First 8 Teams (in no particular order)

  1. ECR/BRODIE – Captain: Mike Paniello

Hometown: Salem, NH

Mike and his squad hail from the Merrimack Valley region and they are no strangers to this tournament. They usually enter as the “Filthy Anglers” but have picked up a sponsor for this year. They have had some mixed results in year’s past but they’re always a stealthy defensive team, let’s see if they can swing the long ball this year.

  1. NEW YORK STATE POLICE – Captain: Richard Martinez

Hometown: Framingham, MA

Rich and his team hail mostly from Western Mass and all parts of New York. He has traditionally brought a strong squad to play in the tournament. The luck of the draw hasn’t been in his favor lately as they have had some real tough pool play games in the past. These guys don’t travel all this way for nothing though, they mean business and they have what it takes to advance.

  1. GHOSTS OF FAXON PARK – Captain: Lee Qualtieri

Hometown: Quincy, MA

Like many other teams that suit up for this end of the year tournament, these guys are no ghosts to this tournament. Last year we saw them in the finals of the Summer Showdown tournament, no doubt they have the ability to advance. They tend to play a station to station type of game with solid defense. They will have to play solid for all 7 innings to make an impact on their pool, no question they can get it done.

  1. PLP – Captain: Stephen Yovino

Hometown: Quincy, MA

We most recently saw Steve and his crew in the Men’s Early Bird tournament way back on 4/23. Steve also plays his fair share of Hub league ball as well. These guys have been playing with each other for a while so their familiarity on the field is huge. Putting up runs in a hurry is the name of the game for success, can they stay consistent throughout? Steve will tell you yes.

  1. HARDO PAUL – Captain: Derek Curley

Hometown: Milton, MA

Do these guys live up to their name? Derek will tell you so. The team is comprised of a bunch of high level ex baseball players that now all play slow pitch in their spare time. Will it be their defense or their offense that comes to dominate on Saturday? If they put the two together these guys could be a sleeper pick for sure.

  1. O’BRIENS – Captain: Jeff Comeau

Hometown: Newton, NH

We last saw Jeff and his squad in our coed Spring Fling Tournament held way back on 4/9. The tournament officially kicked off the outdoor season for they came out the gates with a bang! After advancing on past pool play they ran into some buzz-saw teams that bounced them out. However, needless to say this team has returned for the end of the year tourney with one goal in mind, win the championship at all costs.

  1. HOUNDS – Captain: Mike Tryba

Hometown: Brighton, MA

Mike and his team enter in this tournament with plenty of experience and an overall knack for scoring runs. They aren’t built like many tournament teams are, but they sure are consistent. Mike and most of the team play as “Swing the Meat” in the Hub weeknight league. They sure do play some hounding defense and speed will win you innings, but will it be enough for them to advance out of pool play come Saturday?

  1. SWINGERS – Captain: Brendan Shannon

Hometown: Cambridge, MA

Brendan and his gang are no strangers to Hub Softball. They’re currently playing in the men’s A/B weeknight division with us. We don’t believe they have ever suited for a tourney with us but there’s a first for everything. A definite dark-horse pick here, we’ll look to see if they have their best squad with them come tourney time, it’s really anyone’s day!

As we head into the final week of regular season play in the Wednesdays in Southie league things are really starting to heat up. The saying goes, “it’s anyone’s game” well that saying couldn’t be truer in this league. Below you’ll find a brief write up on all teams competing for the championship in the playoffs that begin one week from this Wednesday.

#1 – Rebels

Captain: Carl Plaut

Carl and the boys are not used to losing in flag football. They have been pretty dominant in 2017 amassing a 12-1 record so far on the year. They’re 4-1 in the Fall season after just suffering their first set back of the year on a 34-33 nail biter. Watch out for these guys to come out more focused than ever with the eyes on the prize, a second championship trophy this season.

#2 – Show Me Those TD’s

Captain: Al Ganem

Al and his squad are a close second in the rankings right now. Not to be taken lightly these guys have some speed and it shows when they let a long bomb fly. They will have to tighten it up on defense if they hope to make it all the way to the finals. They’ve given up a few more points than they’ve scored and that’s not a recipe for W’s. They’re at the top of the division for a reason though so don’t take them for granted.

#3 – Paul’s Wrecking Crewe

Captain: Nate Cullen

Nate and the crew are literally a few plays away from being undefeated and the top dogs in this division. Fresh off their victory over the previously undefeated Rebels team has Nate and the team flying on cloud 9 right now. Week 1 they lost by a matter of inches with their receiver catching a TD pass with a toe on the line that would have won the game. Their other defeat was by a point. The proof is in the pudding these guys can definitely ball.

#4 – Chef Cardo’s Cake Factory

Captain: Ryan Parker

Ryan and his team are another prime example of a team that is only a few plays away from calling themselves top dogs as well. Coming into the final week of play with a 3-2 record, these guys can put up points and put them up in a hurry. They’re currently sitting at +60 in points differential with almost 200 points scored in 5 games, whoa.

#5 – The Southie Squad

Captain: Deondra Randle

This squad is comprised of guys that all signed up individually and were placed together to form a team. “Indy” teams as we call them tend to have trouble out of the gates getting acquainted and establishing team comradery. These guys have made an exception to that. They have formed a tight team bond and the success has quickly followed. They dropped their first two games but have come back with a vengeance taking 3 straight to sit at 3-2 and a great dark-horse pick.

#6 – East Broadway Eagles

Captain: Andrew Thomas

Andrew and his Eagles team have had a bit of a roller coaster season. However, with a record of 3-2 they are right in the thick of it. They have a +5 point differential right now and currently sit in 6th place. If a couple plays went differently for them they very well could be a top 1-2 team. They hail from Southie and all went to BC together, the team name says it all. They also took home a couple intermural championships at BC so they know the feeling of victory and they like it.

