Friday, Apr 18, 2014
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2012 - NAH Rules!

1  Teams  #
    1.1  Teams will consist of three players.  #
    1.2  Substitutions will be allowed only in response to player injury or unforeseen absence (canceled flight, etc.).  #
      1.2.1  If the player injury occurs more than two weeks prior to the tournament: the substituted player must be chosen and declared before the first day of tournament play. This team is then set for the duration of the tournament.  #
      1.2.2  If the injury occurs during the tournament: a substitute of equal or lesser skill maybe be chosen to place the injured player.  #  Any member of the opposing team may raise an objection to the substitute chosen if they feel the substitute possesses greater skill than the injured player. This objection must be brought to the attention of the court referee or tournament organizer who will mediate the situation and make a ruling. The ruling is final.   #  a substitute may be chosen from another competing team. However, if the two teams sharing a teammate meet during the tournament, the substitute will play with their original team.  #

2  Equipment  #
    2.1  All equipment must be inspected and deemed safe before a player is allowed to step on the court. (See General Rules of play, section 5). All equipment must be free of jagged edges and dangerous protrusions. All mechanisms must be adjusted correctly and be in safe working order.  #
    2.2  Bike  #
      2.2.1  Any common type of bike is allowed. (BMX, road, track, mountain). Trikes, recumbents and tandems are not allowed.  #
      2.2.2  You may not add anything to the bike to help block shots (e.g., a bar under your BB, netting in the front triangle) with the exception of wheel covers.  #
      2.2.3  Handlebars must be capped. Bullhorn handlebars are not allowed.  #
    2.3  Mallet  #
      2.3.1  The end of the mallet handle must be capped / plugged.  #
      2.3.2  Mallets must not have any sharp, jagged or otherwise dangerous edges or protrusions  #
    2.4  Helmet  #
      2.4.1  Helmets are mandatory.  #
    2.5  Uniforms  #
      2.5.1  Teams are required to wear matching colors.  #
      2.5.2  Teams are required to bring at least two different colored jerseys in the event that both teams are wearing a similar color. Team with best record will be required to change. In case of like records, a coin will be tossed.  #

3  Courts  #
    3.1  Courts should be no larger than 180 x 80 and no smaller than 120 x 60  #

4  Goals  #
    4.1  All goals will have nets and a solid crossbar.  #
    4.2  Goals will be 6? wide by 3? tall.  #
    4.3  The goal line will be marked.  #

5  Registration and Pre-match  #
    5.1  Each tournament will have a system by which teams will check in and have their equipment inspected (stickers on equipment, wristband from registration, etc.)  #
    5.2  Teams must be able to show that their equipment has been inspected before participating in any match of the tournament.  #
    5.3  Failure to have equipment inspected may result in match forfeiture.  #

6  Basic match structure  #
    6.1  The ball will be positioned at center court.  #
    6.2  Each team will proceed to their side, facing center court with rear wheels touching the back wall.  #
    6.3  After making sure each team is set, the court referee will shout 3-2-1 - Go!  #
    6.4  At Go, each team will joust for the ball at center court.  #
    6.5  After a goal is scored, the referee will stop time.  #
    6.6  The scoring team will return to their half of the court.  #
    6.7  The conceding team will return to their half of the court with possession of the ball.  #
    6.8  The defending team may not attack until the ball or an offensive player has crossed the center line.  #
    6.9  The referee will resume time as soon as the ball or a member of the offensive team has crossed the center line.  #
    6.10  Overtime: During the elimination rounds where a winner must be determined and the match results in a tie at the end of regulation time, the game will be stopped. The match will enter sudden death overtime where the first team to score will be declared the winner. The ball will be reset at center court. Each team will return to their side and the referee will oversee another joust.  #

