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TCSSC Policy
Spirit Points
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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 so that you can start your
games on time.
- Games are 55 minutes in length, with no stoppage for a halftime.
- Please agree on one person to act as timekeeper.
- Teams are comprised of five (5) players with a minimum of two (2)
women. A default will occur if any team cannot field a squad by 10
minutes after the official start time. A team can play with a minimum
of 4 people, as long as two (2) of the players are women and two (2)
are men.
- Captains may agree to waive the rules regarding minimum people but
this should be decided before the game starts. IF IT IS AGREED THAT THE
GAME COUNTS, IT COUNTS!
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- Equipment/Set up:
- All equipment will be provided at the venue. The scoring area is
a square section of the basketball key, with the foul line marking
the top of the area, the left & right lines of the basketball key
marking the sides and the baseline of the basketball court to mark
the back line of the end zone.
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- Initiate play:
- Each point begins with both teams lining up on the base line.
The defense throws ("pulls") the disc to the offense.
- The receiving team has the option of catching the disc or
letting it fall, but if they attempt to catch it & drop it, it is
an automatic turnover. THE PULL CANNOT BE KNOCKED DOWN AND PLAYED
BY THE RECEIVING TEAM LIKE A BLOCKED PASS DURING REGULAR PLAY!
Players must play the disc from where it lands. The receiving
team does not have to wait to have the disc "tagged in" off the
pull. Whoever retrieves the disc off of a pull or from any throw
that lands out of bounds must play it. It cannot be handed over
to someone else to commence play.
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- 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 seven seconds (stalls)
to throw the disc. The defender guarding the thrower
("marker") counts out the stall count, but must be within 3
metres of the thrower to call stalls.
- The boundary lines are the basketball court lines. A
player is out-of-bounds when s/he steps on an out-of-bounds
area (lines are out-of-bounds). When a player is in the air,
his/her in or out-of-bounds is determined by where the first
point of contact is with the ground. If any portion of the
first point of contact is out-of-bounds, the player is
considered out-of-bounds.
- If a disc goes out of bounds it is a turnover.
However, the new offensive team must get the disc "tagged in"
by the new defensive team, before play begins.
- A pivot foot must be established once the disc is caught;
moving the pivot foot is "traveling" and the thrower must go
back to their original position and stalls are started at the
same point where they were when the call was made. Once a
thrower has established a pivot foot, their non-pivot foot
may make contact with an out-of-bounds area, as long as the
pivot foot remains static.
- If the disc makes contact with the ceiling or any other
fixed object (basketball hoop, rope, etc…) then the disc is
considered to be out of bounds and it is a turnover directly
beneath where the disc made contact.
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- Scoring:
- Each time the offense completes a pass in the
defense's end zone, or box, the offense scores one point.
After a point has been scored, the losing team walks to
the other end of the gym, and the scoring team stays in
the end they just scored in and play is again initiated.
- In order for the receiver to be considered in the
endzone after gaining possession of the disc, his/her
first point of contact with the ground must be completely
in the endzone. A player cannot score by running into the
endzone with the disc. Should a receiver's momentum carry
him/her into the endzone after gaining possession, the
receiver must carry the disc back to the closest point on
the goal line and put the disc into play from there. A
receiver who lands with one foot in the endzone and one
foot out of the endzone (in effect, straddling the goal
line) has scored a point if the foot inside the scoring
area was the first point of contact. If the receiver
lands with both feet straddling the endzone at the exact
same time, they have not scored a point and play
continues. Similarly, a player that lands on the line
(even if the majority of their foot is in the endzone),
has NOT scored and must continue to pass the disc.
- If it is unclear as to whether an offensive player is
fully in the scoring area, and a "quick check" by the
offensive player determines that he/she has NOT in fact
scored, the offensive player must clearly yell "Not In!"
The disc must then be "checked-in" with the defender who
is covering the offensive player, before another pass can
be made. If there is not a defender covering the
offensive player, the offensive player can check the disc
in by touching it to the ground.
