Goaltimate
- Official Rules
Official
Rules of Goaltimate, First Edition
Copyright
1998, 2000
Preface
Introduction
Clarifying
Statements
Field of
Play
Equipment
Length of
Game
Time-outs
Substitutions
Starting
and Restarting Play
Out-of-Bounds
End Zone
Scoring
Turnovers
The Thrower
The Marker
The Receiver
Fouls
Violations
Positioning
Clarifying
Statements on Fouls & Violations
Officials
Etiquette
The
purpose of the rules of Goaltimate is to provide a guideline from which
to describe the way the game is played. It is assumed that no Goaltimate
player would intentionally violate the rules. However, to assure continuous
play, two Passive Officials are on the field to settle any disputed calls.
The Passive Officials get involved once they have determined the players
can not settle it amongst themselves, within seconds.
In
Goaltimate, an Intentional Foul would be considered cheating. Often a player
is in a position where it is clearly to the player's advantage to Foul or
commit some Violation, but that player is morally bound to abide by the
rules. The integrity of Goaltimate depends on each player's responsibility
to uphold the guidelines of the rules. Similar to Soccer, there are Yellow
Cards for warnings of Flagrant Fouls and a Red Card to eject a player for
conduct detrimental to the integrity of the game.
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1.
Description: Goaltimate is a non-contact sport played by two, four-player
teams. The object of the game is to score goals. The disc may be moved only
by throwing it from player to player. The Thrower is not allowed to take
any steps. Any time a pass is incomplete, intercepted, knocked-down, or
contacts an Out-of-Bounds area, a turnover occurs, resulting in an immediate
change of possession of the disc. A Goal is scored when a player successfully
passes the disc through the arched Goal Post to a teammate in the End Zone.
2.
The integrity of the game, Goaltimate, relies upon a spirit of sportsmanship,
which places the responsibility for fair play on the player. Highly competitive
play is encouraged, but never at the expense of the bond of mutual respect
between players, adherence to the agreed upon rules of the game, or the
basic joy of play. Protection of these vital elements serves to eliminate
adverse conduct; from the Goaltimate field. Such actions as taunting of
opposing players, dangerous aggression, Intentional Fouling, or other "win-at-all-costs"
behavior are contrary to the integrity of the game and must be avoided by
all players.
3.
Captain's Clause: A game may be played under any variations of the rules
agreed upon by the Captains of the two teams. In tournament play, such variations
are subject to the approval of the tournament Director. Such
things as length of game, dimensions of the field, and Stalling count can
easily be altered to suit the level of play.
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1.
Phrases:
a.
A player is any of the six persons who are actually participating in the
game at any one time.
b.
To put the disc into play means the Thrower establishes a pivot foot and
is ready to throw. To put the disc into play at a particular point on
the field means to place the pivot foot at that point on the field.
c.
Where the disc stops refers to the location where the disc is caught,
comes to rest naturally, or where it is stopped from rolling or sliding.
d.
A Check disc is when a Offensive player offers the disc to the Defensive
player to tap, in order to start and restart play.
e.
The Clear Line is the line from which play starts. After each turnover
and after each score the disc must be worked to behind the Clear Line.
No straddling the Clear Line, i.e.: one-foot in, one-foot out.
f.
The Goal Post is a 32 section of 1" PVC pipe that arches 11
feet into the air. It is 18 feet wide at the Goal Line.
g.
The Goal Line is the line in which the disc must clear, going through
the Goal Post and being caught by a player with at least one foot in the
End Zone. In order to score a Goal, the player can not straddle the End
Zone Line or the Goal Line, i.e.: one-foot in, one-foot out.
h.
Ground Contact takes place when a player makes contact with the ground,
directly related to a specific event or maneuver, including landing or
recovery after being off-balance, i.e.: jumping, diving, leaning, or falling.
i.
Possession of the disc means sustained contact with, and control of, the
non-spinning disc.
1.
To catch a pass is equivalent to establishing possession of that pass.
2.
