THE TEAM

  • Teams will be made up of 8-16 players. Eight (8) players, five (5)?males & three (3) females will compete on a side; others will be available as substitutes. Substitutes may enter between games in the place of a teammate (male for male, female for female) or during a game in the place of an injured teammate.
  • If necessary, a team may begin a game with fewer than 8 players.? Minimum 6 players (four males and two females).

THE FIELD

The game may be played indoors or outdoors. The playing field shall be a rectangular surface free from obstructions and at least 60 ft long and at least 30 ft wide. ?The court size may vary by location. ?The court is then divided into two (2) equal sections by a center-line and attack-lines 3m from, and parallel to the centerline.

IDEAL MEASUREMENTS: 60? x 30?-Identical to a volleyball court.

THE EQUIPMENT

  • The official balls used in tournament and league play will be an 8.25″ and a 7″ weighted foam dodgeball.
  • The number of balls used in a regulation game is six (6). Four (4) 8.25″ and Two (2) 7″ female dodgeballs. the following rules apply to the 7″ female dodgeballs:
    • Only female players can throw the 7? dodgeballs while females are live in play on either side of the court. When all female players have been eliminated from the game, male players can then throw the 7? dodgeballs at opposing male players.
    • Male players can only do the following with the 7? female dodgeballs:
      • Pass or roll the female dodgeballs to females on their own team
      • Block dodgeballs being thrown at them by the opposing team
      • Throw only when ALL females have been eliminated from play on both sides of the court
      • Underhand roll back to the opposing team when no females remain on their side of the court (Please Note: male players must still throw the 8.25? dodgeballs either at someone or at least over the attack line)
    • If any male players are seen throwing the 7? female dodgeballs overhand in any manner (including “grounding”) at the opposing team while any females are on the court they will first be issued a warning (1 warning per team, per game) and after the initial warning will be called out. In both instances their throw will not count and the person they hit with the female dodgeball will remain in play.
  • Participants must wear shoes, shirts/tops and shorts/pants.
  • All clothes/uniforms are considered part of the player?s body
  • Gloves or foreign substances (which can be transferred to the ball) designed to improve catching ability are not allowed on the hands or arms.? One cotton wristband on each wrist is acceptable.

THE GAME

  • Games will begin with each team occupying opposite ends of the court. Teams will alternate sides following halftime.
  • The object of the game is to eliminate all opposing players by getting them “OUT”. This may be done by:

1. Hitting an opposing player with a LIVE thrown ball below the neck. (Note: If a player ducks or takes a position with their head below where their neck would normally be when standing, i.e. crouching, kneeling, sitting, diving, rolling or laying and this clearly is the cause for the player being hit above the shoulders, the player is OUT and the throw is considered legal).

2. Legally catching a LIVE ball thrown by your opponent before it touches the ground.

3. Causing an opponent to lose control of a held ball as a result of contact by a thrown LIVE ball (usually occurs when a ball is being used to block a thrown ball)

4. An opposing player stepping out of bounds.

5.?Head hunting will be strictly enforced. ?Head Shots is defined as striking an opposing player while in a upright/standing position above the shoulder area which includes the head, face and neck. ??Any head shots (intentional or not) the thrower is OUT. ?Any head shots (intentional or not) and the thrower is OUT. ?In addition, multiple head shot offenders are subject to our 3 & OUT policy which we adopted for this season. 1st head shot, the thrower is OUT and must take his/her spot on the sideline wall. 2nd head shot by the same thrower, they are OUT for that game and must exit the dodgeball court into the substitution area and the team will play down a player for the remainder of that game. 3rd head shot by the same thrower results in ejection from the match, must exit the dodgeball court and is no longer eligible for the remainder of that evening’s match.

6. Male players MUST throw the ball past your opponent’s?10′ attack line at all times! ?Failure to throw past the attack line will result in that players being called out.?Obviously this rule will not apply if there is a player inside the attack line.

  • Definition: LIVE: A thrown ball that strikes or is caught by an opposing player without/before contacting the ground, another player, a held ball, a non-held ball, official or other object.
  • A player may block a thrown ball with a ball being held, provided the holder does not lose control of the held ball as a result of the contact with the thrown ball.? The held ball does not need to strike the ground to cause the holder to be OUT, only be knocked loose of the holder?s grip.? Even if the holder regains control of the held ball, they are still out. Any actions by the holder after the initial loss control are ignored.
  • A live ball deflecting off the body of Player ?A? remains live only to player ?A?. If Player ?A? legally catches the deflected ball, the thrower is OUT. Teammates of ?A? may not legally catch the deflected ball. In fact, touching of the deflected ball by another player causes it to become dead.
  • Once a player is OUT, they must drop any balls in hand and exit the playing field at the sideline determined by the official.? If an OUT player intentionally contacts a live ball or interferes in any way with play before exiting the playing field the officials may call OUT an additional member of their team as a penalty for interference.
  • Players that are OUT or eliminated need to line up side-by-side in the order they are OUT at the sideline wall.? Once a teammate makes a legal catch (defined below) the first eliminated player in line may re-enter the game and is granted a three (3) second grace period prior to opponents being able to throw balls at them. ?During the three (3) second grace period, the player re-entering is not yet eligible to throw balls at the opposing team, nor can they catch the opposing team ball until the grace period has ended.
  • Kicking the dodgeball?is not allowed at any time during the game, balls must be thrown, tossed or rolled by hand. A warning will be passed onto a player who kicks any ball.? A second violation, that player will be OUT.

LEGAL CATCHES

  • A player demonstrates control of a live thrown ball (by opponent) with at least one foot inbounds, on the playing surface, and no other part of the player out of bounds. Result: thrower is out.
  • An inbound, airborne player/catcher demonstrates control of a live thrown ball (by opponent) Result: thrower is out. ?Airborne Catcher: A player that leaves the playing surface from inbounds-prior to catching? the ball in an attempt to catch a thrown ball.? If the ball is controlled while airborne and before going out of bounds, the catch is legal.
  • If an airborne player lands out of bounds they are immediately OUT. ?Note: In this case, if control is demonstrated before landing out of bounds both the thrower and catcher are OUT-in that order.
  • A player that contacts (is hit with) a live thrown ball inbounds and in an attempt to catch it leaves the floor, the player must control the ball with one foot inbounds for the catch to be legal. Note: A player may not become airborne (even if they control the ball while airborne) following the initial contact with the live ball and subsequently land out of bounds. The player must land inbounds.

BOUNDARIES

  • During play, all players must remain within the boundary lines.
  • A player shall not have any part of their body cross over the center-line and contact the ground on their opponents? side of the court. (Officials will take exception during the opening rush if some players cross the center-line.? Players will only be called OUT at this time if they have crossed the line and a definite advantage is gained by the action).
  • ? When only one male player remains on each team, those male players may advance over the center-line up to their opponents Attack Line. If one male player remains on one team and one female player remains on the opposing team the male player can only advance up to the center line.
  • ? When one female player remains on one team and her opponent has two or more players on their team, the female player may advance over the center-line up to her opponent?s attack line. When one female player remains on one team and one male player on the opposing team the female player can advance up to the opponent?s Attack Line.
  • Note: Any player initiating physical contact with an opponent will be ejected, forfeit the game and face possible suspension.

THE OPENING RUSH

  • Game begins by placing the 6?dodgeballs along the center line. Players then take a position against the end wall with a hand or a foot placed against that wall. Following a signal by the official, 3 players from each team?may approach the centerline to retrieve the 3 balls on their right side. This signal officially starts the contest.?Players MAY NOT LEAVE THEIR FEET when retrieving the ball.?Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown.? The thrower must also get both feet behind the attack-line before the ball can be legally thrown.? A retriever may toss the ball to a teammate standing behind the attack-line and they may legally throw the ball.
  • If a team fails to retrieve their 3 dodgeballs in the initial rush, the opposing team may grab their opponents?dodgeballs after their 3 dodgeballs have been brought back or thrown?behind?their attack line.
  • A False Start will be called if players leave the end wall prior to the official?s signal to start the game. Result: Play will be stopped, players must reset at the end wall and await the next official?s signal. ?A second offense, and the player is out.

TIMING AND WINNING A MATCH

  • Teams will play 11 (4) four minute games. ?The first team to legally eliminate all opposing players will be declared the winner of the game. A 4-minute time limit has been established for each game. If neither team has been eliminated at the end of the 4 minutes, the team with the greater number of players remaining will be declared the winner of the game. ?An equal # of players at the end of the 4 minute game will be declared a tie contest.
  • The team with more games won out of the 11 games will be declared winner of the match.
  • Matches ending in an equal amount of games won will be scored as a tie.
  • Any forfeits will be scored as an 6-0 victory for the team that has a full legal squad (Eight (8) players, five (5)?males & three (3) females)

RETRIEVING BALLS

  • During play, any ball able to be retrieved by a player still in bounds on there side of the court is considered legal. You cannot reach over the center line to retrieve a ball from the opponent?s court.
  • Balls may also re-enter the playing field from the sideline by an eliminated player (passed, rolled or handed to active players).? Eliminated players must maintain a hand or a foot placed against the sideline wall.

TEAM ADVANTAGE & STALLING

  • ? The team with the advantage at any time during the game will be instructed to throw by the official and cannot hold the balls in attempt to run time clock down which is stalling. The team with the advantage has 5 seconds to throw the ball, otherwise the opposing team will have the next player in line (who was out) enter the game. Team Advantage includes the following:
    • The team that has more live players on the court anytime following the opening rush. If a team is playing down a player at the start of a game the opposing team will begin that game with the advantage and be instructed to throw following the opening rush.
    • The team that has more dodgeballs in their possession when both teams have the same amount of live players on the court anytime following the opening rush. (e.g. both teams have 4 live players and one team has 4 or more dodgeballs in their possession the team with more dodgeballs will be instructed to throw by the official)
  • ? In order to reduce stalling, a violation will be called if a team in the lead holds any ball(s) on their side of the court for more than 5 seconds. When teams are tied with the same number of live players and each possess 3 dodgeballs, both teams will be instructed to throw by officials via a 5 second countdown until one team gains an advantage in either live players or dodgeballs in their possession. If both teams fail to throw before the 5 second countdown is up when tied, a stalling violation will be assessed by the official by calling OUT one (1) player from each team that was in possession of a dodgeball and did not throw it before the 5 second countdown was up.
  • Players on the team with the advantage must throw the ball over into the opponent?s court.? Male players must attempt throws beyond the opponent?s attack line.? Females that continually toss or roll the balls back to their opponent will result in a warning.? If a team continues this act, an eliminated player from the opposing team will be allowed to re-enter the game.

RULE ENFORCEMENT

During pool play or regular-season matches, rules will be enforced primarily by the “honor system”*. Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. All contests will be supervised by a court monitor*. The court monitor?s responsibility will be to rule on any situation in which teams cannot agree. THE COURT MONITOR?S DECISION IS FINAL-NO EXCEPTIONS.

*NOTE: During tournament play, All Semi-Final and Final Round matches will be officiated by no less than two (2) C’Ville Social Officials. These officials will rule on all legal hits, out-of-bounds and 5-second violations.

C’Ville Social Code of Conduct

1. Understand, appreciate and abide by the rules of the game.

2. Respect the integrity and judgment of game officials and C’Ville Social staff.

3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.

4. Be responsible for your actions and maintain self-control.

5. Do not taunt or bait opponents and refrain from using foul or abusive language

General Rules
  1. All rules of the field owners must be obeyed. If using a field that is owned by the Charlottesville Parks & Recreation department, all of their rules regarding conduct and prohibited items must be obeyed. Failure to abide by those rules may result in ejection from the league.
  2. Player Restrictions: All players must have signed the kickball waiver form (done electronically at the time of registration) and must be 18 years of age by the start of the season. Balances must be paid in full prior to the first team game-unpaid players or teams will not be permitted to play. If a team makes use of a player not on their roster or within the kickball league, the outcome of the game will be a forfeit.
  3. Apparel: All players must be wearing their issued shirts of the appropriate sport and season. Failure to produce the correct league shirt will result in the player in question not being allowed to play in the game.
  4. Unsportsmanlike Conduct: Acting in an unsportsmanlike manner will result in an ejection from the game and an additional one game suspension. Two ejections from any CVSSC sport over the course of a one year period will result in a year-long suspension from all CVSSC sports and activities. This conduct rule includes sponsor venues – reports of disruptive behavior or causing a disturbance will not be tolerated and may result in additional suspensions not limited to those listed above.
  5. Disputing Calls: Calls may only be discussed with the umpire(s) by the captain or assistant captain of either team. Verbally abusing a umpire will result in ejection and further punishment may be awarded by the CVSSC.
  6. Rain Outs: The CVSSC will attempt to make up any rained out games, provided fields and umpires can be obtained. There is no guarantee that rained out games will be made up.
  7. Completed Games: A full kickball game plays 7 innings. In the event of inclement weather or other disruption, a game is considered complete after 4 full innings have been played or the allotted game time has elapsed. At the umpires discretion based on available time an 8th inning may be played if the 7th inning ends in a tie.
  8. Overruling: The rules below may be overruled at the discretion of the head umpire. For example, the head shot rule may be overruled if the head umpire determines that a player was struck in the head as a result of a baserunner ducking, thus lowering their head into the area normally occupied by a body part legal for contact with the ball.
Equipment
  1. Kickballs will be provided by the CVSSC. Outside balls may not be used.
  2. No metal cleats or spikes are permitted.
  3. Gloves are permitted.
  4. Players may wear protective equipment as long as it does not provide a performance advantage. The umpire has final decision and may order the equipment removed.
Umpires

The head umpire has the final word and can overrule the first base umpire.

Roster
  1. The team captains are encouraged to exchange rosters/kicking lineups prior to the start of the game.
  2. The home team captain keeps the official scorebook and is responsible for reporting the final score on the league website. The visiting team captain is also encouraged to keep score and confirm the score with the home team captain during and after the game to reduce the opportunity for score disputes.
  3. A maximum of 10 players are allowed on the field, with a minimum of 4 female players required. A team may field with no fewer than 8 players, while still meeting the minimum female requirement. The fielding team is required to provide a pitcher and catcher, but may use their own discretion to distribute the remaining fielding players.
  4. If a team is unable to field the required minimum number of players by 5 minutes of the scheduled game starting time, the result will be a 7-0 forfeit loss.
  5. There is no maximum number of players allowed on a player roster or batting order. Not every kicking player is required to play in the field.
  6. No more than 2 male players may kick in a row in the batting order (there is no limit to the number of female players who may kick consecutively). If there are not enough female players present to satisfy the gender requirements of the lineup, female players are allowed to bat again in the order to meet the rule. All females must kick before the batting order is complete. Female players are allowed to bat again to satisfy this rule.
  7. Any eligible player that shows up while a game is in progress and wishes to play is added to the end of the batting order (making sure that the gender rules above are obeyed).
  8. Substitutions: Players from other kickball teams are allowed to sub for teams who are shorthanded, but only up to 10 players total OR the number of players that brings the team to a legal roster number- and gender-wise. For each sub player picked up the opposing team is awarded 1 run at the start of the game. No outside players are to be used as subs; all substitutes must be currently in the league and on an active kickball roster. Subs must wear their CVSSC league shirts. No sub players are allowed in the playoffs, and all playoff players must have played 1 regular season game.
  9. All players must be on the team roster. In the event of injury or other extenuating circumstance, the league may approve placing a replacement player on the roster. If another team challenges a player on a roster, ID will be compared to the online team roster, so please remember to bring a government-issued ID to the field.
  10. Any roster challenges or protests must be submitted to the league via email at
    kickball@cvillesocial.com within 48 hours of the conclusion of the game in question. After the time limit expires, the game will be considered final and cannot be challenged.
  11. Kicking order challenges (such as players kicking out of order) should ideally be made as soon as the violation is recognized to allow the umpire to act. Both team captains and the head umpire must be present, and the decision is made at the discretion of the head umpire.
Base Coaches

Two members of the kicking team should coach at first and third base. Base coaches should assist the fielding team in the retrieval of balls ruled foul by the umpire.

Base coaches may switch with other members of the kicking team in order to maintain the order of the kicking lineup.

Kicking
  1. Kicking Count: 4 balls are required to walk a kicker, and 3 strikes constitute a strike out. A foul ball counts as a strike, and a foul ball on a two strike count results in a foul out.
  2. All kicks must be made by a part of the leg below the knee. Any ball struck by a leg below the knee (shin, ankle, foot) is considered a kick. A ball struck at or above the knee is considered a foul ball, and if caught in the air results as an out, but is dead once it hits the ground and runners may not advance on the play. A ball struck by the non-kicking foot (i.e. plant foot) is a dead ball.
  3. A swing that does not contact the ball is a strike.
  4. The strike zone is defined as an area one foot to either side of home plate, and extends one foot in the air above the plate. Any part of the ball that crosses one of these barriers is considered a strike. The head umpire should draw lines to indicate the strike zone. At a park with a short backstop (e.g. Quarry Park), the umpire may draw a strike zone slightly ahead of the plate to give kickers more space to approach the ball.
  5. Batters must make contact with the ball at or behind home plate. Contact with the ball in front of home plate results in a “dead ball foul” -in this situation the ball is considered live in the air, but is dead once it hits the ground. A ball caught in the air results in an out and the play is then dead; therefore no baserunners may advance. If the ball is not caught, the result is a foul ball/strike for the batter. If the batter had two strikes at the time of the infraction, the dead ball foul would result in the third strike and the batter would be out.
  6. Double Contact: If a player kicks the ball twice or makes a second contact with the ball behind the plate or in foul territory, the ball is dead. If a player kicks the ball and then makes a second contact with the ball in fair territory, it is considered the same as if the player were struck by the ball and the player is ruled out.
  7. A walk to a male kicker with a female kicker due up next results in the female being given the option of taking an automatic walk. This rule is in effect regardless of the number of outs in the inning (unlike softball).
  8. A kicked ball must travel on its own momentum up to or beyond the rubber of the pitcher’s mound, or over lines drawn perpendicular to the 3rd or 1st base path connecting with the nearest corner of the pitching rubber to the base path. If a ball comes to a stop before reaching this distance, it is ruled foul. If a fielder elects to touch the ball before it has come to a rest AND been ruled dead by the head umpire, it is considered fair and runners may advance.
  9. A kicked ball that clears any fair part of an outfield fence is considered a home run. This can occur either on the fly or by bounce.
Ball in Pla’
  1. When the ball is controlled by the pitcher and the pitcher is on or in the immediate vicinity of the pitcher’s mound the play is considered over and the runners may no longer advance. As each field is different, it is the umpire’s discretion as to what constitutes “immediate vicinity” at each field-feel free to consult with the umpire for an assessment of this area before the game’
  2. A runner who is more than halfway advanced to the next base when the pitcher is ruled to be on the mound is awarded the base. If a runner is ruled not to have passed the midpoint along the base path, the umpire will return that runner to the previous base once the play is ruled dead. This rule excludes runners who are on their way to first base.
  3. Any play where the ball is unintentionally popped or deflated or comes into contact with an obstruction overhanging the playing field (such as the power lines at Quarry) will be halted by the umpire and replayed. The kicker and all baserunners will return to the locations where they were at the start of the play.
  4. Any runner who is not on a base and is struck by a thrown ball below the head and neck level is ruled out. If the runner is ruled to have ducked or slid, and therefore lowered the level of their head/neck into the area of a legal body part for contact, the runner will be ruled is ruled out. A thrown ball that that is ruled by the umpire to strike a player in the neck or head is still live, and the runner may continue to the desired base. These calls are at the umpire’s discretion.
Pitching

Pitches must be slow pitch with no curve/bounce.

Fielding
  1. The pitcher and all fielders (excluding the catcher) are not allowed to advance beyond the fair/foul line (see rule 6h) until the kicker makes contact with the ball. The pitcher is allowed to follow through on the pitching motion, but can advance no further. Failure to abide by this rule results in the play being ruled dead and all runners being ruled safe at the immediate bases to which they were advancing.
  2. The catcher must remain behind the plate (imaginary line drawn across the top of the plate perpendicular to path from the pitcher’s mound) until contact is made with the ball by the kicker. The catcher must also remain out of the path of the kicker attempting to kick a pitch, or an obstruction call may be made, resulting in the pitch being ruled a ball.
  3. A kicked fly ball in foul territory that is dropped by a fielder attempting to make a catch is ruled foul as long as the ball is completely beyond the foul line into foul territory. The location of the fielder is irrelevant-it is the location of the ball that matters.
Baserunning and Scoring
  1. All baserunners must stay within the base lines while advancing between bases. Any runner judged to have left the base path to avoid a play will be ruled out at the umpire’s discretion.
  2. Fielders must stay out of the base lines and not impede the runners. A base runner that is impeded by a fielder, while that fielder is not in possession of the ball and not in the act of fielding the ball, shall be awarded the base to which they were attempting to advance. Fielders who are attempting to make an out at a base must orient themselves out of the baseline to not impede the runner. Fielders who are attempting to make an out by tagging a runner with the ball are allowed within the base path for fielding, tagging, and run-down purposes, but must attempt to avoid bodily contact with the runner. Should the runner attempt to make physical contact with a fielder in the process of making a play, the runner is to be called out.
  3. One baserunner passing another baserunner on the base path will result in the passing runner being called out.
  4. Leading off or stealing bases is not allowed. A runner may not leave the base until the kicker makes contact with the ball. A runner who violates this rule will be called out.
  5. All ties go to the runner.
  6. First base may be safely overrun by a kicker advancing to first base. The runner may only be tagged out if, after overrunning the base, an aggressive move is made towards second base (evaluated at the umpire’s discretion).
  7. A safety base will be placed in foul territory next to first base for the kicker to run through. If a fielder obstructs the path of the kicker/baserunner through the safety base, the runner will be ruled safe. If the runner uses the main base in fair territory while the first baseman is attempting to make a play, the runner may be ruled out at the discretion of the umpire if the runner is determined to have interfered with the play.
  8. Both feet first and head first sliding are allowed in all divisions.
  9. “Tagging up” is permitted. Once a fly ball is first touched by a fielder, a runner may attempt to proceed to the next base, as long as the runner goes back to tag, or is already in contact with, the originating base at the time the fielder makes contact with the ball. The baserunner only needs to wait for the fielder to make contact with the ball-there is no need for the runner to determine whether or not a catch has been made.
  10. Overthows/Out of Play: For all fields with a surrounding fence, a ball can only be considered “out of play” if it goes over, under, or in some other way beyond the fence. On any field without a fence, the area of “out of play” should be predetermined and announced by the umpire to both team captains.
  11. For any ball thrown beyond the surrounding fence out of play, the play will be ruled dead, and all baserunners will be awarded one base. Any ball that is contained by the fence, or remains in fair territory, is not considered an “overthrow” and remains live; baserunners may advance at their discretion.
  12. Any ball kicked off-target by a defensive player cannot be considered an “overthrow” regardless of where it goes (even over the fence). Baserunners may advance at will.
  13. A run scores when a baserunner touches home plate before the third out of the inning is recorded, except when the third out occurs as the result of a force play or the kicker is declared out before arriving at first base.
  14. The winning team is the team that has scored the most runs at the end of seven (7) innings, or the team that has the most runs at the end of the last completed inning should the game time expire.
  15. Intentional delay of a game to take advantage of the expiration of the game time is not permitted. The penalty is at the discretion of the umpire, but recommended penalties are to call the stalling player out or ejection of the player from the game.
Outs
  1. Each half of an inning is completed when the defensive team has produced three (3) outs.
  2. Examples of outs (this list is not exhaustive):
    • A count of three (3) strikes, or a fouled ball on a two strike count.
    • A kicked ball caught by a defensive player before the ball makes contact with the ground, either in fair or foul territory.
    • A baserunner who fails to tag up after a fly ball is caught is either tagged with the ball or the base from which the runner had departed is tagged by a defensive player in possession of the ball before the baserunner manages to return.
    • A defensive player in possession of the ball tagging the base in which a runner is forced to advance before the runner has arrived at the base.
    • A runner leaving the base before the batter has made contact with the ball.
    • Kicking out of order (any skipped kicker is ruled out if the at-bat has completed; if the at-bat is underway the skipped kicker assumes the balls and strikes of the kicker that passed them in the order and the at-bat continues).
    • A ball making contact with a baserunner below the head or neck when the runner is not safely on a base.
    • A runner making intentional contact with the ball while safely on base.
    • A runner passing another runner on the base path.
    • A runner deliberately running into a fielder to try to draw an obstruction call.
Injury Substitutions
  1. In case of an injury, a time-out may be called by the head umpire and a player of the same sex substituted into the lineup for the injured player. The injury substitution will not result in a one (1) run penalty, unlike substitutions for lack of players.
  2. If a substitute player is not available, an out must be taken the injured player’s position in the lineup.
  3. Players removed due to injury who wish to return to the game may resume their original place in the kicking lineup.
  4. A player that successfully reaches first base may opt to use a courtesy runner. The courtesy runner must be the member of the same sex that was ruled out most recently. If a player opts to use a courtesy runner in a game they are required to use a courtesy runner for the remainder of the game.
Frequently Asked Questions
  1. Runners that run through first base using the fair side base rather than the safety base in foul territory can be ruled out by the umpire if they affect the outcome of the play.
  2. Runners to first base that are impeded from reaching the foul side safety base by the fielder are ruled safe.
  3. A kicked ball that rolls foul and then returns to fair territory before reaching the base on the foul line OR being touched in foul territory by a fielder or base runner is considered fair.
  4. A kicked foul ball touched by a fielder or base runner while in foul territory is dead, excluding a caught fly ball where runners can tag up and advance.
  5. The runner, advancing to first base, must continue to move toward the base. If the runner stops or reverses direction, the runner should immediately be ruled out vocally by the umpire. Note: this only applies to runners advancing from home to first base.
  6. Players that overrun or advance beyond second or third base, when a force play was an option at that base, have avoided the force out (possible by tagging the base) and now that runner must be tagged by the ball in order to record an out.
  7. The umpire should actively and vocally call a play dead in the instance of a foul ball, overthrow, or other such situation to keep players from progressing too far only to be called back.

