Tuesday, July 19, 2011

Flag Football




Standings

Team Coccimiglio (red team) 37 Points
Team Tucker (purple team) 35 Points
Team Maxfield (Grey I think) 24 Points
Team Rawings (Black Team) 19 Points
Team VanDyke (White Team) 17 Points
Team Moreno (Yellow Team?) 15 Points

Money

Please pay tomorrow. Its only fair. You can give your money to Taylor Rawlings.


Passing

  • All players are eligible to receive a pass.
  • Only one forward pass per down (either over handed or underhanded).
  • No forward hand-offs between the quarterback and the center are allowed.
  • At the time of a pass reception, the receiver must have the "first football" down and in bounds for a complete pass (Ball in complete control).
  • Any number of backward or lateral passes are permitted.

Flag Belts and Legal "Tackles"
  • Each player must wear a flag belt; each team will have a different color. Every player must have their shirt tucked in their pants.
  • If a player loses his/her flag belt and has possession of the ball, the defense must touch them with one hand between the shoulders and knees to make the legal "tackle."
  • A legal tackle is made when a defensive player detaches the flag belt from the ball carrier.
  • A shielding infraction will be called if a ball carrier uses his/her hands, arms, the ball or clothing to hide or prevent an opponent from pulling the flag belt.
  • Any ball carrier caught wearing the belt illegally will be ejected from the field of play.
  • The ball is dead if either knee of the ball carrier touches the ground at any time.

Tie and Overtime Games
  • Overtime will be played as follows: each team will get four downs from the ten yard line (closest to their opponent's goal) to score. Whichever team scores in the fewest amount of downs, wins.
  • Each team will get one 30-second timeout per overtime.

Field Dimensions and Downs
  • The size of the field will be 60-yards by 40-yards, with 10-yard end zones.
  • The field will be divided into 3 20-yard zones. A team has four downs to cross each consecutive line (First down every 20-yard line marker). If a team has a penalty which pushes the line of scrimmage behind a new 20-yard line the offense must still pass the original first down marker.
  • During a runback, if a penalty pushes the line of scrimmage behind a new 20-yard line, the first down line will be that 15-yard line.

Number of Players
  • There is a minimum of six players required to start a game and maximum of seven players to continue a game.
  • Free substitution is allowed after the ball is ready for play and before the snap, each player or entering substitute of an offensive team can be lined up anywhere behind the line of scrimmage.
  • There will be a one-yard restraining line for the defensive team while in any formation or situation; the officials will mark off the restraining line.
  • Only one player may be in motion parallel to the line at any one time before the ball is snapped.

Punting
  • The referee will ask the offensive team on all fourth downs if they intend to punt or "go for it." There are no fakes allowed.
  • All players must remain at the line of scrimmage until the ball is kicked. Defensive players may put their hands up and/or jump to attempt to block the punt as long as they do not cross the line of scrimmage.
  • On a bad snap, the ball is dead where it first touches the ground.

Blocking
  • The only type of blocking allowed is screen blocking. All blocking must be made with the blocker in an upright position with both hands clasped in front of or behind their backs or directly at their sides.
  • No player may use his/her hand to go through, over, or around an opponent.
  • No body blocks roll blocks, or shoulder blocks are allowed at anytime (Penalty will be expulsion from game and automatic suspension from league play). Offensive players may not keep their elbows out when blocking, they must be against the body.


Safety and Touchbacks

  • A fumbled ball by an offensive team in their end zone constitutes a safety.
  • If a team intercepts a pass in the end zone and does not advance the ball out of the end zone it is a touchback. The ball is put in play on the 10-yard line.
  • If a team receives a punt in their end zone and does not advance it out of the end zone, it is a touchback. The ball is put in play on the 10-yard line.
  • Following a safety, the ball shall be placed on the 10-yard line of the team credited with the safety.

