League Rules
Soccer Rulebook
Welcome to the Sports Emporium. We have written this rulebook to provide a basis for good competition and a safe, enjoyable experience for all players. We appreciate your input, if you have comments, additions or corrections, please tell or email Sports Emporium management. The following explanations of some common terms are general, not technical; they are intended to be helpful to players, coaches and parents.
Boarding is pushing, charging, or crowding an opponent into the perimeter wall. What might be a legal shoulder charge in the middle of the field may be boarding if it runs an opponent into the wall.
Dead Ball refers to the situation when the ball is out of bounds or out of play due to a stoppage of any kind.
Delay of Game is called when a player or team is deliberately trying to slow down the progress of the game. Holding the ball after a goal and kicking away the ball after a foul are examples of delay of game.
Double Touch is the violation that occurs when a player taking a kickoff or other restart, plays the ball a second time before it is touched by another player (teammate or opponent). You cannot double touch the ball on a kickoff or restart (including goalkeeper throw in) even if it hits the wall or referee before it comes back to you.
A Hand Ball is a foul that is called when a player intentionally hits the ball with his hand or arm or when it is unintentional but causes a direct advantage for said player. A player may not deliberately carry, strike, or propel the ball with his hand or arm. (Except the goalkeeper inside his own arch). If a hand ball occurs in the goalkeepers arch a penalty kick will be awarded.
Misconduct is any inappropriate behavior by a player, coach, or spectator (on or off the field) as determined by the referee or facility staff. Examples of misconduct include but are not limited to: door- slamming, board- kicking or inappropriate remarks toward any player, coach, spectator, referee, facility staff, or even a teammate.
Obstruction is impeding the progress of an opponent when not being able to play the ball yourself. You are obstructing if you run between your opponent and the ball or use your body as an obstacle but cannot play the ball yourself.
Shadowing the Goalkeeper is a foul that occurs when a player follows the opposing goalkeeper around inside his arch and obstructs the goalkeeper from the play. There is usually physical contact towards the goalkeeper.
Shielding is a legal play where a player protects the ball from an opponent using his body. Shielding is not a foul and is not obstruction. To be legally shielding a player must be within playing distance of the ball and be eligible to play the ball. A player who is not eligible or moves out of playing distance of the ball is guilty of obstruction.
Violent Conduct is physical force that injures or abuses any individual or arena property. Violent Conduct is also any verbally or physically threatening action towards any individual.
Policies and Procedures
A1. PLAYER REGISTRATION
A1-1 Waivers
All players must sign a waiver of liability form. If a participant is under the age of eighteen, a parent or legal guardian must sign the waiver. A team using a player who did not complete a waiver prior to playing will forfeit that game.
A1-2 Player Eligibility
a. A player must be at least seventeen years old to play in any adult league. Players still in high school may NOT play if they have eligibility remaining and anticipate trying out for a high school team.
b. A youth player may play in a youth age group older than he is eligible for, but never in a younger age group.
c. Persons with physical or mental impairments of a serious nature that may put themselves or others at risk will be restricted from play. Pregnancy and heart problems are conditions that put persons at risk.
d. The Sports Emporium staff may restrict advanced players from playing in certain leagues.
A2. TEAM REGISTRATION
A2-1 Roster Restrictions
a. The maximum number of players per roster is unlimited, but you may only have up to twelve at each game. A minimum of four players are needed to begin the game and for the game to count without forfeit.
b. U12 and U14 leagues will play 7v7 on the larger field and 6v6 on the smaller field. Older leagues will play 6v6 on both fields.
c. Co-ed Teams:
1. All Novice teams must have players over 25 that have NOT played high school or college soccer.
2. All Novice teams must have at least 2 players of each gender playing at all times. If 2 players of each gender are not available the team must play short.
d. Women Teams:
1. All Novice teams must have players over 25 that have NOT played high school or college soccer.
2. All competitive teams must have players over 17. Players still in high school may NOT play if they have eligibility remaining and anticipate trying out for a high school team.
e. Substitutes:
1. Teams needing substitutes may have anyone during the first 2 games of the season that has signed a waiver and paid $7. Beginning with the third game, the rosters must be finalized.
