Nah Ruleset 2017
Nah Ruleset 2017
of Contents
Introduction 1.1
Section 1: Referees & Officials 1.2
Section 2: Equipment & Facilities 1.3
Section 3: Tournament & Game Format 1.4
Section 4: Game Mechanics 1.5
Section 5: Ball Handling 1.6
Section 6: Penalty Format 1.7
Section 7: Technical Penalties 1.8
Section 8: Bike Handling Penalties 1.9
Section 9: Mallet Handling Penalties 1.10
Section 10: Bodily Contact Penalties 1.11
1
Introduction
RULESET 2017
This document outlines the rules, formats and regulations that the NAHBPA will be utilizing
for the 2017 season of tournaments. It can be used as a guide for tournament and club
organizers worldwide, however we still encourage innovation, creativity and feedback from
the bike polo community.
Table Of Contents
Section 1 Referees & Officials
Section 2 Equipment & Facilities
Section 3 Tournament Format
Section 4 Game Mechanics
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Introduction
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Section 1: Referees & Officials
1.1 Referee
1.1.1 The head Referee maintains full control of the game for the duration, including
stoppages. Any decision the head Referee makes shall be final. There may be one or
two Referees.
If there is only one Referee they are positioned on the side of the court at the half-
court line.
If there are two Referees:
They may be positioned on the same side of the court next to one another in
order to communicate who is watching on-ball play and off-ball play.
They may be positioned on opposite sides of the court and offset from half-
court towards the goals in opposite directions. They observe on-ball play in the
half of the court in which they reside.
One Referee is designated as the head Referee to rule on final decisions. This
occurs prior to the start of the game and is communicated to each team.
1.1.2 The Referee determines, prior to each game, if each player's equipment is
legal according to 2.
1.1.2.1 The Referee has the discretion to signal a stoppage of play if at any
point during play they deem a player's equipment to be unsafe and restarts play
only when the issue is resolved. No time-outs are charged to either team.
1.1.3 The Referee is equipped with a whistle and a stopwatch to indicate immediate
stoppage of play, the start/restart of play and to maintain the game clock if there is no
Official.
1.1.4 The Referee signals the start of the game according to 4.1.
1.1.5 The Referee signals all stoppages and starts of play according to 4.1 and
4.2.
1.1.6 The Referee signals all dabs according to 8.1.
1.1.7 The Referee signals all penalties according to 6, 7, 8, 9, 10 and enforces
them accordingly.
1.1.8 The Referee signals the end of the game with two long whistles.
1.1.9 Hand Signals
1.1.9.1 Start of Play The Referee requests and receives verbal confirmation
that teams are ready, raises an arm in the air and blows the whistle, dropping the
arm simultaneously.
1.1.9.2 - Restart of Play The Referee requests and receives verbal confirmation
that teams are ready, extends and arm outward with palm facing up to indicate play
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Section 1: Referees & Officials
can begin.
1.1.9.3 Penalty If the team with possession of the ball commits a penalty, it is
signaled by an immediate long blow of the whistle.
1.1.9.4 Delayed Penalty If the team that does not have possession of the ball
commits a penalty, an advantage is signaled by raising an arm straight into the air
and shouting: Advantage, (Team with possession).
1.1.9.4.1 The Referee can choose to signal a delayed penalty with a noise-
making device such as a cowbell that is discernible from a whistle. The
Referee must communicate this choice to both teams prior to the start of the
game.
1.1.9.5 Possession after a stoppage Possession is signaled with an arm
straight out in the direction of the team who restarts with the ball per 4.2.
1.2.1 The Official is positioned at half court on the sidelines, near the Referee, and is
equipped with a stopwatch and pen and paper if game logs are required by the
tournament organizer.
1.2.2 The Official shouts out gametimes at 2 or 3 minute intervals and after goals.
1.2.3 The Official shouts out a two minute warning, followed by ninety seconds, sixty
seconds, thirty seconds, and a countdown from ten seconds to one.
1.2.4 The Official maintains the game log on paper with time and scorer of all goals,
penalties, and unofficially via any displayed scoreboard.
1.2.5 If there is a timer and scoreboard visible to players, the Official is responsible
for starting, stopping the time and adding goals to it; however the official game clock
and score are on the stopwatch and game log in possession of the Official or Referee.
1.2.6 While a penalized player is serving a minor or major penalty off the court, the
Official counts down the time remaining from 10 seconds until they can reenter active
play.
1.3.1 There are 2 Goal Judges each game, one positioned behind each goal.
1.3.1.1 If this position is not available, an alternative can be approved by the
Referee.
1.3.2 The Goal Judges are visually distinguishable from spectators.
1.3.3 A Goal Judge returns the goal to its starting position if it is moved during play.
1.3.3.1 If the court does not allow access for the Goal Judge, the Referee must
delegate this responsibility to another volunteer. If no access to the court is
available, players are instructed that they are responsible for returning the goal to
the correct position.
