Flag Football
Grab your office buds, water bottle, and your best touchdown dance routine because it’s flag football time.
What you won’t need to bring? Padding and your top 5 tackling moves.
This league is for all levels, all folks, all sizes:
- 5v5/7v7 – Coed & Mens – Rush/No Rush
Ready to pull some flags?
Whether you’re a free agent looking for a team or a captain already in charge, come play with us.
Find a League »Find a League
New Orleans – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
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Featured League! Port Orleans Brewing Co.
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January 20 | MON6:30‑10:00pm | Open | Super Social | Port Orleans Brewing Co. |
Open
Get Info »
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New Orleans – Flag Football
Venue | Start Date | When | Type | Level | Bar | Status |
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Annunciation Square | February 29 | SAT10:00am‑1:00pm | Coed | Social | TBD |
Open
Get Info »
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New Orleans – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
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Wisner Playground | January 16 | THU6:30‑10:00 PM | Coed | Super Social | Grit's Bar |
Open
Get Info »
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New Day! Wisner Playground
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February 2 | TUE6:30‑10:00 PM | Coed | Social | Grit's Bar |
Open
Get Info »
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New Orleans – Softball
Venue | Start Date | When | Type | Level | Bar | Status |
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St. Patrick's Park | January 13 | MON6:30‑9:30 PM | Coed | Social | Mid City Yacht Club |
Open
Get Info »
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St. Patrick's Park | January 17 | FRI6:30‑9:30 PM | Coed | Social | Mid City Yacht Club |
Open
Get Info »
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City Park Softball Quad | January 13 | MON6:30‑9:30 PM | Coed | Social | Mid City Yacht Club |
Open
Get Info »
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City Park Softball Quad | January 15 | WED6:30‑9:30 PM | Coed | Social | Mid City Yacht Club |
Open
Get Info »
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City Park Softball Quad | January 16 | THU6:30‑9:30 PM | Coed | Social | Mid City Yacht Club |
Open
Get Info »
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New Orleans – Ultimate Frisbee
Venue | Start Date | When | Type | Level | Bar | Status |
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City Park Softball Quad | October 9 | WED6:30‑9:30 PM | Open | Social | TBD |
Interest List
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New Orleans – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
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Wisner Playground | October 1 | TUE6:30‑10:00 PM | Coed | Super Social | Grit's Bar |
Interest List
Get Info »
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Featured League! Wisner Playground
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February 5 | WED6:30‑10:00 PM | Coed | Super Social | Grit's Bar |
Open
Get Info »
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How to register
As an individual
We'll hook you up with a team
As a group
We'll combine your group with others to form a team
As a team
Create a team and your friends can register to join it
Registration Includes
- A spot on a team, in the sport league of your choice
- 6-8 weeks of games, tomfoolery & a playoff tournament
- Sweet league t-shirt, and season champ trophies
- Access to TONS of exclusives like; events, parties, giveaways, & trips
- A chance to make new friends, and reconnect with old ones
Questions? Ask Ilana Obuchowski!
If you need help with registration, give us a shout
Skill Levels, Team Sizes & Roster Management
Skill Levels
We are first and foremost a SOCIAL company. As we grow though we are starting to offer more and more variations and competitiveness levels for our leagues. For flag football we have several different options:
- Social Coed – for the players looking to get out and be active. Leagues are 50% Games 50% Social. It’s a party!
- Athletic Coed – for our more serious players who love the thrill of victory and loath the taste of defeat! Games are a little more intense and teams more organized. These leagues are designed for players that have significant experience with the sport.
- Men’s Athletic – Our all male 5v5 flag league. These leagues are designed for players that have significant experience with the sport.
Team Sizes
Flag football teams vary in size based on which type of league it is.
Format: 5v5 | Auto Promo Size: 8 | Full Team: 12
Format: 7v7 | Auto Promo Size: 12 | Full Team: 14
There may be gender requirements for certain leagues. Please check your rules sections.
Roster Management
We allow individuals, small groups and teams to all join our leagues. NOLA Fray reserves the right to add additional players to ANY team that is under the official roster size for the league. During registration captains can pick up free agents or mark their group as ready to merge via commish. After registration closes NOLA Fray goes through and finalizes rosters by placing free agents, merging groups and deleting unpaid players. Being a promoted team does not mean you may not receive additional players. Teams who want to “lock” their roster may prepay for a team at the official roster size. Example, flag football is 12 players officially but your team only wants 10 players. You can purchase a team spot for a roster of 12 and only fill your desired number but those additional spots are technically used and are not refundable.
Our roster sizes tend to allow for more players as our goal is to avoid forfeits at all costs. 1. They are LAME. and 2. It’s not fair to the other teams in the league who expect to play each week if a smaller team cannot field a team week to week. Free agent teams (merged small groups or all FAs made into teams) tend to have larger rosters as the players typically do not know one another and everyone’s schedule varies week to week.
Flag Football Rules
Flag Football Rules
Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
General
NOLA Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
Pleas Be Cognizant That These Rules Are For Shortened Fields, Such As Those At Long Bridge Park.
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
– First downs are earned when the ball reaches the Center Marker
– If a team fails to score or earn a first down, possession will go to the other team.
– Assuming that a first down is achieved, this means that a team has a maximum of 8 attempts to get downfield and score.
b. Scoring
i. Six (6) point touchdowns
– Choice of one (1) or two (2) extra points on PAT’s . Three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
– 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.
– Punts are “open” plays meaning, there are no Male/Female rules for punts.
– There is no minimum number of players 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 through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.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). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. 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.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go”. Either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for NOLA Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip/rock-paper-scissors observed by a NOLA Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. 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.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
- Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. 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.
d. 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.
e. For the entire game, the offensive team has 15 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.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. 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 which must be marked off occurs.
– A team calls a time out.
– The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. 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 five (5) pace/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 ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
– If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
– If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
– Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
– Play will be a free play and will NOT BE BLOWN DEAD.
– If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
– If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– 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 (ten) 10 pace/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 pace/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 USS Referee.
ii. Defense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/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 ten (10) paces/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 USS Referee.
iii. 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 one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
– Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
– This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
– There are no penalties for incidental contact.
v. Defensive Holding:
– Five (5) pace/yard penalty from line of scrimmage, replay down.
– Offense can accept or decline the penalty.
vi. Defensive Checking:
– Five (5) pace/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.
vii. Pulled Flag:
– If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
– There will be no penalty if they do not catch the ball.
– DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
– A safety will be scored if a player is:
1. Tagged 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 endzone.
4. If the offense fumbles the ball in their own end zone.
5. As a result, the team on defense, receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. 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 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 (Quarterback’s point of release).
x. 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 USS Referees discretion and subject to ejection from the league at NOLA Fray staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/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).
e. 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).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. NOLA Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. 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. Overtimes ONLY apply in Playoffs.
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Category: Flag Football Rules
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Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
General
United Social Sports is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. Punts are “open” plays meaning, there are no Male/Female rules for punts.
6. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
7. The kicking team may not cross the line of scrimmage until the ball is kicked.
8. The receiving team may not raise hands or jump to block a punt.
9. 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.
10. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.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). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. 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.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
a. In 8v8 Blitz league, there is no rush count. Defense can rush the QB after the snap. Defensive “blitzers” must stand outside the “buffer zone” before the snap.
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is no Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for NOLA Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a NOLA Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. 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.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. Clock does not stop for a 2 minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. 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.
d. 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.
e. For the entire game, the offensive team has 15 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.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. 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).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
- THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. 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 (ten) 10 pace/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.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. 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.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
2. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. 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.
2. 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 the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/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).
e. 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).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count AND the defense has decided to pursue. The five (5) second count is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Playaction plays are allowed but once a fake hand-off has been attempted the defense may cross the line of scrimmage, even if prior to the five (5) second rush count.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. NOLA Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. 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. Overtimes ONLY apply in Playoffs.
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Category: Flag Football Rules
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Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
General
NOLA Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 7 | 8 | 10 | 10 | N/A |
a. First Downs
Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
3. The 30-yard marker shall be the first line to gain. After that is reached, the next line to gain shall be the goal line
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
6. The kicking team may not cross the line of scrimmage until the ball is kicked.
7. The receiving team may not raise hands or jump to block a punt.
8. 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.
9. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and isNOTcounted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.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). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by an opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. 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.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii.The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
1.There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for NOLA Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
2. The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a NOLA Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
3. Team Size
a. Teams will consist of five players per side (no gender requirement) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c.. 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.
4. Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of four (4) players.
c. Teams fielding less than 3 players
Exception:Teams may play a “legal game” with less than 3 players with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
5. Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. 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.
d. 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.
e. 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 taken advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. 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).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2-minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
6. Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
1. The offensive team may not initiate a pick/ block while in motion.
2. The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
3. Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called.
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. 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 (ten) 10 pace/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.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. 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.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
1. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. 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.
2. 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 the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
7. Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and a repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and a repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and a repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/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).
e. 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).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in a change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
8. Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. NOLA Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
9. Overtime
a. In the playoffs the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from an USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vi. No 1st downs will be awarded except in the case of a penalty.
vii. Interceptions will result in a turnover and may not be returned for any points.
viii.. 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. Overtimes ONLY apply in Playoffs.
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Category: Flag Football Rules
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Good Things to Know & Frequently Asked Q's
- First Offense: Loss of game.
- Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
- Third Offense: Potential Removal from the league, at the discretion of league commissioners.
- Any team that forfeits more than once also forfeits any guarantee or right to a certain number of guaranteed games.
- If you know in advance that your team is going to forfeit a game, we encourage you to call our office, at (504) 446-0197, so as to help us notify your opponent.
- Teams have until ten minutes past the designated start time to field a full squad (minimum numbers of players required to play according to the rules). Refer to rules regarding gender policies(batting ratios, female designated football plays, etc). Anything less then the minimum must be approved by the staff and opposing team.
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Category: General
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First… are you sure you don’t know them or that they aren’t a friend of a friend? Once you’ve checked that, it likely means free agents or another small group has been merged onto your team. When groups do not reach full team size we merge groups and free agents together to fill out rosters.
To learn more about our how the roster management and group / free agent mergers work check out our full roster management page here!
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Category: General
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Registration dues vary by location and night. NOLA Kickball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $45 – $69. This fee covers insurance, court costs, equipment, player t-shirts, parties, prizes, recruiting, and the tons of other NOLA Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-kickball related events, shindigs and parties throughout the year. Please note, NOLA Fray does not issue refunds.
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Category: Kickball
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NO. From the beginning NOLA Kickball has never been a competitive league. It’s kickball, have some fun. As with any sort of game, there are those that are more competitive than others and to them we say, “It’s just kickball!”
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Category: Kickball
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You simply show up at the courts for your scheduled games, you and your teammates play your opponents for about 45-60 minutes depending on the league, and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! Teams generally have two games a night. It’s a ridiculously easy formula that’s seriously fun! Cornhole is available at the bar, so please make sure to read our social cornhole rules before signing up.
Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues are played as early as 11am through the afternoon. Weekday leagues are 5 innings (45 min). Weekend leagues are 6 innings (60 min)
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Category: Kickball
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Kickball teams average 15 players per team. Our rosters are this size because we know everyone has different schedules and may not be able to make it every week. The worst thing for a league is forfeits so we try to avoid those at all costs. During a game there are 10 players in the field for defense and every player present must kick.
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Category: Kickball
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Yes, each team must have at least 3 females and 3 males present to play. A full field is 11 players with at least 3 of each gender at a position.
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Category: Kickball
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Registration dues vary by location and night. NOLA Cornhole strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $35 – $54. This fee covers insurance, court costs , equipment, player t-shirts, parties, prizes, recruiting, and the tons of other NOLA Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-cornhole related events, shindigs and parties throughout the year. Please note, NOLA Fray does not issue refunds.
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Category: Cornhole
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Not at all! Cornhole is a chill tailgate sport that is a great way to meet new people! As with any sort of game there are those that are more competitive than others and them we say, “It’s just cornhole! Grab a beer and hangout!”
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Category: Cornhole
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You simply show up at the courts for your scheduled games, you and your teammates play your opponents for about 25-45 minutes depending on the league and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! Teams generally have two games a night. Please make sure to read our social cornhole rules before signing up. It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm.
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Category: Cornhole
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History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
Teams
NOLA Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Each Team must consist of a minimum of 16 Players and a maximum of 30 Players.
2. Each Team may have a maximum of 11 players on the field.
A. Teams are expected to field a minimum of 3 men and 3 women in the field while on defense. If a Team is only able to field 2 men/women in the field, that Team may only field a maximum of 6 of the opposite gender.
B. Teams who do not meet the minimum team requirements will be given 15 minutes to assemble the necessary roster. As soon as both teams have the expected minimum, per the eligibility guidelines, the game will start. Failure to meet the team requirement within 15 minutes will result in a forfeit.
That 15 minute grace period is taken out of that game’s playing time and the game is still limited to its original time length.
3. Each Team must have a minimum of 6 men and 6 women on their roster.
4. Teams must designate a Captain and Co-Captain prior to the start of the game. These are the only Team members allowed to argue all calls
A. NO PLAYER, including the Captain and Co-Captain, may verbally abuse or argue in an unsportsmanlike manner to any Referee. Such action is grounds for immediate ejection and possible suspension or expulsion from the Division if the Host or NOLA Fray staff deems it appropriate.