2. Teams having 6 or fewer players for any game may add up to 2 guest players from any team registered in that league. Teams may not have more than 2 substitutes from another team(s).
3. Once a team’s player count reaches 7, only 1 substitute is allowed to finish the game. Once a team’s player count reaches 8, no substitutes are allowed to finish the game.
A2-2 Next Season Registration
Teams currently playing in any league will have the first priority to re-register by placing a deposit before the deadline set. The deposit in non-refundable and will go towards your balance due.
A3. PAYMENT
A3-1 Team Deposits/Payment Schedule
a. Every team must pay a non-refundable deposit before the deadline established in order to be registered and put on the game schedule.
b. All teams must pay the remaining balance with one check. If there are multiple checks, $50.00 will be added to your balance.
c. The team contact is responsible for any balance due for the team.
d. If a team’s registration fees are not paid according to schedule, the team may be prohibited from playing or dropped from the league, without a refund.
e. If any player’s or team’s check is returned, that player or team will be responsible for a $25.00 returned check charge in addition to the amount of the original check.
A4. LEAGUES
A4-1 Schedules and League Formats
Leagues usually run six to eight weeks. If there are enough teams, a league may be broken into two or more divisions. Formats for a league may change from session to session, depending on the number of teams in a league. Schedules are available for each player on a team and may also be viewed online at www.sportsemporiumgb.com. The home team is the second team listed on the league schedule.
A4-2 Scoring
a. 1 point for goals scored inside the red lines.
b. 1 point for goals scored from the red line and beyond if touched by another player other than the goalie.
c. 2 points for goals scored from the red line and beyond if untouched by another player or touched by the goalie.
d. No points for goals scored inside the crease (red line on south field and broken line on north field). An indirect free kick will be rewarded as a result of this violation.
e. 1 player will be added to the team having 5 or more points less than the other team until such time as the point differential is less than 5 points.
f. Teams leading by 7-9 points will be required to limit their successive intentional touches by 1 player to two. Accept on a takeover where a player may take three touches.
g. Teams leading by 10 or more points will be required to limit their successive intentional touches by 1 player to one. Accept on a takeover where a player may take two touches.
A4-3 Standings and Tiebreakers
Standings can be found on line at www.sportsemporiumgb.com.
Tiebreakers proceed in this order:
a. If two or more teams are tied, the head to head results (win/loss record of the game(s) between the tied teams) determines the winner.
b. If two or more teams are still tied, the head to head goal differential between the tied teams determines the winner.
c. If two or more teams are still tied, the winner is the team with the fewest goals scored against them in all games.
A4-4 Forfeits
A team will forfeit if there are not at least four players ready to play at the start of the game. A team will forfeit if they lose enough players in the course of a game that they are unable to field four eligible players.
A team will forfeit if a player on the team has deliberately broken any rules regarding registration or eligibility, or a team causes a game to be terminated.
Forfeits are recorded in the standings as a 1-0 score. Double forfeits are recorded as 0 points for each team.
If a team deliberately forfeits two games in a season or decides to drop out of a league, they may be replaced and no refund given. A team that continually has even one forfeit in successive sessions may not be allowed to register again.
Any game which is suspended at or after half time is final.
A4-5 Reschedules
If your team has a scheduling request, make sure it is on your Team Registration Form before the league schedule is made, and we will try hard to accommodate. After the schedule is made, a reschedule is only possible if there is an available time slot. A reschedule fee may be assessed because of the amount owed to the referee.
A4-6 Awards
The winner of each youth league will receive a Sports Emporium t-shirt or if you are an adult team, a $50 credit towards their next season. A player must play in at least three games to get a t-shirt.
