1996 ASA TOURNAMENT RULES
 
Preface and Comments:
 
I was having some e-mail correspondence with Wayne, an American subbuteo player from Los Angeles, and we thought it would be good to get the American Subbuteo Association (ASA) rules on the internet.
 
From what Wayne told me, the "The ASA has no FISTF affiliation because of cost ($1000 US) and lack of service in the U.S.. In addition, the ASA uses their own, somewhat simpler, rules. The major rules differences speed up the game by reducing the number of fouls by turning them into 'backs'. "
 
The main event in the USA is The National Open, organized by Gregg Deinhart, ACAA-Deinhart@msn.com, who lives in Washington DC and is the President of the American Subbuteo Association. There is also an ASA newsletter which is available to those who are interested.
 
Thanks again to Wayne for e-mailing the ASA Rules to the Subbuteo web page at Rob's Foosball Heaven (http://www2.hawaii.edu/~uyeyama/subbuteo.html).
 
Please direct any questions, comments, or corrections to:
Gregg Deinhart
3359 Martha Custis Drive
Alexandria, VA 22302
703-931-7696 evening
703-317-2400 day
ACAA@ix.netcom.com
ACAA-Deinart@msn.com
 
 
Enjoy!
--Rob
 
 
 

American Subbuteo Association
1996 ASA TOURNAMENT RULES
(C) 1996 American Subbuteo Association
 
1. EQUIPMENT..............................................1
 
2. DURATION OF THE GAME...................................2
 
3. FLICKING OF FIGURES....................................3
 
4. KICK OFF AND POSSESSION................................3
 
5. INTERCEPTION...........................................4
 
6. BLOCKING FLICKS........................................5
 
7. THE GOAL KICK..........................................6
 
8. THE THROW IN...........................................6
 
9. THE CORNER KICK........................................8
 
10. FORCING THE BALL.......................................9
 
11. GOAL SCORING...........................................9
 
12. FOUL PLAY AND FREE KICKS..............................10
 
13. THE PENALTY KICK......................................12
 
14. OFFSIDE...............................................12
 
15. FIGURES LEAVING THE FIELD OF PLAY.....................14
 
16. THE GOALKEEPER........................................14
 
17. SUBSTITUTES AND INJURIES..............................16
 
18. SHOOT OUT.............................................16
 

 

 

 

 

 
Rule One: EQUIPMENT
 
1.1 The Playing Pitch
 
1.1.1 ASA Tournaments will use Astropitch for all events.
 
1.1.2 Height of Table: 65 cm - 85 cm from the ground to the surface of
the pitch.
 
1.2 The Fence Surround
 
1.2.1 ASA Tournaments will use the standard fence surround or any similar
barrier of wood.
 
1.2.2 Maximum Height - 3 cm
 
1.2.3 Distance from touch line - 75 mm
 
1.2.4 There should be a gap in the fence behind each goal to operate the
goalkeeper.
 
1.3 The Goals
 
1.3.1 ASA Tournaments will use any standard Subbuteo goal that can be
fastened to the pitch.
 
1.3.2 The goals should be fastened securely to the pitch in the center of
the goal line.
 
1.4 The Ball
 
1.4.1 ASA Tournaments will use any ball of sufficient quality (Tango,
Umbro, Etc.)
 
1.5 The Playing Figure
 
1.5.1 Any standard Subbuteo figures may be used.
 
1.5.2 The team is to consist of ten outfield figures, one spare
goalkeeper, and one rodded goalkeeper.
 
1.5.3 All figures must be identical.
 
1.5.3.1 All bases must be the same color. Spray polish or wax is
allowed.
 
1.5.3.2 All disks must be the same color; reasonable painting of the disk
is allowed.
 
1.5.3.3 All team figures must be of the same style.
 
1.5.3.4 All team figures and substitutes must be painted in the same
strip design.
 
1.5.4 Complete figures must be used.
 
1.5.4.1 All figures, including the base must be as the original Subbuteo
molding and shape; the disk must not be raised from the base.
 
1.5.4.2 All figures in one team must be of equal weight.
 
1.5.4.3 Extra weighting may be added inside the base of all figures.
 
1.5.5 All substitutes must conform to rule 1.5.3 and 1.5.4
 
1.5.5.1 Players should have at least two substitutes.
 
 
1.6 The Goalkeeper
 
1.6.1 Any standard Subbuteo goalkeeper may be used.
 
1.6.2 The strip design of the goalkeeper should be painted in a
contrasting color to the team.
 
1.6.3 No excessive painting or stretching of the limbs is allowed.
 
1.6.4 No additional support can be given to the goalkeeper figure.
 
1.6.5 The figure must be fully inserted into the base.
 
1.6.6 The Spare Goalkeeper
 
1.6.6.1 The spare goalkeeper must conform to rules 1.5.3 and 1.5.4.
 
1.6.6.2 If possible, the spare goalkeeper should have the same strip
color as the goalkeeper on the rod.
 
1.6.6.3 The spare goalkeeper must contrast with the teams on the pitch.
 
1.7 Spare Teams
 
1.7.1 Each player should have a spare team in case of a color clash.
 
1.7.2 If there is a color clash, a coin is tossed and the loser changes
his team.
 
 
 
 
Rule Two: DURATION OF THE GAME
 
2.1 ASA Tournaments will consist of two halves of 12 or 15 minutes, with a
half time interval of 3 - 5 minutes.
 
2.1.1 If extra time is required, two equal "Golden Goal" halves of 5
minutes will be played with no half time interval. If one team scores
within extra time, they are declared the winner.
 
