The teams will play with the WFDF Rules of 5-on-5 Beach Ultimate and his appendix, the only differences concerns “SOTG” and “injury” stoppages: except for the 1st place finals, the time of that stoppages will not be added to the game.
Each team will be given a rules booklet.
Extract from WFDF Rules of 5-on-5 Beach Ultimate 2021-2024 Appendix:
A4. Length of Game
A4.1. Target
A4.1.1. A team wins having reached the target of thirteen (13) goals.
A4.2. Time cap:
A4.2.1. The time cap occurs after forty-five (45) minutes of game time, if the target has not been reached.
A4.2.2. At time cap play continues until completion of the current point. If at the completion of the current point neither team has reached thirteen (13) goals, one (1) goal is added to the highest score to determine a time cap target. The game continues until a team wins by reaching the time cap target.
A4.2.3. The time cap does not affect the number of time-outs available for a team.
A4.3. Half Time:
A4.3.1. Half time occurs after the first team reaches the half time target of seven (7) goals.
A4.3.2. Half time lasts zero (0) minutes.
A4.4. Half Time Cap:
A4.4.1. The half time cap occurs after twenty five (25) minutes of game time, if the half time target has not been reached.
A4.4.2. At half time cap play continues until the completion of the current point. If at the completion of the current point neither team has reached seven (7) goals, one (1) goal is added to the highest score to determine a half time cap target. The game continues until a team reaches the half time cap target.
A4.4.3. The half time cap does not affect the number of time-outs available for a team.
A4.5. The game clock does not stop for time between points, time-outs or half time, but does stop for Spirit of the Game Stoppages, and once an injury stoppage or technical stoppage has lasted more than thirty (30) seconds. The game clock must restart once play restarts.
Some jingles will inform teams about “time is running”, “half time”, “5 minutes left” and “time is over”.
One time out per team, per game. If a player attempts to call a time-out and his/her team has no time-outs, it is not a turnover: two seconds are added to the stall count instead. Time-outs can be taken in any part of the game including that between the end of the time and the end of the current point (i.e. the beginning of the cap) and in the cap, only if it hasn’t been taken before.
Extract from WFDF Rules of 5-on-5 Beach Ultimate 2019:
20. Time-Outs
20.1.The player calling a time-out must form a “T” with their hands, or with one hand and the disc, and should call “time-out” audibly to opposition players.
20.2.Each team may take one (1) time-out per game.
20.3.After the start of a point and before both teams have signalled readiness, a player from either team may call a time-out. The time-out extends the time between the start of the point and subsequent pull by ninety (90) seconds.
20.4.After the pull only a thrower with possession of the disc that has survived ground contact, may call a time-out. The time-out starts when the “T” is formed, and lasts ninety (90) seconds. After such a time-out:
20.4.1.Substitutions are not allowed, except for injury.
20.4.2.Play is restarted at the pivot point.
20.4.3.The thrower remains the same.
20.4.4.All other offensive players may then set up at any point on the playing field.
20.4.5.Once the offensive players have selected positions, defensive players may set up at any point on the playing field.
20.4.6.The stall count remains the same, unless the marker has been switched.
20.5. If the thrower attempts to call a time-out when their team has no remaining time-outs, play is stopped. The marker must add two (2) seconds to the stall count they would have restarted play on before restarting play with a check. If this results in a stall count of ten (10) or above, this is a “stall-out” turnover.
Extract from WFDF Rules of 5-on-5 Beach Ultimate 2019:
16. Continuation after a Foul or Violation Call
16.1. Whenever a foul or violation call is made, play stops immediately and no turn over is possible (unless in situations specified in 15.9, 16.2, and 16.3).
16.2. If the foul or violation:
16.2.1. is called against the thrower and the thrower subsequently attempts a pass, or
16.2.2. is called when the thrower is in the act of throwing, or
16.2.3. is called or occurs when the disc is in the air, then play continues until possession has been established.
16.2.4. Once possession has been established: 10
16.2.4.1. If the team that called the foul or violation gains or retains possession as a result of the pass, play continues without a stoppage. Players recognizing this may call “Play on” to indicate that this rule has been invoked.
