanlike conduct will be sent to the League Office for review for potential further punishment
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of four (4) players to start the game, including the goalie
- Each team may only have a maximum of six (6) players on the court at any time, including the goalie
- A minimum of two (2) female must be on the court at all times
EQUIPMENT
- Handballs and goals will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the court at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- Games will be played in two (2) twenty (20) minute halves with a running clock
- Each team is granted one (1) timeouts PER GAME to be used in regulation. They may NOT be used in overtime
- Timeouts may ONLY used by players on the court
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- OVERTIME-
- If a game is tied after regulation play in the regular season, there will be NO overtime and the final result will be a tie
- In the playoffs, a two (2) minute overtime period will be played if both teams are tied after regulation
- The first team to score in overtime will win the game
- If both teams are still tied after the first overtime, another two (2) minute overtime period will occur
- Overtime periods will continue to occur until a winner is declared
SUBSTITUTIONS
- All substitutions will occur on the fly, and players being substituted must be within 5 feet of the player’s bench
- Players that enter the court before the substituting player is within five feet of the bench will have play stopped and a throw-in occur for the opposing team
- Goalies may only substitute on a dead ball
POSSESSION
- Games will begin with a coin toss, rock-paper-scissor, or a similar method determined by the referee
- Players possess the ball they are allowed a maximum of three (3) steps
- Players must pass or shoot the ball within three (3) seconds of possessing the ball
- Once the ball touches the ground, it is a dead ball that results in a turnover to the opposing team
- If a defender (including the goalie) is the last person to touch the ball before it crosses the endline, the offense will throw the ball into play from the corner
- Defenders must give the offender throwing the ball into play ten (10) feet of space
- Players cannot double-dribble to ball to retain possession
SAFETY
- GOALIES-
- Goalies are allowed to carry the ball only within five (5) steps of the goal, otherwise known as the crease
- Goalies may leave the crease to retrieve a ball, but may NOT reenter the crease with possession of the ball
- Players may not throw the ball to their goalie while the goalie is in the crease. A team will be penalized with a penalty shot if they are found to be throwing the ball back to the goalie in the crease
- Offensive players may only enter the crease if they have the ball, and are in mid-air
- Defenders may only enter the crease in mid-air
- No players may enter the crease in any other situations
- Any egregious illegal entrance of the crease by a defender will be a penalty shot, at the referee’s discretion. Otherwise, it will result in a throw-in by the opposing team
- Any illegal entrance of the crease by an offensive player will be a throw-in by the goalie
- SLIDING AND DIVING-
- Sliding or diving to stop a ball is NOT allowed by any player other than the goalie
- Players that illegally slide or dive will be assessed a dangerous play penalty
- Goalies can only slide/dive within the crease and cannot charge an approaching player by sliding/diving beyond it
SCORING
- Goals only count when entire ball has crossed the plane of the goal
- If a ball is on the goalline, but does not fully cross the line, the result will be a throw-in by the goalie
- Offensive players may only throw the ball outside of the opposing team’s crease
- Offensive players that throw the ball into the goal while in the crease will have that goal disallowed, and the play will result in a goalie throw-in
- Own goals may occur when an offensive player accidentally shoots the ball into his/her own net
- All own goals are worth one (1) point to the opposing team
- All goals will be scored for one (1) point if thrown by a male player, and two (2) points by a female player
- If a ball is thrown and is deflected into the goal, the goal’s points will only be counted by the player who last had possession
PENALTIES
- Minor penalties will result in a direct throw from the spot of the foul
- Direct throws are throws that CAN be thrown directly at the goal
- If a minor penalty occurs within three (3) feet of the goalline, the throw must be taken at least ten (10) feet from the goalline
- Examples of minor penalties include excessive pushing and shoving, attempting to take the ball from an opposing players hands, illegal sliding/diving and too many players on the court
- Major penalties will also result in a direct throw from the spot of the foul
- If a major penalty occurs within three (3) feet of the goalline, the throw must be taken at least six (6) feet from the goalline
- A second major penalty for a player will also result in a two (2) minute power play for the opposing team, with the penalized player sitting out
- Three (3) major penalties for a player will result in ejection for the penalized player, and will be reported to the League Office to review for potential further punishment
- Examples of major penalties include continued roughing and pushing, fighting, and excessive attempts to steal the ball
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of six (6) players to start the game
- Each team must have a minimum of one (1) female to start the game
- Each team may only have a maximum of ten (10) players in the field at any time
- Please refer to the specific league details for team size and gender equity rules
- Teams may only have the maximum of each player at the following positions:
- One (1) pitcher
- One (1) catcher
- Four (4) infielders
- Four (4) outfielders
- Catchers may choose to play in the outfield if they wish, but not in the infield
EQUIPMENT
- Kickballs will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (45 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 7:3 male/female ratio
- If there are less than three (3) females present for the game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than two (2) females present for the game, the second and third female spots must be filled by other females on the team
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders in between innings
- Teams may only switch the pitcher for a different fielder before pitching to a new batter
- Teams may move their catcher to the outfield and can return him/her to the catcher position within the same inning
- Catchers may not move past home plate until after contact is made with the ball
- Outfielders must stay behind the foul line cones before contact is made with the ball
- Outs can be made in the field by catching a fly ball, throwing/tagging a runner with a ball in the basepaths, or a runner is hit by a ball kicked by a batter
- If a runner is hit in the head, he/she will advance to the next base
- Runners that are hit by the ball are only out if they are hit below the neck
- Runners that are mid-slide or mid-jump and are hit in the head will be considered out
- If a runner intentionally leads with his/her head or ducks into the throw, the runner will be considered out
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the base they were headed towards at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Pitchers are given a strike zone that is one (1) foot off of each side of home plate, from the front edge of the plate to the back end of the plate
- If a pitch crosses any part of the strike zone, the pitch will be considered a strike
- Pitches that bounce more than one (1) foot in the air either when they cross home plate or within four (4) feet of the front edge of home plate will be considered a ball
- Intentional walking is PROHIBITED is at the discretion of the umpire
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
- Fast pitches are defined as pitches that take less than two (2) seconds to reach the front edge of home plate
KICKING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to kick one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- If a pitch hits any part of the batter’s foot without the batter swinging before it rolls past the back of the home plate, it will count as a foul ball
- Batters are NOT allowed to bunt
- A bunt is defined as a kick that does not pass a line that runs from first to third, through the pitchers mound
- Batters must use a full swing to kick the ball. This will be up to the discretion of the umpire
- Batters that bunt will have the ball called dead and rekick.
- If this happens more than once, a foul will be assessed against the batter
- Batters MAY ONLY kick a ball if there front plant foot is behind the front edge of home plate
- Batters that kick the ball with their front plant foot past the front edge of the plate will have the ball called dead and rekick
- If this happens more than once, a foul will be assessed against the batter
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- If the bases are loaded and a male is walked, the female MUST take her at-bat
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a normally caught fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a throw or tag, or while rounding the basepaths on a kick
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than four (4) female batters and the female on base needs to bat next
Location
- All games will be played in the STWFC Field 3.
- The field will measure 50’ x 40’
Players
- Each team will consist of a minimum of five (5) players
- This will be an 5v5 league
- A minimum of 4 players are required to play.
- There will be no goalies.
Equipment
- Any type of running shoe or sneaker is permitted.
- Plastic tip cleats are permitted.
- Metal tip cleats are not allowed.
- Goggles and mouth guards are required.
- NO Jewelry is permitted.
Stick regulations
- Field sticks
- Strung pockets must be attached to the bottom of the bottom rail
of the head through stringing holes. - Mesh pockets are also allowed and do not require the
stringing or attachment specifications as outlined above. - If strung with "shooting" strings, the pocket of the stick must have no more than two "shooting" strings, which
must be attached directly to the sidewalls. - The top of the ball remains visible above the top of the wooden or plastic sidewall after the ball has been dropped
into the front and back of the pocket of a horizontally held
stick. - The top of the ball must remain visible above the sidewall
on both sides of the pocket. - The ball moves freely within all parts of the head and the
pocket of the stick.
- Strung pockets must be attached to the bottom of the bottom rail
Scoring
- A goal is scored when the whole ball passes over the goal line by the
stick of any player. - A goal may be scored directly from a draw.
- All goals shall count as 1 point.
Timing
- Games will consist of two (2) twenty (20) minute halves with a three (3)minute half time.
- Game clock runs throughout the game. Stoppage in the last two minutes of the second half for scoring play only.
- There will be one time-out per game.
- There will be no overtime in regular season games.
- If the game is tied after regulation during a regular season, the
game will result in a tie. - If the game is tied during a postseason game, the game will go
into a five (5) minute overtime period. - If the score is tied after the overtime period, one player will be
selected from each team to take part in the penalty shootout. - Both players will line up at the mid-field mark and both
take a shot at goal. - If the score is still tied, both teams will select another
player from their team to take a second shot. - This will continue until one team makes a shot while the
other team misses. - All players on a team must shot before a player can take
another penalty shot. - The other players not taking place in the penalty shot must
be lined up behind the goal that the ball is being shot
towards.
- If the game is tied after regulation during a regular season, the
Pre-Game
- A coin toss will be conducted at the beginning of the game. The team
winning the toss shall have the choice of possession to start or defer to the second half.
Substitutions
- Substitutions shall be unlimited and can be made after a goal is scored or during play (not when whistle is blown).
Penalties/Fouls/General Game Rules
-
- Minor and Major Fouls
- All players must stand at least four meters away from the player restarting a free position or indirect free position. On a major foul, the offending player must stand four meters behind the player taking the free position. On a minor foul, the offending player stands four meters away in the direction from which she approached before committing the foul.
- Within the 8-yard arc
- All players are allowed within the 8-yard arc.
- Offense can not shoot within the arc, they must shoot from behind the arc line.
- If offense shoots within the 8-yard arc the shot will not count, and the defense takes over possession.
- If the defender commits a foul to the offense a penalty shot will be the result.
- The penalty shot will be taking from the mid-field line with
the player who received the foul taking the shot. - All other players must be behind the goal that is being shot at.
- The penalty shot will be taking from the mid-field line with
- If the offense commits a foul to the defense, they will lose the possession and the defense shall take over.
- All players are allowed within the 8-yard arc.
- Offensive Charging
- A player with the ball cannot push into a defensive player who has established position. This major foul often occurs within the 8-yard fan when a player is going toward the goal.
- Dangerous Propelling
- A player cannot maneuver the ball in her lacrosse stick in a
dangerous manner and without regard to the people around her.
- A player cannot maneuver the ball in her lacrosse stick in a
- Picks/Screens
- An illegal screen occurs when a player without the ball, by her positioning, forces an opponent to take another route. To be legal, the player must be set within the visual field of the opponent, allowing the defender time and space to change her direction.
- Shooting Space
- The offense is only allowed to shoot from behind the 8-yard arc line.
- The offense can not shoot the ball from the or near the mid-field line.
- If a player shoots the ball from the mid-field line, that shot will be deemed illegal and the defense will take possession.
- The official will have judgment on legal and illegal shots.
- When an offensive player is behind the 8-yard fan and is looking to shoot the ball, defending players cannot step or move in front of them to defend unless they were already within a stick’s length away.
- When the referee blows the whistle for any reason all players must stop moving and stand still unless directed otherwise.
- When the ball goes out of bounds the opposing team receives possession where the ball went out and is permitted to start moving once the referee blows the whistle.
- Minor and Major Fouls
Draw
- There will be no Draws
- Coin Flip at start of game will determine who starts game with
possession. - One player will start with the ball in the circle.
- Possession will alternate after a goal is scored.
- Coin Flip at start of game will determine who starts game with
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Games are 1-on-1 or 2-on-2.. Team rosters are unlimited.
EQUIPMENT
- Heyday Staff will provide the balls for the game and warmups
- All players must wear shoes
GAME PLAY
- Heyday follows the official USA Pickleball Rulebook
- That rulebook can be found here!
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team consists of two (2) players, players will stand on the same side of the net
- Teams that have more than two (2) players can substitute at any point of a match
EQUIPMENT
- Nets and balls will be provided by Heyday Athletic
GAME FORMAT AND TIMING
- Each match will consist of five (5) games
- Players can either use rock-paper-scissors, flipping a coin, or a similar method to determine which team serves first
- Matches will be best-of-five sets or 45 minutes in length
- Teams may stay on and finish the remaining sets if time permits
- Matches that run long in their time slot (45 minutes) can be cut short at the discretion of the monitor
- Each game will be scored until one team reaches twenty-one (21) points
- There is NO mercy rule
SCORING
- Rally scoring, point every serve
- Sets to 21 points
- Players must serve across the net towards their opponent
- Subsequent hits can be towards any direction
- Team has a maximum of three hits to change possession
- Team will continue to serve until they lose the point
- If a team cannot get the ball to change possession within three (3) hits, the opposing team will be awarded a point
- Players cannot double hit, players must alternate hitting
- If the ball hits the space between the net and the plastic ring, the ball will be considered “dead” and the point will be redone.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- For 5v5, each team must have a minimum of four (4) players to start the game, including the goalie.
- For 7v7 & 8v8, each team must have a minimum of five (5) players to start the game, including goalies.
- Each team may only have a maximum of five (5) players on the court at any time, including the goalie
- COED-
- A minimum of one (1) female must be on the court at all times
EQUIPMENT
- Futsal balls and goals will be provided by Heyday Athletic
- Heyday Athletic STRONGLY encourages players bring their own goalie gloves, shin guards, and other protective gear, but they are not provided or required
- Molded cleats may be worn at Phield House, but no other facility. NO metal cleats are allowed at any facility
- Players may NOT wear any kind of jewelry on the court at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- HOUR GAME SLOTS-
- Games will be played in two (2) twenty-five (25) minute halves with a running clock
- GAME SLOTS THAT ARE LESS THAN AN HOUR-
- Games will be played in two (2) twenty (20) minute halves with a running clock
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- There are NO timeouts given to each team
- The game clock will NOT stop after a goal is scored
- OVERTIME-
- If the game is tied after regulation a five (5) minute running clock overtime period will be played
- The first team to score in overtime will win the game
- In the regular season, if teams are still tied after the overtime period the game will end and a tie will be recorded in the standings
- In the playoffs, if the game is still a tie after the overtime period, a shoot-out round will occur
- Teams will have five (5) attempts to score a goal on the opposing goalie
- Shooters will line up from ten (10) feet from the goal to attempt their shot
- At least one (1) female must shoot in the first five shots
- if teams are tied after each attempting five (5) shots, the shoot-out will continue in a sudden-death format
- The first team to score in a round, while also having the opposing team not score will win
- Players that did not shoot in the first shoot-out, may shoot in the sudden-death round
- A female must shoot in the first three (3) shots in the sudden-death round
SUBSTITUTIONS
- All substitutions may occur on any dead ball. This includes kick-ins, goals, penalties, and other stoppage initiated by the referee
- Any amount of players may substitute during the dead ball period
- There is no limit on the amount of substitutes a team can have in a game
POSSESSION
- Games will begin with a coin toss, rock-paper-scissor, or a similar method determined by the referee
- Once the team that starts possession is determined, the ball can be placed at mid-field. The initial pass can go in any direction, but CANNOT be a direct shot on goal
- GUERIN & MARIAN ANDERSON:
- If a ball is kicked past the sidelines, the result will be a direct kick awarded to the opposing team
- If a ball is last touched by the offensive team and goes past the endline, the opposing goalie will be awarded a direct goal kick
- If a ball is last touched by the defensive team and goes past the endline, the offensive team will be awarded a corner kick
- PHIELD HOUSE:
- If a ball is kicked past the sidelines, the result will be a indirect kick awarded to the opposing teams
- If a ball is last touched by the offensive team and goes past the endline, the opposing goalie will be awarded an indirect goal kick
- If a ball is last touched by the defensive team and goes past the endline, the offensive team will be awarded an indirect corner kick
- All kick-ins (including free kicks from penalties) must be indirect. An indirect kick CANNOT go straight into the goal from the kick. It must hit another player or the goalpost before entering the goal
- OLD PINE:
- There are no kick-ins from the sidelines, nor are there goal kick or corner kicks as everything is in play
- WEST PHILLY:
- There are no kick-ins from the sidelines as everything on the sides of the court are in play
- If a ball is last touched by the offensive team and goes past the endline, the opposing goalie will be awarded a direct goal kick
- If a ball is last touched by the defensive team and goes past the endline, the offensive team will be awarded a corner kick
GOALKEEPING
- Goals will ONLY be awarded if the whole ball has gone over the goalline
- If a ball is saved by the goalie before it full crosses the goalline, the goalie may take a direct free kick
- Goalies are allowed to use their hands in the goal box, an area specifically designated by the referee
- Each facility has a different goalie box, so please refer to the referee to determine how large the goalie box is
- A goalie CANNOT pick up the ball if the ball is intentionally kicked back to the goalie by a teammate
- A teammate may head the ball to a goalie and the goalie can pick it up from there
- A goalie can pick up any ball last touched by an opponent in the goalie box
- Once a goalie has possession of the ball in his/her hands, they will have ten (10) seconds to give up possession
- Goalies can give up possession by throwing/rolling the ball or dropping the ball to their feet
- If a goalie throws the ball, it must land before passing the centerline. If it passes the centerline through the air, the ball will become dead and a direct free kick will be awarded to the opposing team at the centerline
PENALTIES
- There are NO offsides penalties in Heyday Athletic indoor soccer leagues
- All penalties outside of the goalies box will result in a direct free kick at the spot of the foul
- No opposing player may be within ten (10) paces of the free kick
- All Phield House leagues will have indirect free kicks
- If a defensive penalty occurs in the goalie box, a free kick will occur from any point on the edge of the goalie box
- The defense may line up halfway between the free kick spot and the goal
- If a foul is aggressive or dangerous enough, the referee may issue a yellow card to the penalized player
- Two yellow cards to the same player will result in a red card being issued to the offending player
- If a foul is overly aggressive or intentional, the referee may issue a red card to the penalized player
- If a player is issued a yellow card, the penalized player must be substituted out for a minimum of two (2) minutes
- If a player is issued a red card, the penalized player will be ejected from the game, and will be reported to the League Office to review for potential further punishment
- The following actions will result in a penalty, a free kick, and a potential card
- Charging
- Roughness
- Obstruction
- Handball
- Dangerous Play/Kick
- Slide Tackle (Intentional slide tackles will result in an AUTOMATIC red card)
- Excessive Body Checking
- Excessive Hand Usage Against Wall
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- For 5v5, each team must have a minimum of four (4) players to start the game, including the goalie.
- For 7v7 & 8v8, each team must have a minimum of five (5) players to start the game, including goalies.
- Each team may only have a maximum of five (5) players on the court at any time, including the goalie
- COED-
- A minimum of one (1) female must be on the court at all times.
EQUIPMENT
- Soccer balls and goals will be provided by Heyday Athletic
- Heyday Athletic STRONGLY encourages players bring their own goalie gloves, shin guards, and other protective gear, but they are not provided or required
- Molded cleats may be worn. NO metal cleats are allowed at any facility
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- HOUR GAME SLOTS-
- Games will be played in two (2) twenty-five (25) minute halves with a running clock
- GAME SLOTS THAT ARE LESS THAN AN HOUR-
- Games will be played in two (2) twenty (20) minute halves with a running clock
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- There are NO timeouts given to each team
- The game clock will NOT stop after a goal is scored
- OVERTIME-
- If the game is tied after regulation a five (5) minute running clock overtime period will be played
- The first team to score in overtime will win the game
- In the regular season, if teams are still tied after the overtime period the game will end and a tie will be recorded in the standings
- In the playoffs, if the game is still a tie after the overtime period, a shoot-out round will occur
- Teams will have five (5) attempts to score a goal on the opposing goalie
- Shooters will line up from ten (10) feet from the goal to attempt their shot
- At least one (1) female must shoot in the first five shots
- if teams are tied after each attempting five (5) shots, the shoot-out will continue in a sudden-death format
- The first team to score in a round, while also having the opposing team not score will win
- Players that did not shoot in the first shoot-out, may shoot in the sudden-death round
- A female must shoot in the first three (3) shots in the sudden-death round
SUBSTITUTIONS
- All substitutions may occur on any dead ball. This includes kick-ins, goals, penalties, and other stoppage initiated by the referee
- Any amount of players may substitute during the dead ball period
- There is no limit on the amount of substitutes a team can have in a game
POSSESSION
- Games will begin with a coin toss, rock-paper-scissor, or a similar method determined by the referee
- Once the team that starts possession is determined, the ball can be placed at mid-field. The initial pass can go in any direction, but CANNOT be a direct shot on goal
- If a ball is kicked past the sidelines, the result will be a indirect kick awarded to the opposing teams
- If a ball is last touched by the offensive team and goes past the endline, the opposing goalie will be awarded an indirect goal kick
- If a ball is last touched by the defensive team and goes past the endline, the offensive team will be awarded an indirect corner kick
- All kick-ins (including free kicks from penalties) must be indirect. An indirect kick CANNOT go straight into the goal from the kick. It must hit another player or the goalpost before entering the goal
GOALKEEPING
- Goals will ONLY be awarded if the whole ball has gone over the goalline
- If a ball is saved by the goalie before it full crosses the goalline, the goalie may take a direct free kick
- Goalies are allowed to use their hands in the goal box, an area extending eighteen (18) yards from the front of the goal and five (5) yards from each side of the goal
- A goalie CANNOT pick up the ball if the ball is intentionally kicked back to the goalie by a teammate
- A teammate may head the ball to a goalie and the goalie can pick it up from there
- A goalie can pick up any ball last touched by an opponent in the goalie box
- Once a goalie has possession of the ball in his/her hands, they will have ten (10) seconds to give up possession
- Goalies can give up possession by throwing/rolling the ball or dropping the ball to their feet
- At Penn Park and Starfinder, goalies may also give up possession by drop kicking or punting the ball
PENALTIES
- There are NO offsides penalties in Heyday Athletic outdoor soccer leagues
- All penalties outside of the goalies box will result in a direct free kick at the spot of the foul
- No opposing player may be within ten (10) paces of the free kick
- If a defensive penalty occurs in the goalie box, a free kick will occur from any point on the eighteen (18) yard line
- The defense may line up halfway between the free kick spot and the goal
- If a foul is aggressive or dangerous enough, the referee may issue a yellow card to the penalized player
- Two yellow cards to the same player will result in a red card being issued to the offending player
- If a foul is overly aggressive or intentional, the referee may issue a red card to the penalized player
- If a player is issued a yellow card, the penalized player must be substituted out for a minimum of two (2) minutes
- If a player is issued a red card, the penalized player will be ejected from the game, and will be reported to the League Office to review for potential further punishment
- The following actions will result in a penalty, a free kick, and a potential card
- Charging
- Roughness
- Obstruction
- Handball
- Dangerous Play/Kick
- Slide Tackle (Intentional slide tackles will result in an AUTOMATIC red card)
- Excessive Body Checking
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Please refer to the specific league details for team size and gender equity rules
- Each team must have a minimum of seven (7) players to start a game.
- All coed teams must have at least one (1) female on the field at all times
- Teams may only have the maximum of each player at the following positions:
- One (1) pitcher
- One (1) catcher
- Four (4) infielders
- Four (4) outfielders
EQUIPMENT
- Softballs, bases, scorebooks and a catcher’s mask, will be provided by Heyday Athletic
- Please refer to the Heyday Athletic Bat List here for acceptable and illegal bats
- Males must use single-wall one piece softball bats in aluminum bat leagues, and one piece non-composite softball wood bats in wood bat leagues
- Females may use any bat they wish. Female bats will be marked with pink tape given by the umpire
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (60 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 6:4 or 7:3 male/female ratio depending on the league
- If there are less than four (4) females present for a 6:4 game, the fourth female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than three (3) females present for a 6:4 game, the third and fourth female spots must be filled by other females on the team
- If there are less than three (3) females present for a 7:3 game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders in between innings
- Teams may only switch the pitcher for a different fielder before pitching to a new batter
- Catchers may not move past home plate until after contact is made with the ball
- Outfielders must stay behind the foul line cones before contact is made with the ball
- Outs can be made in the field by catching a fly ball, tagging a runner with a ball in the basepaths, or a runner is hit by a ball hit by a batter
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the last base they touched at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Pitchers are given a strike zone that is the width of the plate, with a height from the batter’s shoulders to knees
- Pitches MUST have an arc of six (10) to ten (10) feet before they cross the strike zone
- Any pitch that crosses the strike zone without having proper arc will be called a ball
- If a pitch hits any part of home plate, or the ground in front of the plate, it will be considered a ball
- If a pitch hits the ground behind home plate, it will only be considered a strike if it passed through the strike zone with proper arc before hitting the ground. Otherwise it will be considered a ball
- Intentional walking is permitted
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
BATTING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to hit one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- Batters are NOT allowed to bunt
- Batters that attempt to bunt will be assessed a foul ball
- Teams CANNOT have a designated hitter. Each batter must take at least three (3) innings in the field
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- Batters are NOT allowed to hit balls while they are outside the batter’s box
- The area of the batter’s box is at the discretion of the umpire
- No batter is allowed to step on the home plate while swinging
- Any batter that swings at a ball while out of the batter’s box will not be assessed a ball or a strike, but must re-swing
- If this happens more than once, that batter will be assessed a strike by the umpire
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
- 8TH AND POPLAR, CLEMENTE, FRANCISVILLE, AND MARCONI GROUND RULES-
- All balls hit over the fence will NOT count as home runs, but instead will result in the batter being considered out
- If a ball is batted in the air and hits a tree that is considered to be in fair territory while in mid-air, the result will be a ground rule double awarded to the batter
- Any baserunners that were in in between bases are awarded the base they were headed towards and an additional base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a tag, or while rounding the basepaths on a hit
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than the required amount of female batters, and the female on base needs to bat next
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team consists of two (2) players
- A game can be played with only one (1) member of each team present
- Canadian doubles may be played if a teammate is not present at game time
GAME FORMAT AND TIMING
- Matches are won by the team that wins two (2) sets first
- Sets are won by the first team to win four (4) games
- Sets do not have tiebreakers
- Players must flip a coin or use a similar method to determine which team serves first. The first team serving will alternate for each subsequent game
SCORING
- The first team to score four (4) points win the game
- There is no advantage if the game is at deuce. The next team to score after deuce will win the game
- Teams can score off of the serve
- During the serve, the serving player has the freedom to stand anywhere behind the baseline between the outer doubles sideline and the center hash mark
- Serves need to land diagonally across the court from the serving side in the service box
- Players receiving the serve must be positioned diagonally across the court from the server
- After the first serve, partners alternate receiving the serve for the rest of the game
- Service alternates between the two pairs and the players on each team every game
- Only one player on each team may make contact with the ball. If two players hit the ball before it crosses the net, a point is awarded to the opposing team
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of five (5) players to start the game
- Each team may only have a maximum of seven (7) players on the court at any time
- A minimum of one (1) female must be on the field at all times
EQUIPMENT
- Frisbees will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the court at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- Games will be played in sixty (60) minute time slots, with a two (2) minute halftime occuring at the thirty (30) minute mark
- Games that run long in their time slot (60 minutes) can be cut short at the discretion of the monitor
- The first team to reach eleven (11) points and have a scoring a margin of at least two (2) points will win the game
- If a margin of two (2) points cannot be achieved when a team reaches eleven (11) points, the first team to score thirteen (13) points will be declared the winner
- If a team cannot reach the winning score before the expiration of the the game slot time, the team with the most points will win the game
- Each team is granted one (1) timeouts PER HALF to be used in regulation
- Timeouts may ONLY used by players who are in possession of the disc
- Any player can call a timeout when a point is scored
- The clock will stop for any injury timeouts initiated by the referees and will restart once the disc is live again
SUBSTITUTIONS
- Substitutions may only occur on any point score
- Teams can substitute as many players as possible at once
POSSESSION
- Games will begin with a coin toss, rock-paper-scissor, or a similar method determined by the referee. The winner of this must decide whether or not they want to receive the disc first in the first or second half
- The game will begin with the disc pull, otherwise known as a throw-off
- Pulling teams must alert the receiving team of the impending pull by having the puller raise their hand prior to pulling the disc
- Teams will throw off from the front edge of their own endzone
- If the disc hits the ground during the pull, the offense will begin play at the spot where the disc initially landed
- If a disc is caught in the air during the pull, the offense will immediately begin once it is caught
- Pulls begin each half and also occur after each point scored
- Possession will change between teams when the disc hits the ground, is intercepted by an opposing player, or is caught or thrown out of bounds.
- Possession will also change when a foul is called on the offensive team
- The disc will be given to the defensive team at the spot of the dead ball, not where the disc may have ended its roll
- If a player established one foot in bounds before having his/her momentum carry him/her out-of-bounds, the player will not have to give up possession of the disc to the opposing team
- There is NO stoppage in play when possession changes between teams
- If a player holds onto the disc from longer than ten (10) seconds, a turnover will occur and the opposing team will gain possession at the spot of the turnover
- Teams on defense CANNOT have more than one (1) player guarding any given player on offense
- Defensive players guarding the player with possession of the disc must stand at least one arm's-length away from the player with the disc
SCORING
- Teams score a point when a player catches the disc in the opposing team’s endzone
- To reach the endzone, players must pass the disc to teammates
- The only steps that players may take after gaining possession are steps to stop their momentum. Players CANNOT intentionally walk with the disc in their hands
- When players stop their momentum, they are allowed to pivot from one plant foot
- Players CANNOT hand off the disc to teammates
- If a player established one foot in bounds in the endzone before having his/her momentum carry him/her out-of-bounds, that will be considered a catch, and that player will score a point
- After a team scores, they will pull the disc from the endzone they just scored in to the opposing team
FOULS
- Fouls occur when physical contact is made between players of opposing teams
- Violations occur when one player intentionally or unintentionally breaks a rule regarding player safety or movement
- If a defensive foul or violation occurs that would affect possession, the offensive team will regain possession at the spot of the foul
- Incidental contact on defense does not constitute a foul
- If an offensive foul or violation occurs, the offense will loss possession of the disc and the defense will gain possession at the spot of the foul
- Examples of fouls and violations include:
- Screening
- Shoving
- Tripping
- Blocking
- Interference
- Dangerous play
- Delay of game
- Double-teaming
- Reckless play
- Taunting
- Traveling
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of four (4) players to start the game
- Each team must have a minimum of one (1) females to start the game
- Each team may only have a maximum of three (3) or four (4) males on the court at any time. Please refer to the specific league details for further gender equity rules
- Each team may only have a maximum of six (6) players on the court at any time
EQUIPMENT
- Volleyballs, nets, and standards will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the court at any time. This is subject to the referee’s discretion
GAME FORMAT AND TIMING
- Each match will consist of three (3) sets
- Teams will volley to determine which team will serve first
- Each match is NOT a best-of-three match. All matches will have three (3) sets played in each match
- During the playoffs, matches WILL be played in a best-of-three format
- Each set will be scored until one team reaches twenty-five (25) points by a scoring margin of at least two (2) points
- Each set uses rally scoring
- If a scoring margin is less than two (2) points when one team reaches twenty-five (25), the first team to twenty-seven (27) will win the set
- If there are fifteen (15) minutes or less in the scheduled match time at the start of the third set, scoring will be rally scoring to fifteen (15) points
- Each team is granted one (1) timeouts PER MATCH to be used in regulation
SUBSTITUTIONS AND ROTATIONS
- Teams gain service anytime they score a point when the opposing team previously had service
- Each time a team gains a serve, they must rotate
- Rotations occur in a clockwise manner
- The player in the back right will be the server
- Teams do not have to follow a male/female specific order in their rotations
- Each team must only have three (3) players on both the back and front lines
- Substitutions may only enter the game when a team gains the serve
- Only one substitute may enter as the server, replacing the player that is at the top-right of the rotation
- Teams will NOT rotate while they keep service
SERVICE
- When teams gain service, they must serve the ball over the net to the opposing team
- Serves can be hit overhand, underhand, or sidearm
- Serves must occur outside the back line of the boundary. Servers cannot touch or cross the boundary line until contact is made with the ball
- All players must stay within the boundary lines until the server has made contact with the ball
- All players must stay in their positions until the server has made contact with the ball
- The ball is allowed to touch the net while being served as long as it crosses into the opposing team’s boundary
- The serve CANNOT be immediately spiked by the receiving team
- The serve CANNOT be blocked by the receiving team
SCORING
- Teams will have three (3) hits to get the ball into the opposing team’s boundary
- If a team cannot get the ball over to the opposing boundary within three (3) hits, the opposing team will be awarded a point
- Blocks do NOT count as hit
- During the first hit, (not a block) if a player makes contact with the ball with two different body parts in the same motion, that action will be considered one hit. If the second body part is in a different motion than the first body part, that hit will be considered illegal and a point will be given to the opposing team
- Any hit that rests on an open hand will be considered an illegal carry and a point will be given to the opposing team
- All hits to the opposing boundary must pass between the antennae on each side of the net, and their invisible continuation up to the ceiling
- Balls must also pass over the net, not under it
- Balls that hit the ceiling and/or a basketball backboard may still be hit
- Walls are considered out-of-play and if a wall is hit by a team, the opposing team will be awarded a point
- If a ball lands with any part of it on a boundary line, the ball will be considered in, and a point will be awarded to the hitting team
- A ball must fully land out-of-bounds for it to be considered out
- Players may NOT touch the net with any part of their body. This includes blocking. A point will be awarded to the team who’s player did not touch the net
- Players may touch the center line with his/her foot, but may not fully cross the center line. Contacting the floor across the center line is illegal and a point will be awarded to the opposing team
- The center line does NOT extend past the poles
- Players may follow through with their over the net to the opposing boundary, but the ball must have been on their side of the net prior to the hit
- Players in the back line may NOT block the ball
- All back line players must hit the ball behind the mid-line in their boundary
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Please refer to the specific league details for team size and gender equity rules
- All coed teams must have at least two (2) female on the field at all times
- Teams may only have the maximum of six (6) players in the field at any time
EQUIPMENT
- Wiffle balls and a wiffle bat will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (45 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 6:4 or 7:3 male/female ratio depending on the league
- If there are less than four (4) females present for a 6:4 game, the fourth female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than three (3) females present for a 6:4 game, the third and fourth female spots must be filled by other females on the team
- If there are less than three (3) females present for a 7:3 game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders and pitchers in between innings
- Outs can be made in the field by catching a fly ball, tagging a base for a force out, tagging or pegging a runner with a ball in the basepaths, or a runner is hit by a ball hit by a batter
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- PITCHER’S PARADISE-
- If the fielders get the ball back to the pitcher before the runner gets to a base, the runner will be deemed out
- To get the runner out, the pitcher must declare the base that the runner is headed towards, clearly and loudly enough for the umpire to acknowledge it
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the last base they touched at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Heyday will provide a strike zone net
- Any pitched ball that hits the net will be considered a strike
- Any pitched ball that hits the piping of the strike zone will also be considered a strike
- Any pitched ball that hit the batter or lands outside of the net will result in a ball
- Pitchers may NOT wear a white tee shirt on the pitching mound
- Intentional walking is permitted
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
BATTING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to hit one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- Batters may not lean into the strike zone at all to intentionally be hit by a pitcher
- Doing so will result in a strike being added to the
- Batters may switch sides at any time during the at bat, but must notify the pitcher beforehand. Failure to do so will result in a strike
- Batters are NOT allowed to bunt
- Batters that attempt to bunt will be assessed a foul ball
- Teams CANNOT have a designated hitter. Each batter must take at least three (3) innings in the field
- Batters may only wear their batting gloves when they are at the plate, not in the field
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- Batters are NOT allowed to hit balls while they are outside the batter’s box
- The area of the batter’s box is at the discretion of the umpire
- No batter is allowed to step on the home plate while swinging
- Any batter that swings at a ball while out of the batter’s box will not be assessed a ball or a strike, but must re-swing
- If this happens more than once, that batter will be assessed a strike by the umpire
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners are NOT allowed to slide
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a tag, or while rounding the basepaths on a hit
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than the required amount of female batters, and the female on base needs to bat next
Philly Burbs
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Teams must have 2 players on the team and no more than 3 players
- Everyone participating must be at least 21 years old by the first game of the league
- All players must sign the waiver before playing
- Teams must have at least 1 player at the games each week to be able to play. Teams are eligible to play with only one team player in both regular season and tournament games
EQUIPMENT
- Equipment will be provided by Heyday Athletic and participating Bar Sponsors hosting the games that night.
Overview
Teams will compete in all three bar games each week. Teams will rotate between each game playing the same opponent in each game during that week. The overall champion will be determined by the team with the most points at the end of the season.
