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Some Rules for DUC More News

For the most part we follow the 11th Edition rules but over the years we have created a list of specific rules for our league. The rules can be found in the DUC Constitution, Bylaws and Policies which are found under the menu heading About DUC.

DUC League Rules 

  • no foot block rule in effect,(captains can agree prior to game)
  • Endzones are 18 yards long,
  • DUC plays with a standard 3 girls and 4 guys ratio. Teams do not have to match another team that chooses to play 4 girls and 3 guys. Reasoning: Team rosters are built to have this ratio.
  • In the event of a conflict in jersey colours the home team will maintain their shirt colour.
  • DUC awards 3 points for a win, 2 for a tie, 1 for a loss and 0 for a defaulted game.
  • No more than 4 players from any one team can play on the same other team.
  • Teams get one time out per half. (The real rules say 2 per half)
  • Halves are 40 minutes long. Half occurs when one team reaches 8 points or the 40 minutes expires. Games end after two 40 minute halves or when the score reaches 15.

Some interesting Rules I have heard in the first two weeks

  • Last point must be called, otherwise another point must be played. This is definitely not a rule. When the time (40 minutes for second half) expires the game is over regardless of whether last point has been called. Captains should always be talking about how much time is left and when the time expires they could then tell the players that it is the last point. Last point should never be declared while there is still some time on the clock. Sometimes a point can be 10 minutes and other times 10 seconds so it is impossible to know prior to time expiring whether it is the last point or not so please avoid saying it. Instead tell the other team how much time is left. 
  • A game can end while between points. This is not true. When a point is scored the next point automatically has started and must be played. This means that if a team scores and there are 2 seconds left on the clock then the next point must be played. (Unless of course the point would mean nothing because one team is 2 or more points ahead).  This prevents teams from intentionally delaying going on the field so that the clock will run out and they will win. In close games, during the last 5 minutes both captains (or representatives) should be standing together looking at the clock so that there is no dispute about how much time is left.
  • No time outs in the last 5 minutes. This is not an outdoor rule but is used in indoors. The reason for the indoor rule is because it is a running clock in indoors and when the buzzer goes we do not have the luxury of continuing to finish the last point. In outdoor we can sometimes go over the time limit by 10 minutes if the last point is a long. Although it may seem unspirited to call a timeout in the last 5 minutes because the score is close, it is within the rules. In fact, in a close game, if you need to speak with your team whether winning or losing, you should call a time out and settle them down. Just make sure the timeout is no longer than 70 seconds as is stated in the 11 edition rules. If a team takes longer than 70 seconds then your player can tap the disc and then give verbal warnings or 20, 10 and 5 seconds. Once your player has done this they can then initiate the stall count.  I have included the full rules for time-outs below. Please read them. I have crossed out the word two because DUC only has 1 time out.

Team Time-out: Each team has two one team time-outs per half in a standard game.

  1. Each team has exactly one team time-out in overtime, regardless of whether any time-outs remain from regulation.
  2. A team time-out lasts 70 seconds.
  3. Any player may call a time-out after a goal is scored and before both teams have signaled readiness to start play. Time limit counts between points are suspended for 70 seconds. A time-out may not be called between a re-pull call and the ensuing pull.
  4. After the pull, only a thrower with possession of the disc that has survived ground contact can call a time-out. The player must form a T with one hand and the disc, and should audibly say time-out. The time-out begins when the T is formed. The disc is then placed on the ground at the pivot spot.
  5. Restarting play after a time-out called by a thrower:
    1. All players at the time of the time-out call must return to play unless an injury time-out also is called.
    2. Each offensive player must establish a stationary position by the end of the time-out. Movement after this time and before the disc is checked into play is a violation. The defense has ninety seconds after the beginning of the time-out or up to twenty seconds after all offensive players have established their position (whichever is longer) to check the disc into play.
    3. The player who had possession of the disc when the team time-out was called restarts play with a check at the pivot spot, and the marker resumes the stall count with the word stalling followed by the last number uttered before the time-out plus one or 9 if over 8, however XIV.A.4 applies.
    4. If the time limits for the time-out are exceeded by one team, a player on the other team may announce delay of game and the player at the location the disc is to be put into play may self-check the disc into play without acknowledgment by the opposing team. In order to invoke this rule a player must give warnings of 20, 10, and 5 seconds.
  6. If the disc is live or in play and the thrower attempts to call a time-out when the team in possession has no time-outs remaining, it is a turnover and play stops.
Posted by Kevin MacLeod, Created Wed Jun 19, 2013

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