Loss of control due to ground contact related to a pass reception negates
that Receiver's possession up to that point.
2.
There are no scrimmage lines or offsides in Goaltimate. The disc may be
passed in any direction.
3.
A rolling or sliding disc can be stopped by any player; however it may not
be purposefully advanced in any direction. Possession is gained where the
disc stops.
4.
No Defensive player may ever pick up the disc.
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1.
The grass playing field measures 30 yards deep and 40 yards wide,which is
centered in the middle of a 60 yard circle that encompasses the Perimeter
Line. At one end of the field is the "Clear Line" curving 40 yards
wide toward the Goal. At the other end is the "End Zone". The
End Zone forms an arc, which measures 24 feet by 24 feet.A variation of
this basic field layout may be used to accommodate special competitions,
number of players, age of players, available space, etc. Lined fields are
not necessary for the purposes of practice or other non-formal games of
Goaltimate.

2.
The Perimeter Lines encase the playing field and can vary upon size of playing
area available (60 yard diameter). Outside the Perimeter Line is considered
Out-of-Bounds and results in a turnover.
3.
Cones made of a brightly colored, flexible material mark the Clear Line,
End Zone and Perimeter Lines.
4.
The Substitution Box is set up for the 2 substitute players to conveniently
sub in, without interfering with play. Both teams substitute from the same
box. A substitute player must touch hands with a player wishing to leave
the field of play before participating in the action. A player can sub at
any time during play. The tag can take place outside of the Substitution
Box, however, it can not interfere with play. An exiting player must initiate
his return to the game through the Substitution Box.
5.
All lines are marked with a non-caustic material and are between two to
four inches wide.
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1.
Any flying disc may be used as long as it is acceptable to both team Captains.
If the Captains can not agree, the current Official Disc of Goaltimate,
175-gram Discraft â Ultra-starÔ , shall be used.
2.
Cleats which have any metal exposed are not allowed.
3.
Each player must wear a uniform or other clothing that distinguishes that
player from the players on the other team. Players may wear any soft protective
clothing as long as it does not endanger the safety of any other player.
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1.
Games are played to 5 Points. The first team to score five points wins.
It is not necessary to win by 2 points.
a.
A Goal is worth 1 point if thrown from the playing field. A Goal is worth
2 points if thrown from behind the Two Point Line.
b.
Games are played in "Best-of-5" game series.
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1.
Time-Out
a.
Each team is permitted three Time-Outs per "Best-of-5" game
series.
b.
During play, only a player who has established a pivot foot and who has
possession of the disc can call a Time-Out.
c.
The player calling the Time-Out must form a "T" with their hands
and call "Time-Out" loudly.
d.
Either team may call a Time-Out after a game.
e.
A Time-Out lasts for two minutes.
f.
Play resumes after a Time-Out:
1.
The player who had possession puts the disc into play.
2.
The disc is put into play at the location where the disc was when the
Time-Out was called.
3.
Play is resumed through the use of a Check disc. Players may set up
in any position on the field.
g.
It is a turnover if a player calls a Time-Out when their team has no Time-Outs
remaining. There is a Check disc and play continues. See section VIII/3.
2.
Injury Time-Out
a.
Any member of the injured players team can call an Injury Time-Out.
The Time-Out call is in effect at the time of the injury. The call is
retroactive to the time that the injury occurred. If the disc is in the
air during the Time-Out call, the play is completed.
b.
Injury Time-Out results in a team Time-Out if the injured player does
not leave the game. An exception is made when the injury is caused by
an opposing player.
c.
When play resumes after an Injury Time-Out:
1.
The player who had possession of the disc when the injury occurred puts
the disc into play.
2.
If that player leaves the field due to injury, the replacing player
puts the disc into play.
3.
If the disc was in the air at the time of the injury, play continues
until the disc is caught or it comes in contact with the ground. If
the disc is caught, the player who caught the disc puts the disc into
play after the Injury Time-Out.
4.
The disc is put into play at the location where the disc was when play
was stopped.
5.
