
Status: Season 2 UK - (22.10.2025)
Preliminary remark
Baller League UK Limited (Julco House, 26-28 Great Portland Street, London, United Kingdom, W1W 8QT) is the organiser of the BALLER LEAGUE league matches and has drawn up the following regulations for their implementation, which come into force on 15 January 2024.
The organiser reserves the right to amend or supplement these regulations at any time. Any new versions will be announced in good time.
The rulebook comprises the League Rules (LiRu), the Pitch Rules (PiRu) and the Disciplinary Rules (DiRu).
All participants in the BALLER LEAGUE league recognise that a fair and functioning sporting competition is only possible on the basis of rules to which everyone agrees to abide. They expressly recognise all regulations of this Rulebook in their respective valid version as binding for themselves.
Questions about league operations and the rulebook can be sent by e-mail (lasse@ballerleague.de).
For better readability, the generic masculine is used in this rulebook. Unless otherwise indicated, the personal designations used here refer to all genders.
A. League Rules (LiRu)
R 1. Participants
1. A total of twelve teams take part in the BALLER LEAGUE.
2. A team consists of up to twelve permanent players, at least one team
manager and at least one coach.
3. Two additional players can be nominated by the team managers per match
day as wildcards for the team squad.
4. All participants undertake to observe sporting fairness towards all persons
involved in league play and to accept the decisions made by referees,
even if there is no agreement with the decision in individual cases.
R 2. Gamedays + Venue
1. The Season consists of 11 Gamedays and a Final-Four-Day:
1. Matchday: 27.10.2025
2. Matchday: 03.11.2025
3. Matchday: 10.11.2025
4. Matchday: 17.11.2025
5. Matchday: 24.11.2025
6. Matchday: 01.12.2025
7. Matchday: 08.12.2025
8. Matchday: 15.12.2025
9. Matchday: 22.12.2025
10. Matchday: 29.12.2025
11. Matchday: 05.01.2026
Final-Four-Day: 11.01.2026
2. The match days will take place in the Copper Box Arena in London, Queen Elizabeth Olympic Park, London E20 3H
3. The match schedule is drawn up by the organiser. All teams compete on league match days 1-11, each team plays one match per match day and each team plays each other once.
4. The first game of a match day is kicked off at around 17:30 and the last match at around 22:20. The top match of each match day, determined by the organiser, will be played at around 20:00.
R 3. Matchday Management
1. The organiser shall appoint a matchday management team for each league matchday, which shall be responsible for the preparation, organisation and execution of the matchday and all related matters.
2. Instructions and decisions of the matchday organisers must be followed by all participants.
3. The matchday management can be contacted under lasse@ballerleague.de
R 4. Eligibility
1. The team managers or coaches must prove the eligibility of the 10 players of their team (8 from the fixed league squad and max. 2 wildcards if a wildcard is to be nominated) by submitting an eligible squad list. This list must be received by the matchday management by e-mail (lasse@ballerleague.de) before the respective matchday on Saturday by 00:00 at the latest. If the list is not received by the deadline, the team may be excluded by the BL-DC (R 14. LiRu) from participating in the respective league match day.
2. Players who are not on the eligibility list may not be used on the match day. The Bl-DC (R 14. LiRu) will penalise players who are not eligible to play.
3. If a player becomes unavailable to participate before matchday 1 due to a serious injury, illness, or another compelling reason, team managers may request to replace them with a player from the remaining draft pool. This replacement must be approved in advance by the Baller League. The replaced player will be ineligible to participate in any matches for the remainder of the season, including as a wildcard
4. Wildcard players are authorised to play for only one team within a season.
R.5 Transfer Window
1. After the completion of Matchday 5, an official trading window will open before the start of the following matchday. The exact timeframe will be announced by the league management.
2. During the trading window, each team is allowed one direct trade with another team, provided both teams agree to the exchange. These trades may only occur between players of the same salary class.
