General League Rules

Below are some general rules that apply across all of our leagues, but you can also select specific sets of rules by clicking on your sport of interest

 

  • Play with control and be conscious of your surroundings.

  • Report all injuries which require medical attention and incidents if you desire official Co-Edge investigation.

  • Talk to the other team. Together, Co-Edge members can make a fun and safe playing environment.

  • It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.
Volleyball Rules

Play with control and be conscious of your surroundings.

Report all injuries which require medical attention and incidents if you desire official Co-Edge investigation.

Talk to the other team. Together, Co-Edge members can make a fun and safe playing environment.

It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.

Teams are expected to help set up and take down the nets/posts. The more help there is, the sooner you can get playing and the longer you can extend the matches.

RULES OF THE GAME

Please arrive 15 minutes early to ensure that your games start on time.

Matches are 55 minutes in lenght, and are comprised of three RALLY POINT games to 25 points. The cap is also at 25 points. Therefore, if the score is tied 24-24, the next point wins (first team to 25 points).

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Ideally, you will play 3 full games each week, however, if you start but aren't able to complete the 3rd game, the team leading at that time will win the match. (A total of 5 points must be played for the third game to count). If the whistle was blown and the third game is tied, one more serve will be played to determine a winner.

If time only permits 2 complete games to be played and each team has won a game, the match will be recorded as a tie with each team receiving one point each.

Teams are comprised of six (6) players with a minimum of two (2) females and two (2) males on the court.

All nets should be set to the highest setting. Teams may lower the nets if it is agreed amonst ALL players in that match to do so. Using time to change net height does not increase the lenght of time teams get for each match. If you are concerned abouth the net heigh, please talk to the Co-Edge representative at your gym.

A player cannot make contact with the net at any time. If they do, a foul will be called and the opposing team will be awarded a point (some teams may wish to play that only touching the top of the net is illegal, but this must be agreed upon before your game begins).

Players are to call balls in or out of bounds. If there is a dispute, resume play be re-serving the ball with no point awarded.

A ball that hits the ceilings or walls is out of bounds.

Players are to call their own fouls. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming that their opponent either does not know the rule or missed their own fould. Generally, teams should NOT call fouls against their opponents. Obvious fouls are carries, double hits, touching the net, going under the net and contacting another player.

A player may pass under the net as long as it does not interfere with the play. In other words, a blocker or spiker 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.

A double hit on the first bump after a serve is allowed (eg. The serve hits the defender's arms and then chest). A double hit is also permitted on a hard-driven spike/hit. Please note that a ball that ROLLS along a players body is illegal.

Players may contact the ball with any part of their body, including areas below the waist.


REACHING BEYOND THE NET

In blocking, a block may touch the ball beyond the net, provided that he/she does not interfere with the opponent's play before or during the attackers hit.

You can penetrare the plane of the net to block a spike, however, you if a setter is trying to set his player, you can't reach over the net and block that set, as that interferes with their attack.

A player is permitted to pass his/her hand beyond the net after an attack hit provided the contact has been made within his/her own playing space (initial contact is made on their own side of the net).


SPIKING (REC level only)

If you are going to be spiking the ball you must use discretion.

Be careful where you hit the ball, in whose direction and with what force.

It is common sense and courtesy to not smash the ball at an inexperienced player who you know cannot return it.

We do not want players piking the ball in an unsafe manner. If you do have the skill level that allows you to spike the ball hard, you MUST be able to control where you are putting the ball, so keep it away from players who are inexperienced.

If you smash a couple of really hard hits and they are unreturned/untouched by the other team, take a little off or practce tipping and off-speed hits amongst the hard ones so that you give your opponents the chance to continue a rally.

If teams are finding their opponent to be hitting too hard or feel the opponent is playing in a reckless or dangerous manner, please have your captain talk to the other captain to come up with a resolution.


SERVING

Teams may 'rock, paper, scissors' or use any other suitable means to determine who gets first serve. First service alternates between teams for the start of each game. For example, if Team 1 serves first in game one, Team 2 would serve in game 2. If a third game is played, Team 1 would again get first serve. Teams may waive their first serve privilege to the opponent if they choose to do so.

If a serve touches the net on the way over, the ball is in play.

A player can set a serve, but cannot block a serve as the ball must come into play.

A server may serve the ball from anywhere along the baseline.

Servers may only serve the ball 5 times consecutively. If the team still retains service after 5 points scored by this one server, the team must rotate to a new server but will retain the serve. This rulle is valid for REC and Intermediate levels only. Advanced leagues have no limit on consecutive serves.


DISCREPANCIES

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


WAIVER

All players and subs must fill out the online waiver before playing in our leagues.

Waivers can be found by selecting sports drop down menu and clicking on the wiaver link from the menu.

Captains are responsible to ensure each member has completed the form.

The waiver covers liability and sportsmanship.

Refunds are generally not issued for players who sustain an injury and are unable to continue play in the league.


ROSTERS

You must have a minimum of 8 players on your team, however, it is recommended that you have between 9-10 players on your roster as back-up in case some players can't make certain games.

A team can have a maximum of six players on the court. There must be a minimum of 2 males and 2 females on the court to start.

Revised November 24, 2016 - If you have only 1 female player present, you are limited to playing with 5 players - 1 female and 4 male (5 total players). The same applies if you have only 1 male player present (1 male and 4 female players). Even if you have an extra player to make it 6 players, only 5 can play if the ratio of 2 males, 2 females is not met. The sixth player can sub in for any of the other players except for the 1 male or female playing.

A minimum of FOUR players are needed to start and continue a game. One player must be the opposite sex of the other players. If you cannot field a minimum roster, the game will be recorded as an automatic default but you can still continue to play for fun! (The opposing team can waive the default minimum players at their discretion provided it is prior to the start of the game).


DEFAULTS

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. The second game of the match will be defualted 20 minutes after the official start time and the third and final game of the match will be defaulted 30 minutes after the official start time (e.g. a team that defaults the first game, can still play the second and third games, providing that enough players eventually arrive).

Your opponent can decide to waive the default and allow the game to count, but must do so before the game begins. If this was not clearly expressed, ask their Captain before starting. Just because your opponent says lets play, does not necessarily mean they are waiving the default so do not assume. The team in the default situation should not pressure their opponent to waive this rule whatsoever and cannot misrepresent that their players are showing up soon if they are not to convince them to waive the default.

All teams should be ready to play at the time listed on the schedule.

Defaults are recorded as a score of 3-0.

If a team defaults more than two times without notifying the league at least 1 day in advance, Co-Edge has the right to eliminate the team from the league. This is important as it would be unfair to have your opponents drive and show up only to find out their game is cancelled due to a team no-showing.


SUBS

A team may bring in subs that are not listed on the roster. Subs at any time must not have, or play at, a higher skill level than the player(s) they are replacing.

If you are playing on a night where games are being played before yours, or if a team in your gym offers to lend you any players, you may only borrow players to prevent yourself from defaulting. You cannot add players from a previous game or from other teams playing at your gym if it increases the number of players beyond a minimum roster, which is 4.

Teams may bring in subs for playoff games but these players must have played at least 2 games during the regular season with the team. There is one exception to this rule: your team is going to default due to a lack of players. In this case only, new players will be allowed to play but teams may only field a minimum full roster (see above).

It is each team's responsibility to NOT bring in "Ringers" for playoffs - respect your opponent and the league by making it a fair game!

If you recruit a sub, it is your responsibility to ensure they are ready to play (know the rules and have submitted a waiver).


REPORTING RESULTS

After a match, each captain must submit the overall game scores (for example: 2 games to 1) through our online score submission system within 24 hours so that we may update the schedule, standings and playoff matchups.
Beach Volleyball League Rules

Play with control and be conscious of your surroundings.

Report all injuries which require medical attention and incidents if you desire official Co-Edge investigation.

Talk to the other team. Together, Co-Edge members can make a fun and safe playing environment.

It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.

KIWANIS PARK

Matches are 55 minutes in length.

Games are comprised of three RALLY POINT games to 25 points and games are capped at 25 points. Therefore, if the score is ties 24-24, the next point wins (first team to 25 points).

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

Teams are comprised of six (6) players with a minimum of two (2) females and two (2) males on the court.

If time permits only 2 games to be played and each team has won a game, the match will be recorded as a tie with each team receiving one point each.

If time expires before the third game is completed, the team leading the third game will win the match. (A total of 5 points must be played for the third game to count). If time is called and the third game is tied, one more serve will be played to determine a winner.


CHICOPEE & CORE REC FACILITY - 4's & 6's

Matches are 40 minutes in length.

Games are comprised of three RALLY POINT games to 21 points and games are capped at 21 points. Therefore, if the score is ties 20-20, the next point wins (first team to 21 points).

If a match concludes early, the teams can continue to play, but the score of the fourth game will not be recorded.

6's - Teams are comprised of six (6) players with a minimum of two (2) females and two (2) males on the court.

4's - Teams are comprised of four (4) players. Two (2) players of each gender is preferred however, a minimum of one (1) female and three (3) males on the court is required or vice verse.

If time permits only 2 games to be played and each team has won a game, the match will be recorded as a tie with each team receiving one point each.

If time expires before the third game is completed, the team leading the third game will win the match. (A total of 5 points must be played for the third game to count). If time is called and the third game is tied, one more serve will be played to determine a winner.


RULES OF THE GAME

A player cannot make contact with the net at any time. If they do, a foul will be called and the opposing team will be awarded a point.

Players are to call balls in or out of bounds. If there is a dispute, resume play be re-serving the ball with no point awarded.

A ball that hits the trees or fences is out of bounds.

Players are to call their own fouls. If an obvious foul is missed, a player on the opposing team may politely point this out, assuming that their opponent either does not know the rule or missed their own fould. Generally, teams should NOT call fouls against their opponents. Obvious fouls are carries, double hits, touching the net, going under the net and contacting another player.

A player may pass under the net as long as it does not interfere with the play. In other words, a blocker or spiker 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.

A double hit on the first bump after a serve is allowed (eg. The serve hits the defender's arms and then chest). A double hit is also permitted on a hard-driven spike/hit. Please note that a ball that ROLLS along a players body is illegal.

Players may contact the ball with any part of their body, including areas below the waist.


REACHING BEYOND THE NET

In blocking, a block may touch the ball beyond the net, provided that he/she does not interfere with the opponent's play before or during the attackers hit

You can penetrare the plane of the net to block a spike, however, you if a setter is trying to set his player, you can't reach over the net and block that set, as that interferes with their attack.

A player is permitted to pass his/her hand beyond the net after an attack hit provided the contact has been made within his/her own playing space (initial contact is made on their own side of the net).


SPIKING

If you are going to be spiking the ball you must use discretion.

Be careful where you hit the ball, in whose direction and with what force.

It is common sense and courtesy to not smash the ball at an inexperienced player who you know cannot return it.

We do not want players spiking the ball in an unsafe manner. If you do have the skill level that allows you to spike the ball hard, you MUST be able to control where you are putting the ball, so keep it away from players who are inexperienced.

If you smash a couple of really hard hits and they are unreturned/untouched by the other team, take a little off or practce tipping and off-speed hits amongst the hard ones so that you give your opponents the chance to continue a rally.

If teams are finding their opponent to be hitting too hard or feel the opponent is playing in a reckless or dangerous manner, please have your captain talk to the other captain to come up with a resolution.


SERVING

Teams may 'rock, paper, scissors' or use any other suitable means to determine who gets first serve. First service alternates between teams for the start of each game. For example, if Team 1 serves first in game one, Team 2 would serve in game 2. If a third game is played, Team 1 would again get first serve. Teams may waive their first serve privilege to the opponent if they choose to do so.

If a serve touches the net on the way over, the ball is in play.

A player can set a serve, but cannot block a serve as the ball must come into play.

A server may serve the ball from anywhere along the baseline.

Servers may only serve the ball 5 times consecutively. If the team still retains service after 5 points scored by this one server, the team must rotate to a new server but will retain the serve. This rulle is valid for REC and Intermediate levels only. Advanced leagues have no limit on consecutive serves.


