Preface
The Rules of Ultimate describe how the game
is played. It is assumed that no player will intentionally violate the rules;
thus there are no harsh penalties for inadvertent infractions, but rather a
method for resuming play in a manner that simulates what most likely would have
occurred absent the infraction. In Ultimate, an intentional infraction is
considered cheating and a gross offense against the spirit of sportsmanship.
Often a player is in a position to gain an advantage by committing an
infraction, but that player is morally bound to abide by the rules. The
integrity of Ultimate depends on each playerÕs responsibility to uphold the
Spirit of the Game, and this responsibility should remain paramount.
I.
Introduction
A. Description: Ultimate is a non-contact disc sport played
by two teams of seven players. The object of the game is to score goals. A goal
is scored when a player catches any legal pass in the end zone that player is
attacking. A player may not run while holding the disc. The disc is advanced by
passing it to other players. The disc may be passed in any direction. Any time
a pass is incomplete, a turnover occurs, resulting in an immediate change of
the team in possession of the disc.
B. Spirit of the Game: Ultimate relies upon a spirit
of sportsmanship that places the responsibility for fair play on the player.
Highly competitive play is encouraged, but never at the expense of mutual
respect among competitors, adherence to the agreed upon rules, or the basic joy
of play. Protection of these vital elements serves to eliminate unsportsmanlike
conduct from the Ultimate field. Such actions as taunting opposing players,
dangerous aggression, belligerent intimidation, intentional infractions or
other Òwin-at-all-costsÓ behavior are contrary to the spirit of the game and
must be avoided by all players.
C. CaptainÕs Clause: A game may be played under any
variation of the rules agreed upon by the captains of the teams involved. In
tournament play, variations are subject to approval by the event organizer.
Such things as game length, field dimensions, number of players and stall count
can easily be altered to suit the level of play. Before a game starts, each
team designates one captain to represent them in disagreements and arbitration.
D. Event Organizer: The event organizer may modify
rules relating to game logistics in order to suit the event. Examples include
game length (game total), upper score limits (caps), time of game limits (time
caps), halftime length, number of time-outs, starting time point assessments,
uniform requirements and observer operations. Any such change must be
established before competition starts.
E. General vs. Specific Rules: Many of these rules are general
in nature and cover most situations. However, some rules cover specific
situations and override the general case.
II.
Definitions
A. Best perspective: The most complete view
available by a player that includes the relative positions of the disc, ground,
players and line markers involved in a play. On an unlined field, this may require sighting from one
field marker to another.
B. Completed pass: Any catch that results in the team in
possession retaining possession. Any pass that is not complete is incomplete.
C. Defensive player: A player whose team is not in
possession of the disc. A defensive player may not pick up a live disc or a
disc in play or call for a pass from the thrower.
D. Event organizer: The person(s) or entity
organizing a competition, whether it is a tournament, tournament series,
league, single game or other type of event.
E. Foul: Non-incidental (II.H) contact between opposing
players. In general, the player initiating the contact has committed the foul.
F. Ground contact: All
player contact with the ground directly related to a specific event or maneuver
(e.g., jumping, diving, leaning or falling), including landing or recovering
after being off-balance. Items on the ground are considered part of the ground.
G. Guarding: A
defender is guarding an offensive player when they are within three meters of
that offensive player and are reacting to that offensive player.
H. Incidental contact: Contact between opposing
players that does not affect continued play.
I. Legal position: A position established by a marker that
does not violate any of the provisions outlined in XIV.B.
J. Line: A boundary defining the playing areas. On an
unlined field, the boundary is an imaginary line segment between two field
markers with the thickness of said markers. Line segments are not extrapolated
beyond the defining markers.
K. Marker: The defensive player within three meters of the
throwerÕs pivot or of the thrower if no pivot has been established. If the disc
is not in play, a defensive player within three meters of a spot on the field
where the disc is to be put into play is considered the marker.
L. Offensive player: A player whose team is in
possession of the disc.
M. Pivot: The particular part of the body in continuous
contact with a single spot on the field during a throwerÕs possession once the
thrower has come to a stop or has attempted a throw or fake. When there is a
definitive spot for putting the disc into play, the part of the body in contact
with that spot is the pivot.
N.
Player: Any of the up to fourteen persons participating in the game at any one
time.
O. Possession of the disc: Sustained contact with, and
control of, a non-spinning disc.
1. Catching a pass is equivalent
to establishing possession of that pass.
2. Loss of possession due to ground contact related to a catch negates
that playerÕs possession up to that point.
3. A disc in a playerÕs
possession is considered part of that player.
4. The team whose player is in possession, or whose players may pick up
the disc, is considered the team in possession. If the disc is in the air following a legal pass, the
throwerÕs team is considered the team in possession.
P. Pull: The throw from one team to the other that starts
play at the beginning of a half or after a goal. It is not a legal pass for scoring and has many special
provisions (Section VIII.B). The player on the pulling team who possesses the
disc and signals readiness is the ÒpullerÓ.
Q. Scoring attempt: A scoring attempt begins at the
beginning of the game or when the previous goal is scored and ends when the
next goal is scored.
R. State of the disc: The nature of play at a
particular moment during the game.
There are three states of the disc:
1. A disc is Òin playÓ when play may proceed without
the defenseÕs acknowledgment. An in-bounds disc on the playing field is Òin
playÓ. The disc is subject to a
turnover. To put the disc into
play at a particular spot on the field means to establish a pivot at that
spot.
2. A disc is ÒliveÓ when players are allowed to
move and the disc is subject to a turnover, but the thrower cannot make a legal
pass (e.g., walking the disc to the spot where it is to be put into play). For
a live disc to be put into play, the thrower must establish a pivot at the
appropriate spot on the field, touch the disc to the ground and put it into
play.