- Offensive players may only be in the scoring box for
3 seconds. A defensive player can count “Stall 1, Stall
2, Stall 3” to monitor this. If a defender calls three
stalls on the person they are covering in the scoring
box, a turnover occurs and the defensive team takes the
disc from where it was when the 3-second was called.
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- Change of possession:
- When a pass is not completed (e.g. out of
bounds, dropped, blocked, interception), the defense
immediately takes possession of the disc and becomes
the offense. (a defender may block/knock-down a pass
with any part of their body, EXCLUDING feet, as long
as no contact is made with the intended receiver)
- After a blocked or missed pass (a "turnover"),
the person who touches the disc first for the new
offense (from the team who now has the disc) must be
the first thrower. (Knocking the disc down to the
ground by a defensive player does not mean they have
to take the disc…but once the disc is on the ground,
the first person who touches the disc must become the
thrower.)
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- Substitutions:
- Substitutions can take place ONLY after a
point has been made OR to replace an injured
player
- The team without the injured player has the
right to substitute an equal number of players
during an injury substitution
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- Fouls:
- There should be NO CONTACT. When
defending against the thrower, you must stay
1 disc length away from the thrower. You can
not touch the thrower as they throw; however,
the thrower may not move their body, arm,
hand, etc. into the defender with an
established position.
- 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.
- If a foul is called, ONLY the player
involved in the infraction may contest it. If
the foul is contested, the disc is returned
to where it was originally thrown from and
stalls continue from where they were at the
time of the initial throw.
- "Picks" are not allowed. Any time a
defender’s path is blocked by any offensive
or defensive players -- EITHER INTENTIONALLY
OR UNINTENTIONALLY-- a “pick” can be called.
Play is stopped, the defender is allowed to
regain coverage on the offensive player, and
stalls continue from where it was at when the
pick was called.
- Defenders must play “man-to-man” and
attempt to stay within at least 6 feet of the
person they are covering while the disc is in
the hands of the thrower.
- A defender may not hit the disc out of
the thrower's hands; this is called a
"strip." If a strip occurs, the thrower
regains possession and the defender must
restart the stall count
- The Principle of Verticality: All players
have the right to the space immediately above
them. Thus, a player cannot prevent an
opponent from making an attempt on a pass by
placing his/her arms above an opponent.
Should contact occur, the player restricting
the vertical area has committed a foul. This
is not to say that defending players cannot
reach over the intended receiver to intercept
the disc, but in doing so they must not limit
the intended receiver’s ability to jump, etc.
- If the person handling the disc throws
the disc into a hand block by the defender,
IT IS NOT A FOUL. Following through and
hitting someone is not a foul, but it SHOULD
be avoided in concordance with Spirit of the
Game. It is the responsibility of the handler
to throw around the defender. If a defender
hits the hand or arm in an attempt to prevent
a throw, IT IS A FOUL. Remember that the
defender's hands may only block the path of
the disc, not the throwing motion itself.
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- Etiquette:
- If a foul is committed and not
called, the player who committed the foul
should call it on themselves.
- Should a dispute or confusion arise
on the field, it should be common
practice to stop play, & resume play with
a "disc-in" check when the matter is
resolved. When a novice commits a
violation out of sincere ignorance of the
rules, it is common practice to stop play
& explain the violation.
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- Rough Play:
- ANY ROUGH OR PHYSICAL PLAY WILL
RESULT IN IMMEDIATE EXPULSION FROM
FURTHER LEAGUE PLAY AND MAY RESULT IN
LIFETIME LEAGUE EXPULSION. PLEASE SEE
THE TCS&SC POLICY SHEET FOR OUR
OFFICIAL POLICY ON THIS SUBJECT. It
is recognized that incidental contact
between players is inevitable;
however, all players should go out of
their way to avoid creating an unsafe
play. This rule supersedes all
others.
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