1.3.4 A Goal Judge must be prepared to provide perspective to the Referee
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Section 1: Referees & Officials
regarding any potential scores or penalties near the crease and goal. This interaction is
strictly consultative and the final call must be made by the Referee.
1.3.5 A Goal Judge should signal what they perceive to be a penalty in or near the
crease by waving an arm or a flag, however the final decision must be made by the
Referee.
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Section 2: Equipment & Facilities
2.1 Players
2.1.1 There are three players to a team in the traditional 3v3 format and five dressed
players to a team in the 5v5 squad bench-style format.
2.1.1.1 While on the court, all players must wear a helmet approved for sports
use.
2.1.1.2 Teams must wear matching colored uniforms, in contrast with the other
team. A team can request a jersey change, but they are obligated to change before
their opponents do.
2.1.1.3 In the squad format a team may utilize a roster of 6 players for the
duration of a tournament. Prior to the start of each game the team must declare
which 5 players are playing, and the 6th player is forbidden from entering the court
during that game.
2.1.1.4 A player may not interact with any Referee or Official, excluding the
following signals:
Any player may indicate that a team is ready to restart play during stoppages
and this indication is final.
Any player may ask the Referee to announce the remaining game time or
specify the name and severity of a penalty call during a stoppage, but cannot
interact with the officials in any other way.
Any player may signal a timeout per 4.7.
If the Referee requests a conversation with the player.
2.1.2 A team may appeal to the tournament organizers for substitution of a player in
the case of injury or other outstanding circumstances during the course of a game and
between games.
2.1.2.1 If a player is ejected from the tournament their team can only appeal for
substitution after the game in which they were ejected.
2.1.2.2 In the squad format, you cannot appeal for a substitution during a game.
2.1.2.3 In the squad format, if you declared a roster of 6 players those players
must act as your substitute until you have less than 5 uninjured players available to
play.
2.1.2.3 The substituted player forfeits eligibility to play for any other team for the
duration of the tournament.
2.1.2.4 The only eligible players for substitution are players who are not entered
into the tournament, or players who have already been eliminated from the
tournament prior to the current stage or elimination round of games.
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Section 2: Equipment & Facilities
2.1.2.5 A substituted player can only be replaced on the team by the original
player or by subsequent injury.
2.1.2.5.1 Should an original player rejoin a team after a substitution, the
team forfeits the opportunity for secondary substitution for that player.
Additional injury, or inability of the player to continue, results in the team
continuing without that player for the remainder of the tournament.
2.1.2.4 A team is given a reasonable amount of time - not exceeding 5 minutes -
to find a substitution and have that player approved by tournament organizer and
head Referee. This is consistent with 4.6 timeout procedure if used during a
game.
2.1.3 A team must designate a Captain and inform the Referee prior to each game.
The Captain may interact respectfully with the Referee during stoppages regarding,
substitutions, penalty disputes, equipment and other reasonable concerns, by entering
the court and approaching the Referee. The Captain is not allowed to interact with the
Referee during play or from outside of the court.
2.2 Courts
2.2.1 Courts are no larger than 155 x 80 (47.25 m x 25 m) and no smaller than 120
x 60 (37 m x 18 m).
2.2.2 Courts are constructed of a solid material with perimeter boards extending to a
minimum height of 40. If the tournament utilizes boards shorter than 40", the
tournament organizer may implement additional rules regarding physical contact and
out-of-play balls.
2.2.3 Courts must have two doors located symmetric to the halfcourt line, for
access to an area that players use to serve Minor/Major penalties, and to make player
changes during squad/bench game.
2.2.3.1 A line is marked 10 feet (10' or 3m) from the center of each door in an
arc and is referred to as the player transition area.
2.2.4 A line marking half court extends across the entire width of the court with the
center point of the court marked for placing the ball for jousts. Half court is also signified
by markings on the vertical boards on either side of the court to indicate where dabbed
players tap-in.
2.2.5 There is a crease measuring 9 feet (9' or 2.7432m) in a semicircle from the
center of the goal and goal line, cropped to 3 feet (3' or 91.5cm) from the outside of
each goalpost. Refer to the diagram at the end of 2. The goal line extends all the way
across the width of the court.
2.3 Goals
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Section 2: Equipment & Facilities
2.3.3 The goalmouth is 6 (183cm) wide measured from the interior of the goalposts,
by 3 (91.5 cm) tall measured from interior of cross bar to the ground, by 2.5 (76.2 cm)
deep measured from goal line to interior of the rear base bar.
2.3.4 The goal line defines the position of the goal. The goal line is 10 (3.05m) to 15
(4.57m) away and parallel to the rear perimeter boards of the court.
2.3.5 Goals are placed with the front of both goal posts level with the front of the goal
line and centered in regards to the width of the court.
2.3.6 Three lines marked onto the court define the position of the goal:
2.3.6.1 The goal line connects the vertical goalposts and defines the threshold
the ball must cross in order for a goal to be awarded.
