• Home
  • Schedule
  • Standings
  • Teams
  • Hall of Fame
  • More
    • Home
    • Schedule
    • Standings
    • Teams
    • Hall of Fame
  • Home
  • Schedule
  • Standings
  • Teams
  • Hall of Fame

Add the calendar link

Calendar Link

Rules & Gameplay

Week 4 - Flag Football

OVERALL

  • 12 min games
  • 6 vs. 6
  • 1 point for a touchdown
  • Teams can sub after any touchdown or turnover


GAMEPLAY

  • Rock-Paper-Scissors to determine who stars with the ball. Team starts with the ball at their ~5 yard line.
  • Teams have 4 downs per possession to get a touchdown. If they fall short, it results in a turnover from that line of scrimmage or down.
  • Can punt on 4th down to put the opposing team on their own 5 yard line
  • 6 steamboat before the defence can rush. If the defence crosses the line prior to 6 steamboats then they cannot make a tackle and the QB can rush.
  • QB has 10 steamboats total for the ball to pass the line of scrimmage (pass or run). If not, it's a dead play and offence moves onto the next down
  • If the defence doesn't rush then the quarterback must stay behind the line of scrimmage
  • If the ball is handed off, any defender may rush
  • Once the ball is past the line of scrimmage no forward passes (same applies after the first forward pass)
  • No direct handoffs, any laterals must be pitched
  • Play is dead after: (i) ball hits the ground, (ii) ball carriers flag is pulled, (iii) ball carrier steps out of bounds, (iv) any part of the ball carrier's body touches the ground, other than hands or feet
  • Interceptions are returnable
  • Once the buzzer goes there will be 5 plays left.
  • Pass interference on defence = replay the down from same line of scrimmage. Pass interference on offense = loss of a down and play from same line of scrimmage
  • If you only have one flag when you touch the ball then the ball play is dead once you touch the ball (this does not apply if the defence pulls the flag before the player gets the ball)



Week 3 - Ultimate Frisbee

TEAMS & STARTING

  • 2 teams of 5 players.
  • Start with a pull (throw-off). After a point or at halftime, the opposing team pulls again.
  • A pull that lands in the field or end zone is played where it lands.
  • A pull that goes out the back of the end zone can be brought to the center of the field, 3 paces forward of the end zone line.
  • A pull that goes out the side is played from where it crossed out.
  • A pull that is dropped is considered a turnover.


SCORING

  • Score a point by catching the disc in the opposing end zone.
  • If a player catches the disc just outside the end zone and momentum carries them in, it is not a score. They must step back to the line and continue play.


MOVING THE DISC

  • No running with the disc.
  • After catching, the player must stop as quickly as possible — up to 4 steps max.
  • You have 7 seconds to throw the disc. If the defender counts too quickly, the count is reset to 0 and starts again.
  • Defenders must stay at least one arm’s length plus one disc length away from the thrower.


TURNOVERS (CHANGE OF POSSESSION)

  • The other team gains possession if:
  • The disc hits the ground.
  • A pass is intercepted.
  • A pass goes out of bounds.
  • The thrower exceeds the 7-second limit.
  • The pull is dropped at the start of a point or game.


FOULS

  • No physical contact — no pushing, hitting, or body blocks.
  • A disc batted out of the handler’s hand is a foul. (However once the disc is released by the thrower, batting down is fair play and is a turn over)
  • When a foul is called, the play is a re-do — return the disc to the thrower and resume play.


SUBSTITUTIONS

  • Players can sub after a point is scored or in case of injury.


SPIRIT OF THE GAME

  • No referees — call your own fouls honestly.
  • Be respectful, play fair, and keep it fun.

