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1. Teams
- Each team consists of 6 players
A. One goal keeper to stop the puck with stick, hands or feet.
B. One center who is the only player allowed to
move full court and who leads offensive play.
C. Two defense who cannot go past the center line into offensive area and whose responsibility is to keep the puck out of their half of the floor.
D. Two forwards who work with the center on
offensive play and cannot go past the center line into their defensive area.
2.The game
A. The game starts with a face off at the center circle between the two center players. Neither player may touch the puck until it enters the circle.
B.If the puck goes out of play, the last team touching the puck loses possession of the puck.
3. The play
A. Play stops only for general substitutions or
for a foul or after a goal.
4. Scoring
A. A goal is not counted on an offensive foul.
B. The puck can deflect off any player or
equipment, but cannot be kicked into the goal.
C. The score counts if the puck touches or goes
over the goal line.
D. The goal does not count if the puck enters
through the back of the net.
5. Goal Keeping
A. On a shot attempt,the goal keeper may use either hands, feet or stick to clear the puck away from the goal. He may not lay
in the goal.
B. The goalie must clear the puck by
using his stick and is not allowed to throw the puck.
C. The goalie has regular player rules out of the
goal box.
D. The goalie can only hold the puck for 3
seconds.
6. Fouls
A. Roughing fouls
1. Slashing or hacking
2. High sticking-above the waist
3. Contact with goalie in the box
4. Pushing, holding, tripping
5. Unnecessary roughness-body check
6. Flat or horizontal swing
7. Throwing the stick
B. Misconduct fouls
1. Holding up play by stepping on or holding the puck in any way.
2. Players deliberately leaving feet to slide or dive for the puck.
3. Guards or forwards over the center line.
4. Any player except the goalie in the goal box.
5. Catching the puck. It is ok to deflect or hit the puck.
6. Deliberately hooking, grabbing or kicking the stick out of the opponents hand.
7. Administration of fouls
A. A roughing foul results in a two minute penalty. No other player may go in for the penalized
player. Penalties are always void if a goal is scored.
B. A misconduct foul results in a turnover.
C. If the goalie commits a roughing foul, he may stay in but another player from his team must sit out for the penalty. The goalie is still penalized for the
foul.
D. Any player charged with five roughing fouls is out of the game. Another player may sub in.
E. Fighting or a deliberate or an unnecessarily rough foul calls for immediate removal from the game.
REVIEW
1. There are six players on a team.
A. Goalie
B. Center
C. Defensemen-2
D. Wings or Forwards-2
2. The game starts with a face-off at the center circle
between the two center players. Neither player may touch
the puck until it enters the circle. If the puck goes out
of play, a face-off occurs at the nearest point of exit.
3. Scoring
A. A goal is not counted on an offensive foul.
B. The puck can deflect off any player or equipment, but cannot be kicked into the goal.
C. The score counts if the puck touches or goes over the goal line.
D. The goal does not count if the puck enters through the back of
the net.
4. Goal Keeping
A. The goal keeper may use either hands, feet, or stick to clear the puck away from the goal. He may not lay in the goal.
B. The goalie has regular rules out of the goal box.
C. The goalie can only hold the puck for 3 seconds.


1. THE FIELD AND PLAYERS
a. A playing team consists of not more than 11 players. A team may
play with less than 11.
b. There are 5 forwards, 3 halfbacks, 2 fullbacks, and 1 goalkeeper.
c. Duties of players
Forward= offense
Halfback= 2nd line offense/defense
Fullback= defense (stays on own half of field)
Goalkeeper= defense (stays in goal area)
2. THE GAME
a. The game shall last for 90 minutes; two equal 45 minute periods
with a 10 minute halftime dividing the halves.
b. Kickoff - At the referee's whistle the game is started by place
kick into his opponent's half of the field. every player must be on his
own half and every player on the opposing team must be at least ten yards
away until the ball is kicked. A goal may be scored directly from a
kickoff. The kicker may not play the ball again after he has kicked off
until it has been touched by another player.
PENALTY--Any player who willfully encroaches on the 10 yard distance,
or crosses the half early or kicks improperly will be warned and the second
time, removed from the game.
c. After a goal the ball is kicked off in the same way as for the
start of the game, by the side which was scored against.
d. Teams change ends at the half with the team kicking off that
started the game as defenders.
