Adult Multi-Sport

Adult Multi-Sport

Have you always wanted to play a sport with PSP Gagetown, but were not sure which sport you liked best? Then multi-sport is for you! PSP’s Multi-Sport Program will introduce a variety of team sports over the season, with most sports being played twice.

Teams may play the following sports: dodgeball, basketball, volleyball, soccer, handball, floor hockey, ultimate, flag football. Other sports may be added at PSP Recreation’s discretion. All skill levels are welcome!
 

⇒ Important notes for you to know before attending our sessions:

  • All equipment will be provided on-site.
  • No gender requirements.
  • All participants are required to sign waivers online (as well as drop-in) before they play (through the online registration process).
  • Players are asked to monitor their own substitutions to ensure equal playing time for all players.
  • Please attempt to divide yourselves by skill level.
  • Be friendly, meet cool people and have FUN!
Start End Sessions Day Time No Session Dates Location
Jan 23 Mar 18 10 Wednesday 1930-2100   Fieldhouse 1 & 2
Who: Ages 18+

Cost: 
  • $50 (+HST) for Recreation-Association Members
  • $75 (+HST) for Non- Recreation Association Members
  • Drop in rate $7/session for Recreation-Association Members and/or $10/session for Non-Recreation Association Members

Registration will be available at the Recreation Association Office and/or online for Recreation Association Members.

Registration opens 4 Sept 2019.

Sign-in at the reception desk will be required by all participants, each session.

Program Contact Information:
Jessica Davis, 422-2000 EXT 7902 or Jessica.Davis2@forces.gc.ca

Follow us on Facebook @ PSP Gagetown for updates


Multi-Sport General Rules (Per Sport)
 
Ultimate (Frisbee) General Rules
 
THE AIM OF THE GAME 
Ultimate is a non-contact, self-refereed team sport played with a flying disc (or Frisbee™). 
Two teams of seven players compete on a playing field about the same length as a football field, but narrower. 
 
  • At each end of the playing field there is an end zone. 
  • Each team defends one endzone. 
  • They score a goal if one of their players catches the disc in the opposite end zone. 
  • The player with the disc is called the thrower. 
  • The thrower may not run with the disc. Instead they move the disc by passing to team-mates in any direction. 
  • The defensive team gets possession of the disc if an offensive team’s throw is not caught by a player of the same team. 
  • Then the defensive team becomes the offensive team and can try to score in the opposite end zone. 
 
BASIC RULES 
 
  1. The Pull Each point starts with a throw-off from the goal line (“pull”). 
  2. All players must remain in their end zone until the pull is thrown. 
  3. At the start of the game a toss decides which team throws the first pull. 
  4. After a goal is scored, play stops. 
  5. The team that scored stays in that end zone and throws the pull and becomes the defensive team. 
  6. So, teams change their direction of attack after each point. 
  7. If the pull lands outside the playing field the thrower can either start play from the side line where the disc left the field, or from the “brick” mark closest to their end zone. 
  8. The thrower indicates they are choosing the brick option by raising their hand and calling “brick”.
  9. 2013 WFDF RULES OF ULTIMATE: BASIC RULES - http://www.wfdf.org  
 
Calling “Dangerous Play”
(credit: Mile Zero Ultimate) 
   
A basic rule of Ultimate is that each player is responsible to avoid contact in every way possible. It is recognized that a certain amount of incidental contact will occur while playing. However, there is one rule call in Ultimate that supersedes all other rules; Dangerous Play.
 
XVI H4 Reckless disregard for the safety of fellow players or other dangerously aggressive behavior (such as significantly colliding into a stationary opponent), regardless of whether or when the disc arrives or when contact occurs is considered dangerous play and is treated as a foul.
 
In-bounds and out-of-bounds 
  • A disc is in-bounds when the receiving player is inside the playing field when they catch the disc. 
  • If you catch the disc after jumping in the air, your first point of contact must land inside the field. The side lines are not part of the playing field. 
  • If you catch the disc in-bounds, and then momentum takes you out-of-bounds, you must return to where you left the field before you can throw the disc. 
  • You are allowed to throw the disc so that it flies outside the playing field and then comes back in, as long as it does not touch anything out-of-bounds and is caught inside the field. 
  • If the disc goes out-of-bounds, it is a turnover. 
  • It does not matter which team last touched the disc. Play continues from the spot where the disc left the field. 
  • No running with the disc! You are not allowed to run while you have possession of the disc (“travel”). After catching the disc while running, you must stop as quickly as possible. 
  • Once you stop, you must keep one foot still, but you are allowed to move the other foot: this is called pivoting. 
 