3. In addition, each team is permitted one Wildcard Trade or one Draft Pool Trade per trading window.
4. A Wildcard Trade allows a team to permanently add a Wildcard player—who has already played for the team during the current season—to its fixed roster, provided that one player from the fixed roster is removed in exchange.
5. Alternatively, under a Draft Pool Trade, a team may add a new player from the draft pool to its fixed roster by releasing an existing player from the roster.
6. All trades take effect at the start of the next matchday and must be submitted to and approved by the league management before the end of the designated trading period.
R 6. Final-Four-Day und BALLER LEAGUE CHAMPION
1. The four teams with the most points after 11 match days qualify for the Final Four Day, on which the two finalists are determined in two semi-finals.
2. To determine the four teams participating in the Final Four Day, the following criteria will be used in the order listed to determine the ranking in the event of a tie:
a. the goal difference calculated using the subtraction method
b. the number of goals scored
c. the result in direct comparison
d. in the event of a draw in the direct comparison, a shoot-out decides (see R 6.4).
3. In the semi-finals, the first-placed team after 11 match days will face the fourth-placed team and the second-placed team will face the third-placed team.
4. In the event of a draw in the Final Four after the regular 30 minutes, a penalty shootout is held in which each team initially provides three shooters. If no decision has been made after the three shooters, the sudden death principle continues until there is a winner.
5. The winner of the final is the champion of the BALLER LEAGUE.
R 7. Pitch and Goals
The game is played on artificial turf measuring 50 x 29 meters. The goals measure 5.50 × 2.20 meters.
R 8. Winning Points
A match won by the winner is worth three points, a drawn match is worth one point each for both teams. A lost match is awarded zero points. In addition, the winner of the "Pressure Point Penalty" is awarded one point per match day.
R 9. Playing kit and Advertising ban
1. The teams must compete in the registered playing gear approved by the organizer. The mandatory equipment of a player consists of: Jersey with sleeves, shorts, socks/socks, shin guards and shoes. Goalkeepers may wear training pants; their clothing must be clearly distinguishable in color from the other players and the referee. Thermal pants may be worn, but must be the same color as the main color of the pants worn.
2. If two teams have the same or, in the opinion of the referee or the matchday management, insufficiently different uniforms, the team named last in the match pairing must change uniforms.
3. Any type of advertising not initiated by the organizer on the match kit requires the prior written consent of the organizer. Political, religious and/or other messages on or on the playing kit are not permitted. Infringements will be punished by the Bl-DC (R 14. LiRu).
R 10. Captain
1. Each team has a captain who must wear a visible armband on his left arm. He alone is authorized to question the referee about decisions made.
2. In the event of the captain's withdrawal during the match, a substitute must be nominated and wear the armband.
R 11. Referee
1. The team of referees appointed by the matchday management for each league match consists of two field referees and one hall referee ("referee").
2. The referees have full authority to enforce the rules established by the organizer. The referee's decisions on facts relating to the match are final. This includes the decision on "goal" or "no goal" and the result of the match.
3. If the match has continued or the referee has finished the first or second half and left the pitch or stopped the match, the referee may not change a decision to restart the match if he determines that it is incorrect or if he receives a corresponding indication from a third party. However, this does not apply to possible VAR challenges.
R 12. Game Rating
1. If a team does not show up for a match, does not show up on time or does not show up with the correct line-up, the match will be scored 0:4 for the team in question and 4:0 for the opposing team.
2. The same applies if a match lost on the pitch is subsequently deemed to have been won by the losing team, or if a drawn match is deemed to have been won by one team and lost by the other.
R 13. Objections
1. Appeals against the scoring of a match can only be lodged by the teams involved in the match and must be submitted to the matchday management no later than 30 minutes after the end of the match, stating the reasons for the appeal.
2. An objection due to alleged match-fixing that has influenced the match result must be lodged within two days of becoming aware of facts that give rise to reasonable suspicion, but no later than the day before the last league match day.
