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Ring Cross
rules

Three against three. Pass the ring and catch it inside the scoring zone to score. The rules of Ring Cross, with diagrams and video.

Start with the video

Rules explained (in Japanese)

Basic skills

Ring Cross in 30 seconds

  1. Throw from outside, catch inside

    A pass thrown from outside the scoring zone and caught by a teammate inside it scores one point.

  2. No running with the ring

    Stop when you have the ring, then pass. Players without the ring can move freely.

  3. Self-judged

    You may not gain an advantage through contact. Players call their own fouls and settle them together.

The field: 20 metres long and 10 metres wide, with a 3 metre scoring zone at each end
Players
3 against 3 (up to 5 per team, unlimited substitutions)
Together
Mixed-gender, for all ages, on the same field
Field
20 m × 10 m, with a 3 m scoring zone at each end
Equipment
A YOU.FO stick and ring
Safety
At least 5 m of space around the field

How to score

Catch a teammate's pass inside the opponent's scoring zone for one point. The pass must come from outside the zone.

Four examples. OK: throw from outside, catch inside. OK: any part of the body inside. Not OK: pass from inside to inside. Not OK: feet outside, only the stick inside.
  • Any part of your body touching the zone when you catch counts, even just stepping on the line.
  • On a jump or dive, the first part of your body to land decides. Inside the zone or on the line scores.
  • Intercepting an opponent's pass inside the zone does not score.

When you have the ring

Stop as quickly as you safely can after a catch. One or two braking steps are fine, but you cannot keep running. Once stopped, you can pivot on one foot.

  • Throw and catch only with the stick. No throwing or catching by hand, and no using the grip end.
  • A pass must travel at least one arm-and-stick length. No handing over or dropping the ring onto a teammate's stick.
  • After you throw, you cannot take the ring again until another player has touched it.

Pass distance

One arm-and-stick length between the thrower and the catcher
OK At least one arm-and-stick length between thrower and catcher
Too close: handing over or dropping the ring
Not OK Too close, handing over, or dropping the ring

Defense

Personal zone

You cannot enter the area around the ring holder: one arm-and-stick length in every direction. It keeps the thrower safe and gives a fair chance to pass.

The personal zone around the player holding the ring

Blocking and the 5-second count

Stand just outside the personal zone (no further than two arm-and-stick lengths), hold your stick level in front of your face and keep your feet still. Then you can start the count. The thrower must release within 5 seconds.

A legal block: one stick-and-arm length away with the stick held level

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If the ring has not been released at zero, possession goes to the blocker. Only one player can block at a time.

Interceptions

You can win the ring by catching an opponent's throw or safely tapping it out of the air. No wild swings, and never throw your stick.

If the ring lands (claiming)

Play continues when the ring hits the ground. The first player to place the coloured tip of the stick inside the ring claims it.

  • The player who threw it cannot claim it (except for an accidental drop inside their own personal zone).
  • Once claimed, everyone else must leave the claimer's personal zone.
  • If you claim inside the opponent's scoring zone, you must pass out of the zone before you can score.

How a game flows

  1. Start

    Everyone stands in their own scoring zone with the ring at center field. On "Ready, set, go", the first team to claim the ring starts. Approach the ring from its left side for safety.

  2. Play

    Pass your way up the field. The clock keeps running and play continues when the ring lands, usually even outside the field.

  3. Score

    After a point, the teams switch sides.

  4. Restart

    The scoring team launches the ring toward the other team.

After a score, the scoring team launches the ring to the other team

After a score

Teams switch sides and the scoring team launches the ring to the receiving team, which starts from where the ring lands or is caught.

Ring Rally, where two players throw back and forth for a score, has its own rules on the Ring Rally page.

Fouls and self-judging

Players judge the game themselves. Advantage comes from timing, positioning, movement and skill, never from contact.

  1. Call

    Raise your hand, say "FOUL" and give a brief reason.

  2. 10 seconds

    Both teams try to settle it within 10 seconds.

  3. Resolve

    The players involved talk it through, with captains stepping in if needed.

  4. Observer

    Only if it is still unresolved does the tournament observer decide.

Tournament format

Match time
Group stage 10 min / knockout 12 or 15 min / full league match 4 × 10 min (set for each event)
Points
Win 3, draw 1, loss 0
If tied
Knockout games go to golden score (next score wins), then Zone2Zone if still tied.

Summary based on Official Global Rulebook V2.0 (diagrams from the YOU.FO RingCross World Federation rulebook). See the official rulebook for full details.

Questions about the rules

Is there any contact?

It is a non-contact sport, and you may not gain an advantage through contact. Not every touch is a foul; dangerous contact or contact that gives an unfair advantage is.

Is there a referee?

No referee runs the game. Players call and settle fouls themselves. At tournaments, an observer decides if it cannot be resolved.

What if the ring leaves the field?

Play normally continues. If the venue requires out-of-bounds rules, teams agree on them before the game.

Can I catch the ring with my hand?

No. Throw and catch only with the stick.

What if we do not have enough players?

Other formats such as 4 against 4 are allowed if both teams agree.

Can beginners play?

Yes. Start with simply throwing and catching. There are also trial sessions.

Simple rules.
Even better on the court.