Rules

[av_section min_height=’custom’ min_height_pc=’25’ min_height_px=’300px’ padding=’large’ custom_margin=’0px’ custom_margin_sync=’true’ color=’main_color’ background=’bg_color’ custom_bg=” background_gradient_color1=” background_gradient_color2=” background_gradient_direction=’vertical’ src=’http://carrob37.dreamhosters.com/wp-content/uploads/IMG_3630.01.jpg’ attachment=’857′ attachment_size=’full’ attach=’fixed’ position=’bottom center’ repeat=’stretch’ video=” video_ratio=’16:9′ overlay_enable=’aviaTBoverlay_enable’ overlay_opacity=’0.5′ overlay_color=’#084a79′ overlay_pattern=” overlay_custom_pattern=” shadow=’no-border-styling’ bottom_border=’no-border-styling’ bottom_border_diagonal_color=’#333333′ bottom_border_diagonal_direction=” bottom_border_style=” custom_arrow_bg=” id=” custom_class=” aria_label=” av_element_hidden_in_editor=’0′ av_uid=’av-k5n11pp5′]
[av_one_full first min_height=” vertical_alignment=” space=” row_boxshadow=” row_boxshadow_color=” row_boxshadow_width=’10’ custom_margin=” margin=’0px’ mobile_breaking=” border=” border_color=” radius=’0px’ padding=’0px’ column_boxshadow=” column_boxshadow_color=” column_boxshadow_width=’10’ background=’bg_color’ background_color=” background_gradient_color1=” background_gradient_color2=” background_gradient_direction=’vertical’ src=” background_position=’top left’ background_repeat=’no-repeat’ highlight=” highlight_size=” animation=” link=” linktarget=” link_hover=” title_attr=” alt_attr=” mobile_display=” id=” custom_class=” aria_label=” av_uid=’av-suk2b’]

[av_heading heading=’The Rules of the Game’ tag=’h1′ style=’blockquote modern-quote modern-centered’ subheading_active=” size=” av-medium-font-size-title=” av-small-font-size-title=” av-mini-font-size-title=” subheading_size=” av-medium-font-size=” av-small-font-size=” av-mini-font-size=” color=’custom-color-heading’ custom_font=’#ffffff’ margin=” margin_sync=’true’ padding=’10’ link=” linktarget=” id=” custom_class=” av_uid=’av-k5y7eg3u’ admin_preview_bg=”][/av_heading]

[/av_one_full]
[/av_section]

[av_section min_height=” min_height_pc=’25’ min_height_px=’500px’ padding=’large’ custom_margin=’0px’ custom_margin_sync=’true’ color=’main_color’ background=’bg_color’ custom_bg=” background_gradient_color1=” background_gradient_color2=” background_gradient_direction=’vertical’ src=” attachment=” attachment_size=” attach=’scroll’ position=’top left’ repeat=’no-repeat’ video=” video_ratio=’16:9′ overlay_opacity=’0.5′ overlay_color=” overlay_pattern=” overlay_custom_pattern=” shadow=’no-border-styling’ bottom_border=’border-extra-arrow-down’ bottom_border_diagonal_color=’#333333′ bottom_border_diagonal_direction=” bottom_border_style=” custom_arrow_bg=” id=” custom_class=” aria_label=” av_element_hidden_in_editor=’0′ av_uid=’av-k5n1wzbm’]

[av_one_full first min_height=’av-equal-height-column’ vertical_alignment=’av-align-middle’ space=” row_boxshadow_color=” row_boxshadow_width=’10’ margin=’0px’ margin_sync=’true’ mobile_breaking=” border=” border_color=” radius=’0px’ radius_sync=’true’ padding=’0px’ padding_sync=’true’ column_boxshadow_color=” column_boxshadow_width=’10’ background=’bg_color’ background_color=” background_gradient_color1=” background_gradient_color2=” background_gradient_direction=’vertical’ src=” attachment=” attachment_size=” background_position=’top left’ background_repeat=’no-repeat’ highlight_size=’1.1′ animation=” link=” linktarget=” link_hover=” title_attr=” alt_attr=” mobile_display=” id=” custom_class=” aria_label=” av_uid=’av-dp0ej’]

[av_tab_container initial=’1′ position=’top_tab’ boxed=’border_tabs’ alb_description=” id=” custom_class=” av_uid=’av-jkvqb’]
[av_tab title=’Kickball’ icon_select=’yes’ icon=’ue803′ font=’tcsp’ custom_id=”]
Co-ed Kickball Rules

We know this is an adult social sports league. However, no alcohol is permitted on Johnson City parks, school, and church grounds. Help us in protecting access to these facilities by waiting until to you get the sponsor bar after the game.

Behavior

Each player is required to display good sportsmanship, and respect to the Game Officials, league staff and other players at all times. Rude/aggressive/vulgar language, fighting, or other negative behavior will result in points taken away, ejection from the game, team forfeit, or by being banned from the league and/or Tri-Cities Social Sports (TCSS) all together based on the severity of the incident. Issues with play or calls by the referee can be addressed to the referee by the captains of the teams and the captains only. ‘Replays/re-serves’ can be issued at the referee’s discretion for close/unsure calls situations.

Roster

Team rosters shall include a minimum of 14 players, including at least 5 of each gender.

The maximum number of players on the field is 10, with at least 4 of each gender.

The minimum number of players on the field is 6, with no gender minimum.

All players must be registered with the League to play with the team. Unregistered substitutes are not permitted. Any team found to be playing with an unregistered player will receive a 3 run penalty and the unregistered player will be removed.

Team captains have the right to question an opposing team’s roster and verify that each player is a registered player on the roster or a registered sub. A player in question must present a photo ID. Game will continue. Verification will occur later that day. If that player in question turns out to not be a registered player, then that team will receive a forfeit regardless of the outcome of the game.

When a team has fewer than the required number of players of a specified gender available, players of one gender may not be substituted for members of another gender. For example, if a team has 10 total players available at game time, but only 3 are female, the team must play short in the field with 9 players.

Fielding teams are required to play catcher and pitcher.

No substitutes for the catcher are permitted during the inning; catchers may only be changed between innings.

Teams may use a substitute player as long as they are registered as a substitute or are a registered player on a different team in the league. No substitutes are allowed in the end-of-season tournament.

If a player begins the game, becomes injured and has to skip any phase of the inning (kicking or fielding) due to the injury, that player must sit out the remainder of the game.

Officials

Each game shall be officiated by a League-assigned referee.

Referees are responsible for:

-Keeping game time.

-Keeping score.

-Enforcing all game rules.

-Tracking all counts and outs.

The referee shall eject a player from the game if that player engages in unsportsmanlike conduct.

An ejected player must leave the field and facility immediately; failure to do so may result in removal from the league.

Team Captains are responsible for reporting final game score.

Field

Games may be played on any flat grassy area with sufficient space for an infield and outfield.

The distance between bases shall be 60 feet.

