BASKETBALL

WE PLAY 5-ON-5 FULL COURT

OVERVIEW

The court is 50 feet wide and 94 feet in length. The three point line is 19 feet & 9 in from the basket. Each team may carry a maximum of 10 players on their roster. Roster changes must be approved and cannot be made after week 5.

  • We operate under the rules for NFHS for the State of CA.
  • Games are played in 20-minute running halves, with a regulation clock in the final two minutes of the game if the score is within 14 points.
  • There is no shot clock.
  • Each team is allowed 2 45-second time-outs per half.
  • Zero tolerance for any unsportsmanlike conduct, including trash talk, verbal abuse and rough play. Offending players will be ejected from play, and no registration fees will be refunded.

HOUSE RULES

Here we cover some specific rules as they apply to our league. Please visit this link to see read about basic basketball rules.

  • There is no offensive 3 seconds (in the key).
  • Offense has 5 seconds to pass the ball in bounds.
  • The ball handler must not have his back to the basket without making a basketball move for more than 5 seconds.
  • Offense has 10 seconds to cross half court.
  • A player is fouled out when they have 5 personal fouls.
  • In the event of a player foul out and a team has no further substitutes, the fouled out player may remain on the court but a technical foul will be awarded every time an additional foul is committed by this player.
  • 7 team fouls in a half results in 1 and 1 bonus. 10 fouls in a half results in a 2 and 2 double bonus.
  • In the last 2 minutes of either half the ball may be advanced on a timeout.
  • If a team is down by 40 points or more with less than 10 minutes in the game, time will stop and the contest will be awarded to the team with the most points.
  • Substitutions are only to take place during a dead ball and when the official has called subs into the game.
  • The top, sides, and bottom of the backboard are in bounds if it hits the wires attached that is out of bounds.
  • If a player gets 2 technical fouls in a game they will be ejected from the competition.
  • If the lead is at 15 points or higher with under 2 minutes in the second half, the clock continues to run. When the score is below 15 then the clock will stop on all official dead balls (change of possession, score, foul, timeout).
  • Only the captain can talk to the refs during timeouts. “Trash talking” the ref may result in a technical foul.
  • Please address all concerns with the scores table directly to the referees so they can handle it.

DODGEBALL

THE GAME IS 8-ON-8 NO MERCY DODGEBALL

OVERVIEW

The court is 30 feet wide and 60 feet in length. Each team may carry a maximum of 12 players on their roster. Roster changes must be approved and cannot be made after week 5.

  • During play, all players must remain within the boundary lines. Players may exit/enter the boundaries only through their end line to retrieve stray balls.
  • The object of the game is to eliminate all opposing players by:
    • Hitting opposing players with a LIVE thrown ball below the shoulders.
    • Tagging players with your ball inside of the neutral area.
    • Catching LIVE balls thrown by your opponent before they touch the ground.
  • A LIVE ball is one that has been thrown and has not touched the floor, another player, ball, or other item outside the playing field (wall, ceiling, etc.).

GAMEPLAY RULES

  • A match consists of a best of 7 games series. The first team to 4 games wins. Teams switch sides after each game.
  • 6 balls will be in play at all times. Teams may not possess all balls for more then 5 seconds. Failure to do so will result in the official stopping play and balls being distributed evenly.
  • There will be a 6 minute time limit on each game with a 30 second break between each game.
  • To begin each game, the 6 balls are placed on the center line. All players must be on the end lines. The official will blow the whistle to start play. Players may then rush the center line to retrieve the balls.
  • All balls must be taken back to the end line before they can be thrown at an opposing player. If the ball is not taken back, the throw will not count.
  • Play continues until one team is eliminated or the 6 minute time limit has concluded. At the end of the 6 minute time limit, the team with the most players remaining will win the game. In the case of a tie, play will continue as sudden death.
  • To start, players may not cross the first throw line, at the 3 minute mark, the official will signal that players may then move up to the mid-court line. Finally, at the 1 minute mark, players may move up to the opposite throw line.
  • Clothing is considered part of a player’s body. Any ball that touches clothing is considered an out.
  • When a player is out, he/she must go to the end line and stand in order in which put out. Subs may enter the game from this line. These players should retrieve any ball thrown outside the playing area on their half of the court.
  • If a defender catches a “live” thrown ball, the thrower is out and the next player in line on the defender’s team may return to the game. This player must go directly to the end line before becoming a live player.
  • If a defender attempts to catch a live ball, but drops it, the defender is out.
  • The defender may block a “live” ball with another ball. That ball is then considered “dead” after contact. If the defender drops his/her ball, the defender is out.
  • Any ball caught outside the playing area will not count. Players must remain inside the boundaries at all times…if a player leaves to avoid being hit, they will be called out.
  • Substitutes or the last player in line should retrieve stray balls outside the boundaries on their own end for their teammates. If a team has no substitutes, a player may go to retrieve stray balls only by entering/exiting the playing field through the end line. If a player enters through the sideline they will be called out.
  • Headshots resulting from a high thrown ball will result in the thrower being called out; A headshot caused from a player ducking/dodging will result in the defender being called out.
  • Players are expected to follow the honor code; if hit, a player is expected to go out on their own. Officials are in place to make the final calls if there are any questions.
  • When put out, players should raise their hand to signal they are out and immediately step off the court through the end line to take their place in the re-entry line.
  • Unsportsmanlike conduct will result in immediate ejection from the game or match.