Summary of Differences from Outdoor Kickball

  • 7 players in the field, 3 of which must be women.
  • Kicked balls caught after contacting the ceiling, or one or more walls, before touching the floor are an out.
  • A ball that becomes lodged in an elevated surface above the field of play will be ruled a ground rule double.
  • Runners?DO NOT need to tag up if the ball is caught on the fly.
  • Any backboards, rims, and supports that are down count as walls. Any backboards, rims, and supports that are raised count as part of the ceiling. Basketball nets are ignored. The bleachers count as part of the floor.
  • There are no home runs. All kicks are playable off of walls, baskets, etc.
  • The ceiling is out of bounds, and all kicks hitting it will be rules an out.
  • ?Bases? will be squares of tape on the floor.
  • Any players not playing in the field or base running must stand/sit in foul territory. Do not use the gym doors located in left field.
  • The kicker cannot overrun first base-the runner must be touching the base to be safe the same as any other base.
  • The game is played in a basketball gym:
  • Home plate is placed under the basket of the main court.
  • 1st and 3rd base are placed on the sidelines at half court.
  • 2nd base is placed under the basket opposite home plate.
  • The pitcher?s ?mound? is at center court.
  • There is no bunting; a kicked ball must pass the mid-court line. ?However, a fielder may cross the mid-court line to field a ball.
  • Fielders must set-up behind the mid-court line. ?However, fielders may cross the mid-court line to field a ball.

Complete Rules

  • There is NO ALCOHOL allowed in the gym or in the parking lot. Failure to follow this rule could cost the league use of the facilities, so it is taken very seriously. Violating this rule may result in you or your team being suspended for the next game or longer.
  • All rules of the field owners must be obeyed. If using a field that is owned by the Charlottesville Parks & Recreation department, all of their rules regarding conduct and prohibited items must be obeyed. Failure to abide by those rules may result in ejection from the league.
  • All players must be wearing their league issued shirts of the appropriate sport and season.
  • Unsportsmanlike Conduct: Acting in an unsportsmanlike manner will result in an ejection from the game, and a 1 game suspension. Two ejections from any CVSSC sport in a 1 year period will result in a 1 year suspension from all CVSSC sports. This includes sponsor venues — reports of disruptive behavior or causing a disturbance will not be tolerated and may result in additional suspensions not limited to the rules listed above.
  • Disputing Calls: Calls may only be discussed with the referee(s) by the captain or assistant captain of either squad. Verbally abusing a referee will result in ejection and further punishment may be handed down.
  • Overruling: The head referee, at his discretion, may overrule any of these rules below. An example would be the head shot rule, if the referee determines that the player ducked, and due to that action, the ball then struck the head of the player.
  • A game must have completed 3 full innings or the time in the game expired to count as an official game. Games that are rained out/cancelled prior to completing 3 full innings will not count.
  • Games cancelled for any reason (snow closing the facilities, etc.) will be attempted to be made up, provided facilities and referees can be obtained. There are no guarantees on making up cancelled games.

Equipment

  • Kickballs will be provided. Outside balls may not be used.
  • Hard-soled dress shoes, spikes/cleats and boots are not permitted.
  • Gloves are currently permitted.
  • Players may wear protective equipment as long as it does not provide a performance advantage. Referee has final decision and may order the equipment removed.
  • Field of Play
  • The game is played in a basketball gym
  • Home plate is placed under the basket on the main basketball court..
  • 1st and 3rd base are placed on the sidelines at half court.
  • 2nd base is placed under the basket opposite home plate.
  • The pitcher?s ?mound? is at center court.
  • The foul line the mid-court line. Kicked balls that come to rest or are touched by a player on the fielding team before crossing the foul line into fair territory are foul balls.

Referees

  • All games must be officiated by one referee (head referee). In the event there are two referees, one will be the head referee and the other the ?first base? referee. The first base referee will be placed in the corner behind first and second base.
  • Head referee has final word and can overrule the first base referee.
  • Head referee is responsible for ensuring games begin on time and finish within the allotted playing time.

Participants

  • All players must be 18 years of age by the start of the season.
  • All players must have signed the kickball waiver form prior to playing.
  • All players must be wearing their league t-shirts.
  • Balances must be paid in full prior to the first team game. Unpaid teams/players will not be permitted to play.

Roster Rules

  • The team captains will exchange rosters/batting order prior to the start of the game.
  • The home captain keeps the official scorebook. The away captain is encouraged to keep score as well in case of disputes at the conclusion of the game. After the game, both captains should report the score to scores@cvillesocial.com within 48 hours.
  • Any eligible player that shows up when a game is in progress and wishes to play is added to the end of the batting order.
  • No number of maximum players to a team. Not every batter is required to field.
  • Teams must have 12 paid players (captain included) on their roster.
  • 7 players in the field, 3 of which must be women. A team may field with no fewer than 5 players, 2 of which still must be women. Not being able to field a team by 5 minutes after the game start time will result in a 7-0 forfeit loss.
  • Substitutions: Players from other squads will be allowed to sub in for teams who are shorthanded, but only up to 7 players total OR what brings a team to a legal roster gender-wise. For *each* sub player picked up, the opposing team gets 1 run to start the game. All subs must currently be in the league and enrolled in the sport in question, no outside players allowed. Subs must wear their CVSSC t-shirt for any games they sub in for. Subs picked up from a higher level league will incur a 3 run penalty, instead of the usual 1 run.
  • No more than 2 men kicking in a row in the batting order. If there are not enough women on the team to satisfy the requirement, women are allowed to bat again rotating in their original order to meet the gender rule.
  • All players must be on their team’s roster. Replacements, without prior league approval (in the event of injury, etc.) are not permitted. If the other team challenges a player on a roster, ID will be asked for. Please make sure to have a government issued ID handy in case of challenges (as well as to get into the kickball sponsor bars too, of course).
  • Roster challenges and protests must be submitted to the league within 48 hours of the game being completed. From that point on, the game is considered final and cannot be challenged.
  • Batting order challenges must be submitted no more than 15 minutes after the conclusion of a game. Both team captains must be present, as well as the head referee of that game. Once both captains have signed the scoresheet, no batting order challenges may be made.

Base Coaches

  • No base coaches are allowed on the court. Players may provide advice from out of play.

Batting Rules

  • Kicks must be made by a part of the body below the knee. Any ball struck by a leg or foot is a kick.
  • 4 balls = walk, 3 strikes = out. Fouls count as strikes and you can foul out by kicking a foul ball on a 2 strike count.
  • The strike zone extends 1 foot to each side of home plate, and 1 foot in the air.
  • Kicked balls that contact any part of the ceiling are fair if striking part of the ceiling that is above fair territory.
  • Batters must contact the ball at or behind home plate. Making a single contact with the ball in front of home plate shall be treated as a dead ball foul. If the ball is caught by the fielding team, the kicker is out, and runners may NOT advance. If the ball is not caught, the play results in a strike.
  • If the ball is already contacted and is contacted a second time in the field of play, that results in the kicker being out.
  • Walks to a male batter with a female batter due up next at bat will result in the female having the option of taking an automatic walk.
  • A ball striking any backboard, wall, or ceiling that is in play is a fair ball. There are no home runs.

Pitching Rules

  • Pitching ‘fireballs’, balls with excessive speed, shall be ruled a ball at the umpire’s discretion.
  • The pitcher and all infielders must remain behind the half-court line until the ball is kicked. The catcher must remain behind home plate until the ball is kicked. Failure to abide by this rule results in all runners being called safe to the base they were advancing. After that, the runners may advance at their own risk.

Ball in Play

  • When a ball is in play, the following rules apply.
  • When a ball is controlled by the pitcher and the pitcher is in the pitcher?s circle, the play is over. Runners who are more than halfway to the next base may advance to that base; runners who are not yet halfway to the next base must retreat to the previous base (excluding a batter on the way to first base).
  • Any play where the ball is unintentionally popped or significantly deflated shall be ruled a do-over (with a new ball).
  • Runners who are contacted with a ball in play below the head or neck are out.
  • Bystanders should attempt to avoid any ball in play. A ball making incidental contact with bystanders remains live unless the referee declares it an overthrow out-of-play.
  • If a player on the kicking team makes intentional contact with a live ball, the kicker is ruled out
  • If a non-playing player on the fielding team makes intentional contact with a live ball, the batter is awarded first base.
  • If someone not on either team (fans, players waiting for their game, etc.) makes intentional contact with a live ball, the result is a do-over and that person may be asked to wait in the hallway at the ref?s discretion.

Fielding

  • Balls that are dropped in foul territory by a fielder attempting to make a catch on a fly ball are ruled foul as long as the ball is over foul territory when it is being touched. It does NOT matter where the fielder’s feet are, only the position of the ball. This is a normal baseball rule.

Running and Scoring

  • Runners must stay within the base lines or be called out at the umpire’s discretion.
  • Fielders must stay out of the base lines and not impede the runners. A fielder deemed to be impeding a runner shall be awarded the base in which they were attempting to advance. Fielders who are attempting to make an out who are on the base must lean out of the baseline as to not impede the runner. Fielders who are attempting to make an out by tagging a runner with the ball are allowed within the baseline for fielding, tagging and run-down purposes, but must attempt to avoid contact with the runner. If the runner makes contact with a fielder in these situations, the runner is to be called out.
  • Running past another runner shall result in the passing runner being called out.
  • Leading off or stealing bases is not allowed. Runners may not leave their base until contact by the batter is made. A runner who violates this rule will be called out.
  • Ties go to the runner.
  • Feet first sliding is banned. Runners who slide feet first shall be deemed OUT. Head first slides are legal.
  • ?Tagging up? is not required — baserunners may leave the base as soon as the batter makes contact with the ball.
  • Overthrows: 1 base maximum on an overthrow. The ball needs to go “out of play” to be considered an overthrow; this includes landing in bleachers, thrown into an open hallway, or entangled with players out of play in foul territory. A ball thrown into foul territory that isn?t entangled is still a live ball. ??Balls that are thrown off target and still end up in fair territory (a throw going to 2B ending up in the outfield) are NOT overthrows. A ball thrown by a fielder that deflects off a runner can be ruled as a ball “out of play”, limiting the runners advancement to 1 base from when the ball was declared out of play. ??Only balls that are *unintentionally* thrown off target and end up out of play are considered overthrows. The HP ref should immediately yell out if it’s an overthrow situation. In these situations, the fielder needs to get the ball back into the pitcher. Making any attempt to record an out voids the overthrow rule and allows the runners to continue to advance at their own risk.
  • Because there are no dugouts, there will often be large clusters of players out of play in fair territory behind home plate. Players out of play must attempt to avoid impeding play, but the ref will have to make a judgment call as to if a ball has become unplayable and is therefore an overthrow.
  • A run scores when a runner touches home plate before the third out, except when the third out occurs as a result of a force play, or when the batter is declared out before reaching first base.
  • The winning team is the one with the most runs scored at the end of seven (7) innings, or when time has expired. Only full completed innings count. Example: If a team is in the top of the 4th inning when time is called, any runs scored in that 4th inning are not counted in the official score.
  • Intentionally delaying the game to try to take advantage of the expiry of time is not permitted. Umpires judgment on penalty here, usually calling the stalling player out or removing them from the game will suffice.

Outs

  • 3 outs completes the batting team’s half of the inning.
  • Outs are:
  • A count of three strikes, or a fouled ball on a count of two strikes.
  • A kicked ball contacting the ceiling. Play is immediately stopped with runners unable to be advance or be tagged out.
  • A ball caught before contacting the floor, in either fair or foul territory. A ball caught off of one or more walls that has not touched the floor does count as an out.
  • A ball tag on a base in which the runner is forced to advance to before the runner has reached said base.
  • A runner leaving a base before the batter has made contact with the ball.
  • Kicking out of order.
  • A ball contacting a runner below the head or neck when the runner is not on a base.
  • A runner making intentional contact with the ball while safely on a base.

In-Game Substitutions

  • In case of injury, a time-out may be called by the head referee and a player of the same sex substituted for the injured player.
  • Kicking order remains the same, minus the removed player. In a case that a sub is not available, an out must be taken.
  • Players removed via injury who wish to return to the game resume their original place in the kicking order.

FAQs and other rules.

  • Dropped balls contacted when the ball is in foul territory are still foul.
  • Tagging up and advancing to the next base is legal after a catch in either foul or fair territory.
  • If the ball has been touched in foul territory, it is foul regardless of where it may roll after contact by the fielder (or runner).
  • A play is completed when the ball has been returned to the pitcher in the pitcher?s circle. Runners more than halfway to the next base are awarded that base; runners not yet halfway must return to the previous base. There is no requirement for the ref to call time or for play to wind down.
  • Players that overrun a base at which a force play was an option, avoiding the force out, must then be tagged by the ball to be out. Tagging the base after the runner has already touched it in advancing to beat the force out has no consequence.
  • Tie goes to the runner.
  • Umpire should actively call a play dead if ruled an overthrow out of play. Overthrows only exist in foul territory or when a ball has become unplayable
  • Contacting the ball twice behind the plate results in a foul ball.
  • Making a ‘double-kick’ with the second contact being in fair territory results in an OUT.
  • Batting out of order:
  • Batting out of order situations have always been considered difficult by many umpires. These situations can become easier to rule on by keeping three things in mind. ?1. Has a pitch been thrown after the incorrect batter has batted. ?2. Any outs made when the incorrect batter is at bat stand. ?3. When a pitch has not been thrown, if the incorrect batter makes an out and an appeal is made, the batter who should have batted is out and the batter who batted remains out and is skipped if they are scheduled to bat.
  • Remember, however, if the batter who is scheduled to bat is the third out of the inning, the correct batter to leadoff the next inning is the player who would have come to bat had the player been put out by ordinary play. (Rule 7, Section 2 D 3)
  • Play 1: With no outs, B9 is scheduled to bat but B1 bats. B1 hits a fly ball that is caught by F7. Before the next pitch, the defense appeals that B1 batted out of order.
  • Ruling: B9 is out as B9 is the correct batter and B1 remains out. B2 bats next with two outs. Per Rule 7, Section 2 D 2, after the incorrect batter has completed their turn at bat and before the next pitch, legal or illegal, to the following batter and before the pitcher and all infielders have clearly vacated their normal fielding positions and have left fair territory; the batter who should have batted is out and the next batter is the player whose name follows that of the player called out for failing to bat. EXCEPTION: If the incorrect batter is called out as a result of their time at bat and is scheduled to be the proper batter, skip that player and the next person in the line-up will be the batter.
  • Play 2: With one out, B7 is scheduled to bat, however B8 bats. B8 hits a fly ball that is caught for the second out of the inning. The defense appeals that B8 batted out of order and the umpire calls B7 out for the third out of the inning. Who is the leadoff batter in the next inning?
  • Ruling: B8. In this case, since the second out of the inning was made by B8 and the third out was made by B7 for failure to bat in the proper order, B8 is now the leadoff batter in the next inning. When the batter declared out is the third out of the inning the correct batter to leadoff the next inning is the player who would have come to bat had the player been put out by ordinary play. (Rule 7, Section 2 D 2 d)

COED RULES

Overview
  • Two 20-minute halves
  • Each team is allowed (2) time-outs per half – unused TOs do not carry over to 2nd half
  • Running clock except for final 2 minutes of EACH half (unless a team is up by 15 points or more)
  • Iin the case of a tie at the end of regulation there will be a 2:00 minute overtime with each team being awarded one time-out for the overtime period.
  • A Male MAY NOT jump (leave his feet) to block a females shot
  • A minimum of two (2) females must be on the court at all times during the game.
Beginning the Game

The beginning of the game starts with a jump ball. Possession for all following jump balls are alternate possessions. The start of all overtimes begin with a jump ball.

Team Size

Each team shall field no more than 5 players on the court at one time. No more than 3 men may be on the court at one time. A legal game requires a team to have at least 1 female (minimum total of 4 players) when playing with three males but teams may always have more women than men on the court. Teams may have up to 12 players on their roster. All rosters must be finalized by the fourth week of the regular season. Players added after the fourth week that are not on the team roster or waiver will not be eligible for playoffs.

Forfeits

Each team shall field no more than 5 players on the court at one time. Teams will have until 10 minutes past the designated start time to field a legal team. Shorthanded teams may play a legal game with a minimum of 4 players, at least 1 being a female. Teams fielding less than 4 players or without any women will receive a forfeit (Exception: Teams with less than 4 players may still play a legal game but only with the opposing teams consent. All teams consenting to play a legal game with less than the allowed minimum waive their right to a forfeit win.)

If your team forfeits a game during the season, the following rules apply:

  • First Offense: Loss of game and warning issued.
  • Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
  • Third Offense: Removal from the league

If you know in advance that your team is going to forfeit a game, we encourage you to email or call C’Ville Social as soon as possible so we can contact your opponent.

Teams have until ten minutes past the designated start time to field a full squad (or the league minimum of players required according to rules). If at that time a team is unable to field a legal team, it will be up to the staff and the opposing captain to determine whether a team will receive a forfeit win or if a team will allow the opposing team to play a legal game with less than league minimum of players required according to the rules.

Forfeit Fees

If your team needs to forfeit a game (for whatever reason), please make sure to let us know ASAP. C’Ville Social Basketball has now implemented the following forfeit fees:

  • $100 within 8 hours of game time (Monday – Friday)
  • $100 within 12 hours of game time (Saturdays & Sundays)
Substitutions

There is no limit on the amount of substitutions per team. During the course of the regular season teams are allowed to pick up players that are not on their roster in order to field a full team. In playoffs no non-roster players will be allowed to play.

Time

Play is divided into (2) 20-minute halves separated by a brief halftime break. There will be a running clock except for the final 2 minutes of play. During the final 2 minutes the clock will stop on all whistles and timeouts. During the final 2 minutes, time will remain running during made field goals. The clock will not stop in the last two minutes of the second half when one team is ahead by 15 or more points. The clock will be maintained by the scorekeeper or one of the referees. Each team is granted 2 timeouts per half, unused time outs do not carry over to the second half. If in the first 38 minutes if a timeout is called prior to a free throw, the time will remained stopped during the free throws until the ball is live? again.

Overtime

Each overtime period is 2 minutes. The clock runs continuously during the first minute and stops in the last minute on whistles and timeouts. Each team is awarded 1 additional timeout for all of overtime.
For regular season games, there will be a maximum of 1 overtime period–if the score remains tied after two minutes, the game will end in a tie.

Personal/Team Fouls

Personal fouls will be recorded for all leagues. Players will foul-out after being awarded their 5th personal foul. All technical fouls will be recorded as personal fouls.

A team begins shooting single bonus (“one-and-one”) on all common fouls on the seventh team foul, and two foul shots on all common fouls on the tenth (10) team foul of each half and continues shooting two (2) fouls shots on any subsequent common fouls. If a technical foul happens to be the tenth team foul, the team will shoot the two (2) free throws for the technical and receive the ball, however they will not receive the bonus free throws. All shooting fouls are two (2) shot fouls unless the shooter is attempting a 3 point shot. Then they will receive three (3)shots. If a foul is an intentional foul the player will receive two (2) shots and possession of the ball.

Technical Fouls

Technical fouls are counted as personal fouls. Any individual that is assessed two technical fouls will result in being ejected from the game. (Depending on the severity of the technical foul a player can be ejected after being assessed 1 technical at the discretion of the referee.)

All technical fouls result in two (2) free throws and ball possession.

Normal Rules

Except as otherwise noted in these rules, the normal rules of the NFHS (high school) shall be in effect

Clarifications

  • The 3-point field goal is in effect if the court has a line marked.
  • Backcourt violations will be in effect unless otherwise noted.
  • Dunking is allowed when the facility permits. If the facility does not permit dunking, all dunks will result in the basket being waved off, a technical foul assessed on the player, and the other team will shoot 1 foul shot and get the ball at midcourt.
Playoffs

Single elimination playoffs will begin immediately following the end of the regular season and will typically last 1-2 weeks. After teams have been seeded according to their records, all captains will receive an email with the 1st week of playoff game times roughly 3 days before their game day. Teams will not receive an email for any other weeks of playoffs! It is ALL TEAMS responsibility to check the playoff brackets on the league site to find out what time they will be playing the following week if they win. In playoffs it is not uncommon (and in some cases will be necessary) for teams to have more than one game on a given night.

Eligibility

No substitutes will be allowed during playoffs. All players must have signed the waiver by the first week of the season in order to be eligible for playoffs. Playoff eligible teams will be determined on a league by league basis. Teams that have violated the forfeit policy during the course of regular season will not be eligible for playoffs. In certain situations, teams at or near the bottom of the standings may not advance to the playoffs. Check with C’Ville Social Basketball commissioner to see if this applies to your league.

Playoff Seeding

Teams are seeded according to winning percentage.

Tie-breaking procedures:
  • Two teams: head-to-head, total points for, total points against.
  • Multi-team: total points for, total points against.
    • To break a two-team tie within a multi team tie, we will use the two-team tiebreaker procedure.
League Policies
Referees

C’Ville Social will provide 2 paid referees for each game. Refs have the power to remove any player(s) from a game or the the facility if deemed necessary. The league is run by C’Ville Social staff and a representative may or may not be on-site to interpret rules and (together with the refs) will have final say in all rulings made by the on-court officials.

Standings

The updated standings will be posted weekly online. The standings will display each teams rank within its skill level. Rank is based on winning percentage.

Waivers

In order to participate in the league, each participant must sign the online Player Waiver & Release Form. Waivers are online and must be completed and submitted online no later than the first night of play. Players not present the first week of play will still be required to submit a waiver before participating. Players must complete the online waiver in order to be eligible for playoffs.

Player Eligibility

Players who have been placed on the roster and signed the waiver are eligible for playoffs. A formal protest may be filed before a playoff game if an opposing players eligibility is in question. The player in question will be required to provide his/her player information (name, address, phone #, signature) in writing to a C’Ville Social staff member prior to the start of the game. This qualifies as an official protest. Any protest made during a game or after a game will NOT be considered a formal protest. The game will then be played in its entirety as scheduled. Teams will be notified of all rulings on the identified eligibility discrepancy by the following business day decisions will not be made on site. If the protest is proven to be legitimate, it will result in the forfeiture of the game in question. Games subsequent to the protested game may be rescheduled. The above procedure will also apply for any other logged protests. All rulings by C’Ville Social staff are considered final.

Sportsmanship

The purpose of C’Ville Social is to have fun. We hope that all participants keep that in mind when becoming involved. Although the games may become intense, you still can be competitive while maintaining good sportsmanship. Any behavior deemed unacceptable by staff may result in suspension and/or ejection from a game or the league. Abuse of officials referees, and other staff will not be tolerated. C’Ville Social reserves the right to remove a player from a game or a league if they are considered to be bringing down the quality of the league. C’Ville Social will not tolerate fighting! Fighting will be an automatic ejection from any game and in most cases ejection from the league for the remainder of the season.