#7 – Poon Squad

Captain: Peter Vakulskas

The record for Peter’s team is 3-2 but they very well could be lumped up in the top if they hadn’t dropped a close one last week by 2. That’s basically how it’s gone in this league. Every week you have to show up and play your hardest, there are no weeks off. Believe it or not a win could vault these guys up to a 3-4 seed for the playoffs. They’re +25 in points differential, scoring the 3rd most in the league. Obviously, these guys are not to be taken lightly.

#8 – Dawgedness

Captain: Tyler Nordbeck

Tyler and his guys are gamers, you can never count these guys out. They have an arsenal of weapons on the ground and in the air. Some inconsistencies at the QB position have cost them a couple close ones but they’re coming up their first victory of the Fall season and feeling confident they can keep the wheels in motion. Don’t ever count them out as they pulled off some upsets in the Summer season. These guys just can’t get enough, we’ll see them back for the indoor winter season as well!

#9 – FactSet

Captain: Ryan McKay

Don’t let the 1-4 record fool you, these guys, like all other teams in this league have dropped some real close ones. They came out the gate with a resounding 50-6 victory but since have dropped the rest of their games, all within less than 2 touchdowns though. They have the talent to beat anyone in the division, but they’ll need to be dominant on defense to come out victorious and keep advancing in the playoffs.

Playoffs start on 11/8 and will wrap up with the semifinals and championship on 11/15. All the action takes place at McConnell Park in Savin Hill between 8-11 PM. Flag football doesn’t stop when Old Man Winters comes knocking. We move the game indoors [click here] for all the indoor flag football action this Winter. Space is definitely filling up fast so don’t get left out in the cold in 2017!

Today marks the final regular season games in the Men’s Monday Nights in Brighton Flag Football League. Heading into week 6 of the regular season the teams have solidified themselves as all top contenders to take home the championship trophy in two weeks from today. Below you’ll find a brief write up summarizing all four teams in this league, enjoy!

#1 – Low Down and Dirty

Captain: Anthony Swain

Anthony and his squad have proved to the league that they are the top dogs boasting a 4-1 record and currently sitting in first place in the division. They have lightning fast speed, great field awareness and an overall knack for knowing where the football will be at all times. If these guys can stay cool and collected in the heat of the moment, they look to be the odds on favorites heading into playoffs.

#2 – The Flying Orions

Captain: Ioannis Kotsalidis

Yianni and his crew entered as primarily a work team looking to head from the office to the field to blow some steam off. These guys have played softball with us in the past and were looking to spice it up a little bit, thus we now see them on the gridiron. Don’t be fooled though, these guys know and play the game with the best of them. They have great athleticism which is often exemplified in some of the miraculous catches they exhibit on the field. They rotate QB’s from time to time and some inconsistent throws are the only thing standing in their way some championship hardware in a couple weeks.

#3 – Crabcakes and Football

Captain: Samuel Yoder

The name says it all, I mean who doesn’t like crab cakes and football? Great combo. Sam and his team certainly have the tools in the toolbox to make a title run. They have the size, speed, and ability to make some jaw dropping catches. Did I mention they are the only team to beat the top dogs Low Down and Dirty? The only thing standing in this team’s way is consistency, they must play at the top of their game and under control to keep to title run alive.

#4 – Gridiron Gang

Captain: Chad Bonin & Salman Punjani

This team is comprised of all individuals that registered for the league independently. They were placed together without knowing one from another and have quickly formed into a force to be reckoned with. Often indy teams will struggle to build chemistry and comradery necessary to be successful on the field. Well not only have these guys meshed on the field, they are starting the thrive. After their first victory of the season last week they’re now feeling confident and they know they can hang with any team in the league. If these boys can get the victory tonight their confidence will be through the roof, watch out!

Next 6 Teams (in no particular order)

7. EXTREMELY MEDIOCRE – Captain: Charlie Cornacchino –

Hometown: Hanscom AFB, MA

 Charlie’s team is comprised of all active duty military members. Best believe they’ll be “in attention” come Saturday morning. Heck they’ve probably been up since 0400 hours anyways right? No monkey business for this crew, but that doesn’t mean they don’t like to have fun. Watch out for this sleeper team to slip into the next round.

8. NO MERCY – Captain: Eric Gaalaas –

Hometown: Bedford, MA

This team comes in as a big favorite. They are no strangers to success as the core of this group is coming off their 8th Hub championship this past Summer season. They know how to put up runs in a hurry that’s for sure. They don’t consistently swing the long ball but base hits are their middle name. Station to station as they say, can this squad be stopped? They’re coming in confident they will be playing for the title on Saturday night.

9. CLAM BAKES AND PROTEIN SHAKES – Captain: Eric Pittard –

Hometown: Bridgewater, MA

Eric enters his team for the first time in this tournament after coming off a successful season with us in the Spring/Summer. Their Hub squad “Teats and Cleats” took home the title in the Tuesdays in Dedham league. They’re therefore very familiar with the fields for the tournament after playing on them all season. Don’t take this team lightly, they only lost once in the regular season and scored over 100 runs on the season.

10. BOMBERS – Captain: Ivan Carrasco –

Hometown: Norwood, MA

Ivan is a gamer, the guy lives and breathes softball and if you know Ivan you know this. You also know that he’s a stellar team captain and does a phenomenal job running and coaching his team. The Bombers enter this tournament with mixed success over the year’s. Last year they made it to the semi final round of this tournament and they’re boasting a 20-1 record this season in Hub ball. Bombers are coming off a Men’s Sunday Standard Hub championship victory a few weeks ago and don’t forget their big guy (Charlie) smashed a window in LF at Barry Field (that’s some Aaron Judge type power).