5. Team Captains are required to provide their teams kicking order to the opposing Team upon request. Once a game has started, the lineup cannot be changed except for injury or illness. Eligible Players may be added to the end of the kicking lineup if arriving to the game late.
6. Any use of ineligible players will result in a Team forfeit.
7. If a player kicks out of roster order that player is out.
8. During the regular season, any registered NOLA Fray player for that division may serve as a sub for a team under the minimum team requirement.
9. During the playoffs, teams may not use subs and may only use players on their roster.
10. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Here is the roster size chart for NOLA Fray Kickball.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Kickball | 16 | 24 | 26 | 30 | 3 |
The Field
1. The field will consist of a diamond of equal sides, with bases being placed 60 ft. apart.
2. The pitching strip will be placed in the center of the diamond directly in line with 1st-3rd base and home-2nd base, or 42.42 ft.
3. To prevent collisions, there will be a double base at 1st base with 1 base being in fair territory and 1 base being in foul territory. The base in fair territory is for the fielder and runner already on 1st base. The base in foul territory is for the kicker to run to.
4. Alcohol is not permitted on or near the field. Any player bringing alcohol to the field will face severe penalties up to and including suspension or expulsion from the Division. In addition, the player’s team will immediately forfeit that week’s game(s). This violation may also result in a team facing suspension or expulsion from the Division if the Host or NOLA Fray staff deems it appropriate.
Equipment
1. All equipment will be provided by NOLA Fray and will consist of bases, cones, 10′ playground balls, pumps, field measurement aid, score sheets, and a strike/ball counter.
2. All Player participants must wear the official NOLA Fray Division shirt in order to play.
3. Any Player names or nicknames being placed on the jerseys may not be obscene or overtly sexual, nor may they contain any offensive language–If you are unsure, pick another nickname.
A. Should a player be found to be in violation of the equipment guidelines they will be subject to suspension and/or possible expulsion from the league.
4. Metal cleats are not allowed.
5. Players may wear any protective gear as deemed acceptable by the Head Referee.
Player Eligibility & Participation
1. All Players must be 21 and have current adequate health insurance.
2. All Players must be properly registered on a team within the Division for which they are playing, and may only play for the team they are registered for unless subbing for another team per the eligibility guidelines.
3. All Players must agree to the NOLA Fray Liability Waiver as described in the NOLA Fray Terms and Conditions section of Player Registration.
Games
1. All WEEKDAY Games will consist of 5 innings or 45 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
2. All WEEKEND Games will consist of 6 innings or 50 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
3. Regular Season Games can end in ties. Tournament games will play a full 5 or 6 innings (depending on the day), and will continue until a winner is decided.
4. A Regular Season Game is considered official if it remains tied after 3 full innings of play, or until the Team behind in score has had their chance to kick in the 3rd inning.
A. Games that fail to meet the above criteria will be completed at a later date with the score reverting to what it was at the end of the last complete inning.
5. Games will not be postponed due to rain unless the fields are closed or deemed unplayable by the Division Host and/or NOLA Fray Staff. If lightning is visible, Games will be immediately postponed, and all Players must clear the field.
6. Home and Away teams will be determined by the ancient game of Rock, Paper, Scissors before the game between each team’s captain. Best 1 out of 1 on SHOOT! The Home team shall be on the field first.
7. Forfeited games shall have the final score recorded as 6-0.
Officiating
1. NOLA Fray will provide one Host or head referee who is on site to settle disputes and is the final word for on any call for each Regular Season Division Game.
A. Each Team will be required to provide 3 Referees each for the game immediately before or immediately after their team’s game.
B. Teams failing to provide Referees will receive a Forfeit. While base referees are responsible for assisting with any and all calls, final rulings are made by the Head Referee.
2. Issuing ejections for unsportsmanlike behavior is at the discretion of the Host.
3. Teams shall designate 1 person to keep a score sheet to record game stats. This sheet will be turned into the Head Referee or Division Referee upon completion of the game.
Outs
1. A count of 3 Strikes.
2. A count of 3 Fouls.
3. Any pitched ball contacting the Kicker (whether kicked or not) and caught in the air prior to touching the ground.
4. Any time during a live play where the ball makes contact with a Baserunner while not on base or not yet reached the base s/he is being forced to.
A. If any part of a thrown ball makes contact with the Baserunner’s head while the Baserunner is not diving, sliding, or ducking, the Baserunner shall be awarded the base to which s/he was running).
5. Any time a Fielder has control of the ball and touches a base to which a Baserunner is forced to advance prior to the Baserunner reaching the base.
6. Baserunners intentionally running more than 4 feet outside the baseline with the intent to avoid a tag or throw.
7. Baserunners interfering with a Fielder making an active play on the ball.
8. Any Baserunner not on base when the ball is kicked.
9. Any Baserunner who passes another Baserunner.
10. Any Baserunner who is physically assisted by any team member.
11. Any attempt to make contact with a kicked ball outside of the Catcher’s zone fair or foul.
Pitching
1. A Pitcher may start his delivery anywhere on the infield, but must deliver the pitch within the Pitcher’s Circle and behind the 1st base/3rd base line.
2. The pitchers mound extends in a 12ft. radius from the pitching strip.
3. Pitchers must throw the ball by hand in an underhanded manner. Overhand and/or sidearm pitching is NOT allowed.
4. A pitched ball must touch the ground at least twice prior to reaching the plate.
Strikes
1. The Strike Zone is 41 inches wide (1 foot to either side of home plate) and approximately 1 foot high. If any part of the ball touches any part of the strike zone, it shall be ruled a strike, however, the ball may not bounce more than 1 foot high, as measured from the bottom of the ball, at any time during the bounce that carries the ball through the strike zone.
2. Any attempted bunt or kick that does not make contact with the ball.
Balls
1. Any pitch that is not a strike or foul.
2. A Pitcher may intentionally walk a kicker by announcing his intention to the Head Referee before throwing any pitches. A Pitcher is not required to throw any pitches to intentionally walk a kicker.
Fouls
1. Any punt or kick that lands in foul territory outside of the Catcher’s Zone.
2. Any kick during which the kicker steps in front of the Home Plate.
3. Double Kicks (anytime the kicker contacts the ball 2 or more times during an attempted kick).
4. Any kick that does not occur below the knee.
5. Any time a Catcher makes contact with a pitched ball (intending to kick or not) before the ball has traveled past the Kicker.
Catching
1. Teams must have 1 and only 1 catcher while on defense.
2. Catchers must stand behind the kicker within the Catching Zone
3. Catchers may not cross in front of the kicker nor be positioned outside the Catcher’s Zone until the ball is kicked.
4. If the Catcher impedes the kicker intentionally or unintentionally, the kicker will be awarded 1st base, and any runners may advance if they are forced.
A. If, in the Head Referee’s opinion, the kicker makes an unnatural move and initiates contact in an attempt to draw a Catcher Interference call, the kicker shall be called out.
Fielding
1. All fielders with the exception of Catcher must be positioned in fair territory.
2. No fielder may cross the 1st base/3rd base line until the ball is kicked.
3. Fielders may not stand within the baseline unless making an active play on the ball. Interference with a Baserunner results in the runner being awarded the base he/she was running to.
Encroachment
1. Pitcher’s Encroachment occurs when a pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
2. Catcher’s Encroachment occurs when the catcher crosses in front of the kicker or is positioned outside the Catcher’s Zone, prior to the ball being kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
3. Fielder’s Encroachment occurs when any non-pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
Kicking
1. All kicks must be made by foot or by leg below the knee.
2. All kicks must occur at or behind home plate. No part of the kicker’s plant foot may be in front of the plate.
3. Double Kicks are when a kicker contacts the ball 2 or more times during an attempt to kick the ball.
4. Teams must kick in their written kicking order. Kicking out of order results in an out for the spot in the order that was due up according to the written lineup. The kicking lineup will continue to the next spot in the lineup.
Baserunning
1. Baserunners may not intentionally run more than 4 feet outside of the baseline to avoid a tag or throw.
2. Baserunners have the right-of-way within the baseline except that a Fielder has the right to make a play on any ball in play, including within the baseline.
A. In rare circumstances, a Baserunner and Fielder in the act of making a play on the ball may collide due to Baserunner/Fielder movement. It is up to the discretion of the Head Referee whether to call the Baserunner out for interference or declare the contact as incidental and allow the play to stand.
3. Baserunners may overrun 1st base, however, if they turn toward 2nd base as if attempting to advance, they are in play and may be tagged out.
4. Baserunners may be substituted by players of the same gender, but only if the runner is injured during the play. The injured player must then sit out of the game for 2 innings. If their spot in the kicking order comes up, their spot is skipped.
5. In order to advance on caught fly ball, Baserunners must ‘tag-up’ on their original base at or subsequent to the fielder’s first contact with the ball. Failure to tag-up allows the defense to make an out by either tagging the runner with the ball before he/she returns to the original base or by a Fielder in control of the ball touching the original base before the runner returns to it.
A. Failure to tag up is not an automatic out, but must be recognized by the defense and a play made on the runner or original base.
6. If a Baserunner passes another Baserunner, the passing runner is out.
7. If a Baserunner is assisted by any other team member, the runner is out.
8. Once the Pitcher has the ball in the Pitcher’s Circle, all Baserunners must stop at the base they are running toward unless the Pitcher, subsequent to receiving the ball, attempts to make a play on a runner.
Overthrows
1. An Overthrow is considered any attempt at a base or Baserunner that misses its intended target and goes into foul territory.
A. An Overthrow allows a Baserunner to advance up to 1 base beyond the base they were running toward when the ball traveled into foul territory.
B. If the defense attempts to make a play on the Baserunner while advancing after an overthrow, all Baserunners may attempt to advance as many bases as they choose. It is up to the Head Referee’s discretion as to what constitutes the defense ‘making a play’ on the runner.
C. If a ball is thrown at a Baserunner and contacts that runner while not on base and deflects into foul territory, the runner is out and the ball is live. All other Baserunners may attempt to advance as many bases as they choose.
Dead Ball Plays
1. If a Baserunner intentionally touches the ball, the runner is out, the play is dead, and any other Baserunners must return to the base they were on at the beginning of the play.
2. If a fair ball becomes trapped in any object, or a Fielder faces an impediment in getting to the ball, the runner shall be awarded a ground-rule double, and all other Baserunners may advance 2 bases beyond the base they began the play on.
A. In obvious cases, the Head Referee has the discretion to award the Kicker and Baserunners whatever base s/he realistically believed they would have reached had there not been an obstruction.
B. If a ball goes over a permanent fence that is aligned in fair territory on the fly, the kicker shall be awarded an automatic Home Run.
C. Any play where a potentially serious injury occurs, play will be stopped by the Head Referee immediately.
Fair
1. A legally kicked ball that lands in fair territory or in the Catcher’s Zone in front of the kicker and remains in fair territory until it passes the 1st base or 3rd base cone or completely stops in fair territory.
B. A legally kicked ball that lands in fair territory beyond the 1st base or 3rd base.
C. A legally kicked ball that lands in fair territory or in the Catcher’s Zone, and touches or is touched by a Fielder or Baserunner in fair territory prior to the ball traveling into foul territory.
D. A legally kicked fly ball that is in fair territory when it is touched by a Fielder or Baserunner.
Fouls
A. Any illegally kicked ball (See KICKING).
B. Any legally kicked ball that lands in foul territory outside the Catcher’s Zone.
C. Any legally kicked ball that travels into foul territory outside the Catcher’s Zone on its own prior to reaching the 1st base or 3rd base cone.
D. Any legally kicked ball that is still inside the Catcher’s Zone when it is touched by a Fielder.
E. Any legally kicked ball that travels into foul territory in the air and the defense is unable to make a play on (i.e. catch in the air).
Sportsmanship
NOLA Fray Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
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Category: Kickball Rules, Rules
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Teams average 6 players. Players may rotate throws during the game so it does not have to be 2v2 the entire game.
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Category: Cornhole
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That’s right, the traditional tailgate game that we have SOCIALIZED to make it great for everyone. Very casual games, lighthearted fun and LOTS of partying!
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Category: Cornhole
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Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
General
NOLA Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
Pleas Be Cognizant That These Rules Are For Shortened Fields, Such As Those At Long Bridge Park.
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
– First downs are earned when the ball reaches the Center Marker
– If a team fails to score or earn a first down, possession will go to the other team.
– Assuming that a first down is achieved, this means that a team has a maximum of 8 attempts to get downfield and score.
b. Scoring
i. Six (6) point touchdowns
– Choice of one (1) or two (2) extra points on PAT’s . Three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
– 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.
– Punts are “open” plays meaning, there are no Male/Female rules for punts.
– There is no minimum number of players 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 through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.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). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. 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.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go”. Either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for NOLA Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip/rock-paper-scissors observed by a NOLA Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. 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.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
- Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. 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.
d. 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.
e. For the entire game, the offensive team has 15 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.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. 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 which must be marked off occurs.
– A team calls a time out.
