Rules

SAN FERNANDO VALLEY PRIVATE SCHOOL LEAGUE
Code of Conduct and Rules

CODE OF CONDUCT 

  1. I will do my best to make sure that the game is fun for all participants. 
  2. I will place the emotional and physical well-being of the student-athletes above any personal desire to win. 
  3. I will help the student-athletes understand the valuable lessons sports can teach. 
  4. I will show respect for players and coaches and will respect the integrity and judgment of game officials. 
  5. I will be a role model of good sportsmanship and character. I will help the student-athletes meet their responsibilities to the team, coach, school, and league. 
  6. I will make only positive and encouraging comments to players and parents from both teams. I will not interfere with the opposing coach. 
  7. I will remember that I am a youth sports advocate and that the game is for student-athletes. 
  8. Accordingly, I will encourage all children to play sports by providing a supportive atmosphere. 
  9. I will create an opportunity for equitable playing time for all student-athletes
  10.  I or a school representative will attend all Athletic Director meetings.
  11. I will enter scores for league contests weekly.
  12.  I will pay league fees prior to the first Athletic Director’s meeting of the year.
  13. I will follow the league protocols for addressing a conflict that arises between schools.
  14. I will submit teams for each season by the given due date.
  15. I understand that adhering to this code of conduct exemplifies the integrity and sportsmanship that is highly valued by the SFVPSL. 

LEAGUE POLICIES

ADMISSION TO THE LEAGUE 

A school is required to meet with League Commissioners, a Head of School, or a direct supervisor, to discuss the mission, philosophy, and rules of the League. 

CONFLICT FORMS

Any school that has to drop out of a division after the season has begun will submit in writing on the website www.sfvpsl.com the reason, to be reviewed by League Commissioners. Depending on the reason, probation status may be applied on a case-to-case basis. If a school wishes to gain readmission and the first game has already been played, they will have to be readmitted to the league by a vote of all league/division schools. They will vote to do one of the following: 

  1. Readmit the school with normal status 
  2. Readmit the school as a new school, not eligible for playoffs. 
  3. Not to readmit 

FORFEITURE

Any school that forfeits two or more games during a single season will become ineligible for postseason in all‐elementary and middle school divisions

What is considered a forfeit?

  1. If a team arrives more than 20 minutes late to a contest
  2. If a team leaves the contest before it concludes
  3. If a head coach is ejected
  4. Any infraction of policy regarding illegal players, players in the wrong division, will result in that team forfeiting all games played.
    1. School immediately ineligible for playoffs in all divisions
  5. If a team fails to show up for a scheduled game
    1. Forfeiting team is responsible for 100% of the officials’ fees and transportation cost

PRACTICE GAMES

  1. What is considered a practice game?
    1. Any game that is played and does not count in standings is a practice game.
    2. If a team forfeits, the game can continue as a practice game, with the win going to the team that did not forfeit the game.
    3. If a team is short players for a game and an additional player is acquired, no matter the outcome it is considered a practice game, and the win goes to the opposing team. 
    4. If a team is short of players and additional players are needed it becomes a practice game.
    5. A player may be moved in order to field a team and may then return to their original team, provided the coach notifies the opposing coach before the game begins and that game is considered a practice game.

Repeated violations of league policies and philosophies may result in a school either being placed on probation or being dismissed from the league. Both these actions will require a majority vote of the Athletic Directors. 

UNIFORM CODE 

Uniforms must be consistent among all team members. Jerseys, shorts, or pants must be the same color and should be numbered. Duplicate numbers are not permitted. Soccer socks, shin, and mouth guards are required in the respective season. This is a safety requirement per league expectations. A player out of uniform may not play.

.

PLAYER ELIGIBILITY 

We are a participation developmental‐oriented league. We strongly suggest that teams are created for maximum playing time and that all student-athletes receive approximately the same amount of playing time each game.

  1. Players may play in their own division or a higher division only. A player may play in only ONE division during a season. A player may be moved in order to field a team and may then return to their original team, provided the coach notifies the opposing coach before the game begins and that game is considered a practice game. During playoffs, players may NEVER move to another team unless there is a written declaration to be approved by the league.
  2.  If a school field’s more than one team in a division, the players can not be interchanged during a season. If a team is short of players and additional players are needed it becomes a practice game.
  3. Our league is comprised of both coed and gender-specific sports. Coed sports are gender inclusive. 
  1. Currently, we have two divisions of gender-specific sports, a girls division and a boys division. To participate in gender specific sports, athletes must identify as either boy or girl and play on a team consistent to that gender identity.
  1. A transgender athlete must declare the gender they identify for the year of competition.
  1. Eligibility in the league aligns with the following criteria:
    1. Players will not turn 13 before Jan. 1 of their 6th grade year. 
    2. Players in the junior high league will not turn 15 before Jan. 1 of their 8th grade year. 
    3. No athlete may play two years as a 6th grader or as an 8th grader without league approval. 
  2. Players may NOT wear any of the following:
    1. Hard casts or splints of any material. 
    2. Knee braces made of hard unyielding material, unless hinges are covered on all sides, and all of its edges are overlapped. 
  3. Jewelry of any kind, except medical medals, which shall be covered with tape.
  4. Any hair control device made of hard material.  

TEAM PLACEMENT FOR EACH SEASON 

A.D.s are responsible for submitting teams to the league commissioners before the start of each seasonal A.D. Meeting. All team additions or other changes will take place at the A.D. Meeting. Teams submitted after the A.D. Meeting will NOT be accepted. You may still contact other schools for potential games, however, your games will count as practice games. 

SCHEDULES and STANDINGS  

  1. At the beginning of each season, a coaches’ meeting will be held to review rules, team placement, and schedule games. 
  2. When scheduling games try to be as flexible as possible to meet the needs of both schools. Locations should alternate sport‐to‐sport and year‐to‐year. 
  3. Games canceled due to weather must be rescheduled within three school days. 
  4. Any games NOT played and any score NOT reported by the last day of league play will be recorded as a loss for both teams.
    1. A team must play all required league games to be eligible for playoffs. 
  5. Every school must submit all team scores for all prior athletic contests by end of the day each Friday.
    1. Failure to do so may result in loss of standing.

