Please do not walk through the school grounds.
- White shirt/dark shirt
- non-marking indoor court shoes
- water
- gym towel
- money
The X-Pats, along with Assistant TD Rohan in green.
Round 2
The first round bye allowed the UQ Pickup Squad to get it together and enter the event in Round 2 with a win over the X-Pats 18-11 at time cap. Meanwhile, Novovengo began to put its big blue stamp on the event, defeating the Heroes (team photo below) 21-7 in a speedy gonzalez game.
The regular every day Heroes with Rohan (in green of course!) and uber-pickup Cassie. Where was Carl?
Round 3
Novovengo 21 defeated ExQUisiTe 7; UQ 18 (along with TD JdR for a few points) defeated Heroes 14. By this stage we'd sussed out the electronic scoreboards and thanks to the X-Pats for starting the trend of the bye-teams manning them - they add a lot to the excitement, particularly when the scores get a real roll on! Here is a photo of the UQ squad - special respect to Megan and Ash who played the whole tournament without a sub - IRONWOMEN!
UQ looking lean and mean.
Round 4
After a short break, it was back on the courts for probably the biggest round of the day. Both the Heroes and the X-Pats (who now had a number of fans watching on) were looking for their first win. Meanwhile, ExQUisiTe and UQ were trying to work out who was the number 2 team (behind the resting Novovengonians). As always, the scoreboard tells the late - Heroes 21 def X-Pats 12; and ExQUisiTe 17 def UQ 16. Here's a photo of the E's in their nice pink outfits.
ExQUisiTe - Simon was particularly awesome in pink.
Round 5
The Heroes finally got to sit this one out and watch a bit, and in this case they got to see Novovengo defeat UQ 21-11 and ExQUisiTe defeat the fast finishing Uncanny X-Pats 21-16. This put the X-Pats out of the Finals and into the 'lets see who can throw a basket from the other end' game.
Finals
The Semi-finals saw some interesting matchups in the 1v4 and 2v3 stakes.
In game one, we won't sugar-coat it Novovengo put on a show of 'how to keep possession and thereby keep scoring under semi-continuous Ultimate' to defeat the Heroes 21-1. A tough lesson for what was otherwise a semi-continously improving Heroes squad.
For contrast, over in game two, the tussle was on, with points and hard defence keeping the scores level throughout, before the final whistle saw ExQUisiTe advance to the final over UQ 17-16. Tough luck to the students. Maybe if Tyson played a bit better ....
The Grand Final was seeped in fluroscent tinted haze as exhaustion started to settle over the players and spectators. If we recall correctly, the underdogs eQUisiTe were neck and neck with Novovengo for the first half - perhaps the score was 8-7 at one point, before Jack's posse swept ahead to win something like 16-8 (if someone remembers, please correct us).
Heroes took home the spirit prize, and a perpetual trophy as been purchased - it just needs engravery before going to light up the life of the Novovengans. Well done all and see you next year (at a new mystery venue!).
The Champions!
Si Si Columbia - all smiles - including Swedish pickup Emil, in Brisbane for a week's holiday.

Skyneedle convey their team name through liturgial dance. Silent George was NOT hungover during this tournament.
The hockey stick didn't make the photo, alas. And apparently, Yeronga "is too" a part of Canada.
Fingers on the buzzers, please.
Can't wait for the next party at Dan's house. Note this was also the first competitive outing for a Cobra shirt.
We are the shit, mon-go.Playing Field
- The Playing Field is a basketball court. Endzones will be marked with cones or tape. The brick mark is the centre of the half way line.
Equipment
**All players must wear clean, non-marking indoor shoes. The TD may remove any player from the courts at any time if their footware is marking or damaging the surface. Barefoot play will not be allowed.**
Starting Play
- A long hoot from a central hooter will signal to teams that they may start the game.
- There is only one pull per game, to start the game.
- If the defensive team has not pulled within 30 seconds of the starting hoot, the offensive team may take possession of the disc from the brick line.
Scoring and Resuming Play
- Play is "semi-continuous". After a player scores, the scorer puts the disc on the ground. Play begins again when another player from the scoring team (ie not the scorer) taps the disc on the ground. If no player is moving towards the disc to pick it up, a defender may begin a stall count over the disc. Players are not required to retreat to their endzones to start the new point.
- If there is no stall count and the player fails to tap the disc on the ground to indicate a new point is starting before throwing, this is treated as a travel (ie the defending team must call travel, and the disc goes back).
Completing Play
- There is no half-time.
- A short hoot will signal two (2) minutes to go until the final hooter - no time outs may be called after this hoot.
- One throw is allowed after the start of the final hooter to complete the game (if that throw is caught for a score, then that is a point).
- The game may also be completed if one team scores 21 points.
- If a Finals game ends with scores tied, the TDs will stop play for approximately 60 seconds. Two minutes of further play will start with the team that didn't pull at the start of the game pulling.
Teams
- Each team may put a maximum of five (5) players on the court. Each team may put a maximum of three (3) players of one gender on the court. (note there is no requirement to 'match' genders)
- Players may substitute at any time, by leaving the field of play in the vicinity of the half-way line. A substitute player may enter the field in the vicinity of the half-way line by tapping the hand of the departing player.
Stall Count Turnover / Restarts
- A turnover occurs if the thrower has not released the disc before the marker first utters the word "seven" (7) - ie the stall count goes to 7, rather than 10.
- For all instances in the outdoor rules of stall counts/restarting, use the following alternatives:
Outdoor - 10 Indoor - 7
Outdoor - 9 Indoor - 6
Outdoor - 8 Indoor - 5
Outdoor - 7 Indoor - 5
Outdoor - 6 Indoor - 4
Out of Bounds
- Should the disc hit an object or person that is out of bounds, the disc becomes out of bounds. If the object is overhead, the disc is brought back into play at the closest sideline.
Pick Violation
- The distance for a pick violation is reduced to 3m for indoors.
Time Outs
- Each team has two (2) timeouts per game.
- A timeout is 30 seconds.
- No time outs may be called after the short hoot at two (2) minutes to go.
"Hey Jdr,
I did up a bit of a logo for the logo design comp.Pretty sure I'm onto a good thing.
When will the decision be made as to whether it is 4 or 5 a side? If it is 5, will the roster max be increased to 9?
I've never designed a logo before, let me know what you think. Am I the front runner?
Wet"