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| SPEEDBALL RULES |
Florida State University PROHIBITS possession or consumption of alcoholic beverages on University property. This includes the Rec SportsPlex, Main Campus Fields, and Tully Gym. Violators will be asked to leave the area. Failure to do so can result in forfeiture of the ball game, suspension of individuals and/or teams, and appropriate action by the University Judicial Office.
For speedball, FSU Intramural Sports follows the rules established by the NFHS
for high school soccer except for the following modifications.
I. PLAYER ELIGIBILITY
1. Participation is limited to currently-enrolled, fee-paying FSU students,
faculty members, and full-time staff. FAMU & TCC students and members
of the community are not eligible. All areas
of eligibility are covered in the Intramural By-Laws which are available
through the Campus Recreation Office and online at the FSU Campus Recreation
web site.
2. In order to participate in an Intramural contest each player must present
their validated FSUCard. Exceptions must be directed to the Intramural
Sports Office for consideration by the IM staff during regular business
hours (9:00am-6:00pm). Bring a photo ID and proof of payment to obtain
a waiver from the IM staff. No such waiver will be granted at the game/match
site.
3. All players must sign-in at the sign-in table or with a supervisor
at the game site prior to each game to be eligible to participate.
TEAM COMPOSITION
1. Players can compete on one men's/women's team, regardless of league
classification, and one co-rec team.
2. Each team consists of six (6) players. A team must have five (5) players
to begin a game. Four players constitutes a default. Three or fewer players
signed-in at game time will result in a forfeit. At no time may the number
of players on a team fall below five (5).
(Co-Rec) Team composition in co-rec can be 3 men and 3 women, 3 men and
2 women, or 2 men and 3 women. No other combinations are permitted.
3. Unlimited substitutions are permitted. Players entering and leaving
the field must do so at the halfway line. Substitutions may occur at any
stoppage of play. Any player ejected from the game may not be replaced.
GAME TIME, MERCY RULE, TIMEOUTS
1. Game time is forfeit time. Any team that forfeits a game will not be
eligible for the playoffs. If the forfeiting team wishes to play the rest
of their regular season games, they must contact the Intramural Sports
Office via email or in person by 12 Noon of the next working day.
2. A game will be divided into two (2) periods of fifteen (15) minutes
each. Time runs continuously unless there is an injury or unexpected interruptions.
At the conclusion of each half, the teams reverse ends. There shall be
approximately five (5) minutes between halves. There are no time outs.
Time shall be extended to allow a penalty kick to be taken. Game time
will be kept on the field by the referee.
3. 10-at-5 Mercy Rule: If a team is ahead by ten or more points with five
minutes or less remaining in the second half, the game will end. At the
same time, if a team is ahead by four goals and is deemed to be stalling,
the officials have the option to end the game and sportsmanship points
may be deducted.
INCLEMENT WEATHER
1. The FSU Intramural Sports Office reserves the right to postpone or reschedule
a contest if circumstances warrant such action. Contests postponed due
to inclement weather or other reasons may or may not be rescheduled at
the discretion of the Intramural Sports staff.
2. In the case of inclement weather, the Intramural Sports staff will
make a decision regarding the playing of games after 4:00 pm. Players
should call the IM Sports RainLine at 645-RAIN (7246) for rainout information.
If inclement weather occurs after the closing of the Intramural Sports
Office, decisions regarding the continuing of the games will be made on
the field by the IM supervisors.
3. A playoff game stopped because of inclement weather will be resumed
at the point that the game is suspended. Regular season games stopped
because of inclement weather are generally not completed; no win or loss
is recorded in this case, however sportsmanship ratings will apply.
THE FIELD & EQUIPMENT
1. The speedball field shall be 60 yards long by 30 yards wide. The playing
field is 40 yards long with a 10-yard end zone at each end.
2. The goals are approximately 10 feet long by 3 feet high and are positioned
at the center of the field on the end line at the back of each end zone.
3. The penalty kick mark is located at the center of the field 3 yards
from the goal line on each end of the field. The penalty throw mark is
located at the center of the field 10 yards from the goal line on each
end of the field.
4. The game ball is a kickball-type ball that is slightly smaller than
a traditional soccer ball and harder than the typical red kickball used
during FSU kickball games. Balls are available for checkout at the IM
Sports Complex.