2.2 If a result is required, and the game is still tied, a shoot out takes
place (see rule 18).
 
2.3 Allowance will be made in either period of normal time or extra time
for all time lost during that period for time wasting, substitution,
repairs to equipment, or other causes, the amount of which is at the
referee's discretion.
 
2.4 A game will be extended at half time or full time to allow a penalty
kick or direct free kick to be taken or retaken.
 
2.4.1 Penalty Kick - the extension will last until the moment that the
penalty kick has been completed; only one flick at the ball is allowed.
 
2.4.2 Direct Free Kick - only one flick at the ball is allowed. No other
figure, apart from the figure taking the flick, should be used, i.e. no
passing to other figures.
 
 
 
 
Rule Three: FLICKING OF FIGURES
 
3.1 Only the nail part of the middle or index finger will be used to
strike, not push, the base of a figure of the player's own team.
 
3.1.1 For an infringement by the attacking team playing for the ball, an
indirect free kick is awarded from the point of the offense.
 
3.1.2 For an infringement on any blocking flicks, positional flicks,
onside flicks, and automatic onside flicks, the referee states "Back."
The flick is lost, and the referee returns the figure(s) and ball to
their original positions. However, the opponent may appeal "Play On" if
he wishes.
 
3.2 The thumb can rest on the playing surface. Neither the thumb or any
other finger can be used as a spring to propel the figure.
 
3.2.1 For an infringement by the attacking team playing for the ball, an
indirect free kick is awarded from the point of the offense.
 
3.2.2 For an infringement on any blocking flicks, positional flicks,
onside flicks, and automatic onside flicks, the referee states "Back."
The flick is lost, and the referee returns the figure(s) and ball to
their original positions. However, the opponent may appeal "Play On" if
he wishes.
 
3.3 Only one hand of each player is allowed on or above the pitch at any
time. The goalkeeper may be controlled form behind the goal while
flicking a figure.
 
3.3.1 For an infringement by the attacking team playing for the ball, an
indirect free kick is awarded from the position of the ball.
 
3.3.2 For an infringement on any blocking flicks, positional flicks,
onside flicks, and automatic onside flicks, the referee states "Back."
The flick is lost, and the referee returns the figure(s) and ball to
their original positions. However, the opponent may appeal "Play On" if
he wishes.
 
3.4 A figure may leave the playing surface when flicked.
 
3.5 The flick commences when a player's finger moves to strike the base of
the
figure to when both the ball and that figure stops moving, or when
possession is lost.
 
3.6 False nails are not allowed.
 
 
Rule Four: KICK OFF AND POSSESSION
 
4.1 Choice of ends and the kick off will be decided by the toss of a coin.
 
4.2 At kick off, all figures must be within their own half, and the
defending team must not have any figures within or touching the center
circle.
 
4.3 At kick off, figures must be at least 25 mm away from any other figure.
 
4.4 The team in possession will be known as the attacking team; the team
not in possession as the defending team.
 
4.5 At kick off, the attacking player positions his figures first. The
defending team positions his figures last.
 
4.6 At kick off, the attacking team will flick the ball forward from the
center spot, completely over the halfway line. A figure does not have to
be nominated to take the kick off.
 
4.7 Only the figure flicked by the attacking player can make contact with
the ball.
 
4.8 The figure taking the kick off must not touch the ball again until it
has been touched or played by another figure.
 
4.9 No single figure will play the ball more than three times in
succession, unless the ball touches another figure of the same team; than
that same figure is allowed three further flicks.
 
4.10 The attacking team continues to play the ball until:
 
4.10.1 The figure misses the ball.
 
4.10.2 The ball touches an opposing stationary figure (See also Rule Six -
Blocking Flicks).
 
4.10.3 The ball is kicked out of play.
 
4.10.4 A foul is committed.
 
4.10.5 A goal is scored.
 
4.11 A team may not position figures around the ball in order to shield the
ball from the defending team, or to waste time, or to "shuffle" the ball
forward when in an attacking position.
 
4.12 The ball can be touched while it is moving.
 
4.13 If the ball touches either goalpost or the crossbar, possession is
retained by the attacking team. However, the attacking team does not get
three more flicks for that figure which struck the ball.
 
 
 
 
Rule Five: INTERCEPTION
 
5.1 The last figure to touch or have been touched by the ball is ruled to
be in possession, unless rule 6 is contravened (Block Flicks).
 
5.2 When the goalkeeper has made a save, possession of the ball passes to
the defending team.
 
5.2.1 The goalkeeper may touch a stationary ball inside the goalkeeper's
area, even if the goalkeeper's team was not in possession.
 
5.3 If, after a shot is saved by the goalkeeper and the ball rebounds onto
an attacking, possession reverts back to the attacking team, and a goal
stands if subsequently scored.
 
5.4 When two figures, one from each side, touch the ball at the same time,
the side last to play the ball assumes possession.
 
5.4.1 If the ball is played directly away from the defending figure, the
attacking team retains possession.
 
5.4.2 If the ball is played onto the defending team, possession goes to
the opposing side.
 
5.4.3 If the ball flicked by the attacking team touches an opposing
figure, then touches two figures, one from each side, possession is
retained by the attacking team.
 
 
 
Rule Six: BLOCKING FLICKS
 
6.1 After each flick for the ball by the attacking team, the defending team
may flick a figure of his own team for defensive purposes. This is known
as a Blocking Flick.
 
