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Historic Champions
2016-2017: Grit 'n' Grind House
2017-2018:
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“Fridditch” Rules and How It’s Played
Introduction
Harding Middle School will stage inter-house competition with a game played with frisbees called “Fridditch.” This game has elements of tag, soccer, dodge ball, and ultimate frisbee. The game will be gender inclusive, and will include all members of each house—the more within each house to participate will earn more house points.
This is a new game, therefore subject to changes as we play and learn what works and what does not.
Fridditch Implements
One Frauffle: An Ultimate-style frisbee called the “frauffle.”
Two Bludgers: (Dodge balls)
The Snitch: A tennis ball
Three Hula-Hoops
One set of flag football flags
Players must wear their House T Shirts and Scarves
Number of Players: 10/team
Six chasers toss the frisbee into hoops hanging from goal posts on either end. (hula hoops)
Two beaters try to hit chasers with the bludgers/dodge ball.
One keeper try to prevent the frisbee going through the hoops
One seeker keeps his/her eyes open for the golden snitch.
*The snitch runner. The snitch runner, wearing a flag, catches the launched snitch. The seekers try to be the first to catch the snitch
Game Clock
Fridditch is played in two continuous 10 or 15-minute halves, depending on the amount of time allowed for competition. (See below)
How it is played.
- All chasers line up on the same goal line (North goal line the first half and South goal line second half). The referee positions himself behind the chaser line. The referee blows the whistle and simultaneously throws the frauffle as far and high as he can over the heads of the chasers. The chasers may leave the goal line as soon as the whistle is blown, pursuing the frauffle. The team whose chaser catches the frauffle earns advantage of first possession.
- At the same moment the chasers pursue the frauffle, the beaters sprint from the sideline of the pitch to the middle of the field trying to beat the other team to the bludgers.
- Chasers follow the basic rules of ultimate frisbee. One deviation from “ultimate” rules is that the chaser MAY (but does not have to) advance the frauffle by running toward his/her goal. The chaser must stop once he/she is (a) tagged by an opposing player (chaser or beater), or, (b) hit with a bludger. Once the chaser is stopped he/she may only advance the frauffle by passing it to another chaser on her team. This change should result in faster play and more points scored. Obviously, the greatest advance of the frauffle occurs while flying through the air, but there is a greater risk of losing possession also.
- While offensive play ensues, defensive strategies are brought to bear: chasers try to intercept the frauffle; beaters try to hit chasers with the bludgers. Incidentally, bludgers are not intended to injure chasers, but rather to impede their progress and effectiveness. When a chaser is hit with the bludger, he/she must touch the nearest orange cone positioned about the pitch before resuming play. If, however, the chaser to whom the bludger is thrown catches the bludger, the beater who has thrown the frauffle must run and touch the nearest orange cone before resuming play.
- When the frauffle passes through any one of the three hoops/goals, the offensive team scores 10 points.
- The chaser may not “dunk” the frauffle through the hoop. It must be thrown. In other words, the frauffle may not break the plane of the hoop while it is contact with the chaser’s hand.
- Substitutions may occur at any time by a simple tag in and tag out at the team sidelines.
- Free shots will be taken with the shooter’s front foot anywhere along the goal line. The keeper may not defend.
How the game ends
At any time after the final buzzer of each half (at the 10-minute mark) the golden snitch (a yellow tennis ball) is released into the playing area. The snitch’s release is actually a launch from an elastic sling shot from a hidden location into the playing area. The snitch runner catches the snitch and then runs to evade capture by seekers. The seeker who pulls the runner’s flag the first half is awarded 30 points. The seeker who pulls the runner’s flag the second half is awarded 40 points. The game is over when the runner’s flag is pulled. The seeker therefore should be the fastest runner on the team. If an inordinate time (determined by officials) has passed and the seekers have been unable to catch the snitch runner, the referee will blow his whistle twice. At that moment the snitch runner must run to the zone between the 40 yard lines in the middle of the field, confining himself within this area. After a period of time (TBD by referee) if the snitch has still not been caught, the referee will blow his whistle three times, and the beaters will aid the seekers in catching the snitch.
During the seeking of the snitch, scoring may continue on the field.
Rules
- Uniform: All players must wear their house T Shirts and colored scarves.
- Fouls:
- A beater who appears from close distance to intentionally hit a chaser’s head with the bludger will sit out one minute, with no substitute, and the opposing team will receive one free shot.
- Any player who strikes another player with shoulders, elbow, head, feet, or hands will have committed a foul, and will sit out one minute with no substitute, and the opposing team will receive one free shot.
- Intentional tripping. Tripping constitutes a foul and will result in a free shot.
- If opposing seekers both grab the snitch runner’s flag at the same time, this constitutes a draw. Teams will divide the points between them.
- A gender ratio of at least 6 to 4 must be maintained at all times.