3. A disc is ÒdeadÓ when play has stopped and can
continue only with a check. The
disc is not subject to a turnover.
S. Stoppage of play: Any halting of play due to a
call, discussion or time-out that requires a check or self-check to restart
play. The term Òplay stopsÓ means a stoppage of play
occurs.
T. Throw: A disc in flight following any throwing motion
(including a fake) that results in the thrower losing contact with the disc.
1. A pass is equivalent to a
throw.
2. An intentionally dropped disc
is considered a thrown disc.
3. The act of throwing is the motion that transfers momentum from the
thrower to the disc in the direction of flight and results in a throw. Pivots and wind-ups are not part of the
act of throwing.
4. A throw is only considered complete when an offensive player gains
possession that is not otherwise negated.
5. An offensive player in possession of, or who has most recently
possessed, the disc, is the ÒthrowerÓ.
U. Violation: Any infraction of the rules other than a
foul.
III.
Playing Field
A. The standard field of play is a rectangular area with dimensions as
shown on the accompanying diagram (Appendix 1).
B. The Òplaying field properÓ is the playing field excluding the end
zones.
C. The goal lines separate the playing field proper from the end zones
and are part of the playing field proper.
D. The playing field and surrounds should be essentially flat, free of
obstructions and afford reasonable player safety. Well trimmed grass is the
recommended surface and all lines should be marked.
E. The corners of the playing field proper and the end zones are marked
by brightly colored, flexible cones.
F. It is recommended that additional lines are established at three and
five meters from the perimeter lines surrounding the playing field.
1. Spectators and gear should remain behind the five-meter line to keep
the perimeter safe and clear during play.
2. Competitors and coaches should remain behind the three-meter line to
allow play adjacent to the playing field.
G. If play is obstructed by competitors, coaches, spectators or objects
within five meters of the playing field, any obstructed player or thrower in
possession may call this violation.
Play resumes at the stall count reached plus one or 9 if over 8.
IV.
Equipment
A. Any disc acceptable to both team captains may be used. If they cannot agree, the current
Official Disc of the Ultimate Players Association is used.
B. Players may wear any soft clothing that does not endanger the safety
of other players or provide unfair advantage.
C. Cleats with dangerous parts, such as metallic baseball cleats, track
spikes, or worn or broken studs with sharp edges, are not allowed.
D. Each player must wear a uniform or other clothing distinguishing that
player from players on the other team. In tournament play, matching uniforms
and numbered jerseys are recommended.
E. Players may not use clothing or equipment to unfairly inhibit or
assist the movement of the disc or another player.
V.
Length of Game
A. Game to goals: A game is played until one team first reaches or
exceeds the game total, with a margin of at least two goals or until a cap is
reached.
1. Caps are maximum score limits imposed before or during a game to
limit the time required to declare a winner. The game ends when one teamÕs
score first reaches the cap.
a) A point cap is a
maximum score limit imposed before the event.
b) A soft time cap is a maximum score limit imposed
during a game once a predetermined time of play has elapsed and after the
current scoring attempt is completed.
c) A hard time cap is the ending of the game once a
predetermined time of play has elapsed and after the current scoring attempt is
completed. If the score is tied, play continues until one additional goal is
scored.
2. The team with the most goals
at the end of the game is the winner.
3. A standard game has a game
total of 15, with a point cap of 17.
B. Halftime begins when one teamÕs score first reaches or
exceeds half of the game total, and lasts ten minutes.
C. Overtime begins when the score is tied at one goal less
than the game total (e.g., in a game with a game total of 15 goals, overtime
begins when the score reaches 14-14).
VI.
Time-outs
A. A time-out stops play and suspends time limit counts.
B. Team Time-out: Each team has two team time-outs per half in a
standard game.
1. Each team has exactly one team time-out in overtime, regardless of
whether any time-outs remain from regulation.
2. A team time-out lasts 70
seconds.
3. Any player may call a time-out after a goal is scored and before both
teams have signaled readiness to start play. Time limit counts between points
are suspended for 70 seconds. A time-out may not be called between a re-pull
call and the ensuing pull.
4. After the pull, only a thrower with possession of the disc that has
survived ground contact can call a time-out. The player must form a ÒTÓ with one hand and the disc, and
should audibly say Òtime-outÓ. The time-out begins when the
ÒTÓ is formed. The disc is then placed on the ground at the pivot spot.
5. Restarting play after a
time-out called by a thrower:
a) All players at the time of the time-out call must return to play
unless an injury time-out also is called.
b) Each offensive player must
establish a stationary position by the end of the time-out. Movement after this time and before the disc is checked
into play is a violation. The defense has ninety seconds after the beginning of
the time-out or up to twenty seconds after all offensive players have
established their position (whichever is longer) to check the disc into
play.
c) The player who had possession of the disc when the team time-out was
called restarts play with a check at the pivot spot, and the marker resumes the
stall count with the word ÒstallingÓ followed by the last number uttered
before the time-out plus one or 9 if over 8, however XIV.A.4 applies.
d) If the time limits for the time-out are exceeded by one team, a
player on the other team may announce Òdelay of gameÓ and the
player at the location the disc is to be put into play may self-check the disc
into play without acknowledgment by the opposing team. In order to invoke this
rule a player must give warnings of twenty, ten and five seconds.
6. If the disc is live or in play and the thrower attempts to call a
time-out when the team in possession has no time-outs remaining, it is a
turnover and play stops.
C. Injury Time-out: A time-out called for a player injury. During an
injury time-out, the health and safety of the injured player are of primary
concern.
1. Any player on the injured playerÕs team may call an injury time-out.
2. The time-out is retroactive to the time of the injury, unless the
injured player chooses to continue play before the time out is called, in which
case, the time out begins at the time of the call. If the disc is in the air or
the thrower is in the act of throwing at the time of the injury or of the call
when the player has continued play, the time-out begins when the play is
completed.