11. MILL CITY GHOSTS – Captain: Nick Bouras –

Hometown: Lowell, MA

 Nick is certainly no stranger to Hub tournaments or leagues. We count him on 9, yes 9 rosters for this season. You’ll often find Nick playing a robust 9 am-5 pm Sunday slate of softball games, so if you’re wondering if this squad loves softball, wonder no longer. They have been known to pull off some upsets in our tournaments before and they will refuse to be an easy out. Plus, their ghost uniforms couldn’t be more appropriate for this time of year!

12. US FUEL – Captain: Mike Hudd –

Hometown: Malden, MA

 This crew is certainly one to be reckoned with, they’re good and they know it. Mike enters his team for another year with one goal and one goal only, to win it all. The team is comprised of mostly members of the Somerville wood bat league and they’re fresh off winning the league for the 8th straight year. They know how to win and they do it in all different ways. They can take you deep, turn a DP in a heartbeat and they never take their foot off the gas pedal. They’re a sure favorite to end up in the championship on Saturday but as always it takes near flawless execution on the field to get there.

The Preview of the tournament’s final teams will be released in the next 24-48 hours!

First 6 Teams (in no particular order)

1. SOUTHSIDE – Captain: Nikki Cignarella
Hometown: Norwood, MA

The Southside Tavern crew comes in with plenty of experience playing in Hub tournaments. Almost always we see this team advance from their pool to the championship rounds. They’re confident they’ll be right back there this year. If they keep the long ball to a minimum and play solid defense they’re sure to be a tough out.

2. NEPHEWS – Captain: David Scherer
Hometown: Somerville, MA

This team is also no stranger to Hub tourneys. Every year they come to compete and have been known to pull off an upset or two. A short little tidbit of info from them: “A bunch of 20 somethings just playing for the love of the game. We may not look like much; we may not win all the time; but we’ve got heart; and what’s more, we’re family! NEPHEWS!!!”

3. FOREPLAY – Captain: Steve Matteo
Hometown: Wilmington, MA

Steve has his group poised for an upset run. We got to chat with his crew last year and they certainly know how to have a good time, plus they’re never short with burgers or dogs on the grill! These guys don’t boast major power but they’re masters at getting on base and their speed on the base paths will lead to some headaches for teams.

4. THRILL RIDE – Captain: Keith Jones
Hometown: Plymouth, MA

This is a group of players hand selected from all over the south and north shore. Many of them play in Hub leagues throughout the week and weekend. They’ve been here before and their experience could lead to a lot of success on the field come Saturday.

5. SH TRAP HOUSE – Captain: Brendan Clooney
Hometown: Dorchester, MA

This squad is primarily comprised of the Hub Sunday Night League “Kekambas” team. They’re currently sitting in 3rd place in the division with a .500 record. Don’t let their average record fool you. They’ve entered this tournament with one goal and that’s to win at all costs.

6. DIRT DOGS – Captain: Paul Schoenfelder
Hometown: East Providence, RI

There is no doubt that Paul is a gamer. This guy is currently rostered on 4 different Hub rosters and his team is comprised of all Hub players. Coming up from Rhode Island these guys mean business. They have been involved in some really tight games in years past. This year is the year they look to break through and advance to the championship round. The Dirt Dogs have a lot of bark in their bite but can they move on?

The preview of the next 6 teams will be released in the next 24 hours. STAY TUNED!

Perry, Obrien and Loguidice. Not sure if it trips off the tongue like Pierce, Garnett and Allen, but Chris Perry, Tommy Loguidice and Billy Obrien are definitely in the running for the Big 3 of HUB Softball! Together they anchor 3 teams (there’s that number 3 again), The New England Grays, West Coast Offense and The Clams. They play coed and men’s, Sunday and Weeknight and when they are not playing on their own teams they are haunting the sub boards looking for more games to play. I’m not sure if they have a bet to see who can play the most games every season but between league and tournament (Billy and Chris are part of The Fam) I think a conservative estimate would be 10 games a week! So far the the spring has been, in the words of Chico Esquela “berry, berry good!”(all you millennials will need to Google that!) The Clams won the Men’s Sunday National Division, The New England Grays won the Metro North Division and are in the Championships of the Sunday Night League and West Coast Offense won the Men’s Metro Boston American Division.

Now they are by no means a 3 man team. All 3 teams are filled with talented ball players and I’d be remiss if I didn’t give a shout out to couple of key names among them. The Clams are captained by Big Nate Soli who is also a member of the Grays and Phil Edelen has put together a championship squad over West Coast Offense that is a testament to his leadership. You will also find a lot of cross pollination between the teams, with guys like Francisco Martinez and Noel Romero, among others, riding shotgun with these guys, but the Holy Trinity may be the glue of all three teams. So when the HUB builds it’s Hall of Fame we have a spot for three busts already picked out.

Whenever a ball player moves to Boston from the south or the west, or the midwest or the southwest or basically anywhere that is not New England, one of the first questions we get asked is, “Where are the softball complexes?” My standard answer, after catching my breath from laughing so hard, is “any two fields in the same town is a complex” This is Boston, if we don’t have room for a 20th century (that’s right 20th, not 21st) Major League ball park, we certainly don’t have room for a softball complex! What we have are quaint Old Town fields with short right field porches and short left field porches and short…well you get the point. Between 60 and 70K cars a day pass 250′ away from home plate at Teddy Ebersol Field along Storrow Drive. That’s how close our fields sit from a major traffic artery. This is no Big League Dreams town, a complex so big that the town is actually named League City, TX. This is Boston, where you know at some point you are going to be playing center field and you will be FACING the center fielder playing on the field behind you, and that center fielder might be playing baseball! You will be playing with sandlot style ground rules, requiring you to “throw up your hands” so the ump can see that you lost the ball in the trees. Or a home run is to the “left of the light pole”.

