UPA
Rules
Preface
Introduction
Clarifying
Statements
Field of Play
Equipment
Length of Game
Time-Outs
Substitutions
Starting and Restarting Play
Out-of-Bounds
Endzone
Scoring
Turnovers
The Thrower
The Marker
The Receiver
Fouls
Violations
Positioning
Clarifying Statements
on Violations, Fouls, and Picks
9th
Edition with Clarifications
incorporating
1991 and 1992 Amendments and Changes
Copyright
1970 CHS
Copyright 1982, 1989, 1991, 1992 The Ultimate Players Association
HISTORY:
- Originally posted by Eric Simon (70540.1522@CompuServe.COM), with
the following disclaimer:
WARNING
- This is not an 'electronic' edition of the rules, but
rather the result of somebody's secretary typing in the rules. In
other words, a real "Ninth Edition" was given to a non-Ultimate
playing secretary, who then typed it in. There are probably typos
in it. I would appreciate it if you could make me aware of any
typos. My goal is to make appropriate changes, and u/l a 'clean
copy' some time next week. In the meantime, do not pass these
rules around without this warning - Thank you - Eric Simon,
6/10/91.
-
Subsequently edited and re-formatted by Joseph A. Barcio II
(barcio@kingarthur.jsc.nasa.gov). This included addition of the
1991 Amendments and Changes after Section XIV.
THANKS:
> Thanks to Eric Simon, Kathy Pufahl, Scott Gurst, Frank Revi, Mark
> Licata, Scott Gurst, Troy Frever, and Juha Jalovaara for compiling
> the amendments and changes.
QUOTE:
> No set of rules can replace player's respect for one another and for
> good spirit.
The
purpose of the rules of Ultimate is to provide a guideline which
describes the way the game is played. It assumed that no Ultimate
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 which simulates what would most likely have
occurred had there been no infraction.
In
Ultimate, an intentional foul would be considered cheating and a
gross offense against the spirit of sportsmanship. 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 Ultimate depends on each player's
responsibility to uphold the spirit of the game, and this
responsibility should not be taken lightly.
1.
Description
Ultimate
is a non-contact sport played by two seven player teams.
The object of the game is to score goals. The disc may only be
moved by passing as 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 to a
teammate in the endzone which that team is attacking.
2.
Spirit of the Game
Ultimate
has traditionally relied 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 Ultimate field. Such actions as taunting of
opposing players, dangerous aggression, intentional fouling,
or other "win-at-all-costs" behavior are contrary to the
spirit 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.
1.
Phrases:
A.
A "player" is any of the fourteen (14) persons who are
actually participating in the game at any one time.
B.
To "put the disc into play" means that 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. "Throw-off position" is the particular arrangement of
positions (which end zone each team is defending) and
possession (which team is to throw-off) in effect before a
throw-off.
2.
There are no scrimmage lines or off-sides (except on throw-offs)
in Ultimate.
3.
The disc may be passed in any direction.
4.
A rolling or sliding disc may be stopped by any player, but it
may not be purposefully advanced in any direction. Possession is
gained where the disc stops.
5.
No defensive player may ever pick up the disc.
1.
The field of play is a rectangular area with dimensions as shown
on the accompanying diagram (see end of file).
2.
The playing field may have any surface (although well trimmed
grass is suggested) which is essentially flat, free of
obstructions and holes, and affords reasonable player safety.
3.
The playing field proper is the playing field excluding the
endzones.
4.
The goal lines are the lines which separate the playing field
proper from the endzones and are part of the playing field proper.
5.
The perimeter lines (sidelines and endlines) are not part of the
playing fields.
6.
The corners of the playing field proper and the endzones are
marked by cones made of a brightly colored, flexible material.
7.
An additional restraining line is established five (5) meters away
from the entire field to ensure that the sidelines remain clear
during play.
8.
All lines are marked with a non-caustic material and are between
two and four inches wide (2"-4").
1.
Any flying disc may be used as long as it is acceptable to both
team captains. If the captains cannot agree, [the current
Official Disc of the Ultimate Players Association] shall be used.
2.