– The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. 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 five (5) pace/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 ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
– If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
– If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
– Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
– Play will be a free play and will NOT BE BLOWN DEAD.
– If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
– If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– 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 (ten) 10 pace/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 pace/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 USS Referee.
ii. Defense:
– This includes any illegal tag such as grabbing jerseys or excessive pushing.
– If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/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 ten (10) paces/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 USS Referee.
iii. 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 one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
– Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
– This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
– There are no penalties for incidental contact.
v. Defensive Holding:
– Five (5) pace/yard penalty from line of scrimmage, replay down.
– Offense can accept or decline the penalty.
vi. Defensive Checking:
– Five (5) pace/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.
vii. Pulled Flag:
– If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
– There will be no penalty if they do not catch the ball.
– DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
– A safety will be scored if a player is:
1. Tagged 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 endzone.
4. If the offense fumbles the ball in their own end zone.
5. As a result, the team on defense, receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. 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 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 (Quarterback’s point of release).
x. 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 USS Referees discretion and subject to ejection from the league at NOLA Fray staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/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).
e. 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).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. NOLA Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. 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. Overtimes ONLY apply in Playoffs.
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Category: Flag Football Rules
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Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
General
United Social Sports is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (8v8 Blitz) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 8 | 9 | 10 | 10 | N/A |
a. First Downs
i. Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. Punts are “open” plays meaning, there are no Male/Female rules for punts.
6. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
7. The kicking team may not cross the line of scrimmage until the ball is kicked.
8. The receiving team may not raise hands or jump to block a punt.
9. 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.
10. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and is NOT counted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.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). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. 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.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
a. In 8v8 Blitz league, there is no rush count. Defense can rush the QB after the snap. Defensive “blitzers” must stand outside the “buffer zone” before the snap.
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii. The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
There is no Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for NOLA Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a NOLA Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
Team Size
a. Teams will consist of seven (7) or eight (8) players per side (at least 3 women) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c. There is no maximum limit to the amount of females that can be on the field at once.
d. 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.
Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of five (5) players, with at least two (2) of them being females.
c. Teams fielding less than 5 players or without at least 2 women will receive a forfeit.
Exception:Teams may play a “legal game” with less than 5 players or less than 2 females with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. Clock does not stop for a 2 minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. 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.
d. 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.
e. For the entire game, the offensive team has 15 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.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. 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).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2 minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
- THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
Co-ED Specific Rules
a. There is no maximum limit to the amount of females allowed on the field.
i. To ensure coed participation, a penalty will ensue if the offensive team fails to use a female as an “operative player” within three (3) consecutive downs.
b. An Operative Player is defined as a player who:
i. Is the intended receiver in the eyes of the official.
ii. runs the ball as the primary runner (does not have to cross line of scrimmage).
iii. receives the snap as the Quarterback and throws the ball forward towards the line of scrimmage (ball does not have to cross line of scrimmage).
iv. receives the snap and immediately spikes the ball at her feet in order to stop the clock in the last 2 minutes.
c. An Operative Player is NOT defined as a player who:
i. Hands off the football.
ii. Snaps the ball into play.
iii. Receives a hand-off only to give it back to a male before crossing the line of scrimmage.
d. Examples:
i. A pass deflected by a male and caught by a female is a female play.
ii. A pass intended for a female (in the eyes of the Referee) that is deflected by a female, and caught by a male counts as a female play.
iii. A pass thrown by a male, caught by a male, immediately pitched to a female (“the hook and ladder”) does not constitute a female play – no matter how far the female advances with the ball after the pitch.
iv. A pass intentionally grounded by a female in the last 2 minutes of the second half in order to stop the clock counts as a female play.
v. If a female pitches the ball to a male behind the line of scrimmage, it will not result in a female play.
vi. If a female pitches the ball to a male behind the line of scrimmage and then he throws it to a female it will count as a female play.
vii. The penalty for running three (3) consecutive plays without a female as an “Operative Player” will be loss of down (i.e. if it was 1st down during the penalty, it is now 2nd down) and the female must now be the “operative player” on the next play. The USS Referee will notify teams that the next play will be a “forced female play”. If on this play a male catches or runs the ball: loss of down, the play is ruled “dead”, and the ball is brought back to the line of scrimmage, and the next play must be a female play.
viii. The slate is clean for extra points and punts and everyone is eligible.
Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
– The offensive team may not initiate a pick/ block while in motion.
– The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
– Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. 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 (ten) 10 pace/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.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. 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.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
2. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. 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.
2. 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 the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/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).
e. 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).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count AND the defense has decided to pursue. The five (5) second count is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Playaction plays are allowed but once a fake hand-off has been attempted the defense may cross the line of scrimmage, even if prior to the five (5) second rush count.
Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. NOLA Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
Overtime
a. In the playoffs, the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from a USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. A female must be used once within the first three plays or on the 1st and 4th downs when applicable.
vi. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vii. No 1st downs will be awarded except in the case of a penalty.
viii. Interceptions will result in a turnover and may not be returned for any points.
ix. 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. Overtimes ONLY apply in Playoffs.
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Category: Flag Football Rules
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Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
General
NOLA Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
Here is the roster size chart for Capital Flag Football. And click here for a list of all sports and their roster size policies.
sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Flag Football (7v7) | 10 | 12 | 16 | 20 | 4 |
Flag Football (5v5) | 7 | 8 | 10 | 10 | N/A |
a. First Downs
Each team shall have 4 downs to either score or earn another first down.
1. First downs are earned each time the ball reaches the next cone from where the ball was originally spotted on the first down.
2. If a team fails to score or earn a first down, possession will go to the other team.
3. The 30-yard marker shall be the first line to gain. After that is reached, the next line to gain shall be the goal line
b. Scoring
i. Six (6) point touchdowns – Choice of one (1) or two (2) extra points on PAT’s (three (3) paces/yards for one (1)Pt., ten (10) paces/yards for two (2) pts.)
ii. Conversion attempts may NOT be intercepted and returned for points.
c. Quarterbacks cannot snap the ball to themselves.
d. Receivers need only one (1) foot in-bounds with possession of the ball to be considered a catch.
e. Offensive teams may elect to punt on fourth downs.
1. A punt must be declared and cannot be faked.
2. All punts are “free” punts.
3. A team need not snap the ball during a punt, a dropped snap during a punt is not a fumble.
4. Punts must be kicked. Punts cannot be thrown.
5. There is no minimum number of players required on the line of scrimmage during a punt. NO DOWNFIELD BLOCKING or BLOCKING AT THE LINE OF SCRIMMAGE.
6. The kicking team may not cross the line of scrimmage until the ball is kicked.
7. The receiving team may not raise hands or jump to block a punt.
8. 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.
9. A punt through the end zone comes back to ten (10) paces/yards off the goal line. If a player drops the ball in the end zone, the ball is again spotted ten (10) paces/yards out from the goal line and isNOTcounted as a safety.
f. Play shall continue until:
i. Ball-carrier has flag pulled off by an opponent.
ii. Ball-carrier leaves the field of play.
iii.Ball-carrier scores.
iv.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). Deadball on all fumbles.
v. Ball-Carrier’s knee touches the ground.
vi. The ball will be spotted where the ball is at the time the ball carrier has flag pulled off by an opponent. If the ball crosses the plane of the goal line before the ball carrier’s flag is pulled, it will result in a touchdown (ball extension).
g. Turnovers
i. A change of possession can only occur on an interception of a forward pass or a lateral.
ii. A fumble is not a turnover. The ball is dead at the point of the fumble and the offense retains possession.
iii. 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.
h. Rush
i. In order to better standardize the rush, all Referees will be responsible for shouting out the quick rush count for both teams. The rush will be as follows: “1- One Thousand, 2- One Thousand, 3- One Thousand, 4- One Thousand, 5- One Thousand, GO!!”
ii. Each Referee will have a different pace and type of count but as long as their count is consistent there will be no standard speed that will be asked of them.
iii.The ref /counter will notify each team if the rush will be after the five (5) count or if it will be after the ref/counter says “Go” either way will be acceptable in allowing the defense to cross the line of scrimmage and pursue the quarterback.
1.There is No Contact at the Line of Scrimmage
i. Players acting as offensive linemen must have hands behind their back or at their side when protecting their quarterback from pursuing defensive rushers.
ii. There is no contact at or behind the line of scrimmage.
iii. Offensive lineman can position their body at any particular angle in an attempt to the direct the rushers to a particular area, but they may not physically direct them.
iv. NO blocking is allowed for NOLA Fray Touch Football. Players may use their bodies to shield an opposing player by having their arms at their sides or behind their back. This includes downfield blocking and during a returned punt. There is no contact at or behind the line of scrimmage.
2. The Beginning of the Game and Play Format
a. The beginning of the game will start with a coin flip by a NOLA Fray ref.
i. The winning team will then have one of three options: 1) offense; 2) defense; or 3) direction.
ii. Teams flip-flop direction at the start of the second half.
b. The team that started the game on defense will start the second half on offense and vice-versa.
i. There are no kick-offs.
ii. Play starts ten (10) paces/yards from the designated goal-line.
3. Team Size
a. Teams will consist of five players per side (no gender requirement) for both offense and defense.
b. Teams may have as many players as they would like on their team.
c.. 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.
4. Forfeits
a. Teams will have until ten (10) minutes past the designated start time to field a legal team.
b. Shorthanded teams may play a legal game with a minimum of four (4) players.
c. Teams fielding less than 3 players
Exception:Teams may play a “legal game” with less than 3 players with the opposing teams consent. Teams who agree to play under these conditions will lose the option of receiving a forfeit win. Teams may pick up players during the regular season in order to field a full team so long as the number of players picked up does not exceed their opponents number of players. The use of non-roster players will not be allowed during playoffs.
d. During the playoffs, teams may not use subs and may only use players on their roster.
e. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
5. Time
a. Play will be divided into (2) 20-minute halves.
b. Teams will have two (2) time-outs per game that may be used at any time.
c. There will be a running clock until the final two (2) minutes of the second half maintained by a Referee. The clock does not stop for a 2-minute warning unless there is a dead ball situation that causes the clock to stop. During the first 38 minutes, the clock runs continuously with the exception of time-outs and serious injury. 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.
d. 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.
e. 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 taken advantage of the Referee will then stop the clock, and penalize the offense 5 paces/yards.
f. If a team is up by 17 points or more, the clock runs continuously during the last two minutes of play.
g. During the final 2 minutes of the game, the Referee shall stop the game clock if:
1. An incomplete pass is thrown.
2. a player ends a play by going out of bounds.
3. 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).
4. change of possession.
5. a penalty which must be marked off occurs.
6. A team calls a time out.
7. The clock will not stop for a “2-minute warning” unless there is a dead ball situation when the clock hits 2 minutes.
THE CLOCK DOES NOT STOP ON FIRST DOWNS OR FUMBLES!
6. Penalties
a. Normal rules and penalties of the NCAA apply unless exceptions have been made herein.
b. Illegal Contact :
i. At or Behind the Line of Scrimmage:
1. In cases where the person(s) acting as the offensive lineman, initiates any contact (at the ref’s discretion), it will be ruled a five (5) pace/yard penalty from the line of scrimmage and we will replay the down.
2. If this contact is deemed excessive by the ref, an “unnecessary roughness” penalty of ten (10) paces/yards can be assessed in addition to the “illegal contact”. Thus making the total penalty fifteen (15) paces/yards.
ii. Down Field:
1. If the illegal contact occurs during play when the offense is advancing the ball the penalty will be a mark off of five (5) paces/yards from the point where the ball carrier is at the time of the infraction.
2. If this occurs during a pass play when the pass is incomplete, the penalty will be a mark off of five (5) paces/yards from the line of scrimmage.
c. Offsides/Illegal or Early Rush :
i. Offensive:
1. Five (5) paces/yards, play is ruled dead immediately, no option to decline, down is replayed.
ii. Defensive:
1. Play will be a free play and will NOT BE BLOWN DEAD.
2. If the penalty is accepted by the offense, there is a five (5) pace/yard mark-off from the line of scrimmage against the defense and the down is repeated.
3. If the penalty is accepted any yardage gained on the play will be nullified. If the penalty is declined, the play will stand and it will be the next down.
d. Illegal Motion:
i. Players may not be in motion towards the line of scrimmage when the ball is snapped. This will result in a dead ball, five (5) pace/yard penalty on the offense and repeat of the down.
e. Offensive Picking/Interference:
1. The offensive team may not initiate a pick/ block while in motion.
2. The penalty for this is a five (5) pace/yard penalty from the line of scrimmage. If a catch is made after a clear pick, it will be ruled no catch, five (5) pace/yard penalty from line of scrimmage.
3. Some acceptable incidental contact will occur while running routes and within the normal course of play, and will not be called.
f. Unnecessary Roughness:
i. Offense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. 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 (ten) 10 pace/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.
3. If the penalty occurs after the play the penalty will result in a 10 pace/yard marked off at the end of the play.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
ii. Defense:
1. This includes any illegal tag such as grabbing jerseys or excessive pushing.
2. If the play is “dead” at the time the penalty is committed and the offense has not advanced the ball the penalty will be ten (10) pace/yard marked off from the line of scrimmage and an automatic first down will be awarded.
