Rules

Every CSSC league is self-officiated and runs on the same policies and code of conduct, with sport-by-sport rules below.

Man serving a volleyball overhead in a school gym, players at the net behind Dodgeball player winding up to throw a red ball, other players behind

CSSC Policies & General Rules

Charlottetown Sport and Social Club's (CSSC) goal is to:

  • promote good sportsmanship;
  • to create a positive and welcoming environment for all participants; and
  • most importantly, to have fun!

Team captains are responsible for knowing the rules and policies of Charlottetown Sport & Social Club and ensuring that their teammates follow them. CSSC is an adult recreational sports league and requires that all participants be 19 years of age or older.

CSSC Code of Conduct:

The Code of Conduct applies to all people who participate in Charlottetown Sport and Social Club activities.

Further, the Code of Conduct applies in all places and at all times on the game site, not simply on-court/field during a game.

All players have a duty to encourage and to maintain the highest standards of good sportsmanship, courtesy and fair play, and are under an obligation to avoid all unsportsmanlike conduct and any acts or practices which are detrimental to the game.

  • The first violation of this code of conduct will result in a verbal warning.
  • The second violation will result in a written warning and suspension from the next game.
  • The third will result in immediate removal from CSSC.

Violations of the Code of Conduct include but are not limited to:

a. Abuse of Balls or equipment: Players shall not violently, dangerously or with anger hit, kick or throw a ball or equipment while on the grounds of the game site except in the reasonable pursuit of a point during a match (including warm-up). For purposes of this rule, abuse of balls or equipment is defined as intentionally hitting/throwing a ball or other equipment dangerously or recklessly, hitting/throwing a ball or other equipment with disregard of the consequences, dangerously and violently destroying or damaging balls or equipment.

b. Physical Abuse: Players shall not at any time physically abuse any CSSC Rep, opponent, spectator or other person within the precincts of the game site. For purposes of this rule, physical abuse is the unauthorized touching of an official, opponent, spectator or other person.

c. Verbal Abuse: Players shall not at any time verbally abuse an CSSC Rep, opponent, spectator or other person within the precincts of the game site. Verbal abuse is defined as a statement directed at an official, opponent, spectator or other person that implies dishonesty or is derogatory, insulting or otherwise abusive.

d. Audible Obscenity: A player shall not use an audible obscenity while on-site. Audible obscenity is defined as the use of words commonly known and understood to be profane and uttered clearly and loudly enough to be heard.

e. Visible Obscenity: Players shall not make obscene gestures of any kind while on-site. Visible obscenity is defined as the making of signs by a player with hands and/or equipment that commonly have an obscene meaning.

f. Unsportsmanlike Conduct: Players shall at all times conduct themselves in a sportsmanlike manner and give due regard to the authority of CSSC reps and the rights of opponents, spectators and others. Unsportsmanlike conduct is defined as any misconduct by a player that is clearly abusive or detrimental to the success of a game, and/or the sport. In addition, unsportsmanlike conduct shall include, but not be limited to, the giving, making, issuing, authorizing or endorsing any public statement having, or designed to have, an effect prejudicial or detrimental to the best interest of the game.

Rules Enforcement:

All games are self-officiated. All team captains are expected to work together to ensure games are fair and players take responsibility for making calls throughout the game. Captains can make adjustments before a game begins in regards to rules, players, game length, etc. as long as they both agree before the game begins. Any disputes should be resolved between the two team captains.

CSSC does not tolerate physical or unsportsmanlike play and reserves the right to remove players or teams from the game or league without a refund.

Waivers/Eligible Players:

All CSSC players are required to sign a waiver before playing (there may be a new waiver required for each season). Teams can call up players throughout the season as long as they sign a waiver.

During playoffs, teams are only permitted to call up players who have played a minimum of two regular-season games with the team.

Scores/Standings:

Team captains are responsible for ensuring the scores of each game are posted correctly. Captains have until 48 hours before their next game to dispute scores.

Teams will earn 2 points for a win, 1 point for a tie, and no points for a loss. If two teams are tied in points going into playoffs the tie-breakers are as follows, in order: 1. Head-to-Head Wins. 2. Points scored differential over the season.

First aid

First aid is the responsibility of the team captain. Ice packs, band-aids, tensors and athletic tape are all things which can be used in the event of minor scrapes and bruises.

If a CSSC representative is on hand when there is an injury, we will be happy to assist in any way we can. The CSSC representative is not responsible for administering first aid. There may be a first-aid kit on-site at some venues, but please be prepared for all situations. CSSC is not responsible for the cost of emergency care. It is at the sole discretion of the injured player and/or teams whether to call an ambulance.