Individual players may wear any soft protective clothing as long
as it does not endanger the safety of any other player.
3.
Cleats which have any metal exposed are not allowed.
4.
Each player must wear a uniform or other clothing that
distinguishes that player from the players on the other team.
1.
TIME
A.
Each half lasts for twenty-four (24) minutes of stopped time.
B.
Each overtime period lasts for five (5) minutes of stopped
time.
C.
The clock starts when:
1.
An offensive player gains possession of a throw-off and
establishes a pivot foot;
2.
The marker touches the disc after a check;
3.
The thrower puts the disc into play after it has been out
of bounds.
D.
The clock stops:
1.
After a goal;
2.
At the end of a period of play;
3.
For time-outs;
4.
For injuries;
5.
For fouls and violations;
6.
When the disc contacts an out-of-bounds area.
2.
POINTS
A.
A goal is worth one (1) point.
B.
A game to points lasts until one team scores twenty-one (21)
goals with a margin of victory of at least two(2) goals.
C.
A game with a score of twenty-to-twenty (20-20) goes into
overtime, and play continues until a two-goal margin is
achieved or one team scores twenty-five (25) goals.
D.
Halftime occurs when one team reaches eleven (11) goals.
3.
Halftime lasts for ten (10) minutes.
4.
At the end of the game, the team with the most goals is declared
the winner.
1.
TIME-OUT
A.
Each team is permitted two (2) time-outs per half in games to
17 or less, and three (3) time-outs per half in games to 18 or
more. Each team is permitted exactly one (1) time-out in
overtime. Overtime occurs when the score is tied at one point
less than the number of points for which the game was
originally scheduled. (Example: In a game to 19 points,
overtime occurs when the score reaches 18-18.)
B.
Each time-out lasts up to two (2) minutes.
C.
The player calling the time-out must form a "T" with his/her
hands and call "time-out" loudly.
D.
A time-out may be called by either team after a goal and
before the ensuing accepted throw-off.
E.
During play, only the person with possession of the disc can
call a time-out.
F.
When 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. If the disc was
out-of-bounds when the time-out was called, the disc is
put into play at the point on the playing field proper
nearest to where the disc went out-of-bounds. If the disc
was in an endzone when the time-out was called, the disc
is put into play at the point in the endzone where the
time-out was called.
3.
Play is resumed through the use of a check and all other
players may set up in any position on the field.
G. It is a turnover if a player calls a time-out when his/her team
no time-outs remaining. There is a check on the disc.
2.
INJURY TIME-OUT
A.
Injury time-out can be called by any member of the injured
player's team. The time-out call is in effect at the time of
the injury. In other words, 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. A "spirit of the game"
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. If that player leaves
the field due to injury, the replacing player
puts the disc into play.
2.
If the disc was in the air at the time of the
injury, play continues until the disc is caught or it
contacts the ground. If the disc is caught, the player who
caught the disc puts the disc into play after the injury
time-out.
3.
The disc is put into play at the location where the disc
was when play was stopped.
4.
The play is resumed through the use of a check 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 also a team time-out.
1.
Substitutions can be made only:
A.
After a goal and before the ensuing accepted throw-off.
B.
Before the beginning of a period of play;
C.
To replace an injured player(s).
2.
If a team replaces an injured player(s), the opposing team has the
option of substituting a like number of, or fewer players.
3.
Substitutions other than injury substitutions cannot be made
during a time-out taken during play.
1.
Before a game starts, each team designates one captain to
represent that team in disagreements and arbitration.
2.
Start of periods of play:
A.
Representatives of the two teams each flip a disc. The
representative of one team calls "same" or "different"
while
the discs are in the air. The team winning the flip has the
choice of:
1.
Receiving or throwing the initial throw-off; or
2.
Selecting which goal they wish to defend initially.
B.
The team losing the flip is given the remaining choice.
C.
The second half begins with an automatic reversal of the
initial throw-off position .
D.
In a game to time, if overtime periods are needed, the disc
flipping procedure is repeated for the first overtime period.
The initial throw-off position of subsequent overtime periods
is the reverse of the throw-off position that started the
previous overtime period.
