Jacksonville Bocce
If we’re being honest, Bocce is basically made to be a bar sport.
Kind of like lawn bowling, but with scoring like shuffleboard.
One hand tosses a ball, the other is busy nursing keg nectar.
Requirements: You + your gang of witty and awesome friends.
Bonus: You don’t have to be in shape like the creepy Soviet boxer from Rocky IV.
Ready to join us? Whether you’re a free agent looking for a team or a captain already in charge, come play with us.
Find a League
Arlington – Pickleball
Venue | Start Date | When | Type | Level | Bar | Status |
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Blue Cypress Park | January 16 | THU7‑10:00pm | Open | Intermediate (3.0-3.5) |
Open
Get Info »
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Blue Cypress Park | January 16 | THU7‑10:00pm | Open | Social (Beginner-2.5) | Bedlam |
Open
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Blue Cypress Park | October 31 | THU7‑10:00pm | Open | Social (Beginner-2.5) | Bedlam |
In Play
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Blue Cypress Park | October 31 | THU7‑10:00pm | Open | Intermediate (3.0-3.5) |
In Play
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Arlington – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Buck Park | January 12 | SUN9:00am‑12:30pm | Mixed Gender | Social | ABBQ |
Open
Get Info »
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Arlington – Softball
Venue | Start Date | When | Type | Level | Bar | Status |
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Abess Park | January 13 | MON6:00‑10:30PM | Mixed Gender | Social | MVP's |
Open
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Abess Park | January 14 | TUE6:00‑10:30PM | Mixed Gender | Social | MVP's |
Open
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Abess Park | November 5 | TUE6:00‑10:30PM | Mixed Gender | Social | MVP's |
In Play
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Abess Park | November 4 | MON6:00‑10:30PM | Mixed Gender | Social | MVP's |
In Play
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Atlantic Beach – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
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Buck Park | November 3 | SUN9:00am‑1:00pm | Mixed Gender | Social | ABBQ |
In Play
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Downtown – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
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Ford on Bay | January 18 | SAT9am‑12:30pm | Mixed Gender | Social | Ruby Beach Brewing |
Open
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Ford on Bay | November 2 | SAT9am‑12:30pm | Mixed Gender | Social | Ruby Beach Brewing |
In Play
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Downtown – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
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Ford on Bay | January 12 | SUN9:00AM‑12:30PM | Mixed Gender | Social (Grass) | Ruby Beach Brewing |
Open
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Ford on Bay | November 3 | SUN9:00AM‑12:30PM | Mixed Gender | Social (Grass) | Ruby Beach Brewing |
In Play
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Jax Beach – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
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Fletcher High School | January 15 | WED6:30‑10:00pm | Mixed Gender | Social | Brix |
Open
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Fletcher High School | October 30 | WED6:30‑10:00pm | Mixed Gender | Social | Monkey's Uncle |
In Play
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Jax Beach – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
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4v4 Jax Beach Pier
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January 14 | TUE6:00 ‑ 8:30PM | Mixed Gender | Social | The Brix Taphouse |
Open
Get Info »
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Jax Beach Pier | January 16 | THU6:00 ‑ 8:30PM | Mixed Gender | Social | The Brix Taphouse |
Open
Get Info »
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Jax Beach Pier | January 15 | WED6:00 ‑ 8:30PM | Mixed Gender | Competitive | The Brix Taphouse |
Open
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Jax Beach Pier | January 15 | WED6:00‑8:30PM | Mixed Gender | Social | The Brix Taphouse |
Open
Get Info »
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Jax Beach Pier | October 30 | WED6:00‑8:30PM | Mixed Gender | Social | The Brix Taphouse |
In Play
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Jax Beach Pier | October 30 | WED6:00 ‑ 8:30PM | Mixed Gender | Competitive | The Brix Taphouse |
In Play
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Jax Beach Pier | October 31 | THU6:00 ‑ 8:30PM | Mixed Gender | Social | The Brix Taphouse |
In Play
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4v4 Jax Beach Pier
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October 29 | TUE6:00 ‑ 8:30PM | Mixed Gender | Social | The Brix Taphouse |
In Play
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Murray Hill – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