An official may call a forfeit for unsportsmanlike conduct at any time, including after the game clock has expired. The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts. These guidelines apply to players and spectators.

Game Cancellation Policy

Games may be cancelled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc. C’Ville Social staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. Therefore, if you call the C’Ville Social Hotline to find out if the fields are open and/or games are cancelled, remember we will not update the hotline until close to the start of the game. With that said, we will update the hotline as soon as we have updated status.

If the games are cancelled, C’Ville Social will update the hotline immediately. C’Ville Social will then change the status of the facility to Closed on the website, which will send out an email to all roster players letting them know the game is cancelled. It is still the captains responsibility to inform all teammates of the cancellation. If a game is cancelled on site, C’Ville Social will attempt to contact those teams still scheduled to play the remainder of the day/night. Depending on the time of cancellation, some teams will have to be notified on site. If we do cancel, follow next weeks schedule unless otherwise notified, (i.e. If June 20th games are cancelled, teams should follow the June 27th schedule for their next game). The games that are cancelled will be made up towards the end of the season if time allows.

In extreme circumstances, C’Ville Social reserves the right to run a shortened season without a refund. C’Ville Social will make every attempt to get all regular season games played, however for every two (2) game cancellations due to weather, the season may be shortened one (1) regular season game. C’Ville Social also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary

No Jewelry Policy

At the Referees sole discretion, any player may be required to remove jewelry deemed unsafe feel for play. Failure to comply could result in a suspension and game forfeit.

MEN’S RULES

Overview
  • Two 20-minute halves
  • Each team is allowed (2) time-outs per half – unused TOs do not carry over to 2nd half
  • Running clock except for final 2 minutes of EACH half (unless a team is up by 15 points or more)
  • Iin the case of a tie at the end of regulation there will be a 2:00 minute overtime with each team being awarded one time-out for the overtime period.
Beginning the Game

The beginning of the game starts with a jump ball. Possession for all following jump balls are alternate possessions. The start of all overtimes begin with a jump ball.

Team Size

Each team shall field no more than 5 players on the court at one time. Teams may have up to 12 players on their roster. All rosters must be finalized by the fourth week of the regular season. Players added after the fourth week that are not on the team roster or have not completed their player waiver will not be eligible for playoffs.

Forfeits

Each team shall field no more than 5 players on the court at one time. Teams will have until 10 minutes past the designated start time to field a legal team. Shorthanded teams may play a legal game with a minimum of 4 players. Teams fielding less than 4 players will receive a forfeit (Exception: Teams with less than 4 players may still play a legal? game but only with the opposing teams consent. All teams consenting to play a legal game with less than the allowed minimum waive their right to a forfeit win.)

If your team forfeits a match during the season, the following rules apply:

  • First Offense: Loss of game and warning issued.
  • Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
  • Third Offense: Removal from the league

If you know in advance that your team is going to forfeit a game, we encourage you to email or call C’Ville Social as soon as possible so we can contact your opponent.

Forfeit Fees

If your team needs to forfeit a game (for whatever reason), please make sure to let us know ASAP. C’Ville Social Basketball has now implemented the following forfeit fees:

  • $100 within 8 hours of game time (Monday – Friday)
  • $100 within 12 hours of game time (Saturdays & Sundays)
Substitutions

There is no limit on the amount of substitutions per team. During the course of the regular season teams are allowed to pick up? players that are not on their roster in order to field a full team. In playoffs no non-roster players will be allowed to play.

Time

Play is divided into (2) 20-minute halves separated by a brief halftime break. There will be a running clock except for the final 2 minutes of play. During the final 2 minutes the clock will stop on all whistles and timeouts. During the final 2 minutes, time will remain running during made field goals. The clock will not stop in the last two minutes of the second half when one team is ahead by 15 or more points. The clock will be maintained by the scorekeeper or one of the referees. Each team is granted 2 timeouts per half, unused time outs do not carry over to the second half. If in the first 38 minutes if a timeout is called prior to a free throw, the time will remained stopped during the free throws until the ball is live again.

Overtime

Each overtime period is 2 minutes. The clock runs continuously during the first minute and stops in the last minute on whistles and timeouts. Each team is awarded 1 additional timeout for all of overtime.
For regular season games, there will be a maximum of 1 overtime period–if the score remains tied after two minutes, the game will end in a tie.

Personal/Team Fouls

Personal fouls will be recorded for all leagues. Players will foul-out after being awarded their 5th personal foul. All technical fouls will be recorded as personal fouls.

A team begins shooting single bonus (“one-and-one”) on all common fouls on the seventh team foul, and two foul shots on all common fouls on the tenth (10) team foul of each half and continues shooting two (2) fouls shots on any subsequent common fouls. If a technical foul happens to be the tenth team foul, the team will shoot the two (2) free throws for the technical and receive the ball, however they will not receive the bonus free throws. All shooting fouls are two (2) shot fouls unless the shooter is attempting a 3 point shot. Then they will receive three (3)shots. If a foul is an intentional foul the player will receive two (2) shots and possession of the ball.

Technical Fouls

Technical fouls are counted as personal fouls. Any individual that is assessed two technical fouls will result in being ejected from the game. (Depending on the severity of the technical foul a player can be ejected after being assessed 1 technical under the discretion of the referee.)

All technical fouls result in two (2) free throws and ball possession.

Normal Rule

Except as otherwise noted in these rules, the normal rules of the NFHS (high school) shall be in effect

Clarifications

  • The 3-point field goal is in effect if the court has a line marked.
  • Backcourt violations will be in effect unless otherwise noted.
  • Dunking is allowed when the facility permits. If the facility does not permit dunking, all dunks will result in the basket being waved off, a technical foul assessed on the player, and the other team will shoot 1 foul shot and get the ball at midcourt.
Playoffs

Single elimination playoffs will begin immediately following the end of the regular season and will typically last 1-2 weeks. After teams have been seeded according to their records, all captains will receive an email with the 1st week of playoff game times roughly 3 days before their game day. Teams will not receive an email for any other weeks of playoffs! It is ALL TEAMS responsibility to check the playoff brackets on the league site to find out what time they will be playing the following week if they win. In playoffs it is not uncommon (and in some cases will be necessary) for teams to have more than one game on a given night.

Eligibility

No substitutes will be allowed during playoffs. All players must have signed the waiver by the first week of the season in order to be eligible for playoffs. Playoff eligible teams will be determined on a league by league basis. Teams that have violated the forfeit policy during the course of regular season will not be eligible for playoffs. In certain situations, teams at or near the bottom of the standings may not advance to the playoffs. Check with C’Ville Social Basketball commissioner to see if this applies to your league.

Playoff Seeding

Teams are seeded according to winning percentage.

Tie-breaking procedures:
  • Two teams: head-to-head, total points for, total points against.
  • Multi-team: total points for, total points against.
    • To break a two-team tie within a multi team tie, we will use the two-team tiebreaker procedure.
League Policies
Referees

C’Ville Social will provide 2 paid referees for each game. Refs have the power to remove any player(s) from a game or the the facility if deemed necessary. The league is run by C’Ville Social staff and a representative may or may not be on-site to interpret rules and (together with the refs) will have final say in all rulings made by the on-court officials.

Standings

The updated standings will be posted weekly online. The standings will display each teams rank within its skill level. Rank is based on winning percentage.

Waivers

In order to participate in the league, each participant must sign the online Player Waiver & Release Form. Waivers are online and must be completed and submitted online no later than the first night of play. Players not present the first week of play will still be required to submit a waiver before participating. Players must complete the online waiver in order to be eligible for playoffs.

Player Eligibility

Players who have been placed on the roster and signed the waiver are eligible for playoffs. A formal protest may be filed before a playoff game if an opposing players eligibility is in question. The player in question will be required to provide his/her player information (name, address, phone #, signature) in writing to a C’Ville Social staff member prior to the start of the game. This qualifies as an official protest. Any protest made during a game or after a game will NOT be considered a formal protest. The game will then be played in its entirety as scheduled. Teams will be notified of all rulings on the identified eligibility discrepancy by the following business day decisions will not be made on site. If the protest is proven to be legitimate, it will result in the forfeiture of the game in question. Games subsequent to the protested game may be rescheduled. The above procedure will also apply for any other logged? protests. All rulings by C’Ville Social staff are considered final.

Sportsmanship

The purpose of C’Ville Social is to have fun. We hope that all participants keep that in mind when becoming involved. Although the games may become intense, you still can be competitive while maintaining good sportsmanship. Any behavior deemed unacceptable by staff may result in suspension and/or ejection from a game or the league. Abuse of officials referees, and other staff will not be tolerated. C’Ville Social reserves the right to remove a player from a game or a league if they are considered to be bringing down the quality of the league. C’Ville Social will not tolerate fighting! Fighting will be an automatic ejection from any game and in most cases ejection from the league for the remainder of the season.

An official may call a forfeit for unsportsmanlike conduct at any time, including after the game clock has expired. The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts. These guidelines apply to players and spectators.

Game Cancellation Policy

Games may be cancelled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc. C’Ville Social staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. Therefore, if you call the C’Ville Social Hotline to find out if the fields are open and/or games are cancelled, remember we will not update the hotline until close to the start of the game. With that said, we will update the hotline as soon as we have updated status.

If the games are cancelled, C’Ville Social will update the hotline immediately. C’Ville Social will then change the status of the facility to Closed on the website, which will send out an email to all roster players letting them know the game is cancelled. It is still the captains responsibility to inform all teammates of the cancellation. If a game is cancelled on site, C’Ville Social will attempt to contact those teams still scheduled to play the remainder of the day/night. Depending on the time of cancellation, some teams will have to be notified on site. If we do cancel, follow next weeks schedule unless otherwise notified, (i.e. If June 20th games are cancelled, teams should follow the June 27th schedule for their next game). The games that are cancelled will be made up towards the end of the season if time allows.

In extreme circumstances, C’Ville Social reserves the right to run a shortened season without a refund. C’Ville Social will make every attempt to get all regular season games played, however for every two (2) game cancellations due to weather, the season may be shortened one (1) regular season game. C’Ville Social also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary

No Jewelry Policy

At the Referees sole discretion, any player may be required to remove jewelry deemed unsafe feel for play. Failure to comply could result in a suspension and game forfeit.

 

CO-ED INDOOR 4V4 RULES

C’ville Social will follow the rules as per the Official United States Volleyball (USAV) rulebook except as amended as follows:

https://volleyballreftraining.com/rules_interpretations_indoor_dcr.php

TEAMS
  • Each team must consist of a minimum of 4 players and a maximum of 10 players.
  • Players must be 18 years of age or older.
  • There must be a minimum of 3 players on the court.
  • Each team must have at least 1 females on the court at all times, with a max of 4 females.
  • Each team can have a max of 3 males on the court at all times.
  • If a team has fewer than these minimums, the match will be forfeited.
INDOOR COURT LAYOUT

The playing court is a rectangle shape measuring 60′ x 30′

EQUIPMENT

C’ville Social provides the following equipment: nets, boundary and attack lines, and score keeping equipment for each match. Teams must bring their own volleyball.

MATCH LENGTH
  • Teams will play 3 sets to 21 or will play for 50 minutes, whichever comes first.
  • If there is time left over, teams may continue to play for fun. If time runs out, the match will end with the current score. (winning by two)
  • Every regular season match will consist of 3 games, regardless of who won the first two. Every game counts during the regular season. Total games win-loss records will be used to determine regular season standings. Match play (best 2 out 3 games) will be used in the postseason tournaments only with the 3rd game to 15 points.
  • Each 3 game match will have a 50 minute time limit including warm-ups. If a match starts late, that time is not recoverable at the end of the match.
  • Teams should arrive at the playing site at least 10 minutes prior to their scheduled match time.
  • C’ville Social will use rally point scoring.
  • Matches will consist of 3 games to 21 points. Winner must win by 2 points.
  • If the time limit of 50 minutes invoked in any of these scenarios, the team ahead at the expiration of time will be declared the winner of that game. The League Representative and the Referee, at the direction of the League Representative, have the discretion to override the time limit and allow a game to conclude.
  • In the event of an emergency or some other unforeseen problem with the time limits, the referee and/or the tournament director may impose either of the following options: A 3 game match will consist of 2 games of 21 points OR 2 games of 18 points, with the same 2 point cap tie breaker rule as above, with the third game winner being the first team to reach 15 points.
  • In the event of an emergency or some other extreme circumstances, the referee and/or the tournament director do have the authority to extend match play time.
  • The referees appointed by C’ville Social will be the official timekeepers and are responsible to see that the matches start and end on time. A 2 minute warning will be announced verbally by the game official or tournament director prior to the expiration of time.
  • Breaks between games during a match will not exceed 3 minutes.
PRIOR TO THE MATCH

Before the match, the 1st referee carries out a coin toss to decide upon the first service and the sides of the court in the first set. There is another coin toss before the third set.

GAME RULES
  • The serving (rotational) order of positions on the court at service shall be alternated between male and female players.
  • Contact of the ball during blocking shall not constitute playing the ball. There is no requirement for a male player to contact the ball, regardless of the number of hits by a team.
  • The volleyball is “in” if at any moment of the balls contact with the floor, some part of the ball touches the court, including boundary lines.
  • The volleyball is “out” when the ball contacts the floor completely outside the boundary lines, if it touches the walls or surrounding netting, if it touches the antenna, or anything outside of the antenna.
  • Teams may only hit the volleyball a maximum of three times (in addition to blocking) for returning the ball.
  • A player may break the plane on a spike and a block, as long as they do not interfere with the opponent’s attempt of a returning shot.
  • The volleyball must be hit, not caught and thrown.
  • The volleyball may touch the net as it goes over.
  • No receiving player may block or attack a serve above the plane of the net.
  • A volleyball driven into the net may be recovered within the limits of the three hits, except on the service.
  • Players must rotate clockwise through each rotation.
  • Substitutions must be made gender for gender.
  • Each team will have two, 30 second timeouts per set.
  • After each set, teams will switch sides.
  • The Libero is optional. Each team may designate one specialized defensive player (Libero) per set. The libero must wear a distinctly different color shirt.
  • Ghost Rule: The team with fewer than 4 players will be playing with a ghost rule. This means that when it comes time for the missing player(s) to serve that team will lose the service, and a point will be awarded to the opposing team.
FAULTS / SIDE OUTS
  • The volleyball hits outside of the boundaries.
  • A player contacts any part of the net between the antennas while in the act of playing the ball.
  • A team hits the ball four times.
  • A player hitting the ball two times consecutively (does not apply to a block to a hit by the same player).
  • A player touches the ball or an opponent in the opponent’s space before or during the opponents hit.
  • A carry, lift or throw.
  • An illegal rotation occurs.
SUBSTITUTIONS
  • During a game, there are two ways in which a player may be substituted onto the court – player for player positional substitutions OR continuous rotation. Only one of these methods may be used by a team in a given game. The Captains/Coaches must declare which substitution method they would like to use before each game, and continue it throughout the entire game.
  • Positional Substitution.
    • Substitutes may enter the game in the position of a teammate in the starting lineup. Each re-entry must be for the same player or position in the rotation. More than one substitute may enter the game at a time. The player or players subbing in must stand in the substitution area between the 10 foot line and the net. An unlimited number of substitutions are allowed. Captains/Coaches are responsible for tracking their own substitutions by name (on a pad or clipboard).
  • Continuous Rotation.
    • Continuous rotations will be allowed. Once a continuous rotation has been declared, the team is committed to the continuous rotation for the entire game. NO substitutions will be allowed, except for an injury (the exceptional substitution). The point of entry and exit must stay the same throughout the game. If a player is not involved in the continuous rotation and will be sitting out the entire game, the captain/coach must let the referee and opposing captain/coach know in advance.
  • If a player is injured and there is only one substitute available, that sub may enter the game for the injured player, regardless of where he/she subbed in before (the exceptional substitution).
  • An illegal substitution, whether intentional or not, will result in a loss of rally for the offending team with a point awarded to the opposing team. If the offending team is serving, the opponent also receives the ball. The team must also make the correction in rotation or position immediately.
THE SERVE
  • The server must always wait for the referee to signal for serve, prior to the serve. If a serve is executed before the signal to serve, the referee will signal a re-serve. The server is allowed 8 seconds to serve the ball once the official has signaled for the serve.
  • Servers must always be positioned behind the end line prior to contacting the ball. The entire width of the court is available to the server. A foot on the line at the time the ball is contacted is a foot fault violation and will result in loss of serve and a point for the opposing team.
  • A team serving out of rotation – whether intentional or not – will result in the loss of the rally with the opposing team receiving one point and the serve.
THE PLAYING AREA
  • The lines on the court are considered part of the playing area. If any portion of the ball falls on any portion of the line, that ball is IN.
  • When in the down position, all basketball backboards, rims, and anchoring equipment attaching them to the ceiling are out-of-bounds if closer than 6′ to the court . If the backboards are raised into the up position, they become part of the ceiling and balls touching them are playable.
  • During a serve, a ball hitting the overhead gym divider, ductwork, or ceiling/rafters is out-of-bounds. A ball that contacts the walls of the gym is out-of-bounds. A ball that goes in the bleachers is out-of-bounds. The rest of the gym is considered playable. A ball is out if it hits the antenna or if it crosses the net outside of the antenna.
  • If during a volley, the ball hits the gym divider, ductwork, or ceiling/rafters, and comes back to the team that hit it, they may continue to play it, as long as they are still within their 3 hit maximum. If during a volley, the ball hits the gym divider, ductwork, or ceiling/rafters, and goes over to the other team, it is a dead ball and a point is awarded to the opposing team.
SCORING
  • Teams will play 3 sets to 21 points, unless time runs out.
  • Teams must have a 2 points advantage to win, with a cap of 21 points (teams may win by a 1 point advantage when 25 points is achieved).
  • Teams will switch sides at 11 points during the 3rd set (regular season).
  • All matches will be rally scoring (points will be awarded to either the serving or receiving team).
  • Playoff matches will be played best two out of three, third set will go to 15 points. Teams will switch sides at 8 points.
FORFEITS
  • Co-ed 4s – If a team cannot court at least 2 players with a minimum of 1 Female, they automatically forfeit.
  • If a team cannot court a legal team, the following apply:
    • 10 minutes after the match start time, 1st set is a forfeit
    • 15 minutes after the match start time, 1st & 2nd set is a forfeit
    • 20 minutes after the match start time, all 3 sets are forfeited
  • Teams forfeiting two matches of play in one season are eligible to be removed from the league with no refund.
  • Teams that forfeit their third match of play will automatically be removed from the league with no refund. Teams are encouraged to contact C’ville Social s office to inform us you will be forfeiting 24 hours in advance.
TIEBREAKER – REGULAR SESSION & PLAYOFFS
  1. Wins / Losses
  2. Head-to-Head
  3. Game Differential
  4. Coin Flip
FREQUENTLY ASKED ABOUT RULES
  • Each team is entitled to a maximum of 3 hits to return the ball to their opponents.
  • A block is defined as a deflection of the ball coming from the opponent by a player close to the net with some part of the body above the net. Only front row players may block; back-row players may not block. A block or touch of the ball at the net does NOT count as one of a team’s three hits.
  • The first hit of the ball after a block may be executed by any player, including the player who made the block, and is considered the first of the three hits.
  • A player may not contact the ball twice in succession, except for the first hit, when it is part of one continuous action.
  • A ball may NOT be caught, thrown, held, or lifted.
  • A player may NOT touch the net while making a play on the ball or immediately thereafter. If a brush of the net with the hair or ponytail is incidental contact and does not affect the outcome of the play, it is not a violation.
  • If a defensive player is standing at the net and the opponent sends the ball into the net forcing the net to contact the defensive player, the contact does NOT constitute the defensive player being in the net.
  • A ball driven into the net may be recovered within the limits of the 3 team hits, so long as the ball contact with the net is within the antennae.
  • A ball hitting the net and going over the net is legal and in play, even on the serve.
  • A player may not block a serve. A player may not attack a serve if the ball is entirely above the height of the net and in front of the 10′ line.
  • A ball may touch any part of the body. The ball is still in play if it rebounds off a player’s foot.
  • A back row player may attack the ball at any height provided the back row hitter’s feet are behind the 10′ line at take-off. A back row player may attack the ball in front of the 10′ line provided that at contact, the ball is not entirely above the top of the net.
  • C’ville Social allows the option to use the libero.
CODE OF CONDUCT, SPORTSMANSHIP, AND DISCIPLINARY ACTION
  • Every player, captain, coach, and spectator agrees to abide by the C’ville Social Code of Conduct.
  • Participants agree to act respectful and courteously to opposing teams and officials and to never approach an official in a confrontational manner. Respect the integrity and judgment of match officials and C’ville Social staff.
  • Do not taunt or bait opponents and refrain from using foul or abusive language. Be responsible for your actions and maintain self-control.
  • In the event of unsporting conduct by a captain/coach or player, the USAV sanctioning procedures will be followed. The following is a simplified explanation:
    • 1st incident – Referee or League representative will issue a verbal warning.
    • 2nd incident – Referee or League representative will issue a yellow card to the offending player. A yellow card is a symbol that the player (and by extension, the team) has reached the sanctioning level. A team may only received one yellow card per match. Any subsequent violations by any team member will be sanctioned with the a red card.
    • 3rd incident – Referee or League representative will issue a red card that will result in in a loss of rally and the opponent being awarded a point.
  • The referee or League representative reserves the right to go directly to a yellow or red card without any warning, depending on the severity of the infraction.
  • There are no additional penalties or suspensions beyond the match that the incident occurred in. If the captain/coach, player, or spectator is ejected, they may not return back to the facility for the rest of the day/night. If a captain/coach, player, or spectator is ejected from more than one match in a season, further disciplinary action (i.e. suspension) may be taken.
  • Understand, appreciate and abide by the rules of the game.
  • C’Ville Social reserves the right to suspend any player at any time for unsportsmanlike conduct, violation of any rules, for failure to pay appropriate dues or for being disruptive, without any refund. Any team wishing to suspend any member for just reasons, must do so on their own, and provide C’Ville Social a written reason as to why. Again, no refunds will be issued. At the discretion of C’Ville Social, any member suspended may not be allowed to participate in any future C’Ville Social leagues or events indefinitely.
PLAYER WAIVER & RELEASE FORM
  • Every player must complete the Player Registration Form prior to the first scheduled match of the season. Any team that has not submitted all of their player waivers by that time will have its scheduled matches declared a forfeit until all waiver forms are received. If a player fails to submit their online player waiver & release waiver form, all liability and legal issues will be the responsibility of the team captain. C’Ville Social will not be responsible for players that do not submit an online player waiver & release form.
  • Players may be listed only on one team’s roster per season throughout that league night. For a player to be considered “playoff eligible” (eligible to participate in the playoffs), he/she must be listed on a team’s roster and must have played in a minimum of two regular season matches for that particular team.

CO-ED INDOOR 6V6 RULES

C’ville Social will follow the rules as per the Official United States Volleyball (USAV) rulebook except as amended as follows:

https://volleyballreftraining.com/rules_interpretations_indoor_dcr.php

TEAMS
  • Each team must consist of a minimum of 6 players and a maximum of 12 players.
  • Players must be 18 years of age or older.
  • There must be a minimum of 5 players on the court.
  • Each team must have at least 2 females on the court at all times, with a max of 6 females.
  • Each team can have a max of 3 males on the court at all times.
  • If a team has fewer than these minimums, the match will be forfeited.
INDOOR COURT LAYOUT

The playing court is a rectangle shape measuring 60′ x 30′

EQUIPMENT

C’Ville Social provides the following equipment: nets, boundary and attack lines, and score keeping equipment for each match. Teams must bring their own volleyball.

OFFICIALS

There will be a certified referee managing match play, start time and end time.

