IID Rules and Regulations

Revision History

2007-11-09 -- Updated timeslot info

2007-11-09 -- Updated for 2007-08 season

2007-01-30 -- Added end-of-game information

2006-12-08 -- Fixed incorrect halftime times

2006-12-05 -- Added clarification on movement between points

2006-11-07 -- Updated for 2006-07 season

2005-12-03 -- Added consequences of too many players on the field

2005-11-14 -- Updated stall count, delays, subs rules, 2-pass rule

2005-11-09 -- Added missing Stall Count selection

2005-11-09 -- Received from Mehmet Karman, converted to HTML

Format

11th edition Rules: http://www.ocua.ca/rules As modified below:

Stall Count

The stall count is to 8. Any notation of the 10th edition rules taking the count to 5 after a call will now be 4.

Quebec City Variant ( IID Version )

  1. 2 pulls every game: at the beginning of the game and after halftime, and each team pulls once.
  2. After a point is scored, play resumes from the end zone where the point was scored (i.e., no pull after every point). The team that was scored upon must bring the disc to the centre of the front endzone line and play continues from there.
  3. Minimum 2 passes required to score a point after a score. If the new offence throws long for an apparent "point" with their first pass the receiver must retreat to the endzone line and tap the disc to begin play immediately from there. There is no minimum number of passes required to score after a turnover. Maximum 30 second delay between points. This is treated like a stoppage in play -- after players are set in their offensive positions they cannot move until the disc is checked in.

    When the new handler picks up the disc at the centre of the front endzone line they will loudly say "20" and count down silently, then loudly announce "10", then "3, 2, 1 disc in"! At any time during the count if both offence and defence are ready the handler and marker can agree, check the disc and begin play. The marker must check to make sure their fellow defenders are ready, the disc cannot be called back after being checked in. It is the defence's responsibility to be prepared when the disc is checked in. Teams are encouraged to be organized about their substitution pattern/method to keep confusion to a minimum and to go on and off the field quickly to maximise playing time for all.

  4. Players may only sub on and off the field between points, barring injury.

    If a situation arises where a team has more than 6 players on offence on the field play is stopped and started again from the endzone line with the correct number of players.

    If the team with more than 6 was on offence and turned the disc over that turnover stands ( and they still need to subtract a player so they don't then have too many on defence ).

    If the team playing defence mistakenly has more than 6 players, play is stopped, the extra defender(s) leave the field and the offence has the option of restarting from the "start" mark or keeping any progress they've made up the field. Play restarts with a check.

    If a team has 5 players on offence and they score playing 5 on 6 they can keep the point

    If they realize they have only 5 they should call timeout in order to rectify the situation. No one can run onto the field during play to join in after a point has started, except after a timeout. If a team starts a point with 5 players on defence no one can run onto the field halfway through ( harsh I know, it'll teach everyone to count! ). If they get a turnover they can then call timeout ( recall only the handler can do so ) to add a 6th player.

  5. Game timeslots are as follows:
    Timeslot 1
    7:00-8:10
    Timeslot 2
    8:15 - 9:25
    Timeslot 3
    9:30 - 10:40
    Timeslot 4
    10:45 - 11:55
    Since there are 10 teams and thus five games per week, four games will be held in timeslots 1 through 4 on the main IID field (east end of the dome) and one game per week will be held on the middle (IED) field, in a rotating timeslot that will change weekly.
  6. 3-minute halftime: from 7:37 p.m. to 7:40 p.m. in Game 1, 8:52 to 8:55 in Game 2, 10:07 to 10:10 in Game 3, and from 11:22 to 11:25 in Game 4.
  7. Teams switch sides at the half.
  8. Each team is allowed one timeout per half. Timeouts cannot be called in the last 5 minutes of the game. If a team mistakenly tries to call timeout without realizing the time then as quickly as possible the disc is checked back into play and play continues.
  9. The end of games will work as follows:
  10. 10 teams: 8 men and 4 women per team, 2 captains per team

Location:

Frank Claire Stadium ( Coliseum Dome or CDO in leaguerunner for winter ), Field #1 (field furthest from Bank St.)

