BRING YOUR GAME, NOT YOUR NAME

Ghetto Football Rules

Game Rules

Games are played based on the principles of football. The games are conducted without referees and rely on Fair Play and respect. In case of disputed situations, the tournament organizers make the final decisions. Note: If a game is recorded, Ghetto Football reserves the right, after reviewing the video, to award goals or penalties, disqualify players or teams, order a replay of the game, as well as assign technical losses/victories to one of the teams.

Format

Games are played with two teams consisting of 3 players on the field and 1 substitute player. There are no goalkeepers; no one is allowed to play with their hands, but everyone can defend their goal with their entire body. A size 4.5 ball (Monta Street Match or indoor soccer ball) is used in the games.

Equipment

The equipment must be suitable for street football games. Shoes must be free of cleats and any other hazards to one's own and others' health. Jewelry and other objects (phones, keys) that could cause injuries are prohibited. Pockets must be empty. Caps and beanies are allowed.

Starting the game

To determine which team starts the game with the ball, the captains of the teams play "Rock-Paper-Scissors". The winner gets the ball. The game can be started from any point on the defensive side of the team by making a pass.

Scoring

Goals can be scored from everywhere. Goals are also counted if a defending player deliberately deflects the ball with their hands.

Ball out of play

If the ball goes out of play by touching an opponent, the field structure, or the ground, the game resumes from the closest point where the ball crossed the boundary. If the ball is kicked out of play, it belongs to the opposing team, and the game resumes with a pass. The defending team must be at least 3 meters away from the ball when it is put back into play. If the ball is kicked straight out of bounds without touching anything else (another player, field structure, ground), a 1-on-1 situation ("bullit") is awarded to the team that kicked the ball out.

Restarting the game

After a goal is scored, the game restarts with a pass from in front of the goal. A shot towards the opponent's goal is allowed only after this pass is made. The other team must give space to make the first pass when the game is restarted.

Violations

For minor accidental violations like pushing an opponent or unintentional handball, the ball is given to the opposing team, and the game resumes. However, for major violations or deliberate handball, a 1-on-1 situation ("bullit") is awarded. Deliberate repeated violations to delay the game result in a warning from the organizers; continuing this behavior results in disqualification. Major violations include breaking the rules from the back when there's a clear opportunity to score. Disqualification can be given based on the tournament organizer's decision, for instance, for hitting an opponent, receiving 3 warnings, etc.

1 On 1 situation ("bullit")

Starting positions: In a 1-on-1 situation ("bullit"), the defending player stands at the goal line, and the attacking player with the ball stands on or behind the center line. When both players confirm readiness, the attacking player can start moving. The defending player can leave the goal line after the attacking player crosses the center line. Attacking rules: The attacker starts by crossing the center line with the ball, the number of touches is unlimited, and movement can be in any direction. After making a shot, losing control of the ball, or the defender touching the ball, the attacker can't touch the ball again. Goals don't count if the ball hits the boundary. Goals count if the ball goes straight into the goal, touches the defender, goal structure, and enters the goal. Defensive rules: The defender starts at the goal line. The defender can move after the attacker crosses the center line. The defender can move forward. The defender can't use hands to defend the goal. In case of a clear violation, defending the goal or unintentional handball, a goal is awarded (only organizers can decide). Restart: same principle as in the "RESTARTING THE GAME" section.

Warnings

If the game becomes rough, players consistently push opponents to the boundaries, intentionally waste time, or commit numerous minor violations to delay the game, organizers can issue a warning to stop such behavior and return the ball to the opponents. There can be 2 warnings; after receiving a third warning, the team or player may be disqualified from the tournament, season, or permanently.

Substitutions

Substitutions are unlimited. A player entering the field can do so only when the exiting player has left the field. Substitutions must take place in the same spot - where the exiting player leaves the field, the entering player also enters the field.

Technical loss

The game is canceled if one of the teams does not arrive at the game 1 minute after the scheduled start time. In such cases, a technical loss is awarded to the absent team, and the team that arrived gets a technical victory. The game schedule is created before the start of the tournament, so teams need to stay informed and cannot use lateness as an excuse.

Starting the game

To determine which team starts the game with the ball, the captains of the teams play "Rock-Paper-Scissors". The winner gets the ball. The game can be started from any point on the defensive side of the team by making a pass.

Starting the game

To determine which team starts the game with the ball, the captains of the teams play "Rock-Paper-Scissors". The winner gets the ball. The game can be started from any point on the defensive side of the team by making a pass.