SPORT RULES

general league rules

Score Reporting:  Team captains are responsible for reporting the scores after your game through the SSC website. Teams have a 48-hour window to report scores after the completion of the game. Please be timely with your score reporting so league standings can remain updated for playoff positioning.

  • To report the score:
    • Login to your Player Page (click on your username)
    • Tap the “Schedule” tab
    • Tap “Record Score” button next to the game in the schedule to submit your scores
  • Other Tips:
    • If you notice the score is already there, it’s because the opposing team captain has already reported the score. If the score is reported incorrectly, please write us an email and let us know! We can move forward with a Score Dispute if necessary.
    • Did you or the other team forfeit the game? Please head to ‘Record Score’ and submit a forfeit win (or loss)

Standings/Schedules: Players can view league schedules and standings by logging into your player profile and clicking on ‘Schedule and Standings’.

Player Eligibility: All players must be added to the team roster by the team captain. This process confirms that all players have agreed to our policies and online waiver.

Substitute players are allowed; however, they must be added to the team roster. Adding a substitute player from another team in the same league is allowed, however, regular/consistent use of a substitute player in the same league is considered unsportsmanlike and not encouraged.

For a player to be eligible for a playoff game, the following criteria must be met, or the team will default the game: Be on the SSC online team roster. Play a minimum of two regular season games in a 6–10 week season, or three regular season games in an 11–14 week season. Play for only one team per league/pool in playoff games. If a player plays for two teams, the second game will be defaulted.

Forfeits: A forfeit will occur if a team cannot field a squad by 15 minutes after the official start time.

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

In the event of inclement weather, follow our SSC foul weather policy available on the website and the sport specific instruction below.

Rough Play & Player Conduct: It is recognized that incidental contact between players is inevitable – however, all players should go out of their way to avoid creating unsafe play.

Any unsportsmanlike conduct may result in immediate expulsion from the league. This includes, physical or rough play, verbal abuse, damage to facility property and/or loss of facility permit. Fighting will result in immediate expulsion from the league. View our complete Unsportsmanlike Conduct policy on our website.

Drinking alcoholic beverages, use of drugs and smoking at your game site before, during, or after your game is strictly prohibited. Offenders will be asked to leave the league without refund. No Exceptions.

Game Coordinator (GC) On-site SSC League Representatives: A Game Coordinator (GC) presence is dependent on sport, season, and/or facility locations. They are not referees, as all games are self-officiated. They are on-site to be a neutral supporter of both teams, clarify rules, manage equipment, start/stop games, and to inform players of league news.

A Game Coordinator may stop a game before the full time has expired due to overly aggressive play, persistent unsportsmanlike conduct, or a general violation of the rules of the game.

SPORT SPECIFIC RULES (LEAGUE)

Game Length & League Structure

SSC Badminton league is based on a drop-in style league. Your partner and opponent will be different for each game. The gym will be reserved for a specific amount of time according to the online schedule. Players join an open game as the courts become available.  

You can stay and play the full amount of time, or ‘drop-in’ at your leisure.

SSC does not use a ranking system to indicate the different skill level of its members nor does it use a system to impose time limits on matches. Rather, SSC uses the “honour system” to keep track of who is next up to play. Be courteous by allowing players that have not had a chance to play or warm up to do so.

No consecutive matches amongst teams or individuals.

Equipment

Players are responsible for bringing their own racquets.

Shuttles will be provided on-site. 

Nets are stored at the gym. 

Players are encouraged to help with the set-up and take-down of nets, but please wait for the SSC Event Coordinator. 

Skill Levels

All skill levels are welcome (beginner to advanced).

General Game Rules

SSC Badminton plays a 21 Rally Point Scoring System and Best out of 3 Games (which equals 1 match).

At the start of each match the winner of the toss, or the opening volley, has the choice of first serve or side of court. 

The victor of the first game of the match serves first in the subsequent game and so forth. 

At the beginning of the game, the server serves from the right-side of the court.

If the serving side wins a rally, the serving side scores a point and the same server serves again from the alternate service court.

If the receiving side wins a rally, the receiving side scores a point. The receiving side becomes the new serving side.

When the score is even, the server serves from the right court. When it is odd, the server serves from the left court.

The players do not change their respective service courts until they win a point when their side is serving.

Receiving Courts: A player serves and receives in the right service court if their opponent has scored an even number of points at that juncture of the game. A player serves and receives in the left service court if their opponent has scored an odd number of points at that juncture of the game. The shuttle is volleyed back and forth until a fault is committed or the shuttle has exited the field of play.

Scoring

Points are scored if a serve lands on the opponent’s court without being volleyed back or if the opponent returns a volley outside of the court. The player who gains the point retains the serve until it is broken by the opponent.

A winning score in badminton is 21. A player must win by two points unless the score is tied 29-29, the 30th point would then win.  

The winner of a badminton match is the one who wins the best of 3 games.  Should one team win the first 2 games the match is over.

Faults, Lets and Errors

Faults

Faults can occur for a wide variety of reasons, including:

   o    improper shuttle contact, improper shuttle landing, improper player contact, player misconduct, or double hits.

   o   A player touches the net or poles with their body, racquet or clothing.

   o   Crosses the plane of the net with their body, racquet or clothing. Exception: You can cross the plane (without touching the net) if you have contacted the shuttle on your side of the net first.

   o   Crosses under the plane of the net with their body, racquet or clothing.

Hard smashing is discouraged in SSC badminton leagues. Please respect the level of your opponents.

Lets

Lets can be called for a variety of reasons, including if a shuttle is caught on top of or in the net, if both players fault, if a player is unready for a serve, if a shuttle falls apart, or if there is a service court error.

Service Court Error

A service court error has been committed if a player has served out of their rotation, if a player has served from the wrong court, or if a player is standing on the wrong court while receiving a serve. Service court errors can only be enforced if discovered prior to the next serve. If the error is discovered and both sides committed it, a ‘let’ will result. If the offending player won the rally, it shall also be a ‘let’. If the offending player lost the rally, the error is null.

Game Length & League Structure

SSC Badminton league will host a ladder format in week 1 to determine skill division. Results from week 1 will confirm division placement for remainder of season.

Matches are 90-minutes.

Equipment

Players are responsible for bringing their own racquets.

Shuttles will be provided on-site. 

Nets are stored at the gym. 

Players are encouraged to help with the set-up and take-down of nets, but please wait for the SSC Game Coordinator. 

Skill Levels

All skill levels are welcome (beginner to advanced).

General Game Rules

At the start of each match the winner of the toss, or the opening volley, has the choice of first serve or side of court. 

At the beginning of the game, the server serves from the right-side of the court.

If the serving side wins a rally, the serving side scores a point and the same server serves again from the alternate service court.

If the receiving side wins a rally, the receiving side scores a point. The receiving side becomes the new serving side.

When the score is even, the server serves from the right court. When it is odd, the server serves from the left court.

The players do not change their respective service courts until they win a point when their side is serving.

Receiving Courts: A player serves and receives in the right service court if their opponent has scored an even number of points at that juncture of the game. A player serves and receives in the left service court if their opponent has scored an odd number of points at that juncture of the game. The shuttle is volleyed back and forth until a fault is committed or the shuttle has exited the field of play.

Match Structure & Scoring

Matches consist of 5 total games within the 90-minute time frame.

   o   Game 1 = Singles A1 vs B1

   o   Game 2 = Singles A2 vs B2

   o   Game 3 = Singles A2 vs B1

   o   Game 4 = Singles A1 vs B2

   o   Game 5 = Doubles A1/A2 vs B1/B2

Single matches are first to 11 points (hard cap).

Double matches are best 2 of 3, first to 11 (hard cap).

Points are scored if a serve lands on the opponent’s court without being volleyed back or if the opponent returns a volley outside of the court. The player who gains the point retains the serve until it is broken by the opponent.

Score Reporting: Captains must report the scores as follows (example): 1-0, 0-1, 0-1, 1-0, 2-1. Please do not enter the total number of points per match.

Faults, Lets and Errors

Faults can occur for a wide variety of reasons, including:

   o   Improper shuttle contact, improper shuttle landing, improper player contact, player misconduct, or double hits.

   o   A player touches the net or poles with their body, racquet or clothing.

   o   Crosses the plane of the net with their body, racquet or clothing. Exception: You can cross the plane (without touching the net) if you have contacted the shuttle on your side of the net first.

   o   Crosses under the plane of the net with their body, racquet or clothing.

Hard smashing is discouraged in SSC badminton leagues. Please respect the level of your opponents.

Lets can be called for a variety of reasons, including if a shuttle is caught on top of or in the net, if both players fault, if a player is unready for a serve, if a shuttle falls apart, or if there is a service court error.

A service court error has been committed if a player has served out of their rotation, if a player has served from the wrong court, or if a player is standing on the wrong court while receiving a serve. Service court errors can only be enforced if discovered prior to the next serve. If the error is discovered and both sides committed it, a ‘let’ will result. If the offending player won the rally, it shall also be a ‘let’. If the offending player lost the rally, the error is null.

Objective

The objective of the game is to win points by shooting the ball into the opposing team’s “basket.” The team with the most points wins.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment

Teams are required to bring 1 basketball to every game. 

Basketballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players on the court.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 1 man and 1 woman on the court.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 3 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Games can begin with a jump ball, rock-paper-scissors or a coin toss. 

Teams are responsible for keeping score and time. When an SSC Game Coordinator is on-site, they will offer to keep score for the game.

General Game Rules

Standard basketball rules apply to all SSC games. Notable exceptions are listed below:

Defensive play is man-to-man only (no zone defense). You can pick-up your man anywhere on the court, however double teaming can only be done on your side. 

Players may substitute after a basket has been scored (although play doesn’t stop) or during a stoppage in play (not ‘on the fly’).

Each basket scored counts as a single point (regardless of where the shot was taken from, i.e. no 3-pointers).

An out of bounds ball in favour of the attacking team results in the attacking team taking possession of the ball at the top of the key.  At this point, the ball must be ‘checked in’ by the defensive team before play can resume. Once the ball has been ‘checked in’, the attacking player can dribble the ball but must make a pass (S/he cannot score directly off the ‘check-in’).

When the ball is tied up, and a jump ball call is made, the team who is on defense will be awarded possession of the ball. 

Teams may call a 1-minute time-out per half if needed except in the final 10 minutes of play.

Three seconds in the key: If an offensive player is in the key for more than 3 seconds, the defensive player may give out a warning. An offensive player can receive 2 warnings, after the 3rd warning an automatic turnover occurs. Counting should go as follows: “one one-thousand, two one-thousand, three one-thousand.”

Dunking is not allowed.

Fouls & Violations

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing, and shoving is not allowed (you should not touch any other player with your body at any time on purpose and should do your best to avoid unnecessary contact).

All standard basketball infractions are enforced (e.g. reaching-in, body contact of any kind, charging, etc).

Purposely obstructing an opponent’s vision by placing or waving a hand in their eyes is not allowed.

The offending player should call their own infractions, however only one of the two players involved in an infraction can make a foul call.

If a defensive foul call is made when a player is in the process of taking a shot and the shot goes in, play continues cancelling out the foul.A point is awarded, and the other team takes possession under their own hoop.

If a defensive foul call is made when a player is attempting a shot or layup (thereby affecting the outcome), the fouled player will take a shot from the free-throw line.  If the shot goes in, a point is awarded, and the other team takes possession under their own hoop.  If the shot is missed, play becomes live and the game continues.  To avoid defensive players from killing time during the setup for the foul shot, the shooter can attempt the foul shot as soon as the rest of his team is in position for the foul shot (regardless of the position of the defensive players).  The foul shooter has a maximum of 20 seconds to take the shot.

If a defensive foul call is made when a player is dribbling, passing, running (not shooting or making a layup), the attacking team takes possession of the ball at the top of the key.  At this point, the ball must be ‘checked in’ by the defensive team before play can resume.  If an offensive player causes a foul, the defensive team takes the ball to the closest sideline to the foul and starts play by inbounding the ball.

Intentional fouls are not condoned by the league.

Playoffs

A game can end in a tie during the regular season. 

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by a three-minute overtime period. If the game is still tied after the overtime, the next basket will win. 

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

The object of the game is for the player to pocket all of their balls (solids or stripes), and then legally pocketing the 8-ball to win.

Game Length

Teams must finish all 3 games within the designated 2 hour timeframe.

Games start and end according to your online SSC schedule. 

Players on Team and Equipment

Teams are comprised of 2 players, shooting alternately.  There is no gender rule.

The game is played with fifteen balls, numbered 1 to 15 and the cue ball.  Object balls consist of two groups; solids and stripes.

Equipment is provided at your location.  Players are allowed to bring their own cue stick.

Game Setup & The Break

The winner of the coin toss chooses who breaks. The break alternates each inning.

On the break, the cue ball must be totally within the kitchen area, that is, not hanging over the line.

The front ball is racked on the foot spot, with the 8-ball in the centre of the third row of the triangle, a stripe in one back corner and a solid in the other.

A legal break is made provided at least four balls from the rack hit a rail. Failing to do so, the player must re-break.

If a player pockets the 8-ball on the break, the player has the option to re-rack and break again or spot the 8-ball and continue the inning

All fouls on the break result in ball in hand anywhere on the table.

An open table exists:

   o    Immediately after the break, whether any ball was made or not.

   o    when the player who breaks, fouls on the break.

   o    when no balls have been made.

   o    when one or more balls from each group are pocketed on the break or on an open table.

On an open table, any combination is legal except hitting the 8-ball first.  The group pocketed becomes the player’s group unless the player pockets at least one ball from each group, in which case the table remains open.

General Game Rules

Calling both the ball and the pocket is required 

Any ball made in a pocket or driven off the table stays down and out of play

If a player makes a good hit on his object ball (including the 8-ball) and nothing hits a rail, but an opponent’s ball is pocketed, a legal safe has been made.

If a ball hanging on the edge of a pocket drops five seconds after the balls stop moving, the ball is replaced and is not considered made.

If a player legally pockets at least one of their object balls they may shoot again, even if an opponent’s ball is also pocketed.

If a player legally pockets the 8-ball and an opponent’s ball on the same shot, they still win.

Hitting your ball and the opponent’s ball at the same time is not a foul.

Fouls

Pocketing the cue ball (scratch).

Shooting while any ball is still in motion.

Driving any ball off the table.

Touching the cue ball, or making contact with two or more object balls. If one object ball is touched and moved the opponent has the option to move it back to its original position.

Not contacting one of the shooter’s group balls first.

Not contacting a rail with any ball after the cue ball contacts a legal object ball.

If an object ball is frozen to a rail, then after the cue ball contacts that ball, you must drive:            

   o    that ball to another rail. 

   o    the cue ball to any rail,

   o    a third ball to any rail.

Double-hitting the cue ball with the cue stick. (If the cue & object balls are touching, you may shoot straight through.  If they are very close you must shoot at an angle.)

Altering or stopping the motion of any ball in the game.

Not touching the floor with a foot during the shot.

Any form of coaching.  If a player wishes to check on a rule, he should approach an official with his opponent.

A player calling a foul must be within 8 feet of the table at the time of the foul.

Penalty for all of these fouls is an immediate turn for the opponent from within the kitchen – that is on or behind the head-string line (not hanging over the line). The initial movement of the cue ball must be in a forward direction.

Losing the Game

A player shall lose the game if they:

  • Pockets the 8-ball on the break and scratches or jumps a ball off the table.
  • Makes the 8-ball in any pocket not designated.
  • Makes the 8-ball without calling or designating a pocket.
  • Makes the 8-ball out of turn (before all object balls).
  • Jumps the 8-ball off the table.
  • Scratches the cue ball while shooting the 8-ball.
  • Commits any foul while pocketing the 8-ball.
  • Failure to hit the 8 is a foul, but not a game-losing foul.

Playoffs

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

The team that scores the most amount of points during the 90-minutes or 6 ends, wins the match.

Points are scored for the stones resting closest to the centre of the house (circular target marked on the ice and also known as a ‘button’) at the conclusion of each end, which is completed when both teams have thrown all of their stones. Each stone is worth a point.

Game Length

Games are 2 hours in length, and 8 ends are to be played in that time.

Games start and end according to your online SSC schedule. 

Teams are responsible for keeping time.

Equipment

Please refer to the facility information tab on the SSC website for the list of equipment provided by the club (brooms, sliders).  It is the responsibility of the player to bring all other equipment not provided. 

All curlers are required to wear clean shoes on the ice. 

Players will not be allowed on the ice with outdoor footwear (very important).  

Curlers are recommended to use a slider or clear tape on the bottom of the sliding shoe.  Please be careful not to step on the ice with your slider foot first!

Players on ice, Gender Ratio and Defaults

Teams are comprised of 4 players; however, a team can play with 3 players.

There are no gender requirements for curling, however we strongly encourage teams to be mixed gender.

Team forfeits:  For each 10 minutes that the offending team does not commence play from the designated start time, the non-offending team shall be granted one point. One end shall be considered to have been played and the non-offending team shall be given the choice of last rock or colour of handle in the first end played. After 30 minutes the non-offending team will be declared the winner.

Game Set-Up

Each team has eight stones (each player will throw 2 stones per end).

The team winning the coin toss will decide whether they will curl first or second, the losing team will decide the rock colour.

Teams with more than 4 players must wait between ends to rotate in. Only 4 curlers may play per end.

When the curler throws the stone, 2 teammates sweep the stone with the purpose of directionally controlling the speed and path, the 4th teammate is the Skip in this scenario.  

Every player should have a broom.

People who are right-handed wear tape or a slider on their left foot and vice-versa for left-handed people. 

General Game Rules

Teams are not required to declare a set ‘lead’ ‘2nd’ ‘3rd’ and ‘skip’ for the entire game.  Players are allowed to rotate through the various positions, as long as each position is declared at the start of each end. However, it is expected that all teams still follow the correct order of “2,2,2,2” when throwing stones in each end.  If a team has 3 players, it is expected to follow the order of “3,3,2”.

The rocks must completely cross the hog line to stay in play.

Throwers must release the rock before the hog line.

If a rock hits the sideboard or the sidelines, the stone is out of play.

A team can only begin to sweep the oppositions rock(s) once it has completely passed the T-line (the line that intersects the house). Only one sweeper can sweep past the T-line per rock.

Free Guard Zone Rule

Until four stones have been played (two from each side), stones in the free guard zone (those stones left in the area between the hog and tee lines, excluding the house) may not be removed by an opponent’s stone (although they can be moved as long as they are not taken out of play). These are known as guard rocks. If the guard rocks are removed, they are replaced to where they were before the shot was thrown, and the opponent’s stone is removed from play and cannot be replayed. This rule is also known as the four-rock rule.

Curling Etiquette

When your opponents are preparing for delivery, stand to the side of the sheet, single file and between the hog lines. Move only after the stone has been released.

If you are throwing next you may stand on the backboard but remain quiet and out of sight of the opposition thrower.

Only skips and thirds may congregate behind the tee line. They do not move or hold their brooms on the ice while the opposition is preparing to deliver a stone.

Be ready to go when it’s your turn to deliver a stone.

·Please do not hit the ice with brooms.

Please do not crash the rocks on the ice.

Please guard the ‘hack’ so that rocks do not hit it and ruin the ice.

Curling is a win-win sport! Win – you get bragging rights… Lose – winning teams buy the beer!

Playoffs

If a playoff game ends in a tie at the end of regulation time, a tie breaker will be played to decide a winner.  A draw to the button (one rock) will be used to break a tie. The team whose rock is closest to the button will be deemed winner. Each team will decide on 4 players to take part in the tie breaker with 1 person to throw, 2 sweepers and 1 skip.  

The first team will throw their rock. Both teams (and a neutral player from another team) should agree on where the rock landed. The rock is then removed from play allowing the second team to shoot at an empty house. Both teams (and the same neutral player) will agree on where the second team’s rock stopped. If possible, a winner will be determined.

If no rocks land in the house, the teams will repeat the steps above until a winner can be determined (rotating positions).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

To win a game, a team must eliminate all 6 opposing players from the court.

Matches will consist of as many games that can be played in the 55-minute time period. Each game won will count for one point. If a game is still being played when time expires, the team with the most live players on the court at the time will win the game.  Ties are allowed during the regular season.

We encourage, although not required, a final ‘all-in’ game that does not count towards games won. This is a fun game to end your match with all players on the court at the same time. In this game, players are not allowed to come back in if a teammate catches a ball. Once a player is eliminated, they are out of the game.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment

SSC will provide dodgeballs (7-inch) for every game.

Players are not allowed to play with gloves, bare hands only. Wraps or single-sided tape for supporting recovering injuries are acceptable, however cannot be performance enhancing.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

To start the game, each team stands at their respective back wall with two dodgeballs each.

Four dodgeballs will be used simultaneously for each game.

Teams start the match by shouting, “Ready, Set, Dodgeball”.

Once play has started, players must remain on their own side of half. 

Eliminated/substitute players should stand/sit on the side of the court out of the way of play as much as possible. A bench area should be defined and then considered out of bounds. Live players may only enter this area to retrieve balls.

A bench area should be defined and then considered out of bounds. Live players may only enter this area to retrieve balls.

Sidelines – If the gym/court requires the use of a sideline (a wall is not present) to determine the width and/or length of the playing space, the following rules apply.

   o    All sidelines must be confirmed by both team captains prior to the start of the game.

   o    Players cannot touch or cross a sideline (similar to the centre line), unless they are attempting to retrieve a ball and bring it back into the playing space.   

   o    If a player is not retrieving a ball and any part of a player touches the sideline or past the line, that player is out.

   o    If a player is retrieving a ball, they must return back to the game playing space immediately or that player is out.

   o    If a player is retrieving a ball past the sideline, they are still considered ‘live’ and can be hit by a thrown ball and can also catch a thrown ball, etc.

   o    Teammates who are not playing in the current game (or have been previously eliminated), should help retrieve balls and place them back into the playing space at the location they went out.