3. OUT OF BOUNDS
a. If the ball is put out of bounds over the touchline, any member
of the opposite team (except the goalie) may bring in the ball by a throw
in from where the ball went out.
b. If the ball is put out by the offense over the goal line (but
not through the goal), the ball is brought in by a goal kick. The ball
is placed in the goal area nearest the spot where it went out. The ball
must be kicked beyond the penalty area or the kick is retaken. The goalkeeper
cannot receive the ball into his hands to kick it from a goal kick. It
must be played by another first. The kicker may not play the ball until
it has been touched by another player.
c. If the defending team kicks the ball over the goal line, the
offensive team brings the ball back in with a corner kick. The ball is
placed in the corner circle nearest to where the ball went out. A goal
may be scored directly from a corner kick. Defensive players must stay
10 yards away until the ball is touched. The kicker may not play the ball
again until it has been touched by another player.
4. SCORING
A goal is scored when the whole ball passes over the goal line between
the goal posts and under the crossbar, provided it has not been thrown
carried or otherwise come off the hand or arm. If the defending team deliberately
stops or deflects the ball with hand or arm to stop the goal, it should
be scored if it goes in. The team with the most goals at the end of the
game wins.
5. VIOLATIONS
A player shall be penalized if he intentionally kicks, strikes,
or attempts to do either, or if he trips, or jumps at an opponent. There
is to be no holding or tackling. A player is penalized for handling the
ball intentionally. The penalty for these violations is a direct free kick.
6. GOAL KEEPER PRIVILEGES
Within the penalty area, the goalkeeper may:
a. Carry, block or hit the ball with hands and arms.
b. Pick up the ball to throw it or kick it.
c. The goalkeeper may not be charged. (You cannot try to get the
ball from him once he has it.)
Outside the penalty area the goalkeeper has no more privilege than
any other player.
7. GOALKEEPER VIOLATIONS
The goalkeeper may not:
a. hold the ball for more than 3 seconds
b. take more than 2 steps with the ball.
c. intentionally kick the ball at another player or throw it at
him with the intent to get the player out of the way.
8. FREE KICKS
All penalties result in either a direct or an indirect free kick.
This is a place kick from the spot where the penalty occurred. The referee
must whistle to start play before the kick can be taken.
a. DIRECT--A goal can be scored directly from the kick.
b. INDIRECT
--The ball must be touched be another player before passing
through the goal and cannot be played twice in a row by the kicker.
For any free kick, the opposing team must stay 10 yards away
until the ball has been touched. When a free kick is awarded to the defending
team inside their own penalty area, the ball is brought outside the penalty
area for the kick. The ball cannot be kicked directly to the goalkeeper
to be picked up.
c. PENALTY KICK
--This is awarded for any infringement of the rules
by the defending team in the penalty area, which would normally result
in a direct free kick. The penalty kick is taken from the penalty mark.
When it is being kicked all players except the goalkeeper and the kicker
must be outside the penalty area and 10 yards from the ball. the goal keeper
must stand without moving on the goal line until the ball has been touched.
The kicker may score directly from the kick. If the ball doesn't score,
the kicker cannot play the ball until it has been touched by another player.


THE GAME: There are seven (7) innings in a game, and each team is
given three outs per inning.
PITCHING:
1.The ball bust be pitched underhand and with a minimum of a three-foot
arc.
2. The pitcher starts with both feet in contact with the pitcher'
plate and takes no more than one step before releasing. Pitching mound
to home plate equals 38 feet.
3. Strike zone: between knees and shoulders and over the plate.
** IN THE EVENT OF AN ILLEGAL PITCH: Batter receives a ball. Baserunners
advance one base.
BATTING AND BASERUNNING
1. No bunting, stealing, or leading off. Pitched ball must leave
the pitcher's hand before baserunners can start running.
2. A runner may only overrun first base.
3. Runners must return to base and tag-up on a fly ball that is
caught. They may then run to the next base, even on a caught foul.
4. A foul ball on the third strike is an out.
** FOUL TIP: A foul ball which goes directly from the bat, not higher
than the batter's head and into the catcher's mitt and is held results
in a strike. On the third strike it is an out.
WALK:
1. Four balls make a walk.
OUTS OCCUR WHEN:
1. Three strikes for the batter.
2. Any fair or foul ball that is caught before hitting the ground.
3. When a foul tip occurs after the second strike.
4. When runner is hit by own ball in fair territory before it is
played by a fielder.
5. Members of the team at bat interfere with a fielder attempting
to make a play on a ball.
