In Battle Arenas, you can set your own preferred rules and you can lock the arena so only friends can join. Your amiibo Figure Players can also battle in this room.
Go for the win in online tournaments with up to 64 players! You can earn rewards based on how you do. Plus, stay tuned for specially-themed Event Tourneys.
Join a friend and play online using a single Nintendo Switch console. You can team up together or battle separately against your opponents. In Spectate mode, you can watch battles between other players online. And now you can even try to predict which fighter will win a battle by cheering for them. There's no penalty for guessing wrong, but if your prediction is correct, you'll receive points.
About USA Ultimate. Affiliate Program. State-Based Organizations. Media Services. Rules Resources. Ultimate in 10 Simple Rules English. Table of Contents. Appendix A: Field Diagram. Appendix B: Misconduct System. This appendix describes the system for handling misconduct within a game that is using observers. Additional mechanisms for handling misconduct at the event level or beyond are described in the USA Ultimate Conduct Policy. Appendix C: Hand Signals. Appendix D: Youth Rules Adaptations.
The following adaptations to the rules are recommended for youth ultimate competitions, as defined below. These adaptations may be additions to the current official rules or may supersede existing rules.
Other than these additions and changes, the current official rules will apply to youth competition. The goals for Youth Rules Adaptations are to modify the game to make it both safer and more developmentally appropriate for various age groups. The current age categories are a general approximation of development levels, and are also in part based on factors such as school levels and the breakdown of current age groups participating in the sport. There must be at least one yard 3 feet between the thrower and the marker at all times.
Once the marker has established a set guarding stance on the thrower a ten second count will be initiated. If the thrower has not released the disc at the end of the count, it's a turnover. Any time the marker's count is interrupted by a violation, the count is resumed as follows: If the call is against the defense, the count is reset to zero.
If the call is against the offense, the count continues from the point at which it was stopped, except the thrower is given a minimum of 5 seconds. The Receiver Bobbling to gain possession of the disc is permitted, only if it is purposeful, a call of traveling will result. After catching a pass, the receiver is required to come to a stop and is allowed the fewest amounts of steps possible max 2 steps.
If a disc is caught simultaneously by an offensive and defensive player, the offensive player retains possession. Violations Traveling The thrower must keep all or part of the pivot foot in contact with a single spot on the field.
If the pivot foot is lifted off the ground, traveling will be called. If contact occurs and the thrower drops the disc, the count stops until the thrower picks up the disc and continues with play. The defensive player will have to back up 5 yards 15 feet to allow a free throw from the offensive player.
Double Teams Only one marker is permitted to guard the thrower. No other defensive player may establish a position within 3 yards 9 feet of the thrower unless they are guarding another offensive player.
Pass Interference No player can impede another player from receiving the disc. If the penalty is against the off, an automatic turnover will occur. The winner chooses to either receive the initial pull, or select the end zone they wish to defend. After a turnover, a player on the team becoming offense may immediately pick up the disc and put it back in to play by establishing a pivot foot in-bounds.
If the score is tied at the end of regulation, play stops and overtime procedures are as follows:. Regular Season Games: A 3-minute overtime period is played with a sudden death format. To begin an overtime period, teams must follow the rules for Restarting Play VI. If no one has scored after the overtime, the game will be determined a tie. Time-out may be called only by the team in possession of the disc, except that either team may call time-out between points after a goal, but before the ensuing pull.
Each time a goal is scored, the teams switch their direction of attack and the team that scored pulls to the opposing team. On a pull, players must remain in their end zone not cross the goal line until the disc is released.
A pull may not be made until a player on the receiving team indicates readiness to play by raising a hand. No player on the pulling team may touch the pull in the air before a member of the receiving team touches it.
If a member of the receiving team catches the pull on the playing field, that player must put the disc into play from that spot. If the receiving team allows the disc to fall untouched to the ground, and the disc initially lands inbounds, the receiving team gains possession of the disc where it stops if in-bounds or at the point on the playing field, excluding the end zone, nearest to where it crossed the out-of-bounds line. If the pull lands out-of-bounds the receiving team puts the disc into play at the point on the playing field, excluding the end zone, nearest to where it crossed the out-of-bounds line.
A disc is out-of-bounds when it first contacts an out-of-bounds area or anything which is out-ofbounds.
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