MATCH LENGTH
  • Teams will play 3 sets to 21 or will play for 50 minutes, whichever comes first.
  • If there is time left over, teams may continue to play for fun. If time runs out, the match will end with the current score. (winning by two)
  • Every regular season match will consist of 3 games, regardless of who won the first two. Every game counts during the regular season. Total games win-loss records will be used to determine regular season standings. Match play (best 2 out 3 games) will be used in the postseason tournaments only with the 3rd game to 15 points.
  • Each 3 game match will have a 50 minute time limit including warm-ups. If a match starts late, that time is not recoverable at the end of the match.
  • Teams should arrive at the playing site at least 10 minutes prior to their scheduled match time.
  • C’ville Social will use rally point scoring.
  • Matches will consist of 3 games to 21 points. Winner must win by 2 points.
  • If the time limit of 50 minutes invoked in any of these scenarios, the team ahead at the expiration of time will be declared the winner of that game. The League Representative and the Referee, at the direction of the League Representative, have the discretion to override the time limit and allow a game to conclude.
  • In the event of an emergency or some other unforeseen problem with the time limits, the referee and/or the tournament director may impose either of the following options: A 3 game match will consist of 2 games of 21 points OR 2 games of 18 points, with the same 2 point cap tie breaker rule as above, with the third game winner being the first team to reach 15 points.
  • In the event of an emergency or some other extreme circumstances, the referee and/or the tournament director do have the authority to extend match play time.
  • The referees appointed by C’ville Social will be the official timekeepers and are responsible to see that the matches start and end on time. A 2 minute warning will be announced verbally by the game official or tournament director prior to the expiration of time.
  • Breaks between games during a match will not exceed 3 minutes.
PRIOR TO THE MATCH

Before the match, the 1st referee carries out a coin toss to decide upon the first service and the sides of the court in the first set. There is another coin toss before the third set.

GAME RULES
  • The serving (rotational) order of positions on the court at service shall be alternated between male and female players.
  • When the ball is played more than once by a team, a female player must make at least one of the contacts. Contact of the ball during blocking shall not constitute playing the ball. There is no requirement for a male player to contact the ball, regardless of the number of hits by a team.
  • The volleyball is “in” if at any moment of the balls contact with the floor, some part of the ball touches the court, including boundary lines.
  • The volleyball is “out” when the ball contacts the floor completely outside the boundary lines, if it touches the walls or surrounding netting, if it touches the antenna, or anything outside of the antenna.
  • Teams may only hit the volleyball a maximum of three times (in addition to blocking) for returning the ball.
  • A player may break the plane on a spike and a block, as long as they do not interfere with the opponent’s attempt of a returning shot.
  • The volleyball must be hit, not caught and thrown.
  • The volleyball may touch the net as it goes over.
  • No receiving player may block or attack a serve above the plane of the net.
  • A volleyball driven into the net may be recovered within the limits of the three hits, except on the service.
  • Players must rotate clockwise through each rotation.
  • Substitutions must be made gender for gender.
  • Each team will have two, 30 second timeouts per set.
  • After each set, teams will switch sides.
  • The Libero is optional. Each team may designate one specialized defensive player (Libero) per set. The libero must wear a distinctly different color shirt.
  • “Ghost Rule”: The team with fewer than 6 players will be playing with a ghost rule. This means that when it comes time for the missing player(s) to serve that team will lose the service, and a point will be awarded to the opposing team.
FAULTS / SIDE OUTS
  • The volleyball hits outside of the boundaries.
  • A player contacts any part of the net between the antennas while in the act of playing the ball.
  • A team hits the ball four times.
  • A player hitting the ball two times consecutively (does not apply to a block to a hit by the same player).
  • A player touches the ball or an opponent in the opponent’s space before or during the opponents hit.
  • A carry, lift or throw.
  • Not using a female on one of the three hits, unless the volleyball goes over on first hit.
  • An illegal rotation occurs.
SUBSTITUTIONS
  • During a game, there are two ways in which a player may be substituted onto the court – player for player positional substitutions OR continuous rotation. Only one of these methods may be used by a team in a given game. The Captains/Coaches must declare which substitution method they would like to use before each game, and continue it throughout the entire game.
  • Positional Substitution.
    • Substitutes may enter the game in the position of a teammate in the starting lineup. Each re-entry must be for the same player or position in the rotation. More than one substitute may enter the game at a time. The player or players subbing in must stand in the substitution area between the 10 foot line and the net. An unlimited number of substitutions are allowed. Captains/Coaches are responsible for tracking their own substitutions by name (on a pad or clipboard).
  • Continuous Rotation.
    • Continuous rotations will be allowed. Once a continuous rotation has been declared, the team is committed to the continuous rotation for the entire game. NO substitutions will be allowed, except for an injury (the exceptional substitution). The point of entry and exit must stay the same throughout the game. If a player is not involved in the continuous rotation and will be sitting out the entire game, the captain/coach must let the referee and opposing captain/coach know in advance.
  • If a player is injured and there is only one substitute available, that sub may enter the game for the injured player, regardless of where he/she subbed in before (the exceptional substitution).
  • An illegal substitution, whether intentional or not, will result in a loss of rally for the offending team with a point awarded to the opposing team. If the offending team is serving, the opponent also receives the ball. The team must also make the correction in rotation or position immediately.
THE SERVE
  • The server must always wait for the referee to signal for serve, prior to the serve. If a serve is executed before the signal to serve, the referee will signal a re-serve. The server is allowed 8 seconds to serve the ball once the official has signaled for the serve.
  • Servers must always be positioned behind the end line prior to contacting the ball. The entire width of the court is available to the server. A foot on the line at the time the ball is contacted is a foot fault violation and will result in loss of serve and a point for the opposing team.
  • A team serving out of rotation – whether intentional or not – will result in the loss of the rally with the opposing team receiving one point and the serve.
THE PLAYING AREA
  • The lines on the court are considered part of the playing area. If any portion of the ball falls on any portion of the line, that ball is IN.
  • When in the down position, all basketball backboards, rims, and anchoring equipment attaching them to the ceiling are out-of-bounds if closer than 6′ to the court . If the backboards are raised into the up position, they become part of the ceiling and balls touching them are playable.
  • During a serve, a ball hitting the overhead gym divider, ductwork, or ceiling/rafters is out-of-bounds. A ball that contacts the walls of the gym is out-of-bounds. A ball that goes in the bleachers is out-of-bounds. The rest of the gym is considered playable. A ball is out if it hits the antenna or if it crosses the net outside of the antenna.
  • If during a volley, the ball hits the gym divider, ductwork, or ceiling/rafters, and comes back to the team that hit it, they may continue to play it, as long as they are still within their 3 hit maximum. If during a volley, the ball hits the gym divider, ductwork, or ceiling/rafters, and goes over to the other team, it is a dead ball and a point is awarded to the opposing team.
SCORING
  • Teams will play 3 sets to 21 points, unless time runs out.
  • Teams must have a 2 points advantage to win, with a cap of 21 points (teams may win by a 1 point advantage when 25 points is achieved).
  • Teams will switch sides at 11 points during the 3rd set (regular season).
  • All matches will be rally scoring (points will be awarded to either the serving or receiving team).
  • Playoff matches will be played best two out of three, third set will go to 15 points. Teams will switch sides at 8 points.
FORFEITS
  • Co-ed 6s – If a team cannot court at least 5 players with a minimum of 2 Females, they automatically forfeit.
  • If a team cannot court a legal team, the following apply:
    • 10 minutes after the match start time, 1st set is a forfeit
    • 15 minutes after the match start time, 1st & 2nd set is a forfeit
    • 20 minutes after the match start time, all 3 sets are forfeited
  • Teams forfeiting two matches of play in one season are eligible to be removed from the league with no refund.
  • Teams that forfeit their third match of play will automatically be removed from the league with no refund. Teams are encouraged to contact C’ville Social s office to inform us you will be forfeiting 24 hours in advance.
TIEBREAKER – REGULAR SESSION & PLAYOFFS
  1. Wins / Losses
  2. Head-to-Head
  3. Game Differential
  4. Coin Flip
FREQUENTLY ASKED ABOUT RULES
  • Each team is entitled to a maximum of 3 hits to return the ball to their opponents.
  • A block is defined as a deflection of the ball coming from the opponent by a player close to the net with some part of the body above the net. Only front row players may block; back-row players may not block. A block or touch of the ball at the net does NOT count as one of a team’s three hits.
  • The first hit of the ball after a block may be executed by any player, including the player who made the block, and is considered the first of the three hits.
  • A player may not contact the ball twice in succession, except for the first hit, when it is part of one continuous action.
  • A ball may NOT be caught, thrown, held, or lifted.
  • A player may NOT touch the net while making a play on the ball or immediately thereafter. If a brush of the net with the hair or ponytail is incidental contact and does not affect the outcome of the play, it is not a violation.
  • If a defensive player is standing at the net and the opponent sends the ball into the net forcing the net to contact the defensive player, the contact does NOT constitute the defensive player being in the net.
  • A ball driven into the net may be recovered within the limits of the 3 team hits, so long as the ball contact with the net is within the antennae.
  • A ball hitting the net and going over the net is legal and in play, even on the serve.
  • A player may not block a serve. A player may not attack a serve if the ball is entirely above the height of the net and in front of the 10′ line.
  • A ball may touch any part of the body. The ball is still in play if it rebounds off a player’s foot.
  • A back row player may attack the ball at any height provided the back row hitter’s feet are behind the 10′ line at take-off. A back row player may attack the ball in front of the 10′ line provided that at contact, the ball is not entirely above the top of the net.
  • C’ville Social allows the option to use the libero.
CODE OF CONDUCT, SPORTSMANSHIP, AND DISCIPLINARY ACTION
  • Every player, captain, coach, and spectator agrees to abide by the C’ville Social Code of Conduct.
  • Participants agree to act respectful and courteously to opposing teams and officials and to never approach an official in a confrontational manner. Respect the integrity and judgment of match officials and C’ville Social staff.
  • Do not taunt or bait opponents and refrain from using foul or abusive language. Be responsible for your actions and maintain self-control.
  • In the event of unsporting conduct by a captain/coach or player, the USAV sanctioning procedures will be followed. The following is a simplified explanation:
    • 1st incident-Referee or League representative will issue a verbal warning.
    • 2nd incident-Referee or League representative will issue a yellow card to the offending player. A yellow card is a symbol that the player (and by extension, the team) has reached the sanctioning level. A team may only received one yellow card per match. Any subsequent violations by any team member will be sanctioned with the a red card.
    • 3rd incident-Referee or League representative will issue a red card that will result in in a loss of rally and the opponent being awarded a point.
  • The referee or League representative reserves the right to go directly to a yellow or red card without any warning, depending on the severity of the infraction.
  • There are no additional penalties or suspensions beyond the match that the incident occurred in. If the captain/coach, player, or spectator is ejected, they may not return back to the facility for the rest of the day/night. If a captain/coach, player, or spectator is ejected from more than one match in a season, further disciplinary action (i.e. suspension) may be taken.
  • Understand, appreciate and abide by the rules of the game.
  • C’Ville Social reserves the right to suspend any player at any time for unsportsmanlike conduct, violation of any rules, for failure to pay appropriate dues or for being disruptive, without any refund. Any team wishing to suspend any member for just reasons, must do so on their own, and provide C’Ville Social a written reason as to why. Again, no refunds will be issued. At the discretion of C’Ville Social, any member suspended may not be allowed to participate in any future C’Ville Social leagues or events indefinitely.
PLAYER WAIVER & RELEASE FORM
  • Every player must complete the Player Registration Form prior to the first scheduled match of the season. Any team that has not submitted all of their player waivers by that time will have its scheduled matches declared a forfeit until all waiver forms are received. If a player fails to submit their online player waiver & release waiver form, all liability and legal issues will be the responsibility of the team captain. C’Ville Social will not be responsible for players that do not submit an online player waiver & release form.
  • Players may be listed only on one team’s roster per season throughout that league night. For a player to be considered “playoff eligible” (eligible to participate in the playoffs), he/she must be listed on a team’s roster and must have played in a minimum of two regular season matches for that particular team.

BEACH RULES

TEAMS

Co-ed 6s-Each team must consist of a minimum of 6 players and a maximum of 14 players, 18 years of age or older. 6 players, 3 males and 3 females must compete on each side. There is a maximum of 3 males on either side at any given time. A team may play with a minimum of 4 players, but must play a minimum of two females. If a team has fewer than these minimums, the game will be forfeited.

Co-ed 4s-Each team must consist of a minimum of 4 players and a maximum of 12 players, 18 years of age or older. 4 players, 2 males and 2 females must compete on each side. There is a maximum of 2 males on either side at any given time. A team may play with a minimum of 3 players, but must play a minimum of 1 female. If a team has fewer than these minimums, the game will be forfeited.

SAND COURT LAYOUT

The playing court is a rectangle shape measuring 60′ x 30′ and free of any obstructions.

EQUIPMENT

C’Ville Social provides the following equipment: nets, boundary lines, and score keeping equipment for each game. Teams must bring their own volleyballs.

OFFICIALS

There will be a certified referee managing game play, start time and end time.

START OF GAME

– Rock, Paper, Scissors, will be played between the two captains to determine serve or side (best 2 out of 3 shoots). The losing captain will receive the remaining option.
– Co-ed 6s – 6 players, 3 males and 3 females must compete on each side. There will be a maximum of 3 males on either side at any given time. A team may play with a minimum of 4 players, but must play a minimum of two females.
– Co-ed 4s – 4 players, 2 males and 2 females must compete on each side. There is a maximum of 2 males on either side at any given time. A team may play with a minimum of 3 players, but must play a minimum of 1 female.

GAME LENGTH

Each match will last approximately 60 minutes. Teams will play best 2 out of 3 games within that time allotment. If there is time left over, teams may continue to play for fun. If time runs out, games will end with the current score. Stoppage of play will be determined by the referee, at the end of the point.

GAME RULES

-Co-ed 6s – A woman must hit the ball before it is returned over the net, unless the volleyball goes over on the first hit. A gender fault will occur (side out) if this transpires.
-Co-ed 4s-There is no gender hit rule.
-The volleyball is “in” and the point will be awarded to the proper team, when it contacts the ground of the playing court including the boundary lines.
-The volleyball is “out” and the point will be awarded to the proper team, when it contacts the ground completely outside the boundary line or touches any object outside the court.
-Teams may only hit the volleyball a maximum of three times (in addition to blocking) for returning the ball.-A player may break the plane on a spike and a block, as long as they do not interfere with the opponent’s attempt of a returning shot.
-The volleyball may hit off any part of the body, which is counted as a hit.
-The volleyball must be hit, not caught and thrown.
-The volleyball may touch the net as it goes over, including the service.
-No receiving player may block a serve or attack a serve above the plane of the net.
-A volleyball driven into the net may be recovered within the limits of the three hits, except on the service.
-Players must rotate clockwise through each rotation.
-Substitution will be made in between points and to the service position.
-Each team will have one, 30 seconds, timeout per game.
-After each game, teams will switch sides.
-The Libero is not allowed.
-There is no “Ghost Rule”.

FAULTS / SIDE OUTS

-The volleyball hits outside of the boundaries.
-A player has contact with the net.
-A team hits the volleyball four hits.
-A player hitting the ball two times consecutively (does not apply to a block to a hit by the same player).
-A player touches the ball or an opponent in the opponent’s space before or during the opponents hit.
-A carry, lift or throw.
-Not using a female on one of the three hits, unless the volleyball goes over on first hit (not applicable for co-ed 4s).
-An illegal rotation occurs.

SCORING

-Teams will play each match best 2 out of 3 games. Each game will be played to 21 points.
-Teams must have a 2 points advantage to win, with a cap of 25 points (teams may win by a 1 point advantage when 25 points is achieved).
-Teams will switch sides at 11 points during the 3rd game.
-All games will be rally scoring (points will be awarded to either the serving or receiving team).

FORFEITS

-Co-ed 6s – If a team cannot court at least 4 players with a minimum of 2 Females, they automatically forfeit.
-Co-ed 4s – If a team cannot court at least 3 players with a minimum of 1 Females, they automatically forfeit.
-If a team cannot court a team 20 minutes into the match start time, they automatically forfeit.
-Teams forfeiting two matches of play in one season are eligible to be removed from the league with no refund.
-Teams that forfeit their third match of play will automatically be removed from the league with no refund. Teams are encouraged to contact C’Ville Social s office to inform us you will be forfeiting 24 hours in advance.

TIEBREAKER-REGULAR SESSION & PLAYOFFS

1.Head to head results.
2.The least amount of games lost.
3.Least number of forfeits.
4.Rock, Paper, Scissors, best 2 out of 3 shoots.

PLAYER WAIVER & RELEASE FORM

Every player must complete the Player Registration Form prior to the first scheduled game of the season. Any team that has not submitted all of their player waivers by that time will have its scheduled games declared a “forfeit” until all waiver forms are received. If a player fails to submit their online player waiver & release waiver form, all liability and legal issues will be the responsibility of the team captain. Fairfax Athletics will not be responsible for players that do not submit an online player waiver & release form.

Players may be listed only on one team’s roster per season throughout that league night. For a player to be considered “playoff eligible” (eligible to participate in the playoffs), he/she must be listed on a team’s roster and must have played in a minimum of two regular season games for that particular team.

C’Ville Social CODE OF CONDUCT

1.Understand, appreciate and abide by the rules of the game.
2.Respect the integrity and judgment of game officials and C’Ville Social staff.
3.Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
4.Be responsible for your actions and maintain self-control.
5.Do not taunt or bait opponents and refrain from using foul or abusive language.

C’Ville Social reserves the right to suspend any player at any time for unsportsmanlike conduct, violation of any rules, for failure to pay appropriate dues or for being disruptive, without any refund. Any team wishing to suspend any member for just reasons, must do so on their own, and provide C’Ville Social a written reason as to why. Again, no refunds will be issued. At the discretion of C’Ville Social, any member suspended may not in the future be allowed to participate in any further C’Ville Social events.

WOMEN’S INDOOR 6 VS 6 RULES

TEAMS

Each team must consist of a minimum of 6 players and a maximum of 12 players, 18 years of age or older. A team may play with a minimum of 4 players, if a team has fewer than these minimums, the game will be forfeited.

INDOOR COURT LAYOUT

The playing court is a rectangle shape measuring 60? x 30? and free of any obstructions.

EQUIPMENT

C’Ville Social provides the following equipment: nets, boundary and attack lines, and score keeping equipment for each game. Teams must bring their own volleyballs.

OFFICIALS

There will be a certified referee managing game play, start time and end time.

START OF GAME

?Rock, Paper, Scissors, will be played between the two captains to determine serve or side. The losing captain will receive the remaining option.

GAME LENGTH

Each match will last 60 minutes. Teams will play best of 3 games within that time allotment. If there is time left over, teams may continue to play for fun. If time runs out, games will end with the current score. Stoppage of play will be determined by the referee, at the end of the point.

GAME RULES

?The volleyball is “in” and the point will be awarded to the proper team, when it contacts the ground of the playing court including the boundary lines.
?The volleyball is “out” and the point will be awarded to the proper team, when it contacts the ground completely outside the boundary line or touches any object outside the court.
?Teams may only hit the volleyball a maximum of three times (in addition to blocking) for returning the ball.
?A player may break the plane on a spike and a block, as long as they do not interfere with the opponent?s attempt of a returning shot.
?The volleyball must be hit, not caught and thrown.
?The volleyball may touch the net as it goes over.
?No receiving player may block a serve or attack a serve above the plane of the net.
?A volleyball driven into the net may be recovered within the limits of the three hits, except on the service.
?Players must rotate clockwise through each rotation.
?Substitution will be made in between points and to the service position.
?Each team will have one 30 second timeout per game.
?After each game, teams will switch sides.
?The Libero is optional. Each team may designate one specialized defensive player (Libero) per set applies.
?A team may play with fewer than six players, with the “ghost” player remaining in the middle back. The other players will rotate around the ghost, similar to a libero, and will not lose a point or service.

FAULTS / SIDE OUTS

?The volleyball hits outside of the boundaries.
?A player has contact with the net.
?A team hits the volleyball four hits.
?A player hitting the ball two times consecutively (does not apply to a block to a hit by the same player).
?A player touches the ball or an opponent in the opponent?s space before or during the opponents hit.
?A carry, lift or throw.
?An illegal rotation occurs.

SCORING

?Teams will play each match best of 3 games. Each game will be played to 25 points.
?Teams must have a 2 points advantage to win, with a cap of 29 points (teams may win by a 1 point advantage when 29 points is achieved).
?Teams will switch sides at 13 points during the 3rd game.
?All games will be rally scoring (points will be awarded to either the serving or receiving team).

FORFEITS

?If a team cannot court at least 4 players, they automatically forfeit.
?If a team cannot court a team 20 minutes into the match start time, they automatically forfeit.
?Teams forfeiting two matches of play in one season are eligible to be removed from the league with no refund.
?Teams that forfeit their third match of play will automatically be removed from the league with no refund. Teams are encouraged to contact C’Ville Social s office to inform us you will be forfeiting 24 hours in advance to avoid the $100 forfeit fee.

TIEBREAKER-REGULAR SESSION & PLAYOFFS

1.Wins / Losses
2.Head-to-Head
3.Game Differential
4.Coin Flip

PLAYER WAIVER & RELEASE FORM

Every player must complete the Player Registration Form prior to the first scheduled game of the season. Any team that has not submitted all of their player waivers by that time will have its scheduled games declared a “forfeit” until all waiver forms are received. If a player fails to submit their online player waiver & release waiver form, all liability and legal issues will be the responsibility of the team captain. Fairfax Athletics will not be responsible for players that do not submit an online player waiver & release form.

Players may be listed only on one team?s roster per season throughout that league night. For a player to be considered “playoff eligible” (eligible to participate in the playoffs), he/she must be listed on a team?s roster and must have played in a minimum of two regular season games for that particular team.

C’Ville Social CODE OF CONDUCT

1.Understand, appreciate and abide by the rules of the game.
2.Respect the integrity and judgment of game officials and C’Ville Social staff.
3.Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
4.Be responsible for your actions and maintain self-control.
5.Do not taunt or bait opponents and refrain from using foul or abusive language.

C’Ville Social reserves the right to suspend any player at any time for unsportsmanlike conduct, violation of any rules, for failure to pay appropriate dues or for being disruptive, without any refund. Any team wishing to suspend any member for just reasons, must do so on their own, and provide C’Ville Social a written reason as to why. Again, no refunds will be issued. At the discretion of C’Ville Social, any member suspended may not in the future be allowed to participate in any further C’Ville Social events.

GRASS RULES

TEAMS

Co-ed 6s-Each team must consist of a minimum of 6 players and a maximum of 14 players, 18 years of age or older. 6 players, 3 males and 3 females must compete on each side. There is a maximum of 3 males on either side at any given time. A team may play with a minimum of 4 players, but must play a minimum of two females. If a team has fewer than these minimums, the game will be forfeited.

Co-ed 4s-Each team must consist of a minimum of 4 players and a maximum of 12 players, 18 years of age or older. 4 players, 2 males and 2 females must compete on each side. There is a maximum of 2 males on either side at any given time. A team may play with a minimum of 3 players, but must play a minimum of 1 female. If a team has fewer than these minimums, the game will be forfeited.

GRASS COURT LAYOUT

The playing court is a rectangle shape measuring 60? x 30? and free of any obstructions.

EQUIPMENT

C’Ville Social provides the following equipment: nets, boundary lines, and score keeping equipment for each game. Teams must bring their own volleyballs.

OFFICIALS

There will be a certified referee managing game play, start time and end time.

START OF GAME

?Rock, Paper, Scissors, will be played between the two captains to determine serve or side (best 2 out of 3 shoots). The losing captain will receive the remaining option.
?Co-ed 6s – 6 players, 3 males and 3 females must compete on each side. There will be a maximum of 3 males on either side at any given time. A team may play with a minimum of 4 players, but must play a minimum of two females.
?Co-ed 4s – 4 players, 2 males and 2 females must compete on each side. There is a maximum of 2 males on either side at any given time. A team may play with a minimum of 3 players, but must play a minimum of 1 female.

GAME LENGTH

Each match will last 60 minutes. Teams will play best 2 out of 3 games within that time allotment. If there is time left over, teams may continue to play for fun. If time runs out, games will end with the current score. Stoppage of play will be determined by the referee, at the end of the point.