6. When the batter steps out of the batter's box while hitting the
ball.
7. When a runner is tagged while off the base.
8. Force out: When the fielder with the ball touches the base where
a runner is being forced to run to because other runners are forced to
run.
9. If the runner goes more than three feet out of the baseline path
to avoid being tagged.
10. The ball is thrown to the base before the runner gets back to
tag up after a caught fly ball.
11. The ball is thrown to a base which the runner failed to touch.
12. The runner interferes with a fielder trying to field the ball.
13. The batter interferes with a play being made at home.
BATTER IS SAFE WHEN:
1. The fielder drops or juggles the ball while attempting to tag
a runner.
2. The fielder blocks a runner's path without having possession
of the ball or attempting to field a ball.
SOFTBALL RULES (continued)
INFIELD FLY RULE: A batter is automatically called out by the umpire
when he/she hits an infield pop fly whether or not the fielder makes the
catch. There must be less than two outs and baserunners on 1st and 2nd
or on all three bases. (Runners may advance but at their own risk.)
OVERTHROW: Only one base is allowed on an overthrow. The runner
may continue past the base he is running toward and continue to the next
base only.
STRATEGY
1. Go for the sure out.
2. Do not leave any open spaces in the field. Fill the gaps.
3. Short stop covers second base on a ball hit to the right side
of the base.
4. The Pitcher or 2nd baseman covers first when the first baseman
fields the ball.
5. All positions should look to back up all throws and catches.
6. When fielding, watch the ball go into your mitt and use your
free hand to secure the catch.
7. Outfielders throw to the base ahead of the runner unless you
can make the out for sure.
8. Remember where every player hits (from previous innings), so
that you can position yourself for the next time.
9. When fielding a ground ball, keep your mitt down and get behind
the ball. On a fly ball, use both hands.
10. Run towards slow grounders to get the ball faster. Keep your
eye on the ball.
11. Before the ball is hit, check where the baserunners are so you
know where to make the play, if you get the ball. Think ahead.
DIAGRAM OF A SOFTBALL FIELD
Number, name, and position of defense (fielders)

1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. 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 in not completed (e.g. out of bounds, drop, block, 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.


Rally Scoring: Scoring method where points
can be won by the serving or receiving team.
LENGTH OF GAME
1.Game is played to 15 points.
2.The winning team must have a two-point advantage.
HOW THE GAME IS PLAYED
1. Game is started by the flip of a coin with the winner choosing side or serve.
2.Serving order:
a. Players may be put in any order.
b. All six players must serve.
c. The service alternates as side out is called.
3.Rotation:
a. Does not occur until the first server from both teams has completed his first serve
b. The team receiving the ball for service immediately rotates.
4.Legal serve: The server may:
a. Hit the ball off the holding hand
b. Hit the ball after tossing it from the hand
c. Hit the ball with one or two hands
d. Hit the ball with the arms
5.Serving out of turn: When the player serves out of turn a side out is called and any points made are cancelled.
6.Playing the ball:
a. The ball must be given immediate impetus at contact.
b. The player may not hit the ball twice in succession.
c. The player may use any body part from the waist up.
7.Number of contacts:
a. A total of three hits is allowed by one team before ball is sent over.
b. Simultaneous contact- two or more players of the same team may contact the ball and may hit the ball again.
8.Ball crossing the net:
a. If the ball touches the net, it is still in play.
b. The ball is in play when any part of the ball crosses the net.
9.Net play:
a. The ball may be recovered as long as the player does not touch the net.
b. If two people block, either one of the players may hit the ball on the next play
10. Boundary lines: If the ball lands on the line, it is considered good
11. Exchange of courts:
a. Occurs at the end of each game
b. The order of rotation shall not be changed
PLAYERS AND POSITIONS
1.There are 6 players on a team:
a. Left, center and right forward
b. Left, center and right back
2. Right back player serves and the player rotating from the right forward to right back becomes the new server.
3. All players must be in their correct positions on the serve.
SCORING
One point is awarded to the serving team each time there is an infringement of any rule by the receiving team.
RULES
Fouls:
1. Serves the ball illegally
a. Player causes the ball to touch the net.
b. Player causes the ball to touch an object outside playing court.
c. Player steps on the line while serving.
2. Plays the ball illegally
a. Player hits the ball illegally.
b. Player hits the ball more than once in succession.
c. Team has more than three contacts with the ball.
d. Player catches the ball in or outside the court and calls it out.
