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Back to Corvallis Ultimate

Corvallis Summer Ultimate League Rules supersede UPA rules. Except for specific Corvallis rules, Ultimate is played by UPA 10th ed. rules .

The Most General (but also THE MOST IMPORTANT RULES)

Dangerous Play - Dangerous play includes unnecessary contact with an opposing player or the threat of dangerous contact. "But I was just going for the disc" does not legitimize making contact with another player. Incidental contact, though technically not a foul according to the official rules of the game, may be seen as dangerous by another player and called as such.

In the event of someone calling a contact or a dangerous play foul, always respect the opinion of the person making the call. If you feel as though you did not initiate contact, contest the foul call and send the disc back to where it was before the foul occurred. If you recognize that you did initiate contact with another player, then possession of the disc belongs to the player you fouled. If you don’t really know whether you initiated contact with someone, give the player who made the call the benefit of the doubt and don’t contest their judgment.

Call fouls and picks. By not calling them, you proliferate reckless behavior.

Attitude - Play nice. Have fun. Smile. Remember that win-at-all-costs behavior runs directly against spirit of the game. Congratulate an opponent on a good play. Never forget that this is just a game.

Logistical Rules: Things we have to have to make games happen and run smoothly

What to Bring - For every game, players should bring soccer or turf shoes, water, light and dark shirts and a disc. Playing barefoot or in sandals is unsafe and, therefore, prohibited!

What NOT to Bring - No alcohol is allowed on any of the fields. Dogs are discouraged because they may present a hazard to players on the field. Some effective means of keeping your dog contained is strongly encouraged if you can’t leave fido at home. A bad attitude should definitely be left at home and, if possible, lost forever.

Start Time - Players should show up around 6pm to prepare for the game. Games start at 6:30pm. Failure to start by 6:30pm because of too few players (see next) is a forfeit by the offending team. This is non-negotiable.  If a team wants to add to their win column so badly, they would be motivated enough to show up with the minimum number of players.  League director (Si-lam) will enter a game forfeit no matter what the game outcome is if he finds later that the offending team failed to show up on time.

Team Size and Gender Ratio - Failure to field seven players on the field with at least three of each gender is a forfeit by the offending team. This is non-negotiable, unless both teams cannot fulfill the gender ratio requirement. In a forfeit situation, teams are still encouraged to play the game. The team receiving a pull determines the gender of the 7th player. The team pulling must match this gender ratio except in the following situations: (a) they do not have a 4th player of that gender, or (b) the remaining players of this gender are incapacitated and unable to play. This is a true co-ed league.

Rosters - All players must have signed the Parks and Recreation waiver/roster form for their team. This year (2006) Parks & Rec folks will periodically check games for roster compliance. A team using players who aren’t on their roster may be penalized with a forfeit of the game(s) in which those players were used. Each player may only play for one team. We want to avoid “ringers” hogging points and unnecessary game rescheduling.

Deposit Forfeiture - For each game a team shows up with 5 or fewer players and have failed to contact the opposing team captain at least 24 hrs in advance to reschedule, this team loses $10. We encourage teams to reschedule a make-up game. The failure to report a score after two weeks will be considered a game and deposit forfeit as well. If we hear of teams with players playing on other teams, the team may forfeit the game and $10. The league web manager (Si-lam) has discretion over forfeiture deposits.

Games are to 15, win by 2 up to a maximum of 17 points. Each team has 3 time outs per game with a maximum of two timeouts per team per half. (More details on Time Outs are listed in Game Rules below.) After a team reaches 8 points (halftime), the original pull orientation is "mirrored" by swapping positions from that first pull of the game. For example, if the dark team pulled from the west end of the field to begin the game, the light team will pull from the west end of the field to start the second half. Half time should not be longer than 5 minutes.

Report scores (not just win/loss) and spirit grades to Si-lam < sichoy@excite.com >, win or lose. If no score is reported after two weeks, both teams may have one forfeit counted against them.

If the game was lopsided (such as 15-3), please consider playing more points but with mixed teams. We want to have fun and grow the sport. Game Rules: For stuff that happens when you’re actually playing the game.

We use UPA’s 10th Edition Rules unless we feel very strongly about a particular issue (see the stuff about dangerous play at the top of the page). We strongly encourage you to read the rules ( http://www.upa.org/ultimate/rules/rules.shtml ) but because it is 18 pages long (with a few cool pics!) we know that most people haven’t done so. This has created an unfortunate situation where knowledge of the rules is spotty at best. Don’t let other teams bully you into incorrect calls! The list below summarizes what should happen when a number of common calls are made. It does not represent all calls that can be made.

Stalling/Fast Count - A thrower must be given a full 10 seconds from the time the person guarding them initiates the stall count. Stall count begins at "stalling 1", not 0. A turnover occurs at the first utterance of "10". If the player in possession of the disc feels that the person stalling is counting at a rate more rapid than 1-second intervals, s/he can say "Fast Count". Penalties for a fast count depend on how many times it is called and where in the stall count the call is made. Details on what to do are on page 29 of the rules if you really want to know what should happen.

Picks - Picks occur when a defensive player who is trying to guard an offensive player has to slow down or change their direction of motion in order to avoid contact with any other player on the field. If a pick is called, play stops and the player who called the pick moves to get into position on the offensive player they were guarding. Following this, play can resume when the disc is checked in. The Continuation Rule (see below) applies if the thrower release the disc after a pick call is made.

Traveling - A player who has the disc and is stopped must establish a pivot foot and may not change that pivot foot until the throw is released. A travel should be called if a player throwing the disc lifts or drags their pivot foot. A moving player has three steps after receiving a pass on the run to release a pass without traveling. When a travel call is made (by any player on the field), play stops and the thrower checks the disc back in to resume play. The Continuation Rule (see below) applies if the thrower release the disc after a travel call is made.

Turnovers - Possession of the disc changes on a turnover. Situations that constitute a turnover are as follows: incomplete pass, batted down pass, stall, fumble, out-of-bounds, and dropped pull. There are no "ground-caused" fumbles. So, if the fall you take after catching the disc makes you drop it, it’s a turn over.

Out of Bounds - The perimeter lines of the field, denoted by cones, are considered out of bounds. Upon demonstrated possession, the first full point of contact on the field must be fully in-bounds. Simultaneous straddling the line is out-of bounds. Similarly, the goal line is not part of the end zone. Since lines are not painted on the field, use the best judgment available on the field, and remember to be spirited.

Strip - One thing that is NOT a turnover is when a defensive player knocks, grabs, or tears the disc out of the hands of someone in the act of throwing or someone who has caught a disc. This is a strip. In the event of a strip, the disc is returned to the player that was stripped. If they were throwing the disc, the count returns to 1. If they were catching the disc, the disc is given to them where the strip occurred. If a defensive player "contests" a strip on a catch, goes back to the thrower. Ties on catches go to the offense.

Continuation Rule - Whenever a call is made, play continues until a player in possession of the disc acknowledges the call by stopping play. If the player with the disc continues play and a turnover occurs, then the turnover stands and the foul that preceded the turnover is ignored.

Time Outs - A time out can only be called by a player who is in possession of the disc. After a time out the disc is brought back into play at the same spot by the same player at the same stall count. All other players may be positioned as they wish. "Injury" time outs can be called by anyone on the injured team and are retroactive; play restarts back to the time of the injury. "Equipment" time outs for things like cleats that have come untied can be called. We differ from the UPA rules in that equipment time outs can be called during play.

Substitutions - Subs can only be made between points except in the case of an injury. If a player subs out because of injury, the other team may sub one player in if they choose.

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