DISCREPANCIES

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


BEACH COURT RENTALS

We ask all players to arrive 15 minutes prior to the rental start time (for example, 6:45PM arrival for a 7:00PM start time). This 15 minutes should be used to stretch and any other pre-game preparations.

Those of you playing at Kiwanis Park - Included with your season membership is access to the rest of Kiwanis Park such as the swimming area, change rooms/showers, playgrounds, etc. Please be sure to throw out any garbage such as water bottles, wrappers, etc. before you leave the park.


WAIVER

All players and subs must fill out the online waiver before playing in our leagues.

Waivers can be found by selecting sports drop down menu and clicking on the "wiaver" link from the menu.

Captains are responsible to ensure each member has completed the form.

The waiver covers liability and sportsmanship.

Refunds are generally not issued for players who sustain an injury and are unable to continue play in the league.


ROSTERS

A full team on the court consists of six players with a minimum of 2 females and 2 males. Teams must maintaint a minimum of 2 females and 2 males on the court throughout the game to play with six players.

For 4's, a full roster consists of four players. We encourage you to play with two males and two femals at all times, however you may still play 3 males and 1 female or vice versa.

If you have only 1 female player present, you are limited to playing with 5 players - 1 female and 4 male (5 total players). The same applies if you have only 1 male player present (1 male and 4 female players). Even if you have an extra player to make it 6 players, only 5 can play if the ratio of 2 males, 2 females is not met. The sixth player can sub in for any of the other players except for the 1 male or female playing.

A minimum of FOUR players are needed to start and continue a game. One player must be the opposite sex of the other players. If you cannot field a minimum roster, the game will be recorded as an automatic default but you can still continue to play for fun! (The opposing team can waive the default minimum players at their discretion provided it is prior to the start of the game).


SUBS

A team may bring in subs that are not listed on the roster. Subs at any time must not have, or play at, a higher skill level than the player(s) they are replacing.

If you are playing on a night where games are being played before yours, you may only borrow players to prevent yourself from defaulting. You cannot add players from a previous game or from other teams if it increases the number of players beyond a minimum roster, which is 4.

Teams may bring in subs for playoff games but these players must have played at least 2 games during the regular season with the team. There is one exception to this rule: your team is going to default due to a lack of players. In this case only, new players will be allowed to play but teams may only field a minimum full roster (see above).

It is each team's responsibility to NOT bring in "Ringers" for playoffs - respect your opponent and the league by making it a fair game!

If you recruit a sub, it is your responsibility to ensure they are ready to play (know the rules and have submitted a waiver).


DEFAULTS

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. The second game of the match will be defualted 20 minutes after the official start time and the third and final game of the match will be defaulted 30 minutes after the official start time (e.g. a team that defaults the first game, can still play the second and third games, providing that enough players eventually arrive).

Your opponent can decide to waive the default and allow the game to count, but must do so before the game begins. If this was not clearly expressed, ask their Captain before starting. Just because your opponent says lets play, does not necessarily mean they are waiving the default so do not assume. The team in the default situation should not pressure their opponent to waive this rule whatsoever and cannot misrepresent that their players are showing up soon if they are not to convince them to waive the default.

All teams should be ready to play at the time listed on the schedule.

Defaults are recorded as a score of 3-0.

If a team defaults more than two times without notifying the league at least 1 day in advance, Co-Edge has the right to eliminate the team from the league. This is important as it would be unfair to have your opponents drive and show up only to find out their game is cancelled due to a team no-showing.


REPORTING RESULTS

After a match, each captain must submit the overall game scores (for example: 2 games to 1) through our online score submission system within 24 hours so that we may update the schedule, standings and playoff matchups.


WEATHER

Everyone should show up to the game even if it may rain or thunder. Weather can change in an instant. We play rain or shine so be prepared to play in poor weather conditions at times.

If there is thunder and lightning before the game, wait for up to 20 minutes to see if it clears. If it still hasnt, then the game will be cancelled and each team will receive half points for a tie.

If thunder and lightning occurs during the course of the game, stop the game and wait up to 20 minutes to see if if clears. If the storm has not passed, the game is cancelled.

As long as a score of 5 or more has been reached by one of the teams when the game is cancelled, whoever was in the lead will be declared the winner of the game. If a score of 5 has not been reached, the game will not count and no points will be given. (However, if both team captains agree that the game should be listed as a tie if the match gets cancelled at any point during the games, that's what will be recorded).
Indoor Soccer League Rules

Play with control and be conscious of your surroundings.

Report all injuries which require medical attention and incidents if you desire official Co-Edge investigation.

Talk to the other team. Together, Co-Edge members can make a fun and safe playing environment.

It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.


GAME FORMAT

Games will run 55 minutes in length, consisting of two 25-minute halves with a 5-minute half time.

There will be a Co-Edge representative on hand to blow the whistle at half time after 25 minutes, as well as after 55 minutes to call the game.

The remaining 5 minutes at the end of the game will allow teams enough time to get off the field and allow the next teams to get ready for their game.

Mercy Rule: If a team gains a lead of 7 goals in a game, the score will freeze (for reporting) and the two teams may continue to playe for fun with no tracking of points.


EQUIPMENT

Co-Edge will provide one game ball per game.

Protective Gear: We suggest you wear shin guards to prevent any accidental kicks to the shins, however, they are not mandatory.

Team Jerseys: Co-Edge does not provide 'pinnies'. To find out what colour jersey you are to wear to each game, just go to the "Indoor Soccer" section from our website and click "Season Schedule". From there you will not only see when and who you are playing but if you see your team is on the right-hand side (Home Team), you will wear white. Teams on the left-hand side (Away Team), will wear dark jerseys. Feel free to wear your own team jersey or colour each week but be sure to bring an alternate colour should your opponent have the same colour as you.

Cleats are allowed as long as they are not metal.


START OF PLAY

Captains can flip a coin or 'rock, paper, scissor' to determine who starts with the ball. The winner can decide if they want to kick-off and the loser can pick which end they would like to start at.

Teams can choose to change ends after half time and alternate kickoffs.

A kickoff will start the game and restart the game after a goal is scored.

Kickoffs DO NOT have to travel forwards, but may not be touched by the kicker again until the ball has been contacted by another player.

A goal cannot be scored directly from a kick off and during any kickoff, the opposing team must stay 10 feet away from the ball until it has been put into play.


FOULS/RESTRICTIONS

If a player breaks a rule, the opposing team is awarded an indirect free kick from the location of the foul. All free kicks are indirect. You cannot score directly from an indirect kick.

All players MUST call their own fouls.

There are no offsides.

If a player (not the goalie) touches the ball with their hands inside their own crease, the opposing team will be awarded a penalty kick (from the penalty spot) - this is a direct kick. If an offensive player touches the ball with their hands in the opposing team's crease, the goalie gains possession. The player taking a penalty kick cannot take more than 3 steps back before kicking the ball.

No players from either team are allowed to stand inside their own or their opponents' goal crease. Players can run through the crease as long as the goalie is not interfered with. A player may enter their opponent's crease expecting a play to develop and the defense may follow the player there. If the ball has not entered the crease for play, those players must take the most direct route out of the crease. If a player in the opponent's crease, without the ball, interferes with the goalie trying to play the ball, the goalie will take possession if a goal is scored and the goal will not count.

Substituting a goaltender can only occur during stoppage in play. Substitutions on all other players can happen at any time as long as the leaving player is on the sidelines before the replacement steps on the field of play.

Players are NOT allowed to slide to challenge the ball or try to keep the ball in play. This player will be penalized in the same manner as a penal offence (either a free kick or penalty kick). Goalkeepers are permitted to slide when challenging for a the ball but may not slide feet first.

Handballs: A handball occurs when the ball touches any part of your arm from the top of your shoulders to the fingertips. ALL handballs will be called as a foul and the opposing team gets an indirect free kick.

Using your body to advance: Players may use their body to control the ball. An example would be using your chest to control the ball and pass it to your feet or teammate.

Players may not use their body to move past players or move forward on a play. An example would be a player using their shoulder or hands to push players aside in an attempt to move forward or ahead of them.

Additional Fouls - Players may not jump to play a ball with their feet. Any player who kicks or attempts to kick a ball that is above their own waist while standing on the ground will have a foul called on them. Two high kicking fouls in one game will result in the expulsion of the offending player from the game. Kicking or attempting to kick an opponent. Tripping or attempting to trip an opponent. Jumping at an opponent. Charging an opponent in a violent, reckless or dangerous manner. Striking or attempting to strike or spitting at or on an opponent. Holding or pushing an opponent. Obstructing an opponent.

Goal Keeper Restrictions: Players may pass the ball to their goalkeeper, but the keeper may NOT pick the ball up with their hands. Goalies are ALLOWED to come out of their crease to play the ball. The goalie CANNOT play the ball with their hands outside of the crease. Goalies MAY NOT go over the half field line. Once a goalkeeper has gained control of the ball at any time, he/she must release the ball into play within 5 seconds. Releasing the ball in to play means: The goalie must either dribble the ball out of their crease, where they can be challenged for possession, or they must attempt to pass the ball to another player on the field. If any of the above restrictions are broken, a corner kick will be awarded to the opposing team. Goalies are permitted to score when the ball is in play, however, they cannot score a goal from or goal kick or drop kick. The ball must be playerd off the ground in a non-goal kick scenario or the ball must be redirected by another player on either team from a drop kick. Goalies are not allowed to throw the ball into the net. The ball must be redirected by another player of either team.

Delay of Game: On all restarts of play, the ball must be put into action within 5 seconds. Failure to do so will result in a free kick for the opposing team at the point of the original kick.


FREE KICKS

Ball is in play when the player kicks the ball.

The player taking the free kick may not touch it again until it has been touched by another player.

Opposing players must be 10 feet from all free kicks. If there is not 10 feet between the kicking team and the defending teams crease, then the defending team may place players on the edge of their crease.


KICK-INS

A kick-in is awarded when the whole ball passes over the sideline, either on the ground or in the air, and is taken from the point where it crossed the sideline, by the opponents of the player who last touched the ball before it crossed the line.

The player making the kick must not touch the ball a second time before it has touched another player or an indirect kick will be awarded to the opposing team.

A goal cannot be scored directly from a kick-in.

A kick-in may be kicked back to the goalkeeper, but the goalkeeper is NOT allowed to pick up the ball.


GOAL KICKS

A goal kick is awarded if the ball crosses the goal line wide of the goal or above the cross bar and was last touched by the attacking team.

The kick is taken by any player on the defending team.

The ball must pass outside of the goal crease for the ball to be considered back in play.

The kicker must not touch the ball a second time before it has touched another player.


CORNER KICK

When the whole of the ball crosses over the goal line (not a goal) either on the ground or in the air and was last touched by the defending team, a corner kick is awarded to the opposing team.

The ball is placed in the corner closest to where the ball went out of play and the ball is in play the moment it has been kicked.

The kicker must not touch the ball a second time before it is touched by another player.

A goal may NOT be scored directly from a corner kick.


ROLE OF PLAYERS

All players participating in Co-Edge leagues are expected to play with respect and a "fun first" attitude. In soccer, there is an emphasis on the players to know the rules and manage their own actions on the field.

Respect your opponents.

Remember that everyone is here to have fun.

Call your own infractions! Don't try to get away with thinking no one else saw it. Not calling yourself is the ultimate in poor sportsmanship.

Promote fun and safety throughout the game: congratulate your opponent on fun and fair play throughout the night.

Conduct yourself with maturity if approached regarding your style of play and make any requested changes.

If you are concerned about a player on the opposing team, it is YOUR SOLE RESPONSIBILITY to talk to your team captain so he/she can address the issue.

Multiple Offense Rule: Co-Edge has the right to eliminate any player from the game, match or competition that they feel is continually abusing the rules and the spirit of the game. An example is a player who plays recklessly throughout the game.

ALL PLAYERS ARE RESPONSIBLE FOR THEIR OWN ACTIONS BY PLAYING WITH FAIRNESS AND CALLING THEMSELVES ON THEIR OWN FOULS. PLAYERS MUST TREAT EACH OTHER WITH RESPECT.


