Tasmanian Ultimate Association (TUA)

Autumn and Winter Leagues 2003

Captain’s Notes

 

 

----------------------------------------------- PROLOGUE -----------------------------------------------------

 

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.

 

This league isn't just Ultimate

-          it is a SOCIAL league,

-          it is a MIXED league.

 

This means that those who have well developed frisbee skills already will use this league to develop their Spirit skills.

 

We have no umpire, except ourselves, and we all strive to be objective and impartial. Winning points is secondary to being good spirited.

 

Ultimate is NON-CONTACT SPORT. New players especially need to be convinced of the following: we make every effort to avoid obstructing, to avoid threatening with collision, and to avoid actual contact. People coming from other sports (especially football) will need to unlearn the practices of shepherding and "using the body".

 

There are many ways in which proficient players must make ALLOWANCE FOR NEW PLAYERS:

-          not mark hard

-          not deliberately force forehand

-          not demand the dump

-          not cut off all targets for the thrower

-          not poach

-          not overuse hucks

-          do call fouls against yourself or your teammates if they occur

-          do stop play to explain rules if the issue has an effect on play

-          do discuss later rather than penalise minor infractions

 

Ensure your own less able or less experienced players are given tuition, encouragement, and are allowed a full share of the play. Provide a dump option but do not pressure for it to be taken. Throw to them even if the cut is marginal, especially if they are trying hard against a mismatch. Slash spirit scores to teams that "look off" their women or beginners. Don't call plays if you don't have time to explain what is going on to new players. Try hard to organise your team to arrive early for a team warm up, stretch and throw. Aim to warm down and stretch as a team after games.

 

Spirit guidelines and scores are explained in the player’s handout.  Make sure you and your team are familiar with these.

 

 

--------------------------------------------------- DUTIES --------------------------------------------------

 

Captains have a duty of care to the players on their team (there are no umpires regulating play.) To exercise this duty they must proactively communicate with the League Director, other Captains and their own team.

 

Captains are responsible for ensuring that they have enough players of each gender each week to compete, and that they are ready to play at the designated time.

 

They are also responsible for ensuring that their team is playing with good spirit, encouraging newer players, and everyone is playing safely. One safety issue is that players will be able to play better and avoid collision better if they wear cleats.

 

They must also be fully aware of the WFDF rules

http://www.wfdf.org/2001ultirulesrev.htm

and the local variations (see below also)

http://www.afda.com/tua/ultimate/rules/

 

Many rules and decisions about play are at the discretion of captains; the guiding principles should be Common Sense and the Spirit of the Game.

 

The following are requirements on Captains, or vice-Captains if captain not present:

1.       Forfeits: if a team gives 24 hours notice of the forfeit to the opposing captain and the League Director, they get their average spirit score (rounded up). A team gets 0 for spirit for a forfeit on the night.

Captains have discretion to agree to play rather than or despite a forfeit. Remember that people come to play a game. In fact, with very few players, a game of "hotbox" or a drill might even be an option.

 

Before game:

2.       Captains must ensure that team members have paid their fees (especially AFDA). New or pay-by-the-game players should be directed to the League Director.

3.       Captains should perform the toss, ensure their players have removed watches etc, and have their team on the line on time. If a team cannot be fielded 5 minutes after the scheduled game start time, they automatically forfeit the game.

 

After game:

4.       After the completion of the first game of the night, captains must ensure the opposition is acknowledged with a "cheer". The TUA insists on cheers, BUT by "cheer" we mean some group activity by which, at the end of each game, each team acknowledges the other team. Although a cheer is usually a song, there are other activities at the end of a game that can be a positive alternative to picking up your water bottle and walking away. It may take the form of a poem or play, but, especially where conditions are adverse, time is short, or after the last game each night, captains may agree to circle cheers, short games, dances, impromptu speeches or performances, or any activity which raises a smile or in some way says "thanks for the game".

5.       Captains must return game and spirit scores and to the League Director. The entire team should decide spirit scores. With spirit scores teams should take into account how well the opposing team used their team; it is not poor spirit to follow these rules.

 

 

----------------------------------------------------- RULES -------------------------------------------------

 

The definitive reference for the rules is the web pages listed above. Rule variations for the Winter 2003 league are given below:

  1. The playing field is a netball court with the goal circle as the end zone.
  2. Mixed league, minimum of 1 woman on the court at all times. Defence matches sex ratio of the offence, if possible.
  3. The game is considered to be forfeited if a team can not field three players (one of whom must be female) within 5 minutes of the starting time (i.e., flipping of the discs).
  4. Each game ends at the whistle (i.e. do not complete the last point).
  5. No time-out periods are allowed during a game.
  6. The pull may be dropped.
  7. If the pull goes out of the back of the court, then the disc is put into play at the front most part of the end zone.
  8. Stall count is seven.
  9. Short cheers will be exchanged at the completion of the first game each week.
  10. Spirit points will be scored according to the current AFDA spirit rating guidelines (see players handout).
  11. For each game, the winning team gets 3 pts, tied teams get 2 pts each, defeated team gets 1 pt, and no pts for forfeiting. A 5-0 score line is given for a victory by forfeit, with their average spirit score (rounded up) given to the winning team.
  12. The continuation rule of the WFDF rules does not apply.