Leagues Rules

Adult Basketball League Rules

MHSAA rules will be used with ComePlayDetroit modifications

  1. All basketball activities will be conducted in accordance to the eligibility standards set forth by ComePlayDetroit.
  2. Each participant must complete a waiver before participating.
  3. Team rosters must be turned in prior to the first scheduled game.
  4. Players may be added to or deleted from the roster for the first 4 weeks of the season. Rosters are frozen at the start of your 4th game. Changes will be allowed after the 4th game for injuries or other extenuating circumstances, but they must be approved by the League Administrator.
  5. Participants must be listed on their team roster prior to the game. If a player enters a game without being listed on the scorecard, that team will be accessed a team technical foul (this will not count against any individuals).

THE GAME

1. The game shall be played between two teams with a minimum of four players and a maximum of five player per team.

2. The game will consist of two twenty-minute halves. The clock will run continuously with the exception of the last minute of the first half and the last two minutes of the second half, and time-outs.

3. In the last minute of the first half and the last two minutes of the second half (exception: see #5), the clock will stop on every deadball, violation, foul, or free throw, and will not start again until the ball is touched in bounds following a throw-in or missed free throw.

4. Each team receives two time-outs per half. Unused time-outs do not carry over into overtime. Each team is given one full time-out per overtime period.

5. The clock will not stop in the last minute of the first half or the last two minutes of the second half if the point difference between the two teams is 15 points or greater. During the last two minutes, should the gap be cut to less than 15, then the clock stoppage process would begin. If the gap goes back to 15 or greater, then the clock would continuously run.

6. High school rules are used with one exception: Players are allowed to leave the free throw lane following the release of the ball from the shooter’s hand rather than when the ball hits the rim.

7. NBA rules which do not apply: The continuation rule; getting the ball at half court following a timeout: one-shot technical fouls.

THE TEAMS

1. Everyone associated with a team, players coaches and spectators, are subject to the rules of the game and the rules of ComePlayDetroit.

2. Team members must wear the same color of shirt with different numbers. Every shirt must have a one or two digit number on it. Teams have until Week 2 have jerseys. If a team has one player that does not have a jersey, but has a shirt with the same color, that team will receive a technical foul before the game begins. If any other players on the team do not have a jersey with a number on the back, they will not be eligible to participate in the game..

3. Substitutions of players are to be done from the score table only. A substitute shall remain outside the court boundary until an official beckons him/her onto the court.

3. Substitutions shall only take place during a dead ball, between periods, or at time-outs.

4. Substitutions shall only take place during a dead ball, between periods, or at time-outs.

5. A player who has been substituted for may not re-enter the game before the next opportunity to substitute after the game clock has been properly started following his replacement

6. During the administration of a 2 or 3 shot foul the substitute will be beckoned on to the floor before the final shot attempt.

7. Coaches must remain in the coaches’ box at all times.

8. Administrative Technical Fouls can be issued for violations of these policies.

FOULS AND PENALTIES

1. A technical foul shall be called if there is: unsportsmanlike conduct by a player, coach, or spectator (including excessive or loud profanity and taunting), and illegal substitution, delay of game, changing or switching jersey numbers during the game, signing in with an incorrect jersey number, a request for a time-out when the team is out of them, or illegal equipment. Any unsporting technical counts as a personal foul against that player. Any administrative technical foul counts as a team foul.

2. The penalty for a technical foul against the offending team is to award their opponent two free throws followed by possession of the ball at half court away from the score table.

3. Two technical fouls against any one individual will result in ejection from the game and at least a one-week suspension. During the one game suspension, the player is not allowed int he facility. If a player plays in multiples leagues, he/she will not be allowed to play in any game during the suspension.

4. The referee may forfeit a contest at any time if any team member, representative, or bench personnel fails to comply with any technical foul penalty or repeatedly commits a technical foul or other act, which makes a travesty of the game.

5. If a player receives three technical fouls in an 8 week league, they will be suspended the rest of the season.

6. In the playoffs, all technical fouls from the regular season will be cleared, and there will be two technical fouls allowed for a player, and a third will result in suspension for the rest of the playoffs.

OVERTIMES AND FORFEITS

1. If the score of the game is tied at the end of regulation then the game will be decided in overtime.

2. The overtime will consist of three minutes and will be started by a jump ball. If the score remains tied after the first 3 minutes overtime period, a second overtime period will be played with the first team scoring four points declared the winner. In the playoffs, multiple 3-minute periods will be played. The clock will run continuously for the first two minutes of the overtime period and stop in the last minute.

3. Each team will have one full time out per overtime period. No time-outs will carry over into overtime, and from one OT period to another.

4. A team can receive a forfeit for the following reasons:

A. The team does not have the required number of player (4) to begin the game at the scheduled start time. A team will be given a 5 minute grace period to see if any other player(s) come(s). So, that means if a team does not have at least 4 players at five minutes after the game time, it is a forfeit.

B. A team can also get a forfeit loss for playing with an illegal player (See Protests).

5. A forfeit is recorded as the average points scored and average points allowed in victories by the winning team.

6. Any team that forfeits twice will be removed from the league.

GENERAL INFORMATION

1. Any participant, coach, fan, or other person associated with a team that is involved in an altercation with another player, coach fan, or other person associated a team where that person(s) throws a punch or attempts to kick another person, will be automatically ejected for the remainder of that season with no refund, and may be permanently banned from the facility. If a player comes off the bench to participate in the fight, they will be automatically ejected for the remainder of that season with no refund, and may be permanently banned from the facility. Any bench player or coach that comes off of the bench during a fight, regardless of their intentions will be ejected from that game and face additional suspension. If any team’s fans enter the playing surface during a fight, regardless of their intentions, that entire team will be removed form the league immediately with no refund.

2. General facility rules apply to the basketball league as well.

3. Direct confrontation of a game official WILL NOT BE TOLERATED. Appropriate actions will be taken against the team and individual if this occurs. Any physical contact to a referee or ComePlayDetroit staff member will result in immediate and permanent ban from the facility with no refund and charges will be pressed. Verbal abuse of a referee or staff member will also result in automatic ejection for the remainder of that season with no refund and/or permanent ban from the facility.

4. ComePlayDetroit reserves the right to remove any player from the league at any time for excessive violations of policies and/or unacceptable behavior. The player will not be refunded any money.

5. A player is disqualified after they receive their fifth personal foul.

6. No jewelry is to be worn on the court at any time. Violation of this rule will result in an administrative technical foul.

7. The official score is kept on the scoresheet at the scoretable. The scoreboard is in no way official. Any questions about the score should be handled in an orderly fashion between the team captain, officials and scorekeeper. yelling at the scorekeeper WILL NOT BE TOLERATED. The scorekeeper will give a technical foul to anyone yelling at them.

8. The time on the schedule is the game’s starting time. It is not the time to show up or the time to start warming up. If you wish to warm up before your game then arrive early enough to do so. You may also find it helpful to bring your own ball.

PLAYOFF PROCEDURES

1. Playoff brackets will be available after the end of the regular season.

2. The seeding for playoffs will be determined after the completion of the regular season as follows:

The team with the highest winning percentage will get the highest seed, the team with the second highest winning percentage will get the 2nd highest seed, etc. Ties will be broken as follows:

A. Two Way Tie:

1. Head to head winner gets the higher seed.

2. If the two teams did not play each other, then the team with the lower average points allowed will get the higher seed.

3. If the two teams have the same average points allowed, then the team that allowed the fewest points will get the higher seed.

4. If the teams are still tied after the first 3 tiebreakers, a coin flip will determine the higher seed.

B. More than Two-Way Tie:

1. If more than two teams are tied, then the team with the lower average points allowed will get the higher seed.

2. If more than two teams have the same average points allowed, then the team that allowed the fewest points will get the higher seed.

3. If the teams are still tied after the first 2 tiebreakers, the team with the best record versus the other playoff teams gets the higher seed.

 

PROTEST PROCEDURES

1. The only protest that ComePlayDetroit will accept is a protest concerning player eligibility or interpretation of a rule. No protests will be accepted concerning officials’ judgment calls.

2. During the regular season, a team has 24 hours to protest the game in question. After 24 hours has elapsed, no protests will be taken into consideration. During the playoffs, a team must protest a game before it starts.

3. A player may be protested for either not being on the team’s roster, or either playing under an assumed name.

4. Any player who is protested must provide a valid picture I.D. to prove his identity. During the regular season, the player has 24 hours to do so. During the playoffs he must show proof of identity immediately before the game. Please bring a picture ID to all playoff games.

5. If the protested player fails to show proof of identity during the time allotted, his team will be given a forfeit loss.

6. If the team that is protested files a counter-protest, and it is determined that both teams used illegal players, then the result of the game as played will stand.

As the governing body of broomball in the United States, the rules dictated below are official.

Basic Broomball Rules

Game Basics: A game consists of 2 halves.  A game consists of two, 12 minute running-clock halves.

Teams: Each team has a goalie, three forwards and two defensemen (same line up as hockey). A captain must be designated prior to game time. Only this player may speak to an official.

Checking: Is not permitted and is grounds for ejection from the game and potentially from the league.

High Broom: ComePlayDetroit uses a modified version of The Official Broomball Rules, in order to ensure the safety of all participants.

At all levels of USA Broomball play, a high broom is called when the ball makes contact with the player’s stick above shoulder level. We call a high broom as anything above the waist instead of the shoulder for safety.  We call it the way it is called in hockey, a ball played with a high stick that is played by the same team is a stoppage in play and a face off, but no penalty.  If it is played by the other team, play just goes on.  A high stick that makes contact with an opposing player is a high sticking penalty, 2 or 4 minutes depending on severity etc.

Penalties: Various actions may result in minor, major or game misconduct penalties. Penalties are marked as such:

Conduct: At no time may a player verbally or physically abuse an official.