2.3.6.2 Two additional lines extending from each goalpost and running
perpendicular to the goal line toward the back boards for at least 6 inches but no
more than 2.5 feet.
2.4 Bicycles
2.5 Mallets
2.5.1 Shaft
2.5.1.1 The shaft is made of metal or carbon fiber.
2.5.1.2 The gripped end of the shaft is plugged or sealed.
2.5.1.3 The shaft does not protrude through the bottom of the mallet head.
2.5.2 Mallet head
2.5.2.1 The mallet head is made of plastic.
2.5.2.2 The mallet head is securely fastened to the shaft.
2.5.2.3 The mallet head is a maximum of 6.5 (165mm) in length.
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Section 2: Equipment & Facilities
2.5.2.4 The inner diameter of any hole on the mallet head may not exceed 2.3
(58.5mm). The maximum outside diameter of the mallet head may not exceed
2.559" (65mm).
2.5.3 Dangerous mallets
2.5.3.1 The Referee disallows the use of mallets that they deem dangerous.
Examples of dangerous mallets may include: Mallets that splinter, shatter, or break
easily, mallets with sharp protrusions, etc.
2.6 Ball
2.6.1 Ball
2.6.1.1 The ball measures 2.64" (67mm) in diameter, weighs 70 grams or less,
is hollow and made from a high density material suitable for the climate.
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Section 2: Equipment & Facilities
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Section 3: Tournament & Game Format
3.1 Format
3.1.1 All tournaments must have a Swiss Rounds stage (3.2) or a Round Robin
stage (3.3) and Elimination stage (3.4-3.6).
3.1.1.1 Depending on the number of teams and courts, the Swiss Rounds take
one or two days to complete.
$3.1.1.2 Depending on the number of teams and courts, the Round Robin take
one or two days to complete.
3.1.2 All tournaments that use a Swiss Rounds stage must have an Elimination
stage.
3.1.2.1 This takes no more than one day to complete.
3.1.2.2 Teams play a knockout format.
3.1.2.3 This must either be Double Elimination, Single Elimination, or Set
Format.
3.1.3 The teams are selected based on the rankings of the Swiss Rounds.
3.1.3.1 If one Swiss group was used, the teams from that group is seeded in
order.
3.1.3.2 If two Swiss groups are used, the teams are seeded from each group in
turn, with first seed being the team with the best overall results.
3.1.4 - If the tournament consists of 16 or fewer teams then Round Robin should be
used. Otherwise Swiss and Elimination should be used.
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Section 3: Tournament & Game Format
number of teams in a group, rounded up, with the option of one extra round if the time
allows it (for example 9-16 teams should be four or five rounds, 17 - 32 teams should be
five or six rounds).
3.2.7 Swiss Rounds games can end in a tie, and do not feature overtime.
3.4.1 Teams are out of the elimination when they lose twice.
3.4.2 The Winners Bracket Final, Tournament Final Play-in, and Final(s) are played
on one court, with 10 minute breaks between each game.
3.4.3 The Winners Semi-finals, Losers Bracket Semi-finals, and Losers Bracket Final
area played on two courts (where possible), with 10 minute breaks after the Winners
Semi-finals & Losers Bracket Semi-finals, or on one court, with a 10 minute break after
the Losers Bracket Semi Finals.
3.4.4 The Winners Bracket Quarter-finals, Losers Bracket Quarter-finals, and Losers
Bracket Semi-final Play-in, are played on 2 courts (where possible), with a 10 minute
break after the Losers Bracket Quarter Finals, or on one court, with no breaks.
3.4.5 All other games are played on as many courts as possible, as long as teams
do not need to have consecutive games, or have at least 10 minute breaks between
games.
3.5.1 Teams are out of the elimination after their first loss.
3.5.2 The Final and 3rd-place game are played on one court.
3.5.3 The Semi-finals are played on two courts (where possible), followed by a 10
minute break.
3.5.4 The Quarter-finals are played on four courts (where possible), followed by a 10
minute break, or on two courts (where possible), followed by a 10 minute break, or on
one court, with no break.
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Section 3: Tournament & Game Format
3.5.5 All other games are played on as many courts as possible, as long as teams
do not need to have consecutive games, or have at least 10 minute breaks between
games.
3.6.1 A "set" series consists of 3 or 5 games, with the winner being the team who
wins the majority of games.
3.6.2 If a majority of wins has been reached, before all games have been played, the
set is over.
3.6.3 Each game must to be played to time, with overtime rules as per the other
elimination stages.
3.6.4 Teams are out of the elimination after they their first lost set.
3.6.5 The Semi-finals, 3rd-place and Final sets are played as best of 5 games, all
other sets are played as best of 3 games.
3.6.6 Game times remain consistent throughout the tournament, rather than
increasing towards the end of the elimination bracket.
3.6.7 Each set has a 3 minute break between games.
3.7.2 Where a regional qualifier produces more than 4 qualifying teams, it may be
required to play playoffs between teams in the same finishing position, where not all
those teams can qualify.
