LARPD Ultimate Frisbee Rules

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LARPD Ultimate Frisbee Rules The following are the rules and regulations set forth by the Livermore Area Recreation and Park district for the LARPD Ultimate Frisbee league. These rules must be abided by at all times by all participants, players and teams will be held accountable for violations of the rules that occur. Team Manager s I.D. s are required to be brought to every practice for score keeping purposes, and all teams in the playoffs must have I.D s for each playing participant. Game time is forfeit time. In order for a forfeit to only count as a loss, Troy Remington must be notified of the forfeit by 4 p.m. rules: For the purposes of these rules, some terms must be defined in order to explain the 1. Thrower The player on the field who currently has possession of the disc, looking to pass the Frisbee to a fellow offensive teammate. 2. Marker the defensive player who is guarding the thrower and is performing a stall count on the thrower. 3. Stall Count( stall ) The act of counting down from 10 while guarding the thrower. The count must be performed as close to the speed of passing seconds as possible. 4. Foul violent impact or behavior with legitimately positioned opponents constitutes harmful endangerment, a foul, and must be strictly avoided. 5. Check when the thrower holds the disc and the marker counts down 2, 1, Disc in, and then taps the disc. If the count is too fast, the thrower says too fast, and the marker must immediately go back to 2 in the count. 6. Receiver Any offensive player not in possession of the disc. I. Introduction Ultimate Frisbee is a non-contact sport played by two seven-player teams. The object of the game is to score goals. The disc may only be moved by passing, as the thrower is not allowed to take any steps. Any time a pass is incomplete, intercepted, knocked down, or contact an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession of the disc. A goal is scored when a player successfully passes the disc to a teammate in the end zone which that team is attacking.

II. Team Composition Players can compete on only one team, regardless of league classification. A team's roster may include a maximum of 22 players and a minimum of 7. Each team will play with 7 players on the field. Teams must have 5 players to start a game and avoid a forfeit. CO-REC Modifications: Teams participating in co-rec leagues MUST have a minimum of 2 females on the field at all times. 3. Substitutions can only be made in between scores (following a goal and before the throw-off) or during a time-out. There are no substitutions while the disc is in play. III Equipment & Field Size 1. All players must wear shoes. Tennis shoes and soft-soled shoes are legal. Metal cleats are not permitted. Boots and sandals are also prohibited. Any player caught wearing metal spikes will be ejected from the game. 2. Frisbees will be provided by the Intramural Sports staff at the game site. 3. The field size will be 70 yards long by 33 yards wide. The field of play will consist of two 25- yard end-zones and 70 yards of playing space. IV. Game Time & Length 1. Game time is forfeit time. In order for a forfeit to count as only a loss, a team must notify Troy Remington of the forfeit by 4:00 P.M. the day of the game. A team needs at least 5 eligible players, signed in at game time to avoid forfeit. 2. Each game will consist of two 20-minute halves of running time with a 3-minute halftime period. 3. There will be no overtime played during the regular season. Playoff games tied at the end of regulation will result in a 3-minute overtime period. 4. In the event of an injury, an injury timeout will be called. No other timeouts will be allowed. 5. When play resumes after a timeout has been taken. The player who had possession puts the disc in play. If the player leaves the field due to injury, the replacement player, or another player on the team will take possession of the disc where the player had possession at the time of the timeout. V. Throw-Offs(Pulls) 1. Prior to the game, the two team captains will meet to flip the disc. The winner of the toss will have the following options: A. to receive the Pull B. to select which goal to defend. 2. The loser of the toss will have the same options to start the second half. Another "flip" will be held prior to the overtime period. 3. Each half begins with a throw-off. Prior to the throw-off, player on each team must take a position within their own endzone. Players are free to move anywhere within their endzone, but may not cross the goal line until the disc is released.