Players- A team must have at least six players: goalie, right and left defense, center, and right and left wing. A maximum of fifteen players, including goalies, may dress and play in a game. When making substitutions, the player coming off the ice must be within arm’s reach before the substitute enters the ice. Teams must have 2 females on the ice at all times, not including goalies. If a team only has one female on the ice, they must also play short one male player.

Sticks- Must be commercially produced. The broom must not be altered illegally in any way. The shaft of the broom must be wood, aluminum or graphite. The head of the broom must be between seven and nine inches in height (from the handle attachment to the tip of the broom). The width of the head must be between four and six inches, with the tip, or base of the broom, being no less than two and a half inches. Tape may not cover up a cracked stick. Any bent or cracked shaft can be found unsafe and removed from the game by the referee.

LETS HAVE FUN RULE- In the name of playing the game and making sure that the players / teams have fun, the coaches may make minor changes to the rules if both coaches agree and the intent of the Rules are followed. (For example: A coach may choose to allow another team to use an unregistered player, or a team does not have enough players within the five minute grace period).

The first 2 weeks will determine your averages. You will then have a handicap that will even out the playing field. The season will go for a total of 11 weeks. The 10th week will be the Finals, and the 11th week will be FREE Bowling, FREE Pizza and FREE Drinks, where prizes and awards will be given out!

Every player MUST provide a $30 deposit before the first week of bowling. The $30 will go towards your last 2 weeks of bowling, or towards any unpaid weeks.

Each week you will need to bring $15 cash/check to put into the envelopes that will be provided at each lane. If you forget to bring money one week, just write that on the piece of paper, and you can pay the extra amount the following week. Whether or not you are able to come each week, you are responsible to pay the $15 per person, per week. If you get a substitute for your team, they can pay for you, or they can just bowl and you can pay for them the next week.

If you know you will not be able to make it in advance, you are welcome to go and PRE-BOWL! You can go anytime before Wednesday at 8pm and bowl your 3 games. Your scores will still count towards your teams scores, and you do not need to get a substitute. If you do can’t make it, and you don’t get a substitute, you are still charged the $15 for the week, and your team will receive a score of 10 pins under your handicap. YOU MUST CALL AHEAD TO ARRANGE THIS WITH THE BOWLING ALLEY!

In addition to the basic bowling games, we also play a game where each person can put in $2 each and after the 1st and 2nd games, we will randomly draw a score (anywhere from 50-300). Whomever has that number, WINS! That simple. It’s a bit of a lottery, with your bowling score being your lotto number. There is NO skill involved at all, just a fun game that allows 2 people to walk out with $20-$50 extra in their pocket, (depending on how many players participate).

For those of you that are new to bowling leagues, this is EXTREMELY recreational… but still please take a moment to review some basic bowling etiquette.

Each sport has a list of unwritten rules that make playing the game easier and more fun for everyone – Rules of the Road so to speak. Most of them are just common sense. Here are some of those Rules of Etiquette:

1. Remove your street shoes at an appropriate place, particularly if they are wet. Water & bowling shoes DO NOT mix. Trying to bowl with a shoe that has a wet bottom will cause you to stick and fall. Please be careful for all concerned.

2. Be on time for you league and be ready to bowl when it’s your turn. If both teams are ready except for 1 or 2 late individuals, please begin on time. Your late bowlers have 5

frames to catch up in most leagues.

3. If you are going to be absent please contact your team captain and the league secretary to inform them and possibly allow them to find a substitute for you.

4. Right of Way! When two bowlers step onto the approach at the same time, the bowler on the left hand lane should step to the back until the bowler on the right hand lane has delivered. At that point the left hand lane can make their address and delivery while the right hand lane steps back. This is to allow each bowler to concentrate without being distracted. As long as everyone is prompt it allows the game to move along smoothly.

5. Please do not use another bowler’s personal balls. If you don’t have your own balls, the house balls are available for your use. If you wish to purchase personal balls, see your Customer Service Controller at the counter.

6. Please don’t put more than 2 personal balls on the rack at a time.

7. It is also courteous to your teammates not to razz & kid them while they are on the approach. Save the kidding until their turn is complete!

We want your league bowling experience to be happy & memorable one. We hope this makes it a little easier for you. Please be sure to talk to us if you have a problem or concern. Good luck in new bowling adventure!

Play of the Game

Every match is broken down into innings of play. During an inning of play, each player must pitch all four of his/her bags. An inning is never completed until all players pitch all four of his/her bags.

Singles Cornhole Matches

Two single players compete against one another until a single winner is determined.

  • Both players stay in their designated lane for the whole game.
  • Players start the game at the headboard and will alternate pitching bags until each player has pitched all four of his/her bags.
  • Players then walk to the end of their lane to the other court, take score, and resume pitching back to the other board.
  • The top of an inning is completed when the first player pitches all four bags; the bottom of the inning is completed when the remaining player pitches all four bags.

Doubles Cornhole Matches

Two teams, consisting of two players, compete against one another until a winning team is determined.

  • Each team will stay in their designated lane for the whole game.
  • Players at the headboard will alternate pitching bags until each player has pitched all four of his/her bags.
  • Players at the footboard will take score and resume pitching back to the other board.
  • The top of an inning is completed when both players pitching from the headboard pitch all four bags; the bottom of the inning is completed when the remaining players pitching from the footboard pitch all four bags.

Scoring

The approved method of scoring for the sport of cornhole is “cancellation” scoring. In cancellation scoring, the points of one player cancel out the points of their opponent. Using this method, only one player/team can score in each inning.

  • Bag In-The-Count (Woody) : Any bag which comes to rest anywhere on top of the board. Each is worth one (1) point.
  • Bag In-The-Hole (Cornhole) : Any bag which is thrown through the hole or knocked through the hole by another bag. Each is worth three (3) points.
  • Foul Bags – Refers to any bag that has not been determined as Bag In-The-Count or Bag In-The Hole or was designated a foul bag as the result of rules violation

Player Pitching Rotation

The player or team who scored in the preceding inning has honor pitching first in the next inning. If neither player or team scores, the player or team who pitched first in the preceding frame shall retain first pitch in the next frame.

Position of Players During Pitching

  • The pitcher must be within the pitcher’s box or behind the foul line at the time of release.
  • A player must pitch all four bags from their designated pitcher’s box.
  • Players must pitch the bag with an under-hand release.

Foul Bag Rule Violations

The following are rule violations that must be spotted and called by a player or assigned judge. The penalty is to declare the bag a foul bag, which requires the bags to be removed from the court prior to resuming play.

  1. Any bag pitched when the player has made contact with or crossed over the foul line
  2. Any bag pitched when the player has started or stepped completely outside the pitcher’s box before the bag is released
  3. Any bag not delivered within the 20-second time limit
  4. A bag pitched from a different pitcher’s box than the first bag
  5. Any bag that contacted the court or the ground before coming to rest on the board
  6. Any bag that struck a previously defined object such as a tree limb, wire, indoor court ceiling, etc.
  7. Any bag removed from the board before scoring has been agreed upon for that bag
    1. The offending team (who touches the bags) forfeits all remaining bags and tallies the score of just the bags thrown before the foul was reported
    2. The non-offending team tallies twelve (12) points as if they had thrown four Bag In-The-Holes (Cornholes) during the inning
  8. A bag that leaves a player’s hand once the final forward swing of the delivery process has started shall count as a pitched bag
  9. A bag that is accidentally dropped by a player before the final forward swing has started shall not be considered foul and may be picked up and pitched. Protests – If a player desires to make a protest, the protest shall be made to the judge or official at the time the problem occurs. The judge shall make the final ruling on all protests.

Determining Winners – Traditional 21

The game shall be played to the predetermined number of twenty-one points. The first player/team to reach (or exceed) that amount at the conclusion of an inning is the winner.

THE TEAM
Teams will be made up of 7-10 players. Seven (7) players will compete on a side (must have a minimum of 2 girls on the court for one team at all times) and others will be available as substitutes. Substitutes may rotate in only before a game starts or in the case of injury. Minimum amount of players needed to play is five (5) people.
 
 
THE COURT
The court will be divided into two (2) equal sections by a center-line and attack-lines 3m from, and parallel to the centerline. Even though the court will be on grass, all participants are required to wear proper athletic footwear to play.
 
 
THE GAME
The objective of the game is to eliminate all opposing players by getting them “OUT”. This may be done by:
1. Hitting an opposing player with a LIVE thrown ball below the shoulders.
2. Catching a LIVE ball thrown by your opponent before it touches the ground.
Definition of LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc)
 
Three teams will play in a match every hour. Teams will consistently rotate through three different spots after every game:
  1. Side of the court with ball control
  2. Side of the court without ball control
  3. Sideline (sitting out a game)
 
 
BOUNDARIES
During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve a stray ball. They must also return through their end-line. If a player crosses the center boundary, they will be OUT. A player may have part of their body out of bounds to catch or dodge a ball, but they must have some part of their body in bounds at all times.
 
 
THE OPENING RUSH 
Game begins by placing the dodgeballs along the center line – four (4) to the right side of the center hash for the side with ball control and three (3) on the other. Players then take a position behind their end line.

On the referee’s signal, players may run to retrieve any of the balls within their initial control – that being only the balls on their right. This initial scramble is known as the rush. During the rush (and only during the rush), players may inadvertently step over the center line. 

Please note: Players may not slide, feet first, to the line to grab balls in the opening rush. 

Please note: Running for the balls before the referee’s signal (known as a false start) may result in a team losing ball control or the infringing player(s) being declared out. 

All balls must clear the attack lines before they can be brought into play. This is done one of two ways:

  • A player crosses the attack line with both feet while carrying the ball.
  • A player tosses the ball to another player already standing behind the attack line.

Any ball thrown without clearing the attack line will be declared a dead ball. Any balls not retrieved off the rush will be up for grabs for both teams.

