Barrie North Collegiate's Spring Fling


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Captains Information

All games will be to time rather than points. Morning pool play games and afternoon playoff games will all be 30 minutes long. There will be no half time, timeouts may be used for this purpose. These are relatively short games, please prepare your teams for this reality.

Late policy. It is vital that all games begin on time (as scheduled). To that end, if one team is ready (7 gender balanced players on the line) at the scheduled start time and the opponent is not, there will be a 2 minute grace period. After the 2 minute grace period, points will be awarded at a rate of 1 point for every 2 minutes that the opposing team is unable to field 7 gender balanced players. After 20 minutes, the game will be defaulted and a score of 10-0 will be recorded.

Between Points: After a point is scored, the receiving team should be ready within 60 seconds and the pulling team should pull within 75 seconds.

Timeouts: These need to be brief due to the shortness of the games. Offense should be setup within 75 seconds of the time out call, defense should check the disc within 15 seconds after the offense is set. There is 1 timeout per team per game. It will remain that way for the entire day! If a timeout is called when no timeouts are available it is turnover. No timeouts are to be called in the last 5 minutes of the game.

Captains & Coaches need to synchronize watches and keep an eye on the time. As soon as the time cap is noticed the point being played must be finished.

Time Cap Rules: at the scheduled end time of the match (there may be a horn or whistle used to keep the tournament synchronized), the current point is completed. If that point ties the game then one single "sudden life" point will be played. There will be no "win by 2 points" as time really doesn't allow it. Remember there are no timeouts in the last 5 minutes of the game.

Score Sheets: Each team will have a score sheet. PLEASE make sure the game score AND Spirit Scores are recorded for every game. It is the responsibility of each team's captains and coaches to ensure that the scores recorded at "disc central" are accurate. Data from the scores will be used for seeding purposes in the afternoon games.

NOTE: Spirit of the Game is to me the most important part of Ultimate and of life in general. After each game, I would like each team to assign a score from 0 to 5 (decimals allowed) for their opponents. I believe the best way to do this is for the team to stand in a circle, have everyone vote with the fingers of one hand, and then take an approximate average. Spirit rankings are highly subjective. To make them a bit standardized, I would suggest that everyone start with a score of "3" for a team with "average" spirit. Below are some guidelines that might help you if you haven't assigned Spirit Scores before.

Spirit Rating = 5

  • I enjoyed playing against all of the players on the other team.
  • The other team showed up on time, exhibited great sportsmanship throughout the game and cheered us at the end.
  • The other team was knowledgeable about the rules OR was receptive to learning them.

Spirit Rating = 4

  • I enjoyed playing against almost all of the players on the other team.
  • The other team showed up on time and exhibited good sportsmanship throughout the game.
  • The other team was pretty knowledgeable about the rules OR was pretty receptive to learning them.
  • The captains should discuss the particular incident which led to a less than perfect score.

Spirit Rating = 3

  • I enjoyed playing against most of the players on the other team.
  • The other team showed up on time and generally exhibited good sportsmanship.
  • The other team was reasonably knowledgeable about the rules.
  • The captains should discuss the game.

Spirit Rating = 2

  • I enjoyed playing against only a few of the players on the other team.
  • The other team showed up late and often exhibited poor sportsmanship.
  • The other team was generally not knowledgeable about the rules AND was not receptive to learning them.
  • The captains should discuss the game.

Spirit Rating = 1

  • I did not enjoy playing against the other team.
  • The other team showed up late and generally exhibited poor sportsmanship throughout the game.
  • The other team was not knowledgeable about the rules AND did not want to learn them.
  • The captains should discuss the game.
  • Your captain should report the reasons for the low spirit score to the tournament director.

Spirit Rating = 0

  • I didn't enjoy playing against anbyody on the other team.
  • The other team showed up very late or not at all.
  • The other team displayed a complete lack of sportsmanship and initiated dangerous play on more than one occasion.
  • The other team was ignorant of the rules AND did not want to learn them.
  • This is the least spirited team I have ever played against.

Tie Break Rules for Pool play:
1. Most Wins
2. Head-To-Head record
3. Fewest points against
4. Most points for
5. Highest Spirit Points
6. Flip disc

Hopefully athletes can appreciate that with 32 teams there will be 48 games from which scores are required in the morning. We will then have a maximum of 30 minutes to seed all teams into flights of 8, schedule the entire afternoon's matchups & communicate all of this to each team. We simply won't be able to change any team's scores after 12:05pm. Check your data prior to that time to ensure accurate information has been recorded. If corrections are not made you will have to live with the seeding that has been done.

Foot Blocks. Attempted foot blocks by a marker within five feet (1.5m) of a thrower are illegal (treated like a foul by the marker).

Pull Rules.

Cardinal rule: -play CANNOT begin until there is a check.

Short hand notations:
"self-check" = thrower touches disc to the ground,
"defensive-check" = marker touches the disc in the thrower's possession,
"brick" = point on the playing field 20 yards from the endzone and equidistant from the sidelines,

The rules:>

The end zone is live off a pull, discs are not walked up to the goal line!

Pulls that come to a stop in-bounds, even if they rolled out of bounds before stopping, are played from where they stop (self-check).

Pulls that come to a stop out-of-bounds, can be played:
1. at the point on the out-of-bounds line closest to where the disc last went out (self-check), or
2. at the point equidistant between the two sidelines that is closest to where the disc last went out (defensive-check) = "middle", or
3. at the receiving team's "brick" (defensive-check).

To invoke 2. or 3., the offensive player who will put the disc in play calls "middle" or "brick" and raises one hand over his/her head before picking up the disc. If ANY other offensive player calls "middle" or "brick" before the disc is picked up, then the thrower must do either 2. or 3.

If an offensive player catches the pull in-bounds, then play starts from that point (self-check).

If an offensive player catches the pull out-of-bounds, then they must play the disc at the point on the out-of-bounds line closest to where they caught the disc (self-check)



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Last Updated 10:08 PM 3/5/2008