Rules
- Callahan
The
Callahan Rules are a series of modifications and additions to the current
rules of ultimate. The Callahan Rules build upon the current rules, the
9th Edition with Clarifications (1995) and are an attempt to speed up play
and to make ultimate even more fun for players to play and spectators to
watch.
Wherever
possible, the Callahan Rules adhere to ultimate's underlying principle of
assuming players will never deliberately foul and to recreate what would
have happened had a foul not taken place. However, since many of the suggested
rule changes involve "dead disc" fouls where there is no situation
to recreate, or situations where a player has clearly overstepped the bounds
of good sportsmanship, penalties in the form of inferior field position
and/or the awarding of additional time-outs are included. Finally, the Callahan
Rules include mechanisms (sections 4.1 Game Misconduct Foul, 4.2 Team Misconduct
Foul and 4.3 Automatic Ejection for Fighting) that allow for the removal
of players from a half, game or tournament.
Under
the Callahan Rules, virtually all foul calls remain in the hands of the
players, however, select calls (for example, time violations, misconduct
penalties, line calls) are made by a neutral Observer or Linesman. In addition,
the Observer makes an immediate ruling on all fouls calls that cannot be
immediately resolved by the players.
This
document is divided into 7 sections:
The
Observer and Linesmen
Time
violations
Contested
calls
Misconduct
fouls
The
pull
Miscellaneous
changes and additions
Appendix
The
Callahan Rules are based on the 9th Edition rules to ultimate with clarifications
(1995). Except where superseded by the rules outlined below, the 9th Edition
rules remain the controlling document.
1.0
The Observer And Linesmen
1.1
Observer Responsibilities
Under
the Callahan Rules, each game will have one neutral observer ("the
Observer") that will be charged with the following duties:
- Make
sure games start on time
- Assess
penalties for various time violations (time before the pull, time outs,
turnovers)
- Rule
on contested calls
- Assess
and track Game and Team Misconduct fouls for unsportsmanlike conduct
- Keep
score
- Remind
players at the beginning of the game of various key rules and concepts
- Make
rulings on line calls (in the event the game is played without Linesmen,
and the players involved disagree)
- Determine
if players are off-sides on the pull (in the event the game is played
without Linesmen)
- Resolve
disputes on whether a caught disc was "up or down"
- Announce
the time cap (except in situations where the time cap is determined by
the tournament director)
- Provide
game discs when required
- Notes
the name of any player displaying exceptionally good sportsmanship
The
players on the field make all foul calls, with the exception of those listed
above, however the Observer will rule in the case of a contested foul. In
addition to the one Observer, it is strongly recommended that each game
have two Linesmen to make active line calls and to assist the Observer on
contested foul calls.
1.2
Line Calls
In
games using Linesmen, the Linesmen will make all calls regarding whether
a receiver is in or out of the playing field proper or end zones after catching
the disc. Should an offensive player have perspective, and realize the Linesmen
has erroneously called a player in-bounds, or in the endzone, they are expected
to overrule the call. Conversely, should a defensive player have perspective,
and realize that the Linesmen has erroneously called the offensive player
out of bounds, or out of the endzone, the defender is expected to overrule
the call.
For
games without Linesmen, the player with the best perspective (i.e. closest
to the line in question and with a simultaneous view of the receiver and
the playing field boundary) will determine whether the receiver was in or
out of bounds. If the players involved cannot quickly make a call, only
then is the Observer asked to make a call.
If
the Linesmen or Observer can't determine whether a player is in-bounds,
the call is made in favor of the defense.
1.3
Disc Up or Down
The
Observer rules on whether a disc has been caught or is a "up or down"
should there be a controversy between the players. The Observer makes this
call only if the players disagree - this is not an active call. In the situation
where an Observer is unable to make a call, the call is made in favor of
the defense.
1.4
Warped Disc or Unable to Retrieve Disc
The
Observer will carry or have ready access to, a spare disc that can be substituted
for a game disc that has become warped or is difficult to retrieve (for
example, in a crowd of spectators) in under 20 seconds (see 2.2). In either
of these situations, the Observer will supply a new disc only if the team
on offense requests one.
Should the Offense request a disc from the Observer, time required for the
Observer to provide a spare disc does not count against the above time limits.
Any initiated stall count will resume where it was halted when the request
was made.