7  Goal scoring and ball movement  #
    7.1  A goal must originate as a shot, defined as striking the ball with the end of the mallet.  #
    7.2  Wrist shots or scoop shots are not considered a shot, therefore will not count as a goal. This technique may be used to pass the ball.  #
    7.3  A shuffle, defined as a ball that is struck with the broad side of the mallet or mallet shaft. Shuffles cannot be used to score a goal.  #
      7.3.1  The shuffle of the ball by the defending team into their own goal will be considered a goal if either:  #  the ball originated as a shot from the mallet of an offensive player or,  #  if the ball is mishandled in any way by the defending team so as to put the ball in their goal.  #
    7.4  The following situations will not be considered an own goal:  #
      7.4.1  If an offensive player shuffles the the ball into the defending player guarding the goal. If the ball enters the goal is this manner, it will not count as an own goal; The defending team will take possession of the ball and play will resume as if a goal has been scored.  #
      7.4.2  A shot from an offensive player that deflects off the broad side their teammate's mallet will be viewed as a shuffle and will not count as a goal.  #
    7.5  Ball-joint and side-joint: Not to be confused with a scoop pass, toss or other ball handling. The ball-joint / side-joint is defined as pinning the ball between an open end of the mallet head and the playing surface and then dragging it. Ball-jointing / side-jointing will be allowed ONLY in the player's defensive zone. Ball jointing / side-jointing in the offensive zone will result in the ball turnover and concession of half-court.  #
    7.6  If the ball becomes lodged on a player, bicycle or in the spokes of a wheel in such a way that it cannot be played safely, game play will be stopped. The ball will be dislodged and placed on the ground at the point of incident. The player directly involved in the ball being lodged will get possession and play will resume.  #
    7.7  The ball cannot be played with the feet. Intentionally touching the ball will be counted as a foot-down or dab (see below) and that player will be required to tap-out.  #
    7.8  Buzzer shots will only count if the ball crosses the goal line before the sounding of the final bell, buzzer, whistle, etc.  #
    7.9  If the net is dislodged or moved from it's proper position and the ball crosses the line of where the net should have been, a goal may be awarded.  #

8  Foot-down or Dab  #
    8.1  A foot-down or dab is defined as any player placing their foot on any horizontal surface (e.g., ground, mallethead, ball, fallen bike, another player, top of the boards.)  #
    8.2  When a player dabs that player is out of play and may not interfere with the ball or other players until they tap in at one of two designated center court points. Interfering with play will result in a penalty.  #
    8.3  If a dabbed player is unable to ride to the tap out spot due to match play, the player must let the play pass. If the dabbed player was acting as goalie, that player must immediately exit the area as soon as possible.  #
    8.4  If a dabbed player stops a shot from going into the net, at the ref's discretion, it may be ruled a goal. Example: a defending player in front of the net loses their balance and dabs. The defending player remains in front of the net - intentionally or unintentionally - and blocks an incoming shot. If there is no doubt in the referee's mind that the shot would have resulted in a goal, the referee can declare a goal. If it is also determined that the defending player intentionally blocked the net when out of play they will be awarded a two-minute penalty.  #
    8.5  The tap-in area will be located at both sides of center court.  #
    8.6  If a player crashes or falls off their bike, play will continue unless a player is injured. At this point the referee will stop the match and attend to the injured player.  #

9  General Court Behavior and Physical Contact  #
    9.1  Contact between bodies and equipment is permitted, as defined below. However, depending on the severity, any physical, mallet or bike play that is considered by the referee to be excessive, reckless and potentially dangerous to the safety of the players will result in a warning or a penalty. Essentially, the choice to check/pick/mallet-to-mallet is not the issue. It's how you do it.  #

