Account Management
CAP HORN: One long blast
WEATHER ISSUE: (Immediately clear fields) Five short blasts followed by another Five short blasts
POOL PLAY: Pool Play games will be played to 15 (win by two), point cap at 17. The soft time cap occurs at 90 minutes and is the highest score + 2. The hard time cap occurs at 110 minutes (20 min after the soft cap). In the event the horn doesn't blow and/or is not heard, time caps still go into effect at their scheduled time. The same holds true for any games that start late. A late start does not give teams the right to a late finish, it merely means they lost X number of minutes from their total game time by not being ready to go. Half-time is 10 minutes. Each team has two timeouts per half. Caps do not affect timeouts. Regardless of how many timeouts a team has used before overtime, during overtime each team has one timeout.
11th Edition Rules Apply www.usaultimate.org/resources/officiating/rules/11th_edition_rules.aspx The following changes have been approved for use in the 2016 College, Youth, and Club Series: End zone Size - End zone length will be shortened to 20 yards. This change allows for consistency with WFDF rules used in international competition and increases the number of field sites that can be used for ultimate. Contact Call - If contact occurs between the thrower and marker that would constitute a foul under XVI.H.3.a but the thrower does not release the disc, "contact" may be called. Play does not stop and the marker resumes the stall count at "one". Other than resetting the stall count to "one" after the first instance, the "contact" call is treated as any other marking violation. The marker may contest the "contact" call by calling "violation", which stops play. If the thrower calls "contact" after beginning the throwing motion and subsequently releases the disc, it is treated as if the thrower called "foul".