Wednesday, April 10, 2013

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Game Rules 101 (ULTIMATE FRISBEE)

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FOR: STIG-X INTERVARSITY GAMES 2013 (MEN CATEGORY)

BACKGROUND:
Frisbee is a universal and international sport that promotes team spirit and fair play just like football,
rugby and others sport that already known to the whole world. Basically, this sport is played on field
that has the same size like rugby field. The venue is still undecided yet until we got the confirmation
or referring to the current weather and temperature at that time. For the STIG-X 2013 Frisbee
competition standardize, we come up with rules and regulations to be obeyed by all team if which
decided to join the competition.

SETTING PLACE:
1.  One field that is enough for a field player minimum of 14 players (2 teams of 7 players on
the field).
2.  Line drawn on the field that denotes the two end zones.
p/s: size of field play will be announced after the venue is confirmed.

GAME REQUIREMENTS:
1.  One disk with international standard size and weight.
(Provided by game committee, Discraft disk and NOT MyDisc).
2.  Point Card (or other method that can show point collected by both team during game)
3.  Observers with whistle  (central, end zone line)
p/s: observers work outside of field play. Note that observers are
NOT referees.

TEAM SETTING:
1.  Every team MUST have maximum of 14 player (7 player on the field time while 7 others are
out of the field)
2.  Every team can come up with their own game play/ tactics. But normally, every team will
have two handlers, four center player and one receiver.
3.  Both teams must have distinguished shirt or jersey to avoid confusion.
P/s: Every player can wear any sports attire that is appropriate with the game.

FIELD PLAY:
*will be decided after venue confirmation

GAME SETTING:
1.  Before game
1.1.  Every team MUST arrive early to the field approximately 20 minutes before game is
officially begun.
1.2.  Game committee will give an important briefing and every player MUST be aware of this
briefing because any late changes regarding rules and game setting will be told to all team at
this time.
1.3.  Each captain will come to the committee table and take their turn play.
1.4.  For team that has been decided to play first will need to immediately warm up their team and
present in field play when the game begin.

2.  During game
2.1.  Both teams already decided their 7 main players to be on the line and 7substitute players..
2.2.  Every player MUST avoid doing HARM to the other players; any unintentional foul play
will be decided with re-throw. Any intentional or obvious foul will be turnover of the disc
possession. All decisions are associated to the rules of WFDF.
2.3.  No harsh words or bad sportsmanship are allowed during the game.
2.4.  Each game must finish with one team win and one team loses.

3.  GAME PLAY
3.1.  Each game will start with both team standing in their own end zone
3.2.  The defensive team will throw the disc to the offensive team side to mark the game has
started (Pull) only after both team agree to start by at least one of the offensive player raise
their hand showing the signs of agreement.
3.3.  The team that in possession of the disc will start attacking by passing to the teammates until
they reach END ZONE that marks one point.
3.4.  Any player that is holding the disk is not allowed to walk or run with the disk. One foot must
be always set on the field while other foot can move around. (pivot like motion) . Any
movement of the fix pivot foot should be called as ―travel‖ foul from the opponent team.
‗Travel‘ call does not stop the game play, instead the person who ‗travels‘ will immediately
goes back to his original position.
3.5.  Travel call. If travel is called after disc has been released, disc will return to the thrower, and
thrower must establish pivot fix point. If there is a player marks the thrower at the same time
when travel is called, marker will return to its original position.
If the disc is released with a marker counting the stall count and travel is called, the stall
count paused, disc given back to thrower, fix pivot point, and continue count..
3.6.  The possession of disc will be change if the defensive team can intercept the offensive pass,
or the offensive team drop the disc intentionally (fail pass, when the disc hits the ground)
3.7.  The defensive team can block (mark) the opponent that is holding the disc. Marking must be
done CORRECTLY such as marker must stand one disc distance from the opponent player,
cannot grab the opponent‘s hand, no body contact ,marker can count to TEN (at least 1
seconds gap between each count ) which known as stall count and if the player unable to pass
the disc within the count, possession of offense will change to the other team (turnover).
3.8.  If the defensive team is guarding a player with more than one player other than the marker,
they can only guard 3 meters away from the player in circumference. (Cupping strategy).
3.9.  Every player can move freely inside the field play and defensive teams‘ player can guard the
offensive player as long as not obstructing them and without any body contact.
3.10.  Game will end after 25 minutes.

4.  SCORING
  Score will be counted when the player manages to catch the disc inside the end zone of
the opponent.
  Score will be counted when both legs of the player with the disc inside the end zone.
Other than that, RETHROW will be carried out.