Teams should switch sides at the half-way point of the match.

General Game Rules

The 6 players that start each game are the only players that can play during that particular game (i.e. for that point). Teams can alter their roster for each game as long as gender requirements are met.  Injured players can be substituted midway during a game if necessary (keeping gender ratio).

It is the responsibility of all players to make a fair and honest call as to whether or not they were hit. If a player/team accuses another player of being out, it is up to the player in question to decide whether they were hit or not.  Clothing is considered a part of your body if hit by a ball.

Players cannot remain static in areas that conceal or partially conceal their body, e.g. door entrance ways. 

Defensive players cannot lie down, kneel or crouch before a ball is thrown.

Players cannot kick the ball at an opponent.

It is considered unsportsmanlike to squeeze the dodgeballs before throwing them.

When 2 players remain on the court (1 from each team), the timekeeper should announce the two players have “one-minute” to eliminate each other. After the one-minute has expired, if the game has not yet ended, each team will return one player to the court (again, each team must abide by their order of returning players).

Player Elimination and Player Addition

To eliminate an opposing player, a ‘live’ ball must hit the player from the shoulders downwards. An opponent that is hit in the head is NOT eliminated but the thrower of the head ball IS eliminated.

·If a player is hit in the head at any time and in any position, the thrower is out. Players cannot purposely use their head to block a ball.

Once a player has been hit with a ball and is out, they must raise their hand while exiting the floor. This way opponents will not intentionally strike again. Any ball that hits an ‘out’ player as they are heading off the court is a dead ball. Please leave the court quickly.

A ball is considered ‘dead’ as soon as it hits the floor, walls, ceiling or any other obstacles around the court (e.g. basketball hoops, etc). A player is not eliminated after being hit by a dead ball. All other balls are considered ‘live’.

If a thrown ball hits an opponent and comes back across the centre line, the ball is considered to be dead and only the person who is hit is out.

If a player catches a ‘live’ ball the thrower is out.  In addition, the team that caught the ball can return a previously eliminated player to the court. The player that returns to the game must be the first player who was ruled ‘out’ during that particular game (and the order of returning players should be maintained – e.g. the third player to be eliminated will be the third player to return to the court). This player is considered a live player as soon as the ball is caught. It is recommended players line-up in order of elimination on the bench.

If a ‘live’ ball hits a player then rebounds and hits another player on the court and the ball hits the ground or wall, both players are out. If the ball rebounds off a player and another player catches it (as a continuous action without touching the ground) the thrower is out and the player who had the ball rebound off them is safe.

Players cannot cross the center line. Players may lean over the half line to retrieve a ball, but the player cannot touch the middle line or any part of their opponent’s half of the court. If any part of a player touches the line or other half, that person is out. If a ball is thrown by a player who steps on and/or over the line, the ball is considered dead and cannot eliminate an opponent.

Players cannot jump from their own side of half and land on their opponent’s side in the attempt of getting an opponent out. Only the thrower is out in this scenario. This is also known as the kamikaze rule.

Ball Possession

Players cannot be in possession of a ball longer than 10 seconds. This rule applies as soon as a player is in possession of a ball (excluding stopping the ball with a player’s foot). Therefore, if a player puts the ball down on the ground or passes it to another teammate, the ball still needs to be thrown within  the original 10 seconds. If a ball is not thrown within the 10 second window, the opposing team receives the ball.

Teams should not stockpiling the balls on their own side of the court if it causes players to be in possession of a ball for longer than 10 seconds. If all 4 balls are on one side of the court, the remaining players need to throw at least one ball within 10 seconds. Please abide by this rule as it will speed up the pace of play.

Players can only be in possession of 1 ball at any given time. If a player catches a 2nd ball, then the thrower is not out, and the catcher must immediately drop the 2nd ball. As well, the team whose player caught the 2nd ball is not allowed to bring a player back onto the court. This is considered a neutral play – no player is out.

A player holding a ball can use it to deflect/block another ball thrown at them by an opponent. However, if the ball being held is dropped due to the 2nd ball, the person who dropped the ball is out. A deflected ball is still considered ‘live’ until it hits the ground. If it hits another player before hitting the ground, the hit player is out.

If a player has caught a ball, deflects a thrown ball, places current ball down, and catches new ball, the thrower is out, and the player is safe.

Playoffs

A game can end in a tie during the regular season. 

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by one final game.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

View/Download the SSC Flag Football Field Set-Up Diagram

Objective

Flag football is a version of Canadian football where the basic rules of the game are similar to those of the mainstream game (often called “tackle football” for contrast), but instead of tackling players to the ground, the defensive team must remove a flag or flag belt from the ball carrier (“deflagging”) to end a down.

Game Length

Games are 90 minutes in length including a 5-minute halftime midway through the game (unless otherwise indicated in your schedule).   

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:30pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring an NFL size Football, six (6) pylons, and a set of ten (10) flag belts (with 2 flags each) for every game.

This equipment is available to rent through SSC.  A refundable deposit is required for the equipment, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents. Please wear shorts/pants with NO pockets. This will reduce finger injuries when trying to grab the flags.

Only flags with Velcro attachments to the belt are permitted.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 7 players on the field.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Field & Player Set-Up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a flag football field set-up, click on the pdf document in the rules section.

The field set-up includes:

   o   Total field length (70 paces)

   o   Between the end zones (50 paces)

   o   End zones (10 paces)

   o   Total field width (35 paces)

   o   A pace is approximately 3 heel-to-toe steps.

Flags should be placed on the hips of each player at the outset of each play. The flag must be on top of all clothing and cannot be folded over such that the Velcro attachment is on the inside or hidden.

To start the game, teams can decide who gets ‘first ball’ by either a coin toss or playing a game of rock, paper-scissors.

Teams are responsible for keeping score & time.

A game can end in a tie during the regular season.

Scoring

A point is scored when a player catches any legal pass or runs the ball into the defensive end zone prior to having one of their flags stripped.

To score a player must step over the line in the end zone (it is not enough to have the “plain of the end zone” broken by the ball).

Teams receive one (1) point for each touchdown.

There are no conversions.

Game Start & General Rules

The kicking team will kick-off from their own end zone line. All players on the team must line-up behind the kicker and can only start to run downfield once the ball has been kicked. If the ball is kicked out of bounds, the offensive team will start their drive at the spot where the ball left the playing area – there is not an option to ask for a re-kick.

From the time the ball is placed on the line of scrimmage, the offense has 30 “steamboats” to start the next play. Running down the clock with an unnecessarily long huddle is not an acceptable strategy.

If a defending team sacks the Quarterback (or any offensive player with the ball) in the offensive end zone, the ball is turned over at midfield to the defending team.

If an interception occurs in the end-zone and the player is flagged down, a touchback will occur, and the intercepting team will gain possession on the 10-yard line.

If the ball is kicked through the end zone on either a punt or kick-off (or kicked into the end zone and the receiving team elects not to run the ball out by letting the ball go), the offensive team will start their drive 10 paces out from their end zone, in the centre of the field. If the receiving team elects to catch the ball in the end zone (or runs back into the end zone after catching the ball), the receiver is in play and runs the risk of being tackled in his/her own end zone.

After a punt/kickoff, if the ball comes in contact with a player on the receiving team before touching the ground, the ball is live (considered a fumble).

Teams may call a one (1) minute time-out per half if needed except during the last 10 minutes of play.

·Ending the Half or Game – With three minutes to go in the half (game), there are 5 plays left in the half (game). A kick-off after a touchdown is not considered a play.

Offense, Quarterback and Receiving

The offensive team has four (4) downs to cover the entire field. If the offensive team fails to score on the 4th down, the ball is turned over and the new offensive team starts their drive from the position where the last play ended.

The offensive team may punt on the 4th down, and does not need to notify the defense of their intentions to do so.

The Quarterback may only run the football past the line of scrimmage when/if any defensive player crosses the line of scrimmage at the end of the 5 “steamboats”. If a defensive player does not cross the line of scrimmage, the Quarterback cannot run the ball.

To start an offensive play, the ball must be snapped by the offensive Center, from the point of scrimmage to the Quarterback. There is no minimal distance required by the Quarterback who can be either up close to the Center or in a shot-gun formation. The Quarterback cannot self-snap.

Spinning – An offensive player CAN turn their bodies from side to side, but cannot spin 360 degrees. This prevents defensive players from injuring their fingers. If a player spins, the ball is dead at the point where the spin occurred.

Offensive players may not block or otherwise obstruct any defensive players.

Offensive players cannot protect/cover/hide/block his/her flag. If the person with the ball blocks the defenders hand from grabbing their flag, the play is dead where the block occurred.

An offensive player can dive or jump to catch a ball, but once in possession he/she cannot leave their feet at any time. This includes all forms of jumping and diving. If the ball carrier breaks this rule, the play is dead at the point where the player stood before the infraction.

If a flag inadvertently falls off the ball carrier, or if a player attempts to grab a flag and there is not one on the hip of the offensive player, the play is stopped at that location.

First point of contact: A receiver is determined to be “in” or “out” based on their first point of contact with the ground. If a player lands first with one foot in-bounds, and then the other foot touches down out-of-bounds, it IS a legal catch, but the play ends where they touched the out of bounds line. If a player catches the ball, but is straddling or lands straddling the sideline, it is NOT a catch. Only a one foot landing is needed – as long as that foot touches down in-bounds.

Lateral passes and ‘flea flicker’ plays are permitted.

Defence

The defense must loudly count five (5) “steamboats” before rushing the Quarterback.

While counting, the defense must line up at or behind the line of scrimmage.

Steamboats should be counted as follows: “one…steam…boat”.

Once the ball has come in contact with a 2nd offensive player (Quarterback hand-off or throw to receiver), the defending players can cross over the line of scrimmage before the end of the 5 “steamboats” and engage with the offensive players.

A defender may not step in front of the ball carrier or block a running lane if it has the potential to create an unsafe play. Likewise an offensive player should not run with their head down, in an attempt to run through the defenders.  In other words, incidental contact is inevitable, but players should not be run over. Please use your best judgment.

Dead Play

If a player carrying the ball slips/falls and one knee touches the ground, the play is dead and the defense does not have to remove a flag for the play to stop. Please observe this rules carefully as it helps to promote safer play.

If the football touches the ground for any reason (kick-offs, fumbles, handoffs, etc) the ball is dead and the play is over. The next play is started at the spot where the ball hit the ground.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call. 

Players not on the field at the time of any incident cannot make a call at any time.

Fouls (including picks) that are called by the offence or defence will lead to a re-down (the play starting over from the line of scrimmage). Once a foul is called, the play must stop and the play is started over. If the offence/defence is fouled, they can choose not to call a foul if it is an advantage to do so. Example – A receiver is fouled as they catch the ball and continues to run the ball in for a touchdown.

All games are self-refereed. Disputes about a possible infraction are to be discussed amongst the people involved in the play. If an agreement cannot be reached, simply redo the down. Please play safely and with good spirit.

Playoffs

Playoff games should be 80 minutes in length in anticipation of needing the extra time to settle a tie.

A game can end in a tie during the regular season.  In the playoffs, if regulation time expires and the score is tied, the game continues until a team has scored to break the tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

View/Download the SSC Flag Football Field Set-Up Diagram

Objective

Flag football is a version of Canadian football where the basic rules of the game are similar to those of the mainstream game (often called “tackle football” for contrast), but instead of tackling players to the ground, the defensive team must remove a flag or flag belt from the ball carrier (“deflagging”) to end a down.

Game Length

Games are 90 minutes in length including a 5-minute halftime midway through the game (unless otherwise indicated in your schedule).   

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:30pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring an NFL size Football, six (6) pylons, and a set of ten (10) flag belts (with 2 flags each) for every game.

This equipment is available to rent through SSC.  A refundable deposit is required for the equipment, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents. Please wear shorts/pants with NO pockets. This will reduce finger injuries when trying to grab the flags.

Only flags with Velcro attachments to the belt are permitted.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 6 players on the field.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Field & Player Set-Up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a flag football field set-up, click on the pdf document in the rules section.

The field set-up includes:

   o   Total field length (70 paces)

   o   Between the end zones (50 paces)

   o   End zones (10 paces)

   o   Total field width (35 paces)

   o   A pace is approximately 3 heel-to-toe steps.

Flags should be placed on the hips of each player at the outset of each play. The flag must be on top of all clothing and cannot be folded over such that the Velcro attachment is on the inside or hidden.

To start the game, teams can decide who gets ‘first ball’ by either a coin toss or playing a game of rock, paper-scissors.

Teams are responsible for keeping score & time.

A game can end in a tie during the regular season.

Scoring

A point is scored when a player catches any legal pass or runs the ball into the defensive end zone prior to having one of their flags stripped.

To score a player must step over the line in the end zone (it is not enough to have the “plain of the end zone” broken by the ball).

Teams receive one (1) point for each touchdown.

There are no conversions.

Game Start & General Rules

The kicking team will kick-off from their own end zone line. All players on the team must line-up behind the kicker and can only start to run downfield once the ball has been kicked. If the ball is kicked out of bounds, the offensive team will start their drive at the spot where the ball left the playing area – there is not an option to ask for a re-kick.

From the time the ball is placed on the line of scrimmage, the offense has 30 “steamboats” to start the next play. Running down the clock with an unnecessarily long huddle is not an acceptable strategy.

If a defending team sacks the Quarterback (or any offensive player with the ball) in the offensive end zone, the ball is turned over at midfield to the defending team.

If an interception occurs in the end-zone and the player is flagged down, a touchback will occur, and the intercepting team will gain possession on the 10-yard line.

If the ball is kicked through the end zone on either a punt or kick-off (or kicked into the end zone and the receiving team elects not to run the ball out by letting the ball go), the offensive team will start their drive 10 paces out from their end zone, in the centre of the field. If the receiving team elects to catch the ball in the end zone (or runs back into the end zone after catching the ball), the receiver is in play and runs the risk of being tackled in his/her own end zone.

After a punt/kickoff, if the ball comes in contact with a player on the receiving team before touching the ground, the ball is live (considered a fumble).

Teams may call a one (1) minute time-out per half if needed except during the last 10 minutes of play.

Ending the Half or Game – With three minutes to go in the half (game), there are 5 plays left in the half (game). A kick-off after a touchdown is not considered a play.

Offense, Quarterback and Receiving

The offensive team has four (4) downs to cover the entire field. If the offensive team fails to score on the 4th down, the ball is turned over and the new offensive team starts their drive from the position where the last play ended.

The offensive team may punt on the 4th down, and does not need to notify the defense of their intentions to do so.

The Quarterback may only run the football past the line of scrimmage when/if any defensive player crosses the line of scrimmage at the end of the 5 “steamboats”. If a defensive player does not cross the line of scrimmage, the Quarterback cannot run the ball.

To start an offensive play, the ball must be snapped by the offensive Center, from the point of scrimmage to the Quarterback. There is no minimal distance required by the Quarterback who can be either up close to the Center or in a shot-gun formation. The Quarterback cannot self-snap.

Spinning – An offensive player CAN turn their bodies from side to side, but cannot spin 360 degrees. This prevents defensive players from injuring their fingers. If a player spins, the ball is dead at the point where the spin occurred.

Offensive players may not block or otherwise obstruct any defensive players.

Offensive players cannot protect/cover/hide/block his/her flag. If the person with the ball blocks the defenders hand from grabbing their flag, the play is dead where the block occurred.

An offensive player can dive or jump to catch a ball, but once in possession he/she cannot leave their feet at any time. This includes all forms of jumping and diving. If the ball carrier breaks this rule, the play is dead at the point where the player stood before the infraction.

If a flag inadvertently falls off the ball carrier, or if a player attempts to grab a flag and there is not one on the hip of the offensive player, the play is stopped at that location.

First point of contact: A receiver is determined to be “in” or “out” based on their first point of contact with the ground. If a player lands first with one foot in-bounds, and then the other foot touches down out-of-bounds, it IS a legal catch, but the play ends where they touched the out of bounds line. If a player catches the ball, but is straddling or lands straddling the sideline, it is NOT a catch. Only a one foot landing is needed – as long as that foot touches down in-bounds.

Lateral passes and ‘flea flicker’ plays are permitted.

Defence

The defense must loudly count five (5) “steamboats” before rushing the Quarterback.

While counting, the defense must line up at or behind the line of scrimmage.

Steamboats should be counted as follows: “one…steam…boat”.

Once the ball has come in contact with a 2nd offensive player (Quarterback hand-off or throw to receiver), the defending players can cross over the line of scrimmage before the end of the 5 “steamboats” and engage with the offensive players.

A defender may not step in front of the ball carrier or block a running lane if it has the potential to create an unsafe play. Likewise an offensive player should not run with their head down, in an attempt to run through the defenders.  In other words, incidental contact is inevitable, but players should not be run over. Please use your best judgment.

Dead Play

If a player carrying the ball slips/falls and one knee touches the ground, the play is dead and the defense does not have to remove a flag for the play to stop. Please observe this rules carefully as it helps to promote safer play.

If the football touches the ground for any reason (kick-offs, fumbles, handoffs, etc) the ball is dead and the play is over. The next play is started at the spot where the ball hit the ground.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call. 

Players not on the field at the time of any incident cannot make a call at any time.

Fouls (including picks) that are called by the offence or defence will lead to a re-down (the play starting over from the line of scrimmage). Once a foul is called, the play must stop and the play is started over. If the offence/defence is fouled, they can choose not to call a foul if it is an advantage to do so. Example – A receiver is fouled as they catch the ball and continues to run the ball in for a touchdown.

All games are self-refereed. Disputes about a possible infraction are to be discussed amongst the people involved in the play. If an agreement cannot be reached, simply redo the down. Please play safely and with good spirit.

Playoffs

Playoff games should be 80 minutes in length in anticipation of needing the extra time to settle a tie.

A game can end in a tie during the regular season.  In the playoffs, if regulation time expires and the score is tied, the game continues until a team has scored to break the tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

View/Download the SSC Flag Football Field Set-Up Diagram

Objective

Flag football is a version of Canadian football where the basic rules of the game are similar to those of the mainstream game (often called “tackle football” for contrast), but instead of tackling players to the ground, the defensive team must remove a flag or flag belt from the ball carrier (“deflagging”) to end a down.

Game Length

Games are 55 minutes in length without a stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:00pm).

Equipment (Mandatory)

Teams are required to bring an NFL sized Football, six (6) pylons, and a set of ten (10) flag belts (with 2 flags each) for every game. This equipment is available to rent through SSC.  A refundable deposit is required for the equipment, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Please wear shorts/pants with NO pockets. This will reduce finger injuries when trying to grab the flags.

Only flags with Velcro attachments to the belt are permitted.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 7 players on the field.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Field & Player Setup

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a flag football field set-up, click on the pdf document in the rules section.

 The field set-up includes:

   o   Total field length (60 paces)

   o   Between the end zones (50 paces)

   o   End zones (5 paces)

   o   Total field width (35 paces)

   o   A pace is approximately 3 heel-to-toe steps.

Flags should be placed on the hips of each player at the outset of each play. The flag must be on top of all clothing and cannot be folded over such that the Velcro attachment is on the inside or hidden.

To start the game, teams can decide who gets ‘first ball’ by either a coin toss or playing a game of rock, paper-scissors.

Teams are responsible for keeping score & time.

A game can end in a tie during the regular season.

Scoring

A point is scored when a player catches any legal pass or runs the ball into the defensive end zone prior to having one of their flags stripped.

To score a player must step over the line in the end zone (it is not enough to have the “plain of the end zone” broken by the ball).

Teams receive one (1) point for each touchdown.

There are no conversions.

Game Start & General Rules

The team who wins the coin toss/rock, paper, scissors will begin the game 10 paces outside of their end zone in the centre of the field.  After halftime the opposite team will gain possession and begin play in the same manner from their end of the field.

From the time the ball is placed on the line of scrimmage, the offense has 30 “steamboats” to start the next play. Running down the clock with an unnecessarily long huddle is not an acceptable strategy.

If a defending team sacks the quarterback (or any offensive player with the ball) in the offensive end zone, the ball is turned over at midfield to the defending team.

If an interception occurs in the end-zone and the player is flagged down, a touchback will occur, and the intercepting team will gain possession on the 10-yard line.

Teams may call a one (1) minute time-out per half if needed except during the last 10 minutes of play.

Ending the Half or Game – With three minutes to go in the half (game), there are 5 plays left in the half (game).

Offense, Quarterback and Receiving

The offensive team has four (4) downs to cover the entire field. If the offensive team fails to score on the 4th down, the ball is turned over and the new offensive team starts their drive from the position where the last play ended.

When on offense your field position determines the outcome after an unsuccessful 4th down.  If after 4 downs, the offence is still on their side of half then the ball is advanced to the centre line and the other team takes over.  If the offence has passed half and are into the defending teams side of the field and they fail on 4th down the ball is turned over where the line of scrimmage was.

The Quarterback may only run the football past the line of scrimmage when/if any defensive player crosses the line of scrimmage at the end of the 5 “steamboats”. If a defensive player does not cross the line of scrimmage, the Quarterback cannot run the ball.

To start an offensive play, the ball must be snapped by the offensive Center, from the point of scrimmage to the Quarterback. There is no minimal distance required by the Quarterback who can be either up close to the Center or in a shot-gun formation. The Quarterback cannot self-snap.

Spinning – An offensive player CAN turn their bodies from side to side, but cannot spin 360 degrees. This prevents defensive players from injuring their fingers. If a player spins, the ball is dead at the point where the spin occurred.

Offensive players may not block or otherwise obstruct any defensive players.

