MadCity Catholic Summer Sports League
Non-Base Sport Overall Rules
Designated players play rock-paper-scissors. Winner can choose whether they want the ball or not or the side they want to start, the loser makes their choice from the category the winner doesn't choose. Side and possession swap at halftime.
Regulation: 2, 20-minute halves.
A running clock is used and only stops for time outs.
Each time has 1 timeout per half, maximum 1 minute
Halftime: 5 minutes max
Overtime: 5-minute sudden death overtime period (first team to score wins). If there is still a tie at the end of this overtime period, the game ends in a tie.
7 players on the field at a time
Female players: If feasible, at least one girl should be on the field. However, there is no strict requirement to match the number of girls on the field or to have girls on the field, meaning that a team will not forfeit if they don't have any girl players show up, or, for example, if only one girl shows up, and there is a time in the game where she doesn't play due to needing a break.
Base Sport Overall Rules
Designated players play rock-paper-scissors. Winner chooses home or away.
Regulation: the earlier of 7 innings or 50 minute running clock. If 50 minutes is hit, the game ends after the inning being played is completed
Extra innings: If tied at the end of 7 innings and the 50 minute time cap has not yet hit, extra innings may be played until a winner is decided. If the 50 minute time cap hits, and the game is still tied at the end of that inning, the game ends in a tie.
10 players on the field at a time
Female players: If feasible, at least one girl should be on the field. While a team will not forfeit if they don't have any girl players show up, as base sports are less cardio intensive, it is reasonable to expect that a girl will be able to play defense the entire game.
Each time has 1 timeout per game, maximum 1 minute
Balls and Strikes:
4 balls constitute a walk. 4 balls in a row way outside the zone will allow batter to advance to
2nd base and would essentially be an intentional walk. To avoid intentional walks, umpire will
use discretion on pitches that reasonably miss the strike zone and pitches way outside the
strike zone.2 strikes constitute an out (strike out).
If the batter hits a foul ball on the second strike, the batter is out
Running the bases:
When running to first and home, runners need to use the safety bases. Runners will NOT be considered out if they touch the normal first or home plate, but the safety plates should be prioritized in order to prevent injuries. Defensive players should NOT use the safety bases to get outs.
When the pitcher has control of the ball and is standing within 10 feet of the mound, all the runners must stop advancing.
Sliding into the base is NOT allowed.
Runners must stay in the baselines.
Fielders must stay out of the baseline. Unless they are making an active play for the ball, if they interfere with a runner, the runner is safe at the base they are running toward.
The runner is out if they run into the fielder. The runner is safe if the fielder initiated the contact.
Runners may NOT lead off or steal. They can only run after the ball is kicked. A runner who is off the base before the ball is hit, is out.
Runners must tag up to advance to the next base and they must do so after the fly ball is first touched by the defense. If a fielder completes a catch of a fly ball in foul territory, the runner can tag up and advance to the next base.
Runners may overrun 1st base, but they must run straight through or turn toward foul territory once they pass the base. If they overrun any other base, they may be tagged out by a defender with the ball.
If a runner overtakes and passes a runner on the bases ahead of them, they are out.
If a runner gets hit by a ball through no fault of their own, they are not out. If the runner intentionally gets in the way of a ball thrown by a fielder or slaps the ball out of the hand of a fielder, they are out.
If the ball is overthrown, the runner may continue to run the bases, but can only advance one more base if they do so. If the defense recovers and tags them out, then they are out. An advance base is NOT automatically granted.
If a runner passes the commit line between third and home, they must run to home, and cannot return to third base.
Definitions:
Base Path - An imaginary line three feet to either side or direct line between the bases.
Illegal pitch – A pitched ball which is below or above the 6-12 foot arc rule.
Batter's Box - An area to which the batter is restricted while in position with the intention of helping his/her team to obtain runs.
Batter/Baserunner - A player who has finished their turn at bat, but has not yet been put out or touched first base.
Dead Ball - Ball is not in play and is not considered in play again until the pitcher is within 10 feet of the pitcher's mound and the umpires has called "Play Ball".
Fair Ball - Any batted ball which settles on fair territory between home and first base or home and third base; or that is on or over fair territory including any part of first and third
base when traveling to the outfield; or that touches any of the bases; or if it touches any person (player or umpire); or that passes out of the playing field beyond the outfield
fence.Interference - The act of a defensive player which hinders or prevents a batter from striking or hitting a pitched ball, or the act of an offensive player, which impedes, hinders,
or confuses a defensive player while attempting to execute a play.Obstruction - The act of a fielder, while not in possession of the ball or in the act of fielding a batted ball, which impedes the progress of a base runner who is legally
running bases.Sacrifice Fly - A fair fly ball which enables any runner to advance or enables a runner to score, but which results in the batter/runner to be out.
Weeks 1 & 2 - Ultimate Frisbee
Substitutions:
Substitutions are only allowed after a score, team timeout, or an injury timeout.
Gameplay:
At period start and after each point, teams begin by lining up at their endzone lines. One team pulls the disc to the other team, and play begins.
