S1 Field Multisport Albert Park [Wed] Rules
MULTISPORT SPECIFICS
Multisport is a league which requires teams to play in their same team each week, but every week each team is required to compete in different sports, as selected by the League Manager. Below is a summary of each sports rules, and team requirements. This league is a mixed 5-a side or 6-a side league, with most sports requiring 5 or 6 players on the court, or field at any one time. All games will run for around 40 minutes.
THE TEAM
6-7-aside
- The number of players shall be six (6) to seven (7) players.
- The team must include a minimum of two (2) male, two (2) female and all remaining players can be any gender including gender diverse people.
- Please consider our Default, Forfeit, and Substitute Policy
- Substitutes can be used as long as they have created an account and signed the most up to date Urban Rec waiver. During game play, substitutes can be made at any point in the game.
GAME SPECIFICS
GAME TIME
The games are played in two (2) 18 minute halves (with the exception of Kickball) with a few minutes break at half time.
FIELD BOUNDARIES
The game shall be played on the available fields at our Multisport venue. Any particulars about the field will be detailed in the particular sports rule breakdown.
WINNING TEAM
The winner is the team with the greater number of points at the end of the game. A draw will be awarded if both teams have an equal amount of goals. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points average will be favoured up the ladder.
FLAG GRIDIRON RULES SPECIFICS
GAME PLAY
- To start the play, the ball must be snapped to the quarterback
- NOTE: If using a female as the snapper, and playing with only 1 female, the female MUST NOT be snapper for subsequent plays.
- The centre is the player who gives the ball to the quarterback via a snap.
- The centre cannot take a direct hand off back from the quarterback (no centre sneak play).
- The quarterback is the player who receives the ball directly from the snap. Only the QB is allowed to receive the snap.
- The quarterback cannot run with the ball past the line of scrimmage, unless he/she has handed the ball off and it has been returned to him.
- The Quarterback only has seven (7) seconds in which to pass the ball. Any longer and the play is dead.
- An offense may use multiple handoffs behind the line of scrimmage. Only backward & lateral handoffs are allowed during the down (as long as it is behind the line of scrimmage).
- Tosses or sweeps behind the line of scrimmage are allowed and are running plays.
- Once the ball carrier has crossed the line of scrimmage the ball cannot be handed off, tossed, pitched or passed in any way.
- "No-running zones," are located at the 5 yard line in front of each end zone. When the ball is on or inside the 5-yard line, the offense cannot run the ball. In other words, at that stage, the only way for the ball to be advanced is for the Quarterback to throw the ball to a receiver.
- The player who takes the handoff, toss or pitch can throw the ball from behind the line of scrimmage.
- All defensive players are eligible to rush once the ball has been handed off or tossed. Defensive players can cross the line of scrimmage on a fake hand off but still must wait 3 seconds before rushing the quarterback.
- Spinning is allowed, but the ball carrier cannot dive forward or jump to avoid a defensive player or gain yardage (no diving).
- The ball is spotted where the ball carrier's feet are placed when the flag is pulled, not where the ball is.
POSSESSION CHANGES (NUMBER OF DOWNS)
- The offensive team will take 1st possession of the ball at its 5-yard line and has four (4) plays to cross midfield.
- Once a team crosses midfield, it then has four (4) plays to score a touchdown.
- If the offense fails to score, the ball changes possession and the new offensive team takes over on its 5-yard line.
- An automatic first down by penalty will overrule the other requirements regarding four (4) plays to make a first down or score.
- If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its 5-yard line.
- All possession changes, except interceptions, start on the offense’s 5-yard line.
RECEIVING
- All players are eligible to receive passes (including the quarterback if the ball has been handed off or tossed behind the line of scrimmage to a different player).
- A player must have at least one foot inbounds when making a reception.
PASSING
- Players must wait 3 seconds before rushing the passer.
- The Quarterback has seven (7) seconds to throw the ball. If a pass is not thrown within seven (7) seconds, the play is dead, with a loss of down and the ball is spotted at the previous line of scrimmage.
- Only one forward pass thrown from behind the line of scrimmage is allowed in a down.
- Interceptions change the possession of the ball.
- Interceptions can be returned by the defence. New possession starts from where the interceptor is tagged (flag is pulled), unless the interceptor has scored a touchdown.
- On Interceptions that occur and remain in the end zone, the ball will become dead and will result in the ball belonging to the intercepting team at its 5-yard line. (Touchback)
- Should an interception occur in the end zone and the ball carrier leaves the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead.
DEAD BALLS
- Substitutions may be made only after the play is stopped.
- Ball carrier's flag is pulled or becomes illegal.
- Points are scored.
