Ringer Study GuideOBJECTIVE
Teams will attempt to move the Ring down the field and into the end-zone by throwing and catching the Ring. GOAL OF THE GAME Score more points than your opponent. “SPIRIT OF THE GAME” 1. REMEMBER there are NO OFFICIALS. 2. Players call their own fouls and infractions. 3. BE SAFE, BE HONEST, BE FAIR, DON’T BE RUDE, DON’T BE OVERLY AGGRESSIVE, RESPECT YOUR OPPONENTS. 4. NO BODY-TO-BODY CONTACT! RULES OF THE GAME 1. The game is typically played with two teams of SEVEN PLAYERS. 2. “PULLING” - is like a KICKOFF in a football game. TEAMS WILL LINE UP ON THEIR END-LINE and throw the Ring to their opponents to start the game. OFFENSE 3. Players are NOT ALLOWED TO RUN WITH THE RING. 4. Players must STOP IMMEDIATELY AFTER CATCHING THE RING. 5. Players are ALLOWED 1 STEP IN ANY DIRECTION to pass the Ring. 6. Players may PASS THE RING IN ANY DIRECTION. 7. Players must KEEP AT LEAST 1 FOOT IN BOUNDS. If the catch is made out of bounds, or they step out of bounds after catching the Ring, it is a turnover. 8. “STALLING” - players have 10 SECONDS TO THROW THE RING. Failing to do so will result in a turnover. 9. “SIMULTANEOUS CATCH” - if the RING is caught by both offensive and defensive player at same time, the Ring goes to the offensive player. DO NOT HAVE A TUG-O-WAR! SCORING 1. Throw the Ring to a teammate who catches the Ring in the end-zone. 1 points is awarded for each Ring caught in the end-zone. 3 points are awarded for the RING caught using a “RINGER” style catch. 2. RESTART AFTER A POINT IS SCORED. Once a goal is scored, teams will change side of the field and the scoring team will “PULL” / Kickoff to the other team. 3. If a team scores 9 points it is the end of the First half. 4. 15 Points in the NCAA determines the winner. DEFENSE 1. Defenders must be at least 3 yards away from the offensive player who has successfully caught and is attempting to throw the Ring. 2. “FAST COUNT” - if a defender counts too fast, “FAST COUNTING” is called, and the offensive team is allowed another 10 Seconds. The defensive team can cause a TURNOVER by doing one of the following: 1. Blocking the Ring and knocking it out of the air. 2. Intercepting the Ring. 3. Pressuring an opponent to drop the Ring. REMEMBER NO BODY-TO-BODY CONTACT. 4. Causing an opponent to throw the Ring out of bounds. FINALLY 1. IF A PLAYER COMMITS A FLAGRANT FOUL, THEY WILL BE SUSPENDED FROM PLAY FOR THE FIRST OFFENSE. A SECOND OFFENSE WILL RESULT IN THE STUDENT NOT BEING ALLOWED TO PARTICIPATE IN ANY FURTHER GAMES! 2. NOTE: ALL FOULS AND INFRACTIONS RESULT IN A TURNOVER. BOUNDARIES 1. Sidelines - if RING goes out of bounds on the sideline, the team who threw the RING loses possession and the opposing team will make the toss from the point where the RING went out of bounds. 2. End Zone - the scoring area.
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