Summary of the Sport:
Rule: |
Description: |
Number of Players |
10 players per team on the field at any point of time, including a goal keeeper |
Object of the Game |
To score goals. There is a goal & a set of goalposts at each end of the field. The object of the game is to put the ball in your opponents goal. Also score overs & behinds. |
Time Limit |
Three 20-Minute Periods with a 10-minute intermission between each period. Like in american football, the clock doesn't run continuously. |
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 to 6 referees plus booth review. |
Protective Gear |
Only shin guards & cleats. |
Advancing the Ball |
Players on offense and defense may dribble, roll, hold, pass, catch, trap, deflect, kick, shoot or advance the ball in any way with their arms, hands, torsos, legs, feet, or head. |
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 |
Goals (8) Overs (4) Behinds (2) |
Universal Rules Football Field:
- Overall Dimensions = 100-130yds x 50-100yds (91-120m x 49-91m):
(a) the optimal field dimensions are 110–120yds (100–110 m) long by 70–80yds (64–73 m) wide (the same as the FIFA soccer standards). - Goal Box = 20yds x 6yds (18.3m x 5.5m).
- Penalty Box = 44yds x 18yds (40.2m x 16.5m).
- Prime Ring = 20yds (18.3m) diameter.
- Goal Dimensions Option #1 (International Rules football Goalposts):
(a) Goal = 21' x 8'2" (6.5m x 2.5m).
(b) Over goalposts = 6.5m (7yds) wide x 15m (16yds) tall with crossbar 2.5m (2.7yds) above the ground.
(c) Behind posts = 5.5m (6yds) wide x 10m (11yds) tall. - Goal Dimensions Option #2 (Soccer Goal with American Football Goalposts & 2 behind posts made of PVC):
(a) Soccer Goal = 24' x 8' (7.3m x 2.4m)
(b) Over goalposts (American Football Goalposts) = 18'6"-23'4" x 20' (5.6-7.1m x 6.1m); minimum height with the crossbar 10' (3m) above the ground.
(c) Behind Posts = 20' (6.1m) minimum high x 18' (5.5m) from the edge of the goal; The behind posts are 20yds (18.3m) apart from each other. - Penalty Mark (Goals & Overs only) = 12yds (11m) from the goal.
- Ball Option 1 = Kronum ball:
(a) Diameter = 7.8″ / 195.5mm.
(b) Circumference = 24.5″ / 622.3mm.
(c) Weight = 10.4oz / 296g.
(d) Inside Pressure = 8.5psi
(e) Material = Thermoplastic Polyurethane (TPU). - Ball Option #2 = either 1) a Volleyball (Outdoor version) or 2) a Size 4 Soccer (futsal) ball:
(a) Diameter = 7.7-7.8″ (197.3mm).
(b) Circumference = 24.2-24.5" (610-630mm).
(c) Weight = 10.4-14.8oz (340-369g).
(d) Inside Pressure = 2.5-3.2psi.
(e) Material (Soccer) = Polyurethane or Poly Vinyl Carbonate.
- Games are played in 3 20-minute periods; When play is unduly delayed, such as the ball going out of the playing area, the clock is stopped and time is not added on similar to American football.
- Teams switch ends each period.
- Shot Clocks are 45 seconds.
- Each team gets two 1-minute timeouts for each period; A timeout shall be awarded only during a dead ball or when the team requesting the timeout has possession of the ball.
- 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.
- Breaks in between periods are 10 minutes in length.
- 2 minutes will be given at the end of the game if the game is tied and results in a shootout.
- The clock stops under the following circumstances:
1) Either team calls a timeout.
2) A period ends.
3) The ball and/or ball-carrier goes out of bounds.
4) A player from either team is injured during a play.
5) An official signals a penalty/foul/violation by raising a card.
6) Either team scores a goal.
7) A coach has challenged a referee’s call, and the referees are reviewing the call.
8) A wet ball needs to be replaced with a dry one.
- The captain will select three shooters and one Goalkeeper.
- The captain will choose the order in which the three 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. 1,2,3,3,2,1) until one team has more points than the other at the end of the round.
- In a shootout, a goal is worth 1 point.
- 10-a-side; 30-man roster.
- A max of 20 players may be on active roster for each game; All 30 players on the roster are eligible to be selected.
- Roster Setup = 9 midfielders, 9 forwards, 9 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 six feet 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 defenders 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) (3).
- Midfielders (M) - 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 (3).
- 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 (3).
