OVERVIEW
6 players on the field; 5 minimum
Two 25-minute halves
2 time outs per half
Running clock except for final two minutes of 2nd half
A first down will be achieved when the ball reachs the 1st down cone
6-point touchdowns
Choice of 1 or 2 extra points on PAT's (1/2 the distance from goal line and 1st cone for 1 pt, on the 1st cone for 2 pts.)
2-Point conversion attempts may be intercepted and returned for 2 points
There is no blocking.
There is no contact at or behind the line of scrimmage.
Dead ball on all fumbles
Quarterbacks cannot snap the ball to themselves
Ties during regular season stay as a tie
Laterals may be intercepted and run back for a touchdown.
Four-Downs-and-Out format applies for ties in the playoffs.
Receivers need only 1-foot in-bounds with possession of the ball to be considered a catch.
ON THE LINE IS OUT!!!
Jumping is permitted while carrying the ball; diving while carrying the ball is permitted.
Players may be in motion parallel to the line of scrimmage as well as towards the line of scrimmage (arena style) COIN FLIP/BEGINNING OF GAME
• The beginning of the game will start with the referree using a coin flip. The winning team will then have one of two options: 1) offense or 2) side (direction). Teams flip flop direction at the start of the second half. The team that started the game on defense will start the second half on offense. There are no kick-offs. Play starts on the first cone from the designated goal line.

OFFICIALS AUTHORITY
An official assumes authority 15 minutes prior to the scheduled game time, and until they have left the field. The officials have the authority to rule on any situation not specifically covered in the rules. His/her decision is final. The official has the right to eject players or have them sit out of part or all of the game. Fans, coaches, and spectators are a part of a team and any fouls they commit will go against their team.

TEAM SIZE
• Each team shall field 6 players on the field at one time. Will allow a team to play a legal game shorthanded with 5 players. Teams may have as many players on their roster as they want. All rosters must be finalized by the last week of the season. Only those team members who have played in at least one regular season game and signed the waiver form and are not on another roster in the league will be eligible for playoffs.

Shorthanded teams may play a legal game with a minimum of 5 players, Teams fielding less than 5 players will receive a forfeit. If teams have the minimum number to field a team (5) they may pick up players during the regular season in order to field a full team. A team cannot pick up more players than the 6 needed on the field. Additionally, the number of players picked up cannot exceed their opponent’s number of players. The use of non-roster players will not be allowed during playoffs.

***If a player is ejected they cannot be replaced in the line up. If an ejection causes a team to be below the minimum required numbers of players the team will have to forfeit the game***

Shorts/ Pants

• Teams will have until 10 minutes past the designated start time to field a legal team. Shorthanded teams may play a legal game with a minimum of 5 players; teams fielding less than 5 players will receive a forfeit. If teams have the minimum number to field a team (5) they may pick up players during the regular season in order to field a full team. A team cannot pick up more players than the 6 needed on the field. Additionally, the number of players picked up cannot exceed their opponent’s number of players. The use of non-roster players will not be allowed during playoffs.

SUBSTITUTIONS
• If a team substitutes players during the game, they must do so from the same sideline the entire game. Eligible receivers must be on the playing field before the cadence is started.
• Breaking the huddle with more than 6 players: play is dead immediately. 5 paces/yards from line of scrimmage and replay the down.

TIME
• Play will be divided into (2) 25-minute halves. Teams flip flop direction at the start of the second half. The team that started the game on defense will start the second half on offense. Teams will have 2 one minute time-outs per half that may be used at any time. There will be a running clock until the final 2 minutes of the second half maintained by a referee.  If a team calls a timeout after a touchdown, the clock will not start again until the defensive team takes possession and snaps the ball on offense. During the final 2 minutes of the game, the referee shall stop the game clock if: 
- An incomplete pass is thrown. 
- A player ends a play by going out of bounds 
- Either team scores (clock will remain off until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points) 
- Change of possession
-A Penalty has been called 
- A team declares a punt and their “30 seconds” (see below) has elapsed - the clock will resume for the punt and the ensuing return. It will be stopped when the returnee is down and up until their first snap from scrimmage. 
- A team calls a time out 
- Neither half can end on a defensive penalty
-The clock WILL stop for a “2 minute warning” (2nd Half Only)
***THE CLOCK DOES NOT STOP ON FUMBLES***
**If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play
For the entire game, the offensive team has 30 seconds to snap the ball once the ball has been spotted. If the referee feels that this is being taking advantage of the referee will then stop the clock, and penalize the offense 5 paces/yards.


