Rules of the Game

ISSOis a member of “The United States Indoor Sports Association

THE OFFICIAL RULES OF INDOOR SOCCER

Amateur and Youth Edition

us-indoorspublished by the United States Indoor Soccer Association

Rule 1 – The Field Of Play

See Official Field Diagram (page 9) and the unabridged edition for standard dimensions for the field, goals and markings.

Rule 2 – The Ball

The ball is size 3 or 4 indoor for U12 and below and size 5 for all others.

Rule 3 – The Players

Number: For U12 and below, the administrative authority shall set the minimum and maximum number of players permitted on the field at the same time. The minimum and maximum standards are no fewer than 5 or more than 7, including a goalkeeper. For above U12, no fewer than 4 or more than 6, including a goalkeeper, are allowed. During an Overtime Period, neither team shall play with more than the minimum provided. In coed, the ratio of males to females shall be set by the administrative authority.

Substitutions: Each team may substitute players freely; provided that, during play, players must substitute off the field of play or within the Touch Line in the area of their Team Bench.

Rule 3 – ISSO House Rules – Player Age and Eligibility

● Coed over 25 – A team may carry one player under the age of 25 provided they are or will turn 24 within the year of play. Example: Summer session 2015 a player is 23 years of age, turns 24 on December 31, 2015 is eligible.

● Coed Open – A team may carry one player under the age of 18 provided they are or will turn 17 within the year of play. Example: Summer session 2015 a player is 16 years of age, turns 17 on December 31, 2015 is eligible.

● Men’s Open – A team may carry one player under the age of 18 provided they are or will turn 17 within the year of play. Example: Summer session 2015 a player is 16 years of age, turns 17 on December 31, 2015 is eligible.

● Women’s Open – A team may carry one player under the age of 18 provided they are or will turn 17 within the year of play. Example: Summer session 2015 a player is 16 years of age, turns 17 on December 31, 2015 is eligible.

● Men’s Over 30 – A team may carry one player under the age of 30 provided they are or will turn 29 within the year of play. Example: Summer session 2015 a player is 28 years of age, turns 29 on December 31, 2015 is eligible.

Rule 4 – The Players’ Equipmenttop

Players wear their team’s uniform, consisting of the same colors, shin guards, and indoor footwear. Jewelry and other accessories are prohibited. The Goalkeeper wears jersey colors distinguished from all other field players and from the Referees.

Rule 4 – ISSO House Rules

● Teams must have matching color shirts. In the event of a conflict the home team must change to white or wear pinnies; available at the front desk.

● Turf shoes and tennis shoes are permitted. Rubber molded cleats are not allowed. Please see our new shoe policy.

Rule 5 – The Referee

The decisions of the Referee regarding facts connected with play and interpretations of the Rules are final.

Rule 6 – The Duration of the Game

A regulation game consists of two Halves, with duration according to “house rules” and the following:

(a) Overtime Period and Tiebreaker: If, in a tournament or playoff, the game is tied at the end of regulation, a 5-minute “sudden- death” Overtime Period follows. If still tied, a Tiebreaker takes place, as described in Rule 12.

(b) Running Clock: Except in the case of an unusual delay, determined by the Referee, the Game Clock counts down continuously through each Half or Overtime Period.

Rule 7 – The Start and Restart of Playtop

A Kickoff from the Center Mark starts play at the beginning of each Half and after every goal. A player who starts play may not again play the ball until it touches another player.

The Home Team takes the Kickoff for the First Half Kickoff and any Overtime Period, and the Visiting Team takes the Kickoff for the Second Half. The Referee designates the teams’ defensive ends, according to “house rules.”

Restarts take place by either a Kickoff, Free Kick, Goalkeeper Distribution, or Dropped Ball. Other than for Kickoffs or as provided below, Restarts occur within three feet (3′) from the spot of the ball at the moment of stoppage.

A team receives a Free Kick after stoppages other than when a Dropped Ball or Goalkeeper Distribution is required. Before the team takes the Free Kick, the ball must be stationary. All opposing players are at least 15 feet from the spot of the Free Kick (or, if within 15 feet of the opponent’s Goal, along the Goal Line). The spot of the Free Kick is that provided above, except:

(a) Within Own Penalty Arch: from any spot therein.

(b) Within Opponent’s Penalty Arch: at the Free Kick Mark (“Top of the Arch”).

(c) Delayed Penalty: (i) according to the ensuing stoppage, as normally administered, or (ii) in case the defending team obtains possession of the ball during play, at the spot of the original offense. (See unabridged Rules where the original offense would have resulted in a Shootout.)

(d) Kick-In: from the point on the Touch Line nearest where the ball crossed over the Perimeter Wall.

(e) Three-Line Violation: from the offending team’s Restart Mark.

