FAQ
Floor Hockey (5)
Registration dues vary by location and night. DC Fray Hockey strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $65 – $85. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized games, a chance at playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-hockey related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for hockey. Each level from social, gender specific and athletic. Please check your specific league to see the skill level designated.
You simply show up at the courts for your scheduled games, you and your teammates play your opponents for about 45-60 minutes depending on the league then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
Hockey teams average 10 players per team. 8 paid and approved players reserves a spot in the league but is subject to additional players. There may be gender requirements for certain leagues.
All of our Hockey leagues are either Mixed Gender or OPEN leagues. Depending on the hockey there is a required amount of females on the court at all times. Please refer to your league rules.
Balance Life Contest Rules (1)
NO PURCHASE IS NECESSARY TO ENTER OR WIN.
- Eligibility: Sweepstakes (the “Sweepstakes”) is open only to residents of DC, MD, or VA. Entrants must be 21 years old as of the date of entry. Full time employees of Balance Gym & DC Fray (the “Sponsor”) their respective affiliates, subsidiaries, advertising and promotion agencies, suppliers and their immediate family members and/or those living in the same household of each are not eligible to participate in the Sweepstakes. The Sweepstakes is subject to all applicable federal, state and local laws and regulations. Void where prohibited.
- Agreement to Rules: By participating, you agree to be fully unconditionally bound by these Rules, and you represent and warrant that you meet the eligibility requirements set forth herein. In addition, you agree to accept the decisions of DC Fray, as final and binding as it relates to the content. The Sweepstakes is subject to all applicable federal, state and local laws.
- Sweepstakes Period: Entries will be accepted online starting on or about June 16th and ending on or about July 5th. Entries received after the deadline will not be eligible to win.
- Prizes: Winners will receive prizes as listed on the main event promotional page. Actual/appraised value may differ at time of prize award. The specifics of the prize shall be solely determined by the Sponsor. No cash or other prize substitution permitted except at Sponsor’s discretion. The prize is nontransferable. Any and all prize related expenses, including without limitation any and all federal, state, and/or local taxes shall be the sole responsibility of the winner. No substitution of prize or transfer/assignment of prize to others or request for the cash equivalent by winners is permitted. Acceptance of prize constitutes permission for United Social Sports to use winner’s name, likeness, and entry for purposes of advertising and trade without further compensation, unless prohibited by law.
Odds: The odds of winning depend on the number of eligible entries received.
- Winner selection and notification: Winners of the Sweepstakes will be selected in a random drawing under the supervision of the Sponsor. Winners will be notified via the social media platform they entered the Sweepstakes with within five (5) days following the winner selection. DC Fray & Balance Gym shall have no liability for a winner’s failure to receive notices due to winners’ spam, junk e-mail or other security settings or for winners’ provision of incorrect or otherwise non-functioning contact information. If the selected winner cannot be contacted, is ineligible, fails to claim the prize within 15 days from the time award notification was sent, or fails to timely return a completed and executed declaration and releases as required, prize may be forfeited and an alternate winner may be selected.
The receipt by winner of the prize offered in this Sweepstakes is conditioned upon compliance with any and all federal and state laws and regulations. ANY VIOLATION OF THESE OFFICIAL RULES BY ANY WINNER (AT SPONSOR’S SOLE DISCRETION) WILL RESULT IN SUCH WINNER’S DISQUALIFICATION AS WINNER OF THE SWEEPSTAKES AND ALL PRIVILEGES AS WINNER WILL BE IMMEDIATELY TERMINATED.
- Rights Granted by you: By entering this content you understand that United Social Sports, anyone acting on behalf of DC Fray, or its respective licensees, successors and assigns will have the right, where permitted by law, without any further notice, review or consent to print, publish, broadcast, distribute, and use, worldwide in any media now known or hereafter in perpetuity and throughout the World, your entry, including, without limitation, the entry and winner’s name, portrait, picture, voice, likeness, image or statements about the Sweepstakes, and biographical information as news, publicity or information and for trade, advertising, public relations and promotional purposes without any further compensation.
- Terms: DC Fray reserves the right, in its sole discretion to cancel, terminate, modify or suspend the Sweepstakes should (in its sole discretion) a virus, bugs, non-authorized human intervention, fraud or other causes beyond its control corrupt or affect the administration, security, fairness or proper conduct of the Sweepstakes. In such case, DC Fray may select the recipients from all eligible entries received prior to and/or after (if appropriate) the action taken by DC Fray. DC Fray reserves the right at its sole discretion to disqualify any individual who tampers or attempts to tamper with the entry process or the operation of the Sweepstakes or website or violates these Terms & Conditions.
DC Fray has the right, in its sole discretion, to maintain the integrity of the Sweepstakes, to void votes for any reason, including, but not limited to; multiple entries from the same user from different IP addresses; multiple entries from the same computer in excess of that allowed by sweepstakes rules; or the use of bots, macros or scripts or other technical means for entering.
Any attempt by an entrant to deliberately damage any web site or undermine the legitimate operation of the sweepstakes may be a violation of criminal and civil laws and should such an attempt be made, DC Fray reserves the right to seek damages from any such person to the fullest extent permitted by law.
By entering the Sweepstakes you agree to receive email newsletters periodically from DC Fray. You can opt-out of receiving this communication at any time by clicking the unsubscribe link in the newsletter.
- Limitation of Liability: By entering you agree to release and hold harmless DC Fray and its subsidiaries, affiliates, advertising and promotion agencies, partners, representatives, agents, successors, assigns, employees, officers and directors from any liability, illness, injury, death, loss, litigation, claim or damage that may occur, directly or indirectly, whether caused by negligence or not, from (i) such entrant’s participation in the sweepstakes and/or his/her acceptance, possession, use, or misuse of any prize or any portion thereof, (ii) technical failures of any kind, including but not limited to the malfunctioning of any computer, cable, network, hardware or software; (iii) the unavailability or inaccessibility of any transmissions or telephone or Internet service; (iv) unauthorized human intervention in any part of the entry process or the Promotion; (v) electronic or human error which may occur in the administration of the Promotion or the processing of entries.
- Disputes: THIS SWEEPSTAKES IS GOVERNED BY THE LAWS OF DC. As a condition of participating in this Sweepstakes, participant agrees that any and all disputes which cannot be resolved between the parties, and causes of action arising out of or connected with this Sweepstakes, shall be resolved individually, without resort to any form of class action, exclusively before a court located in DC. Further, in any such dispute, under no circumstances will participant be permitted to obtain awards for, and hereby waives all rights to claim punitive, incidental, or consequential damages, including reasonable attorneys’ fees, other than participant’s actual out-of-pocket expenses (i.e. costs associated with entering this Sweepstakes), and participant further waives all rights to have damages multiplied or increased.
- Winners List: To obtain a copy of the winner’s name or a copy of these Official Rules, mail your request along with a stamped, self-addressed envelope to: DC Fray 951 V Street NE Washington, DC. Requests must be received no later than July 10th.
- Sponsor: The Sponsor of the Sweepstakes is DC Fray & Balance Gym. 951 V Street NE Washington, DC.
Volleyball (5)
Registration dues vary by location and night. DC Volleyball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $65 – $95. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized games, a chance at playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-volley related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for volleyball. Each level from social, gender specific and athletic. Please read your season info page to see if the league is at a different level.
You simply show up at the courts for your scheduled games, you and your teammates play your opponents for about 45 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
For 6v6 teams average 9 players. 4v4 – 7 players. There may be gender requirements for certain leagues
For 6v6 leagues, a roster averages 7-9 players on the roster, 2 of which must be women identified players. On the court, there must be at least 2 women identified players on the court at all times.
For 4v4 leagues, a roster averages 5-7 players on the roster, 2 of which must be women identified players. On the court, there must be at least 2 women identified players on the court at all times.
Kickball (5)
Registration dues vary by location and night. DC Fray Kickball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $50 – $75. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized games, a chance at playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-kickball related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
NO. From the beginning DC Kickball has never been a competitive league. It’s kickball, have some fun. As with any sort of game, there are those that are more competitive than others and them we say, “It’s just kickball!”
You simply show up at the fields for your scheduled games, you and your teammates play your opponents for about 45-60 minutes depending on the league and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues are played as early as 11am through the afternoon.
Kickball teams average 24 players per team. Our rosters are made this size because we know everyone has different schedules and may not be able to make it every week. The worst thing for a league is forfeits so we try to avoid those at all costs. 11 players in the field for defense and every player present must kick.
For our Traditional Kickball leagues, Yes! Each team must have at least 8 players present to play, 2 of which must be women identified players. A full field is 11 players, 3 of which must be women identified, at a position.
For our Alternate Kickball leagues No! Each team must have at least 8 players present to play. A full field is 10 players at a position.
Dodgeball (6)
Registration dues vary by location and night. DC Fray Dodgeball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $50 – $69. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-volley related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for dodgeball. Each level from social,gender specific and athletic. Please read your season info page to see if the league is at a different level.
We offer two types of dodgeball
- Foam – a little more casual but high action with smaller courts and faster games! We use large foam balls in an enclosed court!
- Rubber – The OG dodgeball game. Large rubber balls, can be thrown pretty hard (no pinching) and it gets INTENSE! A lot of fun just like gym class!
You simply show up at the fields for your scheduled games, you and your teammates play your opponents for about 35 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. We’re all about building community with our leagues. Playing and partying hard!
For 10v10 teams average 14 players. For 6v6 teams average 10 players. There may be gender requirements for certain leagues
- For 10s, there must be at least 5 of each gender on the roster. On the court, there must be at least 4 of each gender.
- For 6s, there must be at least 1 of each gender to play but an official game is no more than 4 of one gender on the court at a time.
Bar sports rules (3)
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
Team Sizes and Roster
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. DC Fray Cornhole has no roster requirements for male to female ratios. A team may be all male, all women, or any combination of the two (2).
2. To secure your team on the season schedule you must have at least four (4) paid roster members.
3. DC Fray withholds the right to place other small groups and free agents onto your team to balance rosters. DC Fray will not place any additional players that would cause a team roster to exceed eight (8) players.
4. Groups of 2-3 or free agents will be placed with other teams or merged with other small groups to create a full roster.
5. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
6. During the playoffs, teams may not use subs and may only use players on their roster.
Setup
1. For outdoor play two (2) boxes shall be set up such that their fronts face each other and their hole centers are thirty (30) feet apart.
2. For indoor play two (2) boxes shall be set up such that their fronts face each other and their hole centers are twenty-six (26) feet apart.
3. The front of the box has constituted the foot foul line.
Gameplay
1. Two (2) teams of 4-6 people, shall play. Teams will form pairs amongst their players. Partners shall stand at opposite boxes on the same side, from the perspective of a third person, and face each other, so there is no advantage given to one team.
2. Each team shall have four (4) bags of one color.
3. All eight (8) bags begin at one end.
4. A coin flip shall determine who has honors in round one.
5. One of the partners on the team who has honors shall begin play by throwing a bag at the opposite box.
6. A player may throw from anywhere behind the foot foul line.
7. The game continues by alternating throws between the two (2) opponent players until all eight (8) bags have been thrown.
8. If a bag hits the ground then bounces up onto the board, that bag shall be taken off the playing surface.
9. The next frame starts when the other player on the team, which has honors, throws their first bag.
10. The game continues until sixteen (16) frames have been thrown.
Fouls
1. A foul occurs when any of the following happens :
A. A player’s foot goes past the foot foul line, termed a foot foul.
B. A player goes out of turn. The player who caused the foul loses the throw when the foul occurred and the bag shall be removed if it landed on the playing surface.
Scoring
1. The score shall be taken after all bags have been thrown for a frame. In League play teams DO NOT subtract scores but instead each run their own tally.
2. Points shall be given as follows :
A. Three (3) points for a bag that goes through the hole.
B. One (1) point for a bag that is on the playing surface.
C. One (1) point for a bag that is hanging into the hole.
D. One (1) point for a bag that is hanging off the edge but not touching the ground.
E. Zero (0) points for a bag that is on the playing surface, but also touching the ground.
F. Zero (0) points for a bag that is hanging off the front edge and is resting on a bag that is on the ground, unless the bag on the ground can be removed without making the hanging bag fall to the ground, then one point is given.
3. Each team is given a frame score according to section.
4. A perfect score would be four (4) “holes” or twelve (12) points.
5. The team who wins the frame is given honors to throw first in the next round.
A. If both teams have the same round score then the game score stays the same and honors stays with the team who had it the previous round.
The winner of the game is the team with the most points earned through the sixteen (16) frames.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have hosts; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
1. Groups must have at least 8 rollers on their roster to be elevated to Team status, however, the league reserves the right to place free agent rollers on teams with fewer than 12 rollers. 12 rollers are the max number of players able to compete during a single match. It is encouraging that teams have 12-15 rollers on their roster for the times when individuals are unable to attend.
2. Each team will have a captain, who will be the official representative to the league and will be responsible for communicating messages from the league. A co-captain is also highly encouraged.
3. Players must be registered (and paid in full) to play and to be counted towards a group’s Team status.
Game Play
1. A match will consist of two teams rolling 12 regular frames and one specialty frame. Each frame is one full game with 9 rolled balls. Every team member present and able to play must roll at least one full frame (9 balls) unless more than 12 players are present.
2. Each team must have a minimum of 4 rollers per game. No player may roll more than 3 frames in any given game. If only two or three players show they may play but their score will be capped at their best 6 or 9 frames respectively.
3. Teams will roll on the same lane throughout the match. If teams wish to choose their lane prior to the start of a match Captains or a designated player will play Rock Paper Scissors for the choice of lane.
4. Every ball must be rolled while standing with both feet on the ground and located behind the machines (i.e., no rolling from the side of the lane) Violating this rule will result in a score of zero for balls rolled during the infraction.
5. Any shot thrown while observing the previous rules and counted by the machine (including Bank shots) are permitted.
6. Balls that fail to enter the scoring zone and roll or otherwise return to the thrower are able to be re-thrown.
Scoring
- Skeeball scores presented on the machines screen will be divided by 10 (the zero dropped) to simplify scoring.
- Each Roller will roll one full frame (9 balls) as their contribution to their team’s score.
- If Players are unhappy with their first score they may choose to roll the 2nd frame, however if a second game is rolled the score from that game will count even if it is lower than the original roll.
- If a player chooses to roll the second frame they must first wait for their opponent to finish their first frame. At this point, they may announce “I’m rolling again” and may proceed to begin their 2nd game.
- Players choosing to roll the second frame must choose to do so BEFORE the 3rd ball is rolled by their opponent if they too opted for a 2nd frame. Rollers may NOT wait for their opponent to finish their 2nd game before attempting to roll their own 2nd game.
- Frame scores will be divided by 10 for addition purposes, and the team with the highest combination of their 12 frames will be the winner.
- Spirit Points: Teams have the ability to win extra points based on creating an organized cheer.
- 100 Points: Teams that create a cheer using their opponents name as inspiration (either in a supportive nature or tongue in cheek) will win 100 points.
- 50 Points: Teams that create a cheer using their own team name or otherwise supporting themselves without mention of the opposing team will win 50 points.
- Time limit & other details: Spirit cheers must be completed before the 10th frame concludes. Teams may not excessively hold up the progress of the game to compile a cheer at the last moment. Additionally, teams are only eligible for either the 50 or 100 additional bonus points. Both teams are able to win these points IE both teams can cheer for the other team and can win 100 spirit points. Note: As with all scores in Skeeball we drop the zero from points awarded – This means that 100 would be 10 and 50 would be 5 in this application.
- 5. After the 6th frame of each match, a mystery round will be played. The mystery round will result in a score of “10″ for the winning team and “0″ for the losing team. The following specialty rounds are selected and played at the discretion of the host.
- A. Speed: Both teams will present one roller who will each begin to throw their balls at the command of the host. The first player to roll all of their balls and have the machine flash game over or for their score to flash will be considered the winner.
- B. Relay: Each member of the team present will roll one of the 9 balls. If less than 9 players are present the team will rotate through their players in the same order as they began the frame. (I.E Rollers Bob, Jane, Jack, Kelly, will continue in the same order until all 9 balls are rolled) The team with the highest score wins that round.
- C. Speed Relay: Using the above relay rules the winning team will be decided not by the total score but by the first team to have their machine count all 9 balls rolled and the game to be declared over, indicated by the flashing score or the Game Over message.
- D. Blind Folded: One roller will be blindfolded and led to the machine where they will roll one full frame (9 balls). Teammates may assistance through verbal direction but are not allowed to physically aid the blinded folded roller. The top score between the two teams wins the round.
- E. Skee-off: Teams choose one roller from the opposing team to compete against the player the opponents have chosen from their team. The roller with the highest score after a single round of 9 balls wins a bonus 100 points for their team.
ALTERNATE Social Skeeball Rules
- A match will consist of two teams playing a best of Nine (9) series (the first team to win 5 games wins the match). Teams will roll at the same time.
- Groups must have at least 6 rollers on their roster to be elevated to Team status, however, the league reserves the right to place free agent rollers on teams with fewer than 12 rollers.
- Each team must have a minimum of 3 rollers per game. No player may roll more than 3 balls in any given game.
- Teams will roll on the same lane throughout the match. If teams wish to choose their lane prior to the start of a match Captains or a designated player will play Rock Paper Scissors (best of three) for the choice of lane.
- Every ball must be rolled while standing with both feet on the ground and located behind the machines (i.e., no rolling from the side of the lane) Violating this rule will result in a score of zero for balls rolled during the infraction.
- Any shot thrown while observing the previous rules and counted by the machine (including Bank shots) are permitted.
- Balls that fail to enter the scoring zone and roll or otherwise return to the thrower are able to be re-thrown.
- Each team will have one (1) mulligan. You will be able to re-roll one round and one round only and that must be decided following that round and not after the game has been completed. 1) If the one team starts their mulligan the other team will have till before the first team’s second roller rolls the 4th ball to decide if they want their Mulligan.
Scoring or Machine Malfunctions
1. Players are advised that the league plays on a variety ages, models, and styles, of machines and that scoring errors, are an inescapable aspect of the game. When a scoring error is made it is the responsibility of the witnessing party to IMMEDIATELY bring the scoring error to the attention of the other team and host. If both captains are able to agree upon the alternation of the score to fix the machine error the game may continue. If captains are unable to agree then the host will make a judgment ruling given the testimony of the captains and their personal knowledge of the machines. The ruling will be in the form of a score alteration and will be considered FINAL. Scoring errors do NOT result in rerolls or voids of frames.
Awards & Trophies
1. At the end of each Skeeson Teams will be ranked based on games won and total score. There will be a postseason tournament for the league to crown a champion!
2. At the end of each skeeson Individuals will be invited to compete in a High Roller tournament. The winner of this tournament will be given the designation of “High Roller” for that skeeson.
3. Additional prizes and trophies may be given.
Sportsmanship
1. Teams & Rollers are encouraged to introduce themselves to their opponents prior to the start of each frame.
2. Teams are encouraged to “line up” after their match and shake hands, give high fives, or otherwise congratulate their rivals.
3. Skeeball is considered a game for the civilized and friendly. While healthy competition is encouraged, any player deemed to be acting in an unsportsmanlike manner will be warned on their first instance, removed from the game on their second (and their score fore-fitted) and finally removed from the league on their 3rd infraction. Examples of unacceptable conduct include excessive badgering of players (to include cursing, shouting or heckling) and or excessively rude conduct to other bar patrons or bar staff. League Reps will have the final decision on any issues regarding enforcement of this rule.
Golden Rule
Teams
1. Groups of 2-3 players will be elevated to team status. The league will match up any free agents or groups of less than four to form teams. No more than four players will be grouped together when merged by the league without permission from the hosting team. Teams may have more players as alternates on their team to avoid forfeits and for use as Subs. For all teams, a minimum of two players must be present to play in order to avoid a forfeit. In addition, if four or more players show up it is the discretion of the captain to rotate players into gameplay.
2. Each team will have a captain, who will be the official representative to the league and will be responsible for communicating messages from the league. A co-captain is also highly encouraged.
A. While phone numbers are an option for regular players, all captains must ensure that their profiles have an accurate phone number listed. This is used during urgent communications between the league and captains and will never be shared with third parties.
3. The season schedule will be posted on your player portal. Teams should reference the schedule to plan for their scheduled match and to connect with their opposing teams.
4. Players must be registered (and paid in full) to play and to be counted towards a group’s Team Status.
Game Play
1. Upon arrival, captains will connect with their opponents. To ensure that the shuffleboard games are compact by the bar and to easily find opponents players are required to wear their Shuffleboard team shirts.
2. If there are no other teams playing play can begin immediately.
3. If the tables are occupied by other league teams captains will write their team names on the waiting list (white or chalk board provided by the bar) or verbally place themselves in line by speaking to the team currently playing.
4. Captains will print off score sheets from the website prior to arrival. They will be responsible for score keeping. If there is a dispute in score keeping, and it cannot be settled, captains and their teams will leave the area of play. Once all games of regular play have been completed the teams with disputes will re-enter the area of play and hold a rematch. Teams will then submit scores for their rematch to the league organizer through email.
5. Games will follow official shuffleboard rules where not otherwise overrules in this document. See http://www.shuffleboard.net/game_rules.html for details.
6. Gameplay will run until one team reaches 21 points or 30 minutes elapses. Whichever occurs first.
7. “Hangers” those pucks hang over the back edge of the board will be scored as 4 points. Pucks hanging over the side edges do not count as hangers.
Play Offs
1. Standing in the league will be determined by wins and losses. The top teams (depending on league size) will play a single elimination tournament that is held during the end of season party.
Sportsmanship:
1. Teams are encouraged to introduce themselves at the start of their games. Competitors are also encouraged to shake hands afterward.
2. While competition is encouraged, players should remain civilized and friendly at all times. Any player deemed to be acting in an unsportsmanlike manner can be reported to DC Fray by players or bar staff. After receiving one report of unsportsmanlike behavior, a warning will be given. After a second report, the player will be suspended from one game. After a third report, the player will be removed from the league. Examples of unsportsmanlike behavior excessive badgering of players (cussing, shouting, heckling, etc.), excessively rude conduct to other bar patrons or bar staff, and/or cheating. League Reps will have the final decision on any issues regarding enforcement of this rule.
Flag Football (5)
Registration dues vary by location and night. DC Fray FF strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $55 – $89. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-flag related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for Flag Football. Each level from social,gender specific and athletic. Please read your season info page to see if the league is at a different level.
You simply show up at the fields for your scheduled games, you and your teammates play your opponents for about 40-50 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
For 7v7 teams- 12 players. 5v5 – 10 players. There may be gender requirements for certain leagues.
We have 2 different types of flag leagues – Mixed Gender (7s) and Men’s (5s)
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- For 7v7 Mixed Gender there must be at least 3 women on the field at all times
- Men’s 5v5 is…a men’s 5v5 league
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Basketball Rules (3)
Basketball Rules
// PLAYER ELIGIBILITY
- All Players must be at least 21 years of age and have current, adequate health insurance.
- All players must be properly registered on a team during the season for which they are playing.
- If a player is registered on more than one team within the league, they may only play for one team in the playoffs.
- All players must agree to the Fray Liability Waiver as described in the Fray Terms and Conditions section of Player Registration.
- Any use of an ineligible player will result in a forfeit.
// GAME PLAY
- The game will start with a jump ball. The team not gaining possession first will be awarded the ball when the next held ball situation arises. Teams will alternate possession thereafter. All overtime periods will start with a jump ball.
- Boundaries are defined as end line to end line and sideline to sideline
- Players can only be inside the lane for 3 seconds
- The offensive team has ten seconds to advance the ball over the half court line
- Substitutes must check in at the scorer’s table and wait to be called onto the floor by an official. Substitutions between periods or during timeouts do not need to check in at the scorer’s table.
- If a free throw(s) is awarded, substitutes are only permitted to enter the game before the final free throw attempt if the ball will remain in play or following the final free throw attempt if it will not remain in play.
- If a sub is replacing the shooter and the shooter makes their final free throw, the official will stop play for the substitution.
- If a sub is replacing the shooter and the shooter misses their final free throw, the sub will enter the game at the next stoppage in play.
- Fouls are tracked on a team basis, not individual player basis. Players cannot foul out of a game, though they can be ejected.
- Bonus (1 and 1) in effect on the 7th team foul
- Double bonus (2 shots) in effect on the 10th team foul
// Free Throws
- A player fouled in the act of shooting will shoot foul shots, each worth 1 point. The shooter has 10 seconds per free throw attempt.
- If the fouled player missed score attempt, they will shoot the number of free throws equivalent to the total score they were attempting when fouled (2 shots for a field goal, 3 shots for a 3-pointer).
- If the fouled player makes the score attempt, they will shoot 1 free throw.
- When attempting a free throw, there is a maximum of 4 defensive players and 2 offensive players allowed in the lane spaces.
- Two defenders must occupy the positions on the lane closest to basket, above the blocks on both sides.
- Remaining players must occupy a lane space or be positioned behind the top of the key, free throw line extended. If choosing to occupy a lane space, offensive players may take the middle spaces and defensive players may take the top spaces.
- Players on the blocks may enter the lane on the release of the shot. Players outside the 3-point line must wait until the ball hits the rim to go for the rebound.
// Technical Fouls, Ejections & Suspensions
- A player may be assessed a technical foul, be ejected, and/or be suspended from a game or league for unsportsmanlike conduct, including but not limited to foul language, rough play, and inappropriate or abusive treatment toward referees, other players, or spectators. Referees may assess a technical foul and/or eject a player with or without warning depending on the severity of the incident.
- If a player receives two (2) technical fouls in one (1) game, they are ejected from the game, must leave the gym immediately, and cannot play in the team’s next game.
- A player ejected for ANY reason will be suspended for the next game. If that player is caught playing in that game, the team will forfeit.
// GOLDEN RULE
First and foremost, all Fray leagues are 50% Social and 50% Sport. While we have staff // officials, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated. Individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. We want everyone to have fun and be social while enjoying a great sport. We will do whatever we can to make sure all players are having fun!
// GENERAL POLICIES
Fray is proud to relieve captains of the burden of paying for full teams. We accept individual player payments and allow prepayment for additional players and/or full teams. We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Because our mission is to make fun possible, these policies make it easier for people to get involved with and build community through social sports.
All registrations are on a first come, first serve basis. Any roster that does not reach our official size (based on each sport) is eligible to receive free agents and/or small groups. Rosters made up of primarily free agents and/or a collection of small groups may have more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field a team each week.
// Roster Size Chart
Sport | Promotion Size | Official Size | Max Roster Size | Female Minimum |
Basketball 4v4 | 6 | 8 | 10 | 1 |
Basketball 5v5 | 8 | 10 | 12 | 2 |
// Teams & Substitutions
- 5v5 Leagues: A maximum of five (5) players can be on the court (CoEd – 2 must be Female). Teams must have the required minimum 4 players to start the game (CoEd – 1 must be female)
- 4v4 Leagues: A maximum of four (4) players can be on the court (CoEd – 1 must be female). Teams must have the required minimum 3 players to start the game (CoEd – 1 must be female)
- Teams have until 10 minutes past the designated start time to field the minimum number of players. The 10 minute grace period is considered part of the overall game time. If a team is unable to reach the minimum number of players, the game will be deemed a forfeit.
- Substitute players (players not on the roster) may be used at any time in the regular season. Substitutes are not permitted during playoffs.
- All substitutes must be a registered player on another team and/or in another Fray league that is currently in play.
- Teams may use additional substitute players above the player minimum with the opposing team’s consent. Teams who agree to play under these conditions must notify the Host before the start of the game and the outcome of the game will stand as is.
- Teams must designate a captain prior to the start of the game. They are the only team member allowed to discuss calls with officials. Judgement calls by an official may not be disputed.
// Game Duration
- Each game will consist of two (2) twenty minute (20 min) halves with a 3-minute half time. Game times may vary based on a specific location.
- The clock will run continuously during all but the final two (2) minutes of each half, at which time a regulation stop clock will be used. The regulation stop clock will stop anytime the referee blows the whistle (out of bounds, violations, or fouls) and will start again on the first touch when inbounded. The regulation stop clock does not stop on a made basket.
- Each team will receive 3 thirty-second timeouts per game. Timeouts must be called by a player on the floor either with sole possession of the ball or during a dead ball situation.
- Regular Season Games can end in ties. Playoff games will continue until a winner is decided.
- If a playoff game is tied at the end of regulation, there will be a two (2) minute overtime. The clock will stop on every whistle in the last one (1) minute.
- If a playoff game is tied at the end of the overtime period, the game will go into a second overtime period that is sudden death. The first team to score any point (free throw or basket) wins the game.
// Equipment, Uniforms & Facility Use
- All equipment will be provided on site with all leagues using a 29.5-inch sized basketball. If players/teams want to bring additional basketballs to warm up with, they are more than welcome to do so and are responsible for their own equipment.
- Players should make every effort to wear the official Fray division shirt.
- Basketball shoes with flat bottoms and appropriate ankle support are strongly recommended. Cross-trainers and running shoes are discouraged.
- If an individual or team violates the facility’s Code of Conduct, they may be asked to leave and a refund will not be issued.