Scoring

  1. Touchdown: 6 Points
  2. Safety: 2 Points
  3. Point after touchdown:
    1. From 3-yard line: 1 Point
    2. From 10-yard line: 2 Points
  4. Girl Touchdowns are worth 10 points, extra points for girls are worth 2 and 4 respectively.
Time

1. The first team to 24 points or whoever has the most points after 20 minutes wins the
game.
2. The team that goes 2nd will have the last opportunity to tie or win the game if they are
within one possesion of the team which goes 1st.
3. If the game results in a tie in the playoffs, overtime rules apply.

Tuesday, July 12, 2011

Capture the Flag


After a bye week we are coming back stronger then ever. Our current standings are as follows.

Standings

Team Coccimiglio (red team) 26 Points
Team Tucker (purple team) 22 Points
Team Maxfield (Grey I think) 15 Points
Team Rawings (Black Team) 12 Points
Team VanDyke (White Team) 12 Points
Team Moreno (Yellow Team?) 10 Points

Money

Please get your team money in as soon as possible. The last thing we want is to get to the end and have no prize. Other then Team Rawlings and Berrett no one has paid.

Capture The Flag

Capture the Flag requires a playing field of some sort. Whether indoor or outdoor, the field is divided into two halves, known as territories. Players form two teams, one for each territory. Each side has a "flag" which is most often a piece of fabric, but can be any object small enough to be easily carried by a person. Eye black is suggested for team members to create team unity. The object of the game is for players to make their way into the opposing team's territory, grab the flag and return with it to their own territory without being tagged. The flag is defended mainly by tagging opposing players who attempt to take it. Within their own territory players are "safe," meaning that they cannot be tagged by opposing players. Once they cross in to the opposing team's territory they are vulnerable.

Location

The flags are placed in a visibly obvious location at the rear of a team's territory.

Jail

If a player is tagged while in the opposing team’s territory they go to jail. The only way to be released is if their teammates come into the jail and tag them free. Even then both members must return to their own side without being tagged. Guys can only free one incarcerated teammate at a time, girls can free two teammates.

Capturing the flag

Once someone captures the opposing team’s flag they must return to their own side without being tagged. If they are, the flag is returned to its original location.

Rules

Seriously, no fighting. Do you want to be known as the guy or girl who fought someone over steal the flag?

Monday, June 27, 2011

Ultimate Frisbee






Current Standings

Team Coccimiglio 13 pts
Team Tucker 11 pts
Team Maxfield 9 pts
Team Moreno 7 pts
Team Rawlings 5 pts
Team Van Dyke 3 pts
(It’s only a matter of time until Team Rawlings, aka the Follow your dreams, hit their stride)

Team Colors

From here on out each team needs a team color.

Team Rawlings Black
Team Van Dyke White
Team Coccimiglio Red
Team Moreno Yellow
Team Maxfield Blue
Team Tucker Orange
If you do not like the color assigned to your team you can either work out a switch with another team or pick a different color.

Money

In order to have our sick prize at the end, each team needs to get their money to the league’s CFO. In order to make this easier, each captain should assign a team member to collect funds. After each team has come up with the full $200 they should then give their money to the league. Each team still owes the full amount except for Team Coccimiglio which only owes $180 due to Berret Brady paying the league directly (atta boy Berret).

Ultimate Frisbee Rules

To begin play the ultimate players from each team line up on their end zones, and the defense team pulls (throws) the disc to the other team as a "kick-off". Pulls are long throws, and they are thrown in efforts of giving the offensive team poor field position and a chance for the defense to get down the field soon enough to stop advances.
The pull is often started by a member of the defending team raising one arm with the disc to show that they are ready to pull the disc and begin play. The team that pulls to start the game is usually decided in a manner similar to a coin toss. Instead of using a coin often an ultimate frisbee disc is used.

