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GK WAR RULES & GAME FORMAT

 
 

Game Format

  • 1v1 game

  • Each game will have 2 halves of 3 minutes. Total of 6 minutes.

    • Switch side between halves

  • Extra time will only be given for injuries, or if there is a Draw and the game requires a tie-breaker

  • Full Size Goals for U13 – U20 & Field Dimensions: 30 yards by 20 yards

  • U12 size goals for U9 – U12 years old & Field Dimensions: 25 yards by 20 yards

  • Each Age Group will be separated and consists of a Group Format. Each goalkeeper will play against each other. The number in each group will be dependent on how many entries there are

  • GK with most goals scored wins

  • The following points will be awarded in the group stage:

  1. Win – 3 pts

  2. Draw – There are no draws. All game draws require a tie-breaker (see below)

  3. Loss – 0 pts

  • At all rounds, if a game ends in a draw, then the game will continue until the first goal is scored and unanswered. Each goalkeeper will get a chance. Tie-breakers will be determined by a coin toss. Scenarios after a draw:

  1. GK A shoots and scores, GK B shoots and misses -> GK A wins

  2. GK A shoots and misses, GK B shoots and scores -> GK B wins

  3. GK A shoots and misses, GK B shoots and misses -> continue

  4. GK A shoots and scores, GK B shoots and scores -> continue

  • In the event that GKs are tied in points at the end of the group stage, the following rules will be used to determine final position:

  1. Goal Difference

  2. Least Goals conceded

  3. Most wins

  • Depending on how many entries in each group, following the Group Stage, goalkeepers will progress to the Knock Out.

  1. Quarter Finals (optional)

  2. Semi Finals

  3. Final

  • Playoff: 

  1. Playoff games that end with a draw will follow the same rule as described above

  2. Goal differential is tie-breaker for playoff pairings.

  • The game begins when the referee blows the whistle. The goalkeeper who starts a game is determined by a coin toss.

  •  They can score using the following techniques:

  1. Shot off the ground

  2. Volley or Drop-kick

  3. Half-Volley

  4. Any type of throw

  • GKs can only shoot the ball from inside the shooting area designated on the field (6 yards from each GK’s goal).

  • The GK only has 6 seconds with the ball in their hand.

  • If a shot misses the target, then the defending goalkeeper gets a ball out of their own net to continue the game, they don’t have to wait until the ball is retrieved.

  • Rebounds off the goalkeeper or goal (posts/crossbar) are allowed if the ball comes back the field, it is a live ball that the opposing GK can shoot or beat the GK by dribbling and score where the ball is picked up.

  • There are NO corner kicks and any save that goes wide and out of bounds on your own side is your ball in hand to shoot.

  • Any violation of the Rules is a change of possession to shoot.

  • Each goal will start with several balls in the net to be used when required. There is only one ball in play at a time and that ball is live so long as it remains on the field of play. When the ball goes out of bounds, Ball Handlers are utilized to retrieve and supply additional balls for distribution. Having Ball inside the net or handlers and an ample supply of balls on hand allows for continuous play thus building the keeper’s endurance and stamina

  • In the event of a goalkeeper being injured and/or unable to continue for the remainder of the Tournament, the goalkeeper will be forfeited with a loss of 2-0.

 

SITUATIONS OR OCCURRENCES THAT THESE RULES OR STANDARD RULES OF PLAY DO NOT ADDRESS SHALL BE LEFT TO THE SOLE DISCRETION OF TOURNAMENT DIRECTOR.