Rules for the Day
The #1 rule is to play safely and have fun. This is a less competitive atmosphere than normal, due to the costumed players.
Players should wear costumes with good visibility and run carefully to protect themselves and their opponents.
Winning is secondary, and it is expected that players will only be semi-competitive while trying to play in costumes.
The scoring will have a bonus point system applied to it to promote costume wearing:
If a player in a costume throws for a score, their team will get a bonus point.
If a player in a costume catches a score, their team will get a bonus point.
A single score could turn into 3 total points! 🤯
There will be a small prize for the top costume for each team in each game that will be given by the opposing teams throughout the day (FYUL will be providing these to the teams). These are in addition to any Spirit awards that the teams would give out normally.
Target of Terror RULES
🎃 TARGET OF TERROR: A Halloween Ultimate Hybrid for U12 Players
🕸️ The Legend: Long, long ago..maybe 6 / 7 years ago (hand motion), the Gates of Terror were sealed to keep mischievous demons off of Ultimate fields worldwide. Today the Evil Gate Grabbers have returned—These are wild tween demons racing to open the ancient Target of Terror, while the brave Gatekeepers fight to Close the Gates before pure evil spills out. Your mission: grab the most gates and prove your team has the fiercest Gate Grabbing Demons of all!
👹 Offense – Gate Grabbers
Thrower (Gate Grabber) stands with one foot in the Home hoop.
Throw toward the Target of Terror.
Hit = +3 pts
Throw Beyond the dirt = Auto-Banishing (0 pts)
Once released, run bases counter-clockwise.
+1 pt per base touched before final gate closes.
Once banished → high-five a new demon on the bench (next player throws). Defensive coaches may sub anytime.
Gate grabbed and final gate closed simultaneously? Tie goes to the Gate Grabbers
🧱 Defense – Gate Keepers
Central Gatekeeper (at Tall Cone) must touch disc first, starts behind the Tower of Terror.
Gatekeepers must Close ALL Gates in order: 3B → Home → 1B → 2B.
A gate closes only when a receiving gatekeeper catches with one foot in their hoop.
Any defender may throw; dropped passes don’t matter. Continue playing!
When 2B catch is made by the final Gate Keeper → the Gate Grabber is Banished! and a new demon is released
Gatekeepers cannot banish a new player until they restart at the starting cones
No running with the disc. Contact with Gate Grabber = +5 bonus pts to runner and play continues.
🕒 Game Flow
Four ~8-minute quarters (each team gets to play offense twice).
After each out, leave disc at final gate (2B); coaches reset disc at Home.
Bench chant to open the gates to start each quarter: “Three! Two! BOO!”
👻 Grab the most gates before Banishment, and let the best demons reign supreme!
🧮 Example Score
Hit Target (+3) + Reach 1st & 2nd (+2) = 5 points
Miss Target (+0) + Reach 1st, 2nd, and 3rd (+3) = 3 points
⚙️ Setup
Play on a baseball infield with one disc. (extra discs at home plate)
Hula hoops mark Home, 1st, 2nd, 3rd
A yellow/black pole on the mound = Target of Terror.
5 defenders marked by cones (Central Gatekeeper + 3 base defenders + 1 catcher); others rotate on offense.