(f) Superstructure Violation: from the Restart Mark nearer to where the ball was last played. (See unabridged Rules for additional exceptions.)

If neither team has clear possession of the ball at a stoppage, the Referee restarts play with a Dropped Ball. A Dropped Ball caused while the ball is inside a Penalty Arch takes place at the Free Kick Mark.

Play restarts with a Goalkeeper Distrubution (or punt in U12 divisions and younger) anywhere within the Penalty Arch after an attacking player has last touched the ball before crossing an end perimeter wall.

Rule 8 – The Ball In And Out Of Playtop

A Three-Line Violation occurs when a player propels the ball in the air across the two Red Lines and the Halfway Line toward the opponent’s Goal without touching the Perimeter Wall, another player or a Referee on the field of play.

A Superstructure Violation occurs when the ball contacts any part of the building above the field of play.

Rule 9 – The Method of Scoring

A team scores a goal when the whole of the ball legally passes over the Goal Line. A goal may be scored directly from a Kickoff or Restart.

Rule 9 – ISSO House Rules – Coed Scoring

● No males can score from within inside the penalty area. Applies to coed 25 and over.

● Males can score two (2) points on the scoring side of the field behind the the red line.

● Women can score four (4) points on the scoring side of the field behind the the red line.

Rule 9 – ISSO House Rules – Goal Differential.

● In some cases, the league winner must be determined by Goal Differential.

Ten (10) is the maximum goal differential allowed.

Meaning, if your team wins 15-2 it will be posted as a 12-2 win on the score sheet.

Rule 10 – Fouls and Other Violationstop

A Foul occurs if a player:

(a) Holds an opponent;

(b) Handles the ball (except by the Goalkeeper within his Penalty Arch);

(c) Plays in a dangerous manner (e.g., commits boarding or a slide tackle);

(d) Impedes the progress of an opponent (“Obstruction”), or

(f) Prevents the Goalkeeper from releasing the ball from his hands;

and when a player commits the following in a manner that the Referee considers careless, serious, reckless, or involving excessive force:

(g) Kicks an opponent;

(h) Trips an opponent;

(i) Jumps at an opponent;

(j) Charges an opponent;

(k) Strikes or elbows an opponent; or

(l) Pushes an opponent.

Unsporting Behavior: A Free Kick results for the following offenses:

(a) Leverage: Using the body of a teammate or any part of the field to gain an advantage;

(b) Encroachment: Entering the protected area of an opposing player taking a Free Kick (after initial Warning);

(c) Dissent: (i) Referee Abuse; (ii) Breach of Penalty Area Decorum; (iii) Entering the Referee Crease without permission;

(d) Other: Behavior which, in the Referee’s discretion, does not warrant another category of penalty (e.g., taunting, foul language.)

Goalkeeper Violations: The opposing team receives a Free Kick for the following violations by a Goalkeeper:

(a) Illegal Handling: Bringing the ball from outside of the Penalty Arch to his hand within it, or receiving the ball again after a Goalkeeper Distribution without the ball’s having first touched another player (e.g., no drop-kicking or bouncing the ball);

(b) Pass Back: Handling the ball, having been passed deliberately and directly to him by a teammate; except that he may handle a ball which a teammate passes to him by the head, chest, or knee and without “trickery” (the use of a wall or foot to flick the ball to a head, chest, or knee before making the pass);

(c) 5-Seconds: Controlling the ball with either his hand or foot inside of his Penalty Arch for over five (5) seconds.

Team Violations: The Referee issues a Team Penalty for the following violations by a team or unidentified person:

(a) Leaving Team Bench: Players leave a Team Bench to join a fracas or confrontation with the opposition or a Game Official;

(b) Bench Dissent: After an initial “Warning,” one or more unidentifiable players verbally abuse the Referee.

(c) Other: Unsporting Behavior, which, in the Referee’s discretion, does not warrant another category of penalty (e.g., too many players on the field.)

Advantage Rule: The Referee allows play to continue, notwithstanding the commission of an offense, when the team against which it has been committed will benefit from an existing offensive advantage.

Flagrant Fouls: A Shootout is awarded for the following Fouls committed by a defender in his or her defensive half of the field:

(a) A Foul within the Penalty Arch or Goal for which he receives a Time Penalty;

(b) A Foul from behind against an attacking player, having control of the ball and one or no defensive players between himself and the Goal; and (c) Any Foul where he or she is the last player on the team between the attacking player with the ball and the Goal.

Blue Card Offenses: Unless otherwise provided below, the Referee issues a Blue Card for serious Fouls and Unsporting Behavior (by a player) and for:

(a) Deliberate Handball or Handball by a Goalkeeper;

(b) Goalkeeper Endangerment;

(c) Boarding;

(d) Any Foul by the Goalkeeper during a Shootout.