 
DEFLECTIONS/BLOCKING

A player may use his or her ball to block oncoming balls thrown at them by the opposing team. 

Players must maintain possession of their ball immediately after deflecting a live ball. If a player drops a ball used for a deflection, that player is out. 

A ball that is deflected is still a live ball and can still eliminate other team members (or the blocking player) on contact or be caught to eliminate the person who threw the ball.

5-SECOND VIOLATION
In order to reduce stalling, a violation will be called if a team in the lead controls all seven (7) balls on their side of the court for more than 5 seconds. This also applies to tied teams. A violation results in the forfeiture of one player of the violating team.
 
 
10 SECOND VIOLATION
A player may hold a ball up to 10 seconds before they must throw it. If they do not throw it in time, the other team will get a player to return from being OUT. If both teams are at full strength, the team committing the penalty will lose a player.
 
TIMING AND WINNING A GAME
The first team to legally eliminate all opposing players will be declared the winner. A 3-minute time limit has been established for each game. If neither team has been eliminated at the end of 3 minutes, the team with the greater number of players remaining will be declared the winner. In the event that both teams have the same amount of players left at the end of regulation, a 2-minute, sudden death overtime period will be allotted.

 

LET’S HAVE FUN RULE

In the name of playing the game and making sure that the players / teams have fun the coaches may make minor changes to the rules if both coaches agree and the intent of the Dodgeball Rules are followed. (For example: A coach may choose to allow another team to use an unregistered player, or a team does not have enough players within the five minute grace period).

All standard Euchre rules apply here is a quick overview:

In euchre, naming trump is sometimes referred to as making, calling, or declaring trump. When naming a suit, a player asserts that his or her partnership intends to win the majority of tricks in the hand. A single point is scored when the bid succeeds, and two points are scored if the team that declared trump takes all five tricks. A failure of the calling partnership to win three tricks is referred to as being euchred or “bumped” and is penalized by giving the opposing partnership two points.

A caller with exceptionally good cards can go alone, or take a loner hand, in which case he or she seeks to win all five tricks without a partner. The partner of a caller in a loner hand does not play, and if all five tricks are won by the caller the winning team scores 4 points. If only three or four of the tricks are taken while going alone, then only one point is scored. If euchred while playing alone, the opposing team still only receives 2 points.

The primary rule to remember when playing euchre is that one is never required to play the trump suit (unless that is the one that is led), but one is required to follow suit if possible to do so: if diamonds are led, a player with diamonds is required to play a diamond.

Screw the Dealer is in effect

  • No Farmers Hand
  • No Ace No Face
  • No Table Talk
  • No Stacking

Official Coed Flag Football Rules


*TEAM SIZE

Each team shall field 7 players on the field at one time (nomore than 4 men). ComePlayDetroit rules allow a team to play a legal game shorthanded with 5 players, (at least 2 females). There is no maximum limit on the amount of females on the field at one time. All rosters must be finalized one week before the regular season begins.

*FORFEITS

Teams will have until 10 minutes past the designated start timeto field a legal team. Shorthanded teams may play a legal game with a minimumof 5 players, with at least 2 of them being females. Teams fielding less than5 players or without at least 2 women will receive a forfeit. Exception: Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win.

*SUBSTITUTIONS

If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.

*TIME

Play will be divided into (2) 20-minute halves. Teams flip flop directionat the start of the second half. The team that started the game on defense will start the second half on offense. Teams will have 2 time-outs per game thatmay be used at any time. There will be a running clock until the final 2 minutesof the second half maintained by a referee or designated scorekeeper. During the first 38 minutes, the clock runs continuously with the exception of time-outsand serious injury. If a team calls a timeout after a touchdown the clock will not start again until the defensive team takes possession and snaps the ball on offense. During the final 2 minutes of the game, the game clock will stop if: 
• an incomplete pass is thrown 
„« a player ends a play by going out of bounds 
•„«either team scores (clock will remain off until the opposing team snaps the ballafter the PAT attempt; the clock does not run during extra points) 
•„« change of possession 
„« a penalty which must be marked off occurs 
•„« A team calls a timeout. 
„« The clock will not stop for a “2 minute warning” unless there is a dead ball situation or the ball has not yet been snapped on a given down. 
***THE CLOCK DOES NOT STOP ON FIRST DOWNS. 
** If a team is up by 17 points or more,the clock runs continuously during the last two minutes of play. 
For the entire game, the offensive team has 30 seconds to snap the ball once the ball has been spotted. If the referee or scorekeeper feels that this is being taking advantage of,he or she will then stop the clock, and penalize the offense 5 paces/yards.

*CO-ED SPECIFIC RULES

There is no maximum limit to the amount of females allowed on the field. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an operative player within 3 consecutive downs (This does not reset after a first down…it is every three plays). 
An Operative Player is defined as a player who: a) is the intended receiver in the eyes of the official; b) runs the ball as the primary runner (does not have to crossline of scrimmage); c) receives the snap as the QB and throws the ball forward towards the line of scrimmage. (Ball does not have to cross line of scrimmage); d) receives the snap and immediately spikes the ball at her feet in order to stop theclock in the last 2 minutes. 
An Operative Player is NOT defined as a player who: a) hands off the football; b) snaps the ball into play; c) receives a hand-off onlyto give it back to a male before crossing the line of scrimmage 
Examples: 
a) a pass deflected by a male and caught by a female is a female play; b) a pass intended for a female (in the eyes of the referee) that is deflected by a female,and caught by a male counts as a female play; c) a pass thrown by a male,caught by a male, immediately pitched to a female (“the hook and ladder”) doesnot constitute a female play – no matter how far the female advances with the ball after the pitch; d) a pass intentionally grounded by a female in the last 2minutes of the second half in order to stop the clock counts as a female play; e) if a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play; f) if a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play; g) if it is a forced female play and a male is sacked as quarterback, it will count as afemale play. The next play is then ruled open. This only applies on forced female plays (i.e. a female defensive pass rusher). 
The penalty for running 3 consecutive plays without a female as an Operative Player will be loss of down(i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the operative player on the next down. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play. 
Plays utilizing a female and resulting in “loss of down” penalties will still be considered “female” plays. 
The slate is clean for extra points and punts and everyone is eligible. 
• Touchdowns are awarded 6 pts. Extra points: 3 paces/yards off the goal line = 1 pt., 10 paces/yards = 2pts. 2-point conversion attempts may be intercepted and returned for 2 points with the defense retaining possession at their 10 pace/yard line.

*QB Rush

QB can only rush if the clock has expired and the defense crosses the line of scrimmage. Female QB handoff does not qualify as Female play. Must be a pass or Female rush.

*FIRST DOWNS

Each team shall have 4 downs to either score or earn another first down. First downs are earnedeach time the ball reaches the 2nd cone from where the ball was originally spotted on the first down. If a team fails to score or earn a first down, possessionwill go to the other team. Offensive teams may elect to punt on fourth downs.

*PENALTIES

  • Delay of Game – 5 yards from the previous spot
  • Illegal Procedure – 5 yards from the previous spot
  • Dead Ball Foul, Encroachment – 5 yards from the previous spot
  • Illegal Motion – 5 yards from the previous spot
  • Offensive Pass Interference – 10 yards from previous spot, loss of down
  • Defensive Pass Interference – 10 yards from previous spot, automatic first down
  • Roughing the Passer – 10 yards, automatic first down
  • Defensive Holding – 10 yards from the spot of the foul
  • Flag Guarding – 10 yards from the spot of the foul
  • Face Guarding – 10 yards, automatic first down
  • Stiff Arm – 10 yards from the spot of the foul
  • Helping the Runner – 5 yards from the spot of the foul
  • Illegal Blocking – 10 yards from the spot of the foul

*In the case of a Tie – Regular season Games end in a tie, Playoffs (1st and goal from the 20, must go for 2 on a touchdown. Teams get equal opportunity)

 

*Playoff Overtime Rules

  • Coin toss
  • Each team will get 4 downs from the 50yd line to score (college format)
  • Coed rules still apply
  • If tied after 1 try ea teams must go for 2 point conversion
  • 1 timeout for entire overtime (regulation TO’s do not carry over)

 

*SPORTSMANSHIP

The goal of this flag football league is to have fun. We hope that all participants keep that in mind when becoming involved. Although the games may become intense, you still can be competitive while maintaining good sportsmanship. Withthis said, any behavior deemed unacceptable by staff may result in suspensionand/or ejection from a game or the league. Abuse of officials, referees, and otherstaff will not be tolerated. ComePlayDetroit will not tolerate fighting! Fighting willbe an automatic ejection from any game and in some cases ejection from the league.

 

*Let’s have fun rule:

In the name of playing the game and making sure that the players / teams have fun the coaches may make minor changes to the rules if both coaches agree and the intent of the Flag Football Rules are followed. (For example: A coach may choose to allow another team to use an unregistered player, or a team does not have enough players within the five minute grace period).

Origins

The game originally was a Belgian pastime akin to horseshoes and Bocci. These games have many similarities amongst them. Though little is known about the exact origin of the game, it is probable that the resemblance of the balls to wheels of cheese is no mistake.

The Cadieux Cafe is proud to be the only home of Feather Bowling in the United States. The game is rarely played in Belgium, and visitors from the old country are often astonished to see the game preserved as it is here.

The Game

The game can be played by any number of participants. Once this is settled, divide the players into two teams, a red team and a green team. If there are more than three people on a team, players may have to stay on opposite ends of the lane from their teammates. When the teams are set, a coin flip is used to determine which color starts. This team then rolls all six of its balls, attempting to place them as close as possible to the feather protruding from the lane approximately sixty feet away.

A common strategy is to place three balls close to the feather and then lay blockers with the remaining balls, attempting to prevent the opponent from having an easy path to the feather. After the first team rolls all of its balls, the second team chooses to either skillfully roll their balls closer or to “shoot” the other team’s balls away from the feather.