The 10-second rule 
  1. The thrower has 10 seconds to throw the disc. 
  2. A defender can stand in front of you (remember: no contact!) and count aloud to ten in one second intervals. 
  3. If the disc is still in your hand at the “t” of “ten”, the other team gets possession of the disc. 
 
Turnovers
The defensive team takes possession of the disc (a “turnover”) if the offence fails to catch a pass, if they catch it out-of-bounds, or if it is intercepted or knocked down by a defensive player. 
 
Turnovers also occur when: 
  • The marker reaches “ten” before the disc was thrown 
  • The disc is handed from one player to another without being thrown 
  • The thrower catches their own throw without the disc being touched by anyone else 
  • The offensive team tries to catch the pull, but drops it After an in-bounds turnover the other team may immediately resume play at the point where the disc was caught or stopped. 
 
Fouls, Violations and Infractions 
  • Ultimate is a non-contact sport. Physical contact should always be avoided. 
  • Contact that is dangerous or affects the outcome of the play is a Foul. 
  • The thrower may not be defended by more than one player at the same time (“double team”). 
  • The marker may not come closer than one-disc diameter to the thrower (“disc space”). 
  • The marker may not hit or grab the disc out of the hand of the thrower. They may however try to block the disc with their hands after it is thrown. 
  • If opposing players catch the disc at the same time, the offensive player gets possession of the disc. 
  • Players are not allowed to create shepherds, picks or screens to obstruct the path of defensive players (“pick”). 
 
Making a Call 
  • If you believe you have been fouled by an opposing player, you can call “foul”. 
  • If the disc is in the air play continues until possession is established (a catch or a turnover). 
  • If your team gets possession, then play continues, otherwise, play stops immediately. 
  • After play stops, you explain what the foul was and discuss this with the other player involved. 
  • If the opponent disagrees that there was a foul, they may call “contest” and the disc is returned to the previous thrower. 
  • If they agree that there was a foul, they call “uncontested” and, generally, you take possession of the disc. 
  • Play is resumed with a “check”: the marker touches the disc in the thrower’s hand and calls “disc in”. 
 
Scoring 
  • You score a goal if you catch the disc in the endzone that you are attacking. 
  • If you are in the air, your first point of contact must be in the endzone. 
  • If your foot touches the goal line it is not a goal. 
  • After a goal, play stops and teams swap which end zone they are defending. 
  • The first team to 15 goals wins, with a time cap of 90 minutes, but this can change depending on the level of play. 
 
Substitution of players 
  • After each point you may substitute as many players as you want. 
  • During a point a player may only be substituted due to an injury. 
  • After an injury, play stops and the other team may also substitute a player, if they wish. 
 
SPIRIT OF THE GAME 
  • Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every player. 
  • There are no referees; the players are solely responsible for following and enforcing the rules, even at World Championship. 
  • Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play. 
  • This sheet provides an outline of the rules only. 
 
Dodgeball General Rules
 
Objective
 
Flag football is played with two teams of 5-8 players who attempt to score points by moving the
ball down the field across the goal line. The team with the most points at the end of regulation
time is the winner.
 
Playing Area
The playing field is a rectangle usually around 60-80 yards long and 20-30 yards wide. There is a
goal line at each end of the field leading into a 10-yard end zone.
 
Equipment
To play the game, you need a football and a flag or flag belt for each player.
 
Starting Play
A coin is tossed prior to the opening kick-off to determine which team will kick-off first and
which goals teams will defend. Teams change ends at half-time. Play begins with a kick-off at
the start of each half and after a score.
 