First base shall include a safety base placed to the right; overruns must be made on the safety base.  Failure to do so could result in runner being called out.

The field shall be bounded by a sideline measuring 10 feet from the foul line. No player or spectator shall reside within the sidelines except for those actively playing, the game officials, and a 1st and 3rd base coach.

Equipment

All game equipment shall be provided by the League.

Players must wear their League-Provided T-Shirts of the appropriate color for their team (exception being substitute players).  Beginning the fourth week, any team that has more than 1 player, that intends on playing in the game, that is not physically wearing their League T-Shirt will receive a 1 run penalty for each ascending player beyond that 1. This can be waived by the league on special occasion nights, such as Halloween or theme nights. League T-shirts are mandatory for end-of-season tournament.

Steel cleats are prohibited. Plastic and rubber cleats are allowed unless league notes otherwise.

Game Clock

Each game shall be completed in no more than 7 innings or 50 minutes, whichever comes first.

No new inning may begin after 40 minutes; any inning being played after 40 minutes shall be the last inning of the game.

Any inning in progress shall end immediately, and both teams shall vacate the field when:

-The clock has passed 40 minutes with the home team leading in the bottom of the inning (home team wins), or

-The clock has passed 50 minutes; the score shall revert to the score at the previous full inning, with the team leading at the end of the previous full inning declared the winner.

In the event of a tied score after the final inning, the game shall be recorded as a tie (exception is end-of-season tournament, there will be no tied games).

Game Start

Home team be determined by “rock, paper, scissors” prior to the game. The Away team will kick first, the Home team will take the field first.

Kicking

Each team may exchange kicking orders prior to the start of the game.  If the Captain of one team asks for the line-up, opposing team must give one to them.

There must be at least 4 players of each gender in the kicking order. If there are fewer than the required number of players of a particular gender, the kicking team will start with 1 out at the beginning of each inning (just 1 out regardless of how many players they are short of meeting the gender minimum).

Each team must have 2 females within the first six people in the batting order.

All players who have fielded or will field must be included in the kicking lineup, except for injured players who have been withdrawn from the game.

Pinch kickers are not allowed.

Once the game has begun, the kicking order cannot be altered. Only exception is if an injury takes place, the injured player may be removed from the line up and the rest of the lineup is to not be altered.

Bunting is permitted for males and females (rules on this in Fielding section).

For games being played on baseball fields, limit is 3 over-the-fence home runs per game. Every over-the-fence homerun after 3 will be counted as a single.

3 strikes is an out and is called when:

-The ball crosses the strike zone without being kicked.

-The kicker swings at but misses the ball.

-The ball is kicked foul.

-A player kicks the ball in front of home plate (fielding team will have the option to take the result of the play or a re-kick with a strike given).

Fouls are always counted as strikes, including on a 2 strike count, and are called when:

-The ball lands or is touched in foul territory.

-The ball lands inside the foul line but rolls outside the foul line before reaching the 1st or 3rd bases. A ball that lands past the 1st or 3rd base but rolls into foul territory shall be considered fair.

-Contacts the ball behind home plate with any part of the body above the knee.

-The kicker makes a “double-kick”, i.e. kicks or contacts the ball after the initial kick while still behind home plate.

4 balls allows the kicker to advance to first base as is called when:

-Ball fails to pass through the 1-foot strike zone around home plate.

-Ball bounces more than 1-foot above strike zone.

-If a male is walked, he shall advance to 2nd base. If a female is kicking after the male that got walked, she has the option of kicking or moving straight to first base.

The kicking team must coach first and third base. The base coaches are responsible for retrieving foul balls and may switch with other team members to remain in the proper batting order.

Pitching & Fielding

The Roller/Pitcher must release the ball BEHIND the roller’s mound and within one foot on either side of the roller’s mound (mirroring the 1 foot strike zone on either side of the plate).  At the end of the release, the pitcher CAN NOT at any time cross the roller’s mound.  Doing so will result in an illegal pitch which can be called a ball by the umpire, but it can still be kicked by the kicker.

The pitch must pass within the 1-foot strike zone around the home plate.  The ball cannot be in the air higher than 6 inches when it crosses the plate. The ball must be rolled flat and bouncing no more than 6 inches high when crossing the plate. No side arm or pitches with spin allowed. Excessive Speed or Spin pitches will lead to warnings and automatic walks. Overhanded pitching is not permitted.

While a female is kicking no defensive player, including the pitcher, may cross the invisible line between 1st and 3rd base prior to the ball being kicked.

While a male is kicking, any infielder can cross the invisible line between 1st and 3rd base as soon as the pitch is released.

Violation of encroachment of the invisible line will result in the kicking team being given the option of the result of the play or a re-kick with a ball given.

The catcher must remain 3 ft behind the kicker until the kicker makes contact with the ball. The catcher may NOT stand to the side of the kicker or so closely to the kicker as to interfere with his or her ability to kick, until contact is made with the ball.

An outfielder cannot enter the infield until the ball has been kicked.

Running

Stealing bases and leading off bases is illegal. A player who was leading the base prior to the hit shall be called out.

There is no infield fly rule.

Play shall end when the pitcher has control of the ball within 10 feet of the pitcher’s mound. Any runners more than halfway to the next base can continue and runners less than halfway must return to the previous base, up to the Referee’s discretion.

A runner is out when:

-Fielder catches a fly ball.

-Gets 3 strikes.

-Base is tagged on a forced run.

-Runner is tagged by a fielder in possession of the ball.

-Comes in contact with the ball, except when thrown by a fielder at the head (unless sliding).

-Runner is off base when the ball is kicked (including turning into the field after reach 1st base, turning toward foul territory will be safe).

If a fly ball is caught or dropped, the runner may advance. If the runner has already left the base and the fly ball was then caught, the runner must return to the base and ‘tag up’ before advancing bases.

In the event of an overthrow into foul territory in an attempt to make a play, the runner may advance only as far as the base they are running toward plus the next base. This is a restriction on the advance of the runner; runners are NOT automatically awarded the base unless ref deems ball unplayable (over the fence, in the woods, etc.).

Pinch running due to injury is permitted at 1st, 2nd and 3rd base provided the pinch runner is of the same gender. Pinch running at kick is not permitted. (1 pinch runner per gender per inning is allowed)

Any runner who punches or kicks a ball while running the bases, or attempts to punch or kick a ball from a defender, is immediately out; the play is called dead, and all runners currently on base must go back to their last touched base.

Runners cannot intentionally touch, yell at, or severely interfere with a fielder making a catch.  Referees can immediately call any runner out if they deem this rule to have been violated.

Mercy Rule

The inning shall advance when a team scores 7 runs in the inning.

