4v4 Gym League

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Introducing: 4v4 Gym League

A double header weekly league, with an optional coaching add on, this Ultimate Frisbee recreational league is the best way to level up your disc skills.

Head out to the local bar for team bonding and strategy talk.

 

Location: Sir Wilfred Laurier CI (Kingston Rd/Markham Rd)

Time: 7 – 8:30 PM

Dates: October 4, 11, 18, 25

Registration deadline: September 26, 11:59 PM

League Summary

mixed gender
two 40 min games per week, 4 weeks (October 4, 11, 18, 25)
on-site staff member

Refund Policy

We know life happens...

...so, our refund policy is quite lenient!

Before the registration deadline, refunds will be handled on a case-by-base basis. Please email us.

After the registration deadline, we cannot promise any refunds but we will do our best. Email us!

4v4 Gym Rules

  • The 4v4 Gym Variation follows the USA Ultimate 2022 Edition Rules (i.e. 10 stalls) with the following exceptions:
    • Walls & ceilings
      • A disc touching the wall is out-of-bounds. Play resumes where the disc left the playing field.
      • When the disc is out-of-bounds, the player that resumes play can set their pivot foot 1 meter inside the playing field.
      • A disc touching the ceiling is out-of-bounds. If the spot where the ceiling is touched is above the field, play resumes right underneath that spot on the playing field, or from where it left the playing field.
    • Games are played by teams of 4 on the field with a gender ratio of 2/2 (See UC’s 2017 annoucement, note our transgender inclusivity policy).
    • No point cap, only time cap.
    • When hard cap goes, unless the game is tied or the disc is in the air, the point ends immediately. If the game is tied, finish the point. If the disc is released before the hard cap goes and caught in the endzone, the point counts. This rule is to align with Canadian 4v4 Ultimate Championships.
    • The playing field size is a rectangle shape measuring 18m x 30m. Endzones are 3m deep.
    • Only 2 pulls every game: at the beginning of the game and after halftime. Each team pulls once.
      • If the disc lands in-bounds (including endzones) and either stays in-bounds or rolls out of bounds without being touched by the receiving team, the disc is put in play where it first touched the ground.
    • Brick mark is set at 2m in front of the endzone line.
    • After a point is scored, the disc is left in the endzone at the spot in which it was caught. Play restarts in that same endzone (i.e., no pull after every point). The team that was scored upon checks the disc in play once the defence is ready.
    • Maximum 30 second delay between points. Play resumes when either:
      • 30 seconds have elapsed, or
      • Both teams are ready through a check.
    • If 25 seconds elapses and the offense has not put the disc in play, then defense warns the offense and counts down from 5, after ‘1’ has been said aloud the defense may begin to count stalls. If 25 seconds have elapsed and the defense is not ready, then the offense warns the defense and begins to count down from 5. After ‘1’ has been said aloud, the offense may put the disc into play.
    • Players may only sub on and off the field between points or from an injury timeout.
    • 3-minute halftime at the scheduled midpoint of the game.
    • Teams switch sides at the half.
    • Teams have 1 timeout per half.
    • A timeout lasts 60 seconds.
    • Before a game begins, the Captains should agree on a time piece if a clock is not easily visible from the playing field.

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