- Foosball: Games are played to 10 points. The teams will play Rock, Paper, Scissors to determine who will put the ball in play first. If a ball goes into the goal legally, it is a point no matter who hit it. A ball must touch a man after being put in play before a score can be legal. NO SPINNING THE RODS!! Players may not reach into the table for the ball while it is in play.
- Serves - The team that is scored upon will serve next. Whenever the ball goes off the table, the team that was scored upon last will serve. If the ball stops moving and no one is able to reach it, a "dead ball" is declared and the team which was scored upon last will serve to put the ball back in play.
- Darts - Baseball: Games are 9 innings long with the team that scores the most runs being declared the winner. Teams will play Rock, Paper, Scissors to determine which team will be the home team. Teams will alternate players throwing each inning. Teams will throw from a predetermined line normally at 7 feet.
- Scoring - Teams score points by throwing their darts in the number of the inning the game is in (1st inning #1 on dartboard, 2nd inning #2 on dartboard, etc). Each dart that is landed in the thin outer section of the number is a "Double" and counts for 2 runs. Each dart that is landed in the thin inner section of the number is a "Triple" and counts for 3 runs. All other sections of the number count as 1 run. At the end of each inning, the scores will be tallied and added to the overall run totals in the game. If the score is tied at the end of the 9th inning, teams will play extra innings. Teams will start with the 10th inning and keep going until the tie has been broken.
- Shuffleboard: Games are played to 21 straight up. The teams will play Rock, Paper, Scissors to determine who will go first. Teams will place each player at opposite ends of the board. The team who scores on the previous turn will play first in the next turn. If no points are scored on the previous turn, then the team that scored last will start the next turn. Teams will alternate sliding their weights during a turn. Only one team is able to score in a turn.
Scoring - The team that scores is the team that has their weights closest to the opposite end of the table. To be able to score, the weight must be on the table and fully across the foul line. A scoring weight that is on the line and more than halfway across the line will count towards the higher score. A scoring weight that is less than halfway across the line will count towards the lower score. Any weight that is overhanging the far edge counts as 4 points. A team will score as many of their weights that are closer to the edge than their opponents' weights.
Fouls
Individual and team fouls will be recorded by the scorekeeper. When a team commits its seventh (7th) foul in a half, the opposing team will enter bonus status and shoot 1-and-1 for the 7th, 8th, and 9th fouls. Any subsequent fouls committed will result in a double bonus of two (2) shots. Team fouls are reset at the end of the first half. If a team has five (5) players or less, a 5th personal foul will also be charged as a technical foul, but that player may remain in the game. Every subsequent foul called on that player will result in a technical foul for the remainder of the game.
If a foul is called while shooting and the ball goes in the basket, the point counts as a continuation play and the shooter will take one (1) foul shot. If a foul is called while shooting and the ball does not go in, the play is dead and the shooter is awarded two (2) free-throws or three (3) free-throws on a shot missed on a three (3) point shot attempt.
Any fouls or violations called on the defensive team in the front-court and do not involve free-throws, are to be administered via a sideline in-bounds with a five (5) second count. All other fouls or violations that do not involve free-throws are to be administered via a sideline or end-line in-bounds depending on the spot of the foul or violation.
Foul Shots
The shooting team may have three (3) players, including the shooter, rebound a foul shot, while the defending team may have four (4). Low block positions remain empty. Players around the lane may enter once the ball is released from the shooters' hand. Players behind the shooter may not enter the lane until the ball touches the rim.
Game Clock
Games will be played in two (2) twenty (20) minute halves with a running clock until the last two (2) minutes of the second half. The clock will stop with less than two minutes remaining in the second half during any dead ball or foul called, unless one team is leading by twenty (20) or more points. If the lead becomes less than fifteen (15) points, the clock will stop on any dead ball or foul called.
General Rules
Please visit http://www.phillyleagues.com/pages/generalrules.
Mercy Rule
If a team is leading by twenty (20) or more points with less than two (2) minutes in the game, the clock will run continuously. If the lead becomes less than fifteen (15) points, the clock will stop on any dead ball or foul called.
NCAA
Rules not specifically covered by PSL Basketball Rules will be enforced according to National Collegiate Athletic Association (NCAA) rules.
Out-of-bounds
A ball that touches the ceiling or back of the backboard is out-of-bounds. A ball that makes contact with a structural support of the backstop, as determined by the referee, or goes over the backboard is out-of-bounds.
Overtime
If a game is tied after regulation play, a two (2) minute overtime period will be played. The first minute of overtime will have a running clock. The second minute of overtime the clock will stop during normal stoppages. If the game is tied after overtime during regular season games, the game will be recorded as a time. During playoff games, additional two (2) minute overtime periods will be played until there is a winner.
Playoffs
All teams make players in a single elimination Bracket
Shot Clock (Women's League Only)
A verbal shot clock will be enforced at the discretion of the referee to start at thirty (30) seconds. If the offensive team does not attempt a shot within that time, the ball will be turned over to the opposing team at the point of interruption.
Start Of Game
A jump ball at center court will be used to start the game as well as any subsequent overtime periods. For any additional held balls or possession determination, a possession arrow will be used. Whichever team did not have the possession in their direction at the end of the first half will possess the ball to begin the second half of regulation time.
Stuck Balls
A ball that gets stuck on the rim is considered a jump ball and will be awarded to the team that holds the possession arrow.
Substitutions
These may only occur during a dead ball. Substitute players must be acknowledged by the referee and beckoned on the court.
**Women's leagues: substitutes may also occur after a made basket upon confirmation by the referee.
Technical Fouls
Technical fouls will result in one (1) free-throw and the ball will be returned to the offensive team at center court after the free-throw attempt. A player that receives two (2) technical fouls will be ejected from the game and suspended from the following game as well.
Ten (10) Second Rule
After the opposing team scores, the offensive team must move the ball beyond half court within ten (10) seconds or a ten-second violation will be called.
Timeout
Each team is granted (2) timeouts PER GAME to be used in regulation. They may NOT be used in Overtime.
Board Set-up
Boards will be at least twenty-two (22) feet apart and no more than twenty-five (25) feet apart, depending on available playing space.
Foot Foul
If a player's foot crosses the front of the board when throwing, the throw will be called a foul, no points will be awarded for that throw, and the thrown bag will be removed if it landed on the board or in the cornhole.
General Rules
Please visit Heyday General Rules.
Hanging Bags
Bags hanging off the board, but not touching the ground, will remain on the board.
Match Length
Matches will be one (1) hour in length. If a game is in progress when time expires, the team leading at the time wins the game. The team with the most games won and points when time expires wins the match.
Playoffs
All teams qualify for a single-elimination playoff tournament. Depending on the size & competitiveness of the league, more than one playoff tournament may be held whereby the higher skilled teams play in one tournament and lesser skilled players play in a separate tournament.
Rosters
Teams must have at least two (2) players and no more than four (4). All players on the roster may play each game, as players may be switched during a game.
Scoring
A bag that hits and remains on the board after all eight bags have been thrown will count as one (1) point. A bag that goes through the cornhole will count as three (3) points.
Bags that hit the floor or ceiling and land on the board will be removed and no points will be awarded. Bags that are partially on the board and touching the floor will be removed and no points will be awarded. Bags hanging off the board, but not touching the ground, will remain on the board.
Differential scoring will be used. Example: If Team A scores five points and Team B scores three points during a throwing rotation, Team A will be awarded two points.
Players may attempt to knock the bags of the other team off the board. All points will be counted after both players complete their turns, throwing four (4) bags each.
The first team to reach twenty-one (21) points wins the game. The winning team does not have to lead by two (2) or more points to win a game.
Matches will be three games in total. All three games will be played regardless of the result of the first two games.
Start Of The Match
A Coin Toss or Rock, Paper, Scissors will determine which team throws first. The winner decides which team throws first.
Throwing Position
Players may throw from either side of the board or behind the board, but must remain behind the front edge of the board when throwing the bag. If a player's foot crosses the front of the board when throwing, the throw will be called a foul, no points will be awarded for that throw, and the thrown bag will be removed if it landed on the board or in the cornhole.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of six (6) players to start the game
- Each team must have a minimum of one (1) female to start the game
- Each team may only have a maximum of ten (10) players in the field at any time
- Please refer to the specific league details for team size and gender equity rules
- Teams may only have the maximum of each player at the following positions:
- One (1) pitcher
- One (1) catcher
- Four (4) infielders
- Four (4) outfielders
- Catchers may choose to play in the outfield if they wish, but not in the infield
EQUIPMENT
- Kickballs will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (45 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 7:3 male/female ratio
- If there are less than three (3) females present for the game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than two (2) females present for the game, the second and third female spots must be filled by other females on the team
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders in between innings
- Teams may only switch the pitcher for a different fielder before pitching to a new batter
- Teams may move their catcher to the outfield and can return him/her to the catcher position within the same inning
- Catchers may not move past home plate until after contact is made with the ball
- Outfielders must stay behind the foul line cones before contact is made with the ball
- Outs can be made in the field by catching a fly ball, throwing/tagging a runner with a ball in the basepaths, or a runner is hit by a ball kicked by a batter
- If a runner is hit in the head, he/she will advance to the next base
- Runners that are hit by the ball are only out if they are hit below the neck
- Runners that are mid-slide or mid-jump and are hit in the head will be considered out
- If a runner intentionally leads with his/her head or ducks into the throw, the runner will be considered out
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the base they were headed towards at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Pitchers are given a strike zone that is one (1) foot off of each side of home plate, from the front edge of the plate to the back end of the plate
- If a pitch crosses any part of the strike zone, the pitch will be considered a strike
- Pitches that bounce more than one (1) foot in the air either when they cross home plate or within four (4) feet of the front edge of home plate will be considered a ball
- Intentional walking is PROHIBITED is at the discretion of the umpire
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
- Fast pitches are defined as pitches that take less than two (2) seconds to reach the front edge of home plate
KICKING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to kick one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- If a pitch hits any part of the batter’s foot without the batter swinging before it rolls past the back of the home plate, it will count as a foul ball
- Batters are NOT allowed to bunt
- A bunt is defined as a kick that does not pass a line that runs from first to third, through the pitchers mound
- Batters must use a full swing to kick the ball. This will be up to the discretion of the umpire
- Batters that bunt will have the ball called dead and rekick.
- If this happens more than once, a foul will be assessed against the batter
- Batters MAY ONLY kick a ball if there front plant foot is behind the front edge of home plate
- Batters that kick the ball with their front plant foot past the front edge of the plate will have the ball called dead and rekick
- If this happens more than once, a foul will be assessed against the batter
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- If the bases are loaded and a male is walked, the female MUST take her at-bat
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a normally caught fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a throw or tag, or while rounding the basepaths on a kick
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than four (4) female batters and the female on base needs to bat next
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Please refer to the specific league details for team size and gender equity rules
- All coed teams must have at least one (1) female on the field at all times
- Teams may only have the maximum of each player at the following positions:
- One (1) pitcher
- One (1) catcher
- Four (4) infielders
- Four (4) outfielders
EQUIPMENT
- Softballs, bases, scorebooks and a catcher’s mask, will be provided by Heyday Athletic
- Please refer to the Heyday Athletic Bat List here for acceptable and illegal bats
- Males must use single-wall one piece softball bats in aluminum bat leagues, and one piece non-composite softball wood bats in wood bat leagues
- Females may use any bat they wish. Female bats will be marked with pink tape given by the umpire
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (60 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 6:4 or 7:3 male/female ratio depending on the league
- If there are less than four (4) females present for a 6:4 game, the fourth female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than three (3) females present for a 6:4 game, the third and fourth female spots must be filled by other females on the team
- If there are less than three (3) females present for a 7:3 game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders in between innings
- Teams may only switch the pitcher for a different fielder before pitching to a new batter
- Catchers may not move past home plate until after contact is made with the ball
- Outfielders must stay behind the foul line cones before contact is made with the ball
- Outs can be made in the field by catching a fly ball, tagging a runner with a ball in the basepaths, or a runner is hit by a ball hit by a batter
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the last base they touched at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Pitchers are given a strike zone that is the width of the plate, with a height from the batter’s shoulders to knees
- Pitches MUST have an arc of six (10) to ten (10) feet before they cross the strike zone
- Any pitch that crosses the strike zone without having proper arc will be called a ball
- If a pitch hits any part of home plate, or the ground in front of the plate, it will be considered a ball
- If a pitch hits the ground behind home plate, it will only be considered a strike if it passed through the strike zone with proper arc before hitting the ground. Otherwise it will be considered a ball
- Intentional walking is permitted
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
BATTING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to hit one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- Batters are NOT allowed to bunt
- Batters that attempt to bunt will be assessed a foul ball
- Teams CANNOT have a designated hitter. Each batter must take at least three (3) innings in the field
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- Batters are NOT allowed to hit balls while they are outside the batter’s box
- The area of the batter’s box is at the discretion of the umpire
- No batter is allowed to step on the home plate while swinging
- Any batter that swings at a ball while out of the batter’s box will not be assessed a ball or a strike, but must re-swing
- If this happens more than once, that batter will be assessed a strike by the umpire
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
- 8TH AND POPLAR, CLEMENTE, FRANCISVILLE, AND MARCONI GROUND RULES-
- All balls hit over the fence will NOT count as home runs, but instead will result in the batter being considered out
- If a ball is batted in the air and hits a tree that is considered to be in fair territory while in mid-air, the result will be a ground rule double awarded to the batter
- Any baserunners that were in in between bases are awarded the base they were headed towards and an additional base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a tag, or while rounding the basepaths on a hit
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than the required amount of female batters, and the female on base needs to bat next
OVERVIEW
Each team consists of no more than 6 players on the court at one time. (4 Men, 2 Women)
Teams will have an allotted amount of time to play 1 match (3 games). All games will play using All-Rally Scoring Rules. There are no sideouts and matches consist of 3 games to 25. Teams must win by 2 and there is a cap at 27.
New Rule: Setting the serve is legal as long as the ball is not caught or carried.
Teams will forfeit 1 game for every 10 minutes past the designated start time that they do not have the legal amount of players. If no one is present from a team by 15 minutes after the designated start time the entire match will be forfeited and the team that is present will receive all three wins.
BEGINNING OF THE GAME
The beginning of the game will start with the WCSL staff using an odd/even, or coin flip. The winning team will have one of two options, choose to serve first or choose which side they prefer to play on, (not both). Each match will consist of three games. Each game will count in the overall standings for regular season standings.
GAMES
Matches will be played within the allotted time, (warm up time included). All games are played to 25 win by 2 or first to 27. One time-out per game, per team is allowed. Rally/speed scoring will be enforced. In Playoffs games will be played as the best 2 out of 3 to 25 win by 2 or first to 27. One time-out per game is allowed.
TEAM SIZE
Each team consists of 6 players on the court at one time (never more than 4 men on the court). If a team has either 5 or 4 players with a minimum of 1 woman it will be considered a legal game. However, the opposing team will have the option to utilize the ghost rule. Teams may have as many players on their roster as they want. There is no maximum limit on the amount of females on the court at one time. All rosters must be finalized by the second week of the regular season. Players added after the second week not on the team roster or waiver will not be eligible for playoffs.
FORFEITS
Teams will forfeit 1 game for every 10 minutes past the designated start time that they do not have the legal amount of players. If no players are present from a team by 15 minutes after the designated start time the entire match will be forfeited and the team that is present will receive all three wins of the match. Shorthanded teams may play a legal game with a minimum of 4 players (at least two females are needed). Teams fielding less than 4 players or without 2 women will receive a forfeit. Exception: Teams with less than 4 players or without 1 women may still play a legal game but only with the opposing teams consent. All teams consenting to play a legal game with less than the allowed minimum waive their right to a forfeit win. Teams may pick up players during the regular season in order to field a full team. Substitutes will not be allowed during playoffs.
GAME TIMES
Teams will receive a schedule that will list when their team will play each week. Teams will be given an allotted amount of time to play 1 match (3 games). There is no designated warm-up time. Warm-up time is to be included in the allotted amount of time that teams will have for their match. Teams will decide if they wish to warm-up or not. The longer teams take/choose to warm-up the less time they may have to complete their match. Teams will have 10 minutes to field a team before they receive their first forfeit.
RULES
New Rule: Setting the serve is legal as long as the ball is not caught or carried. A legal serve in WCSL play is one that crosses the net and is either touched by an opposing player or lands within the opposing teams area of the court within the boundary lines. The server may not step on or over the end line until the ball has been contacted. The width of the service area is from sideline to sideline. The depth of the service area is infinite. There is no male/female hitting rules. There can be no more than 3 males on the court at any time. A defensive block does not count as one of the allowable contacts. A player may reach over the net to block a ball if:
a.- Any portion of the ball breaks the plane of the net.
b.- After the offense has come in contact with the ball on the third attempt.
The serve may not be blocked or spiked.
Players can return the serve by:
a. Bump pass
b. Clasping their hands together
c. A closed fist
d. A set (AS LONG AS THE BALL IS NOT CAUGHT OR CARRIED)
No part of the body may touch the net at anytime unless a ball or person driven into the net causes the contact. Player contact with the net in a manner not directly relating to or affecting the course of play is not a violation. Contact with hair or part of the uniform will not be considered a fault.
Contact of the ball when spiking is legal only if a portion of the ball is in contact with the plane of the net or on the spikers side of the net. Spikers may follow through over the net after legal contact.
The ball must be cleanly hit when spiking with an open hand. Guiding or carrying is illegal.
*A carry is any use of an open hand(s) while making contact with the ball that is not in a firm manner.
Out of bounds is the area outside the designated court line, (some facilities may also have antennas attached to the net, at these facilities the antennas will be considered out of bounds as well). The line is in bounds.
A player may touch but not completely cross over the centerline with his/her foot.
The ball can contact any number of body parts down to, and including the foot.
USA VOLLEYBALL rules apply unless stated otherwise.
LEAGUE POLICIES
GAMES:
Matches will be played within the allotted time (warm up time included). All games are played to 25 win by 2 or first to 27. One time-out per game, per team is allowed. Rally/speed scoring will be enforced. In Playoffs games will be played as the best 2 out of 3 to 25 win by 2 or first to 27.
REFS:
ALL GAMES WILL BE SELF-REFFED. There will be no obligation on the part of any participants or the on site staff to referee the games, however, the on site staff will be made available to help interpret rules or if there are any discrepancies between the two teams that need to be addressed. Captains are responsible for recording the results of their game. Clipboards will be provided on each court to record the scores. Our staff will provide constant reminders with regards to this process.
FORFEITS:
If your team forfeits a match during the season, the following rules apply:
First Offense: Loss of three games and warning issued.
Second Offense: Loss of three games and staff reserves the right to remove team from playoffs.
Third Offense: Removal from the league.
If you know in advance that your team is going to forfeit a game, we encourage you to call our office so as to help us schedule your opponent a game. However this does not mean that your team will not receive the loss as a forfeit.
During the regular season teams will forfeit 1 game for every 10 minutes past the designated start time that they do not have the legal amount of players. If no one is present from a team by 15 minutes after the designated start time the entire match will be forfeited and the team that is present will receive all three wins of the match. Shorthanded teams may play a legal game with a minimum of 4 players, (at least two females are needed). Teams fielding less than 4 players or without 2 women will receive a forfeit. Exception: Teams with less than 4 players or without 2 women may still play a legal game but only with the opposing teams consent. All teams consenting to let their opponent play a legal game with less than the allowed minimum waive their right to a forfeit win. Teams may pick up players during the regular season in order to field a full team. During playoffs teams will receive one forfeit every 10 minutes that they are unable to field a legal team. After they forfeit their second game the winning team will advance to the next round of playoffs. Substitutes will not be allowed during playoffs.
STANDINGS:
The updated standings will be posted weekly online. The standings will display each teams rank within its skill level. Rank is based on winning percentage.
PLAYOFFS:
Playoffs will begin immediately following the end of the regular season and will typically last between 2 and 3 weeks. After teams have been seeded according to their records all captains will receive an email with the 1st week of playoff game times roughly 3 days before their league. Teams will not receive an email for any other weeks of playoffs! It is ALL TEAMS responsibility to check the playoff brackets at the league or online to find out what time they will be playing the following week if they win. In playoffs it is not uncommon, (and in some cases will be necessary), for teams to have more than one match in a given night. No substitutes will be allowed during playoffs. All players must have signed the waiver by the second week of the season in order to be eligible for playoffs. All eligible teams will make the playoffs. Playoff eligible teams will be determined on a league by league basis. Teams that have violated the forfeit policy during the course of regular season will not be eligible for playoffs. In certain situations teams at or near the bottom of the standings may not advance to the playoffs. Check with WCSL office to see if this applies to your league. Playoffs are single elimination and games are a best 2 out of 3 with a cap at 27. During playoffs teams will receive one forfeit every 10 minutes that they are unable to field a legal team. After they forfeit their second game the winning team will advance to the next round of playoffs. Substitutes will not be allowed during playoffs. Rally/speed scoring will still be enforced.
Seeding: Teams are seeded according to winning percentage and strength of schedule.
Teams may be dropped from their regular season level based on the above criteria. Teams may be moved to a higher division during the playoffs only if permission is granted by the WCSL full time staff. Skill levels may be divided into separate divisions based upon size of level. Teams may play more than one game per day/night, and/or play games on days/nights other than your regularly scheduled league day/night if necessary. WCSL reserves the right to schedule playoff games on days other than teams regularly scheduled league night. Any questions regarding rules, policies, or eligibility of players must be addressed before the start of the game. Any team that would like to challenge the eligibility of an opposing player must do so before the start of the playoff game. No protests will be considered valid after a game has started.
WAIVERS:
In order to participate in the league, each participant must sign the team waiver. Waivers are provided and must be completed and handed in no later than the first night of play. Players not present the first week of play will still be required to sign a waiver with our staff before participating. Players must sign the waiver in order to be eligible for playoffs.
PLAYER ELIGIBILITY:
Players who have been placed on the roster and signed the waiver are eligible for playoffs. A formal protest may be filed before a playoff game if an opposing players eligibility is in question. The player in question will be required to provide his/her player information (name, address, phone #, signature) in writing to a WCSL staff member prior to the start of the game. This qualifies as an official protest. Any protest made during a game or after a game will NOT be considered a formal protest. The game will then be played in its entirety as scheduled. Teams will be notified of all rulings on the identified eligibility discrepancy by the following business day. Decisions will not be made on site. If the protest is proven to be legitimate, it will result in the forfeiture of the game in question. Games subsequent to the protested game may be rescheduled. The above procedure will also apply for any other logged protests. All rulings by WCSL staff are considered final.
SPORTSMANSHIP:
The idea of WCSL is to have fun. We hope that all participants keep that in mind when becoming involved. Although the games may become intense, you still can be competitive while maintaining good sportsmanship. With this said, any behavior deemed unacceptable by staff may result in suspension and/or ejection from a game or the league. Abuse of staff will not be tolerated. WCSL reserves the right to remove a player from a game or a league if they are considered to be bringing down the quality of the league. WCSL will not tolerate fighting! Fighting will be an automatic ejection from any game and in most cases ejection from the league for the remainder of the season.
STAFF:
To coordinate and run the league, our refs and/or staff will be available at all times to help the league run as smoothly as possible. If you have questions regarding schedules, policies, rule interpretations, directions to the bar, etc. please ask.
LEAGUE CANCELLATION/RAINOUT:
Leagues may be canceled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc. WCSL staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. Therefore, if you are calling concerning a decision on a cancellation, remember we will not have an answer until close to the start of the league.
If the league is canceled, WCSL staff will change the weather hotline immediately. WCSL will then email/text all of the captains to let them know if possible. It is then the captains responsibility to inform all teammates of the cancelation. If a league is canceled on site, WCSL staff will attempt to contact those teams still scheduled to play the remainder of the league day/night. Depending on the time of cancellation, some teams will have to be notified on site or not at all. If we do cancel, follow next weeks schedule (ex. If April 13 is canceled teams should follow the April 20 schedule for their next game). The games that are canceled will be made up towards the end of the season if time allows. In extreme circumstances, WCSL reserves the right to run a shortened season without a refund. WCSL also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary.
PRIZES/ T-SHIRTS:
Each team will receive one shirt for every player that is signed on the waiver with a maximum of 10 shirts per team. Waivers will be considered finalized by the second week of the league and used for distribution of T-shirts.
The top teams in each division will receive a prize of great emotional, spiritual, and most importantly, social value.
These policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants. Each player in the league is responsible for this information: please advise your team of these rules and thanks for playing.
Fouls
Individual and team fouls will be recorded by the scorekeeper. When a team commits its seventh (7th) foul in a half, the opposing team will enter bonus status and shoot 1-and-1 for the 7th, 8th, and 9th fouls. Any subsequent fouls committed will result in a double bonus of two (2) shots. Team fouls are reset at the end of the first half. If a team has five (5) players or less, a 5th personal foul will also be charged as a technical foul, but that player may remain in the game. Every subsequent foul called on that player will result in a technical foul for the remainder of the game.
If a foul is called while shooting and the ball goes in the basket, the point counts as a continuation play and the shooter will take one (1) foul shot. If a foul is called while shooting and the ball does not go in, the play is dead and the shooter is awarded two (2) free-throws or three (3) free-throws on a shot missed on a three (3) point shot attempt.
Any fouls or violations called on the defensive team in the front-court and do not involve free-throws, are to be administered via a sideline in-bounds with a five (5) second count. All other fouls or violations that do not involve free-throws are to be administered via a sideline or end-line in-bounds depending on the spot of the foul or violation.
Forfeits
If your team forfeits, you owe BOTH team's ref fees. That's a total of $50. This will be charged to the Captain's credit card.
Foul Shots
The shooting team may have three (3) players, including the shooter, rebound a foul shot, while the defending team may have four (4). Low block positions remain empty. Players around the lane may enter once the ball is released from the shooters' hand. Players behind the shooter may not enter the lane until the ball touches the rim.
Game Clock
Games will be played in two (2) twenty (20) minute halves with a running clock until the last two (2) minutes of the second half. The clock will stop with less than two minutes remaining in the second half during any dead ball or foul called, unless one team is leading by twenty (20) or more points. If the lead becomes less than fifteen (15) points, the clock will stop on any dead ball or foul called.
General Rules
Please visit http://www.phillyleagues.com/pages/generalrules.
Mercy Rule
If a team is leading by twenty (20) or more points with less than two (2) minutes in the game, the clock will run continuously. If the lead becomes less than fifteen (15) points, the clock will stop on any dead ball or foul called.
NCAA
Rules not specifically covered by CSL Basketball Rules will be enforced according to National Collegiate Athletic Association (NCAA) rules.
Out-of-bounds
A ball that touches the ceiling or back of the backboard is out-of-bounds. A ball that makes contact with a structural support of the backstop, as determined by the referee, or goes over the backboard is out-of-bounds.
Overtime
If a game is tied after regulation play, a two (2) minute overtime period will be played. The first minute of overtime will have a running clock. The second minute of overtime the clock will stop during normal stoppages. If the game is tied after overtime during regular season games, the game will be recorded as a time. During playoff games, additional two (2) minute overtime periods will be played until there is a winner.
Playoffs
All teams make the playoffs.
Shot Clock (Women's League Only)
A verbal shot clock will be enforced at the discretion of the referee to start at thirty (30) seconds. If the offensive team does not attempt a shot within that time, the ball will be turned over to the opposing team at the point of interruption.
Start Of Game
A jump ball at center court will be used to start the game as well as any subsequent overtime periods. For any additional held balls or possession determination, a possession arrow will be used. Whichever team did not have the possession in their direction at the end of the first half will possess the ball to begin the second half of regulation time.
Stuck Balls
A ball that gets stuck on the rim is considered a jump ball and will be awarded to the team that holds the possession arrow.
Substitutions
These may only occur during a dead ball. Substitute players must be acknowledged by the referee and beckoned on the court.
**Women's leagues: substitutes may also occur after a made basket upon confirmation by the referee.
Technical Fouls
Technical fouls will result in one (1) free-throw and the ball will be returned to the offensive team at center court after the free-throw attempt. A player that receives two (2) technical fouls will be ejected from the game and suspended from the following game as well.
Ten (10) Second Rule
After the opposing team scores, the offensive team must move the ball beyond half court within ten (10) seconds or a ten-second violation will be called.
Timeout
Each team is granted (2) timeouts PER GAME to be used in regulation. They may NOT be used in Overtime.
CHAPTER 1: Cornhole Playing Equipment (Boards and Bags)
- Two Cornhole Board Platforms - approximately 24" x 48" with a 6" diameter hole, centered 9" from top of board and centered 12" from each side edge
- The front of the board is 3" to 4" from the ground to the top of the playing surface.
- The back of the board is 12" from the ground to the top of the playing surface.
- 8 Bags - 4 each of two different colors. Each bag is made from two fabric squares with double-stitched seaming. The bags should be made from a durable fabric like canvas, twill, or synthetic suede. Each bag measures roughly 6" by 6" and weighs 15 to 16 ounces.
CHAPTER 2: Cornhole Court Layout
- Cornhole Boards: Boards are positioned 27 feet from the front edge to front edge of the board.
- Cornhole Pitchers Boxes: A designated pitchers box is a 4' x 3' area at each end of the court and on both sides of each board; (4) boxes in all.
- Cornhole Foul Lines: The front edge of the cornhole board is the foul line.
CHAPTER 3: Cornhole Scoring
- Traditional 21: The game shall be played to the predetermined number of twenty-one (21) points. The first player/team to reach (or exceed) that amount at the conclusion of a frame is the winner.
- Woody: Refers to any cornhole bag that has been pitched and remains on the cornhole board playing surface at the conclusion of the frame. Each woody is 1pt.
- Cornhole: Refers to any cornhole bag that has been pitched and passes through the cornhole board hole at anytime within the frame. Each cornhole is 3 pts.
- Cancellation Scoring: The approved method of scoring for the sport of cornhole is "cancellation" scoring. In cancellation scoring, the points of one player cancel out the points of their opponent. Using this method, only one player/team can score in each frame.
- Example: Red achieves one (1) woody and two (2) cornholes. Blue achieves two (2) woodies and zero (0) cornholes. 7 points - 2 points = Red scores 5 points for that frame.
- Foul Bags: Refers to any cornhole bag that has not been determined as a "woody" or "cornhole", or was designated a foul bag as the result of rules violation.
- Designated Foul Bags - Refers to any cornhole bag that has not been determined as a "woody" or "cornhole", or was designated a foul bag as the result of rules violation. Bags contacting the ground before reaching the playing surface and bags pitched when a player has crossed the foul line are Foul Bags. If a foul bag lands on the playing surface or comes to rest touching the ground and the board, it must be removed immediately.
CHAPTER 4: Play of the Cornhole Game
Doubles Play
- Team A competes against Team B - each team is composed of two (2) people.
- Each team will stay in their designated lane for the whole game.
- Players at the headboard will alternate pitching bags until each player has pitched all (4) of his/her bags.
- Players at the footboard will take score and resume pitching back to the other cornhole board.
Pitching
- Players alternate pitching bags (one player at a time) until each player has pitched all (4) of his/her bags.
- A player must pitch all (4) cornhole bags from their designated cornhole pitchers box.
- Players must deliver the bag with an under-hand release.
- One foot must be completely within the pitcher's box at the time of releasing the bag.
- Players must not cross the foul line with their feet before the bag has landed.
Pitching the Next Frame
- The player/team who scored in the preceding frame shall pitch first in the next frame. If neither player/team scores, the player/team who pitched first in the preceding frame shall retain first pitch in the next frame.
Copyright © 2020 Conshy Sports Leagues
Automatic Rush
The defense may rush the quarterback automatically if there are two (2) or more additional players in the backfield with the quarterback or when the ball changes hands in the backfield.
Blitzing
The defensive team may blitz the quarterback once during each set of downs. Only one (1) defensive player may blitz. Upon the ball being snapped and touched by the quarterback, one (1) defensive player may blitz the quarterback. The defensive player blitzing the quarterback must call "BLITZ" for all to hear, including both teams and the referees before it rushes the quarterback or the play will be ruled off-sides on the defense. Only the player calling the blitz may execute the blitz. The blitzing player may not cross the line of scrimmage until the quarterback touches the snapped ball. The penalty for an illegal blitz is considered off-sides on the defense and will result in a penalty of five (5) yards and replay of downs. BLITZING IS NOT PERMITTED IN RECREATIONAL DIVISION GAMES!
Cadence
The quarterback, or offensive player receiving the snap, must call out a cadence and/or snap to start each play. Silent snaps are illegal. The penalty for an illegal snap is five (5) yards and replay of down.
Defensive Pass Interference
A defensive player may not interfere with an offensive player's attempt to catch a pass. The penalty for defensive pass interference is fifteen (15) yards and an automatic first down. If the infraction is in the endzone, the ball will be spotted on the 1-yard line.
Delay Of Game
The offensive team thirty (30) seconds to snap the ball after the ball has been spotted. If the offensive team does not snap the ball within thirty (30) seconds of the ball being spotted, it will be penalized five (5) yards for delay of game.
Diving
A player carrying the ball may NOT dive for a first down marker or the endzone. If a player dives for a first down marker or the endzone, the ball will be spotted where the player left his/her feet.
First Downs
The offensive team shall have four (4) downs to earn another first down or score a touchdown. First downs are earned by crossing the designated first down markers in four (4) or less downs.
If the offensive team fails to earn a first down or score a touchdown, possession of the football will be given to the opposing team. Offensive teams may elect to punt the ball to the opposing team on any down.
DIVING FOR A FIRST DOWN MARKER IS PROHIBITED! If a player dives for a first down marker, the ball will be spotted where the player left his/her feet.
Fumbles
Fumbled balls may not be advanced. A fumbled ball will be spotted where it hit the ground. A muffed snap that is dropped is considered a fumble. Muffed snaps are ruled dead balls and the ball will be spotted where it hit the ground. A lateral interception in the air is NOT considered a fumble and may be advanced.
Ball stripping to cause a fumble is NOT permitted.
Game Balls
Game balls must be adult size. No youth or junior balls are permitted to be used during games.
Game Length
Games are played in two (2) twenty-minute halves. there will be a 5-minute halftime between halves. Games will start no later than ten (10) minutes past the scheduled game time.
Shovel Passes
Shovel passes are legal forward passes.
Gender Equity
To ensure coed participation during games, a female player must be the operative player on offense at least once every three plays.
An operative player is defined as a player who:`
- Is the QB (Must attempt to advance the ball down the field running or passing the ball.)
- Is the intended receiver as judged by the referee.
- Is the running back (Must make an attempt to advance the ball down field.)
A pass intended for a female player, as judged by the referee, that is deflected by a female player and caught by a maple player is ruled a female play.
A pass deflected by a male player and caught by a female player is ruled a female play.
An operative player is NOT defined as a player who:
-Simply hands off the football.
-Receives a hand off and immediately gives the ball back to a male player before crossing the line of scrimmage.
A player who stands still and does not attempt to advance the ball down field.
The offensive team will be penalized with a loss of down if a female player is not the operative player at least once every three plays. If this occurs, the following play remains a female play.
General Rules
Please visit http://www.phillyleagues.com/pages/generalrules.
HalftimeHalftime will be five (5) minutes in length. The referee holds the right to shorten halftime if the game is running behinds its scheduled time to be completed.
Holding
Holding an opposing player by any part of his/her body, including their uniform, to prevent them from making a play, is illegal. The penalty for holding is ten (10) yards from the line of scrimmage and a replay of the down. the offense may decline the penalty and accept the result of the play if it wishes.
Illegal Contact
There is to be NO intentional contact between opposing players at the line of scrimmage or down field, including "Bump & Run." The team of the player who initiates illegal contact will be penalized five (5) yards from the point the illegal contact was made. If the illegal contact is made at the line of scrimmage, the play will be replayed as well.
If contact is deemed excessive by the referee, an unnecessary roughness penalty of ten (10) yards may be assessed in addition to the illegal contact penalty, thus making the penalty fifteen (15) yards. Rough play will not be tolerated and may result in an ejection from the game and/or removal from the league as judged by the Commissioner.
Illegal Forward Pass
The quarterback may not throw a pass once he/she has crossed the line of scrimmage. The penalty for an illegal pass is five (5) yards and loss of down. The defense has the option to decline the penalty and accept the result of the play.
Illegal Motion
Players may not be in motion in the direction of the line of scrimmage when the ball is snapped. The penalty for illegal motion is a dead ball, five (5) yard penalty, and repeat of down.
Legal Catch
Receivers need only one (1) foot in bounds while in possession of the ball for a passing play to be considered a legal catch.
If, in the judgment of the referee, a receiver would be able to legally catch a pass, but was pushed out of bounds by a defender while in the air, a completed pass will be awarded.
Receivers intentionally leaving the field of play are ineligible to receive a pass. This includes running out of the back of the endzone in an attempt to avoid a defender. The penalty for this is five yards from the original line of scrimmage AND loss of down. However, a player who runs out of bounds may legally catch a ball that was tipped or touched by another player.