Scoring the “end” after all twelve balls are rolled is determined by which color is closest to the feather. The number of points is determined by the number of balls that the scoring team has closer to the feather than the opposing team’s closest ball. There is a one point minimum and a six point maximum per end. Balls that touched the backdrop behind each lane are disqualified and should be removed before rolling the next ball.

ComePlayDetroit league matches are 3 rounds, 2 rounds up to 10 points and a third round up to 5 points. A typical match takes 50-60 minutes.

Starting the Game

Set-Up

10 pins per side

Starting formation is a triangle pointing towards the opposing side. One pin is placed on each circle that is outlined on the Fowling board.

Length between the two boards should be 32 feet apart and boards should be set-up directly across from each other.

 

Playing the Game

League Play

Matches will be 50 minutes long, and best of 7 series, or whomever has the most wins after the time limit is up.

Teams

Teams may consist of 2-4 players, but only 2 players can throw a football in one turn. One person is not permitted to throw both footballs during the same turn, unless their teammate is momentarily absent.

First Throw

To start the game one player from each team is to throw the ball until a pin is knocked down. If both players knock down pins, whoever knocked over more pins gets the first possession for their team. If no pins are knocked down on the first turn, the other teammate must throw the football and this play continues until a pin or the most pins are knocked down.

Offense

The game is played with one football per game. Two teammates get one throw each towards their opponents’ pins in an attempt to knock down as many as possible. Teams will take turns throwing, while also taking turns teammates that throw. Once the football has been thrown, the opposing team gets a chance to be on offense and score points by also throwing the football.

If a player is male he is not to cross the plane of the back of the fowling board when throwing. If a player is female she is not to cross the plane of the front of the fowling board when throwing. Any player can throw from anywhere behind their designated throwing line.

There is no specific way to throw the football to try and knock down the opposing pins. The ball may bounce and roll on the ground before knocking down pins on the board. We encourage you to try new techniques if the traditional “quarterback” approach isn’t working!

Defense

A team is on defense when their pins are in danger of being knocked over by the other team throwing the football. You may not intercept a ball until it bounces/rolls off the playing board or passes the back of the playing board. If you interfere with the ball before it crosses the back of the board or while it is still physically on the board, you will incur a 1-pin penalty in which case you must remove an additional pin from play.

Pin Down!

A pin down is a pin down, unless maliciously knocked over. If other objects in the playing area, footballs from the game next to you, the wind, or your own elbow accidentally knocks over a pin, it must be put aside and cannot be reset. This makes things interesting and fun 🙂  Be vigilant!

 

Ending the Game

Winning

A team wins a frame when they have successfully knocked down all of their pins before the other team. A team wins the game by winning more frames than the other team – either within 50 minutes or best of 7 frames.

If at the end of 50 minutes both teams have won an equal amount of games they are to go into a tiebreaker, where all 10 pins get re-set, and each team gets 2 throws. Whichever team has the most pins knocked down, wins. If still tied, teams will continue to alternate 2 shots per team until there is a winner.

Redemption (A.K.A. Rebuttal)

As soon as the last pin is hit, if the team that threw first to start the game has already thrown their equal amount of times, the game is over. If the team that threw first is the team that knocked over the last pin, the opposing team has the opportunity to try and bring the game into overtime through redemption. In redemption, the opposing team will get 1 shot from the person who is scheduled to throw next, to attempt to knock the rest of the pins over.

Successful redemption results in initiation of a tie-breaker, with the dominant team (the team which would have won had their opponents not redeemed), selecting possession.

Overtime

Overtime formation is for all 10 pins to get re-set, and each team gets 2 throws. Whichever team has the most pins knocked down, wins. If still tied, teams will continue to alternate 2 shots per team until there is a winner.

The dominant team (the team which would have won had their opponents not redeemed) gets to choose if they want to throw first or second.

Miscellaneous

Disputes

A dispute is not considered to be valid unless witnessed by two or more individuals. In the event of a valid dispute, that game is considered paused and an official must be notified. Any witnesses to the event in question must remain at the table until the dispute has been resolved. All calls made by the referee are final. Intentional abuse of game rules and/or disputation without adequate cause is grounds for ejection from the tournament.

Conduct

All players are to conduct themselves in a manner respectful to other players, referees, and the sport of Fowling. Unacceptable conduct includes, but is not limited to, fighting, verbal abuse, unreasonably throwing balls at opponents, unreasonably throwing pins around the playing area, etc.

Interpretation of Rules

Final interpretation of these rules is made at the sole discretion of the referees.

UPDATED RULES BEGINNING SPRING 2018!

EQUIPMENT

Players must properly wear ComePlayDetroit shirts, or like-colored shirts.

Athletic shoes are required. No metal cleats of any kind are allowed.

Any equipment deemed by the Umpire, as a performance enhancement must be removed.

The official kickball will be provided to each team captain by the league.

It is the responsibility of the team captains to bring the ball to each game.

UMPIRES

Only coaches / captains can dispute a call.

Players, coaches, and fans are expected to show good sportsmanship. No yelling at umpires, players, or other teams. Ejected participants must leave the field area and may not return to the game. The commissioner may choose to have ejected players, coaches, or fans sit out the next game, season, or permanently.

PLAYER ELIGIBILITY

All participants must be registered with the league and on the team roster.

TEAMS

Teams must field a minimum amount of players to play the game.

Teams must have at least 3 girls and 3 guys, and can play up to 5 girls and 5 guys in the field at a time. They may have any variation of guys/girls, but at no time can there be more guys than girls in the field.

All teams bat the entire roster. The lineup must be guy/girl/guy/girl. Players must play the field every other inning at a minimum.

Each team keeps their own score in the score book provided by the leaguer.

Only protest for blatant rule infractions can be filed with the commissioner in writing within 48 hours explaining the details after the end of the game. Commissioner will investigate and rule on protest. Teams must except the Umpire ruling made and tell the Umpire that they will finish the game under protest.

BASE COACHES

Base coaches are allowed on first and third base.

Base coaches may not make contact with any players while the ball is in play.

REGULATION GAME

Games end after seven (7) full innings or 55 minutes. One extra inning is played if score is tied and time remains. A game can end in a tie if tie.

A team failing to field at the minimum amount of players within five minutes after scheduled game time will forfeit.

Any team playing non-registered or improperly registered players will forfeit their game.

PITCHING / CATCHING

A pitch must roll on the ground when passing over the plate.

Strike zone is 1 foot inside and outside of home plate. Bouncing balls are balls. Umpire determines if strike or not.

No player may field in front of the designated ‘bunt-line’ located between 1st and 3rd base.

The catcher must field directly behind the kicker and may not cross home plate nor be positioned forward of the kicker before the ball is kicked. Failure to abide by this rule results in a ball.

A pitch outside the strike zone is a ball.

Balls must be pitched by hand.

KICKING

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

All kicks must be behind home plate. The kicker may step on home plate to kick.

If a kicker steps beyond home plate to kick the ball, they will be given a strike. If this is their 3rd strike, or they no longer have “one to waste”, they will be out.

If a kicker makes contact with the ball after their initial kick, and is in fair territory, they will be called OUT.

RUNNING

Runners must stay within the base line.

Runners must use the right side bag at first base. The fielder must use the inside base when covering to make a play.

Running into a fielder is not permitted. No contact is allowed…the runner is out if the runner initiates contact or runner is safe if fielder initiates contact.

Fielders must stay out of the base line. Runners hindered by any fielder within the base line, not making an active play for the ball, shall be safe at the base to which they were running.

No leading off or stealing. Runner can only advance after the ball is kicked. A runner off a base when the ball is kicked is out.

Runners may Tag-Up after a kicked ball is caught by the defense to advance to the next base. The runner may tag-up once the fielder makes contact with the ball, and does not have to wait until full control of the ball is established.

Runners may overrun first base.

One base on an overthrow into foul territory. This rule is a restriction on the runner – not an automatic right for the runner to advance.

Running past another runner is not allowed. Any runner passed by another runner is out.

Commit Line: A commit line exists approximately halfway between third base and home plate. The boundary will be marked by a line in the sand or a colored cone or disc on the ground. As a runner approaches home plate, if he or she crosses the commit line, then he or she cannot return to third base.

Force Play at Home: The play at home is always a force play regardless of the position of other runners. The fielding team must tag home plate before the runner crosses the Scoring Line.

Scoring Line: A scoring line is an extension of first base line that goes past home plate,  and exists for all runners attempting to score to run through the line, to avoid any potential collisions. To score, any part of the runner must extend past the line before the ball is caught at home plate.

STRIKES

Three (2) strikes is an out.

A strike is:

A pitch within the strike zone that is not kicked;

An attempted kick missed by the kicker inside or outside of the strike zone. If this takes place with 2 strikes already, the batter is out

A foul ball is a strike

A ball that is kicked before crossing the plate. The play is immediately ruled dead and the batter will be given a strike

A ball that is kicked and makes contact with the batter in foul territory is a dead ball and the batter will be given a strike. If there are no strikes to waste, the batter is out.

BALLS

A pitch outside of the strike zone as judged by the Umpire where a kick is not attempted

An illegal bouncing pitch

Any fielder or pitcher advancing on home plate before the ball is kicked

Any catcher crossing home plate before the kicker or failing to field behind the kicker

Three (3) balls walk the kicker. Girls get 1st base, guys get 2nd base.

Any pitch ruled “too fast”, at the discretion of the umpire.

FOUL BALL

A foul counts as a strike

Three (3) fouls is an out. (1 foul after having two strikes is an out)

A foul is:

A kick landing in foul territory;

A kick that goes foul prior to passing 3rd or 1st base & not touched by a player.

OUTS

Three (3) outs by a team complete the team’s half of the inning.

Three (2) strikes, three (3) fouls, or fouling with 2 strikes

Runner touched by the ball while not on base & the ball is in play;

A fielder can throw a ball at a runner below the shoulders. Runners hit in the neck or head with the ball will not be out unless they were ducking to dodge the ball.

