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ULTIMATE  INDOOR 5s SPEEDPOINT RULES


This means...

S: Safe play all of the time.  Play with control and be conscious of your surroundings.
M: Members only.  Anyone who plays on your team needs to be listed on your roster. One off substitutes must be listed on your roster or an active TCSSC roster.
A: Attend online info session and read rules every season. This will keep you up to speed on new issues.
R: Report all injuries which require medical attention and incidents if you desire official TCSSC investigation.
T: Talk to the other team.  Together, TCSSC members can make a fun and safe playing environment

It is the responsibility of both team captains/co-captains to submit their scores and spirit scores for league online through the T.E.A.M. System by 5:00 p.m. the day following their game.  Please click here for detailed information on how to report scores.

Game Time/Default: Please arrive 15 minutes early to ensure that your games start on time. Games are 55 minutes in length, with no stoppage for a halftime. There is no score cap; ie, games are to be played for the entire 55 minutes and the score a the end of the game will be what is recorded in the standings.  Please use the clock at Waterside Desk as the official time clock.  A default will occur if any team cannot field a squad 10 minutes after the official start time. A team can play with a minimum of 4 people, as long as there are two (2) of each gender. Captains may agree to waive the rules regarding minimum players but this should be decided before the game starts. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

The TCSSC plays by official UPA rules with some exceptions: Click here to view these exceptions.

>>Click here to view the official 10th Edition UPA rules.
>> Click here to see Ultimate in 10 Simple Rules

Specific speed point rules are as follows:

  1. A team is required to have 2 males and 2 females on the field at any time during the game. Other than the gender minimums, there are no other constraints: If a team chooses to play anything other than the standard 3 male/2 female gender breakdown at anytime during play,  their opponents do not have to match.

  2. Following a point being scored:

    1. There is no pull. After a point is scored, the player who caught the scoring pass will acknowledge that a point has been scored, and immediately place the disk down on the field. The team who was just scored on has 10 seconds to pick up the disc, (before a 'delay of game' stall count can begin) and put it back into play (now as the offense) at the spot where the disc was placed (ie do not bring it up to the line).  When the offensive team takes possession of the disc, the defensive team initiates the stall count at 'Stall One' (as in every other situation, the player on defense must be within 3 meters to initiate a stall count).

    2. If there is a turnover in the end zone, the team now on offense may carry the disc directly to, and put into play at the spot on the goal line closest to where possession was gained. The disc can also be put into play where possession was gained (faking a throw or pausing after gaining possession requires the player to put the disc into play at that spot).  Clarification added: February 22, 2007.
       

  3. Players can only substitute on the fly. In order for a substitution to occur, the player coming off the field must 'tag' the on-coming player stationed within the 'substitution area'. The substitution area will be at the center of the field. Only players at the center can be 'tagged'. This rule does not apply during injury substitutions.

  4. There is a hard time cap. Games are 55 minutes in length. One person should be designated as the timekeeper. This person should announce when time has expired, at which point the game is over - regardless of where the disc is. In other words, you do not finish the current point - the game ends when the time has expired: ties may result!

  5. Playoff Tie Breaking: A game can end in a tie during the regular season. In the playoffs, when regulation time has expired and the game is tied, the current point should be played out until a team scores.

  6. Field size differs. Field set up will be completed by Waterside staff for these programs.

  7. Foot blocks are not permitted and are considered fouls. (Updated: 02/21/05).

  8. If a disc touches the sides of the bubble and/or mesh is it considered "out of bounds." It is a turnover and the disc shall be put into play on the line closest to where the disc touched the bubble and/or mesh. (Updated: 01/31/05)

  9. 5 on 5 speed point games will have stall counts to 7 (i.e. a disc not passed by stall 7 is considered down and results in a turnover).

  10. Teams may call a one (1) minute time-out per game if needed except during the final 10 minutes of play.

 

What happens when...?

1. A pick is called?
  i) Play stops and the player who called the pick may catch up with their mark.  Defense taps the disc, and play resumes at the stall count when pick was called.
  ii) If the disc was thrown after the pick was called, and if the offense catches the disc, then see the disc goes back to the thrower and then see 1.i.
  iii) If the disc was thrown after the pick was called, and the offense does not catch the disc, then it is a turnover (defense gains possession).

2. A foul is called by the offensive player trying to catch the disc?
  i) If the pass is completed, then play goes on with no stoppage in play (continuation).
  ii) If incomplete, and the defensive player contests the foul, then the disc goes back to the thrower.  If the stall count was at 5 or higher, it goes back to 5, if it was below 5, then the stall count resumes where it was when the disc was thrown.
  iii) If incomplete and the defensive player does not contest the foul, the fouled player gets the disc at the spot of the infraction.
  iv) If an uncontested foul occurs in the endzone (incomplete pass), offense gets the disc on the endzone line (it is not an automatic point).

3. A foul is called by the offensive player throwing the disc?
  i) If the pass is completed, then play goes on with no stoppage in play (continuation).
  ii) If the pass is incomplete, the disc goes back to the thrower.  If the foul is uncontested, stall count resets to zero.  If contested, see 2.ii.

4. A foul is called by a defensive player (on the offensive player)?
  i) If the pass is incomplete, then it is a turnover (defense gains possession) (continuation).
  ii) If the pass is complete, then the disc goes back to the thrower.  If the stall count was at 5 or higher, it goes back to 5, if it was below 5, then the stall count resumes where is was when the disc was thrown.

5. A disc is caught near the side-line/endzone?
  i) the important aspect in all of this is the first point of contact.  If a person lands with their first foot in bounds, and then their second foot lands out of bounds, the player is in (first point of contact matters). 
  ii) If both feet touch the ground at the same time and the player is in bounds with one foot, and out of bounds with the other, then they are considered out of bounds.  The line is considered out of bounds. 
  iii) If a person is straddling the line, and they catch the disc with one foot touching in bounds and one foot touching out of bounds, then they are considered out of bounds.  If a player is straddling the goal-line, then it is not a point....keep going.
  iv) If it is a close call, the person with the best perspective makes the call.  The first option is the catcher.  If they cannot make the call (i.e. they were laying out) they should defer to the person with the best perspective (this may not be the closest player, but the person with the best angle/viewpoint).

6. I try to make a throw from my knees/bottom?
  i) If a player fakes to make a pass while on their knees, they have set their position and may not try to get to their feet.  If they do so, it is a traveling foul and play is reset (from the original position - on knees).  Stall count continues from when travel is called.

7. If a pull hits any part of the ceiling above the playing field proper, the disc shall be put into play directly underneath the spot where the disc touched the ceiling.

8. If a pull touches the bubble at the side of the field, the disc shall be put into play on the line at the spot where the disc exited the playing field. (Updated: 01/31/05)

9. If a disc touches the sides of the bubble and/or mesh is it considered "out of bounds." It is a turnover and the disc shall be put into play on the line closest to where the disc touched the bubble and/or mesh. (Updated: 01/31/05)

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