- The season starts on the 3rd or final Tuesday of October and runs continuously to the 3rd or final Friday of April.
- Each team plays a total of 26 games (13h/13a).
- Each team plays the other 4 divisional teams 4 times (8h/8a) (16 Games).
- Each team plays all 5 teams in one of the in-conference divisions once in a rotating manner (either 3h/2a or 2h/3a; alternates each year) (5 games).
- Each team plays all 5 teams in one of the non-conference divisions once in a rotating manner (opposite of in-conference format) (5 games).
- Each team plays 1 game per week.
- Bonus Points System:
1) 4 points for winning a game
2) 2 points for drawing a game
3) 0 points for losing a game
4) 1 bonus point for losing by 8 points (or fewer) or in overtime.
5) 1 bonus point for scoring 10 goals (or more)
- Overall Dimensions = 200' x 85' (61m x 26m).
- Goal Zone = 35' x 28' (10.7m x 8.5m).
- Arc Zone = inside the 45' (13.7m) arc.
- Wedge Zone = in between the 45' (13.7m) arc and the 50' (15.2m) yellow line.
- Prime Ring = 30' (9.1m) diameter circle.
- Goal Dimensions = 14' x 8' (4.3m x 2.4m).
- Penalty Mark = 28' (8.5m) from goal.
- Ball = Volleyball (65-67cm in circumference and weighs 260-280g).
- Both halves begins with the Bounce-Off.
- The referee bounces the ball on the ground inside the prime ring high into the air and one Midfielder from each team attempts to gain possession.
- Games are played in 2 25-minute halves.
- Teams switch ends each half.
- Shot Clocks are 35 seconds.
- Each team gets one 1-minute and two 30-second timeouts for each half; A timeout shall be awarded only during a dead ball or when the team requesting the timeout has possession of the ball.
- A player shall not be granted a timeout if both of his feet are in the air. One foot must be inbounds to establish himself in play.
- If a timeout is called when a team has no remaining timeouts, a team technical is given, and the opposing team is awarded a penalty shot and a throw in.
- Halftime is 15-minutes.
- 2 minutes will be given at the end of the game if the game is tied and results in a shootout.
- The captain will select 2 shooters and one Goalkeeper; The captain will also choose the order in which the 2 offensive players will shoot.
- Each team will alternate shots.
- The team with the most points after all offensive players have shot is declared the winner.
- If the score is tied after all offensive players have shot, the game will go into a sudden death shootout in reverse order (i.e. 1,2,2,1) until one team has more points than the other at the end of the round.
- In a shootout, a goal is worth 1 point.
- 6-a-side; 18-man roster.
- A max of 12 players may be on active roster for each game; All 18 players on the roster are eligible to be selected.
- Roster Setup = 3 midfielders, 6 forwards, 6 defenders, and 3 goalkeepers.
- Goalkeeper (GK) - Traditional keepers stay close to the goal and don't wander outside of the penalty area or race into the midfield with or without the ball and wind up as part of the attack. Most goalies are 6' or taller as bigger goalkeepers can cover more ground in front of the net, but they must be quick and nimble (1).
- Defenders (D) - They play in front of the goalkeeper, and their primary duty is to stop the opposition from scoring. Outside fullbacks play on the left and right flanks and rarely move from their sides of the field. Central defenders play in the middle of the field and usually cover the opposition’s leading goal scorer or center forward(s) (2).
- Midfielders (M) - Expected to run the most in a game. They should be able to penetrate deep in enemy territory on attack and make the transition to defense when the opposition retains possession of the ball (1).
- Forwards (F) - Their primary job is to score goals or to create them for teammates. A center forward, also known as a striker, should be a team’s leading goal scorer and the most dangerous player in the attacking third of the field (2).
- Players are required to stay within their zones (D - Defend Half, M - Whole Field, F - Attack Half, GK - Goal & Penalty areas)
- A team reduced to less than 5 players will result in a forfeit.
- Coaches and other personnel may not enter the field of play or cross the scorer's table at the center of the field.