4. Each team raises a hand to signal readiness; then the disc is thrown. 5. After the disc has been thrown off, the receiving team takes possession where the disc comes to rest. A. The receiving team may try to catch the disc before it lands on the ground, but if they drop it, it is considered a turnover and the throwing team gains possession. B. If the disc flies out of bounds before reaching the end zone, the receiving team takes possession at the point where the disc flew out of bounds OR take possession in the middle of the field at the point the disc flew out of bounds. C. If the disc flies into the end zone and is either caught thereby the defense or lands there, the who gains possession (either by catch or picking up the disc) must either establish a pivot foot and throw from that point OR immediately run straight forward to the goal line and begin play from there OR begin play from the middle of the field at the goal line. D. If the disc flies out of bounds, through the end zone, the receiving team shall carry the disc to the goal line from the point the disc flew out of bounds OR begin play from the middle of the field at the goal line. VI. Substitutions VII. Offense 1. Substitutions are only allowed on an out of bounds play and goals. There must be a check unless the substitution is made after a goal. During the substitution, the time will not be stopped and the team performing the substitution will be allowed 10 seconds to perform the maneuver. The 10 seconds will be counted by the opposing team of the team performing the substitution. For Co-rec 2 girls must be on the field at all times. 1. Every player (excluding the thrower) is entitled to occupy any position on the field not occupied by any opposing player, provided that s/he does not cause persona contact in taking such a position. 2. The disc may only be advanced by passing. The disc may be passed in any direction by any player. Thus, a player cannot prevent an opponent from making an attempt on a pass by placing his/her arms above an opponent. Should contact occur the player restricting the vertical area is responsible. A player who has jumped is entitled to land at the same spot without hindrance by opponents. S/he may also land at another spot. It is the responsibility of the defensive players to attempt to move out of the way of offensive players path of motion. 3. The player s first contact with the ground after catching the disc determines whether he/she is in or out. The line is out. The first point of contact must be all the way in, this includes the endzone. 4. A player may never run with the disc. Upon catching the disc a player must stop as soon as possible and establish a pivot foot. Any further movement is considered traveling and can be called by anyone on the field. This causes a turnover immediately at the site of travel.

VIII. Defense IX. Scoring X Turnovers 5. In the event of an unsuccessful throw (i.e. out of bounds, dropped, or hits the ground), possession of the disc is turned over to the defensive team. A player may not catch their own throw, unless tipped by a member of the opposing team. 6. A thrower is allowed 10 seconds to throw the disc, but the stall count cannot begin until the thrower is marked. The marker shall begin a verbal 10-second count (1 to 10). If the disc is not thrown before the 10-second "stall" count is reached, the disc is turned over and the defense gains possession of the disc where the thrower was standing. 7. When the disc is in the air, players must play the disc, not the opponent. 1. Only one marker is permitted to guard the thrower. The marker can be no closer than one arm s length to the thrower. 2. No other defensive player may establish a position within 3 yards (9 feet) of the pivot foot of the thrower, unless he/she is guarding another offensive player in that area. 3. Should the thrower recognize a double-team situation, he/she first calls "double-team" as a warning. If the defensive team continues to double-team, the thrower calls double-team again, and it is a violation. 4. No defensive player may touch (strip) the disc while in the hands of the thrower (excluding the check). In the case of a strip, the stall count ceases until the thrower has regained possession, at which point the count resumes. Play does not stop. 1. A goal is scored when an offensive player receives the disc in the defender's end zone. In order for the receiver to be considered in the end zone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the end zone. 2. A player must be completely in the end zone AND acknowledge that he/she has scored a goal. If that player plays the disc unknowingly into a turn over, then no goal is awarded. 3. A player cannot score by running into the end zone with the disc. Should a receiver s momentum carry him/her into the end zone after gaining possession, s/he must carry the disc back to the closest point on the goal line and put the disc into play from there. 4. Each goal is worth one (1) point. 5. The scoring team stays and throws off from this end zone to begin the next point. 5. All scores will be recorded by the home team manager, and then the score form will be signed by both team managers with an LARPD staff member there to witness the signing. 6. Field monitors will hold score contracts. 1. An incomplete, intercepted, knocked-down, or out-of-bounds pass results in a loss of possession. A check is not required.