5. It is suggested that team members wear similar colored jerseys and
bring another colored jersey (i.e. one dark-colored and one light-colored
jersey). Pennies will be available at the game site for teams without
like-colored shirts.
6. All players must wear shoes; tennis shoes and soft-soled, one-piece
soccer shoes, plastic screw-on cleats are allowed. Cleats must be made
of non chipping material and not form a cutting edge. Metal spikes and
metal cleats are prohibited. Shoes will be checked by the official who
will have final say as to their legality.
7. Players are strongly encouraged to wear shin guards, however, they
are not required.
8. Players are not allowed to wear caps or bandanas.
9. Visible jewelry of any kind (earrings, studs, etc) is strictly prohibited
and may not be worn during the game. Taping of jewelry is not permitted.
Jewelry must be removed or the player will not be permitted to play. Casts
or any items deemed dangerous by the referee may not be worn during the
game. A player is subject to ejection for failure to comply after first
warning.
GAME DESCRIPTION
The object of Speedball is for the team in possession of the ball to advance
the ball down field toward their goal line and score. The opponents try
to intercept and obtain possession of the ball in order to move toward
their goal line and score. In general, the soccer rules apply when the
ball is on the ground; ultimate frisbee and football rules apply when
playing the ball in the air. Any time an aerial pass is incomplete or
knocked down inbounds, play continues as a grounded ball.
DEFINITIONS
When the ball is in play, it is referred to as a ground ball "on
the ground" or an aerial ball "in the air".
1. Ground Ball: A ball that has contacted the ground is called a ground
ball, whether it is stationary, rolling or bouncing. The ball remains
a ground ball even though it may bounce into the air, until it is lifted
into the air from a lift or direct kick. A ground ball may kicked, headed
or played with any part of the body except the hands and arms.
2. Aerial Ball: An aerial ball is one that has been lifted into the air
from a lift or direct kick. An aerial ball that has been caught maybe
passed from one player to another as in basketball or football. A player
may not execute a self-pass. An aerial ball can continue to be played
in this manner until it again touches the ground, becoming a ground ball.
A player catching an aerial ball while running is allowed only momentum
steps to immediately stop. Once stopped, a player has a maximum of ten
seconds to pass, drop or punt the ball.
3. Dribbling the Ball: Players may dribble a ground ball with their feet,
as in soccer. There is NO slide tackling.
4. Trapping the Ball: Trapping is controlling the ball, allowing players
to gain possession.
5. Lifting the Ball: Players convert ground balls to aerial balls by lifting
the ball for a direct kick. A ground ball is considered an aerial ball
when it is lifted entirely above the receiving player's waist and a mininum
of 2 feet off of the ground. A direct kick may be used as a lift, as it
lifts the ball off the ground making it an aerial.
6. Goal Keeper: The main assignment of the goal keeper is to keep the
ball from going through the goal. In Speedball, the goal keeper has no
special privileges and is governed by the same rules as any other player.
7. Out of Bounds: When a player causes a ball to go out of bounds over
the sidelines, it is put into play by any type of aerial pass by a player
of the opposing team at the spot nearest where the ball went out of bounds.
When an offensive player causes the ball to go over the end line in their
scoring endzone, the defense shall take possession with an aerial pass
or punt at the goal line nearest to where the ball went out of bounds.
When a defensive player causes the ball to go over the end line in their
own (non-scoring) endzone or to touch the goal, the offense shall take
possession with an aerial pass or drop at the penalty throw mark.
8. Offsides: There is no offsides in speedball.
KICKOFF PROCEDURE
1. A coin toss before the beginning of the game will determine which team
kicks off and which has the choice of ends. The team which defends the opening kickoff will kick off to start the second half.
2. A kickoff is used to start each half and to restart the game after
a successful score.
3. Prior to the kickoff, players on each team must take a position within
their own endzone. Players are free to move anywhere within their endzone,
but may not cross the goal line until the referee's signal. Following
a score, both teams return to the endzone in which they started the half (defense stays, scoring team returns to opposite end of field). Therefore, teams will be going towards the
same goal the entire half.
4. To start the half, the kickoff team (as designated at the coin toss) places the ball on its 3-yard penalty kick line. Following a score, the defense (team scored upon) becomes the kickoff team to continue the game.
5.
At the
referee's signal, the both teams can leave their endzones and
begin normal gameplay. At that signal, the kickoff team shall advance forward to kick the ball from the kick line and resume normal gameplay. If the kickoff team opts not to execute the kickoff, the opposing team may advance down the field and take possession of the ball.