- Failure to comply will result in an unsportsmanlike conduct technical foul.
- The maximum number of substitutions per half is 12.
- Unlimited number of interchanges allowed at the half time break.
- A team is allowed 35 seconds to replace an ejected or injured player.
- The approved methods for advancing the ball throughout the entire field are Basketball Dribbling, Soccer Dribbling, Team Handball Throwing, Team Handball Passing, Kicking (Indoor Soccer Passing), and Basketball Passing.
- A player cannot take more than 2 steps without dribbling the ball.
- Once a player stops dribbling the ball, the foot that lands on the field first is their pivot foot.
- They cannot pick this foot up again while in possession of the ball unless they attempt to switch is dribbling method (Basketball to Soccer and vice versa); However, that player may take an unlimited amount of steps with the free (non-pivot) foot so long as the pivot foot stays in place.
- If both feet are touching the playing surface when the player takes possession, then the player may elect to designate either foot as their pivot foot by moving or lifting their free foot.
- Once a player stops dribbling the ball, they may only advance the ball by using the opposite dribbling method he was using or by shooting/passing the ball; However, if they switch dribbling methods and stops dribbling again, they must either pass the ball or attempt to score.
- Once a player stops dribbling the ball, they have 8 seconds to make their decision regarding the advancement of the ball.
- Play off of walls = The ball may be struck in such a way that it contacts one or more walls without penalty or stoppage. If the ball flies over the walls or contacts the ceiling, play is stopped and the team opposing the one that most recently touched the ball is awarded a free kick at the location where the ball left the arena or made contact with the ceiling.
- The number of consecutive passes that teams are allowed is 4.
- A player on the ground or on their knees may not pick up the ball or drag it back under them; If they do, they will have a free kick awarded against him. When in this position, a player can only knock the ball on.
- A throw in is a dead ball, and therefore cannot be scored without being touched by another player; If an offensive player attempts a shot on goal from a throw in, and a defensive player touches it, it is considered in play, and may then cross the goal line or plane of a ring and count as a legal score.
- Shoulder to shoulder contact and hip checks are permitted; However, it must be made when the player is making a play on a loose ball, and the player making the contact cannot leave the ground.
- Slapping the ball out of an opponent's hand is permitted.
- Sliding tackles are not permitted; if one attempts to slide on an indoor field, painful burns and/or cuts can occur.
- Hand checks are permitted; However, they must be made from the front of the ball handler.
- Boxing/Shielding and set picks are legal; However, motion picks are not.
- Defensive players are allowed to establish their position to draw charging fouls.
- No foul is called for airborne contact between two players of contact is made on a neutral-vertical plane.
- Pushing/Pulling/Striking/Kicking/Elbowing/Tripping/Tackling an opponent is not permitted.
- Blocking a shot/pass while making contact with the foot/hand while a player is attempting to shoot or pass is not permitted.
- Interfering with the Goalkeeper during a shot attempt is not permitted.
- Hitting a defenseless player (from the back/blindside, while in the air, or still in motion while attempting a shot/pass) is not permitted.
- Impeding the landing of airborne players is not permitted.
- Hitting a player who is not within reaching distance of the ball is not permitted
- The following fouls are personal fouls:
1) Any contact violation listed above.
2) Blocking - When a player uses their body position to prevent their opponent from advancing.
3) Charging - When an offensive player runs into a defender who has an established position.
4) Holding - Using the hands to interfere with or limit an opponent's freedom of movement.
5) Illegal Screen - The player setting the screen is still moving when the defender makes contact with them. This is a form of blocking which prevents the defender from moving around the screen.
6) Hand Check - When a defender intermittently or continuously uses one or both hands on an opposing player, usually the ball handler from either the back or the blind side.
7) Over-the-Back - Jumping on and over the back of an opposing player who is attempting to gain possession of the ball.
8) Reaching In - When attempting to steal the ball, the defender extends their arm+hand / leg+foot and makes contact with the ball-handler.
9) Lifting the ball off the ground with the knees.