Offensive players cannot protect/cover/hide/block his/her flag. If the person with the ball blocks the defenders hand from grabbing their flag, the play is dead where the block occurred.

An offensive player can dive or jump to catch a ball, but once in possession he/she cannot leave their feet at any time. This includes all forms of jumping and diving. If the ball carrier breaks this rule, the play is dead at the point where the player stood before the infraction.

If a flag inadvertently falls off the ball carrier, or if a player attempts to grab a flag and there is not one on the hip of the offensive player, the play is stopped at that location.

First point of contact: A receiver is determined to be “in” or “out” based on their first point of contact with the ground. If a player lands first with one foot in-bounds, and then the other foot touches down out-of-bounds, it IS a legal catch, but the play ends where they touched the out of bounds line. If a player catches the ball, but is straddling or lands straddling the sideline, it is NOT a catch. Only a one foot landing is needed – as long as that foot touches down in-bounds.

Lateral passes and ‘flea flicker’ plays are permitted.

Defence

The defense must loudly count five (5) “steamboats” before rushing the quarterback.

While counting, the defense must line up at or behind the line of scrimmage.

Steamboats should be counted as follows: “one…steam…boat”.

Once the ball has come in contact with a 2nd offensive player (Quarterback hand-off or throw to receiver), the defending players can cross over the line of scrimmage before the end of the 5 “steamboats” and engage with the offensive players.

A defender may not step in front of the ball carrier or block a running lane if it has the potential to create an unsafe play. Likewise, an offensive player should not run with their head down, in an attempt to run through the defenders. In other words, incidental contact is inevitable, but players should not be run over. Please use your best judgment.

Dead Play

If a player carrying the ball slips/falls and one knee touches the ground, the play is dead and the defense does not have to remove a flag for the play to stop. Please observe this rules carefully as it helps to promote safer play.

If the football touches the ground for any reason (kick-offs, fumbles, handoffs, etc) the ball is dead and the play is over. The next play is started at the spot where the ball hit the ground.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call. 

Players not on the field at the time of any incident cannot make a call at any time.

Fouls (including picks) that are called by the offence or defence will lead to a re-down (the play starting over from the line of scrimmage). Once a foul is called, the play must stop and the play is started over. If the offence/defence is fouled, they can choose not to call a foul if it is an advantage to do so. Example – A receiver is fouled as they catch the ball and continues to run the ball in for a touchdown.

All games are self-refereed. Disputes about a possible infraction are to be discussed amongst the people involved in the play. If an agreement cannot be reached, simply redo the down. Please play safely and with good spirit.

Playoffs

Playoff games should be 50 minutes in length in anticipation of needing the extra time to settle a tie.

A game can end in a tie during the regular season.  In the playoffs, if regulation time expires and the score is tied, the game continues until a team has scored to break the tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

View/Download SSC Floor Hockey Goaltender Equipment Requirements

Objective

Floor Hockey is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Game Set-Up

Teams are responsible for keeping score and time.

Often an SSC Game Coordinator is on-site and will offer to keep score.

If benches are present, place them on their side in the corners of the gym for substitute players.

Goalie nets are set-up against the back wall with a crease line of 3 feet. Each gym location may be different.

Teams should bring both light and dark coloured shirts to each game. 

Equipment  

Equipment including nets, player and goalie sticks and balls will be provided and set-up each week by the SSC Game Coordinator or facility staff.  

Teams must bring and use their own goaltender equipment; however, they must meet the requirements below.  

View further details regarding goaltender equipment on the sport rules page.

Goalies are required to:

  • Wear hockey socks over shin guards with buckles.
  • Wear a helmet/mask at all times with no exceptions.
  • Shoes / appropriate footwear.

Goalies are permitted to wear:

  • Fitted shin guards/pads (not full-width goalie pads).  They must be worn underneath pants to reduce the wear and tear to the gym floor.
  • Blocker & Trapper (any size is permitted).
  • A chest protector (must be fitted and cannot extend to the arms).

Goalies are not permitted to wear:

  • Hockey pants.
  • Shoulder pads which extend to the arms.

Players:

  • Must use the provided SSC hockey sticks. Exception: players may bring their own stick, however, must be either the DOM C6 Cup or DOM EL-93 Elite 54” or DOM EL-93 XT 60” sticks & blades.  DOM EL-93 XT
  • Must use DOM standard blade (SB-76). All players on the same team should endeavour to use the same colour blade (either red, blue, or black).
  • Can wear eye protection, gloves & shin guards (soccer) although not mandatory but is recommended.

Players on court and gender ratio

Teams are comprised of 5 players on the court (4 players and 1 goaltender).

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court. The goaltender position is gender neutral. 

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

General Game Rules

To start the game a spare player or an SSC staff member will drop the ball in a faceoff formation.

The ball is always in play, regardless of height (including the ceiling and basketball hoops) until it crosses into an out of bounds area behind the benches. A ball that has gone out of play is awarded to the team that did not touch the ball last. Play commences with a player passing the ball in from the line where the ball went out of play. Please give the player a couple of feet to make a pass. A player cannot score from this shot even if it hits the goalie and goes in – the ball must be touched by either an offensive or defensive player first (excluding the goalie).

To score a goal, the ball must enter the net and fully cross the ‘goal-line’.  If a ‘goal-line’ is not present, please use your best judgement.

Players cannot score by kicking the ball into the net. Any kicking motion done with the intention of directing the movement of the ball nullifies a goal. However, if a pass is made and it inadvertently deflects off a player’s foot and into the net, the goal counts.

Players may make substitutions ‘on-the-fly’ as long as the player leaving the court is off before the new player enters the playing area.

No player (with the exception of the goalie) can slide or dive to block a shot. In other words, players must remain on their feet at all times. If in a stationary position, a defender’s knee cannot touch the ground.

High sticking is not allowed at any time during play. A high sticking infraction has occurred when the stick of any player comes above their waist level. This includes incidents when the player is trying to knock the ball down, waving for a pass, before/after a shot has been taken, or anytime during play. Goals scored by a high stick do not count. If a high stick occurs, the non-offending team retains possession with an indirect shot from where the infraction occurred.

Players and goalies are not allowed to throw their sticks.

Players cannot make a pass to a teammate by pushing or directing the ball with their hand. Players can catch the ball, but they must put it straight down.

Players are not allowed to hold or grab their opponents stick at anytime.

Teams may call a 1-minute time-out per half if needed except during the final 10 minutes of play.

Resuming Play After a Goal

To resume play after a goal, the following must occur:

  • Players return to their designated sides of the gym and wait until both teams are ready to resume play. 
  • The team that was scored upon carries the ball over the centre line.
  • Once the ball passes over the centre line, play resumes.
  • No player, whether they be offensive or defensive, can cross over the centre line before the ball does. If this occurs, the play is reset.
  • The team that was scored upon must make one pass to a teammate after they have crossed centre and before they can shoot on net.  If a shot on net is taken before a successful pass, the play is reset. 

Defensive Tactics

Players are not allowed to defend by placing their stick in between an opposing players legs – this can result in dangerous play.

A defensive player must stand 1 stick length or 5 feet (approximately) away from the crease line in order to give the goalie room to play the ball from their crease.

Slashing and pinning sticks is not allowed. Lifting a player’s stick is permitted; however, you cannot lift a player’s stick above waist level as this is a foul.

Players cannot turn their backs to the opponents and back their way down the court. This should be called a foul as the offensive player is backing into a defensive player who has position.

Goal Crease

No sticks or feet (offense or defense) may enter the lined or taped crease in front of the net at any time. 

Only the goalie may occupy this space.

If an offensive player enters the crease with either their stick or feet, it is the goalie’s ball.  It is up to the goalie, or nearby players to make this call. If a defensive player disrupts/affects the play by entering his/her own crease, the offensive team is awarded an indirect ball two paces out from the edge of the crease. If a defensive player stops a ball in the crease from going in the net, a goal is awarded.

Goalies cannot leave their crease and must have at least one foot in their crease at all times.

Goaltender Good to Knows

Goalies can toss/kick the ball to a player on their own side of the court but cannot toss/kick the ball over the centre line (first point of contact must be on their own side of court). A goalie can pass the ball anywhere on the court with his/her stick. 

Goalies cannot remove a blocker/trapper and use their bare hand to toss/pass a ball.  This is considered a hand pass.

Goalies cannot be ‘pulled’ in an attempt to utilize an extra attacker at any point during the game. 

Goalies cannot score when clearing the ball from their crease. The ball must be touched by a teammate first.

Violations & Making Calls

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose and should do your best to avoid unnecessary contact).

It is extremely important players (especially team captains) make the appropriate calls for infractions and illegal plays. Every high-stick, goal crease violation, roughing, pushing, etc, must be called and play must be stopped. Only players who are currently on the court at the time of an infraction may make a call.

If a disagreement cannot quickly be resolved, the two team captains should meet at the middle of the court (without any other players) and discuss a resolution.

Stopped Games: A Game Coordinator may stop a game before the full time has expired due to overly aggressive play, persistent unsportsmanlike conduct, or a general violation of the rules of the game. This decision is solely at the discretion of the Game Coordinator. If the decision is made to stop the game early, the score will be recorded as a loss for both teams. In addition, both teams will be given an automatic warning (refer to the SSC Policy sheet for specific details on warnings and discipline). The exception to this rule is if the Game Coordinator has stopped the game because of the inappropriate play of only one team. The non-offending team will receive the win, regardless of the score at the time the game was stopped. This is also at the discretion of the Game Coordinator.

Playoffs

A game can end in a tie during the regular season.

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by a three-minute sudden death overtime period. If still tied the game comes down to a shoot-out. The 4 players who are on the court at the end of the game take one shot each at a distance of eight paces (this shot must be taken from a stationary position). The goalie that finished the game remains the goalie for the shoot-out. After four shots, if still tied, teams continue taking single shots until one team has scored (and the other team does not). The order of four shooters must be maintained.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

Futsal is a five-a-side game, played on an indoor court with soccer nets using a specific Futsal ball (size 4 ball that reduces bounce). The objective is to score on the opposing net.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Teams are required to bring a size 4 Futsal ball to every game.

Futsal balls may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Players must wear non marking soled shoes, and are encouraged to wear shin pads covered by long socks.

Players on Court & Gender Ratio

Teams are comprised of 5 players on the court (4 players and 1 keeper).

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game &
Court Set-up

Futsal nets will be set up by SSC or facility staff upon the arrival to your game.

Games are played on a basketball sized court.

Futsal is played to the outside court lines (walls are not used).  A ball that goes outside the court lines or hits the wall / ceiling / obstacles is considered out of bounds and responded to with a kick in.

Team captains should meet before the start of the game to review court lines as well as defining the goal crease.

Teams are responsible for keeping score and time.  Often an SSC Game Coordinator is on-site and will offer to keep score for the game.

To start the game, teams should decide who is awarded the kick-off.  The opposing team will then start the second half with the ball.     

The game begins with the ball being passed back to a teammate before crossing centre line.

General Game Rules

Standard futsal rules apply to all SSC games. Notable exceptions are listed below:

There are no restrictions (apart from the ceiling of the gym) as to how high the ball can be kicked in Futsal.

Player substitutions can be made at any time and ensuring the player has left the court before a new player joins the play. Keepers must wait for a stoppage in play before substituting for an alternate keeper.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on sideline where it left the court.  The player must have both feet on or outside the sideline.  If a kick-in attempt results with the ball never entering the court, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick.

There is a 4 second time limit placed on all set plays (corners, free kicks, etc).

Players must retreat 3 metres from the ball at all ‘set’ plays.

The whole of the ball must cross the whole of the line for it to be deemed a corner, goal, sideline kick or goal clearance etc.

There are no offsides.

Slide tackling is not allowed under any circumstances.

Teams may call a 1-minute time-out if needed, except in the final 10 minutes of play.

Goalie Crease & Goalkeeper

In most cases, the ‘three-point’ line on the basketball court will be used to define the goalkeeper’s crease.

On a goal kick, the goalie must place the ball 5 steps out from the centre of their net.  If the court has basketball key lines the ball is placed within this zone.  

Goalies:

  • May only use their hands to touch the ball within their own crease in front of the net. 
  • Cannot control the ball with their hands for more than 4 seconds before releasing.
  • Are allowed to handle the ball from a pass back or kick in; however, must only use their feet.
  • Can only slide within the confines of their own penalty area. Sliding feet first toward an opponent is illegal and considered a dangerous play.
  • May not score a goal by throwing the ball. 

If goalie handles the ball outside of the crease, a penalty kick (direct) is awarded to the opposing team.  The penalty kick is taken from the top of the crease, and the goalie must remain on the goal line.

Violations & Making Calls

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose and should do your best to avoid unnecessary contact).

A handball infraction occurs when the ball hits a player’s arm from the elbow down (as opposed to the shoulder).

It is extremely important that all players make the appropriate calls for infractions and illegal plays.  The offending player should call their own infractions, however any player that is currently on the court can make a call.

When a foul is called, play must stop as there is no ‘advantage’.

If an infraction is called, the non-offending team receives an indirect kick where the infraction occurred.

If a disagreement cannot quickly be resolved, the two team captains should meet at the middle of the court (without any other players) and discuss a resolution.

Playoffs

A game can end in a tie during the regular season. In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

 Innertube Water Polo is a team sport in which the objective is to score more goals than your opponent on their keeper.

Game Length

Games are 45 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:25pm-6:55pm).

Equipment

Equipment for each game will be provided by SSC (innertubes, ball and nets).

Players must wear appropriate bathing suit attire.

Most players opt to not wear swim goggles.

Players must shower before entering the pool. 

While at the pool, members must abide by all the rules stipulated by the facility.

Players on Court and Gender Ratio

Teams are comprised of 5 players in the pool (4 players and 1 goaltender).

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-up

Teams are responsible for keeping score and time.

Often an SSC Game Coordinator is on-site and will set-up the equipment and offer to keep score for the game.

The game begins with all 5 players from each team lined up against their respective walls.

·The ball is then thrown into the centre by a player or Game Coordinator.

Once the ball is released, play begins.

General Game Rules

Substitutions are made at any time after a point is scored or when there is a stop in play.

When two opposing players have possession of the ball with no one player having clear possession, play will be stopped by calling ‘break’. The ball will then be given to a defensive player who must then pass the ball without shooting.

Tackling occurs when a defending player dumps an offensive player from his or her tube.  Only defending players are allowed to tackle and can only be done when the offensive player has the ball. In addition, this must be done ‘tube-to-tube’ meaning the defender cannot leave his/her innertube to make a tackle.

When the ball goes out of bounds a free throw will be awarded to the opposing team from the same spot.  

Penalty throws are awarded to the offensive team if a player is fouled inside the goal line area while controlling the ball. All players except the goal keeper must leave the goal line area until the throw is taken. No player may be within 1 yard of the thrower. Should the penalty throw be missed, it is a free ball and play continues. 

·After a goal the ball is returned to the goalie and play is resumed when the goalie puts the ball in play.

Goal Crease & Goalkeeper

Goalkeeper area: Goalies cannot go past the goal line which is 5 feet from the end of the pool. They may travel as far as they like across the goal line width wise. Likewise, players are not allowed to enter this zone unless they have possession of the ball or someone with possession of the ball has already entered the area.

The goalie may not throw the ball more than half the length of the pool at any time.

When guarding the goal the goalie may not leave the innertube.

The goalie must sit in a horizontal position inside the innertube.

Violations & Making Calls

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose, and should do your best to avoid unnecessary contact).

When an infractions occurs the ball changes possession. A player should call ‘foul’ and the ball is given to the opposite team player closest to the play.  Play resumes when the ball is passed. Players cannot directly score after an infraction.

Infractions include the following:

  • Pushing off of the wall or another player with or without the ball.
  • Holding onto pool wall while in possession of the ball (this includes the goalie).
  • Holding the ball under water.
  • Goalie throwing the ball more than half the length of the pool.
  • Offensive player within the goalie’s area.
  • Holding, pushing, hitting, jumping on, tackling, dunking, or dumping a player not holding the ball.
  • Tipping an opponent immediately after a goal in an attempt to discount the score.

Playoffs

A game can end in a tie during the regular season.

Playoff games should only be 40 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by a three-minute sudden death overtime period. If still tied, the game comes down to penalty throws. The team will select 3 players who are in the pool at the end of the game (minimum 1 man/woman)  to take one shot each at a distance of 3 metres (this shot must be taken from a stationary position). The goalie that finished the game remains the goalie for the penalty throws. After three shots, if still tied, teams (any player) continue taking single shots until one team has scored (and the other team does not). The order of shooters must be maintained

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

View/Download the Kickball Diamond Set-Up Diagram

View/Download the Kickball Printable Scoresheet

Objective

Kickball is played between two teams on a diamond, with 9 players from one team on the field at a time.  The object of the game is similar to softball – to score more runs (points) than the other team by kicking a ball into play and running around the bases, touching each one in succession.

Game Length

Games are nine (9) innings in length with a time limit of 75 minutes (unless otherwise indicated in your schedule). 

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time.

No new inning can start with 5 minutes left before the formal end time. If a new inning is started and is not completed (both teams receive their at bat), the score will revert to that of the last completed inning.

Games are played rain or shine.

If a game is stopped due to lightning, four (4) innings will constitute a complete game.

Equipment

Teams are responsible for bringing one (1) kickball and four (4) throw-down bases to each game. 

This equipment is available to rent through SSC. A refundable deposit is required, payable through online registration.

Players on Field and Gender Ratio

Teams are comprised of 9 players on the field.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 3 men and 3 women on the field.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 7 people as long as there are two (2) of each gender and as long as the kicking order stays the same (see the section below about kicking). In this scenario, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense). 

There is no ‘rover’ position in kickball.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-Up

Captains should meet before the start of the game and confirm / agree upon ground rules with regards to boundaries and base set-up.

To view a diagram of a kickball field set-up, click on the pdf document in the rules section.

Teams are responsible for setting up the bases at 60 feet (approximately 20-25 paces).

Each team captain must bring their four (4) bases to every game (total 8 bases) as first base and home plate will require “safety bases”. 

  • First – safety base:  There should be a base for the first base fielder to touch and a separate base for the runner to step on (with a distance of 6 inches between the bases).
  • Home – safety base: There should be an extra base laid out parallel to the existing home plate (at least 24 inches away from it).  A line is to be drawn in the dirt between the two to enable the runner to touch the safety bag or cross the line in a safe manner, in order to score a run.
  • Commitment Line: There is a “commitment line” halfway between third base and the home plate, marked with an extra base or by drawing a line in the dirt across the base path. This marks the no-return point of a base runner going towards home plate.
  • Other Bases: For the other bases, fielders should be touching only one side of the base, allowing a base runner to touch the base without interference.

Game Start & Inning Structure

Rock-paper-scissors will determine the home team (kicks in the bottom of the inning).

  • Exception: During playoffs the higher ranked team will have the choice to bat first or second.

Each inning is played with three (3) outs or when a team scores a maximum of eight (8) runs. 

  • Exception: teams do not have a run limit in the final inning of the game.

Player Outs

A player is out if:

  • A player kicks and fails to put the ball into play after three pitches.
  • A kicked ball that is caught in the air (regardless of whether the ball is in fair or foul territory). 
  • If a defensive player gets the ball to a base before the offensive player arrives and the offensive player cannot return to the previous base because it is occupied by one of his teammates (force out).
  • A runner that leads off the base before the ball is kicked.
  • A runner hit by a thrown ball below the shoulder while not on base and when the ball is in play.  Exception: If a thrown ball hits a runner above the shoulders, the runner is considered safe and will be awarded one additional base in addition to the one which they were running to.  Example: if a base runner is hit in the head running to second base they would be granted third base.
  • A runner hit by a kicked ball regardless of where the ball hit them while not safely on base.
  • If a defensive player throws and hits an offensive player with the ball before they get on base.
  • A runner obstructing a fielder from fielding a ball (pushing or bumping while fielder is in the motion of playing a ball).
  • A runner that passes another runner.

Pitching

The team at bat provides their own pitcher.

The pitcher can pitch form wherever they choose.

If a kicked ball touches the pitcher, then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

Fielding

There is no infield fly rule in effect since a kickball is more difficult to catch than a softball. However, it is poor sportsmanship to purposely drop a ball to induce a double play.

If a ball is overthrown at first or third base and goes ‘out of play’ (e.g. over the fence, into the dugout, beyond the extended backstop, etc.) then the base runners can advance one base. If the ball stays in play (i.e. hits the fence) then the ball is live and runners may advance at their own risk.

Players in the field are not allowed to stand inside the baselines before a player attempts to kick a ball (e.g. the shortstop cannot stand beside the pitcher before the batter has attempted their kick).

Base runners will have the right-of-way and must always have a clear path to the base.

In the event of a tie at a base the benefit goes to the base runner.  If teams are unsure of the call due to distance, the play should be re-replayed.

Kicking

A player’s foot or leg must make all kicks.

All kicks must be from behind home plate.

Every kicker receives a maximum of three (3) pitches.

Batting Order: No more than 2 men or 2 women can bat consecutively in the batting order, including when the bottom of the order meets the top of the order.

  • A team must use their full roster for batting (e.g. players cannot only play defense).
  • All players must bat before a player can bat for the second time (this may change the gender order from inning to inning).
  • If a team has 7 or 8 players total and only 2 players of one gender (example below is only 2 women), the following batting order applies: man 1, man 2, woman A, man 3, man 4, woman B, man 5, man 6, woman A, etc. The spot where woman C should be is NOT an automatic out.
  • The batting order should remain intact from inning to inning. This means the last batter out in an inning is followed by the next subsequent gender at the start of a new inning.
  • Any players arriving after their team has batted in the first inning, will be inserted into the bottom of the gender batting order.

