Guelph Ultimate Rules - "B" and "C" Divisions
"No set of rules can replace player's respect for one another and for good spirit."
Ultimate Players Association, 1993 (c)
Guelph Ultimate's "B" and "C" Divisions play by the 11th Edition Official UPA rules with a few changes to make it more enjoyable for new players to the game. Instead of playing 7 v 7 as in the "A" Division, the "B" and "C" Divisions play 5 players against 5 players. This allows new players to the game a 1 in 4 chance of handling the disc instead of a 1 in 6 (the more a new player handles the disc the better they will become in a shorter time). Since the number of players are less, the fields are proportionally smaller. In order to stop players from throwing the "long bomb" every play, a rule is set that you cannot score from inside your own half. This will force teams to work on their short game and improve their handling skills. To keep the games exciting two - 45 minute games are played a night, allowing teams to play more teams in a season. Finally footblocks are not permitted and are considered fouls, this is for your own safety.
The following rules are a condensed version of the 11th Edition Official UPA rules. With the exceptions of the rules stated above, the UPA rules are the basis for all Ultimate games.
The most important part of Ultimate is "The Spirit of the Game". This is used to describe the respect that every player in the game has for the rules and their fellow players. No referees exist. Instead, the players themselves officiate. Implicit in Ultimate is the assumption that no one will cheat to gain an unfair advantage. This principle is what makes Ultimate special to so many people, and all Ultimate players try to keep the Spirit alive by maintaining this high level of trust, no matter how competitive the game becomes.
1. Equipment/Field Set-Up:
▪ Team captains are responsible for bringing a disc provided by the league to each game.
▪ Each team should bring both light and dark coloured shirts to each and every game.
▪ Cleats are allowed but No metal spikes or bare feet!!!
▪ Each player must sign a wavier before the first game. Note: If you add a player to your team throughout the year, the player must sign a wavier before they play, even if it is only for one game.
▪
I
▪ Each convener has a basic first aid kit (ice packs, band aids and tensors) stored in the convener's equipment bag. The convener is the person who blows the whistle to start the game.
2. Game Time/Default:
▪ Please arrive 15 minutes early to warm up and start your games on time.
▪ Before the game the captains should flip the disc (like a coin) to determine who will pull and who will receive.
▪ Games are played rain or shine (but no lightning), cancelled games are not rescheduled.
▪ Always show to the game even if it's raining as the weather can change very quickly. At the start of the game the captains are to make the decision if the games are to be cancelled. If lightning cancels any game the rest of the games are canceled for the night.
LIGHTNING POLICY: If thunder is heard within 30 seconds of seeing lightning, games will be postponed. All participants must leave the playing area and seek shelter in a building or an automobile. Never stand under trees, in an open field or under an umbrella. Games will resume 15 minutes after the thunder and lightning have moved away. If thunder and lightning are still present 15 minutes after, the game will be cancelled and the score counts as it was when the game was stopped. Halftime must be reached (8 points by one team in the A Division or 22 minutes in the B and C Division) in order for the game to count towards the league standings.
▪ All teams are to play 5 vs 5 having at least 2 of each gender on the field at all times.
▪ If a team cannot field a squad 10 minutes after the official start time a default will occur. A team can play with a minimum of 4 people, as long as two (2) of the players are women and two (2) of the players are men.
▪
Captains may agree to waive the rules regarding minimum people but this should
be decided before the game begins.
▪ The games begin right at 6:30pm and 7:15pm as there is 2 games each night.
▪ Teams may call a one (1) minute time-out per game if needed except in the final 10 minutes of play.
▪ Games are completed when the convener blows the whistle at the end of 45 minutes. If the disc is in the air when the whistle is blown the play counts. A tie is recorded as a tie. There will be 2 points awarded for a win, 1 point for a tie and 0 points for a loss. In the playoffs if it is tied at the end of 45 minutes, the game should be stopped, from where the whistle went, agree the game is a tie, then tap the disc back in and continue to play until the next point is scored.
