| Rules Summary |
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| Written by Frank Huguenard |
| Sunday, 06 December 2009 17:46 |
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Summary of Changes: Major Differences between Ultimate Frisbee and Dischoops: The two major differences between Dischoops and Ultimate are the introduction of penalties and a rational and collaborative form of enforcement. Much has been taken directly from basketball and the fuzzy, subjective and inconsistencies of Ultimate have been replaced by firm boundaries. Every effort has been made to make the reduce the amount of physical contact in the game. While some of the changes below may give the impression that Dischoops is a more physical version of the game, experience thus far indicates that these guidelines reduces physical contact significantly rather than increase it.
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Clearing the disc is a legacy left over from playing half court basketball. Now that Dischoops is a full court game, the need for clearing the disc has been eliminated..
When bring a disc in bounds, the offensive player need not set a pivot foot and may move around but the disc must enter the field where it went out. The defensive player, if there is one, must be entirely in the In-Bounds part of the field. When the disc is coming in play, as soon as either referee has raised a hand after the player who is throwing the disc in is ready, the play begins. The player has five seconds to throw the disc. [basketball]
Any time there is a call that results in change of possession, the disc gets Checked at the nearest sideline [basketball]
Just like it sounds. [basketball]
After fouls, travels, etc. it is now legal to move around on the field prior to the disc being put back in play [basketball]
Additionally, if the attacking team throws through the front of the non-attacking goal and it is caught in that goal, a point (or two if the throw was behind the two point line) is awarded to the defensive team.
There's only one set of rules for Dischoops .
If we have yellow cards for hard fouls, do we also need personal fouls? Yes. The sense of personal fouls can give us the provision for placing attention on areas of the game where there is a large quantity of contact but nothing that is excessive or flagrant. Marker/Thrower contact comes to mind but there are also other problem areas where this may prove to be a useful mechanism. The concept of team fouls is also useful in addressing teams that in general play a more physical game. [basketball]
As soon as a incomplete pass that is in the field of play comes to a stop, the offense has 5 seconds to put the disc in play. If the incompletion ends up out of bounds, the offense has 20 seconds.
There is no limit on how many defenders can be playing in the crease, as long as they are within 3 meters of an offensive player.
All cases where there is a disc check situation have been moved to the sidelines. [basketball]
The Dischoops set of rules should not be seen as a basis for encouraging more physical play, it is not. Teams, to varying degrees are employing offenses and defenses that push the envelope in these areas and therefore, attention needs to be paid to making clarifications in the rules to delineate what is and isn't legal with regards to either a blocking foul or a charge. Currently, the risk reward ratio for players on both sides of the disc in skewed in favor of more contact, not less. [basketball]
The phrase describing Dischoops as a non-contact sport has been removed. That said, the description has not been changed to say that Dischoops IS a contact sport, but it doesn't seem to make sense to go out of the way to describe the game in terms other than what it is. Dischoops is a dangerous game and there is a lot of contact. Also, from the description, the phrase that says 'its illegal to run with the disc' has been removed. Also, one of the great urban legends about the V1.0/1.1 rules is that there is something called the 'spirit of the rules'. This opens the door for anybody to layer on any kind of twisted logic to whatever rule they want and distort the game. This type of ideology does not promote a single standard. The rules are black and white and not open to interpretation.
The etiquette in soccer has been copied here for Dischoops . If there is a serious injury, the disc is thrown out of bounds to allow for a player to be helped up. Anything less than a serious injury and the hurt player should sub out. I've seen far too many grass burns and leg cramp 'injuries' called on fast break points that have worked in the defense's favor.
Currently, the ultimate frisbee rules go out of the way to protect the thrower and therefore are not fair to players who possess superior marking skills or throwers who are able to routinely beat the marker without the marker touching the disc. The ultimate rules were drafted to reduce contact in the game and at the same time make the game more fair so while the thought of hand blocks on the disc while it is still in the thrower's hand elicits visions of a more violent game, remember that safeguards have been put in place to deter players from over physical play or reaching in excessively. The notion from basketball that the 'hand is part of the ball' is also valid here to an extent. While the fingers and thumb are 'fair play', if the defender slaps hard enough to get the whole hand, it is probably a foul. This is up to the 'refs' discretion. [basketball]
Just like it sounds.
If a player's momentum is about to result in a traveling violation or is taking the olayer Out-of-Bounds or a player catches the disc in the air, with their last point of contact on the field, they are allowed to call a time out prior to them coming to the ground, even if they land Out-of-Bounds. They must call the T.O. loud enough for the refs to hear. [basketball]
To allow for substitutions on the field of play means that a team can have five players on the field at once. The Substitution box has been augmented (see diagram below) to include on on field 'crease' as well for the tagging to occur.
At only two meters and curved towards the poles, the size of the crease in Goalty V1.0 made it far to easy to legally goal tend. The crease has increased to four meters and curves to the outside cones of the endzone markers rather than the poles (shown as the black line in the photo above).
As with basketball goaltending, if called, a score is counted for the offensive team that was goal tended against. In Goalty 1.1, a three second time limit was placed on defenders and/or offenders loitering in the crease and endzone. In Goalty, we have rewritten Goal Tending to more closely resemble what was termed 'illegal defense' in the NBA. The three second rule made it far too easy for a defender to rotate from one receiver to the next while maintaining a position in the endzone. The new rule makes it closer to a one second time limit. Also, players are allowed to straddle the crease to be considered not standing in it. A foot must be out of the crease and/or goal in order to be legal. [basketball]
The special provisions for this rule are as follows: the stall count begins once an offensive player touches the disc for the first time and continues until he throws it to another teammate so while a player can throw to himself, the stall count does not get reset. Additionally, it is legal for a thrower to throw to himself for at score BUT in order for it to count as a score, the thrower must travel around the outside of the goal and cannot travel underneath it to catch the score.
If a player catches the disc in the endzone, the moment they touch the ground, it counts as a score. If a subsequent drop then occurs, the result is a turnover but the score counts. Possession must have been established prior to the ground contact. It is up to the refs discretion to decide whether the receiver had possession prior to the losing control of the disc.
Just like it sounds.
A receiver must come to a complete stop in bounds and is not allowed momentum out of bounds.
In other words, a receiver who initially lands outside of the goal but has his momentum carry him in causes a turnover. A pivot into the goal is a turnover.
While air-brushing and tipping ARE legal, having your finger on the rim and twirling it around (held on by centrifugal force) is illegal.
The thrower can cross the plane of the goal line with the disc but if he pulls the disc back through again, the result is a turnover.
Any time a player commits a foul, the player is required to sub out of the game.
Free throws are awarded for yellow/red card fouls, teams over the limit, shots on goal and fouls within the crease area (but not the goal area).
Just like it sounds. The ref handles the stall count.
The new field configuration along with teams not required to clear the disc after each score paves the way for runs of many scores at once and higher scoring games. Games to five are too short.
The opposite goal line is also considered the two point line. Any throw for a score that is from behind the opposing goal line (extended out towards both sidelines) counts as two points.
If there is not a referee handy and the game is self managed, the stall can come from anywhere. The provision in the ultimate frisbee rule that you need to be within three meters of the thrower to maintain the stall count have been removed.
The ten count in Ultimate is way too high.
It is legal for a throw to deflect off of the hoop and be caught for a score.
To do so results in a traveling violation. They need to keep at least one knee on the ground.
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| Last Updated on Wednesday, 09 December 2009 00:35 |