SPORT RULES

general league rules

Score Reporting:  Team captains are responsible for reporting the scores after your game through the SSC website. Teams have a 48-hour window to report scores after the completion of the game. Please be timely with your score reporting so league standings can remain updated for playoff positioning.

  • To report the score:
    • Login to your Player Page (click on your username)
    • Tap the “Schedule” tab
    • Tap “Record Score” button next to the game in the schedule to submit your scores
  • Other Tips:
    • If you notice the score is already there, it’s because the opposing team captain has already reported the score. If the score is reported incorrectly, please write us an email and let us know! We can move forward with a Score Dispute if necessary.
    • Did you or the other team forfeit the game? Please head to ‘Record Score’ and submit a forfeit win (or loss)

Standings/Schedules: Players can view league schedules and standings by logging into your player profile and clicking on ‘Schedule and Standings’.

Player Eligibility: All players must be added to the team roster by the team captain. This process confirms that all players have agreed to our policies and online waiver.

Substitute players are allowed; however, they must be added to the team roster. Adding a substitute player from another team in the same league is allowed, however, regular/consistent use of a substitute player in the same league is considered unsportsmanlike and not encouraged.

For a player to be eligible for a playoff game, the following criteria must be met, or the team will default the game: Be on the SSC online team roster. Play a minimum of two regular season games in a 6–10 week season, or three regular season games in an 11–14 week season. Play for only one team per league/pool in playoff games. If a player plays for two teams, the second game will be defaulted.

Forfeits: A forfeit will occur if a team cannot field a squad by 15 minutes after the official start time.

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

In the event of inclement weather, follow our SSC foul weather policy available on the website and the sport specific instruction below.

Rough Play & Player Conduct: It is recognized that incidental contact between players is inevitable – however, all players should go out of their way to avoid creating unsafe play.

Any unsportsmanlike conduct may result in immediate expulsion from the league. This includes, physical or rough play, verbal abuse, damage to facility property and/or loss of facility permit. Fighting will result in immediate expulsion from the league. View our complete Unsportsmanlike Conduct policy on our website.

Drinking alcoholic beverages, use of drugs and smoking at your game site before, during, or after your game is strictly prohibited. Offenders will be asked to leave the league without refund. No Exceptions.

Game Coordinator (GC) On-site SSC League Representatives: A Game Coordinator (GC) presence is dependent on sport, season, and/or facility locations. They are not referees, as all games are self-officiated. They are on-site to be a neutral supporter of both teams, clarify rules, manage equipment, start/stop games, and to inform players of league news.

A Game Coordinator may stop a game before the full time has expired due to overly aggressive play, persistent unsportsmanlike conduct, or a general violation of the rules of the game.

SPORT SPECIFIC RULES (LEAGUE)

Objective

The objective of the game is to win points by shooting the ball into the opposing team’s “basket.” The team with the most points wins.

Game Length

Games are 30 minutes in length and teams play 2 games a night (a 10-minute intermission will be included between games). 

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:00pm-6:30pm).

Equipment

Teams are required to bring 1 basketball to every game. 

Basketballs may be provided through SSC. 

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 3 players on the court.

   o   Mixed Gender Leagues: Teams must always play with a minimum of 1 man and 1 woman on the court.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Games can begin with a jump ball, rock-paper-scissors or a coin toss. 

Teams are responsible for keeping score and time. When an SSC Game Coordinator is on-site, they will offer to keep score for the game.

General Game Rules

Standard basketball rules apply to all SSC games. Notable exceptions are listed below:

  • Each basket scored within the three-point line counts as one point, all shots beyond the line count for two points.
  • Defensive play is man-to-man only (no zone defense). You can pick-up your man anywhere on the court.
  • Players may only substitute during a stoppage in play (not ‘on the fly’).
  • After a successful basket, the opposing team gets possession right underneath the net. The ball must be dribbled or passed to a player behind the arc. The defensive team is not allowed to make a play for the ball inside the key.
  • After a change in ball possession has occurred during play (steal, turnover, defensive rebound), players must dribble/pass the ball back behind the arc.
  • An out of bounds ball in favour of the attacking team results in the attacking team taking possession of the ball at the top of the arc. At this point, the ball must be ‘checked in’ by the defensive team before play can resume. Once the ball has been ‘checked in’, play is live and the offensive player if desired can shoot before making a pass.
  • When the ball is tied up, and a jump ball call is made, the team who is on defense will be awarded possession of the ball. 
  • Teams may call a one 30-second time-out if needed except in the final 5 minutes of play.
  • Three seconds in the key: If an offensive player is in the key for more than 3 seconds, the defensive player may give out a warning. An offensive player can receive 2 warnings, after the 3rd warning an automatic turnover occurs. Counting should go as follows: “one one-thousand, two one-thousand, three one-thousand.”

Fouls & Violations

  • It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose, and should do your best to avoid unnecessary contact).
  • All standard basketball infractions are enforced (e.g. reaching-in, body contact of any kind, charging, etc).
  • Purposely obstructing an opponent’s vision by placing or waving a hand in his/her eyes is not allowed.
  • The offending player should call their own infractions, however only one of the two players involved in an infraction can make a foul call.
  • If a defensive foul call is made when a player is in the process of taking a shot and the shot goes in, play continues cancelling out the foul. A point is awarded and the other team takes possession under their own hoop.
  • If a foul call is made when a player is attempting a shot or layup (thereby affecting the outcome), the fouled player will take a shot from the free-throw line. If the shot goes in, a point is awarded and the other team takes possession under their own hoop.  If the shot is missed, play becomes live and the game continues.  To avoid defensive players from killing time during the setup for the foul shot, the shooter can attempt the foul shot as soon as the rest of his team is in position for the foul shot (regardless of the position of the defensive players).  The foul shooter has a maximum of 20 seconds to take the shot.
  • If a defensive foul call is made when a player is dribbling, passing, running (not shooting or making a layup), the attacking team takes possession of the ball at the top of the three-point line. At this point, the ball must be ‘checked in’ by the defensive team before play can resume.  If an offensive player causes a foul, the defensive team takes the ball to the closest sideline to the foul and starts play by inbounding the ball.
  • Intentional fouls are not condoned by the league.

Playoffs

A game can end in a tie during the regular season. 

In the playoffs, a game that is tied at the end of regulation time is decided by a three-minute overtime period. If the game is still tied after the overtime, the next basket will win. 

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

  • The object of the game is to knock down as many pins as possible.
  • A game of bowling begins with 5 standing pins that a player must knock down.
  • A complete game consists of 10 frames, with each player given two turns per frame. However, if a player rolls a strike (all 5 pins knocked down on the first attempt), they are done for that frame, unless they roll a strike in the 10th and final frame, in which case they receive two additional throws.

Game Length

  • Teams must finish all 3 games  within the designated 2 hour timeframe.
  • Games start and end according to your online SSC schedule.

Equipment

  • Equipment including balls and shoes will be provided at the bowling facilities.   
  • Shoe rental is included in your registration fee.

