 |
| Homepage
/ Miscellaneous |
 |
| Search
The Handbook |
 |
|
|
 |
| Topics |
 |
|
|
| |
|
WFDF
Rules
- 401
Spirit of the Game
- 402
Field of Play
- 403
Equipment
- 404
Rules of Play
- 404.01
Rule Variations
- 404.02
Length of Game
- 404.03
Time-outs
- A. Non-Injury
- (1) Time
to Call
- (2) Duration
- (3) Signal
- (4) Resumption
of Play
- B. Injury
Time -out
- (1) Disc
in Play
- (2) Resumption
of Play
- 404.04
Substitution of Players
- 404.05
Starting and Restarting Play
- A. Captain
- B. Determining
Possession
- C. Start
of Second Half
- D. Throw-off
- E. The Check
- 404.06
Out-Of-Bounds
- A. Definition
- Disc
- B. Defensive
Players
- C. Receiving
Players
- D. Definition
- Players
- E. Momentum
- F. Resumption
of Play When Disc Goes Out-Of-Bounds
- G. Thrower
Out-Of-Bounds
- 404.07
Endzone Possession
- A. Defending
Endzone
- (1) Faking
or Pausing
- (2) Pass
From Teammate
- B. Endzone
of Attack
- 404.08
Scoring
- 404.09
Turnovers
- 404.10
The Thrower
- 404.11
The Marker
- A. Guarding
- B. Stalling
- C. Resumption
of Count After Foul
- D. Resumption
of Count After Time- out
- E. Fast Count
- 404.12
The Receiver
- A. Possession
- B. Bobbling
- C. Traveling
- D. Simultaneous
Catch
- E. Interception
- F. Judging
- G. Force-Out
Foul
- 404.13
Fouls
- A. Definition
- B. Responsibility
- C. Throwing
Fouls
- D. Catching
Fouls
- E. Aggressive
Behavior
- F. Player
Positioning
- 404.14
Positioning
- A. Right
to Position
- B. Avoiding
Contact
- C. Picks
- D. Principal
of Verticality
- E. Playing
the Disc
- F. Rights
of Players Off the Ground
- 404.15
Observers
- 404.16
Violations
- A. General
- B. Calling
the Violation
- C. Traveling
- D. Strip
- 404.17
Stoppage of Play
- A. General
- B. Play Continuation
Rule
- C. Disputes
- D. Offsetting
Fouls
- 404.18
Etiquette
- 405
Glossary
: Ultimate has traditionally
relied upon a spirit of sportsmanship which places the responsibility
for fair play on the individual player himself. Highly competitive play
is encouraged but never at the expense of mutual respect between players,
adherence to the agreed-upon rules of the game or the basic joy of play.
The purpose of the rules of ultimate is to provide a guideline which describes
the way the game is played. It is assumed that no ultimate player will
intentionally violate the rules; 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.
- 402.01
Dimensions: The field of play consists of a 70 yd by 40 yd
rectangle (approximately 64 m x 37 m) called the playing field, with
a 25 yd by 40 yd rectangle (approximately 23 m x 37 m) called an endzone
aligned along each of the 40 yd (37 m) sides. See figure 4.1.

- 402.02
Surface: 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.
- 402.03
Goal Lines: Goal lines are lines which separate the playing
field proper from the endzones and are part of the playing field proper.
- 402.04
Perimeter Lines: Perimeter lines (sidelines and endlines) are
lines separating the playing field from the out-of-bounds area and
are not part of the playing field.
- 402.05
Markers: The corners of the playing field proper and the endzones
are marked by cones made of a brightly colored, flexible material.
- 402.06
Restraining Line: A restraining line shall be established 5
m from the playing field to ensure that the sidelines remain clear
during play.
- 402.07
Line Markings: All lines shall be marked with a non-caustic
material and shall be between 2 in and 4 in (approximately 5 cm and
10 cm) wide.
