Fall Team Sports Handouts and Study Guides

Flag Football Rules Simplified

Can be played with up to 9 players on a team, and can be played indoors or outdoors. The field should be longer than it is wider with cones used to determine the centerline.
There will be no kickoff. Play will start on the hash mark near the offensive team's goal line. A coin toss determines who gets first possession of the ball.. 
Scoring:
Touchdown = 6 points
Conversion by running = 2 points Conversion by passing = 1 points
Safety = 2 points
Terms:
Down- when the ball becomes dead. Four downs (or tries) are allowed to score a touch
down, or cross the centerline. On the fourth down if the offensive team doesn’t
score or reach the centerline they should punt the ball or risk turning over the ball
at the line of scrimmage.
Dead ball- the ball becomes dead when:
a. the ball carrier’s flag becomes detached
b. when any part of the ball carrier’s body other than the hands and feet touch the ground
c. an incomplete pass
d. a fumble
e. when the ball goes out of bounds
Center- the offensive lineman who snaps the football to the quarterback
Defense- the team that does not have possession of the ball
End zone- the area between the goal line and the end line where touchdowns occur
Fake- a move made by a player for the purpose of deceiving an opponent
First down- the first of four attempts to move the football forward into the end zone or to
the center line
Fumble- the ball carrier drops the ball while in their possession. Fumbles become dead
balls and cannot be advanced by the recovering team
Handoff- an exchange of the football from the quarterback to a teammate. Only one Handoff during a series of downs
Interception- when the defense catch a ball that was meant to be caught by the offensive
team
Line of Scrimmage- Imaginary line drawn from the forward tip of the football to the side
line
Offense- the team that has possession of the football
Offside- Movement across the line of scrimmage before the football is snapped
Safety- removing the flag of the other team behind their own goal line with the ball
Touchdown- an offensive player having possession of the football in the opponent’s end
zone









Slow Pitch Softball
 History
Softball was invented by professional baseball players for off season play indoors.. The first organized League play was in 1900 in Minnesota, with the term softball being officially used in 1926. By the 1930s softball was gaining popularity, but fast pitch was the dominant form. It was during this time that Slow pitch rules were formed to give batters more of a chance to hit the ball. Slow pitch softball is one of the largest recreational team sports in the United States.
Players
Slow pitch softball has ten players per team. The tenth player is an additional fielder for right center field. Pitching - Slow pitch
In slow pitch softball the ball must have an arc of between 6 and 12 feet. No windup is allowed. The higher the arc, the more power must come from the hitter and less from the speed of the ball.
Terms -
  • On Deck - the next person at bat
  • Overrun - To run past the base after touching it. You can do this on first base only, and only if you turn to the right after doing so to signify you are not advancing to second. If you turn to the left you are demonstrating to the defensive team your intentions to run to second base and can be tagged out at any time if caught off base.
  • Stealing a base- A base runner trying to advance to the next base as the pitcher throws the ball to the batter, before it is swung at. This is not legal in slow pitch.
  • Tag up - On a long fly ball, The runner goes back or waits on base until the ball is touched by a fielder and then tries to advance to the next base. Reason - If the ball is caught on the fly, the batter is
  • out and the runner must remain at their original starting base unless they leave the base after it has been caught. If they leave before the ball is touched the defensive team can get the runner out by throwing the ball to the base which they started from, before they are able to run back.
  • Force out - Only one player may be on a base. When a runner is on first and the ball is hit, they must run to second base. On a ground ball, they must reach second before the ball is thrown there or they are called out. On a fly ball player must take a few steps off base and wait to see if it is caught. They may run to the next base as soon as they wish, but remember the Tag up rule on fly balls.
  • Tag out - When a player is not forced to run they must be touched with the ball or the glove that the ball is in. Example- You are on third base and no one is on second. When the ball is hit on the ground you may stay at your base safe ( a good idea if the ball is hit toward the third baseman ) or you can try to score a run by running to home plate. If you run home the defensive team must tag you out before you touch home base.
  • Base path - An imaginary line running three feet on either side of a direct line to the base. The runner must stay within this path when the defensive team is trying to tag them out. If they go outside it they are called out. This does not pertain to a runner at full speed advancing who must round the base comer to keep going to the next base,
  • Fair ball - A ball hit inside the field of play, either a grounder or a fly ball, which may advance a runner.
  • An Inning - One at bat for each team
 Rules of play -
Non tournament play
1 -The fielding team pitches to the batting team.
2 -3 foul balls is an out
3- If a pitch hits the base pad it is a strike
4-3 Strikes is an out
5 -3 outs retires the side.
6 -games are over when the class period is through and each team has had equal opportunities to bat.
SOFTBALL FIELD DIAGRAM
The regulation softball field distances vary for fast and slow pitch softball and for males and females. Base paths measure 60 feet for fast pitch and 65 feet for slow pitch for males, but 60 feet for fast and slow pitch for females. The pitching distance measures 46 feet for both fast and slow pitch for males and for slow pitch for females, but only 40 feet for fast pitch for females.