COMDEV SOCCER DOME

Co-Edge Sports League is privileged to be able to rent out the ComDev Soccer Dome to play our games.

We ask all players to arrive 15 minutes prior to the rental start time (for example, 7:45 arrival for an 8:00 start time). These 15 minutes should be used to change shoes, stretch and any other pre-game preparations.

If you are playing the late game (10:00PM), please try to leave the facility 5 minutes after your game has ended to allow the Dome employess to close the facility.

Added December 1, 2016
- Use of the development field is prohibited. Please be sure to use bathrooms to change into shorts prior to the game.


SHOOTOUT

Shootouts will only take place if needed during playoffs

Each team will nominate 5 of their players who will each take one kick. Of the 5 kickers, a maximum 3 must be male and teams must alternate male and female kickers.

Any single player may be selected as the goalkeeper and may also participate as one of the 5 designated kickers, but only one goalkeeper may be used throughout the shootout unless he/she is injured during the shootout.

The two teams will alternate kicking until all 5 players on each team have kicked or until one team has been mathematically eliminated.

The team with the greater number of goals will be declared the winner of the match.

If teams score an equal number of goals, then the remaining players from each team who were not in the initial "5" will continue to kick, continuing to alternate male and female kickers.

The first team to have an advantage in total goals, after each team has made an equal number of kicks, will be declared the winner.

After all players on each team have each had one kick, and if the the shootout remains tied, second kicks for each player through the entire roster will be taken until one team has the advantage in goals after an equal number of kicks has been taken by each side.

Players may not take more than three steps backwards when lining up their kick. This is in place to prevent injury from full run shots.


WAIVER

All players and subs must fill out the online waiver before playing in our leagues.

Waivers can be found by selecting sports drop down menu and clicking on the "waiver" link from the menu.

Captains are responsible to ensure each member has completed the form.

The waiver covers liability and sportsmanship.

Refunds are generally not issued for players who sustain an injury and are unable to continue play in the league.


ROSTERS

A team can have a maximum of five players on the field, one of whom shall be a goalkeeper. There must be a minimum of 2 female and 2 male players on the field at all times.

If a team has a female goalkeeper, she DOES count towards the two female players.

A minimum of FOUR players are needed to start and continue a game. One player must be the opposite sex of the other players. If you cannot field a minimum roster, the game will be recorded as an automatic default but you can still continue to play for fun! (The opposing team can waive the default minimum players at their discretion provided it is prior to the start of the game).

Complete and accurate team rosters must be submitted for each team. The minimum player requirement is 9 per team but we recommend you have between 10-12 players on your roster to cover other players who can't make certain weeks.

If a team's goalie is injured during the game, there will be a short (2 minute) timeout to replace the goalie with either another player or another goalie if there is on present waiting for the next game.


SUBS

A team may bring in subs that are not listed on the roster. Subs at any time must not have played, or play at, a higher skill level than the player(s) they are replacing.

If you are playing on a night where games are being played before yours, you may only borrow players to prevent yourself from defaulting. You cannot add players from a previous game or from other teams if it increases the number of players beyond a minimum roster, which is 4 (3 players and a keeper).

Teams may bring in subs for playoff games but these players must have played at least 2 games during the regular season with the team. There is one exception to this rule: your team is going to default due to a lack of players. In this case only, new players will be allowed to play but teams may only field a minimum full roster (see above).

It is each team's responsibility to NOT bring in "Ringers" for playoffs - respect your opponent and the league by making it a fair game!

If you recruit a sub, it is your responsibility to ensure they are ready to play (know the rules and have submitted a waiver).


DEFAULTS

All teams are to be ready to play at the time listed on the schedule.

A team will be penalized 1 goal for every 5 minutes they cannot meet the minimum player requirements up to 15 minutes after the start time in which case they will default the game.

A default score is 7-0.

If a team defaults more than two time, Co-Edge has the right to eliminate the team from the league.
Outdoor Soccer League Rules

Play with control and be conscious of your surroundings.

Report all injuries which require medical attention and incidents if you desire official Co-Edge investigation.

Talk to the other team. Together, Co-Edge members can make a fun and safe playing environment.

It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.


GAME FORMAT

Games will run 55 minutes in length, consisting of two 25-minute halves with a 5-minute half time.

There will be a Co-Edge representative on hand to blow the whistle at half time after 25 minutes, as well as after 55 minutes to call the game.

The remaining 5 minutes at the end of the game will allow teams enough time to get off the field and allow the next teams to get ready for their game.

Mercy Rule: If a team gains a lead of 7 goals in a game, the score will freeze (for reporting) and the two teams may continue to playe for fun with no tracking of points.


EQUIPMENT

Co-Edge will provide one game ball per game.

Protective Gear: We suggest you wear shin guards to prevent any accidental kicks to the shins, however, they are not mandatory.

Team Jerseys: Co-Edge does not provide 'pinnies'. To find out what colour jersey you are to wear to each game, just go to the "Indoor Soccer" section from our website and click "Season Schedule". From there you will not only see when and who you are playing but if you see your team is on the right-hand side (Home Team), you will wear white. Teams on the left-hand side (Away Team), will wear dark jerseys. Feel free to wear your own team jersey or colour each week but be sure to bring an alternate colour should your opponent have the same colour as you.

Cleats are allowed as long as they are not metal.


START OF PLAY

Captains can flip a coin or 'rock, paper, scissor' to determine who starts with the ball. The winner can decide if they want to kick-off and the loser can pick which end they would like to start at.

Teams can choose to change ends after half time and alternate kickoffs.

A kickoff will start the game and restart the game after a goal is scored.

Kickoffs DO NOT have to travel forwards, but may not be touched by the kicker again until the ball has been contacted by another player.

A goal cannot be scored directly from a kick off and during any kickoff, the opposing team must stay 10 feet away from the ball until it has been put into play.


FOULS/RESTRICTIONS

If a player breaks a rule, the opposing team is awarded an indirect free kick from the location of the foul. All free kicks are indirect. You cannot score directly from an indirect kick.

All players MUST call their own fouls. If there are any concerns over unsportsmanlike behaviour, all attempts should first be made by the captains to deal with it at that time. If there are any unresolved issues, captains should speak with the onsite convenor to try and work out the issues and come to an agreement or fair resolution. If the problem persists, the convenor will make the necessary call even if that means ejecting the player/s involved to avoid any other incidents or misconducts that could potentially injure others.

There are no offsides.

If a player (not the goalie) touches the ball with their hands inside their own crease, the opposing team will be awarded a penalty kick (from the penalty spot) - this is a direct kick. If an offensive player touches the ball with their hands in the opposing team's crease, the goalie gains possession.

The player taking a penalty kick cannot take more than 3 steps back before kicking the ball.

Substituting a goaltender can only occur during stoppage in play. Substitutions on all other players can happen at any time as long as the leaving player is on the sidelines before the replacement steps on the field of play.

Players are NOT allowed to slide to challenge the ball or try to keep the ball in play. This player will be penalized in the same manner as a penal offence (either a free kick or penalty kick). Goalkeepers are permitted to slide when challenging for a the ball but may not slide feet first.

Handballs: A handball occurs when the ball touches any part of your arm from the top of your shoulders to the fingertips. ALL handballs will be called as a foul and the opposing team gets an indirect free kick.

Using your body to advance: Players may use their body to control the ball. An example would be using your chest to control the ball and pass it to your feet or teammate.

Players may not use their body to move past players or move forward on a play. An example would be a player using their shoulder or hands to push players aside in an attempt to move forward or ahead of them.

Additional Fouls: Players may not jump to play a ball with their feet. Any player who kicks or attempts to kick a ball that is above their own waist while standing on the ground will have a foul called on them. Two high kicking fouls in one game will result in the expulsion of the offending player from the game. Kicking or attempting to kick an opponent. Tripping or attempting to trip an opponent. Jumping at an opponent. Charging an opponent in a violent, reckless or dangerous manner. Striking or attempting to strike or spitting at or on an opponent. Holding or pushing an opponent. Obstructing an opponent.

Goal Keeper Restriction: Players may pass the ball to their goalkeeper, but the keeper may NOT pick the ball up with their hands. Goalies are ALLOWED to come out of their crease to play the ball. The goalie CANNOT play the ball with their hands outside of the crease. Goalies MAY go over the half field line. Once a goalkeeper has gained control of the ball at any time, he/she must release the ball into play within 5 seconds. Releasing the ball in to play means: The goalie must either dribble the ball out of their crease, where they can be challenged for possession, or they must attempt to pass the ball to another player on the field. If any of the above restrictions are broken, a corner kick will be awarded to the opposing team. Goalies are permitted to score when the ball is in play, however, they cannot score a goal from a goal kick or drop kick. The ball must be played off the ground in a non-goal kick scenario or the ball must be redirected by another player on either team from a drop kick. Goalies are not allowed to throw the ball into the net. The ball must be redirected by another player of either team.

Delay of Game: On all restarts of play, the ball must be put into action within 5 seconds. Failure to do so will result in a free kick for the opposing team at the point of the original kick.


FREE KICKS

Ball is in play when the player kicks the ball.

The player taking the free kick may not touch it again until it has been touched by another player.

Opposing players must be 10 feet from all free kicks. If there is not 10 feet between the kicking team and the defending teams crease, then the defending team may place players on the edge of their crease.


PENALTY KICKS

A penalty kick is awarded against a team which commits a foul inside its own penalty area and while the ball is in play.

A penalty kick shall be taken from the penalty spot, which is a point directly in front of and not less than 12 paces away from the centre of the goal line.

Any player who was on the field at the time of the infraction is able to take the kick.

All other players must remain outside of the penalty area until the ball is kicked.

The goalkeeper must stand with both feet on his/her own goal line and may not move off the line until the ball is kicked.

The kicker may not touch the ball a second time until it is touched by another player.


SHOOTOUT

Shootouts will only take place if needed during playoffs

Each team will nominate 5 of their players who will each take one kick. Of the 5 kickers, a maximum 3 must be male and teams must alternate male and female kickers.

Any single player may be selected as the goalkeeper and may also participate as one of the 5 designated kickers, but only one goalkeeper may be used throughout the shootout unless he/she is injured during the shootout.

The two teams will alternate kicking until all 5 players on each team have kicked or until one team has been mathematically eliminated.

The team with the greater number of goals will be declared the winner of the match.

If teams score an equal number of goals, then the remaining players from each team who were not in the initial "5" will continue to kick, continuing to alternate male and female kickers.

The first team to have an advantage in total goals, after each team has made an equal number of kicks, will be declared the winner.

After all players on each team have each had one kick, and if the the shootout remains tied, second kicks for each player through the entire roster will be taken until one team has the advantage in goals after an equal number of kicks has been taken by each side.


THROW-INS

A throw-in is awarded when the whole ball passes over the sideline, either on the ground or in the air, and is taken from the point where it crossed the sideline, by the opponents of the player who last touched the ball before it crossed the line.

The player taking the throw must not touch the ball a second time before it has touched another player or an indirect kick will be awarded to the opposing team.

A goal cannot be scored directly from a throw-in.

A throw-in may be thrown back to the goalkeeper, but the goalkeeper is NOT allowed to pick up the ball.

The thrower must face the field and have both feet on the ground and must throw the ball with both hands.


GOAL KICKS

A goal kick is awarded if the ball crosses the goal line wide of the goal or above the cross bar and was last touched by the attacking team.

The kick is taken by any player on the defending team.

The ball must pass outside of the goal crease for the ball to be considered back in play.

The kicker must not touch the ball a second time before it has touched another player.

A goalie may not receive the ball into his/her hands from a goal kick.


CORNER KICK

When the whole of the ball crosses over the goal line (not a goal) either on the ground or in the air and was last touched by the defending team, a corner kick is awarded to the opposing team.

The ball is placed in the corner closest to where the ball went out of play and the ball is in play the moment it has been kicked.

The kicker must not touch the ball a second time before it is touched by another player.

A goal may be scored directly from a corner kick.