Rule 10 – ISSO House Rules – Blue Card Offenses

● Spitting onto the field or into team bench area will result in a blue card plus a 2 minute penalty.

Cautionable Offenses: The Referee issues a Yellow Card for reckless Fouls and for:

(a) Second Blue Card;

(b) Unsporting Behavior by any non-player personnel;

(c) Provoking Altercation: Making physical contact with an opponent (e.g., pushing or poking), short of fighting, or using the ball in so doing.

Ejectionable Offenses: A person receives a Red Card for Fouls, which the Referee considers violent or committed with excessive force, and for:

(a) Third-Time Penalty;

(b) Elbowing: Intentionally elbowing an opponent above the shoulder;

(c) Vicious Slide Tackling: A tackle from the side or from behind directly into one or both legs of an opponent, seriously endangering him; (d) Fighting;

(e) Leaving Team Bench or Penalty Area to engage in a fracas or confrontation with the opposition or a Game Official;

(f) Extreme Unsporting Behavior: Committing particularly despicable behavior, including:

(i) Spitting at an opponent or any other person; (ii) Persistent use of extremely abusive language or behavior toward a Game Official; (iii) Bodily contact with a Game Official in dissent.

Rule 10 – ISSO House Rules

● Games that are terminated by the referee due to misconduct of either teams will not be eligible for remake.

Rule 11 – Time Penaltiestop

The following penalties apply to offenses for which a Card is issued (subject to further action by the Administrative Authority):

(a) Blue Card: 2-minute Time Penalty in the Penalty Area;

(b) Yellow Card (for a player’s second Blue Card): 2-minute Time Penalty for the Blue Card and a warning of the subsequent possibility of an ejection;

(c) “Administrative” Red Card (for a player’s third Blue Card): 2-minute Time Penalty and ejection.

(d) “Straight” Red Card (for a player’s third Blue Card): 5-minute Time Penalty and ejection.

Players are designated by their teams to serve Time Penalties of their team, their Goalkeeper, non-player personnel, and of teammates who receive Red Cards. Otherwise, the person who commits a carded offense serves the penalty. Players serving Time Penalties serve their Time Penalties, seated, until their expiration and the Referee permits their release.

Short-Handed Play: For each Time Penalty being served by a player, his or her team plays with one fewer field player until its expiration; provided that, a team may not have fewer than the minimum required, regardless of the number serving Time Penalties. Should a player receive a Time Penalty, while two or more teammates are already in the Penalty Area, his or her team continues to play with the minimum while he or she joins his teammates in the Area.

Exceptions: Under the following circumstances, Time Penalties either expire prior to their completed countdown, or have the beginning of their countdowns delayed:

(a) Powerplay Goal: If a team is scored upon having fewer players on the field of play, due to one or more players serving Time Penalties, a player from the team is released from the Penalty Area into the field of play, unless otherwise prohibited, and the player’s Penalty or Penalties are wiped out. If the team has two players in the Penalty Area, only the player whose Time Penalty or Penalties are recorded earlier is affected.

(b) Multiple Penalties: If two teammates are serving Time Penalties when another teammate is penalized, his Time Penalty does not begin to count down until at least one of the teammates’ Time Penalties has expired and his or her Time Penalty is next to begin.

(c) Simultaneous Ejections: When two simultaneous Red Cards carrying the same Time Penalties are assessed to opposing players, their Time Penalties are not served.

(d) Maximum Time Penalty: No player may receive more than 5 minutes for penalties arising at the same time on the Game Clock, irrespective of the number or nature of accumulated offenses or the fact that one or more teammates may be designated to serve such time.

(e) End of Game: All Time Penalties carry over between periods and expire at the end of the game.

Delayed Penalty: In instances where the Referee would issue a Blue Card, but for the Advantage Rule, the referee acknowledges the offense by holding the Card above his head until the earlier to occur of the following:

(a) Opponent’s Possession: The team of the offending player gains control of the ball;

(b) Stoppage: The Referee stops play for any reason.

Once play is stopped, the offense is recorded and assessed, as customary. In the event of a powerplay goal, the Time Penalty is not served and the provisions above regarding early release from the Penalty Area remain applicable.

Rule 11 – ISSO House Rules

● Any player who receives a red card during a match must leave the players bench area and is also suspended from playing the next match including double-headers.

● A player who has been issued a red card is also suspended from playing on any other league or team while the red card suspension is in effect which is a minimum of 1 week.

● A player who has been issued a red card for violent action such fighting, pushing, shoving, punching, or attempt to injure another player will be automatically expelled from the facility as follows:

● A minimum of two weeks expulsion for the first incidence.

● Six months expulsion from the facility for the second incidence.