5.  OBSERVERS
  Observers will be selected randomly from any team (except the playing team)
  Observers are not a REFEREE as ultimate Frisbee is a self-refereeing sport.
  Observers act as the third party of the match and only involved when there is any
confusion or doubts of ―foul‖ or ―in-bound / out-bound‖.
  Observers must always alert the movement of disc while all time observing the players.
  Observers will receive a general briefing before the match by the organizer.

6.  TIME OUT ( TO)
  Each team will have ONE time out per match
  A time out last two minutes.
  During the time out, no substitutions are allowed except for injury. Play is restarted at the
same point and the thrower remains the same player.
  TO can be called out at any time of the match except if the disc is on air. If TO is called
during the stall count, the count is stop and will continue from the last count after
restarted the match.

7.  HOW WE COUNT SCORE.
  Both teams will play until final whistle is blown and the team which has more score wins
the game.
8.  Teams are allowed to substitute their player ONLY after each score or when injuries happen.
Allocated 30 seconds decision for rest and substitution.
9.  Every player must give warm greetings before and after the game to show some respect to other
players.
10.  Players must agree to comply with this rule and ALWAYS show spirit of fair play during the
game. All team also must accept the decision of game committee and any unsatisfied decision
must be presented before the end of the game period.
11.  P/s: Game format will be announced when the number of team is available. Any update will be
informed latter. Any problems or questions can kindly pass to Frisbee game committee

CONCLUSION OF THE RULES (SIMPLIFIED RULES THAT MUST BE UNDERSTOOD)
1.  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. A regulation game has
seven players per team.
2.  Scoring — each time the offense completes a pass in the defense‘s end zone, the offense
scores a point. Play is initiated 30 seconds after each score.
3.  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.
4.  Change of possession — When a pass in not completed (e.g. out of bounds, drop, block,
interception), the defense immediately takes possession of the disc and becomes the offense.
5.  Substitutions — Players not in the game may replace players in the game after a score and
during an injury timeout.
6.  Non-contact — No physical contact is allowed between players. Picks and screens are also
prohibited. A foul occurs when contact is made.
7.  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.
8.  Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve
their own disputes. Any doubt can refer to the observers.
9.  Spirit of the Game — Ultimate stresses sportsmanship and fair play. Competitive play is
encouraged, but never at the expense of respect between players, adherence to the rules, and
the basic joy of play.
.

FOR: STIG-X INTERVARSITY GAMES 2013 (WOMEN CATEGORY)

BACKGROUND:
Frisbee is a universal and international sport that promotes team spirit and fair play just like football,
rugby and others sport that already known to the whole world. Basically, this sport is played on field
that has same size like rugby field. The venue is still undecided yet until we got the confirmation or
referring to the current weather and temperature at that time. For the STIG-X 2013 Frisbee
competition standardize, we come up with rules and regulations to be obeyed by all team if which
decided to join the competition.

SETTING PLACE:
3.  One field that is enough for a field player minimum of 10 players (2 teams of 5 players on
the field).
4.  Line drawn on the field that denotes the two end zones.
p/s: size of field play will be announced after the venue is confirmed.

GAME REQUIREMENTS:
4.  One disk with international standard size and weight.
(Provided by game committee, Discraft disk and NOT MyDisc).
5.  Point Card (or other method that can show point collected by both team during game)
6.  Observers with whistle (central, end zone line)
p/s: observers work outside of field play. Note that observers are
NOT referees.

TEAM SETTING:
4.  Every team MUST have maximum of 10 player (5 player on the field time while 5others are
out of the field)
5.  Every team can come up with their own game play/ tactics. But normally, every team will
have ONE handler, THREE center player and ONE receiver.
6.  Both teams must have distinguished shirt or jersey to avoid confusion.
P/s: Every player can wear any sports attire that is appropriate with the game.

FIELD PLAY:
*will be decided after venue confirmation.

GAME SETTING:
12.  Before game
12.1.  Every team MUST arrive early to the field approximately 20 minutes before game is
officially begun.
12.2.  Game committee will give an important briefing and every player MUST be aware of
this briefing because any late changes regarding rules and game setting will be told to all
team at this time.
12.3.  Each captain will come to the committee table and take their turn play.
12.4.  For team that has been decided to play first will need to immediately warm up their
team and present in field play when the game begin.

13.  During game
13.1.  Both teams already decided their 7 main players to be on the line and 7substitute
players..
13.2.  Every player MUST avoid doing HARM to the other players; any unintentional foul
play will be decided with re-throw. Any intentional or obvious foul will be turnover of the
disc possession. All decisions are associated to the rules of WFDF.
13.3.  No harsh words or bad sportsmanship are allowed during the game.
13.4.  Each game must finish with one team win and one team loses.