ROLE OF PLAYERS

All players participating in Co-Edge leagues are expected to play with respect and a "fun first" attitude. In soccer, there is an emphasis on the players to know the rules and manage their own actions on the field.

Respect your opponents.

Remember that everyone is here to have fun.

Call your own infractions! Don't try to get away with thinking no one else saw it. Not calling yourself is the ultimate in poor sportsmanship.

Promote fun and safety throughout the game: congratulate your opponent on fun and fair play throughout the night.

Conduct yourself with maturity if approached regarding your style of play and make any requested changes.

If you are concerned about a player on the opposing team, it is YOUR SOLE RESPONSIBILITY to talk to your team captain so he/she can address the issue.

Multiple Offense Rule: Co-Edge has the right to eliminate any player from the game, match or competition that they feel is continually abusing the rules and the spirit of the game. An example is a player who plays recklessly throughout the game.

ALL PLAYERS ARE RESPONSIBLE FOR THEIR OWN ACTIONS BY PLAYING WITH FAIRNESS AND CALLING THEMSELVES ON THEIR OWN FOULS. PLAYERS MUST TREAT EACH OTHER WITH RESPECT.


WAIVER

All players and subs must fill out the online waiver before playing in our leagues.

Waivers can be found by selecting sports drop down menu and clicking on the "waiver" link from the menu.

Captains are responsible to ensure each member has completed the form.

The waiver covers liability and sportsmanship.

Refunds are generally not issued for players who sustain an injury and are unable to continue play in the league.


ROSTERS

A team can have a maximum of seven players on the field, one of whom shall be a goalkeeper. There must be a minimum of 2 female and 2 male players on the field at all times.

*UPDATED JUNE 2017* If a team has a female goalkeeper, she does count towards the two female players.

A minimum of 6 players are needed to start and continue a game. One player must be the opposite sex of the other players. If you cannot field a minimum roster, the game will be recorded as an automatic default but you can still continue to play for fun! (The opposing team can waive the default minimum players at their discretion provided it is prior to the start of the game).

If you have only 1 female player present, you are limited to playing with 6 players - 1 girl and 5 guys and vice versa for only 1 male. Even if you have an extra player, you can only play with 6 until the ratio of 2 males and 2 females is met.

Zero males or zero females will be recorded as an automatic default.

Complete and accurate team rosters must be submitted for each team. The minimum player requirement is 9 per team but we recommend you have between 10-12 players on your roster to cover other players who can't make certain weeks.

If a team's goalie is injured during the game, there will be a short (2 minute) timeout to replace the goalie with either another player or another goalie if there is on present waiting for the next game.


SUBS

A team may bring in subs that are not listed on the roster. Subs at any time must not have played, or play at, a higher skill level than the player(s) they are replacing.

If you are playing on a night where games are being played before yours, you may only borrow players to prevent yourself from defaulting. You cannot add players from a previous game or from other teams if it increases the number of players beyond a minimum roster, which is 6 (5 players and a keeper).

Teams may bring in subs for playoff games but these players must have played at least 2 games during the regular season with the team. There is one exception to this rule: your team is going to default due to a lack of players. In this case only, new players will be allowed to play but teams may only field a minimum full roster (see above).

It is each team's responsibility to NOT bring in "Ringers" for playoffs - respect your opponent and the league by making it a fair game!

If you recruit a sub, it is your responsibility to ensure they are ready to play (know the rules and have submitted a waiver).

DEFAULTS

All teams are to be ready to play at the time listed on the schedule.

A team will be penalized 1 goal for every 5 minutes they cannot meet the minimum player requirements up to 15 minutes after the start time in which case they will default the game.

A default score is 7-0.

If a team defaults more than two time, Co-Edge has the right to eliminate the team from the league.


WEATHER

Everyone should show up to the game even if it may rain or thunder. Weather can change in an instant. We play rain or shine so be prepared to play in poor weather conditions at times.

If there is thunder and lightning before the game, wait for up to 20 minutes to see if it clears. If it still hasn't, then the game will be cancelled and each team will receive half points for a tie.

If thunder and lightning occurs during the course of the game, stop the game and wait up to 20 minutes to see if if clears. If the storm has not passed, the game is cancelled.

If the game is cancelled before half time, the score will be listed as a tie.

If the game is cancelled after half time, the team that is winning at that point will be declared the winner.

However, if both team captains agree that the game should be listed as a tie if the match gets cancelled at any point during the games, that's what will be recorded.
Ultimate Frisbee League Rules

EQUIPMENT

Co-Edge will provide all the equipment needed to play.

Team Jerseys: Co-Edge does not provide 'pinnies'. To find out what colour jersey you are to wear each game, just go to the "Ultimate Frisbee" section from our website and click "Season Schedule". From there you will not only see when and who you are playing but if you see you team is on the right-hand side, that will indicate you are the home team and will wear white. Teams on the left-hand side are the away team and will wear dark jerseys that particular week. (Feel free to wear your own team jerseys or colours each week. If both teams have the same colour, the home and away shirt rules will apply.)

Cleats are allowed as long as they are not metal.

THE ULTIMATE FIELD

Co-Edge Ultimate field is 60 yards by 30 yards, with endzones 15 yards deep.

LEAGUE RULES

The following rules are the basic rules in Ultimate Frisbee. For a complete set of detailed rules, click here for the UPA (Ultimate Players Association) website.

GAME FORMAT

Each game will run 90 minutes in length consisting of one 5-minute half time break. Halftime will be called once one team reaches 8 points. The game will end once one team scores 15 points, or once time runs out. Soft cap: with 5 minutes left to go in the game, you may not start playing a new point. Whatever the score is will be the score recorded. Hard cap: whether or not you have finished the point or not, play will stop with a whistle at the end of the designated time.

Games are played with (5) five players per team (a minimum of 2 people per gender plus an extra 1 of either gender). The oposing team can waive the default minimum players at their discretion provided it is prior to the start of the game.

Before the game, captains should flip the disc (like a coin) to determine who will pull and who will receive. The opposite will occur at the half.

Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. The receiving team has the option of catching the disc or letting it fall, but if they attempt to catch it and drop it, it is an automatic turnover. The pull cannot be knocked down by the defense. Players must play the disc from where it lands, unless it lands in the endzone. If the disc does land in the endzone, walk it up to the endzone line. The receiving team does not have to wait to have the disc "tagged in" off the pull. Whoever retreives the disc off of a pull or from any throw that lands out of bounds must play it. It cannot be handed over to someone else to commence play.

If the pull goes directly out of bounds, the receiving team may call "centre" and play the disc from the middle of the field at the point where the disc crossed the boundary or they can take it at the side lines. If the disc rolls out, "centre" may not be called.

In regular season games, ties are allowed.

MOVEMENT OF THE DISC

The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. After a fair catch is made the player only has a few steps to gain control before they must stop and establish a pivot foot (you cannot move both feet while trying to throw the disc.)

The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. (The defensive player should count out stalls loudly, if the defensive player reaches the 10th stall, then there is a turnover.) The marker can be no closer than one disc-length from the thrower.

SCORING

Each time the offense completes a pass in the defense's endzone, the offense scores a point. To score you must catch the disc in the end zone with at least one foot in the end zone. After a goal, the team that scored pulls the disc to the opposing team after they have walked to the other end of the field. To signal that you are ready, raise your arm in the air. Play is initiated after each score.

Teams do not have to pass half to throw the frisbee in the end zone.

CHANGE OF POSSESSION

When a pass is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.

If the disc goes out of bound, the player brings the disc to the sideline closest to where it went out of bounds and the defensive team must tap the disc in order to begin play again.

SUBSTITUTIONS

Players not in the game may replace players in the game ONLY after a score or during an injury timeout.

FOULS

No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.

When a player initiates contact on another player, a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.

Players are responsible for their own foul and line calls. Players resolve their own disputes. If there are any concerns over a foul or any un-sportsmanlike behaviour, all attempts should first be made by the captains to deal with it at that time. If there are any unresolved issues, captains should speak with the Co-Edge representative on-site to help resolve the issue.

SPIRIT OF THE GAME

Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

ROLE OF PLAYERS

All players participating in Co-Edge Sports League are expected to play with respect for everyone on the field and with a “fun first” attitude. In Ultimate, there is an emphasis on the players knowing the rules and managing their own actions on the field.

Respect your opponents:
Remember that everyone is here to have fun.
Call your own infractions! Don’t try to get away with thinking no one else saw it. Not calling yourself is the ultimate in poor sportsmanship.
Promote fun and safety throughout the game: congratulate your opponent on fun and fair play throughout the night!
Conduct yourself with maturity if approached regarding your style of play and make any requested changes.
If you are concerned about a player on the opposing team, it is your sole responsibility to talk to your team captain so he/she can address the issue.

Each captain is required to submit the scores to Co-Edge Sports League the day after the game. Scores can be submitted online by captains signing into their account from the Co-Edge home page and navigating to the schedule. For full instructions on submitting scores, check out this helpful video.

Multiple Offense Rule: Co-Edge has the right to eliminate any player from a game, match or competition that they feel is continually abusing the rules and the spirit of the game.

All players are responsible for their own actions by playing with fairness and calling themselves on their own fouls. Players must treat each other with respect.

WAIVER

All players and subs must fill out an online waiver before playing in our leagues.

Once a captain has entered their full team roster online, the system will send out links to those players' email's to sign the online waiver form. Or, you can click on "Sports" from the drop down menu on the homepage at www.co-edge.com and click "Waivers" and sign the form that way.

Captains are responsible to ensure that each member has completed the form. The waiver covers liability and sportsmanship.

ROSTERS

A full team on the field consists of five (5) players with a minimum of 2 females and 2 males. Teams must maintain a minimum of 2 females and 2 males on the field throughout the game to play with five players.

Minimum of FOUR players needed to start and continue a game. If you have only one female player present, you are limited to playing with 4 players - 1 girl and 3 guys (4 total players). The same applies if you have only 1 male player present, you are limited to playing with 4 players (1 male and 3 female). Even if you have an extra player to make it 5 players, only 4 can play if the ratio of 2 males and 2 females is not met. The fifth player can sub in for any of the other players except for the 1 male or female player playing. This way you don’t have to default your game but you are penalized for not having the required ratio of players to play.

Zero females or zero males will be recorded as an automatic default but you can still continue to play for fun! (The opposing team can waive the default of minimum players at their discretion provided it is prior to the start of the game.)

Complete and accurate team rosters must be submitted for each team. The minimum player requirement is 8 but we recommend you have between 8-10 players on your roster to cover other players who can’t make certain weeks.

SUBS

Defaults should be prevented whenever possible.

A team may bring in subs that are not listed on the roster. Subs at any time must not have, or play at, a higher skill level than the player(s) they are replacing.

You may only borrow players from the previous games to prevent your team from defaulting. You cannot add players from a previous game if it increases the number of players on the roster beyond a minimum roster (4 players - 1 female and 3 male or 1 male and 3 female).

Teams may bring in subs for playoff games but these players must have played during the regular season with the team. There is one exception to this rule: Your team is going to default due a lack of players. In this case, only, new players will be allowed to play but teams may only field a minimum full roster (see above).

Further to subs for playoff games: it is each team’s responsibility to NOT bring in “Ringers” – respect your opponent and the league by making it a fair game!

If you recruit a sub, it is your responsibility to ensure they are ready to play, know the rules of the game and have signed the online waiver.

DEFAULTS

All teams are to be ready to play at the time listed on the schedule.

For teams that are late or cannot meet the minimum player requirements, a point is awarded for their opponent for every five minutes after the scheduled start time to a maximum of 15 minutes (and three points). Teams unable to field a complete team more than 15 minutes after the scheduled start time automatically forfeit their game.

In the situation where both teams default, the final score will be recorded as a 0-0 tie.

A default is 7-0 with the winning team getting 2 points. The losing team will receive 0 points for the overall score.

If a team defaults more than two times, Co-Edge has the right to eliminate the team from the league without refund.

WEATHER

Everyone should show up to the game even if it may rain or thunder. Weather can change in an instant. We play rain or shine so be prepared to play in poor weather conditions at times.