● Indefinite expulsion from the facility for the third incidence.

Rule 12 – Shootouts and Penalty Kickstop

Shootout: For a Shootout:

(a) Any player may take the Shootout;

(b) All players serving Time Penalties are seated in their appropriate Penalty Area. All players of the attacking team stand on or behind the Halfway Line and outside of the Center Circle. Players of the defending team stand behind the Halfway Line and inside of the Center Circle; (c) The ball is placed at the Restart Mark nearer the attacking Goal;

(d) The Goalkeeper has at least one foot on his Goal Line and may not move off of it until (e) after the Referee whistles the Shootout to begin;

(f) Once the Referee whistles the Shootout to begin, the ball is “in play” and the player taking the Shootout plays the ball.

Penalty Kick: A Penalty Kick proceeds the same as a Shootout except:

(a) The ball is placed at the Free-Kick Mark; (b) The Goalkeeper has both feet on his Goal Line until the ball is in play; and

(c) The player taking the Penalty Kick may not touch the ball again until after it touches another player.

Tiebreaker: A Tiebreaker proceeds by Shootouts, except that:

(a) The Referee designates the Goal at which both teams shoot and the team which shoots first (according to administrative policy);

(b) All players, other than the player taking the shot and the defending Goalkeeper, remain within their Team Bench areas; (c) Both teams have up to 3 shots, with players from each team kicking alternately;

(d) If, at any time, a team obtains a 2-goal advantage, the Tiebreaker ceases and the winner is declared;

(e) If, after both teams have taken 3 shots, neither has an advantage, the Tiebreaker continues, alternating one player at a time, until both teams have taken an equal number of shots and one team has scored when the other has not;

(f) The player has 5 seconds to score after the Referee’s whistle.top

official-diagram

Copyright 2009 by United States Indoor Soccer Association. To obtain a legal copy or use, please e-mail admin@usindoor.com for permission and include the purpose of your request, along with your facility name and title.

Flag Football Rules

Section 1. The Game

The game will be played with six (6) players from each team on the field. The game will consist of two 20-minute halves with a continous running clock. The only reason the clock will stop in the first half or second half is for a timeout or injury. Mercy Clock, will come into effect when a team is down by 17 or more points. Meaning, that the clock will continue to run during the last two minutes. The winning team may not call a timeout, but the losing team will be awarded it’s timeouts if they choose to use them. Each team will be allowed 1 timeout per half, or you may defer first half timeout for a maximum of 2 timeouts in the second half. Each timeout will last for a period of 30 seconds. During regular season play there will be no overtime, each team will be awarded 1 point on their standings for a tie. During playoffs, there will be overtime to determine a winner. A coin toss called by the away team will determine who gets the ball first. During the playoffs, each team will get one possession to score. If both teams fail to score, each team will then get a possesion from mid-field. If both teams again fail to score, the winner will be determined by yardage gained.

Tie Breakers for playoff seeding are: Head to Head, Points For, Points Against, then Common Opponent.

Section 1 – ISSO House Rules

● Each time out will last for a period of 30 seconds.

● Mercy Clock, will come into effect when a team is down by 35 points.

Section 2. The Field

The field is 195’ x 85’ (including end zones). The end zones are located from the edge of the blue line and soccer to the end boards. The boards around the field constitute the out- of-bounds line in the endzone and the blue lines are the out of bounds down each sideline, any contact with the boards is considered out-of-bounds and down at the spot of contact.

Section 3. Teamstop

Each team will consist of NO MORE than 14 players. Each player must sign the roster to be eligible to play. All rosters will be finalized by the 3nd game of the season. Each team will be responsible for providing matching color uniforms with permanently attached numbers for each player on their team. Home team will be required to change shirts if there is a conflict with shirt colors. Pennies may be available at the front desk however teams should always bring a white T-shirt as a back up. Shirts MUST BE tucked into your shorts. If shirts are not tucked into your shorts, offensive players will not be eligable for a holding call. Flags must be placed on hips before play begins and the belt must be at the waist line of your shorts, not excessively above or below.

Section 4. Rules

Rule 1: Tackling

A tackle is the removal of a flag worn by the ball carrier. The defender should drop the flag or hold it up in the air so it can be spotted by the official. If a flag inadvertently falls off, the ball carrier is down when touched with one hand by the opposing team. If a player carrying the ball falls or touches any part of his/her body to the ground (except their hands) they are down at spot of contact with the field. If the ball carrier touches the boards with any part of their body, they are down at spot of contact. If a ball carrier crosses over blue sideline player is down at the spot.

Rule 2: Spots of the Ball

When a ball carrier is tackled, the ball will be placed where the ball was at the time of the flag being pulled. If the ball touches the ground at any point during a play, it will be considered down. There are no fumbles. The ball will be spotted at the point of where the ball came out. If a defender initially knocks the ball out of the runners hand, a 5 yard penalty will be given at the spot of the foul. Repeat the down.