Ultimate Frisbee Study Guide

Overview- Ultimate combines elements of soccer, football and basketball in a fast-paced game, played with a frisbee, where everyone is a quarterback and everyone is a receiver. 

History- Ultimate began in 1968 in Maplewood, New Jersey when a group of Columbia High School students first played on an asphalt parking lot at their high school.  As those students graduated from high school, the game spread to the college level.  The first intercollegiate Ultimate game occurred on November 6, 1972, between Princeton and Rutgers in New Brunswick, New Jersey.  They played the first game on the anniversary of the first ever intercollegiate football game, also played between those two same schools.
Today-The game is played competitively by over 25,000 UPA (Ultimate Players Association) and WFDF amateur athletes in over 35 countries, as well as countless casual players.  Ultimate is played by people from all walks of life.  From high school students, to the still thriving college game, to the highly competitive club teams all over the world, to the many thousands of people who play in informal summer leagues, Ultimate is a game for everyone.
  
How to Play Ultimate    Ultimate is a non-contact sport that requires a combination of agility, speed and quickness to play. 
1.      The Field ~ A rectangular shape with end zones at each end.  A regulation field is 70 yards by 40 yards, with end zones 12 yards deep.
2.      Initiate Play ~ Each point begins with both teams lining up on the front of their respective end zone line.  The defense throws the disc to the offense and a regulation game has seven players per team.
3.      Scoring ~ Each time the offense completes a pass in the defense’s end zone, the offense scores a point.  Play is then initiated after each score.
4.      Movement of the disc ~ The disc may be advanced either forward or laterally by completing a pass to a teammate.  Backward passes are not allowed and players may not run with the disc.  The person with the disc (“thrower”) has ten seconds to throw the disc.  The defender guarding the thrower (“marker”) counts out the stall count.
5.      Change of Possession ~ When a pass is not completed (e.g. out of bounds, dropped, blocked, hits the ground, interception), the defense immediately takes possession of the disc and becomes the offense.
6.      Substitutions ~ Players not in the game may replace players in the game after a score and during an injury timeout.
7.      Non-contact ~ No physical contact is allowed between players.  Picks and screens are also prohibited.  A foul occurs when contact is made.
8.      Fouls ~ When a player initiates contact on another player a foul occurs.  When a foul disrupts possession, the play resumes as if the possession was retained.  If the player committing the foul disagrees with the foul call, the play is redone.
9.      Self-Refereeing ~ Players are responsible for their own foul and line calls.  Players resolve their own disputes.
10.  Spirit of the Game ~ Ultimate stresses sportsmanship and fair play.  Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.





The game of soccer, football and basketball all in one!!!

HISTORY
• Elmer Mitchell, intramural director at the University of Michigan, developed the game in 1921.
• Wanted to find a new outdoor activity to replace the more traditional football and soccer activities.

RULES OF CONDUCT
• Sportsmanship, cooperation, and team playing must be utilized to be successful

RULES
  • 11 players
  • 5 forwards (offensive)
  • 3 halfbacks (defensive)
  • 2 fullbacks (defensive)
  • 1 Goalkeeper (defensive)
OBJECT OF THE GAME: score points at the opponent’s end of the field while keeping the other team from scoring at your end