FOOTBALL

THE GAME IS 6-ON-6 FLAG FOOTBALL

OVERVIEW

The playing field is 30 yards wide and 60 yards in length, with two 10-yard end-zones. Total field size is 30 x 80 yards. Each team may carry a maximum of 12 players on their roster. Six(6) players are required on the field at all times. Roster changes must be approved and cannot be made after week 5.

  • Possession starts at the 10-yard line.
  • Team has 4 attempts to make a first down by reaching mid-field.
  • Team has 4 attempts to make a first down by reaching the opponent’s 10-yard line.
  • Team has 3 attempts inside the 10-yard line to make a touchdown.
  • Games are played in 20-minute running halves, with a regulation clock in the final two minutes of the game if the score is within 14 points. There is a 25 second play clock. Each team is allowed 2 45-second time-outs per half.
  • Zero tolerance for any unsportsmanlike conduct, including trash talk, verbal abuse and rough play. Offending players will be ejected from play, and no registration fees will be refunded.

SCORING

  • Touchdown: 6 pts.
  • Conversions: 1 pt from 5 yds or 2 pts from 10 yds
  • Safeties: 2 pts
  • Returning an Intercepted Conversion: 2 pts

OFFENSIVE RULES

  • A team has 7 seconds once the ball is snapped to either attempt a pass or advance the ball beyond the line of scrimmage by running. If they fail to do this within 7 seconds, the play is dead. (5 yd penalty & loss of down)
  • There are no kickoffs, teams start at their own 10 yd line.
  • Offense can block rusher(s) only with extended arms and only behind the line of scrimmage. Any illegal blocking will result in a penalty. (5 yd penalty & loss of down)
  • Absolutely NO blocking or setting picks down field. (ball is dead at point of infraction)
  • Center (snapper) is not eligible to receive the ball for advancement. (5 yd penalty & loss of down) The center, however, will become an eligible receiver once the offense in inside the red zone (10 yards before the end zone).
  • If a ball-carrier has one or no flag(s), then they only need to be touched by a defender to be down. Ball-carrier can advance if he falls down and is not touched or flagged.
  • Receivers must have 1 foot inbounds for a legal catch.
  • If a receiver steps out of bounds during a play, they are not eligible to be the first to touch the ball unless the receiver is forced out by a defender. (loss of down)
  • Pass Interference will be called for any attempt to obstruct a receiver’s path to a ball be they on offense or defense. (10 yd penalty & loss of down in the event of an offensive foul)
  • A touchdown is when either the ball or the ball-carrier’s body crosses the plain of the end zone.
  • Lateral passes (pitches) are allowed. An unlimited number of laterals can occur during a play.
  • A player is eligible to run the ball after a direct handoff or backwards lateral from the Quarterback. The Quarterback, or first person to receive a hike, is never eligible to run. (5 yd penalty & loss of down)
  • The red zone is considered a NO run zone. No running is allowed.(5 yd penalty & loss of down)
  • NO stiff arming or flag guarding is permitted. (10 yd penalty)
  • NO jumping, diving, or hurdling by the ball-carrier is permitted. (ball is dead at point of infraction)
  • Muffed snaps are live and may be recovered by either team. Once they are recovered, the play continues.
  • Fumbles, after a snap, are dead at the point of fumble; no change of possession.
  • False starts/off-sides. (5 yd penalty replay down)
  • Delay of game; 25 second play clock violation. (5 yd penalty replay down)

