Most of these arguments have been had before, but I might as well defend 
the rules...

/1 - I can't think there are many, if any, sports halls in the country
that fit with the pitch dimensions you've laid out. I don't think
I've ever played indoors where the endzones were 7m deep! In fact
I've played on some that were barely that wide... the point being that
you're trying to regulate something that just isn't going to work, but
more so whoever wrote this has got the pitch dimensions horrendously
wrong. If any indoor TDs out there have actually provided a
sufficient number of pitches to run a tournament where each pitch
meets these regulations, I'd love to hear from you.

/This is simply wrong, as the rule is NOT rigid. It says 'as close as 
possible', thereby setting a maximum, but no minimum. At European 
tournaments, where they have access to lots of handball courts, two 
20x40 pitches are not uncommon, and I believe (Retter will set me 
straight) that that was the 'official' pitch size well before I got 
involved./

2 - The ability to drop the pull is without doubt the worst idea I've
ever heard. I cannot believe that anyone ratified it. Why exactly
was this introduced? Let's put this into perspective; this is not a
slight variation on the actual rules, it is the *exact opposite* of
what happens outdoors. Give it a few months and we'll be at outdoor
regionals arguing with people who learnt to play indoors and think
it's ok to drop the pull.

/You might not like it, but it was voted on extensively. My original 
proposition was different to the one we ended up with, which was reached 
after suggestions from lots of people. The aim of these rules is to 
speed the game up - you never have to go and fetch the disc from the 
next court if you play to these rules (unless a: you're not organised 
enough to catch a disc that /is/ valid, or b: the pulling team are 
fools, and at least then you get to brick it. Anyone attempting a valid 
pull and failing will not normally lead to a big fetching-delay - that 
can only happen if someone deliberately chucks it miles away.

The fact that we vary the outdoor rules so much was discussed at length, 
and some were against it, but the fact is pulling outdoors is infinitely 
different. 95% of players, even in their first year, are capable of 
throwing a flat crappy hammer indoors that won't be caught, and giving 
themselves time to set up, whereas a severely limited number can pull 
well outdoors. And what about the fact that if the disc slides out, it 
can be brought up to the line? You're not going to stop something in the 
endzone on an indoor surface. There are too many possible delays in such 
short indoor games.

The fact is (and this was recognised long ago) indoors NEEDS different 
rules. Previously in this country they were informal (flat and 
catchable) or we used the swedish rules, which were semi-formal. But 
very rarely did anyone play the outdoor rules.
/
Further more, how exactly do you define a "geniune" attempt to catch?
How about I fail to catch the disc but in doing so manage to mac it
up the field 10m? How exactly does this benefit anyone?

/Easy. A genuine attempt to catch is defined by spirit of the game, just 
like lots of other rules that could theoretically be taken advantage of. 
You know yourself when you've tried to catch it, and that's all that 
matters. You play it from where it lands, again for reasons of speeding 
things up (so you don't have to walk it back to where you dropped it).

It's pretty unlikely you'll be able to mac it 10 metres, because the 
onrushing defenders will be in the way, and they'll stop it. And if you 
try it deliberately, you're cheating. You could wait for the disc to 
drop low and then lay out, hoping that if you miss it you'll whack it up 
the pitch, but if you really are trying to catch it, you might as well 
take it high and get on with it, rather than letting it drop another 
metre or two./

According to the 'valid pull' definition, any pull that doesn't make
it to the endzone (or touched by a receiving team) is invalid.
Doesn't this seem a little harsh on beginners?

/By analogy with outdoors, no. An 'invalid' pull outdoors would be 
bricked, but a beginner couldn't even reach the brick mark with their 
best effort. Pulling is supposed to be a skill, and making exceptions 
for beginners doesn't come into it.
/
Seems like the best pulls now will be nailed hard and low to slide out
the back corner of the endzone... if you try to float one into the
back of the endzone then all it takes is someone to "catch" (I mean
try to catch but actually drop) it to gain more yards than the brick
would give you. 2m high box? That pretty much stops you from
floating anything out of reach anyway.

/The hard flat pull has been tried, and attacking teams should be aware 
of it. If they're not alert, and don't catch it, then it's an effective 
pull (and will slow the game down slightly, which is unfortunate); but 
the fact is it won't work more than once or twice a game at best, 
because they'll be ready for it, and then it becomes a very poor pull 
indeed because they start playing very quickly. The flat fast one was 
used last year, but certainly didn't become dominant, which is as is it 
should be. I've nothing against trying to catch the other team out with 
something unexpected.

And the whole point of the 2m box is that it ISN'T out of reach, so we 
start playing as quickly as possible. The skill is in getting it to land 
there while floating for as long as possible - just putting it out of 
someone's reach, indoors, is not exactly a challenge.
/
Or we can all see sense and attempt to play the game the way it was
intended to be played. Scrap these 'rules'.

/All I ask is that you re-examine the rules, keeping in mind the whole 
time that the sole object is to get as much playing time as possible 
into the 17 or so minutes of pitch-time available. If you still think 
they're useless, then you're entitled to your opinion.

B
//
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