You score by catching the disc into your opponent’s endzone. You move down the field by passing the disc to your teammates.
You are NOT allowed to take any steps with the frisbee.
Once the disc is caught, the player has 10 seconds to pass it to their teammate. If they fail to pass before then, it is a turnover, and their opponent takes over at that spot.
Note: defenders are the primary counters. Failing to count off the 10 seconds in a timely fashion could result in the offense having more than 10 seconds to pass the disc.
Refs can call a time penalty if there is an especially lengthy hold (think 15+ seconds)
If a team does not complete a pass (pass is dropped, hits the ground, goes out of bounds, etc.) the opposing team takes over at the spot of the disc and plays offense.
When catching, only one foot needs to be in-bounds, provided it hits in-bounds after the player gets possession of the disc and before the other foot goes out of bounds.
Out of bounds rules:
On kickoff:
If it flies out of bounds, the receiving team takes over at the spot it went out of bounds, but at midfield.
If it hits the ground and rolls out of bounds, the receiving team takes over on the sideline where the disc went out of bounds.
In the event it goes out of bounds in the endzone, the team will begin at the one yard line (midfield if a fly-out, sideline if it rolls out)
Otherwise:
Sideline: Teams will take possession on the sideline at the spot the disc went out of bounds.
Through the endzone, the kickoff rules apply: one yard line either at midfield or on the sideline.
Fouls:
Players call their own fouls.
A foul occurs when a player initiates contact with another player that affects the play (for example, Team A player runs into Team B player while Team B player is attempting to catch a pass, a foul is called on Team A).
If a foul caused a loss of possession, play continues as if the team had retained possession.
Weeks 3 & 4 - Soccer
Substitutions:
Substitutions may be made at any stoppage of play
If one team makes a substitution, the other team is able to respond
Gameplay
All players must use their feet, head, or chest to play the ball. A player may not use their hands to play the ball. If the contact is deemed incidental and does not directly lead to a goal/goal scoring opportunity, then play will be allowed to continue.
No goalies are allowed - players will not be allowed within a 6’ radius of the goal without guarding an opposing player. We don’t want people sitting in front of the small goal.
A corner kick or goal kick is taken when the ball leaves the field across the goal line – the end of the field. If the offensive team kicks it out, play is restarted with a goal kick. If the defensive team kicks it out, play is restarted with a corner kick.
Corner Kicks & Goal Kicks
The goal kick is taken from anywhere inside the “Goalie box”. It can be taken by any player.
The corner kick is taken from the corner nearest to where the ball left the field.
From the start of play after a goal or at the beginning of the half, at least two players (can include the scorer) must touch the ball before the offense can score.
A player cannot touch the ball twice in a row when putting the ball in play. This includes from throw-ins, goal kicks, corner kicks, or freekicks.
Fouls
A player cannot kick, trip, jump at, charge, strike, push, hold, or spit at an opponent.
Bumping, leaning or going shoulder-to-shoulder while competing for a ball is not a foul until the hands or elbows come up.
No slide tackling or sliding near another player
Slide Tackle Definition: When a defender slides on the ground and attempts to kick the
ball away from the ball handler. Anything considered to be a slide tackle or sliding near another player by the referees will result in a verbal warning for the first infraction, followed by suspension from the game for the second infraction. Any dangerous play will result in immediate ejection.
The common rule of thumb on fouls is “If it looks like a foul, it probably is.”
Free kicks
All free kicks (awarded if there is a foul or infraction called on the field) will be indirect free kicks.
On an indirect free kick, you cannot score.
Weeks 5 & 6 - Flag Football
Overview:
Substitutions are allowed at any stoppage of play
Gameplay:
No-huddle offense must be used at all times. If you want to take time to draw up a play, you must use a time out. Try to snap the ball within 15 seconds of the end of the last play. Refs can call a delay of game penalty at their discretion.
At period start and after an opposing team touchdown, the offense starts with the ball at their own one-yard line.
When catching the ball, only one foot needs to land in bounds
No stiff-arms, trucking, or flag guarding with your arms/hands is allowed. Trucking and aggressive stiff arms will be a 10-yard penalty from the spot of the foul, casual stiff arms and flag guarding will simply stop the play at the spot of the foul.
A ball carrier who's knee goes down while the player has possession is considered down at that spot, even if they have not been touched by a defender, or had a flag removed.
Offense
The only first down marker is the mid-field line. The offense has four chances to get a first down (or score a touchdown, if across mid-field). If they fail to do so, it’s a turnover on downs, and the other team takes possession at the previous spot.
Punts are allowed – on fourth-down, the offense may elect to punt the ball to the opposing team, changing possession. Players can actually punt the ball or just throw it. No returns are allowed, the other team will take over at the spot the ball rests or goes out of bounds. No rushes or attempts to block the punt are allowed.
In the event the ball goes into the end zone, a 10-yard touchback will take effect. The ball will be placed by the referee.
Teams may only move the ball down the field using forward passes and lateral/screen passes, NO running plays are allowed. Note that all players are eligible receivers.