Movement of the Ultimate Disc

The disc may be moved in any direction by completing a pass to a teammate. After catching a pass, a player is required to come to a stop as quickly as possible, and then can only move their non-pivot foot. A common misconception is that a player must setup a pivot foot before they can throw the disc. In fact, the player can throw the disc before stopping within the first couple of steps after they gain possession of the disc. It is this fact that makes the "Greatest" rule possible. A "Greatest" occurs when a player jumps from within bounds to catch a disc that has passed out-of-bounds, this is also known as an "ultimate play". The player must then throw the disc back in-bounds before his feet or any other part of his body touches the ground. The thrower may only catch their own throw if another player touches it in the air.
Upon receiving the disc, a player has ten seconds to pass it. This period is known as the "stall", and each second is counted out (a stall count) by a defender (the marker), who must be standing within three meters of the thrower. A player may keep the disc for longer than ten seconds if no marker is within three meters, or if the marker is not counting the stall; if there is a change of marker, the new marker must restart the stall from zero.
top

Scoring

A point is scored when a player catches a pass in the end zone his team is attacking. In older versions of the rules, only offensive players could score. However, current UPA and WFDF rules allow a defensive team to score by intercepting a pass in the end zone they are defending. This play is referred to as a Callahan goal or simply a Callahan. It is named after well-known ultimate player Henry Callahan.
After a point is scored, the teams exchange ends. The team who just scored remains in that end zone, and the opposing team takes the opposite end zone. This can be commonly referred to in the phrase: "Losers walk." Play is re-initiated with a pull by the scoring team.

Change of possession

An incomplete pass results in a change of possession. When this happens the defense immediately becomes the offense and gains possession of the disc where it comes to a stop on the field of play, or where it first traveled out of bounds. Play does not stop because of a turnover.
Reasons for turnovers:
• Throw-away — the thrower misses his target and the disc falls to the ground.
• Drop — the receiver is not able to catch the disc.
• Block — a defender deflects the disc in mid flight, causing it to hit the ground.
• Interception — a defender catches a disc thrown by the offense.
• Out of bounds — the disc lands out of bounds, hits an object out of bounds or is caught by a player who lands out of bounds or leaps from outside the playing field.
• Stall — a player on offense does not release the disc before the defender has counted out ten seconds.

Stoppage of play

Play may stop for the following reasons:
Fouls
A foul is the result of contact between players, although incidental contact (not affecting the play) does not constitute a foul. When a foul disrupts possession, the play resumes as if the possession were retained. If the player committing the foul disagrees with (contests) the foul call, the disc is returned to the last thrower.
Violations
A violation occurs when a player violates the rules but does not initiate physical contact. Common violations include traveling with the disc, double teaming, and picking (moving in a manner so as to obstruct the movement of any player on the defensive team).
Time outs and half-time
By Eleventh Edition rules, each team is allowed two time outs per half. The halftime break occurs when one team reaches the half-way marker in the score. Since most games are played to odd numbers, the number for half-time is rounded up. For instance, if the game is to 13, half comes when one team scores 7. A break may also occur if an injury occurs.

Injuries

Play stops whenever a player is injured—this is considered an injury time-out. During the duration, it is customary for players on the field to kneel or sit to ensure that they stay in their original positions. The injured person must then leave the field, and a substitute may come in. If an injured player is substituted for, the opposing team may also substitute a player.

Substitutions

Teams are allowed to substitute players after a point is scored or for injured player after an injury time out. In the case of an injury substitution, the opposing team is allowed to make a substitution for a non-injured player.

Refereeing

Players are responsible for foul and line calls. Players resolve their own disputes. This creates a spirit of honesty and respect on the playing field. It is the duty of the player who committed the foul to speak up and admit his infraction. Occasionally, official observers are used to aid players in refereeing, known as observers.

Observers

Some additional rules have been introduced in the United States and Canada which can optionally overlay the standard rules and allow for referees called observers. An observer can only resolve a dispute if the players involved ask for his judgment. Although in some cases, observers have the power to make calls without being asked: such as line calls (to determine out of bounds or goals) and off-sides calls (players crossing their end zone line before the pull is released). Misconduct fouls can also be given by an observer for violations such as aggressive taunting, fighting, cheating, etc., and are reminiscent of the Yellow/Red card system in football; however, misconduct fouls are rare, and their ramifications not well defined. Observers are also charged with enforcing time limits for the game itself and many parts within the game, such as the amount of time defense has to set up after a time out or the time allowed between pulls, are honored.
The introduction of observers is, in part, an attempt by the UPA to allow games to run more smoothly and become more spectator-friendly. Because of the nature of play and the unique nature of self-refereeing, ultimate games are often subject to regular and long stoppages of play. This effort and the intensity that has arisen in the highest levels of competition have led many members of the ultimate community to lament the loss of the Spirit of the Game