Foul Weather Policy

CSSC winter games are played indoors. Each venue has their own policy regarding winter weather and cancellations. As all of our games commence during the evening, we will post on our website as soon as we are made aware of any cancellations. Generally, any school gym will follow the Eastern School Board cancellations. If a game is cancelled, we will generally extend the season by a week in order to keep a consistent evening that players generally book off.

CSSC summer games are played rain or shine. In the event of severe weather games should immediately be stopped and players should take cover away from open spaces. If the weather does not stop take the score at that time, and it will count as the final score.

*If a game is re-played, the game will start with the score that was totaled at the time when the game was called. As well, the game length will be the amount of time that was remaining in the original game.

Unfortunately, CSSC is not able to control weather conditions! In the event of a missed game due to weather, we will do our best to reschedule games. Generally we will extend the season by a week to book the games, but there may be situations where we are unable to obtain space.

Double-Booking

Unfortunately, on occasion, a venue we rent may double book an evening and may decide to bump CSSC from their scheduled night. In the event that this happens, we will notify all team captains by email and will do everything possible to reschedule the game, though there may be situations where we are unable to obtain space. Generally, we will extend the season by a week in order to keep a consistent evening that players generally book off.

Sport-by-sport rules

Volleyball

Game Length

  • Games are 55 minutes in length with a 5 minute stop for halftime.
  • Games start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time

Players on Court and Defaults

  • Teams are comprised of 6 players on the court, with at least 2 being male and 2 being female
  • A team can play with a minimum of 5 players.
  • Captains may agree to waive the rules regarding minimum players before the game starts.
  • A default for the match (all three sets) will occur if any team cannot field a squad 15 minutes after the official start time (unless otherwise agreed by both captains).

Game Set-Up

  • Volleyball nets will be set up by the CSSC Event Coordinator or facility staff upon arrival to your game.
  • To determine who serves first, teams will play rock-paper-scissors.
  • Teams are responsible for keeping score and time, unless a CSSC Coordinator offers.
  • If time runs out in the middle of a set, whichever team is winning at that moment is considered the winner. However, a team must win at least 5 points in a set in order for it to count as a win/loss. If neither teams gets at least 5 points, the set is deemed a tie.

General Game Rules

  • Matches are comprised of three sets which equals one match. Best of three wins the match.
  • A player may play the ball off any part of his body, including feet.
  • A player may not make two consecutive hits of the ball, except where the player has contacted the ball on a block, then the player may hit the ball a second time.
  • Players are to call balls 'in' or 'out' of bounds. If the ball touches any part of a court line, it is 'in'. The ball must completely pass the line to be 'out'. If there is a dispute, resume play by re-serving the ball with no point awarded. If a disagreement escalates, any disputes should be discussed amongst the two team captains only.
  • A ball that hits the wall, ceiling, or hanging basketball net, it is considered out of bounds.
  • If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Scoring

  • The first team to score 25 points is awarded the set.
  • Teams must win by two points. If time runs out before a team can win by 2, the team with the most points wins.
  • The game is officially won by the first team to win 2 sets. If no team has won 2 sets when the time runs out: 1) if the game in progress has at least 5 points in the set for either team, the team with the most points of that set gets a point 2) if either team has more points they win 3) if the teams have the same amount of points they tie

Player Rotation and Positioning

  • Each of the 6 players must rotate positions after winning back the serve.
  • How to rotate: after serving from position one, players rotate to position six (middle back), then position five (left back), position four (left front), position three (middle front) and position two (right front) before returning to serve.
  • If your team has more than 6 players, the previous server exits the court and the new player takes position six (middle back).
  • A team must be in correct rotation order before the serve is put into play. Once the ball is served, players can move positions, however backcourt players cannot move to the net to block or spike. Only the three players at the net positions (4,3,2) can jump and spike or block near the net. The backcourt players (5,6,1) can only make attacking actions (jumping hit/spike) from behind the attack line.

Violations

  • Players are to call their own fouls and violations. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming their opponent either does not know the rule or missed their own foul. Generally, teams should not call fouls against their opponents.
  • Obvious fouls include: carries, double hits (allowed on serves), touching the net, going under the net and contacting another player.
  • If either team takes more than 30 seconds to serve, the serving team loses position and the opposing team gets a point. This is generally to discourage intentionally stalling during a close game.
  • A player is allowed to touch the net as long as it does not interfere with the play. Examples to clarify net rules: Legal (provided it does not interfere with the play):
    • In the act of playing the ball (hitting, blocking, bumping, setting, etc.), players may make contact with the mesh or bottom band.
    • An offensive player that fakes a hit/spike may contact the top band.
    • Players are allowed to touch the posts, ropes or any other object outside the antennae or court lines.
    • If the ball is driven into the net causing the net to touch an opponent, no fault is committed.
  • Illegal (always results in interference with the play):
    • Touching the top band of the net in the act of playing the ball (hitting, blocking, setting, etc.).
    • Pulling the net down to lower it for a teammate or themselves.
    • Taking support from the net simultaneously while playing the ball.
    • Purposely touching the net to change the direction of a ball.
    • Creating an advantage over the opponent or making actions which hinder an opponent's legitimate attempt to play the ball.
  • A player is permitted to pass his hand above the plane of the net in the following scenarios:
    • While blocking an attack.
    • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
    • An infraction has occurred if a player interferes with their opponents attack (e.g. if a setter is trying to set their player, the opponent can't reach over the net and block that set).
    • Players are not permitted to penetrate fully into the opponent's space under the net. Player's feet must remain in contact with the centre line and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.