Players on Court and Gender Ratio.

  • Teams are comprised of a minimum of 4 players (SSC recommends 6 players on your roster).
  • Teams can play with 3 players, however they must designate one player to bowl twice.  Rotating players is encouraged to ensure equal opportunity.
  • Teams with more than 4 players must wait between matches to rotate in.   Only 4 bowlers may bowl per match.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

General Game Rules

  • All games played are 10 frames.
  • Teams will play on their lane against the opponent on the adjacent lane and can switch lanes after each game.
  • Please start all games at the same time
  • All players must wear the provided bowling shoes.

Scoring

  • Teams will play 3 games each night and each game is worth 2 points.
  • A match consists of best of 3 games
  • Tie games (1 point per team) are allowed in regular season play (for playoffs see below).
  • To score a bowling game, add up the total points for each member of the team to receive your team score for that game.   

Playoffs

  • A winner must be determined at the end of the match (ties are allowed within a game).  E.g. game 1 could tie, game 2 could tie, however game 3 cannot tie.
  • To break a third game tie, teams must select one player each to compete in a one-ball roll-off.  Each competitor is given one roll and the one who knocks down the higher number of pins wins. If there is still a tie after the first roll-off, the competition continues until a winner emerges.
  • Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.
  • The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.   Please do not assume the time/location of your playoff game until team names have been posted into the schedule.   

Objective

To win a game, a team must eliminate all 6 opposing players from the court.

Matches will consist of as many games that can be played in the 55-minute time period. Each game won will count for one point. If a game is still being played when time expires, the team with the most live players on the court at the time will win the game.  Ties are allowed during the regular season.

We encourage, although not required, a final ‘all-in’ game that does not count towards games won. This is a fun game to end your match with all players on the court at the same time. In this game, players are not allowed to come back in if a teammate catches a ball. Once a player is eliminated, they are out of the game.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (mandatory)

Teams are required to bring two dodgeballs (8-inch) to every game.

Dodgeballs are available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Players are not allowed to play with gloves, bare hands only. Wraps or single-sided tape for supporting recovering injuries are acceptable, however cannot be performance enhancing.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

To start the game, each team stands at their respective back wall with two dodgeballs each.

Four dodgeballs will be used simultaneously for each game.

Teams start the match by shouting, “Ready, Set, Dodgeball”.

Once play has started, players must remain on their own side of half. 

Eliminated/substitute players should stand/sit on the side of the court out of the way of play as much as possible. A bench area should be defined and then considered out of bounds. Live players may only enter this area to retrieve balls.

A bench area should be defined and then considered out of bounds. Live players may only enter this area to retrieve balls.

Sidelines – If the gym/court requires the use of a sideline (a wall is not present) to determine the width and/or length of the playing space, the following rules apply.

   o    All sidelines must be confirmed by both team captains prior to the start of the game.

   o    Players cannot touch or cross a sideline (similar to the centre line), unless they are attempting to retrieve a ball and bring it back into the playing space.   

   o    If a player is not retrieving a ball and any part of a player touches the sideline or past the line, that player is out.

   o    If a player is retrieving a ball, they must return back to the game playing space immediately or that player is out.

   o    If a player is retrieving a ball past the sideline, they are still considered ‘live’ and can be hit by a thrown ball and can also catch a thrown ball, etc.

   o    Teammates who are not playing in the current game (or have been previously eliminated), should help retrieve balls and place them back into the playing space at the location they went out.

Teams should switch sides at the half-way point of the match.

General Game Rules

The 6 players that start each game are the only players that can play during that particular game (i.e. for that point). Teams can alter their roster for each game as long as gender requirements are met.  Injured players can be substituted midway during a game if necessary (keeping gender ratio).

It is the responsibility of all players to make a fair and honest call as to whether or not they were hit. If a player/team accuses another player of being out, it is up to the player in question to decide whether they were hit or not.  Clothing is considered a part of your body if hit by a ball.

Players cannot remain static in areas that conceal or partially conceal their body, e.g. door entrance ways. 

Defensive players cannot lie down, kneel or crouch before a ball is thrown.

Players cannot kick the ball at an opponent.

It is considered unsportsmanlike to squeeze the dodgeballs before throwing them.

When 2 players remain on the court (1 from each team), the timekeeper should announce the two players have “one-minute” to eliminate each other. After the one-minute has expired, if the game has not yet ended, each team will return one player to the court (again, each team must abide by their order of returning players).

Player Elimination and Player Addition

To eliminate an opposing player, a ‘live’ ball must hit the player from the shoulders downwards. An opponent that is hit in the head is NOT eliminated but the thrower of the head ball IS eliminated.

·If a player is hit in the head at any time and in any position, the thrower is out. Players cannot purposely use their head to block a ball.

Once a player has been hit with a ball and is out, they must raise their hand while exiting the floor. This way opponents will not intentionally strike again. Any ball that hits an ‘out’ player as they are heading off the court is a dead ball. Please leave the court quickly.

A ball is considered ‘dead’ as soon as it hits the floor, walls, ceiling or any other obstacles around the court (e.g. basketball hoops, etc). A player is not eliminated after being hit by a dead ball. All other balls are considered ‘live’.

If a thrown ball hits an opponent and comes back across the centre line, the ball is considered to be dead and only the person who is hit is out.

If a player catches a ‘live’ ball the thrower is out.  In addition, the team that caught the ball can return a previously eliminated player to the court. The player that returns to the game must be the first player who was ruled ‘out’ during that particular game (and the order of returning players should be maintained – e.g. the third player to be eliminated will be the third player to return to the court). This player is considered a live player as soon as the ball is caught. It is recommended players line-up in order of elimination on the bench.

If a ‘live’ ball hits a player then rebounds and hits another player on the court and the ball hits the ground or wall, both players are out. If the ball rebounds off a player and another player catches it (as a continuous action without touching the ground) the thrower is out and the player who had the ball rebound off them is safe.

Players cannot cross the center line. Players may lean over the half line to retrieve a ball, but the player cannot touch the middle line or any part of their opponent’s half of the court. If any part of a player touches the line or other half, that person is out. If a ball is thrown by a player who steps on and/or over the line, the ball is considered dead and cannot eliminate an opponent.

Players cannot jump from their own side of half and land on their opponent’s side in the attempt of getting an opponent out. Only the thrower is out in this scenario. This is also known as the kamikaze rule.

Ball Possession

Players cannot be in possession of a ball longer than 10 seconds. This rule applies as soon as a player is in possession of a ball (excluding stopping the ball with a player’s foot). Therefore, if a player puts the ball down on the ground or passes it to another teammate, the ball still needs to be thrown within  the original 10 seconds. If a ball is not thrown within the 10 second window, the opposing team receives the ball.

Teams should not stockpiling the balls on their own side of the court if it causes players to be in possession of a ball for longer than 10 seconds. If all 4 balls are on one side of the court, the remaining players need to throw at least one ball within 10 seconds. Please abide by this rule as it will speed up the pace of play.