- A team reduced to less than 9 total 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.
- If the captain is removed from the game from illness, injury, ejection, etc., a new captain will be named for the remainder of the game.
- Each team has a max of 20 substitutions per period.
- Each team has an unlimited number of substitutions allowed at period breaks.
- A team is allowed 45 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, shoot 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 the following:
(a) Basketball & Soccer Dribbling,
(b) Olympic Handball Throwing & Passing,
(c) Kicking (either on the ground or out of their hands; marks only),
(d) Basketball & Soccer Passing,
(e) Gaelic Football Handpassing (a player holds the ball stationary with one hand and saps the ball with the palm of the other hand; To handpass correctly, the hand holding the ball must not move relative to the player's body),
(f) Australian Football Handballing (a player holds the ball stationary with one hand and punches the ball with the clenched fist of the other hand similar to a volleyball strike; To handball correctly, the hand holding the ball must not move relative to the player's body). - Upon taking one-handed or two-handed control of the ball, a player may take up to, but not more than, two complete steps in sequence with opposite feet before releasing the ball in the act of dribbling, passing, or shooting:
(a) Upon taking two complete steps in sequence with opposite feet, a player may not lift a foot before dribbling or passing, unless that player either 1) takes a shot on goal or an over before completing a third step or 2) is switching to the opposite dribbling method (i.e. basketball to soccer or vice versa).
(b) 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; However, if they switch dribbling methods and stop dribbling again, they must either pass the ball or attempt to score.
(c) Upon taking one-handed or two-handed possession of the ball, a player may take an unlimited number of pivot steps with a single Free Foot, so long as his Anchor/Pivot Foot does not leave the playing surface.
(d) The Anchor/Pivot Foot is the foot to first touch the playing surface when the player takes possession. The Free Foot is the foot to last touch the playing surface after the player takes possession. If both feet are touching the playing surface when the player takes possession, then the player may elect to designate either foot as his Anchor Foot by moving or lifting his Free Foot.
(e) Upon taking two pivot steps with his Free Foot, a player loses the right to lift his Anchor Foot, unless he takes another dribble by switching to the opposite dribbling method (i.e. basketball to soccer or vice versa).
(f) All players may transition from playing the ball with their hands to their feet and vice-versa as many times as they please so long as they keep dribbling the ball. - Players are required to stay within their zones (D - Defend Half, M - Whole Field, F - Attack Half, GK - Goal & Penalty areas)
- A maximum of 6 players are allowed in each team's attacking half (i.e. front-court; 3F's/ 3M's) and 7 players in the defending half (i.e. back-court; 3D's/3M's/1GK).
- The number of consecutive marks teams are allowed for each possession is 6; players can still make long passes, but the mark will not be awarded.
- 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.
- If the ball travels out of bounds past the endline, the opposition is awarded a throw-in/corner kick (the player gets to choose whether or not to throw or kick the ball) at their attacking half's corner kick:
(a) A player passing the ball inbounds has 5 seconds to pass the ball. If he does not, then the ball is awarded to the other team.
(b) A mark will not be counted for all throw-ins & corner kicks, but any throw/kick after the initial throw-in/corner kick will cont as a mark. - 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 outside of the penalty area while being closely guarded or starts dribbling outside and then penetrates inside the penalty area 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' of the player.
- A throw-in/corner kick 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/corner kick, 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.
- If a player catches a kick/throw that travels 16yds/15m or more in any direction except backwards, they must mark the ball; The ball must travel in the air for entire distance for the mark to count and marks will not be paid for backwards kicks caught by a teammate.
- Upon taking a mark, the referee will blow the whistle to signify the mark and a player is entitled to an unimpeded kick/throw (i.e. free kick/throw) of the ball to either:
(a) advance his team towards their goalposts without the free kick (i.e. "play on"),
(b) advance his team towards their goalposts with the free kick/throw, or
(c) score an over/behind.
The nearest opposition player stands on the spot where the player marked the ball, which is also known as the mark, and becomes the man on the mark while the player who caught the ball must retreat at least 6 steps; If the player hasn't attempted a kick/throw after 10 (in the back-court) or 30 (in the front-court) seconds have passed, normal play will resume. - The criterion for a mark is that it be caught cleanly, (i.e. the player have complete control of the ball, for any length of time). As such, if the ball is caught in one grab, and then punched out from between the player's hands, a mark is paid, even if he has held it for only an instant. Similarly, if a ball is controlled, and then dislodged by another player or the ground, the mark will still be paid.
