Playoff Rules

Rules and Procedures for Elimination Rounds

Location on Field

Coaches
  • Remain within the 20 yard Technical Area (10 yards from either side of the half-way line) – if the technical area is not marked, then coaches should be between the Center Circle.
  • Make sure that there are only certified coaches (at least 1, but not more than 3) on the coach/player side of the field.
  • Have a proper line-up card prepared.
  • Manage substitutions during the game so that all players achieve the 2 quarter must play rule. Note that as provided below, if the game goes to “Kicks from the Mark” (“KFTM”), only players that are on the field at the end of play (or extra time if necessary) can participate in KFTM.
Players
  • Come in a proper uniform with the correct color socks (no all-star socks).
  • Must wear shin guards, that are on the skin, under the socks.
  • No jewelry of any kind (other than medical id bracelets that should be covered or medical ID necklace that must be taped down).
  • No hard headbands.
Spectators
  • Remain on the spectator side of the field between the two 18 yard lines.
  • At BHHS, all spectators in the stands.
  • At BV, all spectators should be on the North end or South end of the fields, only coaches and players are allowed in between the two fields.
  • At Horace Mann, all spectators should be on the East side, with players and coaches on the West side (closer to Robertson).
  • Cheer, but do not coach.

Playoff Game Schedules

  • When scheduling playoff games, Region 76 will work to deconflict from external events such as ISEE testing, local BHUSD events, etc. to the extent possible.
  • Games are subject to change in subsequent rounds or playoffs after the first day once we know which teams have advanced and our scheduler has the opportunity to run a conflict checker for those coaches who may be volunteering on more than one team.
  • Region 76 will not entertain requests to move games for reasons not relating to coach conflict, referee scheduling issues, or other local events with the following exceptions:
    • Only Finals may be requested to be moved.
    • Requests must be finalized at least 72 hours prior to the date of the Finals (i.e. - the process must be initiated prior to that so we can publish new game time no later than 72 hours prior to date of the Finals).
    • Requests must be endorsed by the coaches of both teams participating in the Finals along with the Division Director of that Division.
    • Even if all of the above three conditions are met, the game still might not be rescheduled since other factors may prevent it.

Game Time / Players

Division

Players on Field

Minimum # of Players

Duration of Game
(Running Clock)

9U / 10U 7 v 7 5 50 min game / 25 min half
12U 9 v 9 6 60 min game / 30 min half
14U 11 v 11 7 70 min game / 35 min half
  • No injury time (games must end at the end of regulation) except as otherwise specifically noted herein.
  • All players must play ½ of each game (note this is a change from regular season).
  • Goalkeepers can play the entire game (note this is a change from regular season for 9u, 10u and 12u) as long as ½ playing time rule is respected.

Referees

  • Must arrive in proper uniform including badge.
  • Check in both teams to confirm players, proper uniform (with shirt tucked in), shin guards, etc.
  • Coin toss before each game.
  • Keep accurate lineup cards for the entirety of each game.

Game Format

  • No extra time for Round of 16 and Quarterfinal games – if a Round of 16 or Quarterfinal game ends in a tie at the end of regulation, teams proceed directly to KFTM, there is no extra time (aka extra time) – see additional instructions below for KFTM.
  • Extra time for Semi-final and Final games, and if a game is tied at the end of extra time, teams proceed to KFTM – see additional instructions below for Extra Time.

Extra Time

Division

Duration of Extra Time
(Running Clock)

9U / 10U 10 min extra time / 5 min half
12U 12 min extra time / 6 min half
14U 14 min extra time / 7 min half
  • Only for Semi-Final and Final games.
  • No “golden goal”, play to the end of extra time, and if there is a tie at the end of the second period of extra time, then go to KFTM.
  • Coaches may, but are not required to, substitute players half way through the extra time period. The referee will indicate the time.
  • There is no obligation to play any player during any extra time period.
  • Teams will switch directions during the second half of the extra time period and each half will begin with a kick-off.

