General Rules. Game Procedure. (Rules are subject to change)

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General Rules (Rules are subject to change) Game Procedure - Safety is the first concern. Fields will be setup so as to stay a safe distance away from the edge of the sand. o Keep the edge of the sandbox in mind at all times. o Feel free to be liberal with the field edges and with out calls. This is about exercise and about running hard on the sand. Have fun!. - Do not layout near the edge! It will hurt, and no one wants that. - Games will start promptly at 6:30, 7:30 and 8:30 PM, lasting for 55 minutes. This allows a five minute break between games. - Teams should arrive early, and use the five minute break to warm up. If the previous game goes long, warm up in a nearby court from a previously completed game. o Some time allowances can be made if there is not enough time between games to properly warm up. o There is also a small side area near the picnic areas that can be used to warm up if needed. - Teams that arrive late (more than 5 minutes after the start time) will be assed 1 point per every additional 3 minutes. Please arrive and start on time! - Games will be played to full time unless there is a mercy (rule below). - A single horn will signal the start of the game. - At 55 minutes a double horn will blow to signal the end of the game. - The game will end promptly at the horn o If the game is not tied at the horn, the game ends immediately at the sound of the horn, regardless if a pass is already in the air. o If the game is tied when the horn goes, complete the point you are playing. o If, after four additional minutes the game is still tied (additional double horn will sound, as needed), then the team who was winning prior to the latest point being scored (ie: not the team that tied it up) will be considered the winner. Get ahead and stay ahead!

- Stall counts are to seven (7). - Report your scores on the scoreboard at the end of your games. Self-Regulating Game - The games are self-refereed. Please ensure all teammates read and understand the rules. - If there is a disagreement, take a minute to talk it out, and if no decision can be made, follow standard ultimate frisbee rule protocol. If it is a contested foul, send it back to the thrower and restart from there. - If after 1 minute no decision can be made, it is considered a contested foul. - Have fun, be competitive, play hard, stay friends. Team Substitutions - During the regular season substitutions are allowed if you are having a problem fielding a team. Please find someone of comparable skill. - All subs MUST have signed a waiver. No Exceptions. - No subs are allowed during playoffs. (exceptions for injuries, come and talk to us) No Shows - If you can not field a team please let us know and we will try to help out with a sub. info@thebeachyyc.ca - 48 hours notice would be great - Team no shows are subject to the following: o 1 st offence: $50 fine o 2 nd offence: Removal from the league - Your fine must be paid before playing again. - If you are unable to field a team and you are unable to find a sub with enough notice, a forfeit will be assessed for the games that night. Please do everything you can so as to not forfeit.

League Rules The Beach YYC Beach Ultimate league follows all the standard ultimate frisbee rules set out by Ultimate Canada for 5-on-5 beach ultimate, and can be found here: BULA 5-on-5 beach Please read and know the rules before playing. A few notable changes and reminders are below. Coed 4-on-4 Spirit of the Game - Ultimate is a self-refereed sport. It relies on players to understand the rules and be responsible for their own conduct during the game. - Know the rules. Play fair, have fun. Roster Requirements - Teams should field 2 males and 2 females at a time. - If you cannot field the 2 and 2, you can play with 1 less player - Minimum of 3 players before a forfeit is called against your team - Suggested maximum of 10 people on the roster. There is limited room on the beach between courts, so please be courteous of your neighbours. - Gender is based on how an individual self identifies Game Play - Game length is 55 minutes and will be played to full time, unless a mercy occurs. - A mercy means being up by more than 12 points. Once a mercy score is reached, teams can decide to continue playing, to mix up the teams and play for fun, or to end the game and play Spikeball (or whatever you want). - Half time is when the first team reaches 7 points. - Half time lasts 60 seconds - Lines are out. - Do not throw around posts, as there are other games being played beside you. - If a throw goes out of bounds during game play (not on a pull):

o If it goes out of the side, the pivot foot gets established where the frisbee went out of bounds. The non-pivot foot can be inside the field of play. o If it goes out the back of the field, the pivot foot gets established on the front endzone line. The non-pivot foot can be inside the field of play. - The pivot foot is the foot that has been established once you start play, and this foot is not allowed to move. The non-pivot foot is allowed to move. Pulls - Pulls only happen at the start of the game and after half, and all pulls must be inverted (hammer, scoober, upside down pull). - The team that pulls at the start will receive after half. - Teams switch ends at half. Because teams start from the same end after each point in a non-stoppage game (explained below), teams do not switch ends after each point as you would outdoors. Therefore, after half time teams will switch ends to begin the second half. - If the pull goes out of bounds without contacting the game area first, the thrower may either establish their pivot foot 3 meters forward from their defensive end zone line, or where it went out of bounds. The thrower may bring the disc to the middle of the field. Stalls - Stall counts are to seven (7). - The marker must be within 3 meters before counting stalls. - The marker administers a stall count by announcing Stalling then counting from 1 to 6. The interval between stall counts must be at least 1 second. - If the marker gets to the first mention of stall seven (makes an ess sound), the stall count of seven has occurred and this results in a turnover. Substitutions - Teams may sub on the fly at any time. This means you do not need to wait for a point to be scored to sub off and on to the field while the game is in play. - Maximum of 2 men and 2 women must always be maintained.

- Players must sub from the central 5 meters of the field, and must tag your replacement teammate within that zone. Scoring - There is no stoppage after a point. Upon completion of a point, the receiving player places the disc on the sand where the point was scored, and the other team gains possession immediately. It is not necessary to wait for defense to be ready before starting the next point. o If offense take more than 15 seconds to begin play, defense can initiate play by tapping the disc and beginning the stall count. - Offense begins with the disc at the exact location where the previous point was scored. Do not walk it up to the line, just pick it up where it lies and begin play. Fouls and Infractions. - Contested fouls restart at a maximum of stall 5. - Be aware of your space and watch out for picks. Time Outs - Teams have 1 time out per half, lasting no more than 1 minute. - Time outs cannot be called in the last five minutes of the game. o There is no clock on the wall yet! Please play respectfully and do not call a time out in the last five minutes. Injuries - If there is an injury on the field, give the player time to recover and ensure they are safe and ok. - If a player takes more than 30 seconds to recover from an injury, that player must sub off before coming back to play. o Don t force anyone to stand up or to walk off the field. Give them the time they need.