Epicenter Social Tournaments – Rules of the Games

EPICENTER SOCIAL TOURNAMENTS RULES OF THE GAMES

DODGEBALL

FORMAT
  • Teams will play with 6 players on the court, plus two ball retrievers. Rosters can be a maximum of 10 players. Teams must be coed, with 3 male and 3 female players starting on the court. Ball retrievers can be either gender. Substitutions may be made in between sets, but not during.
  • A team can play with a minimum of 4 players and 1 ball retriever, as long as two of the players are female.
  • Matches are 20 minutes long, teams play as many sets as possible during this time. If the time expires in the middle of a set, the team with the most remaining players will win that set. In the event of a tie, the game will go to sudden death overtime.
  • Sudden Death rules: 1 player on each team, start with one ball in hand each, one ball retriever each. Play until one person is eliminated.
RULES
  • The balls are lined up on the central dividing line, the players then simultaneously rush towards the center line and try to grab one of the dodgeballs and throw or roll it backwards to their teammates; players cannot pick up a ball and throw it instantly.
  • When a player has been hit by a dodgeball “on the full” (i.e. without hitting the roof, the floor, any of the walls, or an outside object and rebounding off) and no one catches it before it becomes dead, that player has been eliminated and must move to his team’s designated bench area (players are still out if the ball rebounds off another dodgeball and/or player and hits them on the full). The same rule applies if any number of people try to catch the ball but drop it.
  • Intentional headshots will result in the thrower being eliminated.
  • If a player catches a ball thrown by the opposing team on the full, then the player who threw the ball is eliminated. As long as the ball has been caught in any way and is held for at least two seconds, the thrower is out (i.e. even if the ball is caught between the legs, the thrower is still out). If a dodgeball hits an opposing player but gets caught by one of the hit player’s teammates, the thrower is out, a player gets reinstated, and the player who was hit stays in.
  • Players are not allowed to step outside of the court. Any balls that go out of the court must be returned to them by their ball retrievers. Ball retrievers may not step onto the court, or throw the ball over the midway point of the court. Ball retrievers may only retrieve balls that are on their own side of the court.
  • A player who moves completely out of bounds when a ball is thrown at them and does not catch that ball is also eliminated. If a player moves into the opponent’s zone or picks up a ball from inside the opponent’s zone without it fully rolling inside their zone, that player is out. Kicking the balls is prohibited.
OFFICIALS
  • There will be a minimum of 1 official for each game, with players expected to honour the rules while playing. Officials have the authority to eject players from games, with any ejected player being disallowed from participating in the remainder of the tournament. Officials also have the ability to dock points from teams who are problematic, rude, or unsportsmanlike.
  • Grounds for ejection can be, but are not restricted to the following:
  • • Foul language towards the opposition or the official.
  • • Unsportsmanlike conduct.
  • • Aggressive or violent behaviour.
  • • Repeatedly breaking the rules.
SCORING
  • During the group stages, teams will earn 5 points for a win, and zero points for a loss. In the event of Sudden Death, the losing team will earn 2 points. If a team manages a clean sweep (not losing a single set in a match), they will gain +2 points. Ejections will result in a -2 point penalty. The officials have the authority to penalize teams for misbehaviour by docking points.

HOOPS AND SPOOKS BASKETBALL TOURNAMENT

FORMAT
  • Teams will play with 3 players on the court. For coed, both genders must always be represented (1 female, 2 males, or 1 male, 2 females). Substitutions may only be made after a whistle has blown for some type of stoppage of play, and with the acknowledgment of the referee. Maximum roster size is 6.
  • Teams must have 3 players at the game in order to start. There will be a 5 minute grace period for late teams.
  • Matches are two 16 minute halves with a 3 minute half-time.
  • Each team is allowed a single one minute time-out per game. The clock will stop running during a time-out. No time-outs during overtime periods.
  • Overtime: A tie score after regulation time shall result in one 3 minute overtime period. If the score is still tied after the overtime period, the teams will have another coin toss to determine first possession and play sudden death until one of the teams score.
RULES
  • 3 on 3 Basketball is played by two teams of three players each, including a maximum of three substitutes. Only players who are listed on a team’s roster may play. A coin toss prior to each game will determine which team gets the ball out-of-bounds first. All baskets will be worth 2 points.
  • No foul shots will be taken; personal fouls committed during the act of shooting will result in an automatic 3-point play for the shooter with the scored upon team gaining possession. If the shot does not go in, one point is awarded to the shooter and the shooting team gets to retain possession of the ball.
  • Flagrant fouls are penalized by an automatic two points, retained possession of the ball, and substitution of the offending player.
  • The 3 second lane violation is in effect.
  • Player control fouls will result in a change of possession.
  • Players will be removed from games on their 5th foul committed (but not ejected from the tournament).
  • NO DUNKING IS ALLOWED AT ANY TIME!!!
OFFICIALS
  • There will be a minimum of 1 official for each game, with players expected to honour the rules while playing. Officials have the authority to eject players from games, with any ejected player being disallowed from participating in the remainder of the tournament. Officials also have the ability to dock points from teams who are problematic, rude, or unsportsmanlike.
  • Grounds for ejection can be, but are not restricted to the following:
  • • Foul language towards the opposition or the official.
  • • Unsportsmanlike conduct.
  • • Aggressive or violent behaviour.
  • • Repeatedly breaking the rules.
SCORING
  • During the group stages, teams will earn 5 points for a win, and zero points for a loss. In the event of Sudden Death, the losing team will earn 2 points. If a team manages a clean sheet (not conceding a single point), they will gain +2 points. Ejections will result in a -2 point penalty. The officials have the authority to penalize teams for misbehaviour by docking points.
TEAM UNIFORMS
  • Teams are required to wear matching colours, with an alternative colour available in the event of colour conflicts. In the event of a colour conflict, first team listed will change shirts.