If
an offensive player does not request a disc from the observer, an offensive
player must retrieve the game disc from OB
1.5
Rule Review
At
the beginning of each game, the Observer will read a brief summary of select
rules to the players. This summary will begin with a reminder that ultimate
is unique in that it holds players to a higher level of sportsmanship than
other sports and that it is a player's responsibility to maintain composure
during play. Additionally, players will be reminded that deliberate fouls
are, by definition, bad sportsmanship and are subject to a Team Misconduct
penalty. Players should also be reminded that dangerous play is to be avoided
at all costs. Finally, players will listen to a brief review regarding specific
rules:
- Throwing
before three ground contacts is not necessarily a travel
- Loud
swearing will result in a misconduct foul against a team and that a third
(or more) misconduct foul results in a penalty against your team (see
section 4.4)
- That
the line is out
- Not
to cross the line before the pull
- That
the Observer will make best efforts to do his or her job and that excessively
arguing with the Observer can result in a misconduct foul
- Other
reminders as needed
1.6
Observers Are Treated As Neutral Players
In
order to get the best possible view of any possible fouls, the Observer
will typically be on the field of play. Should a thrown disc strike the
Observer during play, the disc remains live until it touches the ground
or an out of bounds obstacle.
An
offensive player cannot call a pick, or blocking foul on the Observer. However,
a defensive player can call a pick due to interference by the Observer.
1.7
Observer and Time Cap
If
a tournament director is keeping track of a time cap for individual rounds,
the time cap warning can be provided by the director, not the Observer.
2.0
Time Issues & Violations
In
an effort to speed up the game, the Observer uses a stopwatch or hand counts
to time various dead disc situations and makes sure play restarts in a reasonable
time.
Whenever
the disc must be put into play within a certain time limit using a check,
failure by either team to meet the time limit supersedes the check, and
allows the other team to immediately initiate play, as described in sections
2.2 and 2.3.
2.1
Time Before Pull
The
receiving team must have 7 players on the line within 70 seconds. The pulling
team then receives 20 seconds for final match-ups. The Observer will notify
each team before they must be ready ("20 seconds", "10 seconds",
"5 seconds", "Play"). Failure to have be set in the
allotted time results in the following penalties:
- Receiving
team fails to have 7 players set on the line within 70 seconds: Receiving
team puts the disc in play with a check at the "endzone" mark
within 20 seconds
- Pulling
team fails to have 7 players set on the line and pull within 90 seconds:
Receiving team puts the disc in play with a check at the "mid-field"
mark within 20 seconds
See
the Appendix for revised field layout with the following center-of-field
markers: 15 yards in to each end zone (the "end zone" mark, 20
yards out from each endzone (the "brick mark") and at 35 yards
from the endzone ("mid-field" mark).
Play
can begin before the full 90 seconds has elapsed. After a minimum of 40
seconds has elapsed since the previous score, either team may give a signal
(traditionally a raised hand) indicating that they are ready. If the receiving
team gives the initial signal, the pulling team then has 20 seconds to match
up and pull the disc. If the pulling team initially signals that it is ready
to begin play the receiving team has 20 seconds to get 7 players on the
line and indicate that they are ready. Following the ready signal from the
receiving team, the pulling team then has an additional 20 seconds to match
up and pull.
To
avoid a delay penalty on the pull, a team that intends to play a point with
fewer than 7 players must notify the Observer before the pull.
2.2
Time Between Turnovers
If
the disc remains on the playing field proper after a turnover (not out of
bounds and not in the endzone), the offense gets 10 seconds to put the disc
in play. If the disc lands outside the playing field proper, or is dropped
on the pull, the offense gets 20 seconds to put the disc in play. A disc
that rolls or skips out of bounds, or into the endzone, is considered to
have landed outside the playing field proper, and the offense gets up to
20 seconds to put it back in play.
The
Observer will provide a warning at 5 seconds (and in the case of a disc
that has gone out of bounds, 10 seconds) before the disc has to be put in
play. Should the offense fail to begin play (by establishing a pivot foot)
within the allotted time, the defense can begin the stall count.
However,
if an offensive player is standing within two meters of the disc or if the
thrower is in possession of the disc and standing near the location the
disc will be put into play, the marker may issue a delay of game warning,
initiate a stall count, and continue regardless of the offense's actions.
