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ULTRAFLOW CONTINUED
| DURATION OF THE GAME |
The
duration of the game will be four equal periods of 15 minutes, unless otherwise agreed
upon time will be added for all time lost through accident or other cause, the amount will
be at the discretion of the Referee. The half-time interval will be 10 minutes. The referee will start the clock when: (a) There is a
throw off. (b) After a time out. The referee will
stop the clock when: (a) A goal is
scored. (b) the half ends. (c) an injury occurs |
| THE START OF PLAY |
(a)
At the beginning of the game, choice of ends and the throw-off will be decided by the toss
of a coin. The team winning the toss will have the option of choice of ends or the
throw-off. The Referee will give the starting signal and the player will throw the disc
into his opponents half of the field. The team throwing off will be in their own
quarter-zone and the goalie will start play by throwing disc into the opponents half of
the field from the goal-zone. Every opposing player will be in his own half until the
throw-off. If the throw is out of bounds it will be re-thrown. The disc must be touched by
an opposing player before it can be played by the throwing team. (b) After a team
scores, that team will restart by throwing off in the above manner. (c) After the
halftime break, teams switch sides and the team that recieved the disc at the start of the
game will now throw off to start the second half. (4) If for any
reason play is stopped, the disc goes back in play at the point of last possession. |
| TIME-OUTS |
Team
time-outs (a) Each team is
allowed one time out per quarter. (b) The goalie or
coach must be the player to signal time-out. (c) The duration of
a time out is three minutes. (a) Used for injuries. (b) May be used at referees discretion for
resolution of a dispute. Time out is signaled by using both hands to make a "T". |
| SUBSTITUTIONS |
The teams will be allowed substitutions: (a) after a goal is scored. (b) before an indirect throw. (c) after a time out. (d) for an injured player.
Players leaving and joining the game must check-in with the referee. |
| JUMP DISC |
The referee will call a jump disc when two players of opposing teams have possession of the disc (holding the disc in at least one hand for over 2 seconds). (a) the jump-disc is
taken at the point the contact occurs. (b) the referee starts the jump-disc by
standing between the two players that had possession. (c) the referee self-starts the disc and indicates the direction of spin (clockwise or counter clockwise)and tosses it straight up between these two players. (d) the players who are jumping must tip or brush the disc to another player. |
| METHOD OF SCORING |
| A goal is scored when the whole disc passes over the whole goal-line, between the goal-posts and under the cross-bar, and touches the ground or a player who is touching the ground. |
(a)One point if scored from within the
quarter-line by tipping, zipping or brushing. Also if a teammate touches a throw that
originated from outside the quarter-line. Goals scored from within the quarter zone
must be thrown with one finger from the Whatchamastalit (Zipping), brushed or
tipped. No direct unassisted throws are allowed. (b)Two points if scored from a throw outside
the quarter line or from a direct corner throw. Note: A throw may originate from outside or
inside the quarter zone and be tipped or brushed into the goal by a teammate. The point
value of the score will depend on where the offence last touched the disc. An unassisted
throw from within the quarter-line may not enter the goal and will result in a turn-over
and will result in a goal-throw. The team scoring the greater amount at points at the end of the fourth quarter will be the winner; if no goals, or an equal number of goals are scored, the game is a "tie". |
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