spring


janelle

With Bank of Queensland
Mobile Banker,
you tell Janelle
where & when.

If you want to talk home loans before work, on the weekend, at your home, or even in a cafe - we'll work around your life. Janelle will find the loan that's right for you.
To make an appointment, call
Janelle - 0418 955 983

Click here to e-mail Janelle



Sponsored by

sw_logo

dsr_logo


cop_logo


dpimr_logo


Ultimate Frisbee Rules Summary

NUMBER OF PLAYERS
Corporate Ultimate Frisbee is played six a side with four possible substitutes - a team can play with a minimum of four players. Mixed teams must have a minimum of two females on the field at all times.

SUBSTITUTES
Substitutes can be made at any time during play. Interchanges must occur at the sideline, and players involved must make physical contact prior to the substitute entering the field of play.

DURATION & FIELD SIZE
The game will consist of 2 x 12 minute halves with a 2 minute half time break.

The playing field is 35 metres plus two 15 metre end zones.

HOW TO PLAY
The object of the game is for each team is to pass and catch the frisbee and score a point by catching the frisbee in the end zone.

PLAYER POSITIONS
There are no set positions for general play.

COMMENCEMENT OF PLAY
Play is commenced with each team lining up on their defensive end zone line. One player from the team starting play throws the frisbee to the other team. As soon as the frisbee is thrown in, players from both teams may venture into the field of play.

After each point the game is recommenced in the same manner by the scoring team. Teams change directions after each point. So the scoring team recommences play from the end zone they just scored at.

SCORING
Each team aims to score a point by catching the frisbee in their opponent’s end zone. A player must be wholly within the end zone to score.

GENERAL PLAY
The game is non-contact and as such all players must keep their distance from all other players. The onus is on all players to avoid contact with the opposition.

No aggressive play is permitted. Pushing, striking or intimidating play is not permitted. Players must remain on their feet at all times. Diving and sliding is strictly prohibited.
When a player has the frisbee you must allow him to throw the frisbee without interference.

POSSESSION
When a player receives the frisbee he must come to a stop and throw the frisbee from that spot.

A player in possession must throw the frisbee, within 10 seconds of receiving the frisbee.

As soon as a player gains possession of the frisbee ALL players must retreat at least 1 metre from that player.

All throws must be caught on the full. If the frisbee goes to ground, possession goes to the other team. Intercepts are permitted.

If a defending player deflects or blocks the frisbee while it is in flight between players of the attacking team, and the frisbee goes to ground, possession is gained by the defensive team.

The thrower may only catch their own throw if an opponent touches it in the air.

CHANGE IN POSSESSION
Whenever a pass is incomplete, the disc changes possession; the defense immediately becomes the offense. The offense then throws the disc from where it first touched the ground, or where it first traveled out of bounds. Play continues after turnovers.

Reasons for turnovers:
Drops – The player on offense accidentally drops the disc onto the ground.
Blocks – A defender deflects the disc in mid flight, causing it to hit the ground.
Interceptions – A defender catches a disc thrown by the offense.
Out of Bounds – The disc lands out of bounds, hits an object out of bounds or is caught by a player who lands or leaps from outside the playing field.
Stalls – A player on offense still has the disc after ten seconds.

DEFENCE
Only one to one defence is permitted and no more than one player from each team may approach a frisbee in flight. Players going for the frisbee must not cause any contact with the other player and must actively avoid any contact. All players must avoid contact and cannot force right of way.

The player with the frisbee has right of way but he may not charge or run at another player, or throw into another player.

A defending player must keep a distance of at least 1 metre from the player with the frisbee and may not interfere with the player with the frisbee, nor charge or run at a player.

Advantage rule will be played where possible. Obstruction and shepherding is not permitted.

CATCHING THE FRISBEE
If a player catches the frisbee on the full from a throw, the player taking the catch may take the throw in any direction. The player must take the throw or play on within 10 seconds. A defending player may stand one metre from the player with the frisbee but not interfere with the players's attempts to throw the frisbee.

If a player prevents another player from catching the frisbee by knocking his arm, contact will be called and the frisbee goes to the non-offending player.

OUT OF BOUNDS
If a team causes the frisbee to go over the sideline the opposing team gains possession and restarts play at the point where the frisbee left the field. All defending players must be at least 5 metres from the throw-in.

When the attacking team causes the frisbee to go to ground in the end zone the defensive team gains possession at that spot or can immediately advance to throw at the end zone line. The same applies for an intercept in the end zone.

When the defensive team causes the frisbee to go to ground in the end zone the attacking team gains possession at the end zone line.

FREE THROWS
A free throw shall be awarded for:
i) any rough or dangerous play
ii) deliberate time wasting
iii) any breach of the rules
iv) dissent abuse or bad sportsmanship
v) harassing the player with the frisbee.

Dangerous play includes throwing the frisbee into a player, charging at a player or reckless throwing.

* Free throws can be awarded with 10 - 20 metre penalties at the discretion of the referee.

When a free throw is awarded all defending players must be 5 metres from the throw.

For any breach of the rules possession goes to the non-offending team. The umpire will play advantage and play on where ever possible.

SEND OFF
* Players will be sent from the field for misconduct or aggressive play.

SHOES
IMPORTANT: Studded football boots are not permitted. All players must wear shoes.

CORPORATE CHALLENGE POINTS
Participation...........1 point
Draw........................2 points
Win...........................3 points
Forfeit......................0 points
Being forfeited to...4 points
Score 10 Points.........1 bonus point
Points are cumulative