Winter Ultimate League 2005
(updated 2/19/2005)
Final league results:
1) V-Beam (6-1)
2) Jammers (6-1)
3) WITSA (3-4)
4) Corona Draft (3-4)
5) RIT (2-5)
6) Ice Breakers (0-7)
Thanks for a great indoor experiance.
The same league and format is expected next year.
Keep your calanders clear.
Thanks,
Steve (email: steve “at” grada.org)
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Team # |
Team |
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R1 |
Jammers 5-0 |
Winter Indoor League 2005 |
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R2 |
V-Beam 4-1 |
Webster Soccer Association |
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R3 |
WITSA 3-2 |
865 Publishers Parkway |
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R4 |
Corona Draft 2-3 |
Webster, NY 14580 |
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R5 |
RIT 1-4 |
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R6 |
Ice Breakers 0-5 |
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Date |
8:00 |
9:00 |
10:00 |
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6-Jan |
Jammers (1-0) 15 vs. WITSA
13 (0-1) |
V-Beam 21 (1-0) vs. Corona
Draft 4 (0-1) |
RIT (1-0) 17 vs. Ice
Breakers 7 (0-1) |
|
13-Jan |
Jammers (2-0) 17 vs. |
V-Beam (2-0)
15 vs. |
WITSA (1-1) 18 vs. |
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20-Jan |
Corona Draft 13 vs RIT 9 |
WITSA 20? vs Ice breakers 6? |
Jammers 11 vs Vbeam 10 |
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27-Jan |
V-Beam (3-1) 20 vs. |
Jammers (4-0) 15 vs. |
WITSA (3-1) 18 vs |
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3-Feb |
V-Beam (4-1) 14 vs. WITSA
(3-2) 13 in overtime |
Jammers (5-0) 14 vs RIT (1-4) 7 |
Corona Draft (2-3) 14 vs.
Ice Breakers 11 |
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Reseed |
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Date |
8:00 |
9:00 |
10:00 |
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10-Feb |
Jammers 17 vs. Corona Draft 8 |
V-Beam 15 vs. WITSA 9 |
RIT 18 vs. Ice Breakers 7 |
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17-Feb |
RIT 13 vs. WITSA 9 |
Corona 13 vs. Ice Breakers 8 |
V-beam 12 vs. Jammers 11 (Overtime) |
The
first game starts at 8:00 sharp.
There will be a 5 minute Half time at 8:25-8:30 (captains may agree
to play through)
The first game ends at 8:55.
If the score is tied at 8:55 play continues until 8:59 or one-team scores.
If the score is still tied at 8:59 the game is a tie.
Then
extrapolate the timeline for the following games...
Each team will have one time out per half. Time outs are strictly limited to
one minute. There are no timeouts in overtime (8:55-8:59 for example.)
Safety
First
1. Any player
who has blood visible anywhere on his/her body or uniform must leave the field
immediately - using injury sub rules - until appropriate bandaging or uniform
change is completed.
2. The policy of the Webster Soccer Association prohibits alcohol at the field house.
Directions
to the WSA Field House:
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1: |
Take NY-104 E toward WEBSTER. |
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2: |
Take the FIVE MILE LINE RD exit. |
0.2 miles |
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3: |
Turn LEFT onto FIVE MILE LINE RD/CR-18. |
0.3 miles |
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4: |
Turn RIGHT onto PUBLISHERS PKWY. |
0.2 miles |
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5: |
End at 865 Publishers Pkwy, Webster, NY 14580-2579 US |
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Indoor League Rules clarifications:
Stall:
The stall count is to 10 like standard ultimate
Pull:
If the discs is caught inbounds on the pull: play is started from where the disc was caught. This includes catching the disc inside the end zone.
If the disc lands out of bounds on the pull: play is started from the apex of the soccer circle OR the closest point to the playing field proper (unless middle was called) whichever is more advantageous for the receiving team as in standard ultimate.
Note: end zones are not considered part of the playing field proper.
If the disc lands in bounds then proceeds to skip/roll out of bounds: play is started at the closest point to the playing field proper where the disc went out of bounds. Example: If the disc skips/rolls out of the back of the end zone after originally landing in bounds play is started on the goal line closest to where the disc went out of bounds.