2.3
Time and Number of Time-outs
Each
team gets 2 time-outs per half and each team is permitted exactly one (1)
time-out in overtime (i.e. 14-14 in a game to 15) or after the time cap
has gone into effect. Time-outs will be 70 seconds in length and the Observer
will provide warnings ("20 seconds", "10 seconds", "5
seconds", "Play"). After 70 seconds, the offense must have
established stationary positions. The defense then has 20 seconds to match
up. Should the offense fail to set up within 70 seconds, the defense may
begin the stall count. Should the defense fail to put the disc in play within
20 seconds after the offense is set, the observer will announce "play"
and the offense can immediately put the disc into play.
Play
can resume before the full 90 seconds has expired. If the team taking the
time-out has established stationary positions and announces they are ready
to resume play, the defense has 20 seconds to check the disc.
In
the situation where an Observer (for example, in the situation of a Team
Misconduct foul) has awarded a time-out to a team, the time-out is reduced
from 70 seconds to 30 seconds.
2.4
Assessing Points for Late Arrival
Should
one (or both) teams fail to have players on the line ready to begin play
at the scheduled start time, the Observer will automatically assess a point
for every 2 minutes of delay. The first point will be assessed 2 minutes
after the scheduled start time.
2.5
Points Per Game
Under
the Callahan Rules, all games will be played to 15 points, win by 2, with
a hard cap at 17 points. There is a time cap at two hours and if the time
cap is reached the hard cap is reduced to 2 points above the current high
score, or 17 whichever is lower. If, at the discretion of the tournament
director, games are capped before two hours, they are still played to 15
points.
2.6
Half-time
In
games with a two-hour cap, each team is given 10 minutes for half time .If,
at the discretion of the tournament director, games are
capped before two hours, halftime is reduced to five minutes. The Observer
will announce warnings with 20, 10 and 5 seconds remaining before the beginning
of the second half. The offense must have 7 players on the line with 20
seconds remaining. The defensive team then receives 20 seconds for final
match-ups. Failure to have 7 players on the line within the time limits
results in the same penalties as in 2.1 Time Before Pull.
To
give the Observer, Linesmen and spectators a brief break, the full time
allotted to half-time must be taken, there are no short half-times
2.7
Time-out During the Pull
After
a score, either team may take a time out at any point before the pull. However,
the total time allowed before the pull is capped at 2 and a half minutes.
After a time-out, the receiving team must have 7 on the line ready to receive
the pull in no more than 2 minutes and 10 seconds, with the pulling team
getting an additional 20 seconds to match up.
The
team taking a time-out before the pull can still take an abbreviated time-out
by indicating they are ready to resume play, giving the other team 20 seconds
to get ready. This 20 second "get ready" time does not extend
the cap maximum.
In
the event that multiple time-outs are taken before a pull, the pull cap
maximum of 2 and a half minutes is extended by 30 seconds for each additional
time-out.
2.8
Observer Hand Signals
To
assist in communicating to players the amount of time remaining (before
a pull, near the end of halftime, time-outs, etc.) before play is to resume,
Observers will both verbally announce the remaining time and use a series
of hand signals. When indicating the time remaining, Observers can use a
closed fist to indicate increments of 10 seconds and an open hand for 5
second increments.
For
example, in the case of time before the pull, an Observer can raise a closed
fist twice in rapid succession to indicate 20 seconds remaining before the
pull. Once to indicate 20 seconds remain, etc.
It
is up to the players on the field to keep track of the time before play
is to resume. The Observer's hand signals are intended as a convenience
for players and spectators - failure by the Observer to display a hand signal
does not absolve a team from being assessed a penalty.
3.0
Contested Calls
3.1
Observer Decides Contested Calls
Should
a discussion arise over a contested call, the Observer will ask if the players
can resolve the dispute. If the initial call and contest can't be
quickly resolved by player agreement, the Observer has the following options:
- Agree
with the original call
- Agree
with the contest
- If
the situation warrants such a call, the observer can indicate the disc
goes back to the thrower
- Announce
they didn't see the play and declare the disc goes back to the thrower
An
Observer may, at his or her discretion, ask a Linesman's opinion on a call,
or even let the Linesman make the call. However, this is on a case by case
basis and is up to the Observer - the Observer is the controlling authority.
Upon
resolution of the contested call, the Observer may elect to assess a Team
Misconduct foul if they feel the initial foul was a deliberate violation
of the rules, or if the player making the foul call or contest showed bad
sportsmanship.
4.0
Misconduct Fouls
4.1
Game Misconduct Foul
At
the end of a game the Observer will record on the score sheet the names
of up to 3 players from each team named by the opposing captains as deserving
of game misconduct fouls. Any players listed that the Observer also feels
should be awarded a Game Misconduct foul will be ejected from the tournament.
