Summary of the Sport:
Rule: |
Description: |
Number of Players |
6 players per team on the field at any point of time, including a goalkeeper. |
Object of the Game |
The object of the game is to score goals. There is a goal at each end of the field. The object of the game is to put the ball in your opponents goal. |
Time Limit |
Two 25-minute halves with a 10-minute halftime. |
The Ball |
A spherical ball 61-63cm in circumference, weighs 296-420g, and made up of two thermoplastic polyurethane (TPU) panels attached along a contiguous seam that distribute the seam evenly around the ball for optimal grip and footwork. |
Number of Referees |
3 referees plus booth review |
Advancing the Ball |
Players may dribble, roll, hold, pass, catch, trap, deflect, kick, shoo or advance the ball in any way with their arms, hands, torsos, legs, feet, or head. |
Protective Gear |
Only shin guards & cleats. |
Contact? |
Shoulder-to-shoulder contact and hip checks are permitted provided neither player is airborne. Slapping the ball out of an opponent's hand is permitted. Sliding tackles are permitted. Hand checks are permitted. Boxing/Shielding and Set Picks are legal. |
Scoring Methods |
Long Goal (4) Mid Goal (3) Short Goal (2) Penalty Goal (1) |
Indoor Universal Rules Football Court:
- Overall Dimensions = 200' x 85' (61m x 26m).
- Goal Zone = 35' x 28' (10.7m x 8.5m).
- Arc Zone = inside the 45' (13.7m) arc.
- Wedge Zone = in between the 45' (13.7m) arc and the 50' (15.2m) yellow line.
- Prime Ring = 30' (9.1m) diameter circle.
- Goal Dimensions = 14' x 8' (4.3m x 2.4m).
- Penalty Mark = 28' (8.5m) from goal.
- Ball = made up of two thermoplastic polyurethane (TPU) panels attached along a contiguous seam that distribute the seam evenly around the ball for optimal grip and footwork.
- Diameter = 8.15 to 8.39" / 207 to 213mm.
- Circumference = 65-67cm / 25.59-26.38".
- Weight = 260-280g / 8.36-9oz.
- Inside Pressure = 2.5-3.2psi.
- Both halves begins with the Bounce-Off; The referee bounces the ball on the ground inside the prime ring high into the air and one Midfielder from each team attempts to gain possession.
- Games are played in 2 25-minute halves.
- Teams switch ends each half.
- Shot Clocks are 35 seconds.
- Each team gets one 1-minute and two 30-second timeouts for each half; A timeout shall be awarded only during a dead ball or when the team requesting the timeout has possession of the ball.
- A player shall not be granted a timeout if both of his feet are in the air. One foot must be inbounds to establish himself in play.
- If a timeout is called when a team has no remaining timeouts, a team technical is given, and the opposing team is awarded a penalty shot and a throw in.
- Halftime is 15-minutes.
- 2 minutes will be given at the end of the game if the game is tied and results in a shootout.
- The captain will select 2 shooters and one Goalkeeper; The captain will also choose the order in which the 2 offensive players will shoot.
- Each team will alternate shots.
- The team with the most points after all offensive players have shot is declared the winner.
- If the score is tied after all offensive players have shot, the game will go into a sudden death shootout in reverse order (i.e. 1,2,2,1) until one team has more points than the other at the end of the round.
- In a shootout, a goal is worth 1 point.
- 6-a-side; 18-man roster.
- A max of 12 players may be on active roster for each game; All 18 players on the roster are eligible to be selected.
- Roster Setup = 3 midfielders, 6 forwards, 6 defenders, and 3 goalkeepers.
- Goalkeeper (GK) - Traditional keepers stay close to the goal and don't wander outside of the penalty area or race into the midfield with or without the ball and wind up as part of the attack. Most goalies are 6' or taller as bigger goalkeepers can cover more ground in front of the net, but they must be quick and nimble (1).
- Defenders (D) - They play in front of the goalkeeper, and their primary duty is to stop the opposition from scoring. Outside fullbacks play on the left and right flanks and rarely move from their sides of the field. Central defenders play in the middle of the field and usually cover the opposition’s leading goal scorer or center forward(s) (2).
- Rangers (R) - The equivalent of the midfielder in the indoor game. They are expected to run the most in a game. They should be able to penetrate deep in enemy territory on attack and make the transition to defense when the opposition retains possession of the ball (1).
