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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 to ensure that your games start on time. Games are 55 minutes in length, with no stoppage for a halftime. If at Waterside, please use the clock at the 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 5 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 (including a 10 yard brick) with some notable exceptions.   Please note: there is no half rule for full field TCSSC indoor ultimate.

Specific speed point rules are as follows:

  1. For coed leagues, 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 4 male/2 female gender breakdown (3-3 or 2-4) 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). 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 line of the field (both Waterside & Soccerworld have a center line). Only players at the center line 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: 6-on-6 field size uses the entire playing surface of all of the indoor turf facilities where leagues occur, which includes 10 pace endzones.

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

  8. 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.

  9. 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)

  10. 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)

  11. Speedpoint games will follow UPA guidelines regarding stall counts. i.e. 10 stall counts.

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

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

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