Salt City Flag Club

Fall 2026

Fall Cup and Turkey Bowl, 2026.

Fall Cup · Final series score

Yellow
3–0
Red

Team Yellow are the 2026 champs! 🏆

Turkey Bowl

Sunnycrest Practice Turf

This fall at SCFC.

Mark your calendar

Fall schedule

All times Eastern · Check GroupMe for weekly time and field

Save season
  1. Nov17
    Turkey Bowl Draft
  2. Turkey Bowl9:00 AMThanksgiving morning · Thursday
    Add

Past Events

A look back at Fall Kickoff

October 10 at Sunnycrest.

SCFC players gathering near midfield at Sunnycrest on October 10.
Gathering at midfield before the October 10 run.
A defender reaches for a runner’s flag as the runner carries the football at Sunnycrest.
A flag-pull moment during the October 10 run.
Oct 10 · Fall Kickoff · Completed

Original event guide

Fall Kickoff

Coffee, headshots, three skills challenges, then flag football. Here’s the original event guide.

Pregame coffee, donuts and headshots began at 8:45 AM ET.

Salt City Flag Club Fall Kickoff. Saturday, October 10 at 9 AM; arrive at 8:45 AM. Free, co-ed flag football at Sunnycrest Practice Turf, 698 Robinson Street, Syracuse. Beginners welcome; come solo or bring a friend.

Three challenges. Everybody gets reps.

Try throwing, catching, defending, and making someone miss. No experience needed. We'll demonstrate each challenge before you start, then rotate through the line so everyone gets a turn. Beat the Blitz is optional.

Air BattleGet open, make the catch, and beat the defender to the finish.How to playClose details

A mini passing showdown: one quarterback throws, one receiver tries to get open, and one defender tries to stop the touchdown. You'll get a turn at all three.

How to play

  1. The receiver starts at the line, the defender starts 3 yards ahead, and the quarterback throws from 5 yards behind the line.
  2. Run two plays: one Dig, running forward 12 yards, then cutting across the field, and one Go, running straight downfield along the marked route. The graphic shows the Go at 18–22 yards.
  3. Before the two plays, the receiver quietly tells the quarterback which route comes first. The defender has to react.
  4. Catch the pass, then cross the finish inside the boundaries before the defender pulls your flag.

What counts

A catch followed by crossing the finish inbounds is a touchdown. A flag pull, no catch, or going out of bounds is a stop.

Your turns

Take two plays as quarterback, then two as receiver, then two as defender. Move to the next role after each pair of plays; the next player in line joins at quarterback. After your defender turns, you're done.

QB ×2 → WR ×2 → DB ×2 → DONE

Keep it fair

The receiver gets a free release: no jamming or holding them at the start.

Air Battle: throw a Dig and a Go, catch, then reach the finish before a flag pull.

View full-size graphic

Beat the BlitzOptionalProtect the quarterback, or slip out and become the receiver.How to playClose details

A four-second showdown between a center and a pass rusher. The center starts the play by snapping the ball to our designated quarterback, then chooses: protect the quarterback or release for a quick pass. The rusher tries to get through before time runs out.

How to play

  1. The center snaps the ball, passing it back to the quarterback. That starts the four-second clock.
  2. The center can use controlled blocking to keep the rusher away, or slip out immediately to catch a pass.
  3. The rusher attacks the pressure gate, the marked line between the center and quarterback. Crossing between its cones with their torso before both the throw and buzzer counts as pressure. After entering through the gate, pulling the quarterback's flag before both the throw and buzzer earns a sack.
  4. The designated quarterback stays in that role and gets one controlled sidestep. Rushing stops at the first throw, quarterback flag pull, or buzzer. Crossing the gate does not stop the rush.

Score

  • Center: 2 points for staying in protection for the full four seconds with no pressure through the gate.
  • Center: 1 point for a catch, with the pass thrown before both pressure and the buzzer. The catch can finish after the buzzer. Once pressure occurs, a later catch cannot earn the center a point.
  • Rusher: 1 point for pressure before both the throw and buzzer, or an ordinary failed release.
  • Rusher: 2 points total for entering through the gate and then pulling the quarterback's flag before both the throw and buzzer. A sack is 2 total, not 1 plus 2.

One result per snap. Do not stack protection, catch, pressure, and sack points on the same attempt. Clearly unusable throws from the designated quarterback are replayed.

Your turns

Take three plays as center, then three as rusher. After each set of three, the center moves to rusher, the rusher is done, and the next player in line joins at center. Reset the pairing score when players move up. Both roles in this challenge are optional.

CENTER ×3 → EDGE ×3 → DONE

Keep it controlled

Use controlled, open-hand blocking. No holding, bull rushing, or contact with the quarterback's body. Only the quarterback's flags are targets in this challenge.

Beat the Blitz: protect the QB or release for a catch while the edge rusher attacks the pressure gate.

View full-size graphic

Last DefenderOne defender stands between you and the touchdown. Can you make them miss?How to playClose details

A one-on-one race to the finish. The runner has the ball; the defender has one job: pull a flag before the runner gets past.

How to play

  1. Start at the marked positions in the lane. Both players move on GO.
  2. The runner tries to fake out or outrun the defender while keeping the ball and staying inside the boundaries.
  3. Cross the finish with control of the ball and both flags: HOUSE, a touchdown! The defender wins the stop by pulling one flag first. A dropped ball or going out of bounds also ends the attempt as a stop.

Your turns

Take three plays as runner, then three as defender. After each set of three, the runner moves to defender, the defender is done, and the next player in line joins as runner.

RUNNER ×3 → DEFENDER ×3 → DONE

Keep it clean

No contact or flag guarding: don't use your hand, arm, or the ball to block a flag pull. Stay grounded; don't jump or dive to avoid a pull.

Last Defender: the runner tries to reach the finish with the ball and both flags before the defender pulls a flag.

View full-size graphic