If there is thunder and lightning before the game, wait for up to 20 minutes to see if it clears. If it still hasn't then the game will be canceled and each team will receive half points for a tie and full spirit points

If thunder and lightning occurs during the course of the game, stop the game and wait up to 20 minutes to see if it clears. If the storm has not passed the game is cancelled.

If the game is cancelled before half time, the score will be listed as a tie. If the game is cancelled after half time, the team that is winning at that point will be the declared the winner. (If there is a cancellation and both team captains agree that the game should be listed as a tie then this is what will be recorded)

If the field conditions are in bad shape, such as pools of water all over the field, the team captains can decide to cancel the game. If this happens, the score will be recorded as a tie. (We recommend canceling the game if the fields are in poor condition. Playing on them can damage the grass further, leaving it in even worse condition the next time we play)
Multi-Sport League Rules
Play with control and be conscious of your surroundings.

Report all injuries which require medical attention and incidents if you desire official CO-EDGE investigation.

Talk to the other team. Together, CO-EDGE members can make a fun and safe playing environment

It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.

First and foremost, the purpose of this league is for FUN! Learn the rules and play by them, but also understand since the sports change each week, it will be harder to remember all the rules. So if you're not certain, just play it over and have fun with it!.

BENCH BALL SOCCER

General Rules

1) 1 bench will be laid on its side seat facing out on each end of the court. The bench should be place up against the wall (There should be no room “behind the net”)

2) Each team will have 5 players on the court (including a goalie). There must be at least 2 members of each gender on the court at all times.

3) Games will begin with the home team kicking the ball off to another member on their team. The Home Team will be determined by flipping a coin or rock-paper-scissors.

4) Games consist of 2-25 minute halves with 5 minute half time in between. The Co-Edge Game Coordinator will signal time. Teams may play through the half time if they wish.

5) Players can make changes at any time. The player coming off the court must be within 3 paces of the bench before a change can be made. Goalies may switch, during a stoppage of play or at half time.

6) Each team is responsible for calling their own fouls. Opposing teams may also call fouls on players. This rule is to ensure fair and honest play.

7) Free Kicks – Players will be granted a free kick when a foul is called. The kick will be made from where the foul took place. Free kicks are indirect (the ball must touch another player before it can be scored.)

8) Attacking/Defending – Under no circumstances should players SLIDE TACKLE or use BODY CONTACT to advance their position or defend. Sliding will result in an immediate foul. Please play in control.

9) Handballs – occur when the ball strikes a player below the shoulder. Handballs are not called when the player uses their hands to protect their face or groin area.

10) High-Kicks – Players may not raise their feet above their waist to play the ball. This also includes jumping to play the ball their feet.

11) The ball may be played off the walls and ceilings. If the ball hits a player on the sidelines, the ball is considered “dead” and a free kick will be turned over to the opposing team from whoever touched the ball last.

Scoring - A goal occurs when the ball strikes the face of the bench directly. Hitting the side of the bench does not count.

Goalies - Goalies are NOT allowed to play the ball with their hands. This will result in a free kick. The goalie must keep play going. Goalies may slide to make saves however they may not slide tackle. This means the goalie can slide across the net to make a save, but can not slide towards a player to attack the ball. Goalies may not leave their crease. This space is 5 paces in any direction of the net. The Game Coordinator will determine an appropriate crease based on the lines painted at the venue. Goalies may score as long as they are within their crease. If the goalie attempts to play the ball with their hands and the ball goes in it will still be counted as a goal. In any other case a hand ball will be called.

HANDBALL

General Rules

1) Games consist of two 25 minute halves.

2) A small-size dodgeball will be used as the ball.

3) Each team may field 5 players, including a goalie, there must be 2 female and 2 male players on the court at all times. Teams must have 4 players to start - one of which must be the opposite gender.

4) Goalies may not sub-off for an extra attacker.

5) "Throw-Off" Game starts with a throw off. One team takes possession (determined by rock, paper, scissors before the game). The player must start with the ball with one foot in the centre of the court. All players must be on their own half of the court until play is called in. Once play is called in, the player in the middle has three seconds to pass or shoot. The defensive players may not obstruct the player in the centre of the court. A Throw-Off will happen after every goal. The team that gets scored on takes possession of the throw-off, they may start as soon as all their players are in proper position - they do not need to wait for the opposing team to be in position.

6) At all times when a play must be "called in". The player with the ball must yell "Game on" loud enough for everyone on the court to hear.

7) Teams may sub on the fly, as long as the player coming on does not get into the play if the player coming off is involved in the play already.

Goal Area

1) A goal is scored by throwing the ball into the opposing team's net without stepping inside the goal crease area.

2) Players from either team may not step inside of the goal areas. A player may pass or shoot the ball in the air as long as the ball leaves the hand before a body part touches the ground in the goal crease.

3) A goalie may leave their goal area, but may not possess the ball when outside of the goal area. A goalie may deflect a pass, etc. outside of the goal.

4) Once a shot is taken there are only three possible outcomes:

  1. A goal is scored.
  2. The goalie makes a save. If the goalie makes a save and it is deflected outside the goal area, without first touching a wall, any court player may pick up the ball.
  3. The shot misses. The goalie takes possession no matter where the ball gets deflected to, including a partial save by a goalie.

Ball Possession

1) Once a player gains possession of the ball he/she must play the ball by either shooting or passing it within seven seconds.

2) A player with possession of the ball can take a maximum of three steps. If one foot is stationary, pivot foot, then this does not count as a step.

3) Players are permitted to use any body part to play the ball including the knee or higher. Kicking the ball is a foul and the other team will take possession. Goalies may use their feet, but may not kick the ball.

4) Similar to the rules of Ultimate, a team may keep possession of the ball as long as all passes are completed and no rules are broken. If the offensive team cannot complete the pass then possession switches to the other team, regardless of the reason of the pass not being completed, barring a foul.

5) If a defensive player knocks down a pass. They may stop the progression of the ball but not take possession by simply stopping the balls movement on the ground and leaving it for a teammate. If this player intercepts the pass they are considered in possession and they have 7 seconds and three steps before making a move.

Fouls

1) No body contact is allowed. However, each player should expect some degree of incidental contact.

2) Setting a screen is permitted. For safety reasons, a player setting a screen must be facing the player that they expect to screen.

3) Any play that is considered dangerous for the safety of any player will be a foul.

4) If a player is in possession of the ball, the hand that they are using to hold the ball is considered part of the ball as well. Contact with this hand is not considered a foul.

5) All fouls result in a free-throw.

Free-throws

1) Free-throws are awarded on all fouls.

2) Free-throws are awarded at the spot of the foul.

3) Defensive players may not stand within 10 ft of the free-throw.

4) Once play is called in on a free-throw - all rules regarding possession apply to the thrower.

5) Goals may be scored from free-throws.

Playoffs

1) During playoffs - if two teams are tied at the end of regulation a five-shot shoot-out will take place. Teams must alternate guy/girl and may only use one goaltender for the duration of the shootout. The goaltender may also shoot. All shots will be taken on one net.

DODGEBALL

General Rules

1) Games consist of 11 rounds. One round is complete when all the players of a team are eliminated.

2) Game play consists of 6 players from each team on the court. There must be a minimum of 2 males and 2 females on the court to begin the game.

3) 6 balls are used in each game. 3 balls will be lined up on the attacking line of each team. Play begins with a player counting 3-2-1 Dodgeball. Players will run to collect their balls and the game begins.

4) If a player fully crosses the centre line with a body part and makes contact with the floor on the opposing teams side then they are out. Stepping on the line and reaching over the line is ok. However a full foot on the other side of the court or touching the other side of the court with one’s hand is elimination.

5) Players are eliminated when the ball strikes any part of their body (This includes if it just hits your shirt/shorts).

6) Being hit in the head DOES count as an out, BUT if a player receives multiple complaints and is believed to be head hunting they will be removed from the game. Further action will be determined by Co-Edge Management.

7) Catching the ball - A player is called out when their throw is caught. The catching team may bring on a member of their team from the bench. Please review the “Catch on Scenerios” to determine what gender may come on to the court when a catch occurs.

8) When the ball hits the wall, ceiling or floor it is considered “dead”. Players can not be eliminated by “dead” balls.

9) Players can not hold more than one ball at a time. If you hold or touch a second ball with you free hand you are eliminated.

10) Players are not allowed suicide eliminations (jumping over the middle line to make an elimination.)

11) Blocking – Players may block throws using the ball in their hand, however if you deflect a ball off your self or another player elimination occurs. Similarly if a ball is deflected and caught this is still considered elimination.

12) If 2 players are hit by the same ball/throw the second player to be hit will be eliminated

13) If a ball is in on your side of the court it must be thrown within ten seconds. Please keep the game moving!

Catch on Scenerios:

  1. 1 player remains on the court: Bring on player of the opposite sex
  2. 2 players remain on the court (1 member of each sex): Bring on player of either sex
  3. 2 players remain on the court (same sex): Bring on player of the opposite sex
  4. 3 players remain on the court (2 same sex, 1 opposite sex): Bring on player of the opposite sex (so that there are 2 of each)
  5. 3 players remain on the court (all same sex): Bring on player of the opposite sex
  6. 4 players remain, 3 same sex, 1 opposite sex (ex. 3 males, 1 female): Bring on member of the opposite sex (female)
  7. Once at least 2 members of each sex are on the court, teams can bring on either sex when a ball is caught

KINGS COURT DODGEBALL

1) Define the boundaries. Using lines on the gym floor, define two sides to the playing field with a jail along the back wall of either side. The space must be deep enough for players to stand in. Basketball boundary lines are usually used.

2) Game play consists of 6 players from each team on the court. There must be a minimum of 2 males and 2 females on the court to begin the game.

3) 6 balls are used in each game. 3 balls are line up on the attack line of each team. Play begins with a player counting 3-2-1 Dodgeball. Players will run to collect their balls and the game begins.

4) When a player is hit in King's Court they are sent to the other teams jail. The player must stay in jail until they are allowed back in the game. Players are hit when the ball strikes any part of the body. Players should be careful to not aim towards the head. The ball must directly hit the body, not bounce off the wall or floor.

5) If a players catches a ball thrown at them, they are safe and the players that threw the ball is out and must go to jail. A dodgeball can also be used as a shield to protect the player from incoming balls.

6) In order to get out of jail, you must hit opposing players from jail. Teams may throw the dodgeballs to their teammates in jail.

7) The game ends when one team has put the whole other team into jail.

8) Players cannot hold more than one ball at a time.

9) Players are not allowed suicide eliminations (jumping over the middle line to make an elimination).

BASKETBALL

1) Games consist of 2-25 minute halves with 5 minute half time in between. The Co-Edge Game Coordinator will signal time. Teams may play through the half time if they wish.

2) Each team will have 5 players on the court. There must be at least 2 members of each gender on the court at all times.

3) Games will begin with a jump ball.

4) Players may only sub off after a basket, though play does not stop.

5) Each basket counts as 1 point no matter where the shot is taken. 3 pointers are not valid in this game. After a basket is scored the defending team will pass the ball in from behind their base line.

6) Out of bounds occurs when the ball crosses the sidelines. The ball is turned over by the last team to touch the ball. A pass in will be made to restart play. 2 large steps (6 feet) must be left between the offensive and defensive players on a pass in.

7) When the ball is “tied-up” between two players a “tie-up” is called and the ball is turned over to the defending team. The ball will be “checked-in” on the top of the defending teams key.

8) The 3 Second Rule – Once the ball crosses the centre line offensive players are not allowed to be in the defenders key for longer than 3 seconds. Defensive players must count “3 Mississippis” aloud. If a player violates this rule twice on the same possession then the ball will be turned over to the defending team.

9) A foul will result in a turn over. The ball will be checked in at the point of the foul. If a defensive foul occurs in the key the offensive team will receive one free throw.

10) Free throws must be taken from the free throw line as indicated by the painted lines of the gym. Teams will line up quickly in alternating positions on the outside of the key. The player has 20 seconds to complete the free throw.