Players can only be in possession of 1 ball at any given time. If a player catches a 2nd ball, then the thrower is not out, and the catcher must immediately drop the 2nd ball. As well, the team whose player caught the 2nd ball is not allowed to bring a player back onto the court. This is considered a neutral play – no player is out.

A player holding a ball can use it to deflect/block another ball thrown at them by an opponent. However, if the ball being held is dropped due to the 2nd ball, the person who dropped the ball is out. A deflected ball is still considered ‘live’ until it hits the ground. If it hits another player before hitting the ground, the hit player is out.

If a player has caught a ball, deflects a thrown ball, places current ball down, and catches new ball, the thrower is out, and the player is safe.

Playoffs

A game can end in a tie during the regular season. 

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by one final game.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

Futsal is a five-a-side game, played on an indoor court with soccer nets using a specific Futsal ball (size 4 ball that reduces bounce). The objective is to score on the opposing net.

Game Length

Games are 55 minutes in length with a 5-minute stop for halftime.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment (Mandatory)

Teams are required to bring a size 4 Futsal ball to every game.

Futsal balls may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

Players must wear non marking soled shoes, and are encouraged to wear shin pads covered by long socks.

Players on Court & Gender Ratio

Teams are comprised of 5 players on the court (4 players and 1 keeper).

   o   Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o   Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o   Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game &
Court Set-up

Futsal nets will be set up by SSC or facility staff upon the arrival to your game.

Games are played on a basketball sized court.

Futsal is played to the outside court lines (walls are not used).  A ball that goes outside the court lines or hits the wall / ceiling / obstacles is considered out of bounds and responded to with a kick in.

Team captains should meet before the start of the game to review court lines as well as defining the goal crease.

Teams are responsible for keeping score and time.  Often an SSC Game Coordinator is on-site and will offer to keep score for the game.

To start the game, teams should decide who is awarded the kick-off.  The opposing team will then start the second half with the ball.     

The game begins with the ball being passed back to a teammate before crossing centre line.

General Game Rules

Standard futsal rules apply to all SSC games. Notable exceptions are listed below:

There are no restrictions (apart from the ceiling of the gym) as to how high the ball can be kicked in Futsal.

Player substitutions can be made at any time and ensuring the player has left the court before a new player joins the play. Keepers must wait for a stoppage in play before substituting for an alternate keeper.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on sideline where it left the court.  The player must have both feet on or outside the sideline.  If a kick-in attempt results with the ball never entering the court, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick.

There is a 4 second time limit placed on all set plays (corners, free kicks, etc).

Players must retreat 3 metres from the ball at all ‘set’ plays.

The whole of the ball must cross the whole of the line for it to be deemed a corner, goal, sideline kick or goal clearance etc.

There are no offsides.

Slide tackling is not allowed under any circumstances.

Teams may call a 1-minute time-out if needed, except in the final 10 minutes of play.

Goalie Crease & Goalkeeper

In most cases, the ‘three-point’ line on the basketball court will be used to define the goalkeeper’s crease.

On a goal kick, the goalie must place the ball 5 steps out from the centre of their net.  If the court has basketball key lines the ball is placed within this zone.  

Goalies:

  • May only use their hands to touch the ball within their own crease in front of the net. 
  • Cannot control the ball with their hands for more than 4 seconds before releasing.
  • Are allowed to handle the ball from a pass back or kick in; however, must only use their feet.
  • Can only slide within the confines of their own penalty area. Sliding feet first toward an opponent is illegal and considered a dangerous play.
  • May not score a goal by throwing the ball. 

If goalie handles the ball outside of the crease, a penalty kick (direct) is awarded to the opposing team.  The penalty kick is taken from the top of the crease, and the goalie must remain on the goal line.

Violations & Making Calls

It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose and should do your best to avoid unnecessary contact).

A handball infraction occurs when the ball hits a player’s arm from the elbow down (as opposed to the shoulder).

It is extremely important that all players make the appropriate calls for infractions and illegal plays.  The offending player should call their own infractions, however any player that is currently on the court can make a call.

When a foul is called, play must stop as there is no ‘advantage’.

If an infraction is called, the non-offending team receives an indirect kick where the infraction occurred.

If a disagreement cannot quickly be resolved, the two team captains should meet at the middle of the court (without any other players) and discuss a resolution.

Playoffs

A game can end in a tie during the regular season. In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Playoff games should only be 50 minutes in length in anticipation of needing the extra time to settle a tie.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective Pickleball is a team sport played by two teams on a court divided by a net.  The objective is for each team to send the ball over the net until they win the point or when the opponent cannot return it.
Game Length Players will play six 12-minute games. Matches start and end according to your online SSC schedule. If games start late, games must finish at the scheduled time.
Equipment Players are required to bring their own paddle to every game. SSC will have game balls available to use at the game location.
Game Set-Up Pickleball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game. To determine who serves first, teams can either flip a coin or rock-paper- scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive. Teams are responsible for keeping score and time.
Scoring Games are played for 12-minutes, there is no cap on the score. Scores will be recorded and added to the standings each week. Points are scored only by the serving team.
Line Calls A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.” A serve contacting the non‐volley zone line is short and a fault. A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present. Players will call the lines on their side of the court. No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call.  An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.
Service Sequence At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team. The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service. If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court. As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve. When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team. Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults. Double Bounce Rule:  When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).
Serve The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve). Paddle contact with the ball must be below the server’s waist (navel level). The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck. The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court. Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve. If a ball from another court interferes with your game, you may call it and re‐do the serve.
Non-Volley Zone (Commonly referred to as ‘The Kitchen’) The non‐volley zone is the court area within seven feet on both sides of the net. Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone. It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines. It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens. A player may legally be in the non‐volley zone any time other than when volleying a ball. A player may enter the non‐volley zone before or after returning any ball that bounces. If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone. The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball. Non‐volley zone faults may be called by any player on either team.
Faults A fault is any action that stops play because of a rule violation. A fault by the receiving team results in a point for the serving team. A fault by the serving team results in the server’s loss of serve or side out. A player must have possession of the paddle when it makes contact with the ball. A fault occurs when:
  • A serve does not land within the confines of the receiving court.
  • The ball is hit into the net on the serve or any return.
  • The ball is volleyed before a bounce has occurred on each side.
  • The ball is hit out of bounds.
  • A ball is volleyed from the non‐volley zone.
  • A ball bounces twice before being struck by the receiver.
  • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
  • There is a violation of a service and/or non‐volley zone rule.
  • A ball in play strikes a player or anything the player is wearing or carrying.
  • A ball in play strikes any permanent object before bouncing on the court.

Objective

Pickleball is a team sport played by two teams on a court divided by a net.  The objective is for each team to send the ball over the net until they win the point or when the opponent cannot return it.

Game Length

Teams will play two 45-minute matches.

Matches start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time.

If a set is not complete when time runs out or a game is stopped, then the team in the lead is considered to have won that set.  A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Equipment

Players are required to bring their own paddle to every game. 