GAME RULES

?Co-ed 6s – A woman must hit the ball before it is returned over the net, unless the volleyball goes over on the first hit. A gender fault will occur (side out) if this transpires.
?Co-ed 4s-There is no gender hit rule.
?The volleyball is “in” and the point will be awarded to the proper team, when it contacts the ground of the playing court including the boundary lines.
?The volleyball is “out” and the point will be awarded to the proper team, when it contacts the ground completely outside the boundary line or touches any object outside the court.
?Teams may only hit the volleyball a maximum of three times (in addition to blocking) for returning the ball.
?A player may break the plane on a spike and a block, as long as they do not interfere with the opponent?s attempt of a returning shot.
?The volleyball may hit off any part of the body, which is counted as a hit.
?The volleyball must be hit, not caught and thrown.
?The volleyball may touch the net as it goes over, except on the serve.
?No receiving player may block a serve or attack a serve above the plane of the net.
?A volleyball driven into the net may be recovered within the limits of the three hits, except on the serve.
?Players must rotate clockwise through each rotation.
?Substitution will be made in between points and to the serve position.
?Each team will have one, 30 second, timeout per game.
?After each game, teams will switch sides.
?The Libero is not allowed.
?There is no “Ghost Rule”.

FAULTS / SIDE OUTS

?The volleyball hits outside of the boundaries.
?A player has contact with the net.
?A team hits the volleyball four hits.
?A player hitting the ball two times consecutively (does not apply to a block to a hit by the same player).
?A player touches the ball or an opponent in the opponent?s space before or during the opponents hit.
?A carry, lift or throw.
?Not using a female on one of the three hits, unless the volleyball goes over on first hit (not applicable for co-ed 4s).
?An illegal rotation occurs.

SCORING

?Teams will play each match best 2 out of 3 games. Each game will be played to 21 points.
?Teams must have a 2 points advantage to win, with a cap of 25 points (teams may win by a 1 point advantage when 25 points is achieved).
?Teams will switch sides at 11 points during the 3rd game.
?All games will be rally scoring (points will be awarded to either the serving or receiving team).

FORFEITS

?Co-ed 6s – If a team cannot court at least 4 players with a minimum of 2 Females, they automatically forfeit.
?Co-ed 4s – If a team cannot court at least 3 players with a minimum of 1 Females, they automatically forfeit.
?If a team cannot court a team 10 minutes into the match start time, they automatically forfeit.
?Teams forfeiting two matches of play in one season are eligible to be removed from the league with no refund.
?Teams that forfeit their third match of play will automatically be removed from the league with no refund. Teams are encouraged to contact C’Ville Social s office to inform us you will be forfeiting 24 hours in advance.

TIEBREAKER-REGULAR SESSION & PLAYOFFS

1.Head to head results.
2.The least amount of games lost.
3.Least number of forfeits.
4.Rock, Paper, Scissors, best 2 out of 3 shoots.

PLAYER WAIVER & RELEASE FORM

Every player must complete the Player Registration Form prior to the first scheduled game of the season. Any team that has not submitted all of their player waivers by that time will have its scheduled games declared a “forfeit” until all waiver forms are received. If a player fails to submit their online player waiver & release waiver form, all liability and legal issues will be the responsibility of the team captain. Fairfax Athletics will not be responsible for players that do not submit an online player waiver & release form.

Players may be listed only on one team?s roster per season throughout that league night. For a player to be considered “playoff eligible” (eligible to participate in the playoffs), he/she must be listed on a team?s roster and must have played in a minimum of two regular season games for that particular team.

C’Ville Social CODE OF CONDUCT

?Understand, appreciate and abide by the rules of the game.
?Respect the integrity and judgment of game officials and C’Ville Social staff.
?Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
?Be responsible for your actions and maintain self-control.
?Do not taunt or bait opponents and refrain from using foul or abusive language.

C’Ville Social reserves the right to suspend any player at any time for unsportsmanlike conduct, violation of any rules, for failure to pay appropriate dues or for being disruptive, without any refund. Any team wishing to suspend any member for just reasons, must do so on their own, and provide C’Ville Social a written reason as to why. Again, no refunds will be issued. At the discretion of C’Ville Social, any member suspended may not in the future be allowed to participate in any further C’Ville Social events.

C’ville Social Cornhole is all about having a great time with friends. Meet new people and share some drinks at our local sponsor bar! We offer full team, small group, and individual (free agent) registrations for our Spring, Summer and Fall.

Email Cornhole@CvilleSocial.com for any questions and more information.

CURRENT & UPCOMING CORNHOLE LEAGUES

  League  Start Date  Deadline 
Sunday Morning Co-ed 7v7 Soccer
4/2/2023 4 DAYS LEFT
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Starts: 4/2/2023 
4 DAYS LEFT
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Sunday Afternoon Co-ed Kickball
4/2/2023 5 DAYS LEFT
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Starts: 4/2/2023 
5 DAYS LEFT
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Sunday Morning Men's 5v5 Football
4/23/2023 16 DAYS LEFT
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Starts: 4/23/2023 
16 DAYS LEFT
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Sunday Morning Pickleball League
4/23/2023 16 DAYS LEFT
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Starts: 4/23/2023 
16 DAYS LEFT
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Monday Pickleball League
4/24/2023 16 DAYS LEFT
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Starts: 4/24/2023 
16 DAYS LEFT
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Tuesday Pickleball League
4/25/2023 16 DAYS LEFT
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Starts: 4/25/2023 
16 DAYS LEFT
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Tuesday Cornhole League (Lazy Parrot)
4/25/2023 16 DAYS LEFT
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Starts: 4/25/2023 
16 DAYS LEFT
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Wednesday Pickleball League
4/26/2023 16 DAYS LEFT
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Starts: 4/26/2023 
16 DAYS LEFT
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Wednesday Cornhole League (Starr Hill Downtown)
4/26/2023 16 DAYS LEFT
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Starts: 4/26/2023 
16 DAYS LEFT
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Thursday Cornhole League (Starr Hill Downtown)
4/27/2023 16 DAYS LEFT
Sold Out
Starts: 4/27/2023 
16 DAYS LEFT
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Thursday Pickleball League (Pen Park)
4/27/2023 16 DAYS LEFT
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Starts: 4/27/2023 
16 DAYS LEFT
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Thursday Pickleball League (Greencroft Club)
4/27/2023 16 DAYS LEFT
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Starts: 4/27/2023 
16 DAYS LEFT
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Sunday Afternoon Cornhole League (Lazy Parrot)
4/30/2023 16 DAYS LEFT
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Starts: 4/30/2023 
16 DAYS LEFT
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2023-03-27 18:51:04

WHAT'S INCLUDED

6 week season (3 games / night)

LEAGUE SHIRTS

Beer & food specials during the games!

Extended team roster (up to 4 players)

Playoffs for the top teams.

League Champion Trophy

SKILL LEVELS

  • SOCIAL DIVISION

    0%
    • My players (or I) want to have fun and stay active; they?re mostly new to the sport.
    • Top 2 teams will compete for the championship.
  • CASUAL DIVISION

    0%
    • My players (or I) have mostly played the sport before, and are looking for some ?organized fun?.
    • The top half of the league will make playoffs (above .500 record).
  • COMPETITIVE DIVISION

    0%
    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SKILL LEVELS

0%
  • SOCIAL DIVISION

    • My players (or I) want to have fun and stay active; they’re mostly new to the sport.
    • Top 2 teams will compete for the championship.
0%
  • CASUAL DIVISION

    • My players (or I) have mostly played the sport before, and are looking for some organized fun.
    • The top half of the league will make playoffs (above .500 record).
0%
  • COMPETITIVE DIVISION

    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don’t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we’ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the field? Great, sign up as a full team to save on registration and have more control over your roster size.

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don’t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we’ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the field? Great, sign up as a full team to save on registration and have more control over your roster size.

LEAGUE INFORMATION

Click here to view the rules.

Click here to view our league polocies.

C’ville Social Co-ed Dodgeball is the newest addition to the social sports scene in Charlottesville!
We offer full team, small group, and individual (free agent) registrations for our sSpring, Summer, Fall, and Winter seasons.
After the games, players head to our Sponsor Bar to enjoy Beer, Drinks, & Food Specials for post-game festivities with other teams. That?s where the real fun begins!

Email Dodgeball@Cvillesocial.com?for any questions and more information.

CURRENT & UPCOMING DODGEBALL LEAGUES

WHAT'S INCLUDED

7 regular season games

11 matches per game

1?2 experienced referees

Music Played at the games.

Playoffs for the top teams.

League Champion Trophy & Gift Card to Sponsor Bar

Beer/ food specials after the game!

SKILL LEVELS

  • SOCIAL DIVISION

    0%
    • My players (or I) want to have fun and stay active; they?re mostly new to the sport.
    • Top 2 teams will compete for the championship.
  • CASUAL DIVISION

    0%
    • My players (or I) have mostly played the sport before, and are looking for some ?organized fun?.
    • The top half of the league will make playoffs (above .500 record).
  • COMPETITIVE DIVISION

    0%
    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SKILL LEVELS

0%
  • SOCIAL DIVISION

    • My players (or I) want to have fun and stay active; they’re mostly new to the sport.
    • Top 2 teams will compete for the championship.
0%
  • CASUAL DIVISION

    • My players (or I) have mostly played the sport before, and are looking for some organized fun.
    • The top half of the league will make playoffs (above .500 record).
0%
  • COMPETITIVE DIVISION

    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don’t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we’ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the field? Great, sign up as a full team to save on registration and have more control over your roster size.

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don’t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we’ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the field? Great, sign up as a full team to save on registration and have more control over your roster size.

LEAGUE INFORMATION

Celebrate a big win or a heart-breaking loss at our Sponsor Bars.

Click here to view the rules.

Leage Policies

Click here to view League Policies.

LEAGUE INFORMATION

Celebrate a big win or a heart-breaking loss at our Sponsor Bars.

Click here to view the rules.

Leage Policies

Click here to view League Policies.

The Game

  • 2 12:00 halves
  • 2 timeouts per game
  • 3 players minimum to avoid forfeit (1 female for co-ed)

The Field

The dimensions of the field are 60 yds. x 25. Each half will be 23 yards with end zones being 7 yards.

The offensive team takes possession of the ball at their 5-yard line and has three plays to cross mid-field (first down). Once a team crosses mid-field, they have three plays to score. If the offense fails to score, the ball changes possession. All drives start from the 5-yard line except interceptions which will be spotted where the player is deflagged. Penalties that result in a first down will give the offense 3 more plays to achieve mid-field (first down) or if the penalty puts the LOS past mid-field, then 3 plays to score.

OFFENSE

Running

  • The quarterback may not run unless the ball has been thrown back, handed or pitched to him or her in the backfield.
  • Teams may handoff (unlimited), pitch, or throw back in the backfield. UNLIMITED laterals or throwbacks behind the LOS are allowed for the player to remain eligible to pass. The player who receives the pitch or handoff may throw the ball as long as he or she is not fully beyond the line of scrimmage.
  • Pitching (backwards/laterally) is allowed downfield (unlimited). Handoffs are allowed in front or behind.
  • A forward pass DOES NOT have to cross the LOS to be a legal play.
  • If the ball is placed on the ?Back? of ANY player, the player MUST run the ball (no give and go to the QB on the back)
  • No run zones are located 5 yards before mid-field and 5-yards before the end zone. You may not run the ball in the no run zone (5-yards before the first down and end zone), only forward passes are allowed.
  • Ball is spotted where the ball is when the flag is pulled.
  • Players may NOT block down field in any form.

Passing

  • The quarterback has 5 seconds to pass the ball if there is no rush. If the ball is not thrown, then the play is dead. After the ball is ruled dead it is returned to the line of scrimmage.
  • Once the ball is handed off or pitched backwards the 5 second count stops. If the defensive team rushes, then there is no 5 second count.
  • There is no arm in motion, if the ball is in hand when the quarterback?s flag is pulled then it will be ruled a sack.
  • Interceptions may be returned.
  • The rusher may not have any contact with the QB (no hitting the QB arm or knocking the ball out of the QB hand).
  • If ANY part of the players body is behind the LOS it is a legal pass

Receiving

  • All players are eligible to receive a pass, including the quarterback, if the ball has been pitched or handed off in the backfield.
  • Players must have at least one foot in bounds when making catch.
  • Players that run out of bounds during a play cannot be the first player to touch a ball when attempting to make a catch (this is a penalty Illegal touching). If the player is pushed out of bounds by a defender, then comes back into the play, he or she is still eligible to touch the ball first.

Play is Ruled Dead When

  • The offensive player?s flag is pulled.
  • Ball carrier steps out of bounds.
  • A touchdown is scored.
  • Any part of the body that is not hands or feet touches the ground.
  • Incomplete pass.
  • Ball hits the ground.

Defense

Rushing the Quarterback

  • Players that rush the quarterback must be a minimum of 7 yards from the line of scrimmage when the ball is snapped.
  • The 7 yards will be measured off by a referee.
  • Players that are not 7 yards from the line of scrimmage when the ball is snapped may not enter into the backfield until there is a change of possession.
  • The rusher is allowed a direct lane to the quarterback as long as he or she rushes from either side of the center or outside the bunch formation. The offense must avoid interfering with the rusher if he or she has established a lane.

Pass Coverage

  • Contacting receivers is not allowed
  • Pass interference normally occurs above the waist; entangled feet are not considered pass interference.
  • Incidental contact is not considered pass interference.
  • A player may ?find? their opponent by reaching out and placing a hand on them as long as touching does not delay, impede, twist, or turn their opponent. This is not considered pass interference.
  • A player may use their arms or hands to intentionally obstruct the receiver?s view (face guarding) of the ball without turning their own head to play the ball as long as noteworthy contact is not made with the receiver.
  • If defensive pass interference occurs in the end zone the ball will be placed on the one-yard line, automatic first down.
  • Interceptions may be returned.
  • Interceptions in the end zone that are not returned to the field of play will result in a touchback and the ball will be spotted on the 5-yard line.
  • Contact away from the direction of the pass is not considered pass interference but may be considered illegal contact.
  • Whether a pass is catchable or uncatchable has no bearing on pass interference. The benefit of the doubt is given to the receiver.
  • Examples of pass interference include:
    • Shoving or pushing off to create separation.
    • Playing through the back.
    • Hook and turn: grabbing the torso and turning an opponent before the pass arrives.
    • Arm bars, hooking, restricting, grabbing wrists, or turning a receiver. Blocking downfield before the ball has been touched, commonly seen through ?pick plays?.

Scoring

?

TOUCHDOWN ? 6 POINTS
POINT AFTER TOUCHDOWN (PAT)
    • 1 POINT FROM THE 5-YARD LINE (NO-RUN ZONE IN EFFECT)

?

    • 2 POINTS FROM THE 12-YARD LINE, RUN, PASS (OUTSIDE OF NO-RUN ZONE)

?

  • INTERCEPTIONS RETURNED ON 2 POINT PAT?S ARE WORTH 2 POINTS
SAFETY ? 2 POINTS

Point After Touchdown (PAT)

  • Following a touchdown, once the scoring team has informed an official of which point conversion choice they want to attempt the decision cannot be changed unless the scoring team uses a team timeout.
  • If a penalty occurs during an extra point attempt, the penalty will be assessed but the extra point value remains the same.
  • Decisions cannot be changed after a penalty. For example, if the offense attempts a 1-point PAT and is penalized five yards for a false start, they cannot change their mind and go for a 2-point PAT. They will still be attempting a 1-point try even if they call a timeout.
  • Defensive unsportsmanlike conduct, personal fouls, or roughing penalties during a successful touchdown attempt will be assessed at half the distance to the goal during the PAT attempt (e.g., 2-point PAT attempts will be spotted at the 6-yard line, 1-point PAT attempts will be spotted at the 2.5-yard line). All other defensive penalties may be declined by the offense and the score will stand.
  • Dead ball fouls committed by the offense that do not carry a loss-of-down penalty (false start) may result in penalty yardage assessed and the down replayed.
  • Fouls by the offense during a successful PAT attempt that carry a loss-of-down penalty (flag guarding, illegal advancement, illegal forward pass, etc.) will result in the PAT being no good.
  • Fouls committed by the offense in unsuccessful PAT attempts will be declined by the defense and the PAT will be ?no good? and will not be replayed.
  • Fouls by the defense during an unsuccessful PAT attempt will result in a retry after the options are administered.
  • If the PAT-attempting team throws an interception and then commits a flagrant foul after the interception during the attempted return (physically contains the ball carrier; bear hugs, aggressively holds, tackles, etc. without making a clear, legal attempt to pull the ball carrier?s flag, the ball carrier will be awarded two points.

PENALTIES

PENALTY CHANGES for inside 2 minutes of BOTH halves.

    • Defensive pass interference is a spot foul and will result in an automatic 1st down.
    • Intentional delay of game by the offense or defense, any team member, or fan will result in a 15 yard unsportsmanlike conduct penalty
      • automatic 1st down (if committed by the defense)
      • LOD (if committed by the offense) and the clock will stop.

?

Penalties

PREVIOUS SPOTLOSS OF DOWN

Foul Yardage Enforcement Spot Result
FLAG GUARDING 5 SPOT OF FOUL LOSS OF DOWN
ILLEGAL ADVANCEMENT 5 SPOT OF FOUL LOSS OF DOWN
ILLEGAL FORWARD PASS 5 PREVIOUS SPOT LOSS OF DOWN
OFFENSIVE PASS INTERFERENCE 5
DEFENSIVE PASS INTERFERENCE 15 PREVIOUS SPOT
**SPOT FOUL UNDER 2 MIN OF 1ST/2ND HALF
AUTOMATIC 1ST DOWN
PERSONAL FOUL/UNNECESSARY ROUGHNESS 15 END OF THE PLAY OR PREVIOUS SPOT WHICHEVER PENALIZES THE OFFENDER MORE BY THE OFFENSE: LOSS OF DOWN
BY THE DEFENSE: AUTOMATIC 1ST DOWN
UNSPORTSMANLIKE CONDUCT 15 END OF THE PLAY OR PREVIOUS SPOT WHICHEVER PENALIZES THE OFFENDER MORE BY THE OFFENSE: LOSS OF DOWN
BY THE DEFENSE: AUTOMATIC 1ST DOWN
ROUGHING THE PASSER 15 PREVIOUS SPOT AUTOMATIC 1ST DOWN
DELAY OF GAME 5 PREVIOUS SPOT REPLAY DOWN
** LOD, IF 2 MIN OR LESS
FALSE START 5 PREVIOUS SPOT REPLAY DOWN
**LOD, IF 2 MIN OR LESS
OFFSIDE / ENCROACHMENT 5 PREVIOUS SPOT AUTOMATIC 1ST DOWN
ILLEGAL SUBSTITUTION OR ILLEGAL PARTICIPATION 5 PREVIOUS SPOT REPLAY DOWN-DEAD BALL
ILLEGAL SHIFT OR ILLEGAL MOTION 5 PREVIOUS SPOT LOSS OF DOWN
STRIPPING OR ATTEMPTED STRIPPING 5 SPOT OF THE FOUL AUTOMATIC 1ST DOWN
ILLEGAL CONTACT 5 PREVIOUS SPOT OR SPOT OF THE FOUL BY THE OFFENSE: LOSS OF DOWN
BY THE DEFENSE: AUTOMATIC 1ST DOWN
EARLY FLAG PULL 5 PREVIOUS SPOT AUTOMATIC 1ST DOWN
ILLEGAL TOUCHING 5 PREVIOUS SPOT LOSS OF DOWN
ILLEGAL BLOCKING 5 SPOT FOUL OR FROM PREVIOUS SPOT IF BEHIND LOS LOSS OF DOWN
HOLDING 5 SPOT OF THE FOUL AUTOMATIC 1ST DOWN
IMPEDING THE RUSHER 5 PREVIOUS SPOT LOSS OF DOWN
CHARGING 5 SPOT OF THE FOUL LOSS OF DOWN

COED LEAGUE RULES

NUMBER OF PLAYERS/TEAM ROSTERS

Each team shall field eight players, with “pick-up” players (one male/one female, two females) will be permitted only when a team does not have enough of its own players present to field a team. Teams are not permitted to use pickup players when sufficient roster players of the same gender are present. A pick-up player is defined as a player on another roster in the same league; because roster checks are not performed in the regular season, true “guest” players are permitted, provided they sign the waiver at www.cvillesocial.com/guest prior to participation.

Teams that are not able to field at least six players may play a “legal” game with the consent of the opposing captain. It is illegal for a team to have more than eight players on the field of play. Teams with coaches and/or additional players that enter the field of play without entering the game will be penalized for illegal participation.

The league requires the team captain or a team representative to provide the full name of each pick-up player before they can enter the field. A pick-up player can only play for the same team twice (2) in any league / season. This will eliminate teams illegally “sharing” players. Any team that does not report their pick up player(s) may have that game result in a forfeit.

Team rosters and online player registration must be completed and submitted prior to the first scheduled game of the season. Any team that has not submitted these documents by that time will have its scheduled games declared a “forfeit” until all forms are received. If a player fails to submit their online player waiver and release form, all liability and legal issues will be the responsibility of the team captain. C’Ville Social will not be responsible for players that do not submit an online player waiver and release form.

Players may only be listed on one team’s roster per league. Players can play (and be on a team’s roster) in multiple leagues, they just cannot play for 2 teams in the same league.

For a player to be considered “playoff eligible” (eligible to participate in the playoffs), he/she must be listed on the team’s roster.

Any team that does not have a full roster registered by week 2 will not be eligible for the playoffs.

NO POCKET / FLAG BELT RULE

Due to safety reasons, players cannot wear any article of clothing that contains pockets (shorts, pants, jackets, sweatshirts, hand warmers, etc). If a player wears an article of clothing with pockets, they will not be allowed to wear a flag belt and will be marked down at the spot where the ball was caught. C’Ville Social does not permit players to tape their pockets or turn them inside out; only if shorts are “double-lined” where the pocket is concealed inside the lining may a player turn their shorts inside out.

Players may not wear only tights, underwear, or thermal undergarments not intended as exterior wear.

If a player (other than the QB) begins the play without a flag belt, the player will be marked down at the spot where the ball was caught. There is no additional penalty because the player has no opportunity to gain additional yardage. If the QB begins a play without a flag belt, they are down as soon as they receive the snap, and loss of down.

FOOTBALL SIZE REQUIREMENTS

For all plays in which a male player receives the snap, the ball used must be a regulation NFHS/NCAA/NFL sized football. Female players receiving the snap may use a women?s or junior sized football. Note: When a female player takes the snap and pitches a smaller ball laterally or behind to a male player, the male player MAY throw the ball.

GAME TIME / PLAY CLOCK

The game will be divided into two 20 minute halves. Each team is allowed two one-minute timeouts per game. Both timeouts may be used in either half. The offensive team will have 35 seconds to snap the ball once the referee has spotted the ball. The official game clock will be maintained by a referee and will run continuously except for time-outs or serious injury–following an injury timeout, the game clock should resume following the ready-for-play whistle.. The clock will stop during the final 2 minutes of play for the following occurrences:

**If a team is leading by 17 points or more, the clock will run continuously during the last two minutes of play. In this scenario, the team that is winning will not be allowed to use any timeouts that is has left. **

  • Incomplete pass
  • Player advancing the ball goes out of bounds
  • First Down
  • Change of possession
  • Either team scores. (The clock will not resume until the opposing team snaps the ball after the PAT attempt. The clock does not run during extra points.)
  • Penalty
  • Declared punt
  • Time Out
BEGINNING OF THE GAME

Teams must be lined up on opposite sidelines. Before the start of the game the referee will toss a coin in the presence of opposing captains, after first designating which captain shall call the toss. The team that wins the coin flip at the start of the game must choose one of the following:

  • Offense
  • Defense
  • To defer the choice of the above options to begin the second half
  • The team that loses the coin flip shall select the direction for the 2nd half.

Play starts from the 10-yard line at the beginning of each half. At the beginning of the second half, the teams will change their direction of play. There will be a maximum ten minute “grace period” before each game. The game will be deemed a forfeit thereafter at the discretion of the Referee.

SNAPPING THE BALL INTO PLAY

To begin each play, the ball must be snapped from the ground to the QB who is lined up at least 5 yards behind the center. The ball can be snapped to any player lined up at least 5 yards behind the line of scrimmage with a verbal or non-verbal command. Silent counts / snaps are legal. Players may shift and change formations prior to the snap of the ball, but must be stationary at the time the ball is snapped. One player is allowed in motion at the time the ball is snapped, but cannot be moving towards the line of scrimmage. A snap from center is not required on declared punts. A minimum of four players must be lined up (set) at the line of scrimmage at the snap of the ball.