In
the case of a fight, this foul is automatic - the Observer must assess a
Game Misconduct foul against the player they feel initiated the fight.
Observers
and captains should reserve assessment of a Game Misconduct penalty to those
players that initiate fights, repeatedly commit flagrant fouls (even after
warnings), repeatedly are involved in dangerous play, swear at or otherwise
repeatedly engage spectators in a negative fashion, etc. In short, this
foul should be assessed only in the situation where, for the good of the
sport, a player must be removed from play.
4.2
Team Misconduct
A
Team Misconduct foul is assessed by the Observer during the game. The first
two Team Misconduct fouls issued by the Observer are warnings ("Misconduct
Warnings") and are noted on the score card by the Observer. Upon assessing
a third (or more) Team Misconduct foul(s) the following penalties ("Misconduct
Penalties") are enforced:
- Misconduct
Penalty assessed on defense: offense gets a free 30 second time-out and
the disc at the "brick" mark closest to the endzone they are
attempting to score in. If the offense has possession of the disc closer
to the endzone than the "brick" mark, they receive a free 30
second time-out and the disc is placed at center-line at the point of
possession.
- Misconduct
Penalty assessed on offense: offense keeps possession of the disc, but
has to start at the "endzone" mark of the end zone they are
defending. If the infraction occurs when the disc is deeper in the endzone
than 15 yards, play restarts from the current location of the disc.
Under
no circumstance can a team's field position be improved due to a Misconduct
Penalty. Upon the calling of a Team Misconduct foul, play stops for 5 seconds
while the player and team are warned and the Observer notes the infraction
on a score card.
If
a Team Misconduct Penalty is assessed after a score, but before the next
pull, the penalty is assessed immediately - there is no pull. However, both
teams are allowed to substitute players and the offensive team receives
the same amount of time to set up as they would under section 2.1 Time Before
Pull. This rule also applies to a Team Misconduct incurred during half-time,
or before the game begins.
Two
examples: (1) after a score, the offensive player taunts the defender and
then spikes the disc at the defender's feet. If this results in a Team Misconduct
Penalty (as opposed to a warning), there is no pull. After substitutions,
the team now on offense gets the disc at the brick mark closest to the endzone
they are attacking. They receive 70 seconds to line-up, with the defense
receiving 20 seconds for final match ups. (2) a defender calls a "travel
violation" on a throw that results in a score. If the call is contested
and the Observer overrules the foul call and then assesses a Team Misconduct
Penalty, there is no pull. Instead, after substitutions, the team now on
offense automatically starts with the disc 15 yards deep in their own endzone.
Should
both teams simultaneously receive misconduct penalties, the fouls offset
and play continues after the offending players and teams receive warnings.
A
Team Misconduct foul is to be assessed against a team for unsportsmanlike
conduct by one of its players. Unsportsmanlike conduct includes actions
such as deliberate fouls, dangerous play, taunting, fighting, swearing,
repeated marking fouls, unwarranted and unsportsman-like fouls or contest
calls, etc.
In
the event of severe violations, the observer may at his discretion, eject
a player for the remainder of the half or the remainder of the game when
issuing any Team Misconduct Foul regardless of whether it results in a Warning
or Penalty.
4.3
Automatic Ejection for Fighting
Should
a player intentionally strike another player, the Observer must immediately
eject that player from the game. If the other player retaliates, both players
are ejected. At the end of the game, a Game Misconduct foul is automatically
awarded by the Observer against the player he or she deems to be the aggressor
in the altercation.
4.4
Swearing
At
the discretion of the Observer, swearing, especially if directed at a player,
coach, or spectator, can be assessed with a Team Misconduct foul.
4.5
Taunting
A
player aggressively taunting another player (spiking the disc at an opponent's
feet, etc.) will result in a Team Misconduct foul and will be treated in
the same fashion as swearing.
4.6
Poor Sportsmanship
Should
a player make bad foul calls or contests, or in some other manner not live
up the high level of sportsmanship expected of ultimate players, the Observer,
may at his or her discretion, assess a Team Misconduct foul against the
team of the player exhibiting poor sportsmanship.
5.0
The Pull
5.1
Offsides on the Pull
If
an offense or defense player crosses the goal line on the pull before the
disc has left the thrower's hand, that player's team is offsides. Each team
receives one offsides warning each game with the warning resulting in a
re-pull. Upon the second or more offsides call, the following penalties
apply:
- Penalty
on the receiving team: receiving team starts with the disc at the spot
15 yards deep in the endzone within 20 seconds. The pulling team checks
the disc in before play begins.