But what the city lacks in mid western style softball complexes it makes up for in hearty New England infields and pretty tree lined outfields. So we may not have the Field of Dreams that dot the American Landscape, but what we do have is Boston ball players who can go toe to toe with any midwesterner who has played on manicured turf fields their whole life. This is Boston we don’t know what a turf field is… seriously Robert Kraft can you build a Turf complex in Foxboro we don’t know what a turf field is!

Unified Ground Rules for play at HUB fields
Please use these ground rules so they are consistent each time you play at a HUB field. Captains should review ground rules prior to the start of each game. Conditions may change throughout the year

3 HOME RUN LIMIT AT ALL FIELDS – On any Fields that have a Home Run Ground Rule. All you can get fields do not have home run limits. Once the HR Limit is reached the next called Home Run is an out unless specified otherwise in the ground rules

Barnes Memorial Field – Dedham
Dimensions LF 315’ CF 325 RF Open
Ball hit over the fence or over the building or hits the building in the air – Home Run
Ball hit into the obstructions in LF and LCF – ground rule triple
Ball hit through the fence on the ground – ground rule triple

Barry Field – Charlestown
Dimensions (To foot path) LF 330’ CF 295’ RF 335’
Ball hit onto or over the walkway in the air – Home Run
Ball crosses the walkway on a bounce and ends up in the brush – Ground Rule Triple

Boston Common
Dimensions LF 265’ CF 305’ RF 230’
Ball hit over the fence – Home Run
Ball bounces over the fence – Ground Rule Double

Brookline Avenue Playground
Dimensions LF to Fence Line 310′ CF 375′ RF 290′
Ball over the fence is a home run
Ball that hits the trees is played as if off a wall and is all you can get.

Center 2
Dimensions 220′ RF to the left of the tree
Ball hit over the fence to the right of the tree is a ground-rule double
Ball hit over the fence to the left of the tree or over the tree is a home run
Ball hits the tree and stays in play it’s all you can get.

Dimensions LF Open CF 320’ RF 210’
Ball hit over the walkway in the air or on the ground in RF – Ground Rule Double

Dimensions LF 205’ CF 305 RF Open
Ball hit over the walkway in the air or on the ground in LF – Ground Rule Double

Charlestown HS – Charlestown
Dimensions (To walking path) LF 245’ CF 320’ RF 260’ LCF tennis courts 265’
Ball hit over fence in left field – Home run
Ball hit into soccer nets in left field and unplayable – Ground Rule Double

Condon Field – Dedham
Dimensions LF 265’ CF Open RF 245’
Ball hit into the woods in the air – Home Run
Ball hits overhanging tree in LF – ground rule double
Ball hit into the woods on the ground – ground rule triple

Connell Field 1- Hyde Park
Dimensions 275′ fenced to all fields
Ball over the fence – home run
Ball bounces over fence – ground rule double

Danehy Park 2 – Cambridge
Dimensions LF 255’ CF Open RF 285’
Ball hit over the fence in left field – Home Run
Ball hit over the fence in right field – Home Run
Ball hit through the fence in right field – Ground Rule Triple

Daisy Field – Brookline
Dimensions (To tree line) LF 235’ CF 275’ RF Open
Ball hit to the left of the pole in LF in the air or on the ground – Ground Rule Double
Ball hit to the right of the pole in the air – Home Run
Ball hit to the right of the pole on the ground and unplayable – Ground Rule Triple

Donnelly Field – Cambridge
Dimensions (To fence line) LF 255’ LCF Pole 285’ RF Building 285’
Ball hit to the left of the pole in the air – Ground Rule Double
Ball hit to the right of the pole in the air – Home Run
Ball bounces over the fence in left – Ground Rule Double
Ball hits the building in right on a fly – Home Run

Filipello Park – Watertown
Dimensions (To tree line) LF 280’ CF 330’ RF Open
Ball hit over the trees or through the trees and over the walkway – Home Run
Ball hit under the trees and over the walkway from the LF foul line to CF light pole – Ground Rule Triple

Ginn Field – Winchester
Dimensions (To Fence line) RF 200′ CF Open LF 200′ (To bush
Ball over the fence is a home run. 3 Home Run limit per team. After limit is reached any balls hit over the fence are an out.
Ball into the brush in front of the fence in LF is a ground rule double
Ball onto the raised terrace in front of the fence in RF is a ground rule double

Healy Playground – Roslindale
Dimensions LF 265’ CF Open RF Open
Ball hit over the Fence – Home Run
Ball hit into the netting on a fly – Ground Rule Triple
Ball bounces into the netting – Ground Rule Double

Hoyt Field – Cambridge
Dimensions (To fence line) LF 255’ CF 320’ RF 285
Ball hit over the fence – Home Run. 3 Home Run limit per team. After limit is reached any balls hit over the fence are an out.

Kelly – Hyde Park
Dimensions LF 400′ + CF 340′ to Baseball Diamond RF 260′ to Treel Line
Fair ball hit onto asphalt walkway is a ground rule double. The walkway is out of bounds.
Ball hit past the line of trees from the RF foul pole to the first light pole in RF is a ground rule triple

Pine Manor College
Dimensions (To Tree Line) RF 190’ CF 290’ LF 275′
Ball hit into the trees in RF – Ground Rule Double
Ball hit down the hill in RC – Ground Rule Triple

Portsmouth/Murray Field – Brighton
Dimensions LF 310’ CF 310 RF 310’
Ball hit over the walking path – Home Run

M Street
Dimensions to Fence Field 1 – LF 255′ CF/RF OPEN Field 2 RF – 255′ CF/LF OPEN
Ball hit over the fence is a HR.

