3v3 SOCCER RULES INTRAMURAL SPORTS

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RULE ONE: THE GAME, FIELD, PLAYERS Section One: General Provisions A. Eligibility 1. This activity will be conducted according to the eligibility rules set forth in the Intramural Sports Participant Guide. 2. All participants must present their own Winthrop photo identification card (Winthrop ID) to the Sport Supervisor at the playing site prior to participating in each Intramural Sports contest. Sport Programs will not accept any other form of identification (i.e., driver s license, passport, social media profile photos, etc.). Players without a Winthrop-issued ID will not be permitted to play. 3. The participation by an ineligible player will subject the offending team to forfeiture of the contest and possible removal from the league. B. Players 1. The game shall be played between two teams of three (3) players each. 2. A team may begin a game with a minimum of two (2) players. 3. A team may have a maximum of seven (7) players on the roster. Players who have not participated may be removed from the team roster prior to the roster freeze date (see IMLeagues). 4. The jurisdiction of the Sport Programs staff begins when a team or player enters the facility and ends when the team or player leaves the property. During this time, participants are expected to treat all Sport Programs staff, opponents and Recreational Services property with respect. 5. The use of alcohol and/or tobacco is strictly prohibited. C. Sportsmanship Rating 1. Participants and spectators are expected to demonstrate positive sportsmanship towards other teams and staff members at all times. At the conclusion of each game, teams will be assigned a sportsmanship rating that reflects the team s overall conduct for that night. 2. In order to be eligible for the playoffs, a team must have a sportsmanship rating average of at least 3.00 at the conclusion of the regular season. 3. During the playoffs, teams who receive a sportsmanship rating below three (3) will be placed on probation. A second rating below three (3) during the same playoffs will result in forfeiture for the offending team. A four (4) is given when the team cooperates fully with the Sport Programs staff and the opponent. If necessary, the team captain speaks calmly with Sport Programs staff regarding questions or rule interpretations. A three (3) is given when the team displays a few lapses in sportsmanship but receives no unsportsmanlike conduct penalties. The captain remains in control of the team at all times without being prompted by staff. A two (2) is given when the team displays somewhat frequent lapses in sportsmanship, and the team captain does very little to assist in alleviating the problem. This is the highest sportsmanship rating a team can receive after being assessed an unsportsmanlike conduct penalty. A one (1) is given when the team receives one ejection and/or multiple unsportsmanlike conduct penalties. The team captain has little or no control over the team, is part of the problem and/or is unwilling to work with staff. This is the rating a team receives for a game ended due to unsportsmanlike conduct penalties alone.

A zero (0) is given when the team is completely uncooperative and behaves in a way that violates Winthrop University regulations. The team shows a blatant disregard for the policies and rules of Recreational Services. Teams receiving this rating will be ineligible to compete until meeting with the Assistant Director, Sport Programs to discuss the incident. Section Two: Field A. The Playing Area 1. The playing area shall be 40 yards in length and 30 yards in width. 2. There shall be a goal box 3 yards in length and 4 yards in width in front of each goal. The ball may not be played in this box. a. If the ball is played by a defensive team in this area, then a goal shall be awarded to the offensive team. b. If the ball is played by an offensive team in this area, then a goal kick shall be awarded to the defensive team. c. If the ball becomes dead in the goal box, a goal kick will be awarded. 3. Teams shall stand on opposite sides of the midfield line. Teams may not occupy the same half at any time. Section Three: Equipment A. Official Ball 1. The ball shall be a Size 5, leather ball, provided by Sport Programs. B. Jerseys 1. Players of opposing teams must wear contrasting colored jerseys. 2. If the whole team fails to all have similar jerseys they will be required to wear pinnies. 3. No team members may share jerseys. 4. It is the team captain s responsibility to ensure his team is prepared to play with the correct uniform. C. Players 1. Cleats of soft or hard rubber shall be allowed, but metal cleats are not permitted. 2. Players who are caught wearing metal cleats will be automatically ejected from the game. 3. Players must remove all jewelry prior to participation, including (but not limited to) piercings, watches, necklaces and bracelets. 4. Protective equipment may be worn by any player at all times. However, it must be worn properly. Padding must cover splints, braces and/or casts. 5. The Sport Programs staff may prohibit the use of any equipment that may perceptibly affect the game, compromise the safety of participants or fans or enhance a player s performance 6. The Sport Programs staff may prohibit the use of any type of protective equipment that presents considerable risk to the safety of other players. 7. Equipment that includes computers, electric components or mechanical devices shall be declared illegal. RULE TWO: GAMEPLAY Section One: Gameplay A. Coin Toss 1. After winning the coin toss, the winning captain will make one of two choices: a. Possession of the ball b. Direction of attack 2. The losers of the toss will be given the remaining choice.

