A. Description: XSUP Games is a sport played by two teams of 4 players with the objective
of scoring goals. A goal is scored when a player catches the SAC in the end zone that
player is attacking. A player may not paddle while holding the SAC. The SAC is advanced
by passing it to other players. The SAC may be passed in any direction. When a pass is
not completed (e.g. out of bounds or interception), the defense immediately takes
possession of the SAC and becomes the offense. When a pass is not completed (e.g.
block or incomplete), the SAC is in play and open to both teams. An attempt to unfairly
Is advantage an opponent through physical contact is a foul. XSUP is self-officiated
– there are no referees; players are responsible for making their own infraction and
boundary (including scoring) calls.
B. Spirit of the Game: The XSUP Games relies upon a spirit of sportsmanship that places
the responsibility for fair play on the player. Highly competitive play is encouraged, but
never at the expense of mutual respect among competitors, adherence to the agreed
upon rules, or the basic joy of play. Protection of these vital elements serves to
eliminate unsportsmanlike conduct from the XSUP field. Such actions as taunting
opposing players, dangerous aggression, belligerent intimidation, intentional
infractions, or other “win-at-all-costs” behavior are contrary to the spirit of the game
and must be avoided by all players.
II. PLAYING FIELD
The field is a rectangle with an end zone at each end. An official regulation-sized field is 70×30
yards, with a playing field length of 50 yards and 10-yard end zones.
A. SUP helmet and soft top boards or inflatables are recommended.
B. Teams must wear shirts or jerseys of matching color.
C. The XSUP SAC
A. A team consists of four (4) players.
B. A team may start and play a game with as few as three (3) players.
VI. PLAYING THE GAME
A. Length of Game: The game consists of two 20-minute halves with a 5-minute half time.
Time is continuous for each half, except when there is an injury time-out or a team calls
B. Starting and Restarting Play
1. A fair method, such as a coin toss, will be conducted by representatives of the
two teams. The winner chooses to either receive the initial pull, or select the
end zone they wish to defend.
2. The other team is given the remaining choice.
3. After a point ends, it is recommended that players begin the next point within
4. After a turnover, a player on the team becoming offense may immediately pick
5. The second half begins with an automatic reversal of the initial choices.
6. If the score is tied at the end of regulation, see overtime procedures.
1. A goal is scored when an in-bounds player catches a pass in the end zone of
2. The team with the most goals at the end of the game is declared the winner.
3. If the score is tied at the end of regulation, play stops and overtime procedures
up the SAC and put it back in to play by establishing a pivot in-bounds.
are as follows:
a. Regular Season Games: A 3-minute overtime period is played with a
sudden death format. To begin an overtime period, teams must follow
the rules for Restarting Play. If no one has scored after the overtime,
the game will be determined a tie.
b. Playoffs: The overtime sudden-death period will continue until the first
1. Each team has one 2-minute time-out per half.
2. Time-out may be called only by the team in possession of the SAC, except that
either team may call time-out between points (after a goal, but before the
3. No time-outs during overtime.
1. Play starts at the beginning of each half and after each goal with a “toss” — a
2. Each time a goal is scored, the teams switch their direction of attack and the
3. On a toss, players must remain in their end zone (not cross the goal line) until
4. A toss may not be made until a player on the receiving team indicates readiness
5. After the SAC is released, all players may move in any direction.
player on the tossing team throws the SAC toward the opposite goal line to
team that scored tosses to the opposing team.
the SAC is released.
to play by raising a paddle.
F. In and Out-of-Bounds
6. No player on the tossing team may touch the SAC in the air before a member of
the receiving team touches it.
7. If a member of the receiving team catches the toss on the playing field, that
player must put the SAC into play from that spot.
8. If the receiving team allows the SAC to fall untouched to the ground, and the
SAC initially lands inbounds, the receiving team gains possession of the SAC
where it stops if in-bounds or at the point on the playing field, excluding the end
zone, nearest to where it crossed the out-of-bounds line.
9. If the toss lands out-of-bounds the receiving team puts the SAC into play at the
point on the playing field, excluding the end zone, nearest to where it crossed
the out-of-bounds line.
1. The perimeter lines themselves are out-of-bounds.
2. A SAC is out-of-bounds when it first contacts an out-of-bounds area or anything
which is out-of bounds.
