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Wednesday, April 10, 2013

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Game Rules 101 (HANDBALL)

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HANDBALL

1) Playing Court
The playing court is not according to an International Standard due to lack of official handball court in
Volgograd. However, necessary measures and steps had been taken to make the court playable and
present close similarity to the official standard.

2) Playing Time, Final Signal and Time-Out
  The playing time for all teams with is 2 halves, EACH of 10 minutes. The half-time break is 3
minutes.
  At the end of the 2nd half, if the game is tied, both teams will each share 1 (one) point for the team. No extra time will be given to decide the winner.
  Extra time will only be given to determine the winner in cases of :
1.  1st& 2nd placing for the whole competition.
2.  3RD & 4TH placing for the whole competition.
  The playing time begins with the referee‘s whistle for the initial throw-off.
  Injury time will be professionally determined by the referee on the court.
  Each team is allowed to call for 1-minute Time-Out, 2 times in one half of a game. (A total of
4 Time-Out per team, per game)

3) The Ball
  The organizer will provide a ball during each game.
  The ball will be according to the international standard of size and quality. (IHF size 3 for men
and IHF size 2 for women)

4) The Team, Substitutions, Equipment
  A team consists of minimum 10 players minimum, 12 players maximum.
  No more than 7 players may be present on the court at the same time. The remaining players
are substitutes.
  At all times during the game, the team must have one of the players on the court designated as
a goalkeeper. A player who is recognized as a goalkeeper may become a court player at any
time. Similarly, a court player may become a goalkeeper at any time.
  A team must have 7 players on the court at the start of the game.
  Only substitutes from the team (including the coach and officials) may call for Time-Out from
the referee.
  Substitutes may enter the court, at any time and repeatedly, without notifying the referee, as
long as the players they are replacing have already left the court.
  All the court players on a team must wear identical uniforms.
  The combinations of colors and design for the two teams must be clearly distinguishable from
each other. All players used in the goalkeeper position on a team must wear the same color, a
color that distinguishes them from the court players of both teams and the goalkeeper(s) of the
opposing team
  The players must wear sports shoes.
  It is not permitted to wear objects that could be dangerous to the players. This includes, for
instance, head protection, face masks, bracelets, watches, rings, visible piercing, necklaces or
chains, earrings, glasses without restraining bands or with solid frames, or any other objects
which could be dangerous. Flat rings, small earrings and visible piercing may be allowed, as
long as they are taped over in such a way that they are no longer deemed dangerous to other
players. Headbands are allowed, as long as they are made of soft, elastic material. Players
who do not meet this requirement will not be allowed to take part until they have corrected
the problem.
  A player who is bleeding or has blood on the body or uniform must leave the court
immediately and voluntarily (through a normal substitution), in order to have the bleeding
stopped, the wound covered, and the body and uniform cleaned off. The player must not
return to the court until this has been done.

5) The Goalkeeper
The goalkeeper is allowed to:
  Touch the ball with any part of his body while in the act of defense inside the goal area.
  Touch the ball when it is stationary or rolling on the floor outside the goal area, while he is
inside the goal area.
  Take the ball into the goal area when it is stationary or rolling on the floor outside the goal
area.
  Re-enter the goal area from the playing area with the ball.
  Touch the ball with the foot or the leg below the knee, when it is stationary on the floor in the
goal area or moving out towards the playing area.
  Cross the goalkeeper‘s restraining line (4-meter line) or its projection on either side, before the
ball has left the hand of the opponent who is executing a 7-meter throw.