// Playoffs & Standings
- Playoffs are determined after the regular season has concluded and are based on scheduling and other league logistics. Playoffs are not guaranteed.
- Standings are automatically sorted in Commish based on teams’ Win-Loss-Tie record. If there is a tie in the standings, we sort based on the following information in order until the tie is resolved:
- Head-to-head matchups
- Score differential
- Points For
- Points Against
// Forfeits
- Teams have until 10 minutes past the designated start time to field the minimum number of players. The 10 minute grace period is considered part of the overall game time. If a team is unable to reach the minimum number of players, the game will be deemed a forfeit.
- First Forfeit – Loss of game and warning issued
- Second Forfeit – Loss of game and Fray reserves the right to remove team the playoffs.
- Third Forfeit – Loss of game and removal from the league with no refund
- In the case of a forfeit, the final score recorded as 40-0
// Weather Cancellations
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- One week is built into the end of each season
- All players will be notified via email if games are canceled
- If more than one weather cancellation occurs, Fray will try to find another week if possible to make up the games, but it is not guaranteed.
- Should inclement weather or other factors limit normal scheduled game duration and more than half the game has been played, the game shall count as the full game.
GOLDEN RULE
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
TEAM SIZE
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Each team can have three (3) players on the court at one time. Co-ed teams can have up to three (3) women on the court, but must have at least one (1) woman on the court at all times.
2. Teams are unable to begin a game with less than two (2) players, and co-ed teams must have one (1) female to begin the game.
3. Teams must start at the scheduled game time if the minimum numbers of players are present.
4. Rosters are not limited in size, but no additional players will be added to the roster after the teams’ 3rd game. DC Fray suggests rosters of 5-8 players so that at least 4-5 can make each game.
GENERAL
1. Format 3-on-3. In co-ed division, at least one female must be on the court at all times.
2. Teams are guaranteed multiple games a night, amount and length depend on league size.
3. If a game reaches the time limit in a tie, the teams will receive 1 point in the standings during the regular season.
4. Each regular field goal is worth two (2) points. A successful shot from behind the 3-point arc (19’-9”) is worth three (3) points. Foul shots are worth 1 point.
A. The ball will change possession after each basket scored (i.e., loser’s out).
B. Starting with the 3rd foul, teams will shoot two (2) foul shots with a change of possession on a made 2nd shot or a live ball on a missed 2nd shot.
C. You must take the ball back to the marked 3-point line or to the top of the key on every change of possession, clearing the line with both feet (even on air balls and steals).
D. There is an “unwritten 30-second shot clock”.
E. The team not playing (waiting for “next”) will provide 1 ref assistant for the game to keep score and track team fouls. (Teams failing to provide ref assistants will incur penalties).
*Any unsportsmanlike behavior may result in that player/team being suspended/removed from participating in all DC Fray leagues for one year*
FORFEITS
1. Please Please Please don’t forfeit. Your teammates and opponents count on you to have a full team and a competitive game. Each team must have at least two (2) players including one (1) woman to start a game.
2. Teams forfeit one (1) game for every ten (10) minutes past game time that they do not have enough players. If no one is there by twenty (20) minutes past game time, the team forfeits the match and the teams that are present win their games against the forfeiting team.
3. During the playoffs, teams may not use subs and may only use players on their roster.
4. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
PICKING UP PLAYERS
1. You should be able to field a team with only roster players. Only players on your roster are allowed to play if you want the game to count in the standings. If you pick up another DC Fray player to complete your team, the games can still be played, but will officially be a forfeit. A team is never allowed to pick-up a non-DC Fray player to join their team even if the game does not count.
2. Since DC Fray wants everyone to play when they show up at the gym, although it will be an official forfeit we strongly encourage you to ask DC Fray members to join your team or share players with your opponent to get a full a squad if your team is short players.
UNIFORMS/FOOTWEAR
1. Team Shirts are provided by DC Fray. Choose your team color at registration!
2. If players don’t have the team jersey with them, DC Fray asks that you wear similar colors to the rest of the team.
3. If teams do NOT have the correct color shirts, their opponent will receive technical free throws before the game. The amount of free throws will be the difference in non-color shirts between the two teams. At all gyms, DC Fray strongly recommends wearing basketball sneakers with flat bottoms and appropriate ankle support. Cross-trainers are discouraged. NO RUNNING SHOES ALLOWED ON THE COURT.
REFEREES
DC Fray will provide a head referee for each game.
1. Questions, complaints, or comments shall be taken up with the head referee. Only the team captain may be the spokesperson for his/her team.
2. Each team is responsible for providing at least one (1), preferably two (2)referee assistant(s) for the games within your match that your team is not playing. Since the ref assistants are so important to good games,THIS RULE WILL BE STRICTLY ENFORCED.
3. The head referees are responsible for calling all violations, managing the game clock and running the set of six (6) games. The referees have final say on all calls.
4. The referee assistants are responsible for keeping track of the time, the score and the total number of fouls per team in each game.
Inadvertent whistle – If a referee inadvertently sounds his/her whistle during a play, the play is immediately dead.
SCORING AND GAME TIME
1. A field goal is worth two (2) points.
2. A successful shot from behind the designated 3-point line (19’-9”) is worth three (3) points. The player must have both feet completely behind the line when initiating the shot.
3. A free throw is worth one (1) point.
4. The clock will stop in the final minute of each game only if the point differential is six (6) points or less at any point with 1-minute or less remaining in the game. If the point differential goes up to seven (7) or more the clock will run until the deficit goes back down to six (6) or less.
5. Stalling goes against the fun principles of the game. An “unwritten 30-second shot clock” is in effect at all times, and may be enforced by the referee at their sole discretion. Failure to attempt a shot in 30 seconds, after being advised by the referee, will result in loss of possession.
6. In addition, neither team can stall in the last five seconds of a game in a ball-check situation, or the last 15 seconds of a game in a free-throw situation. If stalling occurs, the clock will be stopped until it is started by an inbounds pass.
TIME OUTS AND SUBSTITUTIONS
1. Each team is allowed one (1) 30-second timeout per game
2. Teams DO NOT receive an additional timeout in overtime. A team may only call time out in overtime if the team did not use their timeout in regulation.
3. Player substitution is permitted in any dead ball situation.
POSSESSION, START OF PLAY, LIVE/DEAD BALLS
1. The first team listed on the schedule gets the ball first.
2. Possession change after every made basket , there is no “make it take it” .
3. Jump balls will be called by the referee. The ball goes to defense every time.
4. The ball must be checked to an opposing player from the top of the key before it is put into play.
5. The player must pass the ball into a teammate to start play (i.e. no shooting off the check or dribbling before passing).
6. Failure to pass the ball will result in a turnover.
iii. The first pass should be made within 5-seconds of receiving the check ball from the opponent.
1. Defenders are not allowed to defend beyond the 3-point line until the ball is inbounded. Crossing the three point line before the pass is thrown will result in a dead ball. Time will be reset and possession remains with the offense.
2. After all fouls and violations, play will resume by checking the ball at the top of the key.
3. All balls out-of-bounds will be taken out at the top of the key.
4. The ball must be taken back behind the 3-point line with both feet on every change of possession (even on air balls and steals). A violation occurs only if a team failing to properly “take it back” takes a shot. A made basket will not count and possession will go to the other team.
iii. When “taking back”, the player must have both feet behind the take-back line.
1. The offensive team cannot have the same person stand “in the paint” for more than 3-seconds in a row.
2. The top, bottom, and sides of the backboard are in play
3. Any infraction of these rules results in loss of possession.
PRE-GAME AND WARM-UPS
1. Teams should arrive 10-15 minutes before their game.
2. Both teams will warm-up at the same time prior to the start of the game. two (2) minute warm-ups, NO DUNKING.
FOULS AND VIOLATIONS
1. The referee will call all fouls. All fouls are common fouls. The ref assistant will keep track of all fouls.
2. For the first four (4) fouls in each game, shooting or non-shooting, the ball is taken by the fouled team at the top of the key to resume play. If the shooter makes the shot the basket counts and the defense gets the ball.
3. Beginning with the 5th team foul, the player fouled will be awarded two (2) free throws. If the player is fouled in the act of taking a 3-point shot the player will be awarded three (3) free throws. If the shooter is fouled in the act of shooting and makes the shot, the basket counts and the shooter is rewarded with one (1) free throw. In the case of a player shooting two (2) free throws the ball is dead after the 1st shot (or 1st and 2nd shot in the case of a 3-pointer). If the player makes the last shot, the other team gets possession. If the player misses the last shot, the ball is live.
4. All fouls in the last minute are shooting fouls.
5. All technical, flagrant or intentional fouls count as team fouls
6. Technical fouls – at the referee’s discretion for inappropriate arguing and/or other behavior.
7. The team shoots two (2) free throw.
iii. The team captain may select a player to shoot.
1. The offended team will retain possession of the ball whether the shot is made or missed.
2. Two technical fouls will result in the player being automatically ejected from the game.
SPORTSMANSHIP
DC Fray understands that for most people joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress-free so you can do just that… socialize and have a good time!
SUSPENSIONS/EJECTIONS
1. Any player(s)/team(s) that are involved in a fight will be suspended from all DC Fray Leagues for life. Any teams will forfeit all remaining games.
2. Any excessive contact will result in a foul and ejection of the player.
3. Any player abusing the referee will automatically be ejected from the game without a warning.
4. A player ejected for ANY reason will be suspended for the next game. If that player is caught playing in that game, the team will forfeit.
MISCELLANEOUS
1. If a player is bleeding or has blood on his/her skin, shirt, shorts, etc. must leave the game until the bleeding stops and/or blood is washed off uniform/skin.
2. The team captain is the team spokesperson, not a coach, spectator or other players.
TIEBREAKERS FOR PLAYOFFS/SEEDINGS
1. Head-to-head competition (among all tied teams).
2. Record against other teams in or tied for playoffs (winning percentage-i.e., 0-1 is same as 0-2, but 1-3 is better than 0-1).
3. Number of wins.
4. Record against next best common opponent.
5. All players must be registered through the commi.sh website and have signed a Registration/Waiver Form.
GOLDEN RULE
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
GENERAL
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Teams are formed by players registering as groups or free agents. Dues are based on individual registrations and can be by the registering player or on behalf of others. The league welcomes free agents and those without full teams.
2. Captains are responsible for communicating with teammates once the season starts. Any concerns, issues or feedback is encouraged to be brought to the league by team captains.
3. Start dates are listed on individual season pages. Seasons are typically 8 weeks long with a 6 x 2 or 7 x 1 format (regular season, tournaments) The number of teams making the final tournament is based on the total number of teams and other league logistics.
4. Main rule points for 4v4 league:
A. There will be no backcourt or ten (10) second rules, as the court is not large enough.
B. There will be no 3-pointers
C. There will be free-throws, offensive 3-second calls, 5 second in-bounds & possession calls, and substitutions as normal.
D. Teams may play with 3 players.
E. All other rules are as normal with 5v5 standards
5. Georgetown Law Sport & Fitness leagues are restricted to players and spectators over the age of 18. No children are allowed in the gym.
6. Free throws: team members should line up on the lower blocks, and can go in for the rebound on the release of the shot.
7. Subs are allowed in after the first free throw is shot, if they sub is for the shooter, the sub can come in if the shooter makes the second free throw. For one-and-one situations, the sub will come in before the shot is taken.
8. Bonus free throws will be awarded on the seventh (7th) and tenth (10th) team fouls, consistent with standard basketball rules.
9. There will be NO backcourt rules in this league as the court is not large enough.
10. If a game is tied at the end of regulation, there will be a 1 minute overtime. The clock will stop on every whistle in the last minute. Once the first overtime concludes, the game will go into sudden death where the first team to score any point (free throw or basket) wins the game. **Playoffs and Championship – overtime will consist of one five (5) minute session.
Each game will be played with a men’s size basketball.
TIME AND TIMEOUTS
1. Games typically run with Two (2) twenty minute (20min) halves with running clock, having the clock stop the last minute of each half on every whistle. Alterations of game times may occur due to league logistics.
2. Each team has three (3) timeouts per game.
The clock will stop on all dead balls, foul shots and any other related stop of play that requires adjustment on the court in the last minute of each half.
FORFEITS
1. Substitutes are allowed in the league as long as they are a registered player from another team or other USS league. Non-Registration players must be cleared through the league by emailing [email protected]. No Substitutes are allowed in the final tournament games.
2. Teams can start and play an entire game with three (3) players. If a team has three (3) players, they will not be permitted any subs. The team must play with three (3) players unless the opposing team permits a substitute player added based on their consent.
If a team has less than three (3) players, subs will be granted until the total number of players equals four following the above-listed rules.
ELIGIBILITY OF INDIVIDUALS
1. A complete roster consists of 7-10 registered and paid players. Groups with eight (8) or fewer players on their roster, when registration closes, is eligible to receive additional players from the free agents pool executed by the league.
2. Everyone who plays in the games (including substitutes) must be registered to play in the league and have a signed player waiver on file.
3. During the playoffs, teams may not use subs and may only use players on their roster.
Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
TECHNICAL FOUL
1. If a member of the league receives two (2) technicals in one (1) game that individuals will be asked to leave the gym that evening.
2. Three (3) technical fouls in one (1) season, that individual will be forced to sit out the next game.
3. Four (4) technical fouls in one (1) season, that individual will not be allowed back into the league.
Jersey Policy: We will provide each player with a league t-shirt and these are yours to keep! Once a group reaches “team” status they can choose their team color (very important).
SCOREKEEPING
Score Keeping is maintained by players within the league. The league will send out an email asking for volunteers to keep score throughout the season. Each game volunteered for will earn the score keep a $5 registration credit towards a future season with Get In The Game / DC Fray. Each team is required to provide coverage for a specific game day should volunteers not step forward.
CONTRABAND
1. Liquor, tobacco and/or illegal substances are not tolerated and are also not allowed inside the gym.
SPORTSMANSHIP
DC Fray understands that for most people joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress-free so you can do just that… socialize and have a good time!
SUSPENSIONS/EJECTIONS
1. Any player(s)/team(s) that are involved in a fight will be suspended from all USS Leagues for life. Any teams will forfeit all remaining games.
2. Any excessive contact will result in a foul and ejection of the player.
3. Any player abusing the referee will automatically be ejected from the game without a warning.
4. A player ejected for ANY reason will be suspended for the next game. If that player is caught playing in that game, the team will forfeit.
MISCELLANEOUS
1. If a player is bleeding or has blood on his/her skin, shirt, shorts, etc. must leave the game until the bleeding stops and/or blood is washed off uniform/skin.
2. The team captain is the team spokesperson, not a coach, spectator or other players.
Rules (0)
History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical
education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Players/ Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be 21 years of age or older, have adequate health insurance and must have signed a player waiver and release.
2. Players may only play on a team which they are registered and paid for.
- Exception: A player may function as a substitute player for another team if said team is short a man or woman. This is ONLY during the regular season.
Teams & Game Play
Each team roster must consist of a minimum of twelve (12) players and no more than 24.
1. A Team roster must include at least 4 females.
2. Teams must field no fewer than 6 players and no more than 8 for field play.
3. At least 2 women must be on the field at all times.
4. The Number of Male players on the field shall be limited by the number of female players on the field Plus 1 at all times.
5. Every player present is required to be in the kicking line up.
- Exception: An injured player may be removed from the kicking lineup.
The Field
1. The field will be set up in the shape of a triangle.
2. The strike zone will be two foot on either side of home plate.
Player Equipment
1. All players must wear athletic, closed-toe, non-marking footwear applicable to the policies of the facility in which games are being held to be eligible to play DC KICKBALL. NO Cleats are permitted.
2. All players must wear their DCK or DC Fray player t-shirt while playing.
3. A player who has not received a shirt or has misplaced or forgotten a shirt will be permitted to play after the meeting the following requirements:
4. The player must be registered, paid, and in good standing on their teams Roster.
5. The player must have valid identification.
6. If the player is found not to be on the roster after a roster check, the game will be marked as a loss and the game forfeited.
7. Any equipment deemed by the Umpire, as a performance enhancement, must be removed.
Game Equipment
1. DC KICKBALL/UNITED SOCIAL SPORTS will provide the balls, bases and rest of equipment.
Referees
1. Referees and ONLY referees may officially call outs/fouls/strikes/etc.; calls made by other people are not valid.
2. The home plate referee is considered the head referee and will make final rulings.
3. Referees must be loud and clear in their calls. Kicked balls are in play unless and until the head referee says otherwise.
4. Captains are the only team members who may argue calls.
5. All rulings not specifically covered in the rules are up to the discretion of the referee.
6. The rules will be updated as needed.
Sportsmanship
DC Fray Indoor Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
Teams on Game Day
1. Teams must kick and field a minimum of six (6) players, of which, three (3) must be male and three (3) must be female. The maximum number of players on the field is eight (8).
2. A maximum of four (4) players of one sex may play in the field at a time.
3. Every team member that shows up must be in the kicking lineup.
- Exceptions (these players do not count towards player minimums):
– Players, who cannot run, cannot play.
– Players that do not meet the minimum game gear requirements cannot play.
4. There is no gender requirement in the kicking lineup; men and women may kick in any order the captain chooses. This lineup must be maintained during the duration of the entire game. Any latecomers must be added to the end of the lineup.
5. All players injured during a game may use a pinch runner for that sequence, but after that (s)he must be removed from the lineup. a. An injury removal will NOT cause a penalty due to the number of players falling below the minimum number.
6. Teams are expected to arrive and be ready for play at their scheduled game time.
7. Teams will be granted a five (5)-minute grace period if they do not have the minimum number of players necessary.
8. After five (5) minutes, the game will commence and the team(s) without the minimum number needed to play will start the game the number of runs down equal to the number of players missing and will have to take one (1) out for each player they are down every time that player’s place comes up in the kicking order.
9. If the missing players show up, they will be added to the lineup in place of the corresponding automatic outs, eliminating the outs in subsequent sequences but not the penalty runs.
10. Once the kicking lineup is set, only players required to meet the minimum number of players may take the place of an out. The player’s (or an out’s) position in the lineup cannot change after that spot comes up in the lineup
11. Team captains DO NOT have the authority to waive these penalties.
12. Games will last six (6) innings or forty (45) minutes for a regulation game.
Pitching/Strikes/Balls/Walks
1. The pitcher must release the ball prior to crossing the pitching strip. a. Violations of this rule will result in a ball.
2. The pitcher must be touching the pitching strip when the s(he) releases the ball.
3. Violations of this rule will result in a ball.
4. The pitcher must wait for the kicker and ref to be ready before pitching.
5. There is no encroachment rule.
6. There is a limit of three pitches per kicker.
7. Two balls will result in a walk.
8. Two strikes will result in an out.
9. DCKICKBALL Strike Zone will be the size of the box that will be laid out by (but not include) cones.
10. Strikes
11. Any pitch that crosses the strike zone (without hitting a cone) is a strike.
12. The ball must enter the strike zone between the front cones and leave it between the rear cones to count as a strike.
13. Any pitch at which the kicker swings and misses is a strike.
14. Any ball kicked without hitting anything first that goes through the gap in the dividing curtain or doorway closest to the kicker is a strike. (The head ref will have some discretion to consider a kick as a live ball even if it goes through the closest gap if they believe it was playable.)
15. Any ball kicked while the plant foot of the kicker is completely past the front edge of home plate is a strike. This is considered a live ball “strike” meaning that if the ball is caught, the kicker is out and runners may tag up if they wish.
16. Any kicked ball which contacts the player twice while s(he) is still in the strike zone will be a double kick and also considered a live ball “strike.”
17. The exception to this is if the ball contacts a fielder and strikes the kicker before s(he) leaves the box, the play remains live.
18. Any ball kicked such that it crosses between the rear two cones of the strike zone before contacting anything else (player, wall, etc).
19. Pitches must be thrown underhand at “reasonable speed” without spin, curve or bounce. Reasonable speed means not fast. If you have to ask, it’s probably TOO FAST.
Outs
1. A count of two (2) strikes.
2. Any player, not on base, tagged or hit with a ball, not in the face/head, whether it is the result of a fielder or the kicker (outside the strike zone).
3. Any time a base is tagged by a fielder in control of the ball, where a runner is forced to run to before the runner gets there.
4. Any ball caught in the air that has not touched the ground. This includes balls that bounce off players, walls, fixtures, ceiling, etc.
5. The runner can be tagged out at any time they are not on a base.
6. Any runner, who attempts to grab the ball or slap the ball away from a fielding player (in motion of tagging them out) OR holds/kicks the ball away from a ball thrown, will be automatically out and no runners will be allowed to advance to the next base or to score. Runners will be forced back to their original position. A runner may be ejected from the game. (See Sportsmanship, Section G.1.c)
Playing the Field
1. Teams may position players however they choose but must have the minimum number of players of each sex (3) to avoid penalty. The maximum is eight (8) players on the field.
2. The intentional blocking of a runner by a fielder will result in the runner being awarded the base to which they were going.
3. Fielders may hit players with the ball to tag them out.
4. Thrown balls must not hit players in the face/head.
5. Thrown balls that hit players in the face/head result in the runner being safe and awarded the base to which they were heading, plus one extra base.
6. The only exception is when a player is not in a “substantially upright position” (e.g. they are sliding or squatting) or intentionally moves their head in an attempt to come in contact with the ball and is hit in the face/head, the player is out.
7. When a ball is overthrown the runners may run until the ball is returned to the pitcher, the pitcher is in the infield and the pitcher is not attempting to make a play.
8. There are no limits to the number of bases a runner may take.
9. The runner can be tagged out at any time they are not on a base.
10. A fielder, in order to tag a player out, advance the ball to another fielder, or return the ball to the field of play may kick the ball.
11. Any ball that is, in the view of the head referee, intentionally dropped by a fielder so as to obtain a double play will not result in an out for any runner
12. All other runners will be permitted to advance one (1) base from their originating base if this occurs.
13. The offending player may be ejected from the game.
14. Any non-fielder yelling “I got it” or anything else to call off or confuse a fielder and/or making gestures to wave off the fielders will be automatically out.
15. The offending player may be ejected from the game.
16. If this occurs by the bench of a team, ALL runners will be out.
Kicking
1. All kicks must be made below the waist. Contacts above the waist are strikes.
2. All kicks must be made with the plant foot at or behind home plate.
3. A kicked ball must not cross the line created by (and including) the rear cones of the strike zone.
4. Any double kicked ball is counted as a live ball “strike.”
5. Any kicked ball that goes into the other field via the far curtain gap or into the hall way via the far door is a ground-rule double.
6. Any kicked ball that goes through a basketball goal is a grand slam home run.
Scoring
1. Any runner that touches home plate after touching all other bases in succession will count for one (1) run.
2. Any runner who scores before the final out of an inning will count as one (1) run as long as the last out was NOT a force play or caught ball or tagged out runner on a force play.
Money Ball Inning
1. This will be one inning each game where a special, smaller ball will be used. Runs scored during the Golden Ball inning will count double.
2. The Golden Ball Inning for each team will be decided by the team’s captain before the game starts.
Running
1. There may be up to two runners on one base at a time.
2. Players are considered “on base” if they are touching another player who is touching the base.
3. Players may use this rule in reaching a base safely and in “leading off.”
4. Players may not leave a base until the ball is kicked. (No stealing bases)
5. If this occurs the runner is out and the play is redone.
6. Tagging Up: A tag up occurs after a fielder has caught the ball in the air and the runner touches the originating base and then proceeds to the next base.
7. The runner is considered “tagged up” as soon as the fielder touches the ball, whether there is a bobble, assist or any other delay before the ball is considered caught.
8. The runner will be out if (s)he leaves the base prior to the ball being touched and a fielder either touches the runner or base with the ball.
9. Runners may catch the ball to avoid being out. If this happens, the runner must immediately kick the ball away.
10. If the newly kicked ball is caught in the air, the runner is out.
11. If the runner is tagged out, the runner may not take the ball from the defensive player and kick it. (See Section J.6).
12. The person catching the ball must have been the intended target of the thrower. A runner may not catch a ball thrown to a player on the fielding team, to a base, or thrown at another player on the runner’s team.
13. Players may run in any direction or anywhere to get to the next base in order. There are no baselines.
14. A runner must beat the ball to the base.
15. There are no ties; the referees must make a call.
16. Runners may not overrun any base.
17. Runners that get out during a play should stay clear of the ongoing play as much as possible.
18. Deliberate misdirection or interference (passive or active) by put-out runners will result in the other runners being forced to return to their previous bases.
Delay of Game
1. The pitcher will deliver the ball to the kicker within a reasonable amount of time after (s)he receives the ball and is prompted by the referee. Each time the pitcher delays the game by violating this rule, the referee will call “Ball.”
2. The reasonable time limit starts when the pitcher is in possession of the ball and the kicker is at the plate, alert to the pitcher. The timing stops when the pitcher releases the ball.
3. The kicker will be ready to kick within a reasonable amount of time, decided by the referee. This includes the end of the half of an inning, or after another batter has kicked.
4. An announcement will be made to the team kicking, for the delay. If such announcement has been stated, the pitcher will be directed to pitch the ball, which will be counted as a live pitch, and this may be repeated until the kicker gets to the plate.
5. Teams will have their defense set in a timely manner so as not to delay the game.
6. Once the referee has warned a team regarding this, subsequent delay(s) will result in the referee awarding a walk to the kicking team’s first kicker.
7. If it continues in the same inning, the referee may allow subsequent kickers to be awarded a base as well.
Playoffs
1. Playoffs will be held by conference until the championship game.
2. The team with the better record in each game will be the home team.
3. Playoffs will be single elimination.
4. If one team is ahead by twenty (20) or more runs at the end of four (4) innings, the game will be over.
5. All teams make the playoffs when possible.
History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Each Team must consist of a minimum of 16 Players and a maximum of 30 Players.
2. Each Team may have a maximum of 11 players on the field.
A. Teams are expected to field a minimum of 3 men and 3 women in the field while on defense. If a Team is only able to field 2 men/women in the field, that Team may only field a maximum of 6 of the opposite gender.
B. Teams who do not meet the minimum team requirements will be given 15 minutes to assemble the necessary roster. As soon as both teams have the expected minimum, per the eligibility guidelines, the game will start. Failure to meet the team requirement within 15 minutes will result in a forfeit.
That 15 minute grace period is taken out of that game’s playing time and the game is still limited to its original time length.
3. Each Team must have a minimum of 6 men and 6 women on their roster.
4. Teams must designate a Captain and Co-Captain prior to the start of the game. These are the only Team members allowed to argue all calls
A. NO PLAYER, including the Captain and Co-Captain, may verbally abuse or argue in an unsportsmanlike manner to any Referee. Such action is grounds for immediate ejection and possible suspension or expulsion from the Division if the Host or DC Fray staff deems it appropriate.
5. Team Captains are required to provide their teams kicking order to the opposing Team upon request. Once a game has started, the lineup cannot be changed except for injury or illness. Eligible Players may be added to the end of the kicking lineup if arriving to the game late.
6. Any use of ineligible players will result in a Team forfeit.
7. If a player kicks out of roster order that player is out.
8. During the regular season, any registered DCK player for that division may serve as a sub for a team under the minimum team requirement.
9. During the playoffs, teams may not use subs and may only use players on their roster.
10. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Here is the roster size chart for DC Kickball. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Kickball | 16 | 24 | 26 | 30 | 3 |
The Field
1. The field will consist of a diamond of equal sides, with bases being placed 60 ft. apart.
2. The pitching strip will be placed in the center of the diamond directly in line with 1st-3rd base and home-2nd base, or 42.42 ft.
3. To prevent collisions, there will be a double base at 1st base with 1 base being in fair territory and 1 base being in foul territory. The base in fair territory is for the fielder and runner already on 1st base. The base in foul territory is for the kicker to run to.
4. Alcohol is not permitted on or near the field. Any player bringing alcohol to the field will face severe penalties up to and including suspension or expulsion from the Division. In addition, the player’s team will immediately forfeit that week’s game(s). This violation may also result in a team facing suspension or expulsion from the Division if the Host or DC Fray staff deems it appropriate.
Equipment
1. All equipment will be provided by DC Fray and will consist of bases, cones, 10′ playground balls, pumps, field measurement aid, score sheets, and a strike/ball counter.
2. All Player participants must wear the official DC Fray Division shirt in order to play.
3. Any Player names or nicknames being placed on the jerseys may not be obscene or overtly sexual, nor may they contain any offensive language–If you are unsure, pick another nickname.
A. Should a player be found to be in violation of the equipment guidelines they will be subject to suspension and/or possible expulsion from the league.
4. Metal cleats are not allowed.
5. Players may wear any protective gear as deemed acceptable by the Head Referee.
Player Eligibility & Participation
1. All Players must be 21 and have current adequate health insurance.
2. All Players must be properly registered on a team within the Division for which they are playing, and may only play for the team they are registered for unless subbing for another team per the eligibility guidelines.
3. All Players must agree to the DC Fray Liability Waiver as described in the DC Fray Terms and Conditions section of Player Registration.
Games
1. All WEEKDAY Games will consist of 5 innings or 45 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
2. All WEEKEND Games will consist of 6 innings or 50 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
3. Regular Season Games can end in ties. Tournament games will play a full 5 or 6 innings (depending on the day), and will continue until a winner is decided.