Line-up
Each team shall field no more than eight (8) players, with at least three (3) women on the field. Teams unable to field a "full" team may play with a minimum of six (6) players (4 men & 2 women). Teams not able to field the minimum number of six (6) players may play a "legal" game with a short-handed line-up with the consent of the opposing team's captain. The opposing team also has the right to elect to receive a forfeit win if it so desires.
Mercy Rule
If one team is leading by seventeen (17) points or more, the clock will run continuously during the last two minutes of the game.
Offensive Pass Interference
An offensive player may not interfere with a defensive player's attempt to intercept a pass. The penalty for offensive pass interference is a five (5) yard penalty from the line of scrimmage and repeat of down.
Off Sides (Including Illegal Rush)
The team of a player that crosses the line of scrimmage before the ball is snapped or before the rush has been completed will be called for off sides. The penalty for off sides is a dead ball, a five (5) yard penalty, and repeat of down.
Overtime
There is no overtime during regular season games. Tie games during the regular season remain time games.
Post-season overtime games will be decided by an alternating 4-downs-and-out format. Each team will receive an offensive possession on the opponents ten (10) yard line. The team that scores the most points during its possession wins the game. If the game is tied after each team has an offensive possession, the process is repeated until there is a winner. A coin toss determines who possesses the ball first.
Penalties
Games will be played according to NCAA rules unless stated otherwise.
Picking
An offensive player may not set a pick for a fellow receiver. The penalty for a pick is five (5) yards from the line of scrimmage and loss of down. If the penalty occurs on fourth down, possession of the ball will go to the opposing team. If a catch was made during a play the referee called a pick, the play will be ruled no-catch.
Note: Some acceptable incidental contact will occur while players are running routes and within the normal course of play. Picks will not be called after incidental contact.
Punts
A punt must be declared before it is executed. All punts are "free" punt, as they may not be blocked. Fake punts are not allowed.
Punts are "Open" plays and may be executed by a male or female player.
The punting team does not have to snap the ball before punting. All punts must be kicked. The team punting the ball may not cross the line of scrimmage until the ball has been punted. The is no minimum number of players that must be on the line of scrimmage at the time the punt is executed.
Downfield blocking after the punt is not allowed.
A caught punt is a live ball and may be returned up field.
A punted ball that douches the ground is a dead ball.
A punt kicked through the endzone will be spotted on the ten (10) yard line.
A punt downed in the endzone by the receiving team will be spotted on the ten (10) yard line.
Quarterback Snaps
The ball must be snapped to the quarterback to begin play. Quarterbacks may not snap the ball to themselves.
The ball must be touching the ground when the center snaps the ball to the quarterback.
The center does not have to snap the ball between his/her legs. The ball may be snapped in a backward lateral-type fashion.
Reaching Over Line Of Scrimmage
Once the ball has been snapped, a defensive player may reach across the line of scrimmage in an attempt to tag the ball carrier. However, the defensive player's feet must remain behind the line of scrimmage until the referee's count has been completed or the ball has changed hands.
Referees
Games will be refereed by officials trained & assigned by the PSL.
Rush
Referees are responsible for calling the rush count for both teams.
The rush count will be as follows:
"1-one thousand, 2-one thousand, 3-one thousand, 4-one thousand, GO!!"
A defensive player who rushes the quarterback before the referee calls "GO!!," will be penalized for being off-sides.
During Blitz Division games, the defensive team may blitz the quarterback once during each set of downs. Only one (1) defensive player may blitz. Upon the ball being snapped and touched by the quarterback, one (1) defensive player may blitz the quarterback. The defensive player blitzing the quarterback must call "BLITZ" for all to hear, including both teams and the referees before it rushes the quarterback or the play will be ruled off-sides on the defense. Only the player calling the blitz may execute the blitz. The blitzing player may not cross the line of scrimmage until the quarterback touches the snapped ball. The penalty for an illegal blitz is considered off-sides on the defense and will result in a penalty of five (5) yards and replay of downs. BLITZING IS NOT PERMITTED IN RECREATIONAL DIVISION GAMES!
Sacks
If a quarterback is sacked, the ball is spotted where he/she was tagged.
If a male player is the quarterback on a play which could be either a male or female play and he is sacked, the play stands as a male play, no matter who was the intended receiver.
If the play was a designated female play and a male quarterback is sacked, the play stands as a male play and the following play must again be a female play.
Safeties
A two (2) point safety will be awarded to the defensive team if a player from the offensive team:
- Is tagged in his/her own end zone while in possession of the football, except during punt returns,
- Crosses the back of his/her endzone while in possession of the football,
- Snaps the ball across the back line of his/her endzone,
- Fumbles the ball in the endzone.
As a result of a safety, the defensive team receives two (2) points and the offensive team must punt a "free" kick from its own ten (10) yard line.
A player having intercepted a pass or received a punt in the endzone cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the football and returned to the endzone in an attempt to avoid being tagged.
Scoring
Touchdowns are worth six (6) points. The team scoring a touchdown has the option to attempt a one (1) point or two (2) point PAT (Point After Touchdown). A one (1) point PAT attempt is made from the three (3) yard line and a two (2) point PAT is made from the ten (10) yard line.
A ball intercepted during a two (2) point PAT attempt may be returned by the defense for a two (2) point touchdown.
Safeties are worth two (2) points.
Shoes
No metal spikes or metal pointed cleats permitted. However, players should wear plastic cleats.
Sidelines
Substitute players may NOT stand on the sideline on fields that share a sideline with another field. Substitute players must remain beyond one of the endzones during these games so they do not interfere with the playing of the game or the referees.
Sleeper Play
The "Sleeper Play," an offensive player sneaking onto the field and not joining the huddle in an attempt to run downfield without being covered by the defense, is illegal. The penalty for executing such a play is fifteen (15) yards from the previous spot of the ball and replay of down.
Stoppage Of Play
Play will continue until:
- The ball carrier is tagged by an opposing player with two (2) hands simultaneously,
- The ball carrier leaves the field of play,
- The ball touches the ground as a result of a fumble or incomplete pass,
- One (1) of the ball carrier's knees touches the ground,
- The ball carrier scores a touchdown.
Time
Games will be divided into two (2) twenty (20) minute halves. There will be a running game clock, except for the last minute of the first half and the last two (2) minutes of the second half. The game clock will be maintained by the referee. During the first nineteen (19) minutes o f the first half and the first eighteen (18) minutes of the second half, the clock will run continuously except during time-outs, serious injuries and/or disputed calls, as judged by the referee.
Each team is permitted two (2) one (1) time-outs per game.
During the final minute of the first half and the final two (2) minutes of the second half, the referee will stop the game clock:
- After an incomplete pass,
- When the ball is carried out-of-bounds,
When either team scores (The clock will remain off during the PAT attempt and will not start until the opposing team snaps the ball during its next possession),
During the change of possession,
When a penalty is being marked off,
When a team calls time-out.
Halftime will be five (5) minutes, time permitting. The referee holds the right to shorten halftime if the game is running behind its scheduled allotted time to be completed.
If one team is leading by seventeen (17) points or more, the clock will run continuously during the last two minutes of the game.
Unnecessary Roughness
Unnecessary roughness, such as rough-touching and grabbing jerseys, will not be tolerated. Unnecessary roughness will result in a ten (10) yard penalty from the point of the infraction and automatic first down. Extreme roughness may result in ejection from the game and/or league as determined by the referee and/or Commissioner.
Unsportsmanlike Conduct
Unsportsmanlike conduct will not be tolerated. Any unsportsmanlike conduct as judged by the referee will result in a ten (10) yard penalty from the point of the infraction.
Unsportsmanlike conduct includes, but is not limited to, taunting, excessive arguing with the referee, a fellow player, or an opposing player, pushing, biting, scratching, fighting, the use of profanity, etc...
Excessive unsportsmanlike conduct is subject to suspension and/or removal from the league entirely as judged by the Commissioner.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of six (6) players to start the game
- Each team must have a minimum of one (1) female to start the game
- Each team may only have a maximum of ten (10) players in the field at any time
- Please refer to the specific league details for team size and gender equity rules
- Teams may only have the maximum of each player at the following positions:
- One (1) pitcher
- One (1) catcher
- Four (4) infielders
- Four (4) outfielders
- Catchers may choose to play in the outfield if they wish, but not in the infield
EQUIPMENT
- Kickballs will be provided by Heyday Athletic
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (45 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 6:4 male/female ratio
- If there are less than three (3) females present for the game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than two (2) females present for the game, the second and third female spots must be filled by other females on the team
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders in between innings
- Teams may only switch the pitcher for a different fielder before pitching to a new batter
- Teams may move their catcher to the outfield and can return him/her to the catcher position within the same inning
- Catchers may not move past home plate until after contact is made with the ball
- Outfielders must stay behind the foul line cones before contact is made with the ball
- Outs can be made in the field by catching a fly ball, throwing/tagging a runner with a ball in the basepaths, or a runner is hit by a ball kicked by a batter
- If a runner is hit in the head, he/she will advance to the next base
- Runners that are hit by the ball are only out if they are hit below the neck
- Runners that are mid-slide or mid-jump and are hit in the head will be considered out
- If a runner intentionally leads with his/her head or ducks into the throw, the runner will be considered out
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the base they were headed towards at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Pitchers are given a strike zone that is one (1) foot off of each side of home plate, from the front edge of the plate to the back end of the plate
- If a pitch crosses any part of the strike zone, the pitch will be considered a strike
- Pitches that bounce more than one (1) foot in the air either when they cross home plate or within four (4) feet of the front edge of home plate will be considered a ball
- Intentional walking is PROHIBITED is at the discretion of the umpire
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
- Fast pitches are defined as pitches that take less than two (2) seconds to reach the front edge of home plate
KICKING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to kick one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- If a pitch hits any part of the batter’s foot without the batter swinging before it rolls past the back of the home plate, it will count as a foul ball
- Batters are NOT allowed to bunt
- A bunt is defined as a kick that does not pass a line that runs from first to third, through the pitchers mound
- Batters must use a full swing to kick the ball. This will be up to the discretion of the umpire
- Batters that bunt will have the ball called dead and rekick.
- If this happens more than once, a foul will be assessed against the batter
- Batters MAY ONLY kick a ball if there front plant foot is behind the front edge of home plate
- Batters that kick the ball with their front plant foot past the front edge of the plate will have the ball called dead and rekick
- If this happens more than once, a foul will be assessed against the batter
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- If the bases are loaded and a male is walked, the female MUST take her at-bat
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a normally caught fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a throw or tag, or while rounding the basepaths on a kick
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than four (4) female batters and the female on base needs to bat next
Scoring
Players take turns sliding, or "shuffling," the weights to the opposite end of the board, trying to score points, bump opposing pucks off the board, or protect their own pucks from bump-offs. Points are scored by getting a weight to stop in one of the numbered scoring areas. A weight has to completely cross the zone line to count as a full score (if a weight is partially in zone 2 and 3 the weight's score is 2). A weight that's hanging partially over the edge at the end of the table in the 3-point area, called a "hanger" (or sometimes a "shipper"), usually receives an extra point (count as 4).
Weights that haven't passed the foul line closest to the player are removed for the round. Pucks that fall off or are bumped off the table into the gutter are removed from play for the round. No points are tabulated until the end of the round.
When all weights have been shuffled, the player with the puck closest to the far edge of the table takes points for all pucks that are ahead of their opponent's furthest shot. The other player does not take points. For example: there is a red puck in 3, a red in 1, a blue in 1, but not as close to the end as the red, and two red pucks in 1 but further away from the end of the table than the blue puck. Red player would receive 4 points for the first 2 pucks ahead of the blue and no points for the pucks behind the blue, blue player does not score. The player who scores will shoot first the next round.
Object of the game
The objective of the game is to slide, by hand, all four of one's weights alternately against those of an opponent, so that they reach the highest scoring area without falling off the end of the board into the alley. Furthermore, a player's weight(s) must be farther down the board than his opponent's weight(s), in order to be in scoring position. This may be achieved either by knocking off the opponent's weight(s), or by outdistancing them. Games are played to 15. You can go over 15 and you only have to win by one point.
Teams
An unofficial but common variation has all players at one end of the table. Each player will have 2 weights/shots per round. Teams alternate turns, with each teammate shooting every other turn.
FORFEIT RULE:
If your team forfeits a game without notifying anyone in the CSSC office, your opponent that day has the right to play one of your future games. If this happens the last week of the regular season, your team is not eligible for playoffs.
Overview
8 PLAYERS ON THE FIELD (6 MALES/2 FEMALES)
TWO 20-MINUTE HALVES - RUNNING CLOCK
TIES DURING REGULAR SEASON REMAIN A TIE
PLAYOFF TIES WILL BE DECIDED BY OVERTIME & SUDDEN DEATH SHOOTOUT
GAMES WILL BE REFEREED BY SPORT AND SOCIAL CLUB STAFF.
COIN FLIP/BEGINNING OF GAME
The beginning of the game will start with the CSSC staff using an odd/even, or coin flip. The winning team will then have one of two options: kick-off or choose a goal to defend.
Referees
Referee Fees are paid before the game starts. Refs reserve the right to cancel any game due to non-payment. Referee fees per team is $15 per game. If a team does forfeit, the team that forfeits is responsible for payment of both team's umpire/referee fee ($30). Referees will have final say in any judgment call or issue regarding rules.
Referees have the power to remove any player(s) from a game and/or the league, if deemed necessary. Any rules clarification must be brought to the attention of PSSC staff member prior to the continuance of the game.
Kickoff
Consists of the ball being placed at midfield. The ball must complete 1 full forward rotation before touched by another player.
Coed Rules & Team Size
Each team shall field 8 players on the field at one time (no more than 6 males.) CSSC rules allow a team to play a legal game shorthanded with as few as 6 players, with at least 1 female. If a team has 1 female it may field a team of no more than 6 players, (6 males, 1 female). Teams may have as many players on their roster as they want. There is no maximum limit on the amount of females on the field at one time. All rosters must be finalized by the second week of the regular season. Players added after the second week that are not on the team roster/waiver will not be eligible for playoffs.
Forfeits
Any team causing a forfeit without at least 48 hours notice to the CSSC will be responsible for both teams' referee fees. Referees are to be paid at the start of the game, as game play will not be permitted until fees are paid. Team who forfeits will not be permitted to play its next game until forfeited games fees are received.
Teams will have until 10 minutes past the designated start time to field a legal team. Shorthanded teams may play a legal game with a minimum of 6 players, with at least 1 of them being female. Teams fielding less than 5 players or without at least 1 woman will receive a forfeit. Exception: Teams may play a legal game with less than 6 players or less than 1 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up non-roster players during the regular season in order to field a full team. Non-roster players will not be allowed during playoffs.
Substitutions
Teams may substitute on the fly. There is no limit on the amount of substitutions per team/per game. *NOTE in order to substitute a player the original player must be off the court/field before the new player enters the field of play. Any violation of this rule will result in a two-minute penalty where they must play a man down. During the course of the regular season teams are allowed to pick up players that are not on their roster in order to field a full team. In playoffs no non-roster players will be allowed to play.
Time
Play will be divided into (2) 20 minute halves separated by a brief halftime. There will be a running clock maintained by the referee. The clock will stop only during time-outs and/or injuries.
Tie Games/Scoring
Regular season games ending in a tie score will be recorded as tie games. Sudden death will be used in the playoffs.
Rules
GOALKEEPERS - Teams will be allowed to have a designated goalkeeper.
THE GOAL BOX - A goal box will be marked off in front of each goal. All goal kicks will be taken from the goal box.
THE PENALTY ARCH - A penalty ARCH will be marked off in front of each goal. This is the designated area where the goalkeeper will be allowed to play the ball with his/her hands.
DIRECT KICKS - A direct kick will occur for any penalty unless the penalty has been specified as an indirect kick by the referee. The ball is to be placed at the point of the infraction. The ball will be put in play by any player on the affected team. No opposing player is allowed to be within 10 paces/yards of ball prior to kick. Goals may be scored on direct kicks. A direct kick is to follow these infractions:
- Charging
- Roughness
- Handball
- Dangerous play/kick
- Slide-tackle
Penalties incurred inside the goal box by the defense will result in a penalty kick 15 paces/yards out. Penalties incurred outside but within close proximity to the goal box will be kicked from the point of infraction. The defense must stand 5 paces/yards away from the point of infraction (where the ball is being kicked from).
FREE KICK - A team receives a Free Kick after stoppages other than when a Dropped Ball or Goalkeeper Throw-In is required. Before the team takes the Free Kick, the ball must be stationary. All opposing players are at least 15 feet from the spot of the Free Kick (or, if within 15 feet of the opponent's Goal, along the Goal Line). The spot of the Free Kick is that provided above, except:
-
- Within Own Penalty Arch: from any spot therein.
- Within Opponent's Penalty Arch: at the Free Kick Mark ("Top of the Arch").
- Delayed Penalty:
-
-
- According to the ensuing stoppage, as normally administered
- In case the defending team obtains possession of the ball during play, at the spot of the original offense.
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- Kick-In: from the point on the Touch Line nearest where the ball crossed over the Perimeter Wall.
- Three-Line Violation: from the offending team's Restart Mark.
- Superstructure Violation: from the nearer Restart Mark.
INDIRECT KICKS - Indirect kicks will occur when: 1.) the goalkeeper touches the ball with his/her hands after it has been deliberately kicked to him/her by a teammate.
SLIDE TACKLING - Slide tackling will not be allowed. Intentional slide tackles will result in a direct kick being awarded to the opposing team at the point of the infraction. Multiple violations will result in yellow card to the offending player and possible ejection from the game (red card.)
OFFSIDES - A Three-Line Violation occurs when a player propels the ball in the air across the two Red Lines and the Halfway Line toward the opponent's Goal without touching the Perimeter Wall, Another player, or a Referee on the field of play.
OUT OF BOUNDS - Anytime the ball goes over the line, the ball is considered out-of-bounds. This is considered a turnover and the new offensive team will put the ball back into play from the spot where the ball went out-of-bounds.
FIGHTING - Fighting is not allowed and will NOT be tolerated. All parties involved in fighting will be subject to ejection from the game at the referees discretion and subject to ejection from the league at CSSC staff discretion.
Standings
Standings will be posted out at the league and online.
Playoffs
Playoffs will follow the last week of regular season and will be single elimination.
SEEDING - Teams will be seeded based upon a points system. Teams will be awarded 2 points for a win, 1 point for a tie, and 0 points for a loss. In most cases all teams will advance to playoffs as long as they are not in violation of the forfeit policy. *Note: In some situations the last ranked team in the league may not be eligible for playoffs. This will be decided on a league by league basis.
PLAYOFF GAMES - Playoff games will follow the same format as the regular season. If teams are tied at the end of regulation time in the playoffs, sudden death will be used. A sudden death overtime will involve 5 men and 1 woman from each team for a five-minute period. If neither team scores during the sudden death overtime period, there will be a penalty shootout.
SHOOTOUT SPECIFICS
- Each team selects 5 players (4 males, 1 female) - any player can be selected even if they are not playing at the end of regulation. A coin toss will decide which team shoots first. The referee will decide which goal to shoot. Shots will be placed and not dribbled.
- Teams will take alternating direct penalty shots from 15 paces off the goal line. (No guy/ girl shooting order is necessary)
- If tied after the 1st round, the 2nd round will be SUDDEN DEATH i.e. 1st player from Team A scores & 1st player from Team B misses - Team A wins. Players who shot in the 1st shootout are not eligible to shoot again until all remaining players present have shot. If and when 1 team begins to utilize players for the second time, the other team may recycle players as well.
LEAGUE POLICIES
GAMES:
During the regular season one game will be played within time allotted. Games will be divided into (2) 20-minute halves with a brief half-time break. During the regular season, no overtime will be used. The clock runs continuously during the game. Each team is awarded 1 time-out per game.
FORFEITS:
If your team forfeits a match during the season, the following rules apply:
- First Offense: Loss of game and warning issued. Ref fees must be paid before next game.
- Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
- Third Offense: Removal from the league
If you know in advance that your team is going to forfeit a game, we encourage you to call our office so as to help us schedule your opponent a game. This does not mean that your team will not receive the loss as a forfeit.
Teams have until ten minutes past the designated start time to field a full squad (or the league minimum of players required according to rules). If at that time a team is unable to field a legal team, it will be up to the staff and the opposing captain to determine whether a team will receive a forfeit win or if a team will allow the opposing team to play a legal game with less than league minimum of players required according to the rules.
STANDINGS:
The updated standings will be posted weekly. The standings will be posted out at the league and on our website The standings will display each teams rank within its skill level. Rank is based on a points system. Teams will be awarded 2 points for a win, 1 point for a tie, and 0 points for a loss.
PLAYOFFS:
Playoffs will begin immediately following the end of the regular season and will typically last between 2 and 3 weeks. After teams have been seeded according to their records all captains will receive an email with the 1st week of playoff game times roughly 3 days before their league. Teams will not receive an email or any other weeks of playoffs! It is ALL TEAMS responsibility to check the playoff brackets at the league or online to find out what time they will be playing the following week if they win. In playoffs it is not uncommon, (and in some cases will be necessary), for teams to have more than one match in a given night. No non-roster players will be allowed during playoffs. All players must have signed the waiver by the second week of the season in order to be eligible for playoffs. All eligible teams will make the playoffs. Playoff eligible teams will be determined on a league by league basis. Teams that have violated the forfeit policy during the course of regular season will not be eligible for playoffs. In certain situations teams at or near the bottom of the standings may not advance to the playoffs. Check with PSSC league coordinator to see if this applies to your league. Playoffs are single elimination.
Seeding:
Teams are seeded according to total points and strength of schedule. Teams may be dropped from their regular season level based on the above criteria. Teams may play more than one game per day/night, and/or play games on days/nights other than the regularly scheduled league day/night if necessary. PSSC reserves the right to schedule playoff games on days other than the leagues regularly scheduled night.
WAIVERS:
In order to participate in the league, each participant must sign the team waiver. Waivers are provided at the facility must be completed before participating. Players not present the first week of play will still be required to sign a waiver with our staff before participating. Players must sign the waiver by the second week of the season in order to be eligible for playoffs.
PLAYER ELIGIBILITY:
Any questions regarding rules, policies, or eligibility of players must be addressed before the start of the playoff game. Any team that would like to challenge the eligibility of an opposing player must do so before the start of the game. Players who have been placed on the roster and signed the waiver are eligible for playoffs. A formal protest may be filed before a game if an opposing player's eligibility is in question. The player in question will be required to provide his/her player information (name, address, phone #, signature) in writing to a CSSC staff member prior to the start of the game. This qualifies as an official protest. Any protest made during a game or after a game will NOT be considered a formal protest. The game will then be played in its entirety as scheduled. Teams will be notified of all rulings on the identified eligibility discrepancy by the following business day decisions will not be made on site. If the protest is proven to be legitimate, it will result in the forfeiture of the game in question.Games subsequent to the protested game may be rescheduled. The above procedure will also apply for any other logged protests. All rulings by CSSC staff are considered final.
SPORTSMANSHIP:
The idea of CSSC is to have fun. We hope that all participants keep that in mind when becoming involved. Although the games may become intense, you still can be competitive while maintaining good sportsmanship. With this being said, any behavior deemed unacceptable by staff may result in suspension and/or ejection from a game or the league. Abuse of officials/referees and other staff will not be tolerated. CSSC reserves the right to remove a player from a game or a league if they are considered to be bringing down the quality of the league. CSSC will not tolerate fighting! Fighting will be an automatic ejection from any game and in most cases ejection from the league for the remainder of the season.
STAFF:
To coordinate and run the league, our refs and/or staff will be available at all times to help the league run as smoothly as possible. If you have questions regarding schedules, policies, rule interpretations, directions to the sponsor bar, etc. please ask.
LEAGUE CANCELLATION/RAINOUT:
Leagues may be canceled due to extreme weather conditions, dangerous or unplayable surface conditions, facility constraints, etc. CSSC staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. Therefore, if you are calling concerning a decision on a cancellation, remember we will not have an answer until close to the start of the league. If the league is canceled, CSSC staff will change the weather hot line immediately. CSSC will then email/text all of the captains to let them know (if possible.) It is then the captains responsibility to inform all teammates of the cancellation. If a league is canceled on site, CSSC staff will attempt to contact those teams still scheduled to play the remainder of the league day/night. Depending on the time of cancellation, some teams will have to be notified on site. If we do cancel, follow next week's schedule (ex. If April 13 is canceled teams should follow the April 20 schedule for their next game). The games that are canceled will be made up towards the end of the season if time allows. In extreme circumstances, CSSC reserves the right to run a shortened season without a refund. CSSC also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary.
PRIZES/T-SHIRTS:
Each team will be given a t-shirt for each person signed on the waiver with a maximum of 15 t-shirts per team. The shirts will be handed out at the facility the first week of the season. The top teams in each division will receive a prize of great emotional, spiritual, and most importantly, social value.
These policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants. Each player in the league is responsible for this information: please advise your team of these rules and thanks for playing.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Please refer to the specific league details for team size and gender equity rules
- All coed teams must have at least one (1) female on the field at all times
- Teams may only have the maximum of each player at the following positions:
- One (1) pitcher
- One (1) catcher
- Four (4) infielders
- Four (4) outfielders
EQUIPMENT
- Softballs, bases, scorebooks and a catcher’s mask, will be provided by Heyday Athletic
- Please refer to the Heyday Athletic Bat List here for acceptable and illegal bats
- Males must use single-wall one piece softball bats in aluminum bat leagues, and one piece non-composite softball wood bats in wood bat leagues
- Females may use any bat they wish. Female bats will be marked with pink tape given by the umpire
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Each game will be played in seven (7) innings
- Each inning will have an opportunity for each team to bat and take the field
- The only exception to this is if the home team is leading during the final inning of play and the away team fails to match or exceed the home team’s run total
- Each half of the inning consists of three (3) outs
- Games are made official and will be counted in the season standings after four (4) innings
- Games that run long in their time slot (60 minutes) can be cut short at the discretion of the umpire
- A new inning CANNOT be started with less than ten (10) minutes left in the game time slot
- Prior to each game, each team must submit a batting order to the umpire
- The batting order does not need to be in male/female alternating order, but it must reflect a 6:4 or 7:3 male/female ratio depending on the league
- If there are less than four (4) females present for a 6:4 game, the fourth female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- If there less than three (3) females present for a 6:4 game, the third and fourth female spots must be filled by other females on the team
- If there are less than three (3) females present for a 7:3 game, the third female spot must be filled with another female on the team. It does not need to be the same female every time through the order
- Teams that bat out of order, will be assessed an out
- Teams will decide which team is home and away from a coin toss, rock-paper-scissors, or another similar method determined by the umpire
- In the playoffs, the higher seed will be the home team
- No more than seven (7) runs can be scored in the first four (4) innings
- MERCY RULE-
- If a team leads by ten (10) or more runs after the 5th inning, the leading team shall win and the game will be declared over
- OVERTIME-
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
- If the game is still tied after eight (8) innings, the game shall be declared a tie
- During the playoffs, extra innings will continue until a winner can be declared
- During the regular season if a game is tied after seven (7) innings, a maximum of one (1) extra inning will be played to determine if a tie will be broken
FIELDING
- Teams may only substitute fielders in between innings
- Teams may only switch the pitcher for a different fielder before pitching to a new batter
- Catchers may not move past home plate until after contact is made with the ball
- Outfielders must stay behind the foul line cones before contact is made with the ball
- Outs can be made in the field by catching a fly ball, tagging a runner with a ball in the basepaths, or a runner is hit by a ball hit by a batter
- Fielders must not interfere or obstruct the basepaths for a runner
- If a fielder is seen to be interfering by the umpire, the runner will advance to the base he/she was attempting to reach
- CATCH AND CARRY-
- When a fielder catches a ball for an out and then carries the ball out of play, play will be stopped and all baserunners will be awarded one (1) additional base from the last base they touched at the moment the ball was carried out of play
- This also applies for balls that are thrown out-of-play
- This does not apply for the final out of the inning
- Please refer to the umpire for the ground rules at each field and the out-of-play areas
PITCHING
- Pitchers must keep in contact with part of the pitching rubber while pitching
- Pitchers are given a strike zone that is the width of the plate, with a height from the batter’s shoulders to knees
- Pitches MUST have an arc of six (10) to ten (10) feet before they cross the strike zone
- Any pitch that crosses the strike zone without having proper arc will be called a ball
- If a pitch hits any part of home plate, or the ground in front of the plate, it will be considered a ball
- If a pitch hits the ground behind home plate, it will only be considered a strike if it passed through the strike zone with proper arc before hitting the ground. Otherwise it will be considered a ball
- Intentional walking is permitted
- Fast pitches are NOT allowed and the speed of the pitch is at the discretion of the umpire
BATTING
- Batters start the at-bat with one (1) ball and one (1) strike
- Batters are allowed to hit one (1) ball into foul territory for every strike they have remaining
- When a batter starts with a one (1) ball, one (1) strike count, they will be allowed two (2) foul balls to begin the at-bat. If the batter has a called strike prior to fouling off a ball, they will only be allowed a single foul ball
- Once a batter has exceeded their foul limit, they will be considered out
- Batters are NOT allowed to bunt
- Batters that attempt to bunt will be assessed a foul ball
- Teams CANNOT have a designated hitter. Each batter must take at least three (3) innings in the field
- If a male is walked and a female is the next player in the batting order, the female can choose to automatically advance to first base (with the male player on second), or take her at-bat (and the male player stays on first)
- Batters are NOT allowed to hit balls while they are outside the batter’s box
- The area of the batter’s box is at the discretion of the umpire
- No batter is allowed to step on the home plate while swinging
- Any batter that swings at a ball while out of the batter’s box will not be assessed a ball or a strike, but must re-swing
- If this happens more than once, that batter will be assessed a strike by the umpire
- INFIELD FLY RULE-
- The infield fly rule is in effect when the bases are loaded, or runners are on first and second, with one (1) or less outs in the inning
- The umpire will declare the infield fly rule in effect prior to the pitch
- If a ball is kicked into the infield high enough to be considered a fly ball, the umpire will declare the runner out
- The fly ball is NOT a dead ball and can be played once it is caught or lands on the field
- Runners must tag up, just as with a regular fly ball in order to advance to the next base
- 8TH AND POPLAR, CLEMENTE, FRANCISVILLE, AND MARCONI GROUND RULES-
- All balls hit over the fence will NOT count as home runs, but instead will result in the batter being considered out
- If a ball is batted in the air and hits a tree that is considered to be in fair territory while in mid-air, the result will be a ground rule double awarded to the batter
- Any baserunners that were in in between bases are awarded the base they were headed towards and an additional base
BASERUNNING
- Baserunners are NOT allowed to take leads or steal bases
- Baserunners can overrun first base and home plate
- Baserunners cannot exit the baseline to advance to the next base
- The baseline is defined as the imaginary straight line from one base to another
- The runner cannot stray more than three (3) feet towards either the infield or outfield. This includes trying to avoid a tag, or while rounding the basepaths on a hit
- If a runner exits the baseline, he/she will be declared out by the umpire
- If a fielder is blocking the baseline, the runner will advance to the base he/she was attempting to reach
- Baserunners may not interfere with a fielder attempting to make an out
- Any physical or verbal act that distracts or impedes the fielder from making an out will be considered interference
- If a baserunner commits interference, that runner will be declared out
- If a baserunner is injured, the batting team can substitute that player with the last batted player, regardless of gender
- The batter must make it to first base to be eligible for a courtesy runner
- Courtesy runners are also given to female baserunners that are on batting teams with less than the required amount of female batters, and the female on base needs to bat next
OVERVIEW
Each team consists of no more than 6 players on the court at one time.
Teams will have an allotted amount of time to play 1 match (3 games). All games will play using All-Rally Scoring Rules. There are no sideouts and matches consist of 3 games to 25. Teams must win by 2 and there is a cap at 27.
New Rule: Setting the serve is legal as long as the ball is not caught or carried.
Teams will forfeit 1 game for every 10 minutes past the designated start time that they do not have the legal amount of players. If no one is present from a team by 15 minutes after the designated start time the entire match will be forfeited and the team that is present will receive all three wins.
BEGINNING OF THE GAME
The beginning of the game will start with the CSL staff using an "odd/even", or coin flip. The winning team will have one of two options, choose to serve first or choose which side they prefer to play on, (not both). Each match will consist of three games. Each game will count in the overall standings for regular season standings.
GAMES
Matches will be played within the allotted time, (warm up time included). All games are played to 25 win by 2 or first to 27. One time-out per game, per team is allowed. Rally/speed scoring will be enforced. In Playoffs games will be played as the best 2 out of 3 to 25 win by 2 or first to 27. One time-out per game is allowed.
TEAM SIZE
Each team consists of 6 players on the court at one time (never more than 4 men on the court). If a team has either 5 or 4 players with a minimum of 1 woman it will be considered a legal game. However, the opposing team will have the option to utilize the ghost rule. Teams may have as many players on their roster as they want. There is no maximum limit on the amount of females on the court at one time. All rosters must be finalized by the second week of the regular season. Players added after the second week not on the team roster or waiver will not be eligible for playoffs.
ROTATIONS & SUBSTITUTIONS
Only one player may rotate in prior to their team's serve. The player in the front-right position substitutes out while the new player enters the game as the server.
FORFEITS
Teams will forfeit 1 game for every 10 minutes past the designated start time that they do not have the legal amount of players. If no players are present from a team by 15 minutes after the designated start time the entire match will be forfeited and the team that is present will receive all three wins of the match. Shorthanded teams may play a legal game with a minimum of 4 players (at least one female is needed). Teams fielding less than 4 players or without 2 women will receive a forfeit. Exception: Teams with less than 4 players or without 1 woman may still play a "legal" game but only with the opposing teams consent. All teams consenting to play a legal game with less than the allowed minimum waive their right to a forfeit win. Teams may pick up players during the regular season in order to field a full team. Substitutes will not be allowed during playoffs.
GAME TIMES
Teams will receive a schedule that will list when their team will play each week. Teams will be given an allotted amount of time to play 1 match (3 games). There is no designated "warm-up" time. "Warm-up" time is to be included in the allotted amount of time that teams will have for their match. Teams will decide if they wish to "warm-up" or not. The longer teams take/choose to "warm-up" the less time they may have to complete their match. Teams will have 10 minutes to field a team before they receive their first forfeit.
RULES
New Rule: Setting the serve is legal as long as the ball is not caught or carried.
A legal serve in CSL play is one that crosses the net and is either touched by an opposing player or lands within the opposing team's area of the court within the boundary lines..
The server may not step on or over the end line until the ball has been contacted. The width of the service area is from sideline to sideline. The depth of the service area is infinite.
There are no male/female hitting rules. There can be no more than 4 males on the court at any time.
A defensive block does not count as one of the allowable contacts. A player may reach over the net to block a ball if: a.- Any portion of the ball breaks the plane of the net.
b.- After the offense has come in contact with the ball on the third attempt.
The serve may not be blocked or spiked.
Players can return the serve by: a. Bump pass
b. Clasping their hands together
c. A closed fist
d. A set (AS LONG AS THE BALL IS NOT CAUGHT OR CARRIED)
No part of the body may touch the net at anytime unless a ball or person driven into the net causes the contact. Player contact with the net in a manner not directly relating to or affecting the course of play is not a violation. Contact with hair or part of the uniform will not be considered a fault.
Contact of the ball when spiking is legal only if a portion of the ball is in contact with the plane of the net or on the spiker's side of the net. Spikers may follow through over the net after legal contact.
The ball must be cleanly hit when spiking with an open hand. Guiding or carrying is illegal.
*A carry is any use of an open hand(s) while making contact with the ball that is not in a firm manner.
Out of bounds is the area outside the designated court line, (some facilities may also have "antennas" attached to the net, at these facilities the "antennas" will be considered out of bounds as well). The line is in bounds.
A player may touch but not completely cross over the center line with his/her foot.
The ball can contact any number of body parts down to, and including the foot.
USA VOLLEYBALL rules apply unless stated otherwise.
LEAGUE POLICIES
GAMES:
Matches will be played within the allotted time (warm up time included). All games are played to 25 win by 2 or first to 27. One time-out per game, per team is allowed. Rally/speed scoring will be enforced. In Playoffs games will be played as the best 2 out of 3 to 25 win by 2 or first to 27.
REFS:
ALL GAMES WILL BE SELF-REFFED. There will be no obligation on the part of any participants or the on site staff to referee the games, however, the on site staff will be made available to help interpret rules or if there are any discrepancies between the two teams that need to be addressed. Captains are responsible for recording the results of their game. Clipboards will be provided on each court to record the scores. Our staff will provide constant reminders with regards to this process.
