2017 Frog Follies Co-Ed Ultimate Tournament details/rules (Subject to minor amendments until game time)
Questions/concerns: [email protected]
General
* The tournament will be composed of 8 Co-Ed teams consisting of minimum 3 women on the field at all times. 60min games, 90min finals.
* The first round robin games will begin at 830am and the finals will commence at 1830hrs.
Format/Rules
1. 8 teams will be split into 2 pools of 4. (based on skill where possible).
2. Teams will take part in a "Round Robin" within their pool (play against all 3 other teams within their pool) in order to determine a ranking.
3. Upon completion of the "round robin", a brief captain's meeting will be held in order to determine if the pools need to be adjusted based on skill level. (Example Pool A -competitive / Pool B -recreational)
4. Each pool will then be set up into a standard playoff bracket that will determine a winner within that pool.
5. Round Robin and semi-final games will be played to 10 points(win by 2) or 60 mins (hard cap at 55mins) of play time. (There is no soft cap) The point which occurs after the hard cap will be the last point unless there is a tie after that point. If the score is tied after hard cap, play 1 more point.
6. The Pool A and Pool B finals will be played to 15 points(Win by 2) or 90 minutes long(hard cap at 85 minutes.) The point which occurs after the hard cap will be the last point unless there is a tie after that point. If the score is tied after hard cap, play 1 more point.
7. Prizes: Teams ranked as winner and runner-up(1st and 2nd place) in each pool will receive a cash prize based on the total purse.
a. 1st place in Pool A and Pool B - each 30% of purse.
b. 2nd place in Pool A and Pool B -each 20% of purse.
8. Purse: The total estimated payout(purse) of $1000* is based on 62.5% of registration fees if 8 teams register at the earlybird price, therefore the estimated total payout(purse) of $1000 will be adjusted should the number of registered teams change.
9. Spirit Prize: One team will receive a "spirit prize" for best representing the spirit of Frog Follies.
10. Time outs: Each team will have 1 time out per half plus a floater (3 total per game). For this tournament a time out may not be called once hard cap is in effect. If the disc is live or in play and the thrower attempts to call a time-out once cap is in effect, it is a turnover and play stops.
11. Trick pulls: If a team attempts a trick catch on the pull (i.e. a novel way to catch or play the disc when receiving the pull) and the disc is not caught, it will not be a turnover and the receiving team can pick the disc up where it lies. Note that if no trick catch is attempted, a dropped pull will still be a turnover.
12. 11th Edition Rules: We will use the USAU’s 11th edition rules for the tournament. ***Winnipeg Ultimate League Rules are in effect***
13. Winnipeg Ultimate League(WUL) Rules: Here are the applicable rule amendments.
a. Spirit Foul: If any player on the field is being overly aggressive either verbally or physically, a 'spirit foul' may be called on that player. In this instance, both the aggressive player and the player that made the call must leave the field of play until they are deemed ready to return (likely as determined by the captains). When players are required to leave the field for a spirit foul, the affected team(s) may substitute replacement players in the same manner as for an injury. If Spirit foul is called, the team calling it must report it to Disc Central following the game.
b. Dangerous Play Foul: If an instance of dangerous, aggressive behaviour or reckless disregard for the safety of players is imminent (i.e. someone feels they are about to be involved in a dangerous collision), a foul may be called prior to this instance and without contact. Ramifications are handled in the same manner as any foul
c. Spirit of the Game: Spirit of the Game is the number one rule of Ultimate. All players, coaches and spectators are expected to display the highest level of sportsmanship and mutual respect.
d. Contact Rule: We will be using the new WUL rule amendment, the contact call. Here is the rule as worded in their amendments:
i. Contact Call: If contact occurs between the thrower and marker that would constitute a foul under XVI.H.3.a (i.e. ‘Throwing Fouls’) but the thrower does not release the disc, "contact" may be called. Play does not stop and the marker resumes the stall count at "one". Other than resetting the stall count to "one" after the first instance, the "contact" call is treated as any other marking violation. The marker may contest the "contact" call by calling "violation", which stops play. If the thrower calls "contact" after beginning the throwing motion and subsequently releases the disc, it is treated as if the thrower called "foul".