A5. GAME PLAY
A5-1 Laws of the Game
a. There is no offsides.
b. All dead ball restarts result in indirect kicks except for fouls inside the goal box area, which will result in a penalty kick.
c. A ball may NOT travel beyond three lines unless a player (from either team) touches it. A violation of this law will result in an indirect kick on the opposite 2-pt. line at the junction of the line running across the field and the crease (broken line).
d. All fouls outside the goalie box are indirect, including handballs.
e. All fouls inside the goal box, intentional handballs for example, result in a penalty kick.
i. For a penalty kick, the ball will be placed at the top center of the goalie box or the dot (depending on the field). It will be a direct kick. Only the goalie and the shooter will be allowed in the goal box. If a goal is not scored, play begins with a goal kick. There is NO playing the ball from the rebound of a penalty kick.
ii. If a handball occurs inside the goal box, the referee may award a goal if he/she feels the path of the ball was goal bound and would have resulted in a goal had the handball violation not occurred.
f. Only designated goalies may use their hands. Goalies must wear a different color shirt/jersey than his/her team or goalie gloves to distinguish themselves from others.
i. A goalie may not handle the ball, put the ball on the ground, and then pick up the ball all in one sequence. An indirect free kick will be awarded at the top center of the goalie box as a result of this violation.
ii. A goalie may not punt the ball. An indirect free kick will be awarded at the top center of the goalie box as a result of this violation. The ball is put in play by throwing, rolling or drop-kicking the ball.
iii. A goalie has five seconds to handle the ball before a “five-second violation” is committed. An indirect free kick will be awarded at the top center of the goalie box. Once the goalie plays the ball with his/her feet, the goalie then has unlimited time to pass the ball.
iv. A goalie must have two both feet in the box when making contact with the ball.
v. A goalie may play the ball from outside the penalty box into the box and pick it up with their hands.
vi. Teammates may play the ball to the goalie within the box where he/she may pick it up with their hands.
g. There are NO sliding tackles.
i. Goalies may NOT slide into a player with the ball. TEAMS will only be warned once. Subsequent sliding tackles result in 2 minute penalties with NO substitution.
ii. One hand touching the floor while making contact with the ball AND in the presence of an opposing player results in a slide tackle foul.
iii. A “dangerous play” violation will result in an indirect free kick.
h. The side and ceiling nets are out of bounds.
i. Players using foul language are to be removed from the playing field and the offending team may be required to play short. Referees are fired for not strictly enforcing this rule when children are present.
j. Two Hand Rule states: Under no circumstance shall players be allowed to place both hands on the wall simultaneously while playing or attempting to play the ball. Players must be in control while playing near the boards.
Exception: If a player has been pushed into the boards they may catch themselves.
k. THE CREASE – defined as the area between the boards and the broken white line. We want to minimize the risk of injury for all players and will limit the amount and type of contact in this area.
While in this area:
i. Calls will be made similar to basketball rules.
ii. A defensive player MUST be facing the offensive player in this area for any legal contact.
iii. The offensive player may NOT push through a defensive player that has established position.
iv. Neither player may place a hand on the board to gain leverage.
l. If a player from the opposing team intentionally obstructs the goalkeeper or prevents or hinders him from releasing the ball into play, the offending player receives a time penalty for unsportsmanlike behavior.
A6. DISCIPLINE
A6-1 Referee
A referee has the option to use any or all of the following as a result of violent conduct, repeated fouls, intent to injure, dissent or any other act committed that is against the laws of the game or the spirit of fair sportsmanship by any player or players, on or off the field.
a. A minor Two-Minute Penalty may be issued that, results in the temporary ejection of a player or players with the penalized team able to substitute said player(s).
b. A major Two-Minute Penalty may be issued that, results in the temporary ejection of player(s) with the penalized team playing short for two minutes.
c. A permanent ejection may be issued that results in the ejection of said player(s) for the remainder of the game and the penalized team will play a player short for the remainder of the game.
d. A one game, two game or session ejection for a Major Penalty followed by additional infractions.