- If two players mark the ball simultaneously, the referee will award the mark to the man in front (i.e. the player who has the front position in the marking contest unless that team has already reached the limit for consecutive marks); if he cannot determine which player is in front, then the referee will award possession of the ball to the team that is next to receive the ball according to the held ball rules.
- Spoiling the mark: Spoiling is the technique typically employed by opposition defenders to legally stop a player from catching the ball. Spoiling is performed by hand or fist (as a punching action) either before or shortly after the player has caught the ball in their hands.
- The rules are quite strict on defensive spoiling methods. Players are not allowed to do any of the following:
(a) push other players out of marking contests,or
(b) make forceful front on contact with an opponent in a marking contest if they are not simultaneously attempting to mark or spoil the ball, or
(c) make high contact (unless such contact is incidental to attempting to mark or spoil the ball and/or if the contact is made on a neutral-vertical plane). - If a player completes a mark & the clock runs out, the player is still allowed to take the free kick/throw.
- All 3 periods 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 (the other 4 midfielders must also be present on the prime ring line).
- Teams determine the choice of goal by tossing a coin.
- If the ball crosses one of the sidelines, the ball is awarded to the opposing team to that which last touched the ball at the point closes to where the ball went out of bounds.
- If the ball crosses one of the goal-lines without any score and having last been touched by a player of the attacking team, the ball is awarded to defending team in a goal kick taken by the goalkeeper. The ball must leave the “Penalty Area” before anyone can touch the ball. If the ball does not leave the Penalty Area then the kick must retaken.
- If the ball crosses one of the goal-lines without any score and having last been touched by a player of the defending team, the ball is awarded to attacking team in a corner kick; The corner kick is taken from the corner nearest to where the ball left the field.
- Once a team scores a goal, play is restarted with a bounce-off.
- Once a team scores an over/behind or if a wide occurs, goalkeepers are required to either 1) kick the ball out to at least the center line in a goal kick similar to soccer or 2) pass the ball outside of the penalty area (18yds / 16.5m) to a teammate similar to a change in possession after a score in basketball.
- If the goalkeeper has succeeded in getting the ball outside of the penalty area, the team in possession of the ball has 15 seconds to get the ball past the center line; However, the other team cannot interfere.
- Failure of a team to get the ball past the center line will result in a free kick to the opposition from the half-way line (50-65yds / 45.7-59.4m).
- All players have a max of 6 fouls:
(a) Referees are required to use yellow cards to signal fouls, and red cards to signal the removal of players.
(b) A player who receives a red card or 6th yellow card is to be sent off and no replacement is allowed for the rest of the period. - 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 while making contact with any part of the body while a player is attempting to shoot is not permitted (i.e. blocking a shot with hands or feet is allowed as long as the player attempting to block doesn't make contact with the player attempting to score).
- 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 Goal (Throwing or kicking the ball into the goal net - 8 points):
(a) The goal umpire signals a goal with two hands raised at elbow height pointing forward and then other goal umpire confirms the signal by waving green flags above his head. - An Over (Throwing or kicking the ball over the crossbar and between the two large posts - 4 points):
(a) An over is also scored if the ball hits the crossbar.
(b) The goal umpire signals an over with both arms raised over his head (similar to a field goal in American football) and then other goal umpire confirms the signal by waving red flags above his head. - A Behind (Throwing or kicking the ball in between the goalposts and one of the outside posts - 2 points):
(a) A behind is also scored if the ball hits a over post
(b) The goal umpire signals a behind with one hand raised at elbow height pointing forward and then other goal umpire confirms the signal by waving white flags above his head. - After a penalty has been awarded, the player taking the shot has the option of going for a goal or an over:
(a) All penalties must be taken from the penalty mark.
(b) The player taking the penalty must declare whether they are playing the ball either 1) out of their hands (in which they must raise the ball over their head 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).
(c) Only a max of 5 penalty overs may be taken per period. - The scoring system is similar to the one used in Aussie Rules: Goals-Overs-Behinds-Total.
- Example: 4 Goals + 10 Overs + 2 Behinds = 32+40+4 or 76 points (4-10-2-76).
- 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 a crown ring, it will be awarded 4 or 8 points respectively, and be credited to the offensive player that took the penalty shot.
- Soccer jersey, shorts, socks, shoes/cleats(rubber), mouthguards, and shin guards are required; athletic gloves (i.e. soccer or American football wide receiver gloves) are optional.
- 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.