3. If the play is on going or the offense has advanced the ball at the time the penalty is committed the penalty will be ten (10) paces/yards added on to the end of the play and an automatic first down will be awarded.
4. Extreme roughness will result in ejection from the game and or league if deemed necessary by the USS Referee.
iii. Defensive Pass Interference:
1. Ball is spotted at the point of the infraction and offense is awarded an automatic first down.
2. If the pass interference is in the end zone, the ball comes out to the one (1) pace/yard line and it will be 1st down.
iv. Additional Pass Interference:
1. Any player who attempts to prevent an offensive or defensive player from catching a pass by pushing, tripping, striking or pulling a player shall receive a pass interference penalty.
2. This rule still applies even after the ball has been tipped or touched by any player. This is a non-contact league.
3. There are no penalties for incidental contact.
v. Defensive Holding:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. Offense can accept or decline the penalty.
vi. Defensive Checking:
1. Five (5) pace/yard penalty from line of scrimmage, replay down.
2. 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.
vii. Pulled Flag:
1. If you pull a player’s flag before they catch the ball AND they do catch the ball, ten (10) pace/yards will be added to wherever they caught the ball.
2. There will be no penalty if they do not catch the ball.
3. DO NOT PULL the player’s flag before the catch the ball.
viii. Safeties:
1. A safety will be scored if a player is:
A. Tagged down in their own end zone (not on a punt return).
B. Runs out of bounds in their own end zone.
C. Snaps the ball out of the endzone.
D. If the offense fumbles the ball in their own end zone.
1. As a result, the team on defense receives 2 points, and the team on offense must now punt a “free” kick from their own 10 paces/yard line. Also, a player having intercepted a pass or received a punt in the end zone, cannot be tagged in the endzone for a safety unless he/she has previously crossed the plane of the endzone with the ball.
ix. Intentional Grounding:
1. 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.
2. 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 the infraction (Quarterback’s point of release).
x. Fighting :
1. Fighting is not allowed and will NOT be tolerated.
2. All parties involved in fighting will be subject to ejection from the game at the USS Referees discretion and subject to ejection from the league at USS staff discretion.
7. Miscellaneous
a. If the player calling the cadence does not receive the snap, the play will not stand and will result in a five (5) pace/yard penalty and a repeat of the down .
b. Silent snaps will not be allowed, violation of this will result in a five (5) pace/yard penalty and a repeat of down.
c. The Quarterback may not be in motion and then receive the snap, this will result in a five (5) pace/yard penalty and a repeat of down.
d. If the Quarterback crosses the line of scrimmage and then throws a forward pass the defense can either decline the penalty or it will be a five (5) pace/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).
e. 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).
f. The Quarterback may NOT snap the ball to him/herself. If the Quarterback does snap to him/herself, play will stop immediately and it will result in a five (5) pace/yard penalty and repeat the down.
g. Quarterbacks cannot cross the line of scrimmage or run until the Referee completes the five (5) second rush count. That is the same time the defense is allowed to rush.
h. Loss of down penalties which occur on 4th down will result in a change of possession.
i. A half or game cannot end on a defensive penalty.
j. Receivers need only one foot in bounds for a reception. If in the Referees eyes a receiver would be able to legally catch a pass but, was pushed out of bounds by a defender while in the air a catch will be awarded.
k. Receivers intentionally leaving the field of play are ineligible to receive a pass if they are the first person to touch the ball.. This includes the back of the endzone.
l. Diving is allowed.
i. Offensive players may dive to further advance the ball as long as they do not initiate contact.
ii. When this occurs the ball will be spotted where it is whenever the ball carrier is touched with two hands, his/her knee touches the ground, or when the ball touches the ground.
iii. Diving into or over a defensive player, will result in the player being down at the point of takeoff and there will be a five (5) pace/yard penalty against the Offense and loss of down.
j. When running the ball toward the end zone, the ball must cross the plane to be awarded a touchdown. In a passing play, at least one foot must be in bounds WITH possession of the ball to be awarded a touchdown.
k. Only the ball needs to cross the plane of the goal-line in order for a touchdown to be awarded.
l. Any player who attempts to knock the ball out of the quarterbacks arm or hits the arm of the quarterback while in delivery will receive an “unnecessary roughness” penalty of ten (10) paces/yards. That includes the follow through.
8. Playoff Games
a. Playoffs will be the week after the last week of regular season and will be single elimination.
b. NOLA Fray will determine how many teams make playoffs.
c. Playoff games will follow the same format during regulation as the regular season.
d. If teams are tied at the end of regulation in playoffs an overtime will be used.
9. Overtime
a. In the playoffs the Four-Downs and Out format will apply.
b. The beginning of the game will start with a coin flip from an USS Referee.
i. The winning team deciding on offense or defense, (there is no option to decline).
ii. The losing team will decide which endzone to use.
iii. Teams will attempt to score in the same end zone. Each team will then have 4 downs to score from ten (10) paces/yards out from the goal-line.
iv. If a team scores, they will have the opportunity to go for one (1) or two (2) on the PAT.
v. An interception will result in a team losing its possession. The game will be decided when one team scores more points in the rotation.
vi. No 1st downs will be awarded except in the case of a penalty.
vii. Interceptions will result in a turnover and may not be returned for any points.
viii.. 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. Overtimes ONLY apply in Playoffs.
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Category: Flag Football Rules
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History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
Teams
Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Each Team must consist of a minimum of 16 Players and a maximum of 30 Players.
2. Each Team may have a maximum of 11 players on the field.
A. Teams are expected to field a minimum of 3 men and 3 women in the field while on defense. If a Team is only able to field 2 men/women in the field, that Team may only field a maximum of 6 of the opposite gender.
B. Teams who do not meet the minimum team requirements will be given 15 minutes to assemble the necessary roster. As soon as both teams have the expected minimum, per the eligibility guidelines, the game will start. Failure to meet the team requirement within 15 minutes will result in a forfeit.
That 15 minute grace period is taken out of that game’s playing time and the game is still limited to its original time length.
3. Each Team must have a minimum of 6 men and 6 women on their roster.
4. Teams must designate a Captain and Co-Captain prior to the start of the game. These are the only Team members allowed to argue all calls
A. NO PLAYER, including the Captain and Co-Captain, may verbally abuse or argue in an unsportsmanlike manner to any Referee. Such action is grounds for immediate ejection and possible suspension or expulsion from the Division if the Host or NOLA Fray staff deems it appropriate.
5. Team Captains are required to provide their teams kicking order to the opposing Team upon request. Once a game has started, the lineup cannot be changed except for injury or illness. Eligible Players may be added to the end of the kicking lineup if arriving to the game late.
6. Any use of ineligible players will result in a Team forfeit.
7. If a player kicks out of roster order that player is out.
8. During the regular season, any registered NOLA player for that division may serve as a sub for a team under the minimum team requirement.
9. During the playoffs, teams may not use subs and may only use players on their roster.
10. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Here is the roster size chart for NOLA Kickball. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Kickball | 16 | 24 | 26 | 30 | 3 |
The Field
1. The field will consist of a diamond of equal sides, with bases being placed 60 ft. apart.
2. The pitching strip will be placed in the center of the diamond directly in line with 1st-3rd base and home-2nd base, or 42.42 ft.
3. To prevent collisions, there will be a double base at 1st base with 1 base being in fair territory and 1 base being in foul territory. The base in fair territory is for the fielder and runner already on 1st base. The base in foul territory is for the kicker to run to.
4. Alcohol is not permitted on or near the field. Any player bringing alcohol to the field will face severe penalties up to and including suspension or expulsion from the Division. In addition, the player’s team will immediately forfeit that week’s game(s). This violation may also result in a team facing suspension or expulsion from the Division if the Host or NOLA Fray staff deems it appropriate.
Equipment
1. All equipment will be provided by NOLA Fray and will consist of bases, cones, 10′ playground balls, pumps, field measurement aid, score sheets, and a strike/ball counter.
2. All Player participants must wear the official NOLA Fray Division shirt in order to play.
3. Any Player names or nicknames being placed on the jerseys may not be obscene or overtly sexual, nor may they contain any offensive language–If you are unsure, pick another nickname.
A. Should a player be found to be in violation of the equipment guidelines they will be subject to suspension and/or possible expulsion from the league.
4. Metal cleats are not allowed.
5. Players may wear any protective gear as deemed acceptable by the Head Referee.
Player Eligibility & Participation
1. All Players must be 21 and have current adequate health insurance.
2. All Players must be properly registered on a team within the Division for which they are playing, and may only play for the team they are registered for unless subbing for another team per the eligibility guidelines.
3. All Players must agree to the NOLA Fray Liability Waiver as described in the NOLA Fray Terms and Conditions section of Player Registration.
Games
1. All WEEKDAY Games will consist of 5 innings or 45 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
2. All WEEKEND Games will consist of 6 innings or 50 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
3. Regular Season Games can end in ties. Tournament games will play a full 5 or 6 innings (depending on the day), and will continue until a winner is decided.
4. A Regular Season Game is considered official if it remains tied after 3 full innings of play, or until the Team behind in score has had their chance to kick in the 3rd inning.
A. Games that fail to meet the above criteria will be completed at a later date with the score reverting to what it was at the end of the last complete inning.
5. Games will not be postponed due to rain unless the fields are closed or deemed unplayable by the Division Host and/or DC Fray Staff. If lightning is visible, Games will be immediately postponed, and all Players must clear the field.
6. Home and Away teams will be determined by the ancient game of Rock,Paper,Scissors before the game between each team’s captain. Best 1 out of 1 on SHOOT! The Home team shall be on the field first.
7. Forfeited games shall have the final score recorded as 6-0.
Officiating
1. NOLA Fray will provide one Host or head referee who is on site to settle disputes and is the final word for on any call for each Regular Season Division Game.
A. Each Team will be required to provide 2 Referees each for the game immediately before or immediately after their team’s game.
B. Teams failing to provide Referees will receive a Forfeit. While base referees are responsible for assisting with any and all calls, final rulings are made by the Head Referee.
2. Issuing ejections for unsportsmanlike behavior is at the discretion of the Host.
3. Teams shall designate 1 person to keep a score sheet to record game stats. This sheet will be turned into the Head Referee or Division Referee upon completion of the game.
Outs
1. A count of 3 Strikes.
2. A count of 3 Fouls.
3. Any pitched ball contacting the Kicker (whether kicked or not) and caught in the air prior to touching the ground.
4. Any time during a live play where the ball makes contact with a Baserunner while not on base or has not yet reached the base s/he is being forced to.
A. If any part of a thrown ball makes contact with the Baserunner’s head while the Baserunner is not diving, sliding, or ducking, the Baserunner shall be awarded the base to which s/he was running).
5. Any time a Fielder has control of the ball and touches a base to which a Baserunner is forced to advance prior to the Baserunner reaching the base.
6. Baserunners intentionally running more than 4 feet outside the baseline with the intent to avoid a tag or throw.
7. Baserunners interfering with a fielder making an active play on the ball.
8. Any Baserunner not on base when the ball is kicked.
9. Any Baserunner who passes another Baserunner.
10. Any Baserunner who is physically assisted by any team member.
11. Any attempt to make contact with a kicked ball outside of the Catcher’s zone fair or foul.
Pitching
1. A Pitcher may start his delivery anywhere on the infield, but must deliver the pitch within the Pitcher’s Circle and behind the 1st base/3rd base line.
2. The pitchers mound extends in a 12ft. radius from the pitching strip
3. Pitchers must throw the ball by hand in an underhanded manner. Overhand and side arm pitching are NOT allowed.
4. A pitched ball must touch the ground at least once prior to reaching the plate.
Strikes
1. The Strike Zone is 41 inches wide (1 foot to either side of home plate) and approximately 1 foot high. If any part of the ball touches any part of the strike zone, it shall be ruled a strike, however, the ball may not bounce more than 1 foot high, as measured from the bottom of the ball, at any time during the bounce that carries the ball through the strike zone
2. Any attempted bunt or kick that does not make contact with the ball.
Balls
1. Any pitch that is not a strike or foul.
2. A Pitcher may intentionally walk a kicker by announcing his intention to the Head Referee before throwing any pitches. A Pitcher is not required to throw any pitches to intentionally walk a kicker.
Fouls
1. Any punt or kick that lands in foul territory outside of the Catcher’s Zone.
2. Any kick during which the kicker steps in front of the Home Plate.
3. Double Kicks (anytime the kicker contacts the ball 2 or more times during an attempted kick).
4. Any kick that does not occur below the knee.
5. Any time a kicker makes contact with a pitched ball (intending to kick or not) before the ball has traveled past the kicker.
Catching
1. Teams must have 1 and only 1 catcher while on defense.
2. Catchers must stand behind the kicker and within the Catching Zone
3. Catchers may not cross in front of the kicker nor be positioned outside the Catcher’s Zone until the ball is kicked.
4. If the Catcher impedes the kicker intentionally or unintentionally, the kicker will be awarded 1st base, and any runners may advance if they are forced to.
A. If in the Head Referee’s opinion, the kicker makes an unnatural move and initiates contact in an attempt to draw a Catcher Interference call, the kicker shall be called out.