- If a receiver/interceptor has fallen while in process of running with the ball or after catching the ball, the spot where the ball carrier has fallen starts the new play (unless it’s the last down of the possessing team).
- If a ball carrier's flag falls off, the play will be whistled dead and the ball will be spotted at the spot where the flag fell off.
- Players are ineligible to catch a pass or receive the ball by hand off toss or pitch, if their flag has fallen off.
- Fumbles are a dead ball
RUSHING THE QUARTERBACK
- Any number of players can rush the Quarterback. Players not rushing the Quarterback may defend on the line of scrimmage.
- Once the ball is handed off or tossed, or there is a play action fake or fake handoff, all defenders may go behind the line of scrimmage. Defenders must still wait 3 seconds before rushing the quarterback. T
- REMEMBER, BLOCKING AND TACKLING ARE NOT ALLOWED.
PENALTIES
- All penalties are 5 yards. The down will be repeated unless otherwise noted, and will be assessed from the line of scrimmage.
- Penalties will not exceed half the distance to the opposing team's goal line from the line of scrimmage.
- Event Hosts determine incidental contact that may result from normal run of play. All penalties will be assessed from the line of scrimmage.
- Penalties after an interception shall be assessed after the return is over and/or the play is blown dead.
- The ball carrier cannot prevent a defender from pulling their flags. The ball carrier may be warned (at discretion of the Event Host) and will be penalised if they are found to be flag guarding.
- Defenders cannot prevent an offensive receiver from catching the ball, however, a defender has the right to catch the ball as well as the offensive team receiver.
- A defender found holding or tackling the receiver before the ball reaches the receiver will be flagged with pass interference and the offensive team will automatically be awarded a new set of downs.
- The Quarterback has twenty (20) seconds in which to get the play off on every down. A play not in operation by the time the twenty (20) second play clock has expired results in a delay of game and a loss of 5 yards and a loss of down.
TOUCHDOWNS
Traditionally, touchdowns are scored when a team moves the ball down the field through passing and running, then crossing the plane of the end zone.
TOUCH FOOTBALL RULES SPECIFICS
THE TAP
Play is started by a tap at the beginning of each half, following a try and when a penalty is awarded.
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The tap is performed by an attacking player placing the ball on the ground, touching the ball with their foot, then picking it up and playing.
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The defensive team must stay at a minimum distance of 10 metres from the mark during the tap, unless they are positioned on their own score line.
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The defensive players can move after the ball carrier has touched the ball with their foot.
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The player who has performed the tap may be touched without losing possession.
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The attacking side must be positioned behind the ball when it is tapped.
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The attacking side may move the ball up to 10 metres directly behind the given mark when taking a penalty tap. In this case, the defending side must still remain 10-metres from the original mark, not the new mark.
SCORING:
A point is awarded when an attacking player places the ball on or over the opposition’s try-line. Each try is worth one point and cannot be scored by dummy half. Diving on the try line is strictly prohibited, and will result in the points not being awarded to the scoring team.
POSSESSION A team retains possession for a set of six (6) consecutive touches. Possession (or a Turnover) transfers to the opposing team.
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after the sixth touch
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after a try;
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if the Dummy Half gets touched;
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from an intercept;
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a player doesn’t not play the ball in the correct spot after being touched, ‘one step’ is given as leeway
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from a forward dropped ball, forward pass or other failure to maintain possession
DEFENDING
From the tap for the start of the game, or from a penalty, the defending team must be at least 10 metres from the point of the tap. After making a touch, the defending team must retreat the distance the Event Host marks, at least five metres from the mark where the touch occurred and stay there until the half touches the ball.
If a player does not retreat the entire distance the Event Host has marked, or they leave before the half has touched the ball, they are 'offside' and may be penalised. They must retreat backwards from the touch point or play the ball area, not sideways.
If a penalty is conceded, the defending team must retreat at least 10 metres from the mark of the penalty. If a player makes an attempt to defend whilst still inside the 10 metres, they may be penalised.
Diving to make a touch whilst defending is strictly prohibited.
THE DUMMY-HALF
is subject to several restrictions that do not apply to other players:
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If the Dummy-Half is touched with the ball, the attacking team loses possession.
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The Dummy-Half cannot score a try, attempting to do so results in a change of possession
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If the Dummy-Half takes too long to retrieve the ball, or the ball rolls more than a meter in the play, the Event Host can call play on and defenders can move forward before the Dummy-Half has touched the ball.
KICKING
Kicking is allowed on the 4th, and 5th Touch.
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Kicks must be under shoulder height of the Event Host
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Kicks stay in the field of play, kicks that go out are handed to the opposition team
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Kicks can be any length
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Kicks that go in goal and are collected by the opposition team on the full or after a bounce are declared the opposition's ball 10 meters out from the try line.