- 403.01
Disc: Any flying disc may be used as long as it is acceptable
to both team captains and meets the requirements set forth in Article
I of the WFDF rules. If the captains cannot agree, a disc designated
by the WFDF Ultimate Committee as an official disc for the event shall
be used. If no such disc has been designated, any disc designated
by the WFDF Ultimate Committee as an approved disc for ultimate play
shall be used. If the teams cannot agree upon a specific approved
disc for play, two options are available:
- (1) each
team shall supply one approved disc for one half of the game using
the disc flipping method (104.03) to determine the order
of use; or;
- (2) if that
solution is not acceptable to both teams they shall resolve the
disagreement through the disc flipping method. The team winning
the flip shall then supply the approved disc for the entire game.
- 403.02
Protective Clothing: Players may wear any soft protective clothing
so long as it does not endanger the safety of any other player.
- 403.03
Uniform: The players of each team shall wear a uniform or other
clothing that distinguishes them from the players of the other team.
- 403.04
Cleats: Cleats are permitted; however, players may not use
any cleats which have any metal exposed.
- 404.01
Rule Variations: Any of these rules may be changed by mutual
agreement of the captains of the two teams, subject to the approval
of the tournament director.
- 404.02
Length of Game: A game lasts until one team reaches a score
of at least 21 goals with a lead of at least two goals, or until a
team scores 25 goals. A 10 minute halftime occurs the first time either
team reaches 11 goals.
- 404.03
Time Outs:
- A. Non-Injury:
Each team is permitted two non-injury time-outs per half in games
to 17 or less, and three non-injury time outs per half in games
to 18 or more. Each team is permitted exactly one 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.
- (1) Time
to Call: A time-out may be called by either team, after a
goal and prior to the ensuing throw-off, or may be called
by the player in possession of the disc during play.
- (2) Duration:
Time-outs shall not exceed 2 minutes in length.
- (3) Signal:
A player or captain calling time-out must form a "T"
with his or her hands and call, "Time-out," loudly
enough to permit the other players to hear the request.
- (4) Resumption
of Play: When play resumes after a time-out, the player who
had possession prior to the time-out puts the disc into play.
If the player who had possession is no longer on the field,
the player replacing him puts the disc into play. 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. Play shall be resumed
through the use of a check and all other players may set up
in any position on the field.
- B. Injury
Time-out: An injury time-out may be called by any player,
and shall not count as one of the time outs allotted in section
404.03(A). An injury time-out results in a team time-out if
the injured player does not leave the game unless the injury is
the result of a foul.
- (1) Disc
in Play: If the disc was in the air at the time an injury
occurred and a time-out is called, play continues until possession
of the disc is gained by a player.
- (2) Resumption
of Play: When play resumes after an injury time-out, the player
who had possession when the time-out came into effect puts
the disc into play through the use of a check at the same
location the disc was when play stopped. All other players
must assume their respective positions on the field when play
was stopped. Players may not set up when restarting play after
an injury time-out, unless it is also a team time-out.
- 404.04
Substitution of Players:
- A. Substitution
of players may be made only after a goal and before the ensuing
throw-off, before the beginning of a period of play, or to replace
an injured player.
- B. Substitutions
may not be made during a time-out taken during play other than
for an injury.
- C. Injury:
If a team substitutes a player or players for an injured player
or players, the opposing team may also make an equal or lesser
number of substitutions at that time.
- 404.05
Starting and Restarting Play:
- A. Captain:
Before a game starts, each team designates one captain to represent
that team in disagreements and arbitration.
- B. Determining
Possession: To determine possession at the start, the disc-flipping
method shall be used. The captains of the two teams each flip
a disc. The captain of the team so designated calls "Same,"
or "Different," while the discs are in the air. The
winner of the flip shall choose to throw or receive the initial
throw-off or select a goal to defend. The loser shall be given
the remaining choice.
- C. Start
of Second Half: The first point of the second half shall begin
with a reversal of the first point of the first half. Each team
shall defend the goal they attacked, and the team that received
should pull and vice versa.