6) The Goal Area
  Only the goalkeeper is allowed to enter the goal area. The goal area which includes the goal-area line is considered entered when a court player touches it with any part of the body.
When a court player enters the goal area, the decisions shall be as follows:
   Goalkeeper-throw when a player of the team in possession enters the goal area in possession
of the ball or enters without the ball but gains an advantage by doing so.
  Free-throw when a court player of the defending team enters the goal area and gains an
advantage, but without destroying a chance of scoring.
  7-meter throws when a court player of the defending team enters the goal area and because of
this destroys a clear chance of scoring.
Entering the goal area is not penalized when:
  A player enters the goal area after playing the ball, as long as this does not create a
disadvantage for the opponents
  A player from one of the teams enters the goal area without the ball and does not gain an
advantage by doing so.
The ball is considered to be ‗out of play‘ when the goalkeeper controls the ball with his hands in the
goal area. The ball must be put back into play through a goalkeeper-throw.

7) Playing the Ball, Passive Play
It is permitted to:
7:1 throw, catch, stop, push or hit the ball, by using hands (open or closed), arms, head, torso, thighs,
and knees;
7:2 hold the ball for a maximum of 3 seconds, also when it is lying on the floor
7:3 take a maximum of 3 steps with the ball; one step is considered taken when:
a) a player who is standing with both feet on the floor lifts one foot and puts it down again, or moves
one foot from one place to
another;
b) a player is touching the floor with one foot only, catches the ball and then touches the floor with the
other foot;
c) a player after a jump touches the floor with one foot only, and then hops on the same foot or
touches the floor with the other foot;
d) a player after a jump touches the floor with both feet simultaneously, and then lifts one foot and
puts it down again, or moves one foot from one place to another.
7:4 while standing or running:
a) bounce the ball once and catch it again with one or both hands;
b) bounce the ball repeatedly with one hand (dribble), and then
catch it or pick it up again with one or both hands;
c) roll the ball on the floor repeatedly with one hand, and then catch
it or pick it up again with one or both hands.
As soon as the ball thereafter is held in one or both hands, it must
be played within 3 seconds or after no more than 3 steps.
The bouncing or dribbling is considered to have started when the player touches the ball with any part
of his body and directs it towards the floor.
After the ball has touched another player or the goal, the player is allowed to tap the ball or bounce it
and catch it.
7:5 move the ball from one hand into the other one;
7:6 play the ball while kneeling, sitting or lying on the floor; this means that is it permitted to execute
a throw (for instance a free-throw), from such a position, if the requirement of having a part of one
foot in constant contact with the floor.
It is not permitted to:
7:7 after the ball has been controlled, to touch it more than once, unless it has touched the floor,
another player, or the goal in the meantime;  however, touching it more than once is not penalized, if
the player is ‗fumbling‘ the ball, i.e, failing to control it when trying to catch or stop it;
7:8 touch the ball with a foot or leg below the knee, except when the ball has been thrown at the
player by an opponent
7:9 Play continues if the ball touches a referee on the court.
7:10 If a player with the ball moves outside the playing court with one or both feet (while the ball is
still inside the court), for instance to get around a defending player, this shall lead to a free-throw for
the opponents.
Passive Play
7:11 It is not permitted to keep the ball in the team‘s possession without making any recognizable
attempt to attack or to shoot on goal.
Similarly, it is not allowed to delay repeatedly the execution of a throw-off, free-throw, throw-in, or
goalkeeper-throw for one‘s own team. This is regarded as passive play, which is to be penalized with
a free-throw against the team in possession of the ball unless the passive tendency ceases. The free-throw is taken from the spot where the ball was when play was interrupted.
7:12 When a tendency to passive play is recognized, the forewarning Signal is shown. This gives the
team in possession of the ball the opportunity to change its way of attacking in order to avoid losing
possession. If the way of attacking does not change after the forewarning signal has been shown, or no
shot on goal is taken, then a free-throw is called against the team in possession.
In certain situations the referees can call a free throw against the team in possession also without any
prior forewarning signal, e.g. when a player intentionally refrains from trying to utilize a clear scoring
chance.

