Do you have a pair of pants laying around that needs to be tapered around the legs? Look no further! In this tutorial, we're going to show you how to get those legs looking fabulous in the pants you've been dying to wear. If you want to test the waters, we suggest buying a pair from the thrift store to practice on first.
Find a pair of slim-fit pants that fit you well.
Don't have a pair that fits? No worries! Slip on the ones you want to alter (wear them inside out) and pin along the inseam, starting from the crotch to the hem, at a comfortable width. You can head to step five if you've done this. Note: You may want to get someone to help you pin the pants while you're wearing them.
Turn both pairs inside out and lay them on top of each other as pictured below (make sure your wide-leg pants is on the bottom).
Start pinning along the sides. This helps you stay in line when you get to the sewing machine.
Using the pins as a guide, use the fabric chalk to draw a line that acts as an extra guide when you're sewing.
Using your seam ripper (or a small pair of scissors as pictured), remove about 2-3 inches of the bottom hem. No need to undo the entire thing, as only part of the pants will need to sew.
Time to Sew! Place your garment under the machine and run a straight stitch along the lines you created.
Disclaimer: You may find yourself going in inch by inch if they're not slim enough on the first try. Don't worry, it's better to take them in slowly than rush and go in too much.
Close up the bottom hem once you've tried it on and satisfied with the fit. Cut away the extra fabric, and you're good to go!
Here's what they looked like at the end. We hope yours turned out great as well!
If you made an attempt to do this yourself, let us know how it went! Feel free to ask questions, too. We're still new to making tutorials, so we'd like to improve as we go along. Thanks for reading!
need more help than you thought? Book an appointment to have us taper them for you! we also offer pickup and delivery within Broward county! view our other services here.
Before diving into the world of sewing, Susan worked in the restaurant industry for 8 years as a server--until one day it hit her that she wasn't living up to her calling...so she quit and started her own business. When she's not crafting away, she's a mommy, partner, photographer, health nut and all around vibrant dose of personality who loves to sew and teach others.
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Dogs, Health / June 29, 2022 June 29, 2022 / Leave a Comment / By Kretaner / 9 minutes of reading
The dog diseases of the south around the Mediterranean.
Symptoms and treatment of leishmaniasis, babesiosis, ehrlichiosis and heart worm disease. Annoying fleas and ticks as vectors and their control.
At this dog, the first symptoms of leishmaniasis can just be seen, including falling hair with numerous white nodules in the coat.
Dogs can of course get sick anywhere or adopted dogs from abroad can bring local diseases with them. A changed character of the beloved dog, a ruffled and dull coat, dull eyes, fatigue, indigestion, lack of appetite, frequent itching or a persistently dry nose are usually clear signs of this.
Prevention against leishmaniasis
Ehrlichiosis
Heart worm disease
Prevention for worms
Prevention from fleas and ticks
In the areas around the Mediterranean there are strange diseases for dogs, which originally only occurred there due to the warmer climate. Due to the climate change, the pathogens can now even occur in southern Germany.
In Southern Europe and around the Mediterranean these special pathogens are everywhere and sometimes even infect people as well as animals.
Leishmaniasis or heart worm disease in particular often occurs to dogs. Although the veterinarians and animal welfare activists there are familiar with the problem and no dog suffering from such a disease may be given up for adoption abroad, sometimes the symptoms are only recognized after months. For example, it is not untypical for leishmaniasis that an infection occurs during the main season of the pathogen from August to October, but the disease itself is not recognized until six months later in spring.
Therefore, it is in any case sensible to have the tests for these pathogens from the south carried out by a veterinarian immediately after the arrival of the dog. This should be done for leishmaniasis, ehrlichiosis and babesiosis and repeated six months later due to the long incubation period. The tests should be done for all three pathogens at the same time, as they all have very similar symptoms and can be transmitted by a single insect bite.
In principle, every dog must also be vaccinated annually. This protective vaccination is against distemper, the contagious liver inflammation hepatitis, leptospirosis, parvovirosis and of course rabies.
In the south, a worming cure should also be carried out every three months, as the warmer climate here increases the risk of worm disease.
Leishmaniasis is transmitted exclusively by the bite of the sand fly, similar but not identical to a very small mosquito. The pathogen is a unicellular organism that the sand fly has ingested from the bite of an already infected animal and can pass it on to other dogs.
The sand fly is found in the entire Mediterranean area, as well as in southern France, Romania and Hungary. Even in the mild areas of the Upper Rhine it has already appeared in the meantime.
The disease occurs in two variants, the cutaneous skin form and the visceral organ form.
The skin shape first shows itself through small nodules in the coat, similar to white scales on the hair strands. In addition, there are frayed edges of the ears and bald, scaly areas around the eyes and on the joints. As the pathogen spreads, this spreads to the entire body of the dog.
The organ shape leads to increased kidney values, pale and also bleeding mucous membranes and noses. In addition, the animal is generally in a weak condition. Also, an emaciated dog or swollen lymph nodes can indicate leishmaniasis.
About 2.5 million dogs in Europe are already infected with this deadly disease.
This dog wears a protective collar against insects, which also keeps the sand fly away for 4 months.
In general, groomed dogs in the south wear an effective parasite collar, which keeps the vectors away.
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For some time now there is also a vaccination against leishmaniasis, which can be used for most unified dogs from six months of age. The development of the vaccine has taken twenty years and allows the dogs to be almost completely protected against a bite of the sand fly.
The vaccination requires three injections at an interval of three weeks and protects the animal's immune system against the symptoms of infection.
The vaccination must be repeated at the veterinarian's office at annual intervals.
However, once the dog has fallen ill with leishmaniasis, only an expensive therapy with Milteforan intensively carried out over two weeks will help.
Nevertheless, the dog will never lose the pathogen again, it can only be reduced in the blood to such an extent that there is no outbreak of the disease. For this purpose, tablets (e.g. Zylapour) must be administered daily, which are not very expensive. If the proportion in the blood has fallen below a certain level, these can be dispensed with later. A blood test is also carried out by the vet every six months.
The drugs used to treat leishmaniasis: Milteforan for the first two weeks and often twice daily until the end of life Zylapour tablets to strengthen the immune system.
Leishmaniasis leads to the death of the dog without treatment. Even after treatment, the disease can reappear due to a weak immune system, which can be caused by stress, poor nutrition, strenuous physical exertion or additional illnesses.
With the right treatment and precautions, however, the dog can lead a completely normal and happy dog's life without endangering its environment in any way, except for the tablets to be administered daily and a mandatory protective collar, which must be renewed every four months. Therefore, there is no danger of infection for the owner or other animals in the household, as the transmission can only occur through the sand fly of the Mediterranean area.
This is the dog from the photo above, half a year after successful treatment against leishmaniasis.
Only for dogs from the age of ten months can a reliable test for leishmaniasis and other Mediterranean diseases be carried out by a veterinarian.
There is also a quick test, but it is not as meaningful. This involves dropping a few drops of blood onto a test strip. The laboratory test is of course more reliable, but it takes longer and is more expensive.
However, the safest method is a bone marrow or lymph node puncture.
