Comedy of Errors Tournament Rules
The UPA 11th Edition
Rules of Ultimate apply, with these clarifications/modifications:
All games are to 15 (win by two, point cap at 17, except in cap).
Final is to 15 (win by two,
point cap at 17, except in cap). (Time cap TBD.)
Hard time cap: A horn
will sound to signal hard time cap. First, the current scoring attempt is
completed. Then, if the score is tied after that scoring attempt, the teams
play one additional point. The current scoring attempt begins when the previous
goal is scored and ends when a subsequent goal is scored.
Time-outs: One per
half plus one floater. No timeouts in the time cap. However, if a timeout is
erroneously called in the time cap, it is not a turnover. The game continues
after a check, as if there was no call. There is exactly one time out during
overtime for each team, regardless of how many time outs they have used or have
left.
Gender ratio: Maximum
of four players of either gender on the field at any time. (You may play 4M/3F
or 4F/3M any time, but the opposition is not obliged to match.)
Bricks are to be taken
from the brick mark. (Yardage varies by field.)
Six players minimum
needed to start a game.
Please be on time. Points
may be assessed to late teams at a rate of one point every 5 minutes.
Foot Blocks: Captains
may agree to disallow foot blocks in a game.
If a dispute cannot be settled immediately (within 1 minute)
then the disc must be sent back to be replayed. Only the players involved in
the dispute (and the team captains, if necessary) should discuss it.
Tie Break Rules:
Two team tie break
1. If they played each other, Head-To-Head.
2. If didn't play, point differential for the two:
i. "closest games" if teams are 4-0 or 0-4 (eg if diffs are +12,
+8, +6, +1, we use +6, +1.)
ii. "closest win/loss" if teams are 3-1, 2-2, or 1-3 (eg if diffs
are +6, +3, +1, -4, we take the +1 and -4.)
3. If still tied, point differentials for all games.
4. If still tied, points "for" in two games from 2.
5. If still tied, points "for" in all games.
6. If still tied, flip discs.
Three team tie break:
If they all played each other,
1. Record among the three teams.
2. Point differentials among three teams.
3. Points "for" among the three games.
4. Point differentials in all games.
5. Points "for" in all games.
6. Flip two discs.
If they didn't
all play each other, Label them as X, Y, Z, where X played Y and Z, but Y
and Z didn't play. Consider the team W (that didn't play X).
1. If W is seeded below X,Y,Z, then X wins the tie break.
2. If W is seeded above X,Y,Z, then X loses the tie break.
3. After determining where X lies, the tie between Y and Z is broken as in
the two team tie break.
If you need clarification of any rule, please talk to
Please play with spirit.