3. Restarting play after an injury time-out:
a) If a player in possession leaves the field following an injury, the
replacing player takes possession.
b) Play restarts at the appropriate spot with a check and the marker
resumes any stall count with the word ÒstallingÓ
followed by the last number uttered before the injury time-out started plus one
or 9 if over 8. If the thrower is substituted or if the marker is injured and
substituted, a new marker may resume the stall count of the original marker
when play is restarted.
c) All players must resume their locations on the field at the time the
injury time-out began (i.e., players may not set up), unless a team time-out is
also called.
4. If the injured player does not leave the game after an injury
time-out, that playerÕs team is charged with a team time-out unless the injury
was caused by an opposing player. If the team being charged with the time-out
is also the team in possession and has no time-outs remaining, it is a
turnover.
5. If an injury time-out is called during a team time-out, the opposing
team must be notified as soon as the injury is discovered (VII.A.2).
6. If an injury time-out is called between points, all time limits are
suspended until the injured player is removed from the field.
7. Any player may call an injury time-out for a player who is bleeding or
has an exposed open wound.
a) This time-out takes effect when the call is made (i.e., is not
retroactive to the time of injury). If the disc is in the air or the thrower is
in the act of throwing at the time of the call, the time-out begins when the
play is completed.
b) The injured player must leave
the game
(1) immediately if so requested
by an opposing captain; or
(2) at the end of the current scoring attempt if no such request is
made.
c) The injured player may return in accordance with Section VII only
after the affected area is effectively covered.
D. Technical Time-out: A technical time-out may be called for illegal
equipment, a dangerous condition or a broken disc.
1. Any player recognizing a condition that endangers other players may
call a technical time-out during play.
The thrower may call a technical time-out during play to replace a
cracked, torn, deeply gouged, creased or punctured disc; a warped, wet or dirty
disc does not qualify. The time-out begins at the
time of the call. If the disc is in the air or the thrower is in the act of
throwing at the time of the call, the time-out begins when the play is
completed.
2. Any player may briefly extend a stoppage of play to correct faulty
equipment (e.g., to tie shoelaces or straighten a disc), but active play may
not be stopped for this purpose.
(Note: Play does not stop during a turnover even if the disc is
out-of-bounds.)
3. A player unable to correct illegal equipment in a timely manner must
be substituted in accordance with VII.A.2.
4. Restarting play after a
technical time-out:
a) The thrower restarts play at the appropriate spot with a check and
the marker resumes any stall count as follows:
(1) If the technical time-out was called during a stoppage of play, the
count resumes at the appropriate count for the event that stopped play.
(2) If the technical time-out stopped play, the count resumes according
to Section XIV.A.5. For this purpose, the team charged with the technical
time-out is as follows:
(a) whichever team has the illegal equipment;
(b) the offense in the case of a damaged disc; or
(c) the defense for a dangerous condition not assignable to either team.
b) If a player in possession leaves the field due to illegal equipment,
the replacing player puts the disc into play. If the
thrower is substituted or if the marker has illegal equipment and is
substituted, a new marker may resume the stall count of the original marker
when play is restarted.
c) All players must resume their locations on the field at the time the
time-out began (i.e., players may not set up), unless a team time-out is also
called.
VII.
Player Substitutions
A. Player substitutions can be completed only:
1. after a goal and before the
substituting team has signaled readiness; or
2. to replace injured players, or players with illegal equipment. In this case, the opposing team may
substitute a like number of, or fewer, players.
B. Substitutions are not permitted following a re-pull call, unless in
accordance with VII.A.2.
VIII.
Starting and Restarting Play
A. Start of the game:
1. Representatives of the two teams fairly determine which team chooses
to
a) receive or throw the initial
pull; or
b) which end zone they wish to
initially defend.
2. The other team gets the
remaining choice.
3. The second half begins with a
reversal of the initial choices.
4. If only one team fails to signal readiness for the start of a
scheduled game, the opposing team may be awarded goals by the event organizer
at a rate of one goal for every five minutes elapsed after the posted start time.
B. Pull:
1. Play starts at the beginning
of each half and after each goal with a pull.
2. After a goal, the teams switch their direction of attack and the
scoring team pulls.
3. The pull may be made only after the puller and a player on the
receiving team both raise their hands to signal their teamÕs readiness to begin
play. A team must have a minimum
of two players and a maximum of seven players on the field in order to signal
readiness. The pull occurs when the puller throws (II.T) the disc after signaling
readiness.
4. Positioning before the pull:
a) After signaling readiness, players on the pulling team may move
anywhere in their end zone, but their feet may not cross the vertical plane of
the goal line until the disc is released.
b) After signaling readiness, players on the receiving team must be in
contact with the goal line that they are defending without changing location
relative to one another.
c) After the disc is released, it is in play and any player may move in
any direction.
d) If either team fails to maintain proper positioning before the pull,
the other team may audibly announce Òoff-sidesÓ and a
re-pull ensues. The call must be made before any player on the receiving team
touches the disc.
e) In games where
Observers are used, the Observers may monitor and call offsides as appropriate.
The first instance of offsides for each team will result in a warning and a
re-pull. After a team has received its warning, any further instances of
offsides are treated as follows:
(1) receiving team
offsides: receiving team starts with the disc at the point in the middle of the
endzone they are defending, after players set up and a check is performed.
(2) pulling team
offsides: receiving team starts with the disc at midfield, after players set up
and a check is performed.
5. A player on the throwing team may not touch the pull in the air
before a member of the receiving team touches it. If this violation occurs, the
receiving team may request a re-pull immediately.