SSC will have game balls available to use at the game location.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 2 players on the court. There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A forfeit for the match (all sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Pickleball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either flip a coin or rock-paper- scissors. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive.

Teams are responsible for keeping score and time.

Scoring

Matches are comprised of three sets which equals one match.

Each set is to 11 points.

The first team to score 11 points by a two-point margin wins the set (with a hard cap of 15 points).

Points are scored only by the serving team.

Line Calls

A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”

A serve contacting the non‐volley zone line is short and a fault.

A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.

Players will call the lines on their side of the court.

No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call.  An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

Service Sequence

At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.

The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.

If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.

As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.

When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.

Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.

Double Bounce Rule:  When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).

Paddle contact with the ball must be below the server’s waist (navel level).

The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.

The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.

Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.

If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (Commonly referred to as ‘The Kitchen’)

The non‐volley zone is the court area within seven feet on both sides of the net.

Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.

It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.

It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.

A player may legally be in the non‐volley zone any time other than when volleying a ball.

A player may enter the non‐volley zone before or after returning any ball that bounces.

If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.

The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.

Non‐volley zone faults may be called by any player on either team.

Faults

A fault is any action that stops play because of a rule violation.

A fault by the receiving team results in a point for the serving team.

A fault by the serving team results in the server’s loss of serve or side out.

A player must have possession of the paddle when it makes contact with the ball.

A fault occurs when:

  • A serve does not land within the confines of the receiving court.
  • The ball is hit into the net on the serve or any return.
  • The ball is volleyed before a bounce has occurred on each side.
  • The ball is hit out of bounds.
  • A ball is volleyed from the non‐volley zone.
  • A ball bounces twice before being struck by the receiver.
  • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
  • There is a violation of a service and/or non‐volley zone rule.
  • A ball in play strikes a player or anything the player is wearing or carrying.
  • A ball in play strikes any permanent object before bouncing on the court.

Playoffs

Matches are comprised of best-of-three sets which equals one match.

Each set is to 11 points (win by a two-point margin, no cap).

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

Objective

Pickleball is a team sport played by two teams on a court divided by a net.  The objective is for each team to send the ball over the net until they win the point or when the opponent cannot return it.

Game Length

Teams will play four quarters of 15 minutes each. Teams will have a 5-minute break between quarters to rest, talk strategy or to use for a sudden death rally point.

Matches start and end according to your online SSC schedule.

If games start late, games must finish at the scheduled time.

Equipment

Players are required to bring their own paddle to every game. 

SSC will have game balls available to use at the game location.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players. Each quarter will be played with 2 players on the court and two players on the bench.

Mixed Gender Leagues: Teams rosters will have a maximum of 2 players of a single gender.

A team can play with a minimum of 3 players, as long as the gender requirements are met for the specific league. If a team arrives with 3 players, one player will be selected to wear two wristbands (yellow + red) by the opposing team captain.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Pickleball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams will toss a rubber chicken onto the court and call “up” or “down”, referencing which way the chicken is facing. The winner will have the option to choose court side or to serve or receive. If the winner chooses to serve or receive, the loser picks the starting court side. If the winner chooses the starting court side, the lower chooses to serve or receive.

Teams are responsible for keeping score.

The lineup for the match is determined by rotating players onto the court. Each individual player will compete in 2 quarters out of the 4 quarters. The matchups for each quarter are determined by positions:

Quarter 1: Green + Red vs. Green + Red
Quarter 2: Yellow + Blue vs. Yellow + Blue
Quarter 3: Red + Blue vs. Red + Blue
Quarter 4: Green + Yellow vs. Green + Yellow

Teams must determine their positions by personal skill level. We encourage teams to distribute their wristbands in the following order: Green, Yellow, Red, Blue – where green is your strongest player and blue is player with the least pickleball experience.

If your team is short one player (arrives with 3 players only), one player must wear both the yellow and red wristbands. Teams cannot play with less than 3 players (game is forfeited).

At the start of each game, teams must determine their positions and identify themselves with the provided SSC Pickleball wristbands. Once the match has started, players cannot reorganize their lineup or change wristbands. Teams are permitted to change the order of wrist-bands from week-to-week if they wish.

Scoring

Matches are comprised of four quarters which equals one match. Teams receive one point for each quarter that is won. The final score after 4 quarters could be (1-3, 2-2, or 4-0).

Each quarter is played to 15 minutes.

Official pickleball scoring (side-out scoring) is used for all quarters where points are scored only by the serving team.

If a quarter is tied when time runs out, teams will play in one (1) sudden death rally to deem a winner.

Line Calls

A ball contacting any line, except the non‐volley zone line on a serve, is considered “in.”

A serve contacting the non‐volley zone line is short and a fault.

A ball contacting the playing surface outside of the baseline or sideline, even though the edge of the ball overlaps the line, is considered out of bounds if there are official line judges present.

Players will call the lines on their side of the court.

No player should question an opponent’s call unless asked. A player should ask the opponent’s opinion if the opponent was in a better position to see the call.  An opponent’s opinion, if requested, shall be accepted. The opinion of a player looking down the line is more likely to be accurate than one looking across the line.

“Challenge Chicken”

  • If a player on the opposite side of the net would like to “Challenge” an opposing team’s line call, they MUST toss the rubber chicken onto the court to signify the challenge. In the event of a challenge, teams must re-serve and replay the point.
  • A team is allowed one “Challenge Chicken” per quarter, that cannot be used in the last 3 minutes of the quarter.
  • In the first-and-foremost-for-fun spirit of SSC, teams must only use this opportunity to challenge indecisive calls and not misuse the rule.

Service Sequence

At the beginning of each new game, only one partner on the serving team has the opportunity to serve before faulting, after which the service passes to the receiving team. After that, each team member serves until that player loses the serve when the team commits a fault. After both players have lost their serves, the serve passes to the opposing team.

The first serve of each side out is made from the right‐hand court. Side out is declared after one side loses its service and other side is awarded service.

If a point is scored, the server switches sides and the server initiates the next serve from the left‐hand court.

As subsequent points are scored, the server continues switching back and forth until a fault is committed and the first server loses the serve.

When the first server loses the serve, the partner then serves from their correct side of the court. The second server continues serving until his team commits a fault and loses the serve to the opposing team.

Once the service goes to the opposition (at side out), the first serve is from the right‐hand court and both players on that team have the opportunity to serve and score points until their team commits two faults.

Double Bounce Rule:  When the ball is served, the receiving team must let it bounce before returning, and then the serving team must let it bounce before returning, thus two bounces. After the ball has bounced once in each team’s court, both teams may either volley the ball (hit the ball before it bounces) or play it off a bounce (ground stroke).

Serve

The serve must be underhand. The ball can be hit either directly in the air or after one bounce (bounce serve).

Paddle contact with the ball must be below the server’s waist (navel level).

The serve is initiated with at least one foot behind the baseline; neither foot may contact the baseline or court until after the ball is struck.

The serve is made diagonally crosscourt and must land within the confines of the opposite diagonal court.

Serves shall not be made until the receiver is ready and the score has been called. Serving before the score is called shall result in a fault, and loss of serve.

