UR Multi-Sport Rules

  • Scheduling: Teams will play 1 game each week. Each game will have a 1-hour timeslot. Some teams MAY be scheduled into double headers. The schedule will be as balanced as possible with regards to early and late games.
  • Reseeding: Teams may be reseeded as a result of competitive balance requirements throughout the season as warranted at Urban Rec’s sole discretion.
  • Rules: Please review the rules before the season with your team to avoid any confusion.  The rules are located online and can be accessed by going to the webpage for the sport that you will be playing.  An abbreviated set of rules is listed below.
  • Uniforms: Bring light- and dark-coloured shirts- default is home team wears light and away wears dark. If there is a colour conflict, teams will play Rock, Paper, Scissors, with the losing team having to switch their jerseys.
  • Fouls: Please call your own fouls. Games are self-refereed.  Participants are responsible for calling their own fouls- please err on the side of good sportsmanship.

General Rules

  1. Have fun and play with good sportsmanship!  We expect all of our Urban Rec participants to have a “Fun First” attitude about this unique sporting opportunity.  There is an emphasis on the players knowing the rules and managing their own actions on the court.  Sportsmanship, fun and being social are number one at Urban Rec and we hope to see that exhibited by all of our participants!

  2. To be eligible to play in the league all participants must have signed an online waiver with Urban Rec. Players that do not sign an online waiver will not be issued membership keytags and are not permitted to participate. Team captains that do not fill out the online team roster will have their team removed from the schedule until they do so and all players have signed the waiver. Team captains are responsible for ensuring that all participants for their team are eligible to participate.

  3. Playoffs Eligibility – all players must have played a minimum of 2 games over the regular season to be eligible to play in the playoffs. A team using an ineligible player will automatically forfeit the playoff game if the game has begun and that player has played in the game at that point. If a player shows up that is not on the team roster, they will not be allowed to play regardless if they played or subbed during the regular season. All players must be on the roster and indicate they have read the online waiver even if they are subs.

  4. The on-site volunteer Event Coordinator (EC) may do a random ID check for players at any time at their discretion to ensure they are eligible to participate.  If a team is found to be using an ineligible player, then that player’s team will forfeit the game if it has already begun.  If the ID check is done prior to the game starting then that player is simply not permitted to participate until they have indicated they have read the online waiver (they can do this via their smartphone). 

  5. Prior to your game, please double-check the online league schedule for your game times.  If your team is late and not ready to go when the whistle blows to start the match, then you will lose playing time.  A match will consist of two 25-minute halves for most sports. If necessary due to injuries or other occurrences, playing time may be shortened at the discretion of the EC.

  6. Teams have a 10-minute grace period from their scheduled start time as tracked by the Event Coordinator to field the minimum starting lineup (check each sport’s rules below for the minimum # of players required).  If a team does not have enough players to field the minimum starting lineup (including the minimum of each gender) by the end of this 10-minute grace period, then that team defaults the game and is subject to the associated default fee used to reimburse their opponent.  In this situation, the teams are encouraged to mix up players and play for fun during their time slot.  Any team defaulting more than 2 games in a season may be asked to leave the league, with no refund.

  7. All players should bring a dark shirt and a light shirt to all games. No grey.  By default, the visiting team will be required to change their shirts if both teams show up wearing a similar colour.

  8. Tiebreaker - If two or more teams are tied in the standings at season’s end, the tiebreaker will be as follows:
    1st tiebreaker – head to head winner
    2nd tiebreaker – higher UR fun point average
    3rd tiebreaker – most “in division” wins
    4th tiebreaker – coin flip

Basketball Rules

  1. Teams are comprised of 4 players with at least 1 woman and 1 man on the court. Teams need at least 3 players including a minimum of one man and 1 woman in order to not default. Teams that do not meet this minimum requirement default the game (Teams should try to still play a game for fun).

  2. Games start with a jump ball, with either the Event Coordinator, or another team member, tossing the ball.

  3. Defensive play is man-to-man only - no zone defenses.

  4. Rotate players at your discretion. Sub in on the offensive only before the ball has crossed half court.

  5. All games are self-refereed.  Any infractions will be discussed amongst the two players involved only.  In the event of a foul, the ball is inbound from the top of the key by the non-offending team.

  6. FOULS- Each team shall be permitted five (5) team fouls per half.  Upon a team’s sixth (and subsequent) foul, the non-offending team shall be awarded one (1) point as well as possession of the ball following the foul.

  7. Please play safely in a sportsmanlike manner and with good spirit.  ANY ROUGH OR PHYSICAL PLAY MAY RESULT IN EXPULSION FROM FURTHER GAME PLAY.

  8. The over and back rule is in effect.  If a team plays the ball over the midcourt line and then plays the ball back across the line into their own half, the other team shall take possession on the sideline at centre court.

  9. In the event of a jumpball (two opponents are both holding possession of the ball for 3 seconds), the ball is awarded to the defense.

  10. Full court man-to-man pressure is permitted. Should a team lead the game by more 15 points or more, the full court pressure must be removed by the team that is leading.

