Indoor national championship

EUF Indoor Rules Appendix – version 10

This document shows the changes to the WFDF outdoor rules that EUF will use for the European Ultimate Indoor Club Championships or EUICC 2024 in Herning, Denmark.

 

1.   The playing field is 40 to 20 metres.

a.        The field length can vary from 36 to 44 metres, the width can vary from 18 to 22 metres.

b.        End zones of 6 metres.

c.        The brick mark is at 14 metres, 8 metres in front of the end zone.

d.   The floor is hard court.

2.   Games are to 17 goals.

a.   There’s a half-time of 2 minutes when one team reaches 9 goals.

b.   Soft time cap after 42 minutes. A buzzer/horn will sound.

c.        Finish the point when the buzzer/horn sounds. If at the end of that point the difference in score of both teams is 3 or less, add 1 to the highest score and play to that new hard cap. Otherwise the game is over.

3.   The maximum roster size is 16 players, the minimum roster size is 10 players. Each team will put 5 players on the field during each point.

a.   Each team has to field a minimum of 4 players. If 4 players aren’t present at the start of game time, first the team gets its timeout. If after that minute the team still can’t field 4 players, the opponent is awarded 1 point per minute that the game can’t start. So after 18 minutes the opponent wins 17-0.

b.  During EUICC a team can roster 2 players that aren’t on their own club roster, but they should be eligible for the same federation. So 2 national pick-ups per team are allowed.

4.   The EUICC has a Mixed, Open and Women’s division. For Mixed we will use Ratio A.

a.   The winner of an additional flip selects the gender ratio for the first point. For the second and third point the ratio must be the reverse of the first point. For the fourth and fifth point the ratio must be the same as the first point. This alternating pattern repeats every two points until the end of the game.

b.   Gender pulling. In a point that is played with 3 female-matching players and 2 male-matching players, a female-matching player has to pull. And vice versa.

c.   If a team accidentally uses the wrong gender to pull, then it’s an invalid pull and thus an automatic brick.

5.        The pull should reach the receiving end zone at any catchable height and should normally be caught, rather than waste a lot of valuable playing time fetching it.

a.        A valid pull is a throw-off that passes through any part of a 2 metres-high box bounded by the front, back and side lines of the receiving teams' end zone, without first contacting the ground or any out-of-bounds object. A pull is also automatically valid if it is touched in flight by a member of the receiving team before it contacts the ground or an out-of-bounds object.

b.        All other pulls are invalid and may be bricked. But the receiving team can also decide to stop the disc and start play immediately.

c.   Sliding pull. If a pull touches the floor for the first time in the end zone and then slides out, it’s a valid pull. If it lands before the end zone and slides out of the end zone it’s an invalid pull and may be bricked. But the receiving team can also decide to stop the disc and start play immediately.

d.  Roller pull. If a roller pull lands in the end zone and then rolls out, it’s a valid pull. If it lands before the end zone and then rolls on, it’s an invalid pull and may be bricked. But the receiving team can also decide to stop the disc and start play immediately.

e.        If a valid pull goes through the end zone without being caught, then the receiving team should bring the disc in play from the point at the perimeter line where it went out.

f.         If a brick call by the receiving team is contested by the defence, then the receiving team should bring the disc in play at the centre of the goal line.

g.        If a valid pull is contested by the offence, then the receiving team should bring the disc in play at the centre of the goal line.

h.   A dropped pull does not result in a turnover as long as it was an attempt at a catch. After a dropped pull the player who dropped the pull should bring the disc into play at the spot where the disc stops.

i.         A deliberate mac of the disc instead of catching it, is a turnover.

6.        Time between points.

a.        Offence has maximum 30 seconds to signal readiness for the pull by raising an arm. If the offence is not ready after 30 seconds, the defence may pull.

b.        Defence has a maximum of 35 seconds to pull. If the defence has not pulled in time, the offence may claim an automatic brick.

7.        The stall count is 8.

a.        An uncontested breach by the defence is maximum 1.

b.   An uncontested breach by the offence is maximum 7.

c.        A contested stall-out comes in on 6.

d.   After all other calls, maximum 5.

8.        Walls and ceilings

a.   A disc touching the wall is out-of-bounds. Play resumes where the disc left the playing field.

b.   When the disc is out-of-bounds, the player that resumes play can set his pivot foot 1 metre inside the playing field.

c.        A disc touching the ceiling is out-of-bounds. If the spot where the ceiling is touched is above the field, play resumes right underneath that spot on the playing field, or from where it left the playing field.

9.        Every team has 1 timeout of 1 minute. It can only be taken after a goal and before the following pull.

a.   If a player takes a timeout during play, then play stops and continues with stall + 2.

b.  No timeout can start in the last 5 minutes of the official game time or during the cap.