If a ball from another court interferes with your game, you may call it and re‐do the serve.

Non-Volley Zone (Commonly referred to as ‘The Kitchen’)

The non‐volley zone is the court area within seven feet on both sides of the net.

Volleying is prohibited within the non-volley zone. This rule prevents players from executing smashes from a position within the zone.

It is a fault if, when volleying a ball, the player steps on the non‐volley zone, including the line and/or when the player’s momentum causes them to touch the non‐volley zone including the associated lines.

It is a fault if, after volleying, a player is carried by momentum into or touches the non‐volley zone, even if the volleyed ball is declared dead before this happens.

A player may legally be in the non‐volley zone any time other than when volleying a ball.

A player may enter the non‐volley zone before or after returning any ball that bounces.

If a player has touched the non‐volley zone for any reason, that player cannot volley the return until both feet have made contact with the playing surface completely outside the non‐volley zone.

The act of volleying the ball includes the swing, the follow‐through, and the momentum from the action. If the paddle touches the non‐volley zone during the swing, it is a fault regardless of whether the touch occurred before or after contacting the ball.

Non‐volley zone faults may be called by any player on either team.

Faults

A fault is any action that stops play because of a rule violation.

A fault by the receiving team results in a point for the serving team.

A fault by the serving team results in the server’s loss of serve or side out.

A player must have possession of the paddle when it makes contact with the ball.

A fault occurs when:

  • A serve does not land within the confines of the receiving court.
  • The ball is hit into the net on the serve or any return.
  • The ball is volleyed before a bounce has occurred on each side.
  • The ball is hit out of bounds.
  • A ball is volleyed from the non‐volley zone.
  • A ball bounces twice before being struck by the receiver.
  • A player, player’s clothing, or any part of a player’s paddle touches the net or the net post when the ball is in play.
  • There is a violation of a service and/or non‐volley zone rule.
  • A ball in play strikes a player or anything the player is wearing or carrying.
  • A ball in play strikes any permanent object before bouncing on the court.

Playoffs

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game. Please do not assume the time/location of your playoff game until team names have been posted into the schedule.

Objective

Soccer is a team sport in which the objective is to score more goals than your opponent on their goaltender.

Game Length

Games are 85 minutes in length with a 5-minute stop for halftime (unless otherwise indicated in your schedule).

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:25pm).

Games are played rain or shine.

If a game is stopped due to lightning, games played until half time will constitute a complete game.

Equipment (Mandatory)

Teams are required to bring 1 (one) size 5 Soccer ball and 6 pylons to every game. In some leagues, teams are also responsible for bringing 1 (one) portable soccer goal. Equipment requirements are outlined on the sport page and during the registration process. A refundable deposit is required, payable through online registration.

Captains are responsible for ensuring that nets are placed appropriately in the goal area.

Teams should bring both light & dark coloured t-shirts to help distinguish opponents.

All soccer equipment is provided for the All-Sorts-of-Sports League.

Metal cleats are not allowed.

Players on Field and Gender Ratio

Teams are comprised of 7 players on the field (6 players and 1 keeper).

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the field.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the field.

A team can play with a minimum of 5 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-up

Team captains should meet before the start of the game to set-up the field with the required pylons.

Please check the online SSC schedule for a specific map of the facility and field orientation (when available).

To view a diagram of a soccer field set-up, click on the pdf document in the rules section.

The field set-up includes:

  • Total field length (60 paces)
  • Total field width (35 paces)
  • A pace is approximately 3 heel-to-toe steps.

The game begins with one team initiating play by making a pass back from centre field. 

Teams should switch sides at half time.

Teams are responsible for keeping score & time.

General Game Rules

In general, standard soccer rules apply to all SSC games. Notable exceptions are listed below:

To score a goal, the entire ball must pass over the goal line and into the net. If a discrepancy arises as to whether the ball was in or not, the person deemed to have the “best perspective” will ultimately make the call. Please remember that you are playing in a self-officiated social league, any disputes should be kept to a minimum.

There are no off-sides. 

Player substitutions can be made at any time (i.e. changing on the fly is allowed). However, please ensure that the player coming off has completely left the field before the new player joins the action and the change does not disrupt the flow of the game. Keepers cannot change on the fly – please wait for a stoppage in play before substituting goalies.

A handball infraction occurs when the ball hits a player’s arm from the ELBOW down (as opposed to the shoulder). In addition, players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don’t abuse this rule.

All free kicks and side kick-ins are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the keeper). This is a modification of the original rule to deter players from blasting the ball at the goal in an attempt to hit the ball off the goalie and into the net.

If a ball is kicked out of bounds along the sidelines, an indirect kick-in is awarded to the opposite team. There will be no throw-ins at any time. The ball should be placed on the sideline where it left the field. The player must have both feet on or outside the sideline. If a kick-in attempt results with the ball never entering the field, the play is retaken.

If a ball is kicked out of bounds along the goal line by the offence, an indirect goal kick is awarded to the defending team.

If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. A corner kick is not a ‘free kick’, therefore a goal can be scored directly from a corner-kick..

Defensive players cannot be within 8 feet of the ball when any indirect kick, corner-kick, or goal kick is being taken.

Slide tackling is not allowed. No players (with the exception of the goalie) can slide to block a shot or pass at any time.

Teams may call a one (1) minute time-out if needed, except in the final 10 minutes of play.

A game can end in a tie during the regular season (ties are not allowed in playoffs, see below).

Goal Crease & Goalkeeper

The goal crease is approximately a 10 foot semi-circle around the net. Due to the format of the field, there will not likely be a lined goal crease – teams should use their best judgment.

Goalies can:

  • Use their hands when they are within the “goal crease”.
  • Roam as far from their goal as they wish.

Goalies cannot:

  • Use their hands outside of the crease.  If this occurs, a penalty kick is awarded to the opposing team.
  • When inside the goal crease, pick up a ball with their hands if the ball has been played back on purpose to the keeper by a player on their team. This includes all forms of passing and kick-ins. The only exception is if the player directs the ball back to the keeper with their head – in this case the keeper can pick the ball up with their hands. A violation of this rule results in an indirect free kick for the other team at the spot where the keeper inappropriately used their hands.

Violations & Making Calls

The offending player should call their own infractions, however any players involved with the infraction can also make a call.  When a foul is called, play must stop as there is no “advantage” in SSC soccer.

Players not on the field at the time of any incident cannot make a call at any time.

Playoffs

Playoff games should only be 80 minutes in length in anticipation of needing the extra time to settle a tie.

In the playoffs, a game that is tied at the end of regulation time is decided by best of 3 penalty kicks.

  • Three players from each team will take one shot each at the distance of ten paces. 
  • Only the players on the field at the end of the game can participate + the goalie that finished the game.  The order of shooters must be maintained.
  • After three shots, if it is a tied result, teams continue taking single shots until one team has scored (and the other team does not).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.  

