RULE NO. 5: Scoring

Section I – Goal Scoring

Section II – Restarting After a Goal

Section III – Broken or Fallen Hoops

Section IV – The Flag Catch

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Section I – Goal Scoring

  1. Goal Scoring
      Ten points are scored for a team when the quadball passes entirely through their opponent’s hoops, regardless of who propelled it, and the goal is confirmed as good.
    1. All of the following must be true for a goal to be counted as good:
      1. The whole quadball passed through either side of one of the hoops.
      2. The quadball was not dead.
      3. The quadball was not unscorable (See: 6.VI.3 Unscorable Quadball).
      4. The goal did not occur between a foul resulting in a penalty card by any member of the scoring team and the time the card was given to the player.
      5. The goal did not occur between a foul resulting in a turnover by any member of the scoring team and the completion of that turnover.
      6. The scoring player did not commit a foul resulting in a back to hoops penalty, penalty card, or ejection immediately before receiving the quadball or while in contact with a live quadball.
      7. The hoop was not dislodged or otherwise unplayable (See: 5.III.1 Scoring Through a Dislodged Hoop).
    2. The quadball becomes dead as soon as a good goal has been scored.
    3. The head referee must confirm that a goal is good by blowing one long whistle blast and raising both arms.
  2. Goaltending
    1. A play is considered goaltending, and is scored as if the quadball had gone through the hoop, if either of the following are true:
      1. A player within their own keeper zone, other than the keeper, touches the quadball with a part of themselves or their equipment that is extended through a hoop from the side where the quadball would exit.
      2. A player within their own keeper zone, other than the keeper, touches the quadball while it is part way through a hoop with a part of themselves or their equipment that is positioned on the opposite side of the hoop from where the quadball entered and is not extended through that hoop.
    2. A beater or seeker who intentionally goaltends has committed intentional interposition goaltending.

    Red Card - Intentional interposition goaltending

Section II – Restarting After a Goal

  1. Dead Quadball
      After a goal is scored and before quadball play is restarted, the quadball is dead.
    1. Any player on the formerly defending keeper’s team may carry or pass the dead quadball to the keeper in that keeper’s own keeper zone, but may not otherwise interact with the dead quadball.
      1. Substitutes may pass the dead quadball to their keeper in this manner, but must always remain in the substitution area or bench while doing so.
    2. The formerly offensive team may not pick up or otherwise intentionally interact with the dead quadball unless they are providing it to the keeper at the formerly defending team’s request.
    3. Players shall not be penalized for playing as if the quadball is live before the goal is confirmed.
      1. This shall not apply if the player is ruled to be acting with the intent to affect the restart of the quadball game.
    4. If a penalty turns over a dead quadball to the formerly offensive team, the quadball becomes live upon the restart after the turnover.
    5. Blue Card - Intentionally and illegally interacting with a dead quadball

  2. Keeper Restart
      The keeper must possess the quadball in their own keeper zone to make it live if:
    1. The quadball is touched by anyone else after the goal.
    2. The referee shall pass the quadball to the keeper at their request or if the keeper must posses the quadball in their zone and doing so would expedite the quadball restart.
    3. The quadball leaves the pitch boundaries.
    4. The quadball enters the opposing team’s half.
    5. The head referee shall blow one short whistle blast after quadball play is restarted by the keeper’s possession.

Section III – Broken or Fallen Hoops

  1. Scoring Through a Dislodged Hoop
      A hoop that has become dislodged cannot be scored upon. A dislodged hoop is defined as being broken, displaced, knocked down, or in any way unplayable.
    1. If a hoop is in the process of being dislodged when the quadball passes completely through it, the goal is good.
    2. A hoop is dislodged if:
      1. The hoop loop touches the ground or the hoop otherwise comes to at least temporary rest in a non-upright position, including on top of a player.
      2. The hoop loop detaches from the pole.
      3. Any part of the hoop breaks such that it cannot serve its function
    3. A hoop that is turned and the hoop loop is no longer in line with the goal line is not dislodged and may be scored upon.
      1. Turned hoops should be returned to the proper position once active play leaves the area.
    4. A dislodged hoop must be fixed and returned to its correct position before a goal may again be scored on that hoop.
  2. Dislodged Hoop Procedure
      When a hoop is dislodged, play generally continues.
    1. If a hoop is dislodged and any of the following occur, play must be stopped.
      1. A broken hoop poses a threat to the safety of the players.
      2. A broken hoop requires extra parts or an unusually long time to fix and the team defending that
        1. The head referee may wait for a lull in play to initiate this stoppage.
      3. All three hoops in the same keeper zone are dislodged.
    2. Any dislodged hoops must be reset to their proper positions during any stoppage.
    3. If play is not stopped for a dislodged hoop, it must be fixed while play has moved away from the area.
    4. The quadball carrier may request play be stopped to fix an opponent’s dislodged hoop if the quadball carrier is in their own half of the player area and is not contacted by an opposing player.
  3. Dislodging, Spinning, and Resetting Hoops
    1. Players may not reset their opponent’s dislodged hoops while their team is the offensive team.
    2. Players may not recklessly or repeatedly dislodge hoops.
      1. This rule does not apply in the following instances:
        1. A hoop is dislodged by a thrown ball.
        2. An offensive quadball player dislodges a hoop while attempting a contested score.
        3. A player dislodges a hoop as a result of their own physical interaction with an opposing player.
      2. If a player illegally dislodges a hoop while successfully attempting a goal, that goal shall not be negated by the penalty for dislodging the hoop.
    3. A player may not intentionally dislodge a hoop.
    4. A player may not move or alter a hoop to affect whether the quadball will pass through it.
    5. Blue Card - Illegally resetting an opponent’s hoop

      Blue Card - Unintentionally dislodging hoops repeatedly

      Yellow Card - Recklessly dislodging a hoop

      Red Card - Intentionally dislodging a hoop

      Red Card - Moving or altering a hoop to affect whether the quadball will pass through it

Section IV – The Flag Catch

  1. The Flag Catch
      Thirty five points are scored for a team and the period ends when their seeker catches the flag runner and the catch is confirmed as good.
    1. A flag catch is confirmed when all of the following are true:
      1. A seeker has detached the flag from the flag runner and holds sole possession of the flag until they have either taken one step or hit the ground in the case of a dive.
      2. The flag was securely attached to the shorts of the flag runner before the catch.
      3. The flag runner was not down at the time of the catch (See: 9.IV.1 Down Flag Runner).
      4. The catching seeker did not commit a foul resulting in a back to hoops penalty, penalty card, or ejection immediately before or during the catch.
      5. The catch did not occur between a foul resulting in a penalty card by any member of the catching team and the time the card was given to the player.
      6. The flag runner was not physically impeded by any game official or member of the catching team in a way that may have contributed to the catch.
        1. Physical impediments caused solely by the actions listed under 7.III.1. (Seeker Interactions With the Flag Runner) shall be ignored, if those actions were executed legally by the seeker.
      7. The seeker was not knocked out at the time of the catch.
      8. The seekers did not simultaneously remove the flag from the flag runner.
      9. Play was not stopped when the flag runner was caught.
  2. Signaling the Catch
    1. If head referee or runner referee believes that there may have been a good flag runner catch, play must be stopped.
    2. If the catch is confirmed, the catching team is awarded thirty five points.