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Murray Hill Park | January 15 | WED6:30‑10pm | Mixed Gender | Social (Soft Pitching) | Moon River Pizza |
Open
Get Info »
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Murray Hill Park | November 6 | WED6:30‑10pm | Mixed Gender | Social (Soft Pitching) | Moon River Pizza |
In Play
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Murray Hill – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
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Murray Hill Park | January 13 | MON6‑10:30pm | Mixed Gender | Social |
Open
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Murray Hill Park | October 28 | MON6‑10pm | Mixed Gender | Social |
In Play
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Riverside – Skeeball
Venue | Start Date | When | Type | Level | Bar | Status |
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Dart Bar - Skeeball | January 14 | TUE7:00‑10:00PM | Open | Social | Dart Bar |
Open
Get Info »
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Dart Bar - Skeeball | October 29 | TUE7:00‑10:00PM | Open | Social | Dart Bar |
In Play
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San Marco – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
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San Jose Elementary | January 16 | THU7:00‑10:00pm | Mixed Gender | Social | TBD |
Open
Get Info »
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San Jose Elementary | October 31 | THU7:00‑10:00pm | Mixed Gender | Social | TBD |
In Play
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Southside – Bowling
Venue | Start Date | When | Type | Level | Bar | Status |
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Bowling Bowlero Southside
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January 16 | THU7:00‑9:00PM | Open | Social | Bowlero |
Open
Get Info »
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Bowling Bowlero Southside
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October 31 | THU7:00‑9:00PM | Open | Social | Bowlero |
In Play
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Southside – Flag Football
Venue | Start Date | When | Type | Level | Bar | Status |
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Fort Family Park | January 13 | MON6:30PM‑10:30PM | Mixed Gender | INTERMEDIATE (Turf) | Island Wing Company |
Open
Get Info »
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Fort Family Park | January 15 | WED6:30PM‑10:30PM | Men's | Men's 5v5 (Turf) | Champions Mexican Sports Bar |
Open
Get Info »
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Fort Family Park | January 13 | MON6:30PM‑10:30PM | Mixed Gender | Social (Turf) | Island Wing Company |
Open
Get Info »
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Fort Family Park | November 18 | MON6:30PM‑10:30PM | Mixed Gender | Social (Turf) | Island Wing Company |
Sold Out
Get Info »
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Fort Family Park | October 30 | WED6:30PM‑10:30PM | Men's | Men's 5v5 (Turf) | Champions Mexican Sports Bar |
In Play
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Fort Family Park | November 18 | MON6:30PM‑10:30PM | Mixed Gender | INTERMEDIATE (Turf) | Island Wing Company |
Sold Out
Get Info »
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Southside – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
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Fort Family Park | January 15 | WED6:30pm‑10:30pm | Mixed Gender | INTERMEDIATE (Turf) | Culhane's Irish Pub |
Open
Get Info »
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Fort Family Park | October 30 | WED6:30pm‑10:30pm | Mixed Gender | INTERMEDIATE (Turf) | Culhane's Irish Pub |
In Play
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Southside – Softball
Venue | Start Date | When | Type | Level | Bar | Status |
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Fort Family Park | January 12 | SUN6:00‑10:00pm | Mixed Gender | Social |
Open
Get Info »
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Fort Family Park | October 27 | SUN6:00‑10:00pm | Mixed Gender | Social |
In Play
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Southside – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
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Skyline Volleyball | January 13 | MON8:15‑11:15p | Mixed Gender | Social (Late Night League) | Island Wing Company |
Open
Get Info »
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4v4 Skyline Volleyball
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January 15 | WED8:15 ‑ 11:15PM | Mixed Gender | INTERMEDIATE | Island Wing Company |
Open
Get Info »
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4v4 Skyline Volleyball
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October 30 | WED8:15 ‑ 10:15PM | Mixed Gender | INTERMEDIATE | Island Wing Company |
In Play
Get Info »
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Skyline Volleyball | October 28 | MON8:15‑10:15p | Mixed Gender | Social (Late Night League) | Island Wing Company |