View/Download the Softball Diamond Set-Up Diagram

View/Download the Softball Printable Scoresheet

Objective

Softball is played between two teams on a diamond, with 9 players from one team on the playing surface at a time. The object of the game is to score more runs (points) than the other team by batting (hitting) a ball into play and running around the bases, touching each one in succession.

Game Length & Foul Weather Guidelines

Games are seven (7) innings in length with a time limit of 85 minutes (unless otherwise indicated in your schedule).

Games start and end according to your online SSC schedule.

If games start late, games must finish at the scheduled time.

No new inning can start with 5 minutes left before the formal end time. If a new inning is started and is not completed (both teams receive their at bat), the score will revert to that of the last completed inning.

Games are played rain or shine. If a game is stopped due to lightning, four (4) innings will constitute a complete game. If three (3) innings or less are played, it will constitute as a tie game.

If one team shows up during foul weather to play and the other team is missing, or if one team leaves mid-game and there is an opportunity to continue play – it is an automatic win for the present team.

Equipment

Teams are responsible for bringing to each game;

  • A set of 4 bases
  • 3 Softballs
  • 2 pylons (to mark a home run line if field does not have home run fence)
  • 1 catcher’s mask
  • 1 scorebook

Various softball equipment is available to rent (with a deposit) through SSC. A refundable deposit is required, payable through online registration.

Catchers are required to wear a mask (mandatory).

Players are required to provide their own gloves, bats, and appropriate footwear (players are not permitted to use metal cleats or wooden bats).  

Bats can only be used from the NSA Canada Approved Bat List, with logo certification from either the United States Specialty Sports Association (USSSA 1.20bpf), or National Softball Association (NSA). Altered bats are not permitted.

Softballs: Games should be played using the provided SSC league softball (Worth Hot Dot), or teams can decide to purchase their own. Game balls must be equivalent to 12”/.44 cor/375-400lbs compression or 12”/.52 cor/275-300lbs compression.

Scorebooks: An SSC printable copy is available to download in the rules section.

It is strongly encouraged that batters and base runners wear a helmet.

Players on Field and Gender Ratio

Teams are comprised of eight (8) positional players, plus one (1) rover for a total of 9 players on the field.

   o    Mixed Gender Leagues: Teams should always play with a minimum of three (3) men, and three (3) women on the field/roster. However, a team can play with a minimum of 7 players as long as there are two (2) of each gender and the batting order stays the same (see the section below about batting). In this scenario, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense). The same applies if a team has 8 players.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the field. A team can play with a minimum of 7 players, however, on defense, teams must then play with fewer players on the field (i.e. if you play with 2 players below the minimum requirement, you must be short 2 players on defense).

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the field.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

A forfeit for the match will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game & Field Set-Up

Captains should meet before the start of the game and confirm / agree upon ground rules with regards to boundaries, base set-up and home run line.

To view a diagram of a softball field set-up, click on the pdf document in the rules section.

Teams are responsible for setting up the bases at 60 feet (approximately 20-25 paces).

Each team captain must bring their four (4) bases to every game (total 8 bases) as first base and home plate will require “safety bases”. 

  • First – safety base:  There should be a base for the first base fielder to touch and a separate base for the runner to step on (with a distance of 6 inches between the bases).
  • Home – safety base: There should be an extra base laid out parallel to the existing home plate (at least 24 inches away from it). A line is to be drawn in the dirt between the two to enable the runner to touch the safety bag or cross the line in a safe manner, in order to score a run.
  • Commitment Line: There is a “commitment line” halfway between third base and the home plate, marked with an extra base or by drawing a line in the dirt across the base path. This marks the no-return point of a base runner going towards home plate.
  • Other Bases: For the other bases, fielders should be touching only one side of the base, allowing a base runner to touch the base without interference.

If a field does not have a home run fence, teams are responsible for setting up the home run line, using the 4 pylons at 210-250ft (approximately 70-83 paces) from home base. Some fields may require different lengths.  Please ensure both teams agree with the home run line location before the start of the game.

Batting teams are responsible for providing base coaches at first and third base. These are typically players on your team that are batting further down the lineup at the start of each inning.

Game Start & Inning Structure

To determine the home team (bats in the bottom of the inning), teams can either choose to do a coin toss or rock-paper-scissors.

  • Exception: During playoffs the higher ranked team will have the choice to bat first or second.

Each inning is played with three (3) outs or when a team scores a maximum of eight (8) runs.

  • Exception: teams do not have a run limit in the final inning of the game.

If the home team is winning after the completion of the top of the 7th inning, the game is over and the home team does not bat.

Pitching

The team at bat provides their own pitcher.

The pitcher can pitch from wherever they choose (for safety we recommend at least 30ft from the batter).

If a ball that is hit touches the pitcher, then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

Pitching Screen

(optional if teams wish to bring their own)

If teams wish to use a pitching screen, the following rules apply;

Once screen is set in an agreed upon position by both team captains, it cannot be touched by any player and must remain upright (the screen becomes part of the field).

Left handed pitchers pitch on the left side, right handed pitchers pitch on the right.

If a batted ball hits the screen (either ground ball or direct) then the:

  • ball is declared dead.
  • pitch is redone.
  • base runners return to their previous bases.
  • pitch count is then restored.

·         If a fielder throws a ball to home but hits the screen, the ball is still live as the pitching screen is considered part of the field.

Fielding

There is no infield fly rule in effect. However, it is poor sportsmanship to purposely drop a ball to induce a double play.

The rover may play anywhere in the outfield. The rover cannot stand within the infield before the ball is hit.

Players in the infield are not allowed to stand inside the baselines before a player attempts to hit a ball (e.g. the shortstop cannot stand beside the pitcher before the batter has hit the ball).

A fielder cannot obstruct a base runner without the ball, or the runner is awarded an automatic base.

Once the pitcher collects the ball from a fielder, play is dead. Therefore, if a runner is less than halfway to the next base, they must return to their previous base. If they are past halfway, they may advance to the base. All close calls should be made by the pitcher. The pitcher should make their best effort to catch the ball from the fielding team.

Batting

One run shall be scored each time a runner legally advances to and touches first, second, third and crosses the home base line before three players are determined ‘out’ to end the inning.

  • Exception: a run is not scored if the runner advances to home base during a ‘force’ play in which the third out is made.
  • A runner can score on a ‘non-forced’ third out, as long as they cross the home base line before the ‘non-force’ play is made.

Every batter can receive a maximum of three (3) pitches.

All foul balls, wild pitches, strikes and balls count as one of the three (3) pitches. The only exception is a ball that hits the pitcher (see pitching).

Batting Order: No more than 2 men or 2 women can bat consecutively in the batting order, including when the bottom of the order meets the top of the order.

  • A team must use their full roster for batting (e.g. players cannot only play defense).
  • All players must bat before a player can bat for the second time (this may change the gender order from inning to inning).
  • If a team has 7 or 8 players total and only 2 players of one gender (example below is only 2 women), the following batting order applies: man 1, man 2, woman A, man 3, man 4, woman B, man 5, man 6, woman A, etc. The spot where woman C should be is NOT an automatic out.
  • The batting order should remain intact from inning to inning. This means the last batter out in an inning is followed by the next subsequent gender at the start of a new inning.
  • Any players arriving after their team has batted in the first inning, will be inserted into the bottom of the gender batting order.