B. Kickoff 1. Each half will begin with an indirect kickoff by the team decided by the coin toss. 2. All players, except for the player making the first touch, must begin the kickoff outside the circle on their respective halves of the field. 3. Kickoffs may be played in any direction. They are not required to be played forward. C. Suspended Play 1. After play is suspended, an indirect kick will be given on the restart to the team who last had possession of the ball at the point on the field nearest the location of the ball when play was stopped. 2. If there was no clear possession by one team, there will be a drop ball at the spot where the ball was declared dead. D. Offsides 1. There will be no offside calls at any time. Section Two: Scoring and Timing A. Scoring 1. In order to score a goal, the ball must pass completely over the goal line. 2. Teams will only be permitted to score on shots taken from their offensive half of the field. a. Goals scored from the offensive team s defensive half of the field will be considered a violation and an indirect free kick will be rewarded to the defensive team from the spot of the kick. 3. After a goal, a kickoff shall be awarded to the opposing team (team who gave up the goal). B. Timing 1. The game will be 30 minutes in duration, divided into two 15 minute halves. 2. No timeouts will be awarded to any team. 3. The clock shall run continuously unless one of the following occurs: a. Injury; b. Official time out C. Timing Errors 1. The referee will keep the clock and have complete jurisdiction over timing throughout the game. 2. If a timing error occurs, it is the referee s decision as to how to correct that error. D. Overtime 1. During the regular season, games will be allowed to end in a tie. 2. During the playoffs, the following overtime procedures will be used to break the tie: a. Another coin toss will decide who takes the kickoff for the first overtime period b. A five (5) minute overtime period will be played. If the score is no longer tied at the conclusion of this period, the game is completed, and the team who is in the lead will be declared the winner. c. If the game is still tied following the first overtime period, there will be an untimed sudden death period. The first team to score in the sudden death period will win the game. d. Should the game go to a sudden death period, the team who did not take the kickoff at the start of the first overtime period shall have the kickoff for the sudden death period. Section Three: Mercy Rule and Forfeits A. Mercy Rule 1. If a team is five (5) or more goals ahead when the clock reaches the two (2) minute mark in the second half, the game is over. B. Canceled Game 1. The score of any canceled game, via forfeit or default, shall be 5-0 in favor of the offended team.

C. Grace Period 1. If a team cannot field the number of players required to participate at game time, the opposing captain will be given the choice to either apply the grace period or receive a win by forfeit. 2. Should a captain choose to apply the grace period, the game clock will start and run for up to 10 minutes. If after 10 minutes a team still cannot field the number of players required to participate, a forfeit is declared. Section Four: Substitutions A. Flying Substitutions 1. Players may exit and enter at any time through the substitution zone, which will be marked in front of each team s bench. 2. A team may never have more than three (3) players on the field. 3. A player must always exit before another player will be eligible to come onto the field. 4. Each team is only permitted to use its own substitution zone directly in front of the bench. Players may not exit or enter through the opposing team s zone. 5. Failure to comply with all substitution policies could result in a player/team caution. RULE THREE: FREE KICKS, PENALTY KICKS Section One: Free Kicks A. Direct Free Kicks 1. Direct free kicks will only be awarded on corner kicks and penalty kicks. All other free kicks will be indirect. B. Indirect Free Kicks 1. Indirect Free Kicks will be given in the following circumstances: a. If the ball goes out of bounds on the sidelines b. If a goal kick is required c. A non-malicious foul is called d. If a player who is taking a free kick is the first to touch the ball after it has been initially played e. If a player unintentionally plays the ball with the arm or the hand f. If a player commits any other act or acts that could be considered charging, obstructive, dangerous, or unfitting of the contest. 2. How Taken a. Players opposing the kicker shall be at least five (5) yards from the ball until it is kicked, unless they are standing just outside their defensive goal box. b. The ball must be stationary before it is played from the spot specified by the official. Failure to kick the ball as specified will result in a re-kick. c. After the free kick, the ball may be played by any player other than the player who took the kick. The kicker may not play the ball until it has been touched by another player. Section Two: Penalty Kicks A. Penalty Kicks 1. Penalty kicks will be given in the following circumstances: a. A player is given a red card b. A player commits any foul that clearly prevented a goal in a clear goal scoring opportunity c. A player intentionally plays the ball with his/her hands or arms 2. How Taken a. The penalty kick will be taken from the center of the field on the division line. b. All other players must be behind the shooter and outside the midfield circle.

