2017 Memorial Day Bowl!

2017 Memorial Day Bowl!

The 2017 Las Vegas Memorial Day Bowl Flag Football Tournament kicks off May 26-27, 2017 in Las Vegas, Nevada! Join us for the last event of the early summer before it gets too hot to play! Expect the highest level of competition for elite youth 5v5 teams and a solid recreational division in each age group, 6U – 14U. Each team is guaranteed 3 games for $350 per team entry.

  • May 27, 2017 - May 28, 2017
    4:00 pm

The 2017 Las Vegas Memorial Day Bowl Flag Football Tournament kicks off May 26-27, 2017 in Las Vegas, Nevada!  Join us for the last event of the early summer before it gets too hot to play!  Expect the highest level of competition for elite youth 5v5 teams and a solid recreational division in each age group, 6U – 14U.  We pride ourselves on providing the best competitive level at all ages.  Early registration closes May 7th, 2017.  Only $350 per team with a max roster size of 10 players.  All teams are guaranteed three games.

Schedule link: http://nvsportsevents.com/2017-memorial-day-bowl-schedule/

The tournament schedule is open to coed teams in the following age groups:

6U (6 and under) as of Aug 1st, 2016, 5v5, $350 per team

8U (8 and under) as of Aug 1st, 2016, 5v5, $350 per team

10U (10 and under) as of Aug 1st, 2016, 5v5, $350 per team

12U (12 and under) as of Aug 1st, 2016, 5v5, $350 per team

14U (14 and under) as of Aug 1st, 2016, 5v5, $350 per team

All teams are guaranteed at least 3 games. The tournaments are played on the world-class artificial turf outdoor fields constructed and maintained at the beautiful Las Vegas Sports Park. Average temperatures in Las Vegas during May range from lows in the 70s to highs in the upper 90s.   Las Vegas has extremely easy and affordable airport access from most of the USA and offers an entire array of hotel/motel opportunities.

Teams are encouraged to stay in the vicinity of the Las Vegas Sports Park but no lodging is directed for traveling teams so that families may take advantage of all special rates and available accommodations. The Las Vegas Sports Park is located in the west with ease of access from US 95, the Summerlin Parkway, and I-15.

Take advantage of our low team entry fees, tons of awards, great weather, world-class fields, affordable accommodations and the excitement we know will keep you coming back to us and the Las Vegas Sports Park for future events!

Awards

Individual trophies will be presented to 1st and 2nd place at the conclusion of the championship games in each division.

Entry Fee and Deadline

We will fill up fast, so don’t wait!  The full entry fee is due at the standard entry deadline of May 7th, 2017.

Tournament Director

Derek Imig

President, Nevada Sporting Events

(702) 856-4848 (Office)

(702) 427-9767 (Cell)

The Tournament Committee is the final authority in ALL matters.  The tournament staff and field marshals do NOT have the authority to overturn any decision normally handled by the referee during a game.  Referee decisions will not be overturned at anytime.

Tournament Headquarters

Las Vegas Sports Park

1400 N. Rampart Blvd

Las Vegas, NV 89128

(702) 233-3600

Credentials And Roster Check

A team representative will be present at the Credentials and Roster Check (one hour prior to first game). Although rosters are not finalized until roster check at the first scheduled game, preliminary rosters are due no later than two weeks prior to all events. Failure to abide by August 1st, 2016 birth date cutoff may subject the team to immediate disqualification from tournament play.

Each team’s full roster is due during roster check along with all completed medical waivers/consent forms.  No exceptions. 

CLICK HERE to download the medical waiver/consent form.

CLICK HERE to download the team roster excel file.