The game will end with a team leading:

-15 runs after 3 innings

-12 runs after 4 innings

-10 runs after 5 innings

Extra Innings

No extra innings in regular season games. If needed, up to 2 extra innings will be played with a runner starting on 2nd and 3rd base in the end-of-season tournament.  If still tied after the second extra inning, we will have sudden death. Sudden death is where each team will select a kicker and a pitcher from their team. That kicker will get only 1 pitch from their team’s chosen pitcher (does not matter if the pitch is a ball or a strike). Just like regular gameplay, the kicker cannot kick the ball in front of home plate. If they do, this will count as a strike and their 1 and only pitch. The team with the furthest kicked ball will win.

Late Arrival Penalties & Forfeits

Teams must be ready to play and meet game start requirements within 5 minutes after the posted game time.

If a team is not ready to play at 5 minutes past the posted game time, it shall incur an immediate 2 run penalty, awarded to the opposing team.

If a team is not ready to play after 10 minutes, it shall forfeit the game, with the opposing team receiving a total of 6 runs, for a final score of 6 – 0.
[/av_tab]
[av_tab title=’Dodgeball’ icon_select=’yes’ icon=’ue804′ font=’tcsp’ custom_id=” av_uid=’av-3pt44′]
Dodgeball

We know adult sports and adult beverages go together; however, alcoholic beverages are illegal at public parks. Please don’t bring it to the field; Not only do you risk getting cited by the police, we risk losing access to fields. Please help us protect kickball, and wait until you get to the bar.

Behavior & Conduct On Or At The Fields/Courts/Sponsor Bars

Each player is required to display good sportsmanship, and respect to the Game Officials, Staff and other players at all times.
Rude, aggressive, vulgar language or behavior will result in either ejection from the game or by being banned from the league all together.
If your actions on a regular basis cause other players to be uncomfortable, or we feel your actions have a negative impact on our leagues, members or the image of Tri-Cities Social Sports,  you will be banned from the league permanently.

Team rosters shall include a minimum of 12 players, including at least 4 of each gender.

Rounds start with a maximum of 8 players per team, including at least 3 of each gender. Exception: mercy rule extra players are not bound by this rule.

If a team does not have 8 players and at least 3 players of each gender, they may start with as few as 4 players.

All players must be registered with the League to play with the team. Unregistered substitutes are not permitted. Any team found to be playing with an unregistered player will forfeit the game. See: Late Registration below.

When a team has fewer than the required number of players of a specified gender available, players of one gender may not be substituted for members of another gender. For example, if a team has 8 total players available at game time, but only 2 are female, the team must play short start with 7 players.

One team being short players for a full starting lineup does not obligate the opposing team to reduce their starting lineup.

In the event of injury, a player of the same gender on the sideline may substitute for the injured player. The injured player may not play for the remainder of the match.

Late Registration: a team may add players to the roster through the 4th game provided the team captain approves. The league fee shall be pro-rated for the remainder of the season. All players must be formally registered with the League and paid in full prior to playing.

Officials

Each game shall be officiated by at least one League-assigned referee, who shall act as the head referee. A second League-assigned referee may also be used. Referees are responsible for:

  • Maintaining the game clock.
  • Recording the game score.
  • Enforcing the honor system.
  • Enforcing penalties.
  • Enforcing the five second rule.
  • Readmitting players who mistakenly called themselves out.

A referee may call a player out for any of the following reasons:

    • The player does not voluntarily leave the court when required.
    • The player engages in unsportsmanlike conduct.
    • The player argues with the game official.
    • The player uses abusive language

The referee shall eject a player from the remainder of match if that player engages in any of the above behaviors repeatedly, behaves in an egregious manner, or cheats.

An ejected player must leave the field and facility immediately; failure to do so may result in removal from the league.

Playing Area

The dodgeball court shall roughly approximate the dimensions of a regulation volleyball court: 60 feet long by 30 feet wide, extended to the wall on both sides. The court shall include a center line and attack lines 10 feet from each side of the center line. These dimensions may vary depending on the facility used.

Equipment

Games will be played using six (6) 8.5-inch rubber-coated foam balls.

Players must wear their League-provided t-shirts of the appropriate color for their team.

Players may modify their League-provided t-shirts, provided that they do not remove or alter League or sponsors logos.

Players must wear soft-soled, close-toed shoes.

Opening Rush

Balls shall be placed along the center line prior to the opening rush, equidistant from each another and the sidelines. On a standard width 30-foot wide court, the distance between each ball and sideline is 3 feet, 9 inches.

Players shall line up along the wall on their respective side of the court, with at least one foot or hand touching the wall.
The referee shall blow the whistle to start the round.

Teams may advance to the center line and retrieve the three balls on their right. They may not touch or interfere with the balls on the left, which are intended for the opposing team.

Upon retrieving a ball, the ball must move back past the attack line before it may be used against the opposing team. This can be achieved either by carrying the ball across or tossing/rolling the ball to a teammate who is standing behind the attack line.

Game Play

The objective of each team is to eliminate all players on the opposing team. A player is eliminated when one of the following occur:

  • Any part of the player’s body, or any part of his or her clothing is struck by a ball thrown by an opposing player. Only thrown balls are live; kicking balls is illegal.
  • The player’s thrown ball is caught by an opposing player.
  • The player steps out of bounds, unless they are attempting to retrieve an errant ball in accordance with the errant ball retrieval rules.
  • The player steps over the opposing attack line. Reaching over the attack line is permitted provided no part of the body comes into contact with the court’s surface opposite the attack line.
  • The player is the nearest to an out-of-play teammate who steps or touches in-bounds on the court. Reaching into the court is permitted provided no part of the body comes into contact with the court’s surface.
  • The player’s held ball is knocked out of his or her hands by an opponent’s thrown ball.
  • The player retrieves an opposing team’s ball on the opening rush.
  • The player throws a ball at the opposing team before the ball has retreated past the attack line on the opening rush.
  • The player intentionally hits an opposing player who is already out.
  • The player kicks the ball.

A player is NOT out if the ball hits them after hitting the floor, the wall, any other object or another person.

A player is NOT out if hit when out of bounds while retrieving an errant ball, including on while retrieving ball on bleachers.

When a player is eliminated, he or she must raise his or her hand and exit to the nearest side of the court. That player must remain outside the sideline until the conclusion of that round.

Catching

If a player catches a ball thrown by an opponent, the thrower is out, unless the ball hits a wall, the floor or another object. If the ball hits another player first, but is then caught, the thrower is out and the person originally hit is NOT out.

Blocking

A player may block an incoming ball using a held ball. The thrown ball must be deflected completely, that is, it must not strike the holder of the ball after hitting the held ball.

Friendly Fire

Friendly fire does not result in an out. A player who is hit by a teammate shall not be called out.

Deflections, i.e. Blocking Scenarios Further Explained:

  • If you deflect a ball and it hit you after, YOU ARE OUT.
  • If you deflect a ball and it hits someone else, NO ONE IS OUT.
  • If you deflect a ball and it is caught, either by you or another person, THE THROWER IS OUT.