16.2.4.2. If the team that called the foul or violation does not gain or retain possession as a result of the pass, play must be stopped.
16.2.4.2.1. If the team that called the foul or violation believes that possession has been affected by the foul or violation, the disc will be returned to the thrower for a check (unless the specific rule says otherwise).
16.3. Regardless of when the foul or violation call is made, if play had not completely stopped and the players involved from both teams agree that the foul, violation or call did not affect the outcome, the play stands. This rule is not superseded by any other rule.
16.3.1. If the play resulted in a goal, the goal stands.
16.3.2. If the play did not result in a goal the affected players may make up any positional disadvantage caused by the foul, violation or call and restart play with a check.
if a team is late, every minute after the start of the game a point is assigned to the team ready to play. After the 10th minute, a forfeit is declared and the team ready to play wins the game by 10-0.
Format
At Paga we have 3 different types of format: Swiss Draw, Pool, and Bracket. Swiss Draw and Pools will be used on the first days in order to rank all the teams in each division and then every team will play in the playoff with a Bracket system for the final position.
The “Swiss Draw” format ensures that every team is quickly ranked according to it real strength and then it plays close matches against opponents of similar strength. There are various methods that are possible to use in a Swiss Draw tournament, we use the Power Ranking method.
Power ranking assigns a numeric value to each team – which represents its relative strength in relation to other teams – with the intention that the differential point in a game represents the difference in strength between the participating teams. At the following completion of each round of play, a computer processes the match results and calculates for each team the power ranking score, based on the results of all of the games played thus far.
For example: if Team Alice beats Team Bob with a score of 15-10 then this results in a power ranking strength of +2.5 for Team Alice and a strength of -2.5 for Team Bob (for that particular game). Of course, it’s possible that some teams may complete more games than others following a particular round of play. No fear; even though this makes it more difficult to assign power ranking scores to the teams, specific computer methods will be used to optimize these numbers so that they best represent the known game outcomes as well as possible.
A possible interpretation of these numbers is the following: If Team Charlie with power ranking strength +3 plays Team Eve with strength -2 then Team Charlie is expected to win with a point difference of +5. In principle, Team Charlie will improve its strength by winning with an even higher margin. Team Eve will improve its strength by losing by less than a 5 points differential. In practice, the change in strength after a round also depends on the performance of the previous opponents of Team Charlie and Team Eve (as well as the opponents of the opponents etc).
Teams will be ranked after each round according to their strength. For teams with the same strength, the tiebreakers are: the most wins, the fewest losses, and average opponent strength (in that order). Average opponent strengths are calculated by summing the strengths of all the previous opponents of a team and dividing that by the number of played games (teams that have played better opponents are ranked higher).
A pool’s a group of 2 or more teams that play against each other in a single or double round-robin. Each team gains 1 point for each winning, and 0 for each loss. At the end of all the matches, the final ranking is based on the victory points and the ties are solved with the following criteria:
- Victory in the straight fight;
- Goal difference in the straight fight;
- Total goal difference;
- Draw.
A bracket is a group of 4 (or it’s multiple) teams, paired according to ranking (eg 1-4, 2-3 or 1-8, 2-7, 3-6, 4-5), where each match is to direct elimination. The winning team will then play for the upper positions (1st or 2nd for a bracket from 4, from 1st to 4th for one from 8), and the one that loses for the lower ones (3rd or 4th, or 5th to 8th).
We play with the Ratio Rule B
Extract from WFDF Rules of 5-on-5 Beach Ultimate 2021-2024 Appendix:
A7. Mixed Division
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A7.3. Ratio Rule B (“end zone decides” rule):
A7.3.1. At the start of the game, after the first disc flip, an additional disc fliphappens with the winner selecting which end zone is “End zone A”, with theother end zone becoming “End zone B”. At the start of each point the Teamthat is at End zone A must choose the gender ratio. This process applies forthe first half. For the second half, at the start of each point the Team that isat End zone B must choose the gender ratio.