FORFEITS:
If your team forfeits a match during the season, the following rules apply:
First Offense: Loss of three games and warning issued.
Second Offense: Loss of three games and staff reserves the right to remove team from playoffs.
Third Offense: Removal from the league.
If you know in advance that your team is going to forfeit a game, we encourage you to call our office so as to help us schedule your opponent a game. However this does not mean that your team will not receive the loss as a forfeit.
During the regular season teams will forfeit 1 game for every 10 minutes past the designated start time that they do not have the legal amount of players. If no one is present from a team by 15 minutes after the designated start time the entire match will be forfeited and the team that is present will receive all three wins of the match. Shorthanded teams may play a legal game with a minimum of 4 players, (at least one female is needed). Teams fielding less than 4 players or without 1 woman will receive a forfeit. Exception: Teams with less than 4 players or without 1 woman may still play a "legal" game but only with the opposing teams consent. All teams consenting to let their opponent play a legal game with less than the allowed minimum waive their right to a forfeit win. Teams may pick up players during the regular season in order to field a full team. During playoffs teams will receive one forfeit every 10 minutes that they are unable to field a "legal" team. After they forfeit their second game the winning team will advance to the next round of playoffs. Substitutes will not be allowed during playoffs.
STANDINGS:
The updated standings will be posted weekly online. The standings will display each team's rank within its skill level. Rank is based on winning percentage.
PLAYOFFS:
Playoffs will begin immediately following the end of the regular season and will typically last between 2 and 3 weeks. After teams have been seeded according to their records all captains will receive an email with the 1st week of playoff game times roughly 3 days before their league. Teams will not receive an email for any other weeks of playoffs! It is ALL TEAMS responsibility to check the playoff brackets at the league or online to find out what time they will be playing the following week if they win. In playoffs it is not uncommon, (and in some cases will be necessary), for teams to have more than one match in a given night. No substitutes will be allowed during playoffs. All players must have signed the waiver by the second week of the season in order to be eligible for playoffs. All eligible teams will make the playoffs. Playoff eligible teams will be determined on a league by league basis. Teams that have violated the forfeit policy during the course of regular season will not be eligible for playoffs. In certain situations teams at or near the bottom of the standings may not advance to the playoffs. Check with CSL office to see if this applies to your league. Playoffs are single elimination and games are a best 2 out of 3 with a cap at 27. During playoffs teams will receive one forfeit every 10 minutes that they are unable to field a "legal" team. After they forfeit their second game the winning team will advance to the next round of playoffs. Substitutes will not be allowed during playoffs. Rally/speed scoring will still be enforced.
Seeding: Teams are seeded according to winning percentage and strength of schedule.
Teams may be dropped from their regular season level based on the above criteria. Teams may be moved to a higher division during the playoffs only if permission is granted by the CSL full time staff. Skill levels may be divided into separate divisions based upon size of level. Teams may play more than one game per day/night, and/or play games on days/nights other than your regularly scheduled league day/night if necessary. CSL reserves the right to schedule playoff games on days other than teams regularly scheduled league night. Any questions regarding rules, policies, or eligibility of players must be addressed before the start of the game. Any team that would like to challenge the eligibility of an opposing player must do so before the start of the playoff game. No protests will be considered valid after a game has started.
WAIVERS:
In order to participate in the league, each participant must sign the team waiver. Waivers are provided and must be completed and handed in no later than the first night of play. Players not present the first week of play will still be required to sign a waiver with our staff before participating. Players must sign the waiver in order to be eligible for playoffs.
PLAYER ELIGIBILITY:
Players who have been placed on the roster and signed the waiver are eligible for playoffs. A formal protest may be filed before a playoff game if an opposing player's eligibility is in question. The player in question will be required to provide his/her player information (name, address, phone #, signature) in writing to a CSL staff member prior to the start of the game. This qualifies as an official protest. Any protest made during a game or after a game will NOT be considered a formal protest. The game will then be played in its entirety as scheduled. Teams will be notified of all rulings on the identified eligibility discrepancy by the following business day - decisions will not be made on site. If the protest is proven to be legitimate, it will result in the forfeiture of the game in question. Games subsequent to the protested game may be rescheduled. The above procedure will also apply for any other "logged" protests. All rulings by CSL staff are considered final.
SPORTSMANSHIP:
The idea of CSL is to have fun. We hope that all participants keep that in mind when becoming involved. Although the games may become intense, you still can be competitive while maintaining good sportsmanship. With this said, any behavior deemed unacceptable by staff may result in suspension and/or ejection from a game or the league. Abuse of staff will not be tolerated. CSL reserves the right to remove a player from a game or a league if they are considered to be bringing down the quality of the league. CSL will not tolerate fighting! Fighting will be an automatic ejection from any game and in most cases ejection from the league for the remainder of the season.
STAFF:
To coordinate and run the league, our refs and/or staff will be available at all times to help the league run as smoothly as possible. If you have questions regarding schedules, policies, rule interpretations, directions to the bar, etc. please ask.
LEAGUE CANCELLATION/RAINOUT:
Leagues may be canceled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc. CSL staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. Therefore, if you are calling concerning a decision on a cancellation, remember we will not have an answer until close to the start of the league.
If the league is canceled, CSL staff will change the weather hotline immediately. CSL will then email/text all of the captains to let them know if possible. It is then the captain's responsibility to inform all teammates of the cancellation. If a league is canceled on site, CSL staff will attempt to contact those teams still scheduled to play the remainder of the league day/night. Depending on the time of cancellation, some teams will have to be notified on site or not at all. If we do cancel, follow next week's schedule (ex. If April 13 is canceled teams should follow the April 20 schedule for their next game). The games that are canceled will be made up towards the end of the season if time allows. In extreme circumstances, CSL reserves the right to run a shortened season without a refund. CSL also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary.
PRIZES/ T-SHIRTS:
Each team will receive one shirt for every player that is signed on the waiver with a maximum of 10 shirts per team. Waivers will be considered finalized by the second week of the league and used for distribution of T-shirts.
The top teams in each division will receive a prize of great emotional, spiritual, and most importantly, social value.
These policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants. Each player in the league is responsible for this information: please advise your team of these rules and thanks for playing.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have a minimum of six (6) players to start the game
- Each team may only have a maximum of eight (8) players on the field at any time
- COED-
- A minimum of two (2) females must be on the field at all times
- There is NO limit on the amount of players a team can put on the line of scrimmage
EQUIPMENT
- Footballs will be provided by Heyday Athletic. Teams may use a different football if both teams and the referees agree to use it
- Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
- Metal cleats may NOT be worn at any field
GAME FORMAT AND TIMING
- Games will be played in two (2) twenty (20) minute halves with a running clock until the last minute of the first half and the last two (2) minutes of the second half
- The clock will stop with less than one (1) minute in the first half and two (2) minutes remaining in the second half during any normal clock stoppages (see below), UNLESS one team is leading by seventeen (17) or more points
- If the lead becomes less than nine (9) points during the last minute of the first half or the two (2) minutes, the clock will stop on any normal clock stoppage
- Each team is granted two (2) timeouts PER GAME to be used in regulation. They may NOT be used in overtime
- Timeouts may ONLY used by players on the field
- The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
- Teams have thirty (30) seconds to snap the ball after the ball has been spotted by the referee
- Teams that do not snap the ball within thirty (30) seconds will be assessed a delay of game penalty
- Teams will have four (4) downs to gain a first down or score a touchdown
- First downs are marked on the sidelines of each field
- If teams fail to gain a first down or score a touchdown, the opposing team will gain possession at the spot of the ball
- Teams may elect to punt the ball on any down to give possession to the opposing team
- CLOCK STOPPAGES-
- The clock will stop in the last minute of the first half and the last two (2) minutes of the second half in the following situations:
- After an incomplete pass
- When the ball is carried out-of-bounds
- When either team scores (The clock will remain stopped during the PAT attempt and will not restart until the opposing team snaps the ball during its next possession)
- During change of possession
- When a penalty is being enforced
- When a team calls timeout
- The clock will stop in the last minute of the first half and the last two (2) minutes of the second half in the following situations:
- OVERTIME-
- There is NO overtime for games played in the regular season. All overtime rules ONLY apply for the playoffs
- If a game is tied after regulation play, teams will alternate possessions starting at their opponent’s eight (8) yard line
- A coin toss will determine first possession
- The winner of the coin toss can choose to have the ball first or second in overtime
- Teams will have four (4) downs to score from the eight (8) yard line
- The team that scores more points during the overtime will win the game
- If teams tie the amount of points scored in the overtime period, an additional overtime period will occur
- Additional overtimes will occur until one team scores more than their opponent
POSSESSION
- A coin toss will determine first possession of the game
- Teams that win the coin toss can either elect to receive the ball first, or have the opposing team receive the ball
- Teams that choose to have the opposing team receive the ball first, will receive the ball first in the second half
GENDER EQUITY
- During the course of a coed game, a team must use a female as a “operative player” at least once every three plays
- A female operative player is defined as a player that is involved in the following roles:
- Quarterback that is attempting to either run or pass the ball downfield
- The intended receiver on a pass
- Running back that attempts to move the ball downfield
- Catches a pass that was deflected by any opposing player
- The following are examples of females NOT being the operative player:
- A quarterback that immediately hands off the ball
- A running back that receives the handoff behind the line of scrimmage and gives it to a male player also behind the line of scrimmage
- A player that stands still or does not attempt to more the ball downfield
- A team that does NOT include a female player as the operative player at least once every three (3) players, will be assessed an unsportsmanlike conduct penalty
SCORING
- A touchdown scored by either team is worth six (6) points
- On passing touchdowns into the endzone, one foot down in the endzone counts as possession
- On touchdowns run into the endzone, the ball (not the runner) must cross the plane of the goalline
- The plane is the front edge of the goalline
- Defensive touchdowns must break the plane of the goalline
- After a touchdown, the scoring team must attempt the point-after-try (PAT)
- Teams can either try a one (1) or two (2) point PAT
- One (1) point PATs are attempted from the three (3) yard line
- Two (2) point PATs are attempted from the ten (10) yard line
- Teams will only have one (1) attempt to score a PAT, barring a defensive penalty
- PATs may be intercepted by the defense and scored by the opposing team
- Teams that score a defensive PAT are awarded two (2) points, regardless of the amount that the offensive team was trying to score
- Safeties may be scored by a defensive team
- Safeties are worth two (2) points
- The following are a list of plays that will result in a safety:
- An offensive player with possession of the football is downed in their own endzone
- An offensive player runs out-of-bounds in their own endzone, either on the sideline or endline
- The ball is snapped through the back of the endzone
- An offensive player fumbles the ball in their own endzone
- Following the safety, the former offensive team must punt the ball from their eight (8) yard line to the former defensive team
SAFETY
- POSSESSION OF THE FOOTBALL-
- A player gains possession of the football in the following circumstances:
- A player is given a handoff
- A player is snapped the ball from the center
- A player catches a pass and one foot touches in-bounds before going out-of-bounds
- At the referee’s discretion, a player that catches a pass and is shoved out-of-bounds in mid-air before touching one foot down in-bounds
- A defensive player that catches a mid-air fumble with one foot down in-bounds before going out of bounds
- Possession is NOT given to offensive players that go out-of-bounds on their own volition before reestablishing themselves in-bounds. Players that catch passes by going out-of-bounds voluntarily will be given an illegal touching penalty
- A player gains possession of the football in the following circumstances:
- FUMBLES-
- Fumbles occur when an offensive player loses control of the football after they have established possession and drops it
- Fumbles also occur when the center snaps the ball and the quarterback cannot handle it and it falls to the ground
- Fumbles will result in a dead ball at the spot the ball landed
- Defensive players CANNOT attempt to strip the football from offensive players to cause a fumble
- Fumbles CANNOT be picked up and returned by the defensive team
- Fumbles that are caught by the defensive team in mid-air, CAN be advanced by the defensive team
- DIVING-
- Diving is NOT allowed to advance the ball
- This includes diving for a first down or endzone
- If a player dives for a first down or for the endzone, the ball will be advanced to the point where the player left his/her feet
- Multiple diving infractions may result in an unsportsmanlike conduct penalty against the offending player
- Diving for passes is allowed
- Diving is NOT allowed to advance the ball
- PUNTING-
- Punts occur when the offensive team wants to give possession of the football to the other team because they do not believe they can gain the first down or touchdown
- A punt must be declared by the offense prior to the play
- In coed leagues, punts can be executed by either male or female players
- Punts do not have to be snapped
- There are NO fake punts
- Downfield blocking on punts is NOT allowed
- A punt that hits the ground will be considered a dead ball and the receiving team cannot advance it
- A muffed punt is considered a fumble, and the receiving team will start their offensive possession at the point where the ball landed on the ground
- A punt that is caught by the receiving team may advance the ball
- The receiving team may also call a fair catch. If the punt is fair caught, the receiving team starts their offense at the eight (8) yard line
- If a punt lands in the endzone, or goes out the back/side of the endzone, the ball will be placed on the eight (8) yard line
- DEFENSIVE RUSHING/BLITZING-
- Defensive players may rush the quarterback after a five (5) second count
- The referee will announce the rush count on every play. After he/she says “GO” defensive players may cross the line of scrimmage and rush the quarterback
- Defensive players that cross the line of scrimmage before the referee says “GO” will be assessed an offsides penalty
- If there are two (2) or more players in the backfield with the quarterback, the defense does not need to wait for the five (5) second rush count
- Defensive players may blitz the quarterback in Heyday Blitz Touch Football and Heyday Flag Football leagues
- Once per set of downs, the defense may send a single blitzer
- The blitzing player must announce themselves by saying “BLITZ” loud enough for the opposing team and referee to hear. Another player CANNOT blitz if he/she has not announced “BLITZ”
- The blitzer must announce themselves before crossing the line of scrimmage otherwise they will be penalized for offsides
- The blitzing player does not need to wait for the referee to get to the end of the five (5) second rush count to cross the line of scrimmage after they have announced themselves
PENALTIES (ALPHABETICAL ORDER)
- Defensive Holding/Illegal Contact
- A defensive player holds a part of an offensive player to gain an advantage
- A defensive player intentionally contacts the offensive player to gain an advantage
- Five (5) yard penalty, no automatic first down
- Defensive Pass Interference
- A defensive player illegally interferes with an offensive player's attempt to catch a pass
- Ten (10) yard penalty, automatic first down
- If DPI occurs in the endzone, ball is place on the one (1) yard line
- Delay of Game
- The center does not snap the ball before the expiration of the thirty (30) second play clock
- Five (5) yard penalty, repeat the down
- Encroachment/Illegal Rush/Neutral Zone Infraction/Offsides
- A defensive player crosses the line of scrimmage prior to the snap
- A defensive player crosses the line of scrimmage on a rush prior to the referee saying “GO”
- Five (5) yard penalty, no automatic first down
- False Start/Illegal Motion/Illegal Shift/Illegal Snap
- An offensive player is in motion in the direction of the line of scrimmage before the snap
- Two (2) or more offensive players are in motion
- The center snaps the ball without the quarterback calling out the snap
- The center does not snap the ball when the rest of the offense is in motion
- Five (5) yard penalty, repeat the down
- Illegal Forward Pass
- A quarterback that throws a ball forward when he/she has passed the line of scrimmage
- A player throws a second forward pass after already receiving a forward pass
- Five (5) yard penalty, loss of down
- Illegal Pick
- An offensive player sets a screen for a fellow receiver
- Five (5) yard penalty, loss of down
- Illegal Touching
- An offensive player catches a ball after going out-of-bounds on his/her own
- Five (5) yard penalty, repeat of down
- Offensive Pass Interference
- An offensive player illegally contacts the defensive player on a pass play
- An offensive player interferes with a defensive player attempting to make an interception
- Five (5) yard penalty, repeat of down
- Unnecessary Roughness
- Rough touching/grabbing of jerseys
- Hitting the quarterback after a pass is thrown
- Tackling
- Defensive- Ten (10) yard penalty, automatic first down
- Offensive- Ten (10) yard penalty, repeat down
UNSPORTSMANLIKE CONDUCT
- Unsportsmanlike conduct is assessed at the referee’s discretion
- Unsportsmanlike conduct includes, but is not limited to: taunting, excessive arguing with the referee, a fellow player, or an opposing player, pushing, biting, scratching, fighting, and the use of profanity
- Unsportsmanlike conduct will result in a ten (10) yard penalty against the offending team and a repeat of down
- All unsportsmanlike conduct will be sent to the League Office for review for potential further punishment
GENERAL RULES
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For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
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Each team must have a minimum of three (3) players to start the game
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Each team may only have a maximum of four (4) players on the field at any time
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Mixed Gender-
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A minimum of one (1) females must be on the field at all times
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There is NO limit on the amount of players a team can put on the line of scrimmage
EQUIPMENT
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Footballs will be provided by Heyday Athletic. Teams may use a different football if both teams and the referees agree to use it
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Players may NOT wear any kind of jewelry on the field at any time. This is subject to the referee’s discretion
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Cleats may NOT be worn at any field - Sneakers or Turf Shoes only
GAME FORMAT AND TIMING
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Games will be played in two (2) fifteen (15) minute halves with a running clock until the last minute of the first half and the last two (2) minutes of the second half
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The clock will stop with less than one (1) minute in the first half and two (2) minutes remaining in the second half during any normal clock stoppages (see below), UNLESS one team is leading by seventeen (17) or more points
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If the lead becomes less than nine (9) points during the last minute of the first half or the two (2) minutes, the clock will stop on any normal clock stoppage
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Each team is granted two (2) timeouts PER GAME to be used in regulation. They may NOT be used in overtime
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Timeouts may ONLY used by players on the field
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The clock will stop for any injury timeouts initiated by the referees and will restart once the ball is live again
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Teams have fifteen (15) seconds to snap the ball after the ball has been spotted by the referee
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Teams that do not snap the ball within fifteen (15) seconds will be assessed a delay of game penalty
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Teams will have four (4) downs to gain a first down or score a touchdown
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First down marker is midfield
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If teams fail to gain a first down or score a touchdown, the opposing team will gain possession at the spot of the ball
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There are no punts
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CLOCK STOPPAGES-
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The clock will stop in the last minute of the first half and the last two (2) minutes of the second half in the following situations:
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After an incomplete pass
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When the ball is carried out-of-bounds
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When either team scores (The clock will remain stopped during the PAT attempt and will not restart until the opposing team snaps the ball during its next possession)
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During change of possession
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When a penalty is being enforced
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When a team calls timeout
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OVERTIME-
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There is NO overtime for games played in the regular season. All overtime rules ONLY apply for the playoffs
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If a game is tied after regulation play, teams will alternate possessions starting at their opponent’s eight (8) yard line
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A coin toss will determine first possession
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The winner of the coin toss can choose to have the ball first or second in overtime
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Teams will have four (4) downs to score from the eight (8) yard line
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The team that scores more points during the overtime will win the game
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If teams tie the amount of points scored in the overtime period, an additional overtime period will occur
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Additional overtimes will occur until one team scores more than their opponent
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POSSESSION
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A coin toss will determine first possession of the game
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Teams that win the coin toss can either elect to receive the ball first, or have the opposing team receive the ball
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Teams that choose to have the opposing team receive the ball first, will receive the ball first in the second half
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Teams will start at their own 5 yard line to start the game or after a score
GENDER EQUITY
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During the course of a coed game, a team must use a female as a “operative player” at least once every three plays
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A female operative player is defined as a player that is involved in the following roles:
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Quarterback that is attempting to either run or pass the ball downfield
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The intended receiver on a pass
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Running back that attempts to move the ball downfield
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Catches a pass that was deflected by any opposing player
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The following are examples of females NOT being the operative player:
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A quarterback that immediately hands off the ball
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A running back that receives the handoff behind the line of scrimmage and gives it to a male player also behind the line of scrimmage
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A player that stands still or does not attempt to more the ball downfield
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A team that does NOT include a female player as the operative player at least once every three (3) players, will be assessed an unsportsmanlike conduct penalty
SCORING
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A touchdown scored by either team is worth six (6) points
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On passing touchdowns into the endzone, one foot down in the endzone counts as possession
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On touchdowns run into the endzone, the ball (not the runner) must cross the plane of the goalline
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The plane is the front edge of the goalline
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Defensive touchdowns must break the plane of the goalline
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After a touchdown, the scoring team must attempt the point-after-try (PAT)
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Teams can either try a one (1) or two (2) point PAT
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One (1) point PATs are attempted from the three (3) yard line
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Two (2) point PATs are attempted from the ten (10) yard line
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Teams will only have one (1) attempt to score a PAT, barring a defensive penalty
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PATs may be intercepted by the defense and scored by the opposing team
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Teams that score a defensive PAT are awarded two (2) points, regardless of the amount that the offensive team was trying to score
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Safeties may be scored by a defensive team
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Safeties are worth two (2) points
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The following are a list of plays that will result in a safety:
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An offensive player with possession of the football is downed in their own endzone
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An offensive player runs out-of-bounds in their own endzone, either on the sideline or endline
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The ball is snapped through the back of the endzone
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An offensive player fumbles the ball in their own endzone
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Following the safety, the former defensive will take over from their own 5 yard line.
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GAME PLAY
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POSSESSION OF THE FOOTBALL-
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A player gains possession of the football in the following circumstances:
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A player is given a handoff
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A player is snapped the ball from the center
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A player catches a pass and one foot touches in-bounds before going out-of-bounds
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At the referee’s discretion, a player that catches a pass and is shoved out-of-bounds in mid-air before touching one foot down in-bounds
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A defensive player that catches a mid-air fumble with one foot down in-bounds before going out of bounds
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Possession is NOT given to offensive players that go out-of-bounds on their own volition before reestablishing themselves in-bounds. Players that catch passes by going out-of-bounds voluntarily will be given an illegal touching penalty
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QB PLAY
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QB is not allowed to advance the ball without making a forward/lateral/backwards pass first
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QB will have 10 seconds after receipt of the snap to release the ball
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Failure to release the ball within 10 seconds will result in the ball being declared dead and a new down will start at the last line of scrimmage
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FUMBLES-
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Fumbles occur when an offensive player loses control of the football after they have established possession and drops it
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Fumbles also occur when the center snaps the ball and the quarterback cannot handle it and it falls to the ground
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Fumbles will result in a dead ball at the spot the ball landed
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Defensive players CANNOT attempt to strip the football from offensive players to cause a fumble
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Fumbles CANNOT be picked up and returned by the defensive team
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Fumbles that are caught by the defensive team in mid-air, CAN be advanced by the defensive team
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DIVING-
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Diving is NOT allowed to advance the ball
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This includes diving for a first down or endzone
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If a player dives for a first down or for the endzone, the ball will be advanced to the point where the player left his/her feet
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Multiple diving infractions may result in an unsportsmanlike conduct penalty against the offending player
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Diving for passes is allowed
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PUNTING-
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There are no Punts
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DEFENSIVE RUSHING/BLITZING-
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There are no QB rushes/blitzs
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If a QB releases the ball laterally or backwards the defense may rush past the line of scrimmage
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Offensive team has 10 seconds to pass the ball or ball is declared dead
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PENALTIES (ALPHABETICAL ORDER)
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Defensive Holding/Illegal Contact
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A defensive player holds a part of an offensive player to gain an advantage
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A defensive player intentionally contacts the offensive player to gain an advantage
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Five (5) yard penalty, no automatic first down
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Defensive Pass Interference
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A defensive player illegally interferes with an offensive player's attempt to catch a pass
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Ten (10) yard penalty, automatic first down
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If DPI occurs in the endzone, ball is place on the one (1) yard line
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Delay of Game
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The center does not snap the ball before the expiration of the thirty (30) second play clock
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Five (5) yard penalty, repeat the down
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Encroachment/Illegal Rush/Neutral Zone Infraction/Offsides
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A defensive player crosses the line of scrimmage prior to the snap
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A defensive player crosses the line of scrimmage on a rush prior to the referee saying “GO”
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Five (5) yard penalty, no automatic first down
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False Start/Illegal Motion/Illegal Shift/Illegal Snap
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An offensive player is in motion in the direction of the line of scrimmage before the snap
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Two (2) or more offensive players are in motion
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The center snaps the ball without the quarterback calling out the snap
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The center does not snap the ball when the rest of the offense is in motion
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Five (5) yard penalty, repeat the down
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Illegal Forward Pass
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A quarterback that throws a ball forward when he/she has passed the line of scrimmage
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A player throws a second forward pass after already receiving a forward pass
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Five (5) yard penalty, loss of down
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Illegal Pick
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An offensive player sets a screen for a fellow receiver
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Five (5) yard penalty, loss of down
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Illegal Touching
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An offensive player catches a ball after going out-of-bounds on his/her own
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Five (5) yard penalty, repeat of down
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Offensive Pass Interference
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An offensive player illegally contacts the defensive player on a pass play
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An offensive player interferes with a defensive player attempting to make an interception
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Five (5) yard penalty, repeat of down
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Unnecessary Roughness
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Rough touching/grabbing of jerseys
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Hitting the quarterback after a pass is thrown
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Tackling
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Defensive- Ten (10) yard penalty, automatic first down
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Offensive- Ten (10) yard penalty, repeat down
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UNSPORTSMANLIKE CONDUCT
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Unsportsmanlike conduct is assessed at the referee’s discretion
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Unsportsmanlike conduct includes, but is not limited to: taunting, excessive arguing with the referee, a fellow player, or an opposing player, pushing, biting, scratching, fighting, and the use of profanity
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Unsportsmanlike conduct will result in a ten (10) yard penalty against the offending team and a repeat of down
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All unsportsmanlike conduct will be sent to the League Office for review for potential further punishment
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Games are 1-on-1 or 2-on-2.. Team rosters are unlimited.
EQUIPMENT
- Heyday Staff will provide the balls for the game and warmups
- All players must wear shoes
GAME PLAY
- Heyday follows the official USA Pickleball Rulebook
- That rulebook can be found here!
Lehigh Valley
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Teams must have 2 players on the team and no more than 3 players
- Everyone participating must be at least 21 years old by the first game of the league
- All players must sign the waiver before playing
- Teams must have at least 1 player at the games each week to be able to play. Teams are eligible to play with only one team player in both regular season and tournament games
EQUIPMENT
- Equipment will be provided by Heyday Athletic Lehigh Valley and participating Bar Sponsors hosting the games that night.
GAME FORMAT AND TIMING
Overview
Teams will compete at a different bar each week in a variety of games. Teams may not play each game each week, but will be eligible to win the same amount of points. The overall champion will be determined by the team with the most points at the end of the season. Each game will have its own playoff, with playoff games counting towards the overall point total. Each individual game champion will be awarded a gift card from one of the participating bars.
- Puttle: Puttle is a combination bowling and golf game, with scoring the same as golf - low score wins. Each time you putt, you will score anywhere from 1-5. Teams will putt 9 times and then totaling their scores. In the event of a tie, teams will play sudden death holes until a winner is determined. The following is the scoring system for Puttle:
- Knock down only the center pin - 1 point
- Knock down the center pin and 1 outside pin - 2 points
- Knock down either of the outside pins alone - 3 points
- Miss all 3 pins - 4 points
- Whenever the ball crosses the Penalty Line add 1 point (2pts when only center pin was knocked down)
- Water Pong: Water pong will be played with the following "house" rules. Cups will be filled to the first line of a 16oz. cup with water - drinking not required. Each side will have 6 cups and may be consolidated 1 time during a game at the shooting team's discretion. Consolidation may only take place after a team's turn has completed.
- Start/Gameplay - To start a game, teams will play Rock, Paper, Scissors to determine which team will shoot first with control of both balls. Players must stand behind the table and may not be in contact with the table. In the event of a smaller table, there will be a throwing line marked. Cups will be removed as soon as it is hit. A team making both shots will have both balls returned and given another turn.
- Shooting/Defense - Each player on a team must take a shot each turn. Each team will be able to decide who will shoot first on their team. Teams may switch shooting order each turn. There is no bouncing to make a shot. Teams may not play defense. This includes blowing, swatting, grabbing, etc.
- Redemptions - There is no redemption if both players on a team make the last cup. A successful redemption will result in a 3 cup overtime. Below are redemption situations:
- More than 1 Cup Remaining - When there is more than 1 cup remaining on a side after the last cup is made, Unlimited Redemption is given. Either player may take the first shot, and the ball is rolled back until a player misses. Players must alternate shooting in the event of multiple hits. 1 Player may not take all the redemption shots.
- One Cup Remaining - When there is 1 cup remaining on a side after the last cup is made, a team may take as many shots as they have balls remaining on their side. If the opponent needs both shots to win, then the trailing team will have 2 shots to be able to tie. If the opponent only needs 1 shot to win, the trailing team will have 1 shot to tie.
- Overtime - In overtime, each team will start with a 3 cup triangle and the dominant team will have a choice of which team will begin. The dominant team is the team that would have won had there not been a successful redemption. The same gameplay and redemption rules apply in overtime as in regular gameplay.
- Pool: Teams of two will compete in one game of 8-ball pool. Teams will begin the game by playing Rock, Paper, Scissors to determine which team will break, with the winning team deciding which team will break.
- Breaking - A break is legal as long as the cue ball contacts another ball. Scratching on the break does not constitute a loss. It is also not an automatic loss for pocketing the 8-ball on the break. The 8-ball will be placed on the center marker. No choice of stripes or solids is determined off the break, even if balls are pocketed. The choice will be determined on the next ball pocketed after the break. If balls are pocketed on the break, the team that broke will take the next shot. If no balls are pocketed, then the other team will have next shot.
- Shooting - Players will alternate turns on each possession. Players do not need to call shots except for when shooting on the 8-ball. In making a combination shot, players must hit their ball first, and the 8- ball may not be used for any combinations at any time.
- Automatic Loses:
- A team loses the game whenever one of the following occurs - Pockets the 8-ball when it is not the legal object ball - except on the break
- Jumps the 8-ball off the table at any time
- Scratches on the 8-ball shot (must hit 3 rails if they don't hit the 8-ball)
- Pockets the 8-ball in a pocket other than the designated one
- Foosball: Games are played to 10 points. The teams will play Rock, Paper, Scissors to determine who will put the ball in play first. If a ball goes into the goal legally, it is a point no matter who hit it. A ball must touch a man after being put in play before a score can be legal. NO SPINNING THE RODS!! Players may not reach into the table for the ball while it is in play.
- Serves - The team that is scored upon will serve next. Whenever the ball goes off the table, the team that was scored upon last will serve. If the ball stops moving and no one is able to reach it, a "dead ball" is declared and the team which was scored upon last will serve to put the ball back in play.
- Darts - Baseball: Games are 9 innings long with the team that scores the most runs being declared the winner. Teams will play Rock, Paper, Scissors to determine which team will be the home team. Teams will alternate players throwing each inning. Teams will throw from a predetermined line normally at 7 feet.
- Scoring - Teams score points by throwing their darts in the number of the inning the game is in (1st inning #1 on dartboard, 2nd inning #2 on dartboard, etc). Each dart that is landed in the thin outer section of the number is a "Double" and counts for 2 runs. Each dart that is landed in the thin inner section of the number is a "Triple" and counts for 3 runs. All other sections of the number count as 1 run. At the end of each inning, the scores will be tallied and added to the overall run totals in the game. If the score is tied at the end of the 9th inning, teams will play extra innings. Teams will start with the 10th inning and keep going until the tie has been broken.
- Shuffleboard: Games are played to 21 straight up. The teams will play Rock, Paper, Scissors to determine who will go first. Teams will place each player at opposite ends of the board. The team who scores on the previous turn will play first in the next turn. If no points are scored on the previous turn, then the team that scored last will start the next turn. Teams will alternate sliding their weights during a turn. Only one team is able to score in a turn.
- Scoring - The team that scores is the team that has their weights closest to the opposite end of the table. To be able to score, the weight must be on the table and fully across the foul line. A scoring weight that is on the line and more than halfway across the line will count towards the higher score. A scoring weight that is less than halfway across the line will count towards the lower score. Any weight that is overhanging the far edge counts as 4 points. A team will score as many of their weights that are closer to the edge than their opponents' weights.
- Basketball: Each player on a team will play 1 game. Teams will combine their scores to determine the final score. Points awarded for the top 3 teams.
- Air Hockey: Teams will select 1 player from their team to play in Air Hockey. Games are played the first to 7 goals. Teams will play Rock, Paper, Scissors to determine who will start with control of the puck. The team that is scored upon will have control of the puck when put back in play. Any time the puck goes off the playing surface, the player who hit the puck off the surface will surrender control to the other team.
- Rings: Each player gets 10 throws (20/team) and scores 1 point each time a ring is hooked. Players will throw 5 rings at a time and then alternate throws. A team's final score is the amount of rings hooked over the 40 throws. Points awarded for the top 3 teams.
- Trivia: Teams compete in the bar's weekly trivia game, answering questions. Teams are eligible to win any prizes from the bar for winning the trivia game. Teams are expected to play by any rules the bar uses during the game. Teams earn 1 point for participating in the trivia game. The top 4 finishing teams out of the participating league teams earn another point. If a team in the league wins overall, it will receive 3 points.
SUBSTITUTIONS
- Teams may use substitute players in a given week. Substitutes must sign the waiver before playing.
- Substitutes must play during the regular season to be eligible to play in playoffs
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times,and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Each team must have at least 6 players on the roster, and at most 12 players.
- All players must be at least 18 years old at the start of the season.
- All players must sign the waiver before playing.
- Teams must have at least 4 players at the start of the game to be eligible to play each week.
- Late Arrivals - Any player arriving late must arrive before the start of the second half. Any late arriving player must wait until a dead ball occurs to enter the game from the scorer's table.
EQUIPMENT
- Gameday ball will be provided by Heyday Athletic Lehigh Valley and the scoreboard will be provided by the facility used.
GAME FORMAT AND TIMING
- Overview: Each game will last for 40 minutes with the game being divided into two 20-minute halves; there will be a brief 3-minute halftime.
- Lehigh Valley Heyday Athletic will supply two referees and a scorekeeper for each game. All NCAA rules are in effect other than the exceptions made in the following rules: there is NO dunking.
- Game Start: Each game will start with a jump ball. Possession for all other jump balls will alternate possessions.
- Timing: Each 20-minute half will be a running clock. In the final two (2) minutes of the second half, the clock will stop regularly on whistles, fouls, and timeouts. Time will still run on made field goals in those final two (2) minutes. In the final two minutes of a game, if a team is up by 15 points or more the clock will not stop except for timeouts.
- Timeouts: Each team will have two (2) 30-second timeouts per half. Timeouts from the first half do not carry over to the second half.
- Overtime: There is no overtime during the regular season. Regular season games may end in a tie. In playoff games, there will be a 2-minute period. The first minute will be a running clock, and the second minute will be the stoppage of the clock. Each team will have one (1) 30-second timeout. Timeouts do not carry over from the second half.
- Substitutions: There is no limit to the amount of substitutions during a game. Any substitution may be made during the stoppage of play. Subs must report to the scorekeeper to sub in during play.
- Personal/Team Fouls: Personal fouls will be recorded for all leagues. Players will foul-out after being awarded their 5th personal foul. All technical fouls will be recorded as personal fouls. All shooting fouls are 2 shot fouls unless the shooter is attempting a 3 point shot; then they receive 3 shots. If a foul is an intentional foul the player will receive 2 shots and the ball.
- A team begins shooting one-and-one on the seventh team foul of each half and continues shooting one-and-one on any following fouls until the tenth team foul. On the tenth team foul teams will be awarded two free throws for that and every team foul during the remainder of the half.
- If a technical foul happens to be the seventh team foul, the team will shoot the two free throws for the technical and receive the ball, however, they will not receive the bonus one and one.
- Technical Fouls: A technical foul will be counted as a personal foul. Any player assessed two (2) technical fouls will be immediately ejected from the game. Any player ejected from a game will be ineligible to play the following week. All technical fouls result in 2 shots and the possession.
- A player may be ejected after the first technical foul depending on the severity of the foul under the discretion of the referee.
- Free Throws: When administering free throws the first marked lane space (the lane space adjacent to the end line) no player shall occupy this space. The second marked lane space shall be occupied by opponents of the free thrower. No teammate of the free thrower shall occupy either of these marked lane spaces. The third marked lane spaces on each side may be occupied by teammates of the free thrower. The fourth marked lane spaces may be occupied by opponents of the free thrower. Any player, other than the free thrower, who does not occupy marked lane space, must be behind the free throw line extended and behind the three-point line.
SUBSTITUTIONS
- A team may use substitute players in any given week. All subs must sign the waiver before playing.
- Subs must play at least once during the regular season to be eligible to play in the playoffs.
