Game Length
A high school game is 50 minutes, divided into 25-minute halves and separated by a 10-minute halftime. Teams switch playing sides for the second half and are allowed one time-out per half.
Start of the game
The action begins at the start of each half and after each goal with a draw at the center of the field. The team that takes possession of the ball during the draw is on offense. Everyone on the other team is playing defense.
Offense and Defense
Offense:
Women’s lacrosse is a fast-paced game; since players are spread across a large field, speed is the key factor to success. Teamwork is also critical. Good passing leads to scoring chances and prevents the opposition from taking possession of the ball. Field players run while cradling the ball and look to pass to open teammates with the objective of creating an open shot at the goal. The action of pushing the head of the stick forward, snapping the wrist and pulling the butt end shaft back produces extremely accurate and fast shots.
Defense:
The defense attempts to stop the offense from scoring by deflecting or intercepting passes, taking the ball from the opponent (controlled stick checking), or forcing bad shots. Physical contact is not permitted; however, when a defender is at least one step in front of an attacker, she can check the opponent’s crosse to knock the ball loose. Defenders will either play “man-to-man” defense, in which each player is assigned to guard a certain opponent, or “zone defense,” in which defensive players guard a specific area of the field. We play man-to-man defense which requires quickness, body position and self-control.
Equipment
The women's game requires very little protective gear because it is non-contact. Protective equipment for field players is limited to a eye protection, mouth guard and padded gloves. Goalies don additional padding including helmet, gloves, and chest pad. Players also wear kilts, short-sleeved jerseys, and cleats.
Fouls and Common Referee Signals
Two or three umpires govern the game to ensure fair and safe play. When a foul is committed, the referee blows the whistle to indicate a penalty and the players must stand, or remain still. The penalty for fouls in most areas of the field is free position. The team who committed the foul is moved four meters away from the fouled player and the fouled player is given possession of the ball. Play resumes on the referee’s signal (whistle blown and hand gesture), at which point the player may run, pass, or shoot. The position of the player who committed the fouls differs for “minor” and “major” fouls. For minor fouls, the defender is moved four meters away in the direction from which she approached the player; for major fouls, the defender is placed four meters behind the fouled player. Minor fouls include cradling the ball too close to the body and face, touching the ball with a hand, and intentionally forcing the ball out of bounds. Major fouls usually involve the safety of the game, include violating an opponent’s sphere, slashing, blocking, three-second violation, illegally picking, pushing, tripping, charging, and dangerous shooting
For severe rules violations, such as dangerous play or unsportsmanlike conduct, a player receives a yellow or red card. A yellow card is a warning; a red card results in the ejection of the player from the game. Fouls have special circumstances when they are committed close to the goal (see diagram on reverse side for field references). For major fouls committed within the critical scoring area, the player is granted free position and a penalty lane is cleared between the player and the goal. If the offensive player was on a scoring play when this type of foul occurs, a slow whistle is issued and play continues, in order to allow the offense to maintain its advantage. If the team loses possession of the ball, the penalty is enforced at the spot of the foul; if the team shoots the ball or takes it beyond the plane of the goal during the scoring play, the foul is void and play continues. For major fouls committed within the 8-meter arc, all defenders are cleared from the arc and the player gets a free shot from the closest hash mark on the eight meter arc. For minor fouls committed within the 12-meter fan, the fouled player is moved to the nearest spot on the fan and is granted an indirect free position.
Glossary of terms and rules:
Blocking: Moving into path of a player without providing space for the player to stop or change direction. No hip checking.
Body ball: Intentionally playing the ball with any part of your body to your team's advantage.
Charging: Player with the ball comes into contact with a defender who has already established position. This includes "backing in" on a defender.
Checking: Controlled/rebounding stick to stick hit on the opponent’s crosse to dislodge the ball.
Clearing / Breakout: Passing or carrying the ball out of the goal circle and defensive end of the field.
Covering the ball: use the crosse to cover the groundball in such a manner to prevent another player from getting the groundball. This includes "raking" the ball.
Cradling: Running with the stick in either one or both hands in a manner that keeps the ball in the pocket. Don't cradle in your own "sphere". Remember, ear level, shoulder to chest. This will usually require you to change the placement of your hands.
Cutting: Attacker, without the ball, runs toward the goal - completely through the 8m arc - looking to get open to receive a pass. The cutter is "showing to the ball" and communicating as she runs.
Dangerous Check: Any check which results in a player's stick (or ball) being forced into their sphere or a check that includes body-to-body contact/tripping or ANYTHING ELSE a referee determines to be dangerous.
Dangerous Follow Thru: during the motion of a pass or a shot, that player cannot follow thru with her stick and make contact with any other player.
Dangerous propelling: slapping or passing the ball that hits any other player of the field.
Dangerous Shot: a shot that hits any other player or hits the goalie directly in the head from close range.
Deputy: A defending field player who can enter the goal circle in the absence of the goalie when her team has the ball.
Draw: A technique to start or resume play in which a ball is placed inbetween the sticks of two opposing players, a whistle is blown, the sticks are drawn up and away, and the ball is sent above the heads of the player before one of the players takes possession of it. Getting the ball (draw control) is a VERY important factor in winning a game!
Empty crosse check: you can't slap your stick into the stick of another player to prevent them from picking up a ground ball or catching a pass.
Fast break: An opportunity to score in transition to offense with at least a one-man advantage or before a zone defense has been set up.