6.2 The blocking flick should be taken after each attacking flick for the
ball. The attacking player does not have to wait for the defending player
to make a block flick.
 
6.2.1 The defending team cannot accumulate blocking flicks. If the
blocking flick is not taken before the next attacking flick, that flick
is lost.
 
6.2.2 The defender may take a blocking flick, as well as any marking
flicks for onside flicks, before the next attacking flick.
 
6.2.3 When the goalkeeper on the rod touches a STATIONARY BALL, the
defense is allowed a blocking flick.
 
6.2.4 If possession is lost, the defending player may not have a blocking
flick after the team figure flicked by the attacking team has stopped
moving.
 
6.3 If, when making the blocking flick the defending figure touches either
the ball or any other figure of either team, the attacking player can
appeal "Back".
 
6.3.1 If the blocking flick strikes a stationary ball, and/or figure(s)
and "Back" is appealed, the ball and/or figure(s) are replaced. The
defensive figure used for the blocking flick is also replaced, and that
blocking flick is lost. The attacking player then proceeds with the
next attacking flick, for which the defense is allowed a blocking flick.
 
6.3.2 If the blocking flick strikes an figures or the ball while they are
moving, and "Back" is claimed, the referee replaces the ball and all
attacking and defending figures to their original positions. The
attacking team replays his flick. The defending team does not have a
blocking flick for the replayed attacking flick.
 
6.3.3 If "Back" is not claimed, the attacking team continues to play. The
ball and/or figures are not replaced.. The defending team is allowed a
blocking flick for the next attacking flick at the ball.
 
6.4 Any intentional attempt by a player to flick their attacking figure
onto a moving blocking flick to gain a "Back" is a foul.
 
6.4.1 Punishment - Indirect free kick to the defending team from the point
where the figure struck.
 
6.5 A player may make his block flick before the MOVING attacking figure
strikes the ball; that is, the block flick can be made immediately after
the attacker makes contact with his figure.
 
6.6 If the attacking figure has missed or is obviously going to miss the
ball, and it is struck by a block flick, "Back" may be claimed by the
attacking player. If "Back" is claimed, all figures return to their
previous position; possession transfers to the defending team. If not
claimed, possession goes to the defending team, and play continues.
 
6.7 If the figure used for the blocking flick becomes stationary, it is
then subject to the normal rules of play, for example, "Back" may not be
claimed against that defending figure if struck by a moving attacking
figure. If struck by the ball, possession transfers to the defending team.
 
6.8 If a blocking flick strikes the goalpost or crossbar before going on to
hit any other figures or the ball, "Back" can be claimed.
 
6.9 If a blocking flick strikes any part of the attacking player's hand,
"Back" may be claimed. However, the attacking player can not use his hand
as a "shield" to prevent a blocking flick.
 
6.10 Any ball played into a defender's own goal from any part of the pitch
by a defending team's blocking flick concedes an "own goal".
 
 
 
Rule Seven: THE GOAL KICK
 
7.1 A goal kick is awarded to the defending team when the whole of the ball
passes over the goal line after having last been deflected or played by a
figure or goalkeeper of the attacking team.
 
7.2 A goal kick can be "forced" (see Rule 10 - Forcing the Ball).
 
7.3 For a goal kick, each player may pick up his figures and place them
where ever he wishes with the following restrictions.
 
7.3.1 Figures should be placed at least 25 mm away from any other figure.
 
7.3.2 There must be no figures of either team in the penalty area, apart
from the goal kick taker and/or the goalkeeper.
 
7.3.3 Players will position figures in their opponent's half first, then
figures in their own half.
 
7.4 A reasonable amount of time should be given for each side to reposition
it's figures. No delaying tactics are allowed.
 
7.5 On taking the goal kick, the ball must leave the penalty area; if it
does not, the kick should be retaken.
 
7.6 Should the ball enter the defending side's goal direct from the goal
kick, the goal does not count and a goal kick is awarded to the defending
team.
 
7.7 Any figure can be used to take the goal kick.
 
7.7.1 The Spare Goalkeeper figure can be used to take the goal kick.
After the kick, the spare goalkeeper figure is immediately removed from
the pitch.
 
7.8 The figure taking the goal kick must not touch the ball again until the
ball has touched or been played by another figure.
 
 
 
 
Rule Eight: THE THROW IN
 
8.1 When a figure plays the ball completely over the touch line, a throw in
is awarded to the opposing team.
 
8.2 A throw in can be "forced" (see Rule 10 - Forcing the Ball).
 
8.3 A throw in flick must be taken from the point where the ball crossed
the touch line.
 
8.4 The team taking the throw in must first nominate a figure to take the
throw, before any positional flicks are taken.
 
8.4.1 The figure to take the throw in can be taken from any part of the
pitch.
 
8.4.2 Each team is allowed one positional flick, with the attacking team
flicking first.
 
8.4.2.1 If the positional flick is taken before the figure is nominated,
a foul throw is awarded to the other team.
 
8.4.3 The positional flick must not touch any other figure of either team,
or "Back" may be claimed and the flick is lost.
 
8.4.4 The ball and the figure nominated to take the throw may be removed
from the pitch to allow positional flicks to be taken by either player.
 
8.5 The ball is placed on the touch line, so that the touch line runs
through the center of the ball.
 
8.5.1 If the figure taking the throw in flick does not touch or cross the
touchline before, during, or after the flick, then the attacker may play
on with out waiting for a defensive block flick.
 