Fielding
1. All fielders with the exception of Catcher must be positioned in fair territory.
2. No fielder may cross the 1st base/3rd base line until the ball is kicked.
3. Fielders may not stand within the baseline unless making an active play on the ball. Interference with a Baserunner results in the runner being awarded the base he/she was running to.
Encroachment
1. Pitcher’s Encroachment occurs when a pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
2. Catcher’s Encroachment occurs when the catcher crosses in front of the kicker or is positioned outside the Catcher’s Zone, prior to the ball being kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
3. Fielder’s Encroachment occurs when any non-pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
Kicking
1. All kicks must be made by foot or by leg below the knee.
2. All kicks must occur at or behind home plate. No part of the kicker’s plant foot may be in front of the plate.
3. Double Kicks are when a kicker contacts the ball 2 or more times during an attempt to kick the ball.
4. Teams must kick in their written kicking order. Kicking out of order results in an out for the spot in the order that was due up according to the written lineup. The kicking lineup will continue to the next spot in the lineup.
Baserunning
1. Baserunners may not intentionally run more than 4 feet outside of the baseline to avoid a tag or throw.
2. Baserunners have the right-of-way within the baseline except that a Fielder has the right to make a play on any ball in play, including within the baseline.
A. In rare circumstances, a Baserunner and Fielder in the act of making a play on the ball may collide due to Baserunner/Fielder movement. It is up to the discretion of the Head Referee whether to call the Baserunner out for interference or declare the contact as incidental and allow the play to stand.
3. Baserunners may overrun the 1st base, however, if they turn toward the 2nd base as if attempting to advance, they are in play and may be tagged out.
4. Baserunners may be substituted by players of the same gender, but only if the runner is injured during the play. The injured player must then sit out of the game for 2 innings. If their spot in the kicking order comes up, their spot is skipped.
5. In order to advance on caught fly ball, Baserunners must ‘tag-up’ on their original base at or subsequent to the fielder’s first contact with the ball. Failure to tag-up allows the defense to make an out by either tagging the runner with the ball before he/she returns to their original base or by a fielder in control of the ball touching the original base before the runner returns to it.
A. Failure to tag up is not an automatic out, but must be recognized by the defense and a play made on the runner or original base.
6. If a Baserunner passes another Baserunner, the passing runner is out.
7. If a Baserunner is assisted by any other team member, the runner is out.
8. Once the Pitcher has the ball in the Pitcher’s Circle, all Baserunners must stop at the base they are running toward unless the Pitcher subsequent to receiving the ball attempts to make a play on a runner.
Overthrows
1. An Overthrow is considered any attempt at a base or Baserunner that misses its intended target and goes into foul territory.
A. An Overthrow allows a Baserunner to advance up to 1 base beyond the base they were running toward when the ball traveled into foul territory.
B. If the defense attempts to make a play on the Baserunner while advancing after an overthrow, all Baserunners may attempt to advance as many bases as they choose. It is up to the Head Referee’s discretion as to what constitutes the defense ‘making a play’ on the runner.
C. If a ball is thrown at a Baserunner and contacts that runner while not on base and deflects into foul territory, the runner is out and the ball is live. All other Baserunners may attempt to advance as many bases as they choose.
Dead Ball Plays
1. If a Baserunner intentionally touches the ball, the runner is out, the play is dead, and any other Baserunners must return to the base they were on at the beginning of the play.
2. If a fair ball becomes trapped in any object, or a Fielder faces an impediment in getting to the ball, the runner shall be awarded a ground-rule double, and all other Baserunners may advance 2 bases beyond the base they began the play on.
A. In obvious cases, the Head Referee has the discretion to award the Kicker and Baserunners whatever base s/he realistically believed they would have reached had there not been an obstruction.
B. If a ball goes over a permanent fence that is aligned in fair territory on the fly, the kicker shall be awarded an automatic Home Run.
C. Any play where a potentially serious injury occurs, play will be stopped by the Head Referee immediately.
Fair
1. A legally kicked ball that lands in fair territory or in the Catcher’s Zone in front of the kicker and remains in fair territory until it passes the 1st base or 3rd base cone or completely stops in fair territory.
B. A legally kicked ball that lands in fair territory beyond the 1st base or 3rd base.
C. A legally kicked ball that lands in fair territory or in the Catcher’s Zone, and touches or is touched by a Fielder or Baserunner in fair territory prior to the ball traveling into foul territory.
D. A legally kicked fly ball that is in fair territory when it is touched by a Fielder or Baserunner.
Fouls
A. Any illegally kicked ball (See KICKING).
B. Any legally kicked ball that lands in foul territory outside the Catcher’s Zone.
C. Any legally kicked ball that travels into foul territory outside the Catcher’s Zone on its own prior to reaching the 1st base or 3rd base cone.
D. Any legally kicked ball that is still inside the Catcher’s Zone when it is touched by a Fielder.
E. Any legally kicked ball that travels into foul territory in the air and the defense is unable to make a play on (i.e. catch in the air).
Sportsmanship
NOLA Fray Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
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Category: Kickball Rules, Rules
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Special NOLA Fray Addendum for Spring 2018
4.2 TIME LIMITS 4.2.1) Games consist of six (6) innings or sixty (60) minutes from start time, whichever comes first. Note: We will be ignoring Section 4.1 for time limits. 4.2.4) Ties are allowed in regular season games.
4.5 MERCY RULE 4.5.1) If there is a twelve (12) run difference at the end of the 4th inning, or at the end of any full inning thereafter, then this Mercy Rule, which ends the game in the winning teams’ favor, may be invoked by the winning team at that point. The teams are given a choice whether to continue playing or not.
9.1 SUBSTITUTION RULES 9.1.1.2) There are no forfeits during regular season games, so teams may sub to reach the 8 minimum player requirement, but no more than that. 9.1.1.3) The substituted player must play outfield and kick 2nd to last in the kicking lineup. 9.1.1.4) There are no substitutes allowed during playoff games. 10.5 DISCIPLINARY LEVELS 10.4.3.4.3) Can still play with 10 defensive players if a teammate is ejected from the game.
History of Kickball
Kickball, originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have fun and be social while enjoying a great sport. NOLA Fray will do whatever they can to make sure all players are having fun.
Teams
NOLA Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
- Each Team must consist of a minimum of 15 Players and a maximum of 30 Players.
- Each Team may have a maximum of 10 players on the field.
- COED: Teams are expected to field a minimum of 3 men and 3 women in the field while on defense. If a Team is only able to field 2 men/women in the field, that Team may only field a maximum of 6 of the opposite gender.
- Teams who do not meet the minimum team requirements will be given 10 minutes to assemble the necessary roster. As soon as both teams have the expected minimum, per the eligibility guidelines, the game will start. Failure to meet the team requirement within 10 minutes will result in a forfeit.
- That 10 minute grace period is taken out of that game’s playing time and the game is still limited to its original time length.
- COED: Each Team must have a minimum of 6 men and 6 women on their roster.
- Teams must designate a Captain and Co-Captain prior to the start of the game. These are the only Team members allowed to discuss calls with referees.
- NO PLAYER, including the Captain and Co-Captain, may verbally abuse or argue in an unsportsmanlike manner to any Referee. Such action is grounds for immediate ejection and possible suspension or expulsion from the Division if the Host or NOLA Fray staff deem it appropriate.
- Team Captains are required to provide their team’s kicking order to the opposing Team upon request. Once a game has started, the lineup cannot be changed except for injury or illness. Eligible Players may be added to the end of the kicking lineup if arriving to the game late.
- Any use of ineligible players will result in a Team forfeit.
- If a player kicks out of roster order that player is out.
- During the regular season, any registered NOLA Fray player for that division may serve as a sub for a team under the minimum team requirement.
- During the playoffs, substitutes are not permitted.
- Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Here is the roster size chart for NOLA Fray Kickball.
Sport | Promotion Size | Official Size | Free Agent Size | Max Roster Size | Female Minimum |
Kickball | 16 | 24 | 26 | 30 | 3 |
Player Eligibility & Participation
- All Players must be at least 21 and have current adequate health insurance.
- All Players must be properly registered on a team during the season for which they are playing, and may only play for the team they are registered for unless subbing for another team per the eligibility guidelines.
- All Players must agree to the NOLA Fray Liability Waiver as described in the NOLA Fray Terms and Conditions section of Player Registration.
- Substitutes are permitted during the regular season only. Teams may pick up substitutes to reach the 8 player minimum. The substituted players may not kick first in the line up.
- Any player who does not meet the eligible player requirements cannot participate in game play, base coaching, or base refereeing. Any team in violation of this rule will automatically receive a forfeit for either the current game being played or the subsequent game, depending upon when the violation is reported.
The Field
- The field will consist of a diamond of equal sides, with bases being placed 60 ft. apart.
- The pitching strip will be placed in the center of the diamond directly in line with 1st-3rd base and home-2nd base, or 42.42 ft.
- The Kicker’s Box is a 12 ft. by 12 ft. square. Home plate should be in the middle of the top boundary line of the box.
- To prevent collisions, there will be a double base at 1st base with 1 base being in fair territory and 1 base being in foul territory. The base in fair territory is for the fielder and runner already on 1st base. The base in foul territory is for the kicker to run to.
- Alcohol is not permitted on or near the field. Any player bringing alcohol to the field will face severe penalties up to and including suspension or expulsion from the Division. In addition, the player’s team will immediately forfeit that week’s game(s). This violation may also result in a team facing suspension or expulsion from the Division if the Host or NOLA Fray staff deems it appropriate.
Equipment
- All equipment will be provided by NOLA Fray and will consist of bases, cones, 10′ playground balls, pumps, field measurement aid, score sheets, and a strike/ball counter.
- All Player participants must wear the official NOLA Fray Division shirt in order to play.
- Any Player names or nicknames being placed on the jerseys may not be obscene or overtly sexual, nor may they contain any offensive language–If you are unsure, pick another nickname.
- Should a player be found to be in violation of the equipment guidelines they will be subject to suspension and/or possible expulsion from the league.
- Metal cleats are not allowed.
- Players may wear any protective gear as deemed acceptable by the Head Referee.
Games
- All Games consist of six (6) innings or fifty-five (55) minutes from start time, whichever comes first.
- Regular Season Games can end in ties. Playoff games will continue until a winner is decided. The championship game will play a full 6 innings and will continue until a winner is decided.
- A Regular Season Game is considered official if it remains tied after 4 full innings of play, or until the Team behind in score has had their chance to kick in the 4th inning.
- Games that fail to meet the above criteria will be completed at a later date with the score reverting to what it was at the end of the last complete inning.
- Games will not be postponed due to rain unless the fields are closed or deemed unplayable by the Division Host and/or NOLA Fray Staff. If lightning is visible, games will be immediately postponed, and all Players must clear the field.
- Home and Away teams will be determined by the ancient game of Rock, Paper, Scissors before the game between each team’s captain. Best 1 out of 1 on SHOOT! The Home team shall be on the field first.
- Forfeited games shall have the final score recorded as 6-0.
- Mercy Rule – if there is a twelve (12) run difference at the end of the 4th inning or at the end of any full inning thereafter, the Mercy Rule will go into effect. The game will end and the winner declared. Teams may continue to use the field if time and space allows.
Officiating
- NOLA Fray will provide one Host who is on site to settle disputes and is the final word on any call for each Regular Season Division Game.
- Teams will be required to provide 2 referees, one for 1st base and one for 3rd base, for the game immediately before or immediately after their team’s game. Teams failing to provide Referees will receive a Forfeit. While base referees are responsible for assisting with any and all calls, final rulings are made by the Head Referee.
- Home plate umpires will be determined at the beginning of each season. Players may volunteer or be approached by league leadership to serve as a home plate umpire. Home plate umpires will receive player credit in return for games officiated as determined each season by NOLA Fray. Home plate umpires are responsible for reporting final game scores to the Host after the game ends.
- Issuing ejections for unsportsmanlike behavior is at the discretion of the Host.
Outs
- A count of 4 fouls and/or strikes.
- Any pitched ball contacting the Kicker (whether kicked or not) and caught in the air prior to touching the ground.
- Any time during a live play where the ball makes contact with a Baserunner while not on base or not yet reached the base they are being forced to.
- If any part of a thrown ball makes contact with the Baserunner’s head while the Baserunner is not diving, sliding, or ducking, the Baserunner shall be awarded the base to which they were running).
- Any time a Fielder has control of the ball and touches a base to which a Baserunner is forced to advance prior to the Baserunner reaching the base.
- Baserunners intentionally running more than 4 feet outside the baseline with the intent to avoid a tag or throw.
- Baserunners interfering with a Fielder making an active play on the ball.
- Any Baserunner not on base when the ball is kicked.
- Any Baserunner who passes another Baserunner.
- Any Baserunner who is physically assisted by any team member.
- Any attempt to make contact with a kicked ball outside of the Catcher’s zone fair or foul.
Pitches
- A Pitcher may start their delivery anywhere on the infield, but must deliver the pitch within the Pitcher’s Circle and behind the 1st base/3rd base line.