Serving

  • A server may serve the ball from anywhere behind the baseline.
  • Only one toss or release of the ball is allowed per serve.
  • Players can open-hand volley a serve.
  • A player may NOT block or spike a serve.
  • Net serves are allowed. Meaning, if a serve hits the net but the motion of the ball carries it over, it is a live ball.
  • A double hit off of the serve is allowed (e.g. the serve hits the defender's arms and then chest).
  • After a team successfully serves the ball five times in a row without any faults or errors, possession of the serve will switch to the opposing team.

Indoor soccer

Game Length

  • Games are 55 minutes in length with a 5 minute stop for halftime.
  • Games start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time

Players on Court and Defaults

  • Teams are comprised of 5 players on the court (4 players and 1 goalkeeper).
  • Teams must play with a minimum of 2 males and 2 females on the court at all times.
  • A team can play with a minimum of 4 people, as long as the gender requirements are met.
  • Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.

Game Set-Up

  • Nets will be set up by CSSC or facility staff upon the arrival to your game.
  • Games are played on a basketball sized court.
  • Team captains should meet before the start of the game to go over rules.
  • Teams are responsible for keeping score and time. Often an CSSC Event Coordinator is on-site and will offer to keep score for the game.
  • To start the game, teams should decide who is awarded the kick-off with rock paper scissors. The opposing team will then start the second half with the ball.
  • The game begins with the ball being passed back to a teammate before crossing centre line.

General Game Rule

  • Balls kicked above the head should result in stoppage of play with the opposing team taking possession in the form of an indirect kick (similar to handball).
  • There is no out of bounds. If the ball isn't playable, possession goes to other team and results in an indirect kick.
  • Player substitutions can be made at any time and ensuring the player has left the court before a new player joins the play.
  • To score off an indirect kick, the ball must be touched by another player (offense or defense).
  • There is a 5 second time limit placed on all free kicks.
  • The whole of the ball must cross the whole of the line for it to be deemed a goal.
  • Players must retreat 3 metres from the ball at all 'set' plays like indirect kicks.
  • There are no offsides.
  • Slide tackling or blocking a shot is not allowed under any circumstances.

Goalie Crease & Goalkeeper

  • In most cases, the 'key' line on the basketball court will be used to define the goalkeeper's crease.
  • On a goal kick, the goalie must place the ball 5 steps out from the centre of their net. If the court has basketball key lines the ball is placed within this zone.
  • Goalies:
    • May only use their hands to touch the ball within their own crease in front of the net.
    • Cannot control the ball with their hands for more than 4 seconds before releasing.
    • Are allowed to handle the ball from a pass back or kick in; however, must only use their feet.
    • Can only slide within the confines of their own penalty area. Sliding feet first toward an opponent is illegal and considered a dangerous play.
    • May not score a goal by throwing the ball.
  • If goalie handles the ball outside of the crease or from a pass back, an indirect kick is awarded to the opposing team.
  • Penalty kicks are taken from the top of the crease, and the goalie must remain on the goal line.

Violations

  • It is inevitable incidental contact may occur among players. However, any aggressive contact such as pushing and shoving is not allowed (you should not touch any other player with your body at any time on purpose, and should do your best to avoid unnecessary contact). Any aggressive contact may result in ejection from the game.
  • A handball infraction occurs when the ball hits a player's arm from the elbow down (as opposed to the shoulder). This results in an indirect kick being awarded to the opposing team.
  • It is extremely important that all players make the appropriate calls for infractions and illegal plays. The offending player should call their own infractions, however any player that is currently on the court can make a call.
  • When a foul is called, play must stop as there is no 'advantage'.
  • If a disagreement cannot quickly be resolved, the two team captains should meet at the middle of the court (without any other players) and discuss a resolution.