GENERAL RULES
• GAME BALL: We provide a limited amount of game balls for the teams. If teams provide their own game ball, youth footballs and bigger will be legal. A junior size football is not legal. If a team is playing with a junior size football, they must immediately change the ball out.

• TIE GAMES/SCORING - Games ending in a tie score will be recorded as tie games during regular season play. Please refer to the OVERTIME section for ties during the playoffs. Touchdowns are awarded 6 pts. Extra points: 3.5 yd. line = 1 pt, 1st cone = 2pts.
• 2-point conversion attempts may be intercepted and returned for 2 points with the defense retaining possession at the 1st cone from their goal line. One-point conversion attempts CANNOT be intercepted and returned.
• Fouls during a 2-point conversion attempt after a change of possession: distance penalties against either team are ruled dead immediately and conversion is no good. (Exception: Penalties for flagrant personal fouls, dead-ball fouls and live-ball fouls treated as dead-ball fouls are enforced on following play.
• Unsportsmanlike conduct during or after a TD, opposing team gets choice of enforcing penalty on PAT or next offensive possession for the defense.
• FIRST DOWNS - Each team shall have 4 downs to either score or earn another first down. First downs are earned each time the ball reaches the the cone from where the ball was originally spotted on 1st down. If a team fails to score or earn a first down, possession will go to the other team. Offensive teams may elect to punt on fourth downs.
PUNTS - A punt must be declared and cannot be faked. All punts are "free" punts. A team need not snap the ball during a punt; a dropped snap during a punt is not a fumble. Punts must be kicked. Punts cannot be thrown. 4 players are required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE. The kicking team may not cross the line of scrimmage until the ball is kicked. The receiving team may not raise hands or jump to block a punt. If a punt is “shanked” and caught it is a live ball and is returnable. If the ball comes into contact with the ground after it has been punted it is a dead ball, spotted at the point where it hit the ground, and MAY NOT BE RETURNED. A punt into the end zone comes back to the 1st cone. If a player drops the ball in the end zone, the ball is again spotted at the 1st cone and is not counted as a safety. A punt into the end zone or fielded in the end zone is UNRETURNABLE. Contact with the ball outside of the end zone with the ball landing in the end zone will not be a safety. Full possession of the ball outside of the end zone and then fumbled into the end zone will be deemed a safety. If momentum takes ball carrier into end zone, it will not be a safety if player is ruled down.
• CONTINUANCE OF PLAY:
Play shall continue until: 
- Ball-carrier has their flag pulled by an opponent (see flag specifics for the few exceptions/additions concerning flag pulling) 
- Ball-carrier leaves the field of play 
- Ball-carrier scores 
- Ball touches the ground as a result of a fumble, punt or incomplete pass (the ball is not an extension of the arm. If the ball is pinned between the ground and the ball-carrier’s hand, the play is dead) 
- Ball Carrier’s knee touches the ground.

• SPOT OF THE BALL - The ball will be spotted where the ball carrier’s hips are at the time the ball carrier’s flag has been pulled.
• TURNOVERS - A change of possession can only occur on an interception of a forward pass or a lateral. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession. A lateral is not a forward pass and can be picked off in mid-air. A picked off lateral will result in a change of possession, and can be returned for a touchdown.
• RUSH –
-Before each play the referee will mark off 5 yards from the line of scrimmage. All players that rush the passer must be behind the “restraining line.” Any number of players can rush the QB. 
- Players not rushing the QB may start in front of the restraining line. 
- Restraining Line: The defensive restraining line is 5yds in front of the ball. However, if the ball is less than 5 yds from a designated 1st down line or the defense’s goal line, the restraining line is half of the distance between the ball and the line.
-X On a 1 point PAT, half the distance from the goal line is the defensive restraining line.
-X On a 2 point PAT, the 2-yard line is the defensive restraining line. 
- Once the QB crosses the line, ball has been handed off or the ball has been pitched the 5 yard rule is no longer in effect and all defenders are eligible to rush. 
- If the rusher enters the neutral zone before the snap he must restart from behind the restraining line. If the rusher does not restart and rushes the QB, he will be called for “offsides.” The offense can still run a play and has the option to accept or decline the penalty. 
- The rusher has a direct line to the QB only if he positions himself with no player in his line. If he lines up with a player between himself and the QB he does not have a right of way. If the rusher changes direction during his rush he loses his right of way. 
- If the first down or goal line is less than 5yds the rush will be from half the distance between the ball and that line. On a 1 point PAT half the distance from the goal line will be the rush line and for a 2 point PAT the 2 yd line will be the rush line.
• 17 Point Rule- When a team leads by 17 or more points at or anytime after the two-minute warning of the second half, the game clock will continue to run.

