About SPEEDLacrosse as Powered by Under Armour
SPEEDLacrosse as Powered by Under Armour is a pioneering new lifetime sport rooted in box & field lacrosse that utilizes key attributes from basketball, soccer, hockey, and tennis.
SPEEDLacrosse as Powered by Under Armour is a 3 vs. 3 game on the court wherein teams shall not exceed 6 players. Developed to exponentially raise lacrosse participation for both girls and boys of all age.
SPEEDLacrosse as Powered by Under Armour significantly reduces barriers to entry and makes sampling lacrosse simple. SPEEDLacrosse as Powered by Under Armour accelerates advanced lacrosse training and creates long-term player retention at all ages and skill tiers.
SPEEDLacrosse as Powered by Under Armour focuses on lacrosse’s core fundamentals while raising the bar for diverse multi-sport athleticism. This exciting new lifetime sport, provides a unique product solution, a trademark event experience , and a national official participation platform for players.
SPEEDLacrosse as Powered by Under Armour is a true athletic development weapon.
WHY SPEEDLacrosse as Powered by Under Armour?
- Roster size of 6 players so everyone plays
- 3 on 3 format to develop hand/eye, passing and agility skills
- Registration fee includes SPEEDLacrosse as Powered by Under Armour jersey.
- League Commissioner is always on-site to assist in Game Day Operations and Customer Service
- Certified Court Guard on every court to assure proper game play and good sportsmanship
- Discount shopping for Under Armour apparel is provided to our parents through the BSN Sports online store, Under Armour online store and at Under Armour Factory stores.
- SPEEDLacrosse as Powered by Under Armour is simple to try
- Emphasis on teamwork, ball movement with and without the ball and field spacing
- Improve skills with footwork, passing, catching, cutting and playing together as a team
- Anyone can play lacrosse – forever
- Lacrosse can be played anytime, anywhere – in places you’ve never imagined
- Exercising the fundamentals of lacrosse is the key to improvement
- Being in a match means rapid touches, decisions & development
- The SPEEDLacrosse as Powered by Under Armour experience will be fast, FUN & consistent
- We respect each other in competition, on and off of the field
- Athletes of all skill levels have a future in the lacrosse community
- Learning lacrosse can be fun and competitive without excessive contact
- Lacrosse will be an Olympic sport!
SPEEDLacrosse as Powered by Under Armour Format
- Each court is 20 yards wide by 40 yards long
- Games consist of 3 players vs. 3 players
- Teams will consists of up to 6 players
- Players can register as individuals or with friends/teammates
- Games will consist of (2) 11 minute running halves with a 2 minute break between halves
- Mini goals are centered on the end lines at 10 yards with the face of the goal 5 yards off each the line
- Team managers will keep score and will keep track of fouls
- Certified Court Guards will assure proper game play and good sportsmanship
SPEEDLacrosse as Powered by Under Armour League Setup
- The league will consist of 4 weeks of league play and a 5th week which will consist of playoffs and championship games
- Leagues will be run one day per week
- Pre game skill development training will be offered at each venue
- There will be 4 divisions which will be:
- K-2nd Grade
- 3rd-4th grade
- 5th-6th grade
- 7th-8th grade
- We will work with Operators that have a connection to the lacrosse community.
- Free clinics will be offered to the community to introduce SPEEDLacrosse as Powered by Under Armour and to improve players skill sets
- Team managers will be allowed to facilitate learning and team play
- Sticks will be offered at a discount to those kids that are new to the sport
SPEEDLacrosse as Powered by Under Armour Rules
- Initializing Period Possession: Each team will choose a captain for the “stick flip” to determine initial possession & to determine the sequence of a shootout in the event of a tied game. There are no face-offs. The captain of the visiting team will call “up” or “down”. The position of the stick face when it rests on the surface will determine the winner. The team that does not win initial possession will be allowed to choose which goal they prefer to defend.
- Start of Play: The Court Guard will place the ball on the ground at the opposite cage at goal line extended. The opposing team should be positioned in the other half of the court, past mid-court, as determined by the position. The period is considered live when the ball is initially scooped off the surface & possessed in the pocket of the stick.
- Initiating Possession After Goal Scoring: After a goal is scored, the ball is put into play by circling the cage. The defending team may engage the non-inbounding offensive players at anylocation on the court after a scored goal. The defense is not permitted to defend the inbounding player within 3 yards of goal line extended. Breach of this protocol will result in the possessing team inbounding from midcourt.