In the case of the unicellular pathogens of babesiosis, transmission is by tick bite. The incubation period can be between two days and five weeks. The pathogen destroys the red blood cells and causes anemia.
Common symptoms are high fever, a weak and tired animal, pale mucous membranes and lack of appetite. The liver and spleen may also swell.
If the disease is not detected in time and then treated, it ends with the death of the animal.
Ehrlichiosis is also transmitted by the same ticks. Therefore, ehrlichiosis can also occur together with babesiosis as described above.
The Ehrlichiosis bacteria cause a course of disease that is divided into different phases.
The first phase occurs after one to three weeks and shows weight loss and lack of appetite, shortness of breath, lymph node swelling and pus from the eyes and nose as symptoms. Sometimes the animal also experiences muscle twitches, paralysis and cramps.
This phase of the disease is the most obvious and treatment should be started immediately.
These obvious symptoms are followed by a sub clinical phase. During this time there are strong changes in platelet and leukocyte levels.
If the disease is not treated from now on or the dog suffers from an immune deficiency, the disease from now on proceeds chronically with dramatic effects. This can result in mucous membrane bleeding and organ damage or even meningitis, blindness and muscle atrophy.
Therefore, a dog adopted from the Mediterranean area is best also tested for ehrlichiosis, because when it is in the sub clinical phase, no obvious symptoms are visible. At this stage the treatment is still successful, whereas in the chronic final phase it is difficult and often not very successful.
Heart worm disease is also known as dirofilariasis. It is transmitted by mosquitoes, which deposit worm larvae under the dog's skin when they bite. There these larvae develop into small worms in about three months, which penetrate the vascular system. These nematodes then remain in the heart and lungs in the larger blood vessels.
To prevent worm infestation there are capsules (left), which are administered together with the food every three months in the south. In the middle a spray against ticks and fleas (spray every 4 weeks), on the right a dog shampoo.
The symptoms of the dog are subsequently coughing, emaciation, loss of performance, apathy and shortness of breath and extend to the accumulation of water in the abdomen.
Finally, the number of heart worms becomes so great that they close the opening of the heart valve between the right ventricle and the vena cava. The urine then turns gray and the liver and kidneys are affected.
Now only a surgical intervention within a few days can save the dog, in which the worms are removed from the opening at the heart.
If a dog is to accompany you on a trip to the south, for example to Crete, it is advisable to take prophylaxis against this insidious disease beforehand. For this purpose there are medicines available at the veterinarian.
Also adopted dogs from the south, which show the symptoms of heart worm disease, can be successfully treated with it.
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Just like worms, fleas and ticks occur more frequently in the south due to the warmer climate. At first, they are not a disease, but they can transmit them or at least are annoying.
First of all, every dog should have its coat groomed regularly. Not all dogs like this evenly, some love it, others flee into the garden at the sight of the brush or even try to snap.
A dirty or matted coat not only looks less pretty, but also causes itching and, depending on the breed, can even restrict the dog's unhindered movement.
Combing and brushing has the same effect as a massage on humans, which stimulates the appetite and also lets the blood circulate in the body.
Washing with dog shampoo in lukewarm water is also sometimes unavoidable. Since dogs have different smells than humans and their nose is more sensitive, they sometimes like to roll around in carrion or dirty puddles. On the other hand they detest scented shampoos, perfumes or deodorant sprays.
Bathing with a chemical detergent is therefore neither pleasant for the dog nor good for its health. Because dogs don't 'sweat' due to the lack of sweat glands, even when it's very hot, their fur is always evenly greased and therefore has excellent protection against moisture and cold. Thus, a short-haired dog can go into the water, only has to shake afterwards and is dry again.
If the dog is now washed with soap, for example, this protective film is destroyed and even light rain penetrates to the skin and can lead to colds.
Bathing degreases skin and hair, which in turn leads to faster, new pollution. Many skin diseases are therefore also the result of too much bathing.
In summer, ticks also settle on the dog's skin. These are best removed with a slight twisting motion using tick tongs. As against fleas, there are sprays for prevention and the protective collar also reduces the tick infestation.
Fleas can also be prevented with spray, while all the dog's blankets should be washed every two weeks at a temperature of 60° C (140° F). During this time young fleas hatch from eggs and the high temperature causes eggs and fleas to die.
Sofa, bed, carpets and all blankets and furniture on which the dog can lie are also sprayed every fortnight with a mixture that is unpleasant for fleas.
The ingredients to mix an anti-flea spray for home decoration use: on the left front the bottles of Citronella, Leander and Geranium, behind them the oil to mix. Mix a little oil and the three ingredients in a small cup (front right), then fill it into an empty, standard household sprayer together with water.
You can mix this mixture yourself, namely
8 drops of Citronella,
7 drops of Leander and
6 drops of geranium
each 100 ml (3.3814023 oz) of water.
The input should be made in oil in a small cup, as direct dripping into water does not result in proper mixing of the substances. Only then fill the oil with the substances with the necessary amount of water.
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Jun 1 2022 June 3, 2022
Outdoor games for the dog. Outdoor games for the dog If your own dogs are vigorous nature boys or lively bundles of activity, then movement…

redpajama_set_name: RedPajamaCommonCrawl


text:
Search
------

search
~~~~~~

**Description:** Search a project.

**Response Format:** JSON

**HTTP Method:** GET

**Parameters:**

*project_id*
    The id of the project to search.

    Example Value: "42"
*query*
    A JSON list of the queries.

    Example Value: "TPS Reports"
*limit*
    Limit the number of returned results.

    Example Value: "10"
*offset*
    The offset to the first returned result.

    Example Value: "30"
*filter_by*
    Can be of type status, chat_log, item, or document

    Example Value: "item"
*sort_by*
    How to sort the returned search items.

    Example Value: "relevancy"

**Example Request:** ::

    http://wedoist.com/API/Search/search?project_id=42&query=TPS Reports&limit=10&offset=30&filter_by=item&sort_by=relevancy

.. code-block:: json

   TODO: Json example of search.

redpajama_set_name: RedPajamaGithub


text:
Armatore navale e deputato dal 1891, fu ministro delle Finanze sotto Francis Hagerup dal 1903. Divenuto primo ministro nel 1905, propugnò lo Scioglimento dell'unione tra Norvegia e Svezia e fu sostenitore del futuro re Haakon VII. Si ritirò nel 1907.

Altri progetti

Collegamenti esterni

Primi ministri della Norvegia
Sindaci in Norvegia

redpajama_set_name: RedPajamaWikipedia


2014 Nissan GT-R Track Edition. Sales Limited to 150 starting in May.
Another up month for the Nissan GT-R. The sales figures are still pretty small, but they are steady. 98 total for February 2013 vs 67 in February 2012. Year to date 146 sold. There was one extra selling day in 2012 vs 2013.
Full sales charts and press release after the break.