**Before the ball is snapped into play, the head referee will announce when the line is legally set and play can begin. The QB does not have to wait until the referee makes this announcement, however the line must be legally set before a snap can occur.

INTENTIONAL GROUNDING

There is No Intentional Grounding rule

INADVERTENT WHISTLES

Should an inadvertent whistle be blown, the team in possession of the ball at the time of the whistle will have two options: take the result of the play with the ball declared “dead” at the spot where the whistle was blown, or replay the down from the original line of scrimmage. If an inadvertent whistle is blown during a pass play while the ball is in the air, the play will be declared “dead” and replayed from the original line of scrimmage.

OVERTIME

There will be no overtime during the regular season. In the playoffs, overtime will mirror NCAA overtime, and will consist of each team having one offensive possession starting at the 20-yard line selected in a captains meeting (both offenses will go toward the same goal in overtime). The offensive team will have 4 un-timed downs to score a touchdown (all regular penalties will apply during the overtime period). If a touchdown is scored the offensive team will have the option to go for a 1- or 2-point conversion (female scoring will be awarded in the same fashion as during regulation. See Scoring). If teams are tied after the 1st overtime period, the process will be repeated until a winner is determined. Starting with the 3rd overtime period, teams will be required to go for a 2-point conversion upon scoring a touchdown.

FORFEITS

If a ?game is deemed a ?forfeit, it will be scored 6-0.

NO CONTACT / NO DOWN FIELD BLOCKING

There is no blocking or tackling permitted in the league. Players acting as offensive linemen may not use their hands when protecting the quarterback from defensive rushers. Offensive linemen can position their bodies at any particular angle in an attempt to direct the rushers to a particular area, but there is no contact permitted. Offensive lineman must have their hands at their sides or behind their backs when blocking to prevent their arms from extending. “Picks” are also NOT permitted at any time.

No downfield blocking/tackling is permitted. Illegal contact includes tripping, contact with the QB, any intentional contact by an opposing player and contact with an opposing player after a ball is tipped. Also note that rough play may result in an unsportsmanlike penalty. Anyone in violation of this rule is subject to penalty, suspension and/or expulsion from the league.

“Picks” or Illegal Screens are NOT Permitted at any time.

CO-ED / GENDER PLAY REQUIREMENTS

The offense will be penalized if it fails to use a female as an “operative player” at least once within three consecutive downs. The penalty for running three consecutive plays without using a female as an “operative player” will be a five yard penalty, loss of down and a female must be the “operative player” on the next play. For example, if a male player catches or runs the ball on a play in which a female must be the “operative player”, the offense will be penalized and must replay the gender requirement.

Note: The term “closed” or “forced gender” means that a female must be the “operative player”. The term “open” means that any player, male or female, is eligible to be the operative player.

A pass attempt must cross the line of scrimmage to count as an operative play.

An operative player is defined as a player who:

  • Is the intended receiver of a forward pass across the line of scrimmage. The pass does not have to be completed.
  • If a ball is tipped or under/overthrown, the play’s gender is determined by the last player who made an attempt to catch the ball.
  • Runs the ball as the primary runner (must cross the line of scrimmage)
  • Receives the snap as the QB and scrambles past the line of scrimmage or attempts a pass the crosses the line of scrimmage.
  • Throws or catches a forward pass that is complete behind the line of scrimmage but the resulting run moves past the line of scrimmage.

An operative player is NOT defined as a player who:

  • Hands off the football to another player
  • Snaps the ball into play
  • Receives a handoff only to pass or handoff the ball to a male before crossing the line of scrimmage
  • Female who throws a lateral pass
  • Receives a lateral from another player and does not cross the line of scrimmage.

Examples:

  • A pass deflected by a male and caught by a female is a female “operative” play
  • If a female pitches the ball to a male behind the line of scrimmage, this will not result in a female “operative” play
  • If a male laterals the ball to a female past the line of scrimmage, this will not result in a female “operative” play
  • If a female throws a forward pass that does not cross the line of scrimmage, but is caught and gains positive yardage, that does count as a female operative play

Gender Play (Tipped Pass) Clarification

  • A pass that is deflected by a female, and caught by a male does not count as a female “operative” play
  • If this occurs on a “closed” play, the offense has the option of:
    • Accepting the play as an incomplete pass and having it count as a female play
    • Accepting a 5-yard penalty and replaying the down as a closed play
  • There is no gender requirement for extra points and punt plays.
FIRST DOWNS

Each team shall have four downs to earn a first down or score. First downs are achieved when a team crosses either of the 20 yard markers (20, 20) based on its original field position. Offensive teams may elect to punt on fourth downs. All punts are live and may be fielded after bouncing on the ground. However, if a receiving player muffs? (touches) the ball and it hits the ground, the play is dead. If a team does not punt, fails to score or earn a first down the opposing team will obtain possession.

SCORING

The scoring shall be assigned as follows:

  • Touchdown:
    • A Male Touchdown is awarded 6 points
    • A 9-point touchdown will be awarded in the following scenarios:
      • A female runs the ball from behind the line of scrimmage for the score
      • A male QB throws to a female receiver who scores
      • A pass that is tipped by a male and caught by a female will be awarded a 9 point female TD
      • A female returns an interception or punt for a score
      • A female QB throws to any receiver for the score (regardless of any pitches to a male)

Any lateral passes (pitches) involving a male player during any of the above situations will result in only 6 points being awarded, except that the female was the QB who threw a forward pass.

All other touchdowns will be awarded 6 points

  • Extra Point(s):
    • From the 5 yard line
      • 1-point for all normal conversions
      • 2-points will be awarded using the same scenarios listed above for the 9-point TD
    • From the 10 yard line
      • 2-point for all normal conversions
      • 3-points will be awarded using the same scenarios listed above for the 9-point TD The defense may return an interception for two points on a two-point attempt.
PASS RUSH

Once the line of scrimmage has been marked, the referee will walk off five paces in the direction the offense is going and place another marker. This “5 pace” marker is the “RUSH LINE”. Only defensive players that are behind this marker when the ball is snapped may cross the line of scrimmage to rush the QB. No players lined up within this “zone”, may rush the QB. If the QB pitches the ball or hands-off to another offensive player, any defensive player may cross the line of scrimmage no matter where they were lined up before the snap. If the line of scrimmage is between the goal line and the five-yard line, the RUSH LINE will be the goal line. The rush line can never be placed inside the endzone.

CONTINUANCE OF PLAY

Play shall continue until:

  • Ball carrier has flag-belt pulled by an opponent (see flag specifics for the few exceptions/additions concerning flag pulling)
  • Ball carrier leaves the field of play
  • Ball carrier scores
  • Ball carrier’s knee touches the ground
  • Ball touches the ground
SPOT OF THE BALL

The ball will be spotted where the ball is at the time the ball carrier’s flag is pulled. If the ball crosses the plane of the goal line before the ball carrier’s flag has been pulled it will result in a touchdown (ball extension).

PUNTS

The offensive team must declare their intention to punt or election to play on every 4th down. The referee shall notify the defensive team of the election prior to the ball being made ready for play.

  • A punt must be declared and cannot be faked.
  • The receiving team may return a punt once it has hit the ground.
  • All punts are “free punts”. A team need not snap during a punt.
    • A dropped snap during a punt is not a fumble.
  • Punts must be kicked and cannot be thrown.
  • The kicking team may not cross the line of scrimmage until the ball is kicked.
  • Downfield blocking is not permitted.
  • The receiving team can line up be no closer than the 5-yard rush line and may not raise hands or jump to block a punt.
  • The punting team may down the punted ball if the receiving team makes no effort to gain the ball.
  • A punt into the end zone will be spotted at the 10-yard line–the punt is immediately ruled a touchback once the ball breaks the vertical plane of the goal line.
    • If a player drops the ball in the end zone, the ball is spotted at the 10-yard line and is not counted as a safety.
TURNOVERS

A change of possession (not after a score) can only occur due to downs or an interception. A fumble is not a turnover and the play is considered dead at the point of the fumble. A lateral may be intercepted and returned by the opposing team.

FLAG GUARDING

Flag guarding is not allowed. Flag guarding is defined as any action that is made with the arms, hands, or legs that prevents a player from being able to pull another player’s flag. A player engaging in flag guarding will be penalized. It is illegal to pull the flag of a player who does not have possession of the football. Throwing flag belts after making a pull is not allowed, and can be penalized as a personal foul.

FLAG BELTS

Flag belts must be fastened outside of all clothing with nothing obstructing them. If, during a play, any clothing obstructs the defense’s ability to grab a flag (shirt is hanging over the flag belt), then the player will be called down at the first instance that the defense had a chance to pull the flag. A ball carrier whose flag-belt falls off inadvertently during a play will be considered down upon a one-handed touch. However, if any player (besides the QB) gains possession of the ball without properly secured flags, then they will be down as soon as they touch/catch the ball. It is a penalty for a ball carrier to stiff-arm, charge into, or deliberately try to knock over a defensive player. In addition, a ball carrier may not dive (diving is defined as a player leaving their feet without returning to their feet) in an effort to gain extra yardage.

SPORTSMANSHIP

C’Ville Social endorses the principles of good sportsmanship. Unsportsmanlike conduct will not be tolerated. Unsportsmanlike conduct can include the following: Fighting, pushing, verbal/physical abuse directed toward an official or opponent, profanity/obscene gestures, flagrant/violent fouls, taunting/trash talking/baiting, cheating, throwing/abusing equipment and physical intimidation. A player may be ejected from a game (or a team may be evicted from the field of play) for engaging in Unsportsmanlike Conduct. An official may call a forfeit for unsportsmanlike conduct at any time, including after the game clock has expired. The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts. These guidelines apply to players and spectators.

WEATHER CANCELATION POLICY

Games may be cancelled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc. C’Ville Social staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary.

If the games are cancelled, C’Ville Social will update the schedule which will automatically notify all rostered players via email/text. It is still the captain’s responsibility to inform all teammates of the cancellation. If a game is cancelled on site, C’Ville Social will attempt to contact those teams still scheduled to play the remainder of the day/night. Depending on the time of cancellation, some teams will have to be notified on site. If we do cancel, follow next week’s schedule unless otherwise notified, (i.e. If June 20th games are cancelled, teams should follow the June 27th schedule for their next game). The games that are cancelled will be made up towards the end of the season if time allows.

In extreme circumstances, C’Ville Social reserves the right to run a shortened season without a refund. C’Ville Social will make every attempt to get all regular season games played, however for every two (2) game cancellations due to weather, the season may be shortened one (1) regular season game. C’Ville Social also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary

FORFEIT FEES

If your team needs to forfeit a game (for whatever reason), please make sure to let us know ASAP. C’Ville Social Football has now implemented the following forfeit fees: $50 within 8 hours of game time (Monday – Friday) and within 12 hours of game time (Saturdays & Sundays).

NO JEWELRY POLICY

At the Referee’s discretion, he/she can ask any player to remove jewelry they feel is not safe for play. Failure to comply could result in a suspension and game forfeit.

PENALTIES & ENFORCEMENT
OFFENSIVE FOULS PENALTY ENFORCEMENT SPOT DOWN
Flag Guarding 5 Yards Spot Foul Next Down
Offsides 5 Yards Previous L.O.S. Replay Down
Downfield Blocking 5 Yards Spot Foul Next Down
False Start (*Dead Ball Foul) 5 Yards Previous L.O.S. Replay Down
Gender Violation (Still Closed) 5 Yards Previous L.O.S. Next Down
Illegal Contact/Pick (Pre-Pass) 5 Yards Previous L.O.S. Replay Down
Illegal Contact/Pick (Post-Pass) 5 Yards Spot Foul Next Down
Illegal Forward Pass 5 Yards Previous L.O.S. Loss of Down
Illegal Motion 5 Yards Previous L.O.S. Replay Down
Illegal Participation 5 Yards Previous L.O.S. Replay Down
Illegal Formation 5 Yards Previous L.O.S. Replay Down
Offensive Pass Interference 10 Yards Previous L.O.S. Replay Down
Diving 5 Yards Spot Foul Next Down
DEFENSIVE FOULS PENALTY ENFORCEMENT SPOT DOWN
Illegal Rushing 5 Yards Previous L.O.S. Replay Down
Offsides 5 Yards Previous L.O.S. Replay Down
Illegal Contact 5 Yards Previous L.O.S. Replay Down
Pass Interference 10 Yards Previous L.O.S. Auto 1st Down
Roughing the Passer 10 Yards Previous L.O.S. Auto 1st Down
Holding (on Run Plays) 5 Yards End of Run Next Down
Holding (on Pass Plays) 5 Yards Previous L.O.S. Replay Down
Illegal Flag Pull 5 Yards Spot Foul Next Down
Illegal Stripping 5 Yards End of Run Next Down
Illegal Participation 5 Yards Previous L.O.S. Replay Down
GENERAL FOULS PENALTY ENFORCEMENT SPOT DOWN
Arguing w/ Official 10 Yards End of Play Next Down
Unsportsmanlike Conduct 10 Yards End of Play Automatic 1st Down
Defensive Excessive ContactÃ? / Rough Play 10 Yards End of Play Auto 1st Down
Offensive Excessive ContactÃ? / Rough Play 10 Yards End of Play Loss of Down

Defensive Penalty Clarifications:

  • Holding = Replay the down if the penalty occurs on 4th down or inside the 10-yard line
  • Illegal Contact is defined as:
    • Tripping
    • Contact with the QB
    • Any intentional contact by an opposing player (referee discretion)
    • Contact with an opposing player after a ball is tipped
    • Rough play may result in an unsportsmanlike penalty
  • Illegal Stripping = It is illegal to bat or strip a ball from a player’s hand.
  • A game cannot end on a defensive penalty even if time expires. One un-timed down will be required to complete the game.

Offensive Penalty Clarifications:

  • Illegal Contact is defined as:
    • Pushing Off
    • Any other intentional contact by an offensive player on a defensive player in the field of play

General Penalty Clarifications:

  • Unsportsmanlike Conduct
    • Any unsportsmanlike conduct (towards players, referees, league staff, coaches, sidelines, spectators) = 10 yards/Possible Ejection & Automatic 1st Down
    • Excessive Contact/Rough Play
  • If official determines that contact was initiated “with intent to harm”, the offending player will be ejected from the game. The player must leave the field of play immediately. If the player does not leave the field his/her team may be charged with a forfeit for the game regardless of score or time remaining. Any player ejected from a game may not play in any other games that day.
  • The ejected player may not play in future games without league approval.
  • An official may call a forfeit for unsportsmanlike conduct. Even if the game has ended, an official may call a forfeit.
  • The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts.
  • Fighting:
    • Automatic ejection from the game
    • Once ejected, a player must leave the field. If the player does not leave the field his/her team may be charged a forfeit? for that game, regardless of score or time remaining. Any player ejected from a game may not play in any other games that day.
    • The ejected player may not play in future games without league approval.
    • An official may call a forfeit for unsportsmanlike conduct. Even if the game has ended, an official may call a forfeit.
    • The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts.
C’Ville Social LEAGUE POLICIES
  • Team Captains are responsible for the complete payment of all league fees.
  • A Captains’ Meeting will be held prior to the start of the season. Captains, or a team representative, are required to attend. League rules and procedures will be discussed at that time.
  • League fees must be paid by PayPal before the first game. Failure to make payment before this time may lead to expulsion from the league.
  • Team Rosters must be completed and submitted online. Additions and changes to the Roster are permitted up until the fourth game of the season
  • The Online Player Waiver & Release form must be filled out completely by each player, and submitted online before the first game.
  • If a team is not prepared to play at its designated game time and/or does not have the minimum number of players at the designated game time, the game will be declared a forfeit. There will be a ten-minute grace period prior to a forfeit being declared.
  • A maximum of two “pick-up” players (1 male & 1 female or 2 females) will be permitted only when a team does not have enough of its own players present to field a team. Additionally, the league now requires the team captain or a team representative to provide the full name of each pick-up player before they can enter the field. In extreme cases, that pick up player may be required to show ID. A pick-up player can only play for the same team twice (2) in any league / season. This rule is intended to eliminate teams illegally “sharing” players. Any team that does not report their pick up player(s) may have that game result in a forfeit. A pick up player is defined as any male or female that is not listed on the team’s roster.
  • If a game is stopped due to dangerous weather conditions prior to the beginning of the second half or prior to a previously designated point, the game will be replayed in its entirety. If a game is stopped thereafter, it will be considered a complete game and the score will stand. There is no requirement that each team have the same number of offensive series before a game is stopped.
  • Any excessive verbal or physical activity will result in an unsportsmanlike conduct penalty. This rule applies to players, managers and coaches on the field and on the sidelines.
  • Fighting or obscene language will result in an automatic ejection from the league with no refund of payments. Unsportsmanlike behavior will not be tolerated.
  • ABSOLUTELY NO ALCOHOLIC BEVERAGES OR DRUG USE ARE ALLOWED ON THE FIELD. Any player using drugs or alcohol in the playing area, the parking lot, before, during or after games will be ejected from the league with no refund of payments. THIS RULE WILL BE STRICTLY ENFORCED.

These rules & policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants. Each player in the league is responsible for this information: please advise your team of these rules / league policies and thanks for playing.

MEN’S LEAGUE RULES

ROSTER SIZE & REGULATIONS

Each team shall field eight male players. Teams that are not able to field a complete team may play with a minimum of six players. A maximum of two pick-up players will be permitted only when a team does not have enough of its own players present to field a team. Teams that are not able to field at least six players may play a legal game with the consent of the opposing captain. It is illegal for a team to have more than eight players on the field of play. Teams with coaches and/or additional players who enter the field of play without entering the game will be penalized for illegal participation.

Team rosters and online player waiver release forms must be completed and submitted prior to the first scheduled game of the season. Any team that has not submitted these forms by that time will have its scheduled games declared a forfeit until all forms are received. If a player fails to submit their online player waiver release form, all liability and legal issues will be the responsibility of the team captain. Fairfax Athletics will not be responsible for players that do not submit an online player waiver release form.

Players may be listed only on one teams roster per season throughout the league. For a player to be considered playoff eligible (eligible to participate in the playoffs), he must be listed on a teams roster and must have played in a minimum of two regular season games for that particular team.

Any team that does not have a full roster uploaded to the website and visible to the public by week 2 will not be eligible for the playoffs. No exceptions will be made!

NO POCKET/FLAG BELT RULES

Due to safety reasons, players cannot wear any article of clothing that contains pockets (shorts, pants, jackets, sweatshirts, hand warmers, etc). If a player wears an article of clothing with pockets, they will not be allowed to wear a flag belt and will be marked down at the spot where the ball was caught. C’Ville Social does not permit players to tape their pockets or turn them inside out; only if shorts are double-lined where the pocket is concealed inside the lining may a player turn their shorts inside out.

If a player (other than the QB) begins the play without a flag belt, the player will be marked down at the spot where the ball was caught. There is no additional penalty because the player has no opportunity to gain additional yardage. If the QB begins a play without a flag belt, they are down as soon as they receive the snap, and loss of down.

FOOTBALL SIZE REQUIREMENTS

For all plays, the ball used must be a regulation NFHS/NCAA/NFL sized football.

GAME TIME/PLAY CLOCK

The game will be divided into two 22 minute halves. Each team is allowed two 30 second timeouts per half. Unused timeouts will not carry over from one period to another. The offensive team will have 30 seconds to snap the ball once the referee has made the ball ready for play. The official game clock will be maintained by a referee and will run continuously except for time-outs or serious injury–following an injury timeout, the game clock should resume following the ready-for-play whistle.. The clock will stop during the final 2 minutes of each half for the following occurrences:

  • Incomplete pass
  • Player advancing the ball goes out of bounds
  • Change of possession
  • Either team scores. (The clock will not continue until the opposing team snaps the ball after the PAT attempt. The clock does not run during extra points.)
  • Penalty
  • Time Out

If a team is leading by 17 points or more, the clock will run continuously during the last two minutes of play. In this scenario, the team that is winning will not be allowed to use any timeouts that is has left if they are on offense.

BEGINNING OF THE GAME

Teams must be lined up on opposite sidelines. Before the start of the game the referee will toss a coin in the presence of opposing captains, after first designating which captain shall call the toss. The team that wins the coin flip at the start of the game must choose one of the following:

  • Offense
  • Defense
  • To defer the choice of the above options to begin the second half
  • The team that loses the coin flip shall select the direction for the 2nd half.

There will be a maximum ten minute grace period before each game. The game will be deemed a forfeit thereafter at the discretion of the Referee.

FREE KICKS

A free kick begins each half of a game, and begins play following a touchdown, field goal, or safety. The ball shall be put in play by a place kick from some spot on the kicking teams restraining line: the 40 yard line, or from the 20 yard line following a safety. The receiving teams restraining line will be 20 yards from the kicking teams restraining line.

No player of the kicking team may touch a free kick before it reaches the receiving teams restraining line. Thereafter, all players of the kicking team are eligible to touch, recover, or catch the kick. No player of the kicking team may interfere with the receiving teams opportunity to catch the ball. A free kick touched by a player of the kicking team which then touches the ground is dead at the spot at which it touches the ground. If first touched before reaching the restraining line of the receiving team, it belongs to the receiving team. If first touched after reaching the restraining line of the receiving team, the ball belongs to the kicking team. A free kick touched by a player of the receiving team, which then touches the ground, is dead at the spot at which it touches the ground and belongs to the receiving team.

A kick caught or recovered by a player of the receiving team continues in play; if caught or recovered by the kicking team, the ball becomes dead.

SCRIMMAGE (PLACE) KICKS
  • Must be snapped a minimum of 7 yards back from the line of scrimmage to the holder.
  • The holder must be stationary and can stand or kneel to receive the snap, but must catch the ball in the air and place it on the ground for the kicker to kick.
  • The defense can only jump to block the FG, they are not allowed to rush or cross the line of scrimmage
  • Holders may not use a kicking tee/block or their foot/shoe to raise/hold the ball. The ball must be placed on the ground, and held with one finger (same as College/NFL)

A missed FG recovered by the defense is returnable by the defense.

  • Any yardage gained or points scored will stand just as on a play from scrimmage.
  • A missed FG not returned will result in the ball being returned to the original line of scrimmage and the defense taking possession.
  • New (Summer 2016): A missed FG where the original line of scrimmage was inside the 20 yard line will be spotted at the 20 yard line when the defense takes possession.
PUNTS

A punt must be declared and cannot be fakes. The referee shall notify the defensive team prior to the ball being made ready-for-play.

  • New (Summer 2016): Punts must be snapped just like all other plays from scrimmage.
  • Punts must be kicked and cannot be thrown.
  • The kicking team may not cross the line of scrimmage until the ball is kicked.
  • Downfield blocking is not permitted.
  • The receiving team may not raise hands or jump to block a punt.
  • The kicking team may down the punt, but may not recover a punt.
  • A punt through the end zone will be spotted at the 20-yard line. If a player drops the ball in the end zone, the ball is spotted at the 20-yard line and is not counted as a safety.
SNAPPING THE BALL INTO PLAY

To begin each play, the ball must be snapped by a center to the QB who is lined up behind the center. The ball can be snapped with a verbal or nonverbal command–silent counts / snaps are legal. Players may shift and change formations prior to the snap of the ball, but must be stationary at the time the ball is snapped. One player is allowed in motion at the time the ball is snapped, but cannot be moving towards the line of scrimmage. A snap from center is required on declared punts. A minimum of four players must be lined up (set) at the line of scrimmage at the snap of the ball.

New (Summer 2016): A skip rule will now be in effect for all snaps–the ball may skip one time provided it is then fielded cleanly by the quarterback.

FORWARD PASS

All players are eligible to receive a forward pass. During a scrimmage down and before team possession has changed, a forward pass may be thrown provided some part of the passers body remains behind the line of scrimmage.

New (Summer 2016) The offense may make as many forward passes as desired from in or behind the neutral zone. Once the ball has crossed the line of scrimmage (run or pass), all subsequent forward passes during that down, are illegal. The ball may be thrown across only once during the down.

INADVERTENT WHISTLE

Should an inadvertent whistle be blown, the team in possession of the ball at the time of the whistle will have two options: take the result of the play with the ball declared dead at the spot where the whistle was blown, or replay the down from the original line of scrimmage. If an inadvertent whistle is blown during a pass play while the ball is in the air, the play will be declared dead and replayed from the original line of scrimmage.