If the kicker takes a full kick and it does not pass the pitcher, then it is considered a fair kick (intentional bunting is not allowed).

Base Running

Base runners can:

  • Overrun first base without being tagged out as long as they continue to follow the foul line or stay to the right of it.
  • Courtesy runners are permitted for a kicker or injured base runner; however, the courtesy runner must be the last out of the same gender.  If a courtesy runner is being used for a kicker, please notify the opponents team captain before the start of the game.  The courtesy runner must start to the right side of the catcher (facing towards the pitcher) in line with the 3rd base foul line and can only run when contact has been made with the ball.
  • Be hit by a kicked ball – in this circumstance the ball is live and playable although base runners must make every effort to avoid a kicked ball.

Base runners cannot (automatic out):

  • Slide into any base.
  • Steal a base or leadoff to gain a competitive advantage (base runners must wait until the kicker makes contact with the ball before leaving the base). 
  • Move more than 3 feet away from an imaginary line between the bases, or they will be deemed out (base runners must stay along the base paths).
  • Be blocked when running between bases.

Tag Up:

  • If pop fly ball is caught, base runners must retouch (or ‘tag-up’) the base they were on at the time of the pitch, before attempting to advance.  If a pop fly ball is not caught, a tag-up is not required and base runners may try to advance.

Commitment Line:

  • Players cannot return to third base if they have crossed the ‘commitment line’ between third base and home plate (a base runner that does is automatically out).
  • A “force out” will always be in effect between third base and home plate once the base runner has crossed over the “commitment line”. This means that a team only needs to touch home plate with the ball in their possession to make the out. Under no circumstances are tag plays permitted at home.

Mercy Rule

Mercy Rule: If a team is up by 15 runs or more after the 5th inning of play, the losing team has the option of calling the game or choosing to continue. 

Foul Balls & Making Calls

Foul balls include:

  • Any ball that is kicked and touches in foul territory (outside of the base lines).
  • Any ball that is kicked and touches in fair territory but crosses into foul territory before passing first base or third base.
  • A double kick (a kicker can only kick the ball once).
  • A ball that is kicked and hits the backstop and/or obstacles.

Base calls are the responsibility of the base coaches to make impartial calls at first and third base.  If base-coaches are not being used, mutual agreement between captains, all close calls should be made by the pitcher.  Please ensure that the game is being called in a fair manner.  Calls should be made as neutrally and impartially as possible.

Playoffs

Playoff games should be 80 minutes in length in anticipation of needing the extra time to settle a tie.

During playoffs, if the game is tied after the completion of 7 innings, or the expired time, teams will follow this format: 

  • The team that is up to kick will start the inning by placing their ‘last out’ from the previous inning on second base, with two (2) outs. Once three (3) outs have been reached, the other team will then place their ‘last out’ from the previous inning on second base (also with two (2) outs) and proceed to bat until three (3) outs is reached. Teams will take turns doing this until the score is settled upon the completion of a full inning.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

Pickleball is a team sport played by two teams on a court divided by a net.  The objective is for each team to send the ball over the net until they win the point or when the opponent cannot return it.

Game Length and Structure

SSC Pickleball is based on a drop-in style format. Your partner and opponent will be different for each game. The gym will be reserved for a specific amount of time according to the online schedule. Players join an open game as the courts become available.

You can stay and play the full amount of time, or ‘drop-in’ at your leisure in the allotted time.

SSC does not use a ranking system to indicate the different skill level of its members, nor does it use a system to impose time limits on matches. Rather, SSC uses the “honour system” to keep track of who is next up to play. Be courteous by allowing players that have not had a chance to play or warm up to do so.

No consecutive matches amongst teams or individuals.

Equipment

Players are responsible for bringing their own paddle.

Pickleballs will be provided on-site.

Nets are stored at the gym.

Players are encouraged to help with the set-up and take-down of nets, but please wait for the SSC Game Coordinator.

Players on Court, and Skill Levels

Teams are comprised of 2 players on the court. There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

All skill levels are welcome (beginner to advanced).

Game Set-Up

Pickleball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either flip a coin or rock-paper- scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive.

Teams are responsible for keeping score and time.

Scoring

Matches are comprised of three sets which equals one match.

Each set is to 11 points.

The first team to score 11 points by a two-point margin wins the set (with a hard cap of 15 points).

Points are scored only by the serving team.

Line Calls

A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”

A serve contacting the non‐volley zone line is short and a fault.

A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.

Players will call the lines on their side of the court.

No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call.  An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

Service Sequence

At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.

The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.

If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.

As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.

When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.

Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.

Double Bounce Rule:  When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).

Paddle contact with the ball must be below the server’s waist (navel level).

The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.

The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.

Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.

If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (Commonly referred to as ‘The Kitchen’)

The non‐volley zone is the court area within seven feet on both sides of the net.

Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.

It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.

It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.

A player may legally be in the non‐volley zone any time other than when volleying a ball.

A player may enter the non‐volley zone before or after returning any ball that bounces.

If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.

The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.

Non‐volley zone faults may be called by any player on either team.

Faults

A fault is any action that stops play because of a rule violation.

A fault by the receiving team results in a point for the serving team.

A fault by the serving team results in the server’s loss of serve or side out.

A player must have possession of the paddle when it makes contact with the ball.

A fault occurs when:

  • A serve does not land within the confines of the receiving court.
  • The ball is hit into the net on the serve or any return.
  • The ball is volleyed before a bounce has occurred on each side.
  • The ball is hit out of bounds.
  • A ball is volleyed from the non‐volley zone.
  • A ball bounces twice before being struck by the receiver.
  • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
  • There is a violation of a service and/or non‐volley zone rule.
  • A ball in play strikes a player or anything the player is wearing or carrying.
  • A ball in play strikes any permanent object before bouncing on the court.

Objective

Pickleball is a team sport played by two teams on a court divided by a net.  The objective is for each team to send the ball over the net until they win the point or when the opponent cannot return it.

Game Length

Teams will play two 45-minute matches.

Matches start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time.

If a set is not complete when time runs out or a game is stopped, then the team in the lead is considered to have won that set.  A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Equipment

Players are required to bring their own paddle to every game. 

SSC will have game balls available to use at the game location.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 2 players on the court. There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Pickleball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either flip a coin or rock-paper- scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive.

Teams are responsible for keeping score and time.

Scoring

Matches are comprised of three sets which equals one match.

Each set is to 11 points.

The first team to score 11 points by a two-point margin wins the set (with a hard cap of 15 points).

Points are scored only by the serving team.

Line Calls

A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”

A serve contacting the non‐volley zone line is short and a fault.

A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.

Players will call the lines on their side of the court.

No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call.  An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

Service Sequence

At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.

The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.

If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.

As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.

When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.

Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.

Double Bounce Rule:  When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).

Paddle contact with the ball must be below the server’s waist (navel level).

The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.

The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.

Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.

If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (Commonly referred to as ‘The Kitchen’)

The non‐volley zone is the court area within seven feet on both sides of the net.

Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.

It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.

It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.

A player may legally be in the non‐volley zone any time other than when volleying a ball.

A player may enter the non‐volley zone before or after returning any ball that bounces.

If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.

The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.

Non‐volley zone faults may be called by any player on either team.

Faults

A fault is any action that stops play because of a rule violation.

A fault by the receiving team results in a point for the serving team.

A fault by the serving team results in the server’s loss of serve or side out.

A player must have possession of the paddle when it makes contact with the ball.

A fault occurs when:

  • A serve does not land within the confines of the receiving court.
  • The ball is hit into the net on the serve or any return.
  • The ball is volleyed before a bounce has occurred on each side.
  • The ball is hit out of bounds.
  • A ball is volleyed from the non‐volley zone.
  • A ball bounces twice before being struck by the receiver.
  • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
  • There is a violation of a service and/or non‐volley zone rule.
  • A ball in play strikes a player or anything the player is wearing or carrying.
  • A ball in play strikes any permanent object before bouncing on the court.

Playoffs

Matches are comprised of best-of-three sets which equals one match.

Each set is to 11 points (win by a two-point margin, no cap).

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

Objective

The overall objective of the game is to win the match by winning more points than your opponent.

Game Length

Games are 75 minutes in length.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Players are required to bring clean, light-soled footwear for each game.

SSC plays in a professional facility with a rubberized & high contrasting coloured floor and indoor shoes must be worn at all times.

Players are required to bring their own paddle.

SSC provides the ping pong balls.

Players  

Teams are comprised of 2 players.

Players are required to find their own substitutions (please talk to the SSC office and/or Game Coordinator to access the substitutes list).

There are no gender requirement for this sport. 

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Structure

Players will flip a coin or play rock-paper-scissors to determine which team will serve first. The other team will choose the side of the table they wish to play on.

Teams will play 5 games (each game is a best out of 3) per evening match. 

Scores should be entered on the SSC website as follows: 2-0, 2-1, 0-2, 0-2, 1-2.  Do not enter the total number of points per match.

Match will consist of 4 Singles games and 1 Doubles game.   

Format:

  • A1 vs. B1 (Singles) (best 2 of 3)
  • A2 vs. B2 (Singles) (best 2 of 3)
  • A1 vs. B2 (Singles) (best 2 of 3)
  • A2 vs. B1 (Singles) (best 2 of 3)
  • A1 A2 vs B1 B2 (Doubles) (best 2 of 3)

League standings can be viewed online by logging into your player profile.  

General Game Rules

Standard ping pong rules apply to all SSC games. Notable exceptions are listed below:

All games are played to 11 points. The scoring margin must be at least 2 points to win a game.

Each player on a team may serve 2 consecutive times at which time service switches to the opposing team.

‘Legal Service’ is when the server throws the ball vertically upwards, without imparting spin, so that it rises at least 16cm after leaving the palm of the free hand.  As the ball is falling the server hits it so that it bounces in his or her court first before going over the net. In Singles, the ball is server over the net to either side of the table.  

If a serve hits the net and lands on the opponent’s side, it will be considered a ‘let’ and the serve will be repeated. There is no limit to the number of ‘lets’ permitted during service.

Playoffs

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

View/Download the Soccer Field Set-Up Diagram

Objective

Soccer is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 85 minutes in length with a 5-minute stop for halftime (unless otherwise indicated in your schedule).

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:25pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring 1 (one) size 5 Soccer ball and 6 pylons to every game. In some leagues, teams are also responsible for bringing 1 (one) portable soccer goal. Equipment requirements are outlined on the sport page and during the registration process. A refundable deposit is required, payable through online registration.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

All soccer equipment is provided for the All-Sorts-of-Sports League.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 6 players on the field (5 players and 1 keeper).

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a soccer field set-up, click on the pdf document in the rules section.

The field set-up includes:

  • Total field length (60 paces)
  • Total field width (35 paces)
  • A pace is approximately 3 heel-to-toe steps.

The game begins with one team initiating play by making a pass back from centre field. 

Teams should switch sides at half time.

Teams are responsible for keeping score & time.

General Game Rules

In general, standard soccer rules apply to all SSC games. Notable exceptions are listed below:

To score a goal, the entire ball must pass over the goal line and into the net. If a discrepancy arises as to whether the ball was in or not, the person deemed to have the “best perspective” will ultimately make the call. Please remember that you are playing in a self-officiated social league, any disputes should be kept to a minimum.

There are no off-sides. 

Player substitutions can be made at any time (i.e. changing on the fly is allowed). However, please ensure that the player coming off has completely left the field before the new player joins the action and the change does not disrupt the flow of the game. Keepers cannot change on the fly – please wait for a stoppage in play before substituting goalies.

A handball infraction occurs when the ball hits a player’s arm from the ELBOW down (as opposed to the shoulder). In addition, players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don’t abuse this rule.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on the sideline where it left the field. The player must have both feet on or outside the sideline. If a kick-in attempt results with the ball never entering the field, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick.

Defensive players cannot be within 8 feet of the ball when any indirect kick, corner-kick, or goal kick is being taken.

Slide tackling is not allowed. No players (with the exception of the goalie) can slide to block a shot or pass at any time.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

Goal Crease & Goalkeeper

The goal crease is approximately a 10-foot semi-circle around the net. Due to the format of the field, there will not likely be a lined goal crease – teams should use their best judgment.

Goalies can:

  • Use their hands when they are within the “goal crease”.
  • Roam as far from their goal as they wish.

Goalies cannot:

  • Use their hands outside of the crease.  If this occurs, a penalty kick is awarded to the opposing team.
  • When inside the goal crease, pick up a ball with their hands if the ball has been played back on purpose to the keeper by a player on their team. This includes all forms of passing and kick-ins. The only exception is if the player directs the ball back to the keeper with their head – in this case the keeper can pick the ball up with their hands. A violation of this rule results in an indirect free kick for the other team at the spot where the keeper inappropriately used their hands.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop as there is no “advantage” in SSC soccer.

Players not on the field at the time of any incident cannot make a call at any time.

Playoffs

Playoff games should only be 80 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

Objective

Soccer is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 85 minutes in length with a 5-minute stop for halftime (unless otherwise indicated in your schedule).

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:25pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring 1 (one) size 5 Soccer ball and 6 pylons to every game. In some leagues, teams are also responsible for bringing 1 (one) portable soccer goal. Equipment requirements are outlined on the sport page and during the registration process. A refundable deposit is required, payable through online registration.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

All soccer equipment is provided for the All-Sorts-of-Sports League.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 7 players on the field (6 players and 1 keeper).

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a soccer field set-up, click on the pdf document in the rules section.

The field set-up includes:

  • Total field length (60 paces)
  • Total field width (35 paces)
  • A pace is approximately 3 heel-to-toe steps.

The game begins with one team initiating play by making a pass back from centre field. 

Teams should switch sides at half time.

Teams are responsible for keeping score & time.

General Game Rules

In general, standard soccer rules apply to all SSC games. Notable exceptions are listed below:

To score a goal, the entire ball must pass over the goal line and into the net. If a discrepancy arises as to whether the ball was in or not, the person deemed to have the “best perspective” will ultimately make the call. Please remember that you are playing in a self-officiated social league, any disputes should be kept to a minimum.

There are no off-sides. 

Player substitutions can be made at any time (i.e. changing on the fly is allowed). However, please ensure that the player coming off has completely left the field before the new player joins the action and the change does not disrupt the flow of the game. Keepers cannot change on the fly – please wait for a stoppage in play before substituting goalies.

A handball infraction occurs when the ball hits a player’s arm from the ELBOW down (as opposed to the shoulder). In addition, players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don’t abuse this rule.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on the sideline where it left the field. The player must have both feet on or outside the sideline. If a kick-in attempt results with the ball never entering the field, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick..

Defensive players cannot be within 8 feet of the ball when any indirect kick, corner-kick, or goal kick is being taken.

Slide tackling is not allowed. No players (with the exception of the goalie) can slide to block a shot or pass at any time.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

Goal Crease & Goalkeeper

The goal crease is approximately a 10 foot semi-circle around the net. Due to the format of the field, there will not likely be a lined goal crease – teams should use their best judgment.

Goalies can:

  • Use their hands when they are within the “goal crease”.
  • Roam as far from their goal as they wish.

Goalies cannot:

  • Use their hands outside of the crease.  If this occurs, a penalty kick is awarded to the opposing team.
  • When inside the goal crease, pick up a ball with their hands if the ball has been played back on purpose to the keeper by a player on their team. This includes all forms of passing and kick-ins. The only exception is if the player directs the ball back to the keeper with their head – in this case the keeper can pick the ball up with their hands. A violation of this rule results in an indirect free kick for the other team at the spot where the keeper inappropriately used their hands.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop as there is no “advantage” in SSC soccer.

Players not on the field at the time of any incident cannot make a call at any time.

Playoffs

Playoff games should only be 80 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

Objective

Soccer is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 85 minutes in length with a 5-minute stop for halftime (unless otherwise indicated in your schedule).

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:25pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring 1 (one) size 5 Soccer ball and 6 pylons to every game. In some leagues, teams are also responsible for bringing 1 (one) portable soccer goal. Equipment requirements are outlined on the sport page and during the registration process. A refundable deposit is required, payable through online registration.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

All soccer equipment is provided for the All-Sorts-of-Sports League.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 7 players on the field (6 players and 1 keeper).

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a soccer field set-up, click on the pdf document in the rules section.

The field set-up includes:

  • Total field length (60 paces)
  • Total field width (35 paces)
  • A pace is approximately 3 heel-to-toe steps.

The game begins with one team initiating play by making a pass back from centre field. 

Teams should switch sides at half time.

Teams are responsible for keeping score & time.

General Game Rules

In general, standard soccer rules apply to all SSC games. Notable exceptions are listed below:

To score a goal, the entire ball must pass over the goal line and into the net. If a discrepancy arises as to whether the ball was in or not, the person deemed to have the “best perspective” will ultimately make the call. Please remember that you are playing in a self-officiated social league, any disputes should be kept to a minimum.

There are no off-sides. 

Player substitutions can be made at any time (i.e. changing on the fly is allowed). However, please ensure that the player coming off has completely left the field before the new player joins the action and the change does not disrupt the flow of the game. Keepers cannot change on the fly – please wait for a stoppage in play before substituting goalies.

A handball infraction occurs when the ball hits a player’s arm from the ELBOW down (as opposed to the shoulder). In addition, players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don’t abuse this rule.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on the sideline where it left the field. The player must have both feet on or outside the sideline. If a kick-in attempt results with the ball never entering the field, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick..

Defensive players cannot be within 8 feet of the ball when any indirect kick, corner-kick, or goal kick is being taken.

Slide tackling is not allowed. No players (with the exception of the goalie) can slide to block a shot or pass at any time.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

Goal Crease & Goalkeeper

The goal crease is approximately a 10 foot semi-circle around the net. Due to the format of the field, there will not likely be a lined goal crease – teams should use their best judgment.

Goalies can:

  • Use their hands when they are within the “goal crease”.
  • Roam as far from their goal as they wish.

Goalies cannot:

  • Use their hands outside of the crease.  If this occurs, a penalty kick is awarded to the opposing team.
  • When inside the goal crease, pick up a ball with their hands if the ball has been played back on purpose to the keeper by a player on their team. This includes all forms of passing and kick-ins. The only exception is if the player directs the ball back to the keeper with their head – in this case the keeper can pick the ball up with their hands. A violation of this rule results in an indirect free kick for the other team at the spot where the keeper inappropriately used their hands.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop as there is no “advantage” in SSC soccer.

Players not on the field at the time of any incident cannot make a call at any time.

Playoffs

Playoff games should only be 80 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

Objective

Soccer is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Teams are required to bring one size 5 Soccer ball to every game.  A refundable deposit is required, payable through online registration.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Players on court and gender ratio.

Teams are comprised of 6 players on the field (5 players and 1 keeper).

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Court Setup

Nets will be set up by facility staff upon the arrival to your game.

Team captains should meet before the start of the game to go over the field lines as well as defining the goal crease.  In most instances, these lines will already be obvious on the field.

Teams are responsible for keeping score & time.

To start the game, teams should decide who gets ‘first ball’ by playing a game of rock, paper, scissors.  The game begins with one team initiating play by making a pass from the centre of the court, back to a teammate.

General Game Rules

In general, standard soccer rules apply to all SSC games. Notable exceptions are listed below:

To score a goal, the entire ball must pass over the goal line and into the net. If a discrepancy arises as to whether the ball was in or not, the person deemed to have the “best perspective” will ultimately make the call. Please remember that you are playing in a self-officiated, co-ed, social league, so any arguments or disputes should be kept to a minimum.

There are NO off-sides. 

Player substitutions can be made at any time (i.e. changing on the fly is allowed). However, please ensure that the player coming off has completely entered the team area before the new player joins the action and the change does not disrupt the flow of the game. Keepers cannot change on the fly – please wait for a stoppage in play before substituting goalies.

A handball infraction occurs when the ball hits a player’s arm from the ELBOW down (as opposed to the shoulder). In addition, players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don’t abuse this rule.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on the sideline where it left the field. The player must have both feet on or outside the sideline. If a kick-in attempt results with the ball never entering the field, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick.

If a ball hits the top or sides of the dome, an indirect kick is awarded to the opposite team. The ball should be placed at the spot on the field that is closest to where the ball made contact with the dome. i.e. directly underneath the point at which the ball hit the ceiling and on the sidelines for balls that hit the side of the dome.

Defensive players cannot be within 8 feet of the ball when any indirect kick, corner-kick, or goal kick is being taken.

Slide tackling is not allowed under any circumstances. As well, no players (with the exception of the goalie) can slide to block a shot or pass at any time.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

No metal cleats allowed.

Goal Crease & Goalkeeper

Keepers can use their hands only when they are inside the lined goalie crease.  If the keeper uses their hands outside of the crease, a penalty kick is awarded to the opposing team.

A keeper can “roam” as far from their goal as they want.

When inside the goal crease, a keeper CANNOT pick up a ball with their hands if the ball has been played back on purpose to the keeper by a player on their team. This includes all forms of passing and kick-ins. The only exception is if the player directs the ball back to the keeper with their head – in this case the keeper CAN pick the ball up with their hands. A violation of this rule results in an indirect free kick for the other team at the spot where the keeper inappropriately used their hands.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop as there is no “advantage” in SSC soccer.

Players not on the field at the time of any incident CANNOT make a call at any time.

Playoffs

A game can end in a tie during the regular season.  In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order. *Note* – SSC will update team playoff positioning once all scores have been submitted, do not assume the time/location of your playoff game until team names have been posted on the schedule. 

 

Objective

Soccer is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Teams are required to bring one size 5 Soccer ball to every game.  A refundable deposit is required, payable through online registration.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Players on court and gender ratio

Teams are comprised of 7 players on the field (6 players and 1 keeper).

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Court Setup

Nets will be set up by facility staff upon the arrival to your game.