8.5.1.1 If the figure taking the throw strikes the fencing after the
throw in is taken and rebounds across the touchline, any figures that
are struck should be replaced, and the figure should be placed 15 mm
off the touchline at the point of the throw.
 
8.5.2 If the figure taking the throw in flick touches or crosses the
touchline, then the attacker must wait until the defender takes a block
flick before he can carry on with play.
 
8.5.3 If, after taking the throw in, the figure is in an offside position,
that figure can be flicked onside with an "automatic onside flick".
The opposing team is not entitled to a marking flick.
 
8.5.3.1 If the onside flick is made without the player stating
"automatic onside flick," then "Back" can be claimed and possession is
lost.
 
8.6 The figure taking the throw must not touch the ball again until the
ball has touched or been played by another figure.
 
8.6.1 Punishment - Indirect free kick from the point where the ball was
struck.
 
8.7 A goal cannot be scored direct from a throw in even if the ball touches
other figures before entering the goal. If this occurs, a goal kick will
be awarded.
 
8.8 The attacking team can claim "Distance" if, after the positional flicks
have been taken, any opposing figures are within 90 mm of the ball.
Figures nominated by the attacking player should be moved directly away
from the ball.
 
8.9 The throw in can travel to any part of the pitch.
 
 
 
Rule Nine: THE CORNER KICK
 
9.1 A corner kick is awarded when the ball has passed completely over the
goal line:
 
9.1.1 The attacking side plays the ball over its own goal line from any
part of the pitch.
 
9.1.2 The ball is "forced" over the goal line (see Rule 10 - Forcing the
Ball).
 
9.2 The team taking the corner kick must first nominate a figure to take
the kick, before any positional flicks are taken.
 
9.2.1 The figure to take the corner kick can be taken from any part of the
pitch.
 
9.2.2 Each team is allowed three positional flicks, with the attacking
team flicking first.
 
9.2.2.1 If any positional flicks are taken before the figure is
nominated, a goal kick is awarded to the team.
 
9.2.3 Any positional flick must not touch any other figure of either team,
or "Back" may be claimed and the flick is lost.
 
9.3 The ball must be placed on , or within, the quarter circle at the side
where the ball crossed the goal line.
 
9.4 The figure taking the corner kick must not play the ball again until
the ball has touched or been played by another figure.
 
9.4.1 Punishment - Indirect free kick from where the ball was touched.
 
9.5 A goal can be scored direct from a corner kick.
 
9.6 The attacking team must wait until the last defending positional flick
has been taken, and the defender must be ready to play before the corner
kick is taken.
 
9.7 The attacking team can claim "Distance" if, after the positional flicks
have been taken, any opposing figures are within 90 mm of the ball.
Figures nominated by the attacking player should be moved directly away
from the ball.
 
9.8 Either hand can be used to take the corner and subsequent moves,
enabling the ball to be hit while moving; but only one hand may be on or
above the pitch at any time.
 
9.9 Offside at Corner Kicks
 
9.9.1 The attacking team is allowed one shot for goal after the ball has
been put into play (regardless of whether or not it is still moving),
before the figure taking the corner kick will be deemed offside.
 
9.9.2 When the ball has stopped moving, and before any other attacking
figure is flicked, an "automatic onside flick" can be taken for the
figure which took the corner kick. The opposing team is not entitled to
a marking flick.
 
9.9.2.1 If the onside flick is made without the player stating "automatic
onside flick," then "Back" can be claimed and possession is lost.
 
 
 
Rule Ten: FORCING THE BALL
 
10.1 The pitch is separated into four quarters, divided by the shooting
lines and the centerline.
 
10.1.1 For the purposes of forcing, any figure or ball resting on either
shooting line or the centerline is considered to be in both quarters on
each side of the line.
 
10.1.2 Figures outside the touchlines are still considered to be "in"
their respective quarters for the purposes of forcing.
 
10.1.3 A figure or ball is considered to be completely inside an area when
a sliver of green can be seen between the figure/ball and the line when
viewed from directly above.
 
10.2 Forcing a goal kick
 
10.2.1 A goal kick can be forced only when the attacking figure, the
defending figure, and the ball are completely in the shooting area
before the forcing flick is taken.
 
10.3 Forcing a throw in
 
10.3.1 A throw in can be forced, provided that the ball, the attacking
figure, and the defending figure are all within one quarter before the
flick is taken, and that the ball crosses the touchline within that
quarter.
 
10.3.2 Any ball played or saved by the goalkeeper that crosses either
touchline shall concede a throw to the other team. If, however, the
ball strikes a player of the other team completely within that
goalkeeper's shooting area, and then crosses the touch line inside that
shooting area, it is a throw in to the goalkeeper's team.
 
10.4 Forcing a corner kick
 
10.4.1 A corner kick can be forced, provided that the defending figure and
ball are completely inside the shooting area, and the attacking figure
is completely in the opposing team's half.
 
 
 
Rule Eleven: GOAL SCORING
 
11.1 Before a goal can be scored, the ball must be completely inside the
shooting area.
 
11.2 The attacking figure shooting for a goal must be completely inside the
opponent's half before the shot can be taken.
 
11.3 If the ball goes into the goal and rules 11.1 and 11.2 are not
complied with, a goal kick will be awarded to the opposing team.
 