A kicked ball (fair or foul) that is caught in the air

A ball thrown to fielder touching base beats the runner who is forced to run;

A runner off of his/her base when the ball is kicked;

A runner physically assisted by a base coach during play

A kicker making contact with the ball after making contact with the ball on their initial kick attempt.

INFIELD FLY WILL NOT BE ENFORCED
The infield fly rule is not in effect.

PLAY ENDS

When the any player in the field has the ball in control and in the pitchers circle.

A runner intentionally touches or stops the ball (the runner is out)

Interference is when any non-fielder, runner, or non-permanent object touches the ball. Any time there is interference, play automatically ends and runners proceed to the base to which they were headed.

SPECIAL FOR BELLE ISLE LEAGUES

If a ball goes into the parking lot, the rule is that the play is DEAD, and that it is the umpire’s discretion to determine where that player should go.


PLAYOFFS

In the playoffs, games can not end in a tie. If a game goes to extra innings, or has reached the time limit, the start to the next inning will begin with the last person to get out in the previous inning starting on 2nd base. From there, you play out a full 3 out inning. Continue this until there is a winning team.


LETS HAVE FUN RULE

In the name of playing the game and making sure that the players / teams have fun the coaches may make minor changes to the rules if both coaches agree and the intent of the Kickball Rules are followed. (For example: A coach may choose to allow another team to use an unregistered player, or a team does not have enough players within the five minute grace period).

The following is an abbreviated form of the rules to give a quick overview of how the game is played. If there is a conflict between this summary and the official rules, the official rules prevail.

 

Basic Rules

    • Pickleball is played either as doubles (two players per team) or singles; doubles is most common
    • The same size playing area and rules are used for both singles and doubles

The Serve

    • The server’s arm must be moving in an upward arc when the ball is struck.
    • Paddle contact with the ball must not be made above the waist level.
    • The head of the paddle must not be above the highest part of the wrist at contact.
    • A ‘drop serve’ is also permitted in which case none of the elements above apply.
    • At the time the ball is struck, the server’s feet may not touch the court or outside the imaginary extension of the sideline or centerline and at least one foot must be behind the baseline on the playing surface or the ground behind the baseline.
    • The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.
    • Only one serve attempt is allowed per server.

Serving Sequence

    • Both players on the serving doubles team have the opportunity to serve and score points until they commit a fault *(except for the first service sequence of each new game).
    • The first serve of each side-out is made from the right/even court.
    • If a point is scored, the server switches sides and the server initiates the next serve from the left/odd 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 (except for the first service sequence of the game*).
    • 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/even court and both players on that team have the opportunity to serve and score points until their team commits two faults.
    • In singles the server serves from the right/even court when his or her score is even and from the left/odd when the score is odd.

*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.

Scoring

    • Points are scored only by the serving team.    
    • Games are normally played to 11 points, win by 2.
    • Tournament games may be to 15 or 21, win by 2.
    • When the serving team’s score is even (0, 2, 4, 6, 8, 10) the player who was the first server in the game for that team will be in the right/even court when serving or receiving; when odd (1, 3, 5, 7, 9) that player will be in the left/odd court when serving or receiving.

Two-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).
    • The two-bounce rule eliminates the serve and volley advantage and extends rallies.

Non-Volley Zone

    • The non-volley zone is the court area within 7 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 or anything they are wearing or carrying 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.
    • The non-volley zone is commonly referred to as “the kitchen.”

Line Calls

    • A ball contacting any part of 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.

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.

Determining Serving Team

Any fair method can be used to determine which player or team has first choice of side, service, or receive. (Example: Write a 1 or 2 on the back of the score sheet.)

Duration of the Game

The game shall be divided up into two equal periods of 20 minutes each. There will be a

3-5 minute half time. Clock will only stop for injury or excessive delays by a leading team with under 2 minutes to play.

 

Number of Players

Each team consists of a maximum of 11 players and a minimum of 8 on the field, one of

whom must be the goalkeeper. A team must have a minimum of 4 women on the field at

all times not counting the goalkeeper who can be either male or female. No more than 6

men plus the goalkeeper is allowed. If a team cannot field the minimum number of 8, a

forfeit will be declared unless the opposing team also does not have enough players to

meet the requirements. In this event, an official game can still be played using the

number of players on the field as the team with the least amount of players.

(Example). Team 1 vs. Team 2. Team 1 has 7 players, Team 2 has 8. Game will be

played as a 7v7.

If one team must forfeit, the game will be played for fun. Game time is forfeit time.

 

Player Equipment

The goalkeeper must wear colors which distinguish him from the other players.

Each player must wear their team color assigned to them. Shin guards are REQUIRED.

 

The Start of Play

A flip of a coin decides which team will kick off. After halftime, the teams change

ends and the kickoff will be taken by the opposite team to that which started the game.

 

SLIDE TACKLING IS NOT ALLOWED

We are trying to prevent as many injuries as possible so any type of sliding in the field of play is absolutely prohibited and will yield a yellow card (possibly red card if violent)

 

Tie Game

During Regular season if a game ends in a tie a tie will be declared.

**For Tournament play a game ending in a tie will result in a 5-person Penalty Kick Shoot-Out (a minimum of 2 kickers must be female). A coin toss will determine shooting order.

 

Offside

Offside will be enforced to the best of the official’s ability.

 

Fouls and Misconduct

A direct free kick is awarded to the opposing team if a player commits any of the

following 6 offenses in a manner considered by the referee to be careless, reckless or

using excessive force: (a) kicks, (b) trips, (c) jumps at, (d) charges, (e) strikes, (f) pushes.

A direct free kick is also awarded to the opposing team if a player commits any of the

following 4 offenses: (g) holds, (h) spits, (i) deliberately handles the ball, or (j) tackles an

opponent to gain possession of the ball, making contact with the opponent before

touching the ball.

A penalty kick is awarded if any of the above 10 offenses is committed by a player inside

his own penalty area, irrespective of the position of the ball, provided it is in play.

An indirect free kick is awarded to the opposing team if a player, in the opinion of the

referee, commits any of the following offences: (a) dangerous play, (b) impedes the

progress of an opponent, or (c) prevents the goalkeeper from releasing the ball from his

hands.

An indirect kick will also be awarded if the goalkeeper: (a) takes more than four steps

while controlling the ball with his hands, before releasing it, (b) touches the ball again

with his hands after it has been released from his possession and has not touched any

player, (c) touches the ball with his hands after it has been deliberately kicked to him by a

team-mate, (d) touches the ball with his hands after receiving it directly from a throw-in

taken by a teammate, or (e) wastes time.

 

Yellow Card– Warning, direct kick.

2 Yellow Cards in one game results in Red Card

1 Red Card = Ejection from game.

All Red Cards issued will result in a minimum 1 game suspension.

2 Red Cards in one season results in ejection from league, no refund

Fighting or responding to a fight in a violent manner will almost always result in ejection

from league, no refund.

An ejected player(s) is required to leave the premises immediately

– refusal to leave the premises will result in a team forfeit and / or increased length of

suspension.

“Lets Have Fun” Rule
-Try to play whenever possible. Full games, scrimmages, have fun!
-If opponent agrees, any rule can be adjusted, as long as it doesn’t impact player safety.
Commit Line: A commit line exists approximately halfway between third base and home plate. The boundary will be marked by a line in the sand or a colored cone or disc on the ground. As a runner approaches home plate, if he or she crosses the commit line, then he or she cannot return to third base.

Force Play at Home: The play at home is always a force play regardless of the position of other runners. The fielding team must tag home plate before the runner crosses the Scoring Line.

Scoring Line: A scoring line is an extension of first base line that goes past home plate,  and exists for all runners attempting to score to run through the line, to avoid any potential collisions. To score, any part of the runner must extend past the line before the ball is caught at home plate.
Players and Positions
-10 players in the field, 5 men and 5 women. 2 outfielders. and 3 infielders are women.
-You can always have more women than men.
-Batting Order is Man/Woman, even with uneven players.
-Men get 2nd base on a walk
-If there are 2 outs and a man walks, women have option to take walk or bat
*NO METAL CLEATS ALLOWED- Must be removed immediately
BATS
All bats must meet ASA Standards. Bats must bear the ASA/USA Certification mark and must be listed on an ASA/USA APPROVED list. https://www.teamusa.org/USA-Softball/Certified-Equipment/Equipment-Bats
GAME TIMES, LENGTH & WEATHER
For the first game each evening. Teams will have a 10 minute grace period . The amount of time used to get a legal team will be cut from your game time.)
  1.  Games run for 60 minutes. with no new inning starting after 55 minutes.
  2. MERCY RULE: When a team is up 15 runs, and the losing team completes at least five innings at bat.
  3. LINEUPS AND SUBSTITUTIONS
    1. Teams will be allowed one (1) Courtesy runner per inning. Last batted out (same gender).
    2. Each team is allowed to hit 2 home runs over the fence per game.
  4. PITCHING RULES AND STRIKE ZONE
    1. Pitchers must have one foot in contact with the pitching rubber when starting the forward motion to deliver the ball.
    2. A pitch is considered a strike that is delivered between 6-10ft from the ground AND contacts any part of the strike mat OR ANY PART OF HOME PLATE.
    3. Batters will have a 3 Ball 2 Strike count. Batter will start with a 1 Ball and 1 Strike count. A batter will be allowed to hit one (1) foul ball when they have a 2 Strike Count.

      BALLS HIT UP THE MIDDLE

      1.    Any ball hit up the middle, the width of the pitcher’s mound, from the ground to the height of the pitcher, is a dead ball OUT. Runner’s do not advance. This includes ground balls.



ASA Adult Co-Ed Softball Rules

  1. Players and Positions

    A team is expected to field ten players for each game. Teams must have at least half of the players in the field be females. The batting order is required to alternate between male and female hitters. When in the field, there must be at least two females playing outfield positions and three females slotted for the infield.