8) Fouls and Unsportsmanlike Conduct
It is permitted to:
8:1 a) use arms and hands to block or gain possession of the ball;
b) Use an open hand to play the ball away from the opponent from any direction;
c) Use the body to obstruct an opponent, even when the opponent is not in possession of the ball;
d) Make body contact with an opponent, when facing him and with bent arms, and maintain this
contact in order to monitor and follow the opponent.
It is not permitted to:
8:2
a) Pull or hit the ball out of the hands of an opponent;
b) Block or force away an opponent with arms, hands or legs;
c) Restrain or hold (body or uniform), push, run or jump into an opponent;
d) Endanger an opponent (with or without the ball).
8:3
Violations of Rule 8:2 may occur in the struggle for the ball; however, violations where the action is
mainly or exclusively directed at the opponent and not at the ball, are to be punished ‗progressively‘.
This means that, in addition to a free-throw or 7-meter throw, there is also a need for a personal
punishment, beginning with a warning, followed by increasingly severe punishments, such as
suspensions and disqualifications.
However, the referees have the right to determine that a particular violation warrants an immediate 2-minute suspension, even if the player did not previously have a warning.
8:4 Physical and verbal expressions that are incompatible with the spirit of good sportsmanship are
regarded as constituting unsportsmanlike conduct (for example see Clarification No. 5). This applies
to both players and team officials on or off the playing court. Progressive punishment also applies in
the case of unsportsmanlike conduct.
8:5 A player who endangers the opponent's health when attacking him, shall be disqualified
particularly if he:
a) From the side or from behind, either strikes or pulls back the throwing arm of a player who is in the
process of throwing or passing the ball;
b) takes any action resulting in the opponent being struck on the head or neck;
c) Deliberately hits the body of an opponent with his foot or knee or in any other way; this includes
tripping;
d) pushes an opponent who is running or jumping, or attacks him in such a way that the opponent
loses control of his body; this also applies when a goalkeeper leaves his goal area in connection with a
counter-attack from the opponents;
e) hits a defending player in the head with a free-throw taken as a direct shot on goal, assuming that
the defending player was not moving; or similarly, hits the goalkeeper in the head with a 7-meter
throw, assuming that the goalkeeper was not moving.
8:6 Seriously unsportsmanlike conduct by a player or team official on or outside the court shall be
punished with disqualification.
8:7 A player who is guilty of assault during the playing time shall be excluded. Assault outside the
playing time leads to a disqualification. A team official who is guilty of assault shall be disqualified.

9) Scoring
9:1 A goal is scored when the entire ball has completely crossed the goal line, provided that no
violation of the rules has been committed by the thrower, a teammate or a team official before or
during the throw. A goal shall be awarded if there is a violation of the rules by a defender but the ball
still goes into the goal. A goal cannot be awarded if a referee has interrupted the game before the ball
has completely crossed the goal line. A goal shall be awarded to the opponents if a player plays the
ball into his own goal, except in the situation where a goalkeeper is executing a goalkeeper-throw.
9:2 A goal that has been awarded can no longer be disallowed, once the referee has blown the whistle
for the subsequent throw-off to be taken. (See, however, Rule 2:9 Comment).
The referees must make clear (without a throw-off) that they have awarded a goal, if the signal for the
end of a half sounds immediately after a goal is scored and before a throw-off can be taken.

10) The 7-Meter Throw
14:1 A 7-meter throw is awarded when:
a) A clear chance of scoring is illegally destroyed anywhere on the court by a player or a team official
of the opposing team;
b) There is an unwarranted whistle signal at the time of a clear chance of scoring;
c) A clear chance of scoring is destroyed through the interference of someone not participating in the
game, for instance a spectator entering the court or stopping the players through a whistle signal By
analogy, this rule also applies in the case of a ‗force majeure‘, such as a sudden electrical failure, that
stops the game precisely during a clear chance of scoring.

11) The Punishments
1.  All punishments given by the referee must be followed respectively.