11.4 The ball must be completely over the goal line before a goal is
scored.
 
11.5 The ball can be hit while moving to score a goal.
 
11.6 In normal play, the attacking team does not have to wait for the
goalkeeper to be in a ready position.
 
11.7 The attacking team does not have to wait for the defensive blocking
flicks.
 
11.8 If a defending player's hand or unsecured netting prevents the ball
from entering the goal, a goal shall be awarded.
 
 
11.9 Any ball which is flicked from any part of the pitch into it's own
goal counts as an "own goal".
 
11.10 Any stationary ball dragged into the goal by the goalkeeper counts as
an own goal.
 
11.11 Any shot rebounding off either the goalkeeper or the goalposts that
travels into the opposite goal does not count as a goal or an own goal. A
goal kick is awarded.
 
 
 
Rule Twelve: FOUL PLAY AND FREE KICKS
 
FOR ALL DIRECT AND INDIRECT FREE KICKS, SEE RULE 12.14
 
12.1 If an attacking figure is flicked and it hits a figure of either side
before GOING ON TO STRIKE THE BALL, then it is a direct free kick.
 
12.1.1 A foul is awarded from the point on the pitch which is the center
of the figure fouled.
 
12.2 If an attacking figure is flicked and it hits a figure of either side,
but does not go on to strike the ball, then possession is lost, and the
defending team may appeal "Back". If "Back" is claimed, all figures are
replaced to their previous positions.
 
12.3 If a player's hand touches the ball, a direct free kick is awarded
from the point of the offense.
 
12.3.1 If a player's hand prevents the ball from going into the goal, a
goal is awarded.
 
12.3.2 If an attacking player intentionally flicks the ball onto the
opposing player's hand, an indirect free kick is awarded to the opposing
team from the point of contact.
 
12.4 If an attacking figure hits a goalpost, rebounds onto the field, and
strikes a defending figure before GOING ON TO STRIKE THE BALL, a direct
free kick is awarded.
 
12.4.1 If the figure does not go on to strike the ball, "Back" can be
claimed.
 
12.5 If a player obstructs their opponent on or around the table, it is a
direct free kick.
 
12.6 If a player puts both his hands on or above the playing pitch area
(within the fence surround) it is a foul. Indirect free kick from the
position of the ball.
 
12.6.1 A player is allowed to operate the goalkeeper on the rod and flick
at the same time.
 
12.6.2 A player is allowed to hold the table outside the fence surround
when flicking.
 
12.7 A figure lying down cannot be flicked.
 
12.7.1 Punishment - Indirect free kick from the position of the figure.
 
12.8 A figure lying down is neutral and cannot cause either a transference
of possession, be fouled, or a "Back" claim, etc.
 
12.8.1 A figure lying down should be righted as soon as possible. If the
referee believes that the downed figure interferes with play in any way,
he may immediately stop play at any point to right a figure.
 
12.9 If, following either a kick off, corner kick, throw in, free kick,
penalty kick, or goal kick, the same figure flicks at the ball a second
time before the ball has touched or been played by another figure, it is
an indirect free kick from where the figure was flicked.
 
12.10 If an attacking figure is flicked four times in succession at the
ball before the ball has touched a figure of the same side, or possession
has not been lost and regained, then it is an indirect free kick from
where the fourth flick was taken.
 
12.11 For an offside offense, and indirect free kick is awarded.
 
12.12 Should a player's hand touch more than one figure of any team during
a flick, "Back" can be claimed and, if attacking, possession is lost.
 
12.13 If a player's hand accidentally touches any bases or figures of
either team, "Back" can be claimed and, if attacking, possession is lost.
 
For Rules 12.12 and 12.13, no warning or second chance is ever given.
 
12.14 THE FREE KICK (see Rule 13 for penalty kicks)
 
12.14.1 The figure or ball marking the exact point of the offense must be
completely inside the shooting area or penalty area for a direct free
kick or penalty kick to be awarded.
 
12.14.2 All free kicks awarded outside of the opposing team's shooting
area are indirect.
 
12.14.3 INDIRECT FREE KICK: A goal cannot be scored unless the ball has
been flicked by another figure other than the free kick taker, before
entering the goal. The normal rules for goal scoring apply as well (see
Rule 11).
 
12.14.4 DIRECT FREE KICK: A direct free kick allows the attacking team to
shoot directly into the goal.
 
12.15 The team taking the free kick must first nominate a figure to take
the kick, before any positional flicks are taken.
 
12.15.1 If the positional flicks are taken before the figure is nominated,
an indirect free kick is awarded to the other team.
 
12.16 Each team is allowed two positional flicks with the attacking team
flicking first (except for Rules 12.17 and 13).
 
12.17 For a direct free kick inside the shooting area, but outside the
penalty box, the defending team may place up to four figures in a "wall"
as a barrier, or flick two positional flicks. The figures in the wall
may touch each other, must be in a straight line, must be on the playing
surface, and
the wall must be facing the ball, not at angle to the ball.
 
12.18 The attacking team can claim "Distance" if, after the positional
flicks, any opposing figures are within 90 mm of the ball. Figures
nominated by the player should be moved directly away from the ball.
 
12.19 The ball and the figure nominated to take the kick may be removed
from the pitch to allow positional flicks to be taken by either player.
 
12.20 A game will be extended at half time or full time to allow a direct
free kick to be taken or retaken. The extension will last until it is
decided whether or not a goal is scored. No other flicks by either team
will be made after the direct free kick is taken. The game is over
immediately after the flick.
 