Playing the Ball
  • Players can kick, carry, and the throw the ball to move it up the field.
  • A defender may knock down a pass that’s in the air.
  • If the player with the ball has his flag pulled or if he goes out of bounds, he is called “down” and the ball is dead.
  • A down is the period of time that begins when the center puts the ball into play until the ball becomes dead.
  • When a team has the ball, it has 4 downs to advance the ball 10 yards or score. 
  • Each time it moves the ball 10 yards down the field, it’s awarded a new set of 4 downs. 
  • If it fails to advance 10 yards, the ball is given to the other team at the point it became dead at the end of the 4th down.
  • The line of scrimmage for each team is an imaginary line passing through the end of the football nearest to them, extending from sideline to sideline.
  • The area between these lines, which is the length of the football, is the "neutral zone."
  • The offensive team must have at least 4 players on the line of scrimmage when the ball is snapped.
  • The snap is a backward pass through the legs of the center, which puts the ball into play.
  • The snap must be one quick and continuous motion, and the snapper can’t move his feet or lift a hand until after the ball is snapped.
  • Other players have to stay still until the ball is snapped.
  • No one is allowed to enter the neutral zone or move toward his opponent’s goal line at a snap.
  • The snap must be to a player behind the line of scrimmage, unless it touches the ground.
 
Flag Belt
  • Shirts must be tucked in, and they are not allowed to hang down over the flag belt.  
  • If a player loses their flag belt legally or illegally during a down and gains possession of a live ball, that player is considered down if they are touched with one hand by a defender between the shoulders and the knees.
  • Players must have the ball before their flag can legally be pulled. It’s illegal for a defender to intentionally pull a flag from an offensive player who doesn’t have the ball. The infraction is considered a personal foul with a 10-yard penalty.
  • Guarding the flag belt is not allowed. Runners can’t use any part of their body or the ball to keep an opponent from pulling their flag.
 
Punting
  • On 4th down, the offensive team is asked if they want to punt from a protected scrimmage. If they do, the defense isn’t allowed to penetrate the line of scrimmage on the snap. They can try to block the punt only by jumping straight up in the air on their side of the ball.
  • All members of the punting team, except the punter, must be on the line of scrimmage, and none of them can move until the ball is kicked.
  • If a punt crosses the scrimmage line and touches a player from either team and then hits the ground, the ball is dead and possession goes to the receiving team.
 
Backward Passes and Fumbles
  • A runner can make a backward pass at any time. A teammate may catch the pass or recover it if it hits the ground.
 
Forward Passes and Interceptions
  • The offensive team is allowed one forward pass during each play from the line of scrimmage, but the passer must be behind the line of scrimmage when releasing the ball. Any other forward pass is illegal.
  • If a player is in the air while attempting to catch a ball, he must land with at least 1 foot in bounds when he has possession of the ball before going out of bounds, unless contact by the opposing team is what causes him to go out of bounds.
  • If players from opposing teams catch the ball at the same time, the ball is given to the team that snapped the ball.
 
Scoring
  • Points can be scored in the following manner:
  • Touchdown = 6 points
  • Extra point = 1 point (if successful from the 3-yard line)
  • Extra point = 2 points (if successful from the 10-yard line)
  • Safety = 2 points
  • A safety is called when an offensive player is down with the ball in his own end zone. The team
  • that was scored on has to kick off from their 14-yard line.
 
For official NIRSA rulings go to:
http://footballcanada.com/wp-content/uploads/2014/07/FlagRB_secure.pdf 
 
Dodgeball General Rules
  1. The typical Dodgeball court is about the size of a small Volleyball court, with a centerline and 2 sidelines.
  2. Dodgeball is primarily self-refereed, and played with the honour rules. During league play, there are 4 referees, in which 2 are stationed at the end of the centerline, that help facilitate the game. Referees start the game, confirm hits and catches, and count ball possession time.
  3. There are 6 balls, split into 2 even groups near the ends of the centerline. During the opening rush (when the game starts), you may only grab the balls to your right.
  4. You are out if: 1) you step on or over a sideline or centerline; 2) a thrown live ball hits your body; and 3) you throw a live ball and it is caught by an opponent.
  5. A thrown live ball can only hit out 1 player.  Thrown balls that hit the ground, the wall, other balls, or other objects before hitting the opponent are considered dead balls, and are ineligible to hit players out.
  6. You may block a thrown ball with a held ball. However, if you drop the blocking ball during the act of blocking, or if you fail to make a clean block (as in the thrown ball still ends up hitting or grazing your body afterwards), you are out. 
  7. If you are out, line up on the side in the order you got out (think of it as being in an “resurrection” line). If your teammate catches a ball, the player at the start of your team’s “resurrection” line comes back into play after touching the wall (the teammate must be in the line at the time of the catch to be eligible to be brought back in).
  8. You can only hold a ball for 10 seconds, afterwards, it will be considered dead. Dead balls need to be rolled over immediately to the other team.
  9. If the game comes down to 1 player per side, they have 10 seconds to hit each other out; if not, "Showdown" comes into effect. The game is paused, each player gets two balls, two balls are lined up at the ends of the centerline, and the centerline is dissolved. The first player to get the other player out wins.
  10. Have fun, shake hands, make friends and be spirited!
Official Dodgeball Canada Rules:
http://media.wix.com/ugd/a9d134_70ca0716a38042f0bd20ad372472ddaa.pdf
 