11) Dunking – Dunking is allowed. However, since Co-Edge is responsible for the condition of the gym and any damage to it by HANGING FROM THE RIM IS NOT TOLERABLE. Players will receive one warning before being asked to sit the rest of the game. If a player must be reminded several times Co-Edge Management will consider further action.

FOULS – Standard basketball fouls will apply (Body contact, traveling, double dribble, reaching in, and waiving arms to purposely obstruct a players line of sight). Players must try to keep at least one foot between themselves and other players.

Players may not under any circumstances use their body to advance their position whether on offense or defense. This will result in a foul.

VOLLEYBALL

General Rules

1) The Net should be set approximately 7 ½ feet high

2) Teams may ‘rock, paper, scissors’ or use any other suitable means to determine who gets first serve. First service alternates between teams for the start of each game.

3) A player can set a serve, but cannot block a serve. The ball must come into play.

4) A player cannot make contact with the net at any time. If they do, a foul will be called and the opposing team will be awarded a point.

5) Players are to call balls in or out of bounds. If there is a dispute, resume play by re-serving the ball with no point awarded

6) A player may pass under the net as long as it does not interfere with the play

7) Breaching the plain – Players may only reach beyond the net to block the 3 hit by the other team. Breaching the plain after the 1st or 2nd hit is a foul.

8) Spiking – Please use common courtesy when hitting the ball hard. If it is obvious that the other team is not able to control the ball on hard hits do not spike. This is for the safety of players many of whom may not have played volleyball before.

9) One server may only serve the ball 5 times consecutively.

10) If the ball hits the ceilings or walls it is considered dead.

FLAG FOOTBALL

GAME FORMAT

Games consist of two 25 minute halves, with a 5 minute half time.

SCORING

If the game is tied after regulation, no extra time is played.

There are two methods of scoring points: a touchdown or converting a touchdown.

  1. Touchdown: When the offensive team advances the ball into the opposition’s end zone via a running or passing play, they have scored a touchdown and are awarded 2 points. A touchdown is immediately followed by one additional scrimmage play where the offence attempts to ‘convert’ the touchdown for additional points.
  2. Convert: The convert play is always a running/passing scrimmage play. The object of the convert is to advance the ball into the opposition’s end zone for extra points. If the convert play is successful in scoring, 1 point is awarded for a play originating from the 10 yard line.

If the defensive team intercepts the convert and runs the ball back to the other end-zone, the team will score as many points as the opposing team was attempting (1point). If the defensive team picks off the convert attempt and is flagged before reaching the end-zone, play is dead and the kick off process would follow.

After the convert play has been concluded, the scoring team will kick-off to the non-scoring team.

TIMING AND CHOICE OF RECEIVING

When the half time whistle blows or to finish the game, finish out the play

  1. At the start of the game, the team winning the coin toss will have 2 options available to them:
    They can choose to kick-off or receive a kick-off from the opposing team.
  2. They can choose an end of the field to defend

If the team winning the coin toss took first choice to start the game, the loser of the coin toss has first choice to start the second half.

GENERAL SCRIMMAGE RULES

The offensive team consists of a quarterback and 4 receivers.

The defensive team consists of 5 defenders.

The offence has 4 ‘downs’ or scrimmage plays in which to score a touchdown. If a touchdown is not scored in the 4 plays, the ball is turned over to the defence, the defence then becomes the offence.

On each down, the ball should be put in play at the center point on whichever yard line the teams are positioned.

The offensive team has the choice to put the ball into play by either having the quarterback ‘snap’ the ball to him/herself or using an eligible receiver to snap the ball to the quarterback (direct or shotgun).

A player is considered ‘down’ when:

  1. One or more flags is missing from his/her belt.
  2. The player’s body touches the ground anywhere from the knee up (hands are excluded).
  3. The player goes out of bounds. A player is out of bounds when any part of the player’s body touches the ground on the out of bounds line or beyond.
  4. If a player inadvertently loses a flag during the course of a play, the play is dead when and where the flag came off.

Play Clock

The offence must put the ball into play within 30 SECONDS of starting their huddle. Huddles need to be kept short to keep the play moving; teams may politely intervene if their opponent is not abiding by this rule. If this is mentioned by your opponent, make an effort to speed up.

Steamboat Counting

The quarterback/offence has only 10 “STEAMBOATS” to make a play (this should equal 10 seconds). If the quarterback has not been rushed (so they can’t run) then they must have made a pass within 10 steamboats.

Any defensive player can call steamboats, preferably a player on the sideline.

If a player on the sideline is calling steamboats, they must move with the line of scrimmage and must count loud enough for all players on the field to hear.

For the defensive team to take advantage of this rule, a player must be counting the 10 steamboats out loud for all to hear. If the defence forgets or starts counting late, the offence has until the defence gets to 10 by counting the steamboats properly.

At 10 steamboats if a pass has not been thrown by the quarterback, the play is dead and the next down is started. This rule has been instituted to keep the game moving.

The defence must count 5 steamboats before they can rush across the line of scrimmage into the offensive backfield (any defensive player can call the steamboats but please call the steamboats loud enough for everyone to hear).

The offence is not allowed to run the ball across the line of scrimmage until a defensive player has counted 5 steamboats and has crossed the line of scrimmage (even if crossing unintentionally while covering a receiver).

If the defence rushes the quarterback after 5 steamboats then the steamboat count no longer applies and the play will continue until the offence is stopped.

PASSING

All players on the field are eligible to catch a pass.

If a legal forward pass goes incomplete, the next play will start at the original line of scrimmage.

If the defence catches (intercepts) a pass, they become the offence after that play has ended.

A forward pass may not be thrown if the ball has been advanced across the line of scrimmage.

Only one forward pass may be thrown on each play. The pass can be underhand or traditionally thrown as long as it goes forward over the line of scrimmage.

On any play, any number of ‘laterals’ (directly sideways or backwards passes) may be thrown from any point on the field but eventually the ball must be passed over the line of scrimmage. If the defensive team does not cross the line of scrimmage the ball must be thrown - offensive teams can not run the ball if the defensive team has not crossed the line of scrimmage.

Pick Plays

‘Pick Plays’ are illegal by the offensive team. A pick play is when one receiver/offensive player runs interference on the defensive player that is covering another receiver.

For a play to be considered a pick an imminent collision or actual physical contact must be made.

A good rule of thumb is that when two offensive players cross within 1 yard of each other they are attempting a pick play if a defender is affected by their actions.

If the ball has been advanced across the line of scrimmage, a pass in a forward direction is illegal. The play is dead and the ball should be scrimmaged from where the forward pass originated.

For a pass to be complete, the receiving player must have control of the ball and have at least one foot in bounds before any other part of his/her body lands out of bounds.

Defensive players should avoid screening (waving hands in front of a receiver’s face) or contacting a receiver.

If the defence intercepts a pass in their own end zone and subsequently fails to advance the ball out of the end zone, they will scrimmage the ball (1st down) on their own 10 yard line (a modified Touchback).

GENERAL KICKING RULES

There are two types of kicks:

  1. Kick-off: to start a half, or after a touchdown.
  2. Punts: a play from scrimmage - ONLY on the 4th down.

If the ball goes out of bounds through the receiving team’s end-zone (side or end), the receiving team shall scrimmage the ball (1st down) at their 10 yard line. There is no point awarded to the kicking team.

Return kicks by the defence or receiving team are not allowed.

On all kicks and punts, the players of the kicking team should be even with, or behind the kicker when the ball is kicked.

KICK-OFFS

A kick-off will take place from the kicking team’s 10-yard line.

If the ball goes out of bounds prior to reaching the receiving team’s end-zone, whether or not it lands inbounds before going out, the receiving team will have the choice of either the kick-off being repeated, OR taking the ball where it went out of bounds, plus 5 yards.

Once a ball has been kicked, the kicking team is not allowed to recover the ball; it has been given away to the defending/receiving team.

If the kick-off has not been touched by the receiving team, the kicking team must stay 5 yards away from the receiving team until someone touches it.

Loose Balls on Kick-off:

If a player receiving a kick fails to initially control the ball (but has touched it) and it hits the ground, that player may still attempt to control and advance the ball. In this situation the kicking team does not have to give the player a 5-yard buffer (the ball has been touched), but the kicking team cannot recover the ball.

If a player fails to initially control the ball, his/her team mates cannot recover the ball.

PUNTING

A punt is a kick that occurs during a scrimmage play.

A team can only punt on the 4th down and they must inform the defending team if they plan to do so. (There are NO fake punts).

Defensive teams cannot block a punt.

The punting team can ‘down’ a punt. If the receiving team chooses not to play a ball that is on the ground or if the punting team gets to a ball on the ground first, then the punting team can touch the ball and the receiving team will begin its series of downs from where the ball is touched.

If the ball goes out of bounds prior to reaching the receiving team’s end-zone, regardless of whether it first lands inbounds, the receiving team will scrimmage the ball (1st down) from the yard line where the ball went out of bounds.

Loose Balls on a Punt:

The same rules apply as above for ‘Loose Balls on Kick-off’, with one exception: there is no 5-yard buffer on punts as there is with kick-offs.

LOOSE BALLS (NON KICKING)

On a non-kick scrimmage play, if the ball touches the ground, it is immediately dead. The ball is retained by the team who was last in possession of the ball (exception: the offence gambles on 4th down and fails to score a touchdown on the play – the ball is turned over on downs). The next play will start at the yard line where the player fumbled the ball.

BLOCKING

This is a non-contact league; all physical blocking is illegal.

A player is entitled to his/her stationary position or immediate path on the field, and physical contact is to be avoided.

On a kick off, the offensive players without the ball must not block for the runner - they must either stand still (without moving their arms or legs) or get behind the runner for a lateral pass.

FOULS AND PENALTIES

Blocking and physical contact (includes pushing out of bounds) MUST be avoided at all times.

Picks: all pick plays (unintentional included) are to be avoided, and should be penalized when identified.

Picks are clearly defined in the ‘Passing’ section of the rules. Note: not all crossing patterns are picks.

Offensive players should not cross the line of scrimmage before their quarterback puts the ball into play.

A ball carrier cannot guard his/her flag with his/her hands. Furthermore, they cannot jump in any fashion to avoid having their flag pulled. Jumping consists of one or both feet leaving the ground.

Defenders cannot screen or touch a receiver while the receiver is attempting to catch the ball (a defender legitimately attempting to intercept the ball may end up screening the intended receiver - this is OK if contact was minor and incidental.)

Holding of any kind is illegal.

A defender is not allowed to prematurely take the flags off of an offensive player’s belt.

A defensive player may not slow an opponent by grabbing their clothes or body.

Offensive charging is a foul: a ball carrier cannot aggressively run through the outstretched arms of a stationary defender - they should make an attempt to go around the defender and avoid contact.

In the case of a perceived foul, if the teams cannot agree that a foul occurred, there is only one option - Replay the down from the original line of scrimmage.

In the case of a perceived foul, if the teams do agree that a foul occurred, there are 4 options. The team that was fouled against gets to choose the option that is most beneficial to them - Replay the down from the original line of scrimmage

Play the next down from the spot where the foul occurred (e.g. a team intercepts a ball and during the runback an illegal block occurs – in this case, the intercepting team takes over on offence at the point of the foul).

Decline the penalty but talk to the other team (e.g. if a player scores a touchdown after being fouled, the scoring play counts. Then talk to the other Captain or the fouling player after the play to help avoid further incidents).

Pass Interference: if both the offence and defence agree that the defender committed pass interference, then the offence can choose to either replay the down from the original line of scrimmage or the next play will start from the point of the foul.

FLOOR HOCKEY

1) Co-Edge will provide all equipment needed.

2) All areas (wall, ceiling) are 'live'. Exception is team benches. There are no icings or off-sides.

3) A player from each team will face-off in the center of the gym and tap their sticks together 3 times before going for the ball.

4) Players may make subsitutions "on-the-fly" as long as the player leaving the court is off before the new player enters the playing area.

5) Players may not stand within a goalies crease. Goalies may NOT contact a player who is standing in the crease. Once a goalie has covered the ball, the play is dead. Once a goalie gains possession, they can pass the ball immediately or pick up the ball and drop it over the net to their own player. This player is given 3 seconds to put the ball in play.