Team captains should meet before the start of the game to go over the field lines as well as defining the goal crease.  In most instances, these lines will already be obvious on the field.

Teams are responsible for keeping score & time.

To start the game, teams should decide who gets ‘first ball’ by playing a game of rock, paper, scissors.  The game begins with one team initiating play by making a pass from the centre of the court, back to a teammate.

General Game Rules

In general, standard soccer rules apply to all SSC games. Notable exceptions are listed below:

To score a goal, the entire ball must pass over the goal line and into the net. If a discrepancy arises as to whether the ball was in or not, the person deemed to have the “best perspective” will ultimately make the call. Please remember that you are playing in a self-officiated, co-ed, social league, so any arguments or disputes should be kept to a minimum.

There are NO off-sides.

Player substitutions can be made at any time (i.e. changing on the fly is allowed). However, please ensure that the player coming off has completely entered the team area before the new player joins the action and the change does not disrupt the flow of the game. Keepers cannot change on the fly – please wait for a stoppage in play before substituting goalies.

A handball infraction occurs when the ball hits a player’s arm from the ELBOW down (as opposed to the shoulder). In addition, players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don’t abuse this rule.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on the sideline where it left the field. The player must have both feet on or outside the sideline. If a kick-in attempt results with the ball never entering the field, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick.

If a ball hits the top or sides of the dome, an indirect kick is awarded to the opposite team. The ball should be placed at the spot on the field that is closest to where the ball made contact with the dome. i.e. directly underneath the point at which the ball hit the ceiling and on the sidelines for balls that hit the side of the dome.

Defensive players cannot be within 8 feet of the ball when any indirect kick, corner-kick, or goal kick is being taken.

Slide tackling is not allowed under any circumstances. As well, no players (with the exception of the goalie) can slide to block a shot or pass at any time.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

No metal cleats allowed.

Goal Crease & Goalkeeper

Keepers can use their hands only when they are inside the lined goalie crease.  If the keeper uses their hands outside of the crease, a penalty kick is awarded to the opposing team.

A keeper can “roam” as far from their goal as they want.

When inside the goal crease, a keeper CANNOT pick up a ball with their hands if the ball has been played back on purpose to the keeper by a player on their team. This includes all forms of passing and kick-ins. The only exception is if the player directs the ball back to the keeper with their head – in this case the keeper CAN pick the ball up with their hands. A violation of this rule results in an indirect free kick for the other team at the spot where the keeper inappropriately used their hands.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop as there is no “advantage” in SSC soccer.

Players not on the field at the time of any incident CANNOT make a call at any time.

Playoffs

A game can end in a tie during the regular season.  In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order. *Note* – SSC will update team playoff positioning once all scores have been submitted, do not assume the time/location of your playoff game until team names have been posted on the schedule.  

View/Download the Softball Diamond Set-Up Diagram

View/Download the Softball Printable Scoresheet

Objective

Softball is played between two teams on a diamond, with 9 players from one team on the playing surface at a time. The object of the game is to score more runs (points) than the other team by batting (hitting) a ball into play and running around the bases, touching each one in succession.

Game Length & Foul Weather Guidelines

Games are seven (7) innings in length with a time limit of 85 minutes (unless otherwise indicated in your schedule).

Games start and end according to your online SSC schedule.

If games start late, games must finish at the scheduled time.

No new inning can start with 5 minutes left before the formal end time. If a new inning is started and is not completed (both teams receive their at bat), the score will revert to that of the last completed inning.

Games are played rain or shine. If a game is stopped due to lightning, four (4) innings will constitute a complete game. If three (3) innings or less are played, it will constitute as a tie game.

If one team shows up during foul weather to play and the other team is missing, or if one team leaves mid-game and there is an opportunity to continue play – it is an automatic win for the present team.

Equipment

Teams are responsible for bringing to each game;

  • A set of 4 bases
  • 3 Softballs
  • 2 pylons (to mark a home run line if field does not have home run fence)
  • 1 catcher’s mask
  • 1 scorebook

Various softball equipment is available to rent (with a deposit) through SSC. A refundable deposit is required, payable through online registration.

Catchers are required to wear a mask (mandatory).

Players are required to provide their own gloves, bats, and appropriate footwear (players are not permitted to use metal cleats or wooden bats).  

Bats can only be used from the NSA Canada Approved Bat List, with logo certification from either the United States Specialty Sports Association (USSSA 1.20bpf), or National Softball Association (NSA). Altered bats are not permitted.

Softballs: Games should be played using the provided SSC league softball (Worth Hot Dot), or teams can decide to purchase their own. Game balls must be equivalent to 12”/.44 cor/375-400lbs compression or 12”/.52 cor/275-300lbs compression.

Scorebooks: An SSC printable copy is available to download in the rules section.

It is strongly encouraged that batters and base runners wear a helmet.

Players on Field and Gender Ratio

Teams are comprised of eight (8) positional players, plus one (1) rover for a total of 9 players on the field.

   o    Mixed Gender Leagues: Teams should always play with a minimum of three (3) men, and three (3) women on the field/roster. However, a team can play with a minimum of 7 players as long as there are two (2) of each gender and the batting order stays the same (see the section below about batting). In this scenario, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense). The same applies if a team has 8 players.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field. A team can play with a minimum of 7 players, however, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense).

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-Up

Captains should meet before the start of the game and confirm / agree upon ground rules with regards to boundaries, base set-up and home run line.

To view a diagram of a softball field set-up, click on the pdf document in the rules section.

Teams are responsible for setting up the bases at 60 feet (approximately 20-25 paces).

Each team captain must bring their four (4) bases to every game (total 8 bases) as first base and home plate will require “safety bases”. 

  • First – safety base:  There should be a base for the first base fielder to touch and a separate base for the runner to step on (with a distance of 6 inches between the bases).
  • Home – safety base: There should be an extra base laid out parallel to the existing home plate (at least 24 inches away from it). A line is to be drawn in the dirt between the two to enable the runner to touch the safety bag or cross the line in a safe manner, in order to score a run.
  • Commitment Line: There is a “commitment line” halfway between third base and the home plate, marked with an extra base or by drawing a line in the dirt across the base path. This marks the no-return point of a base runner going towards home plate.
  • Other Bases: For the other bases, fielders should be touching only one side of the base, allowing a base runner to touch the base without interference.

If a field does not have a home run fence, teams are responsible for setting up the home run line, using the 4 pylons at 210-250ft (approximately 70-83 paces) from home base. Some fields may require different lengths.  Please ensure both teams agree with the home run line location before the start of the game.

Batting teams are responsible for providing base coaches at first and third base. These are typically players on your team that are batting further down the lineup at the start of each inning.

Game Start & Inning Structure

To determine the home team (bats in the bottom of the inning), teams can either choose to do a coin toss or rock-paper-scissors.

  • Exception: During playoffs the higher ranked team will have the choice to bat first or second.

Each inning is played with three (3) outs or when a team scores a maximum of eight (8) runs.

  • Exception: teams do not have a run limit in the final inning of the game.

If the home team is winning after the completion of the top of the 7th inning, the game is over and the home team does not bat.

Pitching

The team at bat provides their own pitcher.

The pitcher can pitch from wherever they choose (for safety we recommend at least 30ft from the batter).

If a ball that is hit touches the pitcher, then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

Pitching Screen

(optional if teams wish to bring their own)

If teams wish to use a pitching screen, the following rules apply;

Once screen is set in an agreed upon position by both team captains, it cannot be touched by any player and must remain upright (the screen becomes part of the field).

Left handed pitchers pitch on the left side, right handed pitchers pitch on the right.

If a batted ball hits the screen (either ground ball or direct) then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

·         If a fielder throws a ball to home but hits the screen, the ball is still live as the pitching screen is considered part of the field.

Fielding

There is no infield fly rule in effect. However, it is poor sportsmanship to purposely drop a ball to induce a double play.

The rover may play anywhere in the outfield. The rover cannot stand within the infield before the ball is hit.

Players in the infield are not allowed to stand inside the baselines before a player attempts to hit a ball (e.g. the shortstop cannot stand beside the pitcher before the batter has hit the ball).

A fielder cannot obstruct a base runner without the ball, or the runner is awarded an automatic base.

Once the pitcher collects the ball from a fielder, play is dead. Therefore, if a runner is less than halfway to the next base, they must return to their previous base. If they are past halfway, they may advance to the base. All close calls should be made by the pitcher. The pitcher should make their best effort to catch the ball from the fielding team.

Batting

One run shall be scored each time a runner legally advances to and touches first, second, third and crosses the home base line before three players are determined ‘out’ to end the inning.

  • Exception: a run is not scored if the runner advances to home base during a ‘force’ play in which the third out is made.
  • A runner can score on a ‘non-forced’ third out, as long as they cross the home base line before the ‘non-force’ play is made.

Every batter can receive a maximum of three (3) pitches.

All foul balls, wild pitches, strikes and balls count as one of the three (3) pitches. The only exception is a ball that hits the pitcher (see pitching).

Batting Order: No more than 2 men or 2 women can bat consecutively in the batting order, including when the bottom of the order meets the top of the order.

  • A team must use their full roster for batting (e.g. players cannot only play defense).
  • All players must bat before a player can bat for the second time (this may change the gender order from inning to inning).
  • If a team has 7 or 8 players total and only 2 players of one gender (example below is only 2 women), the following batting order applies: man 1, man 2, woman A, man 3, man 4, woman B, man 5, man 6, woman A, etc. The spot where woman C should be is NOT an automatic out.
  • The batting order should remain intact from inning to inning. This means the last batter out in an inning is followed by the next subsequent gender at the start of a new inning.
  • Any players arriving after their team has batted in the first inning, will be inserted into the bottom of the gender batting order.

There is no bunting or faking a bunt. However, a ball that is hit with a full swing, but does not go past the pitcher IS a live, playable ball.

A ‘foul ball’ pop-up behind home plate can only be caught for an out if it goes higher than 10 feet. A ball not exceeding this height is considered a ‘strike’.

If a fielder attempts to catch a ball in foul territory and misses, the result is a dead ball (strike against batter).

The same applies if a foul ball comes in contact with a fielder in foul territory, but lands in fair territory (remains dead ball, strike against batter).

Players are considered out by the following:

  • Striking out.
  • Fly ball caught by the defense.
  • Foul out.
  • Base runner tagged by the defense or forced out at a base.

Base Running

Base runners can:

  • Overrun first base without being tagged out as long as they continue to follow the foul line or stay to the right of it.
  • Advance one base if a ball is overthrown at first or third base and goes ‘out of play’ (e.g. over the fence, into the dugout, beyond the extended backstop, etc.).  If the ball stays in play (i.e. hits the fence) then the ball is live and runners may advance at their own risk.
  • Be hit by a batted ball – in this circumstance the ball is live and playable although base runners must make every effort to avoid a batted ball.
  • Courtesy runners are permitted for a hitter or injured base runner; however, the courtesy runner must be the last out of the same gender.  If a courtesy runner is being used for a batter, please notify the opponents team captain before the start of the game.  The courtesy runner must start to the right side of the catcher (facing towards the pitcher) in line with the 3rd base foul line and can only run when contact has been made with the ball (see the downloadable pdf Softball Diagram for specific start location).

Base runners cannot (automatic out):

  • Sliding into any base.
  • Steal a base or leadoff to gain a competitive advantage (base runners must wait until the batter makes contact with the ball before leaving the base). 
  • Move more than 3 feet away from the base line (imaginary direct line between the bases) when a tag play is being made on the runner.
  • Cause interference to a defending fielder who is attempting to make a play on the ball.
  • Touch home plate.  Runners can only touch safety base or cross ‘line’.

Tag Up:

  • o    If pop fly ball is caught, base runners must retouch (or ‘tag-up’) the base they were on at the time of the pitch, before attempting to advance.  If a pop fly ball is not caught, a tag-up is not required and base runners may try to advance.

Commitment Line:

  • Players cannot return to third base if they have crossed the ‘commitment line’ between third base and home plate (a base runner that does is automatically out).
  • A “force out” will always be in effect between third base and home plate once the base runner has crossed over the “commitment line”. This means that a team only needs to touch home plate with the ball in their possession to make the out. Under no circumstances are tag plays permitted at home.

Mercy & Home Run Rule

Inning Run Limit: The inning is over if the batting team scores eight (8) runs. Exception: teams do not have a run limit in the final inning of the game.

Mercy Rule: If a team is up by 15 runs or more after the 5th inning of play, the losing team has the option of calling the game or choosing to continue. 

Recreation leagues will follow a +3 home run rule. This includes leagues that are combined int/rec. A team can only hit +3 home runs more than their opponents. Example: If team A has hit 3 home runs, they must wait for Team B to hit a home run before Team A can hit another. If a team hits a + 4 home run, the batter is awarded a single base (not a home run) and base runners only advance if they are forced (same as a ‘walk’ scenario).

Intermediate leagues will follow a +5 home run rule. A team can only hit +5 home runs more than their opponents. Example: If team A has hit 5 home runs, they must wait for Team B to hit a home run before Team A can hit another. If a team hits a + 6 home run, the batter is awarded a single base (not a home run) and base runners only advance if they are forced (same as a ‘walk’ scenario).

Clarification of the home run rule:

  • A home run is defined as hitting the ball beyond the outfield (between the foul lines).
  • If the field has a home run fence, the ball must go over the fence.
  • When using an unfenced ball diamond, the following scenario applies; To be deemed a home run, the ball must carry in the air and land outside of the home run line (see rules for pylon set-up).   If the ball rolls through the home run line, it is an automatic ground rule double.
  • A fielder can stand before the line and jump in an attempt to catch the ball.  However, if a fielder catches the ball and is standing outside of the line, it is deemed a home run.  Please use your best judgement.
  • The home run rule does not apply to ‘in the park home runs’ or fielding errors (the ball does not leave the playing field).

Making Calls

Foul ball calls should be made by the catcher (balls that are hit outside of the base lines). 

Base calls are the responsibility of the base coaches (first and third base) and pitcher (second and home base) to make impartial calls. If base coaches are not present, close calls should be made by the pitcher.

Home run calls should be made by the closest fielder with support from the base coaches.

Calls should be made as neutral and impartial as possible.

Playoffs

Playoff games should be 80 minutes in length in anticipation of needing the extra time to settle a tie.

During playoffs, if the game is tied after the completion of 7 innings, or the expired time, teams will follow this format: 

  • The team that is up to bat will start the inning by placing their ‘last out’ from the previous inning on second base, with two (2) outs. Once three (3) outs have been reached, the other team will then place their ‘last out’ from the previous inning on second base (also with two (2) outs) and proceed to bat until three (3) outs is reached. Teams will take turns doing this until the score is settled upon the completion of a full inning.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Download/View the Ultimate Field Diagram

Objective

Ultimate, often called Ultimate Frisbee, is a non-contact team sport played with a flying disc. The objective of the game is to score points by passing the disc into the opposing end zone.

Game length

Games are 85 minutes in length including a 5-minute stop for halftime (unless otherwise indicated in your schedule).   

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:25pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment

Teams are required to bring one official Ultimate disc and 6 pylons to every game. A refundable deposit is required, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Metal cleats are not allowed.

Players on Field and Gender Ratio

 Teams are comprised of 5 players on the field.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Scoring & Mercy Rule

There is no point cap.

Mercy Rule:  If a team is up by 15 points after 1 hour of play, the losing team has the option of calling the game or choosing to continue.

Game & Field Set-Up

Team captains should meet before the start of the game to set-up the field with the required pylons

To view a diagram of an Ultimate field set-up, click on the pdf document in the rules section.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

The field set-up includes:

  • Total field length (70 paces)
  • Between the end zones (60 paces)   
  • End zones (each 5 paces)
  • Total field width (35 paces)
  • A pace is approximately 3 heel-to-toe steps.

To start the game, teams decide who gets first possession by flipping the disc.

Teams switch sides at half time.

Teams are responsible for keeping score & time.

When the game time runs out the game is considered over and the current point is not finished.

General game rules

In general, SSC plays by official USA Ultimate 11th edition rules , for example:

Each point begins with both teams lining up behind each of their goal lines. The defense throws (“pulls”) the disc to the offense.

  • Players on the pulling team may not cross the goal line until the disc is released by the “puller”.
  • Players on the receiving team must have a foot on the goal line and can only move once the disc is released by the pulling team.
  • If either team fails to maintain proper positioning before the pull, the other team may audibly announce “off-side” and a re-pull ensues.

 The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc “thrower” has ten seconds “stalls” to throw the disc. The defender guarding the thrower “marker” counts out the stall count.

When a pass is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.

The disc may travel out of bounds and return in bounds and still be played, as long as it has not contacted anything in the out of bounds areas.

Zone defense is permitted, though person-to-person defense is most common with SSC Ultimate leagues.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

Spirit of the game

Ultimate relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. Protection of these vital elements serves to eliminate unsportsmanlike conduct from the Ultimate field. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions, or other ‘win-at-all-costs’ behaviour are contrary to the Spirit of the Game and must be avoided by all players.

It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level. 

Violations & making calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop immediately.

Foot blocks, pick and screens are not permitted and are considered fouls.

Players not on the field at the time of the incident cannot make a call.

Playoffs

Playoff games should only be 80 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs when regulation time has expired, the current point should be played out until a team scores. If this point results in the score being tied, one more point is to be played in order to break the tie.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Teams are required to bring one official Ultimate Frisbee and 5 pylons to every game.  A refundable deposit is required, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Equipment is provided for the All-Sorts-of-Sports League.

Players on court and gender ratio.

Teams are comprised of 5 players on the field.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Objective

Ultimate, often called Ultimate Frisbee, is a non-contact team sport played with a flying disc. The objective of the game is to score points by passing the disc into the opposing end zone, similar to American football.

Game & Court Setup

Team captains should meet before the start of the game to set-up end zones with the required pylons (8-10 paces deep), go over field lines and confirm rules. In most instances, these lines will already be obvious on the field.

Teams are responsible for keeping score & time.  The timekeeper should announce when time has expired, at which point the game is over – regardless of where the disc is. In other words, you do not finish the current point – the game ends when the time has expired.

To start the game, teams should decide who gets first possession by flipping the disc.

It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level.

General Game Rules

In general, SSC plays by official USA Ultimate 11th edition rules , for example:

Foot blocks, pick and screens are not permitted and are considered fouls.

When defending the thrower, the defensive player will count 10 stalls.

When lining up to make or receive the pull, do so on the front line of the end zone. If the disc hits the ceiling and/or out of bounds area on the pull, the disc is put back into play at the closest point on the playing field. 

If the disc hits the ceiling or and out of bounds area during regular play, it is a turnover. 

The disc may travel out of bounds and return in bounds and still be played, as long as it has not contacted anything in the out of bounds areas.

Zone defense is permitted, though man-to-man defense is most common with SSC ultimate leagues.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

No metal cleats allowed.

Spirit of the Game

Ultimate relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. Protection of these vital elements serves to eliminate unsportsmanlike conduct from the Ultimate field. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions, or other ‘win-at-all-costs’ behavior are contrary to the Spirit of the Game and must be avoided by all players.

 

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call. When a foul is called, play must stop immediately.

Players not on the field at the time of the incident cannot make a call.

Playoffs

A game can end in a tie during the regular season. In the playoffs when regulation time has expired, the current point should be played out until a team scores. If this point results in the score being tied, one more point is to be played in order to break the tie.

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order. *Note* – SSC will update team playoff positioning once all scores have been submitted, do not assume the time/location of your playoff game until team names have been posted on the schedule.  

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Teams are required to bring one official Ultimate Frisbee and 5 pylons to every game.  A refundable deposit is required, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Equipment is provided for the All-Sorts-of-Sports League.

Players on court and gender ratio.

Teams are comprised of 6 players on the field.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Objective

Ultimate, often called Ultimate Frisbee, is a non-contact team sport played with a flying disc. The objective of the game is to score points by passing the disc into the opposing end zone, similar to American football.

Game & Court Setup

Team captains should meet before the start of the game to set-up end zones with the required pylons (8-10 paces deep), go over field lines and confirm rules. In most instances, these lines will already be obvious on the field.

Teams are responsible for keeping score & time.  The timekeeper should announce when time has expired, at which point the game is over – regardless of where the disc is. In other words, you do not finish the current point – the game ends when the time has expired.

To start the game, teams should decide who gets first possession by flipping the disc.

It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level.

General Game Rules

In general, SSC plays by official USA Ultimate 11th edition rules , for example:

Foot blocks, pick and screens are not permitted and are considered fouls.

When defending the thrower, the defensive player will count 10 stalls.

When lining up to make or receive the pull, do so on the front line of the end zone. If the disc hits the ceiling and/or out of bounds area on the pull, the disc is put back into play at the closest point on the playing field. 

If the disc hits the ceiling or and out of bounds area during regular play, it is a turnover. 

The disc may travel out of bounds and return in bounds and still be played, as long as it has not contacted anything in the out of bounds areas.

Zone defense is permitted, though man-to-man defense is most common with SSC ultimate leagues.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

No metal cleats allowed.

Spirit of the Game

Ultimate relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. Protection of these vital elements serves to eliminate unsportsmanlike conduct from the Ultimate field. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions, or other ‘win-at-all-costs’ behavior are contrary to the Spirit of the Game and must be avoided by all players.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call. When a foul is called, play must stop immediately.

Players not on the field at the time of the incident cannot make a call.

Playoffs

A game can end in a tie during the regular season. In the playoffs when regulation time has expired, the current point should be played out until a team scores. If this point results in the score being tied, one more point is to be played in order to break the tie.

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order. *Note* – SSC will update team playoff positioning once all scores have been submitted, do not assume the time/location of your playoff game until team names have been posted on the schedule. 