XI Fouls 2. Out of bounds: When the disc goes out of bounds, play is resumed where it crossed the line, if it goes out the back, walk it to the closest spot on the end line. Player in-bounding disc must have pivot foot on the line. A check is not required. 3. The following actions result in a loss of possession and a check: A. If the marker s count reaches the maximum number; B. If the disc is handed from player to player; C. If the thrower intentionally deflects a pass to him/herself off another player; D. If the thrower catches his/her own throw. However, if the disc is touched by another player during its flight it is considered a complete pass and is not a turnover. 4. When possession changes in an end zone, A. If you gain possession in the end zone you are defending, and walk it up straight to the goal line and take it there. B. If you gain possession in the end zone you are attacking, you must walk the disc perpendicularly back to the goal line. Play continues, no "check" is required. 1. It is the responsibility of all players to avoid contact in any way possible. Violent impact with legitimately positioned opponents constitutes harmful endangerment, a foul, and must be strictly avoided. Contact fouls include picking, blocking, and shoving for position 2. A foul can only be called by the player who was fouled. It must be called immediately after the occurrence. A. All players must freeze. B. Stall count goes to zero. C. Play resumes after disc is checked. 3. All fouls result in a re-throw, after a "check" of the disc, EXCEPT: A. If a fouled pass is completed, the foul is automatically declined; Play continues. Call "Play on". B. On uncontested catching fouls, the receiver takes the disc as if caught. Check the disc. C. On defensive fouls the "stall" goes back to zero. On offensive fouls or travels, it stays the same or goes back to six, whichever is lower. 4. If a receiver is fouled in the end zone, it is treated like a catch, but they must walk the disc to the end zone line and start play from there. It is not an automatic point. The disc must be checked in before play can begin. 5. The defense can contest the call, at which point the disc goes back to the thrower. XII. Inclement Weather 1. LARPD reserves the right to postpone or reschedule a contest if circumstances warrant such action. Regular season games cancelled by Inclement weather are generally not rescheduled. Contests postponed due to other reasons may or may not be rescheduled at the discretion of the Intramural Sports staff. In the event of inclement weather, the LARPD Sports staff will not make a decision regarding the playing of games until after 4:00 pm. XIII. Sportsmanship 1. Due to the lack of refs in the Ultimate Frisbee league at LARPD. Sportsmanship must be practiced by all players at all times.

2. This is a standard of merit, and teams and individuals will be punished for failure to practice good sportsmanship. 3. LARPD reserves the right to remove Players and Teams from the league if sportsmanship is a consistent problem. XIV. Player/Manager Conduct 1. No alcohol or other drugs are permitted anywhere on the Sports Grounds or parking lot. No exceptions. Forfeiture of game and player(s) suspension will result in the event that alcohol is used. Anyone in possession of an alcoholic beverage will be automatically suspended for one game and the whole team will be placed on probation. No warning needed. 2. No Smoking. There is no smoking allowed on the field level at Ernie Rodrigues/Robertson Park fields. Smoking is only allowed at the top of the stairs and in the parking lot. 3. Children are not allowed on the playing field or in the dugouts. Supervision must be provided for children at all times. 4. All pets must be on a leash and attended at all times. No pets are allowed on the playing field or in the dugouts. 5. Appropriate Sportsmanlike behavior is expected of all players and spectators at all times. Anyone displaying or threatening violence against a person or property will be automatically suspended from further play. All Leagues will come under the conformity of the SANCRA Code of Conduct for players and managers. 6. Unsportsmanlike Conduct Violations. Players, Coaches, Managers, Umpires or Spectators will not make disparaging or insulting remarks to or about opposing players, coaches, managers, officials, spectators, or LARPD Staff- use expletives or negative comments that may be heard by those in the stands and surrounding area of the playing field, or commit other acts that should be considered unsportsmanlike. Penalty. The game official will have discretion to warn teams and/or eject players. The league director may also issue suspensions for negative remarks or unsportsmanlike comments directed towards players, umpires spectators or LARPD staff.