OFFENSE
• Illegal Contact - At or Behind the Line of Scrimmage: In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a 5 yard penalty from the line of scrimmage and we will replay the down. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of 10 yards can be assessed. Defense can accept or decline.

• Illegal Contact - Down Field (offensive): If the illegal contact occurs during play when the offense is advancing the ball the player will be down immediately and the penalty will be a mark off of 5 yards from the point where the ball carrier is at the time of the infraction. When advancing the ball the offensive player must move out of the way of the defensive player.

• Offsides/False Start (Offensive): 5 yards, play is ruled dead immediately, no option to decline, down is replayed. (Once the ball is snapped the defense may rush)

• Illegal Motion: Players may be in motion towards the line of scrimmage but cannot cross the line prior to the ball being snapped. This will result in a dead ball, 5-yd penalty on the offense and repeat of the down.

• Offensive Picking/Screening: The offensive team may not initiate a pick/block while in motion. The penalty for this is a 5-yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, with a 5-yard penalty from line of scrimmage. Remember: Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called. Penalty can be accepted or declined.

• Unnecessary Roughness (Offense): This includes any illegal tag such as grabbing jerseys or excessive pushing etc. If the play is on going at the time the penalty is committed the penalty will be as follows: The penalty will result in a 10 yard marked off from the line of scrimmage. Any catch made will be ruled incomplete and any yardage gained on the ground will not stand. If the penalty occurs after the play the penalty will result in a 10 yard marked off at the end of the play. Extreme roughness will result in ejection from the game and or league if deemed necessary by the referee and league staff.

• Offensive Pass Interference: 10-yard penalty from the line of scrimmage and replay of down.

• Safeties: A safety will be scored if a player is:
1. -Considered down in their own end zone (not on a punt return)
2. -Runs out of bounds in their own end zone
3. -Snaps the ball out of the end zone
4. -If the offense fumbles the ball in their own end zone
**As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from the first cone. Also, a player having intercepted a pass or received a punt in the end zone cannot be tagged in the end zone for a safety unless he/she has previously crossed the plane of the end zone with the ball. On a punt contact with the ball outside of the end zone with the ball landing in the end zone will not be a safety. Full possession of the ball outside of the end zone and then fumbled into the end zone will be deemed a safety.
*If momentum takes ball carrier into end zone, it will not be a safety if player is ruled down.


• Intentional Grounding: This penalty will be called when a passer facing an imminent loss of yardage because of pressure from the defense, throws a forward pass, without a realistic chance of completion. This will result in a loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the ball being spotted at the point of infraction (QB’s point of release).
• Illegal Forward Pass: The offense is allowed only one forward movement of the ball behind the line of scrimmage (i.e. pass or handoff). Once the ball has been moved forward there can be no forward pass of the ball. This will result in a loss of down and 5 yards from the line of scrimmage. The Defense may decline this penalty.
MISCELLANEOUS
• If the player calling the entire cadence does not receive the snap, the play will not stand and will result in a 5-yard penalty and repeat of the down.
• Silent snaps will not be allowed – violation of this will result in a 5-yard penalty and repeat of down.
• The QB may not be in motion and then receive the snap – this will result in a 5-yard penalty and repeat of down.
• If the QB crosses the line of scrimmage (entire body must cross) and then throws a forward pass the defense can either decline the penalty or it will be a 5-yard penalty from the line of scrimmage and loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down).
• If the ball hits the ground on the snap for either a pass or running play, the play is "dead", the ball is spotted where it hit the ground, and it is a loss of down (i.e. if it was 1st down during the bad snap, it is now 2nd down).
• The QB may NOT snap the ball to him/herself. If the QB does snap to him/herself, play will stop immediately and it will result in a 5-yd penalty and repeat the down.
• Loss of down penalties that occur on 4th down will result in change of possession.
• Receivers need only one foot in bounds for a reception. The line is OUT!!! If in the referee’s eyes a receiver would have been able to legally catch a pass but was pushed out of bounds by a defender while in the air, they will be awarded a catch.
• Receivers leaving the field of play are ineligible to receive a pass unless the ball has been legally touched by another player first. This includes the back of the end zone.
• Diving while carrying the ball with the goal of advancement is allowed.
• Only the hips need to cross the plane of the goal line in order for a touchdown to be awarded.
• An offensive series cannot be halted due to a defensive penalty that would result in an offensive loss of downs. For example:
a) 4th & goal - Offensive player is attempting to run into the end zone with the ball. They are "held" (or another penalty is incurred) and the offensive players flag is pulled. Since penalty yardage cannot result in placement in the end zone to avoid penalties benefiting those committing the penalty the offense will receive 1 free play form where the ball is spotted after the penalty yardage is assessed.