A PENALTY
is granted to the non-offending team if
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the ball is passed forward.
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an obstruction is committed.
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a player is offside.
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a defending player does not retreat in a straight line to an onside position.
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a player kicks the ball over shoulder height
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a player acts contrary to the rules or spirit of the sport (e.g. time-wasting, using excessive force to make a touch, phantom touch - calling a touch when they clearly didn't make one, disputing decisions, etc)
KICKBALL RULES SPECIFICS
THE TEAM
Players who are fielding can field with five (5) players or to the minimum of their opposition if it is more than five (5). e.g If both teams have six (6) players, teams can both field with six (6) players. If a team has five (5) players and their opposition has six (6) players, teams can only field with five (5) players.
All players can rotate between kicking, no matter the number of players on each team.
START OF PLAY
The ‘Pitcher’ rolls the ball towards the home plate, the player who is kicking then attempts to kick the ball. The ball must roll and not be thrown with force towards the person.
Once the player kicks the ball they must attempt to run to the next base without getting out, the main objective is to get to ‘Home Base’.
YOU ARE OUT IF:
- The ball is caught in the air.
- If the runner is tagged with the ball by a fielder whilst they are not touching a base. The ball is NOT to be thrown at players, tagged only.
- If the ball is thrown and caught by a fielder that is touching a base, and by the ‘Keeper’ whilst touching ‘Home Base’.
- If the ball is kicked over the boundaries on the full.
A few things to remember:
- There is no ‘one hand, one bounce’ rule.
- Players already on a base cannot leave their base until the kicker has kicked the ball.
- Fielders need to leave room on the base for runners to touch. They cannot stand fully on the base, only 1 foot can be touching and not blocking the runner from the base in any way.
- If the kicker is caught out, the remaining players in the field can only attempt to reach the next base (no more than 1 base). Fielders can attempt to get these players out also.
- If the ball is kicked over the boundary on the full, the kicker is out automatically.
If a ball is kicked and goes past the boundary (not on the full) then all runners must stop running after they reach their base.
FRISBEE RULE SPECIFICS
SUMMARY OF THE GAME
- The player with the disc is called the thrower.
- The thrower may not run with the disc. Instead they move the disc by passing to team-mates in any direction.
- The defensive team gets possession of the disc if an offensive team’s throw is not caught by a player of the same team.
- The defensive team then becomes the offensive team and can try to score in the opposite end zone.
THE PULL:
Each point starts with a throw-off from the goal line (“pull”). All players must remain in their end zone until the pull is thrown. After a goal is scored, play stops. The team that scored stays in that end zone and throws the pull and becomes the defensive team. So, teams change their direction of attack after each point. If the pull lands outside the playing field the thrower can either start play from the side line where the disc left the field.
INBOUND THROWS:
You are allowed to throw the disc so that it flies outside the playing field and then comes back in, as long as it does not touch anything out-of-bounds and is caught inside the field. If the disc goes out-of-bounds, it is a turnover. It does not matter which team last touched the disc. Play continues from the spot where the disc left the field. You must remain in-bounds to catch the disc.
RUNNING WITH THE DISC:
You are not allowed to run while you have possession of the disc (“travel”). After catching the disc while running, you must stop as quickly as possible. Once you stop, you must keep one foot still, but you are allowed to move the other foot: this is called pivoting.
THE 10 SECOND RULE:
The thrower has 10 seconds to throw the disc. A defender can stand in front of you (remember: no contact!) and count aloud to ten in one second intervals.
TURNOVERS:
The defensive team takes possession of the disc (a “turnover”) if the offence fails to catch a pass, if they catch it out-of-bounds, or if it is intercepted or knocked down by a defensive player. Turnovers also occur when:
- the marker reaches “ten” before the disc was thrown
- the disc is handed from one player to another without being thrown
- the thrower catches their own throw without the disc being touched by anyone else
- the offensive team tries to catch the pull, but drops it
After an in-bounds turnover the other team may immediately resume play at the point where the disc was caught or stopped
FOULS, VIOLATIONS AND FRACTIONS:
- Ultimate is a non-contact sport. Physical contact should always be avoided.
- Contact that is dangerous or affects the outcome of the play is a Foul.
- The thrower may not be defended by more than one player at the same time (“double team”).
- The marker may not come closer than one disc diameter to the thrower (“disc space”).
- The marker may not hit or grab the disc out of the hand of the thrower. They may however try to block the disc with their hands or feet after it is thrown.
- If opposing players catch the disc at the same time, the offensive player gets possession of the disc.
- Players are not allowed to create shepherds, picks or screens to obstruct the path of defensive players (“pick”).