 FORFEITS, CANCELLATIONS, PROTESTS, and PROBATION 

  1. If a team fails to show up for a scheduled game it will be considered a forfeit and that team is responsible for 100% of the officials’ fees, and transportation costs. 
  2. If an official does NOT show up for a game, both coaches may agree on someone else to officiate. 
  3. Dealing with inclement weather both teams need to talk and decide by 11:00 am. The Officiating Company, as well as the school in charge, should be notified as soon as possible. 

PROTESTS

All protest forms can be found on the league website www.sfvpsl.com and need to be submitted to Commissioner@sfvpsl.com. Protest will be heard by the arbitration committee. The committee will consist of the other schools in that division. All protests must follow the procedures listed below.

  1. Inform your AD of the concerns regarding the contests
  2. The ADs involved need to communicate the outcome of the conversation to the commissioners. 
  3.  File protest via the form on the website http://www.sfvpsl.com in a timely fashion. Protest submitted after a week of the occurrence will not be considered. 

COACH EJECTED

  1. The game is a forfeit.
  2. A coach ejected is on suspension for the following game. 
  3. The 2nd ejection for a school within a three‐sport season will be on probation pending review by the league commissioners. 
  4. Three (3) complaints against a school/coach within a three‐sport season submitted to the league will be reviewed by the arbitration committee. A school on probation may play within the league but are not eligible for league titles or playoffs.  Probation will consist of one sport season.         

PROBATIONARY PERIOD

After a school has served its season of probation, the Athletic Director and administrator must have a meeting with the League Commissioners for reinstatement to the League. 

Potential outcomes:

  1. Reinstatement
  2. Continuing probation for an additional season 
  3. Expulsion from the San Fernando Valley Private School League 

SFVPSL FLAG FOOTBALL RULES 

DESCRIPTION OF GAME 

The game of flag football is played similar to regulation football, with the exception that instead of the ball Carrier being tackled, their flag belt is removed by a defensive player. 

Flag belts must be the style with a detachable belt containing three 16” flags that are two inches wide. Velcro belts are prohibited. If the official believes the flag should be replaced, the player must do so.

PLAYING FIELD 

  1. The field must be lined.
    1. Cones are a supplement to lines, not a replacement for lines.  
  2. The recommended regulation dimensions are
    1. Minimum: 60 yards x 30 yards with yard end zones.
      1. These fields will have three first down zones that measure 20 yards each. 
    2. Maximum: 70 yards x 40 yards, with 10-yard end zones.
      1. These fields will have two first down zones that measure 20 yards each and a middle zone that measures 30 yards. 

POSITION AND NUMBER OF PLAYERS 

Elementary and Junior High divisions will consist of eight players. Any combination of players for the line or backfield may be used. All players are eligible for hand-offs or passes. 

4th Grade Field allowances

  • 4th Grade Coaches CAN be on the field

TIME OF GAME 

  1. There will be four quarters that are:
    1. 10 minutes for elementary 
    2. 12 minutes for junior high
    3. 5-minute halftime and 1 minute between quarters. 
  2. Until the final two minutes of the game, the clock shall stop only for:
    1. Requested time-outs. 
  3. After all touchdowns, the clock will start again when the ball is received or touched after the kickoff. 
  4. After a time out, the clock will start when the ball is snapped. 
  5. During the last two minutes of the game:
    1. The clock shall stop on an incomplete pass, a run out of bounds, penalty, time-out, first down, and immediately after any scoring play. 
    2. The clock will start again when the ball is snapped, except for first downs.
      1. For first downs, the clock will start again when the official places the ball and is ready for play. 
    3. The clock will not run during PAT attempts. The clock will not stop due only to a fumble during any portion of the game. 
  6. Each team is allowed 4 time-outs per game.
    1. Each time out shall be one minute in duration. 
    2. Coaches are permitted to talk to the entire team during time-outs. 
    3. Teams must be ready for play immediately at the end of the 1-minute time-out. 

FLAG FOOTBALL – EQUIPMENT 

  1. Jerseys
    1. Each player must have jerseys of the same color and shorts (without pockets) or pants of the same color. Jerseys must be tucked in or hemmed above the belt. 
    2. All uniforms must have numbers.  
  2. The official ball
    1. ES: Junior size for all elementary divisions 
    2. MS: intermediate sized football
    3. JH: Intermediate-size (CF 7) for all Junior High divisions. 
    4. Any brand may be used as long as it is of good quality and inflated as specified by the manufacturer.  
  3. Equipment such as shoulder pads, thigh pads, kidney pads, and forearm pads are prohibited. Knee pads are permissible. 
  4. Mouthguards/mouthpieces are required.
    1. Players without mouthguards may not play.
  5. No cast of any kind (even if padded) will be allowed on the playing field.
    1. Players with a cast of any kind may not play. 
  6. All team members must wear a flag belt of a color that contrasts the uniform shorts.
    1. Blue and black are not considered contrasting colors.
    2. The official will have the authority to determine if flags are of a contrasting color and if a team needs to change their flags.  
  7. All players must wear shoes.
    1. Rubber cleats
    2. No metal or detachable cleats are permissible. 

SCORING 

All points are the same, regardless of a pass or a run. 

Touchdown: 6 points 

Safety: 2 points (see rule #36 for after-safety procedure) 

Try after touchdown 

From 5 yards 2 points 

From 3 yards 1 point 

KICKOFFS 

  1. All kickoffs shall be from the 20-yard line on the 60-yard field, or from the 30-yard line on a 70-yard field.
  2. The receiving team must be at least 10 yards from the kickoff line. There must be three people on the line of scrimmage. 
  3. The ball must travel 10 yards for the ball to be in play and a free ball. 
  4. If the kicking team touches the ball before it travels 10 yards, the ball is dead and the receiving team gets a first down where the ball was touched. 
  5. Any kick that touches a receiver and then hits the ground is a dead ball. The kicking team cannot recover. 
  6. The receiving team receives a first down where the ball lands after being touched. 
  7. If the kicking team touches the ball after it has gone 10 yards, but before the receiving team touches it, the kicking team will maintain possession at the spot the ball was touched. 
  8. If the kickoff goes out of bounds, the receiving team may accept the ball at the point where it went out, or a re-kick will be taken from 5 yards behind the previous spot. 