3.7.3 For 5th place, the two teams finishing in 5th have to playoff.
3.7.4 For 7th place, the two teams finishing in 7th have to playoff.
3.7.5 For 9th, 10th & 11th place, the four teams finishing in 9th have to playoff. The
two winning teams then playoff for 9th place and the two losing teams playoff for 11th
place.
3.7.6 Games are played in the first available break in the schedule, for example,
between the Winners Bracket Final, and Tournament Final Play-in, or between the
Tournament Final Play-in, and the Final, or on a spare court, once it is not required for
the main tournament.
3.8.1.1 - Swiss Rounds / Round Robin All games are 12 minutes long.
3.8.1.2 Double Elimination
3.8.1.2.1 The Final, Winners/Losers Bracket Final & Tournament Final Play-
in, Winners/Losers Bracket Semi-finals and Winners/Losers Bracket Quarter-
finals are 15 minutes long.
3.8.1.2.2 All other games are 12 minutes long.
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Section 3: Tournament & Game Format
3.8.2.1 Game Clock - At the tournament organizers discretion, the clock can
either run after goals, when a ball goes out-of-play and when penalties are being
assessed. This is referred to as "Running Time" The clock must stop for these
reasons within the final 2 minutes, regardless. If there is ample time in the
tournament schedule, the organizer can determine which games use "Stop Time",
where the clock always stops when play stops.
3.8.2.2 Half Time / Periods - If a game is 45-60 minutes long, a half-time or 3
periods can be used at the tournament organizers discretion. The referee counts
down from 1 minute to these stoppages. Play restarts with a joust per 4.1.
3.8.2.3 Swiss Rounds / Round Robin All games are 30-60 minutes long.
3.8.2.4 Double Elimination All games are 30-60 minutes long. "Running Time"
cannot be used for the Finals, Tournament Final Play-in, Winners/Losers Bracket
Final, Winners/Losers Bracket Semi-finals.
3.8.2.5 Single Elimination All games are 30-60 minutes long. "Running Time"
cannot be used for the Finals, or Semi-finals.
3.8.2.6 Set Series Format All games are 30-60 minutes long. "Running Time"
cannot be used for the Finals, or Semi-finals.
3.9 Overtime
3.9.1 If a match in an elimination round is tied at the end of regulation time, the
Referee blows the whistle to stop play and an overtime period follows.
3.9.2 The teams joust according to 4.1, and the tournament organizer determines if
overtime periods or a golden goal determines the winner of the game.
3.9.2.1 Golden Goal Play continues indefinitely until one team scores to end
the game.
3.9.2.2 Overtime Periods - 10 minute overtime periods are played until one team
has scored more goals at the final whistle.
3.10.1 For the duration of a tournament, there are a minimum of 2 Referees per
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Section 3: Tournament & Game Format
court available to be scheduled for shifts individually or in pairs, but not necessarily
active at all times. e.g.: 2 courts would require 4 referees. 3 courts would require 6
certified referees.
3.10.2 Swiss Rounds / Round Robin:
3.10.2.1 There is a minimum of 1 Referee, 1 Official, and 2 Goal Judges per
court.
3.10.2.2 Referees and goal judges should be schedule for a maximum of a 3
hour shift.
3.10.3 Elimination Rounds:
3.10.3.1 There are a minimum of 2 Referees, 1 Official, and 2 Goal Judges per
court.
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Section 4: Game Mechanics
4.1.1 Players are stationary, on their bicycles, with rear wheel touching the boards
behind the goal.
4.1.2 The ball is placed at the center of the court.
4.1.3 The Referee asks each team if they are ready. The captain confirms by raising
their hand in the air, or decline by putting their hand out straight and waving it from side
to side.
4.1.4 When both teams signal that they are ready, the Referee raises their hand then
blows the whistle, dropping the hand simultaneously.
4.1.5 When the whistle is blown, the game clock begins to run and one player may
joust for possession by accelerating towards the ball.
4.1.6 A Goal Judge signals a false start if any players back wheel terminates contact
with the board behind their net prior to the whistle that starts the game.
4.1.6.1 If the Referee determines that a false start has resulted in an advantage
for the team committing the false start, a ball turnover is granted to the team who
lost the joust.
4.1.7 Jousting players hold their mallet on the side of their bike that a majority of
players in the game consider their mallet side. e.g., if 4 of 6 players on the court hold
their mallet in their right hand, the joust is a righthanded joust.
4.1.7.1 If there are an equal number of left and righthanded players, the teams
determine which corresponding right-handed or left-handed players jousts.
4.1.7.2 - Any player that is traveling at a substantial and uninterrupted pace
towards the ball is considered to be racing for possession and is subject to the
rules for jousting players.
4.1.8 Jousting players must maintain a straight line until a player makes contact with
the ball.
4.1.9 On a righthanded joust, the jousting player must ride to the left of their
opponent. On a lefthanded joust, the jousting player must ride to the right of the
opponent. All other players cannot challenge for possession or place themselves in the
path of a jousting player until possession has been established by one player, or both
jousting players fail to gain possession as they pass the ball.