ULTIMATE FRISBEE

FORMAT
  • Teams will play 6v6 on the large arenas, with a maximum roster size of 10 players. Teams must be coed, with at least 3 women on the field at all times. All players must be 18 years or older.
  • Teams need a minimum of 4 players (2 males and 2 females) in order to start and continue a game. If at any point during the tournament a team drops below that minimum for any reason, they will forfeit the current game and all future games in the tournament.
  • Substitutions can be made at any point during the game, but the player coming off must be within 3 feet of the player box door before the player coming on can enter the field.
  • Games will be played in two 10 minute halves and the team with the highest score at the end of the 20 minutes of regulation time will be the winner. In the event of a tie after regulation, the play will immediately continue on after the final buzzer in a golden-goal situation, the first team to score wins.
  • The Tournament will feature a group stage format followed by knockout rounds until a champion is determined. During the group stage, teams will earn 3 points for a win, and zero points for a loss. If a player is ejected, his team will lose 2 points, meaning it is possible to earn negative points from a game. The teams with the highest point totals after the group stage will go on to the single elimination knockout rounds.
THE GAME
  • Ultimate is a non-contact, self-refereed team sport played with a flying disc (or Frisbee™).
  • Two teams of six players compete against each other and each team defends an end zone. Teams score a point if one of their players catches the disc in the opposition’s end zone.
  • The player with the disc is called the thrower and may not run with the disc. Instead, teams move the disc by passing to team-mates in any direction. Upon catching a passed disc, the receiver may take 2 steps to stop his momentum. Once he stops with possession of the disc, he becomes the thrower and can pivot around one pivot foot. Once the player pivots, he cannot change his pivot foot. Possession changes are fluid; the game does not stop when possession changes hands, including possession changes after scoring points.
THE FIELD
  • The end zones will be defined by the white lines that create the box in front of each goal (the penalty area, in soccer terms). Points are scored when a player catches a pass from a teammate inside this area.
  • The arena walls will be considered in play, and passes can be thrown and caught off of the arena walls. However, the netting (both along the perimeter and along the ceiling) will be out of play and any thrown disc that makes contact with the netting will be a dead ball. Upon hitting the net, the disc will be overturned to the opposing team and play will restart from the spot. (note: any disc that is thrown in to the player boxes will also be considered dead, and the same procedure will apply.)
STARTING PLAY
  • Each half will begin with a “pull”. The Visiting team will pull in the first half and the Home team will pull in the second half.
  • A “pull” is when one team throws the disc across the field to the opposing team to start play. Before the pull is made, both teams must be inside of their respective end zones, and can only leave the area once the pull is thrown. (note: the pulling team cannot retrieve their own pull if the opposition does not catch it out of the air, they must allow the opposing team the opportunity to pick up the disc and make an offensive attempt.)
SCORING
  • A point is scored when the offence completes a pass inside of the defense’s end zone. Upon completing this pass, the receiver is required to place the disc on the ground in order for the point to count.
  • After being scored on, the defense now becomes the offense, and this possession change is fluid and instantaneous. The newly offensive team will pick up the disc at the spot in which it was placed by the previous scorer, and play will resume.
NON-CONTACT
  • No physical contact of any kind is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
FOULS
  • The player who initiates contact is charged with the foul. If a foul disrupts a play or possession, the play resumes as if possession was retained.
  • If a foul occurs on a point scoring opportunity, the disc will return to the original passer at the original location of the pass in question, and the play will be redone.
MOVEMENT OF THE DISC
  • The disc may be advanced in any direction by completing a pass in the air to a teammate. Players may not run with the disc. The person with the disc (“thrower”) has seven (7) seconds to throw the disc, and will be called with “stalling” if the disc is not thrown in that time frame.
  • If the thrower is charged with stalling, he is required to place the disc on the ground where he stands, and possession will then change.
DEFENDING THE THROWER
  • The defender will audibly call out the stall count as he is defending the thrower. The defender can take up a defensive position against the thrower but is not allowed to make contact with the player and must maintain a distance of one arm’s length from the opponent.
  • The defender must be within 5 feet of the thrower before starting the stall count. If the defender who is marking the thrower changes, the stall count is reset.
  • The defender will start the stall count by saying “stalling”, followed by a count to seven. As soon as the defender says “seven”, the thrower has stalled out.
  • Defenders cannot double-team the thrower. This results in a foul, and a restart of play.
  • Defenders can block a pass, but only after the thrower has released the disc. They can also use out-stretched arms and legs to inhibit passing lanes, but again, cannot make contact at any time. If contact is made, the stall count will reset and the play will start over.
CHANGE OF POSSESSION
  • When a pass is not completed (e.g. the throw goes out of bounds, is dropped, incomplete, blocked, intercepted, or the thrower stalls), the defense immediately takes possession of the disc and becomes the offense.
OFFICIATING
  • According to the spirit of the game, all fouls will be called by the players on the field. Self-officiating has been a tenant of Ultimate since its beginning and continues to be carried out at the highest level.
  • If the players on the field cannot agree on a call, the official scorekeeper will make the final decision. The official scorekeeper also holds the right to hand out and enforce penalty time, including ejections. A player who is ejected from a game will be prohibited from participating in the remainder of the tournament, and may be escorted off the premises.
  • Grounds for ejection or penalty time include, but are not limited to, the following:
  • • Foul language towards the opposition or the official.
  • • Unsportsmanlike conduct.
  • • Aggressive or violent behaviour.
  • • Persistent disregard for the rules and spirit of the game.
SPIRIT OF THE GAME
  • Ultimate stresses sportsmanship and fair play. Competition is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.