XV. S.A.N.C.R.A. Code of Conduct This policy has been adopted by all Municipal Directors within S.A.N.C.R.A. (Sports Association of Northern California Recreation Agencies) and will be strictly enforced during the season. A suspension in one city will result in notification of all member cities and these cities may honor this suspension. This code of conduct applies to all players, coaches, managers and spectators. 1) No person shall: Be guilty of objectionable demonstrations of dissent at official s decision. Minimum Penalty: Warning by the official. Maximum Penalty: Removal from game. 2) No person shall: Discuss with an official in any manner the decision reached by such official except the manager or captain. Minimum Penalty: Warning by the official. Maximum Penalty: Removal from game. 3) No person shall: Refuse to abide by official s decision. Officials are required to immediately suspend player from further play and report such player to the League Director. Such person shall remain suspended until his/her case has been considered by the League Director. Minimum Penalty: Placed on probation for the remainder of the season. Maximum Penalty: Suspension for two league games and placed on probation for the remainder of season. 4) No person shall: Be guilty of an abusive attack (verbal or no verbal) upon any player, official or spectator. Officials are required to immediately suspend player from further play and report such player to the League Director. Minimum Penalty: Placed on probation for the remainder of the season. Maximum Penalty: Suspension for one calendar year and placed on probation for one season upon returning to the league action. 5) No person shall: Be guilty of gambling upon any play or the outcome of games with any spectator, player or opponent. Officials are required to report violation of this rule to the League Director. Minimum Penalty: Placed on probation for the remainder of the season. Maximum Penalty: Suspension for the remainder of the season. 6) No person shall: Be guilty of using unnecessary rough tactics in the play of the game against the body or person of the opposing player. Officials are required to immediately suspend person from play and report such player to the League Director. Minimum Penalty: Probation for the remainder of the season. Maximum Penalty: Suspension for one year. 7) No person shall: Appear upon the field of play at any time in an impaired condition. Officials Are required to immediately suspend player from play and report such player to the League Director. Minimum Penalty: Suspension for two league games and placed on probation for the remainder of the season. Maximum Penalty: Suspension for the remainder of the season. 8) No person shall: At any time lay a hand upon, shove, strike or threaten an official. Officials are required to immediately suspend player from further play and report such player to the

League Director. Such player shall remain suspended until his/her case has been considered by the League Director. Minimum Penalty: Suspension for two league games and placed on probation for the remainder of the season. Maximum Penalty: Suspension for life and/or assault charges filed. 9) No person shall: Be guilty of physical attack as an aggressor upon any player, official or spectator. Officials are required to immediately suspend player from further play and report such player to the League Director. Player will remain suspended until his/her case has been considered by the League Director. Minimum Penalty: Suspension for two league games and placed on probation for the remainder of the season. Maximum Penalty: Suspension for life and/or assault charges filed. XVI. Standings & Tie Breakers XVII. Forfeits 1. League Standings are determined by a point system. Each Win equals two (2) points, Ties equals one (1) point, and Losses equals zero (0) points. Forfeits are counted as (- 1) point in the standings. Standings are based on points. If two or more teams are tied with identical point totals, a tie breaker procedure will be used. 2. Tie Breaker Procedure: a. Head-to-head competition b. Least points allowed for the season among those tied. c. Most points scored for the season among those teams tied. d. Coin flip 3. Playoffs a. Playoff format will be determined by the league director for all leagues. Format can vary from league to league depending on how many teams are in league. b. The highest seeded team is home team. c. Games will consist of 40 minutes. Two 20 minutes halves with a 3 minute halftime. d. No tie games. Games will be played until there is a winner. e. Awards(maximum of 11) will be given to League Champion and Playoff Champion. 1. A Forfeit is seen as a game with one or both teams not having enough legal players to start the game (8). To avoid a forfeit the League Director or Coordinator must be notified by 12pm on the day of the game; if so the forfeiting team will be given a loss (0) points instead of being penalized for a forfeit (-1) points.

2. If a forfeit occurs; LARPD being notified after 4pm on game day the first offense is a warning second offense is $20, third offense is $20 and may be dropped from the league at the discretion of the League Director. 3. Forfeit Game Score: Forfeiting team will be scored zero (0) and the non-forfeiting team will be scored seven (7). There is also a (-1) point in the standings. 4. Minimum Number of Players: A team must have five (5) players to start a game. An injury or player ejection that reduces the team causes a forfeit 5. Teams who fall out of good standing financially are subject to forfeited games at the discretion of the League Director. 6. In the event of a forfeit, the opposing team may use the field for practice as long as: 7. All players are officially on the roster, team must vacate the field 15 minutes prior to the next scheduled game, and also umpires are not permitted to umpire unofficial games.