GENERAL GAME PLAY
1. Every player is entitled to occupy any position on the field not occupied
by any opposing player, provided that s/he does not cause personal contact
in taking such a position.
2. During a ground ball period, the ball may be advanced by the offense
or stolen by the defense in accordance with NFHS soccer rules unless noted
otherwise within these rules. No slide tackling is permitted at any time.
3. During an aerial ball period, the ball may be advanced by passing (in
any direction), be punted, or dropped to the ground to become a ground
ball.
A. The Principle of Verticality: All players have the right to the space
immediately above them. Thus, a player cannot prevent an opponent from
making an attempt on a pass by placing his/her arms above an opponent.
Should contact occur the player restricting the vertical area is responsible.
A player who has jumped is entitled to land at the same spot without hindrance
by opponents. S/he may also land at another spot provided the landing
spot was not already occupied at the time of take-off and the direct path
between the take-off and landing spot was not already occupied.
4. The players first contact with the ground after catching the
ball determines whether he/she is in or out. The line is out. The first
point of contact must be all the way in, this includes the end zone.
5. A player may never run with the ball. Upon catching the ball a player
must stop as soon as possible and establish a pivot foot. Any further
movement is considered traveling.
6. A player may not catch their own pass unless tipped by a member of
the opposing team.
7. Only one marker is permitted to guard a player in possession of an
aerial ball. The marker can be no closer than 18 inches to the offensive
player. No other defensive player may establish a position within 3 yards
(9 feet) of the pivot foot of the player in possession of an aerial throw
unless he/she is guarding another offensive player in that area.
8. No defensive player may touch (strip) the ball while in the hands of
an opponent.
9. While in possession, a player is allowed 10 seconds to throw the ball,
but the stall count cannot begin until the player is marked. The marker
shall begin a verbal 10-second count (1 to 10). If the ball is not thrown,
dropped, or punted before the 10-second "stall" count is reached,
the ball is turned over and the defense gains possession of the ball at
the spot of the foul for an aerial throw.
SCORING AND PLAYS NEAR THE GOAL LINE
1. A touchdown, worth 1 point, is scored when the ball thrown by a player,
outside of the endzone, and legally caught by a teammate in the end zone.
The thrower must be positioned entirely outside the endzone prior and
during the throw. The receiver must have one foot land inbounds before
any part of the body lands in the out-of-bounds area for a legal reception.
One knee is equivalent.
2. A field goal, worth 2 points, is scored when the ball is kicked from
outside the endzone so that it crosses the endline within the confines
of the goal.
3. During a field goal attempt (when the ball kicked by either team outside
of the endzone), the ball may deflected by a member of either team positioned
outside of the endzone. The offense may not deflect the ball into the
goal from inside the endzone. If the ball is deflected by the defense
from inside the endzone into the goal, a goal is scored.
4. Ground balls within in the end zone must be kicked out of the end zone
prior to any scoring opportunity. A ground ball that is kicked by a player
from either team, deflected or undeflected, into the goal is considered
out of bounds and regular restart rules apply.
5. A ground ball may not be lifted (kicked) by the offense inside its
scoring endzone or into its scoring endzone and caught for a touchdown.
A ground ball that is initially kicked by the offense from outside the
end zone and deflected by either team into the offense's scoring end zone
may not be caught by the offensive team for a touchdown. A violation will
result in both cases (illegal use of the hands) with possession awarded
to the defense for an aerial throw at the spot of the foul. A ground ball
that is initially kicked by the defense from outside the endzone, deflected
or non-deflected, into its own non-scoring endzone may be caught by the
offense for a touchdown.
6. A ball may not be thrown into the goal for a field goal. The ball is
considered out of bounds in all cases and regular restart rules apply.
7. A thrown ball may be legally deflected in the air by either team anywhere
on the field. If the thrown ball is deflected and caught in the end zone
by the offense, a touchdown is scored. A thrown ball that is deflected
by either team and next touches the goal is considered out of bounds.
9. A kicked ball may be legally deflected in the air by either team anywhere on the field. If the kicked ball is legally deflected by the offense and contacts the goal, a field goal will result. If the kicked ball is deflected by the defense into the goal, it is considered out of bounds.