The play is resumed through the use of a Check disc and all players
must assume their respective positions on the field when the Time-Out
was called. Players may not set up when restarting play after an Injury
Time-Out, unless it is also a team Time-Out.
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1.
Substitutions can be made at any time.
2.
Substitutions must originate from the Substitution Box. The player leaving
the playing field must touch hands with the incoming player in order for
the substituting player to enter play. The tag can take place out of the
Substitution Box providing it does not interfere with play. If it does interfere
with the play, a Flagrant Foul can be called resulting in a Yellow Card.
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1.
Before a game starts, each team designates one Captain to represent that
team in disagreements and arbitration.
2.
Start of play:
a.
Representatives of the two teams each flip a disc simultaneously. The
representative of one team calls "Odd" or "Even" while
the discs are in the air. If both discs land the same way it is "Even".
If the two disc land opposite of each other it is "Odd". The
team winning the flip has the choice of:
1.
Starting the series with the disc from behind the Clear Line.
2.
Starting on Defense defending the Goal.
b.
The team losing the flip is given the remaining choice.
c.
Play starts from behind the Clear Line with the Offense player (Thrower)
offering the disc to be touched by the Defensive player (Marker). This
is called a "Check disc". The Thrower starts play.
d.
After each score, the Offense maintains possession at that position and
must work the disc behind the Clear Line in order to proceed for the next
score. The Team scoring the fifth point in a game maintains position for
the start of the next game.
e.
Games are continuous unless a Time-Out is called.
3.
The Check disc:
a.
When play stops, the player who was in possession retains possession.
b.
All players must come to a stop as quickly as possible when play is halted,
and remain in their respective locations until play is restarted.
c.
The Marker restarts play by touching the disc in possession of the Thrower.
If the Thrower attempts a pass before the Marker touches the disc, the
pass does not count regardless of whether it is complete or incomplete,
and possession reverts back to the Thrower.
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1.
Any area not on the playing field is Out-of-Bounds. The Perimeter Lines
themselves are Out-of-Bounds.
2.
A disc is Out-of-Bounds when it first contacts an Out-of-Bounds area or
contacts anything Out-of- Bounds.
3.
The disc may fly outside a Perimeter Line and return to the playing field,
and Defensive players may go Out-of-Bounds in order to make a play on the
disc.
4.
A player is Out-of-Bounds when they make contact with an Out-of-Bounds area.
When a player is in the air, their In or Out-of-Bounds is determined by
where the ground was last contacted by the player.
5.
For a Receiver to be considered In-Bounds after gaining possession of the
disc, the first point of contact with the ground must be completely In-Bounds.
If any portion of the first point of contact is Out-of-Bounds, the player
is considered Out-of-Bounds.
6.
Should the momentum of a player carry them Out-of-Bounds, after making a
catch and landing In-Bounds, the player is considered In-Bounds. The player
carries the disc to the point where they went Out-of-Bounds and puts the
disc into play at that point.
7.
To start or restart play after the disc has gone Out-of-Bounds, a member
of the team gaining possession of the disc must carry the disc to the point
of the playing field nearest where the disc last crossed the Perimeter Line,
and put the disc into play at that point.
8.
The Thrower may pivot In and Out-of-Bounds, providing that some part of
their pivot foot contacts the playing field.
9.
If a pass does not come In-Bounds, the opposing team gains possession of
the disc where it left the field of play only if the Defense did not contact
the disc. If the Defense contacted the disc, the disc must be put into play
at the point on the playing field proper, closest to where the contact occurred.
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1.
There is only one End Zone. It is 30 yards from the Clear Line. It forms
an arch that measures 24 feet wide and 24 feet deep. It is marked with cones
and lined with a non-caustic material. The lines are between two to four
inches wide. See diagram in section III/1.
2.