- A team may not play with more subs than regular players in the playoffs.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Teams are made up of 4 players - gender does not matter.
- Players who miss any week will be blinded out for that week and their averages used for their scores (including playoffs).
GAME FORMAT AND TIMING
- Teams must adhere to proper etiquette at all times during the games.
- Teams will need to record their scores at the end of each game and turn in their score sheet to the front desk at the end of the night.
- Teams will be matched up against another team (or 'ghost team' in the event of an odd number of teams).
- Teams will play 3 games each night.
- Teams score a total of four (4) points each week for each game win and total score.
- In the event of a tie during playoff weeks, the team with the highest total scratch pins will be declared the winning team.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Teams must have 2 players on the team and no more than 3 players.
- Everyone participating must be at least 21 years old by the first game of the league.
- All players must sign the waiver before playing.
- Teams must have at least 1 player at the games each week to be able to play. Teams are eligible to play with only one team player in both regular season and tournament games.
EQUIPMENT
- Equipment will be provided by Heyday Athletic Lehigh Valley
GAME FORMAT AND TIMING
- Teams will play a 3 game match during the regular season. Each game is played until the first team reaches 21 or over. Teams will play all 3 games regardless of the outcome of the 1st two games.
- During playoffs, matches will be the best 2 out of 3 games.
- Teams will play Rock, Paper, Scissors to determine who goes first.
- During playoffs, the team with the higher seed will have the option of who goes first to start the game.
- In all games, teams will alternate throwing during each round. The team that scores in the previous round will toss first in the following round. Following a round where no scoring occurs, the team that started the previous round will start first in the next round.
- Scoring: In each round, only 1 team will score. The team with the higher points will subtract the team with the lower points for their score in that round (i.e. Team A scores 4pts and Team B scores 2pts. Team A receives 2pts for that round).
- In each round, landing a bag on the board is worth 1pt and getting it in the hole is worth 3pts.
- There is no topping bags in the hole (i.e. Team A tosses a bag in the hole and Team B gets one in after that, both bags cancel each other out on pts).
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
-
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page
TEAM SIZE
- Every team must have at least 10 paid players; and they must have at least 4 female players on their roster.
- Each week, a team must have at least 6 players with at least 2 female players to be eligible to play.
- A team will have a 5-minute grace period from the scheduled start of the match to have enough players to be eligible to play.
- All players must sign/accept the waiver before playing. There are no changing teams. Once a player plays for 1 team, they are considered part of that team (including substitute players).
- Late Arrivals: Any player arriving after the games have started, must wait until the current game is completed to start playing. Late players must arrive by the midway point of the match to be eligible to play.
EQUIPMENT
- All equipment will be provided by Heyday Athletic Lehigh Valley
GAME FORMAT AND TIMING
- Overview: Teams will play two 25-minute matches in a given week. Umpire will keep track of time. A game is won when all players from a team have been eliminated. The team that wins the most games in the 25 minutes will win the match.
- Matches may end in a tie (except in playoffs); any matches that end in a tie in the playoffs will have the teams play the best 2-out-of-3 games. Regular game rules apply in overtime games.
- All games are limited to a 5-minute time limit. If a game has not finished by the 5-minute mark, the team that has the most remaining players on the court will be declared the winner for that individual game.
- If each team has the same amount of players remaining, there will be a 1-minute sudden death extension. If no player is called out during that time, the game will end with neither team receiving a point towards their game wins total. If the final game is not finished by the time the 25-minute mark is reached, the team with the most players remaining on the court will be declared the winner of that game. In the playoffs, all games will go until completion.
- Start of Game: Teams will line up along the back wall of their side of the court. Any extra players will stand along the sideline off of the court-of-play. Each team will be able to go after the four (4) dodgeballs that are placed to their right side along the center court line. Teams must bring their balls back behind the designated attack line before throwing. Any ball thrown before going behind the attack line will be considered a 'dead ball'.
- Boundary: All players must remain within the boundary lines. The following situations constitutes a penalty and violating players will be considered out:
- Reaching over the center line and/or sidelines to retrieve a ball
- Stepping over the center line and/or sideline
- Placing your hand on the court on the other side of center line and/or sideline
- Going behind the end line to avoid getting hit by a ball (If there is an end line).
The only time a player may cross the sideline to retrieve a ball is if there are no extra players or players that are out of the game to be able to retrieve the ball. In this case, the player may leave from the back wall to go retrieve the ball, and then return to the game by re-entering the court from the back wall.**Any extra player may retrieve a ball that is out of play on their side, but MUST put the ball in play immediately.
- Live Balls: A ball becomes live when it has been retrieved from the center line and brought back behind the designated attack line. Once the first legal ball is thrown, all balls become live.
- Dead Balls: A ball is dead once it hits the ground, net, wall, floor (i.e. can no longer force an opposing player out). Any ball that is in the air when the whistle blows remains live.
- Outs: Players being hit with a ball in the following manner will be considered out -
- A player is hit directly by a ball thrown from an opposing player (All clothing is an extension of the person and also results in the person being out).
- A thrown ball is caught by the opposing team
- A thrown ball from the opposing team knocks a ball out of a player's hand
- A thrown ball hits the opposing player and is then caught by the same opposing player before touching anything else.
- Non-Outs: Players will be safe and not called out when the following occurs -
- A player is hit with a ball after it hits the floor, ceiling, basketball hoop, wall, the ball the player is holding, or other player
- A player is hit with a thrown ball and it is caught by another teammate before touching anything else.
- A player is hit with a ball before it crosses the designated attack line at the start of the game.
- A player purposely drops the ball in their hand to catch a ball thrown at them.
- Any player found to be purposely throwing high at other players heads consistently will be held accountable under the sportsmanship guidelines.
- HONESTY RULES: Honesty is a key aspect of a Dodgeball League, we do have a ref present for each court, they will not see every ball thrown but are there to help call, dispute, time and understand each match.
- If you are hit, you are expected to walk out (when walking out, put hands up to signal you are out)
- If you see another person that was hit, just let the ref know and they can keep an extra lookout
- Do not call others out, or yell at the ref that an opposing player was hit
- Stalling: A team may not control all the balls on their side of the court for longer than 5 seconds. The referee will give a warning to the controlling team and give a 5-second count. If a 5-second violation occurs, balls will become 'dead' until the controlling team gives the other team at least one (1) ball. Any player hit with a ball on the opposing team when a violation occurs will not be out. Balls become 'live' once the controlling team has given a ball to the opposing team.
- 15-Second Rule: In any game, once a team is down to 4 players or less, there will be a 15-second rule. Any player holding the ball for longer than 15 seconds without throwing will be called out. A player may not hand a ball off to another teammate or simply drop the ball and then take the ball back to avoid the 15-second call. Any player not making a legitimate attempt to throw the ball in an attempt to win the game will be called on a 15-second violation. NOTE: This is a difficult rule to enforce. The referee will do their best to monitor all balls.
- High Throws: Ask the ref prior to play so they can show you what they consider a high ball - high balls are determined by the ref
- You will receive two WARNINGS for a high throw, the next (third) if seen as intentional, will be considered an out for that match.
- If you are called out in three matches due to high balls you will be out for the night.
- If throwing, and a player gets hit directly in the face, that person hit is out and the person who threw the ball will receive a WARNING
- Any player found to be purposely throwing high at other players' heads consistently will be held accountable under the sportsmanship guidelines.
SUBSTITUTIONS
- A team may use substitute players in any given week. All subs must sign the waiver before playing.
- Subs must play at least once during the regular season to be eligible to play in the playoffs.
- A team may not play with more subs than regular players in the playoffs.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- Each team must have at least 7 paid players on the team with at least 2 females.
- Everyone on the roster must be at least 18 years old by the start of the league.
- Each week, a team must have at least 5 players with at least 1 girl to be eligible to play. Everyone on the team must sign the waiver before playing. Teams may not play with more subs than regular players in playoff games.
- Once a player plays for a team, they are on that team and may not switch teams (including subs).
- Everyone on the team must sign the waiver before playing. Teams may not play with more subs than regular players in playoff games.
- Late Arrivals: There will be a 5 minute grace period from the scheduled start of the game for a team to have enough players. After that, a team must either play or forfeit. Anyone arriving after the game has started must be there by the start of the second half to be eligible to play.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply all cones and boundary lines. Lehigh Valley Heyday Athletic will also supply one game ball for each field. Teams are welcome to bring their own footballs to use when they are on offense.
- Field: The field is 60 yards long by 30 yards wide with end zones that are 10 yards deep each. Midfield and endzone lines will be marked along with the 2-point conversion line. The 2-point conversion line is also where offenses will begin play at the beginning of a half or after the other team scores.
GAME FORMAT AND TIMING
- Time: Each game will be 40 minutes long - divided into two (2) 20-minute halves. There will be a 3 minute halftime. Each team will have two (2) 1-minute timeouts per game. It will be a running clock and will only stop for a timeout or injury; however, the clock will stop during the final two (2) minutes of each half for the following -
- Incomplete Pass
- Either Team Scores (clock starts after the PAT attempt)
- Change of Possession
- PenaltyTimeout/Injury
- The offensive player with the ball steps out of bounds before being touched down by the defender
- The clock will not stop during the last two minutes of the game if a team is down by 16 points or more.
- Play Clock: There will be a 30-second play clock that will begin counting down when the head referee determines the ball is ready for play.
- Start of Game: Teams will play Rock, Paper, Scissors to determine which team will receive the ball first. The winning team will be able to choose offense, defense, direction, or to defer to the second half. The team on offense will begin on the 2-point conversion line. There will be a marker used to mark the line of scrimmage. The game clock will begin on the first play of the game.
- Fumbles: When an offensive player commits a fumble either forced or unforced by the defense, the ball is dead where the ball hits the ground. The offense retains possession and the down counts. If a fumble occurs on 4th down, the defense will take possession of the ball where it hit. If the ball is stripped and caught by the defender before hitting the ground, the defender may try to return the ball.
- End of Game/Overtime: The team that scores the most will be declared the winner. Regular season games may end in a tie. In the postseason, games will follow College Overtime Rules. Teams will begin their possession at midfield.
OFFENSE
- First Downs: The offensive team is able to attain a first down by completing two (2) consecutive passes on either side of midfield and also by crossing Midfield. A team may only attain a first down once on either side of Midfield.
- Line of Scrimmage: All offensive players must be lined up on the line of scrimmage except the quarterback and a maximum of two (2) players in the backfield. One (1) player on the line of scrimmage must snap the ball to the quarterback to begin a play (may be tossed underhand). A player may go in motion before the snap, but must be moving lateral or away from the line of scrimmage before the snap.
- Legal Plays: All offensive players are eligible receivers, including the person who snaps the ball. The offensive team may run or pass the ball to advance it. The quarterback may run on his own until after the offense crosses Midfield. Once the offense crosses Midfield, the quarterback must wait until rushed to run. A pass will only count as a completion as long as the receiver is beyond the line of scrimmage (counts as a lateral if behind).
- Catching: Any offensive player attempting to catch a thrown ball only needs to have one (1) foot in bounds with possession of the ball for it to count as a catch.
- Diving: The ball carrier may not intentionally dive forward to advance the ball. This will result in a penalty assessed from the spot of the foul. If a player dives to get into the endzone, the penalty will be assessed from the line of scrimmage.
- Blocking/Picking: The offense may not block or intentionally contact the defense that directly interferes with their pursuit of the ball carrier, unless to avoid personal injury. The offense may not run any pick routes that intentionally run defenders into each other or prevents the defense from reaching a desired position.
- Laterals: A lateral is an underhand or overhand pitch of the ball to a teammate next to you or behind you. A lateral cannot be advanced if the ball hits the ground. It is then ruled a fumble and marked at the spot it hit the ground. A lateral is live as soon as it is received, and the defense may cross the line of scrimmage.
- Punting: A team may opt to punt the ball on 4th down. They do not need to kick the ball. They may throw ball instead. When opting to punt, the offensive team must wait until the ball is thrown or kicked before running down the field. There are no fake punts. The offense must declare their intent to punt the ball. The defensive team may not attempt to block the punt. There is no downfield blocking on a punt. The defensive team may call fair catch. If the ball is not caught, the ball is dead where it hits the ground. If the ball is mishandled and dropped, the ball is dead where it hits the ground and the defensive team will take possession.
- Touchbacks: Any punt or other play that results in a touchback, the ball will come out and be placed at the 2-point conversion line with the defensive/receiving team taking possession.
DEFENSE
- The defense may opt to play man-to-man or a zone defense. On forced gender plays, the defense must play man-to-man unless there is a female quarterback. The defense may not rush the quarterback until after the side referee has counted to 5.
- Interceptions - The defense may intercept and attempt to return the ball. Once intercepted, no defensive player may block an offensive player. Interceptions on a PAT attempt may be returned to the other end zone for PAT points.
SCORING
- Touchdowns: A touchdown is scored when a player crosses the goal line with the ball. A catch is good for a touchdown when a player lands with their feet in the endzone even if the ball does not cross the goal line. Touchdowns are worth six (6) points.
- PAT's: The team scoring a touchdown may attempt a PAT. PAT's are worth two (2) points.
- Safety: A safety is called when an offensive player downs the ball or is touched down inside their own endzone. An offensive player who fumbles the ball in their own end zone will also result in a safety. Safeties are worth two (2) points. The offensive team must then punt the ball to the defensive team from the 2-point conversion line. Punt rules apply.
GENDER PLAYS
- A female player must be an operative player at least once every three (3) downs. The offense may use a female player whenever they wish and the gender count will reset. The female player must either be the primary runner, receiver, or quarterback on a gender play.
- Acceptable Gender Plays:
- A female player lines up as quarterback and either attempts a pass, runs the ball over the line of scrimmage, or is sacked.
- A female player receives a lateral or hand-off and either runs or attempts a pass.
- A pass caught behind the line of scrimmage by a female player but does not cross for a positive gain counts as a gender player but not a successful completion (lateral).
- Plays using a female player and resulting in a loss of down will count as a gender play (Penalty on female).
- A female quarterback downs the ball to stop the clock inside 2 minutes of a half.
- Unacceptable Gender Plays: -
- A male quarterback is sacked or fumbles the ball, the next play must be a gender play.
- A male quarterback intentionally throws at a female player's feet.
- A male player either catches and tosses to a female player (hook and ladder) or deflects a pass that a female then catches.
- A female quarterback laterals to a male player who then either runs or attempts a pass to another male player.
- Defense on Forced Gender Plays: All male players on defense must play up within 1yd of the line of scrimmage with only female defenders covering female offensive players when a male is the quarterback. If a female on the offense is the quarterback, then the defense may play zone coverage. A male player may intercept a pass on a forced gender play if they are able to play zone (the QB is a female). In man-to-man coverage, a male defender may not deflect or intercept a pass until a female has touched the ball. If a defense is playing down a female player, they may rotate male players on forced gender plays in man coverage. If the offense has more than 3 females on the field, the defense may use any male player to cover the extra female(s).
PENALTIES
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- 5-yard penalties: The following will constitute a 5-yard penalty from the line of scrimmage and the down will be replayed (unless otherwise noted) -
- False Start - The offense crosses the line of scrimmage before the ball is snapped.
- Illegal Motion - An offensive player moving towards the line of scrimmage when the ball is snapped
- Illegal Shift - More than one (1) offensive player in motion at the time of the snap
- Delay of Game
- Illegal Cadence - The player calling the cadence must receive the snap.
- Offsides - A defensive player is across the line of scrimmage when the ball is snapped.
- Encroachment - A defensive player crosses the line of scrimmage and contacts an offensive player before the ball is snapped.
- Illegal Participation - A team may not have more than 7 players (5 males) on the field at one time
- Illegal Forward Pass - There may only be one (1) forward pass per play from behind the line of scrimmage
- Illegal Formation - All offensive players must be on the line of scrimmage at least 3-yards away from the sideline. Only the quarterback and up to 2 other players may be in the backfield.
- Illegal Dive - The ball carrier may not dive to advance the ball (Spot foul, down counts)
- Intentional Grounding - Results in a loss of down.
- Defensive Face Guarding - A defender may not use his/her hands or arms to screen the offensive player from catching the ball with their back to the ball. If penalty occurs on a gender play, the gender count is reset.
- The following gender play infractions will result in a 5-yard penalty-
- Not using a female player on a forced gender play (results in a loss of down and gender play reset). If this occurs on 4th down, the defense will take possession.
- Not rotating a defensive male player on a forced gender play when the defense is short a female player (offense may replay gender play or have count reset)
- Playing zone defense when a male is quarterback
- A male defender intercepts a ball in a man-to-man defense without having a female touch the ball first (gender play is good).
- 5-yard penalties: The following will constitute a 5-yard penalty from the line of scrimmage and the down will be replayed (unless otherwise noted) -
- 10-yard Penalties: The following will constitute a 10-yard penalty and either be assessed from the spot of the foul or from the line of scrimmage and the down replayed (unless otherwise noted) -
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- Offensive Picking - The offense may not intentionally impede a defender from reaching a desired position while in motion. Penalty will be enforced from the line of scrimmage.
- Stiff Arm - Penalty will be assessed from the spot of the foul and the down counts.
- Blocking - Penalty will be assessed from the spot of the foul and the down counts.
- Illegal Contact/Holding on Defense - A defensive player may not use their hands or arms to intentionally contact a receiver, maintain contact with a receiver, or to otherwise restrict the movement of a receiver. Penalty is assessed from the line of scrimmage and results in a 1st down.
- Reckless Play - Players must avoid contact at all cost, including leaping into the crowds on the sidelines to catch a ball or tag a player. Penalty will be assessed from the line of scrimmage. If deemed unsportsmanlike, the player may be ejected from the game.
- Pass Interference - A player may not purposely hinder another player's attempt to catch a ball. It is a spot foul with the ball being placed at the spot of the foul and an automatic 1st down granted. If the foul occurs in the endzone the ball will be brought out to the 1-yard line. If it is a gender play, the gender count will be reset.
- Flag Guarding - A player may not guard against another player reaching for their flag(s) to down a player. If committed, the play will be stopped immediately, and the penalty will be assessed from the spot of the foul.
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- 15-yard Penalties: The following will result in a 15-yard penalty and may result on the guilty player being ejected from the game -
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- Intentional Foul - Penalty will be assessed from the line of scrimmage, the player will be ejected from the game, and the gender count will be reset.
- Unsportsmanlike Conduct - Penalty will be assessed from the line of scrimmage and the offense granted 1st down. If the penalty is on the offense, it will be a loss of down. The player may be ejected from the game.
SUBSTITUTIONS
- A team may use substitute players in any given week. All subs must sign the waiver before playing.
- Subs must play at least once during the regular season to be eligible to play in the playoffs.
- A team may not play with more subs than regular players in the playoffs.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
- Referee: Lehigh Valley Heyday Athletic will supply at least one (1) referee for each game. The head referee will have final say on all calls. The head official will announce the start of the play clock. Also, he will announce the down-to-go and also if it is a forced gender play. The referee will blow the whistle to end a play once the player is down. A player is down after the following -
- An offensive player steps out of bounds before being touched
- An incomplete pass
- A fumble
- A penalty
- A defensive player 'tackles' by touching the offensive players with both hands (Touch)
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- A team must have at least half of their team each week to be eligible to play (i.e. 9 players with 3 girls team must have 5 players with 2 girls).
- Everyone participating must be at least 18 years old by the first game of the league.
- Everyone on the team must sign the Waiver of Release before playing in their first game. There are no changing teams.
- Once a player plays for 1 team, they are considered part of that team (including substitute players).
- Any player arriving late to a game must arrive half way through the game to be eligible to play (i.e. bottom of 4th in 7 inning softball and kickball games).
- Any eligible player arriving late, must wait until the end of that half inning and be placed at the bottom of the batting order.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply game day balls and equipment needed for field set up
- An umpire will be provided at all games. Umpires will have final say on all calls. The umpire may request a new pitcher if the pitcher is having a hard time throwing kickable balls. The umpire will make foul, out, and safe calls. There is no arguing with the umpire. The umpire has the right to eject any player for unsportsmanlike conduct or arguing.
GAME SET UP
- Dimensions: The bases of the field are 60' apart around the diamond. The pitching mound is a 9'X9' square that is aligned evenly across the diamond with 1st and 3rd bases. A diagonal line going across the diamond from 1st to 3rd base is an additional Fair/Foul line. The ball must cross this line to be a Fair Ball. Also, when a female is up to bat, fielders may not cross the line until the ball is kicked.
- Bases:1st, 2nd, and 3rd Base will have a 1.5'X1.5' box in which the base will sit in. Home Plate will consist of 2 actual Plates, 1 Orange and 1 White. The White Base is for the fielder, and the Orange Base is for the Runner.
GAME FORMAT AND TIMING
- Kickball is a 7-inning or 45-minute game played with 9 fielders (no more than 6 guys and at least 3 girls) and an unlimited number of kickers. A batting order must be submitted, but only 3 guys can ever kick in a row. Generally the game follows Softball rules.
- 6 week regular season + 2 week play-offs. Teams will play 1 game each week during the regular season (depending on number of teams and rainouts).
- During playoff weeks, teams may play multiple games each week. Depending on the number of teams, the final standings may be split into separate playoff brackets.
- Length: A game will last 7 innings or 45 minutes, whichever comes first. A game is official after 5 full innings or 4 ½ if the Home team is winning. A regular season game may end in a tie. The maximum amount of runs a team may score in 1 inning is 10.
- Any team winning by 15 or more runs after the 4th inning will automatically be declared the winner.
- In the Playoffs, games must be played until a winner is declared. Starting in the 8th inning, 2 fielders will be removed and 1 fielder each subsequent inning after (i.e. 7 fielders in the 8th inning, 6 in the 9th, etc) until only 5 fielders remain. Teams may not go under 5 fielders in a game. In the 8th inning, 1 Female and 1 Male must be removed and then alternating gender from the 9th inning on.
- General: Teams will play Rock, Paper, Scissors to determine the home team before the game begins. In the playoffs, the higher seeded team will be the home team. Teams will play with 9 fielders (no more than 6 guys) and must always have a catcher. NO METAL CLEATS! Any rule not specifically stated inhere, will follow standard softball rules. There is no infield fly rule, however, any team deemed taking advantage of this rule, will only be able to attain 1 out on the play.
- Batting Order: Teams must have a batting order for each game. No more than 3 guys may kick in a row. Any team playing short a female player must take an automatic out where their spot in the batting order would be. Any team with 3 females but needing more to fill out their batting order may re-bat a girl starting with the first girl in the batting order. Any players arriving late may be added to the bottom of the order, however, the 3 to 1 ratio of males to females must remain throughout.
- Pitching/Catching: Pitching the ball may only be underhand. All pitches should be kickable. No bouncing balls. The pitcher must stay in the pitching box until the ball is kicked. There is no set strike zone, however, the umpire will work with the pitcher to make sure the pitches are "kickable." The pitcher must be able to roll the ball over home plate. The umpire may request a pitching change if necessary.Teams must always have a catcher, even if they are playing shorthanded. Catchers must stay at least 3 feet back from the kicker until the ball is kicked.
- Fielding: Teams may have no more than six guys in the field at 1 time. Fielders must play the same position throughout the entire inning. There are no changing positions during an inning unless a pitching change is necessary. Outfielders must play on the outside of the base paths. When making a force play at a base, the fielder only needs to have control of the ball and their foot inside the box.
- Pitcher's Box: During a play, once a fielder has control of the ball in the pitcher's box, the play is dead. It does not have to be the pitcher. It can be any fielder. They must have control of the ball with both feet in the box. Once the play is dead, any runner that is less than halfway to the next base will go back to the previous base. Any runner that is more than half way will be granted the base to which they are running to.
- Kicking: All kicks must be made by the foot or shin. The kicker may not stop the ball and then kick it. The player must kick the ball from behind or at home plate. Any kick made past home plate will be a foul ball. A kicked ball must pass the diagonal line from 1st to 3rd to be fair, however, if a fielder picks up the ball before then it is declared a fair ball. There are NO WALKS. The kicker begins with a 1-Strike count. Each foul ball counts as a strike. 3 Strikes, and the kicker is out.
- Fouls: A foul ball will be called when the following occurs -
- A kicked ball lands out of bounds
- A ball that is kicked in front of home plate
- A kicked ball that does not pass the diagonal line going from 1st to 3rd
- A ball kicked that crosses into foul territory before passing 1st or 3rd base
- Base Running: Runners must stay within the baseline. All ties go to the runner. When running to 1st Base, the runner may run past the base. A runner is only considered rounding the base when they make an actual attempt to go to 2nd Base. Any runner stopping and turning in towards the field to walk back to the base, will not be considered making an attempt to advance to 2nd Base. Any runner interfered with by a fielder in the base line will be automatically safe, unless the fielder is making a play on the ball. When running to a base on a force play, the runner only needs to be in the box before the fielder reaches with control of the ball. Any runner doing the following will be automatically out:
- Sliding or Diving
- Base Stealing
- Leading off before the ball is kicked
- Intentionally touches or stops the ball during a play. (play is automatically dead)
- Tagged by the ball while standing on the same base as another runner
- On a caught fly ball, fair or foul, a runner may tag up and advance to the next base. When running to home plate, the runner must touch the ORANGE home plate. On a force play at home plate, the fielder must tag the WHITE base. A runner may only advance 1 base on an overthrow.In the event of an injury, a designated runner may be used. The designated runner will be the last out of the same gender.
- Outs: When the following occurs, the runner will be out -
- Gets 3 strikes while kicking
- Leading off the base
- Sliding or Diving
- Intentionally stopping the ball during a play
- A runner is tagged by the ball while not on a base
- A fielder reaches the base with the ball before the runner
- A kicked ball is caught in the air
- A fielder tosses the ball at a runner and hits the runner
- If the fielder hits the runner above the shoulders, the runner will be automatically safe.
- Any runner hit above the shoulders while ducking will be at the umpire's discretion to determine out or safe.
SUBSTITUTIONS
- A team may use substitute players in any given week. All subs must sign the waiver before playing.
- Subs must play at least once during the regular season to be eligible to play in the playoffs.
- A team may not play with more subs than regular players in the playoffs.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- Teams will consist of 2 and no more than 3 players. Teams are eligible to play with only 1 player from the team each week.
- Everyone participating must be at least 18 years old by the first game of the league.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply the needed equipment necessary for the Outdoor Games
GAME FORMAT AND TIMING
- Overview: Teams will compete each week in varying outdoor games. Teams may not play every game every week, but will have the opportunity to gain the same number of points as all other teams each week.Teams will earn a point for each win they gain each week. Playoff wins in games for individual game tournaments will count for 1 point each towards a team's overall point total.
- Washers (Box): Each washer box will be set up 25 feet apart from each other. An imaginary line going across the front of each box will serve as the fault line. The thrower may not pass this line to toss their washer.
- Game Play: Teams will play Rock, Paper, Scissors to determine which team begins. During each turn, a team will toss all of their washers, and then the other team will toss. The team that scores in the previous turn will begin the next turn. If no score is recorded in the previous turn, the team scoring last will begin the next turn. Games are played to 17 points straight up. Teams must reach exactly 17 to win. Any team gaining points in a single turn that puts their total over 17 points will instead lose those points. (Example - a team with 16 points scoring 3 points in a turn - 19 total points - will drop 3 points instead to 13 total points.)
- Scoring: Teams earn points after all throwing for that turn has finished. Only one team may score in a round. A washer landing in the box is worth 1 point. A washer landing in the cup is worth 3 points. Teams will cancel out each other's points in a round. (Example - Team A gets 2 washers in the cup and 1 washer in the box. Team B gets 2 washers in the box. Team A receives 5 points for the round.)
- Bocce Ball: Teams will play Rock, Paper, Scissors to determine which team will throw the pallino first. Teams will rotate throws after the first time. Teams will agree on a throw line from the where pallino is tossed before each round begins. Only one team will score in a round. The team scoring in the previous round will throw first in the next round. Scoring will be determined after each round is completed. Games are played to 13 points straight up.
- Scoring: Teams score points when their balls are closer to the pallino than the other team. Each team's ball that is closer than the closest ball for the opposing team is worth 1 point. A team may earn as many points as they have balls closer to the pallino than their opponent.
- Ladder Ball: Each ladder is set 18 feet apart from each other. The toss line is an imaginary line that goes across the front of the ladder. Any team member throwing their bola while crossing the toss line will be a fault and the throw will not count.
- Game Play: Teams will play Rock, Paper, Scissors to determine who will throw first. The team that scores in the previous round will throw first in the next round. If there is no scoring in the previous round, the team that scored last will start the next round. Teams will alternate throwing during a round. The first team to exactly 17 points wins. Any team scoring over 17 points in a given round, will not be awarded those points and stay at their current score.
- Scoring: Scoring is determined after all bolas have been thrown. The top rung is worth 3 points, the middle rung worth 2 points, and the bottom rung worth 1 point. Teams may cancel out the other team's points by landing their bolas on the same rungs as their opponents. Any bola that hits the ground before wrapping around a rung is disqualified and will not be worth any points. (Example - Team A lands a bola on the 2 and 3 point rungs....Team B lands a bola on the 1 and 3 point rungs. Team A receives 2 points and Team B receives 1 point.)
- Cornhole: The front of each box will be placed 27 feet apart from each other. An imaginary line going across the box will serve as the fault line. No team may cross the line when throwing. Any player crossing the line during a throw will be a fault and the toss will not count.
- Game Play: Teams will play Rock, Paper, Scissors to determine which team will toss first. Teams will alternate throwing in each round. The team scoring in the previous round will throw first in the next round. If no scoring occurs in the previous round, the team that scored last will throw first in the next round. Games are played until the first team reaches or passes 21 points.
- Scoring: Bags landing in the hole are worth 3 points, and bags landing on the board are worth 1 point. Any bag touching the ground before landing on the board or in the hole will be disqualified and must be removed immediately. Teams may cancel out points from each other by landing their bags in the hole or on the board in the same round. There are no topping points. (Example - Team A throws a bag in the hole and Team B throws a bag in after. Those throws cancel out and no points are awarded.)
- Kan Jam: The cylinders will be set up 50 ft apart. Teams will play Rock, Paper, Scissors to determine who goes first. Players must throw the disc from at or behind their cylinder.
- Game Play: Teams will alternate turns in tossing the disc to score points. Games will play until 1 team reaches 21 points or more. In the event of a tie (Example - Team A reaches 21 pts first, and Team B reaches 21 pts on their final turn) the teams will go into a sudden death round until 1 team scores more than the other team in a single round of throwing.
- Scoring
- 1 Point - A thrown disc is deflected by the teammate and hits the cylinder
- 2 Points - A thrown disc directly hits the cylinder with no help from the cylinder
- 3 Points - A thrown disc is deflected by the teammate and goes into the cylinder
- Instant Win - A thrown disc goes into the slot on the front of the cylinder unassisted.
SUBSTITUTIONS
- A team may use substitute players in any given week. All subs must sign the waiver before playing.
- Subs must play at least once during the regular season to be eligible to play in the playoffs.
- A team may not play with more subs than regular players in the playoffs.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeit after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- Each team must have at least 8 full time players on their roster. Teams must have at least 2 female players. Teams may have up to 15 full time players on a roster.
- Teams may play shorthanded in a given week but must have at least half their players (4) and at least half their girls (1).
- Teams may not play with extra male players if they are short female players. Players are not allowed to play on multiple teams. Once a player plays for a team, they are on that team (this includes substitute players).
- Teams will have a 5-minute grace period from the scheduled start time to have enough players to play.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply the equipment necessary.
GAME FORMAT AND TIMING
- Field size and lines will be determined based on the venue of play. Outdoor leagues will use a 70ydx30yd field with yellow tape used as out of bounds markers. Indoor league field sizes will be determined based on the venue, and so will out of bounds markers.
- The start of the game will be determined by the captains playing Rock, Paper, Scissors. The winner will have the choice to either kick-off or choose a goal to defend.
- TIME: Each half will be a 20-minute running clock. The clock will only stop for injuries, stoppages are at the discretion of the official. Each team is given 1 time-out per game. There is no overtime during the regular season. Regular season games may end in a tie. During playoffs, teams will go right into a 5-player shootout. Each team must have at least 2 female players involved in the shootout. In the event that the teams are still tied after all 5 players have shot on goal, teams will continue to go in sudden death rounds alternating between male and female players until they have used all players on the roster.
- Goalkeeper: Teams will be able to have a designated goalkeeper for the game.
- Goal Box: A goal box will be marked off in front of each goal. All goal kicks will be taken from the goal box.
- Penalty Arch: A penalty arch will be marked off in front of the goal. This will be the area where the goalkeeper will be allowed to play the ball with his/her hands.
- Direct Kicks: A direct kick will occur for any penalty unless the penalty has been specified as an indirect kick by the referee. The ball is to be placed at the point of the infraction. The ball will be put in play by any player on the affected team. No opposing player is allowed to be within 10 paces/yards of ball prior to kick. Goals may be scored on direct kicks. A direct kick is to follow these infractions: (1) Charging (2) Roughness (3) Handball (4) Dangerous play/kick (5) Slide-tackle. Penalties incurred inside the goal box by the defense will result in a penalty kick 15 paces/yards out. Penalties incurred outside but within close proximity to the goal box will be kicked from the point of infraction. The defense must stand 5 paces/yards away from the point of infraction (where the ball is being kicked from).
- Free Kick: A team receives a Free Kick after stoppages other than when a Dropped Ball or Goalkeeper Throw-In is required. Before the team takes the Free Kick, the ball must be stationary. All opposing players are at least 15 feet from the spot of the Free Kick (or, if within 15 feet of the opponent's Goal, along the Goal Line). The spot of the Free Kick is that provided above, except: (a) Within Own Penalty Arch: from any spot therein. (b) Within Opponent's Penalty Arch: at the Free Kick Mark ("Top of the Arch"). (c) Delayed Penalty: (i) according to the ensuing stoppage, as normally administered, or (ii) in case the defending team obtains possession of the ball during play, at the spot of the original offense. (d) Kick-In: from the point on the Touch Line nearest where the ball crossed over the Perimeter Wall. (e) Three-Line Violation: from the offending team's Restart Mark. (f) Superstructure Violation: from the nearer Restart Mark.
- Indirect Kicks: Indirect kicks will occur when the goalkeeper touches the ball with his/her hands after it has been deliberately kicked to him/her by a teammate.
- Slide Tackling: Slide tackling will not be allowed. Intentional slide tackles will result in a direct kick being awarded to the opposing team at the point of the infraction. Multiple violations will result in a yellow card to the offending player and possible ejection from the game (red card.)
- Red Card Policy: Any player who receives a red card will be removed from the game immediately and forced to sit the rest of that game and also the team's next scheduled game after that. A team that has a player receive a red card will play down a player for the remainder of that game regardless of the number of bench players. That team may play at full capacity in the following game while the red carded player sits.
- 2-Minute Policy: In the event of unsportsmanlike conduct, the referee may choose to sit the offending player for 2-minutes and also award a Yellow (or Red) card. If a player is forced to sit for 2-minutes, the team will play down a player until the 2-minute penalty has completed.
- Referees: Lehigh Valley Heyday Athletic will provide a referee for each game. Referees have final say on all calls. There are no arguing calls with referees. Continuous arguing will be deemed unsportsmanlike and will be dealt with using the sportsmanship guidelines. Any player receiving a red card will be ineligible to play the following week.
SUBSTITUTIONS
- A team may use substitute players in any given week. All subs must sign the waiver before playing.
- Subs must play at least once during the regular season to be eligible to play in the playoffs.
- Subs may not participate more than twice without being added to the official roster.
- A team may not play with more subs than regular players in the playoffs.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeit after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
- Any player who receives an unsportsmanlike penalty will receive a yellow card. If this occurs within 1 minute of the end of a half or game, the opposing team will be awarded a penalty kick.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- Teams must have at least 10 players on the team, including at least 3 girls. Teams may have up to 15 full time players on a roster.
- Any player arriving late to a game, must be at the field by the end of the 4th inning to be eligible to play.
- Shortage of Girls: Each team must have at least 3 girls on their full time roster. Each week, a team must have 3 girls playing and in the batting line up to field a complete team. A team may play short girls, but must have at least two (2) girls each week to be eligible to play.
- Any team playing with only two (2) girls for a game will start the game down 4-0. The team will also play short 1 fielder until a 3rd girl arrives, if running late. It does not matter what position the girls play in the field.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply bases, pitching mound, and game balls for all games. Players must have their own gloves.
GAME FORMAT AND TIMING
- Field: The Bases are 70 feet apart. The Pitching Mound is 50-55 feet from home plate. Games may be played in inclement weather. Field conditions will determine ability to play.
- Ground Rules: Ground rules will be determined at each field before the games begin.