OVERTIME

There will be no overtime during the regular season. In the playoffs, overtime will consist of each team having one offensive possession starting at the opponents 20-yard line. A second coin toss shall determine order and direction. The team winning the coin toss shall have the option to elect offense first, defense first, or select the end to be used for the overtime period(s). Both teams shall go the same direction on offense for the entirety of overtime.

The offensive team will have 4 un-timed downs to score a touchdown (all regular penalties will apply during the overtime period). If a touchdown is scored the offensive team will have the the same conversion options that applied in regulation.. If teams are tied after the 1st overtime period, the process will be repeated until a winner is determined. Starting with the 3rd overtime period, teams will be required to attempt a 2-point conversion upon scoring a touchdown.

FORFEITS

If a ?game is deemed a ?forfeit, it will be scored 6-0.

CONTACT/BLOCKING

There is limited blocking and contact; however there will be no tackling permitted in the league. Players acting as offensive linemen can use their hands to block defensive rushers (between their shoulders and waist) when protecting the quarterback. Offensive linemen can position their bodies at any particular angle in an attempt to direct the rushers to a particular area and can use their hands to protect the QB.

No downfield blocking/tackling is permitted. Illegal contact includes tripping, contact with the QB, any intentional contact by an opposing player, and contact with an opposing player after a ball is tipped. Also note that rough play may result in an unsportsmanlike penalty. Anyone in violation of this rule is subject to penalty, suspension and/or expulsion from the league.

We have a 1-Pace Rush Line that only allows defensive players who are behind this line to rush the QB. IT IS ILLEGAL FOR DEFENSIVE RUSHERS TO RUN THROUGH AN OFFENSIVE BLOCKER TO PURSUE THE QB.

Violation of this rule is a 10-yard penalty/previous spot/replay down.

This restriction gives defensive rushers 2 options:

  1. Do a speed rush, but must run around the offensive blocker to pursue the QB
  2. Run towards the line-of-scrimmage; slow down when approaching an offensive blocker; engage contact; and then use legal means to pursue the QB

A legal block consists of contact with open hands (with palms facing the opponent) to the area between the waist and shoulders. Blocking is restricted to at or behind the line-of-scrimmage. These contact rules apply to both offensive blockers and defensive rushers.

Illegal blocks consist of any of the following:

  • Contact below the waist or above the shoulders
  • Blocking in the back
  • Blocking using forearms, elbows, shoulders, hips, legs, or anything besides open hands
  • Holding
  • Blocking past the line-of-scrimmage (this will be penalized as downfield blocking)

Illegal blocks will result in a 10-yard penalty/previous spot/replay down. For offensive players, there is NO downfield blocking.

Please keep in mind that we are allowing LIMITED contact in this league. Any excessive and/or intentional contact is subject to a personal foul and/or expulsion from the league.

CONTACT DOWNFIELD

For defensive players, bump-and-run/jamming of receivers is allowed within 5 yards of the line of scrimmage, and is defined as open hands to the chest/shoulders.

Any contact beyond 5 yards will result in:

  • A Defensive Holding penalty (5 yard penalty/previous spot/auto 1st down), or
  • An Illegal Contact penalty (10-yard penalty/previous spot/replay down).
FIRST DOWNS

Each team shall have four downs to earn a first down or score. First downs are achieved when a team crosses either of the 20 yard markers (20, 20) based on its original field position. Offensive teams may elect to punt on fourth downs. All punts are live and may be fielded after bouncing on the ground. However, if a receiving player muffs? (touches) the ball and it hits the ground, the play is dead. If a team does not punt, fails to score or earn a first down the opposing team will obtain possession.

SCORING

The scoring shall be assigned as follows:

  • Touchdown: All touchdowns will be awarded 6 points
  • Extra Point(s):
    • Play from the 5 yd line – 1-point
    • Play from the 10 yd line – 2-points
    • Kick from the 10 yard line (snapped from the 3 yard line) – 1 point
  • Field Goal: All Field Goals will be awarded 3 points

The defense may return an interception for two points on a two-point conversion attempt.

PASS RUSH

Once the line of scrimmage has been marked, the referee will walk off one (1) pace in the direction the offense is going and place another marker. This 1 pace marker is the RUSH LINE. Only defensive players that are behind this marker when the ball is snapped may cross the line of scrimmage to rush the QB. No players lined up within this zone, may rush the QB. If the QB pitches the ball or hands-off to another offensive player, any defensive player may cross the line of scrimmage no matter where they were lined up before the snap. If the line of scrimmage is between the goal line and the one-yard line, the RUSH LINE will be the goal line. The rush line can never be placed inside the endzone.

Note: The RUSH LINE will not be applicable when the QB is lined up directly behind the CENTER to receive the snap of the ball; that is, when the CENTER hands the ball to the QB at the snap. In such situations, defensive players lined up in front of the RUSH LINE may rush the QB.

CONTINUANCE OF PLAY

Play shall continue until:

  • Ball carrier has flag-belt pulled by an opponent (see flag specifics for the few exceptions/additions concerning flag pulling)
  • Ball carrier leaves the field of play
  • Ball carrier scores
  • Ball carrier’s knee touches the ground
  • Ball touches the ground
SPOT OF THE BALL

The ball will be spotted where the ball is at the time the ball carrier’s flag is pulled. If the ball crosses the plane of the goal line before the ball carrier’s flag has been pulled it will result in a touchdown (ball extension).

TUNROVERS

A change of possession (not after a score) can only occur due to downs or an interception. A fumble is not a turnover and the play is considered dead at the point of the fumble. A lateral may be intercepted and returned by the opposing team.

FLAG GUARDING

Flag guarding is not allowed. Flag guarding is defined as any action that is made with the arms, hands, or legs that prevents a player from being able to pull another player’s flag. A player engaging in flag guarding will be penalized. It is illegal to pull the flag of a player who does not have possession of the football. Throwing flag belts after making a pull is not allowed, and can be penalized as a personal foul.

FLAG BELTS

Flag belts must be fastened outside of all clothing with nothing obstructing them. If, during a play, any clothing obstructs the defenses ability to grab a flag (shirt is hanging over the flag belt), then the player will be called down at the first instance that the defense had a chance to pull the flag. A ball carrier whose flag-belt falls off inadvertently during a play will be considered down upon a one-handed touch. However, if any player gains possession of the ball without properly secured flags, then they will be down as soon as they touch/catch the ball. It is a penalty for a ball carrier to stiff-arm, charge into, or deliberately try to knock over a defensive player. In addition, a ball carrier may not dive (diving is defined as a player leaving their feet without returning to their feet) in an effort to gain extra yardage.

SPORTSMANSHIPS

C’Ville Social endorses the principles of good sportsmanship. Unsportsmanlike conduct will not be tolerated. Unsportsmanlike conduct can include the following: Fighting, pushing, verbal/physical abuse directed toward an official or opponent, profanity/obscene gestures, flagrant/violent fouls, taunting/trash talking/baiting, cheating, throwing/abusing equipment and physical intimidation. A player may be ejected from a game (or a team may be evicted from the field of play) for engaging in Unsportsmanlike Conduct. An official may call a forfeit for unsportsmanlike conduct at any time, including after the game clock has expired. The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts. These guidelines apply to players and spectators.

GAME CANCELLATION

Games may be cancelled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc. C’Ville Social staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. Therefore, if you call the C’Ville Social Hotline to find out if the fields are open and/or games are cancelled, remember we will not update the hotline until close to the start of the game. With that said, we will update the hotline as soon as we have updated status.

If the games are cancelled, C’Ville Social will update the hotline immediately. C’Ville Social will then change the status of the field to Closed on the website, which will send out an email to all roster players letting them know the game is cancelled. It is still the captains responsibility to inform all teammates of the cancellation. If a game is cancelled on site, C’Ville Social will attempt to contact those teams still scheduled to play the remainder of the day/night. Depending on the time of cancellation, some teams will have to be notified on site. If we do cancel, follow next weeks schedule unless otherwise notified, (i.e. If June 20th games are cancelled, teams should follow the June 27th schedule for their next game). The games that are cancelled will be made up towards the end of the season if time allows.

In extreme circumstances, C’Ville Social reserves the right to run a shortened season without a refund. C’Ville Social will make every attempt to get all regular season games played, however for every two (2) game cancellations due to weather, the season may be shortened one (1) regular season game. C’Ville Social also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary

FORFEIT FEES

If your team needs to forfeit a game (for whatever reason), please make sure to let us know ASAP. C’Ville Social Football has now implemented the following forfeit fees: $100 within 8 hours of game time (Monday – Friday) and within 12 hours of game time (Saturdays & Sundays).

NO JEWELRY POLICIES

At the Referees sole discretion, any player may be required to remove jewelry deemed unsafe feel for play. Failure to comply could result in a suspension and game forfeit.

PENALTIES & ENFORCEMENTS
OFFENSIVE FOULS PENALTY ENFORCEMENT SPOT DOWN
Flag Guarding 5 Yards Spot Foul Next Down
OffSides 5 Yards Previous L.O.S. Replay Down
Downfield Blocking 10 Yards Spot Foul Next Down
False Start (*Dead Ball Foul) 5 Yards Previous L.O.S. Replay Down
Illegal Contact/Pick (Pre-Pass) 10 Yards Previous L.O.S. Replay Down
Illegal Contact/Pick (Post-Pass) 10 Yards Spot Foul Next Down
Illegal Forward Pass 5 Yards Previous L.O.S. Loss of Down
Illegal Motion 5 Yards Previous L.O.S. Replay Down
Illegal Participation 5 Yards Previous L.O.S. Replay Down
Illegal Formation 5 Yards Previous L.O.S. Replay Down
Offensive Pass Interference 10 Yards Previous L.O.S. Replay Down
Diving 5 Yards Spot Foul Next Down
DEFENSIVE FOULS PENALTY ENFORCEMENT SPOT DOWN
Illegal Rushing 5 Yards Previous L.O.S. Replay Down
OffSides 5 Yards Previous L.O.S. Replay Down
Illegal Contact 10 Yards Previous L.O.S. Replay Down
Pass Interference 15 Yards Previous L.O.S. Auto 1st Down
Roughing the Passer 15 Yards Previous L.O.S. Auto 1st Down
Holding (on Run Plays) 10 Yards End of Run Next Down
Holding (on Pass Plays) 5 Yards Previous L.O.S. Auto 1st Down
Illegal Flag Pull 5 Yards Spot Foul Next Down
Illegal Stripping 5 Yards End of Run Next Down
Illegal Participation 5 Yards Previous L.O.S. Replay Down
GENERAL FOULS PENALTY ENFORCEMENT SPOT DOWN
Arguing w/ Official 15 Yards End of Play Next Down
Unsportsmanlike Conduct 15 Yards End of Play Auto 1st Down
Defensive Excessive Contact?/ Rough Play 15 Yards End of Play Auto 1st Down
Offensive Excessive Contact?/ Rough Play 15 Yards End of Play Loss of Down

Defensive Penalty Clarifications:

  • Holding = Replay the down if the penalty occurs on 4th down or inside the 10-yard line
  • Illegal Contact is defined as:
    • Tripping
    • Contact with the QB
    • Any intentional contact by an opposing player (referee discretion)
    • Contact with an opposing player after a ball is tipped
    • Rough play may result in an unsportsmanlike penalty
  • Illegal Stripping = It is illegal to bat or strip a ball from a player’s hand.
  • A game cannot end on a defensive penalty even if time expires. One un-timed down will be required to complete the game.

Offensive Penalty Clarifications:

  • Illegal Contact is defined as:
    • Pushing Off
    • Any other intentional contact by an offensive player on a defensive player in the field of play

General Penalty Clarifications:

  • Unsportsmanlike Conduct
    • Any unsportsmanlike conduct (towards players, referees, league staff, coaches, sidelines, spectators) = 10 yards/Possible Ejection & Automatic 1st Down
    • Excessive Contact/Rough Play
  • If official determines that contact was initiated with intent to harm, the offending player will be ejected from the game. The player must leave the field of play immediately. If the player does not leave the field his/her team may be charged with a forfeit for the game regardless of score or time remaining. Any player ejected from a game may not play in any other games that day.
  • The ejected player may not play in future games without league approval.
  • An official may call a forfeit for unsportsmanlike conduct. Even if the game has ended, an official may call a forfeit.
  • The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts.
  • Fighting:
    • Automatic ejection from the game
    • Once ejected, a player must leave the field. If the player does not leave the field his/her team may be charged a forfeit for that game, regardless of score or time remaining. Any player ejected from a game may not play in any other games that day.
    • The ejected player may not play in future games without league approval.
    • An official may call a forfeit for unsportsmanlike conduct. Even if the game has ended, an official may call a forfeit.
    • The League has the authority to suspend and/or expel a player or team from the league and/or future game(s) at its discretion with no refund of monies for such acts.
GENERAL LEAGUE POLICIES
    • Team Captains are responsible for the complete payment of all league fees
    • A Captains Meeting will be held prior to the start of the season. Captains, or a team representative, are required to attend. League rules and procedures will be discussed at that time
    • League fees must be paid before the first game. Failure to make payment before this time may lead to expulsion from the league
    • Team Rosters must be completed and submitted online. Additions and changes to the Roster are permitted up until the fourth game of the seaso
    • The Online Player Waiver & Release form must be filled out completely by each player, and submitted online before the first game
    • If a team is not prepared to play at its designated game time and/or does not have the minimum number of players at the designated game time, the game will be declared a forfeit. There will be a ten-minute grace period prior to a forfeit being declared
    • A maximum of two pick-up players will be permitted only when a team does not have enough of its own players present to field a team
    • If a game is stopped due to dangerous weather conditions prior to the beginning of the second half or prior to a previously designated point, the game will be replayed in its entirety. If a game is stopped thereafter, it will be considered a complete game and the score will stand. There is no requirement that each team have the same number of offensive series before a game is stopped
    • Any excessive verbal or physical activity will result in an unsportsmanlike conduct penalty. This rule applies to players, managers and coaches on the field and on the sidelines
    • Fighting or obscene language will result in an automatic ejection from the league with no refund of payments. Unsportsmanlike behavior will not be tolerated
  • ABSOLUTELY NO ALCOHOLIC BEVERAGES OR DRUG USE ARE ALLOWED ON THE FIELD. Any player using drugs or alcohol in the playing area, the parking lot, before, during or after games will be ejected from the league with no refund of payments. THIS RULE WILL BE STRICTLY ENFORCED.

These rules & policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants. Each player in the league is responsible for this information: please advise your team of these rules / league policies and thanks for playing.

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C’ville Social Soccer is an adult league. No players under the age of 18 are permitted to participate. All players are required to complete the online Player Registration or Player Waiver Release Form for each team season in which they participate. Unrostered players are not allowed to participate, unless they complete the player waiver release form and check in with the referee to provide a valid form of ID.

  • Each team can carry on its roster no more than 14 players. C’ville Social suggests having at least 6 males & 4 females on the roster to ensure you can field a team every week.
  • A team must have 5 players at the start of the game to play, 2 of whom must be female. Failure to have 6 players within 5 minutes of the schedule kickoff time will result in a forfeiture of the match.
  • Each team must field a minimum 2 female players as part of their 7 players on the field.
  • Team captains must bring a copy of their roster to the field. There are no pre-game requirements to check a roster, but if an opposing team questions whether a player is legitimately on a roster, then both teams must present their roster to the referee to resolve the player in question. The roster must be presented to the referee upon request. The rosters can also be found on the website under the Team Information / Standing tab.
  • All players must wear shin guards. If a player does not have shin guards, they will not be allowed to play.
  • A Player may only be listed on one teams roster per league day/night. For example, a player in the Tuesday Night Competitive Division cannot also play for a team in the Tuesday Casual or Elite Division. They are able to play on another team in the Sunday league since these are different leagues.
  • For a player to be considered playoff eligible (eligible to participate in the playoffs), he/she must be listed on a teams roster and must have played in a minimum of two (2) regular season games for that particular team.
  • Any team that does not have a full roster uploaded to the website and visible to the public by week 2 will not be eligible for the playoffs. No exceptions will be made!
Guest Players

For regular season (non-playoff) matches, each team may use up to four (4) guest players (an individual not listed on the official team roster) in a match. Before the match kicks off, each guest player must identify themselves to the referee and present a valid form of identification (license, passport) with a photograph. If a guest player does not have a valid form of identification, they cannot play in the match. Additionally, the guest player MUST HAVE a permanently numbered shirt/jersey that is the same color as the team.

No Offsides
  • There are No Offsides in this league .
Substitutions
  • Either team may substitute during a kick off from the center mark and a goal kick.
  • During throw-ins, the team in possession can substitute. If that team elects to substitute, the opposing team may also substitute. Teams can substitute as many players as they wish.
  • If an injured player is substituted, then the opposing team may substitute one player.
  • Neither team can substitute on a corner kick.
Length of Match / Field Permits
  • The Match will play a 60 minute game (25 minute halves)
  • Referees will be expected to have a copy of the field permit with them at the field for all matches. If another League claims to have the field, the referee;in consultation with team captains; will present a copy of the permit to the appropriate park authorities to resolve the issue. If there is ever an issue at the field, please text 434-825-9804 immediately and we will resolve the issue.
  • If a field permit issue cannot be resolved at the field, team captains will call the League President and the referee will call the referee assignor for assistance in resolving the issue.
  • A game will be final, as long as one full half (or equivalent minutes) is played. The score will be then recorded as a complete game.
Playoff Overtime Rules
  1. For a player on the roster to be considered “playoff eligible” (eligible to participate in the playoffs), he/she must be listed on a team’s roster and must have played in a minimum of two (2) regular season games for that particular team.
  2. Guest players are NOT allowed to play in a playoff match.
  3. ALL players on the roster MUST show the referee proper legal identification with photo (driver’s license, passport, green card, etc) before the match if they wish to play in a playoff match. Players arriving after the match has started will NOT be allowed to substitute into the match until the referee crew has had an opportunity to check their identification against the roster either during a stoppage in play during the first half or at halftime.
  4. If a playoff game ends in a tie, the match will be decided by Kicks from the Mark (penalty kicks). ONLY players on the field at the end of regulation time in the match may participate in the shootout.
    1. If one team is playing with fewer players than a full team (ie, six or seven players), then the opposing team will reduce the number of kickers on their side by the same number (reduce to equate).
  5. For COED teams, the first five kickers MUST include 2 female players who may kick in any order. The five teams will take kicks alternating between teams. If the score remains tied after the first five kickers from each team has taken their shot, the remaining six players from each team will have an opportunity to shoot in any order desired, alternating between teams, in sudden death to determine a winner.
  6. No player may take a second shot until ALL players on their team participating in the Kicks from the Mark, has taken their first shot.
  7. The referee will conduct two coin tosses to begin Kicks from the Mark:
    1. The first coin toss will determine which goal will host the kicks, assuming there is no natural difference between the two goals; Heads Goal A; Tails Goal B.
    2. The second coin toss will determine who will shoot first. The visiting team will get to call this coin toss. The team that wins this coin toss chooses if they wish to shoot first or second.
Slide Tackling
  1. As a matter of safety, and for the protection of all players, slide tackling is prohibited in all matches. Players are permitted to slide to play a ball provided they are NOT in proximity to any other player, including a teammate.
  2. The re-start for a slide tackle is an indirect free kick for the opposing team.
  3. If in the referee’s opinion the slide tackle is reckless and could injure a player, a Caution (Yellow Card) MUST be issued.
  4. If in the referee’s opinion a slide tackle is violent with intent to injure a player deliberately, the player will be Sent Off (Red Card).
  5. Further Clarification of Slide tackling: The League does not allow slide tackling; this is a safety rule for the League. Does that mean that a player can never leave their feet. No! A player may slide to make a play on the ball, provided there are no other players (opponents OR teammates) within playing distance of the ball. Like with most other soccer laws, it is the judgment of the referee that will determine whether another player is within playing distance of the ball when a slide is performed. Thus, a sliding player does not have to “touch” or “make contact” with another player to have violated the league’s law on slide tackling.
Enforcement of 10 Yards for Free Kick Explanation / Clarification
  1. The Laws of the Game (FIFA, USSF, and C’Ville Social) require that after a foul is committed, the team committing the foul MUST immediately retreat 10 yards and not attempt to prevent or delay the team that was fouled from restarting play. For 7v7 games, the required distance 8 yards.
  2. The team taking the kick DOES NOT have to ask the opponents to retreat the required distance on a restart, the opponent is required by the laws of the game to retreat automatically.
  3. If the opponent(s) who committed a foul fail to retreat the required distance automatically, and thus delay or prevent the restart of the play, the Laws of the Game REQUIRE the referee to caution the player(s) delaying the restart.
  4. Further Clarification of the 10 Yard Issue: Referees recognize that an opponent, after committing foul, will seek to regain a tactical advantage by preventing the team that was fouled from restarting play. Referees are taught NOT to interfere with the retaking of a kick by enforcing the required distance law if such an action could rob a team of a quick restart. Some teams like to restart very quickly to catch the defense off guard. A referee who interrupts their restart to enforce the required distance would thus penalize the team taking the kick.
    • Likewise, although any player on the team taking the restart can request the required distance be enforced, most referees are trained to heed the request only from the one or two players setting up to take the restart. Why? Well just imagine a winger 12-14 yards away screaming for 10 yards, but the player taking the kick sees the opportunity for a quick restart to score a goal because the defense and goalie are out of position. The referee, hearing the winger yell for 10 yards, attempts to halt play just as the person taking the rekick takes the kick and scores! Now the referee has to disallow the goal and bring it back to enforce the 10 yards. The kicker is furious, the team is protesting, and suddenly that winger is nowhere to be found or owning up to his requesting 10 yards be enforced. Hence, a smart referee will watch what the player taking the rekick is doing, and will take his cues from that player alone.
Goalie Restart of Play

Once a goalie has possession of the ball by catching it in their hands, he/she may put the ball into play by rolling, throwing, punting, or releasing to the ground and then kicking the ball. In NO instance, however, can the goalie who has caught a ball throw, punt, or kick a ball he/she has released on to the ground in the air across midfield. If the goalie who has caught a ball throws, punts, or kicks the ball across midfield in the air, the restart is an Indirect Free Kick for the opposing team at the spot on the midfield line where the ball crossed the line. There are no restrictions for balls being kicked across midfield in the air from a goal kick, so a goalie can take these and kick the ball across midfield.