12.21 Figures off the field of play can be fouled. The free kick is taken
from the nearest point on the goal line or touchline. If behind the
penalty area, a penalty will be awarded.
 
 
 
Rule Thirteen: THE PENALTY KICK
 
13.1 A penalty kick is awarded to any team awarded a direct free kick
within the opposing team's penalty box, and the area directly behind it.
 
13.2 The ball is placed on the penalty spot, and a figure is nominated to
take the penalty.
 
13.3 All figures, apart from the goalkeeper and the penalty taker must be
outside the penalty area, and its arc. Players inside the box should be
moved outside, so that no players touch the line. Whether the figures are
moved parallel to the touchlines or parallel to the goal line is at each
player's discretion.
 
13.4 The goalkeeper's base must be touching the pitch on the goal line,
and the keeper can not be tilted more than 45 degrees from level. The
goalkeeper may not move until the ball is struck. Free goalkeeping does
not apply.
 
13.5 The player taking the penalty will, after setting up his shot, take
his hands away from the pitch until the goalkeeper states "Ready". The
penalty is then taken without delay.
 
13.5.1 If the figure or ball is missed by the player, possession is lost.
 
13.5.2 Unsportsmanlike conduct, such as "faking" is not allowed.
Possession will be lost.
 
13.5.3 If the ball strikes either the goalposts or crossbar and rebounds
onto the pitch without touching any other figure, possession is
retained.
 
13.5.3.1 The penalty kick taker must not play the ball again until the
ball has touched or been played by another figure. Punishment -
Indirect free kick from the point where the ball was struck.
 
13.5.4 If the kick rebounds off the goalkeeper, normal rules of possession
apply.
 
13.6 A game will be extended at half time or full time to allow a penalty
kick to be taken or retaken. After the shot is taken, and it is
determined whether or not a goal was scored, the game ends immediately.
 
 
 
Rule Fourteen: OFFSIDE
 
14.1 A figure is in an offside position if he is nearer to his opponent's
goal line than the ball, unless:
 
14.1.1 That figure is outside the shooting area, or touching the shooting
area line.
 
14.1.2 There are at least two of his opponent's figures nearer their own
goal line than he is (this may include the goalkeeper).
 
14.2 A figure is not offside if it is exactly level with the second to last
defending figure (this may include the goalkeeper).
 
14.3 Any figure off the field of play forward of the shooting line in an
offside position can be offside.
 
14.4 A figure can only be offside when the ball is closer to the goal line
than the second to last defending figure.
 
14.5 A figure is offside even if the ball is not passed directly to that
figure.
 
 
14.6 A figure is not offside if, through the play of his opponent, a figure
in an offside position receives the ball.
 
14.6.1 A figure is offside if the attacking team plays the ball forward
off a defending figure and onto a figure in an offside position. If the
ball does not touch the attacking figure, possession goes to the
defending team.
 
14.6.2 A figure is offside if the attacking team plays the ball forward
off a defending figure, then onto a figure of his own team, then past
the second to last defending figure.
 
14.7 Any attacking figure in an offside position forward of the ball is
offside if the ball is played forward towards the goal line.
 
14.8 A figure in an offside position can be flicked to play for the ball.
 
14.9 If a figure comes to rest in an offside position, after being used to
make a pass or take a shot, the figure will not be called offside, if
that figure does not interfere with the defense's goalkeeper, and next
offensive flick is used to take a shot on goal. However, if the next play
by the
offense is not a shot, or the player is till in an offside position after
two flicks have been taken, the player will be called for an offside
violation.
 
14.10 A figure is only offside from the position of the defending figures
before the attacking flick is made. The defending block flick cannot be
used to cause an attacking figure to be offside while an attacking figure
or the ball is still moving. Play shall proceed as normal.
 
14.11 No figure can be offside from the taking of a corner kick, goal kick,
or throw in.
 
14.12 If a player is deemed offside, an indirect free kick is awarded from
the figure's location.
 
14.13 ONSIDE FLICKS: When in possession, a player may attempt to flick up
to two figures which are in an offside position into an onside position.
 
14.13.1 The onside flick cannot be taken until any outstanding blocking
flicks have been taken.
 
14.13.2 The player must state "Onside flick" before the flick is taken.
If the player fails to do so, then it is deemed as an attempt to play the
ball.
 
14.13.3 The side requesting the flick must be in possession of the ball.
 
14.13.4 The figure flicked onside should not touch any other figure.
 
14.13.5 The figure should not strike the ball.
 
14.13.6 The figure should travel parallel to the side line, or as near
parallel as possible.
 
14.13.7 The figure flicked should not cross completely over the
centerline.
 
14.13.8 Only one attempt per figure per possession may be taken.
 
14.13.9 The two onside flicks may be taken at any time during that
possession, and need not be taken consecutively.
 
14.13.10 If possession transfers from attack to defense, then back to
attack while the ball is still moving from one flick, the attacking team
is given two onside flicks; however, they cannot be added to any onside
flicks from the previous possession.
 
14.13.11 A figure flicked onside may not play the ball until another
figure has played at the ball.
 
 
14.14 For any infringement of 1412.1 - 14.12.8, "Back" may be claimed by
the defender, and the flick is lost.
 
14.15 For each onside flick made by the attacking team, the defending team
may have a marking flick to mark up that figure. This figure must not be
used to mark up any other figure, or the ball.
 
14.15.1 If the marking figure happens to mark the wrong figure or the
ball, "Back" can be called by the attacker, BUT the defender is allowed
to retake the marking flick.
 