FLAG FOOTBALL SPORTSMANSHIP 

  1. If any coach, manager, or other non-player in the bench area is ejected, the game is 

immediately declared a forfeit. 

  1. If that individual is an adult, they must leave the premises immediately.
  2. If the ejected individual is not an adult, they should be moved away from the field, under the supervision of a responsible adult. 
  3. The game will not continue, even as a practice game. No exceptions!

RULES OF PLAY 

  1. A coin toss will be conducted with team captains prior to the game.
    1. The winner of the coin toss must choose one of the following.
      1. To kickoff or receive. 
      2. Which goal line to defend. 
      3. Defer choice to the second half. 
    2. The other team gets to choose one of the remaining two choices. 
  2. Prior to the second half, the captain of the team that lost the coin toss is now given his choice, unless the team winning the toss chose to defer. The opponent is granted the other choice. 
  3. After each quarter the teams shall change goals.
    1. Team possession, the number of downs, the relative position of the ball, and the first down line will remain the same. 
  4. Ball must be snapped between the legs of the center in a direct and continuous manner to a teammate in the backfield.
    1. Center sneaks are not permitted.
      1. Penalty = 5 yards 
  5. There is a 30 second time limit to any huddle from the time the ball is placed by the official to the time of the snap.
    1. Penalty = 5 yards 
  6. No hideouts are permitted. All players must start from the huddle. 
  7. If the offensive team fails to advance the ball to the next zone line in four downs, they shall lose possession of the ball at the point where it was declared dead on fourth down. 
  8. Similar to a touchdown, if any part of the ball is on or over the first down line, it is a first down. 
  9. After three downs a team must declare to the game official whether they will punt or make an attempt to gain a first down.
    1. Fake punts are not allowed. 
    2. Rushing the punter is not allowed. 
    3. The receiving team must have three players on the line of scrimmage. 
    4. Players other than the punter may not move until the ball has been kicked.
      1.  Penalty = 5 yards
  10. The ball must be punted (not just snapped) within the 30 second time limit from when the official places the ball on the ground ready for play.
    1. Penalty = 5 yards 
  11. The offensive team may throw as many passes (forward or backward) as they wish behind the line of scrimmage as long as they only throw one pass from behind the line to a receiver across the line.
    1. Penalty = Loss of down and 5 yards. 
  12. Pass interference by the offense.
    1. Penalty = Loss of down and 10 yards from the line of scrimmage 
  13. Pass interference by the defense.
    1. Penalty = 10 yards from the line of scrimmage and an automatic first down. 
  14. No ball carriers are permitted at any time within one yard of where the ball was originally placed.
  15. No defensive player may run within one yard of where the ball was originally placed.
    1. Penalty = 5 yards and loss of down 
    2. Officials are required to place beanbags 1 yard to each side of the ball. 
    3. Snapper can snap, and go through bean bags and catch a pass
    4. Defenders can not rush through the “middle” (beanbags) 
  16. The ball carrier may spin only one time per defender.
    1. Penalty = 5 yards 
  17. The ball carrier may not butt or ram a defender.
    1. Penalty = 10 yards from infraction 
  18. An offensive player may not use his hands or any part of the arm to prevent a defensive player from removing his flags.
    1. Penalty = 5 yards from the infraction 
  19. Straight-arming is prohibited.
    1. Penalty = 10 yards
  20. Any player who gains possession of the ball while not wearing a flag belt will be allowed to maintain possession of the ball but the ball will be down at the spot it was received. 
  21. A player who loses his flags while in possession of the ball will be down at the spot where he lost his flag. 
  22. Any flag pulled prior to a player receiving the ball will be allowed to continue play. Defenders must then touch the player with two hands below the waist. 
  23. A fumbled ball that touches the ground is dead and cannot be advanced. Unless on 4th down, the offense always retains possession. The clock never stops due only to a fumble. 
  24. A ball that is snapped but not caught is marked at the point where it touches the ground. 
  25. It shall be a foul to tackle, hack, straight arm, trip, hold, or rough up another player.
    1. Officials must be particularly vigilant in preventing the holding of the ball carrier’s clothes by the defender. Players twice guilty of breaking this rule shall be immediately disqualified.
      1. Penalty = 10 yards from point of foul or from the line of scrimmage if the infraction occurs beyond the line. 
  26. Defenders shall not impede the progress or “wrap-up” the ball carrier in an attempt to remove a flag.
    1. Penalty = 10 yards from the point of infraction or line of scrimmage (whichever is best for the non-offending team). Players twice guilty of breaking this rule shall be immediately disqualified. 
  27. Enforcement for a foul committed by the defense in his own end zone will be first and goal on the 1-yard line for the offense. If the ball is closer than the 1-yard line, it will be half the distance to the goal. 
  28. Any offensive penalty occurring in its own end zone will be an automatic safety. 
  29. No penalty will exceed half the distance to the goal. 
  30. When the offense or defense breaks the plane of the neutral zone, the ball is dead.
    1. Penalty = 5 yards
  31. Substitutions are unlimited.
    1. Once a player is in the game they must remain for at least one play.
      1. Penalty = 5 yds 
  32. All kickoffs and punts entering the end zone or intercepted passes that are caught in the end zone are touchbacks and can not be advanced. 
  33. A ball carrier may not hurdle or dive. 
  34. After all touchbacks, the ball shall be placed on the 20-yard line. 
  35. After a safety, the ball is put in play on the 20-yard line of the team that scored. There is no free-kick and the ball belongs to the team that scored. 
  36. When a flag is pulled, the ball is placed where it was possessed in the carrier’s hands.

FLAG FOOTBALL – BLOCKING 

  1. Blocking must be an effort to impede the opponent. It should never be the intent to push or 

shove to knock the opponent to the ground. 