Substitution Rules: At referees discretion, the referee will give a “reasonable amount of time” to get players exchanged before the ball can be snapped. When substituting players, teams MUST make sure to close the player side doors behind them, PLEASE DO NOT SLAM THE DOOR SHUT. Teams will receive one warning. After being warned, if the doors are left open it will be a “delay of game” penalty on the offending team and a 5 yard penalty will be given from the current line of scrimmage. NO HANGING ON THE NET IN THE PLAYERS BOX PLEASE.

Rule 3: Scoring and Time outstop

A touchdown will be worth 6 points. A passing touchdown must be caught by an eligible receiver who gets 2 FEET down in bounds. After a team scores a touchdown, they will have the option to go for a one or two point conversion. Once Blue and Red rings have been set down, the team has “declared”. You cannot change your choice once rings are set, UNLESS team uses a timeout at which time they can respot the ball. In the event of an interception or turnover during an extra point, the ball will be whistled dead. Safeties are worth 2 points. There are no field goals. “Punting” is allowed, although teams will not physically kick the ball. Each team will receive 1 time out per half. First half time out (1) can be carried over to the second half for a maximum of 2 timeouts in the second half. A time out will not exceed 1 minute in duration and the clock will be started at the snap of the next play. The offensive team will get 25 seconds between plays. Any play that is not started by the end of 25 seconds will result in a delay-of-game penalty. The referee will let the offensive team know when there is 10 seconds left on play clock.

Rule 3 – ISSO House Rules – Point Differential.

● In some cases, the league winner must be determined by Point Differential.

Thirty-five (35) is the maximum point differential allowed.

● Meaning, if your team wins 60-20 it will be posted as a 55-20 win on the score sheet.

Rule 3 – ISSO House Rules – Scoring.

● After a team scores a touchdown, they will have the option to go for a one, two or three point conversion.

Rule 3 – ISSO House Rules – Markers.

● Once a ball marker has been set, the team has “declared”.

● You cannot change your choice once the ball markers are set.

● UNLESS team uses a timeout at which time they can respot the ball.

Rule 3 – ISSO House Rules – Time Out.

● A time out will not exceed 30 seconds in duration.

Rule 3 – ISSO House Rules – Punting.

● “Punting” is allowed, although teams will not physically kick the ball it will be placed at the red dot at the opposite end of the field.

Rule 4: Forfeits Any team that does not have the minimum number of players (4) present to begin a game by 10 minutes after scheduled start time will forfeit the game. The clock will start at scheduled game time, time will not be given back if teams are running late.

Rule 5: Scrimmage, Series of Downs, First Downs

  • THE SNAP/PASSINGtab-top

All plays from scrimmage must be started by a snap from center. The center cannot pick ball up once his hand is on the ball. The offensive team is considered set at that point. The center may snap the ball in the traditional style or from the side, but the ball must be in contact with the ground and the center must not have any part of his/her body beyond the ball.

The quarterback has 6 seconds to throw the ball past the line of scrimmage or advance it past the line of scrimmage by rushing (countdown done aloud by referee for both teams to hear). If a lateral or backwards pass occurs in the backfield, the 6 second countdown will continue until the ball is progressed past the line of scrimmage. Pitches and laterals are legal downfield beyond the line of scrimmage.

  • FORMATIONS/DIRECT SNAPS/RECEIVING

The offensive team must snap the ball into the backfield (no center keepers) to the quarterback or a player who is set off the line of scrimmage. All players are eligible, and the quarterback or offensive player who receives the snap can run immediately. To be a completed pass, the receiver must successfully get 2 FEET down in bounds. One player can be in motion (laterally or backwards) at the snap of the ball. Otherwise, all offensive players must be set before the ball is snapped.

Rule 5 – ISSO House Rules

● The spot of the the ball can be placed at a maximum at five yards of either side of the center of the field.

  • THE RUSHtab-top

Defensive teams will line up no closer than 1.5 yards from the line of scrimmage. Teams can rush every play after a 3 second countdown by referee. Defensive teams also have one free rush per side of the field (or four downs). If the offensive team scores from the opposite side of the field from the endzone they are attacking, the defense would still have free rush during the extra point attempt (even if they used one on the other side of the field). If a defender passes the RED ring during a read option and the QB of the offensive team keeps the ball, it will count for the defense that their rush has been used. If a defensive penalty is commited during the play they decided to use their free rush, they will not get their free rush again.

  • FIRST DOWNS

A first down is achieved by getting the ball across the midfield stripe. Each team will get four downs to cross midfield, and another 4 downs to score a touchdown. A team will start its possession, after an extra point is attempted. If a TD is not scored by the opposing team, then they will begin the drive at the spot of final possession.