- The pitchers mound extends in a 12ft. radius from the pitching strip
- Pitchers must throw the ball by hand
- A pitched ball must touch the ground at least twice prior to reaching the plate.
Strikes
- The Strike Zone is 41 inches wide (1 foot to either side of home plate) and approximately 1 foot high. If any part of the ball touches any part of the strike zone, it shall be ruled a strike. However, the ball may not bounce more than 1 foot high, as measured from the bottom of the ball, at any time during the bounce that carries the ball through the strike zone
- Any attempted bunt or kick that does not make contact with the ball.
Balls
- Any pitch that is not a strike or foul.
- A Pitcher may intentionally walk a kicker by announcing their intention to the Head Referee before throwing any pitches. A Pitcher is not required to throw any pitches to intentionally walk a kicker.
- Any time a Catcher makes contact with a pitched ball (intending to kick or not) before the ball has traveled past the Kicker.
Fouls
- Any punt or kick that lands in foul territory outside of the Catcher’s Zone.
- Any kick during which the Kicker steps in front of the Home Plate.
- Double Kicks (anytime the Kicker contacts the ball 2 or more times during an attempted kick).
- Any kick that does not occur below the knee.
Catching
- Teams must have 1 and only 1 catcher while on defense.
- Catchers must stand behind the kicker within the Catching Zone
- Catchers may not cross in front of the kicker nor be positioned outside the Catcher’s Zone until the ball is kicked.
- If the Catcher impedes the Kicker intentionally or unintentionally, the kicker will be awarded 1st base, and any runners may advance if they are forced.
- If, in the Head Referee’s opinion, the Kicker makes an unnatural move and initiates contact in an attempt to draw a Catcher Interference call, the Kicker shall be called out.
Fielding
- All fielders with the exception of Catcher must be positioned in fair territory.
- No fielder may cross the 1st base/3rd base line until the ball is kicked.
- Fielders may not stand within the baseline unless making an active play on the ball. Interference with a Baserunner results in the runner being awarded the base they were running to.
Encroachment
- Pitcher’s Encroachment occurs when a pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
- Catcher’s Encroachment occurs when the catcher crosses in front of the kicker or is positioned outside the Catcher’s Zone, prior to the ball being kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
- Fielder’s Encroachment occurs when any non-pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
Kicking
- All kicks must be made by foot or by leg below the knee.
- All kicks must occur at or behind home plate. No part of the kicker’s plant foot may be in front of the plate.
- Double Kicks, when a kicker contacts the ball 2 or more times during an attempt to kick the ball, are not permitted and are considered an illegal kick.
- Teams must kick in their written kicking order. Kicking out of order results in an out for the spot in the order that was due up according to the written lineup. The kicking lineup will continue to the next spot in the lineup.
Baserunning
- Baserunners may not intentionally run more than 4 feet outside of the baseline to avoid a tag or throw.
- Baserunners have the right-of-way within the baseline except when a Fielder is making a play on a fair ball in the baseline. The Fielder then has the right-of-way.
- In rare circumstances, a Baserunner and Fielder in the act of making a play on the ball may collide due to Baserunner/Fielder movement. It is up to the discretion of the Head Referee whether to call the Baserunner out for interference or declare the contact as incidental and allow the result of the play to stand.
- A safety base is provided at 1st base to a avoid a Baserunner/Fielder collision (See THE FIELD).
- WOMENS: Failure to use the safety base results in an out unless the Baserunner immediately advances to 2nd base upon touching the Fielder’s base in fair territory OR there is no Fielder present.
- Baserunners may overrun 1st base, however, if they turn toward 2nd base as if attempting to advance, they are in play and may be tagged out. This applies whether the Baserunner touches the base in fair or foul territory.
- Baserunners may be substituted by players of the same gender, but only if the runner is injured during the play. The injured player must then sit out of the game for 2 innings. If their spot in the kicking order comes up, their spot is skipped.
- In order to advance on caught fly ball, Baserunners must ‘tag-up’ on their original base at or subsequent to the fielder’s first contact with the ball. Failure to tag-up allows the defense to make an out by either tagging the runner with the ball before they return to the original base or by a Fielder in control of the ball touching the original base before the runner returns to it.
- Failure to tag up is not an automatic out, but must be recognized by the defense and a play made on the runner or original base.
- Once the Pitcher has the ball in the Pitcher’s Circle, all Baserunners must stop at the base they are running toward unless the Pitcher, subsequent to receiving the ball, attempts to make a play on a runner.
Overthrows
- An Overthrow is considered any attempt at a base or Baserunner that misses its intended target and goes into foul territory.
- An Overthrow allows a Baserunner to advance up to 1 base beyond the base they were running toward when the ball traveled into foul territory.
- If the defense attempts to make a play on the Baserunner while advancing after an overthrow, all Baserunners may attempt to advance as many bases as they choose. It is up to the Head Referee’s discretion as to what constitutes the defense ‘making a play’ on the runner.
- If a ball is thrown at a Baserunner and contacts that runner while not on base and deflects into foul territory, the runner is out and the ball is live. All other Baserunners may attempt to advance as many bases as they choose.
- If an overthrown ball becomes trapped in any object or a Fielder faces an impediment in getting to the ball, the Head Referee may, for player safety, enforce an Overthrow without allowing the defense to attempt a play.
Dead Ball Plays
- If a Baserunner intentionally touches the ball, the runner is out, the play is dead, and any other Baserunners must return to the base they were on at the beginning of the play.
- If a fair ball becomes trapped in any object or a Fielder faces an impediment in getting to the ball, the Kicker shall be awarded a ground-rule double, and all other Baserunners may advance 2 bases beyond the base they began the play on.
- In obvious cases, the Head Referee has the discretion to award the Kicker and Baserunners whatever base they realistically believed the Kicker and/or Baserunners would have reached had there not been an obstruction.
- If a ball goes over a permanent fence that is aligned in fair territory on the fly, the kicker shall be awarded an automatic Home Run.
- Any play where a potentially serious injury occurs, play will be stopped by the Head Referee immediately.
Fair Ball
- A legally kicked ball that lands in fair territory or in the Catcher’s Zone in front of the kicker and remains in fair territory until it passes the 1st base or 3rd base cone or completely stops in fair territory.
- A legally kicked ball that lands in fair territory beyond the 1st base or 3rd base.
- A legally kicked ball that lands in fair territory or in the Catcher’s Zone, and touches or is touched by a Fielder or Baserunner in fair territory prior to the ball traveling into foul territory.
- A legally kicked fly ball that is in fair territory when it is touched by a Fielder or Baserunner.
Fouls
- Any illegally kicked ball (See KICKING).
- Any legally kicked ball that lands in foul territory outside the Catcher’s Zone.
- Any legally kicked ball that travels into foul territory outside the Catcher’s Zone on its own prior to reaching the 1st base or 3rd base cone.
- Any legally kicked ball that is still inside the Catcher’s Zone when it is touched by a Fielder.
- Any legally kicked ball that travels into foul territory in the air and the defense is unable to make a play on (i.e. catch in the air).
Sportsmanship
NOLA Fray Kickball is a sport, just like any other, and at times, people will get heated during competition. Abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected and/or suspended from a game or league for unsportsmanlike conduct, including but not limited to foul language, rough play, and inappropriate or abusive treatment toward referees, other players, or spectators. If a player is ejected, the team may still play with 10 players in the field.
If a conduct violation occurs, league leadership will investigate and determine appropriate recourse. Each incident will be reviewed individually.
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Category: Kickball Rules, Rules
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Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport.
NOLA Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments. We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league. Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal. Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Ten (10) players (at least 3 females) on the field at all time.
A. THERE ARE NO POSITION REQUIREMENTS of any players, i.e. there need not be 2 females in outfield and 2 in the infield) NOLA Fray rules will allow a team to play with a minimum of seven (7) players (at least 2 females).
2. If only two (2) females are present the team must take an out when it comes to the tenth batter.
3. The Minimum number of players in the field/your starting line up is 7 (5 men/2 women).
4. If playing with eight (8), no more than six (6) men are allowed on the field at one time.
5. If playing with nine (9) or more players, not more than seven (7) men are allowed on the field at one time.
6. Batting order ratio MUST always be followed no matter how many men are playing. (see Gameplay #2)
General Rules
All batters will start with a 1-1 count (One ball, one strike).
1. If a male is walked and a female follows him in the batting order, the female must bat unless there are two (2) outs, at which time the female batter may choose to bat or take a walk.
2. A batter with two (2) strikes is allowed one (1) courtesy foul ball. On the 2nd foul after the batter has two (2) strikes the batter will be called out.
3. All games are six (6) innings or fifty-five (55) minutes; the last inning will start 10 – 15 minutes to the hour. The umpire will enforce this rule and will make the call at the top of the final inning.
A. Some divisions may have shorter or longer game schedules depending on the season.
4. Due to differing circumstances in each and every game, some games will finish short of an hour in length, while others might run over the hour mark. Please respect your umpire’s call in this matter. They must keep all games on time in fairness to teams playing later hours and due to facility permit restrictions.
5. Teams may bat more than ten (10) players. Prior to regular season games, teams must submit lineup sheets to Umpire and opposing team captain if requested.
6. All players in the field must be listed in the batting order. Players do not have to play in the field in order to bat.
7. Games start on time! Teams must be prepared to play.
Forfeit rule: 10 minutes after game time. If one team has less than the minimum number of players (7 total – 2 of whom must be females) at ten past the designated start time, the game will be deemed a forfeit.
Equipment
1. NOLA Fray will provide all bases and balls for each game. Gloves and bats are not supplied and players must bring their own. Both ASA and USSSA bats are allowed in NOLA Fray Leagues at this time. No Senior Bats Allowed.
2. NO METAL SPIKES ARE ALLOWED.
3. All Pitchers are highly encouraged to wear a mask. Pitchers must supply their own mask.
4. Teams must hit league provided balls
5. Any equipment in question should be brought to the attention of the umpire. The umpire will make all final decisions regarding equipment discrepancies.
Game Play
1. All thrown balls are deemed out of play when:
A. The ball is thrown over the fence / road.
B. The ball is thrown beyond the fence / road / safe area of play.
C. The ball is thrown beyond the imaginary line extending from the End of the backstop (if there is no fence).
D. This imaginary line applies to overthrows and caught fly foul balls.
E. If the ball is overthrown and hits the fence behind the 1st or 3rd base lines, this is NOT considered out of play and the runner may advance, BUT at their own risk.
F. On overthrows out of play, the runner is granted the base they were going to (at the point of the throw) plus one more. Note: in cases where a base runner runs past first base, they must make a clearly aggressive turn towards second base to be granted 2nd and 3rd in overthrow situations.
2. Line ups: All teams are required to supply lineups to the umpire and opposing team at the start of each game.
A. Batting order must consist of a 2-1 ratio. For every 2 male batters in a row a female batter must be next, ie. every third batter must be a female. No more than 2 men may bat in a row.
i. Females can bat multiple times in the lineup to achieve this ratio. If females are batting more than once in a lineup their rotation must stay in order. All females must evenly rotate through the female batting positions.
ii. To ensure all players are able to bat, females may “double up” or rotate through the required female slots as described above.
B. If a team bats in the wrong order, and the player has not batted yet, then they may fix it with no penalty. If a team bats out of order and the opposing team or umpire/staff catches it, after the player has batted then the batter who batted out of order is out and the next hitter is up. The lineup must also be changed to the correct order going forward.
3. Outfield Encroachment Line: Outfielders may not play closer than 150 feet from home plate. This line is to encourage fair play and will be set up by your umpire and marked by cones down the foul lines and/or across the field.
4. Game mercy rule: 12 runs up after five complete innings – losing team may opt to end the game
5. Inning run limit rule: There will be a seven (7) run limit per inning for innings 1-4. Unlimited runs may be scored in innings 5 and 6 always.
A. Exception: unlimited runs may be scored if one of the innings 1-4 is declared the final inning of the
B. Exception: If a team hits a home run and the 7th run is on base, then all runs, including the home run hitter shall count. Ex. A team has 6 runs and 2 runners are on base when the batter hits a home run. All 3 runs (2 runners and hitter) all count.
6. Home run limit rule: Teams are allowed 2 out-of-the-park home runs each per game. Any home run after the limit is an automatic out. If both teams have hit their 2 home runs, each team shall receive 1 additional home run. If both teams hit their 3rd home run, both teams shall be awarded 1 additional home run. This shall continue throughout the duration of the game with no team being allowed to have more than 1 home run more than their opponent once the 2 home run limit is reached. Each home run over the limit is an out.
7. No lead offs or stealing. Runners can leave the base once the ball is hit by the batter. If a runner leaves early, the ball is dead and the runner is declared out. If this is the 3rd out of the inning the batter will be first up in the next inning.
8. On an infield fly (any fly ball within the infield with significant arc and deemed an “easy catch”) with less than 2 outs and runners on 1st and 2nd or 1st, 2nd and 3rd, the batter is automatically out and runners can advance, BUT at their own risk.
9. If a Batter hits a line drive and HITS the Pitcher with the ball, the Batter is out and all runners must return to their previously occupied base. This applies to males and females.
