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RULES
 
Section 1   Preparation
S1.1  Materials
  S1.1a Frisbees. Official weight is 175 grams.
  S1.1b Dudes.

S1.2  Field of Play
  S1.2a Killer B is typically played on a beach, but can be played on natural grass, clay, artificial turf, or pavement.
  S1.2b The field of play has five parallel lines: two endlines, the half line, and two "3-quarter" lines.
    S1.2b.1 The distance between each line is measured in paces: 5 paces from an endline to a 3-quarter line; and
                 6 paces from the 3-quarter line to the half line.
    S1.2b.2 Beyond each endline is an unmarked drop zone that is part of the field of play. It is recommended that at
                 least one athlete not involved in the current game being played manage this zone in order to:
      S1.2b.2A Protect unaware pedestrians and sunbathers nearby.
      S1.2b.2B Alleviate exersion of current competitors and reduce game duration by retrieving frisbees.
    S1.2b.3 Sidelines are drawn in tournament play to inform spectators of where the action is intended to be played.
(Note: A popular version of the game is played around a rectangular swimming pool, where two endlines and two sidelines are defined by the pool's dimensions)

S1.3  Picking the Teams
  S1.3a How teams are chosen varies, but it occurs within 24 hours of the tournament.
    S1.3a.1 Random methods are encouraged in the spirit of no team being intentionally stacked.
    S1.3a.2 In the case when schoolyard rules are used, the last one picked is awarded the Kid in Jeans trophy.
  S1.3b When possible, first time participants are assigned as captains.

S1.4  Pregame Ritual
Before each game, all team members meet their opponents at the half line, offer some sort of bro-mance gesture, and
declare that “Only The Discs Are Angry" (a reminder that friendships will be maintained despite intense competition).
Section 2  Game Protocol
S2.1  Length of Game
  S2.1a An official game of Killer B has 9 innings. Within each inning, both teams have a turn at playing offense and
            a turn at playing defense. The team with the most points at the end wins. The game cannot end in a tie.
  S2.1b The 9th inning is the only regulation inning when both teams take two consecutive turns at offense and
            defense.

S2.2  Tie-Breaker
In the event of a tie, the game continues where an additional inning is played in the 9th inning format.

S2.3  Honor System
Killer B uses and relies on the Honor System to satisfy all disputes.
Section 3   Offense
S3.1  Procedure
  S3.1a During the offense's turn of an inning, each player is armed with one frisbee.
  S3.1b From behind the team's designated endline, each player throws their frisbee at their opponents standing along             the opposite endline.
  S3.1c In the event that the offense has one less member than the defense, players rotate in throwing the additional
            frisbee.

S3.2  Scoring
  S3.2a The offense is awarded one point for every frisbee that hits an opponent. A frisbee can hit multiple opponents
            and an opponent can get hit by multiple frisbees. Every hit = 1 point.
  S3.2b A hit is considered any part of the body whether it is covered in clothing or not. A frisbee that hits only clothing,
            however, is not considered a hit. There are two exceptions to this rule:
    S3.2b.1 Hats, caps, bandanas, and any kind of headgear is considered part of the body.
    S3.2b.2 Beer cans, beer bottles, and any kind of object held in the hand is considered part of the body.
Section 4   Defense
S4.1  Procedure
  S4.1a Players on defense line up side-by-side along their designated endline.
  S4.1b A defender can take any stance he chooses, but he must:
    S4.1b.1 Keep his head up in its natural position.
    S4.1b.2 Extend both arms so that they are parallel to the ground and to the endline.
    S4.1b.3 Touch the hands of teammates on either side of him.
    S4.1b.4 Keep both feet on the ground.
    S4.1b.5 Not bend the waist or knees.
  S4.1c Once all of the defenders have taken their stance, the defensive unit is considered set.

S4.2  Recommendations
Although not required, the following can reduce the effects and/or chance of a hit. A player on defense may:
  S4.2a Stand with his back to the offense.
  S4.2b Place one foot in front of the other.
  S4.2c Extend his fingers.
  S4.2d Wear a hat, cap, bandana, or any "soft" type of headgear for sun and/or neck protection. Any form of helmet
            is not allowed.
Section 5  Penalties
S5.1  Penalty Shot
  S5.1a When a team is awarded a penalty shot, one player from that team throws a frisbee at the player who
            made the infraction ... from the half line.
  S5.1b When more than one penalty shot is awarded to a team during a game, players must rotate throwers.

S5.2  3-Quarter Line Rule
  S5.2a When a throw from an offensive player results in the frisbee coming to rest behind the 3-quarter line closest to
            the defending team, the defense is awarded a penalty shot.
  S5.2b How the frisbee ended up behind the 3-quarter line is irelevant, although it must arrive there on its own.
  S5.2c If a defender was hit in the process, the point counts.
  S5.2d The defending team's penalty shot is taken once all of the frisbees have been thrown by the offense.
(Note: There is no 3-quarter line in the swimming pool version of the game. Hence, all 3-quarter line rules apply when the frisbee thrown by the offense ends up in the pool)

S5.3  Flinch
Once a defensive team is set, no defender is allowed to move, including in the event he is hit, until all frisbees have been thrown by the offense. A defender who moves is considered a flincher.
  S5.3a When a member of the defense flinches, the offense is awarded both a penalty shot and an additional throw
            by every member of the offense.
  S5.3b There are two exceptions to the flinch rule:
    S5.3b.1 When a defender is hit, he is allowed to raise a finger or hand in order to inform the offense.
    S5.3b.2 Natural swaying (not stumbling) due to conditions caused by weather or alcohol is not considered a flinch.
  S5.3c If the offense is distracted for whatever reason, it is common courtesy for the offense to inform the defense. In
            which case, the defending team is allowed to relax and reset their stance once the offense is ready. However,
            no defender should ever assume that the offense is distracted, no matter how long it takes for them to make
            the first throw.
  S5.3d If the final frisbee thrown by the offense during an inning causes a defender to move, this is not considered a
            flinch.
            (Note: After the final throw, it is customary that defenders who get hit hard during the inning gesture in full
            dramatic fashion purely to maximize the entertainment value)
Section 6   Tournament Play
S6.1  Format
  S6.1a Tournaments are run in a round robin format followed by playoffs.
  S6.1b For playoffs, the team with the best record during the round robin plays the team with the worst, second-best
            plays second-worst, and so forth.

S6.2  Championship Game
  S6.2a The number of games played is decided by the two finalists, which typically depends on the conditions of the             players, the conditions of the weather, or both. Historically, it has been either one single game, or a best-of-             three series.
  S6.2b Teams switch endlines so that there are an equal number of throws from each side.
    S6.2b.1 For the single game championship, this occurs at the end of the 5th inning.
    S6.2b.2 For the best-of-three series, this occurs at the end of the 5th inning in only the third game, if it is played.
    S6.2b.3 If the final game is tied at the end of regulation, then teams switch endlines at the end of every odd
                 numbered inning, starting with the 9th inning.
 
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