b) 4th & yardage - Offensive player is attempting to advance the ball. They are "held" (or another penalty is incurred) and the offensive players flag is pulled. If after the penalty is assessed a first down is not achieved the offense will receive 1 free play form where the ball is spotted after the penalty yardage is assessed

• Fighting – Fighting is not allowed and will NOT be tolerated. All parties involved in fighting will be subject to ejection from the game at the referee’s discretion and subject to ejection from the league at staff discretion.

If a player is ejected they cannot be replaced in the line up. If an ejection causes a team to be below the minimum required numbers of players the team will have to forfeit the game.

Defense

• Illegal Contact - Down Field (defensive): If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of 5 yards from the end of the play. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of 5 yards from the line of scrimmage and replay of down.

• Illegal Touching/Stripping: A defensive player must attempt to pull a flag and cannot knock the ball out of the offensive players hands in attempt to stop forward progress. The penalty will be a mark off of 5 yards from the end of the play.

• Offsides/Illegal Rush (Defensive): 5 paces/yards, play is NOT ruled dead immediately, offense has option to decline. (Once the ball is snapped the defense may rush)

• Unnecessary Roughness (Defense): This includes any illegal tag such as grabbing jerseys or excessive pushing etc. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be 10 yard marked off from the line of scrimmage and an automatic first down will be awarded. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be 10 yards added on to the end of the play and an automatic first down will be awarded. Extreme roughness will result in ejection from the game and or league if deemed necessary by the referee and league staff.

• Defensive Pass Interference: Ball is spotted at the point of the infraction and offense is awarded an automatic first down. If the pass interference is in the end zone, the ball comes out to the 1-yard line and it will be 1st down.

• Defensive Holding (on a receiver): 5 yard penalty from line of scrimmage, replay down. Offense can accept or decline the penalty.

• Defensive Holding (on a ball carrier): 5-yard penalty from the end of the play or line of scrimmage. Offense can accept or decline the penalty.

• Defensive Checking: 5 yard penalty from line of scrimmage, replay down. The “bump and run” will not be allowed. No player may initiate contact at the line of scrimmage. There is no 5-yard Bump Zone. Penalty can be accepted or declined.

• Restraining Line: The defensive restraining line is 5yds in front of the ball. However, if the ball is less than 5 yds from a designated 1st down line or the defense’s goal line, the restraining line is half of the distance between the ball and the line.

I. On a 1 point PAT, half the distance to the goal line is the defensive restraining line.
II. On a 2 point PAT, the 2-yard line is the defensive restraining line.

• The Passer
o Illegal Contact-
The pass rusher cannot make contact with the QB. Contact with the QB’s arm or body will result in an illegal contact penalty. The penalty will be a mark off of 5 yards from the line of scrimmage and can be declined. Remember- some incidental contact will occur while attempting to pull a flag and will not be called. Attempting to block a pass is at your own risk. Contact with the QBs arm even during his/her follow though is illegal.

o Roughing the Passer
This includes any excessive contact with the QB. The penalty is 10 yards added onto the play and an automatic first down. Penalty can be accepted or declined.

• Fighting – Fighting is not allowed and will NOT be tolerated. All parties involved in fighting will be subject to ejection from the game at the referee’s discretion and subject to ejection from the league at  staff discretion.