The decisions of the referee regarding facts connected with play and interpretation of the rules are final. The referee may change a decision prior to restart, upon his own reconsideration.
A6-2 Red Card Suspension
The referee or management has the right to eject a player, coach or spectator before, during or after the game. That person must leave the property immediately (possible tournament or two leagues exception). If an ejected player(s) fails to leave the premises, the game will be terminated and the victory awarded to the opposing team. If, after receiving a red card misconduct continues, additional red cards may be issued.
If a player, coach or spectator is issued a red card, he is ejected for a minimum of the remainder of that game. The length of the red card suspension will be determined by management.
A6-2 Mandatory Red Cards
Foul and abusive language is a mandatory red card; the offending player, coach, or spectator must be ejected.
Flag Football Rulebook
• Teams listed home will wear white shirts (gray shirts are not acceptable).
• 5 PLAYERS TO A SIDE AND 12 PER ROSTER. Each team may have 2 guest players from any other team roster(s) in their league if they have 4 or fewer players for a game.
• ALL PLAYERS ARE ELIGIBLE RECEIVERS
• THE OFFENSE HAS 4 PLAYS TO REACH HALF FIELD FOR A FIRST DOWN AND FOUR PLAYS TO REACH THE END ZONE.
• THE OFFENSE HAS 15 SECONDS FROM THE TIME THE BALL IS PLACED DOWN TO RUN A PLAY. THE REFEREE WILL GIVE A 10 AND 5 COUNT WARNING.
• THE QUARTERBACK HAS UNTIL THE COUNT OF 5 TO RELEASE THE BALL. THE WHISTLE IS SOUNDED ON THE 5TH NUMBER. THE REFEREE WILL MAKE THE COUNT. IT IS UP TO THE QUARTERBACK TO TELL THE REFEREE IF THEY CANNOT HEAR IT.
It is the referee’s discretion as to how the count to “five” will be. Please ask the referee to give you an example of the cadence so you can be familiar with the timing.
• DESIGNATED “NO-RUN” ZONES ARE FROM THE LINES ACROSS THE FIELD BEFORE THE END ZONES UP TO AND INCLUDING THE END ZONE. The offensive team may hand-off in the no run zone, but they cannot cross the line of scrimmage before releasing the ball. The referee’s count stops on a hand-off.
• THE OFFENSE WILL BEGIN EACH NEW SET OF DOWNS AT THE CIRCLE NEAREST THE END ZONE.
• SCORING: TOUCHDOWNS COUNT FOR 6 POINTS, 1 POINT FOR CONVERSION FROM THE CIRCLE NEAREST THE END ZONE, 2 POINTS FROM THE CIRCLE THAT IS PART OF THE LINE INDICATING THE “NO RUN ZONE”. INTERCEPTIONS COUNT 3 POINTS AND THE TEAM MAKING THE INTERCEPTION MAINTAINS POSSESSION.
• EACH TEAM WILL HAVE ONE TIMEOUT PER HALF. THE CLOCK WILL RUN CONTINUOSLY UNLESS A TIME OUT IS CALLED. AT THE END OF A HALF AND/OR GAME, THE TEAM CAN RUN THE EXTRA POINT PLAY AFTER TIME HAS EXPIRED.
• A PLAYER IS CONSIDERED “DOWN” IF A FLAG IS PULLED OR DROPPED, A KNEE OR HAND TOUCHES THE FLOOR OR THE BALL TOUCHES THE FLOOR.
• IF AN OFFENSIVE PLAYER LOSES THEIR FLAG DURING THE RUNNING OF THE PLAY, THEY ARE DOWN WHERE THEY TOUCH THE BALL.
• THERE ARE NO FUMBLES. ONCE THE BALL HITS THE GROUND, THE PLAY IS DEAD.
• THE NETS ARE OUT OF BOUNDS. ONCE THE BALL TOUCHES THE NET THE PLAY IS DEAD.