4. A Regular Season Game is considered official if it remains tied after 3 full innings of play, or until the Team behind in score has had their chance to kick in the 3rd inning.
A. Games that fail to meet the above criteria will be completed at a later date with the score reverting to what it was at the end of the last complete inning.
5. Games will not be postponed due to rain unless the fields are closed or deemed unplayable by the Division Host and/or DC Fray Staff. If lightning is visible, Games will be immediately postponed, and all Players must clear the field.
6. Home and Away teams will be determined by the ancient game of Rock,Paper,Scissors before the game between each team’s captain. Best 1 out of 1 on SHOOT! The Home team shall be on the field first.
7. Forfeited games shall have the final score recorded as 6-0.
Officiating
1. DC Fray will provide one Host or head referee who is on site to settle disputes and is the final word for on any call for each Regular Season Division Game.
A. Each Team will be required to provide 2 Referees each for the game immediately before or immediately after their team’s game.
B. Teams failing to provide Referees will receive a Forfeit. While base referees are responsible for assisting with any and all calls, final rulings are made by the Head Referee.
2. Issuing ejections for unsportsmanlike behavior is at the discretion of the Host.
3. Teams shall designate 1 person to keep a score sheet to record game stats. This sheet will be turned into the Head Referee or Division Referee upon completion of the game.
Outs
1. A count of 3 Strikes.
2. A count of 3 Fouls.
3. Any pitched ball contacting the Kicker (whether kicked or not) and caught in the air prior to touching the ground.
4. Any time during a live play where the ball makes contact with a Baserunner while not on base or has not yet reached the base s/he is being forced to.
A. If any part of a thrown ball makes contact with the Baserunner’s head while the Baserunner is not diving, sliding, or ducking, the Baserunner shall be awarded the base to which s/he was running).
5. Any time a Fielder has control of the ball and touches a base to which a Baserunner is forced to advance prior to the Baserunner reaching the base.
6. Baserunners intentionally running more than 4 feet outside the baseline with the intent to avoid a tag or throw.
7. Baserunners interfering with a fielder making an active play on the ball.
8. Any Baserunner not on base when the ball is kicked.
9. Any Baserunner who passes another Baserunner.
10. Any Baserunner who is physically assisted by any team member.
11. Any attempt to make contact with a kicked ball outside of the Catcher’s zone fair or foul.
Pitching
1. A Pitcher may start his delivery anywhere on the infield, but must deliver the pitch within the Pitcher’s Circle and behind the 1st base/3rd base line.
2. The pitchers mound extends in a 12ft. radius from the pitching strip
3. Pitchers must throw the ball by hand in an underhanded manner. Overhand and side arm pitching are NOT allowed.
4. A pitched ball must touch the ground at least once prior to reaching the plate.
Strikes
1. The Strike Zone is 41 inches wide (1 foot to either side of home plate) and approximately 1 foot high. If any part of the ball touches any part of the strike zone, it shall be ruled a strike, however, the ball may not bounce more than 1 foot high, as measured from the bottom of the ball, at any time during the bounce that carries the ball through the strike zone
2. Any attempted bunt or kick that does not make contact with the ball.
Balls
1. Any pitch that is not a strike or foul.
2. A Pitcher may intentionally walk a kicker by announcing his intention to the Head Referee before throwing any pitches. A Pitcher is not required to throw any pitches to intentionally walk a kicker.
Fouls
1. Any punt or kick that lands in foul territory outside of the Catcher’s Zone.
2. Any kick during which the kicker steps in front of the Home Plate.
3. Double Kicks (anytime the kicker contacts the ball 2 or more times during an attempted kick).
4. Any kick that does not occur below the knee.
5. Any time a kicker makes contact with a pitched ball (intending to kick or not) before the ball has traveled past the kicker.
Catching
1. Teams must have 1 and only 1 catcher while on defense.
2. Catchers must stand behind the kicker and within the Catching Zone
3. Catchers may not cross in front of the kicker nor be positioned outside the Catcher’s Zone until the ball is kicked.
4. If the Catcher impedes the kicker intentionally or unintentionally, the kicker will be awarded 1st base, and any runners may advance if they are forced to.
A. If in the Head Referee’s opinion, the kicker makes an unnatural move and initiates contact in an attempt to draw a Catcher Interference call, the kicker shall be called out.
Fielding
1. All fielders with the exception of Catcher must be positioned in fair territory.
2. No fielder may cross the 1st base/3rd base line until the ball is kicked.
3. Fielders may not stand within the baseline unless making an active play on the ball. Interference with a Baserunner results in the runner being awarded the base he/she was running to.
Encroachment
1. Pitcher’s Encroachment occurs when a pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
2. Catcher’s Encroachment occurs when the catcher crosses in front of the kicker or is positioned outside the Catcher’s Zone, prior to the ball being kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
3. Fielder’s Encroachment occurs when any non-pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
Kicking
1. All kicks must be made by foot or by leg below the knee.
2. All kicks must occur at or behind home plate. No part of the kicker’s plant foot may be in front of the plate.
3. Double Kicks are when a kicker contacts the ball 2 or more times during an attempt to kick the ball.
4. Teams must kick in their written kicking order. Kicking out of order results in an out for the spot in the order that was due up according to the written lineup. The kicking lineup will continue to the next spot in the lineup.
Baserunning
1. Baserunners may not intentionally run more than 4 feet outside of the baseline to avoid a tag or throw.
2. Baserunners have the right-of-way within the baseline except that a Fielder has the right to make a play on any ball in play, including within the baseline.
A. In rare circumstances, a Baserunner and Fielder in the act of making a play on the ball may collide due to Baserunner/Fielder movement. It is up to the discretion of the Head Referee whether to call the Baserunner out for interference or declare the contact as incidental and allow the play to stand.
3. Baserunners may overrun the 1st base, however, if they turn toward the 2nd base as if attempting to advance, they are in play and may be tagged out.
4. Baserunners may be substituted by players of the same gender, but only if the runner is injured during the play. The injured player must then sit out of the game for 2 innings. If their spot in the kicking order comes up, their spot is skipped.
5. In order to advance on caught fly ball, Baserunners must ‘tag-up’ on their original base at or subsequent to the fielder’s first contact with the ball. Failure to tag-up allows the defense to make an out by either tagging the runner with the ball before he/she returns to their original base or by a fielder in control of the ball touching the original base before the runner returns to it.
A. Failure to tag up is not an automatic out, but must be recognized by the defense and a play made on the runner or original base.
6. If a Baserunner passes another Baserunner, the passing runner is out.
7. If a Baserunner is assisted by any other team member, the runner is out.
8. Once the Pitcher has the ball in the Pitcher’s Circle, all Baserunners must stop at the base they are running toward unless the Pitcher subsequent to receiving the ball attempts to make a play on a runner.
Overthrows
1. An Overthrow is considered any attempt at a base or Baserunner that misses its intended target and goes into foul territory.
A. An Overthrow allows a Baserunner to advance up to 1 base beyond the base they were running toward when the ball traveled into foul territory.
B. If the defense attempts to make a play on the Baserunner while advancing after an overthrow, all Baserunners may attempt to advance as many bases as they choose. It is up to the Head Referee’s discretion as to what constitutes the defense ‘making a play’ on the runner.
C. If a ball is thrown at a Baserunner and contacts that runner while not on base and deflects into foul territory, the runner is out and the ball is live. All other Baserunners may attempt to advance as many bases as they choose.
Dead Ball Plays
1. If a Baserunner intentionally touches the ball, the runner is out, the play is dead, and any other Baserunners must return to the base they were on at the beginning of the play.
2. If a fair ball becomes trapped in any object, or a Fielder faces an impediment in getting to the ball, the runner shall be awarded a ground-rule double, and all other Baserunners may advance 2 bases beyond the base they began the play on.
A. In obvious cases, the Head Referee has the discretion to award the Kicker and Baserunners whatever base s/he realistically believed they would have reached had there not been an obstruction.
B. If a ball goes over a permanent fence that is aligned in fair territory on the fly, the kicker shall be awarded an automatic Home Run.
C. Any play where a potentially serious injury occurs, play will be stopped by the Head Referee immediately.
Fair
1. A legally kicked ball that lands in fair territory or in the Catcher’s Zone in front of the kicker and remains in fair territory until it passes the 1st base or 3rd base cone or completely stops in fair territory.
B. A legally kicked ball that lands in fair territory beyond the 1st base or 3rd base.
C. A legally kicked ball that lands in fair territory or in the Catcher’s Zone, and touches or is touched by a Fielder or Baserunner in fair territory prior to the ball traveling into foul territory.
D. A legally kicked fly ball that is in fair territory when it is touched by a Fielder or Baserunner.
Fouls
A. Any illegally kicked ball (See KICKING).
B. Any legally kicked ball that lands in foul territory outside the Catcher’s Zone.
C. Any legally kicked ball that travels into foul territory outside the Catcher’s Zone on its own prior to reaching the 1st base or 3rd base cone.
D. Any legally kicked ball that is still inside the Catcher’s Zone when it is touched by a Fielder.
E. Any legally kicked ball that travels into foul territory in the air and the defense is unable to make a play on (i.e. catch in the air).
Sportsmanship
DC Fray Indoor Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
History of Kickball
Kickball, originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spear headed by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
But this is GLOW Kickball and DC Fray is proud to be the originators of this wild sport in the DMV!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
GLOW Rules
Any rule or situation not expressly defined here will default to our usual DC Fray rules. At the end of the day, these calls will be made by the host. Whatever their call is, it stands.
Since Glow Kickball will be played in the DARK, the typical DC Fray rules will be changed to put more of an emphasis on FUN and SAFETY. This will NOT be a competitive league and we encourage all of our players to look out for each other, including those on the opposing team.
1. There are 5 innings
2. Games CAN end in a tie (it happens)
3. There are 11 players max in the field (minimum of 6 – 2 must be female identified)
4. All pitches MUST be thrown underhand and at a “reasonable” speed. Reasonable is obviously subjective but if you have to question it, then it’s probably too fast. This is a SOCIAL laid-back league that plays in the DARK, so fast lightening pitches are NOT allowed.
5. Strike zone is a foot on either side of the plate (yup, it’s a big strike zone)
6. Strikes are SEPARATE counts from fouls
7. 3 strikes is an out
8. 3 fouls is an out
9. 4 balls is a walk
10. Walking or running up to kick the ball is NOT allowed. You must begin and end in a stationary spot behind home plate to kick the ball. Additionally, full kicks are NOT allowed. We field tested over a dozen glow-in-the-dark balls and will be using a soccer ball which kickers can kick over 50 yards. We are playing in the dark and do NOT want the balls flying far distances – this can lead to injury for kickers, fielders and any by-standers. Remember, we are playing in the DARK.
11. Bunting is NOT allowed
12. Fielders must throw the ball with BOTH hands. The ball we’ll be playing with is smaller and harder than the normal kickball. We don’t want fielders winding and blasting the balls at players in the dark. This is to protect both runners AND your fellow fielders. Runners don’t want to get blasted with a soccer ball and your other fielders don’t want to catch a speeding ball in the dark. Balls can still be thrown at base runners to get them out, but again, the ball must be thrown with both hands and PLEASE be mindful not to blast the balls.
13. There is no leading off bases or stealing.
That’s it! But also, never forget the most important rule of DCKickball! 🙂
Rule #0: DON’T BE A D-BAG!
The first and foremost rule of the game is to have FUN. If you are hoping to recapture your athletic glories from the past, this is NOT the kickball league for you. DCKickball is all about playing a silly kid’s game, having fun and meeting new people. Absolutely no whining will be tolerated during the course of a game. The only players allowed to communicate with the referees are the captain and co-captain. Any abuse (verbal or otherwise) of the referees or other players will constitute an immediate ejection from the game. Repeated offenders will be banned from the league. No exceptions. Have FUN and be SAFE out there in the dark and be NICE to your fellow players!
Sportsmanship
DC Fray GLOW Kickball is a sport, just like any other, and at times people will get heated during competition. This is expected and understood. However, abusive treatment towards hosts, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
The Game
Co-Ed Volleyball is made up of two (2) teams of six (6) players each, with at least three (3) men and at least two (2) women on the court for each team
Exception for Competitive nights where teams will have four (4) players on the court
A best-of-3 format will be used for all matches. Generally, USVBA rules will be used.
Rosters
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with DC Fray Volleyball (herein: the “League”).
2. Rosters must include no fewer than eight (8) players (minimum of 3 women)
A. Competitive nights will be required to have six (6) players, consisting of a minimum of two (2) women, but may have as many players on the roster as a team chooses with no other restrictions.
B. If a team of “free agent” registrations is assembled by the League, it will have no more than twelve (12) players.
3. Each team may have six (6) players (exception for Athletic Leagues where is this 4 players) on the court at one time.
A. For 6v6 If a team has two (2) women present, it may play with three (3) men and two (2) women on the court.
B. For 4v4 games if a team has one (1) woman present it may play with two (2) men and one (1) woman on the court.
4. As long as two (2) members of the team are present during the regular season, a team may use substitute players who are registered and in good standing with the league to field a full team.During the playoffs, teams may only use players on their roster.
Game Personnel and Their Duties
1. Teams and players are responsible for calling their own faults during play.
2. Teams may be asked to provide one (1) referee for games before or after their own match to act as a referee (there will be a schedule). Referees will be the official timekeepers.
3. Referees’ will be positioned, during game play, at the center line.
4. Referees’ primary responsibilities are to serve as an arbitrator for difficult calls, start and maintain game flow, ensure the safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to identify faults when they occur.
5. League officials have the authority to eject anyone before, during and immediately after any match if they feel it is warranted.
All decisions made by referees are final.
Code of Sportsmanship
1. Volleyball is a self-regulated game that relies on the Honor System. If a fault occurs, you are expected to call it as such.
2. Referees are there to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times call a fault, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
3. Players must treat their fellow volleyball players, referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the volleyball community, obscene or otherwise, at any time, have no place in the League.
4. Players must respect the authority of the referees to regulate the game and abide by their decisions. Referees’ decisions are final.
5. Team captains must be the only players that address concerns to referees and league officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to interpretations of the rules and not challenge referees’ decisions regarding judgment.
6. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
7. Teammates rely on players attending the games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
Game Procedures
Game Start, Ending and Timing
1. The Referee or league host will have a game of Rock,Paper,Scissors with the team Captains to determine the choice of serving first or choosing a side for the first game.
2. Teams will switch sides for the second game and the team who did not serve to start the first game shall serve to start the second game.
3. A 45-minute time limit will be placed on all games. If time expires in the middle of a game, the team with the most points will be declared the winner of that game. If less than a two (2) point difference exists between scores the referee or league host will set a cap and the teams will play to that point.
Forfeits
1. Teams will forfeit one (1) game for every ten (10) minutes past the designated start time that they do not have the legal amount of players.
2. If a team does not have the minimum number of players present 10 minutes after the designated start time, the entire match will be forfeited and the team that is present will be declared the winner.
3. If you know in advance that your team is going to need to forfeit a game, we encourage you to contact us as soon as possible. We will do everything that we can to reschedule your game, but this does not mean that your team will not receive the loss as a forfeit if we cannot accommodate your needs.
4. Playoff Eligibility: teams that notch more than two (2) forfeits in one (1) regular season will not be eligible for the playoffs.
Equipment
1. A game ball will be provided by DC Fray. Teams may use their own ball if both teams agree to use it.
2. Players must wear athletic, closed-toe shoes (For Indoor Courts).
3. Players must wear the t-shirts provided by DC Fray at all times during League play.
Match Format
Matches will be played as a best-of-3 format.
1. Rec Scoring: Games will be played to 21 points with a cap of 25 points. A team must win by 2 unless both teams are tied with 25 points. Rally Scoring will be used.
2. the third game will be played to 15 points with a cap of 18 points. A team must win by 2 unless both teams are tied with 15 points. Rally Scoring will be used.
3. Scores should be called out loudly before each serve.
Gender Rule
1. There is no gender rule (subject to change if men/women are being intentionally excluded).
Substitutions/Rotations
1. Teams are allowed an unlimited number of substitutions per match.
2. Team members must rotate on the court and remain in that position until the serve has been contacted.
3. The player in the back right-hand corner of the rotation will be designated to serve and continue to rotate clockwise.
4. Any player may block or spike at the net, regardless of rotation.
Service
1. Overhand and underhand serves are allowed. Jump serves are not allowed.
2. When serving the ball, the player has 5 seconds to make contact with the ball before a side-out is called.
3. If the ball is served into the net, if it goes over, it is considered a legal serve.
4. The serve can be returned with a pass or a set. The serve cannot be blocked or attacked at any time.
5. The serve can be made from anywhere behind the end line and within the sideline.
6. A server may not step over the end line until the ball has been contacted.
Playing Rules and Faults
1. A maximum of three consecutive contacts per side after a serve or block attempt are allowed to return the ball.
2. A block attempt is not considered a contact.
3. No player may hit the ball twice in succession, except after a block.
4. No part of the body may touch the net at any time unless a ball or person driven into the net causes the contact.
A. Player contact with the net in a manner not directly relating to or affecting the course of play is not a violation.
B. Contact with hair or part of the uniform will not be considered a fault.
5. When executing a block or spike, a player may follow through over the net, as long as the individual does not interfere with players on the other side of the net.
6. Out of bounds is the area outside the designated court line. The line is IN bounds.
Liability Rules
1. Alcohol is not permitted inside the volleyball facility, on the grounds, or any place where prohibited by area rules. Players caught with alcohol will be REMOVED FROM THE LEAGUE WITHOUT REFUND. Our permits are too valuable to risk!
2. If League officials have reason to believe a player is too intoxicated to play, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 7 | 8 | 10 | 10 | N/A |
a. First Downs
Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
3. The 30-yard marker shall be the first line to gain. After that is reached, the next line to gain shall be the goal line
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
6. The kicking team may not cross the line of scrimmage until the ball is kicked.
7. The receiving team may not raise hands or jump to block a punt.
8. If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and may not be returned.
9. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and isNOTcounted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carrier’s hand, the play is dead). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by an opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. A lateral is not a forward pass and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii.The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
1.There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for DC Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
2. The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a DC Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
3. Team Size
a. Teams will consist of five players per side (no gender requirement) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c.. If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.
4. Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of four (4) players.
c. Teams fielding less than 3 players
Exception:Teams may play a “legal game” with less than 3 players with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
5. Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. If a team calls a timeout after a touchdown the clock will not start again until the defensive team takes possession and snaps the ball on offense.
d. Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs.
e. For the entire game, the offensive team has 30 seconds to snap the ball once the ball has been spotted. If the Referee feels that this is being taken advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2-minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
6. Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
1. The offensive team may not initiate a pick/ block while in motion.
2. The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
3. Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called.
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a (ten) 10 pace/yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
1. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion.
2. This will result in a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
7. Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and a repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and a repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and a repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
e. If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in a change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
8. Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. DC Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
9. Overtime
a. In the playoffs the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from an USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vi. No 1st downs will be awarded except in the case of a penalty.
vii. Interceptions will result in a turnover and may not be returned for any points.
viii.. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. Overtimes ONLY apply in Playoffs.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
United Social Sports is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. Punts are “open” plays meaning, there are no Male/Female rules for punts.
6. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
7. The kicking team may not cross the line of scrimmage until the ball is kicked.
8. The receiving team may not raise hands or jump to block a punt.
9. If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and may not be returned.
10. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball-carrier’s hand, the play is dead). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. A lateral is not a forward pass and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
a. In 8v8 Blitz league, there is no rush count. Defense can rush the QB after the snap. Defensive “blitzers” must stand outside the “buffer zone” before the snap.
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is no Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for DC Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a DC Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. Clock does not stop for a 2 minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. If a team calls a timeout after a touchdown the clock will not start again until the defensive team takes possession and snaps the ball on offense.
d. Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs.
e. For the entire game, the offensive team has 15 seconds to snap the ball once the ball has been spotted. If the Referee feels that this is being taking advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
- THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a (ten) 10 pace/yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
2. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion.
2. This will result in a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
e. If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count AND the defense has decided to pursue. The five (5) second count is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Playaction plays are allowed but once a fake hand-off has been attempted the defense may cross the line of scrimmage, even if prior to the five (5) second rush count.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. DC Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. Overtimes ONLY apply in Playoffs.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
Pleas Be Cognizant That These Rules Are For Shortened Fields, Such As Those At Long Bridge Park.
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
– First downs are earned when the ball reaches the Center Marker
– If a team fails to score or earn a first down, possession will go to the other team.
– Assuming that a first down is achieved, this means that a team has a maximum of 8 attempts to get downfield and score.
b. Scoring
i. Six (6) point touchdowns
– Choice of one (1) or two (2) extra points on PAT’s . Three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
– A punt must be declared and cannot be faked.
– All punts are “free” punts.
– A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
– Punts must be kicked. Punts cannot be thrown.
– Punts are “open” plays meaning, there are no Male/Female rules for punts.
– There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
– The kicking team may not cross the line of scrimmage until the ball is kicked.
– The receiving team may not raise hands or jump to block a punt.
– If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and may not be returned.
– A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carrier’s hand, the play is dead). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. A lateral is not a forward pass and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go”. Either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for DC Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip/rock-paper-scissors observed by a DC Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
- Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. If a team calls a timeout after a touchdown the clock will not start again until the defensive team takes possession and snaps the ball on offense.
d. Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs.
e. For the entire game, the offensive team has 15 seconds to snap the ball once the ball has been spotted. If the Referee feels that this is being taking advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
– An incomplete pass is thrown.
– a player ends a play by going out of bounds.
– either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points).
– change of possession.
– a penalty which must be marked off occurs.
– A team calls a time out.
– The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
– In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
– If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
– If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
– If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
– Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
– Play will be a free play and will NOT BE BLOWN DEAD.
– If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
– If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a (ten) 10 pace/yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand.
– If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
– Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
– If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
– Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
– Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
– If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
– Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
– This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
– There are no penalties for incidental contact.
v. Defensive Holding:
– Five (5) pace/yard penalty from line of scrimmage, replay down.
– Offense can accept or decline the penalty.
vi. Defensive Checking:
– Five (5) pace/yard penalty from line of scrimmage, replay down.
– The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone.
vii. Pulled Flag:
– If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
– There will be no penalty if they do not catch the ball.
– DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
– A safety will be scored if a player is:
1. Tagged down in their own end zone (not on a punt return).
2. Runs out of bounds in their own end zone.
3. Snaps the ball out of the endzone.
4. If the offense fumbles the ball in their own end zone.
5. As a result, the team on defense, receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
– This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion.
– This will result a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of infraction (Quarterback’s point of release).
x. Fighting :
– Fighting is not allowed and will NOT be tolerated.
– All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at DC Fray staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
e. If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. DC Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. Overtimes ONLY apply in Playoffs.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General Game Rules
Dodgeball teams will consist of 6 players on the court at one time, two of which must be females. Six (6) foam balls will be used during play. The objective for both teams is to eliminate all of the players on the other team to win a round. Teams play as many rounds as they can in their allotted 35min match, after which the team who has won the most number of rounds will be declared the winner of the match. Substitutions will only be allowed in-between rounds.
Teams & Players
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with DC Fray (herein: “DC Fray” or the “League”).
2. Rosters must include no fewer than 6 players (4 men / 2 women), but may have as many players on the roster as a team chooses with no other restrictions (30 women and 4 men is okay).
3. Note: If a team of “free agent” registrations is assembled by the League, it will have no more than 12 players, consisting of a maximum of 6 men and 6 women.
4. Each team may play up to 6 players in each Game, with at least one woman on the court, and a maximum of 4 men on the court.
5. A team MUST play at least 3 players at the start of each Game.
6. Acceptable combinations are: 4 men/2 women, 3 men/0-2 women, 1 man/2-5 women, 0 men/3-6 women.
iii. If a team has players in attendance and they are capable of playing, then they must do so.
1. Only players who are on the court at the start of each Game are allowed to play in that particular Game.
2. Exception: In a case of in-Game injury, another rostered player from the same team and of the same gender may substitute mid-game for the injured player.
3. Teams may substitute rostered players between games.
4. During the regular season, if a team does not have enough players from its’ own team to satisfy the 6 player minimum, a team may use no more than 2 “fill-in” players to meet the minimum 6 player requirement,
5. All “fill-in” players must be registered and in good standing with the League.
6. The use of substitute players above the 3 player minimum is at the discretion of the opposing team’s Captain.
7. Each Match in which a team fails to meet the 3 player minimum, uses an illegal sub w/o the consent of the opposing team’s captain, or is not present by 5 minutes past their designated start-time shall be ruled a forfeit in favor of their opponent.
8. During the playoffs, teams may not use subs and may only use players on their roster.
9. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Code of Sportsmanship
As an adult dodgeball player, it is your personal responsibility to never allow yourself or your teammates to cross that line between fun competition and unsportsmanlike behavior.
1. Dodgeball is a self-regulated game that relies on the Honor System. If you are out, you are expected to raise your hand and go out without anybody else telling you to do so.
2. If one of your teammates is out (knowingly or not) and does not go out, it is your responsibility to tell them to do so.
3. Referees are used to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times let you know if you are out, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
4. Players must treat their fellow dodgeballers, Referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the dodgeball community, obscene or otherwise, at any time, have no place in the League. Please no yelling at the other team, the referees, or whomever. Remember to have fun!
5. Players must respect the authority of the Referees to regulate the game and abide by their decisions. Referees’ decisions are final.
6. The only time a Referee’s decision may be overturned is during “objectively incorrect calls” I.E if a new referee declares you are “out” after catching a ball because they were unaware of the catching rule.
7. If an objective error is made ONLY the Captain(s) of the team(s) may approach the referee to cite the rule and request a change of call.
8. Team Captains must be the only players that address concerns to Referees and League Officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to objective interpretations of the rules and not challenge Referees’ decisions regarding judgment or subjectivity.
9. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
10. Teammates rely on players attending games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
Equipment
1. DC Fray Foam Dodgeball is played with 6 balls per Game.
2. The official ball used in game play will be an 8.5’’ foam ball.
3. Only balls provided by the League will be allowed in play.
4. Players must wear non-marking closed-toe athletic shoes.
5. Teams are encouraged to wear the t-shirts provided by USS during League play.
6. If plastic knee pads are worn, they must be covered with a non-marking adhesive.
7. No gloves or other hand/finger coverings of any kind may be worn during games unless medically necessary.
The Playing Court
1. DC Fray Foam Dodgeball is played on racquetball courts.
2. “Attack” lines for each team shall be marked 4 feet from the center line.
3. “Out Lineups” for each team shall be aligned with the respective teams’ corner baselines.
Game Personnel and Their Duties
1. Each team shall identify one team captain to the referees prior to the Match.
2. Only a team captain may speak on behalf of their team to referees and league officials.
3. Team captains are expected to address referees and league officials in a respectful manner, and are strongly encouraged to wait until times of play stoppage to raise any questions or concerns.
4. 1 Referees will be positioned, during game play, at the center line, on one side of the court.
5. A Referee’s primary responsibility is to serve as an arbitrator for difficult calls, start and maintain game flow, ensure safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to remove themselves from games when Out – not the referee’s responsibility to call them out.
6. Referees have the authority to eject anyone before, during and immediately after any match they are officiating if they feel it is warranted. This should never be necessary (see Code of Sportsmanship).
7. Referees have sole discretion to call a timeout for injury or otherwise.
8. A restart after a timeout should occur with all players on their respective back lines. Players may have in their possession any balls that were on their side when the timeout was called.
9. If a referee cannot determine what side of the court a ball or multiple balls were on at the time the timeout was called, those balls should be placed at center court for a rush.
10. All decisions made by referees are final.
Pregame Procedures
1. Prior to a Match, the team captains and referee shall meet at center court for introductions and to review any rules that need clarification.
2. Immediately prior to the start of every Game, six balls shall be placed on the center line such that three balls are on one-half of the court and three are on the other half.
Starting A Game
1. Players will line up at the baselines on their respective sides of the court, touching the wall.
2. A signal from a Referee will signal the beginning of the game, at which time teams may approach the center line to retrieve the balls.
3. Teams may only retrieve the three rightmost (from their perspective) balls on the court.
4. Once a ball is retrieved, the retrieving player must clear it by touching the ball against the baseline wall before it can be legally thrown. Bouncing the ball against the wall is permitted, as are toss-backs if the a teammate is touching the wall at the time of receiving the toss-back pass.
5. If a ball remains on the center line for ten seconds after the initial referee whistle, it may be retrieved by either team and does not have to be cleared.
6. Players must throw balls from behind the attack lines (4 feet back from the center line) to get an opposing player Out. Any throw made over the attack line will be ruled and illegal throw and any opposing player hit by the thrown ball shall remain In, with no penalty to the thrower.
Boundaries
1. The walls.
2. The center line. Stepping over it means you’re out.
Possession
1. Players may have up to 2 balls in their possession at once.
2. If a ball is in a player’s possession, that player must throw a ball across the center line within 5 seconds.
3. If a thrown ball does not cross the center line before hitting the ground, then the thrower will be declared out.
4. Players may pass a ball in their possession to other players on their team.
5. Nudging, rolling, pushing, kicking, etc. a ball to another player is permitted (it keeps the pace of the game moving).