ii. When can the contact call be made? As a thrower, you can call ‘contact’ any time you would normally call a foul – generally if bumped, hacked, etc. by the marker. You still have the option to call ‘foul’ instead, though ‘contact’ may be the preferred call especially if you do not want to stop play.
iii. What happens when it is called? The marker drops the count to one and resumes from there. Essentially, this means the count restarts when contact is called. The marker does not need to restart with ‘stalling’ however.
iv. Example: Marker: “Stalling one… two… three… four…” (bumps the thrower) Thrower: “Contact!” Marker: “One… two… three…”
v. Why would the thrower call ‘contact’ instead of ‘foul’? And vice versa? Often times it is disadvantageous to the offence to call a foul and stop play, especially early in the count. The thrower may recognize that another cut is going to be open a few seconds later, or may simply not wish to have a stoppage which means restarting from stationary positions, or which allows the defense to rest a few seconds and possibly get a better read on what the offence is doing. The contact call was conceived to allow the offence to make a call to their advantage in that case, and get a fresh stall count, while allowing them to play on and not negate any opportunities to advance the disc.
vi. Conversely, the thrower may wish to call a foul and stop play in situations where they do not have options open right away or if the offence needs to regroup. When playing with many newer players, it may be advisable to call foul as it gives a chance to stop play and explain what happened, especially if a player is still learning legal marking technique.
vii. What if the disc is thrown after the call? This depends on whether the contact occurred during the act of throwing or before.
viii. If the contact call is made for contact that occurs during the act of throwing – i.e. “the motion that transfers momentum from the thrower to the disc in the direction of flight and results in a throw”, which does not include the pivot or wind-up – then it is treated just like ‘foul’ was called. If the throw is complete, play does not stop, players should call ‘play on’. If incomplete, it is returned to the thrower. [See also the Visual Rules re: throwing fouls (page 3 of the link), for how to resolve the call and resume the stall count - in this scenario you can substitute "contact" for "foul".]
ix. If on the other hand the call is made before the act of throwing, the continuation rule does not apply. So play will continue regardless of the outcome of a throw. Calling ‘contact’ and then starting a throw does not mean the disc will come back if the pass is incomplete.
x. What if a marker disagrees with the call? Usually the contact call should be straightforward – most (non-incidental) contact between a marker and thrower would normally constitute a foul by the marker, so would warrant either a foul or contact call. In a limited number of cases the marker may have case to disagree – for example when they are marking legally (i.e. respecting the rules on disc space – see rule XIV.B.3), and the thrower pivots into them. In these cases the marker may immediately call ‘violation’ in response to the contact call. Calling violation stops play and allows for (brief) discussion as to why they disagree. Unless either player then drops the contact or violation call, play will then generally be resolved as a contested violation call – the disc needs to be checked back in by the defence, and the count will resume at the last number reached prior to the call plus one, or 6 if over 5. Note this is the standard way any marking violation (see also fast count, disc space, double team, vision blocking) can be contested.
xi. What if the contact call is ignored or not resolved properly by the marker? If the marker does not drop the count back to one when contact is called, they have the option to either call ‘violation’ and stop play or to call ‘fast count’ (which means the stall count must drop to one less than the number last counted). Generally ‘violation’ is likely to be the more advisable call. If they fail to properly react to the contact call, it is likely they do not know the rule (and may not know how to resolve a fast count call either); the stoppage allows time to explain the call and the reason for it. Following a violation call the count will resume with a check by the defence; the count (if uncontested) will start over at one. If contested, it is again treated as a contested violation call (see previous question for resolution)
14. Score reporting: Please submit scores after each game. Scores must be submitted on the score cards provided. Please send a runner to Disc Central to do this.
15. Horns
* 1 blast – start of game
* 3 blasts – hard cap
* 5 blasts – lightning, all teams off the field.
16. Open Liquor – Frog Follies does not condone public drinking; teams should be aware of this and make use of the beer gardens for this purpose.
17. CONES: At the end of the last game please bring in the cones from your field to Disc Central this would really help us.
18. Allergies: please be aware that many players have nut allergies. If you eat peanut butter or Nutella then please wash your hands before playing again.
LETS HAVE FUN! BRING THE FAMILY, JUMP A FROG BETWEEN GAMES! TAKE IN THE ENTERTAINMENT AND BE KIND TO EVERYONE!