  • offense – can not extend arms
  • defense- can extend arms 
  1. Any contact above the shoulders is illegal. 
  2. Blocking must only be with the hands, and only between the shoulders and waist. 
  3. if ref deems block excessive, athlete can be flagged
  4. Penalty = 10 yards from the point of illegal contact. 
  1. The center may not be blocked until the opponent can see his face. m
  2. No high/low blocking. 
  3. A blocker’s feet must be in contact with the ground. He may not dive toward another player. 
  4. Players may use their hands but may not grab, hold, or shove 
  5. Players may not contact an opponent’s head or neck. 
  6. Players may not lower either shoulder, whether or not contact is made with an opponent. 
  7. It shall be a foul to use a flying block or block below the waist. At least one foot must be on the ground at the time the block is made.
    1. Penalty – 15 yards from the point of the infraction or the line of scrimmage
      1. Whichever is best for the non-offending team 
  8. Excessive Force: If an official judge that, in spite of proper and legal technique, the aggressiveness of a player seems excessive, malicious, or unsafe, the official shall assess a penalty of 10 yards. Further violations will result in ejection. 
  9. A block must be part of a football play. If a block occurs far away from the action, the official shall assess a penalty of 10 yards. Further violations will result in ejection. 

TIE SCORES 

  1. Tie games will not play overtime unless it is a playoff game. 
  2. Playoff games that end in a tie will be decided with a California tiebreaker.
    1. Each team will receive four plays, beginning 20 yards from the goal line. 
    2. Teams that score a touchdown will have the standard PAT option of one or two points. 
    3. The team that gains the most yardage or points will be declared the winner.

SFVPSL VOLLEYBALL RULES

Revised – December 2021

These rules are for clarification or to note exceptions to CIF rules.

CIF rules apply to any situation not included here.

COURT AND EQUIPMENT 

  1. The court shall be 60’ long and 30’ wide. The attack line shall be 10’ from the net and parallel to the centerline. 
  2. The top of the net shall be 6’6” for elementary and 7’4” for junior high divisions. The service area is anywhere behind the end line, between the sidelines. 
  3. All elementary divisions will use the Volley-Lite ball. All Jr. High dvisions a regulation ball will be used. 
  4. The standards must be padded to a minimum height of 5.5’ with at least 1” thick, resilient, shock-absorbing material (such as polyethylene foam) to encase the uprights and all tensioning devices. Matches without padded standards will not be played. No exceptions! The visiting team will be the winner by forfeit. 

SCORING, COIN TOSS, AND SIDE SELECTION 

  1. All matches are best 2-of-3 sets. 
  2. Rally scoring will be used in all divisions. The first two sets will be 25 points. The third set will be to 15 points. A team must win by two points. 
  3. Teams shall exchange sides after each set and when one team reaches eight points in the third set if the set is played outdoors. Teams will not change sides during the third set when indoors. 
  4. Prior to the match: The home team will select their side of the court before the coin toss. The visiting team will call the toss. The winner of the toss chooses whether to serve or receive. 
  5. Prior to the 3rd set: The home team will call the toss. The winner chooses either their side or whether they wish to serve or receive. The loser of the toss makes the remaining choice. 

COACHES, PLAYERS, SUBSTITUTIONS, AND TIME-OUTS 

  1. Each team is allowed two time-outs per set. Additional time-outs are not awarded for long sets. 
  2. All Elementary and Junior High teams will play with six players. 
  3. With six players rotation will be in a clockwise direction. With more than six players the rotation shall follow the pattern of a backward “S” with the server taking the left front position. 
  4. Players may substitute in/out whenever the ball is dead. Players must remain in their proper serving order. 

COACHES, PLAYERS, SUBSTITUTIONS, AND TIME-OUTS 

  1. A team may make unlimited substitutions. 
  2. A re-entering player shall not return to the court during the same dead ball. The reentering player shall assume the original position in relation to the other teammates in the service order. In the case of an injury, any player may assume the position; however, the injured player may not reenter the match. 
  3. All substitutions must assume their original position in relation to the other teammates in the service order. A player may not move up in the serving order. 
  4. Players must be in their proper playing positions when the ball is served. 
  5. Each player must have jerseys of the same color and shorts/pants of the same color. All uniforms must have numbers.
  6. Coaches and reserve players must be seated on the bench during the match. 
  7. If any coach, manager, or other non-player in the bench area is ejected, the match is immediately declared a forfeit. If that individual is an adult, they must leave the premises immediately. If the ejected individual is not an adult, they should be moved away from the court, under the supervision of a responsible adult. The match will not continue, even as a practice set. No exceptions! 
  8. For all divisions, the libero will not be used. 

SERVING THE BALL 

  1. The player in the right-back position will serve the ball from anywhere behind the end line. The team that does not serve first will rotate the first time they are to serve. 
  2. The 6A division and all junior high divisions will continue to serve until the team loses possession of the ball. 
  3. All 4th and 5th grade divisions and the 6B and 6C divisions may serve only five consecutive times. After the fifth serve, the serving team will rotate to the next server and continue serving. A player entering the set for a server who has already served will be allowed to serve only the remaining number of serves. 
  4. Servers will be permitted ten seconds to serve and two failed tosses per rotation in elementary divisions. In the junior high divisions, servers are permitted five seconds to serve and only one failed toss per rotation. Failure to serve the next toss will result in a point and service for the opponent. Tosses that are not served may be caught or allowed to drop. 
  5. Servers in the 6A and 6B divisions, and all junior high divisions, must begin from behind the end line and may not step on or over the line. All other players may serve from a line 4 feet in front of the regulation line, and may not step on or over that line. 
  6. Overhand serving is permitted in all divisions, but the serve must be behind the regulation serving line. 
  7. The ball may touch the net on a serve. 
  8. A serve may not be blocked. 
  9. It is legal for a serve to be received with a setting motion. 