Out Lineup
1. When players are Out, they must proceed immediately to the Out Lineup.
2. Players that are Out are to line up in order from the center line on their side of the court.
3. Those in the Out Lineup must return any balls that enter the Out Lineup to the playing area without delay.
4. Players returning to the court from the Out Lineup are in play once they touch the back wall of their baseline.
Game Start, End and Timing
1. A 35-minute time limit has been established for each Match in regular season league play. Teams will play as many games as possible during that time.
2. Teams have 5 minutes after the Match time clock has started to satisfy the 5 player minimum. If they fail to do so within that time, a forfeit will be recorded.
3. No Game will start with less than a minute remaining on the 35-minute game clock.
4. Once a game is started, it will be played to completion.
5. Due to time restrictions in the gym, the game clock will begin at the scheduled start time. If there are circumstances beyond a team’s control (i.e. anything not associated with players not being on time), league management will have the game clock start later than the start time.
Match Procedures
1. The Referee will be the official timekeeper. The referee will announce the remaining time at the ten (10) and five (5) minute marks.
2. Teams will switch sides after 20 minutes have passed on the official clock.
3. Games end when all players have been eliminated from one team.
Game Scoring
1. The team that wins the most Games is declared the winner of the Match.
2. Ties will result in a tie-breaking game.
3. During the playoffs, all Games will be played as a Best-of-X format as determined by the League that season. All games will be played to completion.
4. The official Match score will be recorded by one of the game referees.
5. Team Captains must sign off on the score sheet at the end of their Match. Should the captain disagree with the recorded game result, they need to discuss with League management at the conclusion of the game.
Player Elimination
1. A player is Out when an opponent throws a ball that hits the player before hitting anything else, and the player is unable to catch it before it touches the ground, wall, ceiling, another ball, or any other object other than a fellow team member.
2. A Save occurs if a player is hit by a ball, but after the hit, and before the ball touches the ground, wall, etc, a teammate catches the ball in bounds. Neither the thrower nor the hit player is Out and no Out players return to the game.
3. Players may deflect a thrown ball with a held ball and not be called Out. However, if the player does not retain control of the held ball (so that the ball touches the floor, wall or any other non-human object), he/she is Out.
- Clarification: Once a thrown ball has been deflected off of a held ball, it is considered “dead”, meaning that even if it then hits the player, that player is not out (nor can the ball then be caught to eliminate the thrower).
4. A ball that hits the floor and a player at the same time does not result in an Out. This is known as a “trap,” and the referee should immediately communicate to both teams that all players are Safe.
5. If a player has thrown a ball before they are hit, that ball is live and can cause an out (by catch or hit).
Catch Outs / Game Re-Entry
1. A player is Out when an opposing player catches a ball they threw, in bounds, before it touches another player, the ground, wall, ceiling, another ball, or any other object.
2. When a player makes a Catch, the first player in the team’s Out Lineup may return to the game.
3. Players must return to the Game in the order in which they got Out.
4. Players must be Out at the time of the Catch to be able to be caught back in.
5. Players returning to the Game out of order, intentionally or not, will be called Out.
6. A ball that is “trapped” against the floor does not result in an Out or player return (all players are Safe). The referee should immediately communicate to both teams that all players are Safe.
7. A player may catch a ball while already holding a ball.
8. A player may legally drop a ball to attempt a catch.
Exiting The Court
1. Players who are Out must quickly leave the court, indicate they are Out by raising their arm, then line up in the Out Lineup in the order in which they got Out.
Head Shots
1. Although considered to be of generally poor taste, headshots are permitted in this foam league, and will be treated like any other hit. Players should NOT consider the head to be a viable target unless an opposing player is in a crouched or prone position. If it’s obvious that a player is intentionally and consistently aiming for an opposing player’s head, that player shall be given a warning. If the throwing player persists, s/he will be called “out.” Three (3) outs in this manner will result in player ejection from the match.
2. Essentially, place nice and have fun!
Slow Play and Possession
1. Players must move the ball across the center the line within 5 seconds of physical possession. Referees should give a verbal warning when 5 seconds is reached. If a player does not throw the ball after the verbal warning, that player shall be called Out.
- Clarification: This rule is intended to keep the game moving if teams/players are intentionally stalling, not as a method of having people called out. If a captain feels that the other team is holding the balls significantly longer than 5 seconds, they should calmly inform the referees so that they may properly monitor/enforce any concerns.
2. Each possessed ball has its own slow play count.
3. Players must make an effort to retrieve and throw stagnant balls. If no effort is made, then the balls around the player will be considered possession and the player will be declared Out after 10 seconds.
4. All Balls on One Side: When all of the balls are on one team’s side of the court, a team has 10 seconds to put a ball into play on the other team’s side of the court, even if none are possessed by a player. Should the team fail to put a ball into play, the referee will declare the opposing team the winner of that game.
5. A player may not “pinch”, “scrunch” “or grab the ball tighter than necessary to throw or to catch it. Normal force should be used while holding the ball.
Interference
1. Spectators and players from other teams are not to interfere with game play.
2. If a ball strays from the court, spectators and players from other teams must without delay redirect the ball back into play at the nearest location.
3. Failure to obey this rule gives the referees the authority to ask spectators and players from other teams to move to another location.
4. Unless there is a court that is not in use, players are not allowed to warm up (by throwing dodgeballs) inside the gym while matches are being played.
5. Players who are hit but interfered with from a non-teammate shall not be called out.
Sportsmanship Violations
1. Referees and League Management have the authority to issue warnings and eject players.
2. Referees shall signal and can stop the game for all warnings.
Penalties
1. Warning: No penalty, but if the behavior is repeated, the result could be a player being called Out or ejection.
2. Ejection: If a player is ejected before or during a game, the player may not play for the rest of that day/night. If a player is ejected after their game is complete, they will be ineligible to play the rest of that day/night and the following week.
3. If player ineligibility due to ejection causes a team to become unable to meet minimum player requirements, then it will result in a forfeit loss.
Liability and Rules
1. Intoxication: If League Management or a referee has reason to believe a player is intoxicated while playing, that player will be ejected.
2. Drug or Alcohol Use: if a player is witnessed consuming alcohol or illegal drugs at the playing facility, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
Communication With Opponents
1. Communication with opposing teams is highly encouraged, but any and all communication should be of a positive nature. Negative communication, whether verbal or non-verbal, including foul or abusive language, arguing, gestures, pointing, etc., shall result in a penalty.
2. Penalty Steps:
- 1st Infraction: Warning to BOTH teams
- 2nd Infraction: Player Out
- 3rd Infraction: Player Ejection
GOLDEN RULE
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General Game Rules
Dodgeball is a game made up of two teams of eight players each. The objective for both teams is to eliminate all players from the opposing team. A team wins a Game when they have eliminated all players from the opposing team. The team winning the most Games played during a standard 30–minute contest will be declared the Match winner. The League may adjust time limits depending on the circumstances of a particular season.
Teams & Players
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with United Social Sports (herein: “DC Fray” or the “League”).
2. Rosters must include no fewer than 10 players (6 men / 4 women) but may have as many players on the roster as a team chooses with no other restrictions (14 women and 4 men is okay).
- Note: If a team of “free agent” registrations is assembled by the League, it will have no more than 18 players, consisting of a maximum of 8 men and 8 women.
3. Each team may play up to 8 players in each Game, with no more than 2 more male than female on the court, with a maximum of 5 men on the court.
A. Teams need 4 players to field a full team and not forfeit (This can include up to 2 sub-in players). Minimum req. for that is 1 girl (# guys = # girls +2)..
B. If a team has players in attendance and they are capable of playing, then they must do so.
4. Only players who are on the court at the start of each Game are allowed to play in that particular Game.
- Exception: In a case of in-Game injury, another rostered player from the same team and of the same gender may substitute mid-game for the injured player.
5. Teams may substitute rostered players between games.
6. During the regular season, if a team does not have enough players from its own team a team may use no more than 3 “fill-in” players.
A. All “fill-in” players must be registered and in good standing with the League.
7. The use of substitute players above the 4 player minimum is at the discretion of the opposing team’s Captain. Teams can recruit up to 2 subs max if they have less than 8 players in attendance for a match. For example, if a team has the 4 player minimum then they can recruit 3 additional players to play with 7.
8. Subs cannot be the last player in the game on their side. If they are the other team wins that game.
9. Each Match in which a team fails to meet the 4 player minimum OR uses an illegal sub shall be ruled a forfeit in favor of their opponent.
10. During the playoffs, teams may not use subs and may only use players on their roster.
11. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
12. Player Additions: Teams are allowed to add additional players to their team up until Week 5 of the season, due to injury or extreme circumstances for existing players. Once Week 5 is in the books, rosters are locked.
Code of Sportsmanship
As an adult dodgeball player, it is your personal responsibility to never allow yourself or your teammates to cross that line between fun competition and unsportsmanlike behavior.
1. Dodgeball is a self-regulated game that relies on the Honor System. If you are OUT, you are expected to raise your hand and go out without anybody else telling you to do so.
2. If one of your teammates is OUT (knowingly or not) and does not go out, it is your responsibility to tell them to do so.
3. *Player Reffed league – this dodgeball league relies on Player reffed games as a part of the league experience.
4. *Two teams per week are responsible for ALL the reffing. They are required to provide four players to call the games, two of which must have attended a ref clinic before the start of the season. One team’s refs take care of the first part of the night, the other team’s refs take care of the second part of the night. Ref weeks for the teams are known once the schedule is published. Failure to provide referees may result in forfeiture of a match, or disqualification from the playoffs. Individual players are able to volunteer to ref more than their assigned games but must clear it with the league host(s).
5. Referees are used to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times let you know if you are out, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
6. Players must treat their fellow dodgeballers, Referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the dodgeball community, obscene or otherwise, at any time, have no place in the League.
7. Players must respect the authority of the Referees to regulate the game and abide by their decisions. Referees’ decisions are final.
A. The only time a Referees’ decision may be overturned is during “objectively incorrect calls” I.E if the referee declares you are “out” after catching a ball because they were unaware of that catching rule.
B. If an objective error is made ONLY the Captain(s) of the team(s) may approach the referee to site the rule and request a change of call.
8. Team Captains must be the only players that address concerns to Referees and League Officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to objective interpretations of the rules and not challenge Referees’ decisions regarding judgment or subjectivity.
9. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
10. Teammates rely on players attending games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
11. If you hit someone in the head, you must buy them a pitcher at the bar afterward 😉
12. DBAA. Have fun!
13. Tip your bartender. Nancy takes good care of us, so let’s take care of her!
Here is the roster size chart for Capital Dodgeball. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Dodgeball Rubber 10v10 | 10 | 12 | 16 | 20 | 3 |
Dodgeball Foam 5v5 | 7 | 8 | 10 | 12 | 2 |
Equipment
1. DC Fray Dodgeball is played with 6 balls per Game.
2. The official ball used in game play will be an 8.5” rubber playground ball.
3. Only balls provided by the League will be allowed in play.
4. Players must wear non-marking closed-toe athletic shoes.
5. Teams are encouraged to wear the t-shirts provided by DC Fray during League play.
6. If plastic kneepads are worn, they must be covered with a non-marking adhesive.
7. No gloves of any kind may be worn during games unless medically necessary.
The Playing Court
1. DC Fray Dodgeball is played on approximately volleyball sized courts.
2. “Attack” lines for each team shall be marked 6 feet from the center line.
3. “Out Lineups” for each team shall be aligned with the respective teams’ baselines.
Game Personnel and Their Duties
1. Each team shall identify one team captain to the referees prior to the Match.
2. Only a team captain may speak on behalf of their team to referees and league officials.
3. Team captains are expected to address referees and league officials in a respectful manner and are strongly encouraged to wait until times of play stoppage to raise any questions or concerns.
4. 2 Referees will be positioned, during game play, at the center line, on opposite sides of the court.
5. A Referees’ primary responsibilities are to serve as an arbitrator for difficult calls, start and maintain game flow, ensure the safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to remove themselves from games when Out – not the referees’ responsibility to call them out.
6. Referees have the authority to eject anyone before, during and immediately after any match they are officiating if they feel it is warranted. This should never be necessary (see Code of Sportsmanship).
7. Referees have sole discretion to call a timeout for injury or otherwise.
8. A restart after a timeout should occur with all players on their respective back lines. Players may have in their possession any balls that were on their side when the timeout was called.
9. If a referee cannot determine what side of the court a ball or multiple balls were on at the time the timeout was called, those balls should be placed at center court for a rush.
10. All decisions made by referees are final. If there is no definitive call, there is no call.
III. Game Procedures
Pregame Procedures
1. Prior to a Match, the team captains and referee shall meet at center court for introductions and to review any rules that need clarification.
2. Immediately prior to the start of every Game, six balls shall be placed on the center line such that three balls are on one-half of the court and three are on the other half.
Starting A Game
1. Players will line up behind the baselines on their respective sides of the court.
2. A signal from a Referee will signal the beginning of the game, at which time teams must send three players to the center line to retrieve and assume possession of the balls. (It gets the action started right away!)
3. Teams may only retrieve the three rightmost (from their perspective) balls on the court.
4. Once a ball is retrieved, the retrieving player must clear it behind the 6-foot attack line before it can be legally thrown. To be cleared, a player in possession of the ball must touch the ground behind the 6-foot attack line with the ball while that player is still touching the ball (i.e. bouncing the ball behind the line does not clear it). If a player throws a ball that has not been cleared, that player will be declared out.
5. If a ball remains on the center line for ten seconds after the initial referee whistle, it may be retrieved by either team – but must still be cleared.
Boundaries
1. During play, all players must remain within the boundary lines of the court. Players who make physical contact outside of the court boundary lines for any reason will be declared out.
- Exception: See ball shagging below.
2. The boundary lines themselves are “In” and part of the playable court
3. If a player controls a catch while maintaining contact with the court, then falls out of bounds after completing the catch, the catch will be valid AND the player who has left the court will be Out.
4. Mistaken Out Exception: should a player leave the boundary to go to the Out Lineup and then be judged to be Not Out by the referee, that player may return without being declared Out for the Out of Bounds infraction.
Possession
1. Each player may only have 1 ball in their possession to throw. Players may possess 2 balls if the second ball is obtained by a catch, but s/he must immediately pass or discard the second ball after the catch is made.
2. If a ball is in a player’s possession, that player must throw the ball across the center line within 5 seconds. This is a loose 5-seconds and is intended to keep the game moving along and to prevent players from stalling. Players that are actively engaged in play (deflections, etc.) shall not be called on the 5-second rule. This rule is plainly in place to prevent stalling.
3. If a thrown ball does not cross the center line before hitting the ground, then the thrower will be declared out. This rule shall only be in effect when there are 6 or less people on the court.
4. Intentionally throwing the ball out of bounds or high up in the air as a distraction technique is prohibited, and will result in a warning. No player may be called out if distracted by a throw like this. Future infractions will result in the player being called Out.
5. Players may not pass a ball in their possession to other players on their team unless they have just made a successful catch resulting in the possession of a second ball. A ball is considered to be in a player’s possession if s/he picks it up off the floor or places his/her hand on the ball for more than one second with the clear intent of picking up the ball.
6. Nudging, rolling, pushing, kicking, etc. a ball to ANOTHER player or teammate is permitted (it keeps the pace of the game moving).
7. If a player is squatting over a ball, rolling it along with him/her, or gives any clear indication that they intend to pick up a ball but are obviously stalling to subvert the 5-second rule through rule-manipulating tactics shall be given ONE warning by the referee, after which that player shall be called OUT.
8. Bouncing a ball across the center line with back-spin in an effort to reacquire possession and subvert the 5-second rule is not permitted and the offending player shall be called OUT.
9. Just play guys.
Ball Retrieval
1. Active players may leave the court to pick up an out-of-bounds ball, but must do the following when leaving the court to retrieve a ball:
A. A player must exit from the back of the court.
B. A player may only leave the court with the intention of retrieving a ball. If a player runs or jumps out of bounds in an attempt to dodge (or catch) a ball, but acts as though they were going out to pick up a ball, they will automatically be ruled out.
C. The player has no more than 5 seconds to retrieve the ball and return to the court. If a player fails to return to the court within 5 seconds, they will be called “Out”.
D. When returning to the court, a player must enter at the back of the court.
E. When retrieving an out-of-bounds ball, a player may roll back into play any number of balls, but should only carry one ball back into play with them.
F. When players are retrieving a ball out of bounds, it is considered in poor taste to throw at them; they must be given a chance to get back on the court.
2. To retrieve balls outside of the court, teams should use ball retrievers and members of their team not in the game.
3. Ball retrievers may not step or reach within the boundary lines for any reason. Should they do so, the offending team must forfeit a ball to the opposing team.
4. Ball retrievers and players in the out lineup must stay on their team’s half of the court. Unlike players on the court, they are not allowed to reach over the center line to collect a ball.
5. Ball retrievers must immediately return balls into play without delay. For example, retrievers may not hold onto balls or leave them out of play until their teammate is ready for a ball.
6. When returning a ball to the court, balls should be rolled into play to avoid distracting players that are still in.
Center Line
1. For the purpose of this section, the Center Line shall be considered to extend infinitely in either direction of the actual marked Center Line on the court.
2. A player touching the opposing team’s area (in or out of bounds) will be called out.
3. Players may lean into the opposing team’s area, but no part of the player’s body may touch the ground on the opposing side for any reason. Players that make contact with a ball that is in possession of an opponent will be declared out.
4. Players who cross into the opposing team’s side of the court will be called out.
A. If a player throws the ball before unintentionally stepping across the center line, the throw (and possible subsequent catch) will count.
B. A “suicide,” or the act of intentionally crossing the center line and throwing the ball before they have touched the ground, is not allowed and a player attempting it will be called OUT.
5. If a player is able to control a catch on his/her side of the court and then falls to the other side immediately thereafter, the catch is considered valid but the player is then ruled Out for having crossed the center line.
Out Lineup
1. When players are Out, they must proceed immediately to the Out Lineup, an area adjacent to the court.
2. Players that are Out are to line up in order from the wall such that the first person to be Out is lined up nearest to his/her team’s baseline.
3. Those in the Out Lineup must return any balls that enter the Out Lineup to the playing area without delay.
4. Players returning to the court from the Out Lineup are in play once they step onto the court.
Game Start, End and Timing
1. A 30-minute time limit has been established for each Match in regular season league play. Teams will play as many games as possible during that time.
2. Teams have 5 minutes after the Match time clock has started to satisfy the 4 player minimum. If they fail to do so within that time, a forfeit will be recorded.
3. No Game will start with less than a minute remaining on the 30-minute game clock.
4. Once a game is started, it will be played to completion.
5. Due to time restrictions in the gym, the game clock will begin at the scheduled start time. If there are circumstances beyond a team’s control (i.e. anything not associated with players not being on time), league management will have the game clock start later than the start time.
Match Procedures
1. The Referee will be the official timekeeper. The referee will announce the remaining time at the fifteen (15), five (5) and one (1) minute marks.
2. Teams will change sides after 15 minutes have passed on the official clock.
3. Games end when all players have been eliminated from one team.
Game Scoring
1. The team that wins the most Games is declared the winner of the Match.
2. During the playoffs, all Games will be played as a Best-of-X format as determined by the League. All games will be played to completion.
3. The official Match score will be recorded by one of the game referees.
4. Team Captains must sign off on the score sheet at the end of their Match. Should the captain disagree with the recorded game result, they need to discuss with League management at the conclusion of the game.
Player Elimination
Thrown Outs
1. A player is Out when an opponent throws a ball that hits the player before hitting anything else, and the player is unable to catch it before it touches the ground, wall, ceiling, another ball, or any other object other than a fellow team member.
2. A Save occurs if a player is hit by a ball, but after the hit, and before the ball touches the ground, wall, etc, a teammate catches the ball in bounds. Neither the thrower nor the hit player is Out and no Out players return to the game.
3. Players may deflect a thrown ball with a held ball and not be called Out. However, if the player does not retain control of the held ball (so that the ball touches the floor, wall or any other non-human object), he/she is Out.
- Clarification: Once a thrown ball has been deflected off of a held ball, it is considered “dead”, meaning that even if it then hits the player, that player is not out (nor can the ball then be caught to eliminate the thrower).
4. A ball that hits the floor and a player at the same time does not result in an Out. The referee should immediately communicate to both teams that all players are Safe.
5. If a player has thrown a ball before they are hit, that ball is LIVE and can cause an out (by catch OR hit).
6. Pinching: “Pinching” is the act of squeezing a ball in order to alter its flight when thrown or to gain a better grip on the ball. While holding a ball, players’ fingers must remain extended so as to “palm” the ball. A player will be called out for pinching, whether or not the player has thrown the ball, while players hit out by a pinched ball will not be declared out. A pinched ball that is caught will still count as a caught ball. Players caught intentionally “pinching” the ball will first receive a Team warning. Any further violations will result in the offending player being ejected for the night.
7. Slapping / Punching: Slapping / punching the ball is the act of striking the ball with an open or closed hand or arm in an attempt to get a player out. This is NOT considered a valid throw attempt. Players caught slapping or punching the ball will first receive a team warning, and further violations will result in the offending player being called Out.
Catch Outs / Game Re-Entry
1. A player is Out when an opposing player catches a ball they threw, in bounds, before it touches another player, the ground, wall, ceiling, another ball, or any other object.
2. When a player makes a Catch, the first player in the team’s Out Lineup may return to the game.
3. Players must return to the Game in the order in which they got Out.
4. Players must be Out at the time of the Catch to be able to be caught back in.
5. Players returning to the Game out of order, intentionally or not, will be called Out.
6. A ball that is “trapped” against the floor does not result in an Out or player return (all players are Safe). The referee should immediately communicate to both teams that all players are Safe.
7. A player may catch a ball while already holding a ball.
8. A player may legally drop a ball to attempt a catch.
Exiting The Court
1. Players who are Out must quickly leave the court, indicate they are Out by raising their arm, then line up in the Out Lineup in the order in which they got Out.
Head Shots
1. “The Head” is any area above the shoulders and includes hair, sweatbands, neck, etc. If a player is struck on any part of the head with a thrown ball while in a Substantially Upright Position (a “Head Shot”), the thrower of the ball shall be out, while the recipient of the Head Shot shall remain in the game.
A. Exception: When the hit player was already out but still on the court, the player will remain out, but the thrower will also be called out. (see head shot timing below).
B. Exception: When a player is unintentionally kneeling or lying on the ground, a head shot will be called if the ball is thrown after the player is in that position.
2. A “Substantially Upright Position” includes anything at or above an “athletic position”, which may include slightly bent knees and a slightly angled back.
3. Complete discretion about whether a player was struck in the Head while in a substantially upright position lies with the game referees.
4. Referees are to call borderline cases in favor of the recipient of the Head Shot (i.e. the thrower would be declared Out).
5. If a player is judged to have been defensively protecting him/herself from a Head Shot while in a substantially upright position by putting his/her hands or arms in front of his/her face, this shall be declared a Head Shot Out and only the thrower of the ball will be declared Out.
6. Intentional Head Placement. Referees have the discretion to call the hit player out for intentionally placing his/her head in front of a thrown ball.
7. Intentional Head Hunting. Referees have discretion to call a player out (and eject the player as warranted) for intentionally throwing a ball at the head of any other player (in or out), a referee, or a spectator.
8. High Throw Warnings: If a player throws the ball at neck level height or higher as judged by the referees, their TEAM will receive ONE warning. Three (3) Warnings as a result of high-throw infractions will result in the most recent player to commit a high throw to be OUT. Every high throw thereafter will result in a player going out.
9. High Throw Warnings reset when teams switch sides, at the half-way point of the match.
Head Shot Timing
1. If a Head Shot occurs immediately before, at the same time, or immediately after a player is hit cleanly at the shoulder level or below by another ball, the thrower is out but not the hit player.
2. If a Head Shot occurs after a player is out, but before they are able to get off of the court, the thrower will be called out. The hit player will remain out.
3. A Head Shot cannot cause a fumble. A player hit in the head will not be called out if he/she drops another ball because of the Head Shot.
4. When a head shot occurs, the referee should immediately call a timeout to make sure the player is not injured. The game should be continued using a restart as described under the general game rules.
Miscellaneous Rules
Slow Play and Possession
1. Players must move the ball across the center the line within 5 seconds of physical possession. Referees should give a verbal warning when 5 seconds is reached. If a player does not throw the ball after the verbal warning, that player shall be called Out.
- Clarification: This rule is intended to keep the game moving if teams/players are intentionally stalling, not as a method of having people called out. If a captain feels that the other team is holding the balls significantly longer than 5 seconds, they should calmly inform the referees so that they may properly monitor/enforce any concerns. Referees shall take this into consideration, but still allow players breathing room to play.
2. Each possessed ball has its own slow play count.
3. Players must make an effort to retrieve and throw stagnant balls. If no effort is made, then the balls around the player will be considered possession and the player will be declared Out after 15 seconds.
4. Most Balls on One Side: When most of the balls (4 or more) are on one team’s side of the court, a team has 10 seconds to put a ball into play on the other team’s side of the court, even if none are possessed by a player or when none of those players are engaged in active play. This is a loose 10 seconds and is intended to keep the pace of the match moving. Should the team fail to put a ball into play, the referee will declare the opposing team the winner of that game. In the case that both teams have an equal number of balls on their side, they shall share the burden of putting the balls into play as ushered by the referees.
5. A ball is considered to be in a player’s possession if she/he picks it up off the floor, or places his/her hand on the ball for one second or more, with the intention of picking up the ball.
6. Adjustments to the rules can be made by the League Coordinator for untimed games at his/her discretion as long as those adjustments are made clear to the captains of each team.
Interference
1. Spectators and players from other teams are not to interfere with game play.
2. If a ball strays from the court, spectators and players from other teams must without delay redirect the ball back into play at the nearest location.
3. Failure to obey this rule gives the referees the authority to ask spectators and players from other teams to move to another location.
4. Unless there is a court that is not in use, players are not allowed to warm up (by throwing dodgeballs) inside the gym while matches are being played.
5. Players who are hit but interfered with from a non-teammate shall not be called out.
Sportsmanship Violations
1. Referees and League Management have the authority to issue warnings and eject players.
2. Referees shall signal and can stop the game for all warnings.
Penalties
1. Warning: No penalty, but if the behavior is repeated, the result could be a player being called Out or ejection.
2. Ejection: If a player is ejected before or during a game, the player may not play for the rest of that day/night. If a player is ejected after their game is complete, they will be ineligible to play the rest of that day/night and the following week.
3. If player ineligibility due to ejection causes a team to become unable to meet minimum player requirements, then it will result in a forfeit loss.
Liability Rules
1. Intoxication: If League Management or a referee has reason to believe a player is intoxicated while playing, that player will be ejected.
2. Drug or Alcohol Use: if a player is witnessed consuming alcohol or illegal drugs at the playing facility, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
Communication With Opponents
1. Communication with opposing teams is highly encouraged, but any and all communication should be of a positive nature. Negative communication, whether verbal or non-verbal, including foul or abusive language, arguing, questioning, pointing, etc., shall result in a penalty.
2. Penalty Steps:
A. 1st Infraction: Warning to BOTH teams
B. 2nd Infraction: Player Out
C. 3rd Infraction: Player Ejection
Basketball Rules
// PLAYER ELIGIBILITY
- All Players must be at least 21 years of age and have current, adequate health insurance.
- All players must be properly registered on a team during the season for which they are playing.
- If a player is registered on more than one team within the league, they may only play for one team in the playoffs.
- All players must agree to the Fray Liability Waiver as described in the Fray Terms and Conditions section of Player Registration.
- Any use of an ineligible player will result in a forfeit.
// GAME PLAY
- The game will start with a jump ball. The team not gaining possession first will be awarded the ball when the next held ball situation arises. Teams will alternate possession thereafter. All overtime periods will start with a jump ball.
- Boundaries are defined as end line to end line and sideline to sideline
- Players can only be inside the lane for 3 seconds
- The offensive team has ten seconds to advance the ball over the half court line
- Substitutes must check in at the scorer’s table and wait to be called onto the floor by an official. Substitutions between periods or during timeouts do not need to check in at the scorer’s table.
- If a free throw(s) is awarded, substitutes are only permitted to enter the game before the final free throw attempt if the ball will remain in play or following the final free throw attempt if it will not remain in play.
- If a sub is replacing the shooter and the shooter makes their final free throw, the official will stop play for the substitution.
- If a sub is replacing the shooter and the shooter misses their final free throw, the sub will enter the game at the next stoppage in play.
- Fouls are tracked on a team basis, not individual player basis. Players cannot foul out of a game, though they can be ejected.
- Bonus (1 and 1) in effect on the 7th team foul
- Double bonus (2 shots) in effect on the 10th team foul
// Free Throws
- A player fouled in the act of shooting will shoot foul shots, each worth 1 point. The shooter has 10 seconds per free throw attempt.
- If the fouled player missed score attempt, they will shoot the number of free throws equivalent to the total score they were attempting when fouled (2 shots for a field goal, 3 shots for a 3-pointer).
- If the fouled player makes the score attempt, they will shoot 1 free throw.