    Co-ed Game-play

    1. All players MUST wear shoes. Soles may either be smooth or have soft or hard rubber cleats. Shoes having metal cleats are NOT allowed.Some teams like to intentionally walk certain batters as part of their strategy, but this could backfire in co-ed play. If a team walks a male batter, then the batter automatically goes all the way to second base rather than first as in regular softball leagues. Also, if there are two outs, the following female batter has the option of walking or hitting. This rule was instituted to even up play and prevent a team from only pitching to female players.

      RULES, REGULATIONS & PROCEDURES

      PLAYING RULES

      Equipment

    1. Only official softball bats may be used. All bats must meet ASA Standards. Bats must bear the ASA Certification mark and must be listed on an ASA APPROVED list. Please see ASA website for further information:www.asasoftball.com.
    1. 2. Softballs for this program will be the 12-inch and be provided by ComePlayDetroit. (NOTE: All balls will meet ASA standards.)
      1. Double First Base will be use in all games

    GAME TIMES, LENGTH & WEATHER

    1.  For the first game each evening. Teams will have a 10 minute grace period . The amount of time used to get a legal team will be cut from your game time.)
    2.  Games run for 60 minutes. with no new inning starting after 55 minutes.
    3. MERCY RULEWhen a team is up 15 runs, and the losing team completes at least five innings at bat.
    4. Any game cancelled before the losing team has completed five times at bat will be replayed in their entirety. Unless the game is called because of the time limit or not having enough players.
    5. Any game cancelled after the losing team has completed five times at bat will be considered a complete game.
    6.  Weather, Natural and Manmade disasters and state of emergency
    7. When games are postponed due to inclement weather conditions, you may call (313) 451-4273 after 5:00 pm. We will always send out an email blast as soon as games are canceled. DO NOT CALL THE PARKS AND RECREATION DEPARTMENT. If games are not postponed by 5:00 pm on weekdays, or 9am on weekends, teams and umpires are required to report to the fields. Umpires and the supervisor will then make decisions based on weather and playing conditions.
    8. It may become necessary to cancel or postpone softball games if there should be an occurrence of a disaster either manmade or natural with or without prior notification.

      GROUND RULES

      • Teams cannot take infield and batting practice on the field. Warm ups should be done in the outfield prior to the games.
      • On enclosed diamonds, the ball will be considered in play as long as it stays inside the fenced area.
      • On open diamonds, the ball will be considered in play as long as it stays inside a determined line from the side fence parallel with the baseline.

      LINEUPS AND SUBSTITUTIONS

      • Teams must notify the umpire and apposing team how many batters will be in the lineup to start the game. Teams must have eight (8) eligible players in the team area in order to start the game. When a ninth and/or tenth player arrives they will be placed in the last batting spot in the order. If additional players arrive prior to the first batter entering the batters box for their second time at bat the additional players may be added if the umpire is notified. Teams may bat as many players as they wish. If a team has elected to bat all players present at the start of the game they will be permitted to add any player arriving after the start of the game to the bottom of the lineup. The manager must let the umpire and opposing team know when you add anyone to the lineup. If a team does not bat all players present at the start of the game any player arriving after the game is started must be used as a substitute. (NOTE: Failure to notify will result in a batting out of order penalty if noticed by the opposing team.)
      • If a team has a lineup of more than nine (9) players and for any reason loses a player(s) during the course of the game, and a legal substitute is not available, that team will be allowed to continue playing. When that batting spot comes up the remainder of the game an automatic OUT will be called. If a runner is on base and must leave the game, and a legal substitute is not available, an OUT will be called.
      • Teams that are not batting all their players may substitute players into the lineup. A starting player may be substituted and re-entered back into the game, provided the player occupies the same batting position in the lineup. A substitute player (a player not in the starting lineup) on a team may enter, leave, and re-enter, provided the player occupies the same batting position upon re-entering the game. (NOTE: It is conceivable that more than one substitute could be used in the same batting position.)
      • Teams that do not have the minimum number of players to take the field at game time WILL lose the game by forfeit.  Teams will be allowed one (1) forfeits during the season. If at any time during the season a team forfeits a second game, that team WILL be dropped from the league. If a team is dropped from the league, all remaining games will be awarded to their opponents.
      • The shorthanded rule does NOT apply when a team drops below eight (8) players in the lineup and does not have a legal substitute to enter the game. The game will be concluded and the opposing team will be given a win.
      • Teams will be allowed one (1) Courtesy runner per inning. The Courtesy runner must be the last recorded out and must enter prior to the first pitch to the succeeding batter. The Courtesy runner is officially in the game when the umpire had declared play ball. An ineligible courtesy runner is an appeal situation that must be made before the next legal or illegal pitch. Penalty: The runner is removed from the base and an out is called.*In Co-ed, the courtesy runner is the last recorded out of the same gender.
      • Each team is allowed to hit 2 home runs over the fence per game. Any home run hit after a team has already hit 2 will result in a dead ball, and the batter is out.

      PITCHING RULES

      • Pitchers must have one foot in contact with the pitching rubber when starting the forward motion to deliver the ball.
      • Batters will have a 3 Ball 2 Strike count. Batter will start with a 1 Ball and 1 Strike count. A batter will be allowed to hit one (1) foul ball when they have a 2
        Strike Count.
      • Pitches must peak in arc between 6ft-10ft. In leagues with mats, the ball must also touch the mat in order to be called a strike, unless the batter swings.

      MISCELLANEOUS

      • Drinking or the possession of ALCOHOLIC BEVERAGES by a player, coach, manager or spectator is not allowed at any properties administered by or adjacent to ComePlayDetroit property. This covers all park property. Any player or spectator found in possession of alcoholic beverages will be asked to leave the park.
      • COLLISIONS: Umpires have been instructed to watch for collisions, particularly at home plate and second base. Base runners must make every effort to avoid collisions with fielders. Anyone intentionally colliding with a fielder may result in ejection.
      • Any agreement made between team managers and umpires because the playing conditions or rules have been altered MUST be indicated on the game scoresheet in writing and signed by all parties.
      • ComePlayDetroit will not provide scorekeepers. The home team will be the official scorebook. However, each team should keep track of the score and check with the umpires every inning.
      • ComePlayDetroit reserves the right to make any decision that is for the best interest and safety of the program.

      PROTESTS

      1. Protest on player eligibility will be handled at the field. Please carry your identification with you at all times. This will alleviate any problems regarding player eligibility.

      RESCHEDULED GAMES

      1. Any postponed games that are required to be rescheduled, will be after league play is completed or when field space is available. Every attempt will be made to schedule make-up games on the normal league playing night. If more than one cancellation occurs, teams should be prepared to play on any night or on the weekend. (Teams should be prepared to play a third game in the same night if needed.)

      Standings- Ties

      1. The team with the best record in each league will be considered regular season champions. For tie-breakers
        1. Head to Head records among teams tied
        2. Least runs allowed for the season
        3. Record vs best team in the league, if tied, then next best team, and so on until there is a winner
        4. Coin flip

      PLAYOFFS:

      In the playoffs, games can not end in a tie. If a game goes to extra innings, or has reached the time limit, the start to the next inning will begin with the last person to get out in the previous inning starting on 2nd base. From there, you play out a full 3 out inning. Continue this until there is a winning team.

      PLAYER EJECTIONS:

      It will be the responsibility for the ejected player’s team to remove the player as directed by the umpire in the time requested. Failure to do so will result in the game being terminated and a forfeit issued to the offending team.

      PLAYER CONDUCT:

      Over the years the language that some players have used has become more and more vulgar and inappropriate for the setting that we conduct this program. Please advise your players that this type of behavior will no longer be tolerated by ComePlayDetroit. Outbursts using vulgar language, will subject that player to ejection.

      SPECIAL FOR BELLE ISLE LEAGUES

      If a ball goes into the parking lot, the rule is that the play is DEAD, and that it is the umpire’s discretion to determine where that player should go.

      LETS HAVE FUN RULE

      In the name of playing the game and making sure that the players / teams have fun the coaches may make minor changes to the rules if both coaches agree and the intent of the Softball Rules are followed. (For example: A coach may choose to allow another team to use an unregistered player, or a team does not have enough players within the five minute grace period)

RULES, REGULATIONS & PROCEDURES

PLAYING RULES

Equipment

1. All players MUST wear shoes. Soles may either be smooth or have soft or hard rubber cleats. Shoes having metal cleats are NOT allowed.

2. Ball caps, helmets, visors cloth headbands (Not plastic visors, plastic helmets or handkerchiefs/bandanas tied around the head) are the ONLY headwear items allowed. Batters, base runners and catchers may wear helmets. Headwear is optional, but is worn must be worn properly.

3. Casts, any exposed jewelry will NOT be allowed on the playing field. Also any other item deemed dangerous by the umpire may NOT be worn during the game. If said item is unable to be removed, It Must be taped to the body before the player is allowed to play. If a player refuses to remove or tape said item, that player will be removed form the game(NOTE: medical alert bracelets and necklaces are not considered jewelry but, if worn, must be taped.)

4. Only official softball bats may be used. All bats must meet ASA Standards. Bats must bear the ASA 2004 Certification mark and must be listed on an ASA APPROVED list. Please see ASA website for further information: www.asasoftball.com.

5. Only ASA approved batting warm-up devices may be used. (Note: Bat donuts will not be allowed.)

6. Softballs for this program will be the 12-inch and be provided by ComePlayDetroit. (NOTE: All balls will meet ASA standards.)

7. Double First Base will be use in all games

GAME TIMES, LENGTH & WEATHER

1. Games run for 65 minutes. with no new inning starting after 60 minutes.

2. For the first game each day teams will have a 10 minute grace period . The amount of time used to get a legal team will be cut from your game time.)

