Know Before You Play
Tournament Rules
7-a-side · 10-player squads · every captain should read this before Day 1.
Reporting & Walkovers
Report to the ground 15 minutes before your scheduled kickoff time.
Be fully kitted up and ready to play — jerseys on, studs checked — 5 minutes before kickoff.
If your team isn't on the pitch and ready at the scheduled kickoff time, the match is awarded as a walkover — 3-0 in favour of the opponent.
A match can start with a minimum of 5 players per team. If a team can't field at least 5 fit players, it's recorded as a walkover.
If a team drops below full squad during a match — injury, cards, or no substitutes available — the team plays on a player down. The match continues and is not postponed for this.
Discipline
Fighting or violent conduct: straight red card, and the player is disqualified from the rest of the tournament — not just that match.
Deliberate handball: the player is sent to the sideline for a 7-minute sin-bin — the team plays a player short until time is up, then the player returns. A direct free kick is also awarded to the opposing team, and a direct goal is allowed straight from it.
Abusing or using foul language toward an opponent can get you a yellow or red card, depending on severity — referee's call.
Yellow card accumulation: 2 yellow cards (across the tournament) = miss your team's next match. 3 yellow cards = disqualified from the rest of the tournament.
Play only starts or restarts on the referee's whistle, or on their explicit direction/signal.
The referee's decision on any matter — on the pitch or disciplinary — is final.
Points & Tie-Breakers
Win = 3 points · Draw = 1 point · Loss = 0 points.
If two or more teams finish the group stage level on points, ranking is decided in this order (official FIFA criteria):
- Points
- Goal difference (all group matches)
- Goals scored (all group matches)
- Points in matches between the tied teams (head-to-head)
- Goal difference in matches between the tied teams
- Goals scored in matches between the tied teams
- Fewer yellow/red cards (fair play record)
- Drawing of lots
On-Pitch Play
Quick Reference — Direct Goal?
Foul or handball: a direct free kick is awarded to the opposing team, and a direct goal is allowed straight from it.
Back-pass rule: if a teammate deliberately kicks the ball back to the goalkeeper, the goalkeeper cannot use their hands.
Goalkeeper handling violation: an indirect free kick is awarded to the opposing team from the spot of the offense.
This only applies to the foot. If the ball is deliberately played back with the chest, shoulder, or head, the goalkeeper is allowed to catch it with their hands as normal.
After a goal is scored, play resumes with a normal kickoff from the center circle. A direct goal is allowed straight from the kickoff.
No direct goal from a goal kick — the ball must touch another player before it can go in, whether the goal kick is taken by the goalkeeper or an outfield player.
This restriction is only for goal kicks. In open play, if the goalkeeper receives the ball and then kicks or throws it, a direct goal is allowed if it goes straight in.
No offside.
When the ball goes out over the sideline, play restarts with a kick-in (not a throw-in).
No direct goal from a kick-in either — the ball must touch another player first.
Corner kick: a direct goal is allowed straight from the kick.
For a kick-in or goal kick, the ball must be stationary at the correct spot before it's played — no kicking a ball that's still moving or rolling, and no repositioning it elsewhere.
On a kick-in, free kick, or corner kick, opposing players must stand at least 4 steps away from the ball.
If the opposing team fouls during a kick-in — encroaching inside the 4-step distance, or handling the ball — it becomes a foul kick-in. As a consequence, a direct goal is allowed on that restart.
A goal counts if the ball hits the top of the net (or crossbar/net) and still crosses the goal line — it doesn't need to go straight in.
Rolling substitutions can only be made when the ball is stopped — at a kick-in, corner kick, or goal kick. No substitutions during live play.
Format Reminder
7-a-side, squads of 10 (7 on pitch + 3 rolling subs).
A player can only play for one team for the entire tournament — no switching teams once registered.
Only registered players — the 10 named on your team's squad list at registration — can play. No last-minute additions, even in case of injury or any other reason.
Group stage: 35-minute matches. Quarter-Finals & Semi-Finals: 40 minutes. Third Place Playoff: 35 minutes. Final: 45 minutes.
Each match has a 2-minute half-time break between the two halves.
Every team is guaranteed a minimum of 2 group-stage matches before any knockout action.
Knockout matches only — if the score is level after full time, there's a 2-minute break, then 10 minutes of extra time. Group-stage matches can end in a draw.
If the score is still level after extra time, the match is decided by penalties — 5 per team.
If still level after 5 each, it goes to sudden death, one penalty at a time, continuing up to a maximum of 10 penalties per team.
If the score is still level after 10 penalties each, the winner is decided by a coin toss.
Safety & Equipment
Nails must be trimmed short before the match, for player safety.
Watches, chains, and any items made of gold, silver, or steel must not be worn during play.
No bare feet or sandals — proper football shoes/studs are mandatory to play.
Come Prepared
Every team should carry their own water bottles, relief spray, and bandages — these won't be provided by the organizers.
Venue & Sidelines
Please throw garbage in the dustbins provided — keep the venue clean.
Only the organisers, referee, and the rolling substitutes are allowed in the box (technical area) during play.
Kit up outside the turf box — jerseys, studs, and shin guards should be put on before entering the box.
In case of any dispute, or any situation not covered above, the organizing team's decision is final.