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ARTICLE V - DISCATHON
Comment: Discathon is a race in which players throw their discs, one
at at time, through a circuitous 1 km course defined by a series of "tests" and
"mandatories," which are typically tall trees and poles. Each mandatory
describes a required flight path. The discs thrown by the players shall traverse
the entire course, although the players themselves need not follow any specific
path. The object is to complete the course in the shortest time possible.
Outline of Contents
- 501 Course
- 501.01 Description
- 501.02 Lines
- A. Starting Line
- B. Finish Line
- C. Test Line
- 502 Equipment
- 502.01 Discs
- A. General
- B. Special Restrictions
- 503 Rules of Play
- 503.01 Rules in Effect
- 503.02 Start of Play
- 503.03 Play
- 503.04 Throws
- A. Initial Throw
- B. Subsequent Throws
- C. Technique
- 503.05 Lie
- A. Airborne Discs
- B. Out-of-Bounds
- C. Unplayable Lie
- (1) Ground-Level Lies
- (2) Above-Ground Lies
- D. Lost Disc
- 503.06 Discs in Play
- A. General
- B. Third Disc Option
- 503.07 Mandatory
- A. General
- B. Single Mandatory
- C. Double Mandatory
- (1) Height-Restricted
- 503.08 Test
- 503.09 Player Conduct
- A. Etiquette
- B. Rights of Way
- C. Play of Another Player's Disc
- D. Unintentional Interference
- E. Purposive Interference
- 503.10 Change of Conditions
- 504 Event Procedures
- 504.01 Officials
- A. Steward
- B. Starter
- C. Timer
- D. Finish Judges
- E. Statistician
- F. Course Observers
- G. Head Judge
- 504.02 Advancement
- A. Preliminary Round
- B. Second Round
- C. Semi-Final Round
- D. Final Round
- 504.03 Ties
- 504.04 Late Arrival
- 505 Variation: Controlled Pace
- 506 Glossary
- 501 Course
- 501.01 Description: The course is approximately 1 km in length,
typically laid out within a grassland or wooded area, with marked start and
finish lines. There shall be numerous stationary objects such as tall trees
and poles interspersed throughout the course, of which approximately 20 to
30 will be designated as mandatories or tests. An even mix of challenging
flight paths and trajectories is desirable without a left or right curve
advantage. The ideal course offers the player several tests (usually 3 or 4)
and many opportunities to save time which, if attempted unsuccessfully, cost
additional time. A grassy, smooth running surface is preferred with
topographical change providing additional challenge and interest. See Figure
5.1.
Fig. 5.1
- 501.02 Lines: Lines indicating the start, finish, tests, and when
necessary, the plane of a double mandatory, shall be between 5 cm and 10 cm
wide, marked with a non-caustic material.
- A. Starting Line: There shall be four starting lanes, each lane
being 2 m wide, with at least 1 m between each lane. See Figure 5.2.
Fig 5.2
- B. Finish Line: The finish line should be a double mandatory,
advisedly 3 m to 5 m wide and height-restricted. The entire disc must pass
through the plane established by this line in the correct direction for
the course to be completed.
- C. Test Line: A line, behind which a player must throw in order
to complete a test. If not a mandatory itself, the test line shall be
marked by cones and have sidelines which extend backward from the ends of
the lines at a 120 degree angle to the line. Both the foot placement and
the lie disc must be behind the test line and within the sidelines
extended to attempt a test throw. See Figure 5.6.
- 502 Equipment
- 502.01 Discs:
- A. Each player, at his or her discretion, shall begin the race with
two or three discs, employing exactly two at any given time. Any type of
flying disc may be used so long as it meets the minimum requirements set
forth in Article I of the WFDF rules and the specific requirements for
discathon in paragraph 502.01(B). The discs need not be identical. To
reduce confusion, all players' discs must be distinctly marked on the
upper and lower surfaces.
- B. Special Restrictions: For game design and safety considerations,
discs in play must meet both the W.F.D.F. general disc specifications
(section 107) and these additional specifications:
- (1) Rim configuration: must achieve a rim configuration rating of 75
or greater (may not be beveled - see section 108 [D]).
- (2) Weight: must weigh no more than 6.7 gm per cm of outside diameter.
- (3) Rigidity: must be sufficiently flexible to bend to the point of
buckling when subjected to no more than 89.3 N (9.1 kg / 20 lb) of
pressing force in a standard testing procedure (see section 108 [F]).
