|
Coulsdon
Centre
of Table Football |
GENERAL RULES
G1 The decision of the CCF Organiser shall be final in all matters.
G2 All players are expected to play within the spirit of the competitions and be show good sportsmanship and respect to officials, players and spectators.
G2b At this time that, as a club, we are still learning the game, all players will be expected to show understanding as we adjust our playing rules and procedures.
G3 Matches shall be played according to Subbuteo Rules.
G4 A player entering into the competitions shall accept their obligation to complete all their matches.
G5 All matches shall be 15 minutes each half, with players changing ends at half time.
G6 The team designated as the home team shall have choice of team and shall decide who kicks off in each half, with each player taking 1 kick-off each.
G7 Any team made by Subbuteo is acceptable for use, whichever type of base it has.
GX Where a player fails to attend a match, the result shall be recorded as 3-0 to the opposing player. Where both players fail to attend, the result shall be 0-0 with no points awarded to either player.
GX Where a shoot-out is required to decide the result of a knock-out competition, each player shall take 5 shots, 1 from each of the 5 designated shooting points on the shooting zone line (ie. where it meets both touch lines, opposite both sides of the penalty area and head on to the goal. Should scores still be level after those 5 shots, then ordinary penalties shall be taken on a sudden death basis until one player is ahead after an equal number of shots.
PLAYING RULES
For detailed rules, click
this link
For simpler rules, see the bottom of this document
FOOTBALL LEAGUE COMPETITION RULES
L1 In all divisions, 4 points shall be awarded for a win, 2 points for a draw and 1 for a defeat. 0 shall be awarded for any defeat by default.
L2 League
positions shall be decided on the following:
1. Most Points, 2.
Goal Difference (Goals Scored - Goals Conceded), 3. Most Goals
Scored, 4. Direct Result(s) between the players/teams tied)
F A CUP COMPETITION
F1 The format of each season's competition shall be decided by the Controller. The lowest ranked players in the competition based on the previous season's league competitions (or a random draw for the opening competition) shall play in the opening round, with the right number of ties being drawn to ensure an appropriate "funnel" number (ie. 2-4-8-16-32-64, etc) for the 2nd round onwards.
F2 The losing player in each tie shall be eliminated from that season's competition with the winner going through to the next round.
F3 Where are match is level at the end of 30 minutes, extra-time of 5 minutes each way shall be played. If there is no winner after this time, a shoot-out shall decide the winner.
WORLD CUP COMPETITION
W1 Group phase matches shall follow the rules of the Football League. The Controller shall nominate how many teams qualify for the knock-out phases.
W2 Knock-out Phase matches shall follow the rules of the F A Cup.
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OFFICIAL
TABLE FOOTBALL QUICK RULES
The
full F.I.S.T.F. Rules can be downloaded from www.FISTF.info
, but these Quick Rules are based on the official rules to enable the new player
to get playing quickly. The pitch
should be laid on a flat level surface and the goals attached firmly.
The playing figure bases should be well polished and the two teams set
out as for a real game of football.
1
Match Duration.
FISTF Rules state matches should be two halves of 15 minutes but for
beginners two halves of 10 minutes suffices.
2 Flicking & kicking. The ball is “kicked” when it is struck by one of the playing figures, usually by the base but not necessarily so. In order for this to happen the player in possession of the ball flicks the base of the playing figure cleanly with the nail of his/her fore finger or middle finger. It is permissible to use the pitch surface to spring the flicking finger off. It is an illegal flick if: i) the thumb is used to spring the flicking finger; ii) the back or side of the finger is used instead of the nail; iii) if another figure or the ball is touched when making the flick; iv) the hand moves whilst making the flick (no swiping); v) the figure is pushed instead of flicked. Penalty for illegal flicking: Free-flick
3
Possession of the ball.
The
attacking player is the player in possession of the ball, the defending player
is the player who is trying to gain possession of the ball. Possession of the
ball is retained if the ball is legally hit (kicked) and the ball remains in
play without striking an opposition figure. If another figure (of either team)
is struck before the ball is struck it is a foul and a free-flick to the
defender is awarded. If the ball is not
struck or it last strikes an opposition figure possession changes.
If the ball is not struck but the flicked figure hits another figure,
possession changes and a Back is awarded. The
same playing figure may only strike the ball three times in succession.
4. Blocking & Back If the player in possession flicks, hits the ball and retains possession the defending player may take a Block-flick. The object of a block-flick is to obstruct the attacking player by i) positioning a defending figure in front of the ball so that it is difficult to hit, ii) positioning a defending figure behind the ball so that the way to goal is obstructed. A block-flick can also be used to move figures around the pitch for strategic purposes. In making the Block-flick the normal flicking rules apply and in addition the flicked figure must not come into contact with another figure (of either team) or the ball. If it does it is a Back. If the figure or ball it came into contact with was stationary all the pieces are returned to their original positions. If the ball was moving then a Free-kick is awarded to the attacking player at the point of infringement. If the ball was stationary and a moving attacking figure was hit (intercepted) by a defender’s figure then Back is awarded but the attacker’s figure is placed at the point of interception
6
Goal Kick. If
the attacking player hits the ball over his opponent’s goal-line without
scoring a goal or forcing a corner kick a goal-kick is awarded.
Both players may pick up and reposition all of their playing figures.
The defending player should position his/her figures after the attacking
player. The ball is placed wholly
inside the goal area and either the rod goalkeeper, the spare goalkeeper or one
of the outfield playing figures is used to kick the ball out of the penalty
area.