Objective

Volleyball is a team sport played by two teams on a sand court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:00pm).

If a set is not complete when time runs out or a game is stopped due to lightning, then the team in the lead is considered to have won that set.  A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Games are played rain or shine (please refer to our foul weather policy).

Equipment Rental

Teams are required to bring 1 beach volleyball to every game. 

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 1 man and 1 woman on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 3 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/ the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of his/her body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin wins the set (with a hard cap of 27 points).

A 55-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

An 85-minute match consists of best of 5 sets. All 5 sets should be played. The team that wins 3 of 5 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Players may play from any position and do not have to rotate; however, players must maintain server rotation.

All 4 players may spike the ball from anywhere on the court.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

The server does not rotate after 5 points. The same server continues to serve as long as his/her team successfully wins the point.

Playoffs

The first team to score 25 points by a two-point margin wins the set (with a hard cap of 27 points).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player.  As a penalty, the opposing team receives a 5-point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 3 players on the court. Example – If a team has more than 3 players of 1 gender the ghost player is the 4nd player, therefore the team may only have 3 players on the court (the 4th player would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

Beach Volleyball is a team sport played by two teams on a sand court divided by a net. The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

If a set is not complete when time runs out or a game is stopped due to lightning, then the team in the lead is considered to have won that set.  A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Games are played rain or shine (please refer to our foul weather policy).

Equipment Rental

Teams are required to bring 1 beach volleyball to every game. 

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of his/her body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) wins the set.

A 55-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

An 85-minute match consists of best of 5 sets. All 5 sets should be played. The team that wins 3 of 5 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back). 

A team must be in correct rotation order before the serve is put into play. Once the ball is served, players can move positions, however backcourt players cannot jump at the net to block or spike. Only the three players at the net positions (4,3,2) can jump and spike or block near the net. The backcourt players (5,6,1) can only make attacking actions (jumping hit/spike) from behind the attack line.  

In Beach Volleyball there is no 3-metre line indicated on the court, players should use their best judgment to hit from the backcourt area if they are in this position.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

 If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as his/her team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Playoffs

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) wins the set.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player. As a penalty, the opposing team receives a 5-point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 mans and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

Volleyball is a team sport played by two teams on a playing court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment Rental

Teams are required to bring 1 volleyball to every game. 

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players on the court.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 1 man and 1 woman on the court.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 3 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time. When an SSC Game Coordinator is on-site, they will offer to keep score for the game.

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

General Game Rules

Matches are comprised of three sets which equals one match.

A player may play the ball off any part of their body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

A ball that hits the wall or ceiling is out of bounds.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) is awarded the set.

A match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Players may play from any position and do not have to rotate; however, players must maintain server rotation.

No restrictions exist as to which players may participate in a block or attack.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net, going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is attacking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the centre line and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or attack a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as his/her team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Playoffs

During playoffs the first team to score 25 points by a two-point margin wins (with a hard cap of 27 points).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Ghost Rule

In mixed leagues, if a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player. As a penalty, the opposing team receives a 5-point advantage at the start of each set. The team which uses the ghost rule can have a maximum of 3 players on the court. Example – If a team has 4 men and 0 women, the ghost player is the woman player, therefore the team may only have 3 men on the court (the 4th man would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations. It is also designed to be used if a player is unable to continue play due to injury during a game. This allows the game to continue without a default as a result of an injury.

Objective

Volleyball is a team sport played by two teams on a playing court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment Rental

Teams are required to bring 1 volleyball to every game.

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time. When an SSC Game Coordinator is on-site, they will offer to keep score for the game.

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of their body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

A ball that hits the wall or ceiling is out of bounds.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) is awarded the set.

A match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back). 

A team must be in correct rotation order before the serve is put into play. Once the ball is served, players can move positions, however backcourt players cannot move to the net to block or attack. Only the three players at the net positions (4,3,2) can jump and hit or block near the net. The backcourt players (5,6,1) can only make attacking actions (jumping to hit) from behind the attack line.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net, going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is attacking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the centre line and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or attack a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as their team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Playoffs

During playoffs the first team to score 25 points by a two-point margin wins (with a hard cap of 27 points).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Ghost Rule

In mixed leagues, if a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player. As a penalty, the opposing team receives a 5-point advantage at the start of each set. The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 men and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations. It is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

ALL-SORTS-OF-SPORTS RULES

Objective

The objective of the game is to win points by shooting the ball into the opposing team’s “basket.” The team with the most points wins.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment

Teams are required to bring 1 basketball to every game. 

Basketballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players on the court.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 1 man and 1 woman on the court.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 3 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Games can begin with a jump ball, rock-paper-scissors or a coin toss. 

Teams are responsible for keeping score and time. When an SSC Game Coordinator is on-site, they will offer to keep score for the game.

General Game Rules

Standard basketball rules apply to all SSC games. Notable exceptions are listed below:

Defensive play is man-to-man only (no zone defense). You can pick-up your man anywhere on the court, however double teaming can only be done on your side. 

Players may substitute after a basket has been scored (although play doesn’t stop) or during a stoppage in play (not ‘on the fly’).

Each basket scored counts as a single point (regardless of where the shot was taken from, i.e. no 3-pointers).

An out of bounds ball in favour of the attacking team results in the attacking team taking possession of the ball at the top of the key.  At this point, the ball must be ‘checked in’ by the defensive team before play can resume. Once the ball has been ‘checked in’, the attacking player can dribble the ball but must make a pass (S/he cannot score directly off the ‘check-in’).

When the ball is tied up, and a jump ball call is made, the team who is on defense will be awarded possession of the ball. 

Teams may call a 1-minute time-out per half if needed except in the final 10 minutes of play.

Three seconds in the key: If an offensive player is in the key for more than 3 seconds, the defensive player may give out a warning. An offensive player can receive 2 warnings, after the 3rd warning an automatic turnover occurs. Counting should go as follows: “one one-thousand, two one-thousand, three one-thousand.”

Dunking is not allowed.

Fouls & Violations

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing, and shoving is not allowed (you should not touch any other player with your body at any time on purpose and should do your best to avoid unnecessary contact).

All standard basketball infractions are enforced (e.g. reaching-in, body contact of any kind, charging, etc).

Purposely obstructing an opponent’s vision by placing or waving a hand in their eyes is not allowed.

The offending player should call their own infractions, however only one of the two players involved in an infraction can make a foul call.

If a defensive foul call is made when a player is in the process of taking a shot and the shot goes in, play continues cancelling out the foul.A point is awarded, and the other team takes possession under their own hoop.

If a defensive foul call is made when a player is attempting a shot or layup (thereby affecting the outcome), the fouled player will take a shot from the free-throw line.  If the shot goes in, a point is awarded, and the other team takes possession under their own hoop.  If the shot is missed, play becomes live and the game continues.  To avoid defensive players from killing time during the setup for the foul shot, the shooter can attempt the foul shot as soon as the rest of his team is in position for the foul shot (regardless of the position of the defensive players).  The foul shooter has a maximum of 20 seconds to take the shot.

If a defensive foul call is made when a player is dribbling, passing, running (not shooting or making a layup), the attacking team takes possession of the ball at the top of the key.  At this point, the ball must be ‘checked in’ by the defensive team before play can resume.  If an offensive player causes a foul, the defensive team takes the ball to the closest sideline to the foul and starts play by inbounding the ball.

Intentional fouls are not condoned by the league.

Playoffs

A game can end in a tie during the regular season. 

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by a three-minute overtime period. If the game is still tied after the overtime, the next basket will win. 

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

Volleyball is a team sport played by two teams on a playing court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment Rental

Teams are required to bring 1 volleyball to every game.

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time. When an SSC Game Coordinator is on-site, they will offer to keep score for the game.

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of their body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

A ball that hits the wall or ceiling is out of bounds.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) is awarded the set.

A match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back). 

A team must be in correct rotation order before the serve is put into play. Once the ball is served, players can move positions, however backcourt players cannot move to the net to block or attack. Only the three players at the net positions (4,3,2) can jump and hit or block near the net. The backcourt players (5,6,1) can only make attacking actions (jumping to hit) from behind the attack line.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net, going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is attacking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the centre line and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or attack a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as their team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Playoffs

During playoffs the first team to score 25 points by a two-point margin wins (with a hard cap of 27 points).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Ghost Rule

In mixed leagues, if a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player. As a penalty, the opposing team receives a 5-point advantage at the start of each set. The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 men and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations. It is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

To win a game, a team must eliminate all 6 opposing players from the court.

Matches will consist of as many games that can be played in the 55-minute time period. Each game won will count for one point. If a game is still being played when time expires, the team with the most live players on the court at the time will win the game.  Ties are allowed during the regular season.

We encourage, although not required, a final ‘all-in’ game that does not count towards games won. This is a fun game to end your match with all players on the court at the same time. In this game, players are not allowed to come back in if a teammate catches a ball. Once a player is eliminated, they are out of the game.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment

SSC will provide dodgeballs (7-inch) for every game.

Players are not allowed to play with gloves, bare hands only. Wraps or single-sided tape for supporting recovering injuries are acceptable, however cannot be performance enhancing.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

To start the game, each team stands at their respective back wall with two dodgeballs each.

Four dodgeballs will be used simultaneously for each game.

Teams start the match by shouting, “Ready, Set, Dodgeball”.

Once play has started, players must remain on their own side of half. 

Eliminated/substitute players should stand/sit on the side of the court out of the way of play as much as possible. A bench area should be defined and then considered out of bounds. Live players may only enter this area to retrieve balls.

A bench area should be defined and then considered out of bounds. Live players may only enter this area to retrieve balls.

Sidelines – If the gym/court requires the use of a sideline (a wall is not present) to determine the width and/or length of the playing space, the following rules apply.

   o    All sidelines must be confirmed by both team captains prior to the start of the game.

   o    Players cannot touch or cross a sideline (similar to the centre line), unless they are attempting to retrieve a ball and bring it back into the playing space.   

   o    If a player is not retrieving a ball and any part of a player touches the sideline or past the line, that player is out.

   o    If a player is retrieving a ball, they must return back to the game playing space immediately or that player is out.

   o    If a player is retrieving a ball past the sideline, they are still considered ‘live’ and can be hit by a thrown ball and can also catch a thrown ball, etc.

   o    Teammates who are not playing in the current game (or have been previously eliminated), should help retrieve balls and place them back into the playing space at the location they went out.

Teams should switch sides at the half-way point of the match.

General Game Rules

The 6 players that start each game are the only players that can play during that particular game (i.e. for that point). Teams can alter their roster for each game as long as gender requirements are met.  Injured players can be substituted midway during a game if necessary (keeping gender ratio).

It is the responsibility of all players to make a fair and honest call as to whether or not they were hit. If a player/team accuses another player of being out, it is up to the player in question to decide whether they were hit or not.  Clothing is considered a part of your body if hit by a ball.

Players cannot remain static in areas that conceal or partially conceal their body, e.g. door entrance ways. 

Defensive players cannot lie down, kneel or crouch before a ball is thrown.

Players cannot kick the ball at an opponent.

It is considered unsportsmanlike to squeeze the dodgeballs before throwing them.

When 2 players remain on the court (1 from each team), the timekeeper should announce the two players have “one-minute” to eliminate each other. After the one-minute has expired, if the game has not yet ended, each team will return one player to the court (again, each team must abide by their order of returning players).

Player Elimination and Player Addition

To eliminate an opposing player, a ‘live’ ball must hit the player from the shoulders downwards. An opponent that is hit in the head is NOT eliminated but the thrower of the head ball IS eliminated.

·If a player is hit in the head at any time and in any position, the thrower is out. Players cannot purposely use their head to block a ball.

Once a player has been hit with a ball and is out, they must raise their hand while exiting the floor. This way opponents will not intentionally strike again. Any ball that hits an ‘out’ player as they are heading off the court is a dead ball. Please leave the court quickly.

A ball is considered ‘dead’ as soon as it hits the floor, walls, ceiling or any other obstacles around the court (e.g. basketball hoops, etc). A player is not eliminated after being hit by a dead ball. All other balls are considered ‘live’.

If a thrown ball hits an opponent and comes back across the centre line, the ball is considered to be dead and only the person who is hit is out.

If a player catches a ‘live’ ball the thrower is out.  In addition, the team that caught the ball can return a previously eliminated player to the court. The player that returns to the game must be the first player who was ruled ‘out’ during that particular game (and the order of returning players should be maintained – e.g. the third player to be eliminated will be the third player to return to the court). This player is considered a live player as soon as the ball is caught. It is recommended players line-up in order of elimination on the bench.

If a ‘live’ ball hits a player then rebounds and hits another player on the court and the ball hits the ground or wall, both players are out. If the ball rebounds off a player and another player catches it (as a continuous action without touching the ground) the thrower is out and the player who had the ball rebound off them is safe.

Players cannot cross the center line. Players may lean over the half line to retrieve a ball, but the player cannot touch the middle line or any part of their opponent’s half of the court. If any part of a player touches the line or other half, that person is out. If a ball is thrown by a player who steps on and/or over the line, the ball is considered dead and cannot eliminate an opponent.

Players cannot jump from their own side of half and land on their opponent’s side in the attempt of getting an opponent out. Only the thrower is out in this scenario. This is also known as the kamikaze rule.

Ball Possession

Players cannot be in possession of a ball longer than 10 seconds. This rule applies as soon as a player is in possession of a ball (excluding stopping the ball with a player’s foot). Therefore, if a player puts the ball down on the ground or passes it to another teammate, the ball still needs to be thrown within  the original 10 seconds. If a ball is not thrown within the 10 second window, the opposing team receives the ball.

Teams should not stockpiling the balls on their own side of the court if it causes players to be in possession of a ball for longer than 10 seconds. If all 4 balls are on one side of the court, the remaining players need to throw at least one ball within 10 seconds. Please abide by this rule as it will speed up the pace of play.

Players can only be in possession of 1 ball at any given time. If a player catches a 2nd ball, then the thrower is not out, and the catcher must immediately drop the 2nd ball. As well, the team whose player caught the 2nd ball is not allowed to bring a player back onto the court. This is considered a neutral play – no player is out.

A player holding a ball can use it to deflect/block another ball thrown at them by an opponent. However, if the ball being held is dropped due to the 2nd ball, the person who dropped the ball is out. A deflected ball is still considered ‘live’ until it hits the ground. If it hits another player before hitting the ground, the hit player is out.

If a player has caught a ball, deflects a thrown ball, places current ball down, and catches new ball, the thrower is out, and the player is safe.

Playoffs

A game can end in a tie during the regular season. 

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by one final game.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

View/Download SSC Floor Hockey Goaltender Equipment Requirements

Objective

Floor Hockey is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Game Set-Up

Teams are responsible for keeping score and time.

Often an SSC Game Coordinator is on-site and will offer to keep score.

If benches are present, place them on their side in the corners of the gym for substitute players.

Goalie nets are set-up against the back wall with a crease line of 3 feet. Each gym location may be different.

Teams should bring both light and dark coloured shirts to each game. 

Equipment  

Equipment including nets, player and goalie sticks and balls will be provided and set-up each week by the SSC Game Coordinator or facility staff. Players need to bring their own shin pads should they wish to wear them. 

Goalie equipment will be provided and includes a blocker, trapper, mask and stick.   

View further details regarding goaltender equipment on the sport rules page.

Goalies are required to:

  • Wear hockey socks over shin guards with buckles.
  • Wear a helmet/mask at all times with no exceptions.
  • Shoes / appropriate footwear.

Goalies are permitted to wear:

  • Fitted shin guards/pads (not full-width goalie pads).  They must be worn underneath pants to reduce the wear and tear to the gym floor.
  • Blocker & Trapper (any size is permitted).
  • A chest protector (must be fitted and cannot extend to the arms).

Goalies are not permitted to wear:

  • Hockey pants.
  • Shoulder pads which extend to the arms.

Players:

  • Must use the provided SSC hockey sticks. Exception: players may bring their own stick, however, must be either the DOM C6 Cup or DOM EL-93 Elite 54” or DOM EL-93 XT 60” sticks & blades.  DOM EL-93 XT
  • Must use DOM standard blade (SB-76). All players on the same team should endeavour to use the same colour blade (either red, blue, or black).
  • Can wear eye protection, gloves & shin guards (soccer) although not mandatory but is recommended.

Players on court and gender ratio

Teams are comprised of 5 players on the court (4 players and 1 goaltender).

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court. The goaltender position is gender neutral. 

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

General Game Rules

To start the game a spare player or an SSC staff member will drop the ball in a faceoff formation.

The ball is always in play, regardless of height (including the ceiling and basketball hoops) until it crosses into an out of bounds area behind the benches. A ball that has gone out of play is awarded to the team that did not touch the ball last. Play commences with a player passing the ball in from the line where the ball went out of play. Please give the player a couple of feet to make a pass. A player cannot score from this shot even if it hits the goalie and goes in – the ball must be touched by either an offensive or defensive player first (excluding the goalie).

To score a goal, the ball must enter the net and fully cross the ‘goal-line’.  If a ‘goal-line’ is not present, please use your best judgement.

Players cannot score by kicking the ball into the net. Any kicking motion done with the intention of directing the movement of the ball nullifies a goal. However, if a pass is made and it inadvertently deflects off a player’s foot and into the net, the goal counts.

Players may make substitutions ‘on-the-fly’ as long as the player leaving the court is off before the new player enters the playing area.

No player (with the exception of the goalie) can slide or dive to block a shot. In other words, players must remain on their feet at all times. If in a stationary position, a defender’s knee cannot touch the ground.

High sticking is not allowed at any time during play. A high sticking infraction has occurred when the stick of any player comes above their waist level. This includes incidents when the player is trying to knock the ball down, waving for a pass, before/after a shot has been taken, or anytime during play. Goals scored by a high stick do not count. If a high stick occurs, the non-offending team retains possession with an indirect shot from where the infraction occurred.

Players and goalies are not allowed to throw their sticks.

Players cannot make a pass to a teammate by pushing or directing the ball with their hand. Players can catch the ball, but they must put it straight down.

Players are not allowed to hold or grab their opponents stick at anytime.

Teams may call a 1-minute time-out per half if needed except during the final 10 minutes of play.

Resuming Play After a Goal

To resume play after a goal, the following must occur:

  • Players return to their designated sides of the gym and wait until both teams are ready to resume play. 
  • The team that was scored upon carries the ball over the centre line.
  • Once the ball passes over the centre line, play resumes.
  • No player, whether they be offensive or defensive, can cross over the centre line before the ball does. If this occurs, the play is reset.
  • The team that was scored upon must make one pass to a teammate after they have crossed centre and before they can shoot on net.  If a shot on net is taken before a successful pass, the play is reset. 

Defensive Tactics

Players are not allowed to defend by placing their stick in between an opposing players legs – this can result in dangerous play.

A defensive player must stand 1 stick length or 5 feet (approximately) away from the crease line in order to give the goalie room to play the ball from their crease.

Slashing and pinning sticks is not allowed. Lifting a player’s stick is permitted; however, you cannot lift a player’s stick above waist level as this is a foul.

Players cannot turn their backs to the opponents and back their way down the court. This should be called a foul as the offensive player is backing into a defensive player who has position.

Goal Crease

No sticks or feet (offense or defense) may enter the lined or taped crease in front of the net at any time. 

Only the goalie may occupy this space.

If an offensive player enters the crease with either their stick or feet, it is the goalie’s ball.  It is up to the goalie, or nearby players to make this call. If a defensive player disrupts/affects the play by entering his/her own crease, the offensive team is awarded an indirect ball two paces out from the edge of the crease. If a defensive player stops a ball in the crease from going in the net, a goal is awarded.

Goalies cannot leave their crease and must have at least one foot in their crease at all times.

Goaltender Good to Knows

Goalies can toss/kick the ball to a player on their own side of the court but cannot toss/kick the ball over the centre line (first point of contact must be on their own side of court). A goalie can pass the ball anywhere on the court with his/her stick. 

Goalies cannot remove a blocker/trapper and use their bare hand to toss/pass a ball.  This is considered a hand pass.

Goalies cannot be ‘pulled’ in an attempt to utilize an extra attacker at any point during the game. 

Goalies cannot score when clearing the ball from their crease. The ball must be touched by a teammate first.

Violations & Making Calls

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose and should do your best to avoid unnecessary contact).

It is extremely important players (especially team captains) make the appropriate calls for infractions and illegal plays. Every high-stick, goal crease violation, roughing, pushing, etc, must be called and play must be stopped. Only players who are currently on the court at the time of an infraction may make a call.

If a disagreement cannot quickly be resolved, the two team captains should meet at the middle of the court (without any other players) and discuss a resolution.

Stopped Games: A Game Coordinator may stop a game before the full time has expired due to overly aggressive play, persistent unsportsmanlike conduct, or a general violation of the rules of the game. This decision is solely at the discretion of the Game Coordinator. If the decision is made to stop the game early, the score will be recorded as a loss for both teams. In addition, both teams will be given an automatic warning (refer to the SSC Policy sheet for specific details on warnings and discipline). The exception to this rule is if the Game Coordinator has stopped the game because of the inappropriate play of only one team. The non-offending team will receive the win, regardless of the score at the time the game was stopped. This is also at the discretion of the Game Coordinator.

Playoffs

A game can end in a tie during the regular season.

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by a three-minute sudden death overtime period. If still tied the game comes down to a shoot-out. The 4 players who are on the court at the end of the game take one shot each at a distance of eight paces (this shot must be taken from a stationary position). The goalie that finished the game remains the goalie for the shoot-out. After four shots, if still tied, teams continue taking single shots until one team has scored (and the other team does not). The order of four shooters must be maintained.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

Futsal is a five-a-side game, played on an indoor court with soccer nets using a specific Futsal ball (size 4 ball that reduces bounce). The objective is to score on the opposing net.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Teams are required to bring a size 4 Futsal ball to every game.