3. For a receiver to be considered in-bounds after gaining possession of the SAC,
the first point of contact with the water must be completely in-bounds. If any
portion of the first point of contact is out-of-bounds, the player is considered to
4. If a player makes a catch in-bounds and momentum then carries him/her out-of-
bounds, the player is considered in-bounds (to continue play, the player carries
the SAC to the point where s/he went out-of-bounds and puts the SAC into play
at that point).
1. A turnover occurs when:
a. A pass is incomplete (dropped, hits the water, is caught out of bounds,
b. The marker’s count reaches the maximum number (10) before the
c. When a turnover has occurs, any member of the team becoming
d. To initiate play after a turnover, the person picking up the SAC must put
F. Substitutions: May be made after a goal and prior to the ensuing pull,
blocked, intercepted). A receiver must retain possession of the SAC
throughout all contact related to the catch (if a player falls during a
catch and drops the SAC, it is incomplete).
throw is released.
offense may take possession of the SAC.
it into play at the spot of the turnover. If the SAC landed out of bounds,
the offensive player puts the SAC into play at the point where it crossed
the out-of-bounds line.
before the beginning of a half, or to replace an injured or ejected player.
VII. THE THROWER
A. Any member of the offensive team may take possession of the SAC.
VIII. THE MARKER
A. Only one player may guard the thrower at any one time; that player is the “marker.”
B. Stall count: The period of time within which a thrower must release a toss.
1. A player in possession of the SAC has 10 seconds to release a toss.
2. The marker must be within 10 feet of the person with the SAC before beginning
the stall count.
3. The stall count consists of the marker counting to 10 audibly at one second
intervals (e.g. “stalling one, two, three . . . .”).
4. If the tosser has not released the SAC by the count of 10, a turnover results. If
this call is disputed, the tosser gets the SAC back with the stall count coming in
at “stalling 8.”
5. If the defense switches markers, the new marker must restart the count at one.
IX. THE RECEIVER
A. After catching a pass, the receiver cannot paddle.
B. Exception: If the receiver catches the SAC while paddling, s/he may throw a pass
C. If offensive and defensive players catch the SAC simultaneously, the offense retains
X. FOULS AND VIOLATIONS
A foul is the result of physical contact between opposing players paddles; a violation generally is
any other infraction of the rules. When an infraction (a foul or violation) occurs:
A. The offending player loudly calls out the infraction (e.g., “Travel,” “Foul,” etc.).
B. A player called for an infraction may contest that call (by loudly calling “contest”), if
C. After a call, play stops and players remain stationary until the parties involved have
D. If a call is not disputed, play resumes in a way simulating what most likely would have
without coming to a Stop.
E. If a call is disputed and the players cannot come to a resolution, the play is redone with
F. Infractions include:
that player believes that s/he did not commit the infraction.
resolved the call.
occurred without the infraction. E.g., 1) If a tosser was fouled while tossing and the pass
was incomplete, the tosser gets the SAC back with a new stall count, or 2) If a receiver is
fouled on a reception attempt and the pass is incomplete, the receiver gets the SAC at
the point that the foul occurred.
each player returning to the position s/he occupied when the disputed infraction
1. Foul: Contact between opposing players paddles in any way.
2. Fast count: When the marker counts at intervals of less than one second.
3. Double-team: When more than one defensive player is guarding the thrower
within 10 feet.
4. Travel: When a thrower fails to stop paddling.
5. Strip: When a defensive player knocks the SAC off a thrower’s paddle.
6. Pick: Obstructing the movement of a player on the opposing team.
A. Each player is entitled to occupy any position on the field not occupied by another
B. Picks: No player may establish a position, or move in such a manner, so as to obstruct
C. When the SAC is in the air, players must play the SAC, not the opponent.
A. Game time is forfeit time. All teams must be signed in and ready to play at game time in
the movement of any player on the opposing team; to do so is a pick.
order to not receive a forfeit. The supervisor’s watch is the official game time on the
(minimum of 3) and be ready to play.
B. In order to claim forfeit, a team must have the correct number of players present
C. If neither team is able to field a team, a double forfeit will be declared.
XIII. PLAYER CONDUCT
Acts of unsportsmanlike conduct, including unnecessary roughness, arguing with the Game
Official, fighting, abusive language directed towards officials/opponents, will result in a player(s)
being ejected from the game. Recommended penalties include:
A. Warning: For unintentional unsportsmanlike conduct
B. Ejection: For intentional unsportsmanlike conduct or following the issuance of a warning
for a particular individual.