If a player is ejected they cannot be replaced in the line up. If an ejection causes a team to be below the minimum required numbers of players the team will have to forfeit the game.


FLAG SPECIFICS
1) All participants must use flags.

2) No flag guarding *** Will result in a 5-yard penalty from the spot of infraction. A defensive player returning an interception caught flag guarding will be penalized 5 yards from the spot of infraction.

3) Shirt must be tucked in and flags must be securely attached. Loose hanging articles (i.e. sweatshirts, long T-shirts, etc.) that are held/ripped will not result in a holding penalty, unless in ref’s eyes player was not attempting to go for flag.

4) Any ball carrier whose flags are (in ref’s opinion) not accessible to be pulled will be down at 1st point of contact with the defense.

5) Any ball-carrier who has a flag or both flags missing for whatever reason (falls out, accidentally pulled before reception, not noticed before snap, etc.) will be down at the first point of contact.

6) Players may leave their feet to pull flags.

7) A ball carrier is permitted to use spin moves and jumping in an attempt to avoid having a flag pulled. A ball carrier cannot jump/spin into a defender. The ball carrier must avoid contact with a set defensive player (in the eyes of the referee). Failure to do so will result in an illegal contact/unnecessary roughness penalty. Some incidental contact may occur and is permitted. Defensive players cannot run into the path of the call carrier in an attempt to set at the last second to receive a penalty. Diving while carrying the ball is permitted and will result in the player being down where he left his feet.

8) Leaving your feet to avoid having a flag pulled will be allowed. This is at the discretion of the official.

9) Holding while attempting to grab a flag will result in a 5-yard penalty from end of play or line of scrimmage and is declinable. 
- Any holding at the end of a half or game will result in a 5 yard penalty from point of infraction and replay of down. If this penalty occurs within 5 yard of the end zone, the ball will be spotted half the distance and the offense will receive one play.

10) Grabbing the belt in an attempt to pull the flag is legal as the belt/flags are all 1 piece.

11) Any attempt to illegally secure a flag belt will result in a loss of down and a 10-yard penalty from the previous spot. Tampering of flags may result in ejection. Officials have the authority to check belts at any point.

12) When a player scores they must immediately raise their hands and allow an official to remove their flag belt. If the belt has been illegally secured the score is disallowed and will result in a loss of down and a 10 yard penalty from the previous spot

13) Any type of loose item hanging out of a player’s shorts/pants (i.e. playbook, towel, etc.) is considered part of the “flag.” If that item is pulled out by an opposing player, this is deemed a “flag pull” and the ball carrier will be marked down where’s his/hers waist is at the time of the pull.



PLAYOFFS
• Playoffs will follow the last week of regular season and will be single elimination.
• SEEDING – Teams will be seeded based upon their winning percentage throughout the season. In most cases all teams will advance to the playoffs as long as they are not in violation of the forfeit policy. *Note: In some situations the last ranked team in the league may not be eligible for playoffs. This will be decided on a league-by-league basis.
• PLAYOFF GAMES – Playoff games will follow the same format during regulation as the regular season. If teams are tied at the end of regulation in the playoffs, overtime will be used. Non-roster players will not be allowed for playoffs. Only those team members who have played in at least one regular season game and signed the waiver form and are not on another roster in the league will be eligible for playoffs.
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• OVERTIME - In the playoffs the Four-Downs and out format will apply. The beginning of the game will start with the staff using an “odd/even”, or a coin flip with the winning team deciding on offense or defense, (there is no option to decline). The losing team will decide which end zone to use. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score with ball placed on the 2nd cone from the goal line. If a team scores, they will have the opportunity to go for one or two on the PAT. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation. No 1st downs will be awarded except in the case of a penalty. Interceptions will result in a turnover and may not be returned for any points. If the score is still tied after two complete overtime periods, each team must attempt a two-point conversion after they score a touchdown. From this point on all subsequent overtime periods will continue with each team attempting a two-point conversion after they score a touchdown. LEAGUE POLICIES

GAMES:
During the regular season one game will be played within time allotted. Games will be divided into two 25-minute halves with a brief half-time break. During the regular season, no overtime will be used. The clock runs continuously during the game with the exception of the last 2 minutes depending on the score. Each team is awarded 2 time-outs per half. If the game goes to overtime each team will then get one time out per overtime period.