 
 
Rule Fifteen: FIGURES LEAVING THE FIELD OF PLAY
 
15.1 A figure can leave the field of play (but not the pitch cloth) after
being flicked and return to the field to play the ball (that is, it
swerves back on to the field).
 
15.1.1 Any figure leaving the field of play and either touching the
perimeter fencing, or leaving the green pitch cloth, is to be replaced 15
mm (about one finger width) outside the touchline or endline at the
point that the figure crossed the line. They ARE NOT placed on the
touchline or endline.
 
15.2 Any figure crossing a touchline or endline and not leaving the pitch
remains off the field, and can only be returned to the pitch by using
that figure for an attacking flick, defensive flick, onside flick, etc.
 
15.3 Any figure off the field of play can be forced off to gain a corner
kick, throw in, or goal kick, provided the ball strikes the player before
it is completely over the touchline.
 
15.4 A figure off the field of play is subject to the laws of the game.
Any free kick is to be taken from the touch/goal line where the foul was
committed.
 
15.4.1 If the figure is fouled directly behind the penalty area, and a
direct free kick is granted, a penalty kick is awarded.
 
15.5 A figure traveling into the six yard box will immediately be moved,
parallel to the touchlines, out to the top of the keeper's box to allow
the keeper freedom of movement.
 
15.6 A figure travelling into the goal will be placed 15 mm off the goal
line and 15 mm outside the goal area on the side closest to where the
figure comes to rest.
 
15.7 Any figure crossing over the perimeter fencing will be returned by the
team's player immediately, and placed 15 mm outside the touchline or goal
line where it crossed the touch line.
 
15.8 When standing a player up, the edge of the base touching the pitch is
to be the center point of the figure once it is placed upright.
 
 
 
Rule Sixteen: THE GOALKEEPER
 
16.1 The goalkeeper, including the handle, are as one, and any part of it
can concede a corner or throw in, make a save, or deflect the ball into
the goal.
 
16.2 A player should be ready to use his goalkeeper at all times.
 
16.3 No hindrance to the attacking player is allowed (see Rule 12.5)
 
16.4 The goalkeeper on the rod cannot be fouled.
 
 
16.5 If a player attempts to adjust his goalkeeper and the ball hits his
hand in the penalty area, a penalty shall be awarded.
 
16.6 FREE GOALKEEPING is allowed. That is, the keeper may be in any
position desired before the shot, i.e. raised, tilted sideways, etc.
 
16.7 The goalkeeper must not be waved rapidly to and fro, in the air or on
the ground, before a shot is taken.
 
16.8 The goalkeeper on the handle must not touch the ball outside of the
goal box.
 
16.8.1 1st Offense - A warning, possession is lost, "Back", and all
figures and the ball are replaced to their former position.
 
16.8.2 Subsequent offenses - Penalty Kick.
 
16.9 The goalkeeper on the rod cannot be flicked at the ball by the handle.
However, the rodded keeper may be used to push out balls from within his
goal box. The defender is allowed a blocking flick for this action.
 
16.10 When the goalkeeper has saved the ball, possession transfers to the
defending team, unless the ball rebounds onto a figure of the opposing
side.
 
16.11 THE SPARE GOALKEEPER: The goalkeeper on the rod may be replaced by a
standard team figure known as a spare goalkeeper.
 
16.11.1 The spare goalkeeper can be flicked from anywhere within or
directly behind the goal area. The figure may be played from on the
goal area markings.
 
16.11.2 The spare goalkeeper can only be brought into play by the team in
possession.
 
16.11.3 When not in use, the spare goalkeeper must be placed off the field
of play outside the fence surround.
 
16.11.4 The spare goalkeeper may be used to take goal kicks.
 
16.11.4.1 Once the goal kick has been taken, the spare goalkeeper should
be removed from the playing area, even if a loss of possession occurs.
 
16.11.5 Once on the field of play, the spare goalkeeper becomes subject to
the rules of the game as for a normal team figure.
 
16.11.6 The spare goalkeeper cannot be used to take throw ins, corner
kicks, or penalties. The spare goalkeeper must be brought into play
from the goal area.
 
16.11.6.1 A spare goalkeeper can be used to take a free kick, providing
the figure is played from the goal area.
 
16.11.7 The attacking team may choose to leave the spare goalkeeper on the
pitch any time it deems necessary except after a goal kick.
 
16.11.8 If a spare goalkeeper is on the pitch and the standard goalkeeper
makes a save, a goal is awarded.
 
 
16.11.9 If, during an attempt to clear the ball, but excluding a goal
kick, the side using the spare goalkeeper loses possession, then the
standard goalkeeper cannot be replaced until the attacking side has had
a maximum of three flicks at the ball with any combination of figures.
During this possession, the attacking side may shoot into an empty goal.
On completion of the third flick the attacking side must wait for the
defending
goalkeeper to be returned to the goal before play continues and before
shooting at goal. Should the attacking side lose possession, then the
goalkeeper can be returned to the goal, and the spare goalkeeper removed
from the pitch. Play then resumes.
 
16.11.9.1 The attacking team may choose not to go for goal. The defender
should be informed and he may replace his goalkeeper immediately.
 
16.11.10 The spare goalkeeper, when in play, can be used to make blocking
flicks, positional flicks, etc.
 
16.11.11 After playing the ball and having been removed from the playing
area, the spare goalkeeper cannot again be used from the goal area until
the ball has been played at by another figure of either team.
 