c. Each penalty kick is a dead ball kick; therefore, no play will be made on the ball once it is kicked. d. If a goal is scored, play proceeds with a kickoff to the defending team. e. If a goal is not scored, play proceeds with a goal kick to the defending team. RULE FOUR: THROW-INS, GOAL KICKS, CORNER KICKS Section One: Throw-Ins A. When Taken 1. There are no throw-ins in 3v3 Soccer. Section Two: Goal Kicks A. Goal Kicks 1. All goal kicks should be taken from the goal box. 2. All goal kicks are indirect. Any goal kick that goes untouched into an opposing team s goal will result in the defensive team being awarded a penalty kick. 3. After the goal kick, the ball may be played by any player other than the player who took the kick. The kicker may not play the ball until it has been touched by another player. Section Three: Corner Kicks A. Corner Kicks 1. A corner kick shall be awarded to the attacking team when the entire ball passes over the goal line, excluding the portion under the goal, either in the air or on the ground, having last been touched or played by the defending team. 2. Players of the defending team shall remain at least five (5) yards from the ball until it is kicked. 3. The ball shall be kicked from the ground within the quarter circle nearest where the ball left the field of play. 4. The ball shall be moved at least one revolution forward before it is in play. Failure to kick the ball as specified will result in a re-kick. 5. After the corner kick, the ball may be played by any player other than the player who took the kick. The kicker may not play the ball until it has been touched by another player. RULE FIVE: FOULS, CONDUCT Section One: Fouls A. Kicking, Striking, Tripping, and Jumping 1. A player shall not intentionally attempt to or kick, strike, or jump at an opponent. 2. A player shall not intentionally trip an opponent. This includes tripping or attempting to trip an opponent by use of the legs, or by stopping in front or behind an opponent in such a manner as to cause a fall or loss of balance. 3. NO SLIDE TACKLES ARE ALLOWED. All slide tackles will result in an automatic yellow card and a sportsmanship deduction for the offending player s team. Section Two: Handling A. Handling 1. A player shall be penalized for handling, carrying, striking, or propelling the ball with a hand or arm. a. If intentionally, the player will be ejected and the opposing team will be awarded a penalty kick. b. If not intentional, the opposing team will be awarded an indirect free kick from the spot nearest the violation.

Section Three: Charging A. Charging 1. A player shall not intentionally charge an opponent unfairly. An unfair charge is one in which a player does not use shoulder-to-shoulder contact with an opponent and/or does not have arms and elbows close to his/her body, and/or does not have at least one foot on the ground, when the ball is not being played, and the charge is done in a dangerous manner. 2. A fair charge is allowed and is one in which a player makes non-violent shoulder-to-shoulder contact with an opponent, with the arms and elbows close to the body, at least one foot on the ground, and the ball within playing distance. 3. A player having one or both feet on the ground shall not charge into an opponent who has both feet off the ground. 4. A player shall not charge into an opponent when neither player is within playing distance of the ball. Section Four: Obstruction A. Obstruction 1. Obstruction is the intentional act by a player, not in possession of the ball of not attempting to play the ball, running between an opponent and the ball or using the body as an obstacle. 2. A player not attempting to play the ball, but remaining between the ball and an opponent, may be legally charged from behind provided the charge is not violent or dangerous and the ball is within playing distance. Section Five: Misconduct A. Yellow Cards 1. Players, coaches, or any other personnel representing a team may be given a yellow card for the following: a. Entering or leaving the field illegally b. Unsportsmanlike conduct c. A slide tackle d. Any incidental use of vulgar or profane language e. Objection by word, mouth, or action to any decision given by an Sport Programs staff member 2. Any person given a yellow card must leave the field of play for two (2) minutes. If no substitute is available for a player who is given a yellow card and is on the field, then the team will be forced to play down a player for that time. B. Red Cards 1. Players, coaches, or any other personnel representing a team may be given a red card for the following: a. Exhibiting violent conduct or committing a dangerous foul that is malicious in nature b. Using foul or abusive language c. Any subsequent act of misconduct after having been cautioned (two yellow cards) d. Intentional handling of the ball 2. Any person given a red card must leave the field of play immediately for the remainder of the contest. A penalty kick will be given to the non-offending team. 3. Players who are disqualified will be able to be replaced on the field. If no replacement is available, then the team will be forced to play down a player for the remainder of the game or until an additional player becomes available.

RULE SIX: PROTESTS Section One: Protests A. Types 1. Misinterpretation of a rule. The protest must be made before play continues or before the Sport Programs staff leaves the playing area. 2. Illegal player or players. The protest must be made while the players are still in the game and before the Sport Programs staff leaves the playing area. 3. Ineligible player. The protest must be made within 24 hours of the end of the game. The Sport Programs staff will rule on the protest. B. Procedures 1. Protests based on decisions involving accuracy of an official s judgment will not be considered. 2. Team captains must initiate protests. The Sport Programs staff on site, including the Intramural Sports Officials and Sport Supervisors, will determine the next action to take place.