PLAYING THE BALL 

  1. A team may not hit the ball more than three times before it crosses the. net.  A block is not considered a. hit. 
  2. Players may not hit the ball two consecutive times. Should two players simultaneously contact the ball, either may hit it again. A block is not considered a hit. 
  3. The ball must be hit cleanly and must come off the player without being thrown or carried. 
  4. A  player may bump or set the ball at any time as long as the official determines that it was a clean hit. 
  5. It is legal for a player to contact the ball with any part of their body. 
  6. The ball must cross over the net between the antennas when traveling from side to side. 
  7. The ball is not considered out of bounds until it touches a non-player, an object, or the ground outside the court. 
  8. A ball that lands on the line is considered in bounds. 
  9. Players, their jerseys, or their equipment may not contact the net while the ball is in play. 
  10. Players may touch but not go completely over the centerline. 
  11. Players may go outside the court to play the ball. 
  12. Players may reach over the net to play the ball only after the opponent has completed their three hits. Reaching over the net is also permitted on the follow-through of a hit or block. 
  13. Back row players may not attack a ball that is entirely above the height of the net from in front of the 10’ attack line. 
  14. Players may not attack or block a serve. Attacking the ball is defined as contact with the ball when the ball is entirely above the top of the net. Whether the player is in contact with the ground is not relevant in any way. 
  15. Jewelry may not be worn. It is not acceptable to place tape over jewelry. Players wearing any jewelry (covered or not) may not participate. No exceptions! 

BLOCKING THE BALL 

While in play, the ball may be blocked at any time after it has broken the plane of the net. 

Blocking the ball while it is entirely on the opponent’s side is permitted if the opposing team has been given the opportunity to complete the attack. The attack is considered complete if the attacking team has completed three hits, intentionally directs the ball into the opponent’s court or when the ball is near the net and no member of the attacking team could make a play on the ball. 

PRACTICE SET 

It is required for officials to officiate a 15-point third set, even if the match score is 2-0 unless at least one of the coaches declines. If one of the coaches declines, the official(s) is not required to work the third set.

SFVPSL BASKETBALL RULES 

Revised – July 2021

These rules are for clarification or to note exceptions to CIF rules.

CIF rules apply to any situation not included here.

TIMING AND SCORING 

  1. In all divisions, games shall consist of four 10 minute quarters. This is running time, except for time-outs and the last two minutes of the game, which will be standard stop-clock procedure, if the scoring margin is within 15 points. If the margin is 16 or more, the clock will not stop during the last two minutes, except for timeouts. 
  2. There will be 2 minutes between quarters and 5 minutes between halves. Teams should be on the court, ready to play at the end of these timed breaks. 
  3. If the score is tied at the end of regulation time, there will be a 3-minute overtime period until a winner is decided. The last two minutes will be regulation time and each team will receive one additional time-out.  
  4. Each team is permitted four time-outs per game. After a time-out the ball is put into nearest the location it was last in play. 
  5. The home team is required to provide the official timer or scorer. The visiting team is strongly encouraged to provide an assistant at the table. This keeps the scoring and timing disputes to a minimum.
  6. The home team shall provide a scorer’s table, separate from the players’ bench. There must be a scoreboard that is visible to both teams at the table or the wall. 
  7. For all levels, the offensive team is allowed ten seconds to bring the ball across mid-court. 

PLAYERS, SUBSTITUTES, AND COACHES 

  1. Substitutes will be unlimited, however, they must first check-in at the score table and be beckoned by the referee. 
  2. Each player must have jerseys of the same color and shorts of the same color. Jerseys must be tucked into the shorts. All participants must be in uniform. 
  3. A player is disqualified when they receive their 5th personal foul. 
  4. If any coach, manager, or other non-player in the bench area is ejected, the game is immediately declared a forfeit. If the individual is an adult, they must leave the premises immediately. 
  5. Jewelry may not be worn. It is not acceptable to place tape over jewelry. Players wearing any jewelry covered or not, may not participate. No exceptions.

BASKETBALL – STARTING THE GAME 

  1. Before each game, each coach shall provide a team roster for the official scorebook. Additions or changes to the roster after the game begins will cause a technical foul to be assessed to the team. 
  2. There is a 10-minute grace period. After that, the game will be a forfeit, even if played. If a team arrives late, it is expected that the game will be shortened to keep within the regular schedule. For example, if the game begins 10 minutes late, the quarters should be reduced to 8 minutes each. 
  3. The captain of the visiting school shall have a choice of baskets to begin the game. Teams should warm-up at the basket on which they will begin the game. 
  4. The game will begin with a jump ball at the center circle. After that, tie balls and possession after each quarter will be determined by alternating possession. 

FREE THROWS 

  1. Free throws are awarded for all non-shooting fouls, beginning with the 7th team foul of the half. Two free throws will be awarded beginning with the 10th team foul of the half. An offensive foul is recorded as a team foul. 
  2. All players, including the shooter, may enter the lane after the ball contacts the rim. No player breaks the plane of the free throw lane with their feet until contact is made. 
  3. Free Throw Distances Level 
    1. 12’ = 3’ ahead of standard distance Girls and Boys 4A, 4B, 4C, 5B, 5C, 6B, 6C 
    2. 15’ = standard distance Girls and Boys 5A, 6A, All Junior High Divisions 
  4. Free throw line violations are to be strictly enforced for all levels. Stepping on or over the line before the ball contacts the rim is a violation. 
  5. During free throws, a non-shooting team is required to fill both lane positions above the block. The offense occupies the next spot, and the defense the third spot. No players may line up below the block. A maximum of three players may line up on each side of the lane. 

BASKETBALL – FULL COURT PRESS 

  1. Full-Court Press Level 
    1. No press is allowed after possession is established, until the final two minutes of the game. Not allowed if ahead by 15 or more points. 
  2. Girls 4A, 4B, 4C, 5B, 5C, 6B, 6C Boys 4A, 4B, 4C, 5B, 5C, 6B, 6C 
    1. Press is allowed only in the last 2 minutes of the game. 
  3. Girls 6A, 5A,  Boys 5A, 6A All Junior High Divisions 
    1. Press is allowed at all times, unless ahead by 15 or more points.

Definition of a full-court press: Defending the ball in the back-court after possession has been established. 

