Ruby Grandmasters 4v4

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4v4 Ultimate Tournament

The newest division in our 4v4 Circuit, catering to the Grandmasters division (Open 40 years+, Women 37 years+). Longer time between games gives you the same great tournament with more time to catch up with friends, and catch your breath, between games.

Another event of a season long series! Read more about the Ontario 4v4 circuit.
Get a great morning workout in – four hours of non-stop play! Register early (including paying!) to confirm your spot in this exclusively intimate tournament.

See the Facebook event to check out your competition, look for a team, or figure out a carpool!

Event Summary

  • Grandmasters Mixed division (Open 40 years+, Women 37 years+)
  • 1-day
  • 5 35-min games per team, with no byes
  • athletic therapy on-site

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!

Rules

The 4v4 Variation follows the USA Ultimate 2021 Edition Rules (i.e. 10 stalls) with the following exceptions:

  • Games are played by teams of 4 on the field with a gender ratio of 2/2 (See UC’s 2017 announcement, note our transgender inclusivity policy).
  • 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 end zone, the point counts. This rule is to align with Canadian 4v4 Ultimate Championship Series.
  • The playing field size is a rectangle shape measuring 18m x 30m. End zones are 3m deep.
  • Only 2 pulls every game: at the beginning of the game and after halftime. Each team pulls once.
  • Brick mark is set at 2m in front of the end zone line.
  • After a point is scored, the disc is left in the end zone at the spot in which it was caught. Play restarts in that same end zone (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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