FRANKLIN, Tenn. – Nissan North America, Inc. (NNA) today reported February U.S. sales of 99,636 units, down 6.6 percent from last year's record-setting February total of 106,731. Nissan Division sales in February totaled 90,489, down 7.2 percent from the prior year, which also set a February record. Infiniti deliveries totaled 9,147, down 1 percent from last February.
Sales of the all-new Pathfinder SUV continue to surge, up 145.6 percent to 7,014 units and setting a new February record for the nameplate.
Deliveries of Versa, America's top-selling sub-compact, totaled 13,100, up 28.6 percent over last year, also setting a new February record.
Sales of the all-electric Nissan LEAF increased 36.6 percent to 653 units in spite of tight supplies and the current rollout of the 2013 LEAF now being built in Smyrna, Tenn.
Nissan NV full-size commercial van sales set a new record for any month since launch with 1,252 deliveries, an increase of 55.1 percent over the prior year.
Al Castignetti, vice president, Nissan Division, said: "We expect 2013 to be strong year for Nissan, in spite of the increasingly competitive market. All-new versions of our iconic Altima, Sentra and Pathfinder are hitting their stride, and the LEAF, Versa Note and NV200 models will bring even more new buyers into Nissan showrooms in the coming months."
Infiniti retailers reported continued strong sales of the company's all-new JX 7-passenger luxury crossover at 2,300 units, while the QX full-size luxury SUV had sales of 1,059, allowing the brand's crossovers and SUVs to be up almost 59 percent for the month.
NOTE: To ensure consistency in global sales reporting, Nissan North America calculates monthly variances on a straight-percentage basis, unadjusted for the number of selling days. February had 24 selling days in 2013 and 25 selling days in 2012.


Ever wanted to send an Insta Story of your face-mask selfie (or drunk selfie on a bad Tinder date) to just your best friends instead of your entire Instagram following? Well, starting today, you can. Behold the app's newest feature: Close Friends.
Think: Myspace Top 8 and Snapchat Best Friends, but less petty. Close Friends is a private list of your inner circle, which makes it easier to share your content with the people you like the best. But don't worry — you're the only one who can see your list, and you can change it at any time.
So how does it work? The list lives in the right-hand panel of your profile, where you can find your Saved posts. To access it, simply click on the green "Add" button next to your friend's handle to include them on your list. Now when you go to post a Story, you'll find a green-starred "Close Friends" button on the bottom left corner of your screen that you can press to send your personal content to your handpicked group — for the moments you want to share but not with your entire following (including you know, your mom's friend from college or your aunt or your boss).
Until now, users have been able to take photos or videos and DM them to friends, but this feature changes the game by turning the content from DM into a Story. If you're on someone's Close Friends list, their photo will show up in your Stories lineup with a green ring, and their Story will have a green badge marking it as a Close Friends Story.
The feature is rolling out globally today, and comes on the heels of Instagram's new Shopping update and the app's recent announcement that it is taking steps to remove inauthentic activity on the platform.
Emma Thompson And Greg Wise: What'S Wrong With This Picture?
GO-GO'S: THEY'VE STILL GOT THE BEAT!


Sphagnum moss should not be confused with peat moss. Although both are obtained from bogs, sphagnum moss is the live moss that grows on top of a bog, while peat moss is the decaying matter harvested under the layer of sphagnum moss. Knowing this, one can understand why sphagnum moss resources are more quickly renewed than peat moss.
The sphagnum moss plants are pale green to deep red. They form dense clumps, have no anchor roots and grow up to 12" tall. The leaves are like sponges; they can absorb up to 20 times their weight in water and can retain that water for a great length of time.
In the floral industry, sphagnum moss is used to line wire baskets because it provides good aeration to the roots. It is also routinely used as packing material for protecting plants during shipping, used as a soil amendment for growing orchids, and to start seeds that are difficult to germinate. Because it is a sterile material, it protects young seedlings from damping-off disease. The absorbent properties of sphagnum moss saves water and reduces leaching of nutrients, so less frequent fertilizing is required.


We at Amrutvahini College of Pharmacy are committed to impart value based, student centric and sustained quality education for UG and PG students of pharmacy, as per the needs and expectations of students and pharmaceutical industry.
This shall be achieved through continual improvement in providing excellent infrastructure and competent faculties. We shall strive to enhance students' expertise in safe and effective use of medicines and innovative research that benefits the community.


What works in game-based learning? I've found that game experiences where students create, innovate and problem solve engage pupils in the game and learning. You don't get that with flashcards. Memorization is "lower order thinking" according to Blooms Revised Taxonomy, after all.
Certainly, we can memorize using games, but we can do better. Creating, evaluating and analyzing are higher order thinking. Whether students are playing games where they create or go on epic quests, stories are pouring from classrooms everywhere about games that transform learning.
When my students studied good games with University of Alaska Southeast Masters Students in the Gamifi-ed Project, we were astounded to find how few games were engaging and used good teaching. But that is changing, and teachers are at the center of it all.
The most innovative education "app" on the planet is the innovative educator. Teachers are a powerful force for great gaming. Let's look at eight great ways educators are leveling up game-based learning in the classroom.
College Professor Lee Sheldon (and former Star-Trek script writer) shares his method of gaming his college classroom in The Multiplayer Classroom. The entire course is designed for Sheldon's students to earn points, level up, and engage with learning. The first day, Sheldon tells everyone they have an F and must earn points to level up to an A. This "additive" form of earning grades has very real results as students see their grade grow.
Elementary teacher Michael Matera has students enter the realm of nobles (see video below) as his students join teams as part of learning in a not so bloody or violent Game of Thrones type approach. Famed teacher Ron Clark has his whole school divided into "houses" reminiscent of Harry Potter's Hogwarts. An entire school, Quest to Learn, has been designed using game-based learning as the framework. Immersive experiences seem to be some of the most powerful experiences for learners. But the essential ingredient is a teacher willing to be a "Game Master", as teacher Lucas Gillispie shares.
I have seen the results [of Minecraft] with my three granddaughters, ages 6, 8 & 10, at home. Our 8-year old's reading blossomed when she started playing Minecraft and watching the videos. Her language expression also just exploded.
When students study North Carolina history, teacher Lucas Gillespie, manager of one of the largest Minecraft deployments in the world, has them research a topic on North Carolina history. Then students go into Minecraft and construct what they learned. After building, they give virtual tours for parents and other students to teach about North Carolina. When I interviewed him recently, he gave me dozens of Minecraft examples for every subject.
Dr. Lee Graham created Givercraft where students study the novel the Giver and build a black and white world for the earlier part of the novel. Students blog and write about their experience. Then, they have to imagine the world after the Giver ends. Wow!
Australian teacher Jacques du Toit invented a role play on Twitter he called Tweeting Aztecs to study their history. Students tweeted as different characters. Living a quest is a great way to learn.
Sometimes because of the sensitivity of the subject, calling some activities "games" offends some people. Please don't make the mistake of thinking the word "game" means trivial. Serious games can touch on serious topics and make a positive difference on social issues.
Mission US, City of Immigrants, lets students pretend they are a Jewish immigrant in New York City.
