This year Panic is organising their second Fall 4’s League!

Join us for the second edition of our Fall 4’s League!
We play 4 vs 4 loose mixed – sign up as an individual, and we’ll create teams of equal strength (random besides that). Get your touches in, meet other players in the region, and beat the winter blues! The Hat runs for five consecutive Thursdays starting November 19th, 2026.

You don’t need to be a Panic member to sign up – just join in!

Sign up

Sign up through the following link:

>>> SIGN UP <<<

Logistics

Games will take place on Mondays, November 19, 24, and December 3 and 10 (semis) and 17 (finals), 2026 at the Korfball fields, Sportpark Montgomerystraat (Montgomerystraat 50a, 2321 CC Leiden). The games run from 20:00 to 21:00.

To keep things running smoothly and fair for all teams, players can miss a maximum of one date during the league. If you can’t make a game, please inform your assigned captain at least two days in advance.

Rules

The rules are based on the indoor 4v4 League rules from Hamilton Ultimate. Stall count is 8.

1.1 Field Size

1.1.1 The field is 18 meters wide and 30 meters long, which includes a pair of end zones 3 meters deep. (approximate for Soccerworld)

1.2 Game Length, Points and Caps

1.2.1 All games will be scheduled with a hard time cap of 60 minutes.

1.2.1.1 When the hard cap is in effect the game is immediately over unless the game is tied during the playoffs, in which case, finish the point.

1.2.2 There is no point cap.

1.3 Time

1.3.1 Time-outs:

1.3.1.1 Time-outs will last for 60 seconds. Offense must be ready after 10 seconds and defense has 10 additional seconds (or 60 total seconds) to set-up.

1.3.1.2 Each team has one timeout per half.

1.3.1.3 Times-outs are NOT ALLOWED in the last five minutes. A time-out call by the thrower while the disc is live or in play will result in a turnover.

1.3.2 Halftime:

1.3.2.1 Halftime occurs after the first point is scored past the 30 minute mark.

1.3.2.2 Halftime will be no more than two minutes in length. From the time the last point of a half is scored, the new receiving team will have 1 minute and 10 seconds to signal its readiness for the next pull. The pulling team will have an additional 10 seconds to pull the disc.

1.4 Pulls and Re-starting play

1.4.1 There will be a pull at the beginning of the game and to start the second half only. Once a point has been scored, the disc is left in the end zone at the spot in which it was caught. The disc is put in play at that spot by the opposing team with acknowledgement of the marker. The team that scored is now on defence.

1.4.1.1 If the disc lands in-bounds (including endzones) and either stays in-bounds or rolls out of bounds without being touched by the receiving team, the disc is put in play where it first touched the ground.

1.4.1.2 If the disc lands in-bounds (including endzones) and rolls out of bounds after touching a receiving player, the disc is put in play at the spot where the disc crossed the perimeter line.

1.4.1.3 If the disc lands out of bounds, the receiving team can choose to put the disc in play at the middle of the field where the disc last crossed the perimeter line by calling “middle” or at the brick mark by calling “brick”.

1.4.1.3.1 The brick mark is 1m out from the front of the endzone in the middle of the field.

1.5 Gender Ratio for Mixed Divisions

1.5.1 For the Fall 4’s League the ratio will be loose mixed, with at least one WMP and one OMP on the line, mismatches are allowed.

1.6 Forfeits

1.6.2 If one team is not ready to play at the scheduled game start time, points may be assessed at a rate of one point for every five minutes until the team signals readiness to start play. If the score reaches or exceeds half the game time (i.e., 9-0) before the other team signals readiness, that team forfeits the game by the score of 9-0.