Rules Of Play

CLICK HERE to download a pdf version of the following rules:

REGULAR SEASON RULE BOOK
2
TABLE OF CONTENTS
I. Rules………………………………………………………………………………………………3
II. Terminology…………………………………………………………………………………..4
III. Eligibility………………………………………………………………………………………5
IV. Equipment…………………………………………………………………………………….5
V. Field………………………………………………………………………………………………6
VI. Rosters…………………………………………………………………………………………6
VII. Timing and Overtime………………………………………………………………….. 7
VIII. Scoring………………………………………………………………………………………8
IX. Coaches………………………………………………………………………………………..8
X. Live Ball/Dead Ball…………………………………………………………………………9
XI. Running……………………………………………………………………………………… 10
XII. Passing………………………………………………………………………………………. 11
XIII. Receiving………………………………………………………………………………….. 11
XIV. Rushing the Passer…………………………………………………………………….. 12
XV. Flag Pulling…………………………………………………………………………………. 13
XVI. Formations………………………………………………………………………………… 14
XVII. Unsportsmanlike Conduct………………………………………………………….. 14
XVIII. Penalties………………………………………………………………………………….. 15
i. General
ii. Defensive Spot Fouls
iii. Offensive Spot Fouls
iv. Defensive Penalties
v. Offensive Penalties

3
RULES
I. Game
1. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss.
2. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss has the choice of direction. Possession changes to start the second half to the team that started the game on defense.
3. The offensive team takes possession of the ball at its 5-yard line and has three (3) plays to cross midfield. Once a team crosses midfield, it has three (3) plays to score a touchdown.
4. If the offense fails to score, the ball changes possession and the new offensive team starts its drive on its own 5-yard line.
5. If the offensive team fails to cross midfield, possession of the ball changes and the opposition starts its drive from its own 5-yard line.
6. All possession changes, except interceptions, start on the offense’s 5-yard line.
7. Teams change sides after the first half. Possession changes to the team that started the game on defense.

