Before the Game

  1. Rules. The rules shall be the those of the Federation Internationale de Football Association, 1999 edition, except as mentioned below. You can find the FIFA Rules on the Web.
  2. No Studs. No studded footwear at all may be worn: this includes moulded studs or blades. Only astroboots, trainers, or plimsoles are permitted.
  3. Time. Matches shall last for 25 minutes, being composed of two twelve-minute halves and a quick turnaround. The organizers may however vary this rule if required by circumstances, such as shorter games being required to accommodate more teams.
  4. Number of Players. Teams will nominally contain 5 players. However, if both sides agree, the game can be 6-a-side.
  5. Eligible Players. All players must be members of the University that team represents (with the two exceptions as defined below): combined teams, where a single institution does not have enough players to field a team, are permitted. All players must be members of or associated with a high energy physics group or experiment: in this case, "associated" includes technical and administrative staff or undergraduates affiliated with a high energy physics group.
  6. Eligibility Exceptions: Institutions without teams. In circumstances where institutions who do not have enough players to field a team, players from that institution may join one of the other teams.
  7. Eligibility Exceptions: Children of High Energy Physicists. To encourage a family atmosphere, children of high energy physicists are allowed to play, with the following caveats:
    1. Their parent is also playing for the same team and is therefore also eligible as defined above (sending your child to fight in your place smacks of cowardice...);
    2. They are still a child in the eyes of the law: for the sake of argument, this means under the age of 18 when the tournament is played (so born on or after 7th April 1996).

During The Game

  1. Substitutes. To give everyone an opportunity to play, the will be no restriction on the number of substitutes. However, no one may play for more than one team except in case of injuries. If a team has more than five substitutes however, they really should form a separate team. Substitutions can only be made during breaks in play: both the referee and the opposing team must be informed each time a substitution is made.
  2. Throw-ins. All throw-ins from the side line must be rolled so that the ball touches and remains on the ground within two yards from where it was released. The thrower must have both feet behind the side line when the ball is rolled. A foul throw will result in an indirect free kick to the opponents. Opponents must stand two yards away from the thrower or behind the nearest opponent. Failure to do this will result in an indirect free kick.
  3. Goal Kicks. Goal kicks must be rolled in the same manner as throw-ins from the side line. A foul throw will result in an indirect free kick from the penalty spot. If the goal keeper has the ball in the area other than for a goal kick (for example, after a save or backpass), he may either roll the ball out of the area or he may place the ball on the ground and kick it. In this case, he may roll or kick the ball to himself.
  4. High Kicks and Headers. There is no limitation on how high the ball may be kicked, so kicks and passes above head height are allowed. Headers are also permitted.
  5. Goal Areas. No player, except the defending goal keeper, my enter the goal area or touch the ball while it is inside the goal area. The only exception to this rule is if an attacking player plays the ball outside the area — or leaves his feet outside the area in the case of a flying header/volley — but his momentum carries him into the area: in this case, play continues as normal. For an attacker offense, an indirect free kick shall be taken by the goal keeper from anywhere within the area. For a defensive offense, a penalty kick will be given. If a defender enters the area to clear the ball and prevents an obvious goal, he will be sent off. Goalkeepers are not permitted to leave the area.
  6. Free Kicks. When a free kick or corner is taken, opponents must stand five yards away from the ball, unless it is within five yards of the defending side's goal area, in which case they may stand on the edge of the area. The attacking team may then, if they wish, move the ball away from the area in a direct line up to a distance of five yards away from the area.
  7. Penalty Kicks. Only a single step is allowed in the run-up to a penalty kick. Other than the taker, all players must stand at least five yards away from the penalty spot. All players (except the defending goal keeper) must also stand behind the penalty spot (this is an 11-a-side rule).
  8. Offside. No offside laws will be applied in this tournament.
  9. Backpasses. When the keeper plays the ball out of his area the team may only return the ball once, a second passback results in an indirect free kick to be taken from the spot where the second pass back was played. Passbacks are reset after any two outfield players have touched the ball.
  10. Kick-off. The ball need not move forward from a kickoff. Opponents must stand five yards away from the ball until it is in play. All other eleven-a-side rules apply: remember, you can score directly from a kick-off.
  11. Sliding tackles. No sliding tackles are permitted. This is dangerous play and will be sanctioned by an indirect free kick. This rule does not ban all slides. You may, for example, slide to keep a ball from rolling into touch so long as there are no opponents near the ball. Also, goalkeepers are permitted to go down in order to make saves.
  12. Interpretation. All matches must be played according to the referee's interpretation of the rules. It is the team captain's responsibility to make sure that his players know the rules.

Qualification for KO stage

The top two teams from each group will qualify for the quarterfinals.
The final two teams will qualify as best runners up with the following criteria:

  1. Highest number of points
  2. Highest number of points in the matches between the tied teams
  3. Highest number of goals scored
  4. Lowest number of goals conceded
  5. Highest number of goals scored in the matches between the tied teams
  6. Lowest number of goals conceded in the matches between the tied teams

Knock out rounds

  • During the knockout stages in the result of drawn games will be decided by a penalty shootout, a coin toss will decide which team chooses to kick first or second
  • All 5 (6) players on the pitch at the end of the game must take one penalty before any player takes a second
  • Substitutes cannot take penalties
  • After the first round of penalties if the scores are tied the shootout will become sudden death
  • If a university has two teams in the semi-finals they will play each other

Physics WebpagesRHUL WebpagesCampus Connect • Royal Holloway, University of London, Egham, Surrey TW20 0EX; Tel/Fax +44 (0)1784 434455/437520

Topic revision: r4 - 03 Apr 2014 - JochemSnuverink

 
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