Week 2 - Soccer

Rules

  •  (4 vs. 4 + Goalies)
  • Players: Each team will have four players on the field at a time, plus one goalie. Substitutions can be made at any time. Players must sub off at the center line. 
  • Out of Bounds: When the ball goes out of bounds along the sidelines, it will be put back into play with a kick-in from the spot where it crossed the line. If it goes out behind the goal, it will result in a goal kick for the defending team (if last touched by the attacking team) or a corner kick for the attacking team (if last touched by the defending team).
  • Offside: there are no offsides.
  • Fouls: When a foul occurs, play will stop, and the ball will be placed at the exact spot where the foul took place. The restart will be a two-touch situation. This means the player taking the free kick must touch the ball once to put it in play, and then a different player from their team must be the second to touch it before a goal can be scored directly from the free kick. The player taking the kick cannot be the second to touch the ball.
  • General Gameplay: We'll be playing standard soccer, aiming to score by getting the ball into the opponent's net using our feet. Goalies can use their hands within their designated penalty area.
  • Game Duration: Each game will be 12 minutes long with no halftime.


Schedule

  • 7:00 PM - 7:12 PM: Game 1: Team Purple vs. Team Maroon
  • 7:17 PM - 7:29 PM: Game 2: Team Baby Blue vs. Team Gold
  • 7:34 PM - 7:46 PM: Game 3: Team Purple vs. Team Baby Blue
  • 7:51 PM - 8:03 PM: Game 4: Team Maroon vs. Team Gold
  • 8:08 PM - 8:20 PM: Game 5: Team Purple vs. Team Gold
  • 8:25 PM - 8:37 PM: Game 6: Team Maroon vs. Team Baby Blue

Week 4 - Flag Football

Overall

  • 15 min games
  • 6 vs. 6
  • 1 point for a touchdown
  • Teams can sub after any touchdown or turnover


Gameplay

  • Rock-Paper-Scissors to determine who stars with the ball. Team starts with the ball at their ~5 yard line.
  • Teams have 4 downs per possession to get a touchdown. If they fall short, it results in a turnover from that line of scrimmage or down.
  • Defence can't pass the line of scrimmage until a count of 7 steamboats
  • QB can only rush the ball if a defender passes the line of scrimmage
  • If the ball is handed off, any defender may rush
  • Once the ball has passed the scrimmage line, it cannot be passed forward. It can only be tossed or handed off backwards.
  • The ball is dead when it hits the ground, the offensive player’s flag is pulled from their belt, the ball-carrier steps out of bounds, or the ball-carrier’s body—outside of their hands or feet—touches the ground
  • Interceptions are returnable

Week 5 - Spikeball

Tournament Play

  • Each team is divided out into teams of 2. Example if Blue has 10 players: Blue 1, Blue 2, Blue 3, Blue 4, and Blue 5.
  • If a team has odd numbers, we will pair the odd person with a member from another team.
  • Play according to image at the bottom of this page.

Gameplay

  • Games: Go to 15 points, win by 2, capped at 19.
  • Serving: 
    • The server gets 2 serves per play (if needed). 
    • The play starts with one team serving to a member from the other team across from them.
    • A serve is hit roughly 7 feet away from the net and needs to bounce off the net without rolling. 
    • If the serve hits the rim, it counts as a fault.
    • If the serve hits a pocket, it’s an automatic re-serve (NO fault)
    • If the server wins the point, they switch positions with their teammate and then serve to the other opponent. If the serving team loses a point, the other team starts serving. The next time the team gets a point the other member starts serving.
  • Points: Points are earned on every single play. You don't have to be serving to win a point. A team earns a point when either: (1) the opposing team fails to return the ball, (2) the opposing team commits a fault like hitting the rim or rolling the ball across the net, or (3) the opposing team's server has 2 faults in a row.
  • “Pockets” - If the ball is served into a pocket, then it’s an automatic re-serve (no fault). Hitting a pocket during gameplay is allowed and the play continues.
  • Gentlemen’s rule: if the other team accidentally blocks a route to the ball, you can agree to a ‘let’ and replay the point.
  • Rally: You can hit the ball with any part of your body to keep it up and in play. A team has a maximum of 3 alternating hits to bounce the ball back off of the net (same player can’t hit the ball twice in a row). Once that happens, it's the opponent's turn to get it back off of the net.

Disagreements: If teams disagree about a play, ex: if it hit the rim or not, then replay the point.

Download PDF

Spikeball Tournament Play

From Keon's online referee discussions

Copyright © 2025 GSL - All Rights Reserved.


Powered by

This website uses cookies.

We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.

Accept