6. If the pull hits the ground or an out of bounds area untouched, it is
put into play as follows:
a) If the disc initially hits and remains in-bounds, it is put into play
where it comes to rest or is stopped (XVI.E).
b) If the disc initially hits in-bounds and then becomes out-of-bounds
before being touched by the receiving team, it is put into play at the spot on
the playing field proper (i.e., excluding the end zones) nearest to where it
first crossed the perimeter line to become out-of-bounds.
c) If the disc initially hits in-bounds and then becomes out-of-bounds
after being touched by the receiving team, it is put into play at the spot on
the playing field nearest to where it first crossed the perimeter line to
become out-of-bounds.
d) If the disc initially hits an out-of-bounds area, the receiving team
may put the disc into play:
(1) at the spot determined by IX.H; or
(2) after signaling for a brick/middle by fully extending one hand
overhead and calling ÒbrickÓ or ÒmiddleÓ before
gaining possession of the disc,
(a) at the brick mark closest to the end zone that the receiving team is
defending if ÒbrickÓ was called, or
(b) at the spot on the long axis of the playing field proper nearest to
the spot determined by IX.H if ÒmiddleÓ was
called.
7. If the pull is caught, the disc is put into play at the spot on the
playing field nearest to where it was caught.
8. If a player on the receiving team touches the pull before it hits the
ground and the disc then hits the ground, it is considered a dropped disc
(XII.B) and results in a turnover.
9. After a pull, whichever player takes possession of the disc must put
it into play. If a player drops
the disc while carrying it to the spot where it is to be put into play and it
contacts the ground before the thrower regains possession, the other team gains
possession of the disc at the spot on the playing field proper nearest to the
drop.
10. There is no stoppage of play when putting the pull into play. If the
disc is to be put into play at a location other than where possession was
gained, the thrower starts play by touching the disc to the ground after
establishing a pivot at the spot on the playing field where the disc is to be
put into play.
C. Time between pulls:
1. The receiving team must signal readiness to play within seventy
seconds after the previous goal was scored.
2. The pulling team must release the pull before the later to occur of:
a) ninety seconds after the
previous goal was scored; or
b) twenty seconds after the receiving team signaled readiness.
3. On a re-pull,
a) the receiving team must signal readiness to play within twenty
seconds after the call for a re-pull was made; and
b) the pulling team must release the pull before the later to occur of:
(1) forty seconds after the call
for a re-pull was made; or
(2) twenty seconds after the receiving
team signaled readiness.
4. In games where
Observers are used, the Observers may monitor and call time violations as
appropriate. The first instance of a time violation for each team will result
in a warning. After a team has received its warning, any further time
violations will result in assessment of a team time-out (and the resulting time
extensions). If a team has no time-outs remaining, time violations are treated
as follows:
a) time violation on
receiving team: the receiving team starts with the disc at the point in the
middle of the endzone they are defending, after players set up and a check is
performed.
b) time violation on
pulling team: the receiving team starts with the disc at midfield, after
players set up and a check is performed.
D. The Check:
1. When play stops, each player must come to a stop as quickly as
possible. Before restarting play, all players must assume the location on the
field specified by the rule that covers that specific stoppage of play and
remain there until play is restarted.
2. If a called infraction occurs while play is stopped, any subsequent
play is negated and players must assume their appropriate locations under
VIII.D.1.
3. When the situation is resolved, the player determined to be in
possession offers the disc to the marker for a check.
a) The marker restarts play by touching the disc in the throwerÕs
possession. If the thrower attempts a pass before the marker checks the disc,
the pass (whether complete or incomplete) does not count and the thrower
regains possession.
b) Any stall count in effect
resumes according to Section XIV.A.5.
4. Offensive Self-check: If play is to restart with a check, but no
defensive player is near enough to touch the disc in the throwerÕs hand, play
restarts with an offensive self-check.
To restart play using an offensive self-check:
a) the defense must acknowledge
readiness; and
b) the thrower establishes a pivot at the appropriate spot on the field,
touches the disc to the ground and loudly announces Òin playÓ.
5. Defensive self-check: If play is to restart with a check, but no
offensive player is in possession of the disc at the appropriate spot, play
restarts with a defensive self-check. To restart play using a defensive
self-check:
a) the disc is placed at the appropriate spot on the field;
b) the offense must acknowledge readiness; and
c) the defender closest to the disc loudly announces Òin playÓ.
IX.
In- and Out-of-bounds
A. The entire playing field is in-bounds. The perimeter lines are not
part of the playing field and are out-of-bounds.
B. The out-of-bounds area
consists of the ground which is not in-bounds and everything in contact (direct
or indirect) with it except for players. Any non-players other than observers
are considered part of the out-of-bounds area.
C. A player contacting the out-of-bounds area is out-of-bounds. A player who is not out-of-bounds is
in-bounds. An airborne player retains their in-bounds/out-of-bounds status
until that player contacts the playing field or the out-of-bounds area. The
following exceptions apply:
1. If momentum carries a player out-of-bounds after landing in-bounds
with possession of an in-bounds disc, the player is considered in-bounds. For this exception to apply, that
playerÕs first point of ground contact with any area must be completely
in-bounds. The disc is put into play at the spot on the perimeter line of the
playing field proper where the player first went out-of-bounds. If the player traversed the end zone
being attacked, XI.B applies.
2. A pivoting thrower may contact an out-of-bounds area, provided that
part of the pivot remains in contact with the playing field.
3. Contact between players does not confer the state of being in- or
out-of-bounds from one to another.
D. A disc becomes in-bounds when it is put into play, or when play
starts or restarts.
E. A disc becomes out-of-bounds when it first contacts the out-of-bounds
area, contacts an out-of-bounds offensive player, or is caught by an
out-of-bounds defensive player.
F. The disc may fly outside a perimeter line and return to the playing
field, and players may go out-of-bounds to make a play on the disc.