Jane McGonigal's 2012 TED Talk shares how gaming can help those who game have resilience and how good games can improve the world. My students understand the Middle East more deeply as they participate in the Arab-Israeli Conflict Simulation run by Dr. Jeff Stanzler students at the University of Michigan.
History repeats itself unless we learn from history. But it is hard to make serious games real on the pages of a book. Speaking the language of this generation just makes sense.
For some time, teachers have used Learning Management Systems. In an epic plot twist, many teachers are adding Game Based to their Learning Management Systems. Some teachers use the burgeoning Class Craft made by teacher Shawn Young to "play" their curriculum against other classes. Teacher Kevin Jarrett uses Game On, a WordPress plugin to add points and quests to student blogging. Other Gamification programs like GradeCraft, Rezzly, and Virtual Locker are all being used to add points, badges, and other gaming elements to the everyday classroom.
Students earn experience points and level up when Classcraft is used to help kids learn.
The challenge with this approach is to remember that not all games are alike. According to Bartle's Player Types, a categorization of the different "types" of gamers who play for a variety of reasons, some gamers play for points but others play to be on an epic quest, socialize, and some just want to explore. The most epic games appeal to all types of players, and certainly this is where point and badge-centric game based platforms for learning fall short.
Some games immerse you in a simulated experience intended to teach. A student studying photosynthesis could play Reach for the Sun and manage a plant to help it produce as many seeds as possible before winter comes. Last year, my students won $7500 for their financial literacy skills as they played the H&R Block Budget Challenge. They experienced life as a recent college graduate, working, paying bills and managing investments for eight weeks.
In a twist of irony, Henry David Thoreau's book Walden has been turned into a quiet, reflective game.
Many more "good" games are listed on sites like Graphite, and Appolicious. Great simulations let you live what you're learning with robust results.
You don't always have to use technology. My accounting classes made giant leaps in understanding debits and credits when I invented a way for students to keep their accounting books while playing Monopoly. When my students created apps, we had a Shark Tank competition to see whose app would get funded.
Geocaching activities get students outside using GPS coordinates and outdoor games for learning have been around since a caveman first drew a picture of a mammoth in the sand to warn his child. Drama in the classroom can even have game elements.
Games can happen anywhere a great teacher wants to conquer learning and sometimes that means going hands on or outside.
This year, students participating in Hour of Code can program Star Wars Characters, and Minecraft themed experiences. Students learn to code as they make games with characters they love.
While the Hour of Code's primary emphasis is encouraging students to program code, I think it has produced an incredible by-product: a large group of pupils showing what works in game-based learning. With hundreds of thousands of kids of all ages playing the Hour of Code games, it is quickly seen which games kids love by how many play the games during this month.
As a teacher observing Hour of Code, this massive event seems to be producing games that are more engaging and better at teaching coding each year. But students aren't memorizing, they are learning code as they program with it. Each child has a unique experience and unique solution for many of the games. Game designers can look at their creations and understand what they did well and what didn't work.
Hour of Code is definitely leveling up in their teaching of coding. This learning can and should be applied to all topics we teach. Instead of producing manuals, handouts, and paper lesson plans, initiatives should be programming games that we play and learn together.
The answer honestly depends on the game. Not all games are created equal. Give me epic educational experiences or I'd rather not play at all. If educators can use games that spark higher-order thinking, then the games themselves can level up and so can learning.
The answer to the question shall we play a game, honestly depends on the game. Not all games are created equal. Give me epic educational experiences or I'd rather not play at all.
The post 8 Great Ways to Level Up Game Based Learning in the Classroom appeared first on Cool Cat Teacher Blog by Vicki Davis @coolcatteacher helping educators be excellent every day. Meow!


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Calhoun County Florida
Senior Citizens Association / Calhoun Transit / Calco Travel
16859 NE Cayson St.
Blountstown, FL 32424
Seniors Association
CalCo Travel
Africian Safari
New England States Fall Foliage Tour
Tour of Italy
Calhoun Transit
The Calhoun County Florida Transit
Affordable Community Transportation
Overview of Transportation Services
Calhoun County Transit is the Community Transportation Coordinator (CTC) for Calhoun County, Florida. Transportation services are provided to the general public by way of a reservation system. Currently, we offer transportation under two programs to include the Medicaid Recipient Program and the Transportation Disadvantaged Program. Through our transportation programs, we provide a low cost means for participants to attend appointments that are located across Northwest Florida and Southern Alabama.
Areas That We Service
We currently provide transit services for appointments scheduled in: Blountstown, Bristol, Marianna, Wewa, Quincy, Chipley, Gainesville, Sneads, Chattahoochee, Tallahassee, Panama City, Lake City, Pensacola and Dothan Alabama. We also provide scheduled days for local shopping within Altha and Blountstown.
Special Scheduling Notes
Due to funding restrictions we must request that riders schedule their appointments to certain cities as follows:
Panama City (Mon & Wed)
Tallahassee & Marianna (Tue & Thur)
Quincy (Friday)
Blountstown and Altha Shopping (Thursdays).
Transportation services are provided by way of a reservation type system and provided only to those who pre-qualify for either our Medicaid or Non-Medicaid Program. Transportation appointments need to be arranged 24 hours in advance, before transportation is needed. Emergency transportation is provided 24 hours/day, 3 days in advance if family or friends are not available to do the transportation.
Contacting Us To Schedule Your Ride
Call the transit office at (850) 674-4496 as soon as you receive an appointment date and time. Make sure the appointments are made through the dispatcher and not through another rider or the driver. The only one who is responsible for the transportation is the passenger himself. All passengers are subject to our no-show policy.
Information You Must Provide When Scheduling
When an appointment is called in, the Transit Dispatcher needs to be provided with the following information, please have it available :
Client's Name
Escort's Name (if escort is needed)
Address of Client
Client's Phone Number
Client's Date of Birth
Medicaid or Gold Card Number
Doctor's Name and Address
Correct Time & Date of The Appointment
Nature of Visit
Transportation Disadvantaged Non-Sponsored Recipients
Transportation disadvantaged means those persons who because of physical or mental disability, income status, or age are unable to transport themselves or to purchase transportation and are, therefore, dependent upon others to obtain access to healthcare, employment, education, shopping, social activities, or other life-sustaining activities, or children who are handicapped or high-risk or at-risk.
Non-sponsored riders are required to pay fare box rates as listed below. Fares are for a one-way trip are as follows :
Local $2.00, Sneads $5.00, Bristol $3.00, Chattahoochee $5.00, Marianna $5.00, Dothan $10.00, Wewa $ 5.00, Tallahassee $10.00, Quincy $6.00, Panama City $10.00, Chipley $7.00, Lake City $20.00, Gainesville $20.00, Pensacola $20.00
Please let us know if a special vehicle is needed (i.e.. wheelchair, stretcher, station wagon etc.)