- Home Run Rule: The home run rule will be determined based on the field where the game is playing. If the home run rule is in effect for that field, it will be the following.
- Teams will be able to have two (2) home runs each per game. After each team reaches their home run limit, it will become a one (1) and one (1) situation.
- Each team will be allowed only one (1) home run until the other team hits a home run. In all cases, if a team is out of home runs, each one hit will become an out. (Example - Both Team A and Team B have each hit two home runs. Team A hits another home run. Every home run hit by Team A from this point on will be an out until after Team B hits their next home run.)
- Bats: Lehigh Valley Heyday Athletic will supply at least one (1) approved bat. Players may bring their own bats. Bats must be ASA certified with the 2004 or 2013 stamp and not on the Non-Approved Bat list. To view the list of Non-Approved Bats, you may go to the website using this address -
GAME PLAY
- Time: Each regular season game will be 7 innings or one (1) hour, whichever comes first. Postseason games will be played the entire 7 innings.
- It is the responsibility of all teams to arrive earlier than their scheduled game time and be warmed up and ready to play. A game is official after five (5) innings, or 4 ½ if the home team is winning.
- A 15-run mercy rule will be in effect for all games after four (4) innings, or 3 ½ if the home team is winning. A 10-run mercy rule is in effect after the 5th inning. A regular season game may end in a tie, however, all postseason games will be played until a winner is determined.
- Extra Innings: In a playoff game where teams are tied after 7 innings and need to go into extra innings. For the start of each inning from the 8th inning on, each team will start with the last batted out from the previous inning at 2nd base.
- Start of Game: A player from each team will play Rock, Paper, Scissors to determine who the home team is and who the away team is.
- Umpire: Lehigh Valley Heyday Athletic will supply an umpire for each game. They will be responsible for all calls - balls, strikes, fouls, safe, out. There are no arguing calls with the umpire. The umpire will have full authority to eject any player for flagrant or intentional acts that are harmful to another player.
BATTING
- Balls/Strikes/Fouls: The count will begin with one (1) ball and one (1) strike. A pitch that lands on the plate, mat, or black edges of the plate is a strike. If the pitch misses, it is a ball. If the pitch is outside of the mandatory arc (6ft-12ft) it will be an illegal ball and count as a ball. Any batter that swings at an illegal ball will be considered a live ball. All foul balls will count as a strike. Any pitch hit foul with two (2) strikes will result in a strikeout. A hit ball that strikes a runner in foul territory will be called foul.
- Walks: There are only two (2) walks allowed per inning. A pitcher may intentionally walk a batter by letting the umpire know of their intentions. The batter will automatically be granted first base. There are no intentional walks after the 2 walks have already been issued. If a team walks a male player with a female player on deck, the female player will have a choice to either bat or advance automatically to first base. This will still apply even if the male walking is the second walk of an inning.
- Bunting: Only female batters are allowed to bunt. There are no fake bunts. Once a player shows bunt, she must either bunt or take the pitch.
- Lineup: Each team must have a line-up prepared before the game. All players that play in the field must be in the lineup.
- The batting lineup may not have more than 7 guys batting in a row. A team may bat as many players as they wish.
- Lehigh Valley Heyday Athletic will supply a scorebook for all teams for the season.
- Players arriving late will be moved to the bottom of the order if the batting order has already passed by their slot before they arrive.
- Pitching: All pitches must be underhand. The arc of the pitch must be between 6ft-12ft.
- Base-running: Runners starting from a base must not leave the base until the ball has been hit. A team will receive one (1) warning, and then each occurrence after will result in an out.
- New Home Plate Rule Starting 2019: Starting in 2019, there will be a commit line half way down the third base line with a safety bag off to the side of home plate. All runners will run to the safety bag when coming home. Once a runner passes the commit line any play at home automatically becomes a force out. The defensive player must have possession of the ball and touch the plate. Once a runner passes the commit line, the defender must go to home plate to make the play and may not tag the runner. Conversely, the runner must go to the safety bag after crossing the commit line and may not go back to third base or go to home plate. A runner doing either will be automatically out.
- Sliding: Runners may slide into the bases, including home plate, if they wish. They must slide into the base as safely as possible. Any runner that chooses not to slide must get out of the fielder's way as soon as possible once it is clear they are out. Any slide or collision that intentionally endangers a fielder will not be tolerated. The first time a warning will be issued. Any occurrence after will result in an out.
- Pinch Running: A team may use a pinch runner in case of an injury. The pinch runner must be the last person out of the same gender. All players that will need a pinch runner must be announced before the start of the game unless the injury occurs during the game. All announced players before the start of the game that will use a pinch runner must stop at first base on a hit. Any player asking for a pinch runner before the game that does not stop at first base will forfeit the ability for a pinch runner during that at bat.
FIELDING
- Base Paths: Fielders must stay out of the base paths unless actively fielding the ball or making a play. Any fielder interfering with a runner on the base paths unless making a play, will result in the runner being automatically safe at the base.
- Bases: The fielder must never block the bases. They may stand behind, straddle, or next to the base, but must give the runner a clear path to the base. The catcher must stand in front of home plate and not block the path of the runner to home plate. Any fielder (including the catcher) that is deemed blocking the base (plate) will result in a fielder interference call and the base runner will automatically be safe at that base (plate).
- First Base: There will be two (2) bases at first. The outside bag is a safety bag. On a hit ball with a play to first base, the runner must go to the outside bag. The inside bag is for the fielder. If the runner goes to the inside bag, they will automatically be called out. The first baseman may not cross the baseline unless the ball is obviously destined to cross over on a wild throw. A hit ball going down the first base line will be fair if it crosses over the inside bag and foul if it crosses over the outside bag.
- ***NEW RULE*** A girl player that hits the ball into the outfield may not be thrown out by the outfielder while running to first base.
- Infield Fly: The infield fly rule will be in effect for all games. An infield fly will be called whenever there are runners on first and second or bases loaded with less than two (2) outs. If the ball travels foul after being called an infield fly, the infield fly rule will no longer apply.
- Overthrows: On any overthrow that lands out of play, the runner will get the base they are headed to plus one (1) base. It will be based on where the runner was at the time of the release of the throw. (Example 1 - A runner is headed towards 2nd base when an outfielder throws the ball back to the field. The runner rounds 2nd base and then the ball lands out of play. The runner will be awarded 2nd and 3rd base since they were headed to second when the ball was released on the throw. Example 2 - A runner on 1st and a fly ball hit to the outfield. After the catch is made, if a runner is heading back to or standing on 1st base at the time of the throw, they will only be awarded 2nd base if the thrown ball goes out of play).
- Substitutions: Players may only make one position substitution during an inning unless a pitching change occurs.
- **Any rule not specifically stated above will follow general USA Softball Slow-pitch rules.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeit after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
- **Players may not throw bats. First occurrence will result in a team warning. Each occurrence after will result in the batter being called out.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- Teams will consist of at least two (2) fully paid players.
- There is no maximum to the number of players on a team; however, only two (2) players will play in a single game.
- There are no restrictions to gender on a team.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply quoit boards and equipment.
GAME FORMAT AND TIMING
- Game Set-up: The quoit boards will be set up to be 18ft apart before games begin. This distance may be adjusted for playing indoors. Teammates will stand at opposite boards to throw towards each other. Players will stand diagonally across from each other.
- Matches: During the regular season, teams will play all three (3) games regardless of the outcome of the first two. In the playoffs, matches will be played the best 2-out-of-3 games. All games in a match are to 21 points.
GAME PLAY
- Start: Teams may either flip a quoit or play Rock, Paper, Scissors to determine which team will begin the game.
- Pitching: Players will alternate pitching quoits after the first player throws. After the first set of throws to begin a game, the team that scores in the previous set of throws will begin pitching in the next set. Players may not step in front of the end of the board to throw. In this instance, a foul will be called and the quoit will not count.
- Scoring: Only one team in a set of throws may score. The quoit nearest the hob will count as one (1) point. A leaner will count as two (2) points, and a ringer will count as three (3) points. A scoring quoit must be within the width of the diameter of the quoit from edge to hob to count as a point. Any quoit that hits the ground first will be "dead" and removed from the board. Also, any quoit landing on the board upside down will be "dead" and removed from the board.
- Ringers: If a team has two (2) ringers together, it will count as six (6) points. If a team gets a ringer, and then is topped by the other team, the team with the last ringer will get three (3) points.
- Winning the Game: The first team to 21 points or more will win the game.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeit after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- Rosters are limited to 12 players. Each team will play with six (6) people on the court at one time, three (3) guys and three (3) girls.
- A team may not play with more than three (3) guys at one time, but may play with more than three (3) girls.
- Each team must have at least 6 paid players on the roster with at least 3 girls on the team. Each player must sign/accept the waiver before playing.
- Each week a team must have at least 3 people and 1 girl to be eligible to play.
- There will be a 5 minute grace period from the scheduled start of the game for a team to have enough players to be eligible to play.
- There are no changing teams. Once a player, or sub, plays for a team, they are considered a part of that team.
- Any player arriving late must wait until the end of the current point to enter the game. Late players must arrive before a team gets to 10-points in the second game to be eligible to play.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply at least 1 game ball for game play. Teams are allowed to bring their own ball for use. The same ball must be used for the entire match. Teams must agree on the ball to use during the game. In a disagreement, the teams will play with the default Lehigh Valley Heyday Athletic game ball.
GAME FORMAT AND TIMING
- Game Play: Volleyball is a match made up of 3 games. Each game is played with 6 players (3 guys and 3 girls) Teams will play all 3 games in regular season matches regardless of the outcome of the first 2 games. The first 2 games are played to 25 points and the 3rd game to 15 points. Points are scored rally-style. A female player must make one hit on each possession if more than one hit is made. During playoffs, games will be best 2 out of 3 games to determine which team advances.
- Match: There will be three games within a match, or 50 minutes, whichever comes first. All games are played rally-style. The first two (2) games are played to 25 points, winning by 2 up to 30 points. In a tie breaker game (game 3), the game will be played to 15 points, winning by 2 up to 17 points. A match can only be called on a dead ball due to time, with the team winning at the time being declared the winner.
- Referee: Lehigh Valley Heyday Athletics will supply a representative/scorekeeper for the games. They will also help to monitor play and call fouls. Teams are expected to be honest and to call infractions on themselves during games. The Lehigh Valley Heyday Athletic representative will settle any disputes on a call. If need be, the representative has the option to have the teams replay the point.
- Serve: The first serve will be determined by a member of each team playing Rock, Paper, Scissors. A legal serve is one that crosses the net and is either touched by an opposing player or lands within the opposing team's area of the court within the boundary lines. A serve that makes contact with the net and carries over to the opponent's side of the net is a live serve and must be returned. Service Faults include -
- The ball is tossed for service then caught or falls to the floor.
- The ball is served under the net.
- The ball touches a player or object before crossing the net.
- The ball lands outside the opponent's court.
- The opposing team blocking the serve.
- Boundary Lines: The ball is "in" when it touches the court between or on the lines.
- Player Contact with Net: A fault will be called when a player contacts the net or poles with any body part or clothing. A player who is not intending to play the ball who accidentally contacts the net is not a fault. No player may break the net's plane, including while blocking or spiking the ball. A player must jump straight up to block or spike the ball.
- Rotation/Substitutions: A team must rotate before each serve. A team may substitute players in during their rotation to serve, however, the substitution must take place at the same position throughout the entire game.
- Gender Play: A female player must hit the ball before it is returned over the net, unless the ball is returned on the first hit. If a female fails to hit the ball, a gender fault occurs.
- Ceiling/Walls/Obstacles: Walls and other obstacles are out of bounds. A ball may be played off the ceiling only if it hits and falls on your team's side. If a ball hits the ceiling and carries over to the opponent's side, it is a fault. There may be other circumstances depending on location of the matches.
- Overview of Faults: A fault will be declared against a team or player when one of the following occurs -
- The ball touches the floor.
- The ball is caught, held, thrown, or pushed.
- A team hits the ball more than three (3) times consecutively.
- A single player contacts the ball two (2) times consecutively.
- No female player touches the ball on one of the three hits when more than one hit is needed to return the ball.
- A player touches the net or net poles.
- A player crosses the center line or the plane of the center line.
- The ball lands outside the court.
- A back row player blocks or spikes.
- A player may not kick the ball
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeit after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
GENERAL RULES
- For general rules for all Heyday leagues, please visit our General Rules page:
TEAM SIZE
- All teams must have at least 4 players on the roster. At least two players on the roster must be female. A team must have at least two people and at least one female player each week to be eligible to play.
- All players must be at least 18 years old at the start of the league.
- Each player is required to sign a waiver prior to participation in the current season.
- Late Arriving Players: Any player arriving late, must arrive half way through the second game (1st team to reach 12pts) to be eligible to play in the rest of the match. Any player arriving after that point will be ineligible to play. Late arriving players must wait until a dead ball to be able to rotate into the game.
EQUIPMENT
- Lehigh Valley Heyday Athletic will supply at least 1 game ball for game play. Teams are allowed to bring their own ball for use. The same ball must be used for the entire match. Teams must agree on the ball to use during the game. In a disagreement the teams will play with the default Lehigh Valley Heyday Athletic game ball.
GAME FORMAT AND TIMING
- Game Length: Matches during the regular season will consist of teams playing all 3 games regardless of the outcome of the first two games. Matches for playoffs will consist of a best 2 out of 3 game series. The first two games will be played to 21 rally scored. The third game will be played to 15 rally scored. Games must be won by two points. This is capped at 25 and 17 respectively.
- Teams will have a 5 minute grace period from the scheduled start of their match to begin play. Teams must start play after the 5 minutes or forfeit.
- Start of Game: Rock, paper scissors will be used to determine the starting serve and side. The winner gets to choose to either have the first serve, or choose side to play on. Side/serve rotates each game thereafter. During playoffs, the team with the higher seed will get choice to start.
GAME PLAY
- Player Positions: At the time of service all players must be inside the boundaries of the court. Players do not have to play in set positions or rotate. Players must maintain the same service order throughout the match.(If a player is substituted for, he/she must return to the same spot in the service order.)
- Service: A legal serve will take place from behind the team's end line anywhere inside the sidelines. Serving player must remain behind the end line until the ball has been served. If player serves in the air, he/she can land on or inside the line. A legal serve can touch the net on the way over. Serves may not be blocked.
- Play at Net: Player contact with the net is permitted provided it does not interfere with the opponent's play. In blocking, a player may touch the ball beyond the net provided that he/she does not interfere with opponent's play. A player may cross under the net provided it does interfere with opponent's play.
- Hitting: A team gets 3 hits to get the ball over. There is no gender requirement for who has to hit the ball. The block does not count as a team contact, any player can make the first contact after the block. Players may not kick the ball.
- Scoring: Points are scored rally-style. Each player is responsible for stating score prior to each serve. Lehigh Valley Heyday Athletic staff on site will help to keep score and settle any disputes.
- Referee: Lehigh Valley Heyday Athletics will supply a representative/scorekeeper for the games. They will also help to monitor play and call fouls. Teams are expected to be honest and to call infractions on themselves during games. The Lehigh Valley Heyday Athletic representative will settle any disputes on a call. If need be, the representative has the option to have the teams replay the point.
FORFEITS
- Heyday requires notice for all forfeits. Any Monday-Friday League forfeits after 3pm will be considered late or no notice. Saturday/Sunday forfeits with less than 24 hours notice will be considered late. Please refer to this link below for further instructions on forfeits:
UNSPORTSMANLIKE CONDUCT
- Sportsmanship is to be determined at the discretion of the league official or Lehigh Valley Heyday Athletic Representative on site. All players on all teams MUST adhere to good sportsmanship. There will be escalating penalties for any player/team not using good sportsmanship.
- First offense - asked to sit out for a few plays
- Second offense - removed from the game; the player will be finished for the game.
- Any player ejected will not be eligible to play the following week. If ejected twice in a single season, the player will be removed from the league and no longer eligible to play for the rest of the season.
- Any player ejected in multiple leagues may be ruled no longer welcome in Lehigh Valley Heyday Athletic leagues. Lehigh Valley Heyday Athletic will keep a running log of any incident that occurs.
ALCOHOL/MISCELLANEOUS
- Lehigh Valley Heyday Athletic supports and follows all rules at venues where games are played. There are NO GLASS CONTAINERS allowed at any venue which allows for the consumption of alcohol. Teams are expected to clean up after themselves each week and throw out any garbage.
VENUE LOCATIONS
- Lehigh Valley Heyday Athletic will make every attempt to maintain dates, times, and locations of all games in a given league. There may be events outside of Lehigh Valley Heyday Athletics control that will affect the league scheduling and result in a change in date, time, location, and number of games played in a given week.
Delaware
Fouls
Individual and team fouls will be recorded by the scorekeeper. When a team commits its seventh (7th) foul in a half, the opposing team will enter bonus status and shoot 1-and-1 for the 7th, 8th, and 9th fouls. Any subsequent fouls committed will result in a double bonus of two (2) shots. Team fouls are reset at the end of the first half. If a team has five (5) players or less, a 5th personal foul will also be charged as a technical foul, but that player may remain in the game. Every subsequent foul called on that player will result in a technical foul for the remainder of the game.
If a foul is called while shooting and the ball goes in the basket, the point counts as a continuation play and the shooter will take one (1) foul shot. If a foul is called while shooting and the ball does not go in, the play is dead and the shooter is awarded two (2) free-throws or three (3) free-throws on a shot missed on a three (3) point shot attempt.
Any fouls or violations called on the defensive team in the front-court and do not involve free-throws, are to be administered via a sideline in-bounds with a five (5) second count. All other fouls or violations that do not involve free-throws are to be administered via a sideline or end-line in-bounds depending on the spot of the foul or violation.
Foul Shots
The shooting team may have three (3) players, including the shooter, rebound a foul shot, while the defending team may have four (4). Low block positions remain empty. Players around the lane may enter once the ball is released from the shooters' hand. Players behind the shooter may not enter the lane until the ball touches the rim.
Game Clock
Games will be played in two (2) twenty (20) minute halves with a running clock until the last two (2) minutes of the second half. The clock will stop with less than two minutes remaining in the second half during any dead ball or foul called, unless one team is leading by twenty (20) or more points. If the lead becomes less than fifteen (15) points, the clock will stop on any dead ball or foul called.
General Rules
Please visit http://www.phillyleagues.com/pages/generalrules.
Mercy Rule
If a team is leading by twenty (20) or more points with less than two (2) minutes in the game, the clock will run continuously. If the lead becomes less than fifteen (15) points, the clock will stop on any dead ball or foul called.
NCAA
Rules not specifically covered by PSL Basketball Rules will be enforced according to National Collegiate Athletic Association (NCAA) rules.
Out-of-bounds
A ball that touches the ceiling or back of the backboard is out-of-bounds. A ball that makes contact with a structural support of the backstop, as determined by the referee, or goes over the backboard is out-of-bounds.
Overtime
If a game is tied after regulation play, a two (2) minute overtime period will be played. The first minute of overtime will have a running clock. The second minute of overtime the clock will stop during normal stoppages. If the game is tied after overtime during regular season games, the game will be recorded as a time. During playoff games, additional two (2) minute overtime periods will be played until there is a winner.
Playoffs
Please visit, Playoff Format page.
Shot Clock (Women's League Only)
A verbal shot clock will be enforced at the discretion of the referee to start at thirty (30) seconds. If the offensive team does not attempt a shot within that time, the ball will be turned over to the opposing team at the point of interruption.
Start Of Game
A jump ball at center court will be used to start the game as well as any subsequent overtime periods. For any additional held balls or possession determination, a possession arrow will be used. Whichever team did not have the possession in their direction at the end of the first half will possess the ball to begin the second half of regulation time.
Stuck Balls
A ball that gets stuck on the rim is considered a jump ball and will be awarded to the team that holds the possession arrow.
Substitutions
These may only occur during a dead ball. Substitute players must be acknowledged by the referee and beckoned on the court.
**Women's leagues: substitutes may also occur after a made basket upon confirmation by the referee.
Technical Fouls
Technical fouls will result in one (1) free-throw and the ball will be returned to the offensive team at center court after the free-throw attempt. A player that receives two (2) technical fouls will be ejected from the game and suspended from the following game as well.
Ten (10) Second Rule
After the opposing team scores, the offensive team must move the ball beyond half court within ten (10) seconds or a ten-second violation will be called.
Timeout
Each team is granted (2) timeouts PER GAME to be used in regulation. They may NOT be used in Overtime.
Board Set-up
Boards will be at least twenty-two (22) feet apart and no more than twenty-five (27) feet apart, depending on available playing space.
Foot Foul
If a player's foot crosses the front of the board when throwing, the throw will be called a foul, no points will be awarded for that throw, and the thrown bag will be removed if it landed on the board or in the cornhole.
General Rules
Please visit our General DSL Rules & Regulations page for rules that affect all leagues.
Hanging Bags
Bags hanging off the board, but not touching the ground, will remain on the board.
Match Length
Matches will be 3 Games of First to Reach 21 points or forty-five (45) minutes in length. If a game is in progress when time expires, the team leading at the time wins the game.
Playoffs
All teams will make the playoff bracket, single elimination format.
Rosters
Teams must have at least two (2) players and no more than four (4). All players on the roster may play each game, as players may be switched during a game.
Scoring
A bag that hits and remains on the board after all eight bags have been thrown will count as one (1) point. A bag that goes through the cornhole will count as three (3) points.
Bags that hit the floor or ceiling and land on the board will be removed and no points will be awarded. Bags that are partially on the board and touching the floor will be removed and no points will be awarded. Bags hanging off the board, but not touching the ground, will remain on the board.
Differential scoring will be used. Example: If Team A scores five points and Team B scores three points during a throwing rotation, Team A will be awarded two points.
Players may attempt to knock the bags of the other team off the board. All points will be counted after both players complete their turns, throwing four (4) bags each.
The first team to reach twenty-one (21) points wins the game. The winning team does not have to lead by two (2) or more points to win a game.
Matches will be three games in total. All three games will be played regardless of the result of the first two games.
Start Of The Match
A Coin Toss or Rock, Paper, Scissors will determine which team throws first. The winner decides which team throws first.
Throwing Position
Players may throw from either side of the board or behind the board, but must remain behind the front edge of the board when throwing the bag. If a player's foot crosses the front of the board when throwing, the throw will be called a foul, no points will be awarded for that throw, and the thrown bag will be removed if it landed on the board or in the cornhole.
Balls
DSL will supply all game balls. No other balls may be used during games.
Balls are 8" "Rhino Skin" Foam Balls to ensure everyone has a safe, fun, and virtually sting free experience.
Bonus Player
Players may attempt to shoot the ball into the opponent's basket to gain an extra player on the court.
Field Of Play
The field of play is generally contained on a basketball or tennis court (outdoor). Only players active in a round are permitted within the field of play. All substitutes and eliminated players must stand along the sideline on their team's half of the court. If a ball enters this area it is to be tossed back into the field of play by an eliminated player or an inactive sub. If no substitutes are present, a player may retrieve a ball out of bounds but cannot attack or be eliminated until returning to the field of play.
Players may retrieve balls that have gone off the court. If a player goes to retrieve a ball off the court, they must be re-established on the court with two feet in order to be thrown out. It is at the referee's discretion to call the player out if they are intentionally stalling by not stepping back on to the court in a timely fashion when retrieving a ball. PLAYERS MAY ONLY RETRIEVE BALLS FROM THEIR HALF OF THE COURT/SIDE OF THE GYM.
Forfeit Time
Each team has ten (10) minutes after the scheduled match time to field a team. Otherwise, it must forfeit the match to its scheduled opponent.
Game Format
The format is 7 vs. 7 with at least three (3) female players per side.
If no women are present at the rush at the beginning of the game, only two (2) balls may be retrieved.
Teams must field a team of at least five (5) players.
The first team to win seven (7) rounds within the scheduled match time wins the match.
General Rules
Please visit http://www.delawareleagues.com/pages/generalrules.
Head Shots
Head shots are not permitted. Any player who intentionally or unintentionally strikes another player in the head will be eliminated. If the head shot is deemed intentional and occurs multiple times during a match, the player may be ejected at the referee's discretion.
**If a player intentionally bends and/or ducks to be hit in the head, they will be called out of the game by the referee. For additional occurrences, the player may be ejected at the referee's discretion
Overtime
Sudden Death: 3v3, 1 Female player on Court
Passing
Balls may be passed among teammates to make an attack.
Playoffs
Everyone Makes The Playoffs! Please visit, Playoff Format page.
Referee
A DSL referee will enforce all rules.
HOWEVER, the key to Dodgeball being fun is HONESTY. Refs will not be able to see every little thing. The best way for Dodgeball to be a fun league is if everyone goes out when they are hit. Honesty is truly the best policy and will make your experience infinitely better!
Referee Fees
The referee fee is $10.00 per game per team. Referee fees are to be paid before the game begins. Referees reserve the right to cancel any games because of non-payment. If a team forfeits, it is responsible for payment of both teams referee fee ($20.00).
Round Play
Players line up at mid court to start the match. Balls are placed along the end-lines of each side.
After retrieving a ball in the rush, players may throw at any time.
No player may cross the attack line (half court) to retrieve balls or make an attack. Crossing the line results in elimination. Players are not permitted to reach over the line to retrieve a ball on their opponent's side of the court.
If a player is hit on the fly by a dodgeball thrown by an opponent, that player is eliminated and must leave the round to the sideline in the designated out-of-bounds area.
A player may use a ball in their hand to deflect an opposing players' throw away. If a ball thrown by an opposing player strikes a player holding the ball, the player is out regardless of whether it hit the other ball first.
If a ball thrown by an opposing player is caught on the fly, a player from the team who caught the ball will rotate back in the game starting with the first player eliminated in the round. In addition, the opposing player who threw the ball that was caught is eliminated.
If a player catches a ball that ricochets off of a teammate, it's a legal catch and the player hit by the ball is saved. A deflection caught off any surface in the gym (other than a player) is a dead ball. Bobbled catches count as catches.
Upon re-entering the game, a player must touch the back wall. This is to allow a player to get back into the game without being targeted as soon as the get off the bench.
Throws must be offensive and not used for stalling tactics.
Criteria for an offensive throw include (bringing this rule back due to too many players throwing excessively high to maintain ball possession):
- Maximum height below the basketball hoop (exception for deliberate attempts at making a basket to bring a player back on).
- Throw is on the same half of the court/opponent's area as an opposing player, throw reaches half court. Exception: when opposing team is lined up along half court.
First offense is a warning, second offense results in ball returning to the opposing team, third offense results in player elimination.
When each team has one player remaining, if the player dodges five consecutive balls, they will get a player back.
When a team is in possession of all the balls, the 10 second count drops to 5 seconds.
Scoring
Teams will receive a point when they eliminate all players on the opposing team. First team to 7 points wins. If time expires during the final match, the team with the most players on the court will receive the point.
Shoes
Only non-marking soled shoes may be worn.
Stalling
Stalling is not permitted and will result in elimination of a player. If a player or team fails to retrieve a ball and make a legitimate throw within a ten (10) second count, an elimination will result at the discretion of the referee. This rule does not apply when no balls are within the 3-point arc.
Starting The Match
The ref will line up 4 balls along each back line (end-line).
Opposing teams are to line up on the mid-court line. (This is done for safety reasons)
At the sound of the whistle or call, each team will rush to pick up the balls designated as theirs by the referee.
After the rush, the 10 second count will begin for both teams. All balls are shared between teams.
Substitutions
Substitutions may only be made in between rounds.
Timeout
Each team may call one (1) timeout per match that can be used in between games.
The Code of Conduct is for all players participating in DSL Dodgeball. This document outlines unacceptable behavior and their repercussions; this ensures respectful competition in an environment appropriate for an adult recreational league. Referees WILL report all incidents to PSL within 24 hours. If players wish to provide feedback regarding the league or referees, please contact DSL at [email protected]
1) Unsportsmanlike Conduct (Minor Infractions)
The 1st offense of the following will result in a warning. If any of these minor infractions happen more than once during a match the player will be forced to sit for the remaining portion of the current AND following game. If said player continues to commit minor infractions after 2 instances, they may be dismissed from the building. Any player with a history of recurring unsportsmanlike behavior will be subject to further suspensions.
Examples of minor infractions include but are not limited too:
- Failure to quickly exit active play when out. This includes PURPOSELY remaining in play while leaving the court.
- Kicking or hitting a ball to aid a player when sitting/standing on the side line (not involved in active play).
- Punting the ball.
- Holding up the flow of the game by arguing a call (if you have an issue with a call, wait until the end of the game to discuss with the referee).
- Being disrespectful to a player or referee.
2) Unsportsmanlike Conduct (Major Infractions)
If any major infraction is committed, it will result in immediate ejection from the facility. Depending on the severity of the infraction, partial/full season suspension without refund or a permanent ban may be warranted.
- Multiple minor infractions are considered major. This could involve repeat instances in the same night or accumulating from week to week.
- Striking a Referee or Player: all other Major infractions are subject to dismissal and/or extended ban from DSL. The player will be ejected from the match and may face a suspension when physically confronting/engaging a referee or player.
- Verbally threatening a referee or player.
- Intentional destruction to either the facility or DSL's equipment.
This Code of Conduct is to ensure good sportsmanship exhibited by ALL participants - THIS IS A RECREATIONAL LEAGUE.
Additional Clarification of Rules:
All of the games played, within the hour, consists of a match (i.e. the first team to win 7 games wins the match)
Some calls can be disputed quickly like showing a referee that the ball was caught off a deflection which the referee may have missed. But NOTE, the referee's decision is final even if the call is missed.
Excessive swearing, not complying to the referee's call, throwing a ball at an opposing player when called out, etc.
SAFETY RULES - not a safety but players Safety.
Illegal Contact
There is to be NO intentional contact between opposing players at the line of scrimmage or down field, including "Bump & Run." The team of the player who initiates illegal contact will be penalized five (5) yards from the point the illegal contact was made. If the illegal contact is made at the line of scrimmage, the play will be replayed as well.
If contact is deemed excessive by the referee, an unnecessary roughness penalty of ten (10) yards may be assessed in addition to the illegal contact penalty, thus making the penalty fifteen (15) yards. Rough play will not be tolerated and may result in an ejection from the game and/or removal from the league as judged by the Commissioner.
Picking
No Picking. Run your routes and avoid contact.
Note: Some acceptable incidental contact will occur while players are running routes and within the normal course of play. Picks will not be called after incidental contact.
Unnecessary Roughness
Unnecessary roughness, such as rough-touching and grabbing jerseys, will not be tolerated. Unnecessary roughness will result in a ten (10) yard penalty from the point of the infraction and automatic first down. Extreme roughness may result in ejection from the game and/or league as determined by the referee and/or Commissioner. Any player trying to block a pass and hits the QB arm will be considered roughing the passer. 15 yard penalty replay the down unless the play results in a first down. If the play was successful 15 yards added to end of play, replay the down unless the play results in a first down.
Unsportsmanlike Conduct
Unsportsmanlike conduct will not be tolerated. Any unsportsmanlike conduct as judged by the referee will result in a ten (10) yard penalty from the point of the infraction, replay the down unless the play results in a first down.
Unsportsmanlike conduct includes, but is not limited to, taunting, excessive arguing with the referee, a fellow player, or an opposing player, pushing, biting, scratching, fighting, the use of profanity, etc...
Excessive unsportsmanlike conduct is subject to suspension and/or removal from the league entirely as judged by the Commissioner.
Protecting the QB
The Quarterback's arm should not be hit at all. If you are that close to him you should be going for his flags. Trying to block the pass while the ball is in his hand is prohibited. If his follow through hits you while you are trying to block his pass it will be a penalty. If the defender is hit going for flags the play will stand as is.
Automatic Rush
The defense may rush up to the line of scrimmage automatically after the snap if there are any additional players in the backfield with the quarterback or when the ball changes hands in the backfield. If not the defense must wait for the 3 second count or use their 1 automatic blitz (1 per first down). Defense must also announce blitz. No fake blitzes.
Blitzing
The defensive team may blitz the quarterback once during each set of downs. Upon the ball being snapped and touched by the quarterback, the defensive player may blitz the quarterback. Any defensive player can call "BLITZ" for all to hear, including both teams and the referees before it rushes the quarterback or the play will be ruled off-sides on the defense. The blitzing player may not cross the 3 yard safety zone until the quarterback touches the snapped ball. The penalty for an illegal blitz is considered off-sides on the defense and will result in a penalty of five (5) yards and replay of downs. There are no fake blitzes. If you yell blitz it will count as your blitz. If you already used it it will be a 5 yard penalty replay down or the offense can take the result of the play.
Cadence
The quarterback, or offensive player receiving the snap, must give a verbal or visual cue to start each play. Silent snaps are illegal. The penalty for an illegal snap is five (5) yards and replay of down.
Defensive Pass Interference
A defensive player may not interfere with an offensive players attempt to catch a pass. The penalty for defensive pass interference is fifteen (15) yards and if it results in a first down then it will be awarded. If not replay down. If the infraction is in the endzone, the ball will be spotted on the 1-yard line. If the infraction occurs in the last 2 minutes of the game or half it will be the greater of (15) yards or a spot foul.
Delay Of Game
The offensive team thirty (25) seconds to snap the ball after the ball has been spotted. If the offensive team does not snap the ball within thirty (25) seconds of the ball being spotted, it will be penalized five (5) yards for delay of game.
First Downs
The offensive team shall have four (4) downs to earn another first down or score a touchdown. First downs are earned by crossing the designated first down markers in four (4) or less downs.
If the offensive team fails to earn a first down or score a touchdown, possession of the football will be given to the opposing team. Offensive teams may elect to punt/throw the ball to the opposing team on any down.
The ball will be spotted by the furthest hip. The ball is not an indication.
DIVING FOR A FIRST DOWN MARKER IS PROHIBITED! If a player dives for a first down marker, the ball will be spotted where the player left his/her feet.
Diving
A player carrying the ball may NOT dive for a first down marker or the endzone. If a player dives for a first down marker or the endzone, the ball will be spotted where the player left his/her feet. Jumping is allowed to avoid contact. Side jumps or jumping over a player on the ground, but the players must remain on their feet. If he or she does not it will be considered a dive
Flag Belts/Flag Guarding
Any attempt made to stop or swat at an opposing player trying to grab flags will result in a spot foul, play is dead.
There are two types of flags. Pop off flags which have two flags and the pull flags which have 3. Either can be worn at your preference. The pop flag flags must be lined up on your side next to your hips. If they are in the middle of your body, touch rules apply. If the flag gets moved mid play then it's the next person to touch. No cut flags. Don't be that guy or girl. 1 warning will be given before being asked to leave. Every player must bring his or her own flag. No Velcro flags allowed.
Fumbles
Fumbled balls may not be advanced. A fumbled ball will be spotted where it hit the ground. A muffed snap that is dropped is considered a fumble. Muffed snaps are ruled dead balls and the ball will be spotted where it hit the ground. A lateral interception in the air is NOT considered a fumble and may be advanced.
Ball stripping to cause a fumble is NOT permitted.
Game Balls
Game balls must be adult or junior size. Teams must play with their own Referee inspected ball.
Game Length
Games are played in two (2) twenty-minute halves. there will be a 5-minute halftime between halves. Games will start no later than ten (5) minutes past the scheduled game time.
Shovel Passes
Shovel passes are legal forward passes.
Female Plays - NEW RULES AND FORMAT
Please note you can have a female play and it not be a female touchdown.
To ensure coed participation during games, a female player must be the operative player on offense at least once per first down. If you get a first down on second down, then it resets. Technically yes you can go a drive without using a female. Please note this example - If it is 3rd down and you didn't go to a female of 1st or 2nd down you either have to get a first down, or use a female play. If not 4th down will be a female play.
An operative player is defined as a player who:` New Rule
- Is the QB (Must attempt to complete a forward pass or scramble/run to the line of scrimmage.)
- Is the intended receiver as judged by the referee.
- Is the running back (Must run to the line of scrimmage.
- New Rule - It will be a considered female play on pitch to a girl as long as she advances past the point of the pitch. Example a hook and ladder will be a female play if she catches it and pitches or receives a pitch and advances it past the point of the pitch. This is considered a female play but not a female touchdown. With that being said if the female receives a pitch behind the line of scrimmage and takes it to the house it will be a female touchdown. The main reason this rule was added was to stop the doubling up of females when it was a girl play. This way it is a little easier for the offense to find new ways to get females involved.
A pass intended for a female player, as judged by the referee, that is deflected by a female player and caught by a maple player is ruled a female play, not a female touchdown.
A pass deflected by a male player and caught by a female player is ruled a female play, if she takes it to the house this will be considered a female touchdown.
An operative player is NOT defined as a player who:
- Simply hands off the football.
- Receives a hand off and immediately gives the ball back to a male player before crossing the line of scrimmage.