G. If an in-bounds defender gains possession while
airborne and becomes out-of-bounds while still in possession of the disc, the
play is treated as if the defender was out-of-bounds when possession was gained
(IX.E).
H. To continue play after the disc becomes out-of-bounds, a member of
the team gaining possession of the disc must carry it to, and put it into play
at, the spot on the playing field proper nearest to where the most recent of
the following events occurred:
1. the disc completely crossed
the perimeter line;
2. the disc contacted an
in-bounds player;
3. the disc contacted a defensive
player; or
4. the disc became out-of-bounds due to contact with the out-of-bounds
area or a player while any part of the disc was inside the perimeter line.
After establishing a pivot at the appropriate spot on the field, the
thrower must touch the disc to the ground before putting it into play (XIII.B).
I. Events occurring after the disc becomes out-of-bounds do not affect
where it is put into play.
X. End
Zone Possession
A. If a turnover results in a team gaining possession in the end zone
that they are defending, the player in possession must immediately either:
1. put the disc into play where possession was gained (faking a throw or
pausing after gaining possession requires the player to put the disc into play
at that spot); or
2. carry the disc directly to, and put it into play at, the spot on the
goal line closest to where possession was gained.
Putting
the disc in play at any other location is a travel.
B. If a team gains or retains possession in the end zone that they are
attacking other than by scoring a goal in accordance with rule XI, the player
in possession must carry the disc directly to, and put it into play at, the
spot on the goal line closest to where possession was gained.
C. If a team gains or retains possession of a dead disc in the end zone
that they are attacking, the disc is checked into a live state where the
infraction occurred and the thrower then proceeds according to X.B.
XI.
Scoring
A. A goal is scored when an in-bounds player catches any legal pass in
the end zone of attack, and retains possession of the disc throughout all
ground contact related to the catch.
1. To be considered in the end zone after gaining possession of the disc
in accordance with II.O.2 and XV.E, the playerÕs first point of ground contact
must be completely in the end zone.
2. When an inbounds player in possession of the disc whose first ground
contact will be completely within the end zone loses possession of the disc due
to an uncontested foul, or lands out of the end zone due to an uncontested
force-out foul (XVI.H.3.b)(4)), that player is awarded a goal.
B. If after receiving a pass outside the end zone, a player comes to a
stop contacting the end zone, that player must carry the disc back to, and put
it into play at, the closest spot on the goal line.
D. The act of scoring a goal is subject to rule II.O.2.
XII.
Turnovers
A. If a pass is incomplete or if the disc becomes out-of-bounds other
than as a result of a pull, a turnover results.
B. If the thrower accidentally drops a live disc or a disc in play
without defensive interference and it contacts the ground before the thrower
regains possession, it is considered an incomplete pass. If the thrower regains
possession of an accidentally dropped disc before it contacts the ground
without another player touching the disc, that possession is considered
continuous. If the thrower regains possession of an accidentally dropped disc
before it contacts the ground and after another player touches it, it is
considered a new possession.
C. A pass is intercepted if a defensive player obtains possession of the
disc, but if the defender accidentally loses possession of the disc before or
during ground contact related to the catch, the pass is considered blocked
rather than intercepted.
D. The following actions result in a turnover and a stoppage of play:
1. The markerÕs count reaches the maximum number before the throw is
released (XIV.A.3).
2. The thrower hands the disc to
another player.
3. The thrower catches a legally thrown disc. However, it is not a
turnover if another player touches the disc during its flight unless the
thrower intentionally deflected the disc off another player.
4. The thrower calls a team
time-out when none remains while the disc is live or in play.
5. An offensive player intentionally assists a teammateÕs movement to
catch a pass. If a defender
assists a teammateÕs movement to block or intercept a pass, the intended
receiver is awarded possession.
6. An offensive player uses an item of equipment to assist in catching a
pass (e.g., throwing a hat or shirt at the disc). If a defender uses an item of equipment to assist in
blocking or intercepting a pass, the intended receiver is awarded possession.
XIII.
The Thrower
A. If the disc is on the ground, whether in- or out-of-bounds, any
member of the team becoming offense may take possession of it.
1. If an offensive player picks up the disc, that player must put it
into play.
2. If possession is gained at the spot where the disc is to be put into
play, the thrower must establish a pivot at the spot of the disc.
3. If the disc comes to rest on the playing field proper, a member of
the team becoming offense must put the disc into play within ten seconds after
it comes to rest. After ten seconds elapse, a defensive player within three
meters of the disc may announce Òdisc in,Ó and then initiate and
continue the stall count, but only if a defensive player has given audible
warnings of ten and five seconds (the Òpre-stallÓ).
4. If the disc comes to rest other than on the playing field proper, a
member of the team becoming offense must put the disc into play within twenty
seconds after it comes to rest.
a) If the disc is not reasonably retrievable within twenty seconds
(e.g., far out-of-bounds or through a crowd), the player retrieving it may
request another disc and any delay or pre-stall count is suspended until the
offensive player receives the new disc.
b) If the disc is in the endzone, after twenty seconds elapse, a
defensive player within three meters of the disc may announce Òdisc in,Ó and
then initiate and continue the stall count, but only if a defensive player has
given audible warnings of twenty, ten and five seconds (the Òpre-stallÓ).
c) If the disc is out-of-bounds, after twenty seconds elapse, a
defensive player within three meters of the spot the disc is to be put into
play may announce Òdisc in,Ó and then initiate and continue
the stall count, but only if a defensive player has given audible warnings of
twenty, ten and five seconds (the Òpre-stallÓ).
5. If
an offensive player unnecessarily delays putting the disc into play in
violation of Rule XIX.B, a defender within 3m of the point the disc is to be
put into play may issue a "delay of gameÓ warning instead of calling a violation. If the behavior
in violation of Rule XIX.B is not immediately stopped, the marker may initiate
and continue a stall count, regardless of the actions of the offense. In order
to invoke this rule, after announcing "delay of game," the marker must give the offense two seconds to
react to the warning, and then announce "disc in" before initiating the stall count.