3. Decisions on appeals are made by the BL-DC (R 14. LiRu).
R 14. Waiver and force majeure
1. It is not possible for a team to forgo a league match.
2. If a match is canceled because a team is prevented from playing (on time) due to force majeure, it must be rescheduled by the matchday management. In case of doubt, the BL-DC decides whether force majeure has occurred (R 14. LiRu).
R 15. Baller League Disciplinary Commission (BL-DC)
1. For all incidents on match days, on Final Four Day, for appeals against match evaluations, for sanctions due to violations of the LiRu and PiRu, in particular in the event of sporting offenses and/or unsportsmanlike conduct, as well as for all disputes in connection with the implementation of the BALLER LEAGUE, the BL-DC is responsible.
2. The powers of the BL-DC are set out in the Disciplinary Rules (DiRu).
3. The decisions of the BL-DC do not have to be justified and are final.
R 16. Baller League Financial Fairplay
Team managers, coaches or third parties are not permitted to pay Baller League players money in excess of the Baller League's remuneration. This will immediately lead to a deduction of points, which the Baller League itself may determine depending on the severity of the offense. Possible exceptions to this rule must be requested and approved by the Baller League in advance.
B. Pitch Rules (PiRu)
R 1. Players per Team
1. A match is played by two teams with a maximum of six players each, one of whom is the goalkeeper.
2. All players from the respective matchday squad may be used on each matchday in accordance with the list of eligible players submitted on time.
3. The match may not be started or continued if a team has fewer than four players (except for time penalties). If a team has fewer than four players because one or more players have deliberately left the pitch, the referee does not have to interrupt the match. Otherwise, the matchday management decides on a case-by-case basis.
4. In addition, each team must designate a captain who has special privileges (see below R15). This captain can be recognized by a captain's armband and must pass it on to another player in the event of a substitution.
R 2. Playing time and Clock
1. A game consists of two halves of 15 minutes each and a 4-5 minute half-time break, after which the teams change sides.
The playing time is measured and displayed by an official game clock.
3. The timekeeping is stopped in the event of a penalty and/or if the referee indicates the interruption of the timekeeping with a “time-out hand signal” (e.g. in the event of injuries or "time-wasting"). The timekeeping runs centrally via the hall referee.
4. The referees delay the continuation of play for approx. 10-15 seconds after each goal in order to allow sufficient time for a possible objection by the team manager/coach (see R 16.). These approx. 10-15 seconds do not apply to Gamechanger Plus 1, 3 Play and 1 v 1. In these cases, the objection must be made immediately after the goal has been scored, as the game continues with a goalkick instead of a kick-off and cannot be delayed unnecessarily.
5. As long as the ball has left the foot, head, etc. of the player (attacker or defender) before the end of playing time (according to the hall clock), a potential goal or own goal counts.
If a defending player (including the goalkeeper) touches or deflects the ball after the end of playing time, the goal still counts provided that the shot on goal occurred before the end of playing time. However, if an attacking player touches the ball again after the end of playing time before it goes into the goal — whether intentionally or unintentionally — the goal does not count.
6. At all times the gameclock dictates the playing time.
R 3. Technical Zone
1. The Technical Zone is a designated area for each team located behind the boards, with seating for coaches and substitute players.
2. Only the coach and team manager are permitted to stand in front of the boards to give tactical instructions. All other players must remain behind the boards and may only stay within that area.
3. Substitute players may leave the Technical Zone only in exceptional cases or to enter the substitution area.
4. In cases of repeated rule violations or unsportsmanlike behavior, the referee may expel the individual from the Technical Zone and impose time penalties on the team. The decision rests at the discretion of the referees.
R 4. Equipment, safety and electronic communication
1. Players may not use or wear dangerous equipment. The wearing of jewelry (necklaces, rings, bracelets, earrings, leather and rubber bands, etc.) is prohibited. All jewelry must be removed. Covering jewelry with adhesive tape is prohibited. All players will be checked accordingly before the start of the game.