There is no bunting or faking a bunt. However, a ball that is hit with a full swing, but does not go past the pitcher IS a live, playable ball.

A ‘foul ball’ pop-up behind home plate can only be caught for an out if it goes higher than 10 feet. A ball not exceeding this height is considered a ‘strike’.

If a fielder attempts to catch a ball in foul territory and misses, the result is a dead ball (strike against batter).

The same applies if a foul ball comes in contact with a fielder in foul territory, but lands in fair territory (remains dead ball, strike against batter).

Players are considered out by the following:

  • Striking out.
  • Fly ball caught by the defense.
  • Foul out.
  • Base runner tagged by the defense or forced out at a base.

Base Running

Base runners can:

  • Overrun first base without being tagged out as long as they continue to follow the foul line or stay to the right of it.
  • Advance one base if a ball is overthrown at first or third base and goes ‘out of play’ (e.g. over the fence, into the dugout, beyond the extended backstop, etc.).  If the ball stays in play (i.e. hits the fence) then the ball is live and runners may advance at their own risk.
  • Be hit by a batted ball – in this circumstance the ball is live and playable although base runners must make every effort to avoid a batted ball.
  • Courtesy runners are permitted for a hitter or injured base runner; however, the courtesy runner must be the last out of the same gender.  If a courtesy runner is being used for a batter, please notify the opponents team captain before the start of the game.  The courtesy runner must start to the right side of the catcher (facing towards the pitcher) in line with the 3rd base foul line and can only run when contact has been made with the ball (see the downloadable pdf Softball Diagram for specific start location).

Base runners cannot (automatic out):

  • Sliding into any base.
  • Steal a base or leadoff to gain a competitive advantage (base runners must wait until the batter makes contact with the ball before leaving the base). 
  • Move more than 3 feet away from the base line (imaginary direct line between the bases) when a tag play is being made on the runner.
  • Cause interference to a defending fielder who is attempting to make a play on the ball.
  • Touch home plate.  Runners can only touch safety base or cross ‘line’.

Tag Up:

  • o    If pop fly ball is caught, base runners must retouch (or ‘tag-up’) the base they were on at the time of the pitch, before attempting to advance.  If a pop fly ball is not caught, a tag-up is not required and base runners may try to advance.

Commitment Line:

  • Players cannot return to third base if they have crossed the ‘commitment line’ between third base and home plate (a base runner that does is automatically out).
  • A “force out” will always be in effect between third base and home plate once the base runner has crossed over the “commitment line”. This means that a team only needs to touch home plate with the ball in their possession to make the out. Under no circumstances are tag plays permitted at home.

Mercy & Home Run Rule

Inning Run Limit: The inning is over if the batting team scores eight (8) runs. Exception: teams do not have a run limit in the final inning of the game.

Mercy Rule: If a team is up by 15 runs or more after the 5th inning of play, the losing team has the option of calling the game or choosing to continue. 

Recreation leagues will follow a +3 home run rule. This includes leagues that are combined int/rec. A team can only hit +3 home runs more than their opponents. Example: If team A has hit 3 home runs, they must wait for Team B to hit a home run before Team A can hit another. If a team hits a + 4 home run, the batter is awarded a single base (not a home run) and base runners only advance if they are forced (same as a ‘walk’ scenario).

Intermediate leagues will follow a +5 home run rule. A team can only hit +5 home runs more than their opponents. Example: If team A has hit 5 home runs, they must wait for Team B to hit a home run before Team A can hit another. If a team hits a + 6 home run, the batter is awarded a single base (not a home run) and base runners only advance if they are forced (same as a ‘walk’ scenario).

Clarification of the home run rule:

  • A home run is defined as hitting the ball beyond the outfield (between the foul lines).
  • If the field has a home run fence, the ball must go over the fence.
  • When using an unfenced ball diamond, the following scenario applies; To be deemed a home run, the ball must carry in the air and land outside of the home run line (see rules for pylon set-up).   If the ball rolls through the home run line, it is an automatic ground rule double.
  • A fielder can stand before the line and jump in an attempt to catch the ball.  However, if a fielder catches the ball and is standing outside of the line, it is deemed a home run.  Please use your best judgement.
  • The home run rule does not apply to ‘in the park home runs’ or fielding errors (the ball does not leave the playing field).

Making Calls

Foul ball calls should be made by the catcher (balls that are hit outside of the base lines). 

Base calls are the responsibility of the base coaches (first and third base) and pitcher (second and home base) to make impartial calls. If base coaches are not present, close calls should be made by the pitcher.

Home run calls should be made by the closest fielder with support from the base coaches.

Calls should be made as neutral and impartial as possible.

Playoffs

Playoff games should be 80 minutes in length in anticipation of needing the extra time to settle a tie.

During playoffs, if the game is tied after the completion of 7 innings, or the expired time, teams will follow this format: 

  • The team that is up to bat will start the inning by placing their ‘last out’ from the previous inning on second base, with two (2) outs. Once three (3) outs have been reached, the other team will then place their ‘last out’ from the previous inning on second base (also with two (2) outs) and proceed to bat until three (3) outs is reached. Teams will take turns doing this until the score is settled upon the completion of a full inning.

Team playoff position: Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, least points against, then +/-, then most points for will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Objective

Volleyball is a team sport played by two teams on a sand court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-7:00pm).

If a set is not complete when time runs out or a game is stopped due to lightning, then the team in the lead is considered to have won that set.  A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Games are played rain or shine (please refer to our foul weather policy).

Equipment Rental

Teams are required to bring 1 beach volleyball to every game. 

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 4 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 1 man and 1 woman on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 3 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains)

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of his/her body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin wins the set (with a hard cap of 27 points).

A 55-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

An 85-minute match consists of best of 5 sets. All 5 sets should be played. The team that wins 3 of 5 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Players may play from any position and do not have to rotate; however, players must maintain server rotation.

All 4 players may spike the ball from anywhere on the court.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

The server does not rotate after 5 points. The same server continues to serve as long as his/her team successfully wins the point.

Playoffs

The first team to score 25 points by a two-point margin wins the set (with a hard cap of 27 points).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player.  As a penalty, the opposing team receives a 5-point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 3 players on the court. Example – If a team has more than 3 players of 1 gender the ghost player is the 4nd player, therefore the team may only have 3 players on the court (the 4th player would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

Beach Volleyball is a team sport played by two teams on a sand court divided by a net. The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

If a set is not complete when time runs out or a game is stopped due to lightning, then the team in the lead is considered to have won that set.  A team must have at least 5 points in a set to count as a win, otherwise it is deemed a tie. Similarly, if the third set is not played, then it is considered a tie.

Games are played rain or shine (please refer to our foul weather policy).

Equipment Rental

Teams are required to bring 1 beach volleyball to every game. 