- Shot Clock A :10 second shot clock will be in effect for the final 2:00 minutes of each half. Prior to that, the Court Guard may arbitrarily issue a stall warning & award a change of possession thereafter
- Substitutions: Substitutions may occur at any point during the match. The substitute may notenter the court until the active player exits the court through the sub zone. Any violation is considered an interference foul & results in a penalty shot. Note that for all penalty shots, if the shot is missed the ball is live.
- Out of Bounds & Inbounding:
- Shots on cage & passes are determined to be out-of-bounds based on the last player to touch the ball. “Backing up” the end line is not allowed.
- Should the defense legally check a stick & the check results in the ball carrying out of bounds, possession shall we awarded to the defending/checking team.
- Players stepping on end lines & sidelines are considered out-of-bounds & shall resultin a change of possession. All lines are considered “hot”.
- Balls shall be put back into play by a single player standing off the court in proximity to where the ball left the court or player carried it out. The inbounding player must pass the ball to a player on the court – similar to basketball.
- On the sidelines, inbounding players may move 3 yards in either direction. Exceeding the 3 yards will result in a possession turnover with the opposing team possessing the ball at mid court.
- On end lines, inbounding players may run the length of the end line. Inbounding players may not be interchanged with any other player on the court.
- Players have :05 seconds to inbound the ball. Failure to inbound within the allotted time will result in a possession turnover with the opposing team inboundingat mid court.
- Defending players will respect a one-yard boundary for the inbounding player.
- No contact by the defender is permitted with the inbounding player or their stick. Any contact will result in the offensive team initiating possession at mid court.
- Inbounding players may not shoot on the cage. The inbound ball must be possessed by another player before a shot attempt may occur.
- The team with the most goals at the end of the 2nd period will be declared the winner
MINOR FOULS, MAJOR FOULS & EJECTION
Foul Management & Fouling Out: Team manager will track team fouls. :
SPEEDLacrosse as Powered by Under Armour is a low contact sport most similar in physicality to basketball or soccer.
- 5th team foul results in a Penalty Shot
- 10th team foul results in a point awarded and change of possession.
- The Court Guard has the latitude to eject a player from the game for excessive fouling
- This also includes expulsion from an Instant Shootout situation that may occur at the end of periods
Minor fouls count as 1 foul towards the team foul total. All Minor fouls shall result in a change of possession.
Roughing: Each of the following are considered “Roughing” resulting in loss of possession & 1 foul towards the team foul total.
- Cross Checking –hands “wide” on the shaft & used to deter offensive progress
- Down Checking from above shoulder height
- Slashing –attempted defensive stick check that forcefully contacts the offense
- Shot Slash -striking the defense on a shot follow through
- Body Checking -use of the body to excessively impede offensive progress (“hit”)
- Charging – losing body control while in possession of the ball
- High Sticking –contact above shoulders
- Over the Head Checking – down checking from above/over the head
- Swim Dodging –raising the stick above the shoulders while dodging
- Pushing-Unequal Pressure –extending or locking elbows & “driving” the offense
- Offensively- Charging- An offensive player may not aggressively charge or ram into a defensive player. A charge call results in a change of possession.
- Heat -shooting with excessive force, especially above the knees. Note: Heat may result in a penalty shot (continuous run from mid-court like a shootout), plus another possession.The Court Guard will determine the enforcement of the foul.
Interference: Each of the following are considered “Interference” resulting inloss of possession, & 1 foul towards thetowards the team foul total.
- Holding –using the stick or a free hand to excessively impede forward progress
- Tripping –interference with the feet &/or legs impedes forward progress
- Hand Ball –using the hand to touch a ball on the ground, in the air, or in a stick
- Illegal Substitution –failure to utilize the marked “subzone” lines resulting in too many players on the court (3 players allowed on the court per team)
- Intentionally/Unintentionally Moving the Goal -shots on goal deemed good
- Knee Goaltending – defender in goal may only remain on knees for a count of 2
- Goal Digging - altering the surface in front of or within the goal
- Goal Plugging - defenders are not permitted inside the goal
- Goal Blocking – only one player may defend a goal at any given time in a match
- Goalie Interference – goalie may trap/rake the ball without the obstruction of the offense if at least1 foot is between the goal pipes & within 1 yard of the goal line
- Cherry Picking - players must attempt to cross midcourt while on defense
- Playing Without a Stick – a dropped stick must be picked up by the player before the player can continue competing. All other players may continue competing.