DEFENSIVE RULES

  • Defensive player must be 5 yards behind the line of scrimmage in order to be eligible to rush. (5 yd penalty replay down)
  • When rushing, player must not bull rush. They must attempt to go around or swim a block and not try to run directly through the blocker. (5yd penalty replay down)
  • Initial bump-n-run on line of scrimmage only; that means only 1 bump at the line of scrimmage and no more contact beyond that point. This is true for both offense & defense.
  • Defender must wait for the receiver to cross the line of scrimmage to initiate bump-n-run contact and must not step over to the line, or risks an illegal rush. (5 yd penalty replay down)
  • Illegal contact or holding downfield by the defensive. (5 yd penalty replay down)
  • Pass Interference will be called for any attempt to obstruct a receiver’s path to a ball be they on offense or defense. (spot penalty & automatic 1st down in the event of a defensive foul)
  • Defense is not allowed to strip the ball from a ball-carrier. (5 yd penalty)
  • Defense is not allowed to hold any part of the ball-carrier, including their body or clothes, to make a tackle. A missed pull resulting in a “hold” must be released immediately or risk penalty. (5 yd penalty, in the event of “last man” a touchdown will be awarded)
  • Interceptions can be advanced for yardage & points.
  • Any contact with the Quarterback’s arm or any part of his upper body will be considered roughing. (10 yd penalty & automatic 1st down)
  • During a punt, only 2 defenders will be on the field while 6 players will be on the kicking team. No one on the kicking team may advance until the ball has been kicked. Returns are live.
  • Off-sides. (5 yd penalty replay down)

VOLLEYBALL

WE PLAY 4-ON-4 BEACH VOLLEYBALL

The following is based upon the California Beach Volleyball Association’s (CBVA) rules of play for beach volleyball.

NET PLAY

  • You may go completely under the net into your opponent’s court to play a ball as long as there is no interference with the opponent.
  • A ball can be played back to one’s side of the net if it has crossed over the net, under the net, or outside the antenna as long as a team has one or more contacts left and the ball is played back under the net or outside the antenna.
  • The “let” serve is now played on the beach.

PLAYING THE BALL

  • Soft dink (open hand, finger tip) is not allowed. Ball must be cleanly hit or “pop” off the hand.
  • When digging a hard-driven spike it can be double-hit and momentarily lifted. Open hand digs are okay.
  • With the exception of the hard-driven spike or block, you can never double-hit the first contact. If you receive the serve open handed (the serve is never considered a hard-driven spike regardless of its velocity), expect it to be called illegal. The tradition of the beach game does not allow the double hit on the first contact as does the indoor game.
  • A touch on the block will now count as one of the three contacts allowed per team.
  • Both indoors and outdoors, the ball can be played with all parts of the body.
  • When using a setting motion to send the ball into the opponent’s court it must be released in the direction in which the shoulders of the player are facing either front or back. Side-setting is allowed when attempting to set your partner.
  • Recently changed, beach rules now require the server to clearly release or toss the ball before contacting it for serve.
  • A player may only have one toss per serve attempt.
  • It is illegal to move the court boundaries during the serving motion, even if the movement is caused by sand.
  • The server’s teammate must not prevent the opponents, through screening, from seeing the server or the path of the ball. On an opponent’s request, a player must move sideways, bend over or bend down.
  • No replay for “joust” above the net.
  • “Continuation” still exists in the beach game, meaning that, for example, if you touch the net after spiking a ball it is still a “net” even if the spike hit the sand before you touched the net.

PROTOCOL

  • If there is an official he calls mishandled balls (sets, dinks, digs, etc.) Traditionally, judgment of setting is tighter on the beach but each year the move is to let players have more latitude with hand sets. Players call their own nets and ball in or out.
  • Rotation of players is not required and no substitutions are allowed.
  • Switch sides with opponent every 5 points in a game to 15 and every 4 points in a game to 11 to equalize the advantage of sun, wind, etc. Some competitions, mostly women’s play, will use rally scoring.
  • Each half of the court is 8 by 8 meters (26′ 3″).
  • Net height is 7′ 11 5/8″ for men.

All players must print and sign the LA Sports World waiver acknowledging that you have read the rules and accept our terms and condition.