SCORING:
You score a goal if you catch the disc in the endzone that you are attacking. If you are in the air, your first point of contact must be in the endzone. If your foot touches the goal line it is not a goal. After a goal, play stops and teams swap which end zone they are defending.
gaelic football RULE SPECIFICS
STARTING THE GAME
Each half will start with a jump ball. A Beach Soccer or Large Dodgeball will be used.
SCORING
Each goal that is kicked into the goal is work three (3) points. Each goal that is kicked directly above, or hits, the goal post is worth one (1) point.
THE START OF PLAY
Once the ball is tipped to a player, that team will start with the ball. They will either play in Aussie Rules mode or Soccer mode.
AUSSIE RULES MODE
This mode is activated by players catching and passing the ball down the court towards the goal area. The ball must be hand-balled to each other like an Aussie Rules ball (if not the ball will be turned over to the opposition). The ball can also be kicked like an Aussie Rules ball to each player down the court.
When in Aussie Rules Mode:
- Once you have caught a ball you are stuck in the mud and cannot run with the ball (like netball), you can pivot to change direction but cannot freely move with the ball in hand
- The ball must be hand-balled to players, it cannot be thrown
- The ball can be kicked to players like in Aussie Rules
- Defenders cannot steal the ball from any players hands when in Aussie Rules mode
- Defenders must be 3 feet away from Attackers when in Aussie Rules mode (like Netball). Players must only stand 3 feet away with their hands up or to the side, not over the ball and cannot snatch the ball from the attacking players hands
- Players can attempt to score a goal in Aussie Rules mode by kicking or hand-balling into the goal.
- If the ball touches the ground at any point, the game then enters into Soccer Mode.
SOCCER MODE
This mode is activated when the ball has hit the ground. Players can play in Soccer mode by kicking to each other like a Soccer ball, however, when the ball is in Soccer mode, it is free ball and can be easily intercepted at any time.
When in Soccer Mode:
- Players can kick to each other like in normal Soccer
- Defenders can contest, intercept and steal the ball with their feet at any time when the ball is on the ground
- Defenders can also pick the ball up at any time to create a turnover, re-activating Aussie Rules Mode
THE GOALKEEPERS AREA
- The goal area is the semi-circle in front of the goal posts
- The goal keeper can move freely in the goal circle and can use their hands when attempting to save a goal in the goal circle
- There are no corners, all balls will go back to the keeper
- Only the goal keeper can be in the goal circle meaning all players when attempting to shoot, must shoot from outside the goal area
FOULS AND MISCONDUCT:
- A player may not intentionally kick, trip, jump at, strike, hold, elbow, push, charge from behind or violently charge an opponent. Players should not swear, gesture, or argue with the League Host or any player. Fouls can be awarded against the player for this behaviour.
- Players should exercise caution when the ball is in play next to a fence, wall or netting area or in the air. Defenders are responsible for letting the attacker take control of the ball before commencing defence.
- Any player that compromises the safety of another player will result in a free kick to the opposing team, or may warrant further sanctioning depending on the severity of the offence
NO SLIDE TACKLING
Slide tackles will result in an indirect free kick for the team and it is up to the Even Host discretion as to whether the player is removed from the game for an amount of time.
PENALTIES
Turnovers or penalties will take place when:
- Dangerous manner of play
- Impeding the progress of an opposition player
- If defenders are within 3 feet when defending
- Kicking or attempting to kick an opponent
- Tripping or attempting to trip an opponent
- Jumping at an opponent
- Charging an opponent
- Striking or attempting to strike an opponent
- Pushing, elbowing or holding an opponent
- Making contact with an opponent before the ball whilst making a tackle to gain possession of the ball
- If players knock the ball into the goals with their hands, no points awarded and automatic turnover.
URBAN REC SPECIFICS
FUN FIRST POLICY
All Urban Rec leagues, irrespective of skill level, are fun-first. Our League Hosts facilitate a fun, safe environment for teams. They will acknowledge, coach and make calls according to your level of experience playing the game. Urban Rec leagues expect a certain level of self-officiation, meaning that players are expected to display good sportsmanship to govern their behaviour. Open communication and camaraderie between teams is encouraged.
DISCIPLINE
Urban Rec League Hosts have the final say on any issue that cannot be self-resolved.
If you are seen to be rude or not playing within the respect of the rules, your Event Host has the right to ask you to sub and take a break. If your Event Host then has to warn you more times then they have the right to ask you to leave the field or court and an assessment will be made if you can return to play. We don’t tolerate idiots, play fair.
INCLUSION
Urban Rec seeks to provide a safe, inclusive and happy environment for our members, staff and participants. Gender diverse, transgender and non-binary participants are welcome to play within our leagues along with any sexuality and persons from any background. Urban Rec has zero tolerance for bullying, discrimination or sexual harassment.