- When attempting a free throw, there is a maximum of 4 defensive players and 2 offensive players allowed in the lane spaces.
- Two defenders must occupy the positions on the lane closest to basket, above the blocks on both sides.
- Remaining players must occupy a lane space or be positioned behind the top of the key, free throw line extended. If choosing to occupy a lane space, offensive players may take the middle spaces and defensive players may take the top spaces.
- Players on the blocks may enter the lane on the release of the shot. Players outside the 3-point line must wait until the ball hits the rim to go for the rebound.
// Technical Fouls, Ejections & Suspensions
- A player may be assessed a technical foul, be ejected, and/or be suspended from a game or league for unsportsmanlike conduct, including but not limited to foul language, rough play, and inappropriate or abusive treatment toward referees, other players, or spectators. Referees may assess a technical foul and/or eject a player with or without warning depending on the severity of the incident.
- If a player receives two (2) technical fouls in one (1) game, they are ejected from the game, must leave the gym immediately, and cannot play in the team’s next game.
- A player ejected for ANY reason will be suspended for the next game. If that player is caught playing in that game, the team will forfeit.
// GOLDEN RULE
First and foremost, all Fray leagues are 50% Social and 50% Sport. While we have staff // officials, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated. Individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. We want everyone to have fun and be social while enjoying a great sport. We will do whatever we can to make sure all players are having fun!
// GENERAL POLICIES
Fray is proud to relieve captains of the burden of paying for full teams. We accept individual player payments and allow prepayment for additional players and/or full teams. We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Because our mission is to make fun possible, these policies make it easier for people to get involved with and build community through social sports.
All registrations are on a first come, first serve basis. Any roster that does not reach our official size (based on each sport) is eligible to receive free agents and/or small groups. Rosters made up of primarily free agents and/or a collection of small groups may have more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field a team each week.
// Roster Size Chart
Sport | Promotion Size | Official Size | Max Roster Size | Female Minimum |
Basketball 4v4 | 6 | 8 | 10 | 1 |
Basketball 5v5 | 8 | 10 | 12 | 2 |
// Teams & Substitutions
- 5v5 Leagues: A maximum of five (5) players can be on the court (CoEd – 2 must be Female). Teams must have the required minimum 4 players to start the game (CoEd – 1 must be female)
- 4v4 Leagues: A maximum of four (4) players can be on the court (CoEd – 1 must be female). Teams must have the required minimum 3 players to start the game (CoEd – 1 must be female)
- Teams have until 10 minutes past the designated start time to field the minimum number of players. The 10 minute grace period is considered part of the overall game time. If a team is unable to reach the minimum number of players, the game will be deemed a forfeit.
- Substitute players (players not on the roster) may be used at any time in the regular season. Substitutes are not permitted during playoffs.
- All substitutes must be a registered player on another team and/or in another Fray league that is currently in play.
- Teams may use additional substitute players above the player minimum with the opposing team’s consent. Teams who agree to play under these conditions must notify the Host before the start of the game and the outcome of the game will stand as is.
- Teams must designate a captain prior to the start of the game. They are the only team member allowed to discuss calls with officials. Judgement calls by an official may not be disputed.
// Game Duration
- Each game will consist of two (2) twenty minute (20 min) halves with a 3-minute half time. Game times may vary based on a specific location.
- The clock will run continuously during all but the final two (2) minutes of each half, at which time a regulation stop clock will be used. The regulation stop clock will stop anytime the referee blows the whistle (out of bounds, violations, or fouls) and will start again on the first touch when inbounded. The regulation stop clock does not stop on a made basket.
- Each team will receive 3 thirty-second timeouts per game. Timeouts must be called by a player on the floor either with sole possession of the ball or during a dead ball situation.
- Regular Season Games can end in ties. Playoff games will continue until a winner is decided.
- If a playoff game is tied at the end of regulation, there will be a two (2) minute overtime. The clock will stop on every whistle in the last one (1) minute.
- If a playoff game is tied at the end of the overtime period, the game will go into a second overtime period that is sudden death. The first team to score any point (free throw or basket) wins the game.
// Equipment, Uniforms & Facility Use
- All equipment will be provided on site with all leagues using a 29.5-inch sized basketball. If players/teams want to bring additional basketballs to warm up with, they are more than welcome to do so and are responsible for their own equipment.
- Players should make every effort to wear the official Fray division shirt.
- Basketball shoes with flat bottoms and appropriate ankle support are strongly recommended. Cross-trainers and running shoes are discouraged.
- If an individual or team violates the facility’s Code of Conduct, they may be asked to leave and a refund will not be issued.
// Playoffs & Standings
- Playoffs are determined after the regular season has concluded and are based on scheduling and other league logistics. Playoffs are not guaranteed.
- Standings are automatically sorted in Commish based on teams’ Win-Loss-Tie record. If there is a tie in the standings, we sort based on the following information in order until the tie is resolved:
- Head-to-head matchups
- Score differential
- Points For
- Points Against
// Forfeits
- Teams have until 10 minutes past the designated start time to field the minimum number of players. The 10 minute grace period is considered part of the overall game time. If a team is unable to reach the minimum number of players, the game will be deemed a forfeit.
- First Forfeit – Loss of game and warning issued
- Second Forfeit – Loss of game and Fray reserves the right to remove team the playoffs.
- Third Forfeit – Loss of game and removal from the league with no refund
- In the case of a forfeit, the final score recorded as 40-0
// Weather Cancellations
-
- One week is built into the end of each season
- All players will be notified via email if games are canceled
- If more than one weather cancellation occurs, Fray will try to find another week if possible to make up the games, but it is not guaranteed.
- Should inclement weather or other factors limit normal scheduled game duration and more than half the game has been played, the game shall count as the full game.
GOLDEN RULE
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
TEAM SIZE
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Each team can have three (3) players on the court at one time. Co-ed teams can have up to three (3) women on the court, but must have at least one (1) woman on the court at all times.
2. Teams are unable to begin a game with less than two (2) players, and co-ed teams must have one (1) female to begin the game.
3. Teams must start at the scheduled game time if the minimum numbers of players are present.
4. Rosters are not limited in size, but no additional players will be added to the roster after the teams’ 3rd game. DC Fray suggests rosters of 5-8 players so that at least 4-5 can make each game.
GENERAL
1. Format 3-on-3. In co-ed division, at least one female must be on the court at all times.
2. Teams are guaranteed multiple games a night, amount and length depend on league size.
3. If a game reaches the time limit in a tie, the teams will receive 1 point in the standings during the regular season.
4. Each regular field goal is worth two (2) points. A successful shot from behind the 3-point arc (19’-9”) is worth three (3) points. Foul shots are worth 1 point.
A. The ball will change possession after each basket scored (i.e., loser’s out).
B. Starting with the 3rd foul, teams will shoot two (2) foul shots with a change of possession on a made 2nd shot or a live ball on a missed 2nd shot.
C. You must take the ball back to the marked 3-point line or to the top of the key on every change of possession, clearing the line with both feet (even on air balls and steals).
D. There is an “unwritten 30-second shot clock”.
E. The team not playing (waiting for “next”) will provide 1 ref assistant for the game to keep score and track team fouls. (Teams failing to provide ref assistants will incur penalties).
*Any unsportsmanlike behavior may result in that player/team being suspended/removed from participating in all DC Fray leagues for one year*
FORFEITS
1. Please Please Please don’t forfeit. Your teammates and opponents count on you to have a full team and a competitive game. Each team must have at least two (2) players including one (1) woman to start a game.
2. Teams forfeit one (1) game for every ten (10) minutes past game time that they do not have enough players. If no one is there by twenty (20) minutes past game time, the team forfeits the match and the teams that are present win their games against the forfeiting team.
3. During the playoffs, teams may not use subs and may only use players on their roster.
4. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
PICKING UP PLAYERS
1. You should be able to field a team with only roster players. Only players on your roster are allowed to play if you want the game to count in the standings. If you pick up another DC Fray player to complete your team, the games can still be played, but will officially be a forfeit. A team is never allowed to pick-up a non-DC Fray player to join their team even if the game does not count.
2. Since DC Fray wants everyone to play when they show up at the gym, although it will be an official forfeit we strongly encourage you to ask DC Fray members to join your team or share players with your opponent to get a full a squad if your team is short players.
UNIFORMS/FOOTWEAR
1. Team Shirts are provided by DC Fray. Choose your team color at registration!
2. If players don’t have the team jersey with them, DC Fray asks that you wear similar colors to the rest of the team.
3. If teams do NOT have the correct color shirts, their opponent will receive technical free throws before the game. The amount of free throws will be the difference in non-color shirts between the two teams. At all gyms, DC Fray strongly recommends wearing basketball sneakers with flat bottoms and appropriate ankle support. Cross-trainers are discouraged. NO RUNNING SHOES ALLOWED ON THE COURT.
REFEREES
DC Fray will provide a head referee for each game.
1. Questions, complaints, or comments shall be taken up with the head referee. Only the team captain may be the spokesperson for his/her team.
2. Each team is responsible for providing at least one (1), preferably two (2)referee assistant(s) for the games within your match that your team is not playing. Since the ref assistants are so important to good games,THIS RULE WILL BE STRICTLY ENFORCED.
3. The head referees are responsible for calling all violations, managing the game clock and running the set of six (6) games. The referees have final say on all calls.
4. The referee assistants are responsible for keeping track of the time, the score and the total number of fouls per team in each game.
Inadvertent whistle – If a referee inadvertently sounds his/her whistle during a play, the play is immediately dead.
SCORING AND GAME TIME
1. A field goal is worth two (2) points.
2. A successful shot from behind the designated 3-point line (19’-9”) is worth three (3) points. The player must have both feet completely behind the line when initiating the shot.
3. A free throw is worth one (1) point.
4. The clock will stop in the final minute of each game only if the point differential is six (6) points or less at any point with 1-minute or less remaining in the game. If the point differential goes up to seven (7) or more the clock will run until the deficit goes back down to six (6) or less.
5. Stalling goes against the fun principles of the game. An “unwritten 30-second shot clock” is in effect at all times, and may be enforced by the referee at their sole discretion. Failure to attempt a shot in 30 seconds, after being advised by the referee, will result in loss of possession.
6. In addition, neither team can stall in the last five seconds of a game in a ball-check situation, or the last 15 seconds of a game in a free-throw situation. If stalling occurs, the clock will be stopped until it is started by an inbounds pass.
TIME OUTS AND SUBSTITUTIONS
1. Each team is allowed one (1) 30-second timeout per game
2. Teams DO NOT receive an additional timeout in overtime. A team may only call time out in overtime if the team did not use their timeout in regulation.
3. Player substitution is permitted in any dead ball situation.
POSSESSION, START OF PLAY, LIVE/DEAD BALLS
1. The first team listed on the schedule gets the ball first.
2. Possession change after every made basket , there is no “make it take it” .
3. Jump balls will be called by the referee. The ball goes to defense every time.
4. The ball must be checked to an opposing player from the top of the key before it is put into play.
5. The player must pass the ball into a teammate to start play (i.e. no shooting off the check or dribbling before passing).
6. Failure to pass the ball will result in a turnover.
iii. The first pass should be made within 5-seconds of receiving the check ball from the opponent.
1. Defenders are not allowed to defend beyond the 3-point line until the ball is inbounded. Crossing the three point line before the pass is thrown will result in a dead ball. Time will be reset and possession remains with the offense.
2. After all fouls and violations, play will resume by checking the ball at the top of the key.
3. All balls out-of-bounds will be taken out at the top of the key.
4. The ball must be taken back behind the 3-point line with both feet on every change of possession (even on air balls and steals). A violation occurs only if a team failing to properly “take it back” takes a shot. A made basket will not count and possession will go to the other team.
iii. When “taking back”, the player must have both feet behind the take-back line.
1. The offensive team cannot have the same person stand “in the paint” for more than 3-seconds in a row.
2. The top, bottom, and sides of the backboard are in play
3. Any infraction of these rules results in loss of possession.
PRE-GAME AND WARM-UPS
1. Teams should arrive 10-15 minutes before their game.
2. Both teams will warm-up at the same time prior to the start of the game. two (2) minute warm-ups, NO DUNKING.
FOULS AND VIOLATIONS
1. The referee will call all fouls. All fouls are common fouls. The ref assistant will keep track of all fouls.
2. For the first four (4) fouls in each game, shooting or non-shooting, the ball is taken by the fouled team at the top of the key to resume play. If the shooter makes the shot the basket counts and the defense gets the ball.
3. Beginning with the 5th team foul, the player fouled will be awarded two (2) free throws. If the player is fouled in the act of taking a 3-point shot the player will be awarded three (3) free throws. If the shooter is fouled in the act of shooting and makes the shot, the basket counts and the shooter is rewarded with one (1) free throw. In the case of a player shooting two (2) free throws the ball is dead after the 1st shot (or 1st and 2nd shot in the case of a 3-pointer). If the player makes the last shot, the other team gets possession. If the player misses the last shot, the ball is live.
4. All fouls in the last minute are shooting fouls.
5. All technical, flagrant or intentional fouls count as team fouls
6. Technical fouls – at the referee’s discretion for inappropriate arguing and/or other behavior.
7. The team shoots two (2) free throw.
iii. The team captain may select a player to shoot.
1. The offended team will retain possession of the ball whether the shot is made or missed.
2. Two technical fouls will result in the player being automatically ejected from the game.
SPORTSMANSHIP
DC Fray understands that for most people joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress-free so you can do just that… socialize and have a good time!
SUSPENSIONS/EJECTIONS
1. Any player(s)/team(s) that are involved in a fight will be suspended from all DC Fray Leagues for life. Any teams will forfeit all remaining games.
2. Any excessive contact will result in a foul and ejection of the player.
3. Any player abusing the referee will automatically be ejected from the game without a warning.
4. A player ejected for ANY reason will be suspended for the next game. If that player is caught playing in that game, the team will forfeit.
MISCELLANEOUS
1. If a player is bleeding or has blood on his/her skin, shirt, shorts, etc. must leave the game until the bleeding stops and/or blood is washed off uniform/skin.
2. The team captain is the team spokesperson, not a coach, spectator or other players.
TIEBREAKERS FOR PLAYOFFS/SEEDINGS
1. Head-to-head competition (among all tied teams).
2. Record against other teams in or tied for playoffs (winning percentage-i.e., 0-1 is same as 0-2, but 1-3 is better than 0-1).
3. Number of wins.
4. Record against next best common opponent.
5. All players must be registered through the commi.sh website and have signed a Registration/Waiver Form.
GOLDEN RULE
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
GENERAL
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Teams are formed by players registering as groups or free agents. Dues are based on individual registrations and can be by the registering player or on behalf of others. The league welcomes free agents and those without full teams.
2. Captains are responsible for communicating with teammates once the season starts. Any concerns, issues or feedback is encouraged to be brought to the league by team captains.
3. Start dates are listed on individual season pages. Seasons are typically 8 weeks long with a 6 x 2 or 7 x 1 format (regular season, tournaments) The number of teams making the final tournament is based on the total number of teams and other league logistics.
4. Main rule points for 4v4 league:
A. There will be no backcourt or ten (10) second rules, as the court is not large enough.
B. There will be no 3-pointers
C. There will be free-throws, offensive 3-second calls, 5 second in-bounds & possession calls, and substitutions as normal.
D. Teams may play with 3 players.
E. All other rules are as normal with 5v5 standards
5. Georgetown Law Sport & Fitness leagues are restricted to players and spectators over the age of 18. No children are allowed in the gym.
6. Free throws: team members should line up on the lower blocks, and can go in for the rebound on the release of the shot.
7. Subs are allowed in after the first free throw is shot, if they sub is for the shooter, the sub can come in if the shooter makes the second free throw. For one-and-one situations, the sub will come in before the shot is taken.
8. Bonus free throws will be awarded on the seventh (7th) and tenth (10th) team fouls, consistent with standard basketball rules.
9. There will be NO backcourt rules in this league as the court is not large enough.
10. If a game is tied at the end of regulation, there will be a 1 minute overtime. The clock will stop on every whistle in the last minute. Once the first overtime concludes, the game will go into sudden death where the first team to score any point (free throw or basket) wins the game. **Playoffs and Championship – overtime will consist of one five (5) minute session.
Each game will be played with a men’s size basketball.
TIME AND TIMEOUTS
1. Games typically run with Two (2) twenty minute (20min) halves with running clock, having the clock stop the last minute of each half on every whistle. Alterations of game times may occur due to league logistics.
2. Each team has three (3) timeouts per game.
The clock will stop on all dead balls, foul shots and any other related stop of play that requires adjustment on the court in the last minute of each half.
FORFEITS
1. Substitutes are allowed in the league as long as they are a registered player from another team or other USS league. Non-Registration players must be cleared through the league by emailing [email protected]. No Substitutes are allowed in the final tournament games.
2. Teams can start and play an entire game with three (3) players. If a team has three (3) players, they will not be permitted any subs. The team must play with three (3) players unless the opposing team permits a substitute player added based on their consent.
If a team has less than three (3) players, subs will be granted until the total number of players equals four following the above-listed rules.
ELIGIBILITY OF INDIVIDUALS
1. A complete roster consists of 7-10 registered and paid players. Groups with eight (8) or fewer players on their roster, when registration closes, is eligible to receive additional players from the free agents pool executed by the league.
2. Everyone who plays in the games (including substitutes) must be registered to play in the league and have a signed player waiver on file.
3. During the playoffs, teams may not use subs and may only use players on their roster.
Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
TECHNICAL FOUL
1. If a member of the league receives two (2) technicals in one (1) game that individuals will be asked to leave the gym that evening.
2. Three (3) technical fouls in one (1) season, that individual will be forced to sit out the next game.
3. Four (4) technical fouls in one (1) season, that individual will not be allowed back into the league.
Jersey Policy: We will provide each player with a league t-shirt and these are yours to keep! Once a group reaches “team” status they can choose their team color (very important).
SCOREKEEPING
Score Keeping is maintained by players within the league. The league will send out an email asking for volunteers to keep score throughout the season. Each game volunteered for will earn the score keep a $5 registration credit towards a future season with Get In The Game / DC Fray. Each team is required to provide coverage for a specific game day should volunteers not step forward.
CONTRABAND
1. Liquor, tobacco and/or illegal substances are not tolerated and are also not allowed inside the gym.
SPORTSMANSHIP
DC Fray understands that for most people joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress-free so you can do just that… socialize and have a good time!
SUSPENSIONS/EJECTIONS
1. Any player(s)/team(s) that are involved in a fight will be suspended from all USS Leagues for life. Any teams will forfeit all remaining games.
2. Any excessive contact will result in a foul and ejection of the player.
3. Any player abusing the referee will automatically be ejected from the game without a warning.
4. A player ejected for ANY reason will be suspended for the next game. If that player is caught playing in that game, the team will forfeit.
MISCELLANEOUS
1. If a player is bleeding or has blood on his/her skin, shirt, shorts, etc. must leave the game until the bleeding stops and/or blood is washed off uniform/skin.
2. The team captain is the team spokesperson, not a coach, spectator or other players.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
Team Sizes and Roster
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. DC Fray Cornhole has no roster requirements for male to female ratios. A team may be all male, all women, or any combination of the two (2).
2. To secure your team on the season schedule you must have at least four (4) paid roster members.
3. DC Fray withholds the right to place other small groups and free agents onto your team to balance rosters. DC Fray will not place any additional players that would cause a team roster to exceed eight (8) players.
4. Groups of 2-3 or free agents will be placed with other teams or merged with other small groups to create a full roster.
5. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
6. During the playoffs, teams may not use subs and may only use players on their roster.
Setup
1. For outdoor play two (2) boxes shall be set up such that their fronts face each other and their hole centers are thirty (30) feet apart.
2. For indoor play two (2) boxes shall be set up such that their fronts face each other and their hole centers are twenty-six (26) feet apart.
3. The front of the box has constituted the foot foul line.
Gameplay
1. Two (2) teams of 4-6 people, shall play. Teams will form pairs amongst their players. Partners shall stand at opposite boxes on the same side, from the perspective of a third person, and face each other, so there is no advantage given to one team.
2. Each team shall have four (4) bags of one color.
3. All eight (8) bags begin at one end.
4. A coin flip shall determine who has honors in round one.
5. One of the partners on the team who has honors shall begin play by throwing a bag at the opposite box.
6. A player may throw from anywhere behind the foot foul line.
7. The game continues by alternating throws between the two (2) opponent players until all eight (8) bags have been thrown.
8. If a bag hits the ground then bounces up onto the board, that bag shall be taken off the playing surface.
9. The next frame starts when the other player on the team, which has honors, throws their first bag.
10. The game continues until sixteen (16) frames have been thrown.
Fouls
1. A foul occurs when any of the following happens :
A. A player’s foot goes past the foot foul line, termed a foot foul.
B. A player goes out of turn. The player who caused the foul loses the throw when the foul occurred and the bag shall be removed if it landed on the playing surface.
Scoring
1. The score shall be taken after all bags have been thrown for a frame. In League play teams DO NOT subtract scores but instead each run their own tally.
2. Points shall be given as follows :
A. Three (3) points for a bag that goes through the hole.
B. One (1) point for a bag that is on the playing surface.
C. One (1) point for a bag that is hanging into the hole.
D. One (1) point for a bag that is hanging off the edge but not touching the ground.
E. Zero (0) points for a bag that is on the playing surface, but also touching the ground.
F. Zero (0) points for a bag that is hanging off the front edge and is resting on a bag that is on the ground, unless the bag on the ground can be removed without making the hanging bag fall to the ground, then one point is given.
3. Each team is given a frame score according to section.
4. A perfect score would be four (4) “holes” or twelve (12) points.
5. The team who wins the frame is given honors to throw first in the next round.
A. If both teams have the same round score then the game score stays the same and honors stays with the team who had it the previous round.
The winner of the game is the team with the most points earned through the sixteen (16) frames.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have hosts; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
1. Groups must have at least 8 rollers on their roster to be elevated to Team status, however, the league reserves the right to place free agent rollers on teams with fewer than 12 rollers. 12 rollers are the max number of players able to compete during a single match. It is encouraging that teams have 12-15 rollers on their roster for the times when individuals are unable to attend.
2. Each team will have a captain, who will be the official representative to the league and will be responsible for communicating messages from the league. A co-captain is also highly encouraged.
3. Players must be registered (and paid in full) to play and to be counted towards a group’s Team status.
Game Play
1. A match will consist of two teams rolling 12 regular frames and one specialty frame. Each frame is one full game with 9 rolled balls. Every team member present and able to play must roll at least one full frame (9 balls) unless more than 12 players are present.
2. Each team must have a minimum of 4 rollers per game. No player may roll more than 3 frames in any given game. If only two or three players show they may play but their score will be capped at their best 6 or 9 frames respectively.
3. Teams will roll on the same lane throughout the match. If teams wish to choose their lane prior to the start of a match Captains or a designated player will play Rock Paper Scissors for the choice of lane.
4. Every ball must be rolled while standing with both feet on the ground and located behind the machines (i.e., no rolling from the side of the lane) Violating this rule will result in a score of zero for balls rolled during the infraction.
5. Any shot thrown while observing the previous rules and counted by the machine (including Bank shots) are permitted.
6. Balls that fail to enter the scoring zone and roll or otherwise return to the thrower are able to be re-thrown.
Scoring
- Skeeball scores presented on the machines screen will be divided by 10 (the zero dropped) to simplify scoring.
- Each Roller will roll one full frame (9 balls) as their contribution to their team’s score.
- If Players are unhappy with their first score they may choose to roll the 2nd frame, however if a second game is rolled the score from that game will count even if it is lower than the original roll.
- If a player chooses to roll the second frame they must first wait for their opponent to finish their first frame. At this point, they may announce “I’m rolling again” and may proceed to begin their 2nd game.
- Players choosing to roll the second frame must choose to do so BEFORE the 3rd ball is rolled by their opponent if they too opted for a 2nd frame. Rollers may NOT wait for their opponent to finish their 2nd game before attempting to roll their own 2nd game.
- Frame scores will be divided by 10 for addition purposes, and the team with the highest combination of their 12 frames will be the winner.
- Spirit Points: Teams have the ability to win extra points based on creating an organized cheer.
- 100 Points: Teams that create a cheer using their opponents name as inspiration (either in a supportive nature or tongue in cheek) will win 100 points.
- 50 Points: Teams that create a cheer using their own team name or otherwise supporting themselves without mention of the opposing team will win 50 points.
- Time limit & other details: Spirit cheers must be completed before the 10th frame concludes. Teams may not excessively hold up the progress of the game to compile a cheer at the last moment. Additionally, teams are only eligible for either the 50 or 100 additional bonus points. Both teams are able to win these points IE both teams can cheer for the other team and can win 100 spirit points. Note: As with all scores in Skeeball we drop the zero from points awarded – This means that 100 would be 10 and 50 would be 5 in this application.
- 5. After the 6th frame of each match, a mystery round will be played. The mystery round will result in a score of “10″ for the winning team and “0″ for the losing team. The following specialty rounds are selected and played at the discretion of the host.
- A. Speed: Both teams will present one roller who will each begin to throw their balls at the command of the host. The first player to roll all of their balls and have the machine flash game over or for their score to flash will be considered the winner.
- B. Relay: Each member of the team present will roll one of the 9 balls. If less than 9 players are present the team will rotate through their players in the same order as they began the frame. (I.E Rollers Bob, Jane, Jack, Kelly, will continue in the same order until all 9 balls are rolled) The team with the highest score wins that round.
- C. Speed Relay: Using the above relay rules the winning team will be decided not by the total score but by the first team to have their machine count all 9 balls rolled and the game to be declared over, indicated by the flashing score or the Game Over message.
- D. Blind Folded: One roller will be blindfolded and led to the machine where they will roll one full frame (9 balls). Teammates may assistance through verbal direction but are not allowed to physically aid the blinded folded roller. The top score between the two teams wins the round.
- E. Skee-off: Teams choose one roller from the opposing team to compete against the player the opponents have chosen from their team. The roller with the highest score after a single round of 9 balls wins a bonus 100 points for their team.
ALTERNATE Social Skeeball Rules
- A match will consist of two teams playing a best of Nine (9) series (the first team to win 5 games wins the match). Teams will roll at the same time.
- Groups must have at least 6 rollers on their roster to be elevated to Team status, however, the league reserves the right to place free agent rollers on teams with fewer than 12 rollers.
- Each team must have a minimum of 3 rollers per game. No player may roll more than 3 balls in any given game.
- Teams will roll on the same lane throughout the match. If teams wish to choose their lane prior to the start of a match Captains or a designated player will play Rock Paper Scissors (best of three) for the choice of lane.
- Every ball must be rolled while standing with both feet on the ground and located behind the machines (i.e., no rolling from the side of the lane) Violating this rule will result in a score of zero for balls rolled during the infraction.
- Any shot thrown while observing the previous rules and counted by the machine (including Bank shots) are permitted.
- Balls that fail to enter the scoring zone and roll or otherwise return to the thrower are able to be re-thrown.
- Each team will have one (1) mulligan. You will be able to re-roll one round and one round only and that must be decided following that round and not after the game has been completed. 1) If the one team starts their mulligan the other team will have till before the first team’s second roller rolls the 4th ball to decide if they want their Mulligan.
Scoring or Machine Malfunctions
1. Players are advised that the league plays on a variety ages, models, and styles, of machines and that scoring errors, are an inescapable aspect of the game. When a scoring error is made it is the responsibility of the witnessing party to IMMEDIATELY bring the scoring error to the attention of the other team and host. If both captains are able to agree upon the alternation of the score to fix the machine error the game may continue. If captains are unable to agree then the host will make a judgment ruling given the testimony of the captains and their personal knowledge of the machines. The ruling will be in the form of a score alteration and will be considered FINAL. Scoring errors do NOT result in rerolls or voids of frames.
Awards & Trophies
1. At the end of each Skeeson Teams will be ranked based on games won and total score. There will be a postseason tournament for the league to crown a champion!
2. At the end of each skeeson Individuals will be invited to compete in a High Roller tournament. The winner of this tournament will be given the designation of “High Roller” for that skeeson.
3. Additional prizes and trophies may be given.
Sportsmanship
1. Teams & Rollers are encouraged to introduce themselves to their opponents prior to the start of each frame.
2. Teams are encouraged to “line up” after their match and shake hands, give high fives, or otherwise congratulate their rivals.
3. Skeeball is considered a game for the civilized and friendly. While healthy competition is encouraged, any player deemed to be acting in an unsportsmanlike manner will be warned on their first instance, removed from the game on their second (and their score fore-fitted) and finally removed from the league on their 3rd infraction. Examples of unacceptable conduct include excessive badgering of players (to include cursing, shouting or heckling) and or excessively rude conduct to other bar patrons or bar staff. League Reps will have the final decision on any issues regarding enforcement of this rule.
Golden Rule
Teams
1. Groups of 2-3 players will be elevated to team status. The league will match up any free agents or groups of less than four to form teams. No more than four players will be grouped together when merged by the league without permission from the hosting team. Teams may have more players as alternates on their team to avoid forfeits and for use as Subs. For all teams, a minimum of two players must be present to play in order to avoid a forfeit. In addition, if four or more players show up it is the discretion of the captain to rotate players into gameplay.