THREE-POINT LINE AND COURT/BALL SIZES 

  1. Three-Point Line 
    1. The three-point line will be used in all divisions when clearly and legally marked in its entirety on the court. Temporary chalk lines do not constitute “clearly and legally marked.” It is also required that the lines be complete. Shots from the “top of the key” will not count as 3 points, if the complete line is not clearly and legally marked. 
  2. Ball Sizes 
    1. The ball used for all elementary divisions and the girls’ junior high divisions will be 28.5”. The junior high boys’ divisions will use the official mens’ size ball. 
  3. Minimum Court Size 
    1. To host home games, the court is recommended to be a minimum of 60’ by 40’.

SFVPSL SOCCER RULES

Revised – December 2021

These rules are for clarification or to note exceptions to CIF rules.

CIF rules apply to any situation not included here.

PLAYING FIELD AND EQUIPMENT 

  1. The field shall be 70 yards long and 40 yards wide. 
  2. The minimum size is 60 x 40 yards. 
  3. The penalty area in front of the goal measures 45’ x 60’ wide. 
  4. A penalty kick line is drawn 12 yards directly in front of the goal. 
  5. There is a circle at the center of the field that has a 30’ radius. 
  6. Elementary divisions shall use a size 4 soccer ball. Junior High divisions shall use a size 5 ball. 
  7. Players may wear no equipment except rubber soccer cleats. Shin guards are required. 
  8. Goals shall be 18’ wide and 8’ high -or- 19’ by 7’. 
  9. Goals must be properly anchored to the ground such that they are not able to fall over, even with unexpected contact. 
    1. Goals that are not anchored may not be used for any match. No exceptions! 
    2. If properly anchored goals with nets are not available, the game will be declared a forfeit. 

PLAYERS AND SUBSTITUTES 

  1. There shall be nine players on each team for all divisions. 
  2. Players may freely substitute in and out of the game when the ball is not in play and the substituting team has possession. If the team in possession of the ball makes a substitution, the opposing team may also substitute. 
  3. Each player must have jerseys of the same color, shorts/pants of the same color, and matching socks. Jerseys must be tucked in or hemmed above the belt. All uniforms must have numbers.4. Jewelry may not be worn. It is not acceptable to place tape over jewelry. Players wearing any jewelry, covered or not, may not participate. No exceptions! 

GOALKEEPER 

  1. The goalkeeper, while in the penalty area, may play the ball with their hands, UNLESS it was intentionally kicked to them by a teammate. When this happens, the goalkeeper must play the ball as any other player on the field. When the goalkeeper is in possession of the ball they have 6 seconds to put the ball back into play. 
  2. When the goalkeeper is outside the penalty area, the rules for playing the ball are the same as for all players. 
  3. Players may not intentionally obstruct the goalkeeper once possession is established. 

SOCCER – TIME AND PROCEDURES 

  1. All matches will consist of two, 20-minute halves.  
    1. Five minutes between halves. 
    2. Halves end only when neither team has an imminent opportunity to score. 
  2. A team in possession of the ball is allowed unlimited substitutions during the dead ball. 
  3. Halves will start with an alternating possession center. For example, if Team A begins the game with the center kickoff, Team B will begin the next period with the center kickoff. kickoff. 
  4. Each period will begin with a center kickoff. Until the ball is kicked, both teams must be on their half of the field and the defensive team at least 30′ from the ball. The player taking the kickoff kick may only kick the ball once. 
  5. After each goal, the team scored upon will receive the kickoff. 
  6. Players may go anywhere on the field provided there are at least two opponents between them and the goal (offsides). 
    1. The offsides rule does not apply when a player is in control of the ball, when they are behind or even the ball or after the ball is passed to the player. 
  7. When the ball goes out of bounds over the sideline the opposing team will throw the ball in from the spot where it left the field. On a throw-in, the ball must be held with two hands and thrown from behind and over the head. Both feet must remain in contact with the ground until the ball is released. 
  8. Any time the ball goes out of bounds over the end line and is last touched by an offensive player, the opposing team will receive a goal kick. Any member of the team may kick the ball. 
  9. Any time the ball goes out of bounds over the end line and is last touched by a defensive player, the opposing team will take a corner kick. 
  10. All center kicks are considered direct kicks. Goals scored from the center kickoff are legal. 
  11. If any coach, manager, or other non-player in the bench area is ejected, the game is immediately declared a forfeit. 
    1. If that individual is an adult, they must leave the premises immediately. If the ejected individual is not an adult, they should be moved away from the field, under the supervision of a responsible adult. The game will not continue, even as a practice game. No exceptions! 

VIOLATIONS, FOULS, AND PENALTIES 

  1. A direct free kick (a kick taken from the point of the foul) will be taken for holding, pushing, bumping an opponent from behind, tripping, high kicking, use of hands or arms, kicking an opponent, and other major penalties. The ball may go directly into the goal. 
  2. An indirect free kick (a kick taken from the point of the foul) will be taken for minor violations such as off-sides, goalie violations, and obstruction. The ball must touch another player before scoring. 
  3. A penalty kick will be taken for major penalties that occur in the penalty area. The ball will be kicked from the penalty kick line and all other players, except the goalie, must be outside the penalty area. 
  4. Slide tackling (with or without the ball) is not allowed. The penalty will be the same as if a slide tackle occurred without contact with the ball.

SOCCER – OVERTIME AND TIE-BREAKERS 

  1. At the end of the game, if the score is tied, teams will play a standard 5-minute overtime period. If the score is tied after the first overtime period, a 5-minute “golden goal” overtime period will be played.
  2. All Junior High games and elementary playoff games: 
    1. At the end of the two overtime periods, if the score is still tied, teams will select five players for a shoot-out. These are penalty shots in alternate order. 
    2. The team that scores the most goals is the winner.
    3.  Should the score remain tied, a sudden-death shoot-out will follow until a winner is decided. 
    4. Regular season elementary games end in a tie after the overtime periods. The elementary divisions have shoot-outs only during playoff games.

See chart below for overtime and PK/Shootout eligibility.