In Play
Get Info »
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Springfield – Basketball
Venue | Start Date | When | Type | Level | Bar | Status |
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Citi Teen Center | January 15 | WED6:30‑10:30pm | Open | INTERMEDIATE | The Garage |
Open
Get Info »
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Citi Teen Center | November 6 | WED6:30‑10:30pm | Open | INTERMEDIATE | The Garage |
Cancelled
Get Info »
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Town Center – Basketball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
UNF Field House | March 2 | SUN5:00 ‑ 10:00PM | Open | Competitive | TBD |
Open
Get Info »
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UNF Field House | March 2 | SUN5:00 ‑ 10:00PM | Open | Social | TBD |
Open
Get Info »
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UNF Field House | November 3 | SUN5:00 ‑ 10:00PM | Open | Social | TBD |
Cancelled
Get Info »
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UNF Field House | November 3 | SUN5:00 ‑ 10:00PM | Open | Competitive | TBD |
In Play
Get Info »
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Town Center – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
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Burrito Gallery | January 16 | THU7:00‑10:00PM | Open | Social | Burrito Gallery |
Open
Get Info »
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Burrito Gallery | November 7 | THU7:00‑10:00PM | Open | Social | Burrito Gallery |
In Play
Get Info »
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3 ways to register
As an individual
We'll hook you up with a team
As a group
We'll combine your group with others to form a team
As a team
Create a team and your friends can register to join it
Registration Includes
- A spot on a team, in the sport league of your choice
- 6-8 weeks of games, tomfoolery & a playoff tournament
- Sweet league t-shirt, and season champ trophies
- Access to TONS of exclusives like; events, parties, giveaways, & trips
- A chance to make new friends, and reconnect with old ones
Questions? Ask Erin Gay!
If you need help with registration, give us a shout
Skill Levels, Team Sizes & Roster Management
Skill Levels
We are first and foremost a SOCIAL company. Bocce is as SOCIAL as it gets! Yea there are some folks who are competitive no matter the game but the overall feel of the league is play hard, party harder!
Team Sizes
Bocce teams average 6 players. There is no gender requirement.
Roster Management
We allow individuals, small groups and teams to all join our leagues. JAX Fray reserves the right to add additional players to ANY team that is under the official roster size for the league. During registration captains can pick up free agents or mark their group as ready to merge via commish. After registration closes JAX Fray goes through and finalizes rosters by placing free agents, merging groups and deleting unpaid players. Being a promoted team does not mean you may not receive additional players.
Our roster sizes tend to allow for more players as our goal is to avoid forfeits at all costs. 1. They are LAME. and 2. It’s not fair to the other teams in the league who expect to play each week if a smaller team cannot field a team week to week. Free agent teams (merged small groups or all FAs made into teams) tend to have larger rosters as the players typically do not know one another and everyone’s schedule varies week to week.
Bocce Rules
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX Fray will do whatever they can to make sure all players are having fun.
General
Team Sizes and Roster
JAX 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.
- JAX Fray Bocce has no roster requirements for male to female ratios. A team may be all male, all women, or any combination of the two (2).
- To secure your team on the season schedule you must have at least five (5) paid roster members. Twelve (12) players is the max number of players able to compete during a single match. We encourage teams to have 6-10 players on their roster for the times when individuals are unable to attend.
- Each team will have a captain, who will be the official representative to the league. The captain will also be responsible for communicating messages from the league. A co-captain is also highly encouraged.
- JAX Fray withholds the right to place other small groups and free agents onto your team to balance rosters. JAX Fray will not place any additional players that would cause a team roster to exceed eight (8) players.
- Players must be registered and paid in full to play and to be counted towards a groups team status.
- Groups of 2-3 or free agents will be placed with other teams or merged with other small groups to create a full roster.
- Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
- During the playoffs, teams may not use subs and may only use players on their roster.
Gameplay
- Each team can consist of five (5) to twelve (12) players. Teams will each have four (4) balls in every set.
