Cure for insomnia hat 2012
schedule
| Round/Times | Field #1 | Field #2 | Field #3 | bye |
| 11:00pm - 11:45pm | check-in | check-in | check-in | check-in |
| 12:15am - 1:05am | Benzo v Anti-depressants | Anti-psychotics v Magnesium | Anti-benzo v Anti-histamines | Melatonin, Valerian |
| 1:15am - 2:05am | Benzo v Anti-histamines | Anti-psychotics v Valerian | Melatonin v Magnesium | Anti-benzo, Anti-depressants |
| 2:15am - 3:05am | benzo v Anti-benzo |
Melatonin v Valerian | Anti-histamines v Anti-depressants | Anti-psychotics, Magnesium |
| 3:15am - 4:05am | Anti-benzo v Anti-depressants | Anti-pyschotics v Melatonin | Valerian v Magnesium | Benzo, Anti-histamines |
| 4:15am - 5:05am | a1 v b2 | (empty) | b1 v a2 | A3, a4, b3, b4 |
| 5:15am - 6:05am | a3 v b4 | 3rd Place | b3 v a4 | a1, b1, a2, b2 |
| 6:15am - 7:05am | consolation (5th Place) | championship | 7th Place |
Eight teams, three fields, five games guaranteed per team
All games will be played on 55 by 22 fields (with eight yard
endzones)
All games (except the finals) will be played with 24 minute
halves and a half-time of two minutes (or 50 min total)
All games are to be played 5 v 5 (4/1 coed)
teams are to field five on the line no later than 30 seconds
before the start of each round (or start of the second half)
Each point is to begin with an upside pull (i.e. hammer,
scoober, use your imagination)
while in play, if the disc is thrown and strikes any hanging
lights, wall or surrounding nets, it will result in a
turnover.
All Games are timed except the finals. Games must start on
time. One long blast of the air horn will sound the start of
the round. Three (3) short blast will sound the end of the
round. In all games except the finals, the games will be
played to 50 minutes.
If the horn goes off during a point and the game is tied,
play continues until one team scores and breaks the tie. If
the horn goes off during a point and one team is winning,
the game ends immediately. Teams are to vacate the fields to
make way for other teams to take the field and prepare for
the next round.
Championship Game – Game to 11 (half at 6). One time-out per
half. One minute per time-out; two minutes for half-time.
consolation and 7th place games are to be be played
according to schedule
Initiate Play
All pulls must be an inverted type throw of the disc (upside
down, hammer, scuber, etc.). When the disc is pulled it shall be
at least 91 degrees (perpendicular) to the ground.
Out-of-bound pulls are prohibited and pulling team will be
penalized by awarding a half-field brick to the receiving team.
Stall Count
The person with the disc has 7 seconds to throw the disc to a teammate. The defender (Marker) guarding the thrower counts the seconds out loud ("stalling one, two, three..."). A turnover will occur if the stall count reaches "7". The Marker must be within three meters of the thrower to initiate the stall count, and must stay within six meters of the thrower.
Scoring
A goal, worth 1 point, is scored when a player throws the disc to a teammate and it is successfully caught within the confines of the endzone of attack. Play is initiated after each score.
Change of Possession
A turnover results whenever one of the following items occur:
- The disc touches the ground (also when knocked down by the defense)
- The disc is caught outside the field
- The disc is intercepted by an opposing player
- The stall count reaches 7 seconds while in possession of the thrower
Upon a turnover the defense immediately takes possession of the disc and becomes the offense. If the disc goes out the back of the endzone, the defender who takes possession may play the disc at the back of the endzone or at the goal line. If the Thrower is unmarked, they may make a ground check and play the disc.
Checking the Disc
A hand check is needed to initiate play after any infraction of the rules, such as, violations and fouls. A ground check is needed to initiate play any other time such as, a pulled disc, brick-mark, turnover, or time-out.