- Forwards (F) - Their primary job is to score goals or to create them for teammates. A center forward, also known as a striker, should be a team’s leading goal scorer and the most dangerous player in the attacking third of the field (2).
- Players are required to stay within their zones (Defenders - behind the center line towards their own goal, Rangers - Whole Field, Forwards - in front of center towards their opponent's goal, GK - Goal zones)
- A team reduced to less than 5 players will result in a forfeit.
- Coaches and other personnel may not enter the field of play or cross the scorer's table at the center of the field.
- Failure to comply will result in an unsportsmanlike conduct technical foul.
- The maximum number of substitutions per half is 8.
- Unlimited number of substitutions allowed at the half-time break.
- A team is allowed 35 seconds to replace an ejected or injured player.
- To substitute a player, a team needs to meet the following requirements: 1) during a normal stoppage of play, 2) the referee must know that the team wishes to substitute a player, 3) the player leaving the game has exited the field, 4) the player coming into the game must wait for the referee's signal, 5) the player coming into the game must enter the game at the center line.
- Players on offense and defense may dribble, roll, hold, pass, catch, trap, deflect, kick, shoo or advance the ball in any way with their arms, hands, torsos, legs, feet, or head; The approved methods for advancing the ball throughout the entire field are 1) Basketball & Soccer Dribbling, 2) Olympic Handball Throwing & Passing, 3) Kicking (either on the ground or out of their hands), 4) Basketball & Soccer Passing, 5) Gaelic Football Handpassing (slapping the ball with an open hand), and 6) Australian Football Handballing (hitting the ball with a closed fist similar to volleyball).
- All players can touch and lift the ball with their hands while it is on the ground, but they cannot lift the ball off the ground with their knees or lift the ball off the ground while on their knees.
- A player cannot take more than 2 steps without dribbling the ball unless that player attempts to score a goal or over before completing a 4th step or is switching to the opposite dribbling method; Once a player stops dribbling the ball, they may only advance the ball by using the opposite dribbling method they using or by shooting/passing the ball.
- Once a player stops dribbling the ball, the foot that lands on the field first is their pivot foot.
- They cannot pick this foot up again while in possession of the ball unless they attempt to switch is dribbling method (Basketball to Soccer and vice versa); However, that player may take an unlimited amount of steps with the free (non-pivot) foot so long as the pivot foot stays in place.
- If both feet are touching the playing surface when the player takes possession, then the player may elect to designate either foot as their pivot foot by moving or lifting their free foot.
- Once a player stops dribbling the ball, they may only advance the ball by using the opposite dribbling method he was using or by shooting/passing the ball; However, if they switch dribbling methods and stops dribbling again, they must either pass the ball or attempt to score.
- Once a player stops dribbling the ball, they have 8 seconds to make their decision regarding the advancement of the ball.
- A maximum of 3 players are allowed in each team's attacking half (2F's/ 1R's) and 4 players in the defending half (3D's/1R's/1GK).
- Play off of walls = The ball may be struck in such a way that it contacts one or more walls without penalty or stoppage. If the ball flies over the walls or contacts the ceiling, play is stopped and the team opposing the one that most recently touched the ball is awarded a free kick at the location where the ball left the arena or made contact with the ceiling.
- The number of consecutive passes that teams are allowed is 4.
- A player cannot have the ball for more than 5 seconds when being closely guarded by another defender; A five-second count will begin if an offensive player with the ball and not facing-up start dribbling below the free throw line extended while being closely guarded or starts dribbling outside and then penetrates below the free throw line extended while being closely guarded. A defender must be guarding the player in control of the ball, in the frontcourt, and must be within 6 feet of the player.
- A player on the ground or on their knees may not pick up the ball or drag it back under them; If they do, they will have a free kick awarded against him. When in this position, a player can only knock the ball on.
- A throw in is a dead ball, and therefore cannot be scored without being touched by another player; If an offensive player attempts a shot on goal from a throw in, and a defensive player touches it, it is considered in play, and may then cross the goal line or plane of a ring and count as a legal score.
- Shoulder to shoulder contact and hip checks are permitted provided neither player is airborne; However, it must be made when the player is either 1) in possession of the ball or 2) making a play on a loose ball, and the player making the contact cannot leave the ground.