Balls that leave the playing area, including balls that land in the bleachers or stands, may be returned to the playing area by out-of-play teammates, spectators or players. If a player retrieves an errant ball, he or she may exit and reenter the playing area only from the back court area behind the nearest line to the wall, and must immediately return to the playing area. Players that are actively retrieving an errant ball may not be hit by the opposing team and may not catch balls from the opposing team while they are out of bounds. Stepping out of the playing area for any other reason will result in the player being called out.

Players must respect their opponent’s half of the court in the out-of-play area by not attempting to retrieve errant balls past the center line.
When the court is longer than 60 feet, the court shall be divided by a “neutral zone” located between the attack lines. Players from both teams may play inside the neutral zone.

Matches and Rounds

A match shall consist of two 15-minute halves, with a 2-minute half-time between halves.

The clock shall be a running clock.

No round shall begin after 13 minutes into the half.

At half time, teams will switch sides of the court.

Teams shall play as many rounds as time allows in each half. Upon the conclusion of each round, the balls will be replaced on the center line and the next round will begin at the whistle.

Each round will continue until either:

  • All players on one team are eliminated. The winning team will score one point for the match.
  • 5 minutes has elapsed.
    • If 5 minutes elapses, the team with the most players remaining will win the round and score a match point.
    • If 5 minutes elapses and both teams have the same number of players remaining, the round shall be considered a draw and no point will be awarded.
      Each match won shall count as 2 points in the league standings. A tie shall count as 1 point. Losses and Forfeits shall count as 0 points.

Stalling/Hoarding (Ten Second Rule)

Teams may not “hoard” the balls. If one team is in possession of ALL of the game balls, they must make a conscious effort to roll (not throw) at least one ball to the opposing team. If one team has significantly fewer players currently on the court and is having difficulties doing so, the official(s) may walk on to the court and send a ball over to the opposing team to help streamline the match. After a warning, matches will be called immediately in favor of the opposing team who will receive a point for the match. If hoarding continues throughout the ensuing games, at the discretion of the official(s), matches will continue to be called in favor of the opposing team.

Mercy Rule

If a team trails by 4 or more points, that team may start the round with one extra player (for a total of 11). For each additional 2 points the team trails, they may add an additional person to the starting lineup. These players must be removed once the team has made up these points. Extra players may play even if the team is playing short-handed due to insufficient players of a particular gender.

Forfeits

Teams must be ready to play and meet game start requirements at the posted game time. Any team not ready to play at this time shall forfeit, and the opposing team shall take a default win.

If neither team is ready to play, both teams shall forfeit.

Any team found to be playing with a player not registered with the League or team shall forfeit the game.
[/av_tab]
[av_tab title=’Flag Football’ icon_select=’yes’ icon=’ue800′ font=’tcss-1′ custom_id=” av_uid=’av-za7lw’]

Flag Football

We know adult sports and adult beverages go together; however, alcoholic beverages are illegal at public parks. Please don’t bring it to the field; Not only do you risk getting cited by the police, we risk losing access to fields. Please help us protect kickball, and wait until you get to the bar.

Behavior & Conduct On Or At The Fields/Courts/Sponsor Bars

Each player is required to display good sportsmanship, and respect to the Game Officials, Staff and other players at all times.
Rude, aggressive, vulgar language or behavior will result in either ejection from the game or by being banned from the league all together.
If your actions on a regular basis cause other players to be uncomfortable, or we feel your actions have a negative impact on our leagues, members or the image of Tri-Cities Social Sports,  you will be banned from the league permanently.

Team

Team rosters shall include a minimum of 12 players, including at least 4 females.

The maximum number of players on the field is 7, including at least 3 females.

If a team does not have 7 players and at least 3 players of each gender, they may start with as few as 4 players (if all 4 players are guys, they will lose a down every third play).

When a team has fewer than the required number of players of a specified gender available, players of one gender may not be substituted for members of another gender. For example, if a team has 7 total players available at game time, but only 2 are female, the team must play short with 6 players and so on.

One team being short players for a full 7 on field does not obligate the opposing team to reduce their players on field.

Players may be substituted for each other at any time between plays, provided the on-field gender requirement is met at all times.

Late Registration: a team may add players to their roster throughout the Absolute Deadline.

Officials

Referees are responsible for:

  • Keeping time.
  • Enforcing all rules and penalties.
  • Announcing the 5-second count such that all players can hear.
  • Keeping and recording game score.

Field

The football field shall measure approximately 60 yards long and 40 yards wide, or as close to those measurements as the game field will allow, with cones marking each 10-yard line on both sides of the field.

End zones shall extend an additional ten yards past the goal line. The dimensions may vary depending on the size and dimensions of the field.

Equipment

The League shall provide the following equipment:

  • Official Youth-Sized football
  • Field markers every 10 yards
  • Flag belts

Players must wear their League-provided t-shirts of the appropriate color for their team.

Players must tuck in their shirts during play; no article of clothing may cover any part of the flag belt.

Steel cleats are prohibited.

Players must wear the League provided flag belts and flags must remain at the sides and back of each player at all times.

Start of Game

The referee will flip a coin, heads or tails to be called in the air by one of the team captains. The winning team will choose one of the following options (winner may not defer to the other team):

  • Choice of offense or defense
  • Choice of end zone to start the game

Possession and offense shall be the reverse as indicated by the coin toss at the start of the 2nd half.

Play will begin at the 5-yard line of the team with possession.

Game Clock

Each game consists of two 20-minute halves, with a 2-minute halftime.

Each team is allowed one one-minute time out per half. Unused timeouts in the first half do not carry over into the second half.

The game clock shall be a running clock, except in these cases:

  • A team uses one of their 1-minute timeouts
  • The difference in the score is 14 points or less and it is the last two minutes of the second half. In this case, the clock shall stop in the event of an incomplete pass, a team scores, if the ball carrier goes out of bounds, a change of possession, or a penalty. The clock shall be resumed upon the snap at the start of the next possession, or on the punt. The clock shall not be stopped in the first half except in the case of a timeout, regardless of the score.

The 1 point conversation attempt shall be permitted after a touchdown regardless of the time on clock.

There will be no overtimes in Regular Season Games.

Line of Scrimmage

The referee shall use a chip/bag marking the line of scrimmage and place the ball in the middle of the field after the end of each play.

The offensive team must have a minimum of 4 players set (3 players if fielding 5 players or less total) at the line of scrimmage at the snap. Players in motion are not considered set.

Once the center has placed his or her hands on the ball no player may enter the neutral zone until the snap occurs.

The referee shall blow his or her whistle to signify the play may begin.

The defense may not cross the line of scrimmage until the line judge (second referee) has provided a count of “one one-thousand, two one-thousand, three one-thousand, four one-thousand, five one-thousand.”

The quarterback may not run for positive yards unless rushed after the five-second count.  The Center may not go out for a pass or beyond the line of scrimmage until after the five-secound count, but can be thrown to at which point they can run upfield with the ball.

Passing

A pass is completed when the ball is caught by any player of the passing team who has at least one foot in-bounds.