- D. Throw-off:
Play starts at the beginning of each half or overtime period and
after each goal with a throw-off.
- (1) Each
time a goal is scored, the team switches the direction of
their attack and the team which scored throws-off.
- (2) Positioning
Prior to the Throw-off:
- (a)
Throwing Team - The players on the throwing team shall
remain inside the endzone they are defending prior to
the disc being released on the throw-off, but may move
anywhere within said endzone.
- (b)
Receiving Team - The players on the receiving team must,
prior to the release of the disc, stand with one foot
on the goal line adjoining the endzone they are defending,
and may not change position relative to one another.
- (3) Signal:
The throw-off shall be made only after the thrower and a player
on the receiving team raise a hand to signal their team's
readiness to begin play.
- (4) Commencement
of Play: As soon as the disc is released by the thrower, all
players may move in any direction.
- (5) Interference:
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.
- (6) Reception
Within Playing Field Proper: Whenever a member of the receiving
team obtains possession of the throw-off within the playing
field proper, that player must put the disc into play from
that point.
- (7) Reception
in Endzone: Whenever a player obtains possession of the throw-off
within the endzone he or she is defending, that player may
put the disc into play from the point he or she took possession;
or, carry it directly to the closest point on the goal line
from the point he or she took possession, and put it into
play from there. If the latter option is chosen, the player
taking possession may not throw a pass until he or she has
reached the proper point on the goal line.
- (8) Failure
to Catch After Touching: Whenever a member of the receiving
team touches the disc during its flight (whether in or out-of
bounds) and the receiving team subsequently fails to catch
the disc prior to its touching the ground, the team throwing-off
regains possession of the disc where it stops.
- (9) Landing
Untouched: Whenever the receiving team permits the disc to
fall untouched to the ground, and the disc lands in-bounds,
the receiving team gains possession of the disc where it stops.
- (10)
Out-of-Bounds: If the throw-off is caught out-of-bounds, the
receiver must carry the disc to the point on the playing field
proper nearest where the disc last crossed the perimeter line
and put the disc into play at that point. Whenever an untouched
throw-off lands out-of-bounds, the receiving team may make
the choice of putting the disc into play at the at the nearest
point on the playing field proper to where the disc crossed
the perimeter line, requesting a rethrow, invoking the "middle
rule", or invoking the "brick rule".
- (a)
Rethrow: To request a rethrow, any member of the receiving
team shall fully extend one hand above his or her head
and call, "Over." Once the rethrow signal is
given, the original throw-off can no longer be put into
play.
- (b)
Middle Rule: The receiving team may choose to put the
disc in play halfway between the two side lines perpendicular
to the point on the perimeter line where the disc went
out-of-bounds. The receiver of the pull must indicate
this by extending one hand over his or her head and calling
"Middle," before picking the disc up. The player
may then carry the disc to the appropriate place, touch
it to the ground, call "Disc in play," and put
the disc in play. If the disc crossed the perimeter line
of the endzone that the receiving team is defending, the
player invoking the "middle rule" must put the
disc into play on the goal line.
- (c)
Brick Rule: The receiving team may choose to put the disc
in play halfway between the two side lines at a point
10 yd (approximately 9 m) upfield from the goal line which
they are defending. The receiver of the pull must indicate
this by extending one hand over his or her head and calling
"Brick," before picking the disc up. The player
may then carry the disc to the appropriate place, touch
it to the ground, call, "Disc in play,", and
put the disc in play.
- E. The
Check:
- (1) Stopped
Play: Whenever play stops, other than by the scoring of a
goal, play shall resume with the marker touching the disc
held by 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.
- (2) Player's
Movement to Stop: Whenever play is halted other than after
a goal or at the end of a period of play, the movement of
all players must quickly stop so that the relative positions
of the players at the time of the stoppage is preserved as
closely as possible. The players shall remain in their respective
locations until the marker restarts play by touching the disc
held by the thrower. During the check, the players shall ascertain
the proper positioning of all the players and the players'
readiness to continue.