The Goal is the entrance to the End Zone. It is 18 feet wide and vaults
11 feet into the air forming an arch. The disc can never be thrown through
the backside of the Goal or it is a turnover. The disc must go through the
front of the Goal and can not touch the Goal Post itself in order for a
Score to be caught. The Receiver can jump and catch the disc in the air
or reach outside the Goal for the disc. As long as their first contact is
the End Zone, it is a Score. If the Receivers first contact is the
Goal Post the disc is brought back to the Goal Line and play continues.
There is no Check disc.
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1.
In order to Score, a player throws the disc through the front of the Goal
and the Receiver must have at least one foot in the End Zone when making
the catch. It is not a Goal if the disc or the Receiver hits any part of
the Goal Post prior to the Receiver catching it. If a Defender deflects
a pass and it continues though the Goal, and the Receiver in the End Zone
catches the disc, it is a Score.
2.
In order for the Receiver to be considered in the End Zone after gaining
possession of the disc, their first point of contact with the ground must
be completely in the End Zone. If the Receiver is in the End Zone and reaches
through the back of the Goal to make a catch it is a Score, even if the
disc does not fly freely through the Goal.
3.
A player can not Score by running into the End Zone with the disc. Should
a Receiver's momentum carry them into the End Zone, after gaining possession,
the Receiver must carry the disc back to the closest point on the Goal Line
and put the disc into play from there.
4.
A player must be completely in the End Zone and acknowledge that they have
scored a Goal. If that player plays the disc unknowingly into a turnover,
then no Goal is awarded.
5.
After a Score, play is continuous. Team that Scores maintains possessions.
The Offense must work the disc back to the Clear Line in order to advance
for another Score. The disc can not pass through the back of the Goal or
it is a turnover.
6.
If a Goal is thrown from behind the Clear Line, 2 points are awarded
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1.
An incomplete, intercepted, knocked down, or Out-of-Bounds pass results
in a loss of possession.
2.
A pass is considered intercepted if a Defensive player catches a pass. If
a Defensive player catches a pass and accidentally loses possession
of it, before or during ground contact, the Defender is considered to have
blocked rather than intercepted the pass.
3.
The following actions result in a loss of possession and a Check disc:
a.
If the Marker's Stall count reaches the maximum number, which is 5-seconds.
b.
If the disc is handed from player to player;
c.
If the Thrower intentionally deflects a pass off other players, to themselves.
d.
If the Thrower catches their own throw. However, if the disc is touched
by another player during flight it is considered a complete pass
and is not a turnover.
e.
If the disc is thrown though the backside of the Goal Post.
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1.
The Thrower is the Offensive player in possession of the disc, or the player
who has just released the disc.
2.
If the disc is on the ground, either In or Out-of-bounds, any member of
the team becoming Offense may take possession of the disc. Once an Offensive
player has picked up the disc, that player is required to put the disc into
play.
3.
The Thrower must establish a pivot foot and may not change that pivot foot
until the throw is released. The exception is in the case where the
Thrower has just received a pass and is throwing the disc before their momentum
has allowed them to stop, before the third ground contact.
4.
The Thrower has the right to pivot in any direction, with the exception
of pivoting into the end zone. However, once the Marker has established
a legal defensive position, the Thrower may not pivot into the Marker, XIV.
5.
If the Thrower drops the disc, without Defensive interference, it is considered
an incomplete pass.
6.
The Thrower may throw the disc in any fashion or direction they choose.
7.
If a Defensive player gains possession of the disc, thus becoming the Thrower,
they may not throw the disc before a legal pivot foot is established. To
do so is a Traveling Violation.
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1.
Any Defensive player may guard the Thrower at any time; that player(s) is
the Marker(s).
2.
The Marker may not straddle, i.e., place their foot on either side of, the
pivot foot of the Thrower.
3.
There must be at least one disc's diameter between the upper bodies of the
Thrower and the Marker at all times. It is the mutual responsibility
of both players to respect each other's position and not encroach into this
area once it is established.
4.
The Marker can not position their arms in such a manner as to restrict the
Thrower from pivoting.
5.
Stalling:
a.