2. If a player uses or wears unauthorized/dangerous equipment or jewelry, the referee must instruct him to remove the item or - if the player cannot or will not comply with the instruction - to leave the pitch immediately. Players who do not comply with the instruction or wear the item again may be punished with a red card.
3. Non-hazardous protective equipment, e.g. head protection, face masks or knee and arm protectors made of soft, light, padded materials as well as goalkeeper caps and sports goggles are permitted.
Players (including substitutes and players sent off) are not permitted to carry or use any form of electronic or communication device (in particular cell phones) during a match involving their team.
R 5. Substitutions
1. Each player can be substituted in and out as often as required during a match.
2. Substitutions are made "on the fly" by handshake only in the substitution zone (height of the center line), without the game having to be interrupted.
3. If a team has more than the permitted number of players on the pitch, the game is only to be interrupted if the additional player influences the game to his own advantage. This also applies if a goal is scored. The team must play with one player less for a period of two minutes. The personal penalty is imposed on the player who entered the pitch without permission and exerted an influence. Play is restarted with a direct free kick for the opposing team from the place where the ball was located when play was interrupted. If a player on the pitch does not exert any influence and a challenge is made, there is no penalty for the team with the advantage.
The player simply has to leave the field of play. If a goal is scored without influence, the goal still counts.
R 6. Ball out of Play / Touching the Ceiling
1. The ball is out of play when it has completely crossed one of the goal or touch lines on the ground or in the air, or when it touches the referee, and the ball goes directly into the goal. In the latter case, play is restarted with a dropped ball.
2. In the event that the ball touches the ceiling, possession is transferred to the opposing team via a direct free kick at the point on the pitch where the ball touched the ceiling. If the ball touches the ceiling in the penalty area, the direct free kick is taken to the penalty area line at the point closest to the offense.
R 7. Kick In rather than Throw In
1. If the ball completely crosses the touchline, either in the air or on the ground, a player from the opposing team—who did not touch it last—must kick it back into play. Off-side is not in effect during a pass in. The passing-in must be carried out in the immediate vicinity of the outer line and the ball should be at rest if possible. However, minimal rolling without influencing the immediately following action, e.g. scoring a goal, does not automatically lead to a faulty pass; the decision on a faulty pass is at the discretion of the referees. All opponents must keep a minimum distance of two meters from the passing player.
2. A goal cannot be scored directly from a kick in, but an own goal can. If the ball enters the opponent's goal directly without being touched by other players, the goal is disallowed and play must be restarted with a goal kick. If the ball enters the own goal without being touched by another player, the goal is valid.
3. If a player passes the ball above knee height, the pass is not considered to have been taken in accordance with the rules and the pass is taken by aplayer of the opposing team at the same position. If the passing player touches the ball again after it is back in play and before another player has touched it, a direct free kick is awarded to the opponent.
R 8. Kick-off, free kick and corners
1. The two halves begin with a kick-off. One player from each team faces each other and the referee throws the ball into the air between the two players. All players, with the exception of the two players facing each other, are in their own half of the pitch. The ball is in play as soon as it has left the referee's hand. After a goal, play is restarted by the opposing team kicking off. At the kick-off and free kick, the opposing players must be at least 5 meters away from the ball until the ball is in play.
2. During a kick-off following a goal, the first pass needs to be played backwards.
3. There are only direct free kicks. Offenses in the penalty area that normally have to be taken with an indirect free kick are moved to the penalty area line at the nearest point.
4. If the player taking the kick-off or free kick touches the ball again after it is back in play and before another player has touched it, a direct free kick is awarded to the opposing team.
5. Instead of taking corner kicks, corners are counted and tallied. If a team wins 3 corner kicks, a penalty is awarded. The restart of play after a corner is a goal kick.
6. Clarification: The decisive factor for scoring a corner, as for scoring a goal, is when the contact that leads to the corner occurs and not when the ball crosses the out-of-bounds line.
