lundi 26 mars 2007

Paga Rules!

Here below are some important notes everyone should read carefully.

1) FORMAT AND BASIC RULES
FORMAT_FORMAT (MIXED DIVISION) -First round: 6 round-robin pools of 4 teams each are formed. Each team plays 3 games. After that, the top two teams in each pool progress to Top Pools; the last two go to Bottom Pools. The result of the game played against the team, which progresses to the same second-round pool is kept. (e.g.: the 1st team of each 1st-round-pool keeps the result of the game played against the 2nd). -Second round: 4 round-robin pools (2 Top and 2 Bottom) of 6 teams each are formed. Each team plays 4 second-round games (one has already been played in the first round). -After that, the top four teams in each Top Pool play crossed quarter-finals (for places 1/8); the last two teams in each Top Pool (5th and 6th) play quarters with the top two teams in each Bottom Pool (for places 9/16) and the last four teams in each Bottom Pool play crossed quarters (for places 17/24). -Then crossed semi-finals and finals.

TIME_TIME (ALL DIVISIONS) -All the games except for the finals: the time is over after 35 minutes -Finals (except for 1st place: see below): the time is over after 45 minutes -1st place final (mixed): the game lasts until one team reaches a score of at least 12 points with a lead of at least two goals (hard cap: 14): 11-11 -> the game is to 13, 12-12 or 13-13 -> the game is to 14. Half time at 6. One time-out per team in each half time. A time limit can be set or different final score (for 1st place final only) can be changed by the captains in agreement with Paganello's director.

PAGA-CAP (ALL DIVISIONS) When time is over, the point must be finished. If the time finishes between two points (i.e. when the teams are on the lines or are lining up), the point to be finished is the one still to be played. In other words, as soon as a point is scored (or, in the case of a discussion, acknowledged), the next point begins: walking back, making substitutions and lining up are all part of the next point. After this last point is finished, the score to reach to win the game is always determined by summing two points to the current leading team's score, no matter what the point gap between teams is. The fraction of game played after this moment is named cap. So the cap is played always and in any case. E.g.: (after the time is over and the point is finished) TEAM A - TEAM B 11-3: the game is to 13 TEAM A - TEAM B 10-8: the game is to 12. TEAM A - TEAM B 7-7: the game is to 9.

TIME OUTS (ALL DIVISIONS) One time out per team. Time-outs can be taken either in the last 5 minutes or in the part of the game between the end of the time and the end of the current point (i.e. the beginning of the cap). Each team can take 1 time-out in the cap (whether it has been taken in the regular time or not). If a player attempts to call a time-out and his/her team has no time-outs, it is a turnover. See also the complete rules for details. POINTS (ALL DIVISIONS) In the first round only, the game is over when a team scores 15 points with a lead of at least 2 points, in the regular time. In the cap, this score limit does not exist, i.e. the game finishes according to the cap rules.

APPENDIX :
TIE BREAKERS FOR ROUND ROBINS (ALL DIVISIONS) Rule 1. A given tie-breaker rule applies equally to all the teams that are tied. Rule 1a. If, after the application of a given rule, all of the teams are still tied, go to the next rule. Rule 1b. If not all teams, but one or more subgroups of the teams are tied, separate these teams into groups and go back to rule 2 with each of the groups individually. Rule 2. 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 3. Point differentials, counting only games between the teams that are tied. Rule 4. Point differentials, counting games against all common opponents. Rule 5. Points scored, counting only games among the teams that are tied. Rule 6. Points scored, counting games against all common opponents. Rule 7. First team who finds water digging in the sand (seriously: draw).

2) IMPORTANT DETAILS ABOUT RULES
2.1 Recently approved WFDF rules The following recent changes will be applied at Paganello 2007 (these rules update the official booklet every team is given at the tournament): 2.1.1 Introduction of a "Callahan" point: when the Defense intercepts a pass from the Offence in the End Zone they are currently scoring in. 2.1.2 When the Offense commits an uncontested foul/violation (i.e. travel, thrower fouls marker) the count stays where it was at the time of the foul or comes in on 9, (if the count was at 9 or above) rather than coming in on 6 if the count was at 6 or above. 2.1.3 Pick rule has been adjusted a bit to add a distance between the receiver and marker (5 Meters) for when a pick can be called. 2.1.4 Touched pull that rolls out of bounds comes in at the perimeter line, not the goal line if it goes out the endzone 2.1.5 Section Marker Violations have been added. 2.1.6 "Technical stoppage" now allowed during stopped play with approval of the offensive team. 2.2 Important Rule to keep in mind: continuation Rule The UPA rule applies: "if an equipment time-out, foul, violation, or pick is called while the disc is not in the air and the thrower then attempts a pass, and the pass is incomplete, it is a turnover and play continues without interruption. The only exception is the case of an Injury Time-out. 2.3

Differences between UPA (10th edition) and BULA/WFDF rules
Marking Fouls: UPA: "The marker's extended arms and legs cannot be positioned in such a manner as to restrict the thrower from pivoting or throwing. Contact resulting from such an action is a foul on the marker". In other words, arm or leg to throwing arm contact is always a foul on the marker, whether or not the marker's arms or legs were moving. BULA/WFDF: "The player initiating contact shall be the player guilty of the foul. " In other words, it depends on who is moving . . . which often leads to arguments.

Pivot: UPA: Pivot point. Knees, head, hand, nose, ear, whatever. BULA/WFDF: Pivot foot.

Other minor differences
UPA: A defensive player out-of-bounds contacts the disc does not make the disc out-of-bounds. So, if they deflect the disc, but it comes back into play, it's a live disc. WFDF/BULA: Unknown/undefined.

UPA: An offensive player who jumps from in-bounds and (before landing) catches or contacts a disc outside the perimeter line makes the disc in-bounds at the spot. This affects where the disc is to be put into play on a throw that flies outside the perimeter line but never comes back onto the playing field. (Put into play nearest to where the player catches/contacts the disc, not where it crossed the perimeter lines. WFDF/BULA: Unknown/undefined.

UPA: Marker must be within 3 metres to start the stall count, and must stay within 3 metres to continue count. If marker leaves 3 metre perimeter, marker must re-start stall count. WFDF/BULA: Uknown/undefined.

UPA: A defender must be within 3 meters of a receiver to call a pick. WFDF/BULA: No 3 meters requirement.

1 commentaire:

Anonyme a dit...

Bonne chance Vilaines Pasteques!

JP pepin, ca marche ?!?