Murphy Field
Dimensions To Fence RF 250’ CF 365’ LF 290′
Ball hit over the fence is a HR.

Ryan Playground – Charlestown
Dimensions lf 255’ CF Open RF Open
Ball hit over little league fence in right field – Home Run

Smith Field  1 and 2
Dimensions – Open All Fields
Wide open field – no obstructions – all you can get

St. Peters Field
Dimensions (To fence line) 250′ To All Fields
Ball hit over the fence – Home Run.

Teddy Ebersol Fields
Dimensions Field 1 LF 360 CF 250 RF Open
Dimensions Field 2 LF 230 CF Open RF Open
Ball hit over the fence, either field – Home Run
Ball bounces over the fence, either field – Ground Rule Double

Victory Park
Dimensions LF 330’ CF 375’ RF Open
Ball hit over the fence – Home Run

Ground Rules for any obstructions not listed here such as teams playing on adjacent fields or any temporary placements will be discussed prior to the game. The discretion of the umpire is final.

The HUB reserves the right to change or adjust the rules from time to time if needed.



  1. A coin toss will determine starting possession. The winner of the toss will have choice of offense, defense, direction or defer. The loser of the toss will have the remaining option.
  2. The dimensions of the field are 75 feet wide sideline to sideline x 200 feet long end line to end line.
  3. The offensive team takes possession of the ball at its own 10-yard line and has four (4) plays to cross midfield for a first down. Offense will have another four (4) downs to cross the opponent’s 10-yard line. The offense then has three (3) plays to score a touchdown.
  4. A female player must touch the ball once every series of four downs. Therefore if it’s 4th down and a female player has not caught a pass or run the ball, they must be the one to posses the ball on 4th down if the offense does not elect to punt (more detail below).
  5. If the offense fails to score, the ball changes possession. If the offensive team fails to cross midfield, the new offensive team takes over on downs at midfield. On 4th down the offensive team has the option to concede the possession to the defense which results in the other team gaining possession on the defenses 10 yard line. If the offensive team fails to score but crosses midfield, the new offensive team takes over at the spot of the ball.
  6. Teams change sides after the first half.


  1. Games are comprised two 22 (twenty-two) minute halves. Tournaments play two 15 minute halves.
  2. The game clock will be kept by a HUB official.
  3. Halftime is 5 (five) minutes long. Tournaments have 3 minute halftime.
  4. The clock will only stop for injury time-outs and time-outs requested by either team.
  5. Each team is allowed two 45-second time outs per game.
  6. The offensive team has 30 seconds to snap the ball, once the ball has been spotted. The offensive play clock will automatically start 10 seconds after the previous play has ended.
  7. A two-minute warning is given in the second half. The clock does NOT stop.

During the final 2 minutes of the game, the referee will stop the clock if:

An incomplete pass is thrown

A player ends play by going out of bounds

Either team scores (the clock remains stopped until the opposing team snaps the ball after the PAT attempt; the clock does not run during extra points)

Change of possession, including a turnover on downs and the ball being placed at the 10 yard line. A penalty which must be marked off occurs.

A team calls a timeout.

If a team is up by more than 14 points the clock runs continuously during the last two minutes of play


  1. If a game is tied at the end of regulation play, a tiebreaker will be played to determine the winner. Captains will meet with the official for a coin toss to determine possession of ball.
  2. Both teams are given 2 plays, with no time outs, from the opponent’s 10 yard line
  3. If the first team is unsuccessful in scoring, the opposing team takes possession at the 10 yard line with 2 plays to score. If they score, they win.
  4. If the first team scores they are given an opportunity to score a 1 or 2 point PAT
  5. The opposing team is then given 2 plays to score and the opportunity to score a 1 or 2 point PAT to determine a winner
  6. If there is an interception during overtime the defense will take over on the opponent’s 10 yard line.
  7. In the regular season games can end in tied.
  8. In the post-season the above scenario is repeated until a winner is determined.


Only the ball must be over the goal line in order for it to count as a touchdown or extra point. No diving over the line will be allowed.

  1. Touchdown: 6 points
  1. PAT (Point After Touchdown)

1 point try –  the ball will be placed 5 yards from the goal line

2 point try – the ball will be placed 10 yards from the goal line. The clock does not stop during a PAT, except within the last two minutes of a game when the clock is stopping. A PAT is allowed if the touchdown was scored as time ran out to end either half. If a two point conversion is intercepted it may be run back for two points.

  1. Safety: (2 points) A safety occurs when the ball carrier is declared down in his/her own end zone. They can be called down when their flags are pulled by a defensive player, they step out of bounds, the ball is fumbled, or they hit the ground with their knee or arm. A safety also occurs when there is an offensive penalty in the end zone.


An eligible center will snap the ball to the Quarterback. The center can then leave the line of scrimmage as an eligible receiver. The center must be on or behind the line of scrimmage.


The defense may not pursue the quarterback behind the line of scrimmage until completing a five-second count, at normal speaking cadence, as determined by the referee. After the five second count is completed, any number of defensive players may rush behind the line of scrimmage. If the defense rushes prematurely, the offense may either play the down over or decline the penalty.

If the ball changes possession in the backfield (i.e. lateraled) the defense may rush in immediately. If the offense fakes a change of possession and the defense advances behind the line of scrimmage, no foul will be called if the defense returns to in front of the line of scrimmage immediately, and continues the five-second count.

A Quarterback is not eligible to run the ball downfield.

A Quarterback can’t throw a forward pass to himself. It has to be at least touched by a player on the offense or defense (with some intent of doing so).

