Here's the changes to the rules.
I've got a word document of the full rules with these new ones replacing
the existing outdoor rules, but I don't think BD will take attachments. If
anyone wants that, email me.
But these addenda should be sufficient for most purposes.
There're some notes at the end that don't actually form part of the rules,
but merely explain some consequences of those rules - in fact the new pull
rule is very simple, but I've gone through a bunch of scenarios just to
clear things up for folk.
Sorry it's a bit long winded; a lot of the stuff about dimensions and about
stall counts being 8 instead of 10 is common sense, but it's best to be
thorough...
Cheers,
Benji
*****************************************************************************************************************************************************************
These addenda make reference to WFDF article IV as available at
<http://www.wfdf.org/index.php?page=rules/wfdf_ultimate_rules.htm>
402.01 Dimensions: The field of play should be as close as possible to 40m
x 20m, including 7m endzones. A 'brick' mark shall be placed in the centre
of the pitch at a distance of 1/3 of the length of the playing field proper
from each endzone. For a full size pitch, the brick mark is therefore at
26m/3, or approximately 8.5 metres from each endzone. (For reference, the
outdoor ratio is 20m/64m, or approximately 1/3). For smaller pitches,
adjust all measurements accordingly.
402.02 [Surface: Remove the phrase 'although well trimmed grass is suggested']
402.06 Restraining line: All pitches should have a minimum of 1m clearance
from any wall or obstacle which may interefere with play or player safety
on all sides. Where space allows, a restraining line should be marked 2m
from the playing area to ensure that sidelines remain clear during play.
Where the clearance is less than 2m, no persons should sit or stand on that
sideline except the substitutes of the competing teams, and no bags,
clothing or other unnecessary clutter should be placed on that sideline.
402.07 Line Markings: All lines shall be marked in full - if using the
lines of, for example, badminton courts which are already marked in the
hall, clearly visible tape that will not damage the playing surface must be
applied to fill any gaps in these lines. Lines should be between 3cm and
6cm wide.
403.04 Footwear: All players must wear clean, non-marking, indoor shoes.
The TD may remove anyone from the pitch, at any time, if their footwear is
marking or damaging the surface.
404.02 Length of game: shall be at the discretion of the TD, in accordance
with guidelines from the UKUA Indoor DoC.
****************************NB see 404.05 D 10 before reading the time-out
section.**********************************
404.03 Time-outs:
A. Non-injury: Each team is permitted one time-out
(possibly more than one, at the discretion of the TD, in longer games such
as finals.) This is to allow tactical discussion which may not otherwise
be possible in the short time between points.
1.Time to call: The time-out may be called, by either team, only after a
point is
scored and before the ensuing throwoff. Time-outs may not be
called in the final 3 minutes of a game.
2. Duration: Time-outs shall not exceed 30 seconds in length.
4. Resumption of play: Play will continue normally with the start of the
next point.
5. When a timekeeper is available: The time-out increases the time
between the readiness of one team and the start of play by 30 seconds. The
timekeeper should give warning 10 seconds before play must be restarted.
404.05 Starting and Restarting Play
C. [Cancelled There will be no half-time in indoor matches.]
D. Throw-off: Play starts at the beginning of the game and after
each goal with a throw-off.
Glossary: A 'Valid Throw-off' or 'Valid Pull' is a throw-off made
when the throwing team occupies an onside position, which passes, in clean
flight, through a 2m high box bounded by the receiving teams' endzone, and
which has not contacted any out-of-bounds object before so passing. A
throw-off is also automatically rendered valid if it is touched in flight
by a member of the receiving team before it reaches the endzone and before
it contacts an out-of-bounds object. All other throw-offs are invalid.
D. 7. Failure to Catch after Touching: Whenever a member of the
receiving team makes a genuine attempt to catch the disc during its flight,
whether in or out of bounds, and the receiving team subsequently
fails to catch the disc prior to its touching the ground, the RECEIVING
team nevertheless gains possession of the disc where it stops. If the
receiving team attempts to stop or mac the disc in flight without
attempting to catch it, then possession will revert to the throwing team
where the disc stops.
D. 8. Landing Untouched: Whenever the receiving team permits a
'valid pull' to fall untouched to the ground (whether in or out of bounds)
the receiving team gains possession of the disc where it stops. If a
valid pull subsequently touches an out-of-bounds area, the receiving team
gains possession in the playing field proper, or in the endzone,
nearest where the disc last went out-of-bounds. Note that the receiving
team may not bring the disc up to the line - if they have failed to catch
or stop a valid pull, they must play it from the point at which it
left the pitch, even if this is the BACK of their endzone.
D. 9. Invalid Pull: The receiving team may make the choice of
putting the disc into play at the nearest point on the playing field proper
to where the disc crossed the perimeter line, invoking the "middle
rule", or invoking the "brick rule".
a) Rethrow: There shall be no rethrows indoors.
D 9 A [additional] - Disputes: If the two sets of players on the
pitch cannot agree about whether a pull is valid or invalid, then a
compromise will be used. The disc will be played from the front centre of
the endzone: i.e. it will not be bricked, but nor need it be played from
the back or side of the endzone.
404.05 D 10. There is no total time limit between the scoring of a goal
and the ensuing throw-off. Instead, after either side has 5 players in a
correct onside position and has raised a hand to indicate readiness, the
opposing side will have only ten seconds to signal their own readiness to
commence play. The team that is ready first shall give a ten second
warning, and shall then count down from 5 if necessary. Teams may take a
time-out at any time before the 10 seconds is up, but not after.
a) If the throwing team is not ready within 10 seconds after the receiving
team, then the receiving team may immediately claim the disc and put the
disc into play either at the front centre of the endzone they are
defending, or at the brick mark nearest that endzone, without a throw-off
being made.
b) if the receiving team is not ready within 10 seconds after the throwing
team, then the throwing team may throw-off without waiting for a hand to be
raised.