• A DEFENSIVE PLAYER CANNOT LEAVE THEIR FEET TO GRAB A FLAG. IF A PLAYER DOES NOT HAVE AT LEAST ONE FOOT IN CONTACT WITH THE GROUND WHEN PULLING A FLAG, THE PLAY WILL CONTINUE.
• A PLAYER IS CONSIDERED DOWN AND THE BALL IS SPOTTED AT THE PLACE WHERE THE BALL IS WHEN THE OFFENSIVE PLAYER’S FLAG IS PULLED.
• AN OFFENSIVE PLAYER CANNOT DIVE FORWARD TO ADVANCE THE BALL. IF BOTH OFFENSIVE PLAYER’S FEET COME OFF THE GROUND, THE BALL IS SPOTTED WHERE THE PLAYER LEFT THEIR FEET.
• THE OFFENSE MAY RUN THE BALL ONLY AFTER A DIRECT HAND-OFF HAS OCCURRED. A DIRECT HAND-OFF MAY OCCUR ON ANY PART OF THE FIELD. NO PITCHING OR UNDER HAND THROWS ARE ALLOWED.
A legal throw is considered to be overhand, side arm or when your arm is parallel to the ground and you push the ball forward.
• MOTION ALONG THE LINE OF SCRIMMAGE IS PERMITTED. THE OFFENSIVE PLAYER(S) CANNOT MAKE A MOVE TOWARD THE LINE OF SCRIMMAGE UNTIL THE BALL IS SNAPPED. MORE THAN ONE PERSON IS ALLOWED TO BE IN MOTION AT A TIME.
• THE DOTTED LINES AROUND THE FIELD ARE THE OUT-OF-BOUNDS. THIS IS UNTIL YOU REACH THE END ZONE AND THE OUT-OF-BOUNDS EXTENDS TO THE WALL.
To have a completed pass and/or interception, a receiver/defender must have one foot in bounds. In the case of the end zone, the receiver/defender must have control of the ball before making contact with the wall. If contact with the wall occurs and the receiver has not established control of the ball, the pass is incomplete.
• FLAGS MUST BE KEPT AT THE SIDE OF THE OFFENSIVE PLAYER AT THE SNAP OF THE BALL. (Failure to do so will result in a penalty. If the flags shift during the play, there is no penalty.)
• SHIRTS MUST REMAINED TUCKED IN FOR ALL OFFENSIVE PLAYERS.
Shirts that are not tucked in will not result in a penalty. Defensive players are not responsible for shirts torn or grabbed. This rule is for your safety.
• NO FOUL LANGUAGE IS ALLOWED ON THE FIELD. YOU WILL RECEIVE ONE WARNING AND THEN BE ASKED TO LEAVE THE FIELD. The referee has the authority to eject the player on the first offense.
• IN THE CASE OF A TURNOVER ON DOWNS, THE BALL GOES TO THE OTHER SIDE OF THE FIELD.
• NO BLOCKING IS ALLOWED. AN OFFENSIVE PLAYER CAN STAND LIKE A STATUE ON ANY PART OF THE FIELD AND THE PERSON WITH THE BALL CAN RUN AROUND THEM TO ELUDE THE DEFENDER. THE BLOCKER CANNOT MOVE ONCE THEIR POSITION HAS BEEN ESTABLISHED.
In other words, an offensive player cannot run up to a defender and stand in their way. They must establish a position on the field before the person with the ball comes into that area of the field.
• ON DEFENSE, A PLAYER (S) IS PERMITTED TO RUSH FROM 7 YARDS OFF THE LINE OF SCRIMMAGE. IN THE CASE OF A DIRECT HAND-OFF, THE RUSH MAY COME FROM THE LINE OF SCRIMMAGE OR ANYWHERE ELSE ON THE FIELD.
• IF A RUSHER CROSSES THE DESIGNATED RUSH AREA BEFORE THE BALL IS SNAPPED, THEY MUST RETURN TO THE DESIGNATED RUSH AREA AND CONTINUE. IF A PLAYER CONTINUES TO RUSH, THEY WILL BE OFF-SIDES AND IT WILL BE A 3 YARD PENALTY.