A Quarterback cannot bounce the pass off a defenders and run with it as a completed pass. Both of these calls will result in an incomplete pass and are at the discretion of the officials.

A Quarterback can lateral or hand off the ball and become an eligible receiver once he crosses the line of scrimmage.

Forward passes behind the line of scrimmage are illegal


Blocking is considered the movement, whether deliberate or unintentional, that impedes a defensive player’s pursuit of the ball carrier, unless movement is to avoid personal injury (as interpreted by the referee). This also includes the deliberate or unintentional movement of limbs by a stationary player. More leeway may be given to players moving at the time of a reception, but this is up to the referee’s discretion.

A violation of this rule will result in the play being called dead and the ball being spotted at the point of the infraction, or the ball carrier’s position at the time of the infraction, whichever is in favor of the defensive team. If the referee considers the blocking incident excessively aggressive, a 15 yard penalty will be assessed from the spot of the ball (or to the one-yard line if the offense is under 15 yards from their own goal line). Depending on the severity of the infraction, the offending player may be ejected from the game and/or league.


A lateral is an underhand pitch of the ball to a fellow team member next to you or behind you. Laterals are legal only behind the line of scrimmage. A dropped lateral is a fumble and the ball is spotted at the point of the fumble and the offense retains possession. If the lateral is picked off, the defensive team has the ability to advance the ball.

The offense may rush the ball an unlimited amount of times per possession, except within their own 10 yard line. The quarterback may not rush the ball, they must hand the ball off or lateral to be considered an eligible rush attempt. Once the ball is handed off or lateraled any and all defensive players may cross the line of scrimmage in an attempt to “tackle” the ball carrier.


For a pass to be legal the receiver must have one foot in bounds at the time control is achieved. No part of the body may be touching an area out of bounds.


Teams must have 5 players on the line of scrimmage. The Quarterback must be off the line of scrimmage. Teams may not overload one side of the ball. No more than 2 receivers on each side of the center. One receiver can go in motion but cannot cross the center-line. Motion can also only be lateral on the line of scrimmage.


Every third play must significantly involve a female player. To significantly involve a female means:

  1. a) a female is the quarterback and attempts to advance the ball past the line of scrimmage, by throwing the ball to a receiver, who, at the point of reception, is forward of the line of scrimmage; b) a female is the running back and attempts to advance the ball forward of the line of scrimmage; c) a female is either (i) clearly the intended receiver of an incomplete pass, or (ii) the resultant receiver.

If a play was required to have significantly involved a female, and the defense commits a foul resulting in the down having to be replayed, the subsequent play does not to need significantly involve a female.

The cycle for involving women does not stop after a touchdown. If a touchdown is scored after two consecutive plays not significantly involving a female, the PAT must significantly involve a female. An infraction of this rule on the PAT will result no points and change of possession.


A player is “tackled” by pulling at least one flag from the ball carrier’s belt.

  1. A legal flag pull takes place when the ball carrier is in full possession of the ball.
  2. If a flag is removed by a defensive player, prior to full possession (as determined by referee), the offense is not considered tackled and play continues with no infraction charged.
  3. Players may not leave their feet in attempts to “tackle” the ball carrier. If a player is determined by the referee to have dived after a flag and succeeded in pulling a player’s flag, such a play will be considered “no tackle” (similar to pulling a flag early)
  4. It is illegal to attempt to strip or pull the ball or pull from the ball carrier’s possession at any time.
  5. If a player’s flag inadvertently falls off during the play, the defense must touch the player with one hand and then he is considered down and the play will be whistled dead.
  6. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
  7. Flag guarding is not allowed


An offensive player may not avoid a tackle by guarding his/her flag. Flag guarding consists of the following:

  1. Pushing an opponent’s hand away from the flag.
  2. Pushing an opponent or stiff arming.
  3. Lowering an arm to shield the flag.
  4. Dipping the shoulder.
  5. No jump stopping.

If a player is called for flag guarding, the play is dead at the point of the infraction.

Spinning to avoid a tackle is legal, as long as none of the above listed events occur simultaneously.


Each team may earn only two first downs during each drive. A first down may be achieved by:

(a) advancing the ball to or past the 50 yd line cone and then to or past the 30 yd line cone.

No diving over the line will be allowed.

A ball spotted on the line shall be considered a first down.

A first down may also be awarded due to a defensive foul (i.e. interference). A defensive foul is the only way that a team may be awarded more than two first-downs.


A team has 2 opportunities to make a first down. If a team fails to make their first 1st down the defensive team takes over at midfield unless the offensive team on 4th down chooses to concede their possession. If a team concedes position before making their first 1st down then the opposing team will take over possession at midfield. If a team fails to make their second 1st down the defensive team takes over at the spot of the ball. If a team fails to score after making their 2nd first down the defensive team takes over at the 30 yard line.


If a player fumbles the ball, the play is blown dead at the spot where the player lost possession.The offensive team remains in possession of the ball unless it is 4th down and they would have lost the ball on downs. If a player on either team takes possession of the ball, prior to the ball hitting the ground, possession goes to that team and that player may attempt to advance the ball towards his own end zone. There is no stripping of the ball.


Interceptions of forward passes may be advanced. If a defensive and an offensive player appear to both have possession or are struggling for possession, the reception is granted to the offense.