14.  GAME PLAY
14.1.  Each game will start with both team standing in their own end zone
14.2.  The defensive team will throw the disc to the offensive team side to mark the game
has started (Pull) only after both team agree to start by at least one of the offensive player
raise their hand showing the signs of agreement.
14.3.  The team that in possession of the disc will start attacking by passing to the
teammates until they reach END ZONE that marks one point.
14.4.  Any player that is holding the disk is not allowed to walk or run with the disk. One
foot must be always set on the field while other foot can move around. (pivot like motion) .
Any movement of the fix pivot foot should be called as ―travel‖ foul from the opponent
team. ‗Travel‘ call does not stop the game play, instead the person who ‗travels‘ will
immediately goes back to his original position.
14.5.  Travel call. If travel is called after disc has been released, disc will return to the
thrower, and thrower must establish pivot fix point. If there is a player marks the thrower at
the same time when travel is called, marker will return to its original position.
If the disc is released with a marker counting the stall count and travel is called, the stall
count paused, disc given back to thrower, fix pivot point, and continue count..
14.6.  The possession of disc will be change if the defensive team can intercept the
offensive pass, or the offensive team drop the disc intentionally (fail pass, when the disc hits
the ground)
14.7.  The defensive team can block (mark) the opponent that is holding the disc. Marking
must be done CORRECTLY such as marker must stand one disc distance from the opponent
player, cannot grab the opponent‘s hand, no body contact,marker can count to TEN (at least
1 seconds gap between each count ) which known as stall count and if the player unable to
pass the disc within the count, possession of offense will change to the other team (turnover).
14.8.  If the defensive team is guarding a player with more than one player other than the
marker, they can only guard 3 meters away from the player in circumference. (Cupping
strategy).
14.9.  Every player can move freely inside the field play and defensive teams‘ player can
guard the offensive player as long as not obstructing them and without any body contact.
14.10.  Game will end after 20 minutes.

15.  SCORING
  Score will be counted when the player manages to catch the disc inside the end zone of
the opponent.
  Score will be counted when both legs of the player with the disc inside the end zone.
Other than that, RETHROW will be carried out.

16.  OBSERVERS
  Observers will be selected randomly from any team (except the playing team)
  Observers are not a REFEREE as ultimate Frisbee is a self-refereeing sports.
  Observers act as the third party of the match and only involved when there is any
confusion or doubts of ―foul‖ or ―in-bound / out-bound‖.
  Observers must always alert the movement of disc while all time observing the players.
  Observers will receive a general briefing before the match by the organizer.

17.  TIME OUT ( TO)
  Each team will have ONE time out per match
  A time out last two minutes.
  During the time out, no substitutions are allowed except for injury. Play is restarted at the
same point and the thrower remains the same player.
  TO can be called out at any time of the match except if the disc is on air. If TO is called
during the stall count, the count is stop and will continue from the last count after
restarted the match.

18.  HOW WE COUNT SCORE.
  Both teams will play until final whistle is blown and the team which has more score wins
the game.
19.  Teams are allowed to substitute their player ONLY after each score or when injuries happen.
Allocated 30 seconds decision for rest and substitution.
20.  Every player must give warm greetings before and after the game to show some respect to other
players.
21.  Players must agree to comply with this rule and ALWAYS show spirit of fair play during the
game. All team also must accept the decision of game committee and any unsatisfied decision
must be presented before the end of the game period.
22.  P/s: Game format will be announced when the number of team is available. Any update will be
informed latter. Any problems or questions can kindly pass to Frisbee game committee

CONCLUSION OF THE RULES (SIMPLIFIED RULES THAT MUST BE UNDERSTOOD)
10.  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. A regulation game has
seven players per team.
11.  Scoring — each time the offense completes a pass in the defense‘s end zone, the offense
scores a point. Play is initiated 30 seconds after each score.
12.  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.
13.  Change of possession — When a pass in not completed (e.g. out of bounds, drop, block,
interception), the defense immediately takes possession of the disc and becomes the offense.
14.  Substitutions — Players not in the game may replace players in the game after a score and
during an injury timeout.
15.  Non-contact — No physical contact is allowed between players. Picks and screens are also
prohibited. A foul occurs when contact is made.
16.  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.
17.  Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve
their own disputes. Any doubt can refer to the observers.
18.  Spirit of the Game — Ultimate stresses sportsmanship and fair play. Competitive play is
encouraged, but never at the expense of respect between players, adherence to the rules, and
the basic joy of play.
.
Prepared by:
V – Team committee 2013

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