R 9. Goalkeeper and Goal Kick
1. The goalkeeper may not pick up the ball with his hand if the ball is played by his own teammate. Otherwise, a direct free kick is awarded on the edge of the penalty area at the point closest to the offense.
2. Goalkick’s need to be taken inside the penalty area, approx 2-3 meters in front of the goal line. The ball must be placed from the ground if the ball was previously out of bounds. All opposing players must be outside the penalty area when the goal kick is taken. The ball should come to rest as much as possible when the goal kick is taken. However, minimal rolling without influencing the immediate following action, e.g. scoring a goal, does not automatically lead to a faulty execution of the goal kick; the decision on a faulty execution is at the discretion of the referees.
3. If an opposing player interferes with the kick-off before the ball has left the penalty area, the kick-off must be retaken.
4. The well-known offside rule also applies to goal kicks. So there are also offside positions at the goal kick.
5. If an own goal is scored from a goal kick, the goal is recognized. A goal scored directly from the goalkeeper’s hand — that is, from a throw — does not count, and play resumes with a goal kick for the opposing team.
R 10. Offside
The general offside regulations apply with the difference that the starting point for possible offside positions is not the halfway line, but a specially created offside line between the halfway line and the penalty area in the opponent's half.
R 11. Time Penalties
1. Instead of yellow cards, which are not used in the Baller League, the referee can impose time penalties, which are signaled with a hand signal (index and middle finger). The time penalty is two minutes. A time penalty is also imposed if a clear goalscoring opportunity is prevented, e.g. by a handball.
2. A player can receive several time penalties in one game. However, depending on the severity of the offense, a red card after a time penalty is also possible.
3. The time penalty must be served on the penalty bench located in the technical zone of the team concerned.
4. Time penalties can also be imposed on substitutes, managers and coaches. They are also required to spend the time penalty on the penalty bench. In this case, however, the time penalty is a team penalty. This means that the coach designates a player to take this 2-minute penalty and the game continues with one player less.
5. On the penalty bench, any influence on the game (including coaching/trainer instructions) is prohibited.
6. A player serving a time penalty may not be substituted or replaced until his personal time penalty has expired.
7. A player on a time penalty who commits a cautionable or dismissable offense during his time penalty is permanently excluded from the game and may not be replaced or substituted.
8. For the duration of the time penalty, the goalkeeper's position must be taken by another player who is also clearly marked as the goalkeeper.
9. Penalty times are recorded and displayed by the official penalty time timer. The time penalty only starts as soon as the person concerned is in the penalty box and the game continues.
10. Stopping the game clock and the half-time break interrupt the time penalty. Nevertheless, the time penalty continues to run as soon as the game is restarted.
11. A time penalty ends automatically as a team penalty when a goal is conceded. The team playing short-handed may then replenish, but not with the player who received the time penalty.
12. After serving the time penalty, the player/coach may re-enter the pitch/coaching area.
13. For all Gamechangers & Minutes, the general principle is that time penalties are carried over into the last 3 minutes of each half as personal penalties, but end there as team penalties. This means that the last 3 minutes are always started at full strength.
R 12. Red Card
1. By showing the red card, the referee can impose a disciplinary penalty in which a player must leave the pitch and the technical area for the remainder of the match, may not be replaced by another player and is excluded from further participation in the match on the respective league match day.
The disciplinary penalty may be imposed in particular if a player commits a further infringement of the rules after a time penalty has been imposed, for gross foul play, for assault on another person or for offensive, insulting or disrespectful conduct.
3. Red cards can also be imposed on substitutes, managers and coaches. The principle of the team penalty mentioned in the time penalties also applies here.
4. In the event of a red card, the team concerned plays 2 minutes short-handed or at least until the opposing team scores a goal.
5. For all Gamechangers & Minutes, the general principle is that red cards are transferred as personal penalties to the last 3 minutes of each half, but end there as team penalties. This means that the last 3 minutes of each half, are always started at full strength.
