Rules for Schools

Single Stango

Stango®         The goalpost at the center of the No-Zone.

No-Zone      The area surrounding the stango, where players are excluded (except under three limited circumstances). A circle 5 meters from the stango (shown in red) defines the No-Zone. 

Double Point Line  (blue)          A circle 9 meters from the stango separating the Inside (playing area) from the Outside (playing area). Goals made from beyond the Double Point Line are double those made from inside it. 

Insiders         Those playing between the No-Zone (red line) and the Double Point (blue) Line – the area known as the “Inside”.

Outsiders        Those playing beyond the Double Point (blue) Line – the area known as the “Outside”.

The Hedge  (green)          Teams may not score consecutive goals until they either bring the ball out beyond the Hedge or the opposing team controls the ball for a bit.   

The Boundary Line  (black)          The line beyond which the ball is out of bounds.


PLAYING

Players score by getting the ball through the hoops from either direction using any body part. And since play is continuous, both teams are allowed to immediately try and gain possession of the ball after a goal.

When a team scores, they aren’t allowed to score again until either they take the ball beyond the Hedge or the opposing team has possession for at least a short period of time.

There are two positions in Stango: Outsiders and Insiders.


OUTSIDERS

Outsiders are allowed to roam everywhere outside the 9m Double Point Line including outside the Boundary Line.

When a ball goes out of bounds, the team touching it last loses possession, and the nearest opponent inbounds from where the ball went out of bounds.

While Outsiders must play by soccer rules, there are three exceptions:

1) They may use any part of their body to score with, including their hands.

2) When an opposing player has the ball in their hands, defenders may block using their hands and arms, and

3) Players may inbound the ball in any way they want, including their hands, but they may not pass to themselves or step over the Boundary Line until the ball is released. The opposing team must give the inbounder a two-meter clearance. Should the inbounder violate one of these rules, the opposing team inbounds the ball.

And here are two important notes regarding the use of hands:

1) Passing via hands / “throwing” isn’t allowed. Once the ball is in a player’s hands, they must take a shot on goal by either “throwing” or drop-kicking. Should they fail to do so, the other team takes possession from that spot, and is given a two-meter clearance before restarting, and

2) Since passing via hands / “throwing” isn’t allowed, should an Outsider’s scoring attempt by “throwing” touch a teammate before passing through the No-Zone, the other team takes possession at the place of touch, and is given a two-meter clearance before restarting.


INSIDERS

Insiders are allowed to roam everywhere, including outside the Boundary Line, but with two exceptions:

1) Should an Insider move beyond the 9m Double Point Line, they must play by Outsider rules, with the one exception that they’re allowed to reenter the Inside area, and

2) Insiders are restricted from the No-Zone except for these three reasons:

To kick out a ball. Players may run in to immediately kick a ball out, but may not pick it up, dribble or take possession of the ball for themselves,

To defend an opponent in possession of the ball just outside the No-Zone Line. When doing so, defensive players must stay within one meter of the No-Zone Line, and

To pass through the No-Zone. When running through, Insiders are not allowed to play defense or touch the ball at all. An Insider running through and interfering with a shot on goal, is goaltending, resulting in an automatic goal, except when the ball is intentionally shot at the Insider.

In no case may Insiders stay within the No-Zone for more than the few seconds necessary to fulfill one of these three objectives.  Should they, they are given a 3-minute suspension beyond the Hedge.

Unlike Outsiders, Insiders may only score by kicking, including drop-kicks.

However, Insiders may use their hands to pick up the ball or catch a teammate’s pass. And once in their hands they may pass the ball (by kicking or throwing it to an Insider or Outsider) or attempt to score by drop-kicking. (Passing the ball with their hands is something Outsiders aren’t allowed to do!)



SET-UP FOR A LEGIT FULL GAME

Since Stango’s guiding principles are good sportspersonship, honesty, comradery, and having fun, the responsibility for fair play and honesty rests with each player. Competition and winning should never come as at the expense of respect for all players, the fans, and the game’s rules and guiding principles. Ideally, the game should therefore be self-refereed where players are responsible for calling their own fouls and resolving any disputes.The game begins with the three hoops set at ~120 degrees from one another, and for the remainder of the game they are left to move as they will.

There are three Periods, each 10 minutes long, with 3-minute breaks in-between.

To start, the captains meet at the stango to flip a coin (or duke it out: odds/evens, rock/paper/scissors), with the winning team inbounding the ball from anywhere outside the boundary. For the remaining two Periods, teams alternate inbounding to start play.

Except for injuries, subs may only enter as Outsiders, and are only allowed at the start of each Period and the Period 3 mid-point.

All Insiders must become Outsiders during the following Period, including any overtime Periods; and except for injuries, may not be substituted out during either of those two Periods. No one is allowed to be an Insider for more than one Period unless due to injuries or a substitute shortage, in which case Insiders from Period 1 may repeat during Period 3.