A Defensive player may initiate a Stall count from anywhere within the
playing field. If an Offensive player moving into the throwing position
stands over the disc, i.e., within 3 yards, without putting the disc into
play, the Marker may issue a "Delay of Game" warning. If the
disc is not picked up, the Marker may initiate a Stall count.
b.
The count consists of the one (1) Marker or other Defensive player calling
"Stalling" or "Counting" and counting at one second
intervals from one to five, (1, 2, 3, 4, 5) loud enough for the Thrower
to hear.
c.
In the course of a Thrower being counted for Stalling, if a Defensive
player, who is closer to the Thrower than the original counter, begins
a new count, that count over rides the previous count.
d.
If the Thrower has not released the disc at the first utterance of the
word "Five", a Turnover results.
e.
In the event of a Stall, the once Marker, now Offensive player, does not
have to take the disc. The once Thrower, now Marker, drops the disc to
the ground for a turnover. There is no Check disc.
f.
The Thrower may contest a Stall call if they feel that they released the
disc before the first utterance of the word "Five".
1.
In the event of a contested Stall, play stops if the pass is completed,
and possession reverts back to the Thrower. After a Check, the Marker
starts the Stall count at three (3).
2.
In the event of a contested Stall, it is a turnover if the pass is incomplete,
and play continues without interruption.
3.
If the Marker counts too fast, the Thrower may call "Fast Count".
The first Fast Count call is a warning. On the first fast count call,
the Marker must subtract two (2) from the Stall count. If Fast Count
is called again within the same 5 seconds, play stops, then is resumed
after a Check with the count reset to zero (0).
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1.
The Receiver is any Offensive player in the act of catching the disc, or
not in possession of the disc.
2.
Bobbling to gain control of the disc is permitted. Purposeful, controlled
bobbling to oneself, i.e., tipping, delaying, guiding, or brushing in order
to advance the disc is considered Traveling and is not allowed.
3.
After catching a pass, the Receiver is only allowed the fewest number of
steps required coming to a stop and establish a pivot foot. No more than
third contact with the ground.
4.
If the Receiver is running or jumping as they catch the disc, the Receiver
may throw a pass before the third ground contact. The Receiver does not
have to come to a complete stop. However, change in direction or increase
in speed while in possession of the disc is a Traveling Violation.
5.
If the Offensive and Defensive players catch the disc simultaneously, the
Offense retains possession.
6.
If a pass arrives in such a manner that it is unclear whether a catch was
made before the disc contacted the ground, the player(s) with the best perspective,
usually the Receiver, makes the call. If the catch is contested, the disc
reverts back to the Thrower. Play resumes with a Check disc. Grass
is considered part of the ground.
7.
If it is ever unclear whether a Receiver was In or Out-of-Bounds at the
point of making a catch, the player(s) with the best perspective should
make the call.
8.
Force-Out Foul: If an airborne Receiver catches the disc, and is contacted
by a Defensive player before landing, and that contact caused the Receiver
to land Out-of-Bounds instead of landing In-Bounds, the Receivers must call
themselves Out-of-Bounds, or call a Force-Out Foul on the Defensive player.
If this Foul occurs in the End Zone and it is uncontested, a Goal is awarded.
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1.
Fouls are the result of physical contact between opposing players. A Foul
can only be called by the player who has been fouled and must be announced
by calling out the word "Foul" loudly. The Foul call must take
place immediately after the Foul has occurred.
2.
The player initiating contact is guilty of a Foul.
3.
Throwing Fouls:
a.
A Throwing Foul may be called when there is contact between the Thrower
and the Marker.
b.
Contact occurring during the follow through, which is after the disc has
been released, is not sufficient grounds for a Foul, but should still
be avoided whenever possible.
c.
When a Foul is committed by a Thrower or the Marker, play stops and possession
reverts back to the Thrower after a Check disc.
d.
If the Thrower is fouled in the act of throwing a pass, and the pass is
completed, the Foul is automatically declined and play continues without
interruption.
e.
If the Marker is fouled in the act of throwing and the pass is not completed,
play continues without interruption.
4.
Catching Fouls:
a.