Handball General Rules
 
  1. The goal of handball is to score points by throwing the ball into the opponent’s net.  The ball can be thrown in directly or can be bounced in.
  2. Teams are to play with 5 players on the court (or 6 with 5 players and a goalie).
  3. Players may take 3 steps, then the ball can be dribbled once (like basketball) and then the player can take 3 more steps. However, the player must pass or shoot within three seconds of receiving the ball.
  4. Players cannot enter either goal crease except in the act of shooting (after releasing the ball, the shooter may land inside the goal crease).
  5. Players can shoot while jumping into the crease but the shot must be released before either foot touches inside crease. The shot must be released while in the air. The timing of this shot must be obvious. If there is any doubt that the shooter was back on the ground at the time of the shot, then it is the goalie’s ball and any goal resulting from the play does not count.
  6. Goaltender cannot leave the crease.
  7. After a goal has been scored, play will restart with the goalie having possession of the ball and making a pass.
  8. If the goalie or a defender deflects a shot or pass over/beside the net, and it goes out of bounds over the end line, the defensive team regains possession and the goalie restarts the play.
  9. No barging or head ducking, using elbows or swiping defenders arms away in order to get past them.
  10. No hitting the opposition’s arms, no holding, and no tripping. A defender may only attempt to block a shot or pass, but only by having their hands directly above, or directly to their sides (like a jumping jack) – at no times are they allowed to try and wrap-up an offensive player.
  11. No kicking the ball except for the goalkeeper making a save.
  12. No diving on the floor to play a ball.
  13. When the defender fouls the attacker while shooting, then it is a free throw from the top of the crease with only the goaltender to beat.
  14. No reaching in to grab ball away. Ball can only be blocked. Defender is not allowed to touch the attacker when the attacker has passed the defender.
  15. A ball that is knocked down and bounces does not count as a dribble. If the player with possession bounces it a second time while gaining control, this counts as a dribble.
  16. No punching or hitting the ball.

    Team Handball is a game of positioning and not defensive contact. The rules of the game encourage lots of shooting. Please play it in this manner. Remember this is a recreational level league!
 
Volleyball General Rules
  1. Teams will only call fouls committed by their own players.  Players will not call the fouls against their opponents. If a player neglects to call his/her own fouls, his/her team captain will be responsible for calling these fouls on his/her player’s behalf.
  2. If there is a dispute on a call, re-serve the play. Contact PSP assigned staff for clarification of rules after the match is completed.
  3. All players will conduct themselves in a polite and sportsmanlike manner. Individuals who do not abide by these criteria will be removed from the league.
  4. All balls must be hit cleanly. No scooping or carrying the ball. Only off of a driven ball may a ball may be double hit (i.e. off arm and head in one continuous motion).
  5. Contact with the net in any way (except for hair) constitutes loss of point. A player that goes under the net but does not contact the net or interfere with the play is okay.
  6. A served ball may not be blocked or attacked directly back over the net.
  7. A served ball may be volleyed to a teammate, but may not be volleyed directly over the net when receiving the serve.
  8. If a player blocks a driven ball and the ball comes onto their own team’s side, the block does not count as a hit towards the three-hit limit (i.e. the team may still have 3 additional hits after the block).
  9. The ball can hit any part of the body.
  10. If a back-row player is in front of the attack line and plays the ball over the net, he/she must contact the ball below the height of the net.
  11. Players must rotate positions as well as serve with each side-out.
  12. Matches are best 2 of 3 (21/21/15) with all games being rally point, win by 2 points, cap at 23 (Cap at 17 in the 3rd match.  Matches will be over when a team wins 2 games or time expires. 
  13. If time expires while teams are playing the 3rd set (the tiebreaker), at least one of the teams must have reached 5 points for the 3rd game to count.  Otherwise the match will be reported as a 1-game-apiece draw. Combined points will not be used during the regular season matches to determine a winner.