2010-2011 Fall/Winter Indoor Rules

Welcome to TUC Fall/Winter Ultimate! Indoor Ultimate is a fantastic opportunity to meet new people, learn from the best and play in climate-controlled facilities.  We play mostly a 6-on-6 version of Ultimate indoors because there is just not quite enough room for 7's.  The game is played in a 'speed point' fashion, so please read the rules below.

TUC Indoor/Speedpoint Rules

  1. 11th edition UPA rules will apply except for the following amendments. Remember, Spirit of the Game! Because of the confined space of indoor ultimate, please take extra precautions to avoid contact in every way possible.
  2. Teams must have at least 2 men and 2 women on the field at all times. Because of the gender ratio (typically 8:4) on each roster, games are typically played 4:2. Any difference should be discussed between captains at the beginning of each game.
  3. Stall counts are to 8 NOT 10.
  4. Footblocks are not allowed, unless specifically agreed upon by the captains before the start of the game.
  5. Scheduled game times include warm up. Teams may elect to not have a half. The end of a game is determined by time, not by the score. Games can end even if the score is tied. There will be a time clock to indicate the start time of each game. If the disc is in the air when the game time ends, the result of that throw (completion or turnover) stands.
    As a courtesy to teams that play after you, please leave the field promptly. There is absolutely no "Ultimate Time" in indoor! Captains from the next time slot (if applicable) are allowed to cap the game at its designated finish time, regardless of the score or remaining time on the clock.
  6. There is no pull after a point. When a team scores, the receiving player acknowledges that he/she has scored a goal and the disc is immediately placed on the ground. The offensive team has 8 seconds to take possession of the disc and cannot walk the disc up to the front of the goal line. The offense must put it into play from where it was placed by the scoring team.
  7. a) Any time that possession of the disc changes hands anywhere on or immediately adjacent to the playing field, whether from a turnover or after the opposition scores, a member of the team becoming offense must put the disc into play within 8 seconds after it comes to rest. After 8 seconds elapse, a defensive player within three meters of the disc may announce "disc in" and then initiate and continue the stall count, but only if a defensive player has given audible warnings of eight and four seconds.
    b) If the disc comes to rest in an area where it is not reasonably retrievable within 8 seconds (e.g. on an adjacent field, under a bleacher, or down a hallway), the player retrieving it must put it into play within 16 seconds. After 16 seconds elapse, a defensive player within three meters of where the disc will be put into play may announce "disc in" and then initiate and continue the stall count, but only if a defensive player has given audible warnings of sixteen, eight and four seconds.
    c) If the disc is not reasonably retrievable within 16 seconds, the player retrieving it may request another disc and any delay or pre-stall count is suspended until the offensive player receives the new disc.
    d) If an offensive player unnecessarily delays putting the disc into play (i.e. is within 3 metres of the disc and is taking their time to pick it up) and the defensive player within 3 metres of the disc may issue a delay of game warning instead of calling a violation. After announcing “delay of game”, the marker must give the offense 4 seconds to react to the warning, and then announce “disc in” before initiating the stall count.
  8. Players substitute on the fly. The designated "substitution" area for each team is at the midline of the field. Every player entering the field must "high five" the outgoing player on the sideline before entering the field. This obviously does not apply during injury substitutions. On the fly substitutions make it difficult to change the gender ratio without temporary mismatches; in these cases (which captains should discuss before the game), teams should do their best to make a matching substitution as soon as reasonably possible.
     
  9. When the disc hits an object (wall, ceiling, player on the sideline) it is out-of bounds. A turnover results and the play starts on the playing field proper, closest to the point where the disc went out of bounds. NOTE: a disc hitting the ceiling net is considered in-bounds - hitting the rafters is out of bounds.
  10. The end zone is much smaller, approximately 8 - 10 metres deep.
  11. If a disc is thrown or rolls out the back or side of the end zone, it is to be put into play at the front of the end zone, straight ahead of where it left the end zone. When the disc remains in the end zone after a turnover, it must be put into play where it lies [in rec league the disc can be brought back to the line].
     
  12. At the beginning of a game (and the second half should there be one), both teams line up at the back of the end zone for the initial pull.
  13. If the pull lands out of bounds, it may be played at either: (a) the point on the sideline where it crossed; or (b) the receiving team may call middle, in which case, it is put into play in the middle of the field, but no further than the front of the end zone.
  14. Each team has 2 timeouts per game. Teams may also stop play to explain rules to newer players. Timeouts cannot be called in the last 5 minutes of the game; doing so results in a turnover.
     
  15. There is a lateness penalty. A team that is NOT ready to play 5 minutes after the scheduled start time may be assessed a penalty of one point per minute until 15 points, at which time the game is forfeited. The penalty may be enforced at the discretion of the team that is ready to play.
  16. Each team is given two points for a win, one for a tie and negative one for a default.
  17. Both captains must report game score and spirit score each week using the online scoring system.
  18. To foster a fun competitive league, cheers are encouraged after a game. Remember SOTG (Spirit of the Game)!

Substitutions

If a player is unable to make a game, a substitute of same or lesser skill may be used as a replacement. Please inform your captain so that he/she may make arrangements. Substitutes MUST be current registered members of TUC (2010/2011 members). For the playoffs opposing captains must be informed of substitute players and may refuse if the substitute is a stronger player than the one absent (see playoff rules below).

League & Playoff Participation

See the League & Playoff Participation Rules.

Cleats

Metal cleats are not allowed under any circumstances. Plastic/rubber cleats are allowed where indicated by TUC. When in doubt or where the policy does not clearly indicate, TUC policy is no cleats.

  1. Varsity Centre - plastic/rubber cleats are allowed
  2. Lamport Stadium - plastic/rubber cleats are allowed
  3. Downsview Hangar - no cleats of ANY type are allowed.  Running shoes or turf shoes only!
  4. Docks - plastic/rubber cleats are allowed 
  5. UCC - plastic/rubber cleats are allowed