3.
Throw Off
A.
Play starts at the beginning of each period of play and after
each goal with a throw-off.
B.
Each time a goal is scored, the teams switch the direction of
their attack and the team which scored throws off.
C.
Positioning prior to the throw-off.
1.
The players on the throwing team are free to move anywhere
in their defending endzone, but may not cross the goal
line until the disc is released.
2.
The players on the receiving team must stand with one foot
on their defending goal line without changing position
relative to one another.
D.
The throw-off may be made only after the thrower and a player
on the receiving team raise a hand to signal that team's
readiness to begin play.
E.
The throw-off consists of one player on the throwing team
throwing the disc toward the opposite goal line to begin play.
F.
As soon as the disc is released, all players may move in any
direction.
G.
No player on the throwing team may touch the throw-off in the
air before it is touched by a member of the receiving team.
H.
If a member of the receiving team catches the throw-off on the
playing field proper, that player must put the disc into play
from the spot.
I.
If a member of the receiving team touches the disc during
flight of the throw-off (whether in- or out-of-bounds) and the
receiving team fails to catch it, the team which threw-off
gains possession of the disc at the nearest point on the
playing field proper. If a player drops the disc while
carrying it to the point where the disc will be put into play,
the team which threw-off gains possession of the disc at the
nearest point on the playing field proper.
J.
If the receiving team allows the throw-off to fall untouched
to the ground, and the disc initially lands in-bounds, the
receiving team gains possession of the disc where it stops.
If the disc initially lands in-bounds, then goes
out-of-bounds, the receiving team gains possession at the
point on the playing field proper nearest to where the disc
first went out-of-bounds.
K.
If the throw-off lands out of bounds, the receiving team,
before touching the disc, makes a choice of:
1.
Putting the disc into play at the nearest point on the
playing field proper to where the disc crossed the
perimeter line.
2.
Requesting a re-throw. To request a re-throw, any member
of the receiving team must fully extend one hand above the
head and call "Over." Once this re-throw signal is given,
that throw-off can no longer be put into play.
3.
Invoking the Middle Brick Rule. If the throw-off lands
outside the field of play, the receiving team may choose
to put the disc into play at the halfway between the two
sidelines either at the point where the disc went
out-of-bounds or at a point 10 yards upfield from the
goal line they are defending. To invoke the
"middle /brick rule," the member of the receiving team
who is going to receive the throw-off shall fully extend
one hand above his/her head and call "middle" or
"brick". The player must let the disc hit the ground.
On such a call, the offensive player may use a "self
check," meaning he/she picks up the disc and the nearest
defensive player says "in play." If the nearest player
does not immediately say "in play," the offensive player
may touch the disc to the ground and yell "disc in play."
4.
The Check
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.
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 s/he is contacting an out-of-bounds
area. When a player is in the air, his/her 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 him/her 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 s/he
went out-of-bounds and puts the disc into play at that point.
7.
To 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 proper where the disc went
out-of-bounds, and put the disc into play at that point.
8.
The thrower may pivot in- and out-of-bounds, providing that some
part of the 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.
1.
If a team gains possession in the endzone which it is defending:
A.
The player taking possession must make the immediate decision
to either:
1.
Put the disc into play from that spot, or
2.
Carry it directly to the closest point on the goal line
and put it into play from there. If this option is
chosen, the player taking possession commits the player to
put the disc into play at that point.
B.
To fake or pause after gaining possession commits the player
to put the disc into play at that point.
2.
If, as a result of a pass from a teammate, a player receives the
disc in the endzone which they are defending, that player does not
have a choice of advancing the disc to the goal line.
3.
If a team gains possession in the endzone which it is attacking,
the player taking possession must carry the disc directly to the
closest point on the goal line and put the disc into play from
there.
1.
A goal is scored when an offensive player completes a pass to a
teammate in the endzone which his/her team is attacking.
2.
In order for the receiver to be considered in the endzone after
gaining possession of the disc, his/her first point of contact
with the ground must be completely in the endzone.
3.