A player who stands still and does not attempt to advance the ball down field.
With the new rule, a female play will only occur on 4th down. If the QB throws to a guy, it will be a turnover on downs, Ball spotted where it was first touched.
Scoring
Male Touchdowns are worth six (6) points.
Female Touchdowns are worth nine (9) points.
- Female touchdowns are a forward pass by a female
- Female catch for a touchdown
- Female run from behind the line of scrimmage. Includes a pitch from a teammate behind the line of scrimmage.
The team scoring a touchdown has the option to attempt a one (1) point or two (2) point PAT (Point After Touchdown). A one (1) point PAT attempt is made from the three (3) yard line or kick from 10 and a two (2) point PAT is made from the ten (8) yard line or kicked from the 15. Female Extra Points are worth one (1) additional point.
A ball intercepted or a kick returned during a point PAT attempt may be returned by the defense for what the offense was going for.
Field goals are worth 3 points, 4 points for females. Must be kicked 7 seven yards from line of scrimmage on inner sideline.
No blocking field goals or PATS.
Safeties are worth two (2) points.
General Rules
Please visit http://www.delawreleagues.com/pages/generalrules.
Holding
Holding an opposing player by any part of his/her body, including their uniform, to prevent them from making a play, is illegal. The penalty for holding is ten (10) yards from the line of scrimmage and a replay of the down. the offense may decline the penalty and accept the result of the play if it wishes. If a player holds a shirt while attempting to grab a flag the greater of 5 yards or the result of the play will be enforced.
For a holding the shirt penalty to be enforced, an offensive player's belt/flags must be over his or her shirt. Shirts that are covering flags will be considered flag guarding and a spot foul when touched.
Illegal Forward Pass/Illegal Forward Pitch
The quarterback may not throw a pass once he/she has crossed the line of scrimmage. The penalty for an illegal pass is a spot foul. The defense has the option to decline the penalty and accept the result of the play. The same rules apply to a pitch that is considered forward.
New Rule - A forward pass must be attempted behind the line of scrimmage with no more than 2 backward passes. Once there is a 3rd backward pass there can be no forward passes.
Illegal Motion
Players are allowed to be in motion at the time of the snap. They can not get a running start. All motion must be lateral or backward.
Legal Catch
Receivers need only one (1) foot in bounds while in possession of the ball for a passing play to be considered a legal catch.
If, in the judgment of the referee, a receiver would be able to legally catch a pass, but was pushed out of bounds by a defender while in the air, a completed pass will be awarded.
Receivers can not intentionally leave the field of play and receive a catch. If they accidentally leave the field of play as determined by the umpire they may receive a catch but must re-establish their feet in bounds. This includes running out of the back of the endzone in an attempt to avoid a defender. However, a player who runs out of bounds may legally catch a ball that was tipped or touched by another player.
Line-up
Each team shall field no more than eight (8) players, with at least three (3) women on the field. Teams unable to field a "full" team may play with a minimum of six (6) players (4 men & 2 women). 3 offensive players must remain on the line for 3 seconds but can move laterally. If a team blitzes they can advance at will. New rule is there is no gender requirements for the line. Teams not able to field the minimum number of six (6) players may play a "legal" game with a short-handed line-up with the consent of the opposing team's captain. The opposing team also has the right to elect to receive a forfeit win if it so desires.
Offensive Pass Interference
An offensive player may not interfere with a defensive player's attempt to intercept a pass. The penalty for offensive pass interference is a five (10) yard penalty from the line of scrimmage and repeat of down.
Off Sides (Including Illegal Rush)
The team of a player that crosses the 3 yard buffer from the line of scrimmage before the ball is snapped or before the rush has been completed will be called for off sides. The penalty for off sides is a five (5) yard penalty, and repeat of down or the result of the play.
Rush
Referees are responsible for calling the rush count for both teams.
The rush count will be as follows:
"1-one thousand, 2-one thousand, 3!!"
A defensive player who rushes the quarterback before the referee calls "GO!!," will be penalized for being off-sides.
False Start
There is no false start. If the offensive player is offside at the time of the snap he or she has the option to take themselves out of the play. If they do play on, a 5 yard penalty will be applied or result of the play.
Overtime
There is 1 possession overtime for regular season games. Each team will start from the 20 and have a chance to score. Similar to college rules. In playoffs this process is repeated until there is a winner. A coin toss determines who possesses the ball first.
Penalties
Games will be played according to NCAA rules unless stated otherwise.
Punts
A punt must be declared before it is executed. All punts are "free" punt, as they may not be blocked. Fake punts are not allowed.
Punts are "Open" plays and may be executed by a male or female player.
The punting team does not have to snap the ball before punting. All punts must be kicked. The team punting the ball may not cross the line of scrimmage until the ball has been punted. There is no minimum number of players that must be on the line of scrimmage at the time the punt is executed.
Downfield blocking after the punt is not allowed.
A caught punt is a live ball and may be returned up field.
A punted ball that touches the ground is a dead ball.
A punt kicked through the endzone will be spotted on the 8 yard line or 20. Offense chooses.
A punt downed in the endzone by the receiving team will be spotted at the 8 yard line or 20. Offense chooses.
Quarterback Snaps
The ball must be snapped to the quarterback to begin play. Quarterbacks may not snap the ball to themselves.
The center does not have to snap the ball between his/her legs. The ball may be snapped in a backward lateral-type fashion.
A quarterback must give a verbal or visual cue to begin the play.
Referees
Games will be refereed by officials trained & assigned by the Heyday.
Sacks
If a quarterback is sacked, the ball is spotted where he/she had the flag pulled.
If a male player is the quarterback on a play which could be either a male or female play and he is sacked, the play stands as a male play, no matter who was the intended receiver.
Safeties
A two (2) point safety will be awarded to the defensive team if a player from the offensive team:
- Is a flag pulled in his/her own endzone while in possession of the football, excepte during punt returns,
- Crosses the back of his/her endzone while in possession of the football,
- Snaps the ball across the back line of his/her endzone,
- Fumbles the ball in the endzone.
As a result of a safety, the defensive team receives two (2) points and the offensive team must punt a "free" kick or throw from its own ten (10) yard line.
A player having intercepted a pass or received a punt in the endzone cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the football and returned to the endzone in an attempt avoid being tagged.
Shoes
No metal spikes or metal pointed cleats permitted. However, players should wear plastic cleats.
Sidelines
Substitute players may NOT stand on the sideline on fields that share a sideline with another field. Substitute players must remain beyond one of the endzones during these games so they do not interfere with the playing of the game or the referees.
Sleeper Play
The "Sleeper Play," an offensive player sneaking onto the field and not joining the huddle in an attempt to run downfield without being covered by the defense, is illegal. The penalty for executing such a play is fifteen (15) yards from the previous spot of the ball and replay of down.
Stoppage Of Play
Play will continue until:
- The ball carrier has their flags pulled (in the event the runner loses their flags they must be tagged by an opposing player with two (2) hands.
- The ball carrier leaves the field of play,
- The ball touches the ground as a result of a fumble or incomplete pass,
- One (1) of the ball carrier's knees touches the ground,
- The ball carrier scores a touchdown.
Time - NEW RULES
Games will be divided into two (2) twenty (20) minute halves.
There will be a running game clock, except for the last minute of the first half and the last two (2) minutes of the second half.
The game clock will be maintained by the referee. During the first nineteen (18) minutes of the first half and the first eighteen (18) minutes of the second half, the clock will run continuously except during time-outs, serious injuries and/or disputed calls, as judged by the referee. A
Each team is permitted two (2) one (1) minute time-outs per half. A two minute warning will be given at each half.
During the final two minutes of each half , the referee will stop the game clock:
- After an incomplete pass,
- When the ball is carried out-of-bounds,
- When either team scores (The clock will remain off during the PAT attempt and will not start until the opposing team snaps the ball during its next possession
- During the change of possession
- When a penalty is being marked off
- When a team calls time-out
Halftime will be five (5) minutes, time permitting. The referee holds the right to shorten halftime if the game is running behind its scheduled allotted time to be completed.
If one team is leading by seventeen (17) points or more, the clock will run continuously during the last two minutes of the game.
Baserunning
First base and home plate may be overrun. However, if a player overruns first base and motions or turns toward second base, he/she is considered in play and may be tagged out.
The baseline is defined by the imaginary line between the baserunner and the base he/she is attempting to reach. Baserunners may not run more than three (3) feet toward the infield or outfield to avoid being tagged out by a defensive player.
Bunt Line - NEW RULE
Bunting is not allowed. Players must use a full kick, as determined by the umpire, when kicking the ball. A kicked ball will be ruled a bunt if the ball does not pass the bunt line. The Bunt Line is a line that stretches across the infield from 1st to 3rd, through the pitchers mound.
Defense
In addition to strike outs, caught fly balls, and tag outs, a runner is out if struck by a fielder thrown or kicked ball (below the head) while base running.
Hitting a runner with a ball above shoulders is prohibited and results in a dead ball. The runner will advance to the base they were trying to achieve. If the runner intentionally uses his/her head to block the ball, as ruled by the umpire, he/she will be called out.
This rule DOES NOT apply to a runner who is sliding or leaves their feet voluntarily. Unless the umpire rules the throw was INTENTIONALLY thrown at a players head, while sliding or jumping, the player will be ruled OUT when hit by the ball.
Players that throw a ball with intentional force out of anger or to otherwise deemed by the umpire as unsportsmanlike will be immediately ejected from the game and will serve a one (1) game suspension the following game.
Fielding Positions
The fielding positions are as follows: Catcher, infielders (4) and outfielders (3). Catchers may play in the infield or the outfield if they so choose.
Game Balls
Balls supplied by the league umpire must be used as game balls. They are 10" Adult Kickballs.
Game Format
There may not be more than six (5) male fielders. If 3 women aren't present at the start of the game, you can start with fewer.
A team may play with as few as six (6) players, but two (2) of the players must be female.
Games will be seven (7) inning games, time permitting.
A new inning may not be started with ten (10) minutes or less left in the allotted time to play the game.
Game Times
The first five (5) minutes are allotted for warm-up. Games are to begin immediately following the warm-up period.
General Rules
Please visit http://www.delawareleagues.com/pages/generalrules.
Gender Equity Rules - New Rule
All outfielders must remain behind the outfield cone when a female is kicking until the ball has been kicked. If an outfielder crosses the line before contact has been made, the kicker advances to first base. No more than six (6) players are allowed in the infield before a pitch. If a male kicker is walked and is followed in the line-up by a female kicker, the female kicker may elect to take a walk.
Infield Fly Rule
The Infield Fly Rule is to prevent infielders from intentionally dropping a pop-up to attempt to turn a double or triple play.
When the umpire, and only the umpire, calls an infield fly, the batter is out. The rule is only in effect when there are runners on first & second or the bases are loaded with less than two outs. The ball is not dead. An infield fly is treated as a regular fly ball; base runners are not forced to run, but they must tag up, before advancing with the risk of being thrown out.
Kicking
Kicks must be made by foot. Contact made above the foot results in a called strike call.
Kickers may not kick the ball beyond the "Kicking Line". Stepping the entire foot beyond the kicking line will result in a foul ball call. Foul balls count as strikes. After two (2) foul balls the kicker will be called out on strikes.
Every pitch counts. If a pitcher rolls the ball and the player decides not to kick it, that is considered a strike.
Bunting: Bunting is not permitted. In addition to kicking the ball with a full kick, a kicked ball must pass the bunt line for it to count as a live ball. If the ball does not pass the bunt line it will be considered a bunt and the ball will be called a foul ball strike. If a fielder touches a kicked ball before it passes the bunt line, the ball is live and in play.
Kicking Order
EVERYONE KICKS whether they are in the field that inning or not.
Teams may design their kicking order however they want before the game. Once the game has started the kicking order may not change. Kicking out of order will result in an out. It is the opposing team's job to appeal the kicking order. Umpires are not responsible for knowing the kicking order of each team.
In the event a player arrives late that player may enter the lineup after the last kicker in the order. If a team is playing with less than 3 girls then they must take an out in the place in which that player would have kicked in the order.
Mercy Rules - NEW RULE
If a team leads by more than ten (10) runs after the 5th inning, they win the game.
No more than seven (7) runs may be scored in innings 1-4 unless it has been declared the final inning.
There is no run limit for innings 5, 6, and 7. Out of PlayAll balls are deemed out of play when the ball is kicked or thrown over/beyond the fence line or 15 feet to any side or behind the plate.
When the ball goes out of bounds, the runner is granted the base he/she was advancing to and one additional base.
Players that have not reached halfway when the play is deemed "dead" (as determined by the umpire)must return to the previous base.
Pitching
The offensive team or - "kicking team" -at bat will supply the pitcher.The pitcher will roll the ball to the batter from the pitchers mound.
An at bat will consist of a maximum of 2 pitches. If the batter does not put the ball into play by the second pitch, they are out.
The pitcher shall not intentionally or unintentionally interfere with a kicked ball. If the ball is kicked and strikes the pitcher before striking anything else, the ball is dead, the batter is out, and all runners are returned to the bases occupied before the pitch.
NOTE: If the pitcher contacts the ball (kicked or thrown) in any other way (unintentionally) the ball is dead, all runners are returned to the bases occupied before the pitch. A player on the fielding team may not throw the ball to the pitcher in order to render the play dead. A player may not advance a base when the ball is being deliberately returned to the pitcher. The pitcher must make a reasonable effort to NOT interfere with the play.
Playoffs
Please visit, Playoff Format page.
Home/Away team for the playoffs is determined based on your regular season record.
If a Championship game ends in a tie after seven (7) innings, an 8th inning will be played.
Referee Fee
Each team is required to pay the referee $10.00 prior to the start of the first game. Referees reserve the right to cancel any match due to non-payment. If a team forfeits, it is responsible for the payment of both referee fees, a total of $20.00. Teams have fifteen (15) minutes to field a team before a forfeit is declared.
Roster
Only those named on the website roster are permitted to play in games. No unregistered substitutes may play.
Safety Rules
Fielders must stay out of the immediate path of a runner. If a fielder intentionally obstructs the path of a runner, as ruled by the umpire, the runner safely advances to the base he/she was approaching. Head first sliding & diving is not permitted. Doing so will result in the baserunner being called out. Tie Games
Tie Games
Time permitting, extra innings will be played to break tied games. Otherwise, tie games will be recorded as such in the standings. Extra innings will be played during the playoffs until a winner is declared.
Fouls & Infractions
All penalties result in in-direct kicks. The only direct kicks are Penalty Shots.
The ball is to be placed at the point of the infraction and to be put in play by any player on the affected team. No opposing player is allowed to be within ten (10) paces of ball prior to kick.
An in-direct kick is to follow these infractions:
- Charging
- Roughness
- Obstruction
- Handball
- Dangerous Play/Kick
- Slide Tackles
Excessive Body Checking - New Rule
Red and Yellow cards will be issued at the referee's discretion. A yellow card signifies a hard foul worthy of a warning followed by a red card for any subsequent hard foul. The yellow warning card can be bypassed for an immediate red card for severe fouls or unsportsmanlike behavior. Yellow cards result in a direct kick and a mandatory substitution of the carded player for a minimum of two (2) minutes. Red cards result in a direct kick and the ejection of the carded player, with additional discipline levied by league management up to and including permanent expulsion from PSL.
Penalties incurred within the goal box will be kicked from anywhere along the eighteen (18) yard box. The defense must stand half the distance between where the ball is being kicked and the goal.
Slide tackling will not be allowed. Intentional slide tackles will result in a red card and a direct kick being awarded to the opposing team at the point of the infraction. Multiple violations, fighting, or any flagrant violation may result in dismissal from the league without refund.
Game Format
During sixty (60) minute game slots, teams will play two (2) twenty-five (25) minute halves with a running clock and a five (5) minute break at the half. For leagues that run time slots less than one (1) hour, teams will play two (2) twenty (20) minute halves with a running clock and a three (3) minute break at the half. See the roster requirements above for your respective league. Games that end in a tie will be decided via shootout: see TIEBREAKER FORMAT.
General Rules
Please visit http://www.phillyleagues.com/pages/generalrules.
Goal Play
The keepers can use their hands within the goal area. This may be lines or cones. The ball may be picked up by the keeper after an opposing player is last to touch the ball or a teammate passes the ball with their head. The keeper can place-kick or throw the ball back in play.
The keeper may not throw the ball over mid-field.
Kick-off
Team captains will play Rock Paper Scissors to determine which team kicks-off. The team that wins will decide to kickoff or choose which side of the field to defend. Kick-off consists of the ball being placed at midfield and once kicked, must complete one (1) forward rotation before being touched by another player. The other team kicks-off to start the second half and teams must switch sides of the field / goals after the half.
Offsides & Out Of Bounds
There is no offside penalty. The field boundaries will be marked by cones placed by the referee at the consent of league players. Side-outs result in an INDIRECT KICK-IN. If the ball is played out of bounds on either side of the goal by the defense, a corner kick is awarded to the offense. Goal kicks will result from an offensive player playing the ball wide of the opposing team's goal and are to be kicked from five (5) yards from the goal-side cones.
Rotation & Substitutions
Player Substitutions may happen on the fly
Goalkeeper Substitutions MUST WAIT for a stoppage in play and acknowledgement by the referee. Substitutions are granted at the discretion of the referee. Play cannot be restarted until the referee has instructed accordingly.
Playoffs
Please visit, Playoff Format page.
Playoff games cannot end in a tie: see TIEBREAKER FORMAT.
Set-Up & Teardown
The goals are secured on-site along the perimeter of the field. The DSL referee and facility administrator have a key to unlock the goals prior to the first game each night. Once unlocked, goals should be moved into game position by players arriving early for the first scheduled match (see online schedule). For each time-slot, the first 5 minutes is allotted for warm-up and field prep. At the end of the last scheduled match, the goals are to be moved back to the location where they were originally found by the last group of players. DSL league balls provided by the referee must be used as official game balls.
A Note About DSL Softball Rules:
Rules not specifically covered by DSL Softball Rules will be enforced according to ASA (Amateur Softball Association) rules.
ASA rules may be found at http://www.asasoftball.com.
Arguing Balls & Strikes
Players may not argue balls & strikes with the umpire. Doing so is subject to immediate ejection from the game.
Baserunner Interference
Baserunners may not interfere with a defensive player making a play, except when sliding into a base. Baserunners interfering with a defensive player will be called out.
Any act, physical or verbal, taken by an offensive team member, player or coach, whether on the field or on the bench, that impedes, hinders, or confuses a defensive player attempting to execute a play will be called interference. Interference will result in a dead ball, play stopping, and the baserunner or batter-runner being called out. Physical contact with a defensive player does not need to occur for interference to be called. Example: Interference will be called if an offensive player calls for a pop-up by yelling, "I got it." (ASA Rules 1, 7.1D, 7.6, 8.2, 8.5, 8.7)
Bat List - Approved & Banned
Wood Bat Leagues
- Men may use any ASA approved WOOD bat. No baseball bats.
- All Wood bats must be single piece & 100% wood. The barrel of the bat may not exceed 2-1/4".
- Female batters may use any ASA approved bat they prefer.
Aluminum Bat Leagues
Bats - Illegal Use
Double-wall bats, triple-wall bats, two-piece bats, 100% composite bats, hot bats and all bats banned by the ASA are not permitted to be used in PSL games. Additionally, any bat listed on the PSL Banned Bat List is not permitted to be used in games.
If a batter using an illegal bat reaches base, and the usage of the bat is brought to the attention of the umpire before a pitch is thrown to the next batter, the batter using the illegal bat will be called out. Any runners that advanced while the illegal bat was in play must return to the base occupied before the bat was used. Umpires will remove illegal bats from play once alerted to their use.
Any player using an illegal bat may be ejected from the game and may be suspended for one (1) game and his/her team may be forced to forfeit the game if the illegal bat was used, WITHOUT WARNING!
Any bat in question should be immediately brought to the attention of the umpire. The umpire and/or Commissioner will make all final decisions regarding bat discrepancies.
Captains are encouraged to inspect all bats to be used in a game with the opposing captain and umpire during the presentation of ground rules.
Batting Order
Teams may design their batting order in any way they choose. Batters must remain in the same order for the entire game (barring an injury)
Batter Out Of The Batter's Box
A batter may not hit a ball while standing outside the batter's box. The batter will be called out when:
- One or both feet are touching the ground while completely outside the lines of the batter's box at the time the ball makes contact with the bat. Whether the ball is hit fair or foul has no bearing on the call. (ASA Rule 7.6D)
- Any part of either foot is touching home plate at the time the ball makes contact with the bat. Whether the ball is hit fair or foul has no bearing on the call. (ASA Rule 7.6E)
In both situations the ball is dead, play is stopped, and all baserunners must return to the base occupied at the time of the pitch.
The fields used during DSL games rarely have lined batter's boxes. So, out of the batter's box calls will be made by the umpire's judgment of the position of the batter. A batter standing out of the batter's box who swings and misses will not be called out. The pitched ball must be hit by the batter, regardless of the batted ball landing fair or foul, for the ball to be made.
Catch & Carry
When a fielder carries a live ball out of play, intentionally or unintentionally, the ball is dead, play will be stopped, and all baserunners will be awarded one (1) base from the last base touched at the time the ball was carried out of play. (ASA Rule 8.5J)
Catch & Carry occurs most often when a fielder catches a foul pop-up or foul fly ball and his/her natural momentum carries the player out of play. The caught ball is recorded as an out. In the event the caught ball is the third out, baserunners do not advance.
Commissioner
The Commissioner of the league holds the right to override any and all league rules if he/she deems necessary to ensure the safety, health, and well-being of league participants and the league itself.
Courtesy Runners
Courtesy runners are permitted for injured baserunners, but must be approved by the umpire. The umpire's decision is final. A courtesy runner may be used if a female batter, who is batting twice in the line-up, is on base and is due up to bat again. The batter of the same gender who made the last batted out shall be the courtesy runner for that gender.
Designated Hitters
Designated hitting is not permitted. All players taking the field must be listed in the batting order. All batters must play in the field at least three innings as well.
Double-Rostering
Double-rostering is permitted. However, a player must play for a team at least three (3) regular season games to be eligible to play for the team during the playoffs & MUST BE A MEMBER OF THE TEAM'S OFFICIAL ROSTER. DSL is NOT responsible for any schedule conflicts that may arise due to double rostering.
Foul Ball Outs
Any foul ball hit may be caught for an out.
Game Length
Time permitting, games will be seven (7) innings or one (1) hour in length, including warm-up time. The last inning will begin 10-15 minutes before the end of the hour. The umpire will enforce this rule and will make the call at the top of the final inning. Because of various circumstances in most games, some games may finish in less than an hour while others may run longer than an hour. Please respect the umpire's call in this matter. The umpire is instructed to keep all games on time in fairness to all teams playing in the league.
Exception: Games will be one hour 15 minutes in length, scheduling and/or field availability permitting.
Gender Equity
If a male batter is issued a walk and is followed in the batting order by a female player, the male batter is awarded 2nd base and the female batter takes her at bat.
All four (4) outfielders must remain behind the outfield cone when a female is batting until the ball has been hit. If an outfielder crosses the line before contact has been made, the batter advances to first base. CONES ARE TO BE PLACED 150' FROM HOME PLATE (APPROXIMATELY 50 PACES)
General Rules
Please visit http://www.phillyleagues.com/pages/generalrules.
Ground Rules
The umpire and both team captains must agree on ground rules prior to the start of each game. All ground rules calls made by the umpire are final. All bats to be used during the game should be inspected during the presentation of ground rules to ensure they are legal. Each team's batting order and batting order ratio should be shared and/or discussed during ground rules as well.
Infield Fly Rule
The purpose of the Infield Fly Rule is to prevent infielders from intentionally dropping a pop-up in an attempt to make a double or triple play.
The Amateur Softball Association (ASA) defines it in the Official Rules of Softball as: An infield fly is a fair ball (not including a line drive or an attempted bunt) which can be caught by an infielder with ordinary effort when first and second or first, second, and third bases are occupied before two are out. Any defensive player who positions himself/herself in the infield at the start of a pitch shall be considered an infielder for the purpose of the rule. The infield fly is ruled when the ball reaches the highest point based on the position of the closest fielder regardless of who makes the play. When it seems apparent that a batted ball will be an infield fly, the umpire shall immediately declare, "Infield fly, the batter is out," for the benefit of the runners. If the ball is near a foul line, the umpire shall declare, "Infield fly, the batter is out if fair."
"The ball is alive and runners may advance at the risk of the ball being caught. The runner can tag up and advance once the batted ball is touched (prior to catching), the same as on any fly ball. If a declared infield fly becomes a foul ball, it is treated the same as any foul."
Here are some things to remember about the infield fly rule:
- It must be called by the umpire.
- It only applies when there are less than two outs.
- It only applies when there are runners on first and second, or runners on first, second, and third bases.
- When the umpire calls it, the batter is automatically out.
- The ball is NOT dead.
- An infield fly is treated as a regular fly ball; base runners are not forced to run, but they must tag up before advancing with risk of being thrown out.
Intentional Walks
Intentional walks are permitted. The pitcher will just let the umpire know. Same rules apply for gender equality.
Interference
Any act, physical or verbal, taken by an offensive team member, player or coach, whether on the field or on the bench, that impedes, hinders, or confuses a defensive player attempting to execute a play will be called interference. Interference will result in a dead ball, play stopping, and the baserunner or batter-runner being called out. Physical contact with a defensive player does not need to occur for interference to be called. Example: Interference will be called if an offensive player calls for a pop-up by yelling, "I got it." (ASA Rules 1, 7.1D, 7.6, 8.2, 8.5, 8.7)
Jewelry
Exposed jewelry should not be worn during games, as doing so may be a danger to the player wearing the jewelry and fellow players. Such items include, but are not limited to, wristwatches, bracelets, necklaces, earrings, and other facial piercings. Medical bracelets are encouraged to be worn if needed. Umpires are instructed to ask players to remove all exposed jewelry.
Leading & Stealing
Leading off base and stealing bases is not permitted. Runners may leave the base once a pitched ball crosses the plane of the plate or is hit by the batter. If a runner leaves early, the umpire will call "no pitch," and the runner will be called out. If the called out is the third of the inning, the batter will be the first batter to the plate the following inning. (ASA Rules 7.2C, 8.4F, 8.7R)
Lineup
A maximum of ten (10) players, no more than seven (7) men, may play in the field at one time. A minimum of eight (8) players must be in the field to play an official game. There are NO position requirements regarding gender. However, a team must field a catcher. If a defensive team has just eight (8) players, it may request the offensive team supply a catcher to retrieve pitched balls only. The substitute catcher may NOT make defensive plays. The offensive team may opt to NOT supply a catcher. However, in the social spirit of the game, offensive teams are encouraged to supply a catcher if needed, except during playoff games. If a team does not have enough players to begin a game within ten (10) minutes following the scheduled start time, the game will be forfeited to the opposing team.
Subs vs Borrowed players
A sub is considered a player who is not playing in your league and you asked to help fill your roster. All subs must still fill out the sub waiver form online. If you decide you would like to add the sub to your roster that is fine too as no subs are permitted for playoffs without league approval. A borrowed player is someone who is playing in your league and you ask to help out. You ask a borrowed player to fill up your roster to 10, with a maximum of 3 borrowed players.
Mercy Rule
The Mercy Rule will be enforced. A team will be awarded a victory if it leads by ten (10) or more runs after the completion of five (5) or six (6) full innings.
No more than seven (7) runs may be scored in each of the first four (4) innings. If the offensive team scores seven (7) runs before three outs are recorded, the inning ends and teams switch sides.
The offensive team may score as many runs as it can after the fourth inning.
Obstruction
Any act, physical, or verbal, taken by a defensive team member, player or coach, whether on the field or on the bench, that is not in possession of the ball and impedes, hinders, or confuses an offensive player from hitting a pitched ball or reaching base will be called obstruction. Physical contact with an offensive player does not need to occur for obstruction to be called. Examples: Faking tags is obstruction. Blocking a base without the ball is obstruction. (ASA Rules 1, 8.1, 8.5B)
Obstruction calls are delayed calls and will only be made if the obstruction hinders a baserunner or batter-runner from reaching a base attempted to reach. In the event obstruction is called, the baserunner or batter-runner will be awarded the base he/she was attempting to reach when the obstruction occurred.
Overthrown Balls Out Of Play
Overthrown balls that go out of play result in a dead ball situation and play is stopped. All baserunners, including the batter-runner, will be awarded two (2) bases when a ball is thrown out of play. The awarding of bases will be determined by the position of the runner when the ball left the fielder's hand. The baserunner is awarded two (2) bases from the last base legally touched when the ball left the fielder's hand. Whether the ball was thrown from the infield or outfield has no bearing on the play. (ASA Rule 8.5G)
On plays when the runner is retreating to a base to tag up when a ball is thrown out of play, they would advance 2 bases from the base they established at the start of the at bat.
Pitch Height Requirements
A legal pitch must have an arc of 6' - 10'. Any pitch that is not deemed legal by the umpire will be called a ball. An illegal pitch may be hit at the batter's peril.
Pitching Position
The pitcher's rubber will be placed 50'-0" from the back tip of home plate. While it is suggested the pitcher keep one foot on the pitcher's rubber while pitching, the pitcher may throw a pitch while standing no more than one (1) foot away from the rubber in any direction, including forward. Pitcher's should pause before each pitch to allow batters to become set in the batter's box. Pitcher's may not "quick-pitch" batters. Quick pitches will be called "no pitch" by the umpire.
Player Eligibility
Teams are to be comprised of men and women, eighteen (21) years old or older. There is no limit to the number of players on a team's roster.
Playoff Format
Please visit, Playoff Format page.
Run Limit
An inning run limit applies to all games. There will be a seven (7) run limit per inning for innings 1-4, unless one of the innings is declared the final inning. An unlimited number of runs may be scored after the four inning or during the final inning.
Shoes
No Metal Spikes permitted.
Sliding
Sliding is permitted, but NOT required. However, contact between baserunners and defensive players will be closely monitored. Any excessive contact or unnecessary contact, as deemed by the umpire, will result in the baserunner being called out and/or ejected from the game. When a defensive player has the ball and a baserunner remains upright and collides with the defensive player, the ball is dead, play is stopped, and the baserunner is called out and/or ejected from the game. All other baserunners must then return to the base last touched or occupied. (ASA Rule 8.7Q)
Stealing
Base stealing is not permitted.
Umpires
Trained PSL umpires will call balls & strikes, and put-outs in the field. All judgment decisions are final. Any excessive disagreements with the umpire will result in ejection from the game and/or league if deemed necessary by the Commissioner.
Pete Capriotti is the Umpire-In-Chief of DSL Softball. You may contact him at [email protected] or 302-595-1090 for rules clarification.
Beginning The Match
Team captains will play a single round of Rock Paper Scissors to determine which team serves first.
The losing team of each game serves first in subsequent games.
Teams must switch sides after each game.
Disputed Calls
All calls made by the referee are final, cannot be disputed, and will not be overturned. During matches played without referees, disputed points will be replayed.
Game Balls
Games must be played with PSL League volleyballs distributed by the League Manager or referee.
Glow Leagues
ALL GLOW VOLLEYBALL LEAGUES ARE RECREATIONAL LEAGUES. NO SPIKING ALLOWED!!!
Any player spiking the ball may result in an ejection from the game.
General Rules & Regulations
Please visit http://www.phillyleagues.com/pages/generalrules.
Match Rules
Matches, consisting of three games, will be one (1) hour in duration, including a five (5) minute warm-up period. Scoring will be rally scoring to twenty-five (25) points, win by two (2) points or the first team to score twenty-seven (27) points. All three (3) games in the match will be played regardless of the outcome of the first two (2) games. If there are fifteen (15) minutes or less in the scheduled match time at the start of the third match, scoring will be rally scoring to fifteen (15) points.
Net Play
Players may not contact any part of the net with their body, hair being an exception, while the ball is in play.
Balls may be played from the net.
While returning the ball, a player may follow through over the net, providing he/she first hits the ball above or on their side of the net.
A player may touch the center line with his/her foot, but may not cross the center line entirely. Contacting the floor across the center line is illegal. The center line does not extend beyond the posts.
Crossing the vertical plane of the net with any part of the body with the purpose of distracting an opponent while the ball is in play will be grounds for ejection from the game.
Players in the front line may switch positions after the serve. Players may not move until the ball has been struck by the server. Players must remain in their positions relative to their teammates. (Example: Center must remain between outer positions, outer positions must remain outside center.)
Only front line players may block or take part in a block. Back-row hitting is permitted behind the ten (10) foot line.
Playoffs
Please visit, Playoff Format page.
Referee Fee (When Applicable)
Some of our leagues do not have referees. For the leagues that do, each team is required to pay the referee $10.00 prior to the start of the first game. Referees reserve the right to cancel any match due to non-payment. If a team forfeits, it is responsible for the payment of both referee fees, a total of $20.00. Teams have fifteen (15) minutes to field a team before a forfeit is declared.
Roster
Only those named on the website roster are permitted to play in games. No unregistered substitutes may play. Roster Sizes are determined by format.
Coed 6's: 8 player Minimum
Coed 4's: 6 Player Minimum
Rotations & Substitutions
Only one (1) player may rotate in prior to their team's serve. The player in the front-right position substitutes out while the new player enters the game as the server.
Service
The server is located at the back-right position.
Serves may be underhand, overhand, or sidearm from anywhere behind the back boundary line between the side boundary lines.
The server may not step on or over the back line until contact has been made with the ball. The server must announce the score before the ball may be served.
The ball is allowed to hit the net on the serve, ruled a let serve, as long as it goes over the net into the opponent court, poles or players on the serving team.
Team Size
Coed 6's (Ratio 4 Men: 2 Women) - 8 Player Roster Minimum
Teams should consist of six (6) players on the court at a time. No more than four (4) men may be on the court at any time. If a team has either four (4) or five (5) players, with a minimum of one (1) woman, the game will be considered a legal game. There is no maximum limit on the number of female players on the court at one time. Teams with less than four (4) players or without one (1) female player, may play an official game with the consent of the opposing team. Teams consenting to play an official game against a short-handed team waive their right to a forfeit win. Teams may use substitute players during the regular season in order to field a full team. Substitute players are not permitted during the playoffs.
Coed 4's (Ratio 2 Men: 2 Women) - 6 player Roster Minimum
Teams should consist of four (4) players on the court at a time. No more than two (2) men may be on the court at any time. If a team has either three (3) players, with a minimum of one (1) woman, the game will be considered a legal game. There is no maximum limit on the number of female players on the court at one time. Teams with less than three (3) players or without one (1) female player, may play an official game with the consent of the opposing team. Teams consenting to play an official game against a short-handed team waive their right to a forfeit win. Teams may use substitute players during the regular season in order to field a full team. Substitute players are not permitted during the playoffs.
Timeout
Each team is permitted one (1) timeout per game.
Games are played according to USA Volleyball rules unless stipulated otherwise.
Volley Play
The serve may not be returned with a spike. Serves may not be blocked at the net.
All players must be within the playing court boundary until the server makes contact with the ball.
A player may go outside the playing court boundary while the ball is in play.
Any ball coming to a momentary rest in a player's palm or open hand shall be considered an illegal carry, lift, or throw.
During the first hit of the team, not blocking, the ball may contact various parts of the body consecutively, provided that the contacts occur during one action.
Balls that hit the ceiling during volley play may be played providing the ball stays on the attacking teams side of the net and they have hits remaining. Basketball backboards are considered part of the ceiling.
A served ball that hits the ceiling or basketball backboard may not be played.
Balls that hit any walls are considered out of play. If a ball hits the boundary line, it is ruled in.
To be considered in play, the ball must pass over the net within the lines and their imaginary continuation to the ceiling.
A ball may be played off any body part, including the head or feet. A ball struck with an aggressive kicking motion rather than by an extended leg will be ruled dead.
New Jersey
5 on 5 - Teams must have at least one female player on the court. If a team does not have a female available, both team captains must agree to allow the team to play short. A female player cannot be replaced with a male player. Team shirts must be worn during the games.
Two twenty minute halves with a 3 minute halftime. Running clock until the final 2 minutes of the game. Clock will only stop for injury or official's time out. Two minute overtime if there is a tie game.
Each team gets two timeouts per half. 30 second unwritten shot clock.
No full court press until the final 2 minutes of each half.
Substitutions are allowed on dead balls, after a foul or violation, but not after a basket.
Fouls:
Team fouls: When a team reaches 7 team fouls in a half, the opposing team shoots 1Ã??-1 free throws. The 10th team foul will result in an automatic 2 free throws for the opposing team.
***During the final 2 minutes of the game, even if a team has not reached the bonus, the second intentional foul will result in 1-1 and all fouls after that will be an automatic two free throws.