Warnings may be given by the court guard for excessive contact.
- 1st penalty -Opposing player will be awarded a penalty shot. (The ball becomes live after the shot is taken)
- 2nd Penalty-Opposing player is awarded a penalty shot and the player that made the fall must sub out for at least one minute.
- 3rd penalty- The opposing player is awarded a penalty shot and the three personal fouls means that the fouling player is eliminated from the rest of the game.
Sportsmanship Foul: Each of the following is considered a Sportsmanship Foul. A Sportsmanship Foul is a major foul & shall result a penalty shot, loss of possession & count as 2 fouls towards the team foul total.
- Foul Language / Swearing
- Arguing Calls
- Overly Physical Play
EJECTION: A Sportsmanship Foul resulting in ejection willdisqualify theplayer from their next match. The Commissioner and the attending Court Guard reserve the full & exclusive right to make this determination & any subsequent determination including expulsion & removal from the league.
CHANGE OF POSSESSION FOULS: All of the following are considered “Possession” fouls resulting in the loss ofpossession. The ball is awarded at mid-court.
- Stalling - One warning that applies to both teams. :10 seconds to shoot
- Trapping - excessively covering the ball to gain possession
- Raking - pulling a ground ball back into the stick pocket-allowed near sidelines only & allowed by the goalie
- Warding - using a free hand to push off the defensive player while cradling
- Illegal Screen - creating a screen for a player with un-stationary feet
- Hogging – 1 pass required per possession
- Bombing – shooting prior to crossing midcourt
- False In-Bounds – stepping on lines and/or the court – moving more than 3yards on sideline inbounding
If the court guard deems that a player has had an excessive number of fouls that player will be considered “fouled out” of the match & will report immediately to the bench area. If a substitute player is available,the player that fouled out may be substituted for before play resumes.
If a player is ejected from the match, he/she will report to the sub box & remain there until the match is over. If a team manager is ejected from play, he/she will be relegated to the spectator area provided the Commissioner & attending Court Guard agree that the behavior warrants remaining on the premises.
- Sticks:The stick may be a “short stick” only, defined as 40” to 42” in length for boys &35.6” to 43.6”for girls.
- Mouthguards:Each player shall wear a professionally manufactured mouth guard at all times when on the court. Additionally we encourage that boys wear an athletic cup
- Equipment:Due to the limited contact fundamentals of SPEED Lacrosse helmets, shoulder pads, padded gloves, & arm pads are not required nor allowed, though integrated padding associated with athletic undergarments are allowed. Moderately padded or non-padded athletic gloves for the purpose of grip such as batting gloves, golf gloves, receiver gloves, & girls lacrosse gloves are allowed.
- Eyewear:Protective eyewear, such as sunglasses & safety glasses are permitted.
- Uniforms:Each player must wear the SPEEDLacrosse as Powered by Under Armour Jersey.
- Footwear: Sand / Beach – No cleats allowed. Players shall play barefoot or in soft rubbersoled athletic shoes, water swim shoes or neoprene booties. On Sand / Beach, all players must agree to either play barefoot or not play barefootGrass / Turf – No metal cleats allowed. Players shall play in rubber molded cleated shoes or turf shoes. Gym Floor - Players shall play in “non-marking” athletic shoes. Asphalt / Concrete – Players shall play in soft rubber soled athletic shoes.
- Time keeping will be kept by the Court Guard on each court
- Tied game / Instant Shootout: In the event of a tie at the end of a regulation game, an Instant Shootout will be played in a manner similar to professional hockey. The first team to score a goal in the shootout is subject to the opposing team matching their goal. This continues until the last goal is unmatched. The first unmatched goal determines the game winner. The sequence of shooters must rotate in order throughout the team lineup. Each team must repeat the same order sequence for all players on the team for the duration of the Instant Shootout. In an Instant Shootout, the offensive player must run from midcourt without slowing down or breaking stride to the goal (a “continuous run”) on the scoring attempt & may not initiate contact with the cage or defensive player with their stick or body. Initiating contact with the goal cage or defensive player on a scoring attempt that crosses the goal line will not be considered a goal.