- The match will begin after the captains rock-paper-scissors to decide who will throw the pallino first. The team who throws the pallino first will also throw the first Bocce Ball.
- If you have less than two (2) people on a given week your team will forfeit.
- The pallino must go past the midway point of the bocce court and stay in bounds in order to start.
- If the pallino does not go past the midway point and/or goes out of bounds then the pallino must be re-thrown. If the pallino once again does not pass the mid-way point and/or goes out of bounds then the opposing team will now throw the pallino.
- Once the pallino is in play the object is to get your team’s balls closer to the pallino than the other team.
- For every bocce ball, your team has closer than the other teams your team will be rewarded a point the most points possible per turn is four.
- Games are played to 15 points, there is no win by 2.
- The team with bocce balls further from the pallino will continue to throw until they throw a ball closer than the opposing team or they run out of bocce balls.
- Teams can decide on their own order of who throws the pallino and bocce balls.
- Players can knock a bocce ball of the opposing team or your own team without a penalty.
- Players can also knock the pallino, however if the pallino goes out of play than the set will restart and the team who originally threw the pallino will throw it again.
- At least two (2) people must be present for a team to compete. The game will result in a 15-0 forfeit if less than two (2) people are present.
- No one player can throw a ball more than two (2) bocce balls in a given set.
- JAX Fray Bocce Hosts will settle any disputes between teams and their decisions are final.
- After every game please report your score to the official. Your scores and league standings will be posted on www.jaxfray.com
Sportsmanship
- Teams & Bocce players are encouraged to introduce themselves to their opponents prior to the start of each game.
- Teams are encouraged to “line up” after their match and shake hands, give high fives, or otherwise congratulate their rivals.
- Bocce ball 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 forfeited) and finally removed from the league on their 3rd infraction.
- Examples of unacceptable conduct include excessive badgering of players (to include cussing, shouting or heckling) and/or excessively rude conduct to other bar patrons or bar staff. JAX Fray Bocce League Hosts will have the final decision on any issues regarding enforcement of this rule. We have never had to enforce any of these rules…
Bocce FAQ's
- JAX 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!
Category: General
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX Fray will do whatever they can to make sure all players are having fun.
Teams
JAX 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 JAX Fray Kickball rules. At the end of the day, these calls will be made by the head ref. Whatever their call is, it stands, so don’t be a “rule nazi”.
Since Glow Kickball will be played in the DARK, the typical JAX Fray Kickball 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 – 3 guys, 3 girls)
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. 2 strikes is an out
8. 2 fouls is an out
9. 2 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 JAX Fray! 🙂
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. JAX Fray 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
JAX 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 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.
Category: Kickball Rules
GOLDEN RULE
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX 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 JAX Fray.
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. JAX 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 JAX 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. JAX 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
Category: Dodgeball
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX Fray will do whatever they can to make sure all players are having fun.
Teams
JAX 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 JAX 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 JAX Fray 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 JAX Fray 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 staff deems it appropriate.
Equipment
1. All equipment will be provided by JAX 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 JAX 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 JAX Fray Liability Waiver as described in the JAX 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 JAX 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. JAX 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.
Base-running
1. Base-runners may not intentionally run more than 4 feet outside of the baseline to avoid a tag or throw.
2. Base-runners 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 Base-runner and Fielder in the act of making a play on the ball may collide due to Base-runner/Fielder movement. It is up to the discretion of the Head Referee whether to call the Base-runner out for interference or declare the contact as incidental and allow the play to stand.
3. Base-runners 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. Base-runners 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, Base-runners 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 Base-runner passes another Base-runner, the passing runner is out.
7. If a Base-runner is assisted by any other team member, the runner is out.
8. Once the Pitcher has the ball in the Pitcher’s Circle, all Base-runners 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 Base-runner that misses its intended target and goes into foul territory.
A. An Overthrow allows a Base-runner 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 Base-runner while advancing after an overthrow, all Base-runners 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 Base-runner and contacts that runner while not on base and deflects into foul territory, the runner is out and the ball is live. All other Base-runners may attempt to advance as many bases as they choose.
