Flag Football Rules
Simplified
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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
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 -
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
OBJECT OF THE GAME: score points at the opponent’s end of the field while keeping the other team from scoring at your end
OTHER RULES
• 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
Power: The
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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Fall Team Sports Handouts and Study Guides
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