RULES OF PLAY

DC sports rules of play


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The intent and purpose of the rules are to create a balance of play, to provide equal opportunity between the offense and the defense, to minimize risk, and to create an atmosphere of sporting behavior and fair play. Diamond Club Sports adheres to the National Federation of High School Sports rules. Good sportsmanship and behavior are expected from all of the teams participating in our events. DC Sports reserves the right to make changes to or add additional rules to keep the game fair and competitive.


GAME PARAMETERS:


Game length: 7 innings; no new inning after 1 hour 45 minutes.

Run rule: 10 runs after 5 innings of play, unless both coaches agree to continue play.

Home/visitor designation: Coin flip at home plate with umpire

Substitutions: Free substitutions in all games

Batting line-up: Each coach can choose to have as many in the line-up as they see fit.

Pitching rules: For the health and safety of the players, we recommend adhering to the NFHS pitching guidelines.

Player/coach ejections: If a player or coach is ejected from a contest, they shall not be allowed to participate in the next scheduled contest of that event.

Fan ejection: If a fan or spectator is ejected from a contest, they will not be allowed to re-enter for the remainder of that event.

Rules of Play

DC SPORTS RULES OF PLAY FOR SOFTBALL 8U-14U


Diamond Club Sports has no affiliation with USA Softball or its affiliates. However, the playing rules in which they follow most closely fits our interpretation of how the game should be played at the younger levels. The intent and purpose of the rules are to create a balance of play, to provide equal opportunity between the offense and defense, to minimize risk, and to create an atmosphere of sporting behavior and fair play. Good sportsmanship and behavior are expected from all of the teams participating in our events. Diamond Club sports reserves the right to make changes to or add additional rules to keep the game fair and competitive.

7v7 Rules of Play

GENERAL RULES


·       Soft shell helmets are optional. However, DC Sports highly recommends the use of a 7v7 softshell helmet.


·       Mouthpieces are required.  Players must have them in during game play.  QBs do not need to wear one.


  •   Ball carrier is stopped when touched by one or both hands of a defensive player.

·       We have a zero-tolerance policy when it comes to fighting.  Any punches or kicks will be an automatic ejection from the game AND tournament. Final judgment will be made by Field Supervisor and DC Sports Administration.


·       No double passes.


·       Every team is guaranteed 4 games: 3 in pool play and 1 in elimination rounds.


·       All games are 20 minutes in length with a running clock.


·       Ball starts on the 40-yard line.  Offense has 3 plays to get to the 25-yard line.  From there 3 plays to get to the 10-yard line.  And from there 3 plays to score.


·       QB has 4 seconds to get the ball out of his hand.  If any part of the ball is still contacting QBs hand when buzzer goes off, it is a sack.


·       QB Tees are used to spot the center and LOS.  Countdown stopwatches are used by our back ref to determine sacks.


·       All passes must be thrown past the LOS unless they are thrown outside the tackle-to-tackle box.


·       In elimination games the clock stops for a 2-point conversion attempt with less than 2 minutes remaining in the game.


·       In elimination rounds, the clock will stop in the final 15 seconds after a TD if the game is within 8 points.  The clock will start on snap of the next offensive play and continue running until game is over unless a timeout is called or there is a defensive penalty which would result in 1 untimed down.


·       A game cannot end on a defensive penalty.  If it does occur it will be enforced against the defense and then there will be an untimed down to end the game.


·       A game can end on an offensive penalty because the clock stays running.


·       Players are allowed to play on multiple teams in a tournament.  It cannot be in the same age division though.  If this occurs, all teams the player has participated with will forfeit all games and be ejected from the tournament.


·       If a QB passes the LOS scrimmage before throwing, it is a dead ball and play over.


·       DC Sports staff reserves the right to make any judgement decisions for situations that are not listed or covered in our rules and policies.


FUMBLES


·       If a ball carrier fumbles the whistle is immediately blown and play called dead.  The ball is spotted where the fumble occurred for the next play.


·       If a QB drops the snap and picks it up before it crosses the LOS, the ball is still live until the 4 second clock beeps


·       If a QB drops the snap and it crosses the LOS, the ball is dead and play over. 



BLOCKING


·       As a safety measure the offense is not permitted to block



STARTING GAMES


·       Pool Play:  1st on Offense will be determined by coin toss with coaches.


·       Elimination: Highest seed gets ball first.


·       Overtime: Coin toss between the coaches.



COACHES


·       Defensive coaches are not allowed to be on the field.  


·       An offensive coach can be in the huddle and on the field with the offense.


·       Only 1 coach for the offense is allowed on the field.


·       The offensive coach on the field is allowed to audible and talk to his kids at the LOS.



TIMEOUTS


·       No timeouts in pool play games.


·       Each team receives 1 timeout in elimination round games in the final two minutes of the game.


·       No timeouts in overtime, it must be used in regulation.


·       Timeouts are 30 seconds in length and the clock starts on the next offensive snap.