10  Permitted contact and restrictions  #
    10.1  Body-to-Body contact:  #
      10.1.1  Shoulder-to-shoulder contact and the use of forearms is permitted.  #
      10.1.2  Hooking, holding or otherwise restraining another player by grabbing that player, their clothing or any of their equipment using hands, elbows, feet or mallets is not permitted. Hooking is defined as using a mallet to restrain a bike or player. Holding is grabbing a player, their clothing or their bike with your hand or elbow, a.k.a chicken winging.  #
      10.1.3  Pushing with the hands is not permitted.  #
      10.1.4  A Cheap Shot defined as excessively pushing or checking someone from behind is not permitted. Physical blows about the neck or head, any punching or kicking will also be penalized.   #
    10.2  Mallet-to-Mallet contact:  #
      10.2.1  Incidental contact playing the ball is permitted.  #
      10.2.2  Defensively hooking, lifting or holding another player's mallet is permitted.  #
      10.2.3  Striking - hitting another player's mallet with excessive force - known as striking - will result in a warning or a penalty.  #
    10.3  Bike-to-Bike contact:  #
      10.3.1  Incidental contact is permitted.  #
      10.3.2  Throwing a rear wheel or skidding into another player's bike is not permitted.  #
      10.3.3  T-boning is not permitted.  #
    10.4  Mallet-to-body contact is not permitted.  #
    10.5  Mallet-to-bike contact is not permitted.  #
    10.6  Body-to-bike contact is not permitted.  #
    10.7  Checking along the boards:  #
      10.7.1  For boards 4' or higher - checking is permitted.  #
      10.7.2  For boards 3' or lower - a play for the ball along short boards that results in a player going over the boards will be heavily scrutinized. If the check is deemed appropriate and the opposing player simply could not maintain their balance, play will continue. If, however, the check against the boards is deemed excessive, reckless or otherwise thought to have little regard for the safety of the opposing player, the referee has the option to issue a warning or a penalty.  #
    10.8  Goalie contact: A player may use their mallet to hook, shift, move, etc. the mallet of the player in goal in an effort to get them out of position or prevent them from stopping a shot. Body-to-body contact or any incidental bike contact with the goalie is permitted only if the contact is between the player with the ball and the goalie.  #
    10.9  Clear intent to injure another player or repeated dangerous and reckless behavior after receiving two warnings is not permitted and will be met with a two-minute penalty or ejection from the match.  #
    10.10  Throwing of mallets is not allowed at any time, in any situation. Intentionally throwing a mallet will automatically result in at least a 30-second penalty.  #
    10.11  If a thrown mallet stops a ball from going through the goal the referee may use his discretion to award a goal.  #

11  Time-outs  #
    11.1  The referee reserves the right to stop the match for any reason. Time-outs will/can be called for the following reasons:  #
      11.1.1  A goal is scored. Time will always be stopped after a goal, but an extended time-out can be called for a mechanical, or water, etc. Each team can call three of these extended time-outs.  #
      11.1.2  The ball goes out of play. The referee will stop time until the ball can be retrieved. The defending team will then get possession of the ball, half-court will be conceded and play will resume.  #
      11.1.3  Mechanical problem. The team with the player having the mechanical problem has the option to call a timeout or mechanical only after they take possession of the ball. If the team experiencing a mechanical problem is poised to score when the mechanical arises, they may opt to continue their attempts until such a time as, still in possession of the ball, they may call a mechanical timeout. After fixing the mechanical problem, the ball will be turned over to the other team and play will continue as after a goal has been scored.  #
      11.1.4  Serious injury.  #