R 13. Penalty
1. In the event of a foul/intentional handball in the penalty area, the referee must award a Penalty.
2. Penalties are always to be regarded as a separate form of play and is governed solely by the rules of R13.
3. To take the penalty, a player must run alone from the center line of the pitch towards the opposing goalkeeper and attempt to score a goal.
4. The goalkeeper must remain in his penalty area until the penalty taker has touched the ball for the first time. The scorer and goalkeeper must not be disturbed or irritated, so that the other players are on the field but must not disturb either player due to their position.
5. The shooter has only one shot attempt, which must be completed within 10 seconds.
6. If the shot does not make it into the goal, for example due to a save by the goalkeeper, the penalty is over and play continues with a kick by the opposing team.
7. A penalty that is defended for a potential corner is not counted as a corner kick.
8. If the goalkeeper fouls the penalty taker before the shot is taken, or uses their hands to make a save outside the penalty area, a technical goal is awarded. The same applies to infringements by other players that affect the execution of the penalty.
R 14. Complaining to Referee
A complaint to the referee about a decision is left solely to the captain of the respective team. If other players, managers or coaches complain, the player, manager or coach concerned will be given a time penalty if this happens again. Even without a repeat offense, complaining, especially when entering the field for substitutes, coaches and managers, can also be punished immediately with a time penalty if the intensity is appropriate. This is at the discretion of the referees.
R 15. Manager/Coach - Ref Challenge
◆ Principle Every manager or coach who is on the sideline during a game has the right to request one VAR challenge per match.
◆ Challenge Procedure
◆ Basis for Decision
◆ Validity of the Challenge
◆ Invalid Challenges
◆ Proactive Review by Match Officials
R 16. BALLER LEAGUE GAMECHANGER
1. At the start of the 12th (from 11:00) minute of the game, a 60-second visual countdown begins and ends with a signal tone.
2. When the signal sounds, the game is interrupted - regardless of the game situation. The game is resumed around 15 seconds after the announcement of the game changer. The referees are instructed to keep the interruption as short as possible, but to blow the whistle again after 15 seconds at the latest.
3. If there is a penalty during the countdown, both the game clock and the countdown are stopped.
4. As long as the ball has left the foot of the player of the attacking team before the end of time (official game clock), a potential goal counts.
5. In all cases, play continues with the team in possession of the ball at the end of the 12th minute taking the goal kick.
6. For all Gamechangers & Minutes, the general principle is that time penalties are carried over into the last 3 minutes of each half as personal penalties, but end there as team penalties. This means that the last 3 minutes are always started at full strength.
7. A wheel of fortune or similar is then used to select a rule change that affects both teams equally for the remaining three minutes of the first half. The wheel of fortune is played through a monitor and can display the following rule changes:
a. "Onside”:
◆ Principle
◆ Freedom of Movement for Players
◆ Other Provisions
b. "PlusOne":
◆ Formation and Start of Play
◆ Goalkeeper Offenses
◆ Offside Rule
◆ Addition of Players
◆ Restart of Play
◆ Time Penalties and Serious Offenses
◆ Other Provisions
c. "3Play":
◆ Basic Formation
◆ Goalkeeper Regulation
◆ Offside Rule
◆ Restart after a Goal or Goal Kick
◆ Shot Clock Regulation
◆ Other Provisions
R 17. BALLER LEAGUE MINUTES
1. At the start of the 27th minute of the game (from 26:00), a 60-second visual countdown begins and ends with a signal tone.
2. When the signal sounds, the game is interrupted - regardless of the game situation. The game is resumed 15 seconds after the announcement of the game changer. The referees are instructed to keep the interruption as short as possible, but to blow the whistle again after 15 seconds at the latest.
3. If there is a penalty during the countdown, both the game clock and the countdown are stopped.
4. As long as the ball has left the foot of the player of the attacking team before the end of time (official game clock), a potential goal counts
5. In all cases, play is restarted with a goal kick by the team in possession at the end of the 27th minute.
6. For all Gamechangers & Minutes, the general principle is that time penalties are carried over into the last 3 minutes of each half as personal penalties, but end there as team penalties. This means that the last 3 minutes are always started at full strength.