Dodgeball

Game Length

  • Games are 55 minutes in length, teams should switch half way through.
  • Games start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time

Players on Court and Defaults

  • Teams are comprised of 6 players on the court.
  • Teams must play with a minimum of 2 males and 2 females on the court at all times.
  • A team can play with a minimum of 4 people, as long as the gender requirements are met.
  • Captains may agree to waive the rules regarding minimum players and gender ratio before the game starts.
  • The 6 players that start each game are the ONLY players that can play during that particular game (i.e. for that point). Substitute players must wait until the next game before playing. Teams can alter their roster for each game, as long as the gender requirements are met. Exception: Injured players can be substituted midway during a game if necessary (male for male, female for female only)

Game Set-Up

  • 6 dodgeballs will be used for each game.
  • To start the game, each team stands at their respective back wall with 3 dodgeballs each. The timekeeper (or a substitute player) will start the match by shouting, "Ready, Set, Dodgeball".
  • Once play has started, players must remain on their own side of half.

General Game Rule

  • Players cannot lean over the centre line to retrieve a ball, and cannot cross the middle line. If any part of a player crosses the line or touches the other half, that person is out. As well, if a ball is thrown by a player who is eliminated in this manner, the ball is considered dead and cannot eliminate an opponent. Players can also not jump from their own side of half and land on their opponent's side in the attempt of getting an opponent out. Only the thrower is out in this scenario.
  • Players cannot remain static in areas that conceal or partially conceal their body. e.g. door entrance ways, climbers, etc.
  • Players cannot hide behind eliminated teammates who are lined up at the middle line.
  • A ball is considered "dead" as soon as it hits the floor, walls, ceiling or any other obstacles around the court (e.g. basketball hoops, etc). If two balls collide in mid-air, they are both dead.
  • Captains should decide at the beginning of the game if headshots count or not. If headshots do not count, a ball that hits a player in the head is immediately a dead ball, and if it pops up it cannot be caught as a proper 'catch'.
  • A player is not eliminated after being hit by a dead ball. All other balls are considered "live".
  • Eliminated/Substitute players should stand against the side wall or stage at the middle line, and should do their best to not interfere with play. In the event that a ball in play bumps into an eliminated player, please roll the ball such that it continues in the same direction at a reasonable speed. If you have been tagged, it's recommended that you raise your hand while you are exiting the floor. That way your opponents will not intentionally strike you again! Players cannot kick the balls at opposing players. Please do not squeeze all of the air out of the dodgeballs before throwing them. This causes the skin/cover of the dodgeballs to become loose and requires constant replacement.

Throwing the ball

  • To eliminate an opposing player, a "live" ball must hit the player.
  • Please do not intentionally hit people in the face.
  • If a "live" ball hits a player then rebounds and hits another player on the court (who unsuccessfully catches it), both players are out.
  • Clothing is considered part of your body if hit by a ball.

Catching

  • If a player catches a "live" ball that is thrown at him/her, the thrower is OUT. IN ADDITION, the team that caught the ball can return a previously eliminated player to the court. The player that returns to the game MUST be the first player who was ruled "out" during that particular game (and the order of returning players should be maintained...i.e. the third player to be eliminated will be the third player to return to the court). Reminder: substitute players must wait until the next game.
  • A live ball that rebounds off of a player (ie. from an unsuccessful catch, hits off their body, is deflected by another ball, etc) may be caught by any other in-bounds player prior to the ball becoming dead (hitting ground or wall). As usual, the thrower is OUT, and the catching team can returns a player. Also the player the ball hit first, is NOT out.

Returning Players

  • All players re-entering the game, whether by a catch or the '60 seconds', must run down the side line then touch the back wall to be considered an 'active' player.
  • Returning players should touch the back wall in a timely manner.
  • When opposing players are entering the court, please do not throw at them until they have touched the back wall and look like they are ready to play (good sportsmanship).
  • If a player intentionally interferes with a ball on the way to the back wall, that ball is forfeit to the other team. (No stopping, sweeping, picking up balls, etc. until the player is active)
  • If a player shields a teammate from a throw by the opposing team as they are re-entering the game, they will be considered out, and are no longer returning to the game.

Ball Possession

  • The team that is required to throw has roughly 10 seconds to throw a ball. Please be respectful of this so that gameplay isn't slowed. The team that is required to throw at the start is the winning team from the previous game. If a team has more balls than the other team, they are required to throw next. If a team has an equal amount of balls, but more players, that team is required to throw next. If a team has equal players and balls, the team that did not throw last will have to throw the next ball.
  • MULTISPORT RULE ONLY: Only one ball can be held at a time by any active player
  • Catching a second ball will be considered a valid catch though the catcher must pass off one of the balls in a timely manner.
  • In the event that one of the 6 balls from your game goes over the divider to the other game, when it's returned, please ensure that it is given back to the side from which it left the court. (good sportsmanship)

Blocking

  • A player that is holding a ball can use it to deflect/block another ball that is thrown at them by an opponent. If the player blocks a ball into himself, herself or their teammate: that player or teammate would be considered out unless the ball is successfully caught.
  • A live ball that rebounds off of a player (ie. from any other in-bounds player prior to the ball becoming dead (hitting ground or wall). An unsuccessful catch, hits off their body, is deflected by another ball, etc) may be caught as usual, the thrower is OUT, and the catching team can returns a player. Also the player the ball hit first, is NOT out.