Futsal balls may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Players must wear non marking soled shoes, and are encouraged to wear shin pads covered by long socks.

Players on Court & Gender Ratio

Teams are comprised of 5 players on the court (4 players and 1 keeper).

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game &
Court Set-up

Futsal nets will be set up by SSC or facility staff upon the arrival to your game.

Games are played on a basketball sized court.

Futsal is played to the outside court lines (walls are not used).  A ball that goes outside the court lines or hits the wall / ceiling / obstacles is considered out of bounds and responded to with a kick in.

Team captains should meet before the start of the game to review court lines as well as defining the goal crease.

Teams are responsible for keeping score and time.  Often an SSC Game Coordinator is on-site and will offer to keep score for the game.

To start the game, teams should decide who is awarded the kick-off.  The opposing team will then start the second half with the ball.     

The game begins with the ball being passed back to a teammate before crossing centre line.

General Game Rules

Standard futsal rules apply to all SSC games. Notable exceptions are listed below:

There are no restrictions (apart from the ceiling of the gym) as to how high the ball can be kicked in Futsal.

Player substitutions can be made at any time and ensuring the player has left the court before a new player joins the play. Keepers must wait for a stoppage in play before substituting for an alternate keeper.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on sideline where it left the court.  The player must have both feet on or outside the sideline.  If a kick-in attempt results with the ball never entering the court, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick.

There is a 4 second time limit placed on all set plays (corners, free kicks, etc).

Players must retreat 3 metres from the ball at all ‘set’ plays.

The whole of the ball must cross the whole of the line for it to be deemed a corner, goal, sideline kick or goal clearance etc.

There are no offsides.

Slide tackling is not allowed under any circumstances.

Teams may call a 1-minute time-out if needed, except in the final 10 minutes of play.

Goalie Crease & Goalkeeper

In most cases, the ‘three-point’ line on the basketball court will be used to define the goalkeeper’s crease.

On a goal kick, the goalie must place the ball 5 steps out from the centre of their net.  If the court has basketball key lines the ball is placed within this zone.  

Goalies:

  • May only use their hands to touch the ball within their own crease in front of the net. 
  • Cannot control the ball with their hands for more than 4 seconds before releasing.
  • Are allowed to handle the ball from a pass back or kick in; however, must only use their feet.
  • Can only slide within the confines of their own penalty area. Sliding feet first toward an opponent is illegal and considered a dangerous play.
  • May not score a goal by throwing the ball. 

If goalie handles the ball outside of the crease, a penalty kick (direct) is awarded to the opposing team.  The penalty kick is taken from the top of the crease, and the goalie must remain on the goal line.

Violations & Making Calls

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose and should do your best to avoid unnecessary contact).

A handball infraction occurs when the ball hits a player’s arm from the elbow down (as opposed to the shoulder).

It is extremely important that all players make the appropriate calls for infractions and illegal plays.  The offending player should call their own infractions, however any player that is currently on the court can make a call.

When a foul is called, play must stop as there is no ‘advantage’.

If an infraction is called, the non-offending team receives an indirect kick where the infraction occurred.

If a disagreement cannot quickly be resolved, the two team captains should meet at the middle of the court (without any other players) and discuss a resolution.

Playoffs

A game can end in a tie during the regular season. In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

Beach Volleyball is a team sport played by two teams on a sand court divided by a net. The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

If a set is not complete when time runs out or a game is stopped due to lightning, then the team in the lead is considered to have won that set.  A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Games are played rain or shine (please refer to our foul weather policy).

Equipment Rental

Teams are required to bring 1 beach volleyball to every game. 

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of his/her body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) wins the set.

A 55-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

An 85-minute match consists of best of 5 sets. All 5 sets should be played. The team that wins 3 of 5 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back). 

A team must be in correct rotation order before the serve is put into play. Once the ball is served, players can move positions, however backcourt players cannot jump at the net to block or spike. Only the three players at the net positions (4,3,2) can jump and spike or block near the net. The backcourt players (5,6,1) can only make attacking actions (jumping hit/spike) from behind the attack line.  

In Beach Volleyball there is no 3-metre line indicated on the court, players should use their best judgment to hit from the backcourt area if they are in this position.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

 If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as his/her team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Playoffs

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) wins the set.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player. As a penalty, the opposing team receives a 5-point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 mans and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

View/Download the SSC Flag Football Field Set-Up Diagram

Objective

Flag football is a version of Canadian football where the basic rules of the game are similar to those of the mainstream game (often called “tackle football” for contrast), but instead of tackling players to the ground, the defensive team must remove a flag or flag belt from the ball carrier (“deflagging”) to end a down.

Game Length

Games are 90 minutes in length including a 5-minute halftime midway through the game (unless otherwise indicated in your schedule).   

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:30pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring an NFL size Football, six (6) pylons, and a set of ten (10) flag belts (with 2 flags each) for every game.

This equipment is available to rent through SSC.  A refundable deposit is required for the equipment, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents. Please wear shorts/pants with NO pockets. This will reduce finger injuries when trying to grab the flags.

Only flags with Velcro attachments to the belt are permitted.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 6 players on the field.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Field & Player Set-Up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a flag football field set-up, click on the pdf document in the rules section.

The field set-up includes:

   o   Total field length (70 paces)

   o   Between the end zones (50 paces)

   o   End zones (10 paces)

   o   Total field width (35 paces)

   o   A pace is approximately 3 heel-to-toe steps.

Flags should be placed on the hips of each player at the outset of each play. The flag must be on top of all clothing and cannot be folded over such that the Velcro attachment is on the inside or hidden.

To start the game, teams can decide who gets ‘first ball’ by either a coin toss or playing a game of rock, paper-scissors.

Teams are responsible for keeping score & time.

A game can end in a tie during the regular season.

Scoring

A point is scored when a player catches any legal pass or runs the ball into the defensive end zone prior to having one of their flags stripped.

To score a player must step over the line in the end zone (it is not enough to have the “plain of the end zone” broken by the ball).

Teams receive one (1) point for each touchdown.

There are no conversions.

Game Start & General Rules

The kicking team will kick-off from their own end zone line. All players on the team must line-up behind the kicker and can only start to run downfield once the ball has been kicked. If the ball is kicked out of bounds, the offensive team will start their drive at the spot where the ball left the playing area – there is not an option to ask for a re-kick.

From the time the ball is placed on the line of scrimmage, the offense has 30 “steamboats” to start the next play. Running down the clock with an unnecessarily long huddle is not an acceptable strategy.

If a defending team sacks the Quarterback (or any offensive player with the ball) in the offensive end zone, the ball is turned over at midfield to the defending team.

If an interception occurs in the end-zone and the player is flagged down, a touchback will occur, and the intercepting team will gain possession on the 10-yard line.

If the ball is kicked through the end zone on either a punt or kick-off (or kicked into the end zone and the receiving team elects not to run the ball out by letting the ball go), the offensive team will start their drive 10 paces out from their end zone, in the centre of the field. If the receiving team elects to catch the ball in the end zone (or runs back into the end zone after catching the ball), the receiver is in play and runs the risk of being tackled in his/her own end zone.

After a punt/kickoff, if the ball comes in contact with a player on the receiving team before touching the ground, the ball is live (considered a fumble).

Teams may call a one (1) minute time-out per half if needed except during the last 10 minutes of play.

Ending the Half or Game – With three minutes to go in the half (game), there are 5 plays left in the half (game). A kick-off after a touchdown is not considered a play.

Offense, Quarterback and Receiving

The offensive team has four (4) downs to cover the entire field. If the offensive team fails to score on the 4th down, the ball is turned over and the new offensive team starts their drive from the position where the last play ended.

The offensive team may punt on the 4th down, and does not need to notify the defense of their intentions to do so.

The Quarterback may only run the football past the line of scrimmage when/if any defensive player crosses the line of scrimmage at the end of the 5 “steamboats”. If a defensive player does not cross the line of scrimmage, the Quarterback cannot run the ball.

To start an offensive play, the ball must be snapped by the offensive Center, from the point of scrimmage to the Quarterback. There is no minimal distance required by the Quarterback who can be either up close to the Center or in a shot-gun formation. The Quarterback cannot self-snap.

Spinning – An offensive player CAN turn their bodies from side to side, but cannot spin 360 degrees. This prevents defensive players from injuring their fingers. If a player spins, the ball is dead at the point where the spin occurred.

Offensive players may not block or otherwise obstruct any defensive players.

Offensive players cannot protect/cover/hide/block his/her flag. If the person with the ball blocks the defenders hand from grabbing their flag, the play is dead where the block occurred.

An offensive player can dive or jump to catch a ball, but once in possession he/she cannot leave their feet at any time. This includes all forms of jumping and diving. If the ball carrier breaks this rule, the play is dead at the point where the player stood before the infraction.

If a flag inadvertently falls off the ball carrier, or if a player attempts to grab a flag and there is not one on the hip of the offensive player, the play is stopped at that location.

First point of contact: A receiver is determined to be “in” or “out” based on their first point of contact with the ground. If a player lands first with one foot in-bounds, and then the other foot touches down out-of-bounds, it IS a legal catch, but the play ends where they touched the out of bounds line. If a player catches the ball, but is straddling or lands straddling the sideline, it is NOT a catch. Only a one foot landing is needed – as long as that foot touches down in-bounds.

Lateral passes and ‘flea flicker’ plays are permitted.

Defence

The defense must loudly count five (5) “steamboats” before rushing the Quarterback.

While counting, the defense must line up at or behind the line of scrimmage.

Steamboats should be counted as follows: “one…steam…boat”.

Once the ball has come in contact with a 2nd offensive player (Quarterback hand-off or throw to receiver), the defending players can cross over the line of scrimmage before the end of the 5 “steamboats” and engage with the offensive players.

A defender may not step in front of the ball carrier or block a running lane if it has the potential to create an unsafe play. Likewise an offensive player should not run with their head down, in an attempt to run through the defenders.  In other words, incidental contact is inevitable, but players should not be run over. Please use your best judgment.

Dead Play

If a player carrying the ball slips/falls and one knee touches the ground, the play is dead and the defense does not have to remove a flag for the play to stop. Please observe this rules carefully as it helps to promote safer play.

If the football touches the ground for any reason (kick-offs, fumbles, handoffs, etc) the ball is dead and the play is over. The next play is started at the spot where the ball hit the ground.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call. 

Players not on the field at the time of any incident cannot make a call at any time.

Fouls (including picks) that are called by the offence or defence will lead to a re-down (the play starting over from the line of scrimmage). Once a foul is called, the play must stop and the play is started over. If the offence/defence is fouled, they can choose not to call a foul if it is an advantage to do so. Example – A receiver is fouled as they catch the ball and continues to run the ball in for a touchdown.

All games are self-refereed. Disputes about a possible infraction are to be discussed amongst the people involved in the play. If an agreement cannot be reached, simply redo the down. Please play safely and with good spirit.

Playoffs

Playoff games should be 80 minutes in length in anticipation of needing the extra time to settle a tie.

A game can end in a tie during the regular season.  In the playoffs, if regulation time expires and the score is tied, the game continues until a team has scored to break the tie.

Team Playoff Position:  Ties in the standings will be broken first on head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

View/Download the Soccer Field Set-Up Diagram

Objective

Soccer is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 85 minutes in length with a 5-minute stop for halftime (unless otherwise indicated in your schedule).

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:25pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring 1 (one) size 5 Soccer ball and 6 pylons to every game. In some leagues, teams are also responsible for bringing 1 (one) portable soccer goal. Equipment requirements are outlined on the sport page and during the registration process. A refundable deposit is required, payable through online registration.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

All soccer equipment is provided for the All-Sorts-of-Sports League.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 6 players on the field (5 players and 1 keeper).

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a soccer field set-up, click on the pdf document in the rules section.

The field set-up includes:

  • Total field length (60 paces)
  • Total field width (35 paces)
  • A pace is approximately 3 heel-to-toe steps.

The game begins with one team initiating play by making a pass back from centre field. 

Teams should switch sides at half time.

Teams are responsible for keeping score & time.

General Game Rules

In general, standard soccer rules apply to all SSC games. Notable exceptions are listed below:

To score a goal, the entire ball must pass over the goal line and into the net. If a discrepancy arises as to whether the ball was in or not, the person deemed to have the “best perspective” will ultimately make the call. Please remember that you are playing in a self-officiated social league, any disputes should be kept to a minimum.

There are no off-sides. However, a strategy of consistently “cherry-picking” is unsportsmanlike.

Player substitutions can be made at any time (i.e. changing on the fly is allowed). However, please ensure that the player coming off has completely left the field before the new player joins the action and the change does not disrupt the flow of the game. Keepers cannot change on the fly – please wait for a stoppage in play before substituting goalies.

A handball infraction occurs when the ball hits a player’s arm from the ELBOW down (as opposed to the shoulder). In addition, players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don’t abuse this rule.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on the sideline where it left the field. The player must have both feet on or outside the sideline. If a kick-in attempt results with the ball never entering the field, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick.

Defensive players cannot be within 8 feet of the ball when any indirect kick, corner-kick, or goal kick is being taken.

Slide tackling is not allowed. No players (with the exception of the goalie) can slide to block a shot or pass at any time.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

Goal Crease & Goalkeeper

The goal crease is approximately a 10-foot semi-circle around the net. Due to the format of the field, there will not likely be a lined goal crease – teams should use their best judgment.

Goalies can:

  • Use their hands when they are within the “goal crease”.
  • Roam as far from their goal as they wish.

Goalies cannot:

  • Use their hands outside of the crease.  If this occurs, a penalty kick is awarded to the opposing team.
  • When inside the goal crease, pick up a ball with their hands if the ball has been played back on purpose to the keeper by a player on their team. This includes all forms of passing and kick-ins. The only exception is if the player directs the ball back to the keeper with their head – in this case the keeper can pick the ball up with their hands. A violation of this rule results in an indirect free kick for the other team at the spot where the keeper inappropriately used their hands.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop as there is no “advantage” in SSC soccer.

Players not on the field at the time of any incident cannot make a call at any time.

Playoffs

Playoff games should only be 80 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

Download/View the Ultimate Field Diagram

Objective

Ultimate, often called Ultimate Frisbee, is a non-contact team sport played with a flying disc. The objective of the game is to score points by passing the disc into the opposing end zone.

Game length

Games are 85 minutes in length including a 5-minute stop for halftime (unless otherwise indicated in your schedule).   

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:25pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment

Teams are required to bring one official Ultimate disc and 6 pylons to every game. A refundable deposit is required, payable through online registration.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Metal cleats are not allowed.

Players on Field and Gender Ratio

 Teams are comprised of 5 players on the field.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Scoring & Mercy Rule

There is no point cap.

Mercy Rule:  If a team is up by 15 points after 1 hour of play, the losing team has the option of calling the game or choosing to continue.

Game & Field Set-Up

Team captains should meet before the start of the game to set-up the field with the required pylons

To view a diagram of an Ultimate field set-up, click on the pdf document in the rules section.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

The field set-up includes:

  • Total field length (70 paces)
  • Between the end zones (60 paces)   
  • End zones (each 5 paces)
  • Total field width (35 paces)
  • A pace is approximately 3 heel-to-toe steps.

To start the game, teams decide who gets first possession by flipping the disc.

Teams switch sides at half time.

Teams are responsible for keeping score & time.

When the game time runs out the game is considered over and the current point is not finished.

General game rules

In general, SSC plays by official USA Ultimate 11th edition rules , for example:

Each point begins with both teams lining up behind each of their goal lines. The defense throws (“pulls”) the disc to the offense.

  • Players on the pulling team may not cross the goal line until the disc is released by the “puller”.
  • Players on the receiving team must have a foot on the goal line and can only move once the disc is released by the pulling team.
  • If either team fails to maintain proper positioning before the pull, the other team may audibly announce “off-side” and a re-pull ensues.

 The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc “thrower” has ten seconds “stalls” to throw the disc. The defender guarding the thrower “marker” counts out the stall count.

When a pass is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.

The disc may travel out of bounds and return in bounds and still be played, as long as it has not contacted anything in the out of bounds areas.

Zone defense is permitted, though person-to-person defense is most common with SSC Ultimate leagues.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

Spirit of the game

Ultimate relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. Protection of these vital elements serves to eliminate unsportsmanlike conduct from the Ultimate field. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions, or other ‘win-at-all-costs’ behaviour are contrary to the Spirit of the Game and must be avoided by all players.

It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level. 

Violations & making calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop immediately.

Foot blocks, pick and screens are not permitted and are considered fouls.

Players not on the field at the time of the incident cannot make a call.

Playoffs

Playoff games should only be 80 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs when regulation time has expired, the current point should be played out until a team scores. If this point results in the score being tied, one more point is to be played in order to break the tie.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

View/Download the Kickball Diamond Set-Up Diagram

View/Download the Kickball Printable Scoresheet

Objective

Kickball is played between two teams on a diamond, with 9 players from one team on the field at a time.  The object of the game is similar to softball – to score more runs (points) than the other team by kicking a ball into play and running around the bases, touching each one in succession.

Game Length

Games are nine (9) innings in length with a time limit of 75 minutes (unless otherwise indicated in your schedule). 

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time.

No new inning can start with 5 minutes left before the formal end time. If a new inning is started and is not completed (both teams receive their at bat), the score will revert to that of the last completed inning.

Games are played rain or shine.

If a game is stopped due to lightning, four (4) innings will constitute a complete game.

Equipment

Teams are responsible for bringing one (1) kickball and four (4) throw-down bases to each game. 

This equipment is available to rent through SSC. A refundable deposit is required, payable through online registration.

Players on Field and Gender Ratio

Teams are comprised of 9 players on the field.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 3 men and 3 women on the field.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 7 people as long as there are two (2) of each gender and as long as the kicking order stays the same (see the section below about kicking). In this scenario, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense).

There is no ‘rover’ position in kickball.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-Up

Captains should meet before the start of the game and confirm / agree upon ground rules with regards to boundaries and base set-up.

To view a diagram of a kickball field set-up, click on the pdf document in the rules section.

Teams are responsible for setting up the bases at 60 feet (approximately 20-25 paces).

Each team captain must bring their four (4) bases to every game (total 8 bases) as first base and home plate will require “safety bases”. 

  • First – safety base:  There should be a base for the first base fielder to touch and a separate base for the runner to step on (with a distance of 6 inches between the bases).
  • Home – safety base: There should be an extra base laid out parallel to the existing home plate (at least 24 inches away from it).  A line is to be drawn in the dirt between the two to enable the runner to touch the safety bag or cross the line in a safe manner, in order to score a run.
  • Commitment Line: There is a “commitment line” halfway between third base and the home plate, marked with an extra base or by drawing a line in the dirt across the base path. This marks the no-return point of a base runner going towards home plate.
  • Other Bases: For the other bases, fielders should be touching only one side of the base, allowing a base runner to touch the base without interference.

Game Start & Inning Structure

Rock-paper-scissors will determine the home team (kicks in the bottom of the inning).

  • Exception: During playoffs the higher ranked team will have the choice to bat first or second.

Each inning is played with three (3) outs or when a team scores a maximum of eight (8) runs. 

  • Exception: teams do not have a run limit in the final inning of the game.

Player Outs

A player is out if:

  • A player kicks and fails to put the ball into play after three pitches.
  • A kicked ball that is caught in the air (regardless of whether the ball is in fair or foul territory). 
  • If a defensive player gets the ball to a base before the offensive player arrives and the offensive player cannot return to the previous base because it is occupied by one of his teammates (force out).
  • A runner that leads off the base before the ball is kicked.
  • A runner hit by a thrown ball below the shoulder while not on base and when the ball is in play.  Exception: If a thrown ball hits a runner above the shoulders, the runner is considered safe and will be awarded one additional base in addition to the one which they were running to.  Example: if a base runner is hit in the head running to second base they would be granted third base.
  • A runner hit by a kicked ball regardless of where the ball hit them while not safely on base.
  • If a defensive player throws and hits an offensive player with the ball before they get on base.
  • A runner obstructing a fielder from fielding a ball (pushing or bumping while fielder is in the motion of playing a ball).
  • A runner that passes another runner.

Pitching

The team at bat provides their own pitcher.

The pitcher can pitch form wherever they choose.

If a kicked ball touches the pitcher, then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

Fielding

There is no infield fly rule in effect since a kickball is more difficult to catch than a softball. However, it is poor sportsmanship to purposely drop a ball to induce a double play.

If a ball is overthrown at first or third base and goes ‘out of play’ (e.g. over the fence, into the dugout, beyond the extended backstop, etc.) then the base runners can advance one base. If the ball stays in play (i.e. hits the fence) then the ball is live and runners may advance at their own risk.

Players in the field are not allowed to stand inside the baselines before a player attempts to kick a ball (e.g. the shortstop cannot stand beside the pitcher before the batter has attempted their kick).

Base runners will have the right-of-way and must always have a clear path to the base.

In the event of a tie at a base the benefit goes to the base runner.  If teams are unsure of the call due to distance, the play should be re-replayed.

Kicking

A player’s foot or leg must make all kicks.

All kicks must be from behind home plate.

Every kicker receives a maximum of three (3) pitches.

Batting Order: No more than 2 men or 2 women can bat consecutively in the batting order, including when the bottom of the order meets the top of the order.

  • A team must use their full roster for batting (e.g. players cannot only play defense).
  • All players must bat before a player can bat for the second time (this may change the gender order from inning to inning).
  • If a team has 7 or 8 players total and only 2 players of one gender (example below is only 2 women), the following batting order applies: man 1, man 2, woman A, man 3, man 4, woman B, man 5, man 6, woman A, etc. The spot where woman C should be is NOT an automatic out.
  • The batting order should remain intact from inning to inning. This means the last batter out in an inning is followed by the next subsequent gender at the start of a new inning.
  • Any players arriving after their team has batted in the first inning, will be inserted into the bottom of the gender batting order.