SLIDE TACKLING
1. There is NO SLIDE TACKLING in IM speedball. This rule applies to all players.
2. A slide tackle occurs when a player leaves his/her feet and leads with his/her feet to play the ball while the ball is in the proximity of another player. A slide tackle does not require that any contact occur between players.
3. On the first offense, a slide tackle will result in the immediate disqualification of the offending player and a penalty kick / throw awarded to the offended team. The offending player is immediately dismissed for the remainder of the match, but can be replaced by an eligible substitute. This is a disqualification not an ejection. A player's dismissal due to a slide tackle will not necessarily affect the team's sportsmanship rating.
4. On the second and subsequent offenses, a slide tackle will result in an immediate ejection of the offending player and a penalty kick / throw awarded to the offended team. The offending player is immediately dismissed for the remainder of the match and is not permitted to be replaced by the team. This is deemed an ejection and further disciplinary action may be taken. A player's ejection due to a slide tackle may negatively affect the team's sportsmanship rating.
5. At any time, if the slide tackle is deemed malicious (playing the player and not the ball and/or from behind), the offending player will be ejected and penalty kick / throw will be awarded to the offended team. Additionally, malicious play may negatively affect a team's sportsmanship rating.
RULE INFRACTIONS
There are three categories of rule infractions are: Violations, Personal Fouls and Technical Fouls.
1. Violations: Simple rule infractions are called violations and include:
A. Traveling with the ball - Receivers are granted reasonable distance to stop once they catch a thrown ball. Intentional juggling or fumbling a thrown ball will result in a traveling violation.
B. Illegal use of the hands - Touching a ground ball with the hands or arms. A ground ball must be lifted entirely above the receiver's waist to be played with the hands or arms.
C . Interference - Interfering with a kick off, penalty kick or throw-in.
D. Dangerous play - In the opinion of the official, all high kicks above the waist in a dangerous manner will be prohibited.
E. Obstruction - Obstruction is the intentional act by a player, not in possession of the ball or not attempting to play the ball, of running between an opponent and the ball or using the body as an obstacle.
F. Stalling - When a player in possession of an aerial throw retains possession while marked by a defender and the defender has completed the verbal 10-second count.
G. Closely guarded - When a defensive player marking an offensive player with the ball is closer than 18 inches to that player.
Violation Penalty: The penalty for a violation is that the opponents are awarded possession of the ball for an aerial throw at the spot of the foul. The defense must take a position at least 3 yards (9 feet) from the thrower, or at the goal line if within 3 yards of the goal line.
2. Personal Fouls: Personal fouls are rule infractions that involve unnecessary roughness and include actions like pushing, holding, kicking, tripping, charging, or blocking an opponent.
A. Kicking or striking an opponent - A player shall not intentionally attempt to kick or strike an opponent.
B. Jumping at or tripping an opponent - A player shall not intentionally jump at nor intentionally trip an opponent.
C. Charging a player in possession of the ball - A player shall not intentionally charge an opponent unfairly. Offenses include violently and/or dangerously charging a player or charging from behind.
D. Holding, pushing, or impeding an opponent - A player shall not use his/her hands or arms to hold, push, or impede an opponent.
E. Illegally contacting a ball in player possession - A player shall not attempt to strip or dislodge a ball in the possession of an opponent.
Personal Foul Penalty: The penalty for a personal foul is that the opponents are awarded possession of the ball for aerial throw or punt at the spot of the foul. The defense must take a position at least 3 yards (9 feet) from the thrower, or at the goal line if within 3 yards of the goal line.
3. Technical Fouls: The following infractions are considered technical fouls:
A. Slide tackling (also results in an immediate disqualification and/or ejection).
B. Unsportsmanlike conduct.
C. Intentional use of the hands or arms below the waist on a kicked ball near the goal.
D. Any personal fouls committed during an obvious scoring opportunity.
E. Unnecessary delay of game.
F. Illegal substitution.
Technical Foul Penalty: A penalty kick / throw is awarded for a technical foul.
PENALTY KICK / THROW PROCEDURE
1. The fouled team may select to take a penalty kick or a penalty throw from the appropriate penalty mark. The penalty kick or throw must be executed by the player who was fouled when possible. On non-player fouls, any player of the offended team on the field of play at the time of the foul may execute the kick or throw. The offended team must declare to attempt a kick or throw within 10 seconds when questioned by the game official.