Rule 6: Blocking

Blocking must be done in the following manner to be legal. Hand must be open and arms must be bent at elbows (no stiff arms) or hands closed and next to your own body and block with the forearms. Blocking is permitted in the backfield (behind the line of scrimmage) only. You may “run interference” for your ball carrier, but cannot initiate contact with an opponent trying to make a tackle.

The following are considered illegal blocks: Blocker uses excessive force to knock defender off their feet. Block above shoulders or below waist. Block to the back or blind side. Blocker holding opponent and/or clothing. Use of stiff arms. Blocker may not leave feet when blocking.

Rule 6 – ISSO House Rules

● Blocking must be done in the following manner to be legal.

● Arms are to be either down by side or behind back.

● You may not “run interference” for your ball carrier but you can trail ball carrier for a pitch.

● Downfield blocking or running interference is not allowed.

Rule 7: Illigal Contacttop

  1. No contact may be made with a receiver in pass pattern within the first 3 yards.
  2. Defensive player may not use closed hand to grab, push or pull player.
  3. Defensive player cannot physically tackle or trip ball carrier intintianally.
  4. Defensive player cannot hold a ball carrier to aid in the taking of flag.
  5. Offensive player cannot use a stiff arm or lower head or shoulder into defensive player.
  6. Offensive player may not hurdle or dive to score or gain yardage.
  7. Receiver cannot push off, block, set picks or inhibit defender’s movement in secondary on passing plays.
  8. Excessive force cannot be used by any player at any time.
  9. Absolutely no diving catches by either offense or defensive players. STAY ON YOUR FEET! You can jump up high to receive a pass.

Rule 8: Enforcement of Penalties

  1. All penalties committed while a play is in progress (with a live ball) will be marked off from the spot of the foul and the down will be replayed. Notable exceptions are: Defensive Pass Interference (1st down at spot of infraction). Flag Guarding (5 yard penalty from spot of infraction and loss of down).
  2. Captain of the offended team has the right to refuse any penalty, except for deadball fouls.
  3. Double fouls offset each other.
  4. Half the distance rules apply only when infractions would place the ball on or in the goal area.
  5. The referee has the option to upgrade any foul into an unsportsmanlike penalty and/or eject a player, captain, spectator, etc.(for the balance of the game) who has blatantly committed a foul with excessive force and /or in an unsportsmanlike manner. Ejected person must leave vicinity of game and will have to sit out the following weeks game. $25 fine for first offense must be paid before player will be aloud to play again. $50 fine for second offense and player will be out for the rest of the session. Fine must be paid before teams next scheduled game by player to be aloud back into facility. Referees will report incident to the league for further review and additional disciplinary action.
  6. If the official feels a game has gotten out of control due to unsportsmanlike behavior, he will immediately forfeit the game and will report the incident to the league for further review and additional disciplinary action.

Rule 9: Offsides (5 yard penaty – replay down)top

  1. Once set, ANY offensive player on the line of scrimmage that moves will be called for false start. This is called immediately by the officials. You CANNOT reset.
  2. Defensive player crosses the 2 yard neutral zone (the BLUE RING) at any time when ball is set for play.

Rule 10: Delay of Game (5 yard penalty – Replay Down)

  1. If the offensive team takes over the twenty-five (25) seconds to put the ball in play from the time they have full control and custody of the ball.
  2. If player kicks or throws ball unnecessarily.

Rule 11: Illegal Procedure (5 yard penalty – Replay Down)

  1. Illegal snap from center.
  2. Illegal movement when offense is set.
  3. Too many men on the field.
  4. Teams call for timeout when they have none remaining.

Rule 12: Flag Guarding (5 yard penalty – loss of down – penalty will be marked from spot of foul)

  1. Ball carrier uses hand, arm, ball, etc., to obstruct defender from grabbing flag.
  2. Jersey or some other obstruction covers flag.

Rule 13: Illegal Blocking & Illegal Contact (5 yard penalty – reply down) SEE RULES 6 & 7top

Rule 14: Pass Interference

  1. Offensive player interferes with defensive player’s attempt to intercept a pass (5 yard penalty from line of scrimmage and repeat the down).
  2. Defenders are allowed to make contact within first five yards of line of scrimmage. If defender hits, bumps or holds receiver attempting to catch a pass. FIRST DOWN AT SPOT OF INFRACTION.

