Official Rules of Footbag Sports

Official Rules of Footbag Sports

Comment: 

  • 302.01 no title
  • no title
  • 302.02 no title
  • 302.03 no title
  • 302.04 no title
  • 302.05 Footbag Net Equipment
  • 302.06 Line Width
  • 303.01 no title
  • 303.02 no title
  • 303.03 Scoring Systems
  • 303.04 no title
  • 303.05 no title
  • 303.06 no title
  • 303.07 Time-Outs and Breaks Between Games
  • 303.08 no title
  • 303.09 Fouls
  • 304.01 no title
  • 304.02 no title
  • 304.03 Pool Format
  • 304.04 Consolation Brackets
  • no title
  • no title
  • Figure 5 - Five to Eight (5 to 8) Person Double-Elimination Bracket
  • no title
  • no title

302.01: 

302.02: 

302.03: 

302.04: 

302.05. Footbag Net Equipment 

302.06. Line Width 

303.01: 

A.  Choice of Footbag
B.
C.
      1. Service: The player/team winning the coin toss may choose whether to serve or receive first. If this is the first game of the match, the opposing player/team may thus choose which side of the court they will occupy for the game ("side").
      2. Side: The player/team winning the coin toss may choose which side of the court they will occupy for the game. If this is the first game of the match, the opposing player/team may thus choose whether to serve or receive first ("service").
      3. Defer: The player/team winning the coin toss may forego their right to choose service or side, and may instead defer to their opponent(s) to make that choice (in which case the player/team losing the coin toss shall be treated as the winner of the coin toss for the options above).
D.
E.

303.02: 

A.  Live Footbag
B.
C.
D.  Doubles: In doubles net play:
      1.
      2.
      3.

303.03. Scoring Systems 

There are three approved scoring systems for footbag net.
A.  Classic Scoring: With classic scoring, points are only awarded when the serving team wins a rally. A rally is the sequence of playing actions from the moment the service is hit by the server until the footbag is ruled "dead". The serve (but no point) is awarded to a receiving team who wins a rally, also referred to as a "side out".
B.  Rally Scoring: In rally scoring, a point is awarded to the winner of each rally, regardless of who serves. The serve and a point are awarded to a receiving team who wins a rally.
C.  Game-Set-Match (GSM) Scoring: GSM is a scoring system similar to tennis, wherein games are played to four points, and six games make up a "set". The winner is then determined by a "match" that is the best of 3 sets.
D.  Determination of Scoring System
      1. Selection: The tournament director may choose any of the above three official scoring systems for any of the events offered at the tournament. Different events may use different scoring systems -- e.g., intermediate singles net could use GSM where open doubles uses rally scoring. However, this is strongly discouraged, as it can lead to confusion and inconsistency.
      2. Player Notification: Players must be notified of the scoring system to be used at least 24 hours before the start of competition, and again at the players' meeting and/or before each round of competition.
      3. Consistency: The scoring system for a given event must not change between rounds of the event. In other words, if rally scoring is used in the qualification round, it must also be used for quarterfinals, semifinals, and finals. It is never appropriate to change scoring systems within a single event.

303.04: 