2. Each team will have a captain, who will be the official representative to the league and will be responsible for communicating messages from the league. A co-captain is also highly encouraged.
A. While phone numbers are an option for regular players, all captains must ensure that their profiles have an accurate phone number listed. This is used during urgent communications between the league and captains and will never be shared with third parties.
3. The season schedule will be posted on your player portal. Teams should reference the schedule to plan for their scheduled match and to connect with their opposing teams.
4. Players must be registered (and paid in full) to play and to be counted towards a group’s Team Status.
Game Play
1. Upon arrival, captains will connect with their opponents. To ensure that the shuffleboard games are compact by the bar and to easily find opponents players are required to wear their Shuffleboard team shirts.
2. If there are no other teams playing play can begin immediately.
3. If the tables are occupied by other league teams captains will write their team names on the waiting list (white or chalk board provided by the bar) or verbally place themselves in line by speaking to the team currently playing.
4. Captains will print off score sheets from the website prior to arrival. They will be responsible for score keeping. If there is a dispute in score keeping, and it cannot be settled, captains and their teams will leave the area of play. Once all games of regular play have been completed the teams with disputes will re-enter the area of play and hold a rematch. Teams will then submit scores for their rematch to the league organizer through email.
5. Games will follow official shuffleboard rules where not otherwise overrules in this document. See http://www.shuffleboard.net/game_rules.html for details.
6. Gameplay will run until one team reaches 21 points or 30 minutes elapses. Whichever occurs first.
7. “Hangers” those pucks hang over the back edge of the board will be scored as 4 points. Pucks hanging over the side edges do not count as hangers.
Play Offs
1. Standing in the league will be determined by wins and losses. The top teams (depending on league size) will play a single elimination tournament that is held during the end of season party.
Sportsmanship:
1. Teams are encouraged to introduce themselves at the start of their games. Competitors are also encouraged to shake hands afterward.
2. While competition is encouraged, players should remain civilized and friendly at all times. Any player deemed to be acting in an unsportsmanlike manner can be reported to DC Fray by players or bar staff. After receiving one report of unsportsmanlike behavior, a warning will be given. After a second report, the player will be suspended from one game. After a third report, the player will be removed from the league. Examples of unsportsmanlike behavior excessive badgering of players (cussing, shouting, heckling, etc.), excessively rude conduct to other bar patrons or bar staff, and/or cheating. League Reps will have the final decision on any issues regarding enforcement of this rule.
Tennis (5)
Registration dues vary by location and night. DC Fray. Tennis strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $65-$85. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 5 organized nights of play, league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-tennis related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for tennis. Each level from social,gender specific and athletic. Please read your season info page to see if the league is at a different level.
You simply show up at the courts for your scheduled games, there’s an hour of games/instruction then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
- You are provided with a weekly suggested “play by date” schedule, but you and your opponents decide WHEN and WHERE you will play. (The FUN of leagues with the convenience of FLEX.)
- You can play the week 5 match the first week, or you can play 2 matches (or more) in a week, or none. You just need to complete the matches by the end of the season.
- The number of matches/weeks in a schedule depends on the number of players/teams who register for your flight level, but we typically do not schedule fewer than four or more than seven matches in a “season.”
- You can use a SUB when you need to because of travel, injury, or whatever. You don’t need to tell us unless you are getting a “permanent sub.”
- You can select the NTRP rating level you wish to play, even if you have a current USTA rating. So you can play UP and you can play DOWN; we just want you to select the best competitive level for all.
- Your Flex matches NEVER calculate in your USTA rating.
Softball (5)
Registration dues vary by location and night. DC Softball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $65 – $85. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized games, a chance at playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-softball related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for softball. Each level from social,gender specific and athletic. Please read your season info page to see if the league is at a different level.
You simply show up at the fields for your scheduled games, you and your teammates play your opponents for about 60 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
Softball teams average 14 players per team. 12 paid and approved players reserves a spot in the league but is subject to additional players. There may be gender requirements for certain leagues.
Yes, for Mixed Gender leagues there must be at least 3 females on the field and in the batting order at all times. We recommend 4-5 on the roster.
Skeeball (5)
Registration dues vary by location and night. DC Fray Skeeball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $50 – $65. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-skee related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
You simply show up at the bar for your scheduled games, you and your teammates play your opponents for 15 min or 30 mins a game depending on the style and then everyone hangs out at the bar for food, drinks, and partying! Best part? You can play beer in hand! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm
Not at all! Skeeball is a chill bar sport that is a great way to meet new people! As with any sort of game there are those that are more competitive than others and them we say, “It’s just skeeball! Grab a beer and hangout!”
Skeeball teams average 4-6 players
That’s right, we took the classic arcade game and SOCIALIZED it to make it great for adults. Very casual games, lighthearted fun and LOTS of partying!
Shuffleboard (5)
- Registration dues vary by location and night. Cap Shuffle strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $35 – $49. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
- Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-shuffle related events, shindigs and parties throughout the year. Please note, DC Fray does not issue refunds.
You simply show up at the bar for your scheduled games, you and your teammates play your opponents for at least one 30 minute game depending on the style and then everyone hangs out at the bar for food, drinks, and partying! Best part? You can play beer in hand! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm
Not at all! Shuffleboard is a chill bar sport that is a great way to meet new people! As with any sort of game there are those that are more competitive than others and them we say, “It’s just shuffleboard! Grab a beer and hangout!”
Teams average 6 players.
That’s right, we took the classic bar game and SOCIALIZED it to make it great for adults. Very casual games, lighthearted, fun and LOTS of partying!
Kickball_Rules (3)
History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical
education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Players/ Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be 21 years of age or older, have adequate health insurance and must have signed a player waiver and release.
2. Players may only play on a team which they are registered and paid for.
- Exception: A player may function as a substitute player for another team if said team is short a man or woman. This is ONLY during the regular season.
Teams & Game Play
Each team roster must consist of a minimum of twelve (12) players and no more than 24.
1. A Team roster must include at least 4 females.
2. Teams must field no fewer than 6 players and no more than 8 for field play.
3. At least 2 women must be on the field at all times.
4. The Number of Male players on the field shall be limited by the number of female players on the field Plus 1 at all times.
5. Every player present is required to be in the kicking line up.
- Exception: An injured player may be removed from the kicking lineup.
The Field
1. The field will be set up in the shape of a triangle.
2. The strike zone will be two foot on either side of home plate.
Player Equipment
1. All players must wear athletic, closed-toe, non-marking footwear applicable to the policies of the facility in which games are being held to be eligible to play DC KICKBALL. NO Cleats are permitted.
2. All players must wear their DCK or DC Fray player t-shirt while playing.
3. A player who has not received a shirt or has misplaced or forgotten a shirt will be permitted to play after the meeting the following requirements:
4. The player must be registered, paid, and in good standing on their teams Roster.
5. The player must have valid identification.
6. If the player is found not to be on the roster after a roster check, the game will be marked as a loss and the game forfeited.
7. Any equipment deemed by the Umpire, as a performance enhancement, must be removed.
Game Equipment
1. DC KICKBALL/UNITED SOCIAL SPORTS will provide the balls, bases and rest of equipment.
Referees
1. Referees and ONLY referees may officially call outs/fouls/strikes/etc.; calls made by other people are not valid.
2. The home plate referee is considered the head referee and will make final rulings.
3. Referees must be loud and clear in their calls. Kicked balls are in play unless and until the head referee says otherwise.
4. Captains are the only team members who may argue calls.
5. All rulings not specifically covered in the rules are up to the discretion of the referee.
6. The rules will be updated as needed.
Sportsmanship
DC Fray Indoor Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
Teams on Game Day
1. Teams must kick and field a minimum of six (6) players, of which, three (3) must be male and three (3) must be female. The maximum number of players on the field is eight (8).
2. A maximum of four (4) players of one sex may play in the field at a time.
3. Every team member that shows up must be in the kicking lineup.
- Exceptions (these players do not count towards player minimums):
– Players, who cannot run, cannot play.
– Players that do not meet the minimum game gear requirements cannot play.
4. There is no gender requirement in the kicking lineup; men and women may kick in any order the captain chooses. This lineup must be maintained during the duration of the entire game. Any latecomers must be added to the end of the lineup.
5. All players injured during a game may use a pinch runner for that sequence, but after that (s)he must be removed from the lineup. a. An injury removal will NOT cause a penalty due to the number of players falling below the minimum number.
6. Teams are expected to arrive and be ready for play at their scheduled game time.
7. Teams will be granted a five (5)-minute grace period if they do not have the minimum number of players necessary.
8. After five (5) minutes, the game will commence and the team(s) without the minimum number needed to play will start the game the number of runs down equal to the number of players missing and will have to take one (1) out for each player they are down every time that player’s place comes up in the kicking order.
9. If the missing players show up, they will be added to the lineup in place of the corresponding automatic outs, eliminating the outs in subsequent sequences but not the penalty runs.
10. Once the kicking lineup is set, only players required to meet the minimum number of players may take the place of an out. The player’s (or an out’s) position in the lineup cannot change after that spot comes up in the lineup
11. Team captains DO NOT have the authority to waive these penalties.
12. Games will last six (6) innings or forty (45) minutes for a regulation game.
Pitching/Strikes/Balls/Walks
1. The pitcher must release the ball prior to crossing the pitching strip. a. Violations of this rule will result in a ball.
2. The pitcher must be touching the pitching strip when the s(he) releases the ball.
3. Violations of this rule will result in a ball.
4. The pitcher must wait for the kicker and ref to be ready before pitching.
5. There is no encroachment rule.
6. There is a limit of three pitches per kicker.
7. Two balls will result in a walk.
8. Two strikes will result in an out.
9. DCKICKBALL Strike Zone will be the size of the box that will be laid out by (but not include) cones.
10. Strikes
11. Any pitch that crosses the strike zone (without hitting a cone) is a strike.
12. The ball must enter the strike zone between the front cones and leave it between the rear cones to count as a strike.
13. Any pitch at which the kicker swings and misses is a strike.
14. Any ball kicked without hitting anything first that goes through the gap in the dividing curtain or doorway closest to the kicker is a strike. (The head ref will have some discretion to consider a kick as a live ball even if it goes through the closest gap if they believe it was playable.)
15. Any ball kicked while the plant foot of the kicker is completely past the front edge of home plate is a strike. This is considered a live ball “strike” meaning that if the ball is caught, the kicker is out and runners may tag up if they wish.
16. Any kicked ball which contacts the player twice while s(he) is still in the strike zone will be a double kick and also considered a live ball “strike.”
17. The exception to this is if the ball contacts a fielder and strikes the kicker before s(he) leaves the box, the play remains live.
18. Any ball kicked such that it crosses between the rear two cones of the strike zone before contacting anything else (player, wall, etc).
19. Pitches must be thrown underhand at “reasonable speed” without spin, curve or bounce. Reasonable speed means not fast. If you have to ask, it’s probably TOO FAST.
Outs
1. A count of two (2) strikes.
2. Any player, not on base, tagged or hit with a ball, not in the face/head, whether it is the result of a fielder or the kicker (outside the strike zone).
3. Any time a base is tagged by a fielder in control of the ball, where a runner is forced to run to before the runner gets there.
4. Any ball caught in the air that has not touched the ground. This includes balls that bounce off players, walls, fixtures, ceiling, etc.
5. The runner can be tagged out at any time they are not on a base.
6. Any runner, who attempts to grab the ball or slap the ball away from a fielding player (in motion of tagging them out) OR holds/kicks the ball away from a ball thrown, will be automatically out and no runners will be allowed to advance to the next base or to score. Runners will be forced back to their original position. A runner may be ejected from the game. (See Sportsmanship, Section G.1.c)
Playing the Field
1. Teams may position players however they choose but must have the minimum number of players of each sex (3) to avoid penalty. The maximum is eight (8) players on the field.
2. The intentional blocking of a runner by a fielder will result in the runner being awarded the base to which they were going.
3. Fielders may hit players with the ball to tag them out.
4. Thrown balls must not hit players in the face/head.
5. Thrown balls that hit players in the face/head result in the runner being safe and awarded the base to which they were heading, plus one extra base.
6. The only exception is when a player is not in a “substantially upright position” (e.g. they are sliding or squatting) or intentionally moves their head in an attempt to come in contact with the ball and is hit in the face/head, the player is out.
7. When a ball is overthrown the runners may run until the ball is returned to the pitcher, the pitcher is in the infield and the pitcher is not attempting to make a play.
8. There are no limits to the number of bases a runner may take.
9. The runner can be tagged out at any time they are not on a base.
10. A fielder, in order to tag a player out, advance the ball to another fielder, or return the ball to the field of play may kick the ball.
11. Any ball that is, in the view of the head referee, intentionally dropped by a fielder so as to obtain a double play will not result in an out for any runner
12. All other runners will be permitted to advance one (1) base from their originating base if this occurs.
13. The offending player may be ejected from the game.
14. Any non-fielder yelling “I got it” or anything else to call off or confuse a fielder and/or making gestures to wave off the fielders will be automatically out.
15. The offending player may be ejected from the game.
16. If this occurs by the bench of a team, ALL runners will be out.
Kicking
1. All kicks must be made below the waist. Contacts above the waist are strikes.
2. All kicks must be made with the plant foot at or behind home plate.
3. A kicked ball must not cross the line created by (and including) the rear cones of the strike zone.
4. Any double kicked ball is counted as a live ball “strike.”
5. Any kicked ball that goes into the other field via the far curtain gap or into the hall way via the far door is a ground-rule double.
6. Any kicked ball that goes through a basketball goal is a grand slam home run.
Scoring
1. Any runner that touches home plate after touching all other bases in succession will count for one (1) run.
2. Any runner who scores before the final out of an inning will count as one (1) run as long as the last out was NOT a force play or caught ball or tagged out runner on a force play.
Money Ball Inning
1. This will be one inning each game where a special, smaller ball will be used. Runs scored during the Golden Ball inning will count double.
2. The Golden Ball Inning for each team will be decided by the team’s captain before the game starts.
Running
1. There may be up to two runners on one base at a time.
2. Players are considered “on base” if they are touching another player who is touching the base.
3. Players may use this rule in reaching a base safely and in “leading off.”
4. Players may not leave a base until the ball is kicked. (No stealing bases)
5. If this occurs the runner is out and the play is redone.
6. Tagging Up: A tag up occurs after a fielder has caught the ball in the air and the runner touches the originating base and then proceeds to the next base.
7. The runner is considered “tagged up” as soon as the fielder touches the ball, whether there is a bobble, assist or any other delay before the ball is considered caught.
8. The runner will be out if (s)he leaves the base prior to the ball being touched and a fielder either touches the runner or base with the ball.
9. Runners may catch the ball to avoid being out. If this happens, the runner must immediately kick the ball away.
10. If the newly kicked ball is caught in the air, the runner is out.
11. If the runner is tagged out, the runner may not take the ball from the defensive player and kick it. (See Section J.6).
12. The person catching the ball must have been the intended target of the thrower. A runner may not catch a ball thrown to a player on the fielding team, to a base, or thrown at another player on the runner’s team.
13. Players may run in any direction or anywhere to get to the next base in order. There are no baselines.
14. A runner must beat the ball to the base.
15. There are no ties; the referees must make a call.
16. Runners may not overrun any base.
17. Runners that get out during a play should stay clear of the ongoing play as much as possible.
18. Deliberate misdirection or interference (passive or active) by put-out runners will result in the other runners being forced to return to their previous bases.
Delay of Game
1. The pitcher will deliver the ball to the kicker within a reasonable amount of time after (s)he receives the ball and is prompted by the referee. Each time the pitcher delays the game by violating this rule, the referee will call “Ball.”
2. The reasonable time limit starts when the pitcher is in possession of the ball and the kicker is at the plate, alert to the pitcher. The timing stops when the pitcher releases the ball.
3. The kicker will be ready to kick within a reasonable amount of time, decided by the referee. This includes the end of the half of an inning, or after another batter has kicked.
4. An announcement will be made to the team kicking, for the delay. If such announcement has been stated, the pitcher will be directed to pitch the ball, which will be counted as a live pitch, and this may be repeated until the kicker gets to the plate.
5. Teams will have their defense set in a timely manner so as not to delay the game.
6. Once the referee has warned a team regarding this, subsequent delay(s) will result in the referee awarding a walk to the kicking team’s first kicker.
7. If it continues in the same inning, the referee may allow subsequent kickers to be awarded a base as well.
Playoffs
1. Playoffs will be held by conference until the championship game.
2. The team with the better record in each game will be the home team.
3. Playoffs will be single elimination.
4. If one team is ahead by twenty (20) or more runs at the end of four (4) innings, the game will be over.
5. All teams make the playoffs when possible.
History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Each Team must consist of a minimum of 16 Players and a maximum of 30 Players.
2. Each Team may have a maximum of 11 players on the field.
A. Teams are expected to field a minimum of 3 men and 3 women in the field while on defense. If a Team is only able to field 2 men/women in the field, that Team may only field a maximum of 6 of the opposite gender.
B. Teams who do not meet the minimum team requirements will be given 15 minutes to assemble the necessary roster. As soon as both teams have the expected minimum, per the eligibility guidelines, the game will start. Failure to meet the team requirement within 15 minutes will result in a forfeit.
That 15 minute grace period is taken out of that game’s playing time and the game is still limited to its original time length.
3. Each Team must have a minimum of 6 men and 6 women on their roster.
4. Teams must designate a Captain and Co-Captain prior to the start of the game. These are the only Team members allowed to argue all calls
A. NO PLAYER, including the Captain and Co-Captain, may verbally abuse or argue in an unsportsmanlike manner to any Referee. Such action is grounds for immediate ejection and possible suspension or expulsion from the Division if the Host or DC Fray staff deems it appropriate.
5. Team Captains are required to provide their teams kicking order to the opposing Team upon request. Once a game has started, the lineup cannot be changed except for injury or illness. Eligible Players may be added to the end of the kicking lineup if arriving to the game late.
6. Any use of ineligible players will result in a Team forfeit.
7. If a player kicks out of roster order that player is out.
8. During the regular season, any registered DCK player for that division may serve as a sub for a team under the minimum team requirement.
9. During the playoffs, teams may not use subs and may only use players on their roster.
10. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Here is the roster size chart for DC Kickball. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Kickball | 16 | 24 | 26 | 30 | 3 |
The Field
1. The field will consist of a diamond of equal sides, with bases being placed 60 ft. apart.
2. The pitching strip will be placed in the center of the diamond directly in line with 1st-3rd base and home-2nd base, or 42.42 ft.
3. To prevent collisions, there will be a double base at 1st base with 1 base being in fair territory and 1 base being in foul territory. The base in fair territory is for the fielder and runner already on 1st base. The base in foul territory is for the kicker to run to.
4. Alcohol is not permitted on or near the field. Any player bringing alcohol to the field will face severe penalties up to and including suspension or expulsion from the Division. In addition, the player’s team will immediately forfeit that week’s game(s). This violation may also result in a team facing suspension or expulsion from the Division if the Host or DC Fray staff deems it appropriate.
Equipment
1. All equipment will be provided by DC Fray and will consist of bases, cones, 10′ playground balls, pumps, field measurement aid, score sheets, and a strike/ball counter.
2. All Player participants must wear the official DC Fray Division shirt in order to play.
3. Any Player names or nicknames being placed on the jerseys may not be obscene or overtly sexual, nor may they contain any offensive language–If you are unsure, pick another nickname.
A. Should a player be found to be in violation of the equipment guidelines they will be subject to suspension and/or possible expulsion from the league.
4. Metal cleats are not allowed.
5. Players may wear any protective gear as deemed acceptable by the Head Referee.
Player Eligibility & Participation
1. All Players must be 21 and have current adequate health insurance.
2. All Players must be properly registered on a team within the Division for which they are playing, and may only play for the team they are registered for unless subbing for another team per the eligibility guidelines.
3. All Players must agree to the DC Fray Liability Waiver as described in the DC Fray Terms and Conditions section of Player Registration.
Games
1. All WEEKDAY Games will consist of 5 innings or 45 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
2. All WEEKEND Games will consist of 6 innings or 50 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
3. Regular Season Games can end in ties. Tournament games will play a full 5 or 6 innings (depending on the day), and will continue until a winner is decided.
4. A Regular Season Game is considered official if it remains tied after 3 full innings of play, or until the Team behind in score has had their chance to kick in the 3rd inning.
A. Games that fail to meet the above criteria will be completed at a later date with the score reverting to what it was at the end of the last complete inning.
5. Games will not be postponed due to rain unless the fields are closed or deemed unplayable by the Division Host and/or DC Fray Staff. If lightning is visible, Games will be immediately postponed, and all Players must clear the field.
6. Home and Away teams will be determined by the ancient game of Rock,Paper,Scissors before the game between each team’s captain. Best 1 out of 1 on SHOOT! The Home team shall be on the field first.
7. Forfeited games shall have the final score recorded as 6-0.
Officiating
1. DC Fray will provide one Host or head referee who is on site to settle disputes and is the final word for on any call for each Regular Season Division Game.
A. Each Team will be required to provide 2 Referees each for the game immediately before or immediately after their team’s game.
B. Teams failing to provide Referees will receive a Forfeit. While base referees are responsible for assisting with any and all calls, final rulings are made by the Head Referee.
2. Issuing ejections for unsportsmanlike behavior is at the discretion of the Host.
3. Teams shall designate 1 person to keep a score sheet to record game stats. This sheet will be turned into the Head Referee or Division Referee upon completion of the game.
Outs
1. A count of 3 Strikes.
2. A count of 3 Fouls.
3. Any pitched ball contacting the Kicker (whether kicked or not) and caught in the air prior to touching the ground.
4. Any time during a live play where the ball makes contact with a Baserunner while not on base or has not yet reached the base s/he is being forced to.
A. If any part of a thrown ball makes contact with the Baserunner’s head while the Baserunner is not diving, sliding, or ducking, the Baserunner shall be awarded the base to which s/he was running).
5. Any time a Fielder has control of the ball and touches a base to which a Baserunner is forced to advance prior to the Baserunner reaching the base.
6. Baserunners intentionally running more than 4 feet outside the baseline with the intent to avoid a tag or throw.
7. Baserunners interfering with a fielder making an active play on the ball.
8. Any Baserunner not on base when the ball is kicked.
9. Any Baserunner who passes another Baserunner.
10. Any Baserunner who is physically assisted by any team member.
11. Any attempt to make contact with a kicked ball outside of the Catcher’s zone fair or foul.
Pitching
1. A Pitcher may start his delivery anywhere on the infield, but must deliver the pitch within the Pitcher’s Circle and behind the 1st base/3rd base line.
2. The pitchers mound extends in a 12ft. radius from the pitching strip
3. Pitchers must throw the ball by hand in an underhanded manner. Overhand and side arm pitching are NOT allowed.
4. A pitched ball must touch the ground at least once prior to reaching the plate.
Strikes
1. The Strike Zone is 41 inches wide (1 foot to either side of home plate) and approximately 1 foot high. If any part of the ball touches any part of the strike zone, it shall be ruled a strike, however, the ball may not bounce more than 1 foot high, as measured from the bottom of the ball, at any time during the bounce that carries the ball through the strike zone
2. Any attempted bunt or kick that does not make contact with the ball.
Balls
1. Any pitch that is not a strike or foul.
2. A Pitcher may intentionally walk a kicker by announcing his intention to the Head Referee before throwing any pitches. A Pitcher is not required to throw any pitches to intentionally walk a kicker.
Fouls
1. Any punt or kick that lands in foul territory outside of the Catcher’s Zone.
2. Any kick during which the kicker steps in front of the Home Plate.
3. Double Kicks (anytime the kicker contacts the ball 2 or more times during an attempted kick).
4. Any kick that does not occur below the knee.
5. Any time a kicker makes contact with a pitched ball (intending to kick or not) before the ball has traveled past the kicker.
Catching
1. Teams must have 1 and only 1 catcher while on defense.
2. Catchers must stand behind the kicker and within the Catching Zone
3. Catchers may not cross in front of the kicker nor be positioned outside the Catcher’s Zone until the ball is kicked.
4. If the Catcher impedes the kicker intentionally or unintentionally, the kicker will be awarded 1st base, and any runners may advance if they are forced to.
A. If in the Head Referee’s opinion, the kicker makes an unnatural move and initiates contact in an attempt to draw a Catcher Interference call, the kicker shall be called out.
Fielding
1. All fielders with the exception of Catcher must be positioned in fair territory.
2. No fielder may cross the 1st base/3rd base line until the ball is kicked.
3. Fielders may not stand within the baseline unless making an active play on the ball. Interference with a Baserunner results in the runner being awarded the base he/she was running to.
Encroachment
1. Pitcher’s Encroachment occurs when a pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
2. Catcher’s Encroachment occurs when the catcher crosses in front of the kicker or is positioned outside the Catcher’s Zone, prior to the ball being kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
3. Fielder’s Encroachment occurs when any non-pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
Kicking
1. All kicks must be made by foot or by leg below the knee.
2. All kicks must occur at or behind home plate. No part of the kicker’s plant foot may be in front of the plate.
3. Double Kicks are when a kicker contacts the ball 2 or more times during an attempt to kick the ball.
4. Teams must kick in their written kicking order. Kicking out of order results in an out for the spot in the order that was due up according to the written lineup. The kicking lineup will continue to the next spot in the lineup.
Baserunning
1. Baserunners may not intentionally run more than 4 feet outside of the baseline to avoid a tag or throw.
2. Baserunners have the right-of-way within the baseline except that a Fielder has the right to make a play on any ball in play, including within the baseline.
A. In rare circumstances, a Baserunner and Fielder in the act of making a play on the ball may collide due to Baserunner/Fielder movement. It is up to the discretion of the Head Referee whether to call the Baserunner out for interference or declare the contact as incidental and allow the play to stand.
3. Baserunners may overrun the 1st base, however, if they turn toward the 2nd base as if attempting to advance, they are in play and may be tagged out.
4. Baserunners may be substituted by players of the same gender, but only if the runner is injured during the play. The injured player must then sit out of the game for 2 innings. If their spot in the kicking order comes up, their spot is skipped.
5. In order to advance on caught fly ball, Baserunners must ‘tag-up’ on their original base at or subsequent to the fielder’s first contact with the ball. Failure to tag-up allows the defense to make an out by either tagging the runner with the ball before he/she returns to their original base or by a fielder in control of the ball touching the original base before the runner returns to it.
A. Failure to tag up is not an automatic out, but must be recognized by the defense and a play made on the runner or original base.
6. If a Baserunner passes another Baserunner, the passing runner is out.
7. If a Baserunner is assisted by any other team member, the runner is out.
8. Once the Pitcher has the ball in the Pitcher’s Circle, all Baserunners must stop at the base they are running toward unless the Pitcher subsequent to receiving the ball attempts to make a play on a runner.
Overthrows
1. An Overthrow is considered any attempt at a base or Baserunner that misses its intended target and goes into foul territory.
A. An Overthrow allows a Baserunner to advance up to 1 base beyond the base they were running toward when the ball traveled into foul territory.
B. If the defense attempts to make a play on the Baserunner while advancing after an overthrow, all Baserunners may attempt to advance as many bases as they choose. It is up to the Head Referee’s discretion as to what constitutes the defense ‘making a play’ on the runner.
C. If a ball is thrown at a Baserunner and contacts that runner while not on base and deflects into foul territory, the runner is out and the ball is live. All other Baserunners may attempt to advance as many bases as they choose.
Dead Ball Plays
1. If a Baserunner intentionally touches the ball, the runner is out, the play is dead, and any other Baserunners must return to the base they were on at the beginning of the play.
2. If a fair ball becomes trapped in any object, or a Fielder faces an impediment in getting to the ball, the runner shall be awarded a ground-rule double, and all other Baserunners may advance 2 bases beyond the base they began the play on.
A. In obvious cases, the Head Referee has the discretion to award the Kicker and Baserunners whatever base s/he realistically believed they would have reached had there not been an obstruction.
B. If a ball goes over a permanent fence that is aligned in fair territory on the fly, the kicker shall be awarded an automatic Home Run.
C. Any play where a potentially serious injury occurs, play will be stopped by the Head Referee immediately.
Fair
1. A legally kicked ball that lands in fair territory or in the Catcher’s Zone in front of the kicker and remains in fair territory until it passes the 1st base or 3rd base cone or completely stops in fair territory.
B. A legally kicked ball that lands in fair territory beyond the 1st base or 3rd base.
C. A legally kicked ball that lands in fair territory or in the Catcher’s Zone, and touches or is touched by a Fielder or Baserunner in fair territory prior to the ball traveling into foul territory.
D. A legally kicked fly ball that is in fair territory when it is touched by a Fielder or Baserunner.
Fouls
A. Any illegally kicked ball (See KICKING).
B. Any legally kicked ball that lands in foul territory outside the Catcher’s Zone.
C. Any legally kicked ball that travels into foul territory outside the Catcher’s Zone on its own prior to reaching the 1st base or 3rd base cone.
D. Any legally kicked ball that is still inside the Catcher’s Zone when it is touched by a Fielder.
E. Any legally kicked ball that travels into foul territory in the air and the defense is unable to make a play on (i.e. catch in the air).