• A RUSHER CAN JUMP STRAIGHT UP IN THE AIR TO DEFLECT A PASS WHILE IN FRONT OF THE QUARTERBACK. A RUSHER CANNOT COME FROM BEHIND THE QUARTERBACK AND GO AFTER THE ARM OR THE BALL. THIS IS CONSIDERED UNNECESSARY ROUGHNESS.
• MOST OFFENSIVE PENALTIES RESULT IN LOSE OF DOWN.
• ALL DEFENSIVE PENALTIES ARE EITHER 3 OR 5 YARDS FROM THE ORIGINAL LINE OF SCRIMMAGE AND INLCUDE A REPLAY OF THE DOWN. IN THE CASE OF PASS INTERFERENCE, THE PENALTY IS 5 YARDS AND INCLUDES AN AUTOMATIC FIRST DOWN. THE OFFENSE HAS THE OPTION TO DECLINE.
• COMMON PENALTIES:
Offensive Pass Interference; 5 yards and loss of down
Defensive Pass Interference; 5 yards automatic first down
Offensive Flag Guarding; Ball place at point of infraction.
Defensive Off-Sides: 3 yards and replay of down
Offensive Off-Sides; Loss of down
Offensive Rusher Interference; Loss of down
Unnecessary Roughness Defense; 5 yards and automatic first down
Unnecessary Roughness Offense; 5 yards and loss of down
Illegal Pick Play Offense; 5 yards and loss of down
Unsportsman-like Conduct; 5 yards and either automatic first down or loss of down and automatic ejection
• PENALTY DESCRIPTIONS:
ALL PENALTIES ARE TO THE DISCRETION OF THE REFEREE
Offensive Pass Interference: The offensive player cannot extend their arm to create separation from the defender. An offensive player is allowed to bring up their forearm level to the ground and no higher than chest high to cushion any contact with the defender. The offensive player, however, is not allowed to extend the forearm more than 10 inches from their body. (It is a judgment call by the referee)
Defensive Pass Interference: The defensive player cannot extend their arm to create separation from the receiver or keep the receiver from their route. A defensive player is allowed to bring up their forearm level to the ground and no higher than chest high to cushion any contact with the receiver. The defensive player, however, is not allowed to extend the forearm more than 10 inches from their body. (It is a judgment call by the referee.) Defensive Pass Interference also includes holding a receiver, making contact before the ball is to the receiver, AND face guarding.
NOTE: A defender has just as much right to the ball as the receiver. If contact is made while both players are going for the ball it is up to the discretion of the referee to decide whether the contact was illegal.
Offensive Flag Guarding: An offensive player cannot impede a defender from pulling their flag. If a motion of the arm or hand is made to keep the defender from the flag the ball is returned to the original line of scrimmage and loss of down occurs. An offensive player’s running style is not taken into consideration. It is the referee’s discretion to decide if the defender was kept from pulling the flag.
Offensive Rusher Interference: It is the responsibility of the Offensive Player to get out of the path of the on-coming rusher. Loss of down. The offensive player snapping the ball does not have to move after the snap.
Unnecessary Roughness: This is a no contact league. It is understood that incidental contact will occur on the field. If, in the eyes of the referee, a player maliciously goes after another player a 5-yard penalty will be enforced. Competition is part of the game and tempers can flare at any time. If one player purposely goes after another and makes unnecessary contact the penalty will be called and the player may be thrown out of the game.
Illegal Offensive Pick Play: It is the responsibility of the offensive player to give the defender enough space on the field to cover the receiver. If the receiver’s routes cross too close to one another and one defender is blocked off their path a penalty will be called. If the offensive player INITIATES contact with another receiver’s defender a penalty will be called. If a defender is playing more than 5 yards away from a receiver and another offensive player initiates contact, it is to the referee’s discretion whether a pick was made.