  11. Playoffs only – Shot clock & Stop time – If a playoff match enters the last two minutes of game with the score being within 10 points or less, shot clock & stop time stipulations will be put into effect and monitored by the EC on site. Time will be stopped whenever the ball is out of bounds, on a foul, injury, etc. The shot clock will be set at 24 seconds, which will only reset for a team should they recover an offensive rebound (the ball must hit the rim to be considered an offensive rebound).

  12. Playoffs only – In the event of a tie at the end of regulation: teams should play a 2-minute OT. Shot clock and stop time rules will be in effect.

  13. For additional rules, please read our basketball league rules.  All other standard basketball regulations apply.

Benchball Rules

Basic Format

  1. Teams consist of 5 players (minimum 1 woman and 1 man)
  2. Teams begin the game with 4 players on their side of the court and one player standing on a bench located at the back of the opponent’s court
  3. Players cannot cross the center line (except if they are making their way to stand on the bench)
  4. Teams start with 3 dodgeballs on each side
  5. The object of the game is to throw the ball in the air to your teammate on the bench; if the teammate is able to catch the ball while remaining on the bench, then the thrower joins the teammate on the bench.  Once all of the players on a team make it onto the bench, that team wins the game.
  6. Teams play as many games as they can within the time period allotted; each game won counts as a point in the match.  The final score indicates how many games each team won.

Gameplay

  1. Each game starts with 3 dodgeballs on each side of centre.  One player from each team starts by standing on the bench in their opponent’s end.  The remaining players on each team start by standing in front of the bench in their respective ends.
  2. A whistle is blown to start the game. The four court players on each team can then rush out to grab the 3 balls on their side of centre and begin trying to throw the balls to their teammate standing on the far bench.
  3. Players may only have 1 ball in their possession at a time.
  4. Players may not cross the centre line unless traveling to the bench.
  5. Once a player picks up a ball, they have 10 seconds to throw the ball.  If a player takes longer than 10 seconds, they must roll the ball to the opposing team so that they have a chance to throw it.
  6. A player on the bench may only catch 1 ball at a time.
  7. A clean catch is one that is caught without the ball or the player touching the ground. The ball may not touch the floor during a pass attempt, nor can a player touch the ground in an attempt to catch the ball. You may catch a ball from a deflection (as long as it is not deflected off the floor). You can catch a ball if it bounces on the bench.
  8. Once a clean catch is made, the ball may be thrown back to their teammates and the thrower of the clean catch may travel along the outside edge of the playing area to join the bench player(s).
  9. If the ball is NOT caught cleanly, the ball must be dropped to the floor in front of the bench so the opposing team can pick it up.
  10. Teams cannot hoard the balls; players should make an effort to keep the balls in motion.  If the Event Coordinator notices that a team is hoarding the balls, they have the discretion to roll some of those balls to the opposing team (or ask players to do so).
  11. Players may play defense in attempts to intercept or deflect balls from being caught; however, players may not make physical contact at any time with any opposing player who is standing on the bench.  If this occurs, the ball must be given back to the thrower and the defender who made contact must go and stand within 1 meter of the centre line until the thrower throws the ball (after the ball has been thrown, this defender is then free to move around  their half of the court).
  12. A defender may NOT try to slap the ball out of the hands of an opposing player who is standing on the bench; if the person on the bench makes initial contact with the ball, the defender may not interfere with that person’s attempt to catch the ball.
  13. A player on the bench may deflect the ball to another player on the bench and if it is caught, this is a clean catch provided both players who touch the ball remain on the bench the entire time.
  14. If a team has only 1 player left on the court (i.e. the rest of their players have made it onto the bench), once that player throws a ball that is caught by one of their teammates, the last player must run over and stand with two feet on the bench in order to win the game.
  15. In the event that each team has only 1 player remaining on the court, whichever successfully makes it onto their team bench with two feet first will determine the winner.  In the event that the both players achieve this simultaneously (or too close to determine which was first), the game will be declared a draw.