A player cannot score by running into the endzone with the disc.
Should a receiver's momentum carry him/her into the endzone 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 endzone and acknowledge that
s/he has scored a goal. If that player plays the disc unknowingly
into a turnover, then no goal is awarded.
1.
An incomplete, intercepted, knocked down, or out-of-bounds pass
results in a loss of possession.
2.
The following actions result in a loss of possession and a check:
A.
If the marker's count reaches the maximum number;
B.
If the disc is handed from player to player;
C.
If the thrower intentionally deflects a pass to him/herself
off another player;
D.
If the thrower catches his/her own throw. However, if the
disc is touched by another player during its flight it is
considered a complete pass and is not a turnover.
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, whether 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.
4.
The thrower has the right to pivot in any direction. However,
once the marker has established a legal defensive position, the
thrower may not pivot into the marker.
5.
If the disc is dropped by the thrower without defensive
interference, it is considered an incomplete pass.
6.
The thrower may throw the disc in any way s/he wishes.
1.
Only one defensive player may guard the thrower at any one time;
that player is the marker.
2.
The marker may not straddle (i.e., place his/her 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 cannot position his/her arms in such a manner as to
restrict the thrower from pivoting.
5.
Stalling.
A.
A defensive player within three (3) meters of the pivot foot
of the thrower may initiate a stall count. If an offensive
player moving into the throwing position "stands over the
disc" (i.e., within three meters) 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 marker calling "Stalling" or
"Counting" and counting at one second intervals from one to
ten (1, 10) loudly enough for the thrower to hear.
C.
If the thrower has not released the disc at the first
utterance of the word "ten" ("10"), a turnover and a
check
result.
D.
If the defense decides to switch markers; and if the new
marker wishes to initiate a stalling count, s/he must start
again from "one" ("1").
E.
In the event of a stall, the once marker, now offensive
player, does not have to take the disc after the check. The
once thrower, now marker, checks the disc to the new thrower,
if s/he does not want the disc, the marker "checks" the disc
by placing it on the ground and calling "in play."
F. The thrower may contest a stall call is s/he feels that s/he
had released the disc before the first utterance of the word
"ten".
1.
In the event of a contested stall, if the pass is
completed, play stops, and possession reverts back to the
thrower. After a check, the marker starts the stall count
at eight (8).
2.
In the event of a contested stall, if the pass is
incomplete, it is a turnover, and play continues without
interruption.
1.
The receiver is any offensive player either in the act of catching
the disc, or not in possession of the disc.
2.
Bobbling to gain control of the disc is permitted, but 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.
The receiver gains possession by demonstrating sustained contact
with a non-spinning disc.
4.
After catching a pass, the receiver is only allowed the fewest
number of steps required to come to a stop and establish a pivot
foot.
5.
If the receiver is running as s/he catches the disc, the receiver
may throw a pass before the third ground contact after catching
the disc without coming to a complete stop.
6.
If the disc is caught simultaneously by offensive and defensive
players, the offense retains possession.
7.
If a pass arrives in such a manner that it is unclear whether a
catch was made before the disc contacted the ground (grass is
considered part of the ground), the player(s) with the best
perspective makes the call (usually the receiver).
8.
If it is ever unclear where a receiver was in- or out-of-bounds at
the point of making a catch, the player(s) with the best
perspective makes the call.
9.
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 receiver must either call him/herself 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.
10.
First ground contact determines possession. The ground can cause
an incomplete pass, resulting in a turnover.
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
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 (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.
D.
If the thrower is fouled in the act of throwing 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.
A catching foul 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 legitimately 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 always 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
[XV-9]) occurs in the end zone, the player fouled gains
possession at the closest point on the goal line to the
infraction.
1.
A violation occurs when a player violates the rules in a manner
which does not result in physical contact. (e.g. illegal guarding
position by the marker, not establishing a pivot foot on the
sideline after carrying the disc in from out-of-bounds, etc.)
2.
A violation may be called by any player who recognizes that a
violation has occurred. 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
continues unhalted from the point where s/he regained
possession.
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.
5.
Double-Team:
A.