- 404.06
Out-of-Bounds:
- A. Definition
- Disc: A disc is out-of-bounds when it first contacts an
out-of-bounds area or contacts anything which is out-of-bounds.
The disc in flight may pass over an out-of-bounds area and return
to the playing field without being declared out-of-bounds so long
as it does not contact an out-of-bounds area or anything which
is out-of-bounds.
- B. Defensive
Players: Defensive players may go out-of-bounds to make a
play on the disc.
- C. Receiving
Players: Receiving players may not go out-of-bounds to make
a play on the disc. For a receiver to be considered in-bounds
at the time of gaining possession of the disc, the player's 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.
- D. Definition
- Player: A player is out-of-bounds whenever he or she is
contacting an out-of-bounds area. When a player is in the air,
whether he or she is in or out-of-bounds is determined by where
he or she last contacted the ground.
- E. Momentum:
In the event the momentum of a player carries him out-of-bounds
after making an in-bounds reception, the player is considered
in-bounds. The player shall resume play at the point he or she
went out-of-bounds.
- F. Resumption
of Play When Disc Goes Out-of-Bounds: To restart play after
the disc has gone out-of-bounds, a player of the team gaining
possession of the disc shall carry the disc to the point on the
playing field proper closest to the point where the disc went
over the perimeter line, and establish a pivot foot at that point,
not within the perimeter line, before putting the disc into play.
The opposing team gains possession of the disc where it left the
field of play only if the defense did not subsequently 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.
- G. Thrower
Out-of-Bounds: The thrower may pivot in and out-of bounds
without being declared out-of-bounds, providing that some point
of his or her pivot foot is in contact with the playing field.
- 404.07
Endzone Possession:
- A. Defending
Endzone: If a team obtains possession in the endzone which
it is defending, the player taking possession must make the immediate
decision to either put the disc into play from the point he or
she took possession or carry it directly to the closest point
on the goal line from the point he or she took possession and
put it into play from there. If the latter option is chosen, the
player taking possession may not throw a pass until he or she
is at the proper point at the goal line.
- (1) Faking
or Pausing: If a player fakes or pauses after gaining possession
within his or her endzone, said fake or pause shall be a commitment
by the player that he or she will be putting the disc into
play at the point he or she initially received possession.
- (2) Pass
From Teammate: If, as a result of a pass from a teammate,
a player receives a disc in the endzone which his or her team
is defending, that player may not carry the disc to the goal
line, but shall put the disc into play from the point of possession.
- B. Endzone
of Attack: If a team gains possession by interception in the
endzone which it is attacking, the player taking possession shall
carry the disc directly to the closest point on the goal line,
from the point of possession, and put the disc into play from
there.
- 404.08
Scoring:
- A. Requirement:
A goal is scored when a thrower completes a pass to a receiver
while the receiver is within the endzone which his or her team
is attacking.
- B. In order
for the receiver to be considered in the endzone at the time he
or she gains possession, his or her first point of contact with
the ground after the catch must be completely in the endzone.
- C. In the
event a receiver's momentum carries him into the endzone after
establishing possession in the playing field proper, he or she
shall carry the disc back to the closest point on the goal line
from the initial point of possession, and put the disc into play
from that point.
- D. A player
must be completely in the endzone and acknowledge that he or she
has scored a goal. If that player plays the disc unknowingly into
a turnover, then no goal is awarded.
- 404.09
Turnovers:
- A. A change
of possession shall result whenever a turnover occurs.
- B. A change
of possession with a check shall occur; whenever the marker's
stalling count reaches the maximum number, as set forth in section
404.11(B) herein, the disc is handed from player to player,
a thrower intentionally deflects a pass to himself off another
player, a thrower catches his or her own throw, or a player calls
time out when his or her team has no time outs left. However,
the thrower catching his or her own throw shall not result in
a turnover if the disc is touched by another player during its
flight.