Questions/concerns: [email protected]
Questions/concerns: [email protected]
General
* The tournament will be composed of 8 Co-Ed teams consisting of minimum 3 women on the field at all times. 60min games, 90min finals.
* The first round robin games will begin at 830am and the finals will commence at 1830hrs.
Format/Rules
1. 8 teams will be split into 2 pools of 4. (based on skill where possible).
2. Teams will take part in a "Round Robin" within their pool (play against all 3 other teams within their pool) in order to determine a ranking.
3. Upon completion of the "round robin", a brief captain's meeting will be held in order to determine if the pools need to be adjusted based on skill level. (Example Pool A -competitive / Pool B -recreational)
4. Each pool will then be set up into a standard playoff bracket that will determine a winner within that pool.
5. Round Robin and semi-final games will be played to 10 points(win by 2) or 60 mins (hard cap at 55mins) of play time. (There is no soft cap) The point which occurs after the hard cap will be the last point unless there is a tie after that point. If the score is tied after hard cap, play 1 more point.
6. The Pool A and Pool B finals will be played to 15 points(Win by 2) or 90 minutes long(hard cap at 85 minutes.) The point which occurs after the hard cap will be the last point unless there is a tie after that point. If the score is tied after hard cap, play 1 more point.
7. Prizes: Teams ranked as winner and runner-up(1st and 2nd place) in each pool will receive a cash prize based on the total purse.
a. 1st place in Pool A and Pool B - each 30% of purse.
b. 2nd place in Pool A and Pool B -each 20% of purse.
8. Purse: The total estimated payout(purse) of $1000* is based on 62.5% of registration fees if 8 teams register at the earlybird price, therefore the estimated total payout(purse) of $1000 will be adjusted should the number of registered teams change.
9. Spirit Prize: One team will receive a "spirit prize" for best representing the spirit of Frog Follies.
10. Time outs: Each team will have 1 time out per half plus a floater (3 total per game). For this tournament a time out may not be called once hard cap is in effect. If the disc is live or in play and the thrower attempts to call a time-out once cap is in effect, it is a turnover and play stops.
11. Trick pulls: If a team attempts a trick catch on the pull (i.e. a novel way to catch or play the disc when receiving the pull) and the disc is not caught, it will not be a turnover and the receiving team can pick the disc up where it lies. Note that if no trick catch is attempted, a dropped pull will still be a turnover.
12. 11th Edition Rules: We will use the USAU’s 11th edition rules for the tournament. ***Winnipeg Ultimate League Rules are in effect***
13. Winnipeg Ultimate League(WUL) Rules: Here are the applicable rule amendments.
a. Spirit Foul: If any player on the field is being overly aggressive either verbally or physically, a 'spirit foul' may be called on that player. In this instance, both the aggressive player and the player that made the call must leave the field of play until they are deemed ready to return (likely as determined by the captains). When players are required to leave the field for a spirit foul, the affected team(s) may substitute replacement players in the same manner as for an injury. If Spirit foul is called, the team calling it must report it to Disc Central following the game.
b. Dangerous Play Foul: If an instance of dangerous, aggressive behaviour or reckless disregard for the safety of players is imminent (i.e. someone feels they are about to be involved in a dangerous collision), a foul may be called prior to this instance and without contact. Ramifications are handled in the same manner as any foul
c. Spirit of the Game: Spirit of the Game is the number one rule of Ultimate. All players, coaches and spectators are expected to display the highest level of sportsmanship and mutual respect.
d. Contact Rule: We will be using the new WUL rule amendment, the contact call. Here is the rule as worded in their amendments:
i. Contact Call: If contact occurs between the thrower and marker that would constitute a foul under XVI.H.3.a (i.e. ‘Throwing Fouls’) but the thrower does not release the disc, "contact" may be called. Play does not stop and the marker resumes the stall count at "one". Other than resetting the stall count to "one" after the first instance, the "contact" call is treated as any other marking violation. The marker may contest the "contact" call by calling "violation", which stops play. If the thrower calls "contact" after beginning the throwing motion and subsequently releases the disc, it is treated as if the thrower called "foul".