An eligible receiver becomes ineligible if he leaves the field during the play and remains ineligible until the ball is touched by an eligible receiver or any defensive player. However, if an eligible receiver is forced out-of-bounds he shall be considered eligible as soon as he returns inbound.

If an ineligible receiver catches the ball the pass shall be considered incomplete.

Downs

The offensive team will have four downs to achieve a first down.

A first down is achieved by crossing either that 20 yard lines or the 40 yard line (midpoint of the field).

Gender Rule

Female players must participate in a play at least once every three downs as either the quarterback, ball carrier or receiver. The “gender count” shall be the number of successive downs made involving only a single gender.

If the gender count is 2, i.e. if the offensive team has not played both genders during the first two downs, the referee shall announce a “gender play” and the gender affected, and the offensive team must play that gender in one or more of the following ways:

  • As quarterback; passes the ball to a receiver beyond the line of scrimmage.
  • As ball carrier; carries the ball across the line of scrimmage.
  • As receiver; receives or is intended to receive a pass from beyond the line of scrimmage.

If there are no players of the required gender available, the offensive team will lose a down.

During an announced gender play, the use of a player of the required gender as quarterback, ball carrier or intended receiver shall reset the gender count to 0. An incomplete pass to a player of the specified gender intended to be caught, as judged by the referee, shall count toward the gender count.

If a player of the required gender is not utilized as described in these rules during an announced gender play, any passes shall be considered incomplete, i.e. the offensive team will lose a down.

Punting

The offensive team may punt on any down.

All punts must be kicked and declared to the opposing team and to game officials.

Fake punts are not permitted.

Punts may not be blocked by the receiving team.  However, the punter has a 5 Second Count before the play is dead and the line of scrimmage for the opposing team is where the punter was standing.

All members of the punting team must remain behind the line of scrimmage until the ball is punted.

At least five players from the receiving team must be on the line of scrimmage until the ball is punted.

The receiving team may either call for a fair catch or may catch and advance the ball.

Ball is dead on contact with the ground.

Ball that lands out of bounds will be spotted at the point of exit.

Ball will be placed at the 5 yard line if it lands in or beyond or inside the end zone.

Turnovers and Stoppage of Play

Possession will change from one team to the other when:

  • A team scores. Play will start again at the 5 yard line.
  • Four downs are counted without obtaining a first down. Play will start at the previous line of scrimmage.
  • A forward pass is intercepted (play does not stop).

On Change of Possessions, the official will set the ball and give 10 seconds for teams to substitute and get off the field.  If there is less than 1 minute, in either half, it will be untimed and not count towards the game clock.

Play will stop when:

  • When ball carrier’s belt is removed by an opposing player or falls off.
  • Receiver catches the ball while not having belt attached.
  • The ball carrier leaves the field of play.
  • A team scores a touchdown or extra point.
  • The ball touches the ground because of a fumble or incomplete pass.
  • Any part of the ball carrier’s body, including hands, other than his or her feet touch the ground.
  • A defensive player intercepts an extra point pass attempt.
  • A referee inadvertently blows his whistle.

Penalties

All penalties may be declined by the opposing team should the penalty be to their detriment.

All penalties will be imposed at the line of scrimmage. Should the full imposition of the penalty carry the line into an end zone, the ball will be spotted at the one-yard line.

The following shall incur a ten-yard penalty:

  • Any player:
    • Running into an opponent, including using a “stiff-arm.”, without having made a reasonable effort to avoid contact.
    • Reckless play. Players must make every effort to avoid contact.
    • Blocking. Players may not use their hands, elbows, or any other part of their body to block opponents.
    • Flag guarding. Players may not intentionally block access to their belt, including those worn by teammates.
    • Stripping the ball from the ball carrier.
    • Intentionally removing an opponent’s belt who has not yet taken possession of the ball (enacted spotted at location of catch, and an automatic first down).
    • Intentional foul.
    • Unsportsmanlike conduct/Personal Foul.
      (If a player accrues 2 personal fouls in a single game, they are ejected).  If a player is ejected they also miss the next scheduled game.
  • Defense:
    • Holding. Defenders may not touch the receiver prior to catching the ball.
    • Face guarding. Players may not use their hands to block the sight of the receiver.
    • Pass interference. Given that no player shall be obligated to give up a position once gained, a defender shall not deliberately obstruct an intended receiver from obtaining a position to catch the ball.
  • Offense:
    • Offensive pass interference. No player shall obstruct another player from obtaining a position from which to go to and catch the ball, given that neither shall any player be obligated to give up such a position once gained.

The following shall incur a five-yard penalty:

  • Defense:
    • Offsides. A defensive player is off sides when any part of his body crosses the line of scrimmage before the five-second count is called.
      Encroachment. A defensive player may not enter the neutral zone prior to the snap.
  • Offense:
    • Delay of game. The offensive team has 30 seconds from the referee’s whistle to snap the ball.
    • Illegal participation. Teams may not have more than 7 players on the field, including at least 3 of each gender, or in accordance to the on-field rules per the “Team” section of these rules.
    • Illegal cadence. The player calling the cadence must receive the snap.
    • False start. At least 4 players (or 3, if only 5 players or less are on the field) must be set at the line of scrimmage for a minimum of one full second prior to the snap.  Play is blown dead when False Start occurs.
    • Illegal motion. No player is permitted to move forward toward the goal line until the snap.
    • Illegal forward pass. The ball may be passed forward only once and only from behind the line of scrimmage. A forward pass must cross the line of scrimmage. Lateral passes are permitted at any time.
    • Intentional grounding. A passer may not throw the ball without a realistic chance of completion, with the exception that a passer may ground the ball to stop the clock with less than two minutes to play in the game. Also penalized a a loss of down.

Scoring

A player shall score when and only when the ball and the player’s entire body has crossed the plain of the goal line. The ball crossing the goal line is insufficient for a score.

A touchdown shall count for 9 points when scored by a female player, or by a male player who catches a pass in the end zone from a female quarterback.

A touchdown scored during a play involving a lateral pass beyond the line of scrimmage shall count for 6 points, regardless of the gender of the individual who scored.

All other touchdowns shall count for 6 points.

A ten-yard conversion shall count for 1 point.

A twenty-yard conversion shall count for 2 points.

A “safety” counts for 2 points.

Each game won shall count as 2 points in the League standings. A tie shall count as 1 point. Losses and forfeits shall count as 0 points.

Mercy Rule

A game shall be immediately called whenever a team achieves a 50-point or more advantage.

Forfeits

Teams must be ready to play and meet game start requirements at the posted game time. Any team not ready to play at this time shall forfeit, and the opposing team shall take a default win.

If neither team is ready to play, both teams shall forfeit.

Any team found to be playing with a player not registered with the League or team shall endure a 10 point penalty.