Only one marker is permitted to guard the thrower.
B.
No other defensive player may establish a position within
three(3) meters of the pivot foot of the thrower, unless s/he
is guarding another offensive player in that area.
C.
Should the thrower recognize a double-team situation, s/he
first calls "Double-Team" as a warning. On the first
"Double-Team" call, the marker must subtract 2 from the stall
count. If "double-team" is called again within the same 10
seconds, play stops and is resumed after a check with the
count reset to zero (0).
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 s/he does not cause personal contact in taking such
a position.
3.
Picks.
A.
No player may establish a position, or move in such a manner,
so as to obstruct the movement of any player on the opposing
team; to do so is a "pick.
B.
In the event of a pick, the obstructed player must
immediately call "Pick" loudly; play stops and is resumed
after a check, unless the continuation rule [XIX-2] applies.
4.
When the disc is in the air, players must play the disc, not the
opponent.
5.
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 his/her arms
above an opponent. Should contact occur, the player restricting
the vertical area is responsible.
6.
A player who jumped is entitled to land at the same spot without
hindrance by opponents. S/he 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.
1.
Cardinal Rule:
Whenever an infringement of the rules or a time out occur, play
is halted and the disc is put back into play at the point of the
last possession before play was stopped. (Note exceptions under
Turnovers (XII-4) and Catching Foul (VI-4).
2.
Continuation Rule:
A. Disc In the Air
(1) If a foul, violation, or pick is called while the disc is
in the air, the play is always completed.
(2) If the team which called the foul, violation, or pick gains
possession as a result of that pass (e.g., an incomplete
pass following a traveling violation, or offensive foul), play
continues unhalted. 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 (e.g. picks), the pass
does not count and possession reverts back to the thrower.
B. Disc Not in the Air
(1) If a foul, violation, or pick 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, violation, or pick 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 disc reverts back to the thrower after a check.
4.
If offsetting catching fouls are called by offensive and defensive
players on the same play, the disc reverts back to the thrower
after a check.
5.
Any time the marker's count is interrupted by the call of a
foul, violation, pick, or time-out, the count is resumed as
follows:
Defensive Foul Uncontested. . . . . . . . . . . . . . . . . .0
Defensive Foul Contested. . . . . . . . . . . . . . . . . . . .same or 5
if over 5
Offensive Foul. . . . . . . . . . . . . . . . . . . . . . . . . . . .same
Travel or Pick. . . . . . . . . . . . . . . . . . . . . . . . . . . ..same
or 5 if over 5
Strip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. 0
Fast
Count / Double Team
First Call. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.subtract 2; no check
Second Call. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .0
Time Out. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .same
Contested Stall . . . . . . . . . . . . . . . . . . . . . . . . . . .8
6.
When play resumes after a time out, the stall count is continued
from where it 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 10 seconds,
play stops and is resumed after a check 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 "ten," the play is treated
the same as a contested stall [XIV-5(F)].
OBSERVERS
1.
Before the game, the captains may decide to select up to six (6)
experienced non-players to act as Observers. In this role, their
job is to carefully watch the action of the game. They do not
actively call any fouls, violations, picks, or line calls.
2.
When a dispute arises concerning a foul, violation, pick, line
call, or an interpretation of the rules which cannot be resolved
by the captains to make the call,
A.
The observer with the best view of the play makes the call.
If the observers so choose, they may discuss the play among
themselves before rendering a decision.
B.
By calling in the observers, the teams agree to abide by the
observers decision.
ETIQUETTE
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 the responsibility of both teams to minimize the time taken
between each goal and the ensuing throw-off.
3.
If the receiving team wishes to have an out-of-bounds throw-off
re-thrown, they should give the re-throw signal as soon as
possible.
4.
It is a violation against the spirit of the game for a defensive
player to call for a pass from the thrower.
5.
Should a dispute or confusion arise on the field, it should be
common practice to stop play, and resume play with a check when
the matter is resolved.
6.
In the case where a novice player commits a violation out of
sincere ignorance of rules, it is common practice to stop play and
explain the violation.
References
UPA
http://www.upa.org