Rules of Terfball Terfball is played with a combination of KEEP AWAY, TAG, and KING OF THE HILL. The ball can be kicked or thrown. 3 periods of play, say 16 minutes and rotate to defend each of 3 goals. 1. COIN TOSS: Before kickoff. 3 teams toss a coin each. Odd coin kicks 1st period. The two remaining teams toss to see who gets the choice of kicking the 2nd or 3rd period. K1CKOFFS must be to another team. 2. GOALIE ZONE: Only the goalies can step in the goalie zone. Another player cannot score from the goalie zone. If a goalie steps in the goal with the Terfball, the goal counts. 3. CLEAR THE ZONE: After a goal (clear the zone) the teams not scored upon must go back past their midline. The goalie scored upon restarts the play. BEWARE as a goalie can "quick start" the play, before the other players have cleared the zone. 4. If the ball goes out of bounds behind the goal, the ball is brought back TO THE CONE on either side to the front of the goal. The REFEREE decides WHO and WHERE the ball is restarted. 5. OUT OF BOUNDS: The ball goes to the nearest, different team. 6. A polite HAND TAG is all that is necessary for a TURNOVER. Play is restarted from the spot of the tag. 7. HAND TAGS only: No tripping or ROUGH PLAY. ROUGH PLAY results in a PENALTY SHOT. The REFEREE decides where the player can throw or attack the goal. OUTSIDE THE CONE. You can throw from the 6-point zone. 8. DEFEND BY FOOT, if advanced by foot. 9. To drop the ball to AVOID A TAG, the player cannot touch the ball again with their hands before another player touches the ball. 10. BREAKAWAY: When no one is between a player and the goalie, the TAG must be in the middle of the back. No tripping or ROUGH PLAY. 11. TURNOVERS: A polite hand tag, the REFEREES whistle-stops the play; the REFEREE starts the play from the spot of the TAG. 12. When a player picks the ball off the ground...they have 5 SECONDS (having stopped on a pivot foot) to decide to run or pass the ball. When a player catches the ball in the air...they have 10 SECONDS (having stopped on a pivot foot) to decide what to do with the ball. GIVE THEM ROOM, about 3 feet. A third step is considered running and then can be tagged for a turnover. 13. FOR CONTROL: stop on a pivot foot, a third step is considered running. 14. If two teams grab the ball, REFEREE blows whistle, and the ball goes to the THIRD TEAM. 15. The goal has 3 bottom goals and one top goal. The further away, the more points. Bottom goals are 1, 2 or 3 points. The top goal is 2,4 or 6 points. Zone multiples 1,2 or 3. 3 being the farthest away. 16. The team with the most points wins the game (after time expires). In case of a tie (10-10-7) it goes to overtime. It is possible that the losing team could come back and score enough points and win. |