Kicks from the Mark (“KFTM”)

  • Have the players stay on the field. The only players that can take KFTM are the ones who finished the game on the field as a player (either in the 4th quarter, or in the second part of extra time).
  • Only the Head Coach and one Assistant Coach from each team will be permitted to come onto the field to confer with the players.
  • Players who were not on the pitch at the end of play will be permitted on to the field later.
  • The CR shall choose the goal for the KFTM and select which AR will work the goal line and which AR will manage the two teams order of players taking the KFTM. In the event of a second round of KFTM, the goal selected by the CR shall be the goal used throughout the KFTM until a winner is determined.
  • Instruct the coaching teams and players that the coach will send 5 players, in an order determined by the coach (the coach does not need to provide a list of names).
  • The CR will conduct a coin toss (preferably the team that didn't call heads/tails at the beginning of the game should get to call it for the KFTM. The results of the game will not be invalidated if this does not occur).
  • The team that wins the coin toss can choose to take the first kick or have the other team do so.
  • Kicks are taken alternatively. Team A then Team B, then Team A and then Team B, until five players from each team have taken kicks. If one team has more goals at that point the game is over. If the teams are tied after five kicks then a sixth player from each team (that was on the field at the end of regulation) will take the next set of kicks. The sixth player cannot be a repeat of any of the players who took the first 5 kicks. If one player scores and the other player does not the team that scored in the sixth round is declared the winner. If tied (both scored or both missed) the 7th player from each team will take the next set of kicks. This will continue until one team scores and the other does not.
  • If every player on the team (from those who were on the field at the end of the game) have taken a turn, the process will continue with one set of kickers. The order can be changed after everyone has taken a kick from each team, but all players must take a second kick before any player can take a third kick. In 10u, the eighth kicker, if needed, doesn't have to be the player who took the first kick. In 12u, the tenth kicker, if needed, doesn't have to be the player who took the first kick. If 14u, the twelfth kicker, if needed, doesn’t have to be the player who took the first kick.
  • If a team finishes the game (or extra time if it is a semi-final or final game) with fewer eligible players to kick than the other team, then the other team needs to reduce their number so that the teams have the same number of players to take the KFTM. For example, in a 12u game, if a player on Team A is injured in the 4th quarter (and this isn’t a semi-final or final game) and cannot complete the game and there is no substitute or the coach elects not to substitute and play short, then both Team A and Team B will have 8 total players to be available to take KFTM – the initial 5, and if it continues, one from each team until 8 have executed KFTM, and if the game is still tied, then the teams will start again with KFTM, as provided above.
  • The AR managing the teams should keep track of which players take the KFTM, and whether each shooter makes or misses the kick.
  • There are exceptions to the rule of taking 5 kicks. If one team scores on the first three kicks and the other teams misses there is no need to proceed. The team with three goals is declared the winner.
  • In the spirit of camaraderie, after the CR designates the goal for the KFTM, the coaches and players (including substitutes that were not on the field at the end of regulation or extra time) can join their teammates at the half-way line. Players that were not in the game at the end of regulation should put on a pinnie or other shirt to signify which players cannot execute a KFTM.
  • Spectators should be on the sidelines, but above the 18 yard line/penalty box.
  • CRs should remind the goalkeeper and the shooters of all the laws with regard to taking KFTM. Unlike penalty kicks, the shooter cannot touch the ball after the kick has been taken. There are no rebound shots allowed. Note, however, that if a ball struck by a player taking a KFTM and deflected by the goalkeeper, the crossbar, or a post, or a ball that is deflected, but still spinning, subsequently crosses the goal line (the whole ball), it will be scored as a goal, so goalkeepers are advised to stay engaged and play any kicks well away from the goal.
  • Laws of the Game (“LOTG”) regarding the re-taking of kicks form the mark apply. If a Goalkeeper violates the LOTG and the shot did not go in, the shooter takes the shot over. However, if in the opinion of the CR, the Goalkeeper's violation was trifling and did not have impact on the shot, the CR can and should ignore the violation.
  • The AR at the goal line should stand behind them on the goal line where the goal line meets the goal area line. That AR should also manage where the goalkeeper who is not in goal will stand.
  • Goalkeepers can take KFTM.
  • Goalkeepers can be changed at any time including a kick that has to be retaken.
  • Goalkeepers are not required to wear a goalkeeping jersey in a distinguishing color during KFTM.
  • CR, please remind the shooters and the Goalkeepers that the kick cannot commence until the CR has blown his/her whistle. Any kicks taken prior to the whistle be blown must be retaken regardless of the outcome.
  • Prior to each kick, the CR and the AR must make sure the ball had been placed by the player on the penalty mark and that the Goalkeeper has not violated the LOTG by positioning themselves "off the line." The CR should hand the ball to the player, and the player should place the ball on the mark.
  • Take your time and if you have a question, confer with your Referee Team.