The temperature in the bubble is often cool, and laying out although encouraged may lead to turfburn. Pants and longsleeved shirts may help.

Player responsibilities

The main player responsibilities are two-fold: attend as many games as possible, and avoid reckless play at all costs.

Players are expected to notify their captains ( as far in advance as possible! ) when they will be absent from games so spares can be arranged if necessary. This seems like common sense/courtesy but many people need reminding. Players with continuous attendance problems, which includes not communicating with their captains about their attendance may be replaced in IID if it is decided its in the best interest of the league and/or of the team they play for.

While competitive play, a willingness to learn and improve, and 100% effort are always encouraged, it is never at the expense of any players health or well-being. If a player repeatedly commits reckless plays, they may be removed from IID. Accidents happen, however if "accidents", dangerous play calls and major collisions repeatedly occur with any one particular player the coordinator will discuss it with the player and captains involved. Please note that in my intepretation twice counts as "repeated".

In either case where a player is removed from IID they will be entitled to a refund based on the remaining games, assuming a player from the waiting list can be found to replace them. As demand for playing in the IID far surpassed the spots available this is highly likely.

Subs

Captains will select spares from one of three sources:

  1. Another IID team. This would lead to someone playing twice in one evening which many players are happy to do. It would be sensible to select from one of the teams playing immediately before or after your game. This option is preferable as it would maximise playing time for people who have paid IID fees.
  2. Everyone who applied to IID but was not accepted, including people on the waiting list to get in. I will provide the captains a list of names.
  3. On rare occasions other players, by request to the coordinator. Examples I might approve include "my good friend is visiting from Australia and has never played indoor ultimate..." etc
Captains must recruit spares based on the players they are missing of roughly equivalent talent, leaguerunner ratings are a start but not the final determination of a fair spare. Both captains must agree to the choice of sub, ideally in advance of the game. If an agreement cant be reached, and a sub is absolutely necessary then the coordinator will select the sub(s) based on a list of names suggested to me as possible subs by the captains.

The QCV rules lead to a lot of playing time and potential fatigue. Captains are strongly encouraged to recruit spares so they have a _minimum_ of 3 women and 6 men for every game.

No player from Elite or IAD may spare in an IID game.

Season Ending Injuries

Should someone suffer a season ending injury, a permanent replacement may be found for the balance of the season. If necessary this player will be taken from the waiting list and the injured player will be paid the balance of the league fee for the remaining games by this new player.

Any non-season ending injuries are treated with the same guidelines as a sub, from above. It is the captains decision as to whether or not they want to find subs on a week-to-week basis.

Trades/Balancing of Teams

I will make all the trades between the teams independently. Although I will ask for the input of captains they do not control their team's rosters concerning trades.

Trades will only take place before the beginning of the second round robin, after which time no further trades will occur, this does not include season-ending injuries or IAD promotions which I do not control.

The point of moving players is to create balanced teams. OCUA has a philosophy of attempting to provide close, spirited and competitive games for all teams in Elite/IAD/IID. As a brief example if after 4 games there is one team at 4-0 with a +/- of +10 and another team at 0-4 with +/- of -10 I wouldn't necessarily consider that unbalanced as the games are all close. If the +/- is more than 20 in either direction I would more likely consider that unbalanced. The situation that is to be avoided is one team losing all of its games by lopsided margins whereby the outcomes become predictable and they cease to enjoy playing.

Player Movement Between Leagues

The possibility exists that a player could be moved up to the advanced league ( IAD ). This happened several times last year.

A player in IID could move up to IAD if either:

  1. their play in IID was consistently at a level much higher than the average in IID, while someone in IAD was struggling at the same time. In such a case, IAD and IID would trade players, or
  2. through a season ending injury to someone in IAD and a permanent replacement was sought from IID.

Playoffs

Playoff rankings will be based on second round robin results only since the first round robin will likely have trades, promotions, and changing rosters.

The playoff format will take 2 weeks, and be as follows:
Week 1: 1v4, 2v3, 5v10, 6v9, 7v8
Week 2: winners of 1v4 and 2v3, losers of 1v4 and 2v3, winners of 5v10 and 6v9, winner of 7v8 plays loser of 6v9, loser of 7v8 plays loser of 5v10