4.2.1 In the 3v3 format the game clock stops in the case of a goal, an outofplay
ball or shifted goal position, extensive injury, a penalty, or a called timeout. The referee
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Section 4: Game Mechanics
signals a stoppage of play by blowing the whistle. In squad/bench games the clock only
stops for a timeout or injury.
4.2.2 In Squad or Bench format the game clock does not stop for a goal, an outof
play ball or penalties, but does stop for timeouts and injuries. During the final two
minutes of the game the clock stops after a goal, an outofplay ball, penalties, time
outs and injuries.
4.2.3 Following a stoppage of play, teams have 10 seconds to return to their
respective half of the court and prepare to resume play.
4.2.4 Within this 10 seconds the referee elicits verbal acknowledgement that both
teams are ready to begin play and the indicates live play by holding their arm straight
out towards the team in possession and announcing "play on". Play begins and the
clock starts, if it's not already running, when the ball or a player from the team in
possession of the ball crosses the halfcourt line.
4.2.4.1 If the team with possession of the ball does not begin play within 10
seconds of both teams confirming they are ready, the clock begins to run, the
Referee signals "play-on", and the team without possession can begin play by
crossing the half-court line.
4.2.4.2 If the team without possession of the ball does not communicate that
they are ready within the allowed time limit, a Minor Delay of Game Penalty is
issued.
4.4 Scoring
4.4.1 A point is awarded when the entire ball crosses the entire goal line after
originating from a shot. A shot is defined in 5.2. A shot may subsequently deflect off of
any surface except the broad side of an offensive players mallet head or the shaft of an
offensive players mallet before crossing the goal line and be deemed valid. A player
may not actively direct the ball across the goal line using their body or bicycle.
4.4.2 A point is also awarded when the entire ball crosses the entire goal line
resulting from any action on the ball by a defending player. These are known as own
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Section 4: Game Mechanics
goals.
4.4.2.1 If an offensive player shuffles the ball according to rule 5.3 and the ball
then contacts a defenders stationary equipment and crosses the goal line, no point
is awarded. Owngoals must meet the requirement of primary action by the
defender.
4.4.3 Following a point, the team that was scored on has possession of the ball.
4.5 Penalties
4.5.1 The Referee stops play in order to assess a penalty according to the procedure
outlined in 1.1.7 and 1.1.9.
4.6 Injury
4.6.1 Stoppage of play for an injury is called at the discretion of the Referee should
they determine that a player is in need of immediate attention. There is no time limit
issued for a stoppage of play in the case of injury.
4.6.2 Possession of the ball is returned to the team that was last in possession of it.
4.6.3 The game restarts according to 4.2.3 following recovery by the injured player
or the introduction of a substitute player according to 2.1.2.
4.7 Timeouts
4.7.1 During live game play, a team can call for a stoppage in play by gaining
possession of the ball according to 5.1 and audibly yelling Timeout to the Referee.
4.7.1.1 The team forfeits possession of the ball to the opponent, unless the
Timeout is requested due to a broken ball or a player who is injured and requires
immediate medical attention.
4.7.2 During any stoppage of play, either team may call for a timeout in order to
extend the 10 second time-limit before play resumes.
4.7.2.1 The team who is entitled possession of the ball when the game restarts
does not forfeit their possession to their opponent.
4.7.3 A team is granted two timeouts per game of 2 minute duration each. A team is
allowed to take these timeouts sequentially if more time is needed at the end of the first
timeout.
4.7.4 At the expiration of the timeout, or when the team which called for the timeout
declares they are ready, the game resumes according to 4.1.
4.7.5 If the Referee deems that mechanical issues requiring repair on a players bike
or equipment were caused by the opposing team, they grants a timeout to the team for
up to 5 minutes. This will not count against the teams timeout allotment.
4.8.1 If the goal shifts position, the goal line between goal post markings remains the
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Section 4: Game Mechanics
20
Section 5: Ball Handling
5.1 Possession
5.1.1 The player who made the last deliberate controlled touch on the ball is
considered to have possession. No player is considered to have possession, or
possession is forfeited, if:
5.1.1.1 The ball moves approximately 12 to 15 feet (12-15' or 3.6 - 4.5m) out of
the immediate proximity of the player in possession.
5.1.1.2 The ball moves so quickly through a player's immediate proximity they
cannot make more than 1 controlled touch on the loose ball.
5.2 Shooting
5.2.1 If the final contact on the ball is made with either round end of a player's mallet
head, it is considered a shot.
5.2.2 A 'shuffle', 'ball-joint', 'scoop' or 'carry' is not a shot.
5.2.3 Actively directing the ball into the net by making contact with any part of the
body or bike is not a shot.
5.2.4 Any contact made with the shaft of the mallet is not a shot.
5.3 Shuffling
5.3.1 A shuffle is defined as any contact between a broad side of the mallet head
and the ball.