12) The Referees
1.  Only 1 referee will be in-charge during a game.
2.  Referee will be selected based on availability (DESCENDING priority):
  Club, National handball player.
  Handball Coach
  University‘s Handball player.
  Teachers from Department of Physical Training and Sports
3.  The referee will have full professional authorities in judging and conducting the game.
4.  Any orders from the referee must be followed and obeyed throughout the game play.
0

Game Rules 101 (ULTIMATE FRISBEE)

Posted in

FOR: STIG-X INTERVARSITY GAMES 2013 (MEN CATEGORY)

BACKGROUND:
Frisbee is a universal and international sport that promotes team spirit and fair play just like football,
rugby and others sport that already known to the whole world. Basically, this sport is played on field
that has the same size like rugby field. The venue is still undecided yet until we got the confirmation
or referring to the current weather and temperature at that time. For the STIG-X 2013 Frisbee
competition standardize, we come up with rules and regulations to be obeyed by all team if which
decided to join the competition.

SETTING PLACE:
1.  One field that is enough for a field player minimum of 14 players (2 teams of 7 players on
the field).
2.  Line drawn on the field that denotes the two end zones.
p/s: size of field play will be announced after the venue is confirmed.

GAME REQUIREMENTS:
1.  One disk with international standard size and weight.
(Provided by game committee, Discraft disk and NOT MyDisc).
2.  Point Card (or other method that can show point collected by both team during game)
3.  Observers with whistle  (central, end zone line)
p/s: observers work outside of field play. Note that observers are
NOT referees.

TEAM SETTING:
1.  Every team MUST have maximum of 14 player (7 player on the field time while 7 others are
out of the field)
2.  Every team can come up with their own game play/ tactics. But normally, every team will
have two handlers, four center player and one receiver.
3.  Both teams must have distinguished shirt or jersey to avoid confusion.
P/s: Every player can wear any sports attire that is appropriate with the game.

FIELD PLAY:
*will be decided after venue confirmation

GAME SETTING:
1.  Before game
1.1.  Every team MUST arrive early to the field approximately 20 minutes before game is
officially begun.
1.2.  Game committee will give an important briefing and every player MUST be aware of this
briefing because any late changes regarding rules and game setting will be told to all team at
this time.
1.3.  Each captain will come to the committee table and take their turn play.
1.4.  For team that has been decided to play first will need to immediately warm up their team and
present in field play when the game begin.

2.  During game
2.1.  Both teams already decided their 7 main players to be on the line and 7substitute players..
2.2.  Every player MUST avoid doing HARM to the other players; any unintentional foul play
will be decided with re-throw. Any intentional or obvious foul will be turnover of the disc
possession. All decisions are associated to the rules of WFDF.
2.3.  No harsh words or bad sportsmanship are allowed during the game.
2.4.  Each game must finish with one team win and one team loses.

3.  GAME PLAY
3.1.  Each game will start with both team standing in their own end zone
3.2.  The defensive team will throw the disc to the offensive team side to mark the game has
started (Pull) only after both team agree to start by at least one of the offensive player raise
their hand showing the signs of agreement.
3.3.  The team that in possession of the disc will start attacking by passing to the teammates until
they reach END ZONE that marks one point.
3.4.  Any player that is holding the disk is not allowed to walk or run with the disk. One foot must
be always set on the field while other foot can move around. (pivot like motion) . Any
movement of the fix pivot foot should be called as ―travel‖ foul from the opponent team.
‗Travel‘ call does not stop the game play, instead the person who ‗travels‘ will immediately
goes back to his original position.
3.5.  Travel call. If travel is called after disc has been released, disc will return to the thrower, and
thrower must establish pivot fix point. If there is a player marks the thrower at the same time
when travel is called, marker will return to its original position.
If the disc is released with a marker counting the stall count and travel is called, the stall
count paused, disc given back to thrower, fix pivot point, and continue count..
3.6.  The possession of disc will be change if the defensive team can intercept the offensive pass,
or the offensive team drop the disc intentionally (fail pass, when the disc hits the ground)
3.7.  The defensive team can block (mark) the opponent that is holding the disc. Marking must be
done CORRECTLY such as marker must stand one disc distance from the opponent player,
cannot grab the opponent‘s hand, no body contact ,marker can count to TEN (at least 1
seconds gap between each count ) which known as stall count and if the player unable to pass
the disc within the count, possession of offense will change to the other team (turnover).
3.8.  If the defensive team is guarding a player with more than one player other than the marker,
they can only guard 3 meters away from the player in circumference. (Cupping strategy).
3.9.  Every player can move freely inside the field play and defensive teams‘ player can guard the
offensive player as long as not obstructing them and without any body contact.
3.10.  Game will end after 25 minutes.