4
II. Terminology
Boundary Lines The outer perimeter lines around the field. They include the sidelines and back of the end zone lines.
Line of Scrimmage (LOS) an imaginary line running through the point of the football and across the width of the field.
Line-to-Gain The line the offense must pass to get a first down or score. Rush Line An imaginary line running across the width of the field seven yards (into the defensive side) from the line of scrimmage.
Offense The team with possession of the ball.
Defense The team opposing the offense to prevent it from advancing the ball.
Passer The offensive player that throws the ball and may or may not be the quarterback.
Rusher. The defensive player assigned to rush the quarterback to prevent him/ her from passing the ball by pulling his/her flags or by blocking the pass.
Downs (1-2-3)
The offensive team has three attempts or “downs” to advance the ball. It must cross the line to gain to get another set of downs or to score.
Live Ball Refers to the period of time that the play is in action. Generally used in regard to penalties. Live ball penalties are considered part of the play and must be enforced before the down is considered complete.
Dead Ball Refers to the period of time immediately before or after a play.
Whistle
Sound made by an official using a whistle that signifies the end of
the play or a stop in the action for a timeout, halftime or the end of
the game.
Inadvertent Whistle Official’s whistle that is performed in error.
Charging
An illegal movement of the ball-carrier directly at a defensive player
who has established position on the field. This includes lowering the
head or initiating contact with a shoulder, forearm or the chest.
Flag Guarding
An illegal act by the ball-carrier to prevent a defender from pulling the
ball-carrier’s flags by stiff arm, lowering elbow or head or by blocking
access to the runner’s flags with a hand or arm.
Shovel Pass A legal pitch attempted beyond the line of scrimmage.
Lateral A backward or sideway toss of the ball by the ball-carrier.
Unsportsmanlike
Conduct A rude, confrontational or offensive behavior or language.
5
III. Eligibility
1. All players’ legal guardians must agree to the online waiver form at nflflag.com/form/player
for their specific league before participating.
IV. Equipment
1. The league provides each player with an official flag belt and NFL FLAG team jersey. Teams
will use footballs provided by their league.
2. Players must wear shoes. Cleats may not be allowed at certain locations. This will be specified
in the tournament details you receive prior to the tournament. However, cleats with exposed
metal are never allowed and must be removed.
3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and
knee pads. Braces with exposed metals are not allowed.
4. Players must remove all jewelry, hats and do-rags. Winter beanies are allowed.
5. Players’ jerseys must be tucked into shorts or pants if they hang below the belt line.
6. We recommend players wear shorts or pants that do not have pockets. Shorts or pants
with belt loops or pockets must be taped. Games will not be delayed for a player to tape up
pockets.
a. Flag belts cannot be the same color as shorts or pants.
6
5
5
10
5
30 YARDS
10
5
70 YARDS
1st DOWN
N0 RUNNING ZONE
N0 RUNNING ZONE
N0 RUNNING ZONE
END ZONE
END ZONE
V. Field
1. The field dimensions are 30 yards
by 70 yards with two 10-yard end
zones, and a midfield line-to-gain.
No-run zones precede each line-to
gain by 5 yards. However, some
tournaments may use smaller fields
because of field space available or
to complete tournament scheduling
on time.
2. No-run zones are in place to prevent
teams from conducting power run
plays. While in the no-run zones
(a 5-yard imaginary zone before
midfield and before the end zone),
teams cannot run the ball in any
fashion. All plays must be pass
plays, even with a handoff.
3. Stepping on the boundary line is
considered out of bounds.
4. Each offensive team approaches
only TWO no-run zones in each
drive (one zone 5 yards from
midfield to gain the first down, and
one zone 5 yards from the goal line
to score a TD).
VI. Rosters
1. Home teams wear dark color jerseys. Visiting teams wear light color jerseys.
2. Teams must consist of at least five players with a maximum of 10 players.
3. Teams must start games with a minimum of five players. In the event of an injury, a team with
insufficient substitute players may play with four players on the field but no fewer than four.
7
VII. Timing and Overtime
1. Games are played on a 40 minute continuous clock with two 20 minute halves unless one
team gains a 28-point advantage, which will then end the game. Clock stops only for timeouts
or injuries.
2. Halftime is one minute.
3. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one
warning before a delay-of-game penalty is enforced.
4. Each team has one 30-second timeout per half.
5. Officials can stop the clock at their discretion.
6. In the event of an injury, the clock will stop then restart when the injured player is removed
from the field of play.
7. If the score is tied at the end of 40 minutes, an overtime period will be used to determine a
winner. Overtime format is as follows:
a. A coin flip will determine the team that chooses to be on offense or defense first.
i. If a second round of overtime must be played, the team that lost the coin toss will
get to choose offense or defense for the start of the second round of overtime. This
process continues with teams alternating who gets to choose to be on offense or
defense to start out during every round of overtime.