LevelOvertime Periods?PK / Shootout after OT periods?
G4A, G4B, G4C G5A, G5B, G5C B4A, B4B, B4C B5A, B5B, B5CYes. See #1 below.No.
G6A, G6B, G6C B6A, B6B, B6CYes. See #1 below.During regular season: No. During playoff matches: Yes. See #2 below.
G7C, G7, G8 B7C, B7, B8Yes. See #1 below.Yes. See #2 below
G6A, G6B, G6C B6A, B6B, B6CYes. See #1 below.During regular season: No. During playoff matches: Yes. See #2 below.
G4A, G4B, G4C G5A, G5B, G5C B4A, B4B, B4C B5A, B5B, B5CYes. See #1 below.No.

CONCUSSION OR SYMPTOMS OF CONCUSSION

  1. The coach shall not allow a player to continue to play in the game if a concussion is suspected. Prior to returning to practice or competition, the athlete must be medically cleared by an appropriate health care professional. Referees will have no duty to police concussions or concussions symptoms.
  2. Headers are prohibited in all elementary (4th, 5th, and 6th grades) levels. Any deliberate infraction (at referee’s discretion) will result in an indirect free kick from the spot of the header, unless in the penalty area, in which case the opposing team receives the indirect free kick from the top of the penalty area nearest the header.
  3. Visit www.nfhslearn.com for more info about concussions and concussion symptoms.

 
SFVPSL BASEBALL RULES  

GAME AND SUBSTITUTIONS 

  1. Elementary games will be 6 innings or 11⁄2 hours. Junior high games will be 7 innings or 1 hour, 45 minutes. No new inning may start after the time limit. There is no time limit on the championship games. Time limits remain in effect for all other playoff games, but additional innings shall be played to break a tie. 
  2. All games must end on a completed inning unless the home team is ahead. If time expires in the middle of an inning, that inning must be completed. In the event of darkness or rain, the score will revert back to the last completed inning. 
  3. Tie scores will cause extra innings only if the time limit allows. 
  4. In all elementary divisions, there will be free substitution in the field. 
  5. In all junior high divisions regular substitution rules will apply. The re-entry rule will be in effect. 
  6. Underhand divisions may play with up to 10 fielders. All other divisions will play with 9. A team must have 8 players to continue a game. 
  7. If one team scores 10 runs in an inning, that half of the inning will be over. The only exception is the last inning. 
  8. In junior high divisions only, there is a 10-run mercy rule. If a team is ahead by 10 or more runs after 5 innings, the game will be over. 
  9. There may be no questioning of an umpire’s strike zone. 
  10. If any coach, manager, or other non-player in the bench or dugout area is ejected, the game is immediately declared a forfeit.
    1. If that individual is an adult, they must leave the premises immediately. If the ejected individual is not an adult, they should be moved away from the field, under the supervision of a responsible adult. The game will not continue, even as a practice game.

PLAYING FIELD AND EQUIPMENT 

  1. Distance between bases shall be 60’ for all elementary divisions, 75’ for all Junior High divisions. 
  2. The pitching rubber will be 36’ from home plate in elementary underhand, 46’ for elementary overhand, and 55’ for junior high divisions. 
  3. The home team is responsible for the official scorebook and scorekeeper. 
  4. The home team is responsible for providing one new game ball. The visiting team should provide a new or fairly new game ball. 
  5. Underhand leagues will use a 10” leather softball, elementary overhand leagues will use a 9” LEVEL 5 RIF baseball, and junior high teams will use a 9” baseball. 
  6. Catchers must wear a protective mask and helmet in all divisions. Catchers are required to wear shin guards and chest protectors in all overhand leagues. leagues. 
  7. Each player must have jerseys of the same color, shorts/pants of the same color, and matching socks. All uniforms must have numbers.
  8. Metal or detachable cleats may not be worn. Rubber (molded) cleats are permissible. 
  9. There is no restriction at all about what type of glove can be worn at any position. 
  10. The minimum size of the field to host home games will be 150’ foul lines. 
  11. Jewelry may not be worn. It is not acceptable to place tape over jewelry. Players wearing any jewelry (covered or not) may not participate. No exceptions! 

BATTING AND BASE RUNNING 

  1. In underhand divisions, everybody bats with free substitutions. Base stealing will not be permitted in these divisions. 
  2. In overhand 4th, 5th, and 6th grade divisions, the team with the fewest number of players must bat everyone. The other team has the option of batting the same amount or their entire lineup. Players not in the batting line-up may be substituted into the batting line-up, however, the replaced player is out of the batting line-up for the rest of the game. 
  3. Junior High divisions may use a designated hitter (DH). Refer to CIF rules for substitutions and changes. 
  4. A player leaving early will be charged an out when his spot in the line-up comes unless there is an available substitute. Succeeding times this spot is skipped and no out is charged. This rule does not apply when a player is injured. 
  5. Batting helmets are mandatory for batter and base runners and student base coaches in overhand pitching. A player who intentionally throws a helmet off while running will be automatically out. Other runners may continue to advance at their own risk. 
  6. Players must slide into home if a play at the plate is imminent. Failure to do so results in the runner being declared out. 
  7. Flagrant contact at any base will result in a player being ejected from the game. 
  8. Any player who throws the bat will be given a warning. The second time he will be called out. 
  9. There will be no dropped third strike rule. If the 3rd strike is dropped or missed by the catcher, the runner is out and may not advance to first base. 

PITCHING 

  1. In overhand elementary divisions, pitchers are limited to nine outs per game. In junior high divisions, pitchers are limited to twelve outs per game. A pitcher who is replaced may not return in the same inning. He may return in the following innings as long as he has outs remaining. 
  2. A pitcher may pitch without restrictions in underhand divisions. 