Rules not mentioned

You cannot double-team the player throwing the Frisbee.
Games will be 20 minutes long (golden goal if teams are tied at the end of regulation in finals and semi finals)
You may only have 2 subs (1 guy, 1 girl) each game.
5 guys and 5 girls will be playing for each team at the same time.

Wednesday, June 22, 2011

Kick Ball

It all starts tonight. Here are the rules and brackets for our kickball tournament that starts in a couple of hours.

Rules for coed kick ball are just like coed softball. Each game will last 3 innings. Home team will be established via coin flip. Games in group play may end in a tie. Ties are worth 1 pt, wins are worth 3 points. If teams from group play end with the same points, the winners will be based off aggregate (total runs scored). Batting (ie kicking) order must be guy-girl, guy-girl (a girl can lead off so long as she is followed by a guy). If your pitcher is a guy your catcher must be a girl and vice versa. Of the 4 infield positions, 2 must be girls, 2 must be boys, same for the outfield.

Normal softball/baseball rules apply except for no leading off or stealing. The ball must be kicked before a player can leave the base. If you hit the base runner with the ball while they are off the base they are out.

Now on to the brackets.

Group A. Group B.

Team Maxfield Team Coccimiglio

Team Tucker Team Moreno

Team Rawlings Team Van Dyke

There will be 2 fields playing at the same time.

Group A’s first game will be between Team Maxfield and Team Tucker starting at 7:05.

The next game will be between Team Maxfield and Team Rawlings, followed by Team Rawlings vs. Team Tucker.

Group B’s first game will be between Team Coccimiglio and Team Moreno starting at 7:05. The next game will be between Team Coccimiglio and Team Van Dyke, followed by Team Van Dyke vs. Team Moreno.

Let me know if you have any questions.

Love always your Commisioner

Tuesday, June 14, 2011

It Begins


Thought I would let everyone in on the ins and outs of the league and I figured a blog would be the best way to do it. You have any questions, concerns or ideas just let me know. If they are good, the committee will discuss and take them into consideration. If they suck, sorry bout it.

The league consists of 6 teams and each team has 10 players (5 guys, 5 girls). The entrance fees are $200 per team, i.e. $20 per player. Each team also has a captain. If you are not sure who your captain is I would assume it is the person who invited you out of the following: Trenton Lloyd, Blake Maxfield, Peter Van Dyke, Scott Coccimiglio and Luis Moreno. The 6th captain will be determined shortly.

League play will start on June 22nd and the location will be announced a couple of days before. The calendar will be as follows (every tournament will start at 7:00pm)

June 22nd Kickball

June 29th Ultimate Frisbee

July 6th Steal the Flag

July 13th Volleyball

July 20th DodgeBall

July 27th Soccer

August 3rd Flag Football

Each week will be a tournament unto itself. The 6 teams will be divided into 2 pools of 3. The last place teams from each pool will face each other in a last place game and the 1st place finishers will face the 2nd place finishers from the opposite pool. For the 4 remaining teams it is single elimination. The losers will face off while the winners play for the championship. 1st through 6th place will receive points that they will carry with them throughout the tournament. If this is confusing just ask your captain. He knows what is going on. After 7 weeks of crazy competition the team with the most points will take home a ridiculously awesome prize.

Other Rules:

Rule #1. No fighting. If you fight over these games, your an idiot.

Rule #2. No F-bomb's. You wont get kicked out or anything, you will just look stupid.

Rule #3. No sexual harrasment. I assume this was already a given.

Rule #4. No one goes home alone.

Rule #5. Do not sit in the corner and sulk. It draws attention in a negative way. Draw attention

to yourself, but on your own terms.

Rule #6. No excuses, play like a champion.