3. MERCY RULE: 15 run ahead run will be in effect upon the losing team completing five innings at bat. 

4. TIE GAMES: If a game is tied after seven innings or less and the time limit permits, the teams will play one extra inning.

5. Any game cancelled before the losing team has completed five times at bat will be replayed in their entirety. Unless the game is called because of the time limit or not having enough players.

6. Any game cancelled after the losing team has completed five times at bat will be considered a complete game.

7. Weather, Natural and Manmade disasters and state of emergency

A. When games are postponed due to inclement weather conditions, you may call our weather hotline at (313) 757-0737. Become a friend on Facebook of ComePlayDetroit to get up dates on playing conditions for your games. If games are not postponed by 5:00 pm on weekdays, or 8am on weekends, teams and umpires are required to report to the fields. Umpires and the supervisor will then make decisions based on weather and playing conditions.

B. Games will be played during a thunderstorm or tornado watch, games will be postponed immediately if there is a thunderstorm or tornado WARNING.

C. It may become necessary to cancel or postpone softball games if there should be an occurrence of a disaster either manmade or natural with or without prior notification.

D. All games will be suspended if thunder is heard or lightning is seen. Games in progress will be delayed for a minimum of 30 minutes after the last thunder is heard or lightning is seen. At this time the umpire and field supervisor will leave the field as well as instruct all participants and spectators to do the same. It may become necessary at this time to cancel the suspended games. This will be in the best judgment of the field supervisor the umpire and the Recreation Coordinator.

8. Umpires will check all bats to be used prior to the game to assure that they are on the ASA Approved list.

GROUND RULES

1. Teams cannot take infield and batting practice on the field. Warm ups should be done in the outfield prior to the games.

2. On enclosed diamonds, the ball will be considered in play as long as it stays inside the fenced area.

3. On open diamonds, the ball will be considered in play as long as it stays inside a determined line from the side fence parallel with the baseline.

LINEUPS AND SUBSTITUTIONS

1. Teams must notify the umpire and apposing team how many batters will be in the lineup to start the game. Teams must have nine (9) eligible players in the team area in order to start the game. When a tenth player arrives he will be placed in the 10 batting spot in the order. If additional players arrive prior to the first batter entering the batters box for their second time at bat the additional players may be added if the umpire is notified. Teams may bat as many players as they wish. If a team has elected to bat all players present at the start of the game they well be permitted to add any player arriving after the start of the game to the bottom of the lineup. The manager must let the umpire and opposing team know when you add anyone to the lineup. If a team does not bat all players present at the start of the game any player arriving after the game is started must be used as a substitute. (NOTE: Failure to notify will result in a batting out of order penalty if noticed by the opposing team.)

2. If a team has a lineup of more than nine (9) players and for any reason loses a player(s) during the course of the game, and a legal substitute is not available, that team will be allowed to continue playing. When that batting spot comes up the remainder of the game an automatic OUT will be called. If a runner is on base and must leave the game, and a legal substitute is not available, an OUT will be called.

3. Teams that are not batting all their players may substitute players into the lineup. A starting player may be substituted and re-entered back into the game, provided the player occupies the same batting position in the lineup. A substitute player (a player not in the starting lineup) on a team may enter, leave, and re-enter, provided the player occupies the same batting position upon re-entering the game. (NOTE: It is conceivable that more than one substitute could be used in the same batting position.)

4. Teams that do not have the minimum number of players to take the field at game time WILL lose the game by forfeit. Any team that is issued a forfeit WILL lose $35.00 from their forfeit fee. Teams will be allowed one (1) forfeits during the season. If at any time during the season a team forfeits a second game, that team WILL be dropped from the league. If a team is dropped from the league, all remaining games will be awarded to their opponents.

5. The shorthanded rule does NOT apply when a team drops below nine (9) players in the lineup and does not have a legal substitute to enter the game. The game will be concluded and the opposing team will be given a win.

6. Teams will be allowed one (1) Courtesy runner per inning. The Courtesy runner must be the last recorded out and must enter prior to the first pitch to the succeeding batter. The Courtesy runner is officially in the game when the umpire had declared play ball. An ineligible courtesy runner is an appeal situation that must be made before the next legal or illegal pitch. Penalty: The runner is removed from the base and an out is called.

7. Each team is allowed to hit 5 home runs over the fence per game. Any home run hit after a team has already hit 5 will result in a dead ball, and the batter is out.

PITCHING RULES

1. Pitchers will have one (1) minute to deliver their warm-up pitches.

2. Pitchers will have five (5) warm-up pitches the first inning and one (1) warm-up pitch for all remaining innings, time permitting

3. All new pitchers will have five (5) warm-up pitches when they enter the game, time permitting.

4. Pitchers must have one foot in contact with the pitching rubber when starting the forward motion to deliver the ball…

5. Batters will have a 3 Ball 2 Strike count. Batter will start with a 1 Ball and 1 Strike count. A batter will be allowed to hit one (1) foul ball when they have a 2
Strike Count.

6. STRIKE will follow the definition in the Official ASA Rules.

MISCELLANEOUS

1. Drinking or the possession of ALCOHOLIC BEVERAGES by a player, coach, manager or spectator is not allowed at any properties administered by or adjacent to ComePlayDetroit leagues or events. This covers all park property. Any player or spectator found in possession of alcoholic beverages will be asked to leave the park, if the individual is a registered player with a ComePlayDetroit team said player will no longer be eligible to play in or participate in any ComePlayDetroit softball leagues the remainder of the season. Said player(s) will have to immediately leave the park. The player’s team will not be allowed to replace that player on the roster, even if that roster falls below the minimum.

2. COLLISIONS: Umpires have been instructed to watch for collisions, particularly at home plate and second base. Base runners must make every effort to avoid collisions with fielders. Anyone intentionally colliding with a fielder may result in ejection.

Any player ejected from the game will receive a one-game suspension. During the one game suspension, the player is not allowed at the facility. A player that receives two ejections from the league is subject to being removed from the league permanently.

3. Any agreement made between team managers and umpires because the playing conditions or rules have been altered MUST be indicated on the game scoresheet in writing and signed by all parties.

4. ComePlayDetroit will not provide scorekeepers. The home team will be the official scorebook. However, each team should keep track of the score and check with the umpires every inning.

5. ComePlayDetroit reserves the right to make any decision that is for the best interest and safety of the program.

PROTESTS

1. A manager or coach wishing to make a formal protest on a RULE INTERPRETATION should use the following procedure:

2. Notify the home plate umpire you are protesting the game before the next pitch, play or before the infielders have left fair territory after the 3rd out.

3. Follow Rule 9 Section 6. (In the official 2010 Official Rules of Softball published by the Amateur Softball Association of America (ASA).

4. All protest MUST be in writing and turned into the ComePlayDetroit office by 5:00 pm the next working day. All protests must be accompanied by a $25.00 fee, which is paid to ComePlayDetroit .

5. If the department supports a protest the $25.00 fee will be returned to the team and the appropriate action will be taken. If the protest is disallowed, ComePlayDetroit will deposit the fee.

6. Protest on player eligibility will be handled at the field. Please carry your identification with you at all times. This will alleviate any problems regarding player eligibility.

RESCHEDULED GAMES

1. Any postponed games that are required to be rescheduled, will be after league play is completed or when field space is available. Every attempt will be made to schedule make-up games on the normal league playing night. If more than one cancellation occurs, teams should be prepared to play on any night or on the weekend. (Teams should be prepared to play a third game in the same night if needed.)

2. The team manager will be emailed a make-up letter within one (1) WEEK OF THE POSTPONED GAME. This if the team manager has not received notification of a make-up game within one (1) week, it is their responsibility to contact ComePlayDetroit directly.

LEAGUE CHAMPIONS

1. The team with the best record (most points) in each league will be considered league champions. Three (3) points for a win, One (1) point for a tie and Zero (0) points for a loss. If two or more teams tie for first place in the regular season, they will have a single elimination playoff game to determine the league champion. If more than two teams are tied, seeding for the playoff will be as follows:

2. Head to Head records among teams tied

3. Least runs allowed among teams tied

4. Most runs scored among teams tied

5. Least runs allowed for the season

6. Most runs scored for the season

7. Coin flip

8. If there is a tie for second place, the following criteria will be used to determine second place:

  1. Record in the playoff (If teams played each other or more than 3 teams tied.)
  2. Head to Head record among teams tied
  3. Least runs allowed among teams tied
  4. Most runs scored among teams tied
  5. Least runs allowed for the season
  6. Most runs scored for the season
  7. Coin flip

9. League champions will receive a sponsor trophy and medals. Second place will receive a sponsor trophy.

10. Body fluid exposure and the effort put forth by the team to handle the body fluid exposure. Umpires will not resort to a substitution situation unless it is absolutely necessary.

11. The Player CANNOT return to the game until, in the umpire’s judgment, the body fluid flow is stopped or sufficiently protected.

12. If a garment is soiled with a body fluid, the player CAN NOT return to the game unless a clean (unsoiled with a body fluid) garment is used.

PLAYOFFS

In the playoffs, games can not end in a tie. If a game goes to extra innings, or has reached the time limit, the start to the next inning will begin with the last person to get out in the previous inning starting on 2nd base. From there, you play out a full 3 out inning. Continue this until there is a winning team.

PLAYER EJECTIONS

It will be the responsibility for the ejected player’s team to remove the player as directed by the umpire in the time requested. Failure to do so will result in the game being terminated and a forfeit issued to the offending team.

PLAYER CONDUCT

Over the years the language that some players have used has become more and more vulgar and inappropriate for the setting that we conduct this program. Please advise your players that this type of behavior will no longer be tolerated by ComePlayDetroit. Outbursts using vulgar language (The Four Letter Words, etc.) will subject that player to ejection.

BAT TESTING PROCEDURE

The following procedure will be used for retesting bats during the season.