6) Goals cannot be scored by kicking the ball in the net.

7) Players must play with respect and a "fun-first" attitude.

8) Moving picks are not allowed.

9) High sticking occurs when the stick of a player comes above waist level. This includes knocking down the ball, calling for a pass or during a shot.

10) You cannot pass the ball to your teammate using your hands. A caught ball must be dropped directly to the ground.

11) Ball in the corner - when two players are chasing the ball into the corner, the leading player must be given possession and be given 3 seconds to gain control. This is done to prevent and injuries or trips that may occur in the corner.

12) Body contact is not allowed at any time during play.

KICKBALL

Layout:

  1. A kickball diamond will be created with a square of about 20 paces each side with a pitching strip in the middle of the diamond.
  2. The defensive team will field the following positions: catcher, 1st basemen, 2nd basemen, 3rd basemen, 3 outfielders
  3. Teams will play 5 innings. If 5 innings are not completed by 45 minutes of play, the score after the last completed inning will be used. If time allows, more innings may be played but the score of the last full inning played will be used.
  4. Captains will rock, paper, scissors to decide who kicks first.
  5. A cap of 12 runs/team/inning will be used to keep play moving swiftly.

Pitching:

  1. Teams will pitch to their own kickers
  2. The ball must be rolled on the ground when crossing homeplate. The pitcher has to stay behind the pitching strip until the ball is kicked

Kicking:

  1. The ball must be kicked with the foot or leg. There is no bunting - the leg must fully extend when kicking. The must be made behing or while stepping on homeplate.
  2. Each kicker will be given 3 pitches to make a kick. If the kicker misses or fouls on all 3 pitches, the kicker is out.

Running:

  1. A runner may only run when a ball is kicked. There is no stealing or leading off in kickball.
  2. Runners must tag up if a fly ball is directly caught.
  3. Runners may not slide into base.
  4. If the ball is overthrown when trying to hig the runner out, the runner may advance only ONE base.

Scoring: A run is scored every time a player rounds all of the bases and crosses home plate.

Outs:

A kicker is out if:
  1. They kick the ball and it is caught in the air (even in foul territory)
  2. 3 strikes and/or fouls
  3. They bunt the ball (don't take a full swing of the leg)
A runner is out if:
  1. they are hit by a kicked ball while off base
  2. a fielder tags them with the ball while they are off base
  3. a fielder throws and hits them below the shoulders with the ball (runners hit in the head with the ball are not out unless they were ducking or dodging the ball)
  4. They are tagged by a fielder with the ball before they reach the base they are forced to run to or the fielder touches the base with the ball before the runner in a forced play
  5. They leave the base before the ball is kicked
  6. They fail to tag up when a fly ball is kicked and the ball beats them to the base they were on
  7. The run past the runner in front of them
  8. They run into a fielder who is making a play for the ball
Floor Hockey League Rules
Play with control and be conscious of your surroundings.

Report all injuries which require medial attention and incidents if you desire official Co-Edge investigation.

Talk to the other team. Together, Co-Edge members can make a fun and safe playing environment.

It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.

Captains are responsible for bringing ice packs or other first aid equipment for their team. Each facility Co-Edge uses has different rules and different availability for getting these materials. Safety is our number one priority and Co-Edge conveners will do everything tot get what an injured participant needs. but sometimes they are limited in what they can do/get in certain facilities. Each team should have their own materials, in case of emergency. Be advised Co-Edge conveners are not first-aid certified.


EQUIPMENT

Co-Edge will provide all equipment needed to play including nets, sticks, balls, goalie masks, pads and goalie sticks.

Protective Gear: Players can opt to wear protective geah, this includes: shin pads (soccer shin pads or ball hockey shin pads, not ice hockey). work, batting or padded gloves (not ice hockey gloves), mouth guards and/or eyewear. We do not make the equipment mandatory because past history has shown players who wear protective gear tend to play more aggressively than those who don't.

Legal and Illegal Equipment

Goalies:
  1. glove, blocker, mask, baseball chest protector (hockey chest protectors are forbidden), cub, hockey pants, any style of goalie pads (leather or synthetic) as long as they conform to the new size restrictions. Pads may not be taller than 34 inches or wider (at their widest poin) than 11.5 inches.
  2. Goalies must wear a helmet/mask at all times. No exceptions
  3. Goalies with non-conforming pads will not be allowed to play in the game. Co-Edge will have sets of conforming pads at each facility for use.
  4. Goalie sticks: all goalie sticks must be the one piece full plastic stick or two piece floor hockey variety (plastic shaft, plastic paddle and blade).
  5. Illegal - wooden stick, goalie pads with extra "butterfly add-on"
Players:
  1. All players must use the provided plastic sticks. Players may bring their own sticks, but they MUST be the same make and model as the ones provided (DOM Pro or Cup). DOM Elite, Vision, wooden, fibreglass and aluminum sticks/shafts are not allowed.
  2. Illegal - Any sticks that are not DOM brand sticks. Any blade that is not plastic.


BALL IN PLAY

All areas (wall, ceiling) are 'live'. The only exceptions are if a ball is dumped into an area that is not considered part of the playing floor (the stage, the player's bench, etc.). Icing and off-sides are not in effect.


FACE-OFFS

A player from each team will face-off in the center of the gym and tap their sticks together 3 times before going for the ball.


THE BENCH

Please keep your body and stick out of the playing area. Please store your bags, coats, etc. safely out of the way.


CHANGING ON THE FLY

Players may make substitutions "on-the-fly" as long as the player leaving the court is off before the new player enters the playing area.

Pulling the goalie for an extra attacker is not permitted.


CREASE AREA

A standard crease size is the width of the goals and 4' deep.

A player may not stand in the crease. If a player is standing in the crease, the goalie may NOT contact the player.

Players may put their stick in the crease but cannot contact the goalie.

Once the goalie has covered the ball, the play is dead.

Players may run through the crease but cannot make contact with the goalie.

Goalie Possession - if a goalie gains possession, they can:

  1. Pass the ball immediately. The ball is considered live at this point.
  2. Pick up the ball and drop it over their net to their own player; his/her team now has 3 seconds to put the ball in play. The opposing team may shadow the movement of the player with the ball but MUST NOT cross the goal lne in pursuit of the ball until a 3 count has been given
A player cannot kick the ball into the net.


ROLE OF PLAYERS

All players participating in Co-Edge leagues are expected to play with respect and a "fun first" attitude. In floor hockey, there is an emphasis on the players to know the rules and manage their own actions on the floor.


RESPECT YOUR OPPONENT

Remember that everyone is here to have fun. Hockey can be an intense and physical sport, however, Co-Edge's floor hockey league must be a fun, non-threatening environmnent.

Promote fun and safety throughout the game: yell "Corner!" when 2 players are running into the corner; yell "Goalie's ball" to prevent hacking at his hands; talk to your players who are not following the rules.

Conduct a good half-time meeting: talk to your team about your opponent; share these thoughts with the Co-Edge representative and opponents team captain; listen carefully to the feedback about your team; relay this message to your players and ensure that these changes are happening throughout the second half.

Provide constructive feeback to Co-Edge as needed, regarding gym conditions, unsportsmanlike play, or helpful comments.


INFRACTIONS

If a player commits an infraction, the player or his teammates are EXPECTED to call it. You can call an infraction by apologizing to your opponent and stepping back from the play. If you have illegaly taken the ball because of an infraction, give the ball back to them and resume play.

Moving Picks - A player cannot set up a "pick and roll" for their teammates.

Players may not run towards and into an opponent's runnng path with the intention to stop and draw contact. This is dangerous and not allowed.

Players making "Picks" are endangering themselves and their opponents. Any player caught making an intentional pick will be ejected from the game and/or suspended from the league.

High-Sticking - High sticking occurs whne the stick of any player comes above their waist level. This includes incidents when the player is trying to knock the ball down, waving for a pass, or before/after a shot has been taken. Goals scored by a high-stick DO NOT COUNT. If a high-stick occurs, the non-offending team retains possession with an indirect shot from where the infraction occured.

Hand Pass - You cannot pass the ball to your teammate by directing the ball to them with your hands. You may catch the ball, but you must drop the ball to the floor immediatley. Goalies are also restricted from throwing the ball to a teammate.

Ball in the Corner - When two players are chasing the ball into the corner, the leading player must be given possession of the ball with the opponent standing at least a stick length away. The opposing player must no approach for 3 seconds and must count out "1,2,3" once the player has gained control of the ball.

Using the Body to Advance - A player cannot advance towards their opponent's goal by using their backside or bum as a shield. This includes protecting the ball with your back.

It is inevitable that there will be some incidental contact among players. However, any other contact, i.e. pushing, picks, etc., is not allowed. (You should not touch any other player with your body or your stick at any time on purpose, and you should do your best to avoid unnecessary contact with your body and your stick).

Sliding - Players cannot slide to block a shot, but they can go down to one knee.

Going Over the Top - A player cannot impede an opponent's progress by hooking or slashing over top of their stick.

Lifting the Stick - A player is permitted one chance to 'lift' their opponents stick while they are receiving a pass or in possession of the ball; repeated attemps is an infraction.

Goalies - Goalies are permitted to sweep their sticks around the side of the net unless it interferes with an individual's motion of play. Aggressive sweeping will be called a slash.

DO NOT HACK at the goalie while they are trying to gain possession of the ball.

Too Many Players - If a player comes out onto the floor before their teammate comes off, an infraction should be called.

Delay of Game - Any player who purposely shoots the ball out of bounds or deliberately fall on a ball to stop play has committed an infraction.


GAME TIMES

Players arrive 15 minutes prior to the scheduled game time.

Games are 55 minutes in length. The clock starts at the scheduled game time and teams should wam-up for no more than 5 minutes. Your game must end 5 mintues before the next one is scheduled to begin, regardless of what time your game actually started. Co-Edge conveners use their own time-keeping equipment as gym clocks may not be accurate on a week by week basis.

Co-Edge conveners will announce "one-minute left" before the end of each half and will subsequently blow the whistle to announce the end of that half.

Games consist of two 25 minute periods, with a 5 minute intermission.

In regular season games, ties are allowed - no overtime or shoot-outs.

The clock does not stop for any reason as each game must end on time.


PLAYOFFS

All teams will qualify for 2 playoff games.

In playoffs, tied games will be broken by a shootout. 3 players from each team will take a penalty shot. One of 3 shooters from each team needs to be female. After three shots each, the team with the most goals wins. If the score remains tied, each team alternates shooters until the tie is broken per pair of shooters.

Teams are accountable for their actions in playoffs and are expectd to maintain a high level of sportsmanship.

Help make the game fun and safe:

  1. Call fouls if they happen.
  2. Eject players who are a threat to the fun or safety of their opponents - a Co-Edge representative may step in and assign a game misconduct if warranted by a player's actions.
  3. Provide constructive and positive feedback to the players throughout the game.


WAIVER

All players and subs must fill out the online waiver before playing in our leagues.

Waivers can be found by selecting sports drop down menu and clicking on the wiaver link from the menu.

Captains are responsible to ensure each member has completed the form.

The waiver covers liability and sportsmanship.

Refunds are generally not issued for players who sustain an injury and are unable to continue play in the league.


ROSTERS

A full team is five players, one of whom shall be a goalkeeper.

Two players must be female. If a team has a female goalie she does NOT count towards the two female players.

Minimum of FOUR players needed to start and continue a game. One must be female. Zero females will be recorded as an automatic default but you can still continue to play for fun!

Complete and accurate team rosters must be submitted for each team. You must have a minimum of 8 players on your team, however, it is recommended that you have been 9-12 players on your roster as back-up in case some players can't make certain games.

If a team's goalie is injured during the game then there will be a short (2 minute) timeout to replace the goalie with either another player or another goalie if there is one present waiting for the next game.


SUBS

A team may bring in subs that are not listed on the roster. Subs at any time must not have, or play at, a higher skill level than the player(s) they are replacing.