Dodgeball Rules

Match/Game Play

  1. Each team will start the game with 5 players lined up along the back edge of the playing zone on their side of the court. There must be a minimum of 1 woman and 1 man on the court when the match starts.  A team must have at least 3 players (including at least 1 woman and 1 man) in order to not default (and be subject to the Urban Rec Default Policy).
  2. Prior to your match starting, teams must designate what side of the court eliminated players will go to once players are out.
  3. Each game is a maximum 5 minutes, although many games end much quicker.  Matches are comprised of as many games as can be played in the time allocated for the match.
  4. The game begins with either the Event Coordinator blowing the whistle or yelling “DODGEBALL!”
  5. Once the game has begun teams run to retrieve one of the 3 balls on their side of the center line and begin to throw them at the opposing team. Players cannot reach across the center line to grab the other teams 3 balls while they are still on the cones. Once all the balls are in play then players may without violating the center line grab balls on the other side. This means you can reach across center but if your foot touches the line you are out.
  6. Players are NOT allowed to squeeze the balls so that they impact the shape of the balls. Players that squeeze the balls will be eliminated. Any players that constantly squeeze the balls could face suspension. This action significantly shortens the life of the balls and gives an unfair advantage as the balls tends to move very differently.
  7. At the start of the game the balls are placed on cones on either side of the center line. These cones also designate a warning area commonly referred to as a dead zone. This dead zone should act as a guide that you are very close to the center line and should proceed with caution. Any violation of the center line means you are out.
  8. All games are SELF OFFICIATED.  Players are responsible for calling their own outs.  If the ball hits a player, they should be honest and call themselves out and walk off the court promptly.  We ask that Team Captains ensure that their teams are honest in calling their own and others eliminations and fouls.
  9. The Event Coordinator’s job is not to officiate but if teams are not being honest or there is a safety issue (i.e. a player constantly crossing the center line without calling themselves out) the EC may step in and make necessary calls.  If this occurs, the EC’s decision is final and no dispute is permitted.
  10. When eliminated players must immediately put up their hand and call “Out!” and move PROMPTLY off the court to sit/stand at the designated wall- NO DALLYING off the court.
  11. To eliminate a player they must be hit with a ball BELOW THE SHOULDERS (unless the player is ducking).  If the ball bounces before it hits the opposing player that player is NOT ELIMINATED.
  12. A player is also eliminated if a member of the opposing team catches the ball thrown at them “in the air” before it hits the ground.  The team that “catches” these balls also gets to have one of their eliminated players return to the court.
  13. If a ball is thrown and strikes multiple opposing players before hitting the ground/wall/etc. all of the players the ball struck are out.  If the ball strikes a player and then is caught by that player’s teammate, the initial player struck is still out as is the thrower.
  14. A player is eliminated if they drop a ball at any time.
  15. A player may not pass a ball to another player on their own team.
  16. A player may not have more than one dodgeball in their hand at one time.
  17. Once a ball hits the ground, wall, or any apparatus in the gym the ball is considered dead and cannot either eliminate a player who is hit or be caught to eliminate a player from the other team.
  18. If a person is hit in the head, the person is not eliminated.  However the person who threw the ball, whether intentional or not is eliminated.  Two head shots from the same player will result in that player no longer being permitted to play that evening and can be subject to supplemental discipline – DO NOT THROW AT ANYONE’S HEAD.
  19. IF A PLAYER IS HIT IN THE HEAD AS A RESULT OF DUCKING OR DEFLECTION– THAT PERSON IS ELIMINATED AND THE THROWER RECEIVES NO PENALTY.
  20. Players that are eliminated are able to return as a result of a caught ball. Players must return in the order in which they were eliminated – first off is first back on. Once a player has moved off the court and touched the wall, they are then eligible to come back into the game if one of their teammates catch a ball.  If the player is still in the act of leaving the court (i.e. has not touched the wall in the designated area where players go when they are eliminated) when a ball is caught, they are NOT eligible to come back into the game.
  21. Ten second rule – no player can hold a ball or balls for more than 10 seconds.  If they do so, then they are eliminated. ALL BALLS MUST BE THROWN FORWARD AND PAST THE DEAD ZONE.
  22. Players must throw the ball forward; if the player throws a ball and hits their own player (friendly fire), their own player is out.
  23. If a player has possession of the ball and drops the ball to catch another ball being thrown at them they are eliminated; the ball must be thrown with a forward motion and must cross center.
  24. If any part of a player crosses the center line that player is eliminated.
  25. You may not play the ball with your feet- this includes but is not limited to, keeping the ball from rolling to the other side or kicking a ball to a teammate.
  26. When one player is left standing on either side, all players on both sides must actively continue to play the game. If the EC feels that anyone is delaying the game, they will prompt the players to play or end the game at their discretion. 
  27. When there is 1 player remaining on both sides players may cross over the center line to attack. There is no opting out of this rule.
  28. When there is 1 player remaining vs a team with 2 or more players that one person can cross over the center line to attack. In order to avoid the potential for people colliding the 1 player cannot pick up any balls that are on the other teams side. If they choose to cross over and attack they must then retreat to their side to collect another ball. The only time they can collect a ball on the other teams side is if all the balls are on that side. The one minute rule is still activated and in effect. Players that initiate physical contact will be eliminated. No physical contact is allowed.  Aggressive behaviour will not be tolerated.
  29. When one player is left on both teams (1 versus 1), those players can pick up a dodgeball from any location on the court including their opponent’s half.
  30. Each game won by a team counts as 1 point; whichever team wins the most games in the match wins the match.