  1. When ball is on the ground, soccer rules apply, players may not touch the ball with hands or arms.
  2. When the ball is in the air, basketball rules apply.
  3. Players may not run with the ball, but they may take one step on a stationary catch or two steps if they are moving when catching the ball.
  4. Use a one-foot pivot to position themselves for a better throw or kick to a teammate.
  5. May use a foot dribble to advance the ball but cannot pick up the ball.
  6. An aerial ball may be passed and caught from player to player.
  7. Once the ball hits the ground it must remain on the ground until it is kicked and caught in the air by another player or lifted to oneself (or a team member) by the use of the kick-up skill.
PLAYING THE GAME
  • The team with the ball tried to advance the ball down the field and across the other team’s goal in attempt to score
SCORING (several ways)
  1. A field goal: a ball is kicked or thrown over the goal line and into the goal (2 points)
  2. Touchdown: teammate catches a pass behind the other team’s goal line (2 points)
  3. Dropkick: drop kicks the ball over the crossbar of the goal from outside the end zone (2 points)
  4. Penalty kick: free kick at the goal from 12 yards away (1 point)
  5. End goal: when a player in the end zone causes the ball to cross the opponent’s end line but not in the goal (1 point)
OTHER RULES
  • Regulation game consists of 12-minute quarters
  • Game starts with one team kicking the ball into the opponent’s area from the center of the field.
  • The opposing team must not pass the restraining line until the ball is kicked.
  • If the ball goes out of bounds over the sidelines, it must be returned to play by the opposite team by a pass (overhand, underhand, or two-handed passes can be used).
VIOLATIONS
• Traveling with the ball
• Touching a ground ball with arms or hands
• Dribbling overhead more than once
• Illegally interfering with a penalty kick
• Unnecessary roughness



               VOLLEYBALL        

PowerThe ability to use strength quickly.  It is the part of skill-related fitness most likely to improve with repeated effort.

I.  Introduction:  Volleyball is a game that challenges the participant’s skill in the use of the hands
 and agility in jumping, twisting, reaching, and hitting.  There are two ways that it can be played, 
which are  traditional scoring or rally scoring.  By the fall of 2004, all high school teams will play
 with using the rules of rally score.

II.  Courts and Teams:  Volleyball courts are rectangular and divided by a tightly stretched net.  
The height of the net is the only difference between court specifications.  Teams consists of six 
players (right back or server, middle back, left back, left front, middle front, right front). 

III.  Fouls:  Failure to play as permitted by the rules.

Examples of Individual Fouls:  Catches or touches the ball either on or off the court and calls 
it out; plays ball while supported by any player or object; commits body foul (may use any part
 of body above and including waist); hits ball twice in succession; back row player spikes (attacks)
 or goes to block ball in front of spiking line (10 foot line); fails to return ball within opponent’s 
court.

Examples of Net or at the Net Fouls:  A ball held or pushed against the net; net touched by 
any part of body; a player reaches over or under the net except on a follow through or block; 
a player touches the floor on the opposite side – crosses center line (entire foot needs to cross 
center line for it to be considered a foul); and a ball that is forced into the net and touches the 
opposing player is “NOT A FOUL”.

IV.  Basic Rules:  Any ball touching the boundary line is good or in.  When the ball touches the net on 
a return, it must touch the net on or between the standards and go over into the opponent’s court.  A ball 
striking the net and going over, except on a serve in traditional scoring, is still in play.  A served ball can
 not touch objects above the net or outside the playing area.  A foot fault is called during a serve when a 
player steps on or over the end line before the ball has been hit.  A player can serve from where ever 
behind the end line and between the two hash marks.  A ball may be contacted up to three times by a 
team before it goes over to the opponent’s court.

V.  Play: 

Rules for Traditional Scoring:  A game consists of one team scoring a total of 15 points 
(winning team must have at least a two point advantage).  A match consists of the first team 
to win two out of three games.  While serving the ball, the server can not contact the net with 
the ball.  A point is awarded to the serving team when the receiving team fails to return the ball 
in the manner prescribed by rule.

Rules for Rally Scoring:  A game consists of one team scoring a total of 25 points (winning team
 must have at least a two point advantage with a cap to 27).  A match consists of the first team to 
win two out of three games or three out of five games.  While serving the ball it is legal for the 
server to make contact with the net during a serve (only if the ball lands in the opponent’s court).  
This is called a let serve.  A point is awarded to the serving or receiving team when a team fails 
to return the ball in the manner prescribed by rule (there is a point awarded every time there is a 
serve).

VI.  Basic Terminology: 
Forearm Passing/Bump:  An underhand hit made with both hands together.

Setting:  A high pass that uses your hands (make a window with your hands to look out of on your forehead).

Attack/Spike:  A ball hit forcibly at a downward angle from a height greater than the top of the net (offensive strategy).

Block:  Both arms and hands raised parallel to the net in order to block the spike (defensive strategy).

Dig:  Passing a ball from an attack/spike.

Tip:  Off-speed spike.

Serving:  Putting the ball into play over the net into the opponent’s court.  Three methods used are:  underhand, overhand, and jump serve.

Rotation:  Act of shifting positions in clockwise direction.

Double Hit:  An act in which a player hits the ball twice in succession.

Simultaneous Contact:  Two players touch the ball at the same instance.

Sideout:  When the serving team fails to serve or return the ball prescribed by rules.



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