3. Plays illegally at the net
a. Player holds or pushes the ball against the net.
b. Player touches the net with any part of the body.
c. Player reaches over the net (except on a follow-through)
d. Player reaches under the net.
e. Player touches or steps over the center line.
Penalties for Fouls:
1. Point- If any player on the receiving team commits a foul, a point is awarded for the serving team.
2. Side out -Player from the serving team commits a foul
3. Replay- Simultaneous foul on the same play
TERMINOLOGY
Block- Defensive player or players place hands above the net attempting to stop the flight of the ball.
Body Foul -Ball touches any part of the body below the waist.
Dead Ball -Ball that is out of play
Double Foul -Simultaneous foul
Foot Fault -Server steps on or over the line when serving.
Illegal Hit -Ball comes to momentary rest on player's hands
Match- Team winning two out of three games
Out 0f Bounds -Surface or objects outside the court area
Term of service -Server continues to serve until a side out is called.
SKILLS:
VOLLEYBALL PASS(BUMP), SET, SPIKE, BLOCK, TIP, AND SERVE
1.PASS: The pass is used to receive the serve. A player clasps
his/her hands out in front of them. The body is lowered into a squat position facing the hit. The arms are extended straight out in front of the body almost parallel to the floor. On the hit the body is raised, and very little upward arm movement is used. Avoid the elephant trunk motion. Remember the ball will usually go in what ever direction the shoulders are pointing.
2.SET: A set is used after the pass has been received. It is used to set up the spike. The setter forms a window with his/her hands so that the elbows are out at the side of his/her body and the thumb and index finger make most of the
contact on the ball. When the ball contacts the fingers, the arms are extended above the head. There is no roll of the wrist on the set or a spin will result on the ball. If the set is spinning, it will make it difficult on the spiker to hit the ball.
3.SPIKE: It is a hard hit executed after the set. The set is best executed up at the net with enough room to clear the powerful arm swing on the follow through. A wrist snap is used to help force the ball downward. Timing the jump for the spike takes practice. A player should start the spike approach steps from the ten foot line. A player may take anywhere between 2-4 steps on a spike approach, but the last step should be a double foot plant to prevent any forward motion of the body into the net.
4.TIP: A tip is used instead of a spike, or when there is a wide open spot on the court. It is a light hit that places ball away from the opposing team on their side court. Players who are able to see opening in a split second and think on their feet (or in the air) do well with this shot. A tip can often be used when an opposing team's blockers are very efficient. When the blockers are expecting a spike, you may choose to tip over their blockers instead.
5.BLOCK: The block occurs at the net and is not considered a hit. A player may block a hit and then hit the ball to continue play. A block is not considered two hits. To execute a block: stand close to the net with your elbows out to the side and hands over your head. Watch for the hit coming over the net and jump at the precise moment to block a low hit ball. A block is generally used on a spike. A team will start to use the tip if the blockers are good.
6.SERVE: (Overhand, underhand, and sidearm.) You must serve within the serving area near the back boundary line. A player has one attempt to get the ball over the net on a serve. The serve cannot touch the ceiling or net. For the overhand hit,
the toss is the key. The ball should be hit directly in front of the dominate hand at the highest height of the toss.
GENERAL RULES:
A team consists of six players. The games is started by the flip of a coin with the winner choosing side or serve. Rotation does not occur until the first server from both teams has completed his first serve. The game is played to 15 points provided there is a two-point advantage. One point is scored by the serving team for any infringement of a rule by the receiving team. Only the serving team can score points. They continue to serve until they stop scoring. A match consists of one team winning two games. The teams switch sides after each game.
The right back player is always the first server. Thereafter, right front rotates into right back position and serves. The server must serve from the serving area and may not touch the lines bounding this area at the instant of contact. All or part of the server's body may be in the air over or beyond these lines. The server can hit the ball with one or both hands or arms. The hands may be either open or closed.
On the serve, all players other than the server must by in correct serving order. This means that all front row players must be ahead of all the back row players; also, both the front and back lines must be in their respective order. For example, RF must be ahead of RE; LE must be to the left of CE. Failure to observe this rule is called overlapping. A overlapping violation results in the loss of the serve for the serving team. After the serve, players may move from their positions. If a player serves out of turn, a side-out if called as soon as the error is discovered and the serving order is corrected. Any points made before the error is discovered are erased if the opponents have gained the ball but have not yet served. If they have already served, there is no loss of points.