Disclaimer: Florida Law and Title VI of the Civil Rights Act of 1954, and The Americans with Disabilities Act prohibits discrimination in public accomodations on the basis of race, color, religion, sex, national origin, handicap, or of marital status. Persons believing they have been discrimiated against on these conditions may file a complaint with the Florida Commission on Human Relations at 850-488-7082 or 800-342-8170 (voice messaging)
Title VI Complaint Procedures
Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit Complaint Procedure under The Americans with Disabilities Act
This Complaint Procedure is established to meet the requirements of the Americans with Disabilities Act of 1990 ("ADA"). It may be used by anyone who wishes to file a complaint alleging discrimination on the basis of disability in the provision of services or access to programs of Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit. This Complaint Procedure does not apply to complaints relating to employment by Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit.
The complaint should be in writing and contain information about the alleged discrimination such as name, address, phone number of complainant and location, date and description of the problem. Alternative means of filing complaints, such as personal interview or an audio recording of the complaint, will be made available for persons with disabilities upon request.
The complaint should be submitted by the complainant and/or his or her designee as soon as possible but no later than 60 calendar days after the alleged violation to:
Marilyn Russell, Executive Director, ADA Coordinator
Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit
16859 NE Cayson Street
Blountstown, Florida 32424
Voice Phone: (800) 955-8770 (Florida Relay System)
TTY/TDD: (800) 955-8771 (Florida Relay System)
Email: senior1@gtcom.net
Within 15 calendar days after receipt of the complaint, Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit's ADA Coordinator or designee will meet with or communicate with the complainant to discuss the complaint and the possible resolution(s). Within 15 calendar days of the initial meeting or communication, Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit's Coordinator or designee will respond in writing, and where appropriate, in a format accessible to the to the complainant, such as large print, Braille, or audio recording. The response will explain the position of Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit and will offer options for substantive resolution of the complaint.
All written complaints received by Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit alleging discrimination on the basis of disability and the responses to these complaints will be retained by Calhoun County Senior Citizens Association, Inc. / Calhoun County Transit for at least three years.
Downloadable Complaint of Discrimination Form
ADA Reasonable Modification Policy
The Department of Transportation has revised its rules under the Americans with Disabilities Act (ADA) and section 504 of the Rehabilitation Act of 1973. It now specifically provides that transportation agencies are required to make reasonable modifications to policies, practices and procedures to avoid discrimination and ensure that their programs are accessible to individuals with disabilities.
Calhoun County Transit is committed to providing safe, reliable, efficient, and accessible service to its customers. To ensure equality and fairness, Calhoun County Transit will make reasonable modifications to policies and procedures to ensure that individuals with disabilities have equal access to all of its services.
Exceptions would include modifications that:
Cause a direct threat to the health and/or safety of others;
Result in a fundamental alteration of the nature of the service;
Are not necessary in order for the individual with a disability to fully utilize Calhoun County Transit's services
Anyone who would like to request a modification of policies or procedures to participate in the Calhoun County Transit's program or service should contact: Marilyn Russell, Executive Director
Physical Address: 16859 NE Cayson Street, Blountstown, FL 32424
Mailing Address: 16859 NE Cayson Street, Blountstown, FL 32424
(850) 674-4163 senior1@gtcom.net
© 2019, Calhoun County Senior Citizens Association, Inc. | john warren, llc


text:
PITFOOTBALL.COM LEAGUE RULES FOR INDOOR FOOTBALL
All rules of the PIT Football League and the rules of the Official Touch Football Rule Book are in effect throughout the duration of the indoor regular season and playoffs. It is the responsibility of the respective team representatives to advise team members of the rules and regulations.
CHAPTER 1: GENERAL INFORMATION
1.1 FIELD DIMENSIONS:
The game will be played on the indoor sized football field with all the regular rules of touch football with the exception of those noted in this document. There are five players on the field for both teams.
No running zones: Marked five yards from each end zone.
Coaches must stay on their half of the field designated to their team and cannot pass center. If a coach crosses center their team will be given a 5-yard penalty and loss of down (on offense) or an automatic first down (on defense).
Parents are designated the side of the field across from the players. In the case of indoor all parents not part of the coaching staff must be off the field and in the stands.
1.2 PLAYER ATTIRE:
Cleats are allowed but must be rubber. Metal spikes of any kind are not permitted.
Mouth-guards are mandatory for all players in outdoor. Mouth-guards will not be mandatory for indoor football although players are strongly encouraged to wear mouth-guards.
Players must wear shorts or pants of a solid color (i.e., all black or all white) no exceptions.
Shorts cannot be the same color as the player's flags. Flags will be either red or yellow so players should avoid those colored shorts.
Before the beginning of every play a player's flags must be at their sides. Players may be penalized for not having flags at their sides.
Baseball caps, sunglasses and jewelry of any kind are not permitted on the field of play.
All shirts must be tucked in while on the field of play. Untucked shirts can block flags. Players may be penalized for having an untucked shirt.
If a player has a cast or brace they must cover it with soft padding to protect all players on the field including themselves. The referee will have final say on all issues related to safety.
1.3 TEAM MEMBERS:
Each team will have five players on the field at any given time.
Teams are able to play with a minimum of four players. If there are less than four players the came is cancelled and the team with not enough players will forfeit the games.
Forfeitures will end in a 1-0 victory for winning team. The forfeiting team will lose two points in the standings in addition to the loss.
If teams have three or fewer players at the start of the game that team will be given a 15 minute 'grace' period with penalties accruing for delay of game at game time, the five-minute mark and the ten-minute mark of the grace period. After 15 minutes the game is called as a default. Teams must start the game as soon as they have four players. Time will not be made up for late starts. Games will be shortened accordingly to fit the game within the specified time slot.
Each team can have a maximum of three coaches on the sideline. All coaches must be registered with Football Manitoba.
1.4 SCORING:
Touchdown: 6 points
Extra point(s): 1 point convert: 1 point converts are played from the five-yard line and must be a passing play. A play-action fake or backwards toss is considered a running play and will result in a dead ball and a loss of down.
Extra point(s): 2 point convert: 2 point converts are played from the 12-yard line/7-yard rushing marker. Play action fakes or backward tosses are allowed.
Safety: 2 points
An interception return to an opponent's end zone on any extra-point play by the defense will result in the defense scoring 2 points plus gaining possession for the next series at its own five-yard line.
A win constitutes 2 points, a tie 1 point, a loss 0 points.
1.5 TIMING:
Two halves with each half being 25 minutes in duration.
Each team has one 60 second time out per half. The clock stops during a time out.
Unused time outs cannot be carried over to the second half or overtime.
Officials may stop the clock at their discretion (i.e., injury time out).
Teams will be warned when there are two minutes left to play in both halves. The official will make two whistle blows to signal two minutes.
There will be a halftime period of two minutes between the first and second half.
At the two minute warning the referees will announce "5 plays remaining". While the play clock is still in play the game clock is not. After each play the referee will call out the remaining plays in the game (e.g., 4 plays remaining, 3 players remaining...etc). If a touchdown is scored, the ensuing convert is not not counted as one of the five plays remaining).
The game cannot end on a defensive penalty.
1.6 OVERTIME:
If the score remains tied at the end of regulation in the regular season a tie will be rewarded with each team receiving one point.
Only in the playoffs: If the score is tied at the end of regulation time teams move directly into overtime.