Coed Indoor Soccer Rules

Match Format

  1. A full starting lineup consists of 4 players (3 players and a goalie) including at least 1 woman and 1 man on the floor (non-goalie players). If teams do not have a full lineup, then they require at least 3 players including at least 1 woman and 1 man (non-goalie players) in order to not default and they may play shorthanded. If a team does not meet this minimum requirement, they will default that game and be subject to the Urban Rec Default Policy.
  2. A match will consist of two 25-minute halves.  If games are delayed in starting, this time will be adjusted accordingly at the discretion of the Event Coordinator (EC).
  3. Teams will play until the end of time (an Event Coordinator will blow the whistle). In the event of a tie score in a regular season match, the game will go into the standings as a tie. In the playoffs, a tie game shall be settled by a shootout.
  4. Tie game in playoffs – teams will take part in a shootout.  Three (3) players from each team, including a minimum of 1 person of each gender, shall take part.  Team captains will rock-paper-scissors with the winning captain having the choice for their team to shoot either first or second. Teams will alternate shots with the opposing team, and each team’s shooting order cannot have two players of the same gender shoot back-to-back.  Any subsequent shooters that are required must adhere to this alternating order for their respective team.  After each team has had three shooters shoot, the team with more goals scored in the shootout will be declared the winner.  If the teams are tied after three shooters apiece, then each team will have one additional shooter take part.  If the teams are still tied, then one additional shooter from each team will shoot until one team scores and the other does not, breaking the tie.  For the shootout, no player may shoot a second time until all of the other players of that player’s gender on their team have shot.
  5. A win is worth 2 points, a tie is worth 1 point, and a loss 0 points in the standings.
  6. Substitutions can be made “on-the-fly” – EXCEPT for the goalie, who can only be substituted for at a stoppage in play.
  7. Heading of the ball is allowed
  8. All matches are self-officiated – Team Captains are required to self-police their own teams and call their own fouls.
  9. If you feel that a team is not calling their own fouls or is playing unsportsmanlike, at the next stoppage in play the team captains and ONLY the team captains, should have a discussion about the issue and attempt to resolve them.  In the event that a situation is unresolved, team captains are required to report the incident to the event coordinator on site or e-mail the Urban Rec offices for follow up.

Equipment

  1. Urban Rec will provide a game ball, the gym, nets, and an on-site event coordinator.
  2. Teams must supply both a light and dark colored shirt – the Home team is always light coloured (unless both teams agree to alternate colours)
  3. Outside shoes are not allowed – please bring a separate pair of gym shoes
  4. Shin pads are not required, but recommended.  If worn, shin pads must be totally covered by socks.

Match/Game Play

  1. The game will start with one team getting the ball at mid-court – Team captains will “rock/paper/scissor” for possession of the ball.
  2. Teams will change ends after each half and alternate kick offs
  3. A kick off will start the game and restart the game after a goal is scored
  4. A goal cannot be scored directly from a kick off
  5. The opposing team must be at least 10 feet away from the ball on a kick off, until the ball has been put into play.
  6. Balls that are out of play (when the ball has entered into the areas behind the benches) will result in an indirect free kick from in front of the bench area.  A goal cannot be scored directly from an indirect free kick.
  7. Balls in the corner of the gym – If two players are running towards the corner, the lead player will be given the opportunity to retrieve the ball, the trailing player MUST stop short by 5 feet to give their opponent 3 seconds to play the ball.  After 3 seconds, the trailing player may pursue the ball.  The defensive player IS ALWAYS GIVEN THE RIGHT OF WAY in the event of there being no lead player
  8. Players may not interfere in any way with the goalie inside the goalie crease.  Players may pass through the crease, but any interference with the goalie will result in goalie’s ball.
  9. Goalies are not allowed to handle the ball with their hands when the ball is thrown or kicked to them by their own team.  They ARE allowed to use their hands inside the Goal Crease when the opposing team throws or kicks the ball towards the Goalie, or if the ball deflects off a defender.  If a goalie uses their hands to play the ball in anyway, when it was thrown/passed by their own team, then the opposing team is awarded an indirect free kick – see below for description.

General Urban Rec Indoor Soccer Rules

If a player breaks a rule or commits a foul, then the opposing team is awarded an indirect free kick from the spot of the infraction.  If an infraction occurs in with in the crease area – they the opposing team is awarded a penalty kick

Fouls

  • Players may not jump to play a ball with their feet. 
  • Any player who kicks or attempts to kick a ball that is above their own waist while standing on the floor will have a foul called on them.  Two high kicking fouls in one game will result in the expulsion of the offending player from the game. 
  • No bicycle kicks
  • Kicking or attempting to kick an opponent
  • Tripping or attempting to trip an opponent
  • Jumping at an opponent
  • Charging an opponent in a violent, reckless or dangerous manner
  • Holding or pushing an opponent
  • Handballs: A handball occurs when the balls touches any part of your arm from top of shoulders to fingertips (except a goalkeeper within their own crease). ALL handballs are to be called a foul and the opposing team gets an indirect free-kick. The ‘Advantage’ rule is not applicable in indoor soccer.
  • Obstructing an opponent
  • Slide tackling
  • Using your body to advance

Goalkeeper Restrictions

Urban Rec Indoor soccer goalies have certain rules that are in place to encourage the flow of the game.