- 404.10
The Thrower:
- A. A player
may become "the thrower" by fielding a pull, receiving
the disc from a teammate, intercepting a pass from an opponent,
or by picking up the disc after a turnover. Whenever the disc
is on the ground following a turnover, whether in or out-of-bounds,
any player becoming offense may take possession of the disc and
become the thrower. A defensive player who establishes possession
of the disc becomes the thrower, but may not throw the disc before
he or she establishes a legal pivot foot. To do so is a travelling
violation.
- B. Prior
to releasing a throw, the thrower must establish a pivot foot
and may not change that pivot foot until the throw is released
except in the case of an offensive player who has just received
a pass and is throwing before the third ground contact in accordance
with 404.12(C). The thrower has the right
to pivot off the pivot foot in any direction. However, once the
marker has established a legal position, the thrower may not pivot
into him. The thrower may throw the disc in any manner and in
any direction he or she chooses.
- C. In the
event the disc is dropped by the thrower without defensive interference,
it is considered an incomplete pass.
- 404.11
The Marker:
- A. Guarding:
At any time, only one defensive player may guard the thrower.
A player is said to be guarding the thrower if he or she is within
3 m of the thrower's pivot foot and is not within 3 m of any other
member of the offensive team. A thrower guarded by more than one
defender shall call, "Double team." The first time this
occurs during any one count, the marker should immediately subtract
2 seconds from the count and continue without interruption. The
second time this occurs is a foul and the count shall be reset
to zero with a check.
- (1) When
guarding the thrower, the marker may not straddle the pivot
foot of the thrower.
- (2) When
guarding the thrower, the upper body of the marker must be
at least one disc's diameter from the upper body of the thrower
at all times. It is the mutual responsibility of both players
to respect each other's position and not encroach into the
other's area once it is established.
- (3) When
guarding the thrower, the marker cannot position his or her
arms in such a manner as to restrict the thrower from pivoting.
- B. Stalling:
Once a marker is within 3 m of the thrower, he or she may initiate
a count. This consists of the marker calling, "Stalling,"
and then counting at one second intervals to ten. If the thrower
has not released the disc by the first sound of the word "ten,"
then a change of possession with a check shall result. If during
the stall count, the defense switches markers, the new marker
must begin a new count at zero. 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 he or she does not want the disc, the marker "checks"
the disc by placing it on the ground and calling "In play."
- C. Resumption
of Count After Foul: If a marker's stalling count is interrupted
by a call being made, after the call is resolved the stalling
count shall be resumed in the following manner:
- (1) If
the call was against the defense, the count shall be reset
to zero, unless contested and over five, in which case it
resumes at five ("Stalling, six...").
- (2) If
the call was against the offense, the count continues from
the point of interruption.
- D. Resumption
of Count After Time-out: When play resumes after a time-out,
the stall count shall continue from the point of interruption
- E. Fast
Count: If the marker counts too fast, the thrower may call,
"Fast count." The first time this occurs during any
one count, the marker should immediately subtract two seconds
from the count and continue without interruption. The second time
this occurs is a foul and the count shall reset to zero with a
check.
- F. Contested
Stall: The thrower may contest a stall call if he or she believes
that he or she 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.
- (2) In
the event of a contested stall, if the pass is incomplete,
it is a turnover and play continues without interruption.
- 404.12
The Receiver:
- A. Possession:
A receiver gains possession by demonstrating sustained contact
and control of a non-spinning disc while the receiver is on the
ground and in-bounds. Loss of control due to ground contact related
to a pass reception negates that receiveršs possession up to that
point.
- B. Bobbling:
Bobbling to gain control of the disc is permitted, but purposeful,
controlled bobbling to oneself in order to advance the disc is
considered traveling and is not allowed. For purposes of this
section, bobbling shall include tipping, delaying, guiding or
brushing the disc.
- C. Traveling:
If the receiver is moving when he or she catches a pass, he or
she shall be permitted the fewest number of steps required to
come to a stop and establish a pivot foot. Further, a receiver
who catches the disc while running or jumping may continue to
run and throw a pass so long as the throw is released prior to
the receiver making three contacts with the ground and that he
or she makes no change in direction or increase in speed during
his or her tenure of possession. Violation of this section shall
constitute traveling (see 404.16(C)).
