Team Fee : $35 x number of players –> Initial fee is $350, but will be adjusted based on player count
Individual Fee : $35 (If you don’t have a team, you can join a Free Agent Team!)
- League Fees (6 game season)
Teams must consist of at least 9 players with a maximum of 12 players.
Teams must start games with a minimum of 7 players. In the event of an injury, a team with insufficient substitute players may play with four players on the field but no fewer than four.
All players and coaches must have an ID Card in order to coach or play indoor soccer. ID Cards are good 365 days from the day of purchase. All ID Cards must have a current photo of the player / coach. Apex can take a photo or you can upload your own while registering your individual accounts.
ID card Fee is $26
Each game played at Apex Sports Center will consist of one referee. Each team must pay the ref $10 before the game starts.
Flag 7U (7 – 8) – Oldest player must be born on or before August 1st and “current year” minus 8
Flag 9U (9 – 10) – Oldest player must be born on or before August 1st and “current year” minus 10
Flag 11U (11 – 12) – Oldest player must be born on or before August 1st and “current year” minus 12
Teams can be formed by keeping your outdoor team together; splitting your outdoor team into two or more indoor teams or forming a team from individuals.
Individuals can join a team by joining one of the “free agent” teams listed on the registration page.
Any player, coach or spectator may be ejected from the building if the Facility Manager or referee feels that they are being disruptive.
Any player receiving a red card will not be allowed to play in any game for the remainder of the day/night the card is received. Management will then decide full suspension depending on the red card infraction.
Games that are called prior to the end of that game due to unruly coaches, players, and/or, fans/spectators will automatically go down as a forfeit to the team that is causing the cancellation.
**No Playoffs in 2018**
**Will start in 2019**
There will be a four team playoff at the end of each season. The format of the playoff will be a 1 vs 4, 2 vs 3, and a championship game played immediately after the second semi final game. The seeding will be determined by the following parameters:
- Record (Win = 2 points, Tie = 1 point, Loss = 0 points)
**In the event we have the same record the following tie breakers will go into effect**
- Head to head match up
- Point differential (points scored) between common opponents (28 points max for margin of victory will be counted)
- Point differential (points allowed) between common opponents
Playoffs are voluntary if you cannot participate then I will take the next team in the standings and adjust the seeding. Playoff times are subject to change, please refer to the schedule for the latest updates.
When available, the indoor field may be rented for $75 for 1 hour practice session for teams registered with APEX, $80 for non-registered teams.
The fee is payable before the team enters the field.
No spitting is allowed. Spitting is a foul – opposing team will be awarded possession of the ball. First offense is a warning, second offense is a yellow card, and the third offense is suspension for the rest of the season.
NO FIGHTING WILL BE ALLOWED
ANY OFFENSE IS A MINIMUM SUSPENSION OF TWO LEAGUES AT ASC. ASC management/disciplinary committee have final say on all fines and suspensions. No refund of any kind will be given. Management will determine if player ejected will need to leave the facility.
TACKLING IS NOT PERMITTED
A penalty will be accessed for the first two offenses (per player); a third offense will result in a blue card. Excessive offenses will result in a red card.
CAUTION & EJECTIONS
Any player receiving two 2-minute penalties in the same game receives an automatic Yellow Card. No player is allowed to leave the penalty box until their penalty time has elapsed. Any player leaving the penalty box will be ejected. After any player ejection for any reason, the referee will turn in ID card and fill out a misconduct report at the front desk at the end of his/her games. The ejected player must call ASC to find out his/her suspension and/or fine. When player satisfies the penalty given, then he/she can continue playing.
- Team Shirt/Jersey. The coach will be responsible for coordinating this. The shirt/jersey should have the same color/pattern and have a number somewhere on the shirt. The shirt/jersey will need to be tucked in at all times.
- Shoes: rubber molded cleats (football/baseball/soccer) are allowed. NO METAL CLEATS or SCREW IN CLEATS. Regular shoes are also allowed, but cleats are recommended.
- Flag Belts: Not needed for 7v7. For future flag leagues, they can be purchased at the facility from the front desk.
- Footballs: TDJ Size. APEX does not provide footballs for individual teams. You are allowed to play with your own ball.
- Helmets: Soft Shell Protective Headgear must be worn on the field during the game. Helmets can be rented at the concession stands.
- Mouthpiece: Must be worn during game time.
All players’ legal guardians must agree to the online waiver presented when creating a player profile.
Youth divisions will receive awards for 1st place.
Touchdown: 6 points, hips of the ball carrier must cross the opponents goal line.
Extra Point: 1 point from the 5 yard line. 2 points from the 10 yard line. The defense can return an INT for a score and it will count as 2 points on the extra point conversion regardless if the offense chose to go for 1 or 2 points. In both cases the hips of the ball carrier must cross the opponents goal line.
Safety: 2 points awarded to the defensive team, offensive player (meaning a WR or RB) fumbles or has a flag pulled in their own end zone. A muffed snap does not count as a fumble because a muffed snap is spotted at the original line of scrimmage. However if the QB does receive the snap cleanly and then fumbles the ball in the end zone then the play will be ruled a safety.
- Possession at the start of the game will be determined by a coin toss.
- Games will be two 20 minute halves with a 90 second halftime. It is a running clock so make sure you are back in time because the clock will start whether your team is on the field or not.