B. For a live disc to be put into play, the thrower must establish a
pivot at the appropriate spot on the field, touch the disc to the ground and put
it into play.
XIV.
The Marker
A. Stalling: The period of time
within which a thrower must release a throw may be timed by the stall count.
1. The stall count consists of announcing ÒstallingÓ and
counting from one to ten loudly enough for the thrower to hear.
a) The interval between the first utterance of each number in the stall
count must be at least one second.
b) All stall counts initiated, re-initiated or resumed after a stoppage
of play must start with the word Òstalling.Ó
c) If the count resets to one during a stoppage of play, it is
considered a new count.
2. Only the marker (II.K) may initiate or
continue a stall count, and may do so anytime a thrower has possession of a
disc that is live or in play. However, directly after a turnover or when putting
the pull into play the stall may not be initiated before a pivot is
established, unless delay of game or pre-stall rules (XIII.A.3, XIII.A.4,
XIII.A.5 or VI.B.5.d)) apply.
3. If the thrower has not released the disc at the first utterance of
the word Òten,Ó it is a turnover. The marker loudly announces ÒstallÓ and
play stops. A stall is not a violation and rule XVI.C does not apply.
a) The marker calling the stall takes possession of the disc where the
stall occurred and then may either:
(1) place the disc on the ground, and after acknowledgment by the
defense, touch the disc and loudly announce Òin play;Ó or
(2) retain possession and have the former thrower restart play with a
check.
b) The thrower may contest a stall call in the belief that the disc was
released before the first utterance of the word Òten.Ó If a stall is contested:
(1) If the pass was complete, play stops and possession reverts to the
thrower. After a check, the marker resumes the stall count at 8.
(2) If the pass was incomplete, it is a turnover; play stops and resumes
with a check.
4. If the defense switches markers, the new marker must re-initiate the
stall count. A marker leaving the three-meter radius and returning is
considered a new marker.
5. If a stall count is interrupted by a call, the thrower and marker are
responsible for agreeing on the correct count before the check. The count
reached is the last number fully uttered by the marker before the call. The
count is resumed with the word ÒstallingÓ followed by the number
listed below:
a) General Rules:
(1) Uncontested Defensive Foul or
Violation.ÉÉÉÉÉÉÉÉÉÉÉÉ..one
(2) Uncontested Offensive Foul or ViolationÉÉcount reached plus one or 9
if over 8
(3) Contested Foul or
Violation.........ÉÉ.count reached plus one or 6 if over 5
(4) Offsetting
Calls.............................ÉÉcount reached plus one or 6 if over 5
(5) Unresolved
Calls..É........................Écount reached plus one or 6 if over 5
b) Specific Rules:
(1) Pick.............ÉÉÉÉÉÉÉÉÉÉÉ.count reached plus one or 6 if over 5
(2) Marking violation (no
stoppage)ÉÉ.count reached minus one, no ÒstallingÓ
(3) Contested Stall
(a) First call.......................ÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉeight
(b) Second and subsequent calls when due to a fast
countÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉsix
(4) Defensive Technical Time-Out...ÉÉcount reached plus one or 6 if over
5
(5) Offensive Technical Time-Out....ÉÉcount reached plus one or 9 if
over 8
(6) Obstruction within 5 meters of playing
fieldÉÉÉ..count reached plus one or 9 if over 8
B. Marking Violations:
1. Fast count:
a) If the marker does
not say "stalling" to initiate or resume a
stall count, counts at intervals of less than one second, or skips a number in
the count, it is a fast count.
b) If a fast count
occurs in such a manner that the thrower does not have a reasonable opportunity
to call "fast count" before the first utterance
of the word "ten," the play is treated as a
contested stall (XIV.A.3.b).
c) If this
(XIV.B.1.b) occurs in the same possession following a contested stall (either
due to XIV.B.1.b or XIV.A.3.b), the stall count resumes at six.
2. Double-team: If a defensive player other than the marker is within three meters of
any pivot of the thrower without also being within three meters of and guarding
(II.G) another offensive player, it is a double team. However, merely running
across this area is not a double team.
3. Disc-space: If a line between any two points on the marker touches the thrower or
is less than one disc diameter away from the torso or pivot of the thrower, it
is a disc space violation. However, if this situation is caused solely by
movement of the thrower, it is not a violation.
4. Vision blocking: If the marker deliberately blocks the thrower's vision, it is a vision
blocking violation.
5. Fast count, double team, disc space, and vision blocking are marking
violations.
6. Only the thrower
may call a marking violation, and to do so must call out the name of the
specific marking violation.
7. When a marking
violation is called, play does not stop. The violation must be corrected before
the marker can resume the stall count with the number last uttered before the
call minus one (e.g. Òstalling oneÉtwo.. Ôfast countÕ ..oneÉtwoÉÓ).
a) If the marker
resumes the stall count before correcting a marking violation, it is another instance
of the original marking violation, which may be called by the thrower.
8. If a marker commits a marking
violation after being called for a marking violation during the same stall
count (XIV.A.1) but before the thrower is in the act of throwing, the thrower
may choose to either call another marking violation or to treat the marking
violation as a general defensive violation (XVI). To treat it as a general
violation, the thrower must call "violation".
XV.
The Receiver
A. A player may bobble the disc in order to gain control of it, but
purposeful bobbling (including tipping, delaying, guiding, brushing or the
like) to oneself in order to advance the disc in any direction from where it
initially was contacted is considered traveling.
B. After catching a pass, a player is required to come to a stop as
quickly as possible and establish a pivot.