Unsportsman-like Conduct: If, in the opinion of the referee, a player uses malicious intent to go after another player or taunts another player causing a fight to ensue, the player will automatically be ejected.
If in the opinion of the referee a player demonstrates disrespect for the other team or referee, that player may be ejected or penalized for 2 minutes during which time his team will play short.
Tiebreakers proceed in this order:
a. If two or more teams are tied, the head to head results (win/loss
record of the game(s) between the tied teams) determines the winner.
b. If two or more teams are still tied, the point differential for all
the games between the tied teams determines the winner.
c. If two or more teams are still tied, the winner is the team with the
fewest points scored against them in all games.
3 V 3 SOCCER TOURNAMENT RULES
SCORING
1. To score, the ball must be played from the offensive half of the field.
2. No scoring is allowed from inside the box.
3. 3 points are given for a win, 1 for a tie and 0 for a loss. Additional points up to 5 will be given for each goal scored.
NUMBER OF PLAYERS
1. Teams may play with as few as 2 players at any time to make a regulation
game. Otherwise 3 players play the game.
2. A fourth player can be added when a team is down by 4 or more goals and
must be remove if the differential is reduced to 3.
CONDUCT
1. Only incidental contact is allowed.
2. Intentional fouls may result in immediate ejection. Referees may give 1 minute or 2 minute penalties at their discretion during which time substitutes are not allowed.
GAME DURATION
1. Teams playing 3 games will have games consisting of 10 minute halves and a
1 minute half time. Teams switch ends at half time.
2. Teams playing 4 games will have games consisting of 8 minute halves and a 1
minute half time.
3. Teams more than 2 minutes late for the scheduled start time will forfeit. The
winning team will receive a score of 6.
Leaving the bench, or coming in to the bench or field from the stands to join an altercation.
Fighting is a mandatory red card, and any player, coach or spectator given a red card for fighting shall be guilty of violent conduct and ejected from the facility for not less than on year and up to permanently.
Any player, coach or spectator who touches, bumps, physically contacts or verbally abuses a game official or facility staff shall be guilty of violent conduct and ejected from the facility for not less than on year and up to permanently.
A6-3 Fouls
Fouls include: tripping, kicking, holding, pushing, charging violently, charging away from the ball, jumping at, handling the ball, obstruction, and dangerous play. Examples of dangerous play include: high kicks, playing the ball while sitting or lying on the ground, while placing a hand on the ground, or attempting to kick the ball when held by the goalkeeper.
A7. PLAYER’S EQUIPMENT
A7-1 Jewelry, Footwear and Headwear
No jewelry or watches are allowed.
Required equipment for indoor soccer is shoes and shin-guards. Outdoor grass cleats are allowed. (NO METAL ON THE CLEATS) Turf shoes are fine if they have more than twenty cleats.
No hats are allowed.
A7-2 Braces and Casts
Knee braces must be inspected and approved by the referee prior to the start of the game. Only hand or arm casts are allowed. Casts must be padded and must be inspected and approved by the referee prior to the start of the game.
A7-3 Injuries
The referee shall send any player off the field that requires treatment for injury or blood (regardless of whether the blood is his own or another’s or is on his body or uniform). For treatments of blood, the player must obtain the referee’s approval before he may re-enter the field.
Play shall stop when the referee decides;
1. an injury is critical
2. the injured player’s location is likely to interfere with play, or
3. the injured player’s team has control of the ball
During all league games the clock is continuous and will not be stopped due to injury unless determined necessary by staff.
ALCOHOL POLICY
Beer is sold at the Sports Emporium. You must be 21 years of age or older to purchase or consume alcoholic beverages. All individuals appearing under the age of 27 MUST have identification to purchase alcohol. Carry ins and outs are NOT allowed. In addition any individuals found drinking non Sports Emporium sold alcoholic beverages on the premises, shall have such beverages confiscated and will be asked to leave the facility immediately.
NO LOITERING IN PARKING LOT!!!
1856 Nimitz Drive
De Pere, WI 54115
920-336-1900