  1. A bat can be questions by any of the following: Umpire working the game; Umpire in Chief; Softball Supervisor; Softball Coordinator; Opposing Team.
  2. Any bat that is questioned will be removed from the game at that point by the umpire.
  3. If marked bat is discovered in a game the remainder of the season… The bat will be confiscated and the player caught using this bat may be removed from ComePlayDetroit.

Forfeits

Any team with 2 or more forfeits may be removed from the league. Per our FAQ, no refunds are offered.

THE GAME

Players may play on one team in each league.  A team competes with 6 players, however, minimum number of players is 3.  All players must be signed up before the game begins.

Rock/paper/scissors determines which team receives the choice of either the serve or the court.

The best of three games will win matches. The first two games will be won by the team that first scores 25 points with a minimum two-point advantage (no scoring cap). In the third game, it will be won by the first team that scores 15 points. Point will be scored on each rally. If the receiving team wins the rally, they score a point and gain the serve.

Rest periods between games of a match shall be no longer than 2 minutes.

Each team is permitted 2, 30-second team time-outs per game.  Time-outs may be requested to an official only when the ball is dead and are not in effect until the official recognizes the time-out with a whistle or hand signal and vocal command.

Players are asked to wear tennis shoes for their own protection.  We will not permit anyone to play with hard-soled shoes or sandals.  Participants with casts (especially hand or wrist) will not be allowed to participate.

THE SERVE

Upon earning the serve, players must rotate positions each time there is a new player serving for their team.

The server has 5 seconds to begin the serve from the time the official signals the serve with a whistle.

The service zone includes the full width of the 9-meter area behind the end lines.  The server may move freely within the service zone.  At the moment of the service hit or takeoff for a jump service, the server must be completely in the service zone and not touching the court (end line included) or the playing service outside the zone.  After the service, the player may skip or land outside the zone including the court.

If the server tosses the ball and does not serve it he does NOT need to let it bounce before he re-tosses it.

Net Service Is In Play. A served ball that hits the net does not result in the service team losing its serve.  The net serve is considered in-play, unless 1) it does not continue over the net or 2) lands outside the opposing team’s court-side untouched by the opposing team. 

SPIKING & BLOCKING

The receiving team is not allowed to block or spike a served ball.

A spiker must contact the ball on his/her own side of the net, but may in the course of the follow through reach over (but not touch) the net.

Back line players while inside the attack zone (10 feet from the net) may not play the ball directly into the opposite court if contact is made when any part of the ball is above the top of the net.

The team that has affected the block shall have the right to three more contacts, with the blocker having the right to make the first of the three allowable hits.

NET PLAY

A ball hit into the net, may still be kept in play (up to 3 hits) provided that a player does not make contact with the net.

Players may not touch the net.  If 2 opposing players touch the net simultaneously, the ball is declared dead and is replayed.

GROUND RULES

A ball hitting the ceiling, lights, rafters, etc. is playable (up to three hits) when it remains in the court-side of the team in play of the ball. A ball that makes contact with the same objects and proceeds to the opposing team’s side of the court is rendered a “side-out”.

LEGAL PLAY

The ball must be returned over the net in 3 hits or less.

It is legal to contact the ball with any part of the body as long as the ball rebounds immediately.  It may not “lay” against the body or forcefully kicked.  If a player touches the ball or the ball touches a player, it is considered as a play on the ball.  Except in the following case: A ball touching the body more than once in succession is legal when played off a hard-driven spiked ball, or blocked and played again by the blocker.

If 2 players on the same team contact the ball simultaneously, it counts as one contact, and any player may play the ball.

One may play the ball twice during a volley, but not twice in succession, unless played directly off a block.

When a ball touches a boundary line, it is considered in play.

ILLEGAL PLAY

Players are not permitted to scoop, hold, and lift or push the ball.  The ball may never be contacted with an open-hand underhanded motion.

 In addition, during the first hit of the team, except when serving, the ball may contact various parts of the body consecutively, provided the contacts occur during one action.

An official may (at their own discretion) penalize a team one point or loss of serve for intentionally delaying the game.

SUBSTITUTIONS

Each team may choose to rotate extra players into the server’s position on a continuous basis. In all substitutions participants must inform the official on the net and wait for the official to initiate the substitution.

All substitutions must be made within a 15-second time limit.  If changing time exceeds 15 seconds, a team time-out will be charged.  If a team has none of its 2 allotted team time-outs remaining, point or side-out will be awarded to the other team.  An injury substitution is not considered as one of the 2 allowable time outs.

If a player arrives after the first game of the match has started, and her/his name is on the roster, that player will be allowed to play in the game as a substitute if the team uses regular substitutions.

UNSPORTSMANLIKE CONDUCT

Under no circumstances should officials be threatened or physically or verbally abused.  Anyone physically or verbally abusing an official will immediately and automatically be suspended.  The suspension will remain in effect throughout the time necessary to clarify and verify the facts surrounding the action.  Permanent suspension may follow.

Teams and players have a further responsibility in acting to prevent their fans from abusing the officials and to help the officials control their spectators so that the game is not disrupted.  In instances where officials are threatened or physically abused by spectators, those teams that are identified with the spectators will be suspended indefinitely.

Any player ejected from a game for any reason will automatically be suspended from his team’s next game or until a review of the incident can be made.  Indefinite suspension may follow.

PROTESTS

To be valid, a protest must be registered verbally with an official, and the supervisor must be advised at the time the incident occurs.  The game will then continue under protest.  Written support of protest must be presented to the sport administrator before NOON the following day.  If this procedure is not followed, the protest will be dropped and the incident closed.  Only rule misinterpretations may be protested.

INJURIES

Participants are responsible for any and all injuries sustained while participating in the Intramural program.  Please leave all jewelry at home.  Report all injuries to the supervisor.

CO-REC MODIFICATIONS

A team consists of 6 players, 3 women/ 3 men or 4 women/ 2 men.  Teams may compete with 3, 4, or 5 players in the following male/female ratios: 2 women/ 1 man, 1 woman/ 2 men,  2 women/ 2 men;  3 women/ 2 men.

The serving order must alternate men and women.  (Exception, 2/1 and 3/2 player ratio)

Four-person: 4 players on the court per team, no more than 8 on the roster

TO WIN A MATCH

Matches consist of best 2 out of 3 games. A team wins a match by winning two games, respectively. All 3 games are always played. TO WIN A GAME First two games are played up to 25 points, win by two. The third game is up to 15.

TO WIN A RALLY

Whenever a team fails to serve or return the ball, or commits any other fault, the opposing team wins the rally. If the serving team wins a rally, it scores a point and continues to serve. If the receiving team wins a rally, it also wins a point, and gains the right to serve.

DEFAULT AND INCOMPLETE TEAM

A team declared incomplete for the game or match loses the game or match. he opposing team is given the points, or points. With permission from the other team, you may have only 1 girl on the court. A player can break the plane on a spike and a block, as long as you do not interfere with the opponent’s attempt of a returning shot. The ball may touch any part of the body, as long as the team stays within the maximum of three hits for returning the ball. Each team is allowed one (one-minute) time-out per game. No carryovers. Contact with the net is a fault, even when a player’s momentum causes them to contact the net. A player may go completely under the net as long as they neither touch the net or interfere with the play. A player touches the ball or an opponent in the opponent’s space before or during the opponents hit.

LETS HAVE FUN RULE

In the name of playing the game and making sure that the players / teams have fun the coaches may make minor changes to the rules if both coaches agree and the intent of the Coed Sand Volleyball Rules are followed. (For example: A coach may choose to allow another team to use an unregistered player, or a team does not have enough players within the five minute grace period).

Before you start

  1. Duration of each match is 45 minutes.
  2. For every 5 minutes a team is late, their opponent is awarded 5 points.
  3. Minimum of 3 players are needed for a team to play.
  4. At least one girl needs to be on the court at all times.
  5. A game of rock, paper, scissors will determine first serve or choice of court side. Teams will alternate side and serve based on this outcome before 45 minutes of play starts.
  6. Out of bounds is when a ball, while crossing the net, hits the ceiling, back wall of opponent’s side or two walls consecutively on service, volley or block.
  7. Ceiling and back wall on own side is in bounds if own player touches it.

Scoring

  1. Game ends at 15 points, straight up. No win by 2 points.
  2. Winner is determined by which team wins more games at the end of 45 minutes after scheduled game time.
  3. Rally scoring – a point is played at the end of every play.
  4. Tiebreaker: In the event that teams are tied with 5 minutes of game time remaining, teams will play a game to 11 points to determine a winner.

Serving

  1. Service area is 3 feet from each end of the court.
  2. If sever catches the ball on service toss, the server can replay the serve.
  3. Service order must be kept prior to serving.
  4. Opponent cannot block or attack the serve.

Game Play

  1. Touching the net is not allowed.
  2. Blocking is allowed. The opponent cannot block the set or serve.
  3. If two opposing players touch the net simultaneously the point is replayed.
  4. A ball on the vertical plane above the net is open to both sides.
  5. A double hit is only allowed on a block or the return of a hard driven hit.
  6. If a ball is touched on a block, the team still has 3 hits and the blocker can make the any of these hits.
  7. Contacting two or more walls is allowed only by the team in possession of the ball on their own side, provided a player on that team touches the ball first. The ball must also be touched by another player before going over on multiple wall hit.
  8. Holding, pushing, scooping, lifting or carrying the ball is not allowed, it must be a clean hit.
  9. No climbing or using the walls or players assisting each other to gain height at the net.
  10. A ball can hit the back wall and over the net directly (when being played by your side), but if two walls are touched, another player must touch it before going over the net.
  11. An open hand dink (tipping) of the ball is illegal, it must be a clean hit, closed fist, knuckle, or soft spike.
  12. A ball can not contact below the waist.
  13. Substitutions can be made when the ball is not in play.
  14. Teams switch sides after each game to 15 points.
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