A coin toss determines first possession of overtime. The team that wins the toss starts with the ball on the opponents 12-yard line.
The game is decided by alternating convert attempts from the 12-yard line. If the team with first possession scores, the second must match that score to continue the overtime period. If the first team does not score the second team can win by scoring their convert. If both teams do not score overtime will continue until one team scores and the other is unable to convert their attempt.
Note: There will be no timeouts granted during the overtime period.
Note II: All converts in overtime are taken from the 12 yards line (there are no one point convert attempts). Overtime is sudden death.
1.7 FAIR PLAY:
Flag football is a developmental and recreational sport and therefore all players must be given fair playing time.
If complaints are registered by coaches, parents, or players about fair play, Football Manitoba will then investigate, evaluation and possibly discipline the coach in question.
1.8 SPORTSMANSHIP/ROUGHING/INTERFERENCE:
If the official witnesses any acts of flagrant contact (i.e., intentional/deliberate tackling, elbowing, cheap shots, blocking, or other physical contact), the team committing the foul will be penalized 15-yards, the game will be stopped and the player will be ejected from the game. Foul play will not be tolerated.
Trash talking and taunting is illegal. If trash talking or taunting occurs the team committing the foul will be penalized 15 yards for unsportsmanlike conduct. Officials have the right to determine offensive language.
Discriminatory statements or offensive language such as comments of race, sex and upbringing by players, coaches or spectators will result in a 15-yard unsportsmanlike conduct penalty and an immediate ejection.
Deliberate questioning of officials calls will be penalized upon the official's discretion.
Any physical or verbal abuse against an official by a player, coach or spectator will result in a 15-yard unsportsmanlike conduct penalty and an immediate ejection.
In the case that parents or players are asked to leave the field of play the coaches are responsible to help officials enforce the decision of the parents or players are unwilling to leave. If the parents or players do not leave the field of play when requested the team they are sided with will forfeit the game.
Once a flag is pulled the defensive player should drop the flag at their feet so the official can spot the location of the flag pull.
CHAPTER 2: FIELD AND EQUIPMENT
2.1 PREGAME:
Every flag football game begins with a coin toss. This determines who has first possession at their own 5-yard line.
Loser of the coin toss has choice of end zone to defend and the loser of the toss also gets possession of the ball at the beginning of the second half starting at their own 5-yard line.
2.2 POSSESSION:
There are no kickoffs or punts.
The offensive team takes possession of the ball at its 5-yard line at the beginning of each series and has three plays to cross midfield. Once a team crosses midfield it has three plays to score a touchdown.
If the offensive team fails to cross midfield or score a touchdown (once passed midfield) it will produce a turnover on downs resulting in a change of possession.
An automatic first down penalty will overrule the other requirements regarding three plays to make either a first down or to score.
All possession changes except interceptions start from the offense's 5-yard line.
If an offensive penalty occurs pass midfield which causes the ball to be placed behind the midfield marker the offensive team must still score a touchdown within three plays.
Teams must change sides at halftime.
One pass must be made for every three plays of possession.
If a quarterback is sacked behind the line of scrimmage this is considered a run.
2.3 PASSING:
The quarterback has seven seconds to throw the ball. If a pass is not thrown within the seven seconds the play will be blown dead, a loss of down will occur and the ball will be spotted at the previous line of scrimmage.
Once the ball is handed off or tossed or there is a play-action fake or toss the seven second rule is no longer in effect.
The quarterback must play-action towards a teammate in order to negate the seven seconds.
Any player can receive a toss or handoff and be allowed to throw the ball downfield behind the line of scrimmage.
Forward passes must cross the line of scrimmage. If a forward pass does not cross the line of scrimmage the offense will be penalized with an illegal forward pass.
Shovel passes are allowed but must be beyond the line of scrimmage.
If the quarterback steps over the line of scrimmage while throwing the ball the play will be blown dead (a player cannot advance the ball once he/she has passed the line of scrimmage).
The quarterback must have his entire body behind the line of scrimmage in order to throw the ball.
2.4 RUNNING:
At the start of each play the ball must be snapped between the legs of the snapper.
The center is the player who gives the ball to the quarterback via the snap. The center cannot take a direct hand-off back from the quarterback (no center sneak play).
The quarterback is the player who first receives the ball directly from the snap.
The quarterback cannot run the ball past the line of scrimmage.
An offense may use multiple hand-offs behind the line of scrimmage. Only backward and lateral hand-offs are allowed during a down.
Tosses or sweeps behind the line of scrimmage are allowed as are running plays.
Downfield tosses (once the ball passes the line of scrimmage) are not permitted. Once a player has possession of the ball beyond the line of scrimmage any loss of possession (i.e., fumble) will be blown dead by the official.
"No running zones" are located five yards from each end zone. When the ball is on or inside the 5-yard line going towards the opponent's end zone the offense cannot use a running play to cross the line of scrimmage. A play-action fake or lateral/backwards toss is considered a hand-off within the 5-yard no run zone. If a run or play-action fake or lateral/backwards toss occurs within the 5-yard no run zone the play will be blown dead, a loss of down will occur and the ball spotted at the original line of scrimmage.
Spinning is allowed however offensive players cannot leave their feet to avoid a defensive player. If a player leaves their feet the play will be blown dead by the official and the ball will be placed from the spot the player left his/her feet or will result in a turnover on downs (if on third down).
The ball is spotted where the ball carriers feet are when the flag is pulled, not at the spot of the ball.
It is up to the ball carrier to avoid contact with the defender. Good defensive position will be rewarded to the defense by the officials.
If the ball carrier crosses the line of scrimmage and laterals the ball or throws the ball forward the play is blown dead and the ball is spotted at the point of the lateral or forward pass.
There are no fumbles in flag football. Any fumble will be considered a dead ball and will end the play at the spot of the fumble.
Any fumble by the offensive team in their own end-zone will result in a safety.
2.5 RECEIVING:
All players are eligible to receive passes (including the quarterback if the ball has been handed off behind the line of scrimmage).
Only one foot must be in bounds for a caught ball to be ruled a catch.
Players may catch the ball while on their knees, back or side, however the play will be blown dead and the ball spotted where the catch was made.
Players are ineligible to catch a pass if their flag has fallen off.
If a player dives to catch a ball the play is dead where the catch is made (i.e. where the players feet/body are at the time of the catch).
If both an offensive and defensive player catch the ball simultaneously the tie will always go to the offense.
2.6 DEAD BALLS:
A play is ruled dead when:
The official blows the whistle
The ball carrier's flag is pulled or becomes illegal.
Note: Illegal meaning the flag is in a position unable for the defense to pull or falls off.
Ball carrier steps out of bounds, jumps or leaves feet.
Touchdown or safety is scored.
When any part of the ball carrier's body other than a hand of a foot touches the ground.
When the ball is fumbled.
Note: There are no fumbles. The ball will be spotted where the ball carrier's feet were when the fumble was made. If a fumble occurs it will result in a loss of down or a turnover on downs. If a fumble occurs in the end zone it will result in a safety.