  1. Players may pass a ball to their goalkeeper.
  2. Goalies are ALLOWED to come out of their crease to play the ball.  The goalie CANNOT play the ball with their hands outside of the crease and they are not allowed to take the ball back to their crease area and then pick it up with their hands.  Goalies MAY NOT go over the half court line.
  3. Once a goalkeeper has gained control of the ball at any time, they must release the ball into play within 5 seconds.
  4. Releasing the ball in to play means: The goalie must either dribble the ball out of their crease, where they can be challenged for possession, or they must attempt to pass the ball to another player on the court.
  5. If, after a save, the goalie is playing the ball (either by throwing the ball or kicking the ball), the ball must touch the floor on their own side of centre prior to continuing into the opposing side of centre. This is to dissuade the goalie from throwing/kicking the ball the entire length of the court.  In the event that a goalie throws/kicks the ball into the opposing side of centre without the ball first touching the floor on the goalie's side of half, the play will be dead and the opposing team shall take possession with an indirect free kick from centre.
  6. Goal kicks (a place kick from beside the goal after the ball goes out of bounds after touching an offensive player last) shall be exempt from the above rule and may travel into the opposing end without being required to touch the near side of centre. 
  7. In the event a goalie breaks one of these restrictions – the opposing team will get an indirect free kick from the corner.


Miscellaneous Rules

  1. Players are ALLOWED to brace themselves on the walls with their hands to play the ball with their feet.  Defenders may attempt to take the ball (from the behind attacking position) but MUST NOT physically make contact.  Any contact by the defender will result in a foul.  The offensive player CANNOT use this position as a delay tactic.
  2. Likewise, the offensive player may not initiate contact with the defensive player (i.e. back into the defender while retaining control of the ball).  If the defender remains in position, the offensive player may not initiate contact.  In this case, the ball will be turned over to the defending team for an indirect free kick from the spot of the foul.
  3. On all restarts of play, the ball must be put into action within 5 seconds. Failure to do so will result in an indirect free kick for the opposing team at the point of the original kick.
  4. Playoffs- to be eligible for playoffs, participants should play in at least 2 regular season games for their team. No ringers allowed!

Easily Confused Rules

  1. The player starting the play  is not allowed to touch the ball again until it has been played by another player
  2. Opposing players from the team that is kicking the ball must stay five yards away from ball until it is in play.
  3. Substitutes must enter the field at the same location (and after) the player comes off the field.
  4. Players are responsible for calling all penalties; Team Captains are responsible for informing their team of the rules and also for enforcing them.
  5. The goalkeeper is not allowed to pick up the ball if it has been passed or thrown (via throw in) to them from a person on their team. The exception to this rule is if the ball is headed back to the goalie- in this case, they may pick the ball up with their hands providing they are in the crease.
  6. All free kicks are to be indirect (except penalty shots):  must touch at least one other person besides the kicker before going into net.
  7. Fouls:  kicking, tripping, jumping at, charging, holding, pushing, yelling at, slide tackling, striking or spitting at an opponent, or ‘hand’ling the ball; all result in a indirect free kick to the opposing team from where infringement occurred.
  8. Penalty kicks are to be taken from the penalty spot located in front of the net.  This varies depending on location, but will be the same for both teams.
  9. Handballs:   A handball occurs when the balls touches any part of your arm from top of shoulders to fingertips (except a goalkeeper within their own crease).     

Coed 6’s Indoor Volleyball Rules

Gameplay

  1. A complete starting lineup consists of 6 players including a minimum of 2 women and 1 man. If a team has less than 6 players, the following rules apply:
  • If a team has less than 4 players it defaults the match.
  • If a team has 4 or 5 players but does NOT have at least 2 women and 1 man, it is a default.
  • If a team has 4 or 5 players including 2 women and 1 man, the team is eligible to play but a point penalty applies:  4 points in each of the first two games of the match and 3 points in the third game of the match.
  1. If a team has less than 6 players, but at least 4 players (including at least 2 women and 1 man), there is no “ghost” rule.  Serve rotation proceeds to the next available player..
  2. Teams will only call fouls committed by their own players.  Players will not call the fouls against their opponents. If a player neglects to call their own fouls, their team captain will be responsible for calling these fouls on their player’s behalf.
  3. If there is a dispute on a call, re-serve the play. Contact an Event Coordinator for clarification of rules after the match is completed.
  4. All players will conduct themselves in a polite and sportsmanlike manner. Individuals who do not abide by these criteria will be removed from the league.
  5. All balls must be hit cleanly. No scooping or carrying the ball. Only off of a driven ball may a ball may be double hit (i.e. off arm and head in one continuous motion).
  6. Contact with the net in any way (except for hair) constitutes loss of point. A player that goes under the net but does not contact the net or interfere with the play is okay.
  7. A served ball may not be blocked or attacked directly back over the net.
  8. A served ball may be volleyed to a teammate, but may not be volleyed directly over the net when receiving the serve.
  9. If a player blocks a driven ball and the ball comes onto their own team’s side, the block does not count as a hit towards the three-hit limit (i.e. the team may still have 3 additional hits after the block).
  10. The ball can hit any part of the body.
  11. If a back-row player is in front of the attack line and plays the ball over the net, they must contact the ball below the height of the net.
  12. Players must rotate positions as well as serve with each side-out.
  13. Matches are best 2 of 3 (21/21/15) with all games being rally point, win by 2 points, cap at 23 (Cap at 17 in the 3rd match.  Matches will be over when a team wins 2 games or time expires. 
  14. If time expires while teams are playing the 3rd set (the tiebreaker), at least one of the teams must have reached 5 points for the 3rd game to count.  Otherwise the match will be reported as a 1-game-apiece draw. Combined points will not be used during the regular season matches to determine a winner.

