Fire and Ice
Hønefoss ~ 16. februar 2008 ~ Ringerikshallen
 
RULES
• 1 field, round-robin, finals
Round-robin: 13 pts/30 min cap + 1 goal (Pagacap; no time-out in the cap)
   no half-time, one 1-minute non-injury time-out per team and game
Finals: 15 pts/45 min cap + 1 goal (Pagacap; no time-out in the cap)
   half-time at 8 (two minutes in length), two 1-minute non-injury time-outs per team
Points: a team has won when...
  1. a team reaches 13 (finals 15) and has at least a 2-point lead
  2. a team has at least a 3-point lead when time is over and last point played
Time: A bell will go off if the game is not over at the time cap. If this occurs, the point in play must be completed. If the bell goes off between two points (i.e. when the teams are on the lines or are lining up), one more point is to be played before determining whether a team has won or the Pagacap is to be applied.
   Pagacap: (no time-out in the cap)
  • If the leading team has less than 13 points (finals 15) and leads by less than 3 points when time is over and last point played, then the Pagacap is used: one point is "added" to the highest score, and the first team to reach that score wins.
  • If the score is tied when time is over and last point played, then next point wins.
Stalling count to 8
Callahan goals apply
  • A goal is scored when a player catches any legal pass in the end zone of attack. It doesn't matter which team threw the disc.
Pull:
  • A dropped pull is not a turn-over. The disc is played from the spot where the disc was dropped.
  • You are not allowed to walk up to the goal line if you catch the disc in the end zone.
  • If the disc comes to rest in the end zone, the disc is put into play where the disc comes to rest.
  • If the disc touches the end zone before going out of bounds, the disc is put into play where the disc went out of bounds.
  • If the disc is below 2m when it cuts the back or a sideline of the end zone, the disc is put into play where the disc went out of bounds.
  • If the disc is above 2m when it cuts the back or a sideline of the end zone, the receiver can choose to play from the "brick mark" (marked with an X).
  • If the disc hits the ceiling: 1) play starts directly below the point where the disc hit the ceiling, or
    2) the middle rule can be invoked.
Disc hits ceiling (during regular play): it's a turn-over and play starts directly below the point where the disc hit the ceiling.
 
ADVANCEMENT RULES
- A given tie-breaker rule applies equally to all the teams that are tied.
- If, after the application of a given rule, all of the teams are still tied, go to the next rule.
- If not all teams, but one or more subgroups of the teams are tied, separate these teams into groups and go to Rule 1 with each of the groups individually.
• Rule 1. Won-loss records, counting only games between the teams that are tied. When only two teams are involved, this rule is commonly called "head-to-head".
• Rule 2. Point differentials, counting only games between the teams that are tied.
• Rule 3. Point differentials, counting games against all common opponents.
• Rule 4. Points scored, counting only games among the teams that are tied.
• Rule 5. Points scored, counting games against all common opponents.
• Rule 6. Draw
 

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