- 2 minutes in between Games
- No time outs. (Exception: Injuries. Both games on the Field will halt until player(s) can be removed as soon as safety dictates).
- 7 on 7 tournaments require that all games start/end at the same time.
- Teams must be on site and ready to play when scheduled.
- If a team(s) is late and cannot start when the tournament officially starts, they will begin play with whatever time is left on the tournament clock – not to exceed 10 minutes of 1st half.
- Forfeit will occur after 10 minutes of the 1st half.
- Injury time outs may reduce the amount of time between halves and/or between games to maintain the game schedules.
- Regular season games can end in a tie, but championship/playoff games will be decided by overtime.
OVERTIME: Playoffs ONLY
If the game ends in a tie the official will flip a coin to determine who will get the ball first or play defense first. Offense will line up at mid field and have four plays to score. The other team will also get the chance to play offense as well. If after the first overtime the score is still tied each team after they score will be required to go for two points.
Substitutions may be made on any dead ball.
- Field Length— 33 yards long
- Field Width— 80 feet
- End Zone— 3 yards deep
- A central time keeper will be designated. All games will begin and end on this persons instructions. He will also announce the time remaining at the 10, 5, and 2 minute mark.
- Visitors will have first possession and wear a light color. The home team will have first possession of the 2nd half and wear a dark color.
- No team will be allowed to participate without shirts.
- It’s preferable if teams have 2 Jerseys but not mandated (white/dark jersey, t-shirt, etc / Tournament)
- Dry Fit T-shirts, Under Armour, or basketball type sleeveless shirts are preferred choice of team jersey.
- Ball is always placed on the right hash mark when at the 33 yard line.
*Ball Size TDJ
- Offensive Plays Must be forward passes
- Field is marked at 10 yard intervals with cones.
- Possession always begins at the 33 yard line at the right hash mark. Hash mark placement of the ball must be enforced by officials, in accordance with NCAA rules, once the ball has been advanced. Off Coach may be in huddle
- No penalty will be assessed in excess of the 33 yd line. On an unsuccessful or successful offensive play from the 33 yard line resulting in an offensive penalty: The ball will be returned to the 33 yard line and 1st down will become 2nd down; 2nd down will become 3rd down; and 3rd down will result in a turnover.
- Offenses always move in the same direction
- All passes must be forward. A pass caught behind the line of scrimmage must be a forward pass.
- Once a forward pass has been thrown past the line of scrimmage, a backward pass (lateral) is allowed
- No flea flickers or double passes
- No blocking.
- Receiver/Ball carrier is legally down when touched with one or both hands below the neck. (Excessive force by shoving, pushing, or striking a blow will be penalized by automatic first down and 5 yards. Expulsion of a player(s) if ruled unsportsmanlike & flagrant).
- Fumbles are dead balls at the spot with the last team retaining possession. A muffed snap is not a fumble/dead ball. The 4.0 second count remains in affect on snaps.
- Two delay of game penalties in the same possession results in a turnover. A delay of game penalty on the extra point try results in a turnover.
- The QB is allowed 4.0 seconds to throw the ball. The Official timekeeper starts a stopwatch on the snap of the ball from center and stops the watch as soon as the QB releases the ball.
- If release is under 4.0 seconds, the play goes on.
- If the timekeeper sees that the clock has exceeded 4.0 seconds, he waits until the play is over (the play is not blown dead), then brings the ball back to the original line of scrimmage with loss of down.
- The only infractions possible when a 4 second count is called are holding & unsportsmanlike acts.
- Defensive Pass Interference will be a spot foul (1st down at the spot).
- Responsibility to avoid contact is with the defense. There will be NO chucking. Deliberate bumping or grabbing. These actions will result in a “tack on” penalty at the end of the play (5 yard penalty)
- Offensive pass interference is the same as NCAA rules. (10 yard penalty)
- Interceptions may be returned (“no blocking” rule applies). If an interception is returned beyond the 33 yard line (the offensive origination point) it is a touchdown and point after attempt should ensue. The teammates of the person who intercepted the ball may trail the runner so as to be in position to take a backwards pass. They may not block for or screen for the runner.
- Offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot in a timely fashion. Failure to do so can result in a delay of game penalty.
- The offensive center is an eligible receiver (teams must have a center).
- The center will be responsible for setting or re-positioning the Referee’s cone at the line of scrimmage. On change of possession, the team moving to offense will ensure the cone gets to the new scrimmage line. (centers on both teams responsible).
- No taunting or “trash talking”. (5 yard penalty & expulsion if flagrant).
- The offense must gain at least 10 yards in the first 3 or less plays or the defense takes over. Four down territory occurs only after offense proceeds to or inside the 15 yard line cone (third quadrant).
- Fighting: the player(s) involved will be ejected from the game. If a team fight occurs, the teams involved will be ejected from the tournament and denied participation in any league play or tournament.
Bleeding is treated as an injury. Referee must stop game and the player must leave the field until the wound is covered and the bloody clothing removed.
Scheduling is set through a computer program. Scheduling considerations are considered but not promised. Scheduling requests are most likely to be met to teams that register a few days or a week before the registration deadline.
FORFEITS will be assessed $12 for youth teams and $16 for adult teams (referee fee’s) to the team that forfeits without a 24 hour notice prior to game time. The assessed fee will be added on to your team fees and payable at the next game prior to play.