BLITZ


·       There are no blitzes allowed.


RUNS


·       There are no runs allowed.



MOTIONS


·       Illegal motion is an automatic loss of down.


·       If committed on 3rd down it results in a turnover on downs.



TAUNTING


Tauniting IS NOT allowed.


INJURIES


·       The game clock continues to run in pool play for an injury.


·       The game clock stops for an injury in elimination rounds.  It starts back up on the next offensive snap.



FALSE STARTS


·       False start penalties result in a loss of down.


·       False start on a 3rd down results in a turnover on downs.



PASS INTERFERENCE


·       Offensive pass interference is a loss of 10 yards and a replay of the down.


·       If offensive pass interference occurs from the 40-yard line it is a loss of down.


·       If offensive pass interference occurs from the 40-yard line and it is 3rd down, the result is a turnover on downs.


·       Defensive pass interference is an automatic 1st down at the spot of the foul.


·       Defensive pass interference occurring in the endzone results in an automatic 1st down and the ball being spotted at the 1-yard line.



DELAY OF GAME


·       Offense has 35 seconds from the end of the previous play to snap the next play.


·       The back ref in the secondary will keep this clock every play.  With 10 seconds left, they will call it out.  With 5 seconds left they will raise their arm and count down to 0 before blowing the whistle and throwing a flag.


·       A delay of game results in a loss of down.


·       Delay of game on 3rd down results in a turnover on downs.


·       No delay of games in overtime.



SCORING


·       TDs are 6 points.


·       The offense can take the automatic 1-point or go for a 2-point conversion from the 10-yard line.


·       Offenses can choose where they want the ball spotted for a 2-point conversion attempt.


·       INTs are 3 points.


·       No returns on INTs.



OVERTIME


·       All tied scores at the end of regulation go to overtime.


·       Each team gets exactly 1 offensive play from the 40-yard line.


·       Longest yardage wins.


·       Any INT is an automatic game winner.


·       If another overtime is required the team on defense first now goes to offense first.


·       A 2nd round of overtime starts at the top again and captains are called out.  We repeat this process until there is a winner.


Rules Exceptions for 8u - 10u

General Rules Exceptions


  • Ball starts on the 30 yard line.  Offense has 3 plays to get to the 20-yard line, then 3 plays to get to the 10-yard line and 3 plays to score.
  • QB has 6 seconds to get the ball out of his hand. 
  • Illegal motion is ignored UNLESS it is determined by an official that it is intentional then the penalty will be a loss of down.
  • There is no Delay of Game penalty.

Scoring


  • TD's are 6 points.
  • The offense can take the automatic 1-point or go for 2-point conversion from the 5 yard line. 
  • Interceptions are 3-points.

Basketball Rules of Play

DC Sports aheres to the National Federation of High School Associations (NFHS) Rules of Play for Basketball, with slight variations in game timing and defensive alignments for the younger age division.  


Rules Exceptions by Division


1st & 2nd Grade

  • Game Length: (4) 8-minute running quarters
  • Player Fouls:  No players will be disqualified due to fouls.  However, if a player is fouling excessively game official may ask the Head Coach to remove the player.
  • Defensive Alignment: All teams must play a ZONE TYPE DEFENSE.  Man-to-Man, Half-Court and Full-Court pressing IS NOT ALLOWED.
  • Free Throws: Shooting fouls only.  There is NO TEAM BONUS.
  • Time outs: (1) 1-minute timeout PER QUARTER.  Time outs DO NOT carry over.

3rd & 4th Grade

  • Game Length: (4) 10-minute running quarters
  • Player Fouls:  Each player will be allowed six (6) personal fouls before they are disqualified.
  • Defensive Alignment: All teams must play a ZONE TYPE DEFENSE.  Teams WILL BE allowed to implement a ZONE PRESS the last two (2) minutes of the 4th quarter ONLY IF they are behind by six (6) or fewer points.
  • Free Throws: Shooting fouls only.  There is NO TEAM BONUS.
  • Time outs: (1) 1-minute timeout PER QUARTER.  Time outs DO NOT carry over.

5th & 6th Grade

  • Game Length: (4) 10-minute running quarters
  • Player Fouls:  Each player will be allowed five (5) personal fouls before they are disqualified.
  • Defensive Alignment: All teams must play a ZONE TYPE DEFENSE.  Teams WILL BE allowed to implement a ZONE PRESS the last two (2) minutes of the 4th quarter ONLY IF they are behind by six (6) or fewer points.
  • Free Throws: 1st half-Shooting fouls only. 2nd half - Bonus Free Throws on the 3rd team foul per quarter.
  •  Time outs: (1) 1-minute timeout PER QUARTER.  Time outs DO NOT carry over.

7th-8th-9th Grade: 

  • Games will be played according to NFHS official rules.  ONLY exception being that each team will have three (3) 1-minute timeouts per GAME.

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