5.3.2 A shuffle by the offensive team which enters the opposing teams goal is not
awarded a point. In this case a restart occurs per 4.2.3. The team that shuffled the ball
into the net forfeits possession.
5.4 BallJointing
5.4.1 Balljointing is defined as applying pressure on the ball using any hole or
concave surface in the mallet head in order to trap it against any playing surface on the
court.
5.4.2 Balljointing is permitted for a time period of 2 seconds anywhere on the court.
5.4.3 The Referee counts out-loud for 2 seconds and signal a Ball-Jointing penalty,
which results in a ball turnover and can be escalated to a Minor or Major at the
Referees discretion.
5.5 Scooping
5.5.1 A scoop is when the ball is cupped in any hole in the mallet head using
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Section 5: Ball Handling
5.6 Carrying
5.6.1 Carrying with a mallet is defined as picking up the ball, beginning as a scoop,
and carrying it in the air, in any hole in the mallet head, with gravity providing the force
which holds the ball in the mallet head.
5.6.2 Carrying with the body is defined as using a hand, or other part of the body, to
shoot, pass, or otherwise deliberately redirect or add momentum to the ball. If a player
uses their hand to catch the ball out of the air they must immediately drop the ball on
the ground below the point at which the ball was caught.
5.6.2.1 A defensive player within their own crease may deliberately redirect, but
may not "catch", an airborne ball that is below shoulder height to prevent it from
entering the net.
5.6.3 Carrying is not permitted and results in a ball turnover, subsequent carrying
penalties can escalate if the referee deems them to be excessive.
22
Section 6: Penalty Format
PENALTY PROCEDURE
23
Section 6: Penalty Format
penalty per 6.5-6.6 when play restarts per 4.1. A Game Misconduct can be
assessed separately in addition to a minor or a major and play can restart
according to 4.1 with a 3 vs 1 player advantage.
6.2.4.2 If the team with advantage subsequently fouls the opponent during the
delayed penalty, the play is stopped by the Referee and the game restarts
according to the procedure outlined in 6.3.
6.2.5 If the team with advantage scores a goal on the team who committed the
original penalty, a ball turnover is not given. Minor, major and misconduct penalties are
assessed after the team with advantage scores a goal, with the penalized player serving
the penalty per 6.5-6.6 when play restarts per 4.1.
6.4.1 If the Referee assesses a Minor, Major or Game Misconduct penalty, the
offending player is removed from the court for the duration of the penalty and their team
may only continue play with 2 players. This is referred to as a "Player Advantage". The
offending player may only re-enter play when the Referee or Official indicates they may
re-enter by counting down from 5 seconds and to 0 and extending an arm towards the
door where the player re-enters play.
6.4.1.1 When a player re-enters play they are not required to 'tap in' and is
considered an active player from the moment they cross the threshold of the court.
6.4.1.2 All game stoppages stop the timer of the Player Advantage, even if the
game clock does not stop per 4.
6.4.1.3 If the penalized team is assessed an additional penalty during a Player
Advantage, the duration of the Player Advantage is extended 30 seconds or 2
minutes based on the severity of the most recent penalty.
6.4.1.3.1 The player who committed the more severe penalty remains off
the court for the duration of the Player Advantage, at the discretion of the
Referee.
6.4.1.3.2 In Squad format the penalized team may change the 2 active on-
court players as usual per 4.9, unless a player has been assessed a Game
24
Section 6: Penalty Format
Misconduct penalty.
TYPES OF PENALTIES
6.4.1 A ball turnover is issued when a foul has been committed but no clear scoring
potential or opportunity has been taken away due to the infraction occurring in neutral
positioning.
6.4.2 Possession is granted to the fouled team and the game restarts according to
4.2.3.
25
Section 6: Penalty Format
end the altercation. Otherwise, the penalty is called per 1.1.9.3. Possession goes to
the fouled team and the game restarts according to 4.2.3 with the following
modifications:
6.7.2.1 The offending player is removed from the court for the remainder of the
game and their team continues play with 2 players on the court for 2 minutes the
duration of a major penalty before a third player can enter play.
6.7.2.2 Following the issuance of a game misconduct penalty, the offending
player is subject to tournament ejection based on review by the head Referee.
6.7.4 If a team receives two Game Misconduct penalties in one game, the Referee
stops the game immediately the penalized team forfeits the game. The offending team
is subject to tournament ejection based on review by the tournament organizers. The
final scoreline is determined by the head Referee.
26
Section 7: Technical Penalties
7.3 Interference
7.3.1 - A player who is not in possession of the ball is entitled to attempt a fair play on
the ball or ball carrier and is entitled to free and open movement on the court to gain an
offensive or defensive position.
7.3.2 A bike interference penalty is assessed when a player who is not in possession
of the ball actively impedes the movement of an opposing player who is not in
possession of the ball.
7.3.2.1 This movement is referred to as screening or picking and is defined as
using bike movement and position to abruptly and/or continuously block an
opponent from taking a direct line to a loose ball, challenge the player in
possession of the ball, or gain a defensive or offensive position on the court.
