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Ultimate in Ten Simple Rules

Steve Courlang and Neal Dambra

Copyright (c) Ultimate Players Association, 1993

Ultimate in Ten simple Rules...
our way...

 

 

1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep. 1. The Field-- Rectangular, made of grass, usually progresses to a mudy consistancy before it freezes rock hard and gets covered with white cold stuff. (see also: Walker Center: concrete covered with a thin layer of death-turf)

2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.

2. Initiate Play -- Sleep as long as possible, nurse hangover, eat bagels, wait for the ("pull")
3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score. 3. Scoring -- Each time we compleate a pass into the endzone, we score a point, each time the other team does this, they get a point, but we try to keep the latter to a minimum.
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. 4. Movement of the Disc -- The disc may be thrown in any way deemed possible, however, if you suck, you will be jeered. Also, all High Dive players are required to catch everything, and catch it good. (bad catches warrent jeering)
5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense. 5. Change of possession -- If a pass is not compleated... SCENARIOS: We D'd the hell out of you... you suck at throwing... you suck at catching. Other SCENARIOS: One of our freshman threw it... one of our freshman tried to catch it... JR was feeling lazy.
6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout. 6. Substitutions -- Upper classman sub out when; the keg arrives, or they are tired of owning that freshman who insists on guarding them. Lower classman sub out when; they do somthing naughty.
7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. 7. Non-contact -- If you want this to be true, try not to play when Dan is playing.
8. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone. 8. Fouls -- Other teams call e'm, we don't this has to do with us not being Lame.
9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes. 9. Self-Refereeing -- If you Bull S*** us, you can expect to be jeered. Thats the way it is, at least untill we KILL YOU!
10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play. 10. Spirit of the Game -- if you;
Assess points, call a pick because you got burned, miss the tourney party because you "have games tomarow", demand we wear cleats for "insurance reasons", or are on the team from Carnagie Mellon,
We sugjest you follow the these ten steps.

 

The complete, official UPA Tenth Edition Rules of Ultimate with all amendments and clarifications are available in pdf format athttp://www.upa.org/ultimate/rules/rules.shtml.


HTML Version by George Ferguson, 8 Jun 1994.
Last update: 7 Jun 2001

 

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