Kickoffs: are indirect. The ball must be played forward first. Tapped balls are not in play – the ball must move forward.
Kickins: are indirect. The ball must be placed on or no more than 10 inches behind the line and the kick must be taken within 4 seconds. The kicker's non-kicking foot must be out of bounds or on the line. (A kickin that goes directly in the opposing goal is a goal clearance for the opposing team. A kickin that goes directly in the defensive goal is a corner kick for the opposing team.)
Goal Clearances: are taken when the ball wholly crosses the goal line after being touched last by the attacking team. The goalkeeper must use his hands to roll, bounce or throw the ball from anywhere inside the penalty area to outside the penalty area.
Corner Kicks: are direct. The ball must be placed directly on the corner spot and the kick must be taken within 4 seconds.
Free Kicks: may be indirect or direct. The ball must be stopped completely before the kick may be taken.
Penalty Kicks: are taken from the penalty spot and must be shot at goal by a clearly identified kicker. Defenders may not be nearer to the ball than 5 yards and must be behind an imaginary line running from touchline to touchline even with the penalty spot.
Distance: For all the above, except goal clearances, opponents may not be closer to the ball than 5 yards.
Ceiling: If the ball hits the ceiling or other object, the team that did not touch the ball last restarts play with a kickin from the nearest point on the touchline.
Fouls and Misconduct
Indirect Free Kicks: When a player plays in a dangerous manner, impedes an opponent (without playing the ball, prevents the goalkeeper from releasing the ball with her hands or commits any offense for which play is stopped to caution or eject a player.
Direct Free Kicks: When a player kicks or attempts to kick an opponent, slide tackles an opponent or slides with an opponent near (automatic yellow card/caution), jumps at an opponent, charges at an opponent, strikes or attempts to strike an opponent, pushes an opponent, holds an opponent, spits at an opponent or handles the ball deliberately.
Yellow Card / Caution: The offending player is shown a yellow card. If a player earns two yellow cards in a match, he is ejected and shown a red card.
Red Card / Ejection: The offending team plays down for two minutes unless scored upon before the two-minute penalty expires. The offending player serves a minimum one-match suspension.
Accumulated Fouls / AFPK: All penal fouls are recorded on the scoresheet. If red fouls blue a sixth time in one half, for that sixth penal foul and all subsequent penal fouls in that half, blue is awarded an accumulated fouls penalty kick. If the foul occurs farther from the attacking goal than the second penalty spot, the AFPK is taken from the second penalty spot. If the foul occurs nearer to the attacking goal than the second penalty spot (but outside the penalty area, of course), the attacking team may choose whether to take the AFPK from the second penalty spot or from the spot of the foul. All AFPK's must be shot at goal by a clearly identified kicker. The defending team may not make a wall and may not be nearer to the ball than 5 yards and must be behind an imaginary line running from touchline to touchline even with the spot of the kick. The goalkeeper may be off her line, but may not be nearer than 5 yards from the ball. Accumulated fouls are reset to zero at the beginning of the second half.
Second Penalty Spot: 10 yards from the center of the goal
Penalty Spot: 6 yards from the center of the goal
Advantage: Advantage will be applied in futsal, with penal fouls still counting as accumulated fouls. If the referee shouts, "play on" and gestures with both arms, the foul was a penal foul and will be counted accordingly. If the gesture is with one arm, the free kick would have been indirect and thus does not count toward the total. Play will be stopped briefly at the next stoppage for the recording of the accumulated foul.
Overtime Procedure for games requiring a winner
One 5 minute extra time period (running clock) played to completion. No time outs will be allowed. If still tied, the game will be determined by kicks from the mark.
Kicks for the Mark Procedure