Technical/Flagrant Foul: You will be eliminated from the game after the first technical foul is committed. Technical fouls may be called for: bad language, unsportsmanlike conduct, fighting, etc.
Forfeits
If a team has to forfeit a game, the score of the game will be 35-0.
Playoffs
To determine the standings at the end of the regular season, the tie-breakers are as follows:
1. Head to Head Matchups
2. Highest Point Differential
3. Strength of Victory against common opponents
4. Strength of Schedule
NonÃ?Â-Roster Subs
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 5 players unless needed to satisfy the gender rules. A team must have at least 3 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
Any guests or members that plan to consume alcohol provided by the bar do so at their own risk and must be at least 21 years old with a valid ID. BAM is not responsible for the actions of members under the influence of alcohol nor promotes consumption.
League Format
Teams will have 2.5 hours to play one match. The match format is best out of three games where the team with a higher combined score than their scheduled opponent wins a game. A team consists of 4-6 players. All players that show up can bowl in each game. BAM takes the four (4) highest scores and drops the two lowest scores to determine the team's weekly score.
The first team to win two (2) games wins the match. If the match is completed with additional time, the teams may play more games for fun. All play must stop and shoes returned before the three (3) hour limit. When only three (3) bowlers are in attendance for a team, slot four (4) will be bowled by all three (3) bowlers, with all three (3) alternating frames to come up with a 4th score. Bowler 1 bowls frame 1 for the 4th player, bowler 2 bowls frame 2, bowler 3 bowls frame 3, etc.
Online Resources
Please reference the BAM website for the schedule of weekly match-ups. Team scores, match winners, and high scorers will be posted by the end of each week. All participants are encouraged to check online standings to ensure accuracy of their scores.
Playoffs
The top two (2) teams qualify for a championship match the last week based on regular season standings. All remaining teams will play consolation matches and will be scheduled simultaneously.
Team Shirt
Participants must wear the team shirt distributed the first night in order to be identified as a league member and receive complimentary shoe rentals and specials from the venue.
TEAM AND PLAYERS
- Teams consist of 6 players on the court with other team members as substitutes.
- Teams must field at least 4 and no more than 6 players.
- Teams must field at least 3 of its own players to begin a game.
- Teams must have at least 2 females on the court, and no more than 4 males at all times.
- If 1 female is fielded, the team may only have a maximum of 5 people on the court.
- If 0 females are present, the team must forfeit unless opposing team allows it.
GAMEPLAY - REGULATION GAMES
- Each Match is a best of 13 games. First team to win 7 games wins the match.
- Each round is a maximum of 4 minutes.
- The team with the most players left at the end of the 4-minute round will win that round.
- If teams have an equal number of players at the end of the 4-minute round, there will be a 2-minute overtime. Overtime is 3 on 3, any 2 males and 1 female may represent their team in overtime. In overtime if there is a catch the person who threw the ball is out but no player comes in. Double overtime will be 1 minute of 1 on 1 and using a ball to block is not allowed.
- Substitutions are only allowed in between rounds.
BEGINNING OF THE GAME AND PLAY FORMAT
- The game will begin with the referee placing three balls on each back line. Teams will be able to pick up the balls once the referee blows the whistle, signaling the start of the game. The Attack Line is the centerline of the court. Players must be behind the Attack Line when throwing the ball at opposing players. Players will never be allowed to cross the center of the court for any reason including attacking or retrieving balls.
THROWS
- No throw may be made above the shoulders of a player on the opposing team. If a player hits an opposing player in the head they will be called out. (This includes hitting a players hands if they block their face in self-defense).
- If this action becomes persistent, the referee has the authority to eject the player from game/match.
- If a player is kneeling, ducking, or bending down and they are hit above the shoulders, they will be called out.
- No unnecessarily hard throws, especially a man throwing at a woman.
HOARDING
- Players are only allowed to possess 1 ball at a time. If a player has 1 ball they must throw it or pass it to a teammate before taking another ball. If you are holding a ball you can not catch another ball unless you drop the ball you are holding before completing the catch.
ELIMINATION OF PLAYERS
- Any player hit by the opposing teams ball, on the fly, will be eliminated. Eliminated players must stand out of bounds, in a designated area, in the order that they were eliminated.
- If a thrown ball is caught by an opposing player, the player throwing the ball will be eliminated. The team that caught the ball will be allowed to bring back a player in the order they were eliminated (starting with the first person removed). Also, if a ball hits a player and deflects into the air and is caught by someone on their team the player who threw the ball is out but the catching team does not get to bring a player back into the game.
- One ball can not eliminate two players. For example if a thrown ball hits a player on the opposing team and deflects off them and hits another player on the opposing team only the player that got hit first is out.
- A ball is considered dead once it hits the wall, nets, or ground. Once the ball is dead it can not be caught or get a player out.
- Throws at someone's head (whether intentional or not) are not allowed. Anyone that strikes another player in the head will be called out.
- Players may NOT block the opposing player's throw with their ball. The ball is considered an extension of the body, and if the ball you're holding gets hit by a thrown ball, you are out.
- Teams may give their retrieved ball to another player to be thrown.
STALLING
- The team with more balls has the priority to throw. If teams have the same amount of balls then the team with more players in the game has priority. If both number of balls and number of players are equal, priority is given to the team currently ahead in the match. If all of those are equal the team that won the last game has priority.
- If a referee determines that a player or team is stalling, the referee will warn the player or team and begin a 5 second countdown. If the team does not pass priority before the end out the 5 count, the team will lose possession of all balls on their side.
INTENTIONAL GROUNDING
- Intentional grounding will be called if the referee determines that a player does not make a reasonable attempt to target an opponent. For example the ball can not be rolled over the Attack Line, thrown into a corner or clearly over the opponent. If the referee feels that a player is intentionally grounding the ball that players team forfeits all their balls.
BALL RETRIEVER
- Rules for the retriever will be established prior to the game based on the field layout.
BALL MANIPULATION
- Players may not manipulate the ball in any manner. For example a player can not compress the ball to get a better grip and increase movement. If a player is caught manipulating the ball they will be warned. If a player continues to manipulate the ball after multiple warnings the referee has the authority to call the player out.
FORFEITS
- If a team has to forfeit a game, the score of the game will be 7-0.
PLAYOFFS
To determine the standings at the end of the regular season, the tie-breakers are as follows:
1. Head to Head Matchups
2. Highest Point Differential
3. Strength of Victory against common opponents
4. Strength of Schedule
NON-ROSTER SUBS
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 6 players unless needed to satisfy the gender rules. A team must have at least 3 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
6 on 6, 5 players and a goalie.
Teams must have at least one female player on the floor (not including the goalie).
- If a team does not have a female available, both team captains must agree to allow the team to play short. Otherwise it will be a forfeit. A female player cannot be replaced with a male player.
Three 15 minute periods. Two minute intermissions between periods
- Clock will only stop for injury or officials time out.
- 3 minute 4-4 overtime if there is a tie game after 3 periods.
- In the playoffs if a game is not decided after 1 overtime teams will elect 3 players for a shootout. If it is not decided after 3 players, anyone on the team can shoot but everyone must go once before anyone can go twice.
Equipment:
- ALL players MUST provide and wear their own goggles.
- Plastic Floor Hockey Balls will be used.
- Sticks provided or play with your own after we approve it.
- Gloves, shin guards, mouth guards, elbow/knee pads are RECOMMENDED but not required.
- Goalie Equipment: There is no mandatory goalie equipment. It is the responsibility of the team to provide equipment for their goalie if they choose to.
Penalties:
- There will be no checking, slashing, roughing, cross checking, interference, tripping or any excessive/intentional contact.
- The referee has the discretion to issue penalties to players based on severity or repeated aggressive behavior.
- Penalties can include a 2 minute minor, 5 minute major or removal from the game.
- No High-Sticking or Slapshots: If a player high-sticks or slapshots the referee will blow the whistle and possession will be given to the other team.
- If this behavior is repeated the referee may issue a penalty.
- Two, one-minute time-outs, per team, per game.
- No Offsides, no Icing
- Forfeits
- If a team has to forfeit a game, the score of the game will be 7-0.
- Playoffs:
- To determine the standings at the end of the regular season, the tie-breakers are as follows:
1. Head to Head Matchups
2. Highest Point Differential
3. Strength of Victory against common opponents
4. Strength of Schedule
Non-Roster Subs
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 6 players unless needed to satisfy the gender rules. A team must have at least 3 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
TEAM AND PLAYERS
- Game is 7v7. Teams must field at least 5 and no more than 7 players.
- A team must field at least 4 of its own players to begin a game.
- Teams must have at least 2 females on the field, and no more than 5 males at all times.
- If 1 female is fielded, the team may only have a maximum of 6 people on the field.
- If 0 females are present, the team must forfeit unless opposing team allows it.
GAMEPLAY - REGULATION GAMES
- Game is two 25 minute halves. Running clock until the final 2 minutes of each half.
- Clock continues to run if a team is winning by more than 18 points.
- Each team is allowed 3 timeouts per game.
- 25 Second Play Clock.
- 6 points for a touchdown. 1 pt conversion from 5 yd line. 2 pt conversion from 10 yd line.
- First down at the 20 yard lines.
- NO BLOCKING.
- Referee will count out loud Five Mississippi rush count.
- No diving to get a first down or touchdown, 5-yard penalty will be assessed.
GENDER RULES
- Teams must use a female player as an operative player within 3 consecutive downs.
- Ball must be ran by, thrown to, or thrown by a female to count as a gender play.
GAME UNIFORMS
- Shirts must be tucked in, shorts or pants with pockets are NOT allowed.
- No metal cleats!
SCRIMMAGE
Ball must be snapped by the center to the quarterback. New possession - ball starts on the 5-yard line. All offensive players (except motion player) must be set for one full second before ball is snapped. The man in motion must be continuing in a parallel motion or backward motion to the line of scrimmage at the time of the snap. All other players must be on the line or behind their backfield line.
CENTER POSITION
The center must hike the ball to the QB. The center may hike it under center, shotgun, or sideways hike (where you throw underhand to the QB by facing sideways). The center MUST hike the ball.
No keeping it and sneaking it. The center may not go past the line of scrimmage to receive a pass, however they may run BEHIND the QB to receive a pass and they may then throw the ball downfield.
Defensive Pass Rusher
A defender must stay at the line of scrimmage. He/she cannot drop into coverage. If a team does not have someone at the line of scrimmage it is a 5-yard penalty.
Crossing the line of scrimmage:
After the 5 Mississippi count, the defense can rush.
The quarterback may not run until the defense crosses the line of scrimmage.
The quarterback is only allowed to scramble past the line of scrimmage to gain yardage ONCE per possession. If the ball changes possession in the backfield the defense may rush immediately.
Punts
A punt must be declared before it is executed. All punts are "free" punt, as they may not be blocked. Fake punts are not allowed.
Punts are "Open" plays and may be executed by a male or female player.
The punting team does not have to snap the ball before punting. All punts must be kicked. The team punting the ball may not cross the line of scrimmage until the ball has been punted. There is no minimum number of players that must be on the line of scrimmage at the time the punt is executed.
Downfield blocking after the punt is not allowed.
A caught punt is a live ball and may be returned up field.
A punted ball that douches the ground is a dead ball.
A punt kicked through the endzone will be spotted on the ten (10) yard line.
A punt downed in the endzone by the receiving team will be spotted on the ten (10) yard line.
BLOCKING
No "blocking" is allowed. This includes downfield "blocking" during an offensive play. All players must try to avoid contact with any player on the football field. Offensive players may not run in front of a player with the ball. Offensive players may run behind the player with the ball to receive a lateral.
GENDER RELATED PLAY
1. Open/Gender Play:
Teams must use a female as an operative player within three consecutive downs. An open play will be called by the referee if a gender play is not required on the current play. For an open play, the ball may be advanced by either a male or female player. If a female was not used within two downs, then the forced gender rule is put into effect. This means that a female must be used in the next play.
2. Forced Gender Play:
A female can be used on any play; however when the offense has not used a female/operative player within the last two plays, the next play must be a forced gender play. The operative player here is a female who is seen as the intended receiver in the eyes of the official, runs the ball, or acts as the quarterback. Once a female is used in any play then the gender count is reset. If the QB is sacked or fumbles the snap on a forced gender play, the play counts as a gender play. The gender rule is not in effect during extra points or punts.
3. Gender Play:
1. A pass thrown to a female.
2. A pass intended for a female that is deflected by a woman, and is caught by a male.
3. A pass is deflected by a male and caught by a female.
4. A female lines up as quarterback and throws a pass to a male or female.
5. A female receives a hand off and runs.
4. NOT a Gender Play:
1. A female receives a hand off only to hand it back to a male behind the line of scrimmage.
2. A female snaps the ball into play.
3. A male QB intentionally throws the ball into the ground at the feet of a woman.
4. A female QB that grounds the ball.
5. A female QB throws a pass that is caught behind the line of scrimmage.
5. Penalty on Gender Play:
If the foul is on the offensive player, the penalty will be assessed and the next play will be gender.
If the foul is on the defensive team, the offense will have 3 options: 1) Take the penalty and repeat the gender play. 2) Take the penalty and the next play will be open. 3) Decline the penalty.
PASSING
- Complete/Incomplete Pass: A forward pass is completed when caught by any player of the passing team who has at least one-foot in-bounds. If opponents catch the pass in-bounds simultaneously, the ball belongs to the passing team at the spot of the catch.
- Turnovers: A change of possession can only occur due to downs, or an interception on a forward pass. A fumble is not a turnover (the ball is DEAD at the spot of the fumble).
FLAG SPECIFICS
No flag guarding. Ball will be dead at the spot of the foul.
Any ball-carrier who has a flag or both flags missing for whatever reason (falls out, accidentally pulled before reception, not noticed before snap, etc.) will be down at the first point receiving a pass.
DEAD BALLS
- All fumbles will be considered dead balls.
- Any dropped lateral pass will be considered a dead ball.
- Once the ball carries knee is down the play is considered over
OVERTIME
In the Playoffs, a coin toss will determine which team receives possession first. Teams will attempt to score in the same end zone. Each team will then have four downs to score from half field. If a team scores, they will have the opportunity to go for one or two. A female must be used once within those four downs. Interceptions will result in a turnover and may not be returned for any points. If a tie occurs after the first round, then teams will repeat using the same format (only during playoffs). However, the team that defended first is now on offense first. The game will be decided when one team scores more points in the round. No first downs will be awarded except in the case of a penalty.
PENALTIES
Penalties are assessed as either 5 yards & 10 yards, depending on the severity of the infraction. An exception is the Unsportsmanlike Conduct Penalty.
Unsportsmanlike Conduct Penalty - 15 yards. This includes grabbing and holding a player, tackling or pushing, abusive or insulting language to another player or referee. If penalty is after the touchdown it will be assessed on the conversion. If the penalty is severe you may be ejected from the game with no warning.
5-yard Penalties:
- Diving.
- Offsides.
- Crossing the line of scrimmage early.
- False Start-All offensive players must be set for one second prior to snapping the ball.
- Picks/Blocking, no contact.
- Delay of game.
- Incidental Illegal Contact.
10-yard Penalties:
- Picks/Blocking, with contact.
- Intentional Illegal Contact �?�¢?? From spot of foul if penalty is on the defense + automatic 1st down, from line of scrimmage if penalty is on the offense.
Spot Fouls
- Pass Interference and Flag Guarding
Playoff Tie-Breakers
The number of teams to make the playoffs could vary each season.
To determine the standings at the end of the regular season, the tie-breakers are as follows:
1. Head to Head
2. Point Differential
3. Strength of Victory against common opponents
4. Strength of Schedule
Weather
Flag Football will be played rain or shine! In case of severe weather, we will try to update you at least one hour prior to your game time if a cancellation is necessary. We will send out an email to all participants.
Non-Roster Subs
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 7 players unless needed to satisfy the gender rules. A team must have at least 4 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
TEAM ROSTER and GENDER RULES
In the field you are allowed 10 players maximum, 7 players minimum. EVERYBODY Kicks.
In the field, a team must have a minimum of 4 females, and a maximum of 6 males.
Four (4) players in the kicking order must be women. If a team only has 2 or 3 women, they must play short in the field and one or two women must kick a second time to fulfill the batting order requirement. If a team has only 1 woman, they must forfeit. If a team has less than 6 players present from their official roster, they must forfeit. Non-roster subs are only allowed if you'll have less than 10 players in attendance, and you may use no more than 3 non-roster subs even if you only have 6 roster players.
*A legal game can be played if BOTH TEAMS AGREE on rule adjustments BEFORE the game.
CAPTAINS MEETING
Prior to the start of the game, the team captains will meet with the umpire to review field-specific rules (Foul lines, areas out of play, etc.) and game-specific conditions (rule adjustments, subs, etc.).
BATTING ORDER and GENDER RULE
All players in attendance are permitted to kick, not just those filling field positions. Four (4) players in the kicking order must be women. The kicking order must be established before the first kick of the game and followed for the duration of the game. Late comers are to be added to the end of the kicking order. There may not be more than two consecutive males in the batting order.
Kicking
Kickers start with a one (1) ball, one (1) strike count.
The ball must pass the kicking line (in front of home plate) before it is kicked, or a foul ball is called.
No Bunting: There is a bunt line in front of the pitcher's mound that stretches from the first base line to the third base line. If a defensive player touches the ball before the ball passes the line, it is ruled a bunt, which is equivalent to a strike/foul ball.
PITCHING and STRIKE ZONE
A pitch must be ROLLED underhand with minimal bouncing. If the ball bounces less than 3 times before reaching the plate it is automatically a ball.
The strike zone is 1 foot to each side of home plate, and 1 foot above home plate.
*Foul balls count as a strike regardless of the pitch count.
*The player is out after strike three. You CAN foul out.
*Four balls is a walk.
Once the pitcher has control of the ball in the pitching area, runners may not advance.
If the runner is already advancing to the next base, he/she may continue or go back to the base.
FIELDING POSITIONS
Teams may field a maximum of 10 players and a minimum of 7 players. If a team can't field at least 7 players, they must forfeit the game unless an adjustment is agreed upon before the start of the game.
No more than 6 males may be on the field at any time, and no fewer than 4 females may be on the field at any time. If a team does not have enough players, then they must play short. A team must always field a pitcher and a catcher.
INFIELDERS/OUTFIELDERS and CO-ED LINE
No outfielder is allowed to come within 10 feet of the dirt infield until the ball is kicked. (Or outfielders must stay on the grass until the ball is kicked, depending on the size of the dirt infield).
Infielders must be behind the line from 1st to 3rd base until the ball is kicked.
FLY BALLS
There is NO infield fly rule. However, A player may NOT intentionally drop a catchable ball in an attempt to complete a double-play. If a player intentionally drops a ball as determined by the referee, then all players are safe at their next base including the kicker running to 1st base.
BASE RUNNING and SAFETY BASES
There is no leading off or stealing of bases.
Base runners must use the safety base at first base and at home plate. The normal base and plate are for the fielders. The safety base at first base is the bag that is located in foul territory. The safety base at home plate is the plate off to the right of the strike mat as you are heading toward home plate from third base. Any runner who tags home plate instead of the safety base will be called out.
Runners may be thrown out by hitting them directly with the ball.
Hitting the runner above the shoulders in the head or neck is prohibited.
SLIDING
Sliding is NOT allowed. Sliding will result in an automatic out.
Metal cleats are not allowed.
COMMIT RULE
A commit line exists approximately halfway between third base and home plate. The boundary will be marked by a line in the sand or a colored cone or disc on the ground. As a runner approaches home plate, if he or she crosses the commit line, then he or she cannot return to third base.
If there is a fly ball and a runner crosses the commit line before a fielder plays the ball, he or she will be called out if the ball is caught because he or she cannot tag up at third base.
INJURED RUNNER
Injured players may receive a pinch runner once they safely reach a base. They must kick for themselves and run to first base. If a male player is injured, then the last male out will become the pinch runner. If a female player is injured, then the last female out becomes the pinch runner.
SCORING
The play at home is always a force play regardless of the position of other runners. The fielding team must tag home plate before the runner tags the safety base. Runners must always use the safety base at home plate or they will be called out.
*There is a seven run limit per team per inning except in the seventh inning.
Extra Innings
If the game is tied after 7 innings, extra innings will be played, time permitting. If there is no time the game will end in a tie.
In the playoffs, if extra innings are needed, each team will start their at bat with a runner on 2nd base. The last out from the previous inning will be the runner on 2nd base.
FORFEITS
If a team has to forfeit a game, the score of the game will be 7-0.
PLAYOFFS
To determine the standings at the end of the regular season, the tie-breakers are as follows:
- Head to Head Matchups
- Highest Point Differential
- Strength of Victory against common opponents
- Strength of Schedule
Alcohol is not permitted at any field at any time at a BAM Social Sports event!
NON-ROSTER SUBS
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 10 players unless needed to satisfy the gender rules. A team must have at least 6 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
WEATHER
We will send out an email as early as possible if games are canceled. We will do our best to notify you at least 1 hour prior to your game time.
**ALL COED LEAGUES MUST HAVE AT LEAST ONE (1) WOMAN PRESENT AT THE START OF THE GAME. If only one (1) woman is present, teams may elect to play shorthanded. If no female players are present, the game will result in a forfeit. A scrimmage should still be played.
Red and Yellow Cards will be issued at the referee's discretion. A yellow card signifies a hard foul worthy of a warning followed by a red card for any subsequent hard foul. The yellow warning card can be bypassed for an immediate red card for severe fouls or unsportsmanlike behavior. Yellow cards result in an indirect kick and a mandatory substitution of the carded player for a minimum of two (2) minutes. Red cards result in an indirect kick and the ejection of the carded player, with additional discipline levied by league management up to and including permanent expulsion from BAM.
All fouls result in an indirect kick (There are no direct kicks). A foul inside the goalie box will result in an indirect kick from the top of the box.
Slide tackling will not be allowed. Intentional slide tackles will result in a yellow card (or red card), and an indirect kick being awarded to the opposing team at the point of the infraction.
Multiple violations, fighting, or any flagrant violation may result in dismissal from the league without refund.
Game Format
Two 25 minute halves with a running clock. 3 minute half time.
Games that end in a tie will be decided by the following:
Regular Season: If regular time ends in a tie, the final Score will be a Tie.
Playoffs: Shoot-Out: Each Shootout Round consists of three (3) different Kickers. In Coed Games, at least 1 kicker must be female. Multiple rounds of Shoot-Out may be necessary.
Number of Players
Teams must have at least two (2) women on the field at all times not counting the goalkeeper, who can be either male or female. No more than 3 men plus the goalkeeper is allowed. If a team cannot field the minimum number of 5, a forfeit will be declared.
Player Equipment
Shin guards are REQUIRED. Cleats are optional.
BAM General Rules
Please visit www.bamsportsleagues.com/pages/generalrules
Goal Play
The keepers can use their hands within the goal box. The ball may be picked up by the keeper after an opposing player is last to touch the ball or a teammate passes the ball with their head. The keeper can place-kick or throw the ball back in play (punting/drop-kicking is NOT permitted).
The goalie may NOT throw the ball past mid-field in the air.
Kick-off
Team captains will flip a coin to determine which team kicks-off. The team that wins will decide to kickoff or choose which side of the field to defend. The other team kicks-off to start the second half and teams must switch sides of the field / goals after the half.
Offsides & Out Of Bounds
There is no offside penalty.
Side-outs result in a kick-in.
Corner kicks are taken from the sideline adjacent to the top of the goalie box, and the first touch must be played towards mid field.
Goal kicks may NOT be kicked past mid field in the air.
When a ball hits the ceiling, the opposing team gets the ball at mid field.
Rotation & Substitutions
Player Substitutions may happen during a dead ball.
Playoffs
The number of teams to make the playoffs will vary depending on number of teams in the league and length of season.
Standings Format:
- 3 points for a win
- 1 point for a tie
Playoff Seeding Tie-Breakers:
- Most Standings Points
- Head to Head Matchup
- Highest Point Differential
- Strength of Victory against common opponents
- Strength of Schedule
Non-Roster Subs
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 7 players unless needed to satisfy the gender rules. A team must have at least 4 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
Weather:
If the weather is questionable we will send out an email if the games are canceled.
We will do our best to update game status at least 1 hour prior to your scheduled game time.
If games are canceled we will do our best to reschedule them for later in the season.
**ALL COED LEAGUES MUST HAVE AT LEAST ONE (1) WOMAN PRESENT AT THE START OF THE GAME. If only one (1) woman is present, teams may elect to play shorthanded. If no female players are present, the game will result in a forfeit. A scrimmage should still be played.
Red and Yellow Cards will be issued at the referee's discretion. A yellow card signifies a hard foul worthy of a warning followed by a red card for any subsequent hard foul. The yellow warning card can be bypassed for an immediate red card for severe fouls or unsportsmanlike behavior. Yellow cards result in an indirect kick and a mandatory substitution of the carded player for a minimum of two (2) minutes. Red cards result in an indirect kick and the ejection of the carded player, with additional discipline levied by league management up to and including permanent expulsion from BAM.
Direct Kicks are only awarded for fouls within the goalie box.
Slide tackling will not be allowed. Intentional slide tackles will result in a yellow card, or red card and an indirect or direct kick being awarded to the opposing team at the point of the infraction.
Multiple violations, fighting, or any flagrant violation may result in dismissal from the league without refund.
Game Format
Two 25 minutes halves with a running clock. 3 minute half time.
Games that end in a tie will be decided by the following:
Regular Season: If regular time ends in a tie, the final Score will be a Tie.
Playoffs: Shoot-Out: Each Shootout Round consists of three (3) different Kickers. In Coed Games, at least 1 kicker must be female. Multiple rounds of Shoot-Out may be necessary.
Number of Players
Teams must have at least two (2) women on the field at all times not counting the goalkeeper, who can be either male or female. No more than 3 men plus the goalkeeper is allowed. If a team cannot field the minimum number of 5, a forfeit will be declared.
Player Equipment
Shin guards and cleats are REQUIRED.
BAM General Rules
Please visit www.bamsportsleagues.com/pages/generalrules
Goal Play
The keepers can use their hands within the goal box. The ball may be picked up by the keeper after an opposing player is last to touch the ball or a teammate passes the ball with their head. The keeper can place-kick or throw the ball back in play (punting/drop-kicking is NOT permitted).
Kick-off
Team captains will flip a coin to determine which team kicks-off. The team that wins will decide to kickoff or choose which side of the field to defend. The other team kicks-off to start the second half and teams must switch sides of the field / goals after the half.
Offsides & Out Of Bounds
There is no offside penalty. The field boundaries will be marked by lines or cones placed by the League Manager. Side-outs result in an throw-in. If the ball is played out of bounds on either side of the goal by the defense, a corner kick is awarded to the offense. Goal kicks will result from an offensive player playing the ball wide of the opposing team's goal and are to be kicked from five (5) yards from the goal-side boundary line.
Rotation & Substitutions
Player Substitutions may happen during a dead ball.
Playoffs
The number of teams to make the playoffs will vary depending on number of teams in the league and length of season.
Standings Format:
- 3 points for a win
- 1 point for a tie
Playoff Seeding Tie-Breakers:
- Most Standings Points
- Head to Head Matchup
- Highest Point Differential
- Strength of Victory against common opponents
- Strength of Schedule
Non-Roster Subs
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 7 players unless needed to satisfy the gender rules. A team must have at least 4 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
Weather:
If the weather is questionable we will send out an email if the games are canceled.
We will do our best to update game status at least 1 hour prior to your scheduled game time.
If games are canceled we will do our best to reschedule them for later in the season.
TEAM ROSTER and GENDER RULES
10 player maximum in the field, 7 player minimum. Everyone bats.
A team must field at least 3 females and no more than 7 males.
If a team is missing 1 female, they must play 1 short in the field and take 1 out in the batting order where she would have hit. If they are missing 2 females, they must play 2 short and take 2 outs in the batting order. 0 female players is an automatic forfeit and teams must have at least 6 roster players, if they have less, they forfeit. Non-roster subs are only allowed if you'll have less than 10 players in attendance, and you may use no more than 3 non-roster subs even if you only have 6 roster players.
*Any rule adjustments can be made PRIOR to the start of the game if BOTH Captains agree and confirm with the Umpire and BAM League Manager.*
EQUIPMENT
BAM Sports Leagues will provide balls, bases, the strike mat, and commit line markers.
Players/teams are responsible for providing their own gloves and bats.
* ALL bats must have ASA approved stamp. No "Fast Pitch" bats. *
* Metal cleats are not allowed! * Wearing a catcher's mask is optional. *
CAPTAINS MEETING
The Umpire and Captains will meet to review field-specific rules and game-specific conditions. Any rule change will be confirmed and finalized after this meeting.
PITCHING and STRIKE ZONE
Pitches must be thrown underhand with an arc between 6' and 12' above the ground.
A Strike is any pitch inside the 6'-12' arc that lands on the plate or the strike mat.
Any pitch under 6' or above 12' is an illegal pitch and called a ball.
The batter may still swing at an illegal pitch but it will then be treated as a legal pitch.
The umpire may call an illegal pitch before the ball lands but the umpire reserves the right to make the call after the ball hits the ground.
Everyone starts with a 1-1 count.
Foul balls count as a strike regardless of the pitch count.
The player is out after strike three. You CAN foul out.
Four balls is a walk.
FIELDING POSITIONS
No more than 10 players and no less than 6 players in the field.
Teams must always field a pitcher and catcher.
OUTFIELDERS and CO-ED LINE
Teams may play with 4 outfielders, either 4 deep or 3 deep with 1 short fielder.
No outfielder is allowed to come within 10 feet of the infield dirt until the ball is hit.
*If a batter hits the ball into the outfield, the outfielder may not attempt to throw the runner out at first base. However the outfielder can throw the ball to an infielder and the infielder can throw the runner out at first*
BATTING ORDER and GENDER RULE
No more than 3 males can bat in a row. If teams are short female players they must take an out in the lineup when the female was due up. No pinch hitters and everyone bats.
BUNTING
Intentional bunting is not allowed. Violation of this rule will result in the player being called out.
BASE RUNNING and SAFETY BASES
There is no leading off or stealing of bases.
Base runners must use the safety base at first base and at home plate. The safety base at first base is the bag that is located in foul territory and the safety base at home is located to the right of home base. There is always a force at home, the defense must tag the home plate while the base runner goes to the safety base. The defense can only make a tag play if the throw takes them away from home plate. Any runner who tags home plate instead of the safety base will be called out.
SLIDING
Feet first sliding is allowed at Second and Third Base.
Base runners may not slide at First Base or Home Plate and base runners may not slide head first at anytime. Violation of these rules will result in the base runner being called out.
*If a runner overruns a base, he or she may dive back head first in order to regain possession of the base.
COMMIT RULE
The Commit Line will be marked by a cone approximately halfway between 3rd base and home plate. Once the base runner crosses the commit line he or she must go home. If there is a fly ball and the base runner passes the commit line before the ball is caught they are out because they cannot tag up.
INJURED RUNNER
Injured players may receive a pinch runner once they safely reach a base. The pinch runner must be the last male out for male base runners and last female out for female base runners.
There is a seven run limit per team per inning except in the seventh inning.
In the event of a tie during the playoffs, 1 extra inning will be played and each team starts with a runner on second, the base runner will be the person who made the 3rd out the inning before.
BAM Sports Leagues is non-contact, all players must avoid unnecessary contact at all times. Runners must give themselves up, get out of the way, or slide when a play is being made at a base. A runner who moves more than 2 steps out of the base path to avoid a tag shall be called out. Runners must avoid fielders attempting to field a hit. If a fielder is blocking the base/in the base path while waiting to receive a throw, fielder interference will be called and the runner will be safe.
PLAYOFFS
To determine the standings at the end of the regular season, the tie-breakers are as follows:
1. Head to Head Matchups
2. Highest Point Differential
3. Strength of Victory against common opponents
4. Strength of Schedule
*Alcohol is not permitted at any field at any time at a BAM Sports Leagues event.*
NON-ROSTER SUBS
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 10 players unless needed to satisfy the gender rules. A team must have at least 6 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
WEATHER
We will send an email to everyone as early as possible if games are canceled, we will do our best to update you at least 1 hour prior to your game time. We will try to make up games with double headers or by extending the season. BAM Sports Leagues reserves the right to shorten a season due to excessive rain-outs. We will try to make up each game to the best of our ability.
TEAM AND PLAYERS
- Teams consist of 6 players on the court with other team members as substitutes.
- Teams must field at least four (4) and no more than six (6) players.
- A team must field at least 3 of its own players to begin a game.
GAMEPLAY - REGULATION GAMES
- Each match consists of 3 games (to 25 points, win by 2, or first to 27) rally scoring.
- Teams must have at least two (2) females on the court, and no more than 4 males at all times.
- If 1 female is fielded, the team may only have a maximum of 5 people on the court.
- If 0 females are present, the team must forfeit unless opposing team allows it.
- One time-out (1 minute in length) per game is allowed.
TEAM HITS:
- The team is entitled to three hits (in addition to blocking) for returning the ball.
- The ball may touch any part of the body. A player may not hit the ball two times consecutively except when fielding the ball from a spike or serve and must be one single motion.
RETURN:
- The ball must cross the playable portion of the net to be considered a legal return.
- A ball may not hit the volleyball pole or antennas during any portion of the play.
- The ball may make contact with the net during the 3-hit cycle.
- The ball is not allowed to make contact with any wall or curtain.
SIDE OUT:
- Four hits, double contact of the ball, Illegal rotation, any contact with the net.
- Lift/carry. Contact should be one fluid motion, the ball should not come to rest at any time.
- Any part of player's body crosses completely over the centerline located under the bottom of the net. (A players hands or feet may touch the line provided that some part of the hand/foot remains either in contact with or directly above the center line).
SERVICE:
No "jump" serves are allowed.
Players may not attack or block a serve.
All players must be in the court when the ball is served. Serving players must be outside the court and may not cross into the court (or step on the line) until contact with the ball is made.
A serviced ball may hit the net or make contact with the net on the way over to the opposing team's courtside. The ball must be fielded by an opposing team or hit within the bounds of the opposing courtside to be a legal service.
BLOCKING:
A block is any hit that is both off an opposing player's attack and makes contact with the ball above the plane of the net. A block contact is not counted as a team hit, and a team is entitled to three hits to return the ball.
A payer may block any ball that will cross the net. A player may block beyond the net after the opposing team's second hit. A player is not allowed to interfere with the second hit of the opposing team's play cycle.
Only players that are positioned on the front line may block.
The first hit after the block may be executed by any player, including the one who blocked the ball.
ATTACKING:
An attack is contact with the ball above the plane of the net which causes the ball to move in a downward trajectory.
Players can only attack with one hand. No double handed attacks allowed.
Only players that are positioned on the front line may attack. Players from the back court must be behind the ten-foot line before attacking.
CARRYING/LIFTING:
Carries are called when an attacking player makes contact with the ball that does not result in a hit.
Extended contact with the ball will result in a push or redirection of the ball and is not allowed.
A lift occurs when a fielding player makes contact with the ball that does not result in a bump or set. Extended contact with the ball will result in a lift and is not allowed.
FOOT FAULTS/CRASH OVER:
All players must be in the court when the ball is served. Serving players must be outside the court and may not cross into the court (or step on the line) until contact with the ball is made.
Players may not cross the half court line with their feet. A player's body may not cross the half court line and crash over to the opposing side.
ROTATION/SUBSTITUTIONS
Teams must rotate after every side out.
After each side out, players must rotate from the front right to back right position. The substitute is now the server. If a team has 8 or more players, they may substitute one player from the front line and one player from the back line during each rotation. Front right rotates out, substitute enters to serve. Back left rotates out, and substitute enters front left.
A team may break rotation once the ball is served. Backcourt players may not attack or block from beyond the ten-foot line.
WINNING THE GAME
The team that wins a 2 out of 3 games wins the match. All 3 games count towards the standings.
PLAYOFFS
To determine the standings at the end of the regular season, the tie-breakers are as follows:
- Head to Head Matchups
- Highest Point Differential
- Strength of Victory against common opponents
- Strength of Schedule
NON-ROSTER SUBS
If a team will be short-handed, non-roster Subs must register online before the game and sign the waiver. A team using non-roster subs cannot have more than 6 players unless needed to satisfy the gender rules. A team must have at least 3 official roster players to avoid a forfeit. Go to http://www.bamsportsleagues.com/pages/registerasub and choose "Non-Roster Sub Registration". The Sub must present their registration confirmation to the Umpire or League Manager before the start of the game. Failure to follow the sub registration process may result in the disqualification of subs and forfeiture of the game.
*Non-Roster subs are NOT allowed during playoffs*
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