ii. The referee will determine which end of the field the overtime will take place on.
b. Each team will take turns getting one (1) play from the defense’s 5-yard line for one point
or the defense’s 10-yard line for two points. Whether to go for one or two points is up to
the offensive team. Whether or not the team that begins on offense converts the team
that started on defense gets a chance on offense to win or tie by converting a one- or
two-point play of their own.
i. Example: Team A starts on offense and chooses to go for one point from the 5-yard
line and is successful. Team B is then on offense and can choose to either go for
one point from the 5-yard line to tie and force a second round of overtime or to go
for two points from the 10-yard line for the win.
ii. If the second team on offense in an overtime round fails to beat or match the team
that went first, the team that went first wins.
c. Both teams must “go for two” from the 10-yard line starting with the third round of
overtime.
d. The final points earned by the winning team in the final overtime will be added onto the
winning team’s total score. The losing team will not receive any additional points.
i. Example: End of regulation time, score is 14-14. Team A scores one point and Team
B score two points. Team B wins with a final score of 16-14. Points are only added to
total score from final round of overtime.
e. All regulation period rules and penalties are in effect.
f. There are no timeouts.
8
VIII. Scoring
1. Touchdown: 6 points
2. PAT (point after touchdown) 1 point (5-yard line) or 2 points (10-yard line)
a. Note: 1 point PAT is pass only; 2 point PAT can be run or pass.
b. A team that scores a touchdown must declare whether it wishes to attempt a 1-point
conversion (from the 5-yard line) or a 2-point conversion (from the 10-yard line). Any
change, once a decision is made to try for the extra point, requires a charged timeout.
A decision cannot be changed after a penalty. Interceptions on conversions cannot be
returned.
3. Safety: 2 points
a. A safety occurs when the ball-carrier is declared down in his/her own end zone.
Runners can be called down when their flags are pulled by a defensive player, a flag
falls out, they step out of bounds, their knee or arm touches the ground, a fumble
occurs in the end zone or if a snapped ball lands in or beyond the end zone.
4. After one team is winning by 28 points or more, the game is over. Once a 28 or more point
advantage is gained, no PAT will be attempted.
5. Forfeits are scored 28-0 for the winning team.
IX. Coaches
1. Coaches are expected to adhere to
NFL FLAG philosophies, coaching
guidelines and code of conduct.
2. Coaches are allowed on the
field to direct players according to
need and division. Coaches must
move to the sidelines before the snap
of the ball.
9
X. Live Ball/Dead Ball
1. The ball is live at the snap of the ball and remains live until the official whistles the ball dead.
2. The official will indicate the neutral zone and line of scrimmage.
a. It is an automatic dead ball foul if any player on defense or offense enters the neutral
zone. In regard to the neutral zone, the official may give both teams a “courtesy” neutral
zone notification to allow their players to move back behind the line of scrimmage.
3. A player who gains possession in the air is considered inbounds as long as one foot comes
down in the field of play.
4. The defense may not mimic the offensive team signals by trying to confuse the offensive
players, while the quarterback is calling out signals to start the play. This will result in an
unsportsmanlike conduct penalty.
5. Substitutions may be made on any dead ball.
6. Any official can whistle the play dead.
7. Play is ruled “dead” when:
a. The ball hits the ground.
i. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit the ground.
b. The ball-carrier’s flag is pulled.
c. The ball-carrier steps out of bounds.
d. A touchdown, PAT or safety is scored.
e. The ball-carrier’s knee or arm hits the ground.
f. The ball-carrier’s flag falls out.
g. The receiver catches the ball while in possession of one or no flag(s).
h. The 7 second pass clock expires.
i. Inadvertent whistle.
NOTE: There are no fumbles. The ball is spotted where the ball-carrier’s feet were at the time of the
fumble.
8. In the case of an inadvertent whistle, the offense has two options:
a. Take the ball where it was when the whistle blew, and the down is consumed.
b. Replay the down from the original line of scrimmage.
9. A team is allowed to use a timeout to question an official’s rule interpretation. If the official’s
ruling is correct, the team will be charged a timeout. If the rule is interpreted incorrectly, the
timeout will not be charged and the proper ruling will be enforced. Officials should all
agree upon any controversial call in order to give each team the full benefit of each call.
10
XI. Running
1. The ball is spotted where the runner’s feet are when the flag is pulled, not where the ballcarrier
has the ball. Forward progress will be measured by the player’s front foot.
2. The quarterback cannot directly run with the ball. The quarterback is the offensive player who
receives the snap.
3. Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front,
behind or to the side of the offensive player but must be behind the line of scrimmage. The
offense may use multiple handoffs.
a. “Center sneak” play is no longer allowed. The QB is not allowed to handoff to the
center on the first handoff of the play.
4. Absolutely NO laterals of any kind.