ii. When can the contact call be made? As a thrower, you can call ‘contact’ any time you would normally call a foul – generally if bumped, hacked, etc. by the marker. You still have the option to call ‘foul’ instead, though ‘contact’ may be the preferred call especially if you do not want to stop play.
iii. What happens when it is called? The marker drops the count to one and resumes from there. Essentially, this means the count restarts when contact is called. The marker does not need to restart with ‘stalling’ however.
iv. Example: Marker: “Stalling one… two… three… four…” (bumps the thrower) Thrower: “Contact!” Marker: “One… two… three…”
v. Why would the thrower call ‘contact’ instead of ‘foul’? And vice versa? Often times it is disadvantageous to the offence to call a foul and stop play, especially early in the count. The thrower may recognize that another cut is going to be open a few seconds later, or may simply not wish to have a stoppage which means restarting from stationary positions, or which allows the defense to rest a few seconds and possibly get a better read on what the offence is doing. The contact call was conceived to allow the offence to make a call to their advantage in that case, and get a fresh stall count, while allowing them to play on and not negate any opportunities to advance the disc.
vi. Conversely, the thrower may wish to call a foul and stop play in situations where they do not have options open right away or if the offence needs to regroup. When playing with many newer players, it may be advisable to call foul as it gives a chance to stop play and explain what happened, especially if a player is still learning legal marking technique.
vii. What if the disc is thrown after the call? This depends on whether the contact occurred during the act of throwing or before.
viii. If the contact call is made for contact that occurs during the act of throwing – i.e. “the motion that transfers momentum from the thrower to the disc in the direction of flight and results in a throw”, which does not include the pivot or wind-up – then it is treated just like ‘foul’ was called. If the throw is complete, play does not stop, players should call ‘play on’. If incomplete, it is returned to the thrower. [See also the Visual Rules re: throwing fouls (page 3 of the link), for how to resolve the call and resume the stall count - in this scenario you can substitute "contact" for "foul".]
ix. If on the other hand the call is made before the act of throwing, the continuation rule does not apply. So play will continue regardless of the outcome of a throw. Calling ‘contact’ and then starting a throw does not mean the disc will come back if the pass is incomplete.
x. What if a marker disagrees with the call? Usually the contact call should be straightforward – most (non-incidental) contact between a marker and thrower would normally constitute a foul by the marker, so would warrant either a foul or contact call. In a limited number of cases the marker may have case to disagree – for example when they are marking legally (i.e. respecting the rules on disc space – see rule XIV.B.3), and the thrower pivots into them. In these cases the marker may immediately call ‘violation’ in response to the contact call. Calling violation stops play and allows for (brief) discussion as to why they disagree. Unless either player then drops the contact or violation call, play will then generally be resolved as a contested violation call – the disc needs to be checked back in by the defence, and the count will resume at the last number reached prior to the call plus one, or 6 if over 5. Note this is the standard way any marking violation (see also fast count, disc space, double team, vision blocking) can be contested.
xi. What if the contact call is ignored or not resolved properly by the marker? If the marker does not drop the count back to one when contact is called, they have the option to either call ‘violation’ and stop play or to call ‘fast count’ (which means the stall count must drop to one less than the number last counted). Generally ‘violation’ is likely to be the more advisable call. If they fail to properly react to the contact call, it is likely they do not know the rule (and may not know how to resolve a fast count call either); the stoppage allows time to explain the call and the reason for it. Following a violation call the count will resume with a check by the defence; the count (if uncontested) will start over at one. If contested, it is again treated as a contested violation call (see previous question for resolution)
14. Score reporting: Please submit scores after each game. Scores must be submitted on the score cards provided. Please send a runner to Disc Central to do this.
15. Horns
* 1 blast – start of game
* 3 blasts – hard cap
* 5 blasts – lightning, all teams off the field.
16. Open Liquor – Frog Follies does not condone public drinking; teams should be aware of this and make use of the beer gardens for this purpose.
17. CONES: At the end of the last game please bring in the cones from your field to Disc Central this would really help us.
18. Allergies: please be aware that many players have nut allergies. If you eat peanut butter or Nutella then please wash your hands before playing again.
LETS HAVE FUN! BRING THE FAMILY, JUMP A FROG BETWEEN GAMES! TAKE IN THE ENTERTAINMENT AND BE KIND TO EVERYONE!
Questions/concerns: [email protected]