10. Base runner to defensive player contact will be closely watched by the ump.
A. Any excessive contact or collision will result in an “out” and/or ejection. This includes contact with the catcher. Sliding is allowed. Any intentional (in the eyes of the monitor) interference with the defensive player, the runner and the batter will be called out.
11. A Pitch must have a slow pitch arch at least 6 ft. and no higher than 12 ft. off the ground at its highest point to be considered a legal pitch.
Miscellaneous Rules
1. If a rainout occurs while a game is in progress, three (3) innings must be completed for the game to count. The umpire clock is the game clock and will inform both teams when the game has started. Games ending due to rainout before the three (3) innings have concluded will not count, but will be rescheduled and played as a new game when possible.
2. There is no minimum number of innings for a complete game if the time limit has been satisfied.
3. If two teams are tied at the end of the season below are the permitted tie breakers for playoff seed positions:
A. Head to head
B. Run differential
C. Record versus other playoff teams
D. Fewest runs allowed
E. Most runs score
F. Flip a coin
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Category: Softball Rules
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Golden Rule
First and foremost all NOLA Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. NOLA Fray wants everyone to have a fun and be social while enjoying a great sport.
MEN’S OVERHAND SOFTBALL PLAYING RULES
Regulation baseball playing rules will be observed, with the following exceptions:
1. GENERAL RULES
A. Team captains/asst. must add any roster additions electronically and player must sign the waiver electronically prior to playing in any NOLA Fray game. Failure to comply will result in a forfeit.
B. Anything not covered in these Rules, please refer to baseball rules. Any conflict between baseball rules and NOLA Fray rules will be decided by NOLA Fray.
C. Captains are responsible for knowing the rules and having a copy at each game.
2. PARKING – St. Patrick’s Park
Parking along the first and third base fences is highly discouraged. All players and guests park at their own risk and the league is not responsible for any vehicle damage.
3. League Registration Fees:
A. All team captains/managers are required to have their credit card on file with the league and will be responsible for all unpaid league fees. Captains/Manager’s credit cards are subject to being charged the balance of the league registration fees owed at any time after the first game.
B. All league fees are due the first week of the season. Any league fees not paid by week 2 will begin accruing a $25 per week late fee, beginning in week 3.
C. Should a team still carry a balance by week 3 then the team shall be subject to forfeiting all their games and removal from the league. Exceptions may be granted by NOLA Fray management on a case by case basis.
4. FORFEIT FEES:
All teams are required to pay a $70 forfeit fee per season. If a team does not forfeit within the season, the fee shall be rolled over to the next season. If a team does forfeit, they must replenish the forfeit fee to the league within 2 weeks.
5. ROSTERS:
A. Players may play in more than one NOLA Fray Softball league providing the leagues are on different nights! ONLY ONE TEAM PER LEAGUE PER NIGHT!!!!
i.Players may fill in on other teams as substitutes to avoid forfeits for the regular season only.
ii. If a player is found to be playing on more than 1 teams for playoffs, that player shall be suspended for the remainder of the season/playoffs and the team that the player is not on or whichever roster he was added to last, shall forfeit all remaining playoff games. The player is also subject to a suspension the following season at the discretion of NOLA Fray.
B. Rosters are limited to 14 players per team fee, $400. Each additional player added is $15 per player.
C. Rosters are locked week 3 of the season.
6. RAINOUTS:
Information with regards to rainouts will be made available as soon as the decision is made.
A. NOLA Fray reserves the right to reschedule games to alternative locations on different days or possibly extend the season to accommodate rescheduled games. Additional time slots on game nights may be added, games may be shortened or rules may be modified to get as many games in as possible. If we experience as excessive amount of cancellations, we will need to cut the season short. And no refunds will be given.
B. All seasons shall have a maximum of 2 makeup days on the regularly scheduled night of play.
C. Playoff dates are set at the beginning of the season. If games are not made up due to conditions beyond our control, then league standings shall be determined by win percentage for playoff seeding.
D. Playoff games shall be made up and played (If Possible). If, due to circumstances beyond NOLA Fray’s control, the games are not made up then the team with the best record in the regular season shall be deemed the champion.
7. UMPIRE/SCOREKEEPER FEES:
A. Each team must pay one umpire before each game starts ($28.00 per game per team). In addition, each team shall pay the official scorer prior to the start of the game ($10 per team). Should only (1) official show, each team shall pay $18.00 to the umpire.
B. For the purpose of this rule, once the first pitch is thrown, this constitutes the start of the game. There is a 10-minute grace period for the first game only.
C. Team must pay during this allotted time. Failure to do so will result in a forfeiture.
8. HOME TEAM:
A. Home team shall be determined by the flip of a coin prior to the game.
i. If scorer does not show, it is the responsibility of the home team to keep the score and turn in to the night supervisor on duty after game. If this does occur, please note on score sheet that scorer was not present.
B. For playoff games, home team shall be decided by seeding.
9. TRASH REMOVAL:
A. All teams are responsible for removing their trash from the field, bleachers, and area surrounding the field.
B. The teams that play the last game of the night are responsible for making sure there is no trash left on the field, bleachers, or the area surrounding the field.
i. If there is trash that remains after the last game, then the 2 teams playing the final game of the evening will be fined $35 per team and will not be permitted to play until the fine is paid. Fines are payable to St. Patrick’s Booster club.
RULES OF PLAY
11. EQUIPMENT:
A. Steel spikes are not allowed. Players must wear shoes.
B. All catchers must wear a facemask.
C. OFFICIAL SOFTBALL – Any Classic M Plus .52(Classic Plus) COR (optic yellow) or ASA .52 COR (optic yellow)
i. You may only use the softballs stamped USSSA Classic M Plus (with USSSA logo) or with the ASA Logo.
ii. Softballs from past seasons may be used; The ball should be in “good, used” condition, determined by the Umpire.
iii. Every team will furnish a new ball each game. Any backup balls used in a game must also be a Classic M Plus Softball with USSSA Classic Plus stamped on it or a .52 Cor ASA softball with the ASA stamp on it.
D. BATS – Players may use any official softball bat that bears the approval of either ASA or USSSA.
i. NOLA Fray reserves the right to deem any bat of exotic construction illegal at any time
ii. If a bat appears to be altered (painted, sanded, and/or any other fashion and the label on the bat cannot be read), the umpire/supervisor shall determine whether the bat shall be removed from the game. Umpire’s/supervisor’s decision is final. No protest on game in question will be accepted. Program Director/Supervisor/Umpire reserves the right to examine any bat at any time. Any player(s) refusing to “show” a bat for examination purposes is subject to ejection.
If bat is determined to be illegal, batter will be called “out” and will be ejected from the game.
All base runners will return to the previous occupied base.
For purpose of this rule, the illegal bat must have been used for at least one pitch and a pitch has not been thrown to the next batter.
Second Offense: In addition to the above, player(s) will be dropped from the league.
iii. The ASA and/or USSSA logo/stamp must appear on all bats used in all Games. No Exceptions.
12. BASES:
Men – 80 ft.
13. PITCHING DISTANCE:
Men —60 ft.
14. PLAYERS/LINEUPS:
Lineups must be submitted to the official scorer five minutes prior to game time and should include team name and names of players (last name, first initial).
A. A team must have seven (7) offensive and defensive players to start a game; less than seven (7) players, the team must forfeit. . The forfeiting team is responsible for paying all umpire fees for both teams by Friday at 5PM of the week in which the forfeit was made
B. If a player is injured, or becomes ill during a game, resulting in a team not having seven (7) players, the team may finish the game with less than seven players.
C. If a player is ejected from a game, resulting in a team having less than seven (7) players, the team must forfeit and pay the associated fees.
D. ADDITIONS may be made to lineup (at bottom) before the first time through the lineup is completed. Once each player has had one at bat, no additions may be made. Substitutions will then be made for any player arriving after the batting order has completed the first round.
i.Exception: When a team starts with less than 10 players, late arrivals, up to ten, may be added at any time
E. Teams may bat up to (15) fifteen players, but do not have to. Any ten on original lineup (to include any additions made to lineup before the first round is completed) may play defensively at any time. Any player that plays the field must bat!
F. Any player that appears on the original batting order may substitute freely on defense without penalty.
G. A SUBSTITUTE who is not in the original batting order, may enter the game only once. Once a substitute is taken out the game, he/she may not re-enter the game. All starters (original lineup with additions) may re-enter the game one time only. All substitutes must be reported to the scorekeeper and recorded on the score sheet.
i. Ex. Johnny is not in the batting lineup. The coach puts Johnny in to run for Joey. Johnny now replaces Joey in the lineup. Joey may reenter the game for Johnny only once, he may not reenter for any other player. Once Johnny reenters, Joey is out of the game and may not return.
H. Once a game starts and a player is removed from a game because of illness, injury or ejection and is not replaced, his/her next turn only at bat shall be an out and they shall be skipped in the lineup for any subsequent at bats.
15. GAMES:
Game times for the entire regular season will be posted on the schedule on the website: NOLAFray.com, As soon as available. This is alive document and NOLA Fray reserves the right to change game times as needed.
A. Ten (10) minute grace for first game only. No grace period for second or third games. If a team has seven (7) players they must start the game! Any grace period shall come off the allotted game time.
B. Ten (10) run rule in effect after five (5) innings or 4 ½ innings if the home team is ahead
C. Seven (7) innings or one hour and fifteen minutes time limit, no new innings shall start after 70 minutes. The championship game shall have a 1 hour and 15 minute time limit.
D. Any game rained out after four (4) complete innings or 3 ½ innings if the home team is ahead, shall constitute a complete game
i. Any rained out game that has not completed the above said innings shall be rescheduled and be replayed from the beginning when possible.
ii. Should a game rainout in the middle of an inning, the score shall revert back to the last completed inning and count as a completed game.
16. PITCHING:
A. The pitcher will throw the ball easy, overhand, with or without an arc, or threequarters or sidearm. No submarine pitches allowed (wrist/hand cannot drop below the elbow)Umpire’s judgment! If the umpire deems the pitch illegal, then the batter has the choice of the result of the play!
B. Pitcher can balk to all bases. NO hidden ball trick.
C. Pitchers will be warned about hard pitching and/or submarine pitching by the plate umpire.
i. On the first warning, the pitch will be called a ball.
ii. Second warning is called a ball in addition to removal of pitcher from mound. The pitcher shall be allowed to play another position but may not return to the mound.
iii. If batter swings at a hard pitch, the result of the play shall stand.
17. STRIKES/BALLS:
A. The batter will be out on three (3) strikes and receive a walk on five (5) balls.
B. Batters are allowed 2 courtesy foul balls after the 2nd strike. A 3rd foul ball after the 2nd strike shall result in the batter being called out. This includes foul balls over the outfield fence. (Home runs that go foul).
18. HOME RUN LIMIT:
A. Teams are allowed 5 home runs each per game & 1 Up.
B. Any home run after the limit is an automatic out.
C. 1 Up occurs when both teams have hit all their home runs. Each team shall receive an additional Home Run. If both teams hit the additional Home Run (ex: 6th HR), then both teams shall be awarded another HR. This shall continue throughout the duration of the game with no team being allowed to have more than 1 HR more than the other team after 5 HR’s.
D. Each HR over the limit is an out.
19. NO DIGGING IN RULE:
A. No batter may “dig in” the batter’s box by removing dirt thus creating hole(s) in the batter’s box. This will be a judgment call by the umpire. Each batter receives 2 occurrences per game, and on the 3rdoccurrence is ejected!
i. The first violation will be a called strike.
ii. On the second violation (by the same batter), an out will be called.
iii. And, on the third violation (by the same batter), offending player will be ejected and must leave the park (to include the parking lot).
B. Scorekeepers will “keep track” of the occurrences (per player).
PLEASE NOTE: Batters will be allowed to move dirt in and around the box without being penalized.
20. OUT OF PLAY
(3rd Base Line/Shed Area, and Scoreboard)
A. If a ball travels into the out of play area along the 3rd base line or under the scoreboard on the right field line, the ball shall be ruled dead and all players are awarded the base they are traveling too regardless of whether the ball comes from the outfield or infield.
B. Players may catch a ball out of play if both feet remain in bounds. (Think NFL Football Sideline) These rules are to protect the fielders and not give an advantage to a base runner.
21. BUNTING:
No bunting allowed.
22. BASE RUNNING:
A. Runners may take a lead at own risk.
i. If played for, runner is forced back to base and must be tagged out.
ii. If ball is overthrown on pickoff attempt, runner or runners may advance one base only at own risk. Runner does not have to tag base before advancing on an overthrow, but must attempt to go back to the previously occupied base before advancing. When runner reaches the next base safely, the ball shall become dead.
B. No Stealing bases allowed.
23. COURTESY RUNNERS:
A. Courtesy runners shall be anyone on the roster, regardless of if they are in the lineup or not.
B. Courtesy runners will only be allowed, after the batter reaches first base safely (or whichever base he attains safely on the play). The courtesy runner shall take his place on the base before a pitch is thrown to the next batter.