4.  SCORING
  Score will be counted when the player manages to catch the disc inside the end zone of
the opponent.
  Score will be counted when both legs of the player with the disc inside the end zone.
Other than that, RETHROW will be carried out.

5.  OBSERVERS
  Observers will be selected randomly from any team (except the playing team)
  Observers are not a REFEREE as ultimate Frisbee is a self-refereeing sport.
  Observers act as the third party of the match and only involved when there is any
confusion or doubts of ―foul‖ or ―in-bound / out-bound‖.
  Observers must always alert the movement of disc while all time observing the players.
  Observers will receive a general briefing before the match by the organizer.

6.  TIME OUT ( TO)
  Each team will have ONE time out per match
  A time out last two minutes.
  During the time out, no substitutions are allowed except for injury. Play is restarted at the
same point and the thrower remains the same player.
  TO can be called out at any time of the match except if the disc is on air. If TO is called
during the stall count, the count is stop and will continue from the last count after
restarted the match.

7.  HOW WE COUNT SCORE.
  Both teams will play until final whistle is blown and the team which has more score wins
the game.
8.  Teams are allowed to substitute their player ONLY after each score or when injuries happen.
Allocated 30 seconds decision for rest and substitution.
9.  Every player must give warm greetings before and after the game to show some respect to other
players.
10.  Players must agree to comply with this rule and ALWAYS show spirit of fair play during the
game. All team also must accept the decision of game committee and any unsatisfied decision
must be presented before the end of the game period.
11.  P/s: Game format will be announced when the number of team is available. Any update will be
informed latter. Any problems or questions can kindly pass to Frisbee game committee

CONCLUSION OF THE RULES (SIMPLIFIED RULES THAT MUST BE UNDERSTOOD)
1.  Initiate Play — each point begins with both teams lining up on the front of their respective
end zone line. The defense throws (―pulls‖) the disc to the offense. A regulation game has
seven players per team.
2.  Scoring — each time the offense completes a pass in the defense‘s end zone, the offense
scores a point. Play is initiated 30 seconds after each score.
3.  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.  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.  Substitutions — Players not in the game may replace players in the game after a score and
during an injury timeout.
6.  Non-contact — No physical contact is allowed between players. Picks and screens are also
prohibited. A foul occurs when contact is made.
7.  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.  Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve
their own disputes. Any doubt can refer to the observers.
9.  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.
.

FOR: STIG-X INTERVARSITY GAMES 2013 (WOMEN CATEGORY)

BACKGROUND:
Frisbee is a universal and international sport that promotes team spirit and fair play just like football,
rugby and others sport that already known to the whole world. Basically, this sport is played on field
that has same size like rugby field. The venue is still undecided yet until we got the confirmation or
referring to the current weather and temperature at that time. For the STIG-X 2013 Frisbee
competition standardize, we come up with rules and regulations to be obeyed by all team if which
decided to join the competition.

SETTING PLACE:
3.  One field that is enough for a field player minimum of 10 players (2 teams of 5 players on
the field).
4.  Line drawn on the field that denotes the two end zones.
p/s: size of field play will be announced after the venue is confirmed.