10) Lying on the ball.
11) Wresting the ball from an opponent who has caught the ball.
12) Refusing to leave the field of play when ordered off (Yellow or Red Card) or rejoin the game after being ordered off.
13) Refusing to leave the field of play, on the instruction of the Referee, for attention, after an injury involving bleeding.
14) Arguing with, disputing the decision of, or using abusive language towards an umpire.
- Flagrant Foul - Any foul committed in an violent and harmful manner.
- Intentional Foul - A foul committed on purpose, usually by a defensive player, to stop the clock or prevent a score.
- Shooting Foul - When a defender makes contact with an offensive player who is in the act of shooting the ball.
- Technical Foul - Violations and misconduct that are detrimental to the game. These are penalized by free-throw opportunities.
- Flagrant Foul - One penalty shot, possession of the ball out of bounds, and the player committing the foul is disqualified.
- Intentional Foul - One penalty shot and possession of the ball out of bounds.
- Personal Foul - Possession of the ball out of bounds.
- Shooting Foul - One penalty shot.
- Technical Foul - Two penalty shots and possession of the ball out of bounds.
- All players have a max of 6 fouls; The 6th foul for all players is an automatic red card.
- Referees are required to use yellow cards to signal fouls, and red cards to signal the removal of players; A player who receives a red card is to be sent off and no replacement is allowed for the rest of the period.
- Yellow Card #1 = warning, Yellow Card #2-3 = 5-minute sin bin, Yellow Card #4-5 = 10-minute sin-bin.
- A Long Goal (Throwing or kicking the ball into the goal net beyond the 3-point arc - in the Wedge Zone): 3 points.
- An Mid Goal (Throwing or kicking the ball into the goal net outside of the goal box, but inside of the 3-point arc - the Arc Zone): 2 points.
- A Short Goal (Throwing or kicking the ball into the goal net inside of the goal box - the Goal Zone): 1 point.
- A Penalty Goal: 1 point.
- If a player releases the ball in the air, they will be awarded the amount of points equal to the zone they were last present in; If contact is made above a zone while one foot is planted on the ground in another zone, the points awarded are decided by where the player is in contact with the ground.
- Exception: If a player is established in one zone, but the ball is on the ground in another zone, the ball determines presence; Example 1: The ball bounces in the air above the Goal Zone. A player has one foot planted in the Arc Zone and extends the other foot, makes contact with the ball above the Goal Zone, and the ball passes over the goal line in the chamber. The player is awarded 2 points because they are established in the Arc Zone; Example 2: The ball is on the ground in the Goal Zone. A player has 1 foot planted in the Arc Zone and extends the other foot, makes contact with the ball that is on the ground in the Goal Zone, and the ball passes over the goal line in the chamber. The player is awarded 1 point because the ball was established on the ground in the Goal Zone.
- Once a team scores a goal, play is restarted with a bounce-off.
- If a defensive player possesses the ball and scores on his own goal, the points will be awarded to the offensive team as if it was an offensive player who took the shot. Points will be credited to the last person on the offensive team to touch the ball.
- A kick or a throw during a penalty shot that is touched by the goalkeeper is now in play. If the goalkeeper redirects the ball into a distant quadrant and it passes across the goal line of the chamber or plane of an over, it will be awarded 8 or 4 points respectively, and be credited to the offensive player that took the penalty shot.
- Soccer jersey, shorts, socks, shoes, shin guards, and american football wide receiver gloves.
- Uniform # System (Defenders and Goalkeepers = 67-99 / Midfielders = 34-66 / Attackers = 1-33).
- If a player has a cast or other protective equipment due to injury, it must be covered and padded. It is the official’s final judgment if the equipment is safe enough to enter the game; If that player is to ever use that equipment to gain an advantage or physically attack another player on the field, the person will be immediately ejected from the game. That player can no longer participate in any future games until the equipment is removed.
- If any player has unapproved equipment, that player shall be removed from the game until a dead ball when an official can inspect the new equipment and approve it.