Dead Ball Plays
1. If a Base-runner intentionally touches the ball, the runner is out, the play is dead, and any other Base-runners 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 Base-runners 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 Base-runners 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
JAX Fray 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.
Category: Kickball Rules
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. USS will do whatever they can to make sure all players are having fun.
General
JAX 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 JAX 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 JAX 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 JAX 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. USS 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.
Category: Flag Football Rules
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX Fray will do whatever they can to make sure all players are having fun.
General
Team Sizes and Roster
JAX 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. JAX 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. JAX Fray withholds the right to place other small groups and free agents onto your team to balance rosters. JAX 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.
Category: Cornhole Rules
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX 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 forfeited) 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.
Category: Skeeball Rules
JAX Fray Ultimate Frisbee Rules & Guidelines
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX Fray will do whatever they can to make sure all players are having fun
Introduction
Description: Ultimate is a non-contact disc sport played by two teams of seven players with the objective of scoring goals. A goal is scored when a player catches the disc in the end zone that player is attacking. A player may not run while holding the disc. The disc is advanced by passing it to other players. The disc may be passed in any direction. If a pass is incomplete (i.e., hits the ground, is caught out-of-bounds, or is intercepted by a defensive player), a turnover occurs, resulting in an immediate change of the team in possession of the disc. An attempt to unfairly disadvantage an opponent through physical contact is a foul. Ultimate is self-officiated – there are no referees; players are responsible for making their own infraction and boundary (including scoring) calls.
Playing Field
The field is a 80 yard length rectangle with an end zone at each end. 60 yard playing field with 10 yard end zones.
Equipment
- Rubber and molded cleats, turf shoes, or running shoes may be worn. No metal cleats. Players must remove all jewelry.
- Teams must wear shirts or jerseys of matching color, or pennies.
- All frisbees will provided by JAX Fray.
Players
- A team consists of seven (7) players. There must be at least two (2) females on the field at all times.
- There must be at least two female players on the field at all times
- Every third throw must be a Female intended throw.
- A team may start and play a game with as few as five (5) players. One (1) of those players must be a female.
Playing the Game
- Length of Game: The game consists of two 20-minute halves with a 5-minute half time. Time is continuous for each half, except when there is an injury time-out or a team calls time-out.
- There will be no Overtime during the regular season.
- Starting and Restarting Play
- A fair method, such as a coin or disc toss, will be conducted by representatives of the two teams.
- The winner chooses to either receive the initial pull, or select the end zone they wish to defend.
- The other team is given the remaining choice.
- The second half begins with an automatic reversal of the initial choices.
- After a point is scored, it is recommended that players begin the next point within 90 seconds.
- After a turnover, a player on the team becoming offense may immediately pick up the disc and put it back into play by establishing a pivot foot in-bounds.
- A fair method, such as a coin or disc toss, will be conducted by representatives of the two teams.
Pull
- Play starts at the beginning of each half and after each goal with a “pull” — a player on the pulling team throws the disc toward the opposite goal line to begin play.
- Each time a goal is scored, the teams switch their direction of attack and the team that scored pulls to the opposing team.
- On a pull, players must remain in their end zone (not cross the goal line) until the disc is released.
- A pull may not be made until a player on the receiving team indicates readiness to play by raising a hand.
- After the disc is released, all players may move in any direction.
- No player on the pulling team may touch the pull in the air before a member of the receiving team touches it.
- If a member of the receiving team catches the pull on the playing field, that player must put the disc into play from that spot.
- If the receiving team allows the disc to fall untouched to the ground, and the disc initially lands inbounds, the receiving team gains possession of the disc where it stops if in-bounds or at the point on the playing field, excluding the end zone, nearest to where it crossed the out-of-bounds line.
- If the pull lands out-of-bounds the receiving team puts the disc into play at the point on the playing field, excluding the end zone, nearest to where it crossed the out-of-bounds line.
- In and Out-of-Bounds
- The perimeter lines themselves are out-of-bounds.
