Tiny Terps logo: a terrapin in a red helmet holding a lacrosse stick
Mid Maryland Indoor Lacrosse League · Winter 2026–27

Tiny Terps

How we play

Philosophy

Offense

If you have a shot, shoot it. Bounce it in front of the crease, the toughest save a goalie has to make. When we score, go straight into the ride. Celebrate later.

Defense

Man to man, never zone. Pressure the ball the moment it hits an attackman's stick. Move your feet, check the hands, and make every pass tough.

Transition

When a pole picks up a ground ball, he has the green light. Run to the middle of the field, not the sideline. A middie stays home.

Indoor IQ

There's no out of bounds and no faceoff after a goal. The game never stops, so the team that thinks fastest wins the loose balls and the clears.

"You miss 100% of the shots you don't take."Wayne Gretzky, and every Tiny Terps practice
Playbook

Offense

Three sets: 2, 3 and Motion. Every set ends the same way, with a shot. Press Play to watch the ball move, or tap a step to jump to it.

Tiny TerpsOpponentOur movementPassShotPick
Playbook

Rides

There's no faceoff after a goal. Their goalie clears on the whistle, and they have 10 seconds to get the ball over midfield. That's why we go right into the ride.

Playbook

Defense

Aggressive man-to-man. No zone. Our long poles pressure out on the attack the moment the ball hits their stick.

Playbook

Transition

We force a turnover, a pole picks up the ground ball, and he goes.

Playbook

Clears

After a save, we have 10 seconds to get it over midfield, and the goalie has 4 seconds in the crease.

Playbook

EMO & Man Down

Extra man offense when they have a penalty, and man down defense when we do.

Sideline

What coaches will yell

Learn these so you can react without thinking. When you hear one, do it right away.

During play
One more
Make the extra pass. The defense slid or rotated. One more pass finds the open man for a better shot.
Slide!
The ball carrier beat his man. The nearest defender leaves his man and attacks the ball, and everyone else rotates to cover.
Check!
The ball is in the air. Every defender checks his man's stick, even off the ball. It's legal, and defenders might not see the pass coming.
Clear!
We have the ball on our defensive end. Get it over midfield within 10 seconds.
Get upfield
Run. Get past midfield so the ball has somewhere to go.
Yellow
Hold the ball while we sub. Don't go to the goal. Used when a pole is on offense after a transition: he runs back to defense and the middie who stayed back comes up on offense.
Move it forward
Throw the ball forward, toward the goal you're attacking. Don't pass sideways or backward.
Play calls
2 Left / 2 Right (2-man)
2-man game on that side. On 2 Left, the attackman with the ball is Finley, Brooks or William, our lefties. The attackman on that side has the ball low, and that side's middie sets a pick. The other middie down-picks for the other attackman.
Roll · Pop · Slip
In a 2, the middie setting the pick reads his defender and picks one. Roll: cut to the goal after the pick. Pop: pop up high for a step-down. Slip: fake the pick and cut right away.
3 Low (NAME)
"3 Low (NAME)." The named player has the ball up top and dodges, with the other three low across the front of the goal. When he dodges, the other three cut. Any player's name can be called.
3 High (NAME)
"3 High (NAME)." The named player is at X behind the goal and dodges, with the other three up top. When he dodges, the other three cut. Any player's name can be called.
Motion
Free movement and off-ball movement. Everybody is always moving, never standing still. Pass, pass, dodge. The player who throws the second pass sets a pick for the ball. If it isn't there, pass, pass, dodge again.
Terp
Extra man offense (4v3). Square set, work it around once, then run the wheel: carry to the next spot, cut through the crease, fill the top, pass back, while A2 pops in and out. Repeat until someone is open.
Lock
Ride after a goal. Everyone locks on their man so the goalie has no one to throw to.
Chase
Ride after a goal. The scorer chases the goalie, attack doubles the first pass, and middies drop back to the midfield line on the riding side.
Black
Pressure defense. Defense and middies pressure their men even without the ball. The goalie may double.
L him out
The attackman is getting close. Beat him to the spot, push him up and away from the goal, then throw the check.
Red
Attack outlet on a clear. The far-side attackman runs back over midfield to get the ball from the goalie. His defender can't follow him over the midfield line.
Gilman
The goalie throws it long toward the corner to make it a 50/50 ground ball for our attack.
Mid Maryland Indoor Lacrosse League

League rules

The league plays NFHS boys youth rules, with the indoor changes below. Each card says why the rule matters for how we play.

6 + G

Players on the field

Six field players (2 attack, 2 middies, 2 defense) plus a goalie. A team can have at most two long poles on the field at once.

4 up · 3 back

Offsides

Four players on the offensive side (one can be the goalie) and three back on defense: 2 defense + the goalie.

For usIf a pole carries it over, a middie has to stay back.

10 sec

Clearing count

A team has 10 seconds to get the ball over midfield on a clear. The goalie gets 4 seconds in the crease. Breaking either rule gives the other team a free clear at midfield.

For usThis is what makes LOCK work. If the goalie can't find a pass, he runs out of time.

No faceoff

Run n' Gun

There's no faceoff after a goal. The goalie clears on the official's whistle.

For usScore and go right into the ride. Don't celebrate.

2 pts

Two-point shot

A goal counts for 2 if the shooter has one foot behind the midfield line when he shoots.

Always live

No out of bounds

Everything is live except the box area where the teams and the score table are.

For usNever stop on a loose ball. Play to the whistle.

No boarding

The walls

No boarding, and no intentionally pushing a player into the padded walls. Play position defense and stick work.

2 × 20

Game clock

Two 20-minute halves with a running clock, a 1-minute halftime and no timeouts. Penalties are stop-clock and are served at the penalty box.

For usNo timeouts means the calls on this page are how we talk during a game.

On the fly

Substitutions

All substitutions are on the fly.

1 min

Ties: Braveheart

A tie at the end of regulation goes to a 1-minute sudden-death Braveheart: one goalie and one player per team, and one of them has to stay on the defensive side. If it's still tied, the game ends in a tie. In the playoffs, Braveheart periods continue until someone scores, with a new player each period.

Ejection

Conduct

Offensive language or unnecessary roughness means ejection. Fighting means suspension for the rest of the season.

Seeding

Playoffs

Seeds go by record, then head-to-head, then fewest goals allowed, then most goals scored. In the championship game, the clock stops if it's within 2 goals in the last 2 minutes.

Source: indoorlax.net/rules-1. Check there for any updates.

Winter 2026–27

Roster

Head coach Rod LagdameoAssistant coach Jonathan SteeleGames Sundays, 8–9 AM or after 12:30 PM, plus a few Saturdays around 6 PM
Team talk

Message Board

Questions, rides, reminders, shout-outs. Anyone can read. To post or reply, enter the team passcode from Coach Rod.

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