Floor Hockey Rules (4V4)

Pre-game

  1. A complete starting lineup consists of 3 players and a goalie including at least 1 woman and 1 man on the floor. A team may play with an incomplete starting lineup of as few as 3 players provided there is at minimum 1 woman and 1 man on the floor.  A team with less than 3 players or without the minimum 1 woman and 1 man required will be considered a team in default.
  2.  Any team defaulting more than 2 games may be asked to leave the league, with no refunds.
  3. The Event Coordinator (EC) will be the score/time keeper.
  4. Games will be comprised of two twenty-five minute halves.  If the game started late, the length of the halves and the break may be reduced at the discretion of the EC.
  5. If a game is tied at the end of regulation time in the regular season, then the game will end in a tie. No overtime.
  6. In the playoffs- if a game is tied at the end of regulation time, teams will move to a 3-person shootout. Teams will rock-paper-scissor to decide which team shoots first, and the teams will alternate shot attempts.  For each team, two members of the same gender cannot shoot back-to-back. If, after the 3 shooters the game is still tied, sudden death shootout rounds of 1 shooter per team will continue until the game is settled under the same guidelines, and shooters cannot repeat until every other member of that gender on their team has had a turn. Goalies may not participate as a shooter.

Equipment

  1. Only Urban Rec-supplied floor hockey sticks may be used.  This includes goalies.
  2. Players may wear soccer-style shin pads if they desire.  Players may also wear gloves (hockey/lacrosse/winter mittens- all okay).  This equipment is optional and not mandatory.
  3. Goalies may use a glove (trapper or baseball glove), blocker, mask, chest/arm protector, leg pads, athletic cup and hockey pants.  These may be from floor or ice hockey.  If a goalie does not have the proper upper body equipment (e.g. a heavy winter coat instead of arm/chest protection, this will be permissible at staff’s discretion).  As noted above, goalies must use a regular player’s floor hockey stick. Goalies must wear a facemask or helmet with a full cage.
  4. A goalie’s leg pads cannot exceed a maximum length of 34 inches, nor a width of 12 inches. Ice hockey pads may be worn as long as they conform to the above size limitations.

Game play

  1. Games start with a face-off, with either the event coordinator or one of the participants dropping the ball at centre. After each goal, play is re-started with a face-off. The team that scores the goal drops the ball at centre. During a faceoff, the ball must hit the floor before being touched by any players’ stick
  2. Balls going out of bounds are brought in from the corner by the defensive team, regardless of which team touched the ball last.
  3. Any ball going out of bounds that strikes a wall or other object (including players or spectators) and comes back into bounds is considered to be in play. 
  4. When a team takes possession of the ball after it goes out-of-bounds, the opposing team must give that player 5 feet and 3 seconds to play the ball.  Once the player moves the ball, the opposing team may check him/her.  If 3 seconds elapse without the player moving the ball, the opposing team may check them. Any dispute over this will be decided by staff at their discretion.
  5. If the goalie freezes the ball and stops play, then they may place or drop the ball either beside or behind the net for the defensive team to take possession.  The opposing team must move at least 5 feet away and give 3 seconds of time for the defensive player to move the ball (as in rule 17).  If the ball goes into the net as a result of the goalie accidentally dropping/placing the ball in the manner described above, it shall be no goal.  Amended- However, if the goalie attempts to throw or play the ball up to a player that is not beside/behind their net, the ball shall be considered live as soon as the goalie releases the ball.
  6. The goalie is permitted to freeze the ball if they have any part of their body touching the crease area.  If the goalie freezes the ball and part of their body is not touching the crease area, the offensive team will receive possession of the ball at centre.
  7. The goalie is not permitted to come across center.  If the goalie does cross the center line, play will be stopped and the opposing team will get possession of the ball at centre.  If a team wishes to “pull” the goalie during play, the goalie must leave the court and a regular player may come on to play. 