Playoff Tie Breaker

Ties are not permitted in playoff games. If a regulation game ends in a tie, it shall be broken using the following method: The winner of a coin flip will have the option of starting on offense or defense. The ball will be put into play at the 20-yard line. Each team will have 4 downs to advance the ball past the goal line. If a team does not score by four downs, their total yardage is counted. If a team loses possession of the ball, the opposing team takes over on offense and the ball will be placed again on the 20-yard line; all the opposing team will have to do is advance the ball past the yardage mark where the team who had the ball first ended their possession. If there is an interception that results in a touchdown, that team will win. If the ball is intercepted and not returned for a touchdown, the opposing team will just have to advance the ball past the line of scrimmage from where the ball was thrown from. A team that loses possession does not regain their downs. In the playoff tiebreaker, when a team scores there will not be 1 or 2 point conversions. If both teams score, the team that scored in the fewer amount of plays wins. If both teams scored in the same amount of plays, the tiebreaker will be repeated including a new coin flip.
[/av_tab]
[av_tab title=’6×6 Indoor Volleyball’ icon_select=’yes’ icon=’ue801′ font=’tcsp’ custom_id=” av_uid=’av-84vys’]

Indoor Volleyball

We know adult sports and adult beverages go together; however, alcoholic beverages are illegal at public parks. Please don’t bring it to the field; Not only do you risk getting cited by the police, we risk losing access to fields. Please help us protect kickball, and wait until you get to the bar.

Behavior & Conduct On Or At The Fields/Courts/Sponsor Bars

Each player is required to display good sportsmanship, and respect to the Game Officials, Staff and other players at all times.
Rude, aggressive, vulgar language or behavior will result in either ejection from the game or by being banned from the league all together.
If your actions on a regular basis cause other players to be uncomfortable, or we feel your actions have a negative impact on our leagues, members or the image of Tri-Cities Social Sports,  you will be banned from the league permanently.

Team rosters shall include a minimum of the 10 players, including at least 3 of each gender.

The maximum number of players on the court is 6 per team.

If a team does not have 6 players and at least 2 players of each gender, they may start with as few as 4 players (missing players shall be designated “Ghost Players”; see section on Rotation).

All players must be registered with the League to play with the team. Any team found to be playing with an unregistered player will forfeit the game.

When a team has fewer than the required number of players of a specified gender available, players of one gender may not be substituted for members of another gender. For example, if a team has 6 total players available at game time, but only 1 is female, the team must play short with 5 players, and the 6th designated as a “ghost player.”

Players arriving late may join a game in progress by being put in the out-of-bounds rotation.

All players present during the match may, but are not required to, play in each game of the match.

The player order for the purpose of rotation must be determined before each game, however it may be altered in games for late arrivals.
Late Registration: a team may add players to the roster through the Absolute Deadline for each Season.

Officials

Each game shall be officiated by a League-assigned referee. Referees are responsible for:

  • Keeping game time.
  • Enforcing all game rules.
  • Calling points and errors.
  • Recording the game score.

Equipment/Outfits

Games will be played with a regulation indoor volleyball provided by the League.

Players must wear their League-provided t-shirts of the appropriate color for their team.

Players must either wear soft-soled, close-toed shoes (indoor and grass) or be completely barefoot (sand).

Game Clock

Each match shall be completed after one team has won 2 of 3 games or when 45 minutes has elapsed.

Each team is permitted one 1-minute time-out per game. Unused timeouts do not carry over into subsequent games.

Service

A coin toss shall determine which team makes the first serve. The losing team of each match will receive the first serve of the corresponding match.

Server must be delivered from behind the boundary line.

Served balls that contact the net on the way over are considered live and may be played.

Served balls are dead, and a side-out and point awarded to the opposing team if:

  • The ball fails to cross the top of the net.
  • The ball makes contact with the ceiling or other obstruction.
  • The ball lands out of bounds.
  • The ball contacts a serving team’s player prior to crossing the net.

Returns

Any part of the body may be used to hit the ball, including feet, including feet not incontact with the floor.

Serves may not be attacked or blocked; i.e. they may not be returned when the ball is higher than the top of the net.

The ball must be returned with no more than three hits.

A player may not hit the ball twice in a row.

A player in the back row may not spike the ball from in front of the attack line.

No part of a player’s body is permitted to break the plane of the net (the area above the net) for any reason, including when blocking on a return.

A ball that hits the ceiling or any objects attached from the ceiling (basketball backboards, light fixtures, scaffolding, etc.) shall remain in play provided the ball remains on the hitting team’s side of the court. Should this happen while crossing the plane of the net, the ball is dead and a side-out and point awarded to the opposing team.

Rotation

When a team receives the ball after a side-out has been called on the opposing team, the team shall rotate available players prior to serving.

Players shall rotate to the next position, rotating clockwise.

The player in the front-right position, and only this player, shall rotate off the court, and the next player waiting on the sideline rotated into and only into the server’s position.

When 6 players are on court, there shall be 3 players in the front row and 3 players in the back row. When 5 players are on the court, there shall be 3 players in the front row and 2 players in the back row. When there are 4 players on the court, there shall be 2 players in each the front and back rows.

When a team fields fewer than 6 players, the positions for the missing players shall be designated as “ghost players.” When a ghost player arrives at service, that team shall receive a side out, and the other team 1 point.

In the event that the rotation will result in the team not meeting the on-court gender requirements due to a player of a particular gender moving off the court, the outgoing player may instead jump ahead in the order and move directly to the server’s position. Alternatively, the referee will call a side out and the opposing team awarded 1 point.

Side Outs

If a team commits an error or foul, a side out shall be called, 1 point and service awarded to the opposing team.

Errors include:

  • Ball lands out of bounds.
  • Ball fails to pass over the net on a serve.
  • Carrying the ball.
  • Team contact with the ball more than three times in a return.
  • A player contacting the ball more than once in a row.
  • Ball contacts the ceiling or hanging object prior to crossing the net.

Faults include:

  • A player making contact with the net during the serve, unless the net is pushed into the player.
  • Breaking the plane of the net with any part of the body.
  • Blocking a serve.
  • Making contact with the net while attempting to play the ball. Exceptions: Incidental contact by a player not actively attempting to play the ball is NOT a fault. Contact with the net as a result of movement of the net is NOT a fault.
  • Crossing the plane of the net (area above the net).
  • A player on the back row crosses the attack line to spike the ball.
  • Placing a foot or hand completely over the center line.
  • Illegal rotation or substitution.
  • A “ghost player” rotates to the service position (see Rotation).
  • A player making contact with the opposing team’s side of the court.

Scoring

One point shall be awarded for each service, i.e. “rally scoring.”

The first team to score 15 points by a margin of 2 or more, or to reach 19 by any margin shall win the game.

If a team has scored 15 points without a margin of 2 or more points, game play and scoring will continue until the margin has been reached or a team has reached 19 points.

Each match won shall count as 1 point in the league standings.

Forfeits

Teams must be ready to play and meet game start requirements at the posted game time. Any team not ready to play at this time shall forfeit, and the opposing team shall take a default win.