- A disc is out-of-bounds when it first contacts an out-of-bounds area or anything which is out-of-bounds.
- For a receiver to be considered in-bounds after gaining possession of the disc, the first point of contact with the ground must be completely in-bounds. If any portion of the first point of contact is out-of-bounds, the player is considered to be out-of-bounds.
- If a player makes a catch in-bounds and momentum then carries him/her out-of-bounds, the player is considered in-bounds (to continue play, the player carries the disc to the point where s/he went out-of-bounds and puts the disc into play at that point).
- The thrower may pivot in and out-of-bounds, provided that the pivot foot is in-bounds.
Scoring
- A goal is scored when an in-bounds player catches a pass in the end zone of attack.
- If the score is tied at the end of regulation, play stops and overtime procedures are as follows for playoffs:
- The overtime sudden-death period will continue until the first team scores.
Time-outs
- Each team has one 2-minute time-out per half.
- Time-out may be called only by the team in possession of the disc, except that either team may call time-out between points (after a goal, but before the ensuing pull).
- No time-outs during overtime.
Turnovers
- A turnover occurs when:
- A pass is incomplete (dropped, hits the ground, is caught out of bounds, blocked, intercepted).
- A receiver must retain possession of the disc throughout all ground contact related to the catch (if a player falls to the ground during a catch and drops the disc, it is incomplete).
- The marker’s count reaches the maximum number (10) before the throw is released.
- When a turnover has occurred, any member of the team becoming offense may take possession of the disc.
- To initiate play after a turnover, the person picking up the disc must put it into play at the spot of the turnover.
- If the disc landed out of bounds, the offensive player puts the disc into play at the point where it crossed the out-of-bounds line.
Substitutions: May be made after a goal and prior to the ensuing pull, before the beginning of a half, or to replace an injured or ejected player.
The Thrower
- Any member of the offensive team may take possession of the disc.
- The thrower must establish a pivot foot and may not change that pivot foot until the throw is released.
- The thrower may pivot in any direction, but once the marker has established a legal defensive position, the thrower may not pivot into him/her.
The Marker
- Only one player may guard the thrower at any one time; that player is the “marker.”
- The marker may not straddle the pivot foot of the thrower.
- There must be at least one disc’s diameter between the bodies of the thrower and the marker at all times.
- The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.
Stall count: The period of time within which a thrower must release a throw.
- A player in possession of the disc has 10 seconds to release a throw.
- The marker must be within 10 feet of the person with the disc before beginning the stall count.
- The stall count consists of the marker counting to 10 audibly at one second intervals (e.g. “stalling one, two, three . . . .”).
- If the thrower has not released the disc by the count of 10, a turnover results. If this call is disputed, the thrower gets the disc back with the stall count coming in at “stalling 8.”
- If the defense switches markers, the new marker must restart the count at one.
The Receiver
- After catching a pass, the receiver may take only the fewest number of steps required to come to a stop and establish a pivot foot.
- Exception: If the receiver catches the disc while running, s/he may throw a pass without coming to a stop, but only so long as s/he releases the disc before the third ground contact after catching the disc.
- If offensive and defensive players catch the disc simultaneously, the offense retains possession.
Fouls and Violations
- A foul is the result of physical contact between opposing players; a violation generally is any other infraction of the rules. When an infraction (a foul or violation) occurs:
- The offending player loudly calls out the infraction (e.g., “Travel,” “Foul,” etc.).
- A player called for an infraction may contest that call (by loudly calling “contest”), if that player believes that s/he did not commit the infraction.
- After a call, play stops and players remain stationary until the parties involved have resolved the call.
- If a call is not disputed, play resumes in a way simulating what most likely would have occurred without the infraction.
- If a thrower was fouled while throwing and the pass was incomplete, the thrower gets the disc back with a new stall count.
- If a receiver is fouled on a reception attempt and the pass is incomplete, the receiver gets the disc at the point that the foul occurred.
- If a call is disputed and the players cannot come to a resolution, the play is redone with each player returning to the position s/he occupied when the disputed infraction allegedly occurred.