- 503 Rules of Play
- 503.01 Rules in Effect:
- A. The WFDF rules of play shall cover play for discathon, except as
set forth in paragraph 503.01(B).
- B. Variations: Discathon may be played with slight variation of
the rules regarding course length, unplayable lies, interference,
penalties, race procedures and/or officiating, depending upon the
circumstances in effect at the time. The variations shall be at the
discretion of the tournament director, subject to the provisions of
Article I of the WFDF rules. All players shall be notified of any
variation of the rules prior to the commencement of play.
- 503.02 Start of Play: Players shall be assigned a starting order
(not to be confused with a specific starting group), and started at 4-minute
intervals in groups of four players. The starter shall have players select
lanes in inverse order of the starting list, and shall begin the race with a
call of, "Ready...set...throw." The cadence of the call shall be such that
it is unpredictable. A player releasing his or her starting throw prior to
the call of "Throw," shall be penalized 10 seconds, or may be disqualified
if throwing more than 3 seconds too early.
- 503.03 Play: Each player will be timed while attempting to
correctly negotiate the course as quickly as possible. The player begins by
throwing a disc from behind the starting line, then continues throughout the
course, making each subsequent throw from the lie obtained from the previous
throw until his or her disc completely crosses the finish line. The player
whose throws travel the course in the shortest amount of time, including
time adjustments and penalties, shall be declared the winner. The
responsibility for correct completion of the course, including knowledge of
the designated route and all procedures of play, rests entirely with the
competing player. A player not completing the course route correctly is to
be given a penalty of twice the estimated time saved or 10 seconds,
whichever is greater, for each such infraction. A player may be disqualified
if it is determined by the head judge that the player's failure to complete
the course route correctly was intentional.
- 503.04 Throws:
- A. Initial Throw: The initial throw shall be made from behind
the starting line after the signal is given by the starter.
- B. Subsequent Throws: All subsequent throws shall be made from
the lie area established by the previous throw with the exception of the
establishment of an unplayable lie, which is governed by Section 503.05(D)
or a self-caught flight. The throw shall be released with one of the
player's supporting points at least partially within the lie area. The
disc determining the lie shall remain in place while the throw is being
made and shall be picked up only after the throw is released.
- C. Technique: Throws may be made in any direction, subject to
section 503.07 relating to mandatories, and in any manner.
- 503.05 Lie: The lie must be established by a disc at rest, either
coming to rest naturally or by the player stopping the disc's movement once
it is on the ground. A player must make a ground contact within 1.5 m of the
center of the disc at rest during the release of his or her throw. A player
using any incorrect placement and or throwing procedure is to be given a
penalty of twice the estimated time saved or 10 seconds, whichever is
greater, for each such infraction. See Figure 5.3.
Fig. 5.3
- A. Airborne Discs: A player may not touch or catch his or her
thrown disc or otherwise attempt to establish a lie while that disc is in
the air, unless he or she is attempting to execute a self-caught flight
around a mandatory. If he or she catches a disc which has correctly passed
through the both planes of a single mandatory or the one plane of a double
mandatory in one flight while not having broken any of the planes with his
or her body, the player need not establish a lie, but may carry the disc
while making up to three ground contacts before releasing his or her next
throw.
- B. Out-of-Bounds: In the event that the disc comes to rest in
an area declared out-of-bounds, it may not be retrieved. If the player
possesses two remaining discs, he or she may establish a new lie at the
point where the disc entered into the out-of-bounds area.
- C. Unplayable Lies: In the event a throw cannot be made from a
lie area such as a lie in a body of water or within thick brush, the
player shall choose to either retrieve the disc or use one of the two
remaining discs he or she is carrying to establish a new lie in the
following manner:
- (1) Ground-Level Lies: The new lie shall be located at the estimated
point where the disc entered into the unplayable area.
- (2) Above-Ground Lies: The new lie shall be located as close as
possible to being directly beneath the unplayable disc. If the area
directly under the disc is also unplayable, then the new lie shall be
established as per section 503.05(D)(1).
- D. Lost Disc: In the event a player cannot locate one of his or
her discs presumed to lie in a playable area, the player may declare a
lost disc and establish a new lie with one of his or her two remaining
discs at the point he or she estimates would be the lie of the lost disc.
After the completion of the course, the player shall report the lost disc
to the statistician who shall assess a 10- second penalty. A player may be
assessed an additional time penalty or be disqualified if it is determined
by the head judge that the lost disc declaration was exploited,
intentionally or otherwise, to gain competitive advantage.