  • Further clarification: 7v7 soccer is designed to allow players maximum touches on the ball with short, quick, crisp passes. It is not intended for goalies to pass the ball from one end of the field to the other. Hence, the restrictions above on goalies who are putting the ball into play once they have possession of the ball in their hands is for the intent of developing short, quick, crisp passing.
Foul Language / Dissent
  1. The League, in response to USSF guidance, has instructed the referees to eliminate foul, abusive, or degrading language, especially when directed at another player, a teammate, the referee crew or a spectator. Foul and abusive language includes, but is not limited to, profanity, racial/gender/religious/ethnic slurs or degrading comments, and harassing or demeaning words, phrases, or gestures. It also includes taunting.
    1. Such foul, abusive, or degrading language will be treated equally regardless of the language in which it is spoken.
  2. When it is directed at another player, a teammate, the referee, or a spectator, referees will automatically issue a Red Card ejection to the player. The ejected player must immediately leave the field complex. In addition to sitting out the remainder of the match the player was ejected from, the player will be required to sit out two additional matches. Additional match suspensions will be added for such things as continuing to use foul and abusive language, failing to leave the field complex immediately, and other actions which bring the game into disrespect.
  3. When a player uses a non-racist expletive in frustration (missed shot, errant pass, etc) that is muttered under the player’s breath and not directed at anyone in particular, the referee is NOT required to card the player but is advised to have a quiet word with the player to remind him/her to watch his/her language.
    1. Referees have been instructed to take the context of the game into account when determining whether the use of foul, abusive, degrading language in frustration should be result in a Caution or an Ejection.
    2. Rule of thumb, if the foul language can be heard by spectators on the Side line, where young children might be present, it MUST result in a Yellow Card. Likewise, if a player repeatedly continues to use foul, abusive, or degrading language in frustration, even after receiving one or more verbal reminders from the referee to curb their language, it MUST result in a Yellow card.
Cautions / Ejections / Red Card Fines
  • Referees will report ALL Cautions (Yellow Cards) and Ejections (Red Cards) to the Referee Coordinator.
  • If a player receives two cautions in one match, he/she will receive a Red Card and MUST sit out the remainder of the match. The player MUST also sit out the teams next scheduled match.
  • If a player is ejected from a match (Red Card), he/she must sit out the remainder of the match AND the teams next two (2) scheduled matches. This law applies only to hard Red cards, i.e. not an ejection that results from two cautions in the same match per Law # 2 above.
  • If a player is ejected for fighting or striking another player, he/she must sit out the remainder of the match AND they MUST sit out (at minimum) the teams next 4 scheduled matches.
  • Team captains must provide a Red Card Sit out Report to the referee documenting any player sitting out a match due to a Red Card. If a player fails to sit out any of the games he/she is required to sit out, the League will require the player to sit out two additional games beyond the required sit out.
  • The Referee Coordinator will keep track of all Cautions and Ejections. Should a player persistently received Cautions during multiple matches, the Referee Coordinator will report this to the League President who will determine whether the player must sit out one or two matches.
  • All Player Cautions (Cards) will be visible on the website using thePlayer Cautions (Cards) / Goals tab. The Key Code for all Cards received is as follows:
Caution (Yellow Card)
  1. Unsporting Behavior (USB)
  2. Dissent
  3. Slide Tackle
  4. Persistent Infringement
  5. Interfering with the goalkeeper
  6. Fail to Respect the Required Distance (10 yard rule)
  7. Enter/Leave the field of play without the referees permission
  8. Attempt to deceive the referee (faking an injury, taking a dive
Ejection (Red Card)
  1. Double Yellow
  2. Persistent Dissent
  3. Foul and Abusive Language
  4. Serious Foul Play
  5. Violent Conduct
  6. Denying a goal scoring opportunity
  7. Spitting at, Hitting, Striking
  8. Fighting
Player Waiver Release Form
      • Complete roster and online player waiver release forms must be submitted prior to the first scheduled game of the season. Any team / player that has not submitted these forms by the first game will have its scheduled games declared a forfeit until all such information is received. If a player fails to complete submit their online player waiver release form, all liability and legal issues will be the responsibility of the team captain. Fairfax Athletics will not be responsible for players that do not submit an online waiver. All players are required to complete the online player waiver release form for each team season in which they participate.
Scores Entered Incorrectly

Teams have 2 weeks (14 days) to inform the league of an incorrect score posted to the website / standings. If they find the error after 15 days, the league cannot guarantee the score will be changed.

Forfeit Fees

If your team needs to forfeit a game (for whatever reason), please make sure to let us know ASAP. C’ville Social Soccer has now implemented the following forfeit fees:

      • $50 within 24 hours of gametime.
Weather Cancellations / Field Conditions

Games may be cancelled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc. C’ville Social staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. With that said, we will update the schedule and notify all players as soon as we have updated status.

If the games are cancelled, C’ville Social will update the schedule immediately, which will notify all rostered players.  It is still the captains responsibility to inform all teammates of the cancellation. If a game is cancelled on site, C’ville Social will attempt to contact those teams still scheduled to play the remainder of the day/night. Depending on the time of cancellation, some teams will have to be notified on site. If we do cancel, follow next weeks schedule unless otherwise notified, (i.e. If June 20th games are cancelled, teams should follow the June 27th schedule for their next game). The games that are cancelled will be made up towards the end of the season if time allows.

In extreme circumstances, C’ville Social reserves the right to run a shortened season without a refund. C’ville Social will make every attempt to get all regular season games played, however for every two (2) game cancellations due to weather, the season may be shortened one (1) regular season game. C’ville Social also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary.

These policies are designed to make the league run as smoothly and safely as possible, and provide continuity for its participants. Each player in the league is responsible for this information: please advise your team of these rules / league policies and thanks for playing.

No Jewelry Policy

At the Referees discretion, he/she can ask any player to remove jewelry they feel is not safe for play. Failure to comply could result in a Red Card.

Handling the Ball
      1. In accordance with FIFA and USSF, A player shall be penalized for deliberately handling, carrying, striking, or propelling the ball with a hand or arm. Within USSF during the past several years, there has been a concerted effort to have referees make fewer such calls. Referees are now instructed on two key aspects, deliberate and intent.
      2. It is NOT enough for just the ball to hit the hand or arm. Rather, the referee must determine whether the player “deliberately” intended to hit the ball with their hand. If there was no deliberate intent, there is no foul.
      3. In general, referees are instructed to look for several key factors:
        1. Deliberate movement of the hand towards the ball; NOT the ball towards the hand; the position of the hand does not necessarily mean there is an infringement;
        2. The distance between the player and the ball; the closer the player is to the play when the ball is kicked and then hits a hand is less likely to be charged as handling because it was unexpected and the player didn’t have time to deliberately try to handle the ball;
        3. Touching the ball with an object held in the hand (clothing, shinguard) or hitting the ball with a thrown object (shinguard, boot) is considered deliberate handling.
      4. Likewise, a player cannot extend their arms above their head or out to their sides in attempt to make themselves “bigger”. If they “deliberately” do so, and the ball makes contact with their hand or arms, they are guilty of handling the ball. But if they are turning to race up field, or putting their arm out to regain lost balance, with no “intent” to play the ball and the ball strikes them, they would not be guilty of ‘handling”.
      5. As can be seen from the specific language of the law, there is NO language regarding whether the player gained an advantage or not from a ball that struck the hand or arm. The determining factors are “deliberate” and “intent”. If the player deliberately intended to handle or strike the ball, it is a foul, regardless of whether it lands close to him or not. But if the player had no intention to handle or strike the ball, and it hit her hand or arm and fell to her feet, allowing her to gain or maintain possession, it is still NOT a foul because the player did not deliberately, or intend to, play the ball.
Player Safety–Concussion Protocol

Player safety is paramount for C’Ville Social. All players assume responsibility for injuries, which can occur. However, USSF has mandated that soccer programs at all levels take deliberate steps to address the issue of concussions as they occur in soccer.
C’Ville Social will use the following protocol for players who appear to have been involved in an incident in which a concussion might occur:

      1. A concussion is a traumatic brain injury that interferes with normal brain function. A player does not have to have suffered a direct blow to the head or lose consciousness (be “knocked out” to have suffered a concussion.
      2. Common Signs/Symptoms of Concussion include (not an exhaustive list):
        1. Appears dazed or confused;
        2. Is confused about assignment or position;
        3. Forgets an instruction;
        4. Is unsure of game, score, or opponent;
        5. Moves clumsily or has balance problems;
        6. Answers questions slowly;
        7. Headaches or “pressure” in the head;
        8. Sensitivity to light, noise;
      3. No player should return to a match on the same day as suffering a concussion;
      4. If a referee suspects a player may be suffering effects from a concussion, the player will be immediately replaced (they can be substituted for) and cannot re-enter the match for at least three minutes. During this time, a trained medical personnel (if present), or the player’s teammates (if no trained medical personnel are present) will work with the player to determine if signs of the concussion are present.
      5. If after the three minute (or longer) rest period, the player feels prepared to play, they will check in with the closest member of the referee crew. If the referee concurs, the player will be allowed back into the game. If the referee believes the player still exhibits signs of a concussion, the player will not be allowed to re-enter the match.

C’ville Social Indoor Soccer follows all regular Co-ed Rules with the following modifications:

  • Format: 6v6 (4 males, 2 females)
  • Out of bounds: the ceiling is out of bounds.
  • Restarts:
    • No direct kicks. Fouls inside the goalie box will result in a penalty kick; all other fouls are an indirect kick.
    • Sideouts are restarted by an indirect kick from where the ball went into touch.
    • Corner kicks are taken from the sideline adjacent to the top of the goalie box.
    • Ceiling hits are restarted by an indirect kick from the midcourt division line.
  • Substitutions: May be made “on the fly”, player subbing out must be just about off the floor before the entering player can step on the floor.
  • Shin guards: are not mandatory, but are strongly recommended.

The following are the basic C’Ville Social Softball Rules & Regulations. Outside of the rules stated below, C’Ville Social follows the rules of the USA Softball, the National Governing Body (NGB) of Softball in the U.S.

A copy of the USA Softball Rule Book is available at www.teamusa.org/USA-Softball.

 

COED LEAGUE – 60 MIN RULES

Game Time:
  • 60 minute games?(or 7 innings of play?whichever comes first).?No new inning after?50 minutes, finish the current inning. ?If the current inning has not been completed at the end of the 60 minute game time the score will reflect the last total completed inning. 4 innings (3-if the home team is ahead) is an official game.
  • 10 minute grace period is allowable for the 1st game of the night; comes off game time.
  • 1 pitch softball will be used if game is tied and within time limit at the end of 7 innings.
  • Tie ballgames after game time has elapsed will be recorded as ties. (excluding playoffs)

Team Lineup:

  • 10 players in the field (4 female minimum). No more than 6 males in field at any time.
  • 8 or 9 players are acceptable for play (5 or 6 men & 3 women) with a one (1) out assessment that should be placed in the batting lineup prior to the captain?s roster exchange.
  • 16 player maximum batting lineup (no more than 2 males can bat in a row). No player (male or female) can be in the batting lineup more than once (e.g. females batting twice in a lineup to bat more male players is not allowed). Any lineup modifications to the batting lineup (substitutions, additions, insertion of late arrivals, etc.) must be shared with opposing team captain.
  • Everyone in the dugout can bat, regardless if they play in the field (up to the 16 max).
  • Team Captain?s are responsible for roster exchange prior to the start of the game.
  • Legal team has the option to loan a player(s) to the opposing team to avoid a forfeit.
  • Injured players: when a player is injured during game play you may replace them in the lineup (male for male, female for female) if you have extra players not already in the batting lineup, if this is not possible the team is assessed an out at the injured player?s spot in the lineup. Opposing team may also loan a player if they so choose.

Game Play:

  • USA Softball Pitching Requirements with the following exception:
    • Pitcher must deliver the ball with a sensible arc and reach a height of at least 6 feet from the ground, while not exceeding a maximum height of 12 feet from the ground.
    • Pitcher must deliver the ball from the mound or up to 6 feet behind the mound.
  • Batter begins each turn at bat with a 1-1 count. (1 ball & 1 strike)
  • One courtesy foul ball is given to a batter who has two strikes against him or her.? If the next pitch is fouled off that is your courtesy foul.? If the following pitch is a foul, the batter is out.
  • Base on balls or walks equal advancement to 1st base (same for males & females),?EXCEPT with two outs,?when a male player is walked and a female batter is on deck, he is awarded?2nd base and the female?batter has the option to hit or accept a walk to 1st base?prior to her first pitch. When a male is walked and a male batter is on deck he is only awarded 1st base.
  • No base stealing shall take place at any time.
  • One (1) courtesy runner may be used each-inning. (males for males, females for females)
  • Score exchange – Captains responsible for courtesy score exchanges with opponent each-inning
  • No home run limit.
  • Balls that are caught in nets or advance through fence are scored a ground rule double.
  • 15 run slaughter rule after 4 innings (3-if the home team is ahead).

Game Equipment:

  • Bats only on the approved USA Softball bat list are acceptable.
  • Ball acceptable for game play is a 12 inch, .52 COR, 300 compression softball.
  • Each team must provide and hit its own approved softballs for play.
  • No official team uniforms are required, but they are highly recommended.
  • No metal cleats are acceptable at any time.

Sportsmanship, Park Regulations, Alcohol Consumption:

  • Sportsmanship -?Participants of C’Ville Social Softball (players, captains, and spectators)?are expected to maintain a quality level of personal conduct and sportsmanship.? The captain must attempt to control the conduct of?his/her?players during?game play. The?captain may be held responsible for, and therefore may be liable for, the conduct of?his/her players?during?game play.? C’Ville Social will not tolerate misconduct (verbal or physical acts)?which is judged by the umpire?to be detrimental to the game of softball.? Any misconduct calls by the umpire could result in ejection from the game, the season or the league.
  • Alcohol Consumption -?Fairfax County?Park Authority rules state that “Alcoholic beverages are not permitted on park grounds or in Park Authority buildings without a pre-approved permit in accordance with Virginia state law”.? This rule is always covered?in the?C’Ville Social Captain’s meeting?prior to season play.? C’Ville Social does not promote the consumption of alcohol?on park?grounds and?would prefer its teams follow County rules.? So?if you choose to?consume alcohol?at the fields(s) you are doing so at your own risk.
  • C’Ville Social promotes itself as a social sports league and tries to ensure that all of our teams and players have an enjoyable experience during game play, so please keep it clean, keep it fun, play some ball and hit the bar for?drinks?after the game.

Forfeits, Inclement Weather & Make-Up Games:

  • Forfeit if a team does not have the min. 8 players to start and/or finish a game.
  • If rain ensues prior to or during your game it is up to the umpire to decide whether the conditions are safe and playable.? A rain delay of up to 15 minutes comes off game time.
  • If the umpire calls the game after completing four (4) innings of game play (3-if the home team is ahead) it is a legal game and counts towards your regular season record.? If four (4) innings (or 3-if the home team is ahead) have not been completed prior to the game being called, it would not count and be made up at a later date.
  • Fairfax County Park Authority Field Status Line (703.324.5264)
  • If the games are not canceled by the FCPA prior to game time and rain ensues the umpire at the field or the C’Ville Social League Commissioner can call the game.
  • If a game is cancelled due to inclement weather, make-up games may be scheduled on another day than usual game days (typically Saturday Mornings are make-up game day). Blast emails will be sent to players when games are cancelled and it will be posted on the league schedule on the website.

COED LEAGUE – 75 MIN RULES

Game Time:

  • Single 75 minute game (or 7 innings of play whichever comes first). No new inning after 65 minutes, finish the current inning. If the current inning has not been completed at the end of the 75 minute game time the score will reflect the last total completed inning. 4 innings (3-if the home team is ahead) is an official game.
  • 10 minute grace period is allowable for the 1st game of the night; comes off game time.
  • 1 pitch softball will be used if game is tied and within time limit at the end of 7 innings.
  • Tie ballgames after game time has elapsed will be recorded as ties. (excluding playoffs)

Team Lineup:

  • 10 players in the field (4 female minimum). No more than 6 males in field at any time.
  • 8 or 9 players are acceptable for play (5 or 6 men & 3 women) with a one (1) out assessment that should be placed in the batting lineup prior to the captain?s roster exchange.
  • 16 player maximum batting lineup (no more than 2 males can bat in a row). No player (male or female) can be in the batting lineup more than once (e.g. females batting twice in a lineup to bat more male players is not allowed). Any lineup modifications to the batting lineup (substitutions, additions, insertion of late arrivals, etc.) must be shared with opposing team captain.
  • Everyone in the dugout can bat, regardless if they play in the field (up to the 16 max).
  • Team Captains are responsible for lineup/roster exchange prior to the start of the game.
  • Legal team has the option to loan a player(s) to the opposing team to avoid a forfeit.
  • Injured players: when a player is injured during game play you may replace them in the lineup (male for male, female for female) if you have extra players not already in the batting lineup, if this is not possible the team is assessed an out at the injured player?s spot in the lineup. Opposing team may also loan a player if they so choose.

Game Play:

  • USA Softball Pitching Requirements with the following exception:
    • Pitcher must deliver the ball with a sensible arc and reach a height of at least 6 feet from the ground, while not exceeding a maximum height of 12 feet from the ground.
    • Pitcher must deliver the ball from the mound or up to 6 feet behind the mound.
  • Batter begins each turn at bat with a 1-1 count. (1 ball & 1 strike)
  • One courtesy foul ball is given to a batter who has two strikes against him or her.? If the next pitch is fouled off that is your courtesy foul.? If the following pitch is a foul, the batter is out.
  • Base on balls or walks equal advancement to 1st base (same for males & females),?EXCEPT with two outs,?when a male player is walked and a female batter is on deck, he is awarded?2nd base and the female?batter has the option to hit or accept a walk to 1st base?prior to her first pitch. When a male is walked and a male batter is on deck he is only awarded 1st base.
  • No base stealing shall take place at any time.
  • One (1) courtesy runner may be used each-inning. (males for males, females for females)
  • Score exchange – Captains responsible for courtesy score exchanges with opponent each-inning
  • No home run limit.
  • Balls that are caught in nets or advance through fence are scored a ground rule double.
  • 15 run slaughter rule after 4 innings.

Game Equipment:

  • Bats only on the approved USA Softball bat list are acceptable.
  • Ball acceptable for game play is a 12 inch, .52 COR, 300 compression softball.
  • Each team must provide and hit its own approved softballs for play.
  • No official team uniforms are required, but they are highly recommended.
  • No metal cleats are acceptable at any time.

Sportsmanship, Park Regulations, Alcohol Consumption:

  • Sportsmanship -?Participants of C’Ville Social Softball (players, captains, and spectators)?are expected to maintain a quality level of personal conduct and sportsmanship.? The captain must attempt to control the conduct of?his/her?players during?game play. The?captain may be held responsible for, and therefore may be liable for, the conduct of?his/her players?during?game play.? C’Ville Social will not tolerate misconduct (verbal or physical acts)?which is judged by the umpire?to be detrimental to the game of softball.? Any misconduct calls by the umpire could result in ejection from the game, the season or the league.
  • Alcohol Consumption -?Fairfax County?Park Authority rules state that “Alcoholic beverages are not permitted on park grounds or in Park Authority buildings without a pre-approved permit in accordance with Virginia state law”.? This rule is always covered?in the?C’Ville Social Captain’s meeting?prior to season play.? C’Ville Social does not promote the consumption of alcohol?on park?grounds and?would prefer its teams follow County rules.? So?if you choose to?consume alcohol?at the fields(s) you are doing so at your own risk.
  • C’Ville Social promotes itself as a social sports league and tries to ensure that all of our teams and players have an enjoyable experience during game play, so please keep it clean, keep it fun, play some ball and hit the bar for?drinks?after the game.

Forfeits, Inclement Weather & Make-Up Games:

  • Forfeit if a team does not have the min. 8 players to start and/or finish a game.
  • If rain ensues prior to or during your game it is up to the umpire to decide whether the conditions are safe and playable.? A rain delay of up to 15 minutes comes off game time.
  • If the umpire calls the game after completing four (4) innings of game play (3-if the home team is ahead) it is a legal game and counts towards your regular season record.? If four (4) innings (or 3-if the home team is ahead) have not been completed prior to the game being called it would not count and be made up at a later date.
  • Fairfax County Park Authority Field Status Line (703.324.5264)
  • If the games are not canceled by the FCPA prior to game time and rain ensues the umpire at the field or the C’Ville Social League Commissioner can call the game.
  • If a game is cancelled due to inclement weather, make-up games may be scheduled on another day than usual game days (typically Saturday Mornings are make-up game day). Blast emails will be sent to players when games are cancelled and it will be posted on the league schedule on the website.

MEN’S LEAGUE RULES

Game Time:

  • 60 minute games?(or 7 innings of play?whichever comes first).?No new inning after?50 minutes, finish the current inning.?If the current inning has not been completed at the end of the 60 minute game time the score will reflect the last total completed inning. 4 innings (3-if the home team is ahead) is an official game.
  • 10 minute grace period is allowable for the 1st game of the night; comes off game time.
  • 1 pitch softball will be used if game is tied and within time limit at the end of 7 innings.
  • Tie ballgames after game time has elapsed will be recorded as ties. (excluding playoffs)

Team Lineup:?

  • 10 player maximum in the field (8 player minimum).
  • 16 player maximum batting lineup. Everyone in the dugout can bat, regardless if they play in the field (up to the 16 max). No player can be in the lineup more than once. Any lineup modifications to the batting lineup (substitutions, additions, insertion of late arrivals, etc.) must be shared with the opposing team captain.
  • Team Captain?s are responsible for lineup/roster exchange prior to the start of the game.
  • Legal team has the option to loan a player(s) to the opposing team to avoid a forfeit.
  • Injured players: when a player is injured during game play you may replace them in the lineup if you have extra players not already in the batting lineup, if this is not possible the team is assessed an out at the injured player?s spot in the lineup. Opposing team may also loan a player if they so choose.

Game Play:

  • USA Softball Pitching Requirements with the following exception:
    • Pitcher must deliver the ball with a sensible arc and reach a height of at least 6 feet from the ground, while not exceeding a maximum height of 12 feet from the ground.
    • Pitcher must deliver the ball from the mound or up to 6 feet behind the mound.
  • Batter begins each turn at bat with a 1-1 count. (1 ball & 1 strike)
  • One courtesy foul ball is given to a batter who has two strikes against him.? If the next pitch is fouled off that is your courtesy foul.? If the following pitch is a foul, the batter is out.
  • Base on balls or walks equal advancement to 1st base.
  • No base stealing shall take place at any time.
  • One (1) courtesy runner may be used each-inning.
  • Score exchange – Captains responsible for courtesy score exchanges with opponent each-inning
  • Five (5) Home Run Limit. After a team has hit five (5) Home Runs, all subsequent Home Runs will be scored as a double
  • Balls that are caught in nets or advance through fence are scored a ground rule double.
  • 15 run slaughter rule after 4 innings (3-if the home team is ahead).

Game Equipment:

  • Bats only on the approved USA Softball bat list are acceptable.
  • Ball acceptable for game play is a 12 inch, .52 COR, 300 compression softball.
  • Each team must provide and hit its own approved softballs for play.
  • No official team uniforms are required, but they are highly recommended.
  • No metal cleats are acceptable at any time.

Sportsmanship, Park Regulations, Alcohol Consumption:

  • Sportsmanship -?Participants of C’Ville Social Softball (players, captains, and spectators)?are expected to maintain a quality level of personal conduct and sportsmanship.? The captain must attempt to control the conduct of?his/her?players during?game play. The?captain may be held responsible for, and therefore may be liable for, the conduct of?his/her players?during?game play.? C’Ville Social will not tolerate misconduct (verbal or physical acts)?which is judged by the umpire?to be detrimental to the game of softball.? Any misconduct calls by the umpire could result in ejection from the game, the season or the league.
  • Alcohol Consumption -?Fairfax County?Park Authority rules state that “Alcoholic beverages are not permitted on park grounds or in Park Authority buildings without a pre-approved permit in accordance with Virginia state law”.? This rule is always covered?in the?C’Ville Social Captain’s meeting?prior to season play.? C’Ville Social does not promote the consumption of alcohol?on park?grounds and?would prefer its teams follow County rules.? So?if you choose to?consume alcohol?at the fields(s) you are doing so at your own risk.
  • C’Ville Social promotes itself as a social sports league and tries to ensure that all of our teams and players have an enjoyable experience during game play, so please keep it clean, keep it fun, play some ball and hit the bar for?drinks?after the game.

Forfeits, Inclement Weather & Make-Up Games:

  • Forfeit if a team does not have the min. 8 players to start and/or finish a game.
  • If rain ensues prior to or during your game it is up to the umpire to decide whether the conditions are safe and playable.? A rain delay of up to 15 minutes comes off game time.
  • If the umpire calls the game after completing four (4) innings of game play (3-if the home team is ahead) it is a legal game and counts towards your regular season record.? If four (4) innings (or 3-if the home team is ahead) have not been completed prior to the game being called it would not count and be made up at a later date.
  • Fairfax County Park Authority Field Status Line (703.324.5264)
  • If the games are not canceled by the FCPA prior to game time and rain ensues the umpire at the field or the C’Ville Social League Commissioner can call the game
  • If a game is cancelled due to inclement weather, make-up games may be scheduled on another day than usual game days (typically Saturday Mornings are make-up game day). Blast emails will be sent to players when games are cancelled and it will be posted on the league schedule on the website.

Below are the instructions to follow when setting your batting line-ups and keeping score of your games:

1. Batting line-ups should be set prior to the start of the game. ?Line-ups should be set similar to that of a baseball game batting line-up where the batting order remains consistent throughout the game with the males and females are batting in the same spots in the order they were given before the start of the game. ?After you have completed setting your line-up you must share it with the opposing team captain so they can add it to their score book.

2. Line-up modifications – Any modifications to the batting line-up (substitutions, additions, insertion of late arrivals, etc) should be shared with the opposing captain so they are aware of the changes and can continue to maintain their score book accordingly. This will ensure that there are no issues when the score exchanges occur.

3. Score exchanges – Courtesy score exchanges should occur each 1/2 inning so both teams are on the same page and have the same score throughout the game.

These guidelines will help make your job as captains much easier and will assist in resolving any scoring issues that may arise during game play. Please remember to maintain these common courtesies and acts of good sportsmanship as it creates a better overall game experience for everyone.

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