16.11.12 If, after the spare goalkeeper plays the ball, the ball then
strikes a figure of it's own team, then an opposing team figure, the
spare goalkeeper may be removed, and the rodded keeper replaced. Time
should be allowed to remove the spare goalkeeper. If a shot is taken
and saved, no action should be taken against the rodded goalkeeper.
 
 
 
 
Rule Seventeen: SUBSTITUTES AND INJURIES
 
17.1 Should a figure be damaged during the game, it may be taken away from
the field for repair. This is done quickly. No "injury time" should be
allotted. If a noticeable amount of time is required for repair, injury
or extra time can be added to the end of the half.
 
17.2 Any number of substitutes may be used to replaced damaged figures.
These substitutes must conform to Rule 1.5.
 
 
 
 
Rule Eighteen: SHOOT OUT
 
18.1 If, after extra time, the game is still drawn and winner has to be
decided, a shoot out takes place.
 
18.1.1 Either the traditional Subbuteo Shoot Out (rule 18.2), or a MLS
Style Shoot Out (rule 18.3) may be used to decide games after
extra time. In the event of tournaments or league play, the tie breaking
format must be announced by the tournament director prior to the first
knockout round game.
 
18.2 The Traditional Shoot Out
 
18.2.1 One of the goal areas is chosen for the shoot out and all team
figures are placed in the center circle. A figure should be nominated
from each team to take the shots.
 
18.2.2 Each team has one shot from the following five positions with the
ball being placed just inside the shooting line:
 
18.2.2.1 Where the shooting line joins the touchline on the right of the
pitch.
 
18.2.2.2 Opposite the penalty area line on the right.
 
 
18.2.2.3 Opposite the regulation penalty spot at the center of the
shooting line.
 
18.2.2.4 Opposite the penalty area line on the left.
 
18.2.2.5 Where the shooting line joins the touch line on the left of the
pitch.
 
18.2.3 The ball should be placed so that it is completely in the shooting
area, just inside the shooting line.
 
18.2.4 Shots are taken alternately, with both players shooting from each
position.
 
18.2.5 The goalkeeper is not confined to the goal line, and free
goalkeeping still applies.
 
18.2.6 A coin is tossed to see who shoots first. Winner's choice.
 
18.2.7 For each shot, the ball is placed; the shooter places his figure
and states "Ready"; the keeper takes position and states "Ready"; then
the shot must be taken within 5 seconds.
 
18.2.8 The team with the most goals is the winner. Rebounds into the goal
off the attacking figure after a save do not count.
 
18.2.9 If the shoot-out is drawn after five shots, "sudden death" begins
from the first shooting position until one player has scored on more
goal, after an equal number of shots.
 
18.3 The MLS Style Breakaway Shoot Out
 
18.3.1 One of the goal areas is chosen for the shoot out and each player
chooses five team figures which are placed in the center circle.
 
18.3.2 The referee tosses a coin and the winner decides to shoot or defend
first.
 
18.3.3 The two players alternate five shots from the equivalent of ten
yards outside the shooting line.
 
18.3.3.1 The ball does not have to be centered from the goal; the
position is up to the offensive player.
 
18.3.3.2 The referee determines the distance from the shooting line in
the regular manner for a 10 yard distance measurement, 90 mm or
approximately the width of a hand.
 
18.3.4 The offensive player positions the ball as above.
 
18.3.5 Before each shot, the defender decides which keeper to use (rodded
or spare) and places him on the goal line. He then states "ready".
 
18.3.5.1 The rodded keeper is used as normal, with free goalkeeping
applying after the first attacking flick at the ball.
 
18.3.5.2 The spare keeper has up to three flicks, alternating with (if he
can get them in) the shooter. Normal rules of possession apply. If he
doesn't use a flick, he loses it.
 
18.3.5.2.1 The keeper can come out of the area to defend, but if the
ball hits the hand of the defending player, a penalty is
automatically awarded.
 
18.3.6 The offensive player positions his figure behind the ball and
states "ready".
 
18.3.7 The referee states "play" and begins a count down timer from 5
seconds.
 
18.3.8 The offensive player is allowed 5 seconds and up to 3 flicks to
push the ball across the shooting line and take a shot. If time expires
after a shot has been taken, but before the ball crosses the line, the
goal counts. If the clock does not end with a beep, or buzz, the
referee will state "time" after time is up. All referee decisions
concerning time are final.
 
18.3.9 If a player believes that he needs clarification of a ball in or
out of the shooting area, he may state "time out" and the referee will
stop the clock to make a decision.
 
18.3.9.1 If the ball in question is in the shooting area, the goalkeeper
states "ready" and the offensive player must immediately shoot with his
next flick.
 
18.3.9.2 If the ball in question is ruled out of the shooting area, the
referee informs both players of how much time remains, the goalkeeper
states "ready", the offensive player states "ready", and the referee
states "play on" and restarts the clock.
 
18.3.10 Only one shot at goal is allowed. If the ball rebounds back to
the shooter after the second flick, either off the goalkeeper or the
goal post, the attempt is over. Rebounds into the goal off the
attacking figure after a save do not count.
 
18.3.11 If the offensive player misses the ball with any of his three
flick, his attempt is immediately forfeited.
 
18.3.12 The team with the most goals is the winner.
 
18.3.13 If the shoot out is still tied after five attempts, the players
alternate "sudden death" attempts until one player gains the lead after
an equal number of attempts.
 
 
 
 
 
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