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Guelph Ultimate Rules A Division |
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"No set of rules can replace player's respect for one another and for good spirit." (c) Ultimate Players Association, 1993 The Guelph Ultimate A Division plays by official 10th edition UPA rules: Please keep in mind that the Guelph Ultimate League rules are condensed from a rather complex document. With a few exceptions, 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, and a water bottle as
well. Cleats are allowed but No metal spikes!!! Each player must sign a
wavier before the first game, 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. It is the responsibility of both team
captains to submit at the end of the game or by email the score of the game
and spirits score by 2. Game Time/Default: -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. - All teams are to play 7 vs 7 having at least 3 of
each gender on the field at all times. - The
game begins right at - Teams may call one (1) minute time-out per half if needed except in the final 10 minutes of play. - Games are completed when a team reaches a score of 15 points or the convener blows the whistle at the end of 90 minutes. If after a 1.5 hr the difference of score is tied or a difference of 1 point then add 2 points to the highest score and play till one team reaches the score. - If teams have the same number of points at the end of the season, the tiebreaker will be awarded to the team with the highest Spirit Score Average. -
Teams will switch ends at the half time. Half time is when the first
team reaches 8 points. The team that received the disc at the start of
the game will huck the disc at the start of the second half. - 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. 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. - 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) 7. Substitutions: Substitutions can take place after a point has been
made or to replace an injured player 8. Non-contact: Any physical contact between players results in a
foul. Picks and screens are also prohibited. 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. 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. 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: 12. Rough Play: Any rough or physical play is not acceptable and may result in immediate expulsion from further league play. Guelph Ultimate League is a coed-league for everyone to have a great night out. - 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 |
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