In the event that a defensive player blitzes the quarterback, the quarterback may run with the ball beyond the line of scrimmage. This is the only “running play” that would be allowed.
Plays starts with one player snapping the ball to the quarterback. Can be an actual snap or just a handoff.
All offensive players must be behind the line of scrimmage before the snap. Being in front of the line of scrimmage at the time of the snap will be an offensive offsides penalty for 5 yards. If a defensive player is across the line of scrimmage at the time of the snap, it would be a 5 yard penalty.
Reception: A receiver makes a reception of the ball when they possess the ball and make a football move (catch the ball and make at least one step in any direction). For plays in the end zone or near the out of bounds, the receiver needs to catch the ball with at least one foot in bounds. If they make a catch with one foot in bounds and their football move then brings them out of bounds that will count as a catch or touchdown.
Blocking: Intentional physical contact is not allowed, but offensive players may guard the ball carrier by getting in the way of defensive players. Players throwing intentional and obvious blocks will be a 10-yard penalty from the spot of the foul.
Scoring:
Touchdowns – 6 points
Extra points – after a touchdown, teams may go for one extra point from the three-yard line, or two extra points from the eight-yard line. If the defense returns an interception for a touchdown on one of these plays, they score the number of points the offense was going for
Defense:
Rushing: Defensive players may rush the quarterback after a count to 7. The count must be audible to the quarterback and the referee. Failure to start counting will mean the quarterback gets more time before you’re able to rush. Rushing before a count of 7 or after an inaudible count will result in a 5-yard penalty from the line of scrimmage if the offensive play goes for less than 5-yards.
Tackling: Tackling is NOT allowed. Ball carriers are stopped by removing their flags. Tackling or excessive contact while trying to get a flag will result in a 15-yard penalty from the spot of the foul. Additionally, intentional and overly aggressive behavior could result in ejection of the defensive player, based on the referee’s discretion.
Flags may not be removed early by the defense. This is how removed flags will be treated:
A defensive player removes one flag before the ball carrier receives the ball - play continues as normal, and the player is not down until their flag is removed
A defensive player removes all flags before the ball carrier receives the ball - a 15 yard penalty against the defense is assessed from the spot of the catch
Any number of flags fall off of the ball carrier naturally before they catch the ball: the play is dead at the spot of the catch.
Turnovers:
Interceptions: defensive player intercepts a pass and lands in bounds. May be returned.
Fumble: ball carrier loses possession of the football - first player to place a hand on the ball gains possession for their team. Not allowed to be returned.
Penalties:
Delay of game - 5 yards
Offensive/defensive offsides - 5 yards
Early rush by defense - 5 yards
Defensive/offensive pass interference - 10 yards
Physical block - 10 yards
Stiff arm (minor)/flag guarding - stops play
Trucking/aggressive stiff arm - 10 yards
Tackling/early removal of all flags - 15 yard penalty
Penalties offset - if a penalty is committed by both teams, the play is redone
Weeks 7 & 8 - Softball
Pitching:
All pitching must be done underhand.
The pitcher must take a position with both feet firmly on the ground and with one or both
feet in contact with the pitcher's plate.The pitch must be delivered with an arc between 6 and 12 feet. We don’t want fast pitch style
pitches.The strike zone is defined as the space over home plate and carved out zone behind
home plate, which is between the batter's armpits and the top of the knees when the
batter assumes a natural stance.
BattingA strike is called by the umpire for each legally pitched ball which the batter does not
swing if the ball passes through the above-mentioned strike zone and hits the white
home plate or strike zone carved in the dirt behind it. Strikes are also called by each
swing and a miss by the batter.A ball is called by the umpire for each pitched ball which the batter does not swing at
and does not pass through the above-mentioned strike zone and does not hit the strike
zone.The batter gives up all rights if they swing at an illegal pitch.
If a batter is hit by a pitch through no fault of their own, that will count as a ball. If the batter
steps into the path of the ball (as deemed by the umpire) and is hit, that will be a strike.No designated hitters, if you bat, you must play the field at least one inning.
No bunting is allowed. Batter must take a full swing.
Weeks 9 & 10 - Kickball
Pitching:
Pitches may not bounce higher than the knee of the kicker
The kicker gives up all rights if they swing at an illegal pitch.
The strike zone is defined as the space over home plate and about a foot on each side of home plate
Kicking:
No designated hitters are allowed, if you kick, you must play the field at least one inning.
No "bunting" is allowed. There will be cones denoting a "bunt line" all balls must pass this distance. If kicked short of these lines, it will be considered a foul ball.
Outs:
The following plays count as defensive outs:
Fly balls caught before they hit the ground will be considered an out
Force outs at bases
The defensive player has control of the ball and tags the runner with the ball
The defensive player throws the ball at the runner and hits them before they are at the base. Head shots will NOT count.
Note that there are ALWAYS force outs at home plate
Sliding into the base is NOT allowed. Runners who slide into the base will be considered out. This is to prevent injury to players.