If the ball carrier's flag falls off the play will be whistled dead and the ball will be spotted at the spot where the flag fell off.
2.7 DEFENSIVE RUSHING:
Only players starting from a minimum of seven yards behind the line of scrimmage can rush the passer.
A bean bag designates the seven yards from the line of scrimmage.
Any number of players may rush the quarterback.
A rusher lined up within two yards (1 yard on either side of the bag) of the seven-yard marker is entitled to a free rush at the quarterback – the rusher may not be interfered. If the rusher is interfered with it will result in an offensive rusher interference penalty.
A rusher cannot be directly over the top of the bag. He/she must designate the side that they wish to rush from. Once they have chosen the side they are not allowed to switch.
Note: Rushers cannot switch sides last minute before the snap. The center is expected to get out of the rusher's way, therefore the rusher must choose either side of the bag prior to the snap.
Only one rusher is entitled to a free rush at the quarterback.
Only one rusher is allowed to be within two yards of the bean bag.
A rusher lined up outside the two yards (side to side) of the 7-yard marker is not entitled to a free rush at the quarterback and may be interfered. For example, a running back or receiver in motion or in a pattern who runs into the rusher.
All defensive penalties are eligible to rush once the ball has been handed off or tosses or there is a play-action fake or toss.
A rusher may not hit the quarterback's arm or any other part of their body while the quarterback is throwing.
Rushers must be under control. Players may not leave their feet or dive for the quarterback's flags.
A rusher must have their entire body behind the bean bag before the snap.
2.8 INTERCEPTIONS:
The defense can return interceptions.
Interceptions change the possession of the ball.
If an interception occurs in the end zone and the ball carrier leaves the end zone, the ball will belong to the intercepting team at the spot the ball becomes dead.
If the ball carrier intercepts the ball in the end zone, subsequently leaves the end zone, then returns to the end zone and is de-flagged or the ball is ruled dead the result will be a safety for the other team.
2.9 DIVING/JUMPING SITUATIONS:
Rusher:
The rusher can jump to block a pass as long as the jump is straight up and down.
A receiver can jump to catch the ball and land and continue to run.
A receiver can lay out for the ball only if that player is not going into a crowd. A dive into a crowd of people could result in a roughing penalty.
Ball Carrier:
The ball carrier may not jump or dive but may spin.
The ball is spotted where the players hips are not the ball.
Tackling:
A tackler can lay out to make an athletic move to pull the flag.
Diving into a player is a roughing penalty.
The spirit of the rules for diving and jumping is to promote safety while not penalizing athletic play. Safety comes first.
CHAPTER 3: PENALTIES
3.1 PENALTIES:
All penalties may be declined – the official should check with the coach or captain after each penalty to determine if they accept or decline the penalty.
Officials determine contact that may result from normal run of play.
All penalties will be assessed from the line of scrimmage except for flag guarding and defensive diving.
Games cannot end on a defensive penalty unless the offense declines the penalty.
If the offense and defense are both penalized with two penalties that are of the same distance (i.e., 5-yard and 5-yards) the down will be repeated.
If the offense and defense are both penalized, but one side is penalized with a 15-yard penalty, the difference between the penalties will be assessed and the down will be repeated.
3.2 DEFENSIVE PENALTIES:
The following infractions carry a 5-yard penalty and an automatic first down:
Illegal contact – holding, jamming at the line of scrimmage.
Roughing – unintentional tackling.
Illegal flag pulls – occurs when a defensive player pulls an offensive player's flag with intention to cause a dead ball or making the receiver ineligible for the catch.
Coach crossing designated sideline area.
Quarterback release interference – hitting the quarterback's arm when rushing the passer.
The following infractions carry a 5-yard penalty with the down repeated:
Disconcerting signals – signals used to distract opponents or simulate offensive signals prior to the snap.
Interference with the ball at the snap.
Substitution fouls – i.e. Six players on the field, players entering the field during the snap of the ball.
Offside – occurs when a player is passed the line of scrimmage at the snap of the ball.
Illegal rush – occurs when a rusher is passed the minimum 7-yard rushing bag prior to the ball being snapped when attempting to rush the quarterback.
Note: The rusher must pass the line of scrimmage to be constituted an illegal rush.
The following infractions carry a 15-yard penalty and an automatic first down:
Pass interference – illegally preventing a receiver from catching the ball.
Note: Along with the standard rules for pass interference, if a defensive player pulls the flag on an offensive receiver just as the receiver is about to make a catch the defensive player will be penalized for pass interference.
Unsportsmanlike conduct – intentional physical conduct or verbal abuse. Note: The player will also be ejected.
3.3 OFFENSIVE PENALTIES:
The following infraction is a spotted foul which also incurs a 5-yard penalty and loss of down:
Flag guarding – using hands, arms or elbows to intentionally block the defender from pulling the flag.
Note: Stiff arming a defender is a form of flag guarding and may also result in a roughing penalty.
The following infractions carry a 5-yard penalty and loss of down:
No cadence by quarterback.
Illegal forward pass – pass received behind the line of scrimmage.
Offensive pass interference – receiver pushes off.
Note: If an offensive player pulls the flag of a defensive player just as the defender is about to make an interception the offensive player will be penalized for pass interference.
Roughing – it is up to the ball carrier to avoid contact with a defender. Good defensive position will be rewarded to the defense by the officials.
Blocking or illegal pick play.
Note: Offenses may not run plays where players are placed into stalemated position to act as stand-still blockers downfield. If a pick play or wall is intentionally run it will result in a 5-yard penalty and loss of down.
Rusher interference – it is illegal for a receiver, running back or center to run a pattern that interferes with a rusher who is at a minimum of 7 yards from the line of scrimmage and who is 2 yards (side to side) of the 7-yard rushing marker.
The following infractions carry a 5-yard penalty and down repeated:
Substitution fouls – i.e., six players on the field, player enters field during the snap of the ball.
Delay of game – inability to snap the ball before the 30-second play clock expires.
False start.
Illegal Snap – the snap must occur between the legs of the center to the quarterback.
Player out of bounds – if a player goes out of bounds without interference the player may not return to the field or catch the ball.
Illegal contact – holding, jamming, etc.
The following infractions carry a 15-yard penalty and loss of downs:
Unsportsmanlike conduct and player ejection.
CHAPTER 4: GAME DUTIES
4.1 PREGAME DUTIES:
Set up field, check placement of cones and field markings.
Establish team sides of the field.
Check player equipment – rubber cleats, mouth guards, flags at side.
Coin toss.
4.2 OFFENSIVE OFFICIAL DUTIES (HEAD REF):
Check for proper placement of flag at sides after each down.
Establish the line of scrimmage.
Watch for offensive off sides.
Count 7 seconds for the quarterback to throw.
Stay on boundary to watch out of bounds on your side.
Watch quarterback to ensure:
The quarterback does not cross the line of scrimmage.
Fake handoff (negate seven seconds).
Blow play dead if within the five yard no rushing zone.
Blow play dead if forward pass caught behind the line of scrimmage.
Flag pulls.
Keep track of downs.
Retrieve bean bags after yards gained.