If the kicker takes a full kick and it does not pass the pitcher, then it is considered a fair kick (intentional bunting is not allowed).

Base Running

Base runners can:

  • Overrun first base without being tagged out as long as they continue to follow the foul line or stay to the right of it.
  • Courtesy runners are permitted for a kicker or injured base runner; however, the courtesy runner must be the last out of the same gender.  If a courtesy runner is being used for a kicker, please notify the opponents team captain before the start of the game.  The courtesy runner must start to the right side of the catcher (facing towards the pitcher) in line with the 3rd base foul line and can only run when contact has been made with the ball.
  • Be hit by a kicked ball – in this circumstance the ball is live and playable although base runners must make every effort to avoid a kicked ball.

Base runners cannot (automatic out):

  • Slide into any base.
  • Steal a base or leadoff to gain a competitive advantage (base runners must wait until the kicker makes contact with the ball before leaving the base). 
  • Move more than 3 feet away from an imaginary line between the bases, or they will be deemed out (base runners must stay along the base paths).
  • Be blocked when running between bases.

Tag Up:

  • If pop fly ball is caught, base runners must retouch (or ‘tag-up’) the base they were on at the time of the pitch, before attempting to advance.  If a pop fly ball is not caught, a tag-up is not required and base runners may try to advance.

Commitment Line:

  • Players cannot return to third base if they have crossed the ‘commitment line’ between third base and home plate (a base runner that does is automatically out).
  • A “force out” will always be in effect between third base and home plate once the base runner has crossed over the “commitment line”. This means that a team only needs to touch home plate with the ball in their possession to make the out. Under no circumstances are tag plays permitted at home.

Mercy Rule

Mercy Rule: If a team is up by 15 runs or more after the 5th inning of play, the losing team has the option of calling the game or choosing to continue. 

Foul Balls & Making Calls

Foul balls include:

  • Any ball that is kicked and touches in foul territory (outside of the base lines).
  • Any ball that is kicked and touches in fair territory but crosses into foul territory before passing first base or third base.
  • A double kick (a kicker can only kick the ball once).
  • A ball that is kicked and hits the backstop and/or obstacles.

Base calls are the responsibility of the base coaches to make impartial calls at first and third base.  If base-coaches are not being used, mutual agreement between captains, all close calls should be made by the pitcher.  Please ensure that the game is being called in a fair manner.  Calls should be made as neutrally and impartially as possible.

Playoffs

Playoff games should be 80 minutes in length in anticipation of needing the extra time to settle a tie.

During playoffs, if the game is tied after the completion of 7 innings, or the expired time, teams will follow this format: 

  • The team that is up to kick will start the inning by placing their ‘last out’ from the previous inning on second base, with two (2) outs. Once three (3) outs have been reached, the other team will then place their ‘last out’ from the previous inning on second base (also with two (2) outs) and proceed to bat until three (3) outs is reached. Teams will take turns doing this until the score is settled upon the completion of a full inning.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

TOURNAMENT RULES

Coming Soon…

View/Download the Softball Diamond Set-Up Diagram

View/Download the Softball Printable Scoresheet

Objective

Softball is played between two teams on a diamond, with 9 players from one team on the playing surface at a time.  The object of the game is to score more runs (points) than the other team by batting (hitting) a ball into play and running around the bases, touching each one in succession.

Player Eligibility

All players must be added to the team roster by the team captain.  This process confirms that all players have electronically agreed (checked the box) to our policies and online waiver.

Game Length & Foul Weather Guidelines

Games are six (6) innings in length with a time limit of 60 minutes.

Games start and end according to your tournament schedule. 

No new inning can start with 5 minutes left before the formal end time. If a new inning is started and is not completed (both teams receive their at bat), the score will revert to that of the last completed inning.

Games are played rain or shine.  If a game is stopped due to lightning, four (4) innings will constitute a complete game.  If three (3) innings or less are played, it will constitute as a tie game.

Round Robin Scoring & Playoff Positioning

Round Robin Scoring: Win = 2pts, Tie =1pts, Loss =0pts.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

Equipment

Diamonds will be set up with the necessary softballs, four (4) throw-down bases, and catcher’s masks.

Catchers are required to wear a mask (mandatory).

Players are required to provide their own gloves, bats, and appropriate footwear (players are not permitted to use metal cleats or wooden bats).  

Bats can only be used from the NSA Canada Approved Bat List, with logo certification from either the United States Specialty Sports Association (USSSA 1.20bpf), or National Softball Association (NSA). Altered bats are not permitted.

Softballs: Games should be played using the provided SSC league softball (Worth Hot Dot), or teams can decide to purchase their own. Game balls must be equivalent to 12”/.44 cor/375-400lbs compression or 12”/.52 cor/275-300lbs compression.

Scorebooks: SSC softball scorebooks are included in your team registration and handed out with the team package.

Players on Field and Gender Ratio

Teams are comprised of eight (8) positional players, plus one (1) rover for a total of 9 players on the field.

   o   Mixed Gender Leagues: Teams should always play with a minimum of three (3) men, and three (3) women on the field/roster. However, a team can play with a minimum of 7 players as long as there are two (2) of each gender and the batting order stays the same (see the section below about batting). In this scenario, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense). The same applies if a team has 8 players.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the field. A team can play with a minimum of 7 players, however, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense).

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Game & Field Set-Up

Captains should meet before the start of the game and confirm / agree upon ground rules with regards to boundaries, base set-up and home run line. 

To view a diagram of a softball field set-up, click on the pdf document in the rules section.

Teams are responsible for setting up the bases at 60 feet (approximately 20-25 paces).

Each team captain must bring their four (4) bases to every game (total 8 bases) as first base and home plate will require “safety bases”. 

  • First – safety base:  There should be a base for the first base fielder to touch and a separate base for the runner to step on (with a distance of 6 inches between the bases).
  • Home – safety base: There should be an extra base laid out parallel to the existing home plate (at least 24 inches away from it).  A line is to be drawn in the dirt between the two to enable the runner to touch the safety bag or cross the line in a safe manner, in order to score a run.
  • Commitment Line: There is a “commitment line” halfway between third base and the home plate, marked with an extra base or by drawing a line in the dirt across the base path. This marks the no-return point of a base runner going towards home plate.
  • Other Bases: For the other bases, fielders should be touching only one side of the base, allowing a base runner to touch the base without interference.

If a field does not have a home run fence, teams are responsible for setting up the home run line, using the 4 pylons at 210-250ft (approximately 70-83 paces) from home base.  Some fields may require different lengths.  Please ensure both teams agree with the home run line location before the start of the game.

Batting teams are responsible for providing base coaches at first and third base.  These are typically players on your team that are batting further down the lineup at the start of each inning.

Game Start & Inning Structure

To determine the home team (bats in the bottom of the inning), teams can either choose to do a coin toss or rock-paper-scissors.

  • Exception: During playoffs the higher ranked team will have the choice to bat first or second.

Each inning is played with three (3) outs or when a team scores a maximum of eight (8) runs. 

  • Exception: teams do not have a run limit in the final inning of the game.

For Tournaments, the full six innings should be played, as +/- may come into play for a tie break. This means the top and bottom of the 6th inning should be played in their entirety.

Pitching

The team at bat provides their own pitcher.

The pitcher can pitch from wherever they choose (for safety we recommend at least 30ft from the batter).

If a ball that is hit touches the pitcher, then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

Pitching Screen

(optional if teams wish to bring their own)

If teams wish to use a pitching screen, the following rules apply;

Once screen is set in an agreed upon position by both team captains, it cannot be touched by any player and must remain upright (the screen becomes part of the field).

Left handed pitchers pitch on the left side, right handed pitchers pitch on the right.

If a batted ball hits the screen (either ground ball or direct) then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

If a fielder throws a ball to home but hits the screen, the ball is still live as the pitching screen is considered part of the field.

Fielding

There is no infield fly rule in effect. However, it is poor sportsmanship to purposely drop a ball to induce a double play.

Players in the field are not allowed to stand inside the baselines before a player attempts to hit a ball (e.g. the shortstop cannot stand beside the pitcher before the batter has hit the ball).

A fielder cannot obstruct a base runner without the ball, or the runner is awarded an automatic base.

Once the pitcher collects the ball from a fielder, play is dead.  Therefore, if a runner is less than halfway to the next base, they must return to their previous base.  If they are past halfway, they may advance to the base.  All close calls should be made by the pitcher.  The pitcher should make their best effort to catch the ball from the fielding team.

Batting

One run shall be scored each time a runner legally advances to and touches first, second, third and crosses the home base line before three players are determined ‘out’ to end the inning.

  • Exception: a run is not scored if the runner advances to home base during a ‘force’ play in which the third out is made.
  • A runner can score on a ‘non-forced’ third out, as long as they cross the home base line before the ‘non-force’ play is made.

Every batter can receive a maximum of three (3) pitches.

All foul balls, wild pitches, strikes and balls count as one of the three (3) pitches. The only exception is a ball that hits the pitcher (see pitching).

Batting Order: No more than 2 men or 2 women can bat consecutively in the batting order, including when the bottom of the order meets the top of the order.

  • A team must use their full roster for batting (e.g. players cannot only play defense).
  • All players must bat before a player can bat for the second time (this may change the gender order from inning to inning).
  • If a team has 7 or 8 players total and only 2 players of one gender (example below is only 2 women), the following batting order applies: man 1, man 2, woman A, man 3, man 4, woman B, man 5, man 6, woman A, etc. The spot where woman C should be is NOT an automatic out.
  • The batting order should remain intact from inning to inning. This means the last batter out in an inning is followed by the next subsequent gender at the start of a new inning.
  • Any players arriving after their team has batted in the first inning, will be inserted into the bottom of the gender batting order.

There is no bunting or faking a bunt. However, a ball that is hit with a full swing, but does not go past the pitcher IS a live, playable ball.

A ‘foul ball’ pop-up behind home plate can only be caught for an out if it goes higher than 10 feet. A ball not exceeding this height is considered a ‘strike’.

If a fielder attempts to catch a ball in foul territory and misses, the result is a dead ball (strike against batter).

The same applies if a foul ball comes in contact with a fielder in foul territory, but lands in fair territory (remains dead ball, strike against batter).

Players are considered out by the following:

  • Striking out.
  • Fly ball caught by the defense.
  • Foul out.
  • Base runner tagged by the defense or forced out at a base.

Base Running

Base runners can:

  • Overrun first base without being tagged out as long as they continue to follow the foul line or stay to the right of it.
  • Advance one base if a ball is overthrown at first or third base and goes ‘out of play’ (e.g. over the fence, into the dugout, beyond the extended backstop, etc.).  If the ball stays in play (i.e. hits the fence) then the ball is live and runners may advance at their own risk.
  • Be hit by a batted ball – in this circumstance the ball is live and playable although base runners must make every effort to avoid a batted ball.
  • Courtesy runners are permitted for a hitter or injured base runner; however, the courtesy runner must be the last out of the same gender.  If a courtesy runner is being used for a batter, please notify the opponents team captain before the start of the game.  The courtesy runner must start to the right side of the catcher (facing towards the pitcher) in line with the 3rd base foul line and can only run when contact has been made with the ball (see the downloadable pdf Softball Diagram for specific start location).

Base runners cannot (automatic out):

  • Sliding into any base.
  • Steal a base or leadoff to gain a competitive advantage (base runners must wait until the batter makes contact with the ball before leaving the base). 
  • Move more than 3 feet away from the base line (imaginary direct line between the bases) when a tag play is being made on the runner.
  • Cause interference to a defending fielder who is attempting to make a play on the ball.
  • Touch home plate.  Runners can only touch safety base or cross ‘line’.

Tag Up:

  • If pop fly ball is caught, base runners must retouch (or ‘tag-up’) the base they were on at the time of the pitch, before attempting to advance.  If a pop fly ball is not caught, a tag-up is not required and base runners may try to advance.

Commitment Line:

  • Players cannot return to third base if they have crossed the ‘commitment line’ between third base and home plate (a base runner that does is automatically out).
  • A “force out” will always be in effect between third base and home plate once the base runner has crossed over the “commitment line”. This means that a team only needs to touch home plate with the ball in their possession to make the out. Under no circumstances are tag plays permitted at home.

Mercy & Home Run Rule

Inning Run Limit: The inning is over if the batting team scores eight (8) runs. Exception: teams do not have a run limit in the final inning of the game.

Mercy Rule: If a team is up by 15 runs or more after the 5th inning of play, the losing team has the option of calling the game or choosing to continue. 

Recreation leagues will follow a +3 home run rule. This includes leagues that are combined int/rec. A team can only hit +3 home runs more than their opponents. Example: If team A has hit 3 home runs, they must wait for Team B to hit a home run before Team A can hit another. If a team hits a + 4 home run, the batter is awarded a single base (not a home run) and base runners only advance if they are forced (same as a ‘walk’ scenario).

Intermediate leagues will follow a +5 home run rule. A team can only hit +5 home runs more than their opponents. Example: If team A has hit 5 home runs, they must wait for Team B to hit a home run before Team A can hit another. If a team hits a + 6 home run, the batter is awarded a single base (not a home run) and base runners only advance if they are forced (same as a ‘walk’ scenario).

Clarification of the home run rule:

  • A home run is defined as hitting the ball beyond the outfield (between the foul lines).
  • If the field has a home run fence, the ball must go over the fence.
  • When using an unfenced ball diamond, the following scenario applies; To be deemed a home run, the ball must carry in the air and land outside of the home run line (see rules for pylon set-up).   If the ball rolls through the home run line, it is an automatic ground rule double.
  • A fielder can stand before the line and jump in an attempt to catch the ball.  However, if a fielder catches the ball and is standing outside of the line, it is deemed a home run.  Please use your best judgement.
  • The home run rule does not apply to ‘in the park home runs’ or fielding errors (the ball does not leave the playing field).

Making Calls

Foul ball calls should be made by the catcher (balls that are hit outside of the base lines). 

Base calls are the responsibility of the base coaches (first and third base) and pitcher (second and home base) to make impartial calls.  If base coaches are not present, close calls should be made by the pitcher.

Home run calls should be made by the closest fielder with support from the base coaches.

Calls should be made as neutral and impartial as possible.

Playoffs

During playoffs, if the game is tied after the completion of 6 innings, or the expired time, teams will follow this format: 

  • The team that is up to bat will start the inning by placing their ‘last out’ from the previous inning on second base, with two (2) outs. Once three (3) outs have been reached, the other team will then place their ‘last out’ from the previous inning on second base (also with two (2) outs) and proceed to bat until three (3) outs is reached. Teams will take turns doing this until the score is settled upon the completion of a full inning.

Objective

Beach Volleyball is a team sport played by two teams on a sand court divided by a net. The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Player Eligibility

All players must be added to the team roster by the team captain.  This process confirms that all players have electronically agreed (checked the box) to our policies and online waiver.

Game Length & Foul Weather Guidelines

Games are 30 minutes in length.

Games start and end according to your online SSC tournament schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:35pm-7:00pm).

Games are played rain or shine (please refer to our foul weather policy).

Equipment

Teams are welcome to bring one beach volleyball to every game.  However, there will be volleyballs on-site for each team to warm up with.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender: Teams must always play with the same gendered players on the court.

   o    Open Gender: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A default for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

 To determine who serves first, captains can play rock-paper- scissors.

Teams are responsible for keeping score.

SSC Tournament Coordinator will keep time.

General Game Rules

Matches are comprised of three sets (30-minutes).

A player may play the ball off any part of their body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

Round Robin & Playoff Scoring

Round Robin Scoring:

  • The first team to score 15 points (hard cap) wins the set.
  • A 30-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.
  • Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Playoff Scoring:

  • The first team to score 15 points (win by +2 points, hard cap of 17) wins the set.  Best of 3 sets determines the winner.  Third set is to 15 points (win by +2 points, hard cap 17).

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

Following each match, please ensure your team captain records the score through the SSC website.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), then overall set wins/loses (point differential)), then least set loses (points against).

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back).

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponents attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as his/her team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player.  As a penalty, the opposing team receives a 5 point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 men and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

 The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

Volleyball is a team sport played by two teams on a sand court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Player Eligibility

All players must be added to the team roster by the team captain.  This process confirms that all players have electronically agreed (checked the box) to our policies and online waiver.

Game Length & Foul Weather Guidelines

Games are 30 minutes in length.

Games start and end according to your online SSC tournament schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:35pm-7:00pm).

Games are played rain or shine (please refer to our foul weather policy).

Equipment Rental

Teams are welcome to bring one beach volleyball to every game.  However, there will be volleyballs on-site for each team to warm up with.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players on the court. 

   o    Mixed Gender: Teams must always play with a minimum of 1 man and 1 woman on the court.

   o    Single Gender: Teams must always play with the same gendered players on the court.

   o    Open Gender: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 3 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A default for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, captains can play rock-paper- scissors.

Teams are responsible for keeping score.

SSC Tournament Coordinator will keep time.

General Game Rules

Matches are comprised of three sets (30-minutes).

A player may play the ball off any part of his/her body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, and then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1 minute time-out per match if needed, except during the final 10 minutes of play.

Round Robin & Playoff Scoring

Round Robin Scoring:

  • The first team to score 15 points (hard cap) wins the set.
  • A 30-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.
  • Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Playoff Scoring:

  • The first team to score 15 points (win by +2 points, hard cap of 17) wins the set.  Best of 3 sets determines the winner.  Third set is to 15 points (win by +2 points, hard cap 17).

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

Following each match, please ensure your team captain records the score through the SSC website.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), then overall set wins/loses (point differential)), then least set loses (points against).

Player Rotation and Positioning

Players may play from any position and do not have to rotate, however players must maintain server rotation.

All 4 players may hit (attack) the ball from anywhere on the court.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponents attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

 

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

The server does not rotate after 5 points. The same server continues to serve as long as his/her team successfully wins the point.

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player.  As a penalty, the opposing team receives a 5 point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 3 players on the court. Example – If a team has more than 3 players of 1 gender the ghost player is the 4nd player, therefore the team may only have 3 players on the court (the 4th player would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

Court Volleyball is a team sport played by two teams on a court divided by a net. The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Player Eligibility

All players must be added to the team roster by the team captain.  This process confirms that all players have electronically agreed (checked the box) to our policies and online waiver.

Game Length & Foul Weather Guidelines

Games are 30 minutes in length.

Games start and end according to your online SSC tournament schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:35pm-7:00pm).

Equipment

Teams are welcome to bring one court volleyball to every game.  However, there will be volleyballs on-site for each team to warm up with.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender: Teams must always play with the same gendered players on the court.

   o    Open Gender: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A default for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

 To determine who serves first, captains can play rock-paper- scissors.

Teams are responsible for keeping score.

SSC Tournament Coordinator will keep time.

General Game Rules

Matches are comprised of three sets (30-minutes).

A player may play the ball off any part of their body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

Round Robin & Playoff Scoring

Round Robin Scoring:

  • The first team to score 15 points (hard cap) wins the set.
  • A 30-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.
  • Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Playoff Scoring:

  • The first team to score 15 points (win by +2 points, hard cap of 17) wins the set.  Best of 3 sets determines the winner.  Third set is to 15 points (win by +2 points, hard cap 17).

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

Following each match, please ensure your team captain records the score through the SSC website.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), then overall set wins/loses (point differential)), then least set loses (points against).

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back).

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponents attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as his/her team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player.  As a penalty, the opposing team receives a 5 point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 men and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

 The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

Volleyball is a team sport played by two teams on a court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Player Eligibility

All players must be added to the team roster by the team captain.  This process confirms that all players have electronically agreed (checked the box) to our policies and online waiver.

Game Length & Foul Weather Guidelines

Games are 30 minutes in length.

Games start and end according to your online SSC tournament schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:35pm-7:00pm).

Equipment Rental

Teams are welcome to bring one court volleyball to every game.  However, there will be volleyballs on-site for each team to warm up with.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players on the court. 

   o    Mixed Gender: Teams must always play with a minimum of 1 man and 1 woman on the court.

   o    Single Gender: Teams must always play with the same gendered players on the court.

   o    Open Gender: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 3 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A default for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, captains can play rock-paper- scissors.

Teams are responsible for keeping score.

SSC Tournament Coordinator will keep time.

General Game Rules

Matches are comprised of three sets (30-minutes).

A player may play the ball off any part of his/her body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, and then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1 minute time-out per match if needed, except during the final 10 minutes of play.

Round Robin & Playoff Scoring

Round Robin Scoring:

  • The first team to score 15 points (hard cap) wins the set.
  • A 30-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.
  • Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Playoff Scoring:

  • The first team to score 15 points (win by +2 points, hard cap of 17) wins the set.  Best of 3 sets determines the winner.  Third set is to 15 points (win by +2 points, hard cap 17).

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

Following each match, please ensure your team captain records the score through the SSC website.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), then overall set wins/loses (point differential)), then least set loses (points against).

Player Rotation and Positioning

Players may play from any position and do not have to rotate, however players must maintain server rotation.

All 4 players may hit (attack) the ball from anywhere on the court.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponents attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

The server does not rotate after 5 points. The same server continues to serve as long as his/her team successfully wins the point.

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player.  As a penalty, the opposing team receives a 5 point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 3 players on the court. Example – If a team has more than 3 players of 1 gender the ghost player is the 4nd player, therefore the team may only have 3 players on the court (the 4th player would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

OUR REGISTRATION DEADLINE HAS PASSED BUT SPACE STILL REMAINS!
This is default text for notification bar