C. If a player catches the disc while running or jumping the player may
release a pass without attempting to stop and without setting a pivot, provided
that:
1. the player does
not change direction or increase speed while in possession of the disc; and
2. the pass is
released before three additional points of contact with the ground are made
after possession has been established.
D. If offensive and defensive players catch the disc simultaneously, the
offense retains possession.
E. If it is unclear whether a catch was made before the disc contacted
the ground (grass is considered part of the ground), or whether a playerÕs
first point of ground contact after catching the disc was in- or out-of-bounds
or in or out of the end zone, the player with the best perspective makes the
call.
XVI.
Violations and Fouls
A. An infraction may only be called by a player on the infracted team
who recognizes that it has occurred, unless specified differently elsewhere.
The player must immediately call ÒviolationÓ or the
name of the specific infraction loudly.
B. A player called for an infraction may contest that call if that
player believes the infraction did not occur.
C. Any time an infraction is called, the continuation rule applies.
Continuation Rule: Play stops when the thrower in possession
acknowledges that an infraction has been called. If a call is made when the
disc is in the air or the thrower is in the act of throwing, or if the thrower
fails to acknowledge the call and subsequently attempts a pass, play continues
until the outcome of that pass is determined. For the purpose of the
continuation rule, an uncontested stall that occurs after another call is
treated the same as an incomplete pass. Play then either stops or continues
according to the following conditions:
1. For
calls made by the thrower:
a) If the infraction occurred before the thrower was in the act of
throwing (II.T.3):
(1) If the pass was incomplete, play
continues un-halted. Players should announce Òplay onÓ.
(2) If the pass was
complete, play stops and possession reverts to the thrower.
b) If the infraction
occurred while the thrower was in the act of throwing (II.T.3):
(1) If the pass was complete, play continues
un-halted. Players should announce Òplay onÓ.
(2) If the pass was incomplete, play stops
and possession reverts to the thrower.
c) If the infraction occurred after the throw
was released, the call is considered to have been made by a non-thrower
(XVI.C.2).
2. For calls made by a non-thrower:
a) If the team that called the infraction has possession:
(1) If the offense
called the infraction before the thrower began the act of throwing (II.T.3),
play stops and possession reverts to the thrower.
(2) If the offense
called the infraction after the thrower began the act of throwing or if the
defense called the infraction, play continues unhalted. Players should announce
"play on".
b) If the team that committed the infraction has possession:
(1) If the infraction
affected the play (XVI.C.3), play stops and the disc reverts to the thrower
unless the specific rule says otherwise.
(2) If the infraction did not affect the play, play stops and the result of the play stands.
3. An
infraction affected the play if an infracted player determines that the outcome
of the specific play (from the time of the infraction until play stops) may
have been meaningfully different absent the infraction. (For example, if a receiver is fouled and thereby prevented from getting open for a pass, the play was
affected; however, if the receiver would not have received a pass even without the foul, the play was not affected.)
4. Positioning after a call:
a) If no pass is
thrown/attempted before the thrower stops play by acknowledging the call, all
players return to the locations they occupied when the call was made.
b) If a pass is
thrown/attempted before the thrower acknowledges the call or the call is made
after the throwing attempt, and
i) if possession
reverts to the thrower, all players return to the locations they occupied at
the earlier of:
1) the time of the throw,
2) the time of the call.
ii) if the result of
a play stands, players return to the locations they occupied when play stopped.
c) After a travel
call, the thrower must return to the location occupied at the time of the
infraction.
D. If a dispute arises concerning an infraction or the outcome of a play
(e.g., a catch where no one had a good perspective), and the teams cannot come
to a satisfactory resolution, play stops, and the disc is returned to the
thrower and put into play with a check (VIII.D), with the count reached plus
one or at six if over five.
E. Any player may stop a rolling or sliding disc, but advancing it in
any direction is a violation.
F. If an infraction results in possession reverting to a thrower who was
airborne when releasing the disc, play restarts at the spot on the playing
field closest to the point of release.
G. If offensive and defensive players call offsetting infractions on the
same play, the disc is returned to the thrower and put into play with a check,
with the count reached plus one or at six if over five.
H. Fouls (II.E): It is the responsibility of all players to avoid contact
in every way possible.
1. A foul
can be called only by the fouled player and must be announced by loudly calling
ÒfoulÓ immediately after it occurs.
2. Contact resulting from adjacent opposing players simultaneously vying
for the same unoccupied position, is not in itself a foul.
3. Some fouls carry some extra provisions, as listed below.
a) Throwing Fouls:
(1) A
throwing foul may be called when there is non-incidental contact between the
thrower and marker. The disc in a
throwerÕs possession is considered part of the thrower.
(2) In general, any
contact between the thrower and the extended (i.e., away from the midline of
the body) arms or legs of a marker is a foul on the marker, unless the
contacted area of the marker is completely stationary and in a legal position.
(3) Any contact that
occurs due to the marker setting up in an illegal position (XIV.B.3) is a foul
on the marker. Once the marker has set up in a legal marking position, it is
the responsibility of both players to respect this legal position. However,
contact resulting from the thrower and the marker both vying for the same
unoccupied position is a foul on the marker.
(4) Any contact initiated by a thrower with the body (excluding arms and
legs extended from the midline of the body) of a legally positioned (XIV.B.3)
marker is a foul on the thrower.
(5)
Although it should be avoided whenever possible, incidental contact occurring
during the follow-through (after the disc is released) is not a foul.
(6) Any
references above to a marker also apply to any defensive player within 3 meters
of the throwerÕs pivot.
b) Receiving Fouls:
(1) If a
player contacts an opponent while the disc is in the air and thereby interferes
with that opponentÕs attempt to make a play on the disc, that player has
committed a receiving foul. Some amount of incidental contact before, during or
immediately after the attempt often is unavoidable and is not a foul.