Sportsmanship
DC Fray Indoor Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
History of Kickball
Kickball, originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spear headed by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
But this is GLOW Kickball and DC Fray is proud to be the originators of this wild sport in the DMV!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
GLOW Rules
Any rule or situation not expressly defined here will default to our usual DC Fray rules. At the end of the day, these calls will be made by the host. Whatever their call is, it stands.
Since Glow Kickball will be played in the DARK, the typical DC Fray rules will be changed to put more of an emphasis on FUN and SAFETY. This will NOT be a competitive league and we encourage all of our players to look out for each other, including those on the opposing team.
1. There are 5 innings
2. Games CAN end in a tie (it happens)
3. There are 11 players max in the field (minimum of 6 – 2 must be female identified)
4. All pitches MUST be thrown underhand and at a “reasonable” speed. Reasonable is obviously subjective but if you have to question it, then it’s probably too fast. This is a SOCIAL laid-back league that plays in the DARK, so fast lightening pitches are NOT allowed.
5. Strike zone is a foot on either side of the plate (yup, it’s a big strike zone)
6. Strikes are SEPARATE counts from fouls
7. 3 strikes is an out
8. 3 fouls is an out
9. 4 balls is a walk
10. Walking or running up to kick the ball is NOT allowed. You must begin and end in a stationary spot behind home plate to kick the ball. Additionally, full kicks are NOT allowed. We field tested over a dozen glow-in-the-dark balls and will be using a soccer ball which kickers can kick over 50 yards. We are playing in the dark and do NOT want the balls flying far distances – this can lead to injury for kickers, fielders and any by-standers. Remember, we are playing in the DARK.
11. Bunting is NOT allowed
12. Fielders must throw the ball with BOTH hands. The ball we’ll be playing with is smaller and harder than the normal kickball. We don’t want fielders winding and blasting the balls at players in the dark. This is to protect both runners AND your fellow fielders. Runners don’t want to get blasted with a soccer ball and your other fielders don’t want to catch a speeding ball in the dark. Balls can still be thrown at base runners to get them out, but again, the ball must be thrown with both hands and PLEASE be mindful not to blast the balls.
13. There is no leading off bases or stealing.
That’s it! But also, never forget the most important rule of DCKickball! 🙂
Rule #0: DON’T BE A D-BAG!
The first and foremost rule of the game is to have FUN. If you are hoping to recapture your athletic glories from the past, this is NOT the kickball league for you. DCKickball is all about playing a silly kid’s game, having fun and meeting new people. Absolutely no whining will be tolerated during the course of a game. The only players allowed to communicate with the referees are the captain and co-captain. Any abuse (verbal or otherwise) of the referees or other players will constitute an immediate ejection from the game. Repeated offenders will be banned from the league. No exceptions. Have FUN and be SAFE out there in the dark and be NICE to your fellow players!
Sportsmanship
DC Fray GLOW Kickball is a sport, just like any other, and at times people will get heated during competition. This is expected and understood. However, abusive treatment towards hosts, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
Dodgeball Rules (2)
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General Game Rules
Dodgeball teams will consist of 6 players on the court at one time, two of which must be females. Six (6) foam balls will be used during play. The objective for both teams is to eliminate all of the players on the other team to win a round. Teams play as many rounds as they can in their allotted 35min match, after which the team who has won the most number of rounds will be declared the winner of the match. Substitutions will only be allowed in-between rounds.
Teams & Players
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with DC Fray (herein: “DC Fray” or the “League”).
2. Rosters must include no fewer than 6 players (4 men / 2 women), but may have as many players on the roster as a team chooses with no other restrictions (30 women and 4 men is okay).
3. Note: If a team of “free agent” registrations is assembled by the League, it will have no more than 12 players, consisting of a maximum of 6 men and 6 women.
4. Each team may play up to 6 players in each Game, with at least one woman on the court, and a maximum of 4 men on the court.
5. A team MUST play at least 3 players at the start of each Game.
6. Acceptable combinations are: 4 men/2 women, 3 men/0-2 women, 1 man/2-5 women, 0 men/3-6 women.
iii. If a team has players in attendance and they are capable of playing, then they must do so.
1. Only players who are on the court at the start of each Game are allowed to play in that particular Game.
2. Exception: In a case of in-Game injury, another rostered player from the same team and of the same gender may substitute mid-game for the injured player.
3. Teams may substitute rostered players between games.
4. During the regular season, if a team does not have enough players from its’ own team to satisfy the 6 player minimum, a team may use no more than 2 “fill-in” players to meet the minimum 6 player requirement,
5. All “fill-in” players must be registered and in good standing with the League.
6. The use of substitute players above the 3 player minimum is at the discretion of the opposing team’s Captain.
7. Each Match in which a team fails to meet the 3 player minimum, uses an illegal sub w/o the consent of the opposing team’s captain, or is not present by 5 minutes past their designated start-time shall be ruled a forfeit in favor of their opponent.
8. During the playoffs, teams may not use subs and may only use players on their roster.
9. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Code of Sportsmanship
As an adult dodgeball player, it is your personal responsibility to never allow yourself or your teammates to cross that line between fun competition and unsportsmanlike behavior.
1. Dodgeball is a self-regulated game that relies on the Honor System. If you are out, you are expected to raise your hand and go out without anybody else telling you to do so.
2. If one of your teammates is out (knowingly or not) and does not go out, it is your responsibility to tell them to do so.
3. Referees are used to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times let you know if you are out, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
4. Players must treat their fellow dodgeballers, Referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the dodgeball community, obscene or otherwise, at any time, have no place in the League. Please no yelling at the other team, the referees, or whomever. Remember to have fun!
5. Players must respect the authority of the Referees to regulate the game and abide by their decisions. Referees’ decisions are final.
6. The only time a Referee’s decision may be overturned is during “objectively incorrect calls” I.E if a new referee declares you are “out” after catching a ball because they were unaware of the catching rule.
7. If an objective error is made ONLY the Captain(s) of the team(s) may approach the referee to cite the rule and request a change of call.
8. Team Captains must be the only players that address concerns to Referees and League Officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to objective interpretations of the rules and not challenge Referees’ decisions regarding judgment or subjectivity.
9. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
10. Teammates rely on players attending games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
Equipment
1. DC Fray Foam Dodgeball is played with 6 balls per Game.
2. The official ball used in game play will be an 8.5’’ foam ball.
3. Only balls provided by the League will be allowed in play.
4. Players must wear non-marking closed-toe athletic shoes.
5. Teams are encouraged to wear the t-shirts provided by USS during League play.
6. If plastic knee pads are worn, they must be covered with a non-marking adhesive.
7. No gloves or other hand/finger coverings of any kind may be worn during games unless medically necessary.
The Playing Court
1. DC Fray Foam Dodgeball is played on racquetball courts.
2. “Attack” lines for each team shall be marked 4 feet from the center line.
3. “Out Lineups” for each team shall be aligned with the respective teams’ corner baselines.
Game Personnel and Their Duties
1. Each team shall identify one team captain to the referees prior to the Match.
2. Only a team captain may speak on behalf of their team to referees and league officials.
3. Team captains are expected to address referees and league officials in a respectful manner, and are strongly encouraged to wait until times of play stoppage to raise any questions or concerns.
4. 1 Referees will be positioned, during game play, at the center line, on one side of the court.
5. A Referee’s primary responsibility is to serve as an arbitrator for difficult calls, start and maintain game flow, ensure safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to remove themselves from games when Out – not the referee’s responsibility to call them out.
6. Referees have the authority to eject anyone before, during and immediately after any match they are officiating if they feel it is warranted. This should never be necessary (see Code of Sportsmanship).
7. Referees have sole discretion to call a timeout for injury or otherwise.
8. A restart after a timeout should occur with all players on their respective back lines. Players may have in their possession any balls that were on their side when the timeout was called.
9. If a referee cannot determine what side of the court a ball or multiple balls were on at the time the timeout was called, those balls should be placed at center court for a rush.
10. All decisions made by referees are final.
Pregame Procedures
1. Prior to a Match, the team captains and referee shall meet at center court for introductions and to review any rules that need clarification.
2. Immediately prior to the start of every Game, six balls shall be placed on the center line such that three balls are on one-half of the court and three are on the other half.
Starting A Game
1. Players will line up at the baselines on their respective sides of the court, touching the wall.
2. A signal from a Referee will signal the beginning of the game, at which time teams may approach the center line to retrieve the balls.
3. Teams may only retrieve the three rightmost (from their perspective) balls on the court.
4. Once a ball is retrieved, the retrieving player must clear it by touching the ball against the baseline wall before it can be legally thrown. Bouncing the ball against the wall is permitted, as are toss-backs if the a teammate is touching the wall at the time of receiving the toss-back pass.
5. If a ball remains on the center line for ten seconds after the initial referee whistle, it may be retrieved by either team and does not have to be cleared.
6. Players must throw balls from behind the attack lines (4 feet back from the center line) to get an opposing player Out. Any throw made over the attack line will be ruled and illegal throw and any opposing player hit by the thrown ball shall remain In, with no penalty to the thrower.
Boundaries
1. The walls.
2. The center line. Stepping over it means you’re out.
Possession
1. Players may have up to 2 balls in their possession at once.
2. If a ball is in a player’s possession, that player must throw a ball across the center line within 5 seconds.
3. If a thrown ball does not cross the center line before hitting the ground, then the thrower will be declared out.
4. Players may pass a ball in their possession to other players on their team.
5. Nudging, rolling, pushing, kicking, etc. a ball to another player is permitted (it keeps the pace of the game moving).
Out Lineup
1. When players are Out, they must proceed immediately to the Out Lineup.
2. Players that are Out are to line up in order from the center line on their side of the court.
3. Those in the Out Lineup must return any balls that enter the Out Lineup to the playing area without delay.
4. Players returning to the court from the Out Lineup are in play once they touch the back wall of their baseline.
Game Start, End and Timing
1. A 35-minute time limit has been established for each Match in regular season league play. Teams will play as many games as possible during that time.
2. Teams have 5 minutes after the Match time clock has started to satisfy the 5 player minimum. If they fail to do so within that time, a forfeit will be recorded.
3. No Game will start with less than a minute remaining on the 35-minute game clock.
4. Once a game is started, it will be played to completion.
5. Due to time restrictions in the gym, the game clock will begin at the scheduled start time. If there are circumstances beyond a team’s control (i.e. anything not associated with players not being on time), league management will have the game clock start later than the start time.
Match Procedures
1. The Referee will be the official timekeeper. The referee will announce the remaining time at the ten (10) and five (5) minute marks.
2. Teams will switch sides after 20 minutes have passed on the official clock.
3. Games end when all players have been eliminated from one team.
Game Scoring
1. The team that wins the most Games is declared the winner of the Match.
2. Ties will result in a tie-breaking game.
3. During the playoffs, all Games will be played as a Best-of-X format as determined by the League that season. All games will be played to completion.
4. The official Match score will be recorded by one of the game referees.
5. Team Captains must sign off on the score sheet at the end of their Match. Should the captain disagree with the recorded game result, they need to discuss with League management at the conclusion of the game.
Player Elimination
1. A player is Out when an opponent throws a ball that hits the player before hitting anything else, and the player is unable to catch it before it touches the ground, wall, ceiling, another ball, or any other object other than a fellow team member.
2. A Save occurs if a player is hit by a ball, but after the hit, and before the ball touches the ground, wall, etc, a teammate catches the ball in bounds. Neither the thrower nor the hit player is Out and no Out players return to the game.
3. Players may deflect a thrown ball with a held ball and not be called Out. However, if the player does not retain control of the held ball (so that the ball touches the floor, wall or any other non-human object), he/she is Out.
- Clarification: Once a thrown ball has been deflected off of a held ball, it is considered “dead”, meaning that even if it then hits the player, that player is not out (nor can the ball then be caught to eliminate the thrower).
4. A ball that hits the floor and a player at the same time does not result in an Out. This is known as a “trap,” and the referee should immediately communicate to both teams that all players are Safe.
5. If a player has thrown a ball before they are hit, that ball is live and can cause an out (by catch or hit).
Catch Outs / Game Re-Entry
1. A player is Out when an opposing player catches a ball they threw, in bounds, before it touches another player, the ground, wall, ceiling, another ball, or any other object.
2. When a player makes a Catch, the first player in the team’s Out Lineup may return to the game.
3. Players must return to the Game in the order in which they got Out.
4. Players must be Out at the time of the Catch to be able to be caught back in.
5. Players returning to the Game out of order, intentionally or not, will be called Out.
6. A ball that is “trapped” against the floor does not result in an Out or player return (all players are Safe). The referee should immediately communicate to both teams that all players are Safe.
7. A player may catch a ball while already holding a ball.
8. A player may legally drop a ball to attempt a catch.
Exiting The Court
1. Players who are Out must quickly leave the court, indicate they are Out by raising their arm, then line up in the Out Lineup in the order in which they got Out.
Head Shots
1. Although considered to be of generally poor taste, headshots are permitted in this foam league, and will be treated like any other hit. Players should NOT consider the head to be a viable target unless an opposing player is in a crouched or prone position. If it’s obvious that a player is intentionally and consistently aiming for an opposing player’s head, that player shall be given a warning. If the throwing player persists, s/he will be called “out.” Three (3) outs in this manner will result in player ejection from the match.
2. Essentially, place nice and have fun!
Slow Play and Possession
1. Players must move the ball across the center the line within 5 seconds of physical possession. Referees should give a verbal warning when 5 seconds is reached. If a player does not throw the ball after the verbal warning, that player shall be called Out.
- Clarification: This rule is intended to keep the game moving if teams/players are intentionally stalling, not as a method of having people called out. If a captain feels that the other team is holding the balls significantly longer than 5 seconds, they should calmly inform the referees so that they may properly monitor/enforce any concerns.
2. Each possessed ball has its own slow play count.
3. Players must make an effort to retrieve and throw stagnant balls. If no effort is made, then the balls around the player will be considered possession and the player will be declared Out after 10 seconds.
4. All Balls on One Side: When all of the balls are on one team’s side of the court, a team has 10 seconds to put a ball into play on the other team’s side of the court, even if none are possessed by a player. Should the team fail to put a ball into play, the referee will declare the opposing team the winner of that game.
5. A player may not “pinch”, “scrunch” “or grab the ball tighter than necessary to throw or to catch it. Normal force should be used while holding the ball.
Interference
1. Spectators and players from other teams are not to interfere with game play.
2. If a ball strays from the court, spectators and players from other teams must without delay redirect the ball back into play at the nearest location.
3. Failure to obey this rule gives the referees the authority to ask spectators and players from other teams to move to another location.
4. Unless there is a court that is not in use, players are not allowed to warm up (by throwing dodgeballs) inside the gym while matches are being played.
5. Players who are hit but interfered with from a non-teammate shall not be called out.
Sportsmanship Violations
1. Referees and League Management have the authority to issue warnings and eject players.
2. Referees shall signal and can stop the game for all warnings.
Penalties
1. Warning: No penalty, but if the behavior is repeated, the result could be a player being called Out or ejection.
2. Ejection: If a player is ejected before or during a game, the player may not play for the rest of that day/night. If a player is ejected after their game is complete, they will be ineligible to play the rest of that day/night and the following week.
3. If player ineligibility due to ejection causes a team to become unable to meet minimum player requirements, then it will result in a forfeit loss.
Liability and Rules
1. Intoxication: If League Management or a referee has reason to believe a player is intoxicated while playing, that player will be ejected.
2. Drug or Alcohol Use: if a player is witnessed consuming alcohol or illegal drugs at the playing facility, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
Communication With Opponents
1. Communication with opposing teams is highly encouraged, but any and all communication should be of a positive nature. Negative communication, whether verbal or non-verbal, including foul or abusive language, arguing, gestures, pointing, etc., shall result in a penalty.
2. Penalty Steps:
- 1st Infraction: Warning to BOTH teams
- 2nd Infraction: Player Out
- 3rd Infraction: Player Ejection
GOLDEN RULE
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General Game Rules
Dodgeball is a game made up of two teams of eight players each. The objective for both teams is to eliminate all players from the opposing team. A team wins a Game when they have eliminated all players from the opposing team. The team winning the most Games played during a standard 30–minute contest will be declared the Match winner. The League may adjust time limits depending on the circumstances of a particular season.
Teams & Players
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with United Social Sports (herein: “DC Fray” or the “League”).
2. Rosters must include no fewer than 10 players (6 men / 4 women) but may have as many players on the roster as a team chooses with no other restrictions (14 women and 4 men is okay).
- Note: If a team of “free agent” registrations is assembled by the League, it will have no more than 18 players, consisting of a maximum of 8 men and 8 women.
3. Each team may play up to 8 players in each Game, with no more than 2 more male than female on the court, with a maximum of 5 men on the court.
A. Teams need 4 players to field a full team and not forfeit (This can include up to 2 sub-in players). Minimum req. for that is 1 girl (# guys = # girls +2)..
B. If a team has players in attendance and they are capable of playing, then they must do so.
4. Only players who are on the court at the start of each Game are allowed to play in that particular Game.
- Exception: In a case of in-Game injury, another rostered player from the same team and of the same gender may substitute mid-game for the injured player.
5. Teams may substitute rostered players between games.
6. During the regular season, if a team does not have enough players from its own team a team may use no more than 3 “fill-in” players.
A. All “fill-in” players must be registered and in good standing with the League.
7. The use of substitute players above the 4 player minimum is at the discretion of the opposing team’s Captain. Teams can recruit up to 2 subs max if they have less than 8 players in attendance for a match. For example, if a team has the 4 player minimum then they can recruit 3 additional players to play with 7.
8. Subs cannot be the last player in the game on their side. If they are the other team wins that game.
9. Each Match in which a team fails to meet the 4 player minimum OR uses an illegal sub shall be ruled a forfeit in favor of their opponent.
10. During the playoffs, teams may not use subs and may only use players on their roster.
11. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
12. Player Additions: Teams are allowed to add additional players to their team up until Week 5 of the season, due to injury or extreme circumstances for existing players. Once Week 5 is in the books, rosters are locked.
Code of Sportsmanship
As an adult dodgeball player, it is your personal responsibility to never allow yourself or your teammates to cross that line between fun competition and unsportsmanlike behavior.
1. Dodgeball is a self-regulated game that relies on the Honor System. If you are OUT, you are expected to raise your hand and go out without anybody else telling you to do so.
2. If one of your teammates is OUT (knowingly or not) and does not go out, it is your responsibility to tell them to do so.
3. *Player Reffed league – this dodgeball league relies on Player reffed games as a part of the league experience.
4. *Two teams per week are responsible for ALL the reffing. They are required to provide four players to call the games, two of which must have attended a ref clinic before the start of the season. One team’s refs take care of the first part of the night, the other team’s refs take care of the second part of the night. Ref weeks for the teams are known once the schedule is published. Failure to provide referees may result in forfeiture of a match, or disqualification from the playoffs. Individual players are able to volunteer to ref more than their assigned games but must clear it with the league host(s).
5. Referees are used to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times let you know if you are out, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
6. Players must treat their fellow dodgeballers, Referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the dodgeball community, obscene or otherwise, at any time, have no place in the League.
7. Players must respect the authority of the Referees to regulate the game and abide by their decisions. Referees’ decisions are final.
A. The only time a Referees’ decision may be overturned is during “objectively incorrect calls” I.E if the referee declares you are “out” after catching a ball because they were unaware of that catching rule.
B. If an objective error is made ONLY the Captain(s) of the team(s) may approach the referee to site the rule and request a change of call.
8. Team Captains must be the only players that address concerns to Referees and League Officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to objective interpretations of the rules and not challenge Referees’ decisions regarding judgment or subjectivity.
9. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
10. Teammates rely on players attending games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
11. If you hit someone in the head, you must buy them a pitcher at the bar afterward 😉
12. DBAA. Have fun!
13. Tip your bartender. Nancy takes good care of us, so let’s take care of her!
Here is the roster size chart for Capital Dodgeball. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Dodgeball Rubber 10v10 | 10 | 12 | 16 | 20 | 3 |
Dodgeball Foam 5v5 | 7 | 8 | 10 | 12 | 2 |
Equipment
1. DC Fray Dodgeball is played with 6 balls per Game.
2. The official ball used in game play will be an 8.5” rubber playground ball.
3. Only balls provided by the League will be allowed in play.
4. Players must wear non-marking closed-toe athletic shoes.
5. Teams are encouraged to wear the t-shirts provided by DC Fray during League play.
6. If plastic kneepads are worn, they must be covered with a non-marking adhesive.
7. No gloves of any kind may be worn during games unless medically necessary.
The Playing Court
1. DC Fray Dodgeball is played on approximately volleyball sized courts.
2. “Attack” lines for each team shall be marked 6 feet from the center line.
3. “Out Lineups” for each team shall be aligned with the respective teams’ baselines.
Game Personnel and Their Duties
1. Each team shall identify one team captain to the referees prior to the Match.
2. Only a team captain may speak on behalf of their team to referees and league officials.
3. Team captains are expected to address referees and league officials in a respectful manner and are strongly encouraged to wait until times of play stoppage to raise any questions or concerns.
4. 2 Referees will be positioned, during game play, at the center line, on opposite sides of the court.
5. A Referees’ primary responsibilities are to serve as an arbitrator for difficult calls, start and maintain game flow, ensure the safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to remove themselves from games when Out – not the referees’ responsibility to call them out.
6. Referees have the authority to eject anyone before, during and immediately after any match they are officiating if they feel it is warranted. This should never be necessary (see Code of Sportsmanship).
7. Referees have sole discretion to call a timeout for injury or otherwise.
8. A restart after a timeout should occur with all players on their respective back lines. Players may have in their possession any balls that were on their side when the timeout was called.
9. If a referee cannot determine what side of the court a ball or multiple balls were on at the time the timeout was called, those balls should be placed at center court for a rush.
10. All decisions made by referees are final. If there is no definitive call, there is no call.
III. Game Procedures
Pregame Procedures
1. Prior to a Match, the team captains and referee shall meet at center court for introductions and to review any rules that need clarification.
2. Immediately prior to the start of every Game, six balls shall be placed on the center line such that three balls are on one-half of the court and three are on the other half.
Starting A Game
1. Players will line up behind the baselines on their respective sides of the court.
2. A signal from a Referee will signal the beginning of the game, at which time teams must send three players to the center line to retrieve and assume possession of the balls. (It gets the action started right away!)
3. Teams may only retrieve the three rightmost (from their perspective) balls on the court.
4. Once a ball is retrieved, the retrieving player must clear it behind the 6-foot attack line before it can be legally thrown. To be cleared, a player in possession of the ball must touch the ground behind the 6-foot attack line with the ball while that player is still touching the ball (i.e. bouncing the ball behind the line does not clear it). If a player throws a ball that has not been cleared, that player will be declared out.
5. If a ball remains on the center line for ten seconds after the initial referee whistle, it may be retrieved by either team – but must still be cleared.
Boundaries
1. During play, all players must remain within the boundary lines of the court. Players who make physical contact outside of the court boundary lines for any reason will be declared out.
- Exception: See ball shagging below.
2. The boundary lines themselves are “In” and part of the playable court
3. If a player controls a catch while maintaining contact with the court, then falls out of bounds after completing the catch, the catch will be valid AND the player who has left the court will be Out.
4. Mistaken Out Exception: should a player leave the boundary to go to the Out Lineup and then be judged to be Not Out by the referee, that player may return without being declared Out for the Out of Bounds infraction.
Possession
1. Each player may only have 1 ball in their possession to throw. Players may possess 2 balls if the second ball is obtained by a catch, but s/he must immediately pass or discard the second ball after the catch is made.
2. If a ball is in a player’s possession, that player must throw the ball across the center line within 5 seconds. This is a loose 5-seconds and is intended to keep the game moving along and to prevent players from stalling. Players that are actively engaged in play (deflections, etc.) shall not be called on the 5-second rule. This rule is plainly in place to prevent stalling.
3. If a thrown ball does not cross the center line before hitting the ground, then the thrower will be declared out. This rule shall only be in effect when there are 6 or less people on the court.
4. Intentionally throwing the ball out of bounds or high up in the air as a distraction technique is prohibited, and will result in a warning. No player may be called out if distracted by a throw like this. Future infractions will result in the player being called Out.
5. Players may not pass a ball in their possession to other players on their team unless they have just made a successful catch resulting in the possession of a second ball. A ball is considered to be in a player’s possession if s/he picks it up off the floor or places his/her hand on the ball for more than one second with the clear intent of picking up the ball.
6. Nudging, rolling, pushing, kicking, etc. a ball to ANOTHER player or teammate is permitted (it keeps the pace of the game moving).
7. If a player is squatting over a ball, rolling it along with him/her, or gives any clear indication that they intend to pick up a ball but are obviously stalling to subvert the 5-second rule through rule-manipulating tactics shall be given ONE warning by the referee, after which that player shall be called OUT.
8. Bouncing a ball across the center line with back-spin in an effort to reacquire possession and subvert the 5-second rule is not permitted and the offending player shall be called OUT.
9. Just play guys.
Ball Retrieval
1. Active players may leave the court to pick up an out-of-bounds ball, but must do the following when leaving the court to retrieve a ball:
A. A player must exit from the back of the court.
B. A player may only leave the court with the intention of retrieving a ball. If a player runs or jumps out of bounds in an attempt to dodge (or catch) a ball, but acts as though they were going out to pick up a ball, they will automatically be ruled out.
C. The player has no more than 5 seconds to retrieve the ball and return to the court. If a player fails to return to the court within 5 seconds, they will be called “Out”.
D. When returning to the court, a player must enter at the back of the court.
E. When retrieving an out-of-bounds ball, a player may roll back into play any number of balls, but should only carry one ball back into play with them.
F. When players are retrieving a ball out of bounds, it is considered in poor taste to throw at them; they must be given a chance to get back on the court.
2. To retrieve balls outside of the court, teams should use ball retrievers and members of their team not in the game.
3. Ball retrievers may not step or reach within the boundary lines for any reason. Should they do so, the offending team must forfeit a ball to the opposing team.
4. Ball retrievers and players in the out lineup must stay on their team’s half of the court. Unlike players on the court, they are not allowed to reach over the center line to collect a ball.
5. Ball retrievers must immediately return balls into play without delay. For example, retrievers may not hold onto balls or leave them out of play until their teammate is ready for a ball.
6. When returning a ball to the court, balls should be rolled into play to avoid distracting players that are still in.
Center Line
1. For the purpose of this section, the Center Line shall be considered to extend infinitely in either direction of the actual marked Center Line on the court.
2. A player touching the opposing team’s area (in or out of bounds) will be called out.
3. Players may lean into the opposing team’s area, but no part of the player’s body may touch the ground on the opposing side for any reason. Players that make contact with a ball that is in possession of an opponent will be declared out.
4. Players who cross into the opposing team’s side of the court will be called out.
A. If a player throws the ball before unintentionally stepping across the center line, the throw (and possible subsequent catch) will count.
B. A “suicide,” or the act of intentionally crossing the center line and throwing the ball before they have touched the ground, is not allowed and a player attempting it will be called OUT.
5. If a player is able to control a catch on his/her side of the court and then falls to the other side immediately thereafter, the catch is considered valid but the player is then ruled Out for having crossed the center line.
Out Lineup
1. When players are Out, they must proceed immediately to the Out Lineup, an area adjacent to the court.
2. Players that are Out are to line up in order from the wall such that the first person to be Out is lined up nearest to his/her team’s baseline.
3. Those in the Out Lineup must return any balls that enter the Out Lineup to the playing area without delay.
4. Players returning to the court from the Out Lineup are in play once they step onto the court.
Game Start, End and Timing
1. A 30-minute time limit has been established for each Match in regular season league play. Teams will play as many games as possible during that time.
2. Teams have 5 minutes after the Match time clock has started to satisfy the 4 player minimum. If they fail to do so within that time, a forfeit will be recorded.
3. No Game will start with less than a minute remaining on the 30-minute game clock.
4. Once a game is started, it will be played to completion.
5. Due to time restrictions in the gym, the game clock will begin at the scheduled start time. If there are circumstances beyond a team’s control (i.e. anything not associated with players not being on time), league management will have the game clock start later than the start time.
Match Procedures
1. The Referee will be the official timekeeper. The referee will announce the remaining time at the fifteen (15), five (5) and one (1) minute marks.
2. Teams will change sides after 15 minutes have passed on the official clock.
3. Games end when all players have been eliminated from one team.
Game Scoring
1. The team that wins the most Games is declared the winner of the Match.
2. During the playoffs, all Games will be played as a Best-of-X format as determined by the League. All games will be played to completion.
3. The official Match score will be recorded by one of the game referees.
4. Team Captains must sign off on the score sheet at the end of their Match. Should the captain disagree with the recorded game result, they need to discuss with League management at the conclusion of the game.
Player Elimination
Thrown Outs
1. A player is Out when an opponent throws a ball that hits the player before hitting anything else, and the player is unable to catch it before it touches the ground, wall, ceiling, another ball, or any other object other than a fellow team member.
2. A Save occurs if a player is hit by a ball, but after the hit, and before the ball touches the ground, wall, etc, a teammate catches the ball in bounds. Neither the thrower nor the hit player is Out and no Out players return to the game.