Free position: After a foul, all players must be at least four meters away from the player who was fouled. The attacker is given the ball and may run, pass, or shoot after the whistle is blown to resume play.
Free position shot: Penalty awarded from a hash mark on the 8-meter line when a major foul is committed within the 8-meter arc by the defense. All players, except the goalie, must move outside the arc. When the umpire blows the whistle, the player can take a shot on goal or pass while the defense moves in to prevent the shot from going in the goal. SHOOTER, don't jump the gun on the whistle...if you do, we lose the ball. DEFENSE, to not jump into shooting space.
Free space to goal: Inside the critical scoring area (that unmarked area just outside the 12m fan), defenders must stay out of the space between the player with the ball and the goal circle (the "invisible moveable triangle"), unless they closely mark an opponent (1 stick length).
Goal Circle Violation: ONLY the goalie can be inside the goal circle! Players cannot step on the line OR into the circle. Exceptions: A defending player can enter the goal circle IF her goalie is out of the circle AND her team has control of the ball. An attack shooter can follow thru with a shot that was started outside the goal circle. A defending player can reach into the goal circle to block that shot. Neither player's foot can be on the goal circle line at the time.
Indirect free position: Following a minor foul within the 12-meter fan, play resumes from the 12-meter fan and the player may run or pass, but cannot shoot.
Marking: Defender is within a stick's length of an opponent. Stick up. Body contact with fists or forearms. Good defensive body position (athletic posture, sitting back)
On the fly: Substituting during play. When one player exits the field through the team substitution area, another can then enter. Don't leave the substitution area until the player is OFF the field.
Penalty lane: The path that is cleared between the player with the ball and the goal when a free position is awarded to the attacking team inside the critical scoring area.
Pick: Offensive player impedes opponent’s ability to defend a teammate. Must be within the visual field of the opponent.
Scoop: Picking up a ground ball in the crosse pocket. Stick low, push the butt forward. Protect the crosse. Run, pass. Gball stats are almost as important as Draw Controls!
Scoring play: A single possession of the ball in which the offense moves the ball in an effort to score.
Slashing: Recklessly swinging the crosse at an opponent’s stick or body. You must be balanced when attempting a check. No 1 handed checking. You can be called for a Slash without making contact! If this is called on you, a card will be issued and you'll be riding the bench.
Slow whistle: Permitting play to continue during a penalty inside the critical scoring area on a scoring play to allow an offense to maintain its advantage.
Stand: All players, except the goalkeeper in her goal circle, must remain stationary following the sound of any whistle.
Sphere: An imaginary bubble, about 7" (the width of a crosse) around the head of a player.
Three-second rule: Defensive players may not remain in the arc for more than three seconds without actively guarding an attacking player. A defender CAN be in the 8m arc if she is marking an attack player who is directly behind the goal circle. That defender is still responsible to stay out of "shooting space".
Field of Play

Restraining line: Divides area where a maximum of seven offensive players and eight defensive players (including the goalkeeper) are allowed; otherwise, a team foul (offsides) is called.
Goal: Points are scored when the ball passes through this six-foot by six-foot square.
Critical scoring area: Unmarked area 15 meters in front and to the side of the goal, and 9 meters behind it. Includes the “12m fan” and the “8m arc.” Defenders must allow free space to goal when the offense is inside this area. Also, penalties within this area have special consequences.
Twelve-meter fan: 12-meter semi-circle used in the administration of minor fouls. Also called the “fan.”
Eight-meter arc: Line inside which defenders must be within a stick's-length of their attackers. Used to administer a free shot. Also called the “arc.”
Hash marks: Five marks on the eight-meter arc used for a free shot. Play resumes from the closest hash mark to the foul.
Goal circle: Circle that surrounds the goal and indicates the area in which only the goalie can enter. Also called the “crease.”
Center circle: Circle in the middle of the field where a draw is held.
Team substitution area: Area where substitute players may enter the field on-the-fly.
Positions
Two teams compete with 12 players each: a goalkeeper, 5 attackers, and 6 defenders (can also be categorized as goalkeeper, 3 attackers, 5 midfielders, and 3 defenders).
Attackers
Attackers include the first home, second home, third home, and two attack wings.
The first home is highly skilled with the stick and is relied upon to score.
The second home is a versatile playmaker who must get open to set up scoring opportunities. She possesses a great shot and knack for finding an open teammate.
The third home is an all-around player who is a key to transition from defense to offense. She must be able to quickly change from an offensive mindset to marking.
The attack wings are often involved in finishing a fast break. These speedsters need to be strong passers and shooters. They are often first to gain possession off a draw.
Defenders
Defenders include the point, coverpoint, third man, center, defense wings, and goalkeeper.
The point marks the first home. Decision-making, positioning, and shot blocking are key skills.
The coverpoint is usually the best one-on-one defender who relies on speed and footwork to mark the second home.
The third man is a multi-dimensional athlete whose primary duty is disturbing the attack in the midfield. On defense she looks to intercept passes and quickly pick up an open attacker. Also has occasional scoring opportunities.
The center is a pivotal player in transition from defense to offense. She also controls the draw.
The defense wings need to match the speed and endurance of the attack wings and possess a good outside shot. The goalkeeper attempts to save each shot with her stick, but can also use any body part to keep the ball out of the goal. Lightning-fast reflexes, quick decisions, and courage are required to stop a barrage of high-velocity shots.
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