7. A virtual wheel of fortune is used to select a rule change that affects both teams equally for the remaining three minutes of the second half. The wheel of fortune is played through a monitor and can display the following rule changes:
a. "1on1":
◆ Basic Principle and Field Zones
◆ Shot Clock
◆ Restart of Play and Penalty Area Restriction
◆ Handball and Goal Prevention
◆ Possession Rules During Defensive Actions
◆ Attack Zone and Possession Changes
◆ Scoring and Subsequent Actions
◆ Substitution Rules
◆ Other Provisions
b. "Fair Play":
◆ Principle
◆ Offenses by Players or Managers
◆ Consequences of a Sending-Off
◆ Serious Offenses
◆ Other Provisions
◆ During stoppages in play, the game clock may be stopped.
c. "The Line":
◆ Principle
◆ Definition of the Zone
◆ Deflections and Teammate Touches
◆ Other Provisions
R 18. Pressure Point Penalties
Pressure Point is a separate event that occurs between two matches on eachmatch day. Each of the 12 teams nominates a player from their matchday squad for a sudden-death penalty shootout. In goal is a neutral goalkeeper. If a player misses, they are eliminated, and the last player remaining earns an extra point for their team in the league standings.
C. Disciplinary Rules (DiRu)
R 1. Responsibility of the Baller League Disciplinary Commission (BL-DC)
1. The BL-DC is responsible for all incidents on the match days, on the Final Four Day, for appeals against match results, for sanctions due to violations of the LiRu and PiRu, in particular in the case of sporting offenses and/or unsportsmanlike conduct, as well as for all disputes in connection with the implementation of the BALLER LEAGUE in accordance with R 14 LiRu.
2. The members of the BL-DC are appointed by the organizer. They are not liable for any damage caused by their decisions or omissions.
R 2. Procedure und Decisions
1. Apart from the organizer and the matchday management, the Bl-DC can be called by the team managers.
2. Corresponding entries/applications can be submitted to the matchday management on the matchday, outside of matchdays exclusively by e-mail lasse@ballerleague.de
3. In appropriate cases and in the event of only a minor breach of regulations, the Bl-DC may discontinue the proceedings - possibly subject to conditions.
4. Decisions of the BL-DC can be made in any form - including verbally - , do not require any justification and are incontestable.
R 3. Permissible Penalties
1. The following penalties are permitted:
a. Warning;
b. Imposing a ban on participation for individual persons, for a limited period or permanently;
c. Suspension for league match days, temporary or permanent;
d. Withdrawal of points;
e. Disqualification from league play, either temporarily or permanently;
f. Withdrawal of the championship.
2. A sanction is also possible if the referee has not noticed a case of blatantly unsportsmanlike conduct by a player and has therefore not made a positive or negative decision on the facts.
3. The execution of a sentence in accordance with no. 1. b. and c. may be suspended on probation. The period may also be extended and probation may be revoked if a further offense is committed during the probation period.
R 4. Special Cases
1. In the event of a sending-off (red card), the player or coach is provisionally suspended until a decision is made by the BL-DC, without any special procedure or notification being required.
2. Anyone who undertakes to influence the course and/or result of a league match by knowingly making incorrect decisions or otherwise influencing it without authorization with the intention of gaining an advantage for themselves or someone else will be punished for unsportsmanlike conduct.
3. Unsportsmanlike conduct is also deemed to exist if someone behaves in a politically, extremist, obscenely offensive or provocatively insulting manner or if someone violates the dignity of a person or a group of persons through derogatory, discriminatory or denigrating statements or actions with regard to origin, skin color, language, religion, disability, age, gender or sexual identity or behaves in any other way in a racist and/or inhumane manner.
4. If several persons of the same team violate no. 2 or 3 at the same time, penalties according to R 3. DiRu can also be imposed on the team concerned.