BATTING AND BASE RUNNING 

  1. The hitter must be in the batter’s box when contact is made with the ball. 
  2. A batter must make an effort to get out of the way of the ball being pitched. 
  3. A batter-base runner may overrun first. Once an attempt is made to advance to second the runner may be put out. 
  4. Players may steal as soon as the ball crosses the plate. There is no stealing, home (runner is out). A play at any base releases the runner at third.. 
  5. A player leaving the game early will be charged an out when their spot in the line-up comes unless there is an available substitute. Succeeding times this spot is skipped and no out is charged. This rule does not apply when a player is injured. 
  6. Batting helmets are mandatory for all batters and base runners. A player who intentionally throws a helmet off while running will be automatically out. Other runners may continue to advance at their own risk. 
  7. Players must slide into home if a play at the plate is imminent. Failure to do so will result in the runner being declared out if contact is made with an opposing player. Sliding is permitted at all bases. 
  8. Flagrant contact at any base will result in a player being ejected from the game. 
  9. Any player who throws the bat will be given a warning. The second time he will be called out. 
  10. There will be no dropped third strike rule. If the 3rd strike is dropped or missed by the catcher, the runner is out and may not advance to first base. 

INFIELD FLY RULE 

Runners on first and second or, first, second and third with less than two outs. On a fair fly ball that can be easily caught by an infielder, the batter is automatically out and the runners may advance at their own risk. 

OVERTHROWS

If the ball goes off the playing field and into an area that is out of play, the ball is dead and runners receive the base they were headed toward plus one. If the ball remains in the field of play (any area that is not a dead ball area), runners may advance without restriction. 

CIRCLE RULE

If the pitcher has the ball and is in the pitching circle, the runners must either return to the last base or advance to the next base. Any change in direction will result in the runner being called out. If the pitcher fakes a throw on the runner or makes a play on any runner, it releases all runners.

SFVPSL SOFTBALL RULES 

GAME AND SUBSTITUTIONS 

  1. Games will be 6 innings or 11⁄2 hours. No new inning may start after the time limit. A minimum of 4 innings must be completed for a game to be official. Regardless of the number of innings played, no new inning may start after the time limit has expired. 
  2. Tie scores will cause extra innings only if the time limit allows. 
  3. All games must end on a completed inning unless the home team is ahead. If time expires in the middle of an inning, that inning must be completed. In the event of darkness or rain, the score will revert back to the last completed inning. 
  4. If one team scores 5 runs in an inning, that half of the inning will be over. The only exception is the 6th inning. 
  5. There is a 10-run mercy rule. If a team is ahead by 10 or more runs after 4 innings, the game will be over. 
  6. There will be 9 players on the field at the start of the game. A minimum of 8 is needed to continue to play. 
  7. The re-entry rule will apply to all divisions. Junior High divisions may use a designated hitter (DH). Refer to CIF rules for changes and substitutions. 
  8. There may be no questioning of an umpire’s strike zone. 
  9. If any coach, manager, or other non-player in the bench or dugout area is ejected, the game is immediately declared a forfeit.
    1.  If that individual is an adult, they must leave the premises immediately. If the ejected individual is not an adult, they should be moved away from the field, under the supervision of a responsible adult. The game will not continue, even as a practice game. No exceptions! 

PLAYING FIELD AND EQUIPMENT 

  1. Bases shall be 60 feet for all divisions. 
  2. The pitching rubber will be 36 feet from home plate. 
  3. There will be a circle drawn around the pitching mound that measures sixteen feet in diameter.
  4. Home team is responsible for the official scorebook and scorekeeper. 
  5. The home team is responsible for providing one new game ball. The visiting team should provide a new or fairly new game ball. 
  6. Catchers must wear a protective mask and helmet in all divisions. Shin guards and chest protectors are mandatory. 
  7. Each player must have jerseys of the same color, shorts/pants of the same color, and matching socks. All uniforms must have numbers, at least 4” high, on both the front and back. Any player not in a full, complete uniform may not play. No exceptions! 
  8. No metal or detachable cleats may be worn. Rubber (molded) cleats are permissible. 
  9. There is no restriction at all as to what type of glove can be worn at a position. 
  10. The minimum size of the field to host home games will be 110’ foul lines. 

SOFTBALL – PITCHING 

Pitchers must: 

  1. Begin with the pivot feet in contact with the pitching rubber and the other foot in contact with the mound. 
  2. Present the ball in front of them for one full second. 
  3. Take only one step in a forward direction before releasing the ball.
  4. Pass the hip only once in a forward direction. Dropping the arm to the side is not considered a pass of the hip.
  5. Pitch the ball in an underhand manner. In elementary divisions, pitchers are limited to
  6. 9 outs per game. 

BATTING AND BASE RUNNING 

  1. The hitter must be in the batter’s box when contact is made with the ball. 
  2. A batter must make an effort to get out of the way of the ball being pitched. 
  3. A batter-base runner may overrun first. Once an attempt is made to advance to second the runner may be put out. 
  4. Players may steal as soon as the ball crosses the plate. There is no stealing, home (runner is out). A play at any base releases the runner at third.. 
  5. A player leaving the game early will be charged an out when their spot in the line-up comes unless there is an available substitute. Succeeding times this spot is skipped and no out is charged. This rule does not apply when a player is injured. 
  6. Batting helmets are mandatory for all batters and base runners. A player who intentionally throws a helmet off while running will be automatically out. Other runners may continue to advance at their own risk. 
  7. Players must slide into home if a play at the plate is imminent. Failure to do so will result in the runner being declared out if contact is made with an opposing player. Sliding is permitted at all bases. 
  8. Flagrant contact at any base will result in a player being ejected from the game. 
  9. Any player who throws the bat will be given a warning. The second time he will be called out. 
  10. There will be no dropped third strike rule. If the 3rd strike is dropped or missed by the catcher, the runner is out and may not advance to first base. 

INFIELD FLY RULE 

Runners on first and second or, first, second and third with less than two outs. On a fair fly ball that can be easily caught by an infielder, the batter is automatically out and the runners may advance at their own risk. 

OVERTHROWS

If the ball goes off the playing field and into an area that is out of play, the ball is dead and runners receive the base they were headed toward plus one. If the ball remains in the field of play (any area that is not a dead ball area), runners may advance without restriction. 

CIRCLE RULE

If the pitcher has the ball and is in the pitching circle, the runners must either return to the last base or advance to the next base. Any change in direction will result in the runner being called out. If the pitcher fakes a throw on the runner or makes a play on any runner, it releases all runners.