7.3.2.1.1 A penalty is not assessed if a player is occupying their own space
when stationary, or is moving at a predictable and constant speed when taking
their own offensive or defensive position on the court.
7.3.2.1.2 A penalty is not assessed if the nearest player to a loose ball
27
Section 7: Technical Penalties
utilizes a 'screen' within approximately 10 feet (10' or 3m) of the loose ball to
safely gain possession.
7.3.2.2 If a player in possession concedes or losses possession according to
5.1.1, that player can no longer be 'screened' and an interference penalty is
assessed if the 'screen' is held to prevent them from contesting the loose ball.
7.3.2.3 If a screen is set that is stationary or momentary a bike interference
penalty is not assessed, however legal bodily contact as described in 7.3.3 is
allowed.
7.3.2.4 When contesting a loose ball, all players challenging for possession
must move directly and naturally towards the ball or concede the ball. Natural
impedance of an opponent based on position and velocity does not result in a
penalty
7.3.3 A body interference penalty is assessed when a player initiates physical
contact with an opponent who is not in possession of the ball.
7.3.3.1 If the ball leaves the immediate vicinity of the player in possession
according to 5.1.1, that player can no longer be engaged physically.
7.3.4 A mallet interference penalty is assessed when a player uses their mallet to
initiate contact with mallet, body or bike of an opposing player who is not in possession
of the ball.
7.3.5 The referee can determine bike, body and mallet interference by considering:
The proximity of the screening player to their opponent.
The proximity and timing of the screen in relation to the play on the ball.
The duration of the screen after it is initiated.
An abrupt change in speed and intensity of the screen.
The use of any body on body contact on an opponent.
The use of any mallet on mallet, bike, or body contact.
7.4.1 When there is a bench of players, teams are allowed to substitute players from
their bench during live play, stoppages and timeouts. Substitutions can be made by
either team before and during a minor or major penalty player advantage, excluding the
player who committed the penalty.
7.4.2 The player exiting the court must have at last one wheel in the designated
transition area around their team's door before the player entering can cross the
threshold of the court or an Illegal Substitution penalty is assessed.
7.4.3 If both players are within the transition area around their team's door and
either player actively interferes with the ball or ball carrier, an Illegal Substitution
penalty is assessed as a minor penalty and must be served by the player who
perpetrated the action.
28
Section 7: Technical Penalties
7.4.3.1 If a loose ball contacts either player but is not redirected actively, no
penalty is assessed regardless of which player it hits or whether both players
are on the court.
7.4.4 If more than 3 players from the same team are on the court at the same
time and are actively involved in play, a major penalty is assessed and served by
the player who last entered the court and the team must select one other player to
sit on the bench for the duration of the player advantage.
7.5.1 Only one defensive player (the Goalie) is allowed to be within the crease prior
to the ball/ball carrier for more than 3 seconds. Any additional defensive player or any
offensive player who is within the crease for more than 3 seconds prior to the ball/ball
carrier is assessed a Crease Violation penalty
7.5.1.1 At the point the ball enters the crease, players can also enter the crease
to make a fair play on the ball. When the ball exits the crease, all players except the
Goalie are required to remove themselves within the 3 second time limit. Any
player who remains within the crease and disrupts subsequent offensive plays, is
assessed a penalty according to 7.5.1.4.
7.5.1.2 All body, mallet, or bike contact initiated by any player who enters the
crease is not allowed, unless it is a direct play on the ball or ball carrier.
7.5.1.3 If a player uses their bike, body or mallet to prevent an opponent from
exiting the crease within the 3 second time limit, a penalty is not assessed on the
player who remains in the crease.
7.5.1.4 The Referee determines the severity of the Crease Violation using the
following criteria:
29
Section 7: Technical Penalties
30
Section 8: Bike Handling Penalties
8.1 Dabbing
8.1.1 A dab occurs when a players foot touches anything other than their own bike
or the vertical face of the boards. A player's foot cannot touch the ground, goals or other
player's bodies or equipment.
8.1.2 A dabbed player must go to tap their mallet on the boards at halfcourt (on
either side). This action is referred to as to tap-in.
8.1.2.1 A dabbed player is considered out of play and cannot interfere with play
by using their bike, body or mallet to impede an opponent from making a play on
the ball or ball carrier
8.2 Toppling
31
Section 8: Bike Handling Penalties
Following through on a check that causes a player to dab while the player who
initiated contact loses balance and also dabs.
8.3.1 A player who uses, accelerates or maneuvers their bike to initiate contact with
the opponent or the opponents equipment is issued a bike contact infraction according
to 8.3.2S8.3.4.
8.3.1.1 The Referee holds discretion to call bike contact penalties for infractions
not explicitly outlined in 8.3.2 8.2.4 if the bike contact causes a dab or prevents
reasonable open movement on the court.
8.3.1.2 Incidental bikeonbike contact is defined as contact between two
players vying for possession of the ball that does not affect play and is not
dangerous. No penalty is assessed for bike contact deemed incidental.