Honest and Fair Play

  • It is the responsibility of all players to make a fair and honest call as to whether or not they were hit. If a player/team accuses another player of being out, it is up to the player in question to decide whether they were hit or not. Please remember sportsmanship is considered integral to the CSSC. Dishonest players are not welcome.
  • "The 60 Seconds Rule": Every time that only 2 players remain on the court (1 from each team), the timekeeper should announce that the two players have "one-minute" to eliminate each other. After the one minute has expired, if the game has not yet ended, each team will return one player to the court. (again, each team must abide by their order of returning players).

Scoring/Winning

  • Matches will consist of as many games that can be played in the 55-minute time period (except playoffs which are 50 mins in case of a tie).
  • When there are fewer than 30 seconds left on the clock, no new competitive games (for points) should be started. If the score is tied, leave it as is.
  • Each game won will count for one point.
  • If a game is still being played when time expires, the team with the most live players on the court at the time will win the game.
  • Ties are allowed during the regular season. If a match is tied at the end of a playoff game, a 3-minute overtime session will break the tie. (the current game should be continued for 3 minutes).

Timing

  • A hit player is not out until the ball that hits them becomes a dead ball. There are a few scenarios which can arise that may cause some confusion as a result.
  • If player A hits player B and the ball pops up in the air, any catches or throws that player B makes before the ball dies are still valid.
  • If player A and player B throw at each other and both make successful catches, for the purpose of this league, both players will stay on the court and no new players will come on for the catches.
  • If player A and player B throw at each other at the same time, player B is hit by Player A and Player A also catches Player B's throw, then the catch is still valid regardless of timing and Player A's team will get a player back.

Beach volleyball

Length

  • Matches are 45 or 55 minutes in length, teams should switch halfway through.
  • Matches are comprised of 3 sets. Best of 3 wins.
  • 55-minute games: Sets go to 25 points, you must win by two. The third set goes to 15.
  • 45-minute games: Sets go to 21 points, you must win by two. The third set goes to 15.
  • Matches start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time
  • If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

General Rules

  • 6v6: Teams are comprised of six (6) players with a minimum of two (2) women and two (2) men on the court. A default for the first game of a match will occur if any team cannot field a squad 10 minutes after the official start time. (a team that is not ready to play defaults the first set of the match, but can play the second and third games of the match if enough players show up). A team can play with a minimum of 4 people, as long as two (2) players are women and two (2) players are men.
  • 4v4: Teams are comprised of four(4) players with two (2) women and two (2) men on the court. Teams may play with 3 players as long as they have at least one (1) woman and (1) man. A default for the first game of a match will occur if any team cannot field a squad 10 minutes after the official start time. (a team that is not ready to play defaults the first set of the match, but can play the second and third games of the match if enough players show up).
  • A player may NOT block or spike a serve.
  • Players CAN open-hand volley a serve.
  • A server may serve the ball from anywhere along the baseline. The serve will rotate from one team to the next at the start of each game.
  • Screening is not allowed on a serve
  • A player may play the ball off any part of his/her body, including feet.
  • A player may not touch the net during any part of the play. Please call your own net violations.
  • Rotate new players in before your team starts a new server.
  • A player may pass under the net as long as it does not interfere with the play. In other words, a blocker or hitter may land under the net/cross the line, as long as it happens without stopping the play or hindering the opposition. Please avoid doing this where possible to eliminate the possibility of injury.
  • If time runs out in the middle of a game, whoever is winning the game at that moment is considered the winner.
  • A team must win at least 5 points in a set in order for it to count as a win/loss. If neither teams gets at least 5 points, the set is deemed a tie.
  • If 10 minutes have elapsed after the official start of the game and not enough players are present to field a team, the first game of the match is defaulted. At 20 minutes after the start of the official start time, the second game is defaulted, and at 30 minutes after the official start time, the third game is defaulted. Each defaulted game results in the loss of one (1) in the overall standings.
  • Servers DO rotate after five consecutive points.
  • Net serves ARE allowed. This means that if a serve hits the net but the motion of the ball carries it over the net, it is a live ball - it is not a service fault.
  • Players in the back row are NOT allowed to hit or block at the net. Although there is no 3-metre line indicated on the court, players should use their best judgment to hit from the backcourt area if they are in this position.
  • Teams may call a one (1) minute time-out per match if needed.
  • Games are played rain or shine.
  • For players to be eligible for playoffs, they must have attended a min. of 2 regular season nights (6-8 week season) or 3 nights (9-12 week season).
  • Please do not warm-up before your allotted gym time on the outside of the court. This can be distracting to players in a game.