FORFEITS:
If your team forfeits a game during the season, the following rules apply:
First Offense: Loss of game and warning issued.
Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
Third Offense: Removal from the league

If you know in advance that your team is going to forfeit a game, we encourage you to call our office in order to help us schedule your opponent a game. However, this does not mean that your team will not receive the loss as a forfeit.
Teams have until ten minutes past the designated start time to field a full squad (or the league minimum of players required according to rules). If at that time a team is unable to field a legal team, it will be up to the staff and the opposing captain to determine whether a team will receive a forfeit win or if a team will allow the opposing team to play a legal game with less than the league minimum of players required according to the rules.

STANDINGS:
The updated standings will be posted weekly. The standings will display each teams rank within its skill level. Rank is based on each team’s winning percentage throughout the season.

Seeding: Teams are seeded according to wins/losses. Teams may be dropped from their regular season level based on the above criteria. Teams may play more than one game per day/night, and/or play games on days/nights other than your regularly scheduled league day/night if necessary. UFFL reserves the right to schedule playoff games on days other than teams regularly scheduled league night.

WAIVERS:
In order to participate in the league, each participant must sign the team waiver before participating. Participants must also check in every week. Waivers are provided and must be completed and handed in no later than the first night of play. Officials will have waivers on the field prior to game time for participants to sign/check in every week. If a player shows up late, they cannot play until they see the supervisor and check in or sign the waiver if necessary. Players must sign the waiver and participate in one regular season game in order to be eligible for playoffs.

PLAYER ELIGIBILITY:
Any questions regarding rules, policies, or eligibility of players must be addressed before the start of the game. Any team that would like to challenge the eligibility of an opposing player must do so before the start of the game. Players, who have been placed on the roster, signed the waiver and participated in at least one regular season game are eligible for playoffs. A formal protest may be filed before a game if an opposing player’s eligibility is in question. The player in question will be required to provide his/her player information (name, address, phone #, signature) in writing to an OSSC staff member prior to the start of the game. This qualifies as an official protest. Any protest made during a game or after a game will NOT be considered a formal protest. The game will then be played in its entirety as scheduled. Teams will be notified of all rulings on the identified eligibility discrepancy by the following business day – decisions will not be made on site. If the protest is proven to be legitimate, it will result in the forfeiture of the game in question. Games subsequent to the protested game may be rescheduled. The above procedure will also apply for any other “logged” protests. All rulings by  staff are considered final.

SPORTSMANSHIP:
The idea of flag football is to have fun. We hope that all participants keep that in mind when becoming involved. Although the games may become intense, you still can be competitive while maintaining good sportsmanship. With this said, any behavior deemed unacceptable by staff may result in suspension and/or ejection from a game or the league. Abuse of officials, referees, and other staff will not be tolerated. we reserves the right to remove a player from a game or a league if they are considered to be bringing down the quality of the league. we will not tolerate fighting! Fighting will be an automatic ejection from any game and in most cases ejection from the league for the remainder of the season.

STAFF:
To coordinate and run the league, our refs and/or staff will be available at all times to help the league run as smoothly as possible. If you have questions regarding schedules, policies, rule interpretations, etc. please ask.

LEAGUE CANCELLATION/RAINOUT:
Leagues may be cancelled due to existing weather conditions, dangerous or unplayable field conditions, facility constraints, etc.  staff makes every effort to play all scheduled games, thus we will not cancel games until absolutely necessary. Therefore, if you are calling concerning a decision on a cancellation, remember we will not have an answer until close to the start of the league.

If the league is cancelled in advance, staff will change the web site immediately.  Will then call all of the captains to let them know. It is then the captain’s responsibility to inform all teammates of the cancellation. If a league is cancelled on site,  staff will attempt to contact those teams still scheduled to play the remainder of the league day/night. Depending on the time of cancellation, some teams will have to be notified on site. In extreme circumstances, reserves the right to run a shortened season without a refund.  also reserves the right to schedule games on days other than your regularly scheduled league day/night if necessary.

PRIZES/T-SHIRTS:
Each team will be given a t-shirt for each person signed on the waiver with a maximum of 15 t-shirts per team. The shirts will be handed out one week during the season. Please look for an announcement at the league designating which night t-shirts will be distributed. We  cannot guarantee the availability of T-shirts after “T-shirt night” so please pick them up on “T-shirt night”. The top teams in each division will receive a prize