If neither team is ready to play, both teams shall forfeit.
[/av_tab]
[av_tab title=’Bar Games’ icon_select=’yes’ icon=’ue802′ font=’tcsp’ custom_id=” av_uid=’av-jdkn0′]

Bar Games/Bar Olympics 

We know adult sports and adult beverages go together; however, alcoholic beverages are illegal at public parks. Please don’t bring it to the field; Not only do you risk getting cited by the police, we risk losing access to fields. Please help us protect kickball, and wait until you get to the bar.

Behavior & Conduct On Or At The Fields/Courts/Sponsor Bars

Each player is required to display good sportsmanship, and respect to the Game Officials, Staff and other players at all times.
Rude, aggressive, vulgar language or behavior will result in either ejection from the game or by being banned from the league all together.
If your actions on a regular basis cause other players to be uncomfortable, or we feel your actions have a negative impact on our leagues, members or the image of Tri-Cities Social Sports,  you will be banned from the league permanently.

Teams will consist of a minimum of 4 and a maximum of 6.  If a team has fewer than 4 players on a particular night and cannot find a substitute, the team must forfeit, but may still participate.  There is no gender minimum or maximum.

Each night, teams will rotate through five stations:  beer pong, cornhole, darts, giant jenga, and Mario Kart. The team will be at each station for 15 minutes.

Tri-Cities Social Sports will provide all equipment at each station, and teams are not permitted to bring their own equipment.

Scoring for Bar Games is based on overall wins and losses for the evening at each station.  As there are five stations, five points overall is the highest score possible for the night.  The scoring for each round is listed below.  The team with the highest score per round will receive the overall point for that station.

If there is a forfeit, the winning team will receive 3 points for the night.

There are no playoffs for this league, but a champion will be crowned by total season points.

There will be a league manager present each night, but all games are self-officiated.

Sportsmanship and fair play are the most important part of Bar Games due to the aspect of self-officiating.  Competitive play is welcomed, but never at the expense of following the rules, respecting other players, respecting the bar/facility, and having fun!

 

Beer Pong (1 point)

Teams will split into two teams of 2 for two simultaneous games. An alternate player may rotate with the starters of a particular game between sets but may not switch between the two simultaneous games.  However, alternates are not required to play, and if a team has more than four members, it may determine whether the additional members play or sit.

-We will use six cup pyramids to start the game.  Teams will play rock, paper, scissors for first shot.

-There will be no bouncing, no death cups, no fingering or blowing, and no balls back for same cup.

-Only 10 seconds is allowed between throws.

-Each team is allowed 1 re-rack per game.

-Teams will get rebuttal after the final cup is made.  To successfully rebut, a team must make the remainder of its cups.  “Shoot ‘til you miss.”  A successful rebuttal will result in a sudden death one cup overtime (no rebuttal in sudden death).

-Teams are allowed to play more if time allows, but only the first two simultaneous games will be counted for scoring the round.

-When the games are finished or when time expires, the team that has made the most cups across the two simultaneous games will earn the point for the round.  If there happens to be a tie, each team will get a point for the round.

Cornhole (1 point)

Teams will split into two teams of 2 for two simultaneous games. An alternate player may rotate with the starters of a particular game between sets, but may not switch between the two simultaneous games.  However, alternates are not required to play, and if a team has more than four members, it may determine whether the additional members play or sit.

-Rock, paper, scissors for the team who throws first.

-Games are played to 15.  And we will use cancellation scoring.  3 points for bags in the hole, 1 point for bags on the board.  No bust rule.  If the team goes over 15 points, they win that game.

-Only 10 seconds is permitted between throws.

-Teams are allowed to play more if time allows, but only the first two simultaneous games will be counted for scoring the round.

-The team with the highest number of games won (2 possible) will get the overall point for this round.  If the result is a tie, each team will get a point for the round.  If time expires before a game is finished, then the team with the most points wins that game.

Darts (1 point)

All players on a team must participate.  Opposing teams will alternate throws, and individual teams will rotate players evenly.

-Rock, paper, scissors to see who throws first.

-Teams will attempt to “go around the clock,” hitting each number in order.

-Teams can either go 1,2,3…20, or 20,19,18…1.  After hitting all numbers, teams must hit the bullseye once.

-A player’s turn consists of throwing 3 darts.

-Only 10 seconds is permitted between throws.

-If neither team hits the bullseye in the time allowed, the team furthest along wins.  If there is a tie, each team receives a point for the round.

Giant Jenga (1 point)

All players on a team must participate.  Opposing teams will alternate pulling blocks, and individual teams will rotate players evenly.

-Rock, paper, scissors to see who pulls the first block.

-To complete a turn, a team must successfully pull a block and place it on top of the tower.  Players may not pull blocks from the top 4 rows of the tower.

-Only 10 seconds is permitted between turns.

-The last team to successfully place a block on top without the tower falling will win the point for the round.

-If only one or two Jenga blocks fall, the players can agree to put them back on the tumble tower for play to continue, in keeping with the cooperative aspect of the game.

-If time expires with the tower still standing, each team will receive a point for the round.

Mario Kart (1 point)

Teams will participate in a best of 5 game series.  A different player must participate in each game, unless the team has less than 5 players.

-Mario Kart races will be in 2 player VS mode.  When setting up the race, make sure both players simultaneously make the same selections.

-Each week, the league will select the track and the difficulty mode. Each set of players will replay the same track.

-The next players up should be ready to begin as soon as the current players finish, and players should be diligent in keeping the games moving. Should time expire on a round while a race is in progress, players may finish that race.

-The first team to reach three wins will receive a point for the round. If a team does not reach three wins, then the team with the most wins will receive the point.  A tie will result in both teams receiving a point for the round.
[/av_tab]
[av_tab title=’4×4 Sand Volleyball’ icon_select=’yes’ icon=’ue801′ font=’tcsp’ custom_id=” av_uid=’av-er21g’]

4×4 Sand Volleyball

We know adult sports and adult beverages go together; however, alcoholic beverages are illegal at public parks. Please don’t bring it to the field; Not only do you risk getting cited by the police, we risk losing access to fields. Please help us protect kickball, and wait until you get to the bar.

Behavior & Conduct On Or At The Fields/Courts/Sponsor Bars

Each player is required to display good sportsmanship, and respect to the Game Officials, Staff and other players at all times.
Rude, aggressive, vulgar language or behavior will result in either ejection from the game or by being banned from the league all together.
If your actions on a regular basis cause other players to be uncomfortable, or we feel your actions have a negative impact on our leagues, members or the image of Tri-Cities Social Sports,  you will be banned from the league permanently.

Team Composition

  1. Four players for each team will be on the court competing at one time and teams must be comprised of at least two males or two females with no limit to roster size.
  2. A minimum of three players must be present to start the match with the difference in gender not being greater than one (Ex: two males and one female or two females and one male).