5. No-run Zones are located 5 yards before each end zone and 5 yards on either side of midfield
are designed to avoid short-yardage power-running situations. Teams are not allowed to run in
these zones if the subsequent line is LIVE. (Reminder: Each offensive team approaches only
TWO no-run zones in each drive – one 5 yards from midfield to gain the first down and one 5
yards from the goal line to score a TD).
6. Any player who receives a handoff can throw the ball from behind the line of scrimmage.
7. Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush.
8. Runners may not leave their feet to advance the ball. Diving, leaping or jumping to avoid a flag pull is considered flag guarding.
9. Spinning is allowed, but players cannot leave their feet to avoid a flag pull.
a. Players spinning out of control will be called for flag guarding.
10. Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player
without a flag guarding penalty enforced.
11. No blocking or “screening” is allowed at any time.
12. Offensive players without the ball must stop their motion once the ball has crossed the line of scrimmage. No running with the ball-carrier.
13. Flag obstruction – All jerseys MUST be tucked in before play begins. The flags must be on the player’s hips and free from obstruction. Deliberately obstructed flags will be considered flag guarding.
11
XII. Passing
1. All passes must be from behind the line of scrimmage, thrown forward and received beyond the line scrimmage.
a. All passes that do not cross the line of scrimmage, whether received or not, are illegal forward passes.
b. The quarterback may throw the ball away to avoid a sack. Pass must go beyond the line of scrimmage.
2. Shovel passes are allowed but must be received beyond the line of scrimmage.
3. The quarterback has a seven-second “pass clock.” If a pass is not thrown within the seven seconds, the play is dead, the down is consumed and the ball is returned to the line of scrimmage. Once the ball is handed off, the 7-second rule is no longer in effect.
a. If the QB is standing in the end zone at the end of the 7-second clock, the ball is returned to the line of scrimmage (LOS).
XIII. Receiving
1. All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
2. Only one player is allowed in motion at a time. All motion must be parallel to the line of scrimmage and no motion is permitted toward the line of scrimmage.
3. A player must have at least one foot inbounds when making a reception.
4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense.
5. Interceptions change the possession of the ball at the point of interception. Interceptions are the only changes of
possession that do not start on the 5-yard line.
6. Interceptions are returnable but not on conversions after touchdowns.
12
XIV. Rushing the Passer
1. All players who rush the passer must be a minimum of seven yards from the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback can defend on the line of scrimmage.
2. Once the ball is handed off, the seven-yard rule no longer is in effect and all defenders may go behind the line of scrimmage.
3. A special marker, or the referee, will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play.
a A legal rush is:
i. Any rush from a point 7 yards from the defensive line of scrimmage.
ii. A rush from anywhere on the field AFTER the ball has been handed off by the
quarterback.
iii. If a rusher leaves the rush line early (breaks the 7 yard area), they may return to the rush line, reset and then legally rush the quarterback.
iv. If a rusher leaves the rush line early and the ball is handed off before he/she crosses the line of scrimmage, he/she may legally rush the quarterback.
b. A penalty may be called if:
i. The rusher leaves the rush line before the snap crosses the line of scrimmage before a handoff or pass – illegal rush (5 yards from the line of scrimmage and first down).
ii. Any defensive player crosses the line of scrimmage before the ball is snapped – offsides (5 yards from line of scrimmage and first down).
iii. Any defensive player not lined up at the rush line crosses the line of scrimmage before the ball is passed or handed off – illegal rush (5 yards from the line of scrimmage and first down).
c. Special circumstances:
i. Teams are not required to rush the quarterback with the seven second clock in effect.
ii. Teams are not required to identify their rusher before the play.
4. Players rushing the quarterback may attempt to block a pass; however, NO contact can be made with the quarterback in any way. Blocking the pass or attempting to block the pass and then making contact with the passer will result in a roughing the passer penalty.
5. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where they line up prior to the snap. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding the rusher
penalty. If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact.
6. A sack occurs if the quarterback’s flags are pulled behind the line of scrimmage. The ball is placed where the quarterback’s feet are when flag is pulled.
a. A safety is awarded if the sack takes place in the offensive team’s end zone.
13
XV. Flag Pulling
1. A legal flag pull takes place when the ball-carrier is in full possession of the ball.
2. Defenders can dive to pull flags but cannot tackle, hold or run through the ball-carrier when pulling flags.
3. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time.
4. If a player’s flag inadvertently falls off during the play, the player is down immediately upon possession of the ball and the play ends. The ball is placed where the flag lands.