GAME REQUIREMENTS:
4.  One disk with international standard size and weight.
(Provided by game committee, Discraft disk and NOT MyDisc).
5.  Point Card (or other method that can show point collected by both team during game)
6.  Observers with whistle (central, end zone line)
p/s: observers work outside of field play. Note that observers are
NOT referees.

TEAM SETTING:
4.  Every team MUST have maximum of 10 player (5 player on the field time while 5others are
out of the field)
5.  Every team can come up with their own game play/ tactics. But normally, every team will
have ONE handler, THREE center player and ONE receiver.
6.  Both teams must have distinguished shirt or jersey to avoid confusion.
P/s: Every player can wear any sports attire that is appropriate with the game.

FIELD PLAY:
*will be decided after venue confirmation.

GAME SETTING:
12.  Before game
12.1.  Every team MUST arrive early to the field approximately 20 minutes before game is
officially begun.
12.2.  Game committee will give an important briefing and every player MUST be aware of
this briefing because any late changes regarding rules and game setting will be told to all
team at this time.
12.3.  Each captain will come to the committee table and take their turn play.
12.4.  For team that has been decided to play first will need to immediately warm up their
team and present in field play when the game begin.

13.  During game
13.1.  Both teams already decided their 7 main players to be on the line and 7substitute
players..
13.2.  Every player MUST avoid doing HARM to the other players; any unintentional foul
play will be decided with re-throw. Any intentional or obvious foul will be turnover of the
disc possession. All decisions are associated to the rules of WFDF.
13.3.  No harsh words or bad sportsmanship are allowed during the game.
13.4.  Each game must finish with one team win and one team loses.

14.  GAME PLAY
14.1.  Each game will start with both team standing in their own end zone
14.2.  The defensive team will throw the disc to the offensive team side to mark the game
has started (Pull) only after both team agree to start by at least one of the offensive player
raise their hand showing the signs of agreement.
14.3.  The team that in possession of the disc will start attacking by passing to the
teammates until they reach END ZONE that marks one point.
14.4.  Any player that is holding the disk is not allowed to walk or run with the disk. One
foot must be always set on the field while other foot can move around. (pivot like motion) .
Any movement of the fix pivot foot should be called as ―travel‖ foul from the opponent
team. ‗Travel‘ call does not stop the game play, instead the person who ‗travels‘ will
immediately goes back to his original position.
14.5.  Travel call. If travel is called after disc has been released, disc will return to the
thrower, and thrower must establish pivot fix point. If there is a player marks the thrower at
the same time when travel is called, marker will return to its original position.
If the disc is released with a marker counting the stall count and travel is called, the stall
count paused, disc given back to thrower, fix pivot point, and continue count..
14.6.  The possession of disc will be change if the defensive team can intercept the
offensive pass, or the offensive team drop the disc intentionally (fail pass, when the disc hits
the ground)
14.7.  The defensive team can block (mark) the opponent that is holding the disc. Marking
must be done CORRECTLY such as marker must stand one disc distance from the opponent
player, cannot grab the opponent‘s hand, no body contact,marker can count to TEN (at least
1 seconds gap between each count ) which known as stall count and if the player unable to
pass the disc within the count, possession of offense will change to the other team (turnover).
14.8.  If the defensive team is guarding a player with more than one player other than the
marker, they can only guard 3 meters away from the player in circumference. (Cupping
strategy).
14.9.  Every player can move freely inside the field play and defensive teams‘ player can
guard the offensive player as long as not obstructing them and without any body contact.
14.10.  Game will end after 20 minutes.

15.  SCORING
  Score will be counted when the player manages to catch the disc inside the end zone of
the opponent.
  Score will be counted when both legs of the player with the disc inside the end zone.
Other than that, RETHROW will be carried out.

16.  OBSERVERS
  Observers will be selected randomly from any team (except the playing team)
  Observers are not a REFEREE as ultimate Frisbee is a self-refereeing sports.
  Observers act as the third party of the match and only involved when there is any
confusion or doubts of ―foul‖ or ―in-bound / out-bound‖.
  Observers must always alert the movement of disc while all time observing the players.
  Observers will receive a general briefing before the match by the organizer.