Rule 15: Unsportsmanlike Conduct (15 yard penalty and automatic first down – possible ejection and/or suspension/expulsion from league)

  1. Not playing in the spirit of friendly competition and good sportsmanship. To gain an advantage over an opponent by devious means.
  2. Use of excessive force to intimidate or cause injury.
  3. Abusive, taunting or intimidating language.
  4. Flags wrapped, covered, or illegally altered.
  5. Any form of fighting, pushing, shoving, punching, or attempt to injure another person.
  6. Dispute of calls by players other than designated captains, and/or in an uncontrolled, abusive or threatening manner.

Rule 15 – ISSO House Rules

● Fighting, pushing, shoving, punching, or attempt to injure another person will result in automatic expulsion from the facility as follows:

● A minimum of two weeks expulsion for the first incidence.

● Six months expulsion from the facility for the second incidence.

● Indefinite expulsion from the facility for the third incidence.

Rule 16: Penalties in Last 2 Minutes of Game

Penalties inside the last 2 minutes of the game by the team in the lead will come with a stoppage of the game clock. This is so teams cannot deliberately delay the game by taking penalties so the clock will run out on the team trying to catch up. If an offensive penalty occurs 2 or more times during the last two minutes (trying to kill clock), a 15 yard penalty for unsportsmanlike conduct and loss of down will be enforced and clock will not start on the next play until ball is snapped.

Rule 16 – ISSO House Rules

● Penalties inside the last 2 minutes of the game by the team in the lead may stop the clock at the discretion of the referee.

SUMMARY OF PENALTIEStop

LOSS OF A DOWN (AND 5 YARD PENALTY)

Illegal forward pass. Flag Guarding (5 yard penalty from spot of infraction and loss of down).

LOSS OF 5 YARDS

Timeout illegally used or requested. Delay of game. Illegal snap from center. Offensive player illegally in motion at snap. Offsides. Too many men on field.

LOSS OF 5 YARDS

Use of excessive force. Offensive pass interference. Striking, kicking, elbowing, tripping. Hurdling, diving, lowering head. Roughing the passer (automatic first down). Illegal contact. Illegal block. Defensive holding. Flag guarding (also loss of down from spot). Stripping of the ball.

LOSS OF 15 YARDS

OTHER PENALTIES

Defensive pass interference – First Down at the spot of the infraction.

Unsportsmanlike conduct ( other then mentioned in Rule 15) 10 yard penalty.

RULES – 3v3 Soccer Tournament

FIFA rules apply if not modified within.

PLAYER REGISTRATION: All players must be listed on their teams’ roster form before the tournament begins. Any team or player determined by the event director to have falsified age or skill level will be dismissed from the tournament.

ROSTERS: No changes or substitutions to rosters after the start of a team’s first game. All rosters are final at the start of the team’s first game.

NUMBER OF PLAYERS: SIX is the maximum number of players on a team; THREE field players at one time. Players may only play on one team in the tournament. There are no goalkeepers in 3v3 soccer. Substitutes may occur at any dead ball situation, but players must get referees attention and enter and exit at the half-field mark only

TEAM UNIFORMS & EQUIPMENT: All players must wear jerseys/shirts during play and each team must bring both a light and a dark colored jersey/shirt. If both teams are wearing the same color a coin flip in qualifying play will determine the team to change uniforms. In playoffs the higher seed will have the option. All players must wear shin guards. Any player without shin guards will not be allowed to play. Teams are responsible for providing game balls. Here are the following sizes for each group: U6-U8 = Size 3; U9-U12 = Size 4; and U13 & up = Size 5.

FIELD DIMENSIONS: Fields are Length 80 feet, Width 70.

GOALS & GOAL BOX: The goal box, 12 feet wide and 8 feet deep, is directly in front of the goal. No player may touch the ball within the goal box, however any player may move through the goal box. Any part of the ball or player’s body on the line is considered in the goal box; the player is an extension of the box. If a defender touches the ball in the goal box, a goal is awarded to the offensive team. If the defender OR the ball is in the box and contact is made, a goal is awarded. If an offensive player touches the ball within the goal box, a goal kick is awarded to the defensive team. If the ball comes to a complete stop in the goal box, regardless of which team touched it last, a goal kick is awarded to the defensive team. The goals are a maximum of four feet high by eight feet wide.

GAME DURATION: The game shall consist of two 12 minute halves separated by a two minute halftime period OR the first team to reach 12 goals, whichever comes first. Games tied after regulation play shall end in a tie except in playoffs. A team, at the discretion of the referee and the tournament director will be forfeited at game time if they are not present. Teams are responsible for waiting until their seed for playoffs has been determined. There are no time outs in 3v3 soccer.

GOAL SCORING: Goals can be scored from anywhere on the offensive half of the field of play. The ball must last be touched (either by offense or defense) within the attacking team’s offensive half of the field. A goal cannot be scored directly from a kick off. For a goal to be awarded during a kick-off, the ball must first be kicked completely off of the halfway line, into the offensive half of the field (If the entire ball is not completely within the offensive half of the field when last touched, no goal will be awarded).

