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.

s after each round.