17.  TIME OUT ( TO)
  Each team will have ONE time out per match
  A time out last two minutes.
  During the time out, no substitutions are allowed except for injury. Play is restarted at the
same point and the thrower remains the same player.
  TO can be called out at any time of the match except if the disc is on air. If TO is called
during the stall count, the count is stop and will continue from the last count after
restarted the match.

18.  HOW WE COUNT SCORE.
  Both teams will play until final whistle is blown and the team which has more score wins
the game.
19.  Teams are allowed to substitute their player ONLY after each score or when injuries happen.
Allocated 30 seconds decision for rest and substitution.
20.  Every player must give warm greetings before and after the game to show some respect to other
players.
21.  Players must agree to comply with this rule and ALWAYS show spirit of fair play during the
game. All team also must accept the decision of game committee and any unsatisfied decision
must be presented before the end of the game period.
22.  P/s: Game format will be announced when the number of team is available. Any update will be
informed latter. Any problems or questions can kindly pass to Frisbee game committee

CONCLUSION OF THE RULES (SIMPLIFIED RULES THAT MUST BE UNDERSTOOD)
10.  Initiate Play — each point begins with both teams lining up on the front of their respective
end zone line. The defense throws (―pulls‖) the disc to the offense. A regulation game has
seven players per team.
11.  Scoring — each time the offense completes a pass in the defense‘s end zone, the offense
scores a point. Play is initiated 30 seconds after each score.
12.  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.
13.  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.
14.  Substitutions — Players not in the game may replace players in the game after a score and
during an injury timeout.
15.  Non-contact — No physical contact is allowed between players. Picks and screens are also
prohibited. A foul occurs when contact is made.
16.  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.
17.  Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve
their own disputes. Any doubt can refer to the observers.
18.  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.
.
Prepared by:
V – Team committee 2013

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Game Rules 101 (TABLE TENNIS)

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Rules & Regulation:
1.  Each team must consist of 4 players. (It means 1 university team needs to have 4 male players for
male event and 4 female players for female event)

2.  A match is consisting of 3 single games and 2 double games. Team who wins at least 3 games is
considered as the winner of the match. (An example of the competition system is the system used
in badminton‘s Thomas Cup event)

3.  1 player can only play in 1 single game and 1 double game in a match.

4.  All teams will be drawn into 2 groups during 1st round of the competition.

5.  Top 2 teams of each group will proceed to play in semi finals.

6.  In semi finals, winners of the group will play against runner-up from the other group. The winners
meet each other in Gold Medal match (Final). While the teams who lose  in semi finals will play
each other in Bronze Medal match.

7.  All games in preliminary round will be using the  BEST OF 3 SETS SYSTEM. (Means 1 player
must win 2 sets to gain a point for his/her team in a match). As for semi-final, bronze medal match
and final, BEST OF 5 SETS SYSTEM will be implemented (must win 3 sets to win a match).

8.  All sets are using 11 points system. (unless deuce)

9.  The players will be given 2 minutes for free strokes before the game is started. However, the time
maybe reduced in case of time constrain. The duration for free strokes will be determined by the
organizers and umpires.

10.  All players are advised to be at the venue throughout the competition time. If the player who
supposes to play in the next game does not appear in 5 minutes, the  game will be ended and
victory is given to the opposition player.

11.  All players should not wear clothes in white and orange colors and preferably not in yellow too.

12.  All players must wear non-marking sports shoes with flat shoes base to enter the venue.

13.  All other rules of game play will be following the current laws set in the handbook 2012/2013 of
The International Table Tennis Federation (ITTF).

14.  All teams should send their players or representatives to be the umpires of the games when
required.

15.  All results and decisions by organizer and umpires are absolutely final.

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