▪ If teams have the same number of points at the end of the season, the tiebreaker will be awarded to the team with a) the highest Spirit Score Average, b) Head to head. If the two teams tied played each other, the winner of the game places higher. c) Point differentials, counting only games against common opponents d) Points scored, counting games against all common opponents. e) Points against, counting games against all common opponents. f) Flip a disc
▪ Before the game the captains should flip the disc (like a coin) to determine who will pull and who will receive.
3. Initiate Play:
▪ Each point begins with both teams lining up on the front of their respective end zone line.
▪ The defense throws ("pulls") the disc to the offense.
▪ The receiving team has the option of catching the disc or letting it fall, but if they attempt to catch it & drop it, it is an automatic turnover. THE PULL CANNOT BE KNOCKED DOWN AND PLAYED BY THE RECEIVING TEAM LIKE A BLOCKED PASS DURING REGULAR PLAY!
▪ Players must play the disc from where it lands, the endzones are live.
▪ The receiving team does not have to wait to have the disc "tagged in" off the pull. Whoever retrieves the disc off of a pull or from any throw that lands out of bounds must play it. It cannot be handed over to someone else to commence play. If the defense team intercepts the disc in there opponents endzone it is a point for the defense team.
▪ If the pull goes directly out of bounds, the receiving team may call "middle/brick" and play the disc from the middle of the field at the point where the disc crossed the boundary or from the brick mark closest to the end zone of the receiving team. The brick mark is 15m from the end zone. If the disc rolls out, "middle/brick" may not be called.
4. Movement of the Disc:
▪ The disc may be advanced in any direction by completing a pass to a teammate.
▪ Players may not run with the disc.
▪ The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count, but must be within 3 metres of the thrower to call stalls.
▪ A player is out-of-bounds when s/he steps on an out-of-bounds area (lines are out-of-bounds). When a player is in the air, his/her in or out-of-bounds is determined by where the first point of contact is with the ground. If any portion of the first point of contact is out-of-bounds, the player is considered out-of-bounds.
▪ If a disc goes out of bounds it is a turnover. However, the new offensive team must get the disc "tagged in" by the new defensive team, before play begins. A disc that is thrown out of bounds but curves back into play before hitting the ground is still in play.
▪ A pivot foot must be established once the disc is caught; moving the pivot foot is "traveling" and the thrower must go back to their original position and stalls are started at the same point where they were when the call was made.
5. Scoring:
▪ Each time the offense completes a pass in the defense's end zone, the offense scores one point. After each score, teams switch sides and play is again initiated. To signal that you are ready, you raise your arm in the air, to let the team know you are ready.
▪ You may not score from a pass thrown before or on the halfway line. This will help the flow of the game and encourage a more skilled approach to Ultimate. If an offensive player does catch a disc in the endzone that was thrown before half, the defensive team receives the disc on their own goal line. If the disc lands on or before the center line, it is not consider over half, it must be played from where it lands.
▪ In order for the receiver to be considered in the endzone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the endzone.
▪ A player cannot score by running into the endzone with the disc. Should a receiver's momentum carry him/her into the endzone after gaining possession, the receiver must carry the disc back to the closest point on the goal line and put the disc into play from there.
▪ A receiver who lands with one foot in the endzone and one foot out of the endzone (in effect, straddling the goal line) has scored a point if the foot inside the scoring area was the first point of contact. A receiver who lands with one foot in the endzone and one foot out of the endzone (in effect, straddling the goal line) has not scored a point, if both feet touch the ground at the same time, and must continue to pass the disc.
6. Change of possession:
▪ When a pass is not completed (e.g. out of bounds, dropped, blocked, interception), the defense immediately takes possession of the disc and becomes the offense. (a defender may block/knock-down a pass with any part of their body, WITH THE EXCEPTION OF THEIR FEET!, as long as no contact is made with the intended receiver).
▪ After a blocked or missed pass (a "turnover"), the person who touches the disc first for the new offense (from the team who now has the disc) must be the first thrower.
▪ If two players catch the disc at the same time, the tie goes to the offence.
7. Substitutions:
▪ Substitutions can take place after a point has been made or to replace an injured player.
▪ The team without the injured player has the right to substitute an equal number of players during an injury substitution.
8. Non-contact: There should be NO CONTACT!
▪ Any physical contact between players results in a foul.
▪ Picks and screens are also prohibited.