Catching Fouls may be called when there is contact between opposing players
in the process of attempting a catch, interception, or knock down. A certain
amount of incidental contact during or immediately after the catching
attempt is often unavoidable and is not a Foul.
b.
If a player contacts an opponent before the disc arrives and thereby interferes
with that opponent's attempt to make a play on the disc, that player has
committed a Foul.
c.
If a player's attempt to make a play on the disc causes significant impact
with a positioned stationary opponent, before or after the disc arrives,
it is considered "Harmful Endangerment" and is a Foul.
d.
Dangerous, aggressive behavior or reckless disregard for the safety of
fellow players is a Foul.
e.
If a Catching Foul occurs and is uncontested, the player fouled gains
possession at the point of the infraction. If the call is disputed, the
disc goes back to the Thrower. If an uncontested Foul, with the exception
of a Force-Out Foul, occurs in the End Zone, the player fouled gains possession
at the closest point on the Goal Line to the infraction.
5.
Flagrant Fouls:
a.
Any Foul that is deemed detrimental to the integrity of the game of Goaltimate
is considered a Flagrant Foul and is called by the Official(s).
b.
Depending on the severity of the Foul, a Yellow Card or Red Card will
be shown. A Red Card results in disqualification for the Offender. The
disqualification lasts for the remainder of the Series, and, depending
on the severity of the infraction, the entire tournament.
The
decision to disqualify the Offender for the entire tournament stands with
tournament Director(s).
c.
Two (2) Yellow Cards will result in disqualification for the Offenders
current Series.
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1.
A Violation occurs when a player violates the rules in a manner that does
not result in physical contact. E.g. illegal guarding position by the Marker,
not establishing a pivot foot on the Goal Line after carrying the disc into
the End Zone, etc.
2.
Any player who recognizes that a Violation has occurred may call a Violation.
The player must immediately call "Violation" or the name of the
specific Violation loudly.
3.
Traveling:
a.
The Thrower must keep all or part of the pivot foot in contact with a
single spot on the field. Should the Thrower lose contact with that spot,
the Thrower has Traveled.
b.
If the Receiver obviously takes more steps than are required to stop after
catching a pass, that player has Traveled.
c.
If a Receiver, after receiving a pass on the run, releases a pass after
the third ground contact and before coming to a complete stop, that Receiver
has Traveled.
4.
Strip:
a.
No Defensive player may touch the disc while it is in possession of the
Thrower or Receiver. If a Defensive player does so, the player in possession
calls "Strip".
b.
The player in possession then picks up the disc and play is continued
from the point where they regained possession of the disc.
c.
If a count was in progress as the disc was stripped, the count is halted,
and when the player in possession regains possession, the count restarts
at zero (0).
d.
A contested Strip of the Receiver is treated the same as a contested Foul;
an uncontested Strip in the End Zone is a Goal.
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1.
It is the responsibility of all players to avoid contact in any way possible.
Violent impact with legitimately positioned opponents constitutes harmful
endangerment, a Foul, and must be strictly avoided.
2.
Every player, excluding the Thrower, is entitled to occupy any position
on the field not occupied by any opposing player, provided that the player
does not cause personal contact in taking such a position.
3.
When the disc is in the air, players must play the disc, not the opponent.
4.
The Principle of Verticality: All players have the right to the space immediately
above them. Thus, a player cannot prevent an opponent from making an attempt
on a pass by placing their arms above an opponent. Should contact occur,
the player restricting the vertical area is responsible.
5.
A player who jumped is entitled to land at the same spot without hindrance
by opponents. They may also land at the another spot provided the landing
spot was not already occupied at the time of take-off and that the direct
path between the take-off and landing spot was not already occupied.
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1.
Cardinal Rule:
Whenever
an infringement of the rules or a Time-Out occurs, play is halted and the
disc is put back into play at the point of the last possession before play
was stopped. The exception is a Catching Foul, XVI/4.
2.
Continuation Rule:
a.
Disc in the Air:
1.