A.
B.
      1. Classic Scoring: When the serving person's or team's score is zero or even, service is made from the right-hand court; when the serving person's or team's score is odd, service is made from the left-hand court. Service must go diagonally ("cross-court"), e.g., from server's left to receiver's left, or from the server's right to receiver's right. In doubles, the serving team must switch sides of the court as necessary for the server to be on the correct side. Receiving teams do not switch sides.
      2. Rally Scoring: Service rotation is the same as with classic scoring, above, except that at the end of the first game in a match, the losing player or team of the first game shall decide which player or team shall serve first in the second game.
      3. GSM Scoring: When serving in a standard game, the server shall stand behind alternate halves of the court, starting from the right-hand court in every game. In a tie-break game, the service shall be served from behind alternate sides of the court, with the first service from the right-hand court. In both game types the second serve continues from the left side of the court.
C.
      1. Classic Scoring: In singles, at the end of each standard game, the receiver shall become the server and the server shall become the receiver for the next game. In doubles play, for each game of a match, the first team to serve chooses which player will begin service. After the first team makes their choice, the receiving team will choose who will receive the first serve. The player on the receiving team who does not receive the first serve will be the player who serves first after the first side out. For each subsequent side out of the game, service will rotate to each player in turn. In the second game of a multi-game match, the losing player or team serves first. A coin toss determines which team serves first in a third game. When no scorekeeper is present and a team has served out of order, the team loses the serve and any points gained during the out of service foul. All players resume correct positions on the court.
      2. Rally Scoring: In doubles play, for each game of a match, the first team to serve chooses which player will begin service. After the first team makes their choice, the receiving team will choose who will receive the first serve. The player on the receiving team who does not receive the first serve will be the player who serves first after the first side out. For each subsequent side out of the game, service will rotate to each player in turn. In the second game of a multi-game match, the losing player or team has the choice to serve or receive first. A coin toss determines which team serves first in a third game. When no scorekeeper is present and a team has served out of order, the team loses the serve and any points gained during the out of service foul. All players resume correct positions on the court.
      3. GSM Scoring: In singles, at the end of each standard game, the receiver shall become the server and the server shall become the receiver for the next game. In doubles, the team due to serve in the first game of each set shall decide which player shall serve for that game. Similarly, before the second game starts, their opponents shall decide which player shall serve for that game. The partner of the player who served in the first game shall serve in the third game and the partner of the player who served in the second game shall serve in the fourth game. This rotation shall continue until the end of the set.
            a) Receiving Order (Doubles Only): The team due to receive in the first game of a set shall decide which player will receive the first serve in the game. Similarly, before the second game starts, the other team shall decide which player will receive the first serve of that game. The player who was the receiver's partner for the first serve of the game shall receive the second point, and this rotation shall continue until the end of the game and the set.
D.  Scoring
E.
F.
G.  Continuous Play: In principle, game play should be continuous, from the time the game starts (when the first service of the game is put in play) until the game finishes. Between points, a maximum of 20 seconds is allowed. This time starts the moment a point is won (i.e., as soon as the footbag is "dead"), and ends when the server strikes the footbag to begin the next point.
      1. Extra Time: If, for reasons outside the player's control, clothing, footwear or necessary equipment is broken or needs to be replaced, the player may be allowed reasonable extra time to rectify the problem.
      2. Special Time-Out: No extra time shall be given to allow a player to recover condition. However, a player suffering from a treatable medical condition may be allowed one medical time-out of three minutes for the treatment of that medical condition. A limited number of toilet/change of attire breaks may also be allowed, if this is announced in advance of the event.
      3. Rest Period: Event organizers may allow a rest period of a maximum of ten (10) minutes if this is announced in advance of the event. This rest period can be taken after the 2nd set in a best of 3 sets match.
H.  Changing Sides: Players/teams change sides at certain points during a game, set, or match, depending on the scoring system being used (see 303.03 Scoring Systems), as detailed below:
      1. Classic Scoring: Players/teams must switch sides before the second game of a match. In the third game of a match, or in a match of only one game, players must switch sides at 6 points for a game played to 11, or at 8 points for a game played to 15.
      2. Rally Scoring: Players/teams must switch sides before the second game of a match. In the third game of a match, or in a match of only one game, players must switch sides at 11 points for a game played to 21, at 8 points for a game played to 15, or at 6 points for a game played to 11 points.
      3. GSM Scoring: Players/teams must switch sides at the end of the first, third and every subsequent odd game of each set. Players/teams must also switch sides at the end of each set unless the total number of games in that set is even, in which case the players switch sides at the end of the first game of the next set. During a tie-break game, players/teams must switch sides after every six points.

303.05: 

A.  Classic Scoring
      1. Point: 
      2. Side Out: 
      3. Game: 
      4. Match: 
B.  Rally Scoring
      1. Point: A point is awarded after every rally to the player/team winning the rally, whether they served or received the rally. A point is awarded when a player/team fails to return the footbag over the net and in-bounds in the allotted number of kicks (2 for singles, 3 alternating kicks in doubles) or commits a foul (see 303.09).
      2. Side Out: Service shifts to the other player or team (a side out) when the serving player or team fails to serve into the proper service court, subsequently fails to return the footbag over the net and in-bounds in the allotted number of kicks, or commits a foul.
      3. Game: A game is the first player or team to score 21 points. If the score reaches 20 points each, then the game will be decided on a difference of two points, up to a ceiling of 25 points. At the tournament director's discretion, preliminary games may be to 15 points with a ceiling of 17 points, and consolation games may be to 11 points with a ceiling of 13 points.
      4. Match: A match is the winner of two out of three possible games, except in consolation rounds or losers' bracket in double elimination tournaments when one game to 21 points makes a match. At the tournament director's discretion, consolation rounds may be played as two out of three possible games to 11 points, up to a ceiling of 13 points.
C.  GSM Scoring
      1. Score in a Game: There are two types of scoring for games:
            a) Standard Game: A standard game is played to four points. The first player/team to win four points wins the "game", provided there is a margin of two points over the opponent(s). If each player/team has won three points, then the game will be decided on a difference of two points, up to a ceiling of six points.
            b) Tie-Break Game: During a tie-break game, points are scored "zero", "1", "2", "3", etc. The first player/team to win six points wins the "game" and "set", provided there is a margin of two points over the opponent(s). If necessary, the tie-break game shall continue until this margin is achieved. The player whose turn it is to serve shall serve the first point of the tie-break game. The following two points shall be served by the opponent(s) (in doubles, the player of the opposing team due to serve next). After this, each player/team shall serve alternately for two consecutive points until the end of the tie-break game (in doubles, the rotation of service within each team shall continue in the same order as during that set). The player/team whose turn it was to serve first in the tie-break game shall be the receiver in the first game of the following set.
      2. Score in a Set: The first player/team to win four games wins that "set", provided there is a margin of two games over the opponent(s). If the score reaches four games all, a tie-break game shall be played.
      3. Score in a Match: A match is played to the best of three sets (a player/team needs to win two sets to win the match).