Infractions

  1. All games are self-refereed. The Event Coordinator is NOT a referee.  Instead, as the emphasis in this league is on fun and participation, it is hoped that common sense prevails and players will call their own infractions. 
  2. If an infraction occurs, then the opposing team will receive possession of the ball under the following circumstances:
    • If an infraction occurs against a defending team, then the offensive team will receive the ball at center court.
    • If an infraction occurs against an offensive team, then the defending team with receive the ball by their own goal.
    • When the game is restarted, 5 feet and 3 seconds are given to the player restarting the play, however the player may not shoot the ball at the goal (the restart must be indirect). If a goal is scored off of a shot or rebound from the restart, the goal will not count.
  3. High-sticking, slashing, body-contact and slap shots are strictly forbidden. Please have consideration and respect for your opponents; you might think you are trying to get the ball but instead may be attacking their shins! Each player is responsible for their own stick, and must be able to control it. This rule applies for both players and goaltenders - there is to be absolutely NO slashing at a goalie’s pads, glove or blocker in an effort to free a ball or try to force the ball into the goal. This also includes trying to pry a ball loose under a goaltender, or jamming your stick at a goalie’s equipment to try and poke the ball into the net. PLEASE PLAY THE BALL AND NOT THE BODY!!!!
  4. A player may NOT engage with an opposition player, or their stick unless they have the ball. This includes ‘tying a player up’/lifting their stick when they do not have the ball. You must play the ball, not the body or stick.
  5. Any ball contacted by a stick above the height of the waist (of the player who is doing the high-sticking) is considered to be high-sticking, and the opposing team will receive possession. Needless to say, any goal scored in this manner will not count.
  6. If the player keeps their stick below the height of their waist while playing the ball, but makes contact with an opposing player with their stick, this is an infraction and the opposing team will receive possession of the ball. This also includes attempting to check another player, or their stick. If you attempt to lift their stick, and your stick contacts an opponent above the waist, this will also be considered a foul. Please be responsible for your sticks!
  7. No Hand Passes - Any ball intentionally touched by a players’ hand, that is then next touched by another player on their own team will be considered a hand pass, and the opposing team will receive possession. A player may touch the ball and play it to themselves.
  8. No Leaving The Feet – A player may not dive or lay down on the floor, either to check another player or to block a shot.  Players may go down on one knee to block a shot, but leaving his/her feet to sprawl across the floor in an attempt to check a player or to block a shot will result in 1) the opposing team being awarded possession at centre, and 2) a warning being issued to the offending player.  If a player commits the same foul after being issued a warning, they will be ejected from the game. Goalies are exempted from this rule for the purpose of blocking the shot while still in proximity to their crease (i.e. they have a foot within 1 meter of the goalmouth).  If a player commits an infraction of this rule in his/her goalmouth (they are inside or mostly inside the “crease” area- this will be at the staff’s discretion), then the opposing team will be issued a penalty shot that any member on the floor may take except the goalie. 
  9. If a player throws their stick anywhere on the floor, a penalty shot will be awarded to the opposing team.  Any member of the non-offending team on the floor may take the penalty shot.
  10. Please also remember that there is no intentional body contact allowed (this includes “pick”-plays). This also includes a defensive player pushing into the back of an offensive player, or an offensive player backing into a defensive player (even if they have possession of the ball).  At all times players on offense and defence may not initiate physical contact with an opposing player. All players should do everything in their power to avoid contact at all times!  Initiating physical contact will result in the opposing team receiving possession of the ball in the nearest corner (defensive team) or at centre (offensive team).
  11. If a player commits any infraction (whether it is accidental or not), it is expected that that player will call themselves and give possession to the opposing team.  If a player does not call themselves, it is their captain’s responsibility to call the infraction on their own team.  If both the player and the captain fail to call the foul, staff may step in and call it. 
  12. If a player continuously fails to call their own infractions, staff may at their discretion ask the captain to tell their player to take a 5-minute “break” on the bench. Staff will time the 5 minutes and notify the player when they may participate again.  
  13. The staff’s decision is final, and may not be questioned or disputed.  The team captains are the only players who may bring an issue to the staff’s attention.  Communication between the staff and the team captains is encouraged to keep the league enjoyable for everyone.
  14. Any player that is “benched” will not cause his/her team to be short-handed, unless they do not have any substitutes for that player.  In this case, the team will play short-handed.
  15. The first incident of any rough or physically unsafe play may result in a verbal warning or a benching for the guilty participant(s)- this will be at the discretion of the Event Coordinator. The second incident will result in a five-minute benching for the offending player. The third incident will result in that player’s IMMEDIATE EXPULSION from the game.  In this case, the team captain will be responsible for ensuring that his/her player leaves the premises. The staff’s decision will be final, and there will be no questioning the staff’s decision.  If the player refuses to sit out or leave the premises if asked to do so, the game will not re-start until that player complies.  If, in the staff’s opinion, the player takes too much time to comply, the offending player’s team will default the game (no matter what the current score is), and the opposing team will receive a 1-0 victory in the standings.
  16. Any instances of verbal abuse by a player towards another player or the staff will result in that player’s immediate expulsion from the game and gymnasium, at the discretion of the staff.  This includes foul language directed at another player or comments made to another player with, in the judgment of the staff, the intent of instigating a confrontation.  If a player has been asked to leave by the Event Coordinator, it will be the team captain’s responsibility to ensure that the player leaves without further incident.   

Handball Gameplay and Rules

  1. The goal of handball is to score points by throwing the ball into the opponent’s net.  The ball can be thrown in directly or can be bounced in.

  2. Teams are to play with 4 players on the court (3 players and a goalie) including a minimum of 1 woman and 1 man on the floor (i.e. non-goalie players) at all times.  If teams do not have a full lineup, then they require at least 3 players, including at least 1 man and 1 woman, in order to not default and they may play shorthanded. If a team is unable to meet these minimum requirements, they will default that game and be subject to the Urban Rec Default Policy.

