The Rules Of Frockey

Frockey “Flying Disc Hockey” Rules
Copyright 2010

Objective
While adhering to all regulations and rules, each team attempts to advance the flying disc across the rink lengthwise, and then score by landing the disc in the opposing team’s goal. The team with the highest score at the end of the game wins.

Section A. Dimensions, Equipment & Officials
1) Playing Surface
Frockey may be played on any reasonably sized ice arena where traditional Hockey is played. Surface must provide visible No Fly Zones and Blue Lines. (see section B )

2) Equipment
Flying Disc, Frockey Goal Barrier (“Headboard”), Skates, Helmet, Shoulder Pads, Knee Pads, Elbow Pads, Hip and Tailbone Pads.

Section B. Officials

1) “The Kahuna”. The primary judge and referee on the ice. He or she is recognizable by their brightly colored Hawaiian Shirt

2) “Line Judges” Four line judges are located at each corner of the rink, just outside the glass to monitor the goals and no fly zones.

Section C. Goal Modifications & NFZ Dimensions

1) THE FROCKEY GOAL

Standard hockey goals modified across the bottom of the goal with a twelve inch high barrier called a “Head-board” . This barrier prevents the disc from sliding into the goal.

2) The “No Fly Zone”

A semi circular line 16 feet in radius painted around the front of the goal. Only throws made from outside the “No Fly Zone” count for a score.

3) Blue Lines
Used to determine legal or illegal passing, scoring and player positioning on the ice.

Section D. Game Time

1) Three 20 minute periods in running time.

2) There are no time outs except for injury.

3) The clock will stop only in case of injury.

Section E. Scoring

1) Each score of regular play is worth one point.

2) Penalty Throws worth two, three or four points. (see penalties)

Section F. Team Structure

1) Teams may have up to 15 players of which only five players may be on the ice at one time.

2) Teams are required to have at least one male and one female player on the ice at all times.

Section G. Player Substitutions

1) Substitutions may be made at any time during regulation play.

2) The player leaving the ice must be off the ice completely before a substitute may enter the ice.

3) Any goals made while more than five team members are on the ice do not count.

Section H. First Possession

1) First Possession is determined by a flip of the disc, top or bottom, at the start of each period.

2) Visiting team calls the flip for the first and third period.

3) Home team calls the flip for the second period.

Section I. The Flip Off

1) At the start of each period, both teams must be positioned behind their respective blue lines.

2) A player from the team “Flipping off” must throw the disc down ice to the opposing team from behind the Blue Line to the receiving team.

3) The flip off throw must reach the centerline in the air on the ice to count.

4) Failure to reach the center line results in a point awarded to the receiving team.

5) The Flip Off must be repeated until successfully achieved.

Section J. Advancing the Disc

1) Players may skate, pass through the air or hand off the disc.

2) Skip passes are allowed.

3) Discs determined to be sliding (sliders) or rolling on the ice (rollers) are declared dead and result in a turnover.

4) Skaters must pass or shoot on goal within (ten seconds) of taking possession of the disc.

Section K. Game Flow and Turnovers

1) A disc in play must be in the player’s hand, in flight or in the process of being intentionally skipped, as a pass, or thrown on goal.

2) Missed passes or drops result in a change of possession where the disc lands.

3) If the disc leaves the field of play, the disc changes possession and play resumes at the point of departure.

4) Possession changes after each regular goal or free throw.

5) Following a goal, a player from the team scored upon must retrieve the disc from the goal and resume play.

6) Air Born Discs may be intercepted or blocked. In either case, this results in a turnover of possession.

7) Whenever an violation is called, the player holding the disc must immediately “hand it” to the player who will be making the free throw.

Section L. Blue Line Rule

1) Offensive players may not pass or score once they have skated forward across either blue line while in possession of the disk.

2) A player who crosses a blue line while holding a disc in hand will be given (two seconds) to correct his/her position back behind the blue line with no penalty.

3) A blue line violation results in a turnover of possession.

4) In the case of an enforceable Blue Line Violation, the offender must “hand over” the disc to the nearest opposing player.

Section M. No Fly Zone Rules

1) Players are considered in the No Fly Zone (NFZ) when either of his/her skate touches the perimeter of the NFZ.

2) Defenders may not block or intercept within the NFZ.

3) If a disc hits a defender in the NFZ and proceeds to go in the goal, the point counts and there is no foul called.

4) When a throw on goal is Illegally blocked or intercepted within the NFZ, the player who made the throw on goal is awarded a two point “free throw” from behind the blue line.

5) The Kahuna will blow a whistle to indicate the violation.

6) Free Throws must be made within TEN seconds of the Kahuna’s call.

Section N. No Fly Zone Challenges

1) Each team is granted one NFZ challenge per period.

2) Challenges to NFZ violations must be requested immediately by the player in question, indicated by raising both arms in the air and addressing the Kahuna.

3) If challenged the Kahuna will raise one hand in the air to request an opinion from the Line Judges.

4) Within five seconds of request. The Line Judges will each raise a flag. A green flag, if they are in agreement with the Kahuna. Or a red flag, indicating disagreement.

5) It requires the unanimous decision of both Line Judges within the zone of action to overturn the Kahuna’s call.

Section O. Contact Between Players & Right of Way

1) Defensive Players may not make impacting contact (checking) or hold an offensive player.

2) Defensive players may not grab a disc away from another player grasp. (Slapping the disc is allowed)

3) Offensive Players may not make impacting contact (checking) or hold a defensive player who is in motion.

4) Offensive Players must yield the right of way to Defensive Players.

5) Contact violations may not be challenged as called by the Kahuna.

6) The Kahuna will blow a whistle to signal contact violations.

7) Players must stop at the whistle for the ruling and direction from the Kahuna.

8) Free throws must be made within ten seconds of the call.

9) In all cases of violation, a player from the offending team must immediately hand the disc to team awarded the free throw. Failure to do so will result in an additional point being awarded to the offended team, regardless the outcome of the free throw.

Section P. Minor Contact Violations

1) Contact judged to be incidental and is not intended to cause, potentially cause, or result in pain or injury.

2) Minor contact violations on the part of defensive player will result in a free throw option by the offended player who has three options:
a) From the nearest blue line = two points.
b) From mid ice = three points.
c) From the far blue line = four points.

3) The free throw must be made within ten seconds upon receiving the disc from the Kahuna

4) Minor contact violations on the part of an offensive player will result in a turnover of possession at the point of infraction.

Section Q. Major Contact Violations

1) Contact judged to be intended to cause, potentially cause, or result in pain or injury.

2) Unsportsmanlike conduct wherein one player makes intentional contact causing another player to fall or trigger a collision, including tackling, pushing, heavy checking, clothes lining and tripping.

3) Major Contact Violations will result in a double point penalty and immediate removal from the remainder of the game.

4) Repeat MCV offenders may face suspension from the league.