- Infractions include:
- Foul:
- Contact between opposing players.
- Fast count: When the marker counts at intervals of less than one second.
- Double-team: When more than one defensive player is guarding the thrower within 10 feet.
- Disc space: If the marker touches or is less than one disc diameter away from the thrower.
- Travel: When a thrower fails to establish a pivot foot at the appropriate spot on the field, and/or to keep in contact with that spot until the throw is released.
- Strip: When a defensive player knocks the disc out of a thrower’s hands.
- Pick: Obstructing the movement of a player on the opposing team.
- Foul:
Positioning
Each player is entitled to occupy any position on the field not occupied by another player.
- Picks: No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team; to do so is a pick.
- When the disc is in the air, players must play the disc, not the opponent.
- Each player has the right to the space immediately above him/her. A player who has jumped is entitled to land at the same point of take off without hindrance by opponents.
Forfeits
- Teams must be ready to play their game within 10 minutes of the scheduled game time.
- If a team does not have at least 2 females and 4 guys then they are considered to have forfeited 9v9, and 1 girl and 3 guys for 7v7.
- Should teams have enough of their own players that they don’t need to forfeit but not enough for a whole team, they may pick up players from another team provided that they are registered JAX Fray players.
- If remaining players from the scheduled team arrive after the start of the game then any players who have been picked up from another team should leave the game.
- Any team who picks up players should not add more players than can play on the field at any given time- meaning that team should not have any substitutes.
Player Conduct
- Discipline – The Team Captain assumes the responsibility regarding team leadership and maintenance of order and discipline. JAX Fray expects each Captain to set a positive example for their players in promoting good sportsmanship and self- control.
- Sideline Control – The Captain is responsible for the behavior of his/her bench area. After being verbally warned or cautioned (yellow card) by the referee for unsportsmanlike behavior from his/her bench area, the Captain will receive a red card if the situation persists.
- The referee also has the power to eject any spectator at any time at his or her discretion.
- Use of Foul Language is not appreciated in any circumstances and can result in a warning or in extreme circumstances can result in ejection from a game. JAX Fray plays on city park property and there are others present during games, thus we cannot allow for inappropriate conduct.
Player Suspension
- JAX Fray will refuse registration to any player currently on suspension from any Jacksonville-area league.
- JAX Fray also reserves the right to suspend players from league play.
- This is at the sole discretion of Jax Fray and cannot be appealed. Registration fees will not be refunded to suspended players
All players must be registered through the commi.sh website and have signed a Registration/Waiver Form.
Category: Ultimate Rules
- Registration dues vary by location and night. JAX Fray Volleyball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $50 – $89. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other 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, JAX Fray does not issue refunds.
Category: Volleyball
Golden Rule
First and foremost all JAX 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. JAX Fray wants everyone to have a fun and be social while enjoying a great sport. JAX 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 three (3) men and three (3) 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
JAX 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 JAX 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 JAX 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 JAX 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.
Category: Rules, Volleyball Rules
- 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 let us know prior by emailing [email protected] 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.
Category: General
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.
To learn more about our how the roster management and group / free agent mergers work check out our full roster management page here!
Category: General
Registration dues vary by location,night and sport. JAX Fray strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $25 – $70. This fee covers insurance, field permits, equipment, player t-shirts, parties, prizes, recruiting, staffing at every league and the tons of other Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league typically gets at least 6 organized nights of games and 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, JAX Fray does not issue refunds.*
Category: General
- JAX Fray operates a lot like the sports leagues of your youth. Our goal is to connect people socially and to play more often! Our leagues are 6-8 weeks long with a final championship tournament and end of season party, though we also host one time events as well. From softball, to league parties, to scavenger hunts, JAX Fray organizes the events so all you have to do is show up and have fun!
Category: General
To register select your desired day and location. 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]
Category: General
- Since the beginning, JAX 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 JAX Fray is NOT competitive.
- As we grow we will begin 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!
Category: General
- 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.
Category: General
- Absolutely! The majority of JAX 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. From the beginning 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!
- JAX Fray is the EASIEST way to meet people and make new friends!