Discrepancies

  • All games are self-refereed. Any disputes will be discussed amongst the two team captains. Please play honestly and call your own infractions (carry, net, etc). If a dispute cannot be settled the point should be re-served.

Outdoor soccer

Game Length

  • Games are 55 minutes in length, teams should switch half way through.
  • Games start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time

General Rules

In general, standard soccer rules apply. Notable exceptions are listed below:

  • Teams are comprised of 6 players (including goalie).
  • Each half and after each goal starts with one team initiating play by making a forward pass from the centre of the field.
  • If a ball is kicked out of bounds along the sidelines, a kick-in is awarded to the opposite team.
  • If a ball is kicked out of bounds along the goal line by the offence, a goal kick is awarded to the defending team
  • If a ball is kicked out of bounds along the goal line by the defense, a corner kick is awarded to the attacking team. Offensive players, please be in control of your bodies when going for balls on corner kicks. Crashing the goalie can result in a dangerous play.
  • Substitutions should be made only when a stoppage in play has occurred i.e. no changing on the fly
  • A handball infraction occurs when the ball hits a player's arm from the ELBOW down (as opposed to the shoulder). In addition players may use their arms to block the ball from hitting their groin area, and women can also use their arms to block the ball from hitting their chest. This rule will reduce the number of stoppages in play. Please don't abuse this rule.
  • All free kicks are indirect. To score off an indirect kick, the ball must be touched by another player (offense or defense, but not the goalie).
  • Defensive players cannot be within 8 feet of the ball when an indirect kick is being taken.
  • The offending player should call their own infractions, however any players involved with the incident can also make a call.
  • When a foul is called, play must stop as there is no "advantage".
  • Teams may call a one (1) minute time-out per half if needed
  • Each team should bring both light and dark coloured shirts to each and every game.
  • A game can end in a tie during the regular season. In the playoffs, a game that is tied at the end of regulation time is decided by a five-minute sudden death overtime period. If still tied, a shoot-out will commence. Teams should extend their nets to 4 full length goal posts for the shoot-out. This is for the safety of goalies as shooters are encouraged to aim the ball, rather then blast it as hard as they can. Also shots will be taken at a distance of 12 paces (approx. 25 feet).
  • Each of the five players on the field takes one shot each
  • Only the players on the field at the end of the game can participate and the goalie that finished the game remains the goalie for the shoot-out. After five shots, if still tied, teams continue taking single shots until one team has scored (and the other team does not). The order of shooters must be maintained.
  • Metal cleats are not allowed.
  • Even if contact is made with the ball first, slide tackling is not allowed under any circumstances (even if an opponent is not in the vicinity).

Off-sides

  • There are NO off-sides. However, a strategy of consistently "cherry-picking" is considered to be unsportsmanlike.

Rough Play

  • ANY ROUGH OR PHYSICAL PLAY MAY RESULT IN IMMEDIATE EXPULSION FROM FURTHER LEAGUE PLAY.
  • It is recognized that incidental contact between players is inevitable, however, all players should go out of their way to avoid creating an unsafe play. This rule supersedes all others.
  • Please remember that you are playing in a self-officiated, co-ed, social league, so any arguments or disputes should be kept to a minimum.

Discrepancies/Disputes

  • If an infraction is disputed, a kick-in from the sideline is awarded to the offensive team.
  • If a goal is disputed, an indirect kick is awarded to the offensive team from where the original shot was taken.

Ultimate frisbee

Length

  • Matches are 55 minutes in length
  • Matches start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time
  • Games that are forced to be cut short due to time or dangerous playing conditions (ie. weather) will end with the final score being the score at the end of the previous completed inning.

General Rules

  • 6 players are permitted per team are permitted on the field. A team can play with a minimum of 4 people, as long as two (2) of the players are women and two (2) of the players are men. If the game is tied when regulation time has expired, then one more point is to be played in order to break the tie.
  • (A flip of the disc decides who will receive the throw). Field Set-Up:
  • Official 6-on-6 field size is approximately 35 to 40 paces wide and 55 to 60 paces long with end zones 8 to 10 paces deep
  • Half Rule: You may not score from a pass thrown before the halfway line. If an offensive player does catch a disc in the end zone that was thrown before half, the defensive team receives the disc on their own goal line.
  • It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level.
  • Zone defense is permitted, though man-to-man defense is most common with our 6:6 ultimate.

