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Indoor Nationals

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Rules

2011 Rules
Draft v4

Before Play

 
  • Team captains flip discs at the start of the game to determine who pulls / receives or which end to start from. A further flip can occur to decide team strips if required
  • A team must have 4 players on the court at the commencement of the game. A team will lose 1 point for every minute late. If the team, with the exception of administrative delay, is not assembled on the line after 10 minutes they will default the game.

 

During Play

1)       A grade: 1 female / 3 male split on court.

B grade : Numbers on court 4 per team with a 3:1 (male:female) split. However, when both teams have 3 or more women, the offence can choose to play a 2:2 or 3:1 split and this must be matched by the defence

2)      All games hard capped except for playoffs (see rule 8)

3)      Same rules as latest WFDF in terms of fouls, vertical space, rights to positions, strips, etc with alterations to accommodate the indoor game.

  • Stall count to 7
  • No picks calls, but picks should be avoided at all times. Please observe the SOTG.
  • PULLS: The General Rule - Spirited and fair Pulls Are Expected
  • Dropped pull in A grade = turnover. Dropped pull in Social grade = receiving team keeps possession
  • Pull that goes out on the full = offence recommence from either where it went out or the middle of the court (eg very center of the court).
  • 2 metre stalling range
  • No Callahan's

4)      2 one-minute time outs per team. All time outs end 10 min before the end of the game.

5)      Each Social team is allowed A grade players on their team roster. Only one player can be on the court at any one time. An A grade player is any person in an A grade team at Indoor Nationals in the current year.

6)    Boys 14 & under can qualify as female. This rule cannot be utilised if there are already sufficient numbers of females on the squad. 

7)      Games finish by the clock, even if tied and even if a point is in progress. If the disc is in the air at full time, it is still in play.

8)      In playoff games, if the score is a draw at fulltime, an automatic 10 second time out occurs. The game then continues until the next point is scored.

9) Points System : 4 points for a win , 2 points for a draw , 1 point for lose by 2 or less , 0 points for lose by 3 or more.

If you have any queries or clarification, check with T.D. The TD reserves the right to:

  1. Alter the rules prior to the commencement of the first game of the tournament
  2. Make the final decision regarding rule interpretation
  3. Expel any player who is considered  to have seriously breached the ultimate code of conduct .
  4. All players are required to abide by the Ultimate Code of Conduct Policy which can be viewed at http://ultimate.org.nz/system/files/NZU%20-%20Code%20of%20conduct%20policy%20-%20rev1.1%20-%20FINAL.doc

Tie Break rules

In the event of teams being tied after pool play, the following rules will apply.

B3. Ranking Criteria and Tie Breakers

B3.1. After round robin pool play, all teams in each pool will be ranked according to their number of points.

B3.2. If teams are tied, break that tie using the ranking criteria (B3.4).

B3.3. Each ranking criterion is used to rank all of the tied teams, not just to determine the highest ranked team.

B3.3.1. If, after the application of a ranking criterion, all of the teams remain tied, go to the next criterion.

B3.3.2. If not all teams remain tied, but one or more subgroups of the teams remain tied, separate these subgroups from the ranking. Each subgroup is then to be ranked separately, starting with the first ranking criterion.

 

B3.4. Ranking criteria, in order:

B3.4.1. Number of games won, counting only games between the teams that are tied. 

B3.4.2. Fewest games forfeited.

B3.4.3. Goal difference, counting only games between the teams that are tied.

B3.4.4. Goal difference, counting games against all common opponents.

B3.4.5. Goals scored per game, counting only games between the teams that are tied.

B3.4.6. Goals scored per game, counting games against all common opponents.

B3.4.7. If teams are still tied at this point, each team will nominate one player to throw one disc from behind the goal line to a mark at the opposite end scoring zone, if both are touching or equal then re throw. Throwing order is determined randomly, by disc toss or otherwise. Teams are ranked in order by the distance from the resting place of each disc to the brick point, from closest to furthest.