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YANA Charity Tournament (June 23,24 2001)
Tourney Rules

Greetings Ultimate Fans,
The Ultimate Charity Tournament scheduled for June 23-24th is an exciting event for the Comox Valley. The purpose for the tournament is two-fold:
1) to increase community awareness and involvement of the sport of Ultimate
2) to raise money for local charities
Teams entering this tournament will have a wide range of skill level, ranging from those who have never played Ultimate to the seasoned tournament veterans. We will attempt to group teams into two pools based on skill level, in order to level the playing field for participants. Teams that have never played the game before will find that the sport is very easy to understand as it involves just a few basic rules. (See attached rule sheet)
The sport of Ultimate is built on the concept of -Spirit of the Game-. There are no refs, as players make their own calls. That means that a spirit of fair play is an absolute requirement for all ultimate players. Avoiding injuries is more important than scoring a point. Having fun is more important than winning. If you abide by these principles, you’’ll make the game more enjoyable for both yourself, and other players.

Tournament Tidbits:
- The June 23-24th tournament will be held at Lewis Park in Courtenay, BC.
- Beer gardens will be open at Lewis Park.
- Each co-ed team will have seven players on the field at a time at least three of which must be female.
- All players from each team are required to bring both a white shirt and dark shirt to help distinguish the opposing teams.
- Each team should bring their own disc for pre-game warm-up.
- In the case where a novice player commits a violation out of sincere ignorance of the rules, it is common practice to stop play and explain the violation. Team captains are responsible for negotiating and settling any disputes that
arise during play.
- There will be two tournament pools, one for experienced and one for amateur teams.
- Narrow metal baseball cleats are not allowed.
- Tournament fee of $150.00 may be paid in cash or cheque (payable to ““The Ultimate Society””.)
- All proceeds go to the local charity YANA.

Additional Tournament Rules
Starting and Restarting Play
- Before each game starts, each team designates one captain to represent that team in disagreements and arbitration.
- A representative for each team flips a disc in the air. A player from one team calls ““same”” or ““different”” while the discs are in the air. The winning team has choice of one of the following:
1) receiving or throwing the initial throw-off
2) selecting which end of the field they wish to defend initially.
Throw-offs - To initiate play each point begins with both teams lining up on the front of their respective end-zone lines. Players should not change position on their end-zone line in order to enable the opposition to establish coverage. The defense throws the disc to the offense. The throw-off may be made only after the thrower and a player on the receiving team raise a hand to signal the team’’s readiness to begin play. - As soon as the disc is released all players may move in any direction. - No player on the throwing team may touch the disc before it is touched by the receiving team. - If a member of the receiving team catches the throw-off in the air that player must put the disc into play from that spot. If the receiving team allows the disc to fall to the ground untouched, the receiving team gains possession of the disc where it stops. If the receiving team touches the disc during the flight of the throw-off, and they fail to catch it the team which threw-off gains possession of the disc at the nearest point on the field. The Thrower, the Receiver and the Marker - The person in possession of the disc (aka the Thrower) must establish a pivot foot until the throw is released. A 10 second count is initiated out loud by the defending player (aka the Marker). If the thrower has not released the disc when the Marker reaches 10, a turnover occurs. - After catching a pass the receiver is only allowed the fewest number of steps required to come to a stop and establish a pivot foot. If a player that is running at full speed catches the disc, they should stop immediately and return to the spot 3 steps from where they caught the disc. If the disc is caught simultaneously by offensive and defensive players the offense retains possession. - Only one defensive player may guard the thrower at any one time inside a 10 ft radius; that player is the Marker. There must be at least one discs’’ diameter between the upper bodies of the thrower and the marker at all times. Passes cannot be blocked using the feet. - Picks are not allowed. No player may obstruct the movement of any player on the opposing team or ““run”” their opponent into another player. - All players have the right to the space above their head (vertical space). While both offensive and defensive players have the right to play any disc, a defending player cannot impede a player’’s attempt at catching a pass above their head. Fouls - Fouls are the result of physical contact between opposing players. If a player contacts an opponent before the disc arrives and thereby interfered with that opponent’’s attempt to make a play on the disc, that player has committed a foul. A foul can only be called by the player who has been fouled and must be announced by calling out the word ““foul”” loudly immediately after the foul has occurred. - After a foul has occurred: If the disc is in the air the play is always completed. If the team which called the foul gains/maintains possession as a result of that pass, play continues. If the pass is completed, but the defending team is fouled (eg. picks), the pass does not count and possession reverts back to the thrower. If the thrower is fouled before the disc is thrown, the 10 second count is restarted. An offensive team member committing a foul, results in a turnover and the defensive team obtains possession where the infraction occurs. Out-of-Bounds - To restart play after the disc has gone out-of-bounds a member of the team gaining possession of the disc must carry the disc to the point of the playing field (not including the end zone) nearest where the disc last went out-of-bounds. The player shall put the disc into play at that point on the perimeter line. Length of Game - The game is considered over at the end of 1 hour or when one team reaches 15 points, whichever comes first. Teams do not have to win by two goals. - In the event of a tie, the first team to score the next point wins the game. Time-outs - Each team is allowed two time-outs per game. Each time-out lasts 2 minutes. A time-out may be called by either team after a goal and before the throw-off. Substitutions & End of the game - Substitutions can only be made after a goal or to replace an injured player. - Both team captains will report the score of the game to the tournament organizer and return the game disc.
Scoring - A goal is scored when an offensive player completes a pass to a teammate who has both feet in the endzone which their team is attacking Turnovers - An incomplete, intercepted, knocked down or out-of-bounds pass results in a loss of possession.