  • Offense
    1. Offsides: 5 yards & replay the down.
    2. Delay of Game: 5 yards & replay the down.
    3. Offensive Holding / Illegal Block: 5 yards & replay of down.
    4. Quarterback crossing the line of scrimmage prior to pass: 5 yards & loss of down.
    5. Illegal procedure (“trips”): 5 yards & replay the down
    6. Offensive pass interference: 5 yards & replay of the down.
    7. Flag guarding: 5 yard penalty from spot of infraction & loss of down. 1st down yardage prior to penalty results in 1st down. Flag guarding can be called even if the flag is pulled.  
    8. Unsportsmanlike conduct: 10 yard personal foul from end of play (the down counts). First unsportsmanlike penalty will result in the player sitting out a possession. Second offense, the player will be suspended for the rest of the game. NOTE: Loss of down penalties on a PAT attempt nullify the try (whether successful or not).
    9. Impeding the rusher:  The offensive receivers must avoid the rushers beyond the line of scrimmage.  Contact or not, getting in the pass rusher’s way is impeding the rusher.  The penalty is 5 yards and loss of down. This does not apply to the ineligible offensive linemen.
  • Defense
    1. Holding ball carrier / Illegal flag pull: 5-yards added to end of run.
    2. Stripping: 5-yards from the spot of the foul.
    3. Roughing the passer: 5 yards & automatic 1st down.
    4. Illegal rush (not 5 seconds): 5 yards & replay the down or result of the play (offense may decline).
    5. Illegal contact (the ball has the not left the qb’s hand): 5 yards & replay the down.
    6. Pass interference: Automatic 1st down at the spot of the foul.
    7. Pass interference in the end zone: 1st & goal at the one-yard line
    8. Unsportsmanlike conduct: 10 yard personal foul (automatic 1st down).
    9. Forceout by defender will result in a spot foul and automatic first down.
  • General
    1. First personal foul: Player will be suspended for 1 possession (offense or defense). Second personal foul: Player is ejected from the game.
    2. Fighting: Player is ejected from the game, potentially suspended, expelled from The HUB.
    3. Official clock: The clock will not stop if the losing team commits a penalty.
    4. Zero tolerance for any verbal or physical abuse by any player or fan towards any HUB official (referee, Field Manager, owner, etc). Violation of this rule could result in an automatic ejection for the game and will be subject to further discipline by HUB management.


  1. The league provides each player with flag belts and League football.
  2. No metal cleats are allowed. Players may wear sneakers, turf shoes or molded plastic cleats.
  3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads, and kneepads. Braces with exposed metals are not allowed.
  4. Players must remove all watches, earrings and any other jewelry that the officials deem hazardous.
  5. Matching jerseys with individual numbers must be worn during play
  6. Players’ jerseys must be tucked in at all times.
  7. Pants or shorts with belt loops or not permitted.


  1. Each team is allowed up to 12 players on their roster.
  2. Players must be at least 21 years of age
  3. All Players must create a HUB Sports Boston account to be linked to their team roster
  4. Players cannot be rostered on two teams at once.
  5. Players may use fill in players only to meet the format minimum


This a no-blocking recreational league and as such the following codes of conduct are expected to be adhered to at all times:

  1. All players shall respect the calls of the officials. Players may not physically or verbally abuse any opponent or official. Only team captains may discuss calls with an official.
  2. No intentional tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act which will cause the game to be stopped and the player maybe be ejected from the game. The decision is made at the referee’s discretion. No appeals! FOUL PLAY WILL NOT BE TOLERATED.
  3. Offensive or confrontational language is illegal. Officials have the right to determine offensive language. If offensive or confrontational language occurs, the referee will give one warning. If it continues, the player or players will be ejected from the game.
  4. Any player involved in fighting will be immediately ejected from the game and subject to further suspension at the discretion of the league. Games may be “double-forfeited” due to fights. Teams instigating fights will be expelled from the league. League fees will not be refunded for team expulsion due to fighting.
  5. Ball carriers MUST make an effort to avoid defenders with an established position.
  6. Defenders are not allowed to run through the ball carrier when pulling flags.
  7. No Alcohol at or near the field or in the parking lot.. Teams may not bring coolers onto the sidelines. Game play will be stopped if alcohol is brought to the field.
  8. No seeds, gum or food may brought on to the Turf. Water and sports beverages are the only liquids allowed. Please clean up your sideline after the game



  1. Players must have a completed player waiver form on file by the 3rd game of the season in order to be eligible to play in the playoffs
  2. Players must play in at least 3 regular season games to be eligible to play in the playoffs


The following tiebreakers will be used to determine playoff eligibility and seeding:

In the case of two teams ending the season with identical records.

  1. Head to Head record
  2. Overall points against
  3. Overall points differential

If three or more teams end the season with identical records:

  1. Head to Head record among the tied teams
  2. Followed by overall point differential
  3. Followed by overall points against.
  4. Any team with a forfeit is automatically seeded lower.


Uniforms – All players are suggested to wear matching jerseys or team shirts.

Home Team – Home team will be determined by a coin toss at the start of the game

Game and Start of play – Regulation games are 60 minutes and 7 innings long, however all games will be played to completion. Extra innings will be played to prevent a tie. If a game goes beyond the 7th inning the format will switch to a one pitch format with the last batter retired from the previous inning starting the inning at 2nd base.

Umpires – Umpires are certified ASA umpires. Umpire fees are included. There will be one umpire provided for pool play and 2 umpires for Championship Rounds. Umpires will review the ground rules with the team captains prior to the start of play. Do not harass the umpires. Harassment of the umpires, either physical or verbal may result in an ejection from the game and further disciplinary action as warranted.

Game Balls – Game balls will be provided for the tournament and will be put into play by the umpire. Teams will not receive balls.

Players on the field – Each team may have a maximum of 10 fielders and a minimum of 8.

Rosters – Teams are required to fill out an online waiver form which will act as a team roster. Players are not allowed to be rostered on, or play for, more than one team in a tournament. If a team uses an ineligible player, i.e., a player not on their roster who has played for another team in the tournament. the player will be ejected from the game, a 2 run penalty will be assessed against that team and a ghost out will be recorded in that players spot for the remainder of the game.

