ADVENTURE SEEKERS OF DOOM

RULES to GAMES are below...

Event 5: HUMBER VALLEY HERITAGE TRAIL
Province - Region Ontario - Metropolitan Toronto
Trail Structure Point-to-point
Description View interesting natural and cultural features along this 15 km stretch of the Humber Valley, from Palgrave to Bolton. The land is part of the Upper Main Humber River Watershed, owned by the Toronto and Region Conservation Authority (TRCA). The trail will eventually extend to Lake Ontario, as new trail chapters form.
Location Access points include: the Trail head in Albion Hills Conservation Area, Highway 50 north of Bolton, where it bisects both the Caledon Trailway (Trans Canada Trail) and the Bruce Trail; west side of Highway 50 at Columbia Way, with parking at the baseball park's lot on the east side of the highway;
Measurements
Length 15.0 km       
Note: Time to complete is based on an average, adult pace of 4 km per hour, plus one hour for every 250m of elevation (up or down).

Individual’s times may vary with grade, ground conditions and ability of the participant.
Complete Time 3.0 hrs 
Average Width  
Minimum Width  
Average Grade  
Maximum Grade  
Average X-slope  
Maximum X-slope  
Trailhead Elev.  
Maximum Elev.  
Environments Rural, Suburban
Surfaces soil, compacted, wood, boardwalk, soil, wood, chips, water, moving
Trail Uses dog walking, hiking
Seasons
Jan - Jan Parts of the trail are quite rugged and to be used with caution in winter.
Temperatures
Min. Spring .0 °C    Max. Spring .0 °C
Min. Summer .0 °C    Max. Summer .0 °C
Min. Fall .0 °C    Max. Fall .0 °C
Min. Winter .0 °C    Max. Winter .0 °C
Trail Amenities parking
Trailhead Amen. beach, bike rack, camping - RV Sites with Hook Up, camping- tent sites, garbage disposal, overnight shelter, parking, pay phone, picnic table, play area, trail access information, visitors' center, washroom, water
Hazards poison ivy, slippery slopes, uneven, seasonally thick black flies/ mosquitos
Obstacles Bridge, Fence, Rocks, Roots, Stairs
Signage English, Symbols


Rules to Games:

Beach Volleyball Rules

The following is based upon the California Beach Volleyball Association's (CBVA) rules of play for beach volleyball. They present only the areas where there are differences or misunderstandings with indoor rules. Other associations (AVP, WPVA, AVA,, USA Outdoor, etc.) may have a few modifications but generally their interpretations are similar. Special thanks to the officiating legend of all time, Steve Lawton.

A. Net Play

1. You may go completely under the net into your opponent's court as long as there is no interference with the opponent.

2. The ball must cross the net anywhere between, but not over, the poles. Net antennas are not used.

3. With the exception of the serve, the ball can contact any part of the net and its supporting ropes and cables, but not the poles or eye hooks, during play.

4. The ball can be played back to one's side of the net if it has crossed past the imaginary extension of the net on the sides of the court or under the net as long as a team has one or more contacts left.

B. Playing the Ball

1. Soft dink (open hand, finger tip) is not allowed. Ball must be cleanly hit or "pop" off the hand.

2. When digging a hard-driven spike it can be double-hit and momentarily lifted. Open hand digs are okay.

3. With the exception of the hard-driven spike or block, you can never double-hit the first contact. If you receive the serve open handed (the serve is never considered a hard-driven spike regardless of its velocity), expect it to be called illegal. The tradition of the beach game does not allow a double hit or finger action on the first contact as does the indoor game.

4. A touch on the block will now count as one of the three contacts allowed per team (new for '98).

5. Both indoors and outdoors, the ball can be played with all parts of the body.

6. When using a setting motion to send the ball into the opponent's court it must be released in the direction in which the shoulders of the player are facing either front or back.

7. Recently changed, beach rules now require the server to clearly release or toss the ball before contacting the ball for serve.

8. A player may only have one toss per serve attempt (new for '98).

9. It is illegal to move the court boundaries during the serving motion, even if the movement is caused by sand (new for '98).

10. No replay for "joust" above the net.

11. "Continuation" still exists in the beach game, meaning that, for example, if you touch the net after spiking a ball it is still a "net" even if the spike hit the sand before you touched the net.

C. Protocol

1. If there is an official he calls mishandled balls (sets, dinks, digs, etc.) Traditionally, judgment of setting is tighter on the beach but each year the move is to let players have more latitude with hand sets. Players call their own nets and ball in or out.

2. Rotation of players is not required and no substitutions are allowed.

3. Switch sides with opponent every 5 points in a game to 15 and every 4 points in a game to 11 to equalize the advantage of sun, wind, etc.

4. Court size is 30'X60'

5. Net height is 7'4" for women and 8' for men


Ultimate in Ten Simple Rules

Steve Courlang and Neal Dambra

Copyright (c) Ultimate Players Association, 1993

  1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
  2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
  3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
  4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
  5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
  6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
  7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  8. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
  9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
  10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

The complete, official UPA Ninth Edition Rules of Ultimate with all amendments and clarifications are available by FTP from ftp.cs.wisc.edu in directory /pub/ultimate, or via the World Wide Web at URL http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-rules.html.