- D. Simultaneous
Catch: If the disc is caught simultaneously by offensive and
defensive players, the offense retains possession.
- E. Interception:
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 related
to that catch, the defender is considered to have blocked rather
than intercepted the pass.
- F. Judging:
If a pass arrives in such a manner that it is unclear whether
a catch was made before the disc made contact with the ground
(grass is considered part of the ground), the player with the
best perspective shall decide whether a good catch was made. Further,
if it is unclear whether a receiver was in or out-of-bounds at
the point of making a catch, the player or players with the best
perspective makes the call.
- G. Force-Out
Foul: If a receiver is airborne at the time he or she takes
possession of the disc, and prior to landing is contacted by a
defensive player, and said contact causes the receiver to land
out-of-bounds, the receiver shall either call himself 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.
- 404.13
Fouls:
- A. Definition:
Fouls are the result of physical contact between opposing players.
A foul may be called by the player who has been fouled and must
be announced by calling out the word, "foul" loudly
and immediately after the foul has occurred.
- B. Responsibility:
The player initiating contact shall be the player guilty of the
foul.
- C. Throwing
Fouls: A throwing foul may be called when there is contact
between the thrower and the marker, prior to the release of the
disc by the thrower. Contact occurring during the thrower's follow
through is not sufficient grounds for a foul, but should still
be avoided whenever possible.
- (1) When
a foul is committed by the thrower or the marker, play stops
and possession reverts back to the thrower, after a check.
- (2) 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.
- (3) If
the marker is fouled during the thrower's act of throwing
and the pass is not completed, play continues without interruption.
If the pass is completed, the disc is returned to the thrower
after a check and the stall count is resumed from the point
of interruption.
- (4) 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 which the throw was made.
- D. Catching
Fouls: 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 shall not constitute a foul.
- (1) Interference:
If a player makes contact with an opponent before the disc
arrives and therefore interferes with that opponent's attempt
to make a play on the disc, that player has committed a foul.
- (2) If
a player's attempt to make a play on the disc causes contact
with a legitimately-positioned, stationary opponent, either
before or after the disc arrives, that player has committed
a foul.
- (3) If
a catching foul occurs and is uncontested, the player fouled
gains possession at the point of the infraction. If the call
is disputed, possession of the disc reverts back to the thrower.
If an uncontested foul, with the exception of a force-out
foul (see 404.12 (F)), occurs in
the end zone the offensive team is attacking, the player fouled
gains possession at the closest point on the goal line to
the infraction.
- E. Aggressive
Behavior: Dangerously aggressive behavior or reckless disregard
for the safety of fellow players shall constitute a foul.
- F. Player
Positioning: After a foul is called, all players shall remain
in the position they held at the time of the foul until play is
resumed.
- 404.14
Positioning:
- A. Right
to Position: Every player, with the exception of the thrower
as set forth in section 404.10(B), is entitled
to occupy any position on the field not occupied by any opposing
player, provided that he or she does not cause personal contact
in taking such a position.
- B. Avoiding
Contact: It is always the responsibility of all players to
avoid contact in any way possible. Violent impact with legitimately-positioned
opponents constitutes harmful endangerment, is a foul and must
be strictly avoided.
- C. Picks:
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.
In the event of a pick, the obstructed player shall immediately
call "Pick," loudly. Play shall then be stopped and
be resumed only after a check, with the stall count resuming from
the point of interruption or to five if the count is over five.
The continuation rule applies only to the next catch after the
pick call.
- D. Principal
of Verticality: All players shall have the right to the space
immediately above them. Accordingly, a player cannot prevent an
opponent from attempting to catch a pass by placing his or her
arms above an opponent. If a player so places his or her arms,
and contact occurs, a foul may be called.
- E. Playing
the Disc: Whenever the disc is in the air, all players shall
play the disc in lieu of the opponent.