A ball may be played by any part of the body above the waist. The ball must be given immediate impetus at contact. Generally, anytime the ball is pushed or directed, it is illegal. A player may not hit the ball twice in succession unless the first hit was a block or simultaneous hit (2 people hit the ball at the same time.) The ball may be hit only three times on a side. A block or attempted block is NOT considered a hit.
A player may step out of bounds to play a ball. A ball landing on the line is in bounds. If the ball hits the ceiling above your court you may still play it. If it hits the ceiling and goes over the net, it is dead. A player may step over the center line as long as some part of the foot remains in contact with the line. No back row player may leave the floor to hit the ball in front of the 10 foot line. The ball may touch the net, other than on the serve.


Arena football is played in the gymnasium and is very similar to flag football.
1. The game utilizes the Queens Court format. (Predetermined team in the wings, one team on offense, and one team on defense.)
2. Predetermined defensive team kicks off by throwing the ball towards the predetermined offensive team. All team members
must remain behind the white/blue line(just in front of the basketball hoop) until the ball has been released.
3. Offense/receiving team catches/picks up ball and attempts to run towards opponents end zone.
4. Defense/kicking team attempts to "down" the runner by touching them with one hand.
5. If the receiving team is downed in their own end zone before they get a chance to run it out, the ball comes out to the white/blue line.
If the ball is thrown out of the gym or gets stuck in the upper level, the receiving team starts at half-court.
6. The offensive team has four downs(attempts) to score a touchdown. The end zone is designated as the tiled surface(including the silver strip) at each end of the gymnasium.
7. The offensive team can pass on all four downs if they wish, but are allowed only one running play out of their four downs.
8. The defensive team must wait to cross the "line of scrimmage" until the count of three. The count can be done by the instructor/referee or can be done by the defensive rusher.
The count is deliberate and must be loud-1-1000, 2-1000, 3-1000. An infraction of this rule would result in an encroachment penalty.
9. The offensive team must remain on their side of the line of scrimmage until a starting signal is given by the quarterback. Any infraction of this rule would result in an off-side penalty.
10. Everyone on the offensive team is eligible to receive a pass or run with the ball.
11. All player except the quarterback can be in "motion" if they so choose, as long as they do not cross the line
of scrimmage prior to the starting signal.
12. A touchdown is scored if any portion/part of one foot touches the end zone. A touchdown would be scored if the ball
crosses the end zone.
13. The ball may be caught off the walls, railings, and ceiling. The stairs are considered part of the floor.
14. When a team scores a touchdown, that team stays in the game and kicks off to the team
that was waiting in the wings. The team that got scored on will then be the team in the wings. The game will continue until class time is over.
Captains of each team should keep track of their team's scores throughout the class period.
15. Defensive and offensive pass interference penalties will also be called as well as offensive and defensive holding infractions.
16. Blocking should be done with the hands close to the body with elbows out. The hands should not be used to shove anyone.
17. "Laterals" or "backward passes" to the line of scrimmage are permitted on the kickoffs or on
any down, but "forward passes" can only be thrown behind or on the line of scrimmage.
1. DOWN- a. the touching of an offensive player by a defensive player(downed)
b. each attempt or signal to start an offensive play
2. LINE OF SCRIMMAGE- an imaginary line that extends from the point of the football to the sidelines(bleachers)
3. OFFENSE- the team with the ball
4. DEFENSE- the team guarding the end zone (against the team with the ball)
5. WINGS- the team sitting on the stairs waiting to play
6. MOTION- offensive players that are moving but not crossing the line of scrimmage
7. KICKOFF- a throw made from behind the white/blue line towards the receiving team
8. LATERAL PASS- a pass that follows a line straight left or right but not forward towrds the end zone
9. BACKWARDS PASS- a pass that is thrown backwards away from the opponents end zone
10.FORWARD PASS- a pass towards opponents end zone; can only be used behind the line of scrimmage
11.BLOCKING- attempting to help the ball carrier by putting hands close to body with elbows out and preventing defense to down your teammate
12.PASS INTERFERENCE- when the ball is in the air, both the offense and defense must play the ball and not the person.
13.HOLDING- grabbing player by the shirt, hands, arms etc.
14.OFF-SIDE- offensive team crosses the line of scrimmage before quarterback signal
15.ENCROACHMENT- defensive player crosses line of scrimmage before 3-COUNT