Category: General
- 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!
- *JAX Fray reserves the right to put independent players on your group / team. Please check out our Roster Table to see average team size for leagues*
Category: General
Lots of people join JAX Fray for different reasons and sometimes you may find yourself on a team that you just don’t mesh with. No worries, shoot your league commissioner an email and we will find you a new home!
Category: General
- If you would like to prepay for other players or for an entire team you have the option to do so when registering! Once you are on commish and at the option to “Choose Your Destiny” there will be an 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.
- If you would like to prepay for other players or for an entire team you have the option to do so when registering! Once you are on commish and at the option to “Choose Your Destiny” there will be an 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 time of checkout or after the purchase.
Category: General
- 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 FAQ above.
- 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 JAX Fray player. Certain leagues CAN use subs as long as that person is registered in the same division.
- *Corporate,Veteran, alumni or other groups please email [email protected] to find out about our group programs.*
Category: General
TOTALLY! Our leagues are great for team building and getting to know co-workers in a stress-free enviroment! If you have a corporate company team or want to bring a very large group of rotating players, please email [email protected] to talk about corporate programs!
← Can my company sponsor my team?
- If you are unable to participate after completing the registration process we are able to transfer your registration to a future season as long as the season has not begun.
- 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. This also applies to prepayments and team payments.
Category: General
- 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.
Category: General
- 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. Any lightening in the area and games are first delayed then cancelled. At permitted locations that call to cancel is made by the operating facility. 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. Stay up to date on cancellations through our twitter account @jaxfray and look for emails from your league host.
Category: General
General
- JAX 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!
Category: General
Registration dues vary by location,night and sport. JAX Fray strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $25 – $70. This fee covers insurance, field permits, equipment, player t-shirts, parties, prizes, recruiting, staffing at every league and the tons of other Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league typically gets at least 6 organized nights of games and 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, JAX Fray does not issue refunds.*
Category: General
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.
To learn more about our how the roster management and group / free agent mergers work check out our full roster management page here!
Category: General
- 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 let us know prior by emailing [email protected] 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.
Category: General
- JAX Fray operates a lot like the sports leagues of your youth. Our goal is to connect people socially and to play more often! Our leagues are 6-8 weeks long with a final championship tournament and end of season party, though we also host one time events as well. From softball, to league parties, to scavenger hunts, JAX Fray organizes the events so all you have to do is show up and have fun!
Category: General
To register select your desired day and location. 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]
Category: General
- Since the beginning, JAX 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 JAX Fray is NOT competitive.
- As we grow we will begin 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!
Category: General
- 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.
Category: General
- Absolutely! The majority of JAX 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. From the beginning 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!
- JAX Fray is the EASIEST way to meet people and make new friends!
Category: General
- 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!
- *JAX Fray reserves the right to put independent players on your group / team. Please check out our Roster Table to see average team size for leagues*
Category: General
Lots of people join JAX Fray for different reasons and sometimes you may find yourself on a team that you just don’t mesh with. No worries, shoot your league commissioner an email and we will find you a new home!
Category: General
- If you would like to prepay for other players or for an entire team you have the option to do so when registering! Once you are on commish and at the option to “Choose Your Destiny” there will be an 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.
- If you would like to prepay for other players or for an entire team you have the option to do so when registering! Once you are on commish and at the option to “Choose Your Destiny” there will be an 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 time of checkout or after the purchase.
Category: General
- 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 FAQ above.
- 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 JAX Fray player. Certain leagues CAN use subs as long as that person is registered in the same division.
- *Corporate,Veteran, alumni or other groups please email [email protected] to find out about our group programs.*
Category: General
- If you are unable to participate after completing the registration process we are able to transfer your registration to a future season as long as the season has not begun.
- 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. This also applies to prepayments and team payments.
Category: General
- 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.
Category: General
- 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. Any lightening in the area and games are first delayed then cancelled. At permitted locations that call to cancel is made by the operating facility. 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. Stay up to date on cancellations through our twitter account @jaxfray and look for emails from your league host.
Category: General