12  Penalties  #
    12.1  These are the penalties available to the referee. Some infractions have predetermined penalties, such as ball-jointing in the offensive zone (see below). Otherwise, depending on the severity, the referee have the right to use any of these at any time in any order for the infraction in question.  #
      12.1.1  Warnings: For most infractions the referee will issue a verbal warning. A verbal warning may also be followed by being instructed to tap-out. Repeating the same behavior will result in a more severe penalty.  #
      12.1.2  Tap-out: The referee may instruct a player to tap-out at either side of center court. If required, a player must hit the tap-out point with their mallet or they will still be considered out. If a player does not physically touch the tap-out with their mallet, they may be asked to tap-out a second time. Tap-outs will always happen without stoppage.  #
      12.1.3  Ball turnover: The penalized team will return to their side. Once the team in possession of the ball crosses half-court, either with a player or the ball, play will resume.  #
      12.1.4  30-second penalty: This penalty will follow verbal warnings or will be used to penalize players for a more serious first-time rule violation. When the referee observes an infraction, they will whistle, stop time and call for the offending player to exit the court. The timekeeper will declare when they can re-enter the game. The resulting game play will be 3 on 2 for a full 30 seconds unless the innocent team scores during the power play. At this time, the penalized player may re-enter the court.  #
      12.1.5  Two minute penalty: This is reserved for striking (see below), excessive force or reckless behavior that draws blood or otherwise results in serious injury or any other dangerous behavior that has been met with two prior warnings. The penalized player will remain off the court for the full two minutes, unless the innocent team scores during the power play. After the innocent team scores during a power play, the penalized player may re-enter the court.  #
      12.1.6  Ejection: This is penalty is reserved for fighting and acutely reckless or willfully dangerous play that either results in or is deemed as having the potential to cause serious physical harm. The penalized player will be removed from the game. The game will continue as 3 on 2 until the end of regulation time.  #
      12.1.7  Delayed penalty call: a delayed penalty can be called. If the innocent team retains possession after the infraction, play with continue until the opposing team gets the ball. At this point, the referee will blow the whistle and stop the match. Each team will return to their side. The ball will be given to the innocent team. If the infraction results in a time-penalty against a player, this player will come off the court at this time. A goal by the innocent team will end the penalty. The penalized player may then return to the court.  #
    12.2  Infractions that can result in a warning / tap-out:  #
      12.2.1  foot-down / dab  #
      12.2.2  leaning on goal  #
      12.2.3  Throwing rear wheel or skidding into another player (1st offense)  #
      12.2.4  Striking another player's mallet (1st offense)  #
      12.2.5  Hooking/holding/grabbing and otherwise restraining another player (1st offense)  #
    12.3  Infractions that can result in a 30-second or two-minute penalty:  #
      12.3.1  Hooking or holding (2nd-plus offense)  #
      12.3.2  Cheap shot (1st-plus offense)  #
      12.3.3  Striking (2nd-plus offense)  #
      12.3.4  Mallet throwing  #
      12.3.5  Throwing an opposing player's mallet  #
      12.3.6  Making body-to-body or incidental bike contact with a goalie without being in possession of the ball  #
    12.4  Infractions that will result in a ball turnover:  #
      12.4.1  Tossing the ball out of the court - This is a delay of game penalty. The ball is given to the other team and the match resumes as if a goal had just been scored. A shot or shuffle that deflects off a mallet, wheel, goal post or other surface, the ball will simply be placed on the court at the point of exit and play will resume with no ball turnover.  #
      12.4.2  Ball-jointing / side-jointing in the offensive zone. Scooping the ball, throwing the ball is permitted.  #
      12.4.3  Sweeping wheels with the mallet. If a player sweeps out another player's front wheel with their mallet causing them to footdown - regardless of intent - a delayed penalty can be assessed.  #
      12.4.4  If the innocent player's team retains possession of the ball and maintains a clear advantage after their teammate returns, the offending player will simply be required to tap out. Play will continue with no turnover.  #
      12.4.5  If the offending player's team gets possession after the innocent player's wheel has been swept, the whistle will be blown and the referee will stop the match. The innocent team will get possession of the ball in their own half. The match resumes as if a goal had just been scored.  #

13  Court Referee Guide / Duties & Responsibilities  #
    13.1  Checking of all equipment before a match. Mallet and handlebar plugs, unsafe protrusions, brakes, bullhorns, etc. should be identified and resolved before the match begins.  #
    13.2  Keeping time  #
    13.3  Keeping score  #
    13.4  Having the final decision on a calling a goal. Goal judges will be positioned at each goal, however the court referee has the power to overrule a goal judge.  #
    13.5  Announcing time remaining at regular intervals, roughly in halves based on match length. (For example, a 10-minute match will be called at five, twoand- a-half, one-minute, 30-seconds, 10-seconds, and 5-second countdown.  #
    13.6  Referee Equipment  #
      13.6.1  whistle - for stop/start of match play, indicating timeouts, penalties and goals scored.  #
      13.6.2  stopwatch  #
      13.6.3  radio  #
      13.6.4  score sheets  #
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