- 503.06 Discs in Play:
- A. A player shall carry at least two discs which shall be actively in
play throughout the traversal of the course. One disc shall establish the
lie while the other is being thrown, with the discs being thrown in
alternate sequence.
- B. Third Disc Option: A player may, at his or her discretion, begin
the race with three discs as a safeguard against disqualification in the
event of one unplayable lie, out-of-bounds, or lost disc.
- C. Shortage of Discs: If during the traversal of the course a player
has only one disc remaining actively in play, that player may not continue
and shall be listed as D.N.F.
- 503.07 Mandatory:
- A. A player shall follow the designated flight path, properly
negotiating each mandatory along the path by throwing his or her disc
around or through the designated area in the correct direction, prior to
proceeding toward the finish line. The proper flight path shall be
designated by an arrow or other signal. A throw passing the mandatory
incorrectly is insufficient and the player shall do whatever is necessary
within the rules to successfully negotiate the mandatories prior to
proceeding toward the finish line. If return throws are necessary to
establish a lie for the correct completion of the mandatory, they may pass
through the mandatory in the reverse direction, without a penalty being
assessed.
- B. Single Mandatory: If one object is used to indicate a
mandatory, the disc shall be thrown through two vertical planes on the
indicated side of the mandatory in the correct order and direction to
properly complete the mandatory. One plane is perpendicular to a line
drawn between the mandatory in question and the previous mandatory, or if
there is no previous mandatory, the starting line. The second plane is
perpendicular to a line drawn between the mandatory in question and the
subsequent mandatory, or if there is no subsequent mandatory, the finish
line. See Figure 5.4.
- C. Double Mandatory: If the mandatory is defined as the area
between two objects in close proximity to each other, the disc shall be
required to be thrown completely through the vertical plane connecting the
two objects in the direction from the previous mandatory to the subsequent
mandatory. See Figure 5.5.
Fig. 5.4
- (1) Height-Restricted Double Mandatory: A double mandatory may also be
height-restricted, establishing an upper or lower limit by stretching
high-visibility tape between the two objects which define the mandatory.
- 503.08 Test: To pass the test, a player must have both his or her
lie disc and foot placement completely behind the test line and complete the
next "target" double mandatory in a single throw. If the player fails the
test or chooses not to take it, he or she need not pass over the test line
if it is not a mandatory, but shall be required to complete both the double
mandatory which serves as the test target and an additional penalty
mandatory immediately after the target. See Figure 5.6.
Fig. 5.6
- 503.09 Player Conduct: The following sections are not exhaustive.
Any situation in which a player may gain an unfair advantage by compromising
his or her responsibilities to another player may result in adjustment,
penalty and/or disqualification, at the head judge's discretion. A penalty
of twice the estimated time saved shall be assessed in situations where no
other player is directly affected by the violation. A penalty of four times
the estimated time saved shall be assessed in situations where another
player is directly affected. If no time has been saved, the amount of
penalty shall be determined by the head judge, based upon the severity of
the infraction.
- A. Etiquette: Players shall make every effort to compete
without interfering with one another. Players, while throwing, shall
exercise caution to avoid striking other players or their discs in flight.
Likewise, players shall make every effort to avoid interfering with the
throws of another.
- B. Rights of Way: The disc of a player who has established
position at his or her lie or is in throwing motion, has immediate
right-of-way over an oncoming runner. Further, whenever two players are
approaching discs which have landed so closely together as to cause mutual
interference, the player who has established position first has the
right-of-way.
- C. Play of Another Player's Disc: If a player picks up or
throws another player's disc, the player using the wrong disc may be
penalized or disqualified unless he or she is able to correct his or her
error by returning the disc to its original position without interfering
with the progress of the other player. The head judge may consider a time
adjustment or a rerun for the player whose disc was misplayed.
- D. Unintentional Interference: Because of the open nature of
the course and the presence of other runners, officials and spectators,
discathon players are vulnerable to a significant amount of unintentional
interference. This includes such random factors as a disc hitting an
animal, a course observer, a spectator or another racer. The risk of this
kind of interference is part of the course and no adjustments to times
shall be made.