3. Players may deflect a thrown ball with a held ball and not be called Out. However, if the player does not retain control of the held ball (so that the ball touches the floor, wall or any other non-human object), he/she is Out.
- Clarification: Once a thrown ball has been deflected off of a held ball, it is considered “dead”, meaning that even if it then hits the player, that player is not out (nor can the ball then be caught to eliminate the thrower).
4. A ball that hits the floor and a player at the same time does not result in an Out. The referee should immediately communicate to both teams that all players are Safe.
5. If a player has thrown a ball before they are hit, that ball is LIVE and can cause an out (by catch OR hit).
6. Pinching: “Pinching” is the act of squeezing a ball in order to alter its flight when thrown or to gain a better grip on the ball. While holding a ball, players’ fingers must remain extended so as to “palm” the ball. A player will be called out for pinching, whether or not the player has thrown the ball, while players hit out by a pinched ball will not be declared out. A pinched ball that is caught will still count as a caught ball. Players caught intentionally “pinching” the ball will first receive a Team warning. Any further violations will result in the offending player being ejected for the night.
7. Slapping / Punching: Slapping / punching the ball is the act of striking the ball with an open or closed hand or arm in an attempt to get a player out. This is NOT considered a valid throw attempt. Players caught slapping or punching the ball will first receive a team warning, and further violations will result in the offending player being called Out.
Catch Outs / Game Re-Entry
1. A player is Out when an opposing player catches a ball they threw, in bounds, before it touches another player, the ground, wall, ceiling, another ball, or any other object.
2. When a player makes a Catch, the first player in the team’s Out Lineup may return to the game.
3. Players must return to the Game in the order in which they got Out.
4. Players must be Out at the time of the Catch to be able to be caught back in.
5. Players returning to the Game out of order, intentionally or not, will be called Out.
6. A ball that is “trapped” against the floor does not result in an Out or player return (all players are Safe). The referee should immediately communicate to both teams that all players are Safe.
7. A player may catch a ball while already holding a ball.
8. A player may legally drop a ball to attempt a catch.
Exiting The Court
1. Players who are Out must quickly leave the court, indicate they are Out by raising their arm, then line up in the Out Lineup in the order in which they got Out.
Head Shots
1. “The Head” is any area above the shoulders and includes hair, sweatbands, neck, etc. If a player is struck on any part of the head with a thrown ball while in a Substantially Upright Position (a “Head Shot”), the thrower of the ball shall be out, while the recipient of the Head Shot shall remain in the game.
A. Exception: When the hit player was already out but still on the court, the player will remain out, but the thrower will also be called out. (see head shot timing below).
B. Exception: When a player is unintentionally kneeling or lying on the ground, a head shot will be called if the ball is thrown after the player is in that position.
2. A “Substantially Upright Position” includes anything at or above an “athletic position”, which may include slightly bent knees and a slightly angled back.
3. Complete discretion about whether a player was struck in the Head while in a substantially upright position lies with the game referees.
4. Referees are to call borderline cases in favor of the recipient of the Head Shot (i.e. the thrower would be declared Out).
5. If a player is judged to have been defensively protecting him/herself from a Head Shot while in a substantially upright position by putting his/her hands or arms in front of his/her face, this shall be declared a Head Shot Out and only the thrower of the ball will be declared Out.
6. Intentional Head Placement. Referees have the discretion to call the hit player out for intentionally placing his/her head in front of a thrown ball.
7. Intentional Head Hunting. Referees have discretion to call a player out (and eject the player as warranted) for intentionally throwing a ball at the head of any other player (in or out), a referee, or a spectator.
8. High Throw Warnings: If a player throws the ball at neck level height or higher as judged by the referees, their TEAM will receive ONE warning. Three (3) Warnings as a result of high-throw infractions will result in the most recent player to commit a high throw to be OUT. Every high throw thereafter will result in a player going out.
9. High Throw Warnings reset when teams switch sides, at the half-way point of the match.
Head Shot Timing
1. If a Head Shot occurs immediately before, at the same time, or immediately after a player is hit cleanly at the shoulder level or below by another ball, the thrower is out but not the hit player.
2. If a Head Shot occurs after a player is out, but before they are able to get off of the court, the thrower will be called out. The hit player will remain out.
3. A Head Shot cannot cause a fumble. A player hit in the head will not be called out if he/she drops another ball because of the Head Shot.
4. When a head shot occurs, the referee should immediately call a timeout to make sure the player is not injured. The game should be continued using a restart as described under the general game rules.
Miscellaneous Rules
Slow Play and Possession
1. Players must move the ball across the center the line within 5 seconds of physical possession. Referees should give a verbal warning when 5 seconds is reached. If a player does not throw the ball after the verbal warning, that player shall be called Out.
- Clarification: This rule is intended to keep the game moving if teams/players are intentionally stalling, not as a method of having people called out. If a captain feels that the other team is holding the balls significantly longer than 5 seconds, they should calmly inform the referees so that they may properly monitor/enforce any concerns. Referees shall take this into consideration, but still allow players breathing room to play.
2. Each possessed ball has its own slow play count.
3. Players must make an effort to retrieve and throw stagnant balls. If no effort is made, then the balls around the player will be considered possession and the player will be declared Out after 15 seconds.
4. Most Balls on One Side: When most of the balls (4 or more) are on one team’s side of the court, a team has 10 seconds to put a ball into play on the other team’s side of the court, even if none are possessed by a player or when none of those players are engaged in active play. This is a loose 10 seconds and is intended to keep the pace of the match moving. Should the team fail to put a ball into play, the referee will declare the opposing team the winner of that game. In the case that both teams have an equal number of balls on their side, they shall share the burden of putting the balls into play as ushered by the referees.
5. A ball is considered to be in a player’s possession if she/he picks it up off the floor, or places his/her hand on the ball for one second or more, with the intention of picking up the ball.
6. Adjustments to the rules can be made by the League Coordinator for untimed games at his/her discretion as long as those adjustments are made clear to the captains of each team.
Interference
1. Spectators and players from other teams are not to interfere with game play.
2. If a ball strays from the court, spectators and players from other teams must without delay redirect the ball back into play at the nearest location.
3. Failure to obey this rule gives the referees the authority to ask spectators and players from other teams to move to another location.
4. Unless there is a court that is not in use, players are not allowed to warm up (by throwing dodgeballs) inside the gym while matches are being played.
5. Players who are hit but interfered with from a non-teammate shall not be called out.
Sportsmanship Violations
1. Referees and League Management have the authority to issue warnings and eject players.
2. Referees shall signal and can stop the game for all warnings.
Penalties
1. Warning: No penalty, but if the behavior is repeated, the result could be a player being called Out or ejection.
2. Ejection: If a player is ejected before or during a game, the player may not play for the rest of that day/night. If a player is ejected after their game is complete, they will be ineligible to play the rest of that day/night and the following week.
3. If player ineligibility due to ejection causes a team to become unable to meet minimum player requirements, then it will result in a forfeit loss.
Liability Rules
1. Intoxication: If League Management or a referee has reason to believe a player is intoxicated while playing, that player will be ejected.
2. Drug or Alcohol Use: if a player is witnessed consuming alcohol or illegal drugs at the playing facility, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
Communication With Opponents
1. Communication with opposing teams is highly encouraged, but any and all communication should be of a positive nature. Negative communication, whether verbal or non-verbal, including foul or abusive language, arguing, questioning, pointing, etc., shall result in a penalty.
2. Penalty Steps:
A. 1st Infraction: Warning to BOTH teams
B. 2nd Infraction: Player Out
C. 3rd Infraction: Player Ejection
Bowling (5)
Registration dues vary by location and night. Our bowling strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $75 – $99. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-bowling related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
You simply show up at the lanes for your scheduled games, you and your teammates play your opponents for one 90 minute match, playing as many games as you can and then everyone hangs out at the bar for food, drinks, and partying! Best part? You can get beer served to you at the lane! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm
Not at all! Bowling is a chill sport that is a great way to meet new people! As with any sort of game there are those that are more competitive than others and them we say, “It’s just social bowling! Grab a beer and hangout!”
Teams average 6 players.
That’s right, we took the classic bowling league and SOCIALIZED it to make it great for adults. This isn’t your grandparents’ bowling league! Very casual games, lighthearted fun and LOTS of partying!
Ultimate Frisbee (5)
Registration dues vary by location and night. DC Fray Ultimate strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $65 – $75. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized games, a chance at playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-ultimate related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for Ultimate. Each level from social,gender specific and athletic. Please read your season info page to see if the league is at a different level.
You simply show up at the fields for your scheduled games, you and your teammates play your opponents for about 60 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
Ultimate teams average 12 players per team. 10 paid and approved players reserves a spot in the league but is subject to additional players. There may be gender requirements for certain leagues.
Yes, for Mixed Gender leagues there must be at least 2 women identified players on the field at all times. We recommend 4-5 on the roster.
Cornhole (5)
- Registration dues vary by location and night. Capital Cornhole strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $35 – $54. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
- Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-cornhole related events, shindigs and parties throughout the year. Please note, DC Fray does not issue refunds.
Not at all! Cornhole is a chill tailgate sport that is a great way to meet new people! As with any sort of game there are those that are more competitive than others and them we say, “It’s just cornhole! Grab a beer and hangout!”
You simply show up at the courts for your scheduled games, you and your teammates play your opponents for about 25-45 minutes depending on the league and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! Teams generally have two games a night. Please make sure to read our social cornhole rules before signing up. It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm.
Teams average 6 players. Players may rotate throws during the game so it does not have to be 2v2 the entire game.
That’s right, the traditional tailgate game that we have SOCIALIZED to make it great for everyone. Very casual games, lighthearted fun and LOTS of partying!
Soccer (5)
Registration dues vary by location and night. DC Fray Soccer strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $65 – $89. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized games, a chance at playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-soccer related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
We are first and foremost a SOCIAL company. We are starting to offer different competitive levels for soccer. Each level from social,gender specific and athletic. Please read your season info page to see if the league is at a different level.
You simply show up at the fields for your scheduled games, you and your teammates play your opponents for about 40-50 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
For 8v8 teams average 12 players. 7v7 – 12 players. 6v6 – 10 players. There may be gender requirements for certain leagues.
We have 3 different types of soccer leagues – Mixed Gender, OPEN, and Men’s
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- For Mixed Gender 6v6, 7v7 and 8v8 coed there must be at least 2 women on the field at all times
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Basketball (5)
Registration dues vary by location and night. DC Fray basketball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $85 – $125. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year.
We are a social league with a focus on people being active. We also understand that it is more social to play with players of similar skill levels so we’ve established multiple levels of play including Social and Competitive Social. Please read your season info page to get details on your season’s skill level.
You simply show up at the courts for your scheduled games, you and your teammates play your opponents for 45-60 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun. Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 11pm.
5v5 rosters average 10 players. 4v4 – 8 players. 3v3 – 6 players. There may be gender requirements for certain leagues. Players are able to join as free agents, small groups or as a full team. For more info on roster sizes check out the rules for your specific league.
Currently, we have 4 different types of leagues offerings, Mixed Gender, Open, Men’s and Women’s. Each with different requirements. Be sure to check out your specific league to see which your league for roster requirements.
Flag Football Rules (3)
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 7 | 8 | 10 | 10 | N/A |
a. First Downs
Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
3. The 30-yard marker shall be the first line to gain. After that is reached, the next line to gain shall be the goal line
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
6. The kicking team may not cross the line of scrimmage until the ball is kicked.
7. The receiving team may not raise hands or jump to block a punt.
8. If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and may not be returned.
9. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and isNOTcounted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carrier’s hand, the play is dead). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by an opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. A lateral is not a forward pass and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii.The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
1.There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for DC Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
2. The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a DC Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
3. Team Size
a. Teams will consist of five players per side (no gender requirement) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c.. If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.
4. Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of four (4) players.
c. Teams fielding less than 3 players
Exception:Teams may play a “legal game” with less than 3 players with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
5. Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. If a team calls a timeout after a touchdown the clock will not start again until the defensive team takes possession and snaps the ball on offense.
d. Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs.
e. For the entire game, the offensive team has 30 seconds to snap the ball once the ball has been spotted. If the Referee feels that this is being taken advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2-minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
6. Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
1. The offensive team may not initiate a pick/ block while in motion.
2. The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
3. Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called.
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a (ten) 10 pace/yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
1. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion.
2. This will result in a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
7. Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and a repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and a repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and a repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
e. If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in a change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
8. Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. DC Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
9. Overtime
a. In the playoffs the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from an USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vi. No 1st downs will be awarded except in the case of a penalty.
vii. Interceptions will result in a turnover and may not be returned for any points.
viii.. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. Overtimes ONLY apply in Playoffs.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
United Social Sports is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. Punts are “open” plays meaning, there are no Male/Female rules for punts.
6. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
7. The kicking team may not cross the line of scrimmage until the ball is kicked.
8. The receiving team may not raise hands or jump to block a punt.
9. If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and may not be returned.
10. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball-carrier’s hand, the play is dead). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. A lateral is not a forward pass and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
a. In 8v8 Blitz league, there is no rush count. Defense can rush the QB after the snap. Defensive “blitzers” must stand outside the “buffer zone” before the snap.
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is no Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for DC Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a DC Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. Clock does not stop for a 2 minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. If a team calls a timeout after a touchdown the clock will not start again until the defensive team takes possession and snaps the ball on offense.
d. Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs.
e. For the entire game, the offensive team has 15 seconds to snap the ball once the ball has been spotted. If the Referee feels that this is being taking advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
- THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a (ten) 10 pace/yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
2. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion.
2. This will result in a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
e. If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count AND the defense has decided to pursue. The five (5) second count is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Playaction plays are allowed but once a fake hand-off has been attempted the defense may cross the line of scrimmage, even if prior to the five (5) second rush count.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. DC Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. Overtimes ONLY apply in Playoffs.
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
Pleas Be Cognizant That These Rules Are For Shortened Fields, Such As Those At Long Bridge Park.
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
– First downs are earned when the ball reaches the Center Marker
– If a team fails to score or earn a first down, possession will go to the other team.
– Assuming that a first down is achieved, this means that a team has a maximum of 8 attempts to get downfield and score.
b. Scoring
i. Six (6) point touchdowns
– Choice of one (1) or two (2) extra points on PAT’s . Three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
– A punt must be declared and cannot be faked.
– All punts are “free” punts.
– A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
– Punts must be kicked. Punts cannot be thrown.
– Punts are “open” plays meaning, there are no Male/Female rules for punts.
– There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
– The kicking team may not cross the line of scrimmage until the ball is kicked.
– The receiving team may not raise hands or jump to block a punt.
– If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and may not be returned.
– A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball carrier’s hand, the play is dead). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. A lateral is not a forward pass and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go”. Either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for DC Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip/rock-paper-scissors observed by a DC Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
- Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. If a team calls a timeout after a touchdown the clock will not start again until the defensive team takes possession and snaps the ball on offense.
d. Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs.
e. For the entire game, the offensive team has 15 seconds to snap the ball once the ball has been spotted. If the Referee feels that this is being taking advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
– An incomplete pass is thrown.
– a player ends a play by going out of bounds.
– either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points).
– change of possession.
– a penalty which must be marked off occurs.
– A team calls a time out.
– The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
– In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
– If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
– If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
– If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
– Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
– Play will be a free play and will NOT BE BLOWN DEAD.
– If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
– If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a (ten) 10 pace/yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand.
– If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
– Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
– If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
– Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
– Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
– If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
– Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
– This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
– There are no penalties for incidental contact.
v. Defensive Holding:
– Five (5) pace/yard penalty from line of scrimmage, replay down.
– Offense can accept or decline the penalty.
vi. Defensive Checking:
– Five (5) pace/yard penalty from line of scrimmage, replay down.
– The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone.
vii. Pulled Flag:
– If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
– There will be no penalty if they do not catch the ball.
– DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
– A safety will be scored if a player is:
1. Tagged down in their own end zone (not on a punt return).
2. Runs out of bounds in their own end zone.
3. Snaps the ball out of the endzone.
4. If the offense fumbles the ball in their own end zone.
5. As a result, the team on defense, receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
– This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion.
– This will result a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down). And the ball being spotted at the point of infraction (Quarterback’s point of release).
x. Fighting :
– Fighting is not allowed and will NOT be tolerated.
– All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at DC Fray staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
e. If the ball hits the ground on the snap for either a pass or running play, the play is “dead”, the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. DC Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. Overtimes ONLY apply in Playoffs.
Bar sports (5)
- Registration dues vary by location and night. DC Bar Sports strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $35 – $49. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
- Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-bar sports related events, shindigs and parties throughout the year. Please note, DC Fray does not issue refunds.
You simply show up at the bar for your scheduled games, you and your teammates play your opponents in multiple sports for 15 min or 30 mins a game depending on the style and then everyone hangs out at the bar for food, drinks, and partying! Best part? You can play beer in hand! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm
Not at all! Bar sports are the definition of SOCIAL sports that is a great way to meet new people! As with any sort of game there are those that are more competitive than others and them we say, “It’s just bar sports! Grab a beer and hangout!”
Teams average 8 players and we play a mix of sports that require different amounts of players but 8 can play in ALL of them 🙂
That’s right, we took the classic bar/tailgate games and SOCIALIZED it to make it great for adults. Very casual games, lighthearted fun and LOTS of partying!
Bocce (5)
Registration dues vary by location and night. DC Fray Bocce strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $50 – $65. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-bocce related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
Not at all! Bocce is a chill lawn sport that is a great way to meet new people! As with any sort of game there are those that are more competitive than others and them we say, “It’s just bocce! Grab a beer and hangout!”
You simply show up at the courts for your scheduled games, you and your teammates play your opponents for about 45 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm.
Teams average 6-8 players per team. Players rotate throws through the game.
That’s right, this is an AWESOME sport from Italy that we have SOCIALIZED to make it great for young people. Very casual games, lighthearted fun and LOTS of partying!
Volleyball Rules (1)
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
The Game
Co-Ed Volleyball is made up of two (2) teams of six (6) players each, with at least three (3) men and at least two (2) women on the court for each team
Exception for Competitive nights where teams will have four (4) players on the court
A best-of-3 format will be used for all matches. Generally, USVBA rules will be used.
Rosters
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with DC Fray Volleyball (herein: the “League”).
2. Rosters must include no fewer than eight (8) players (minimum of 3 women)
A. Competitive nights will be required to have six (6) players, consisting of a minimum of two (2) women, but may have as many players on the roster as a team chooses with no other restrictions.
B. If a team of “free agent” registrations is assembled by the League, it will have no more than twelve (12) players.
3. Each team may have six (6) players (exception for Athletic Leagues where is this 4 players) on the court at one time.
A. For 6v6 If a team has two (2) women present, it may play with three (3) men and two (2) women on the court.
B. For 4v4 games if a team has one (1) woman present it may play with two (2) men and one (1) woman on the court.
4. As long as two (2) members of the team are present during the regular season, a team may use substitute players who are registered and in good standing with the league to field a full team.During the playoffs, teams may only use players on their roster.
Game Personnel and Their Duties
1. Teams and players are responsible for calling their own faults during play.
2. Teams may be asked to provide one (1) referee for games before or after their own match to act as a referee (there will be a schedule). Referees will be the official timekeepers.
3. Referees’ will be positioned, during game play, at the center line.
4. Referees’ primary responsibilities are to serve as an arbitrator for difficult calls, start and maintain game flow, ensure the safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to identify faults when they occur.
5. League officials have the authority to eject anyone before, during and immediately after any match if they feel it is warranted.
All decisions made by referees are final.
Code of Sportsmanship
1. Volleyball is a self-regulated game that relies on the Honor System. If a fault occurs, you are expected to call it as such.
2. Referees are there to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times call a fault, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
3. Players must treat their fellow volleyball players, referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the volleyball community, obscene or otherwise, at any time, have no place in the League.
4. Players must respect the authority of the referees to regulate the game and abide by their decisions. Referees’ decisions are final.
5. Team captains must be the only players that address concerns to referees and league officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to interpretations of the rules and not challenge referees’ decisions regarding judgment.
6. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
7. Teammates rely on players attending the games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
Game Procedures
Game Start, Ending and Timing
1. The Referee or league host will have a game of Rock,Paper,Scissors with the team Captains to determine the choice of serving first or choosing a side for the first game.
2. Teams will switch sides for the second game and the team who did not serve to start the first game shall serve to start the second game.
3. A 45-minute time limit will be placed on all games. If time expires in the middle of a game, the team with the most points will be declared the winner of that game. If less than a two (2) point difference exists between scores the referee or league host will set a cap and the teams will play to that point.
Forfeits
1. Teams will forfeit one (1) game for every ten (10) minutes past the designated start time that they do not have the legal amount of players.
2. If a team does not have the minimum number of players present 10 minutes after the designated start time, the entire match will be forfeited and the team that is present will be declared the winner.
3. If you know in advance that your team is going to need to forfeit a game, we encourage you to contact us as soon as possible. We will do everything that we can to reschedule your game, but this does not mean that your team will not receive the loss as a forfeit if we cannot accommodate your needs.
4. Playoff Eligibility: teams that notch more than two (2) forfeits in one (1) regular season will not be eligible for the playoffs.
Equipment
1. A game ball will be provided by DC Fray. Teams may use their own ball if both teams agree to use it.
2. Players must wear athletic, closed-toe shoes (For Indoor Courts).
3. Players must wear the t-shirts provided by DC Fray at all times during League play.
Match Format
Matches will be played as a best-of-3 format.
1. Rec Scoring: Games will be played to 21 points with a cap of 25 points. A team must win by 2 unless both teams are tied with 25 points. Rally Scoring will be used.
2. the third game will be played to 15 points with a cap of 18 points. A team must win by 2 unless both teams are tied with 15 points. Rally Scoring will be used.
3. Scores should be called out loudly before each serve.
Gender Rule
1. There is no gender rule (subject to change if men/women are being intentionally excluded).
Substitutions/Rotations
1. Teams are allowed an unlimited number of substitutions per match.
2. Team members must rotate on the court and remain in that position until the serve has been contacted.
3. The player in the back right-hand corner of the rotation will be designated to serve and continue to rotate clockwise.
4. Any player may block or spike at the net, regardless of rotation.
Service
1. Overhand and underhand serves are allowed. Jump serves are not allowed.
2. When serving the ball, the player has 5 seconds to make contact with the ball before a side-out is called.
3. If the ball is served into the net, if it goes over, it is considered a legal serve.
4. The serve can be returned with a pass or a set. The serve cannot be blocked or attacked at any time.
5. The serve can be made from anywhere behind the end line and within the sideline.
6. A server may not step over the end line until the ball has been contacted.
Playing Rules and Faults
1. A maximum of three consecutive contacts per side after a serve or block attempt are allowed to return the ball.
2. A block attempt is not considered a contact.
3. No player may hit the ball twice in succession, except after a block.
4. No part of the body may touch the net at any time unless a ball or person driven into the net causes the contact.
A. Player contact with the net in a manner not directly relating to or affecting the course of play is not a violation.
B. Contact with hair or part of the uniform will not be considered a fault.
5. When executing a block or spike, a player may follow through over the net, as long as the individual does not interfere with players on the other side of the net.
6. Out of bounds is the area outside the designated court line. The line is IN bounds.
Liability Rules
1. Alcohol is not permitted inside the volleyball facility, on the grounds, or any place where prohibited by area rules. Players caught with alcohol will be REMOVED FROM THE LEAGUE WITHOUT REFUND. Our permits are too valuable to risk!
2. If League officials have reason to believe a player is too intoxicated to play, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
General (17)
DC Fray understands that for most people joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress free so you can do just that… socialize and have a good time!
You simply show up at the courts/fields/bar for your scheduled games, you and your teammates play your opponents for about 30-60 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun!
Times: Depending on the location and day, weekday games are played between 6:00 and 11:30 pm. Weekend games can be anytime during the day or evening. Please check your specific league page for more details.
All players must be at least 21. Why? Because playing your game is only a small part of it. A large part of the fun happens at the bars after the games are done! Most players are between 23 and 31 years old and 60% are female.
DC Fray operates a lot like the sports leagues of your youth. Our goal is to connect people and to play more often! Our leagues vary in length, traditionally they are 6-8 weeks long, which includes a regular season, a chance at a playoff tournament, and much more! We also host a player party once per season! Keep an eye out to see when and where this is.
Since the beginning, DC Fray has always been more about meeting people, playing a fun game and socializing afterward at the bar. A few players are naturally more competitive than others but don’t worry, 95% of DC Fray is NOT competitive.
As we have grown we have begun to offer divisions for different skill levels for select sports BUT every league we offer is inherently SOCIAL, in that we are all out there to have a good time and meet new people!
Registration dues vary by location, night and sport. United Fray strives to keep dues low while still providing a quality experience for our members. Select the league you are interested in joining and you will see the current pricing for that league. This fee covers insurance, field permits, equipment, player t-shirts, parties, prizes, recruiting, staffing at every league and the tons of other United Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league typically gets at least a 6 game regular season, tomfoolery, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other league-related events, shindigs, and parties throughout the year.
*Please note, DC Fray does not issue refunds.
- DC Fray has a no refund policy. Often our rosters have limited space and last minute cancellations hinder our ability to properly plan and organize the season and our leagues as well as the costs that have already been incurred by the league.
- If you are unable to participate after completing the registration process, contact our Customer Experience team at [email protected] to see what options are available for you.
To register, select your desired day and location (as long as registration is still open and available). Make sure to read through the season info before signing up (dates,location,etc). Click through the links and you will be guided through the process. If you have any questions email us at [email protected]
Absolutely! A large majority of DC Fray players sign up as independents or in smaller groups. Once registration for a division is closed, we merge all free agents and small groups into bigger teams, as space is available. Right off the bat, you’ll get to meet new people from your team alone, not to mention all the other players from the other teams as the season plays out! DC Fray is the EASIEST way to meet people and make new friends!
Your ringleader simply forms a new group during the registration process. Once they’re registered, everyone then registers under that group / team. Easy Peasy! Doesn’t matter how small your group is, we’ll keep your buddies together when we merge and finalize teams after registration is closed. Start telling your buddies to sign up now!
*DC Fray reserves the right to put independent players on your group / team.*
- If you would like to prepay for other players or for an entire team you have the option to do so when registering! First and foremost, you need to choose your destiny (Individual, Join an Existing Group, or Start a new Group).No matter which option you select, you will then see the option to Prepay for Others. Simply enter the number of additional people you are paying for, create a prepaid code and your total cost should update next to the box. Provide your created prepaid code to your players to use when they go to register for the season to mark their registration as paid.
- Some of our divisions now offer an option to prepay for a full team! When you are creating a team/group you can select to “Prepay for a Team” just under the prepay for others option. The total for payment should be reflected on the right-hand side of the screen. Complete the rest of the registration prompts and proceed to the payment screen. When you pay for a full team you are paying for a team spot in the league and a specific number of roster spots. Your teammates still need to register for the season and apply your prepaid code! If you would like additional players you can add additional roster spots at the time of checkout or after the purchase.
- If you have a corporate company team or want to bring a very large group of rotating players, please fill out the form here to talk about corporate packages!
Yes, we do offer the option to pay as a team. Since our registration is individually based, the team rate is based on our roster table for an official roster size X the registration cost. For steps on how to pay for a team during the registration process please check the “Can I Pay for my Friends” FAQ.
Every player must be a registered member on the roster. We do not allow subs/walk-ups/whomever to play with us without being a registered DC Fray player. Certain leagues CAN use subs as long as that person is registered in the same season.
*Are you a Corporate or other special group? Please fill out the form here for special group packages.*
First… are you sure you don’t know them or that they aren’t a friend of a friend? Once you’ve checked there it likely means free agents or another small group has been merged onto your team. When groups do not reach full team size we merge groups and free agents together to fill out rosters.
Lots of people join DC Fray for different reasons and sometimes you may find yourself on a team that you just don’t mesh with. No worries, shoot us an email at [email protected] and we will find you a new home!
- First Offense: Loss of game.
- Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
- Third Offense: Potential Removal from the league, at the discretion of league commissioners.
- Any team that forfeits more than once also forfeits any guarantee or right to a certain number of guaranteed games.
- If you know in advance that your team is going to forfeit a game, we encourage you to call our office, at 202-290-1969, so as to help us notify your opponent.
- Teams have until ten minutes past the designated start time to field a full squad (minimum numbers of players required to play according to the rules). Refer to rules regarding gender policies(batting ratios, female designated football plays, etc). Anything less then the minimum must be approved by the staff and opposing team.
- We make the final call a few hours before the games the day of, but for the most part, we usually play through a light drizzle. At permitted locations that call to cancel is made by the operating DPR. We usually build one or more weeks of make up days in case of weather. If a league has multiple cancellations game MAY NOT be able to be made up.
- Unsure if your game is a go for the night? Be sure to do the following:
- Call the Weather Hotline to check the status of your games: 202-290-1969 option 1
- Keep an eye on your email for a weather postponement email (inbox, junk and spam folders)
- Download the United Fray App to stay in the know!
Absolutely! We use Commish and Stripe as our processor. Simply follow the prompts at the end of your registration to pay with your debit or credit card.