Coed Tournament batting order – There must be at least 3 women in the batting order. Assuming you bat the minimum number of women, the maximum number of batters in the order is 12. You may only bat more than 12 if you have more than 3 women in the lineup. The order must alternate between a woman and 2 men (e.g. MMFMMFMMFMMM), until all your women have batted. Once all the women have batted a team is allowed to bat the remaining men up to a maximum of 3 in a row which can include 2 EH’s (except when the batting order is turning over i.e. if you bat 2 men at the top of the order they potentially could be your 4th and 5th male batters in a row from bottom to top.)

Penalty for missing women – All women’s spots must appear in the order from the start of the game. If less than 3 women are present at the start of the game then a “ghost out” will be accessed each time a missing woman’s spot is reached in the order. If less than 3 women are present prior to the first pitch of the top of the third inning then a 2 run penalty will be awarded to the opponent for each woman under 3. To avoid penalty, 3 women must be at the field by the top of the third inning. At least 1 woman is required to play the game. Their spots in the field cannot be filled with men.

Walk to a male batter with a female batting next – When a male batter is walked and a female spot (whether present or not) follows in the batting order, the male batter automatically advances to 2nd base. Base runners advance only to the base they are forced to move to (i.e. a sole runner on second would only move to third if forced by the approaching walked batter). The female batter will bat unless there are 2 outs in which case the female batter will have the option to take first base if desired.

Courtesy Belt – When a female player is at bat, outfielders will not be permitted to be positioned closer than 140’ from home plate. Teams will not be allowed to play with a 5th infielder for female batters.

Men’s Batting order ­- Maximum batting order of 15 batters and minimum of 8 batters are required for game to be legal. If your team has more than 15 players present and you wish to play them all they must substitute for players already in the game. Teams will follow the ASA re­-entry rules for substituting players. 

Players arriving late – Must be placed at the bottom of the order in the order in which they arrived and cannot enter the game while their team is on the field. Late arriving women must fill the spot in the order currently occupied by the ghost out(s) or be placed at the bottom of the lineup if 3 females are already in the game.

Courtesy runners and injury – A batter may ask for courtesy runner BEFORE his time at bat and the umpire will announce it to the opposing team. The batter may not advance beyond first base on a batted ball, except when automatic advancement would be awarded by ground rule (i.e., overthrow, automatic double or HR). Once a courtesy runner has been asked for, it is automatic for the rest of the game. A player who has asked for a courtesy runner may not later rescind his request. A replacement runner is the last player to have completed their turn at bat and is seated on the bench. If a player is injured while running to a base it is the umpire’s discretion whether to award a courtesy runner.

Home Run rule – The home run rule only applies to all fenced fields either partial or complete. On all fenced fields the team home run limit is 3 home runs per game. Balls hit over the fence once the team has reached the limit of 3 Home Runs will be an out.

Mercy Rule – If one team leads by at least 20 runs after 4 innings or at least 15 runs after 5 innings or at least 12 runs after 6 innings the game will be considered over.

Eligible Bats – The HUB uses the ASA banned bat list as a guide for allowable bats. Eligible bats must bear the ASA seal and not be listed on the banned bat list. Rolled, shaved, loaded or otherwise altered bats are not allowed. If you are found to be using an altered, banned or illegal bat during the game all runs resulting from that time at bat will be removed from the score book, the batter will be out and your team will be assessed a 2 run penalty and the player using the bat and the bat itself will be removed from the game. If the offending player leaves your team with only 8 players the game is forfeit. DO NOT USE ILLEGAL BATS. If there is a question about a bat’s eligibility the captain of the questioning team must bring his question to the umpire who will check the bat. The umpire’s decision is final. Bats will be tested at the field.

Count and Fouling out – Each batter will begin his turn at bat with a one ball and one strike count. Batters have one foul to waste.

Mound, Bases and Pitching Arc – The mound be at a distance of 50’ from home plate. The bases will be measured at 70’ and the pitching arc will be 6-10’

Waiver forms – All teams are required to have their teams sign player waiver forms. These forms can be filled out online. This is mandatory to be eligible to play in the tourney.

No bunting, stealing, leading off base, take-out slides or blocking a base. Runners must avoid contact when arriving at a base.


Pool Play Tie-Breaker – In the case where three teams are tied with a 2-1 pool play record:

  1. Fewest runs allowed among tied teams
  2. Fewest runs allowed in loss
  3. Best run differential among tied teams
  4. Best run differential in loss
  5. Most runs scored among tied teams
  6. Most runs scored in loss

Tie Breaking rules are applied sequentially. If after a tie-breaking rule has been applied two teams still remain tied then the winner of the head to head match-up between those two teams is the winner.

Example: If Team A has allowed 15 runs and Team B has allowed 15 runs and Team C has allowed 20 runs then the C is eliminated and it goes to head to head between A and B. If all 3 teams have allowed 15 runs then it moves to the second tie-breaker and so on until a winner is determined.


In the case where two or more teams are tied with the same record:

  1. Fewest runs allowed among tied teams
  2. Fewest runs allowed in loss
  3. Best run differential among tied teams
  4. Best run differential in loss
  5. Most runs scored among tied teams
  6. Most runs scored in loss

Tie Breaking rules are applied sequentially.

Example: If Team A has allowed 15 runs and Team B has allowed 15 runs and Team C has allowed 20 runs then the C is eliminated and then it goes to the second tie-breaker. If all 3 teams have allowed 15 runs then it moves to the second tie-breaker and so on until a winner is determined. Head to head record is not a tiebreaker for Wildcard eligibility.


Rules subject to change prior to start of tournament

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