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of his/her body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Tips are allowed. However, teams can choose to play without this rule (i.e. tips not allowed and players use a closed fist instead). This must be decided on before the game starts. 

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) wins the set.

A 55-minute match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

An 85-minute match consists of best of 5 sets. All 5 sets should be played. The team that wins 3 of 5 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back). 

A team must be in correct rotation order before the serve is put into play. Once the ball is served, players can move positions, however backcourt players cannot jump at the net to block or spike. Only the three players at the net positions (4,3,2) can jump and spike or block near the net. The backcourt players (5,6,1) can only make attacking actions (jumping hit/spike) from behind the attack line.  

In Beach Volleyball there is no 3-metre line indicated on the court, players should use their best judgment to hit from the backcourt area if they are in this position.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net (see next point), going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

 If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the ‘centre line’ and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or spike a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as his/her team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Playoffs

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) wins the set.

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule.

Ghost Rule

If a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player. As a penalty, the opposing team receives a 5-point advantage at the start of each set.  The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 mans and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations.

The ghost rule is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

Objective

Volleyball is a team sport played by two teams on a playing court divided by a net.  The objective is for each team to send the ball over the net attempting to ground it on the opponent’s court, and to prevent the ball from being grounded on its own court.

Game Length

Most matches are 55-minutes in length; however, some leagues offer 85-minute matches.

Games start and end according to your online SSC schedule. 

If games start late, games must finish at the scheduled time (e.g. 6:15pm-6:55pm).

Equipment Rental

Teams are required to bring 1 volleyball to every game.

Volleyballs may be available to rent through SSC. A refundable deposit is required, payable through online registration.

Equipment is provided for the All-Sorts-of-Sports League.

Players on Court, Gender Ratio and Defaults

Teams are comprised of 6 players on the court.

   o    Mixed Gender Leagues: Teams must always play with a minimum of 2 men and 2 women on the court.

   o    Single Gender Leagues: Teams must always play with the same gendered players on the court.

   o    Open Gender Leagues: There are no minimum gender requirements. Players participate freely without restrictions existing as to how many players of each gender are on the court.

A team can play with a minimum of 4 people, as long as the gender requirements are met for the specific league.

Non-binary players count towards the team’s roster count. In mixed gender leagues, their team must still meet the minimum gender requirements on the court.

Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Teams that do not meet the minimum gender requirement may play with the ‘Ghost Rule’. This rule must be agreed upon by both teams before the start of the game. See rule description below.

A forfeit for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

If your team does not meet the minimum number of players, and/or the gender minimum requirements prior to the start of the game, your captain MUST speak to the opposing team captain regarding the outcome of the game (ie. forfeit/ghost rule/the game counts). If this discussion does not take place, the team that does not meet the minimum requirement is subject to forfeit.

In the first-and-foremost-for-fun spirit of SSC, team captains are encouraged to agree to an opponent’s request to have a game count. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

Game Set-Up

Volleyball nets will be set up by the SSC Game Coordinator or facility staff upon arrival to your game.

To determine who serves first, teams can either choose to play a rally game (minimum 3 crosses over the net), coin toss or rock-paper- scissors.

Teams are responsible for keeping score and time. When an SSC Game Coordinator is on-site, they will offer to keep score for the game.

If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner.  However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither team gets at least 5 points, the set is deemed a tie.

General Game Rules

Matches are comprised of three sets (55-minutes matches), or five sets (85-minute matches) depending on your specific league structure.

A player may play the ball off any part of their body, including feet.

A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.

Players are to call balls ‘in’ or ‘out’ of bounds.  If the ball touches any part of a court line, it is ‘in’.  The ball must completely pass the line to be ‘out’.  If there is a dispute, resume play by re-serving the ball with no point awarded.  If a disagreement escalates, any disputes should be discussed amongst the two team captains only.

A ball that hits the wall or ceiling is out of bounds.

Teams may call a 1-minute time-out per match if needed, except during the final 10 minutes of play.

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

The first team to score 25 points by a two-point margin (with a hard cap of 27 points) is awarded the set.

A match consists of best of 3 sets. All 3 sets should be played. The team that wins 2 of 3 sets wins the match.

Match Point Scoring: Win = 2 points, Loss = 0 points, Tie = 1 point, Forfeit = -1 point.

Player Rotation and Positioning

Each of the 6 players must rotate positions after winning back the serve.

How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve. 

If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back). 

A team must be in correct rotation order before the serve is put into play. Once the ball is served, players can move positions, however backcourt players cannot move to the net to block or attack. Only the three players at the net positions (4,3,2) can jump and hit or block near the net. The backcourt players (5,6,1) can only make attacking actions (jumping to hit) from behind the attack line.

Violations

Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.

Obvious fouls include – carries, double hits (allowed on serves), touching the net, going under the net and contacting another player.

Contact with the net by a player during the action of playing the ball, is a violation (fault). The action of playing the ball includes (among others) take-off, landing, hit, block and set. Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with play.

If the ball is driven into the net causing the net to touch an opponent, no fault is committed.

A player is permitted to pass his/her hand above the plane of the net in the following scenarios:

  • While blocking an attack.
  • If a player is attacking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponent’s attack (e.g. if a setter is trying to set their player, the opponent can’t reach over the net and block that set).

Players are not permitted to penetrate fully into the opponent’s space under the net. Player’s feet must remain in contact with the centre line and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, to avoid injury to themselves or their opponents.

Serving

A server may serve the ball from anywhere behind the baseline.

Only one toss or release of the ball is allowed per serve.

Players can open-hand volley a serve.

A player may NOT block or attack a serve.

Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.

A double hit off of the serve is allowed (e.g. the serve hits the defender’s arms and then chest).

Servers must rotate after five consecutive points. The same team continues to serve as long as their team successfully wins the point.

Recreational skill division – jump serves are not allowed (jump serves are allowed in intermediate, advanced and competitive leagues).

Playoffs

During playoffs the first team to score 25 points by a two-point margin wins (with a hard cap of 27 points).

Team playoff position:  Ties in the standings will be broken first by head-to-head play. If there are more than 2 teams that are tied, all the teams must have played each other in order for the results to go to head-to-head. Otherwise, most set wins (points scored), overall set wins (point differential), then least set loses (points against) will determine the placement in that order.

The SSC office will update the playoff schedule once all scores have been submitted and after the last regular season game.  Please do not assume the time/location of your playoff game until team names have been posted into the schedule. 

Ghost Rule

In mixed leagues, if a team does not meet the minimum gender requirements on the court, teams can decide to play with a ‘ghost’ in replacement of the missing player. As a penalty, the opposing team receives a 5-point advantage at the start of each set. The team which uses the ghost rule can have a maximum of 5 players on the court.  Example – If a team has 5 men and 1 woman the ghost player is the 2nd woman, therefore the team may only have 4 men and 1 woman on the court (the 5th man would substitute into play).

The ghost rule encourages game play, fairness and discourages default situations. It is also designed to be used if a player is unable to continue play due to injury during a game.  This allows the game to continue without a default as a result of an injury.

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