You may only borrow players from the previous games to prevent your team from defaulting. You cannot add players from a previous if it increase the number of players on the roster beyond a minimum roster.

Teams may bring in subs for playoff games but these players must have played at least 2 games during the regular season with the team. There is one exception to this rule: your team is going to default due to a lack of players. In this case only, new players will be allowed to play but teams may only field a minimum full roster (see above).

It is each team's responsibility to NOT bring in "Ringers" for playoffs - respect your opponent and the league by making it a fair game!

If you recruit a sub, it is your responsibility to ensure they are ready to play (know the rules and have submitted a waiver).


DEFAULTS

Defaults should be prevented whenever possible.

All teams are to be ready to play at the time listed on the schedule.

Teams not meeting the minimum playe requirements 15 minutes after start time will default the game.

A default is a score of 7-0.

If a team defaults more than two times, Co-Edge has the right to eliminate the team from the league.

Dodgeball League Rules

Play with control and be conscious of your surroundings.

Report all injuries which require medial attention and incidents if you desire official Co-Edge investigation.

Talk to the other team. Together, Co-Edge members can make a fun and safe playing environment.

It is the responsibility of both team captains to submit their scores online the day following game night. Visit www.co-edge.com and log in from there. Click here to check out a quick video on how to submit scores.

The purpose of dodgeball is to eliminate the opposing players from the game by hitting them with the ball (ideally below the shoulders). The team with the last person still in the game wins that game and receives a point.

LAYOUT OF THE GAME

To start a game, each team stands at their respective back wall. Three dodgeballs will be placed 5 feet back from the centre line on each half court.

A Co-Edge representative or team captain will start the match by shouting "READY, SET, DODGEBALL!"

Players will then rush to the balls.

Players may lean over the half-line to retrieve the ball but if a player accidently or intentionally places a whole body part (one finger, one foot, a knee, etc.) on the opponent's court, they are out. (If only a toe or a portion of their foot foes over the line and on to the opponent's court, they will not be disqualified).

Players may not remain static in areas that conceal or partially conceal their body. i.e. doorways, or equipment that may be in the gym.

Eliminated or sub players must not interfere with the play while sitting or standing on the sidelines.

A ball is considered 'dead' as soon as it hits the floor, wall, ceiling or any obstacle in the playing area. A player is NOT eliminated after being hit by a "dead ball".

Players cannot wear gloves while playing dodgeball.


THROWING AND ELIMINATING PLAYERS

Players may only be in possession of ONE ball at any given time. Holding a ball and kicking another ball to a teammate is considered legal.

Players may not keep possession of the balls in order to stockpile the ball on their side of the court.

Players must release a ball within 15 seconds of picking it up. If a player drops a ball and picks up another ball, the time count begins from the first ball they took possesion of.

Teams cannot use delay tactics by hoarding balls on their side of the court, or by choosing not to attack. Players may not simply avoid being hit without throwing. If there are balls on your side of the court, you must make a reasonable effort to take possession of a ball and eliminate the other team's players.

To eliminate a player, a 'live' ball must hit the player on any body part.

Make sure that a player that has been hit by a 'live' ball raises their hand as they leave the court so that their opponents know not to hit them.

If it is down to 1 vs. 1, you will have 60 seconds to try and eliminate each other. If after 60 seconds no one has been eliminated, 1 player of the opposite sex of the person on the court for each team can return to the game. (No additional players will be allowed back on after another 60 seconds unless it is down to 1 vs. 1 again).


THROWING STYLES

All throwing styles are legal except the following:

  1. Throws made while jumping off the walls or bench
  2. Kamikaze - jumping over the centre line and throwing the ball while in the air before landing on the opponent's side of the court. This is also called a suicide play.


HEADSHOTS

Balls thrown that strike an opponent in the head (above the shoulders) will be counted as a hit and the player will be eliminated. HOWEVER, no player should be purposefully aiming for the head of their opponents. Any deliberate attempt to do so will not be tolerated.

If team captains agree beforehand to keep the "headshot" rule in effect for their games, meaning elimination to the player who threw the headshot, then that rule will stand.

The Co-Edge representative will have the discretion to disqualify player that are intentionally aiming for the heads of their opponents.


CATCHING

If a player catches a 'live' ball that is thrown at him/her - the thrower is eliminated.

In addition, the team who caught the ball may return a previously eliminated player back onto the court. Players who re-enter the game can be anyone and does not have to be based on the order they were eliminated, however, there are some exceptions to this rule:

Catch Scenarios (Revised November 29, 2016):
  1. 1 player remains on the court: Bring on player of the opposite sex
  2. 2 players remain on the court (1 member of each sex): Bring on player of either sex
  3. 2 players remain on the court (same sex): Bring on player of the opposite sex
  4. 3 players remain on the court (2 same sex, 1 opposite sex): Bring on player of the opposite sex (so that there are 2 of each)
  5. 3 players remain on the court (all same sex): Bring on player of the opposite sex
  6. 4 players remain, 3 same sex, 1 opposite sex (ex. 3 males, 1 female): Bring on member of the opposite sex (female)
  7. Once at least 2 members of each sex are on the court, teams can bring on either sex when a ball is caught
A player in possession of a ball can NOT catch another ball. However, if a player already in possession of a ball wants to catch another ball, they must first drop the one they are holding in order to catch another one. If that ball is caught, the opposing player throwing the ball is out as previously mentioned.

Players may dribble the ball they are holding as long as the ball has been securely caught beforehand.


BLOCKING/DEFLECTING

Players may use a ball in their possession to block/deflect another ball thrown at them. However, if that player dropped the ball or it was knocked out of their possession, or if the ball hits any other part of their body after being deflected and then hits the ground - they are eliminated from the game.

You can save a teammate by catching a deflection in the air. For instance, if you are hit by a ball and your teammate catch the same ballin the air before hitting the ground, the opponent who threw the ball is eliminated.

If you deflect a ball thrown at you with a ball that you are holding, that ball is still considered "live" and, if caught by a teammate, will result in the thrower being eliminated. This can also back fire if your teammate fumbles the deflection, they are eliminated.

If you are hit by a ball and that ball hits your teammate and then hits the ground, the last person to be hit is out.


ROLE OF THE PLAYERS

All players participating in Co-Edge leagues are expected to play with respect for everyone at the gym and with a "fun first" attitude. In dodgeball, there is an emphasis on the players knowing the rules and managing their own actions on the floor.

RESPECT YOUR OPPONENTS

Remember that everyone is here to have fun.

Eliminate yourself if you've been hit! Don't try to get away with thinking no one else saw it. Not calling yourself to be eliminated is the ultimate in poor sportsmanship.

Promote fun and safety throughout the game. Congratulate your opponent on fun and fair play throughout the night!

Conduct yourself with maturity if approached regarding your style of play and make any requested changes.

If you are concerned about a player on the opposing team, it is YOUR RESPONSIBILITY to talk to your team captain so he/she can address the issue.


GAME FORMAT

Please arrive 15 minutes prior to the scheduled game time.

Matches are 55 minutes in length. The remaining 5 minutes in the hour allows teams to exit the courts and for the next teams to enter and get ready to play their games.

Each game won will count for 1 point.

Eleven (11) "official" games will be played in total for the nights. Once 11 games have been reached, the score will freeze (for reporting) and the two teams may continue to play for fun with no tracking of games.

If a game is still being played when time expires, the team with the most players still in the game will win. If teams have the same number of players when time is called, the team who eliminates the next player wins.

For playoffs, regulation time is 50 minutes. if teams are tied at the end of regulation time - a 5-minute OT game will be played. The game will be played until a winner is declared.


WAIVER

All players and subs must fill out the online waiver before playing in our leagues.

Waivers can be found by selecting sports drop down menu and clicking on the wiaver link from the menu.

Captains are responsible to ensure each member has completed the form.

The waiver covers liability and sportsmanship.

Refunds are generally not issued for players who sustain an injury and are unable to continue play in the league.


ROSTERS

You must have a minimum of 8 players on your team, however, it is recommended that you have between 9-12 players on your roster as back-up in case some players can't make certain games.

A team can have a maximum of six players on the court. There must be a minimum of 2 males and 2 females on the court to start.

A minimum of FOUR players are needed to start and continue a game. One player must be the opposite sex of the other player. If you cannot field a minimum roster, the game will be recorded as an automatic default but you can still continue to play for fun!



SUBS

A team may bring in subs that are not listed on the roster. Subs at any time must not have, or play at, a higher skill level than the player(s) they are replacing.

If you are playing on a night where games are being played before yours, or if a team in your gym offers to lend you any players, you may only borrow players to prevent yourself from defaulting. You cannot add players from a previous game or from other teams playing at your gym if it increases the number of players beyond a minimum roster, which is 4.

Teams may bring in subs for playoff games but these players must have played at least 2 games during the regular season with the team. There is one exception to this rule: your team is going to default due to a lack of players. In this case only, new players will be allowed to play but teams may only field a minimum full roster (see above).

It is each team's responsibility to NOT bring in "Ringers" for playoffs - respect your opponent and the league by making it a fair game!

If you recruit a sub, it is your responsibility to ensure they are ready to play (know the rules and have submitted a waiver).


DEFAULTS

Defaults should be prevented whenever possible.

All teams are to be ready to play at the time listed on the schedule.

A team will be penalized 1 game for every 5 minutes they cannot meet the minimum player requirements up to 15 minutes after the start time in which case they will default the match.

A default is a score of 11-0.

If a team defaults more than two times, Co-Edge has the right to eliminate the team from the league.
3-Pitch Softball Rules
  1. Teams will consist of no more than 12 players. Of which 3 must be male and female. Defensively, a team shall field 9 players (at least 3 males and 3 females - other 3 players can be either gender) . (First base, second base, third base, shortstop, left field, centre field, right field, rover, catcher.)
  2. Regardless of where a player plays defensively a batting order may not change during the course of a game.
  3. An injured player may re-enter the game in the same batting order – they will not be penalized for missing their spot in the batting order unless this causes a team not to have 3 females or 3 males in the batting order.
  4. The batting order may not consist of 4 players of the same gender in a row. 1-12.
  5. Each team must share their batting order with the opposing team before the start of each game. Both teams will need to report the score to Co-Edge officials after the game.
  6. Each game will consist of 5 innings, or after 45 mins of playing time have been reached, and both teams have batted in that inning. Teams may not start a new inning after 40 minutes of play (Official time to be kept by Co-Edge officials, and will be according to time of day regardless of the time at the start of the game).
  7. Mercy Rules: Teams may not score more than 12 runs in any given inning. Once 12 runs have been reached, that half inning is over. After two full innings have been played if one team is up by 15 or more runs, that team will be declared the winner of the game. The teams may continue to play until the 45 min mark for fun.
  8. Teams may not hit more than one homerun per inning. Any hit that goes over the fence after one homerun has been hit in that inning will be considered an out – runners may not advance.
  9. The batting team must supply their own pitcher and base coaches.
  10. Each batter will receive a maximum of three pitches. If the third pitch is not put into play the batter will be called out.
  11. There are no umpires. The batting team’s pitcher will be responsible for calling “out” and “safe” at first, second, third, and home plate. The base coaches will be responsible for calling “fair” and “foul” balls.
  12. If the ball is hit and touches, or is played by the pitcher in any way, the batter will be called out.
  13. Bunts, halfswings, and “tomahawk” swings are disallowed and will count as a foul ball. If this is the third pitch, the batter shall be called out.
  14. Base runners are not to touch home plate. A runner must cross the plate line before a defensive player has possession of the ball and is standing on home plate. A “force play” is in effect at all times at home plate.
  15. Once a base runner has crossed the “commit line” they may not return to third base, they must continue to run toward home.
  16. There will be an outfield line marked by pylons in the outfield. Outfielders (rover excluded) may not pass this line towards the infield before the ball hits the bat on any given pitch.
  17. Equipment: Co-Edge and the Ice Park will provide bases, and one game ball per game. Bats, gloves, score sheets, and practice balls must be provided by each team/player.
  18. Please always play with sportsmanship and consideration for the other team.
 

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