- E. Purposive Interference: Purposive interference includes any
actions committed by spectators or other runners which are intended to
hamper or obstruct a player's disc in flight, his or her throwing or
running motions, or his or her positioning for a throw. This type of
interference also includes gross violations of running etiquette which
hamper or obstruct, regardless of intention, and the carrying away of a
disc by an animal. In cases of purposive interference, the head judge may
award an estimated time adjustment or a rerun to the affected runner at
the judge's discretion. The decision to award a rerun is based on the
severity of the interference and the ability of the judge to accurately
estimate the time loss.
- 503.10 Change of Conditions: If there has been an obvious change
of conditions during the round, such as a start or stoppage of rain, the
times shall be examined by the head judge to determine whether the change of
condition resulted in a significant effect on times. If, after removing the
scores which represent the worst 10 percent of the times in each group, more
than 15 seconds separates the average time in each group, results shall be
sectioned and an equal proportion of players from each group shall advance.
- 504 Event Procedures
- 504.01 Officials:
- A. Steward: There shall be one steward whose duty shall be to
call players to the on-deck area and starting groups to the preparation
area and starting line.
- B. Starter: There shall be one starter who shall start the
players by signaling them to come to the line 1 minute prior to the start
of the race. He or she shall also signal 30 seconds prior to the start of
the race, and shall give the starting call. At the start of the race, the
starter shall start two watches, then turn them over to the timer.
- C. Timer: There shall be one timer who shall call out the
finish times to the finish judges when the players complete the course.
- D. Finish Judges: There shall be four finish judges who shall
assign times to the nearest second for discs crossing the finish line,
recording the time on a label which shall be applied to the disc earning
that time, then turning the disc and time over to the statistician.
- E. Statistician: There shall be one statistician who shall
record all the times, as well as penalty and net times. Said times shall
be recorded as the individual players claim their labeled discs.
- F. Course Observers: There shall be course observers who shall
check for potential rule violations and observe test line and critical
mandatories as the players traverse the course. In the event they witness
a potential rule violation, they shall announce their appraisal, and
report any uncorrected errors to the head judge after the race.
- G. Head Judge: There shall be one head judge who shall be in
charge of the event, coordinating the other officials. He or she shall
make all final decisions on time adjustments, scratches, second runs, and
disqualifications.
- 504.02 Advancement: The number of players to advance after each
round shall be determined prior to the start of play by the number of
entries in the tournament.
- A. Preliminary Round: Top seeded players shall be spread
throughout the entire preliminary round. Approximately half the field
shall advance to the second round.
- B. Second Round: The16 lowest times shall advance.
- C. Semi-Final Round: The respective winners of each race of
four players plus the player having the best second place time shall
advance to the final.
- D. Final: The five remaining players compete together, the
lowest time being declared the winner.
- 504.03 Ties: When ties must be broken, the player who had the
lower time in the previous round advances or is declared the winner.
- 504.04 Late Arrival: Players must be at the event site prepared
to compete when called. The competitive order of these calls is to be
posted. In the event of a player not responding to the official's call, the
following procedures come into effect:If a player fails to appear for his or
her assigned starting group when called on deck by the race steward, the
next player in the starting order shall move up and assume the place of the
absent player. The absent player shall be called again for the next starting
group. If he or she appears, he or she may start but shall be assigned a 15
second penalty. If there is no response to the second call, the player shall
be listed as a scratch (SCR).
- 505 Variation
- Controlled Pace: Controlled pace discathon is a variation in
which players move around the course at a speed that is monitored. It is
particularly suggested for grand master, senior grand master and legend
competitions. Each group of players is accompanied by an official who calls
out their throws every thirty seconds. The call is, "Throw...one," (at 30
seconds);"Throw...two," (at 60 seconds), etc. The players are to release
their throws on the call of the throw number or within ten seconds after the
call. If they do not throw during this 10 second period they must wait until
the next call to throw. All of the players' throws are to be made in this
manner with one exception. When a player intends to make his or her final
throw of the course, he or she may throw prior to the call for that throw.
If the early shot fails to complete the course, the player may not throw on
the next call (the throw he or she has already taken) but must wait for the
subsequent call as each player may only take one early throw each round.
Except for the paced-throwing feature, all the other ground rules of
discathon apply. The play, of course, is quite different, not requiring the
players to run except possibly for the final, early throw. As the players
move around the course, the more efficient throwers move into the lead. The
end of the race is also of strategic interest depending upon the positioning
of the players and their use of the early final-throw option. On an informal
basis players can call out their own throws at any pace they wish.
- 506 Glossary
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