SCORING (IN QUALIFYING PLAY): Games will be scored according to the following: 3 points for a win; 1 point for a tie; 0 points for a loss.

TIEBREAKERS: (after qualifying play) Ties in standings between two teams will be broken by; 1) head to head results between tied teams; 2) goal difference in qualifying play; 3) goals scored in qualifying play; 4) least goals allowed, 5) shootout. Ties between three or more teams will be broken by; 1) goal difference in qualifying play; 2) goals scored in qualifying play, 3) least goals allowed, 4) shootout with 1 team receiving a first round bye by random draw. If the criteria for 3 or more teams eliminates all but 2 teams, the criteria for a tie between two teams (above) will be used to determine the rank of the two teams. A forfeit will be entered as score of 6-0.

PLAYOFF OVERTIME: Shall consist of sudden death overtime period, maximum length of three minutes, with a coin toss to decide kick-off direction. The first team to score in overtime is the winner. If no team has scored in the three minute-overtime period, the winner shall be decided by shootout. A coin flip will decide which team starts the penalty kick round. The three players from each team remaining on the field at the end of overtime will alternate with each penalty kick, with the higher scoring team winning after the first round. If the score remains tied after the first round of penalty kicks the same field players will rotate in a sudden death penalty kick format until one team scores unanswered.

NO OFFSIDES and NO SLIDE TACKLING IN 3V3 SOCCER

FIVE YARD RULE: In all dead ball situations, defending players must stand at least five yards away from the ball. If the defensive player’s goal area is closer than five yards, the ball shall be placed five yards from the goal area in line with the place of the penalty.

KICK-INS: The ball shall be kicked into play from the sideline instead of throw in.

INDIRECT KICKS: All dead ball kicks (kick-ins, free kicks, kick-offs) are indirect (As defined by Law 13 in the Laws of the Game) with exception of corner and penalty kicks.

GOAL KICKS: May be taken from any point on the endline, and not in the goal box area.

KICK OFF: May be taken in any direction. For a goal to be awarded during a kick-off, the ball must first be kicked completely off of the halfway line, into the offensive half of the field (If the entire ball is not completely within the offensive half of the field when last touched, no goal will be awarded)..

PENALTY KICKS: Shall be awarded if, in the referee’s opinion, a scoring opportunity was nullified by the infraction. It is a direct kick taken from the middle of the halfway line with all players behind the halfway line. If a goal is not scored, the defense obtains possession with a goal kick. Penalty kicks are not live balls.

PLAYER EJECTION (RED CARD): Referees have the right to eject a player from the game for continual disobedience or as a result of an incident that warrants sending the player off. The team may then continue with the remaining players on their team. If the ejected player was on the field, he may be replaced by an eligible rostered player on the team. The tournament director will decide the number of games in the suspension.

FORFEITS: Any team forfeiting two consecutive games in qualifying play will be removed from the tournament. Any team forfeiting a game in playoffs will be removed from the tournament.

PROTESTS: There will be no protests.

SPORTSMANSHIP: Players, coaches and spectators are expected to act in the nature of good sportsmanship at all times. Abuse of the referees will not be tolerated. Any instance of such conduct will disqualify the responsible team from the event.

GENERAL: Indoor Soccer & Sports Owasso will not be responsible for any expenses incurred by any team due to the cancellation in part or whole of any Division or any part of this tournament.

SITUATIONS OR OCCURRENCES THAT THESE RULES DO NOT ADDRESS SHALL BE LEFT TO THE SOLE DISCRETION OF TOURNAMENT DIRECTOR.

Indoor Soccer – Mens Rules & Regulations

Official PASL Tournament Rules

Duration: All games are 20-minute halves with a 2-minute Halftime.

Clock: Continuous.

Timeouts: None.

Tiebreakers: Group play, games end in a tie. Elimination games are sudden death shootout.

Cards: Blue is 1 minute, Red is 2 minutes and a minimum 1 game suspension. Yellow is still 5 minutes for dissention, and teams do not play a man down.

6 Foul Rule: It is in effect, 6 per half, then restart count at the half. 1 minute penalty.

Slide Tackling: Automatic Blue. Do not slide to contest the ball with another player, or to knock the ball away from another player. Sliding to block a shot (Appx: 3 feet or more from the player) or sliding to score is allowed.

Superstructure Contact: Ball is spotted 1 ½ yards from glass wall at point it went out, ceiling is in play.

Goals: All goals are 1 point

Points: 3 points for a win, 1 point for a tie and 0 for a loss.

Group Play Tiebreakers:

Head to Head Group Goal Differential Goals For Goals Against Shut out wins Coin Flip

* All other rules are standard PASL rules.

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