▪ A defender may not hit the disc out of the thrower's hands; this is called a "strip." If a strip a occurs, the thrower regains possession and the defender must restart the stall count.
▪ When defending against the thrower, you must stay 1 disc length away from the thrower. You can not touch the thrower as they throw; however, the thrower may not move their body, arm, hand, etc. into the defender with an established position.
**The Principle of Verticality** All
players have the right to the space immediately above them. Thus, a player
cannot prevent an opponent from making an attempt on a pass by placing his/her
arms above an opponent. Should contact occur, the player restricting the
vertical area has committed a foul. This is not to say that defending players
cannot reach over the intended receiver to intercept the disc, but in doing so
they must not limit the intended receiver's ability to jump, etc.
DANGEROUS PLAY: It is a foul if you create a Dangerous Play, i.e. charging at a disc in the air, potentially causing a collision, even if there is no contact. All players must be aware of what is going on around them so that injuries or dangerous situations are avoided.
9. Fouls:
▪ When a player initiates contact on another player a foul occurs.
▪ When a foul disrupts possession, the play resumes as if the possession was retained.
▪ If the player committing the foul disagrees with the foul call, the play is redone.
▪ If a foul is called, ONLY the player involved in the infraction may contest it.
▪ If the foul is contested, the disc is returned to where it was originally thrown from and stalls continue from where they were at the time of the initial throw.
▪ "Picks" are not allowed. Any time a defender's path is blocked by any offensive players --EITHER INTENTIONALLY OR UNINTENTIONALLY-- a foul can be called. Play is stopped, the defender is allowed to regain coverage on the offensive player, and stalls continue from where it was at when the pick was called.
▪ If the person handling the disc throws into a hand block by the defender, IT IS NOT A FOUL. Following through and hitting someone is not a foul, but it SHOULD be avoided in concordance with Spirit of the Game.
▪ It is the responsibility of the handler to throw around the defender. If a defender hits the disc, hand or arm in an attempt to prevent a throw, IT IS A FOUL. Remember that the defender's hands may only block the path of the disc, not the throwing motion itself.
10. Playoff Eligibility:
▪ Each player must play at least half of the regular season games, in order to be able to play in the playoffs, unless it is cleared with the league convener. This prohibits teams from adding "ringers" to their teams for the playoffs.
11. Spirit of the Game:
▪ Ultimate has traditionally relied upon the spirit of sportsmanship, which places the responsibility for fair play on the player.
▪ Highly competitive play is encouraged, but never at the expense of the bond of mutual respect between players, adherence to the agreed upon rules of the game, or the basic joy of play.
▪ Protection of these vital elements serves to eliminate adverse conduct from the Ultimate field. Such actions as the taunting of opposing players, dangerous aggression, intentional fouling, or other "win-at-all-costs" behavior are contrary to the spirit of the game and must be avoided by all players.
It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level!
**SPIRIT SCORE** At the end of each game each team will vote on a spirit score for the opposing team (See Spirit of the Game). Half score are permitted. Game sheets are to be handed into the league convener at the end of each game.
ETIQUETTE:
▪ If a foul is committed & not called, the player who committed the foul should call it on themselves.
▪ Should a dispute or confusion arise on the field, it should be common practice to stop play, & resume play with a "disc-in" check when the matter is resolved.
▪ When a novice commits a violation out of sincere ignorance of the rules, it is common practice to stop play & explain the violation.
12. Abuse/Alcohol:
▪ Any abuse, whether it be physical, sexual or mental is not acceptable in any manner. If this kind of abuse is reported, the player or team will receive a verbal warning. If a second incident occurs the player or team will be asked to leave the league or tournament without refund. Teams are responsible for other teammates actions, as a teammate, please encourage good sportsmanship at all times. Perpetual Motion Sports & Entertainment Inc. reserves the right to eject a player or team without a warning and without a refund. Guelph Ultimate is a coed-league for everyone to have a great night out, lets keep it that way. Alcohol is not permitted at any game or event, offenders will be asked to leave the league without refund.
*If you would like to see more rules check out the UPA (Ultimate Player's Association) website:
http://www.upa.org/ultimate/rules/rules.shtml