Propulsive Football Laws & Regulations: Mixed (Human-Machine)
Rule differences with the Mixed (Men-Women):
(Announced: 2025/07/07. Updated: 2025/07/07)
Humans-Machines (Bipedal)
Team structure:
Human 5 + machine 5 on the field, GK can be human. Regarding substitution, 5 for each (human 5 and machine 5 = 10). Up to 10 substitutions (all substitutes) available.
Humans-Machines (Quadrupedal)
Team structure:
Human 5 + machine 5 on the field, GK can be human. Regarding substitution, 5 for each (human 5 and machine 5 = 10). Up to 10 substitutions (all substitutes) available.
Headball (foul play):
It does not apply to machines.
Play by arms:
It does not apply to machines.
Handball (foul play):
It does not apply to machines.
Humans-Machines (Wheels)
Offside (foul play):
It does not apply.
Corner kick:
The rule of 8 seconds applies to machines. The machine players must release the ball within 8 seconds.
Team structure:
Human 3 + machine 2 on the field, GK can be human. Regarding substitution, 5 for each (human 5 and machine 5 = 10). Up to 10 substitutions (all substitutes) available.
Match structure:
Kickoffs can be taken by either human or machine players.
20 minutes in the first half and second half, 40 minutes in total.
(There is a switch in each half and humans and machines change positions on the left and right.) At that time water supply is possible. Restart method for the switch is kickoff. The first half kickoff team kicks off again the switch of first half, and the second half switch is done by the second half kickoff team. 1 quarter is 10 minutes (switch time 1 minute, water supply possible). The stoppage time is added at the end of each quarter.
Field of play:
Natural grass, artificial turf, soil or indoor field.
Field size (recommended): 40 metres × 20 metres
Field size (standard): 55 metres × 37 metres – 25 metres × 16 metres
Penalty area: 11 yards × 9 yards
Goal area: 5 yards × 3 yards
Penalty mark: 6 yards
Penalty arc (radius): 5 yards
Goal size: 3 metres × 2 metres
Overchannel (foul play):
Territories:
There are 2 territories: the space from the opponent’s penalty area excluding the goal area; the space from the own half (behind the halfway line) excluding the penalty area. 2 machines play in each of these 2 territories.
Only 1 machine can play in 1 territory. Playing beyond the territory is not allowed. Any violation results in the overchannel (foul play).
Machine players can swap playing territories every quarter or when substituting players. (The team of kickoff has priority to swap territories.)
In case a machine player commits a foul play in the own territory, a human player restarts with a free kick from the centre-line closest to the point where the foul play occurred.
Playing with a stick:
The stick is a substitute for the legs. Machine players may play with 1 stick. However, you may not play in a dangerous manner. Playing with a dangerous manner includes: playing with the stick away from the body, such as throwing; playing the ball with the stick above the head (including face) of another player at close range. Playing in a dangerous manner is a foul play, resulting in an indirect free kick. When the stick touches another player, it results in a direct free kick.
Regulations for the sticks of machine players:
Weight: Maximum 1500 g
Length: Maximum 170 cm
Shape: Rounded with no protrusions.
Materials: Wood or any other safety approved material.
*Any of ice hockey and field hockey sticks, tennis rackets, baseball bats and cricket bats are allowed.
Machine regulations:
Maximum speed: 6 km/h