- F. Rights
of Players Off the Ground: A player who has jumped is entitled
to land at the same point without hindrance by opponents. He or
she may also land at another point provided the landing point
was not already occupied at the time of his or her takeoff and
if the direct path between the takeoff and landing point was not
already occupied at the time of takeoff.
- 404.15
Observers:
- A. At their
discretion, the captains may, before the game, decide to select
up to six experienced individuals, who are not participating in
the game, to act as observers. The duty of the observer is to
carefully watch the action of the game for the sole purpose of
rendering a decision in the event of a dispute that cannot be
resolved. Observers shall remain passive and shall not make any
calls on their own initiative.
- B. When a
dispute arises which cannot be resolved by the players involved
or their captains, the observers may be called upon by the captains
to make the call. 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.
- C. By calling
in the observers, the teams agree to abide by the observers' decision.
- 404.16
Violations:
- A. General:
A violation occurs when a player violates any of the rules in
this article, other than the rules relating to physical contact,
in any manner.
- B. Calling
the Violation: A violation may be called by any player who
recognizes that a violation has occurred. The player should immediately
call, "Violation," or the name of the specific violation,
loudly.
- C. Traveling:
Any journey by a player while in possession of the disc which
is in violation of these rules constitutes a travel and is not
permitted.
- (1) At
all times a thrower must keep all or part of the pivot foot
in contact with the single point on the field established
as the pivot point. Whenever the thrower loses contact with
that point, he or she has traveled.
- (2) Whenever
a receiver takes more steps than he or she requires to stop
after catching a pass, that receiver has traveled.
- (3) If
a receiver, after receiving a pass on the run, releases a
pass after making three ground contacts and before coming
to a complete stop, that receiver has traveled.
- (4) If
a stall count is in progress and traveling is called, the
stall count shall resume from the point of interruption or
at "five" ("Stall, six..."), whichever
is lower.
- D. Strip:
No defensive player may touch the disc while it is in the possession
of the thrower or receiver. If a defensive player does so, causing
the thrower or receiver to drop the disc, the player who was in
possession of the disc calls, "Strip."
- (1) The
player in possession may pick up the disc and play shall continue
from the point where that player regains possession.
- (2) If
a stall count was in progress as the disc was stripped, the
count is reset to zero.
- (3) A
contested strip of the receiver is treated the same as a contested
catching foul; an uncontested strip in the end zone is a goal.
- 404.17
Stoppage of Play:
- A. General:
Whenever an infringement of the rules or a time-out occurs, play
is halted and the disc is put back into play with a check at the
point of the last possession before play was stopped, except as
otherwise provided by these rules.
- B. Play
Continuation Rule:
- (1) If
a foul, violation or pick is called while the disc is in the
air, play continues until possession of the disc is gained.
- (2) If
the team who would receive the benefit of the call gains possession
as a result of a pass committed prior or during the time the
call was made, play shall continue unhalted. It is the responsibility
of the player who made the call to call out, "Play on,"
to indicate that this rule has been invoked.
- C. Disputes:
Whenever there is a failure to come to an agreement over any call,
the disc shall be returned to the last thrower prior to the dispute
via a check.
- D. Offsetting
Fouls: If offsetting catching fouls are called by offensive
and defensive players on the same play, the disc shall be returned
to the last thrower at his or her point of possession via a check.
- 404.18
Etiquette:
- A. If a foul
is committed and not called, the player who commits the foul should
inform the infracted player of the foul.
- B. It is
the responsibility of both teams to minimize the time used between
each goal and the ensuing throw-off.
- C. If the
receiving team wishes to have a throw-off which traveled out-of-bounds
rethrown, said team should give the rethrow signal as soon as
possible.
- D. In the
event a dispute or confusion arises on the field, play should
be stopped and subsequently resumed via a check after the matter
is resolved.
- E. In non-tournament
play, where a novice player commits a violation due to ignorance
of the rules, it shall be common practice to stop play and explain
the violation and the rule to the player.
|
|
|