Softball

Length

  • Matches are 55 minutes in length
  • Matches are comprised of 7 innings.
  • Matches start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time
  • If a match concludes early, the teams can continue to play, but innings will not be recorded.
  • Games that are forced to be cut short due to time or dangerous playing conditions (ie. weather) will end with the final score being the score at the end of the previous completed inning.
  • No new inning can start with 5 minutes left before the formal end time.
  • MERCY RULE: Games will terminate if there is a 15 run difference at the end of the 5th inning and on.

General Rules

  • During playoffs, if the game is tied after the completion of 7 innings, or the expired time, teams will utilize the following format. The team that is up to bat will start the inning by placing their 'last out' from the previous inning on 2nd base, with 2 outs. Once 3 outs have been reached, the other team will then place their 'last out' from the previous inning on 2nd base (also with 2 outs) and proceed to bat until 3 outs is reached. Teams will take turns doing this until the score is settled upon the completion of a full inning.
  • Teams consist of nine (9) defensive players including one (1) rover, with a minimum of two (2) players of each gender on the field. A team may play with a minimum of seven (7) players, provided there is at least one (1) player of each gender present. A team may also play with eight (8) players if only one (1) player of a gender is available (e.g., one woman). However, if a team has nine (9) or more players available but only one (1) player of a gender, that team may field a maximum of eight (8) defensive players. In this situation, the team must play one player short on defense to maintain the league's gender participation requirements.
  • Prior to the start of each game, a single round of rock-paper-scissors will be used to determine the home team. The winning team will be designated as the home team and may choose whether to bat 1st or 2nd. **Playoffs: the higher-ranked team will have the choice to bat 1st or 2nd.
  • The rover may play anywhere on the field with the exception of the catcher's position and within the baselines before the ball is hit.
  • Each inning is played with 3 outs or when a team scores a maximum of five (5) runs. EXCEPTION: A team has no run limit in the final inning of the game.
  • 1st base and home plate will have "safety bases". As such, there will be a base for the catcher to touch and a separate base for the runner to step on. For the other bases, fielders should be touching 1 side of the base allowing a baserunner to touch the base without interference. There is absolutely no sliding. Any base runner that slides is automatically out.
  • There is a "suicide-line" halfway between 3rd base and home plate marked with an extra-base. Once the runner has crossed this line, they cannot return to 3rd base. If they do, it is an automatic out.
  • A "force out" will always be in effect between 3rd base and home plate once the baserunner has crossed over the "suicide line", meaning that a team can touch home plate with the ball rather than tag the runner to achieve an out.
  • A player can overrun 1st base without being tagged out if they continue to follow the foul line or stay to the right of it.
  • The team at bat provides their own pitcher. If a hit ball touches the pitcher, the ball is declared dead and the pitch is done over: base runners return to their previous bases and the pitch count is restored. (Pitchers should do their best to avoid making contact with a hit ball).
  • Every batter can receive a maximum of three (3) pitches. All foul balls, wild pitches, strikes, and balls count as one of the three pitches. Balls that bounce against the ground can still be hit. The only exception is a ball that hits the pitcher.
  • There is no bunting or faking to bunt. However, a ball that is hit with a full swing, but does not go past the pitcher IS a live, playable ball.
  • The batting order is two (2) men followed by one (1) woman - but teams that have more women than men can alter this format. The male order and female order must always stay the same, although the order when mixed may change depending on the male/female ratio. A team must use their full roster for batting (i.e. players cannot only play defense), and all players must bat before a male player can bat for the second time (this may change the male/female order). If a team only has two women present, the batting order will be 2 men, woman A, 2 men, woman B, 2 men, woman A, etc. The spot where woman C should have been will NOT be an automatic out. The batting order should remain intact from inning to inning. The first player to bat in an inning is the person following the player who recorded the last at-bat from the previous inning.
  • There is no leadoff for base runners; you must wait until the ball has reached the plate. Please respect this rule.
  • Foul ball calls (balls that are hit outside of the baselines) should be made by the catcher. Controversial "out" or "safe" calls at each of the bases should be made by "base coaches", i.e. extra players on the offensive team. If base coaches are not being used, all controversial calls should be made by the pitcher. Please do your best to ensure that the game is being called in a fair manner.
  • Base runners are permitted to tag up on a caught fly ball. Runners must remain in contact with their base until the fielder has successfully caught the ball. Once the catch is made, runners may attempt to advance at their own risk.
  • The Infield Fly Rule is in effect. When a fair fly ball is hit in the infield and there is at least one runner on base, the batter will automatically be declared out. This rule is intended to prevent the defense from intentionally dropping a catchable fly ball in an attempt to turn an unfair double play. Teams are expected to uphold good sportsmanship and play in the spirit of the game.
  • If a ball is overthrown at 1st or 3rd base and goes 'out of play' - which is over the fence, into the dugout, beyond the extended backstop, etc., then the base runners can advance 1 'free' base. If the ball stays in play (hits fence, etc) then the ball is live, and the runners can advance at their own risk.
  • Baserunners must stay along the base paths. They cannot move more than 3 feet away from an imaginary line or they will be deemed out.
  • Pinch runners should only be pinch-runner if the batter is injured on a play. They are only allowed to substitute for a player of the same gender once the batter has reached first base. If you take a pinch-runner, you must take a pinch-runner for the rest of the game.
  • Should the ball and player arrive at a base at the same time or it is too close to call, then it's considered an out.
  • No metal cleats are allowed.
  • Captains should decide prior to the start of the game if they are going to play any ground rules with regards to boundaries. Please make sure that both teams are aware of these rules.