2. The penalty kick shall be taken from the penalty kick mark, three yards from the goal line. One defensive player may position him/herself in front of the goal, within 2 yards (6 feet). All other players must position themselves outside of the end zone and at least 5 yards from the kicker.
3. For the kick, the defensive player may not move forward until the ball is kicked. The player may move laterally. The kicker must wait for the official to start the play. The kicker must kick the ball forward. If the ball is not put into play properly, the kick will be retaken. Any action to deceive the defensive player by the kicker is illegal.
4. Following the kick, the ball shall be deemed in play if it rebounds into the field of play. It may be played by any player on either team immediately. If the kick goes out of bounds, normal restart rules apply.
5. For the throw, the thrower shall position himself/herself at the penalty mark for the throw. All other players shall be positioned in the endzone. At the official's signal, the thrower has 10 seconds to release a pass into the endzone. If caught by the offense, a touchdown is scored. If caught or knocked down by the defense, play continues as normal.
6. If a defensive foul occurs during a penalty kick or throw, the penalty attempt will be reattempted. During an obvious scoring opportunity, a goal or touchdown may be awarded (play continues as it would following a goal). If an offensive foul occurs during a penalty kick, the penalty will be assessed as normal.
OVERTIME AND SHOOTOUT
1. Overtime will consist of ONE 3-minute “golden goal” period. The first team to score will win the game. The choice of ends and the kickoff will be decided by a coin toss.
2. If the game remains tied at the end of the overtime period, the game will proceed into a penalty kick / throw session.
3. A coin toss will occur to determine which team shall attempt the first penalty kick or throw. The winner of the coin toss shall have the option of offense or defense. All shootout periods shall be played towards the same goal line.
4. Each team captain shall designate a player to kick or throw for his/her team. The designated players must have been on the field of play (in the game) at the end of the overtime period.
5. The shootout will follow the penalty kick / throw procedure outlined above. However, the ball is dead when the kick is blocked or misses the goal. Additionally, the ball is dead when a throw is intercepted or knocked down by the defense.
6. Teams will select independently to attempt either a kick or throw. The same point values apply during the shootout periods.
7. The shootout will continue with the game being won if, after ANY equal number of attempts, the tie is broken.
8. For subsequent shootout periods, teams must supply shooters different from their initial shooter. All eligible players -- those on the field at the end of the overtime period -- must attempt a penalty kick or throw in the shootout before any player may attempt again. Teams will continue to alternate shots as initially determined.
VIII. SPORTSMANSHIP
1. The mission of Intramural Sports is to provide a recreational environment for the University community which is safe and enjoyable. While the game atmosphere is often competitive, ensuring participant safety, providing a fun, social atmosphere, and promoting sportsmanlike behavior among participants, spectators, and team followers are our primary concerns. The game atmosphere should remain good-natured at all times. Participants shall maintain good sportsmanship throughout their participation in all facets of the intramural program.
2. The Sportsmanship Rating System is intended to be an objective scale by which teams' attitude and behavior can be assessed throughout the intramural sports league and playoff seasons. Behavior before, during, and after an intramural sports contest is included in the rating. The team captain is responsible for educating and informing all players and spectators affiliated with his/her team about the system.
3. A team is responsible for the actions of the individual team members and spectators related to it. Additionally, FSU Intramural Sports does not recognize the use of coaches. Only the team captain shall speak to the officials regarding administrative matters (protests, ejections, disqualifications, etc). Furthermore, the team captain's efforts in assisting officials/staff to calm difficult situations and to restrain troubled teammates are key to controlling team conduct.
4. Sportsmanship is vital to the conduct of every Intramural contest. In order to encourage proper conduct during games, officials, administrative personnel, and supervisors shall make decisions on whether to warn, penalize or eject players or teams for poor sportsmanship. These decisions are final. The Intramural Sports administrative staff will rule on further penalties as a result of unsportsmanlike conduct.
5. Each participant should choose his or her team members carefully, as all team members will suffer the consequences of any disciplinary action taken by the Intramural Sports staff against that team for violation of the intramural rules and sportsmanship guidelines. Protests or appeals of sportsmanship ratings will not be recognized. The Intramural Sports administrative staff reserves the right to review any rating given to a team.
6. Additional information regarding team and participant sportsmanship including the rating method, factors, and scale is available in the Sportsmanship section of the Intramural Sports Handbook, available online at the FSU Campus Recreation web site.