8.3.2 A Tbone bike contact penalty is assessed when a player initiates contact with
an opponent by using either wheel or their pedal to carry momentum into the opponent
in the direction they are traveling.
8.3.3 A tail whip bike contact penalty is assessed when a player initiates contact with
an opponent by skidding or pivoting either wheel of their bike into the opponent laterally
or rotationally.
8.3.4 A sweeping bike contact penalty is assessed when a player uses their front or
rear wheel to make contact with a stationary players mallet that is firmly established
and planted on the ground, or a stationary opponents body or bike.
8.3.5 A pedaling bike contact penalty is assessed if two players are stationary in
close contact and one player uses their pedal to initiate contact with an opponent or
their equipment.
32
Section 9: Mallet Handling Penalties
9.1 Slashing
9.2.1 A high sticking penalty is assessed when a players mallet makes contact with
an opponents head or neck. A player is responsible for their mallet at all times with only
the following exception:
9.2.1.1 Windup and follow through associated with normal shooting motion that
extends above the height of the nearest opponents shoulders is only subject to a
high sticking penalty if the Referee deems the swing to be unsafe or out of control
using the following criteria:
If the shot "wind up" requires a full rotation of the mallet from above the players
head to the ground.
If the 'scoop' pass is raised above the nearest opponents handlebars.
If the follow through of the back-hand shot or pass extends above the nearest
opponents handlebars.
9.2.2 A high sticking penalty is assessed when a player attempts to swing their
mallet or either hand at an airborne ball at a height above their shoulders or the nearest
opponents shoulders.
9.3 Jamming
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Section 9: Mallet Handling Penalties
9.3.1.1 No penalty is assessed if the Referee deems that the player who is not
in position to make a play on the ball uses their wheel to initiate contact with an
opponent's mallet that is planted or otherwise cannot be avoided.
9.4 Hooking
9.5 Throwing
9.5.1 A mallet throwing penalty is assessed when a player throws their mallet.
9.5.1.1 If a player throws their mallet directly in front of their own net to prevent
an opponent's shot a point will be awarded to the team who shot the ball.
9.6.1 A player is only allowed to have one mallet in the field of play at any given time.
If a player drops their mallet in the course of play, they must pick it up, and are not
allowed to use a backup mallet until the original mallet has left the field of play.
9.6.2 If a players mallet is broken, they may not drop it to retrieve another. They
must immediately remove the entire mallet from play.
9.6.3 A mallet dropping penalty is assessed if a player has two mallets in the field of
play at the same time.
9.6.4 Should a player drop their mallet, they may continue play without it.
9.6.4.1 The Referee, at their discretion, assesses a mallet dropping penalty if
the dropped mallet causes a dab or affects play in any other way.
9.6.4.2 Defensive players may move the mallet if the ability to defend goal is
impeded.
34
Section 10: Bodily Contact Penalties
10.1 Extension
10.1.1 An extension penalty is assessed when a player extends their arm to use their
elbow, forearm, or hand to initiate contact with another player or push another player
after contact has been initiated . Principle physical contact must be made with the
shoulder when engaging with an opponent.
10.1.1.1 A player may tuck their arm up close to their body during the initiation
and disengagement of contact. A penalty results only if the player extends their arm
upwards or outwards from the shoulder to initiate or disengage contact in a
pushing, stabbing or punching manner.
10.2 Charging
10.2.1 A player that is initiating contact has the responsibility to meet the opposing
player high and even. Contact to a players lower back, kidney, or ribs; or contact that
carries momentum through an opponent from behind is assessed a Charging penalty.
10.2.1.1 If the Referee determines that a player invites the contact outlined in
10.2.1 by altering their body position just prior to contact, no penalty is assessed.
10.3 Holding
10.4 Kicking
10.4.1 A kicking penalty is assessed when a player kicks an opposing players body,
equipment, or the ball.
10.5.1 A head contact penalty is assessed when a player initiates contact with an
opponents head or neck with any part of their body.
10.6.1 A handlebar contact penalty is assessed when a player initiates contact with
an opposing players handlebar.
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Section 10: Bodily Contact Penalties
10.7.1 A steering arm contact penalty is assessed when a player initiates contact
with an opposing players steering arm at or below the elbow.
10.8 Trapping
10.8.1 A trapping penalty is assessed when a player holds the player in possession
of the ball against the boards for an extended period of time by leaning on them or
otherwise impeding their movement without attempting to play or challenge for
possession of the ball.
10.9 Flagrance
10.9.1 A flagrance penalty is assessed when a player uses excessive physical force
on an opponent who is deemed by the referee to be defenseless, or if the player
initiating physical contact abandons the tactical or strategic application of force in a
manner deemed by the Referee to be reckless
10.9.2 A flagrance penalty is assessed when a player initiates physical contact which
results in a potentially dangerous crash or is otherwise initiated in a manner deemed
dangerous by the referee.
36