  3. Players may take 3 steps, then the ball can be dribbled once (like basketball) and then the player can take 3 more steps. However, the player must pass or shoot within three seconds of receiving the ball.

  4. Players cannot enter either goal crease except in the act of shooting (after releasing the ball, the shooter may land inside the goal crease).

  5. Players can shoot while jumping into the crease but the shot must be released before either foot touches inside crease. The shot must be released while in the air. The timing of this shot must be obvious. If there is any doubt that the shooter was back on the ground at the time of the shot, then it is the goalie’s ball and any goal resulting from the play does not count.

  6. Goaltender cannot leave the crease.

  7. After a goal has been scored, play will restart with the goalie having possession of the ball and making a pass.

  8. If the goalie or a defender deflects a shot or pass over/beside the net, and it goes out of bounds over the end line, the defensive team regains possession and the goalie restarts the play.

  9. No barging or head ducking, using elbows or swiping defenders arms away in order to get past them.

  10. No hitting the opposition’s arms, no holding,  and no tripping. A defender may only attempt to block a shot or pass, but only by having their hands directly above , or directly to their sides (like a jumping jack) – at no times are they allowed to try and wrap-up an offensive player.

  11. No kicking the ball except for the goalkeeper making a save.

  12. No diving on the floor to play a ball.

  13. When the defender fouls the attacker while shooting, then it is a free throw from the top of the crease with only the goaltender to beat.

  14. No reaching in to grab ball away. Ball can only be blocked. Defender is not allowed to touch the attacker when the attacker has passed the defender.

  15. A ball that is knocked down and bounces does not count as a dribble. If the player with possession bounces it a second time while gaining control, this counts as a dribble.

  16. No punching or hitting the ball.

    Team Handball is a game of positioning and not defensive contact. The rules of the game encourage lots of shooting. Please play it in this manner. Remember this is a recreational level league

Spikeball Rules

Format

  1. There will be two spikeball nets set-up, and teams may choose their teams of 2 players to play on each net (so 4 players total). At least 1 woman and 1 man must be playing at all time (between the two nets), but each net does not have to have 1 player of each gender. The minimum number of players to avoid defaulting is 4 including at least 1 woman and 1 man.
  2. Teams at each net will play a 10min game, and whichever team is leading when the whistle blows will earn a point for their team (if a game is tied when the whistle blows, play one more point). At the end of each game, teams can rotate which net their players will play on. For example, if Team A wins the game on net 1, and Team B wins the game on net 2, the score for the teams is tied 1-1. After both games are done, teams can re-set which of their players they want at each net. Teams will play as many points as they can in the 10min, and if the whistle blows and the score is tied, play one more point.

Basics

  1. All players except the receiver must begin the point at least 7 feet from the net.
    • The receiver may stand at any desired distance
  2. Once the server strikes the ball, players may go any where they choose.
  3. Possession changes when the ball contacts the net.
  4. Each team has up to 3 touches per possession.
  5. Determine a serving order which alternates players from the two teams (e.g. Player 3 follows Player 1, etc.).
  6. To equalize sun and wind effects, rotate starting positions 90 degrees counter-clockwise every 5 points if desired.

Scoring

  1. Roundnet is played using rally scoring; points can be won by the serving or receiving team.
  2. Teams will play as many points as they can during the match time.
  3. The rally ends and a point is awarded when:
    • The ball contacts the ground or otherwise isn't returned onto the net within 3 touches.
    • The ball is hit directly into the rim at any time, unless it's the first serve.
    • The ball bounces and falls back onto the net or rim.
    • The ball clearly rolls across the net

Serving

  1. If the receiving team wins the point, the next designated player serves according to the initial sequence. Otherwise, the server switches places with their partner and serves to the other receiving team member.
  2. The receiving team sets their position first. The server stands 180 degrees across the designated receiver--the only player allowed to field the serve.
  3. Serves may be struck with any amount of force; short serves are allowed.
  4. If a server serves two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault:
    • The server must toss the ball upward at least 4 inches.
    • If the server tosses the ball, they must hit it. Dropping, catching, or swinging at and missing a toss all count as a fault.

Rallies

  1. Touches must alternate between teammates. Consecutive touches by one player result in a loss of a point unless the first touch is a block.
  2. The ball must be contacted cleanly, not caught, lifted, or thrown. Players may not hit the ball with two hands, even if placed together "volleyball style".
  3. Players may use any individual part of their body to hit the ball.
  4. After the serve, any unusual bounce (i.e. pocket) that does not contact the rim is legal and playable.
  5. A shot which lands on the net, rolls into the rim and then off the net (i.e. roll-up) is played as a pocket, not a direct rim hit.
  6. If teams cannot determine the legality of a hit, replay the point.

Infractions

  1. Remember: Player safety is paramount
  2. Defending players must make an effort not to impede the offending team's possession or play on the ball.
  3. If an offender collides with a defender, or a defender's position prevents a markeable offensive play on the ball, the infracted player may call "hinder" to force a replay of the point.