Clock:
When the buzzer rings for half time: if the game is mid-point the current point is completed. If the disc is waiting to be pulled the game stops for half time. A 3 minute half is then set. Captains may agree to play through halftime at the beginning of the game. If this is the case instead of setting each half to 25 minutes please set the clock to 53 minutes and begin play.
When the buzzer rings to end the game play is stopped immediately unless the score is tied. If the score is tied 3 minutes of overtime is provided. The first team to score is the victor. If the 3 minute overtime period expires without a goal the game is recorded as a tie.
Timeouts: DO NOT STOP THE CLOCK please resume play quickly after a timeout. No timeouts are provided in overtime. Any miscalled or misused timeout (stoppage of play for over 1 minute) results in a turnover.
General:
If the disc is turned over during general play out of bounds or in either end zone play is resumed at the closest point to the playing field proper.
Each team should provide assistance with running the clock/score board for their game. I will be on hand next Thursday to instruct players in the use of the scoreboard.
We’ll be using the rules of
ultimate, which have been modified to reflect the minor variations we use in
Rochester Indoor play.
Items of Note:
1.
All games are played to time. No exact score or win by two are necessary.
2.
Games are 7 on 7 and start at the scheduled time. There is NO ultimate time.
Any team without a full squad at the start of game time must play those players
present. Thus game starts of 5 on 7 are possible if players do not arrive on
time. Additional players to arrive may begin play at normal sub times (in
between points.)
3.
Pull.
a) If
the disc hits and remains in-bounds or is caught in-bounds, the disc is put
into play at the spot where the disc comes to rest or is caught. This includes discs coming to rest or caught
in the endzone.
b) If the
disc initially hits in-bounds, then becomes out-of-bounds before being touched
by the receiving team, the disc is put into play at the spot on the playing
field proper (i.e., excluding the end zones) nearest to where it last crossed
the perimeter line before becoming out-of-bounds.
c) If the
disc becomes out-of-bounds after being touched by the receiving team, the disc
is put into play at the spot on the playing field nearest to where the disc last
crossed the perimeter line before becoming out-of-bounds.
d) If the
disc initially hits an out-of-bounds area including the ceiling, walls or other
field house objects, the receiving team has the option of putting the disc into
play:
(1) at the
spot on the playing field proper nearest to where the disc last crossed the
perimeter line in flight; or,
(2) after
signaling for a brick/middle by fully extending one hand overhead and calling
“brick” before gaining possession of the disc:
(a) at the
brick mark (20 YARDS) closest to the end zone the receiving team is defending;
or
(b) at the
spot on the long axis of the field nearest to where the disc last crossed the
perimeter line in flight.
4. One (One Minute) Time Out per
half.
5.
Callahan Goal is Legal: If a defender
intercepts a pass in his own endzone, it is a goal for the team on defense.
6.
Continuation is in effect. If a
violation is called (pick, travel, etc.) while the disc is in the air, or the
offense throws the pass after the call is made, then the disc is still
live. If the offense committed the
violation and does not complete the pass, it is a turnover.
7. When Time Cap is called by the
Field Marshal:
A. Complete
the current scoring attempt in Regulation (Note that the “current scoring
attempt” begins immediately if play is currently underway or after the upcoming
pull if play is stopped in between points.) If this results in a team achieving
a winning score according to Rule #1 above (a team has scored more points) the
game is over under Regulation rules. If not, proceed to 6.B.
B.
Play one additional point or until scheduled overtime ends. If one team scored
they are the winners if scheduled overtime ends before a score the game is
recorded as a tie. The disc must be caught before scheduled overtime ends to be
counted as a score.
C.
When playing in Time Cap, the game is over when either team reaches the Time
Cap Score (no win by two) OR a team reaches 15 points and is winning by at
least 2.
D.
No TO’s are available during overtime. Calling a (non-injury) Time Out in
overtime results in loss of possession.
Tie-breakers: The following rules will be used in any
instance where a tie in won‑loss record needs to be broken.
1.
Won-loss record in games among tied teams.
2.
Point Differential in games among tied teams.
3.
Point Differential among all common opponents of tied teams.
4.
More, if we need them….