5. A defensive player may not intentionally pull the flags off of a player who is not in possession of the ball.
6. Flag guarding is an attempt by the ball-carrier to obstruct the defender’s access to the flags by stiff arming, dropping the head, hand, arm or shoulder or intentionally covering the flags with the football jersey.s
14
XVI. Formations
1. Offenses must have a minimum of one player on the line of scrimmage (the center) and up to four players on the line of scrimmage. The quarterback must be off the line of scrimmage.
a. One player at a time may go in motion 1-yard behind and parallel to the line of scrimmage.
b. No motion is allowed toward the line of scrimmage.
2. Movement by a player who is set or a player who runs toward the line of scrimmage while in motion is considered a false start.
3. The center must snap the ball with a rapid and continuous motion between his/her legs to a player in the backfield, and the ball must completely leave his/her hands.
XVII. Unsportsmanlike Conduct
1. If the field monitor or referee witnesses any acts of intentional tackling, elbowing, cheap
shots, blocking or any unsportsmanlike act, the game will be stopped and the player will
be ejected from the game. The decision is made at the referee’s discretion. No appeals will be
considered. FOUL PLAY WILL NOT BE TOLERATED!
2. Offensive or confrontational language is not allowed. 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.
3. Players may not physically or verbally abuse any opponent, coach or official.
4. Ball-carriers MUST make an effort to avoid defenders with an established position.
5. Defenders are not allowed to run through the ball-carrier when pulling flags.
6. Fans must also adhere to good sportsmanship as well:
a. Yell to cheer on your players, not to harass officials or other teams.
b. Keep comments clean and profanity free.
c. Compliment ALL players, not just one child or team.
7. Fans are required to keep fields safe and kids friendly:
a. Keep younger kids and equipment such as coolers, chairs and tents a minimum of 10
yards off the field in the end zone area.
b. Stay in the end zone area, not between fields.
c. Dispose of ALL trash in designated trash cans.
8. Unsportsmanlike conduct penalties:
a. Defense + 10 yards from line of scrimmage and automatic first down
b. Offense – 10 yards from line of scrimmage and loss of down
15
iv. Defensive penalties
v. Offensive penalties
Defensive unnecessary roughness +10 yards and automatic first down
Defensive Unsportsmanlike conduct +10 yards and automatic first down
Offside +5 yards from line of scrimmage and automatic first down
Illegal rush (Starting rush from inside 7-yard marker) +5 yards from line of scrimmage and automatic first down
Illegal flag pull (Before the receiver has the ball) +5 yards from line of scrimmage and automatic first down
Roughing the passer +5 yards from line of scrimmage and automatic first down
Taunting +5 yards from line of scrimmage and automatic first down
Offensive unnecessary roughness -10 yards and loss of down
Offensive unsportsmanlike conduct -10 yards and loss of down
Offside / false start -5 yards from line of scrimmage and loss of down
Illegal forward pass (Any pass received or lands behind the line of
scrimmage or throwing a pass after crossing the line of scrimmage)
-5 yards from line of scrimmage and loss of down
Offensive pass interference -5 yards from line of scrimmage and loss of down
Illegal motion (More than one person moving) -5 yards from line of scrimmage and loss of down
Delay of game -5 yards from line of scrimmage and loss of down
Impeding the rusher -5 yards from line of scrimmage and loss of down
XVIII. Penalties
i. General
1. The referee will call all penalties.
2. Referees determine incidental contact that may result from normal run of play.
3. All penalties will be assessed from the line of scrimmage, except as noted. (Spot fouls)
4. Only the team captain or head coach may ask the referee questions about rule clarification and
interpretations. Players may not question calls.
5. Games may not end on a defensive penalty unless the offense declines it.
6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play
is considered complete.
7. Penalties will be assessed half the distance to the goal yardage when the penalty yardage is
more than half the distance to the goal.
iii. Offensive spot fouls
ii. Defensive spot fouls
Defensive pass interference Automatic first down
Holding Automatic first down
Stripping +10 yards and automatic first down
Screening, blocking or running with the ball -10 yards and loss of down
Charging -10 yards and loss of down
Flag guarding -10 yards and loss of down

 

SPORTSMANSHIP ZERO TOLERANCE POLICY: All Spectators, Coaches and Players MUST Show Respect for Each Other and the Authority of the Referees.  Help us set a great Example for our youth.  Please cheer enthusiastically for your team.  Without any exception but for positive comments, no adult should speak to a child on another team.  Please acknowledge the good play of both teams.  Have fun and encourage fun.

AWARDS: Winners shall be presented with a team championship trophy and individual medals will be presented to placing teams upon conclusion of the championship matches.

Event Location

Venue:  

Venue Phone: (702) 233-3600

Address:
1400 N. Rampart Blvd, Las Vegas, Nevada, 89128

Description:
The Las Vegas Sports Park features world-class artificial turf indoor & outdoor fields. The Las Vegas Sports Park is located off Summerlin Parkway and Rampart Blvd in the LV Sports Park LV Sports Park 2 LVSportspark_ (5)