SpeedFutbol

How to play

Complete game rules

Official game rules as of August 1, 2026.

Players on the field

  • 4 v 4: one sweeper-keeper (SK), designated with an SK jersey, pinnie, or armband, and three outfield players.
  • One player on the field for each team must be designated as the SK.
  • The SK kit must not colour clash with the opponent jersey or the opponent SK jersey.
  • The SK is the only player who can use their hands inside their own SK area, and has a maximum of 4 seconds to release the ball.
  • The SK cannot use their hands when the ball is intentionally passed (with foot or thigh) from a teammate. That is a QUICK START on the edge of the SK area to the opposing team.
  • If the SK picks up the ball with their hands, drops it, and uses their hands again, that is a QUICK START on the edge of the SK area to the opposing team.

Squad size and duration

  • Minimum of 6 players. Maximum of 8 players.
  • A standalone game has 3 periods. Each period is 15 minutes, with a maximum 5 minute break between periods.
  • Teams defend the same goal for the entire period and game. Teams do not switch ends.
  • The clock runs. Time does not stop during a period.
  • Festival and tournament games are one period of 15 minutes, unless the event rules say otherwise.

Field set-up

  • Width: minimum 20 yards, maximum 22 yards. Length: minimum 30 yards, maximum 32 yards.
  • SK area: 4 yards from each goal post, and 5 yards from the goal line.
  • Goal: 4 feet high, 8 feet wide.
  • Ball: futsal size 4. Have at least 8 match balls available so play does not stop.
  • Player exit and entry gates are 3 yards wide on the sideline, marked with raised cones or a different colour, in front of the team bench at the midpoint of each half.
  • Each team's gate is the one closest to the goal that team is defending.
  • Players and team staff who are not on the field must stay at least 2 yards from the sidelines.
  • Corner flags are tall cones or flags. The SK area uses 5 flat marker discs: three across the top and two on the goal line, one either side of the goal.
  • The halfway line uses two tall cones or flags, one on each sideline, and four flat marker discs between them.
  • Sidelines use raised small cones every 5 yards. The SK area, halfway line, and sidelines use the same colour cones when painted lines are not possible.

Match officials and kickoff

  • Required: one referee in a jersey that does not match either team or either SK.
  • Recommended: two referees, one per half. Referees should carry spare match balls for quick restarts.
  • Kickoff starts each game and each period at the halfway line. Rock, paper, scissors decides who starts. Teams then alternate.
  • All players start in their defensive half. QUICK START rules apply to the kickoff.

Player equipment

  • The home team is listed first. Home wears the light kit. Away wears the dark kit.
  • If the referee calls a colour clash, the home team changes.
  • All players wear shin pads. SKs may wear goalkeeper gloves and must wear the designated SK jersey, pinnie, or armband.
  • Non-dangerous protective equipment (headgear, facemasks) is allowed with referee approval.

Substitutions

  • Substitutions are unlimited, including re-entry, and can happen at any time on the fly.
  • Players must enter and exit through their team's designated gate. Missing the gate is a yellow card.
  • The player coming off must exit before the new player enters.
  • Too many players on the field, or no SK on the field, is a PK SHOOTOUT to the opposing team, as determined by the referee.
  • Substitutes who are off the field must wear a pinnie that does not colour clash with the field players or the SK jersey.
  • A player about to take a QUICK START or SK QUICK START cannot be substituted until the restart is completed, unless they are injured. Breaking this is a QUICK START to the opposing team at the same spot.

Heading and offside

  • Heading is not permitted. An intentional or unintentional header is a QUICK START to the opposing team.
  • A header inside the SK area by a defending player is a PK SHOOTOUT to the opposing team.
  • There is no offside.

Scoring in a game

  • 1 point: a goal scored while one or more players from the scoring team are in their defensive half.
  • 2 points: a goal scored while every player on the scoring team, including the SK, is in the attacking half.
  • The referee indicates the value of each goal.
  • The winner is the team with the most points.

Quick start

  • The QUICK START replaces throw-ins, free kicks, and corner kicks.
  • Throw-in: the whole ball crosses the sideline. The QUICK START goes against the team that last touched it.
  • Free kick offences that become a QUICK START: heading (a header in a team's own SK area is a PK SHOOTOUT), handling except the SK in their own SK area, holding or impeding with contact, charging, jumping at, kicking or attempting to kick, pushing, striking or attempting to strike, a non-soccer tackle or challenge, tripping or attempting to trip, biting or spitting, throwing or kicking an object at the ball, deliberately moving a goal, and dissent or offensive, insulting, or abusive language or actions.
  • Corner: the whole ball crosses the goal line, not in the goal, last touched by a defending player or SK. The attacking team takes the QUICK START.
  • Place and stop the ball with the hands at the right spot: on the sideline for a throw-in, within one yard of the offence for a free kick, and within one yard of the nearest corner flag for a corner.
  • The taker may kick in (pass or shot) or dribble in, and must be no further than one yard from the ball. No running start.
  • After the referee indicates the restart, the taker has 4 seconds. Longer than that is a QUICK START to the opposing team at the same spot.
  • Opponents must be at least 4 yards from the ball. Encroachment means the QUICK START is retaken.
  • A goal can be scored directly from any QUICK START.

SK quick start

  • The SK QUICK START replaces the goal kick and the restart after a goal.
  • Goal kick: the whole ball crosses the goal line, not in the goal, last touched by the attacking team.
  • The ball starts in the SK's hands inside the SK area. Opponents must be outside the SK area. Teammates may be inside it.
  • The SK has 4 seconds once the ball is in their hands inside the area. Longer than that is a QUICK START to the opposing team at the edge of the SK area.
  • The SK may throw, pass, or dribble. Once the SK drops the ball, it is live and opponents may enter the area.
  • A goal cannot be scored directly from an SK QUICK START by a throw or a one-touch kick. Another player must touch it, or the SK must touch it more than once (a dribble), before a goal. Otherwise the opposing team gets an SK QUICK START.

PK shootout

  • Awarded when a free kick offence, including a defender heading the ball, happens inside the SK area; when there are more than 4 players on the field; when there is no SK on the field; or when a game ends in a tie.
  • A tie is sudden death. The first team to miss while the other scores loses.
  • Place and stop the ball with the hands at the centre spot on the halfway line.
  • The shooter has 4 seconds to dribble and shoot. Time starts on the first touch. If the shot is not taken in time, the defending team gets an SK QUICK START.
  • The SK must stay in the SK area. If the SK leaves, the attacking team is awarded a 1 point goal.
  • Every other player stays behind the halfway line until a goal is scored, the SK touches the ball, or the ball goes out of bounds.
  • Play continues after the PK SHOOTOUT if time remains.

Discipline

  • Yellow card: missing the substitution gate, consistently delaying a restart, dissent, unsporting behaviour, attempting to deceive the referee, lack of respect for the game, a reckless free kick, handling to create an advantage, stopping a promising attack with a free kick, deliberately moving the goal or field equipment, or excessive celebration.
  • Red card: denying an obvious goal scoring opportunity with a free kick, serious foul play, violent conduct, offensive or abusive language or actions, or a second yellow in the same game.
  • A red card on the field means the player leaves immediately, is replaced, and is suspended for the rest of the game. Both teams still play with 4 players.
  • A red card off the field means that player cannot enter and is suspended for the rest of the game.
  • If a team has fewer than 4 players available, the game is abandoned and the opponents are awarded a 5-0 win.