If a Foul or Violation is called while the disc is in the air, the play
is always completed.
2.
If the team which called the Foul or Violation gains possession as a
result of that pass, i.e., an incomplete pass following a Traveling
Violation, or Offensive Foul, play is continuous. In this situation,
players should call "Play On".
3.
If the pass is completed, but the Defensive effort on the pass was affected
by the violation, the pass does not count and possession reverts back
to the Thrower.
b.
Disc not in the Air:
1.
If a Foul or Violation is called while the disc is not in the air, and
a player attempts a pass before play has stopped, and the pass is incomplete,
it is a Turnover.
2.
If a Foul or Violation is called while the disc is not in the air, and
a player attempts a pass before play has stopped and the pass is completed,
the pass does not count and possession reverts back to the original
Thrower.
c.
It is the responsibility of the player who made the call to call out "Play
On" to indicate that this rule has been invoked.
3.
If there is ever a failure to come to an agreement over any call, the Official
will make the final decision within seconds. The disc is Checked and play
continues.
4.
If offsetting Catching Fouls are called by Offensive and Defensive players
on the same play, the disc reverts back to the Thrower. Play continues after
a Check disc.
5.
Any time the Marker's count is interrupted by the call of a Foul, Violation
or Time-Out, the count is resumed as follows:
| Defensive
Foul Uncontested |
0 |
| Defensive
Foul Contested |
2 |
| Offensive
Foul |
begins
where left off |
| Time
Out |
begins
where left off |
| Strip |
0 |
| Contested
Strip |
begins
where left off |
Fast
Count
-First Call
-Second Call
|
subtract2; no Check disc
0 |
| Travel |
begins
where left off |
| Contested
Stall |
3 |
6.
When play resumes after a Time-Out, the Stall count is continued from where
the Stall count was when Time-Out was called. The Marker must initiate the
count by calling "Stalling" or "Counting".
7.
If the Marker counts too fast, the Thrower may call "Fast Count."
a.
The first Fast Count call is a warning. On the first Fast Count call,
the Marker must subtract 2 from the Stall count.
b.
If Fast Count is called again within the same 5-seconds, play stops, then
is resumed after a Check disc with the count reset to zero (0).
c.
The Continuation Rule, XIX/2, applies to Fast Counts.
d.
If the Fast Count occurs in such a manner that the Thrower does not have
a reasonable opportunity to call Fast Count before the utterance of the
word "Five", the play is treated the same as a contested Stall,
XIV/5f.
8.
Should a Foul or Violation result in possession reverting to a Thrower who
was airborne while releasing the disc, play shall be restarted at the point
on the playing field proper closest to the location from where the throw
was made.
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1.
There are two (2) Officials for each Series. Their job is to carefully watch
the action of the game. They do not actively call any Fouls, Violations
or Line Calls. However, if a Flagrant Foul occurs, a Foul that takes away
from the integrity of the game of Goaltimate, it is their responsibility
to issue a Yellow Card or Red Card.
2.
When a dispute arises concerning a Foul, Violation, Line Call, or an interpretation
of the rules which can not be resolved by the players to make the call:
a.
The Official with the best view of the play makes the call. If the Officials
so choose, they may discuss the play among themselves before rendering
a decision.
b.
The Officials have the last say in any unsettled disputes. Once their
decision is made, there is a Check disc and play continues immediately.
3.
A Flagrant Foul can be called for any physical contact or verbal harassment
towards the Officials.
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1.
If a Foul is committed and not called, the player who commits the Foul should
inform the infracted player of the Foul.
2.
It is poor etiquette for a Defensive player to call for a pass from the
Thrower.
3.
Should a dispute or confusion arise on the field, it should be common practice
to stop play. Then resume play with a Check disc once the matter is resolved.
4.
In the case where a novice player commits a Violation out of sincere ignorance
of the rules, it is common practice to stop play and explain the Violation.
[Back
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References
Goaltimate
http://www.goaltimate.com
HTML
Version by Rick Conner, 10 Jan 2000.