404.10 D If the disc is on the playing field proper, a member of the team
becoming offense must put the disc in play within ten seconds. After ten
seconds have elapsed, a defensive player in position at the spot of the
disc may restart play by announcing "delay of game" and may initiate and
continue the stall count. In order to invoke this rule, the marker must
give warnings of ten & five seconds.
This rule should not be taken to suggest that waiting 10 seconds before
putting the disc into play is reasonable in all circumstances; it merely
provides an outside limit on how long may be taken. In general, a player
becoming offence should put the disc into play as soon as is reasonable,
allowing for the time needed to reach the disc or for the receivers to form
a stack; but if for example the main handler is at the far end of the pitch
when a turnover occurs, then the team becoming defence may hereby enforce a
MAXIMUM period of 10 seconds.
404.11 B ten becomes eight
404.11 C five becomes four
404.11 F ten becomes eight; eight becomes six
404.14 C five becomes four
404.16 C 4 five becomes four
405 Glossary
* Player: One of the 10 persons who are actually participating in the game
at any one time.
****************************************************************************************************************************************************************************************
Notes:
1) The pull rule. The idea is to give the throwing team every incentive to
throw a catchable pull, and to give the receiving team every incentive to
catch it, thus speeding the game up. Some points are important:
i) The rules make no mention of whether the disc ultimately lands in or out
of bounds. All that matters is that at some point while over the endzone,
it is in clean flight and below 2m, and that it hasn't touched anything
out-of-bounds BEFORE then. So, a bounce-pull is not automatically valid
because it landed in - the rules don't care about that. In fact, a bounce
pull still needs to follow the same rules of being below 2m and all the
rest of it. So bouncers are not outlawed, but equally there's no point
throwing them.
ii) The disc must be in clean flight when reaching the endzone. This means
that short pulls can be bricked. This is to prevent rollers and short
knives, which could bend the disc and roll through people's legs; and to
prevent discs that slide out the side and disappear into another pitch,
short of the endzone, from being valid also. Both of these have the
potential to be used to deliberately slow the game down, and so are
brickable. In practice, most short pulls will not be bricked, since it will
be to the advantage of the receiving team to start playing rather than walk
to the brick mark and allow the defence to become set up.
iii) Knives are perfectly valid, provided they pass through the endzone
'box' correctly. There will be little advantage in throwing them, however,
since they reach the receviers quickly, and will be caught and put into
play before the defence reaches them. The only time they might have a use
is if a team is heavily reliant on 1 handler who always picks up - it might
conceivably be advisable to throw a knife at their long player to see if
he'll run away and leave it to roll out the back of the endzone.
iv) If you don't bother to catch a valid pull, then you will be severely
punished by having to play from the BACK of your endzone. This means that
pulls will almost always be caught, to speed up the game, and also that a
good pull stands a chance of getting a reward.
v) The 2m rule ( about 6' 7" for those imperialists out there ) - it is
important to notice the rule on disputes. It's very simple. If there's any
debate about whether a pull is valid, just middle it and get on with the game.
vi) The receiver must make a genuine attempt to catch the disc. The rule
that prevents cheating with regard to this is spirit of the game... You can
cheat most of the rules of Ultimate if you put your mind to it. Some have
suggested that folk might layout for every pull, in the hope of knocking it
well forward if they drop it. There's nothing to prevent this except it's
inherent pointlessness - you'd be better off catching it high and starting
play than letting it fall another metre and laying out, then getting back
up and starting play a second or two later than you would have otherwise.
And if you do knock it forward 'by accident', the chances are the throwing
team will stop it before it travels too far, and anyway they'll then have
plenty of time to set up the defence.
vii) Remember the brick is optional. You can middle it instead, or play it
where it is, if you want more space for Iso or something like that.
viii) Notice that a pull is only rendered valid by the receivers if they
touch it IN FLIGHT before it reaches their endzone - they're perfectly
entitled to stop a slider or roller without rendering it a valid pull.
ix) Offside: No rethrows. In cases of blatant offside by the throwing team,
the pull is invalid (see definition of valid pull) and can therefore be
bricked, alleviating any need for rethrows, which would just waste time. If
the receiving team are offside, they don't really gain any advantage
anyway, since they're just closer to their markers. (Unless you throw a
fast flat pull straight to an offside player, but that would be pretty daft).
2) Time between points. This allows either team to force the pace, which is
much fairer than the current rules, which in theory allow 75 seconds just
like outdoors. One thing that must be stressed, after having played these
rules a couple of times, is that your team must be ONSIDE and ready to play
before you can start the ten seconds. You can't run back with your hand in
the air screaming 'Pull It!!!' and counting down from ten while two of
your players are still subbing on and off... The receiving team must each
have one foot on the endzone line, and the throwing team must be in their
own endzone, before any ten second hurry-up count can begin.
3) Delay of game. I'd be amazed if this rule ever resulted in a turnover -
the 10 second warning ought to be sufficient to gee up the offence. So I
don't think it'll ever make a big difference, but at least it's there in
black and white if someone tries to time-waste.
4) New responsibilities for TDs:
a) put brick marks on the pitches
b) Give a 3-minute warning (to help with time-outs), unless there is a
game-clock visible in the hall.
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