(2) If
XVI.C.2.b)(1) of the continuation rule applies: if the call is uncontested, the
fouled player gains possession at the spot on the
playing field closest to the spot of the infraction. If the foul is
contested, the disc reverts to the thrower.
(3) The Principle of Verticality:
All players have the right to enter the air space immediately above their torso
to make a play on a thrown disc. If non-incidental contact occurs in the
airspace immediately above a player before the outcome of the play is
determined (e.g., before possession is gained or an
incomplete pass is effected), it is a foul on the player entering the
vertical space of the other player.
(4) Force-out Foul: If an
airborne player catches the disc and is contacted by an opposing player before
landing, and that contact causes the player to land out-of-bounds instead of
in-bounds, or out of the end zone instead of in the end zone, it is a foul on
the opposing player and the fouled player retains possession at the spot of the
foul. If an uncontested force-out foul results in an
in-bounds player landing outside the end zone being attacked when they would
have landed in the end zone without the foul, a goal is awarded.
c) Blocking Fouls:
(1) When
the disc is in the air a player may not move in a manner solely to prevent an
opponent from taking an unoccupied path to the disc and any resulting
non-incidental contact is a foul on the blocking player which is treated like a
receiving foul (XVI.H.3.b).
(2) A player may not take a
position that is unavoidable by a moving opponent when time, distance and line
of sight are considered. Non-incidental contact resulting from taking such a
position is a foul on the blocking player.
d) Strip: If a defensive player initiates contact with the disc
after an offensive player has gained possession of the disc, and the offensive
player loses possession as a result, it is a strip. A strip is a subset of
fouls and is treated the same way.
4. Reckless disregard for the
safety of fellow players or other dangerously aggressive behavior (such as
significantly colliding into a stationary opponent), regardless of whether or
when the disc arrives or when contact occurs is considered dangerous play and
is treated as a foul. This rule is not superseded by
any other rule.
I. Picks:
1. A pick occurs
whenever an offensive player moves in a manner that causes a defensive player guarding (II.G) an offensive player to be obstructed
by another player. Obstruction may result from contact with, or the need to
avoid, the obstructing player.
2. A pick can be
called only by the obstructed player and must be announced by loudly calling ÒpickÓ immediately after it occurs.
3. If play stops
according to XVI.C, players reposition according to XVI.C.4. In addition, the obstructed player is then
allowed to move to recover the relative position lost
because of the pick.
J. Traveling: The thrower must establish a pivot at the appropriate spot
on the field and keep all or part of the pivot in contact with that spot until
the throw is released. Failure to do so is a travel and results in a stoppage
of play and a check.
1. In addition, each of the
following is a travel:
a) A player catches
the disc and either speeds up, changes direction or does not stop as quickly as
possible before establishing a pivot (XV.B).
b) A player receives
a pass while running or jumping, and releases a pass after the third ground
contact and before establishing a pivot (XV.C).
c) Purposeful bobbling (including tipping, delaying, guiding, brushing
or the like) to oneself in order to advance the disc in any direction from
where it initially was contacted (XV.A).
d) The thrower fails to touch the disc to the
ground when required (XIII.B).
2. Exceptions:
a) If a non-standing player loses contact with the pivot spot in order
to stand up, it is not a travel, provided the new pivot is established at the
same location.
b) It is not a travel if a player catches the disc and releases a pass
before the third ground contact (XV.C).
c) If play stops, the thrower may
reset the pivot.
K. A playerÕs ability to catch or make a play on the disc is not
considered to be ÒaffectedÓ because that player stopped, slowed down or
otherwise ceased to continue playing because a call was made by another
player. Players are encouraged to
make every effort to continue playing until play actually stops.
XVII.
Positioning
A. Each player is entitled to occupy any position on the field not
occupied by an opposing player, unless specifically over-ridden elsewhere,
provided that no personal contact is caused in taking such a position.
B. A player who jumps is entitled to land at the take-off spot without
hindrance by opponents. That
player also is entitled to land at another spot, provided that the landing
spot, and the direct path between the take-off and landing spots, were not
already occupied at the time of take-off.
XVIII.
Observers
A. Observers may be used if desired by the captains or the event
organizer. Observers are
non-players whose role is to carefully watch the action of the game.
B. Observers may perform any or all of the following duties:
1. Track time limits and announce
associated warnings and expirations.
2. Resolve player disputes.
a) Any player directly involved in a dispute may request observer
resolution.
b) An observer may resolve a dispute without request from the players
involved if they cannot resolve it in a timely manner.
c) If an observer is involved in resolving a dispute, play restarts with
a check.
3. Censure or eject players for sportsmanship infractions. This includes
assigning responsibility for game delays to a specific player.
4. Render opinions on other on-field events (e.g., line and off-side
calls), as determined in advance by the event organizer.
C. By playing under observers, the players agree to abide by the
observersÕ decisions.
XIX.
Etiquette
A. If an infraction is committed and not called, the player committing
the infraction should inform the infracted player or team of the infraction.
B. It is the responsibility of all players to avoid any delay when
starting, restarting, or continuing play. This includes standing over the disc
or taking more time than reasonably necessary to put the disc into play.
C. On a stoppage of play, if it is ever unclear which
of a team's members are the current players or where they are on or off the
field, they should identify themselves when the opposing team requests.
D. If a dispute arises on the field, play stops and is restarted with a
check when the matter is resolved.
E. If a novice player commits an infraction out of sincere ignorance of
the rules, it should be common practice to stop play and explain the
infraction.
F. When a call is
made, throwers must stop play by visibly or audibly communicating
the stoppage as soon as they are aware of the call, and all players should echo
calls on the field.
G. In addition to the assumption that players will not intentionally violate the rules, players are similarly expected to make every effort to avoid violating them.