303.06: 

A.
B.
C.
D.
E.
F.
G.  Arbitration: Arbitrate player conflicts.
H.  Replays
I.
J.
K.

303.07. Time-Outs and Breaks Between Games 

A.
      1. Elective Time-Outs: 
            a) Number Allowed: Three time-outs are permitted per team per match. No more than two time-outs per team per game are allowed.
            b)
      2. Obligatory Time-Outs: 
            a)
            b) Switching Sides During a Third Game: A 90-second break is allowed when teams switch sides during the third game of a match. Play may resume prior to the full 90 seconds if both teams agree and the referee is ready and in position. See 303.06.A.2 above regarding delays in resuming play.
            c) Other Time-Outs: Time-outs may be called by the referee or tournament officials for situations beyond the control of the teams. These include:
                  1. Equipment Time-Outs: May be called when any major problem occurs with the facilities in which the competition is being held, or with the net, stanchions, lines, footbag, or other equipment involved in the game.
                  2. Weather Time-Outs: May be called when severe weather or darkness inhibit play.
      3. Breaks Between Games: 
            a) Duration: Play will stop for a maximum of three minutes between games.
            b) Resumption of Play: Play may only resume when called for by a referee or tournament official. Play may resume prior to the full three minutes if both teams agree and the referee is ready and in position. See 303.06-A-2 above regarding delays in resuming play.
      4.
B.  GSM Scoring
      1. Elective Time-Outs: There are no elective time-outs in GSM Scoring.
      2. Breaks in Play: Between points, a maximum of twenty (20) seconds is allowed. When the players change sides at the end of a game, a maximum of ninety (90) seconds is allowed. However, after the first game of each set and during a tie-break game, play shall be continuous and the players shall change sides without a rest. At the end of each set, there shall be a set break of a maximum of one hundred and twenty (120) seconds. The maximum time starts from the moment one point finishes, until the first service is struck for the next point. Event organizers may apply for IFPA approval to extend the ninety (90) seconds allowed when the players change sides at the end of a game and the one hundred and twenty (120) seconds allowed at a set break.
      3. Penalty: If any of the above time-out rules is violated, a foul will be assessed (see 303.09, below).

303.08: 

303.09. Fouls 

A.
B.  Delay Foul
C.  Net Equipment Foul
D.  Net Plane Foul
E.
F.
G.
H.  Upper Body Foul
I.  Delay of Game Foul
J.
K.
L.
Comment: 

304.01: 

A.
B.
C.
      1.
      2.
      3.
D.
E.
F.
      1.
      2.
      3.
G.

304.02: 

A.  Movement in Brackets
B.
C.  Consolation Brackets

304.03. Pool Format 

A.
B.
C.
      1. Match order in pools of 3 players/teams: 
            a) Match 1: seed 1 vs seed 3;
            b) Match 2: seed 1 vs seed 2;
            c) Match 3: seed 2 vs seed 3.
      2. Match order in pools of 4 players/teams: In pools of 4 players/teams two matches should be played simultaneously using the following match order:
            a) Match 1: seed 1 vs seed 3 and Match 2: seed 2 vs seed 4;
            b) Match 3: seed 1 vs seed 4 and Match 4: seed 2 vs seed 3;
            c) Match 5: seed 1 vs seed 2 and Match 6: seed 3 vs seed 4.
      3. Match order in pools of 5 players/teams: In pools of 5 players/teams two matches should be played simultaneously using the following match order:
            a) Match 1: seed 1 vs seed 5 and Match 2: seed 2 vs seed 4;
            b) Match 3: seed 1 vs seed 4 and Match 4: seed 3 vs seed 5;
            c) Match 5: seed 1 vs seed 3 and Match 6: seed 2 vs seed 5;
            d) Match 7: seed 1 vs seed 2 and Match 8: seed 3 vs seed 4;
            e) Match 9: seed 2 vs seed 3 and Match 10: seed 4 vs seed 5.
D.  Subsequent Round(s)
      1.
      2.
      3.
            a)
            b)
            c) The odd person out in a three way fist-to-palm tie-breaking ritual, officiated by the tournament director.

304.04. Consolation Brackets 

 Quadrant
 Receiving Player or Team
 Serve
 Serving Player or Team
 Side Out
            a)
            b)
            c)

Figure 5 - Five to Eight (5 to 8) Person Double-Elimination Bracket

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