Soccer-baseball

Length

  • Matches are 55 minutes in length
  • Matches are comprised of 7 innings.
  • Matches start and end according to your online CSSC schedule.
  • If games start late, games must finish at the scheduled time
  • If a match concludes early, the teams can continue to play, but innings will not be recorded.
  • Games that are forced to be cut short due to time or dangerous playing conditions (ie. weather) will end with the final score being the score at the end of the previous completed inning.
  • No new inning can start with 5 minutes left before the formal end time.

General Rules

  • During playoffs, if the game is tied after the completion of 7 innings, or the expired time, teams will utilize the following format. The team that is up to bat will start the inning by placing their 'last out' from the previous inning on 2nd base, with 2 outs. Once 3 outs have been reached, the other team will then place their 'last out' from the previous inning on 2nd base (also with 2 outs) and proceed to bat until 3 outs is reached. Teams will take turns doing this until the score is settled upon the completion of a full inning.
  • Teams are comprised of nine (9) players with a minimum of three (3) of each gender. A team can play with a minimum of 7 people, as long as there are two (2) of each gender.
  • A coin toss should determine the home team
  • Each inning is played with 3 outs or when a team scores a maximum of eight (8) runs. EXCEPTION: A team has no run limit in the final inning of the game.
  • The pitcher cannot bounce the ball into home plate; it has to be rolled along the ground. Pitches that bounce one (1) foot above the ground will be a ball.
  • There is no bunting, if the kicker takes a full kick, and it does not pass the pitcher, then it is a fair kick. But intentional bunting is not allowed.
  • The team at bat provides there own pitcher. The pitcher can pitch form wherever they chose. If a hit ball touches the pitcher, the ball is declared dead and the pitch is redone base runners return to their previous bases and the pitch count is restored. (Pitchers should do their best to avoid making contact with a hit ball).
  • Every batter can receive a maximum of three (3) pitches. All foul balls, wild pitches, strikes and balls count as one of the three pitches. The only exception is a ball that hits the pitcher (see rule 11)
  • The batting order is two (2) men followed by one (1) woman - but teams that have more women than men can alter this format. The male order and female order must always stay the same, although the order when mixed may change depending on the male/female ratio. A team must use their full roster for kicking (i.e. players cannot only play defense), and all players must bat before a player of the same gender can kick for the second time (this may change the male/female order). If a team only has two women present, the batting order will be 2 men, woman A, 2 men, woman B, 2 men, woman A etc. The spot where woman C should have been will NOT be an automatic out. The kicking order should remain intact from inning to inning. Any players arriving after their team has batted in the first inning, will be inserted into the bottom of the gender batting order. The first player to bat in an inning is the person following the player who recorded the last at bat from the previous inning.
  • Mercy rule: If a team is up by 15 runs or more after the 5th inning of play, the losing team has the option of calling the game or choosing to continue.
  • There are no leadoffs for base runners or stealing bases; you must wait until contact with the ball is made. Please respect this rule.
  • Runners can be tagged out; also the ball can be thrown at them. If it hits them above the shoulders, the runner is considered safe, and will be awarded one additional base in addition to the one which they were running to (ie. If a runner was hit in the head running to 2nd base, they would be granted third base).
  • When the ball hits the runner, the runner is out, but the play is continued.
  • No blocking runners between bases.
  • Please note kickball foul balls include the following circumstance: If the ball is kicked and lands outside the foul zone, and someone tries to catch it but drops it, it is considered a foul ball.
  • Players are considered out by the following (i) Striking out (ii) A fly ball caught by the defense (iii) A foul out (vi)The runner being tagged by the ball (iv) A runner being hit by a thrown ball below the shoulder.
  • No metal cleats are allowed.
  • Players in the field are not allowed to stand inside the baselines before a player attempts to hit a ball ie. Shortstop can't come up and stand beside pitcher before batter has attempted their kick.
  • Captains should decide prior to the start of the game if they are going to play any ground rules with regards to boundaries. Please make sure that both teams are aware of these rules.

More questions? Email charlottetownsport@gmail.com or call or text 902-631-3499.

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