C. If an illegal runner is used, base runner will become legal after a pitch has been thrown
D. Before a pitch is made, player may tag illegal baserunner for an out.
E. In cases of injury, a courtesy runner will be allowed. In such cases, the injured shall not re-enter the game.
F. When a team has batted around their lineup once in an inning (when the first batter of the inning comes to the plate for the second time in that same inning), the players who received a courtesy runner in their previous at bat in that inning shall be the only runners allowed to have courtesy runners for their 2nd at bat of the inning.
G. Teams are limited to 2 courtesy runners per inning.
H. Should a base runner become injured after his/her team bats around once in the same inning, the injured base runner may have a courtesy runner. The injured baserunner may not re-enter the game.
24. PROTESTS:
Protests will not be permitted. Calls and rule interpretations by an umpire are considered final.
25. EJECTIONIS & UNSPORTSMANLIKE CONDUCT:
A. Any player that is ejected from a game must leave the field and the area around the bleachers and fences immediately.
B. Any player that is ejected from a game shall be suspended for a minimum of 1 game. The suspension shall be served the following game.
C. Any player that continues to harass NOLA Fray staff, umpires, fans, or spectators from outside the fence, across the street, or any other location, before, after, during a game or after an ejection, shall automatically be suspended for 1 or more weeks. They shall be added to the player’s suspension if the player has been ejected from a game.
D. All suspensions are subject to review by NOLA Fray and may be lengthened or shortened as needed.
E. Any player ejected from 2 games during a season is subject to suspensions for the remainder of the season or longer.
F. Any team that has 3 ejection occurrences during a season, will be asked to leave the league and shall forfeit their remaining games and registration and umpire fees.
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Category: Softball Rules
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Registration dues vary by location and night. NOLA Softball strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $45 – $62. This fee covers insurance, court costs, equipment, player t-shirts, parties, prizes, recruiting, and the tons of other NOLA Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league gets at least 6 organized nights of games, playoffs (if applicable), league shirts, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other non-softball related events, shindigs and parties throughout the year. Please note, NOLA Fray does not issue refunds.
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Category: Softball
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You simply show up at the fields for your scheduled games, you and your teammates play your opponents for about 60 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun! Game times vary by location but weekday leagues are run in the evening anywhere from 6pm to 10pm. Weekend leagues vary from morning to evening hours.
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Category: Softball
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Softball teams average 15 players per team. 12 paid and approved players reserves a spot in the league but is subject to additional players. There may be gender requirements for certain leagues.
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Category: Softball
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Yes, for coed leagues there must be at least 3 females on the field and in the batting order at all times. We recommend 4-5 on the roster.
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← Are there gender requirements?
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NOLA Fray operates a lot like the sports leagues of your youth. Our goal is to connect people and to play more often! Our leagues are 6-8 weeks long with a final championship tournament and end of season party, though we also host one time events during the season as well. From games, to league parties, to scavenger hunts, NOLA Fray organizes the events so all you have to do is show up and have fun!
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Category: General
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NOLA Fray understands that for most people, joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress free so you can do just that… socialize and have a good time!
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Category: General
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You simply show up at the courts/fields/bar for your scheduled games, you and your teammates play your opponents for about 30-60 minutes, and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun!
Times:
Depending on the location and day, weekday games are played between 6:00 and 11:30 pm. Weekend games can be anytime during the day or evening. Please check your specific league page for more details.
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Category: General
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All players must be at least 21. Why? Because playing your game is only a small part of it. A large part of the fun happens at the bars after the games are done! Most players are between 23 and 31 years old and 60% are female.
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Category: General
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Since the beginning, NOLA Fray has always been more about meeting people, playing a fun game and socializing afterward at the bar. A few players are naturally more competitive than others but don’t worry, 95% of DC Fray is NOT competitive.
As we have grown we have begun to offer divisions for different skill levels for select sports BUT every league we offer is inherently SOCIAL, in that we are all out there to have a good time and meet new people!
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Category: General
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Your ringleader simply forms a new group during the registration process. Once they’re registered, everyone then registers under that group / team. Easy, Peasy! Doesn’t matter how small your group is, we’ll keep your buddies together when we merge and finalize teams after registration is closed. Start telling your buddies to sign up now!
*NOLA Fray reserves the right to put independent players on your group / team. Please check out our to see average team size for leagues*
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Category: General
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Absolutely! A large majority of NOLA Fray players sign up as independents or in smaller groups. Once registration for a division is closed, we merge all free agents and small groups into bigger teams, as space is available. Right off the bat, you’ll get to meet new people from your team alone, not to mention all the other players from the other teams as the season plays out! NOLA Fray is the EASIEST way to meet people and make new friends!
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Category: General
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Lots of people join NOLA Fray for different reasons and sometimes you may find yourself on a team that you just don’t mesh with. No worries, shoot your league commissioner an email and we will find you a new home!
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Category: General
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We make the final call a few hours before the games the day of, but for the most part, we usually play through a light drizzle. Any lightening in the area and games are cancelled. At permitted locations that call to cancel is made by the operating DPR. We usually build one or more weeks of make up days in case of weather. If a league has multiple cancellations, games MAY NOT be able to be made up. Call the Weather Hotline to check the status of your games: 504-273-7057.
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Category: General
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NOLA Fray has a no refund policy. Often our rosters have limited space and last minute cancellations hinder our ability to properly plan and organize the season and our leagues as well as the costs that have already been incurred by the league.
If you are unable to participate after completing the registration process we are able to transfer your registration to a future season!
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Category: General
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To register select your desired day and location. Make sure to read through the season info before signing up (dates, location, etc). Click through the links and you will be guided through the process.
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Category: General
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Absolutely! We use commish and Stripe as our processor. Simply follow the prompts at the end of your registration to pay with your debit or credit card.
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Category: General
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If you would like to prepay for other players or for an entire team you have the option to do so when registering! Once you are on commish and on the option to “Choose Your Destiny” there will be an option to Prepay for Others. Simply enter the number of additional people you are paying for, create a prepaid code, and your total cost should update next to the box. Provide your created prepaid code to your players to use when they go to register for the season to mark their registration as paid.
Some of our divisions now offer an option to prepay for a full team! When you are creating a team/group you can select to “Prepay for a Team” just under the prepay for others option. The total for payment should be reflected on the right-hand side of the screen. Complete the rest of the registration prompts and proceed to the payment screen. When you pay for a full team you are paying for a team spot in the league and a specific number of roster spots. Your teammates still need to register for the season and apply your prepaid code! If you would like additional players you can add additional roster spots at time of checkout or after the purchase.
If you have a corporate company team or want to bring a very large group of rotating players, please email [email protected] to talk about corporate programs!
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Category: General
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Yes, we do offer the option to pay as a team. Since our registration is individually based, the team rate is based on an official roster size times the registration cost. For steps on how to pay for a team during the registration process please check the FAQ above.
Every player must be a registered member on the roster. We do not allow subs/walk-ups/whomever to play with us without being a registered NOLA Fray player. Certain leagues CAN use subs as long as that person is registered in the same division.
*Corporate, Veteran or other groups please email to find out about possible groups rates.*
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Category: General
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General
- First Offense: Loss of game.
- Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
- Third Offense: Potential Removal from the league, at the discretion of league commissioners.
- Any team that forfeits more than once also forfeits any guarantee or right to a certain number of guaranteed games.
- If you know in advance that your team is going to forfeit a game, we encourage you to call our office, at (504) 446-0197, so as to help us notify your opponent.
- Teams have until ten minutes past the designated start time to field a full squad (minimum numbers of players required to play according to the rules). Refer to rules regarding gender policies(batting ratios, female designated football plays, etc). Anything less then the minimum must be approved by the staff and opposing team.
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Category: General
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First… are you sure you don’t know them or that they aren’t a friend of a friend? Once you’ve checked that, it likely means free agents or another small group has been merged onto your team. When groups do not reach full team size we merge groups and free agents together to fill out rosters.
To learn more about our how the roster management and group / free agent mergers work check out our full roster management page here!
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Category: General
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NOLA Fray operates a lot like the sports leagues of your youth. Our goal is to connect people and to play more often! Our leagues are 6-8 weeks long with a final championship tournament and end of season party, though we also host one time events during the season as well. From games, to league parties, to scavenger hunts, NOLA Fray organizes the events so all you have to do is show up and have fun!
Please log in to rate this.
0 people found this helpful.
Category: General
Please log in to rate this.
0 people found this helpful.
NOLA Fray understands that for most people, joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress free so you can do just that… socialize and have a good time!
Please log in to rate this.
0 people found this helpful.
Category: General
Please log in to rate this.
0 people found this helpful.
You simply show up at the courts/fields/bar for your scheduled games, you and your teammates play your opponents for about 30-60 minutes, and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun!
Times:
Depending on the location and day, weekday games are played between 6:00 and 11:30 pm. Weekend games can be anytime during the day or evening. Please check your specific league page for more details.
Please log in to rate this.
0 people found this helpful.
Category: General
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0 people found this helpful.
All players must be at least 21. Why? Because playing your game is only a small part of it. A large part of the fun happens at the bars after the games are done! Most players are between 23 and 31 years old and 60% are female.
Please log in to rate this.
0 people found this helpful.
Category: General
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0 people found this helpful.
Since the beginning, NOLA Fray has always been more about meeting people, playing a fun game and socializing afterward at the bar. A few players are naturally more competitive than others but don’t worry, 95% of DC Fray is NOT competitive.
As we have grown we have begun to offer divisions for different skill levels for select sports BUT every league we offer is inherently SOCIAL, in that we are all out there to have a good time and meet new people!
Please log in to rate this.
0 people found this helpful.
Category: General
Please log in to rate this.
0 people found this helpful.
Your ringleader simply forms a new group during the registration process. Once they’re registered, everyone then registers under that group / team. Easy, Peasy! Doesn’t matter how small your group is, we’ll keep your buddies together when we merge and finalize teams after registration is closed. Start telling your buddies to sign up now!
*NOLA Fray reserves the right to put independent players on your group / team. Please check out our to see average team size for leagues*
Please log in to rate this.
0 people found this helpful.
Category: General
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0 people found this helpful.
Absolutely! A large majority of NOLA Fray players sign up as independents or in smaller groups. Once registration for a division is closed, we merge all free agents and small groups into bigger teams, as space is available. Right off the bat, you’ll get to meet new people from your team alone, not to mention all the other players from the other teams as the season plays out! NOLA Fray is the EASIEST way to meet people and make new friends!
Please log in to rate this.
0 people found this helpful.
Category: General
Please log in to rate this.
0 people found this helpful.
Lots of people join NOLA Fray for different reasons and sometimes you may find yourself on a team that you just don’t mesh with. No worries, shoot your league commissioner an email and we will find you a new home!
Please log in to rate this.
0 people found this helpful.
Category: General
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We make the final call a few hours before the games the day of, but for the most part, we usually play through a light drizzle. Any lightening in the area and games are cancelled. At permitted locations that call to cancel is made by the operating DPR. We usually build one or more weeks of make up days in case of weather. If a league has multiple cancellations, games MAY NOT be able to be made up. Call the Weather Hotline to check the status of your games: 504-273-7057.
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0 people found this helpful.
Category: General
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0 people found this helpful.
NOLA Fray has a no refund policy. Often our rosters have limited space and last minute cancellations hinder our ability to properly plan and organize the season and our leagues as well as the costs that have already been incurred by the league.
If you are unable to participate after completing the registration process we are able to transfer your registration to a future season!
Please log in to rate this.
0 people found this helpful.
Category: General
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To register select your desired day and location. Make sure to read through the season info before signing up (dates, location, etc). Click through the links and you will be guided through the process.
Please log in to rate this.
0 people found this helpful.
Category: General
Please log in to rate this.
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Absolutely! We use commish and Stripe as our processor. Simply follow the prompts at the end of your registration to pay with your debit or credit card.
Please log in to rate this.
0 people found this helpful.
Category: General
Please log in to rate this.
0 people found this helpful.
If you would like to prepay for other players or for an entire team you have the option to do so when registering! Once you are on commish and on the option to “Choose Your Destiny” there will be an option to Prepay for Others. Simply enter the number of additional people you are paying for, create a prepaid code, and your total cost should update next to the box. Provide your created prepaid code to your players to use when they go to register for the season to mark their registration as paid.
Some of our divisions now offer an option to prepay for a full team! When you are creating a team/group you can select to “Prepay for a Team” just under the prepay for others option. The total for payment should be reflected on the right-hand side of the screen. Complete the rest of the registration prompts and proceed to the payment screen. When you pay for a full team you are paying for a team spot in the league and a specific number of roster spots. Your teammates still need to register for the season and apply your prepaid code! If you would like additional players you can add additional roster spots at time of checkout or after the purchase.
If you have a corporate company team or want to bring a very large group of rotating players, please email [email protected] to talk about corporate programs!
Please log in to rate this.
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Category: General
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Yes, we do offer the option to pay as a team. Since our registration is individually based, the team rate is based on an official roster size times the registration cost. For steps on how to pay for a team during the registration process please check the FAQ above.
Every player must be a registered member on the roster. We do not allow subs/walk-ups/whomever to play with us without being a registered NOLA Fray player. Certain leagues CAN use subs as long as that person is registered in the same division.
*Corporate, Veteran or other groups please email to find out about possible groups rates.*
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Category: General
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