- Slapping the ball out of an opponent's hand is permitted.
- Sliding tackles are permitted; However, it must be from the front and contact must be made with the ball first.
- Hand checks are permitted; However, they must be made from the front of the ball handler and cannot made against a player who is not in possession of the ball.
- Boxing/Shielding and set picks are legal; However, motion picks are not.
- Defensive players are allowed to establish their position to draw charging fouls.
- No foul is called for airborne contact between two players of contact is made on a neutral-vertical plane.
- Pushing/Pulling/Striking/Kicking/Elbowing/Tripping/Tackling an opponent is not permitted.
- Pulling the ball out of the ball-carrier's hands is not permitted.
- Blocking a shot/pass while making contact with the foot/hand while a player is attempting to shoot or pass is not permitted.
- Interfering with the Goalkeeper during a shot attempt is not permitted.
- Hitting a defenseless player (from the back/blindside, while in the air, or still in motion while attempting a shot/pass) is not permitted.
- Impeding the landing of airborne players is not permitted.
- Hitting a player who is not within reaching distance of the ball is not permitted
- A Long Goal (Throwing or kicking the ball into the goal net beyond the 4-point arc - in the Wedge Zone): 4 points, umpire waves green flag and raises 1 fist above his head.
- An Mid Goal (Throwing or kicking the ball into the goal net outside of the goal box, but inside of the 4-point arc - the Arc Zone): 3 points, umpire waves red flag and raises both arm above his head.
- A Short Goal (Throwing or kicking the ball into the goal net inside of the goal box - the Goal Zone): 2 points, umpire waves white flag and raises one arm above his head.
- A Penalty Goal: 1 point.
- After a penalty has been awarded, the player taking the shot has the option of going for a goal or an over; the player taking the penalty must declare whether they are playing the ball out of the their hands (in which they must raise the ball over their had and only throw the ball) or from the ground (in which they must place the ball down on the penalty mark and only kick the ball).
- If a player releases the ball in the air, they will be awarded the amount of points equal to the zone they were last present in; If contact is made above a zone while one foot is planted on the ground in another zone, the points awarded are decided by where the player is in contact with the ground.
- Exception: If a player is established in one zone, but the ball is on the ground in another zone, the ball determines presence; Example 1: The ball bounces in the air above the Goal Zone. A player has one foot planted in the Arc Zone and extends the other foot, makes contact with the ball above the Goal Zone, and the ball passes over the goal line in the chamber. The player is awarded 2 points because they are established in the Arc Zone; Example 2: The ball is on the ground in the Goal Zone. A player has 1 foot planted in the Arc Zone and extends the other foot, makes contact with the ball that is on the ground in the Goal Zone, and the ball passes over the goal line in the chamber. The player is awarded 1 point because the ball was established on the ground in the Goal Zone.
- Once a team scores a goal, play is restarted with a bounce-off.
- If a defensive player possesses the ball and scores on his own goal, the points will be awarded to the offensive team as if it was an offensive player who took the shot. Points will be credited to the last person on the offensive team to touch the ball.
- A kick or a throw during a penalty shot that is touched by the goalkeeper is now in play. If the goalkeeper redirects the ball into a distant quadrant and it passes across the goal line of the chamber or plane of an over, it will be awarded 8 or 4 points respectively, and be credited to the offensive player that took the penalty shot.
- Soccer jersey, shorts, socks, shoes, shin guards, and american football wide receiver gloves.
- Similar to rugby, both teams must wear their dark color uniforms during games unless either 1) the teams share similar colors or 2) if someone is colorblind; If that is the case, the designated home team will wear their dark color uniforms and the away team will wear either 1) their lighter color uniforms or 2) an alternative darker color uniform.
- Uniform # System (Defenders and Goalkeepers = 67-99 / Midfielders = 34-66 / Attackers = 1-33).
- If a player has a cast or other protective equipment due to injury, it must be covered and padded. It is the official’s final judgment if the equipment is safe enough to enter the game; If that player is to ever use that equipment to gain an advantage or physically attack another player on the field, the person will be immediately ejected from the game. That player can no longer participate in any future games until the equipment is removed.
- If any player has unapproved equipment, that player shall be removed from the game until a dead ball when an official can inspect the new equipment and approve it.