- Penalty
on the pulling team: receiving team starts with the disc at mid-field
within 20 seconds. The pulling team checks the disc in before play begins.
- Simultaneous
penalties on both teams: re-pull.
The
Linesmen actively make the offsides call. In games without Linesmen, the
Observer makes the call. An offsides call cannot be contested. On any re-pull,
the receiving team has 20 seconds to get set, with the pulling team receiving
an additional 20 seconds to match up. With the exception of any injury,
no substitutions can be made before a re-pull.
5.2
Starting play after the pull
The
brick marks are located in the middle of the field, 20 yards from each endzone.
If the pull is allowed to land (i.e. not caught) it is played as follows:
- If
the pull lands out-of-bounds, the receiving team has the option of putting
the disc into play: - at the brick mark; or, - at the point on the playing
field proper nearest where the disc went out-of-bounds; or, - halfway
between the two sidelines at the point on the playing field proper nearest
where the disc went out-of-bounds.
- If
the pull lands in-bounds, then rolls out-of-bounds, the disc is put into
play at the point on the playing field proper nearest where the disc went
out-of-bounds.
- If
the pull lands in-bounds and does not roll out-of-bounds, the disc must
be put into play at the point where the disc comes to rest. (Note: existing
rules allowing players to stop a rolling disc still apply.)
If
the pull is caught, the disc must be put into play at the point on the playing
field nearest where the disc was caught. Regardless of how the offense decides
to handle a pull that ends up out-of-bounds they have a maximum of 20 seconds
to establish a pivot foot and begin play.
5.3
Dropped Pull
A
dropped pull is a change in possession with the pulling team (now the offense)
starting with the disc at brick mark (the 20-yard line) nearest the endzone
the offense is attacking. The pull does not have to be dropped in the endzone
- a pull dropped outside of the endzone, but between the brick mark and
the goal line, is brought out to the brick mark. A player from the team
now on offense has 20 seconds to establish a pivot foot and put the disc
back in play.
A
pull that is dropped more than 20 yards outside the goal the receiving team
is defending is played under the current 9th Edition rules.
6.0
Miscellaneous Changes and Additions
6.1
Player Can Throw Before Third Ground Contact
Under
current 9th Edition rules, it is ambiguous as to what happens should a player
make three ground contacts but could have stopped earlier and established
a pivot foot before throwing. Under the Callahan Rules, the rules governing
traveling remain the same as the 9th Edition rules (three ground
contacts, player must attempt to slow down, no change in direction), however,
players will be reminded before the game that a receiver can throw the disc
before the third ground contact.
A
spurious traveling call made by a defender, that in the eyes of the Observer
was made to stop a "give-and-go" run by the offense, is, by definition,
bad sportsmanship and is subject to a Team Misconduct foul.
Under
the Callahan Rules, a receiver / thrower can contest a travel, allowing
an Observer to make a ruling.
6.2
Blocking Thrower's Line Of Sight
Deliberately
blocking a thrower's eyes is a violation on the marker.
6.3
Equipment Time-Outs
Equipment
time-outs aren't explicitly included in the 9th Edition Rules but are a
convention adhered to by many players. Under the Callahan Rules, equipment
time-outs will only be recognized for a dangerous condition (lost contact
lens, broken glasses, etc.) or a damaged (or warped) disc. Two specific
situations will no longer be recognized as valid reasons for an equipment
time-out: untied shoes or mud on the disc.
6.4
Pass Intercepted in Defensive Endzone
A
pass intercepted by the defense in the endzone they are attempting to score
in (if they were on offense) is a score. To count as a score, a players
first point of contact with the ground after intercepting the disc must
be in the endzone.
Appendix
Revised
Field
A
Callahan Rules field has the same dimensions as the current field 40 x 70
yards with 25 yard deep endzones, but includes center-line field marks at
the following yardage marks: "mid-field" (35 yard line), "brick"
(20 yards from each endzone), and "endzone" (15 yards deep in
each endzone). These marks are used to identify where play resumes after
various situations (dropped pull, failure to line up 7 offensive or defensive
players in the allotted time, bricks, etc.)
[Callahan
Field Layout]

Observers
At
the beginning of each game Observers should have the following items
- Whistle
- Backup
Disc
- Clipboard
with Callahan score sheet
- Stopwatch
Observer
Tracking Sheet