Rules

  1. The winner of rock, paper, scissors will determine his/her choice of team area and service. The winner of rock, paper, scissors will serve the first set and the third set, if needed. The loser of rock, paper, scissors will serve the second set. After each set of a match, the teams will change playing areas. (In the third set, teams will change sides once a team has scored eight points.)
  2. The Serve:
    • The server shall stand with both feet behind the rear boundary line. There are no restrictions as to how the ball may be served except that it must be clearly hit, not thrown or pushed. Side out is declared when a served ball hits the net and does not pass over. A ball that contacts the net and continues over constitutes a legal serve.
    • Blocking and spiking the ball on the serve is illegal.
  3. Substitutions: All substitutions will be made in the serving (right back) position, and the substitute will immediately become the server. All substitutes must make one complete rotation. A player late in arriving for a team of less than four can only rotate in when his/her team has the serve, and must enter in the serving position.
  4. Rotation: All players are required to play every position on the court as they rotate. Players will rotate clockwise to the next position after their team sides out. Each player must play all four positions including two in the front row and two in the back row, or one in the back row if a team is playing with less than four players. If facing the net, the serving position will always be in the back row on the right.
  5. Any player may contact the ball with any part of the body, above or below the waist.
  6. A ball touching any part of a boundary line is in.
  7. It is permissible to run out-of-bounds to play a ball, however, a ball that has crossed into another court may not be played.
  8. Players are not permitted to scoop, hold, or throw the ball. The ball may not visibly come to rest on the player’s hands, fingers or any other part of the body.
  9. A player shall not make successive contacts of the ball unless he/she has blocked a spike at the net. One person may play the ball twice during a volley but not twice in succession.
  10. A ball, other than a serve, may be recovered from the net provided the player avoids contact with the net and does not catch or hold the ball.
  11. The ball must always be returned over the net by the third contact, unless a block is the initial contact in which case the ball must be returned by the fourth contact.
  12. Spikes are legal.
  13. Blocking:
    • A successful block is accomplished when either the ball rebounds off the hands of the blocker and directly back into the opponent’s court or deflects off the hands in such a way that the blocker’s team may play the ball.
    • An attempt to block does not constitute a block unless the ball is contacted during an attempt.
    • The team which has contacted the ball in an attempt to block shall have the right to three more contacts with the ball in order to return it to the opponent’s side if the ball falls in their area.
  14. Net Play:
    • A player may reach over the net to complete a spike which was begun on the player’s own side of the net.
    • A player may reach over the net to block, but not interfere with the opposing team’s play.
    • A player may never touch the net.

Match Time and Length

  1. The first team to win the best 2-of-3 sets wins the match.  All sets will be played to 21 points with rally scoring, and a team must win by two.
  2. If inclement weather occurs while matches are in progress, the decision to continue or stop will be made by the Tri-Cities Social Sports Referee.
  3. Should a postponement be necessary due to inclement weather, the TCSS staff will contact team captains.  The decision whether or not to postpone play will be made by the TCSS staff by 3pm of game day.
  4. All matches will start at their designated times. If a team is not ready to play within 10 minutes of the match’s scheduled start time, the match will be declared a forfeit.

[/av_tab]
[av_tab title=’6×6 Sand Volleyball’ icon_select=’yes’ icon=’ue801′ font=’tcsp’ custom_id=” av_uid=’av-b3h5o’]

6×6 Indoor Volleyball

We know adult sports and adult beverages go together; however, alcoholic beverages are illegal at public parks. Please don’t bring it to the field; Not only do you risk getting cited by the police, we risk losing access to fields. Please help us protect kickball, and wait until you get to the bar.

Behavior & Conduct On Or At The Fields/Courts/Sponsor Bars

Each player is required to display good sportsmanship, and respect to the Game Officials, Staff and other players at all times.
Rude, aggressive, vulgar language or behavior will result in either ejection from the game or by being banned from the league all together.
If your actions on a regular basis cause other players to be uncomfortable, or we feel your actions have a negative impact on our leagues, members or the image of Tri-Cities Social Sports,  you will be banned from the league permanently.
[/av_tab]
[av_tab title=’Basketball’ icon_select=’yes’ icon=’ue8fe’ font=’entypo-fontello’ custom_id=” av_uid=’av-v54k’]
Co-Ed Basketball Rules

GENERAL BASKETBALL

Tri-Cities Social Sports Leagues uses TSSAA Basketball Rules in governing all league and tournament games. The following rules have been modified or added to fit Tri-Cities Social Sports Coed Basketball Division.

 

NUMBER OF PLAYERS TO START AND FINISH

Teams may start and finish a game with four players.

3 male players and 2 female players are required on the court or 2 male players and 3 female players. If a team only has 1 female present then they must play with only 4 players (3 males and 1 female) on the court. In the playoffs, teams MUST have 2 females to avoid a forfeit.

Game time is forfeit time, DON’T BE LATE!!!

 

SCORING

Males will be awarded 1 point for a made free throw, 2 points for a made shot inside the three-point line, and 3 points for a made shot outside of the three-point line.

Females will be awarded an additional free throw per shooting opportunity (i.e. fouled while shooting, fouled in a bonus situation, or fouled in a double-bonus situation), 3 points for a made shot inside the three-point line, and 4 points for a made shot outside of the three-point line.

GAME CLOCK

The length of the game is forty minutes, divided into two halves of twenty minutes with a running clock. The clock will be a regulation clock during the final two minutes of each half.

 

FOULS

Each team will be in the bonus at seven team fouls and the double bonus at ten team fouls. Players will be removed with five fouls in any one game.

 

FREE THROWS

Players can leave their position on the block ON THE RELEASE of the shooter.

 

HOME TEAM

The Home Team is the team located on the left of each scheduled game.

 

JERSEYS

Players participating in TCSS Co-Ed basketball league are required to wear their team color TCSS shirt to each game.

 

JEWELRY

Players will not be permitted to play with jewelry including but not limited to knotted bandanas, hats, rings, watches, necklaces, or earrings.

 

OVERTIME

Overtime periods will be three minutes each with a regulation clock for the final minute of the overtime period. Each team will be awarded one time out not to be carried over in each overtime period.

 

MERCY RULE

When a team is winning by fifteen points within two minutes remaining in the game, the clock will not stop.

 

TIMEOUTS

Each team is awarded two timeouts per half and one timeout per overtime. Timeouts do not carry over

SUBSITUTE PLAYERS

All substitute players must register on Tri-Cities Social Sports website- playinthetri.org to be eligible. Teams are required to notify league owner via text of roster change. Substitutes are allowed to sub 2 games max. Substitutes are not allowed to sub during playoffs/tournaments/championship games.

TIEBREAKERS

Any teams that are tied with the same record at the end of the season will have the tiebreaker determined by the following:

1) Head to Head

2) Point differential

3) Coin Flip
[/av_tab]
[/av_tab_container]

[/av_one_full][/av_section]

Scroll to Top