Make sure everyone is having fun!
4.3 DEFENSIVE OFFICIAL DUTIES (BACK JUDGE):
Line up behind but in view of the 7-yard rushing marker.
Watch for early rush.
Watch for illegal rush.
Check for hand-off or fake.
Cover out of bounds opposite the side of official #1.
Watch for interference and flag guarding.
Establish where feet are when the flag is pulled.
Inside five yard no rush zone check for the pass not a run.
Rule on completion.
4.4 OFFICIALS POSITIONING:
The Head Ref is positioned on the line of scrimmage NOT in the backfield. Line up on the side of the line of scrimmage in which there is no game directly behind you so that you aren't blindsided by someone from another game!
Remember that QB sacks will be much easier to call since the flag must be pulled. The Head Ref first looks for off-sides, rusher interference or jamming at the line. Then the head ref should watch the backfield for handoffs or fakes and plays at the line of scrimmage.
The Head refs must also count the 7 seconds loud enough for the quarterback to hear the play clock. If the defensive team sends a rusher that crosses the line of scrimmage the head ref may discontinue the play clock as the quarterback now has as much time has he/she wants assuming they can avoid the rush.
The head ref must also watch for illegal blocking, flag guarding or players leaving their feet in an unsafe manner. Remember however spinning is legal as long as the player does not jump and spin.
The Back Judge is positioned near the sideline opposite the head referee behind the rusher's bag. The back judge first looks for rusher offside and then for pass interference, illegal blocking or flag guarding. Remember however spinning is legal as long as the player does not jump and spin.
Remember to avoid inadvertent whistles. A tag no longer ends a play but rather the pulling of the flag. The ball is also spotted at the player's feet rather than the position of the ball when the player has been flagged.
CHAPTER 5: GAME TIPS
Field is 25 yards by 70 yards (so slightly narrower than fields are currently marked). The referees will cone off a sideline.
5.2 NO KICKING OR PUNTING:
Teams start at their own seven-yard line and have three downs to get to center and if that is accomplished another three downs to score a touchdown.
A turnover on downs results in the defensive team scrimmaging on their own seven-yard line (they do not take over at line of scrimmage). Thus there is no reason to punt.
The only time the ball is not scrimmaged on the seven-yard line is if there is an interception.
5.3 FLAGGING:
A flag must be dislodged for a player to be "tagged".
A player may spin to avoid a tag however the player cannot jump and spin.
If a player's flag is dislodged prior to a catch a penalty for pass interference is called.
If a player's flag comes loose due to that player not securing it properly, then that player need only be tagged to end a play.
A player cannot swat away the attempt of a defensive player from pulling the flag (this is a penalty).
5.4 RUSHING:
The rushing bag is at seven yards NOT five yards.
A quarterback has only seven seconds to throw the ball (therefore cannot run around in the backfield for a long period of time).
A quarterback is also not allowed to run past the line of scrimmage.
Teams may therefore choose not to send a rusher as the quarterback cannot run and has only the seven seconds to throw the ball.
5.5 QUARTERBACKING:
If the quarterback runs over the line of scrimmage the play is blown dead.
The quarterback only has seven seconds to throw. The referee will count the seven seconds out loud.
Because the quarterback cannot run they can throw the ball away (no grounding penalties).
Running is allowed but only after the quarterback laterals the ball to someone in the backfield. Once lateraled the seven second rule no longer applies and the person in the backfield may run or throw the ball.
The seven-second rule can also be negated by faking a lateral pass. The only condition is there must be a person in the backfield to potentially accept a pass and that person must be within five-yards of the quarterback at the time of the fake.
A snap that hits the ground or goes over the quarterback's head will be considered an incomplete pass, the play is blown dead and no loss of yards. If the quarterback drops the ball it is dead at the point it was dropped.
5.6 OTHER RULES:
At the two-minute warning there are five-plays remaining. It is not running time.
2 x 25 minute halves.
If a player hits the ground while in possession of the ball the play is blown dead (like college football).
No laterals allowed, except those that take place behind the line of scrimmage.
A defensive player that is stationary cannot be run into by a receiver when attempting to make a flag.
A defensive player that is not stationary cannot grab, hold or otherwise impede a receiver's progress.
If possible, please do not wear shorts with pockets as they can cause a danger when flagging.
THE STUFF THAT NEEDS TO BE SAID:
Any additions to rosters after the registration deadline are subject to approval by the PIT Football League Management.
Any other interpretations not covered by the PIT Football rule book, the TFONT rule book, the Football Manitoba rule book, or the indoor modified flag football rules noted on this post are subject to the Head referees judgment and/or the league administration.
Have a great season and enjoy the best game day football experience in Manitoba!
FOR THE PLAYERS ... ... BY THE PLAYERS


text:
Michel Cusson (I)
Composer, Music Department, Actor
Become a member to see Michel Cusson's contact information.
64 titles
Films in Production (1 title)
Jazz Fluo (2024)
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Past Film & Video (36 titles)
Ali et les princes de la rue (2019)
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Superpower Dogs (2019)
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Worst Case, We Get Married (2017)
After Circus (2015)
Ville-Marie (2015)
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Odysseo by Cavalia (2015)
La maison du pêcheur (2013)
CAD 4.3MM
Maïna (2013)
Rouge Sang (2013)
Omertà (2012)
CAD 7MM
Rocky Mountain Express (2011)
Coteau rouge (2011)
Legends of Flight (2010)
The Ultimate Wave Tahiti (2010)
Point de faille (2007)
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CAD 75K
Dinosaurs Alive (2007)
Le génie du crime (2006)
My First Wedding (2006)
Cavalia (2006)
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The Rocket (2005)
Les voleurs d'enfance (2005)
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Aurore (2005)
Fighter Pilot: Operation Red Flag (2004)
Metallic Blues (2004)
Monica la mitraille (2004)
Dans une galaxie près de chez vous - Le film (2004)
Volcanoes of the Deep Sea (2003)
Father and Sons (2003)
Séraphin: Heart of Stone (2002)
Cruel and Unusual (2001)
Wolves (1999)
(Short) - Composer, Musician Composer, Musician See fewer
The Countess of Baton Rouge (1997)
Le jardin d'Écos (1997)
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L'automne sauvage (1992)
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Past Television (26 titles)
À coeur battant (2023– )
(TV Series) - Music Music See fewer
Sans rendez-vous (2021)
(TV Series) - Music (10 episodes, 2021) Music (10 episodes, 2021) See fewer
Marianne revient (Sep 30, 2021) Season 1, Episode 10 - Music Music See fewer
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text:
module Starling
  module Resources
    # A resource representing an address in the response from the Addresses API
    class AddressResource < BaseResource
      # @return [String] the city where the address is located
      def city
        parsed_data['city']
      end

      # @return [String] the country where the addresses is located (e.g. "GBR")
      def country
        parsed_data['country']
      end

      # @return [String] the postcode of the address
      def postcode
        parsed_data['postcode']
      end

      # @return [String] the street address of the address
      def street_address
        parsed_data['streetAddress']
      end
    end
  end
end