|

| |
ARTICLE II - DOUBLE DISC COURT
Comment: Double disc court is a game played by two teams of two
players each. Each team is charged with defending a court from the attack of the
opponents. The attacks are made in two ways: by the throwing of one of two discs
in play into the opponents' court in an attempt to have the disc come to rest
within that court without ever having touched out-of-bounds, or by causing both
discs to be touched by a player or players on the opposing team at the same
time. A team scores a point whenever they make a successful attack or whenever
an opponent throws a disc out-of-bounds. The first team to score the requisite
number of points as determined by the competitive format shall win the game.
The purpose of the following rules is to provide a guideline which describes
the way the game is played. Disc sports have traditionally relied on a spirit of
sportsmanship which places the responsibility for fair play on the players
themselves. 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 enjoyment of play. Protection of these vital elements
serves to eliminate adverse conduct from the playing field. Such actions as
taunting the opposing players, dangerous aggression, intentional violation of
the rules, or other "win-at-all-costs" behavior are contrary to the spirit of
the game and must be avoided by all players. Violations which compromise this
understanding may result in penalties or disqualification by the tournament
director.
Outline of Contents
- 201 Interpretation
- 202 Field of Play
- 202.01 Dimensions
- 202.02 Surface
- 202.03 Boundary Lines
- 202.04 Corner Markers
- 203 Discs
- 204 Rules of Play
- 204.01 Procedures of Play
- A. Preliminary Considerations
- B. Readiness
- C. Service
- D. Incorrect Service
- E. Incorrect Servers
- F. Initiation
- G. Serving Combinations
- H. Court Switches
- I. Time Outs
- J. Pace of Play
- 204.02 Play
- A. General Procedure
- B. The Impasse
- C. Deformation
- D. Interference
- E. Coaching
- F. Courtesy Signals
- 204.03 Throwing
- A. Court Position
- B. Traveling
- C. Line Faults
- D. Throws From Out-of-Bounds
- E. Landing-Angle Restrictions
- F. Offensive Interference
- G. Late Throws
- 204.04 Catching
- A. General Procedure
- B. Double Touch
- 204.05 Tipping
- A. General Procedure
- B. Two-Handed Tips
- 204.06 Scoring
- A. General Procedure
- B. The Break
- C. Mid-Air Contact
- 204.07 Infractions
- A. General Procedure
- B. Disputed Calls
- C. Offsetting Infractions
- 205 Observers
- 206 Suggested Tournament Procedures
- 206.01 Late Arrival
- 206.02 Scratched Games
- 206.03 Suggested Competitive Formats
- A. Semi-Finals and Finals
- B. Competitions of 5 to 10 teams
- C. Competitions of 11 to 20 teams
- D. Competitions of 21 to 50 teams
- E. Competitions of 51 to 100 teams
- 206.04 Tie-Breaking Procedures
- 207 Glossary
- 201 Interpretation: The ultimate interpretation of the letter and
spirit of this document shall be the responsibility of the tournament director
and/or the head judge of the event.
- 202 Field of Play
- 202.01 Dimensions: The double disc court shall consist of two
square areas measuring 13 m per side known as courts, which are set 17 m
apart. The minimum distance between neighboring courts shall be 5 m.
Spectators shall not be positioned closer than 2 m to a court, with 5 m
suggested if possible (see Figure 2.1)
Fig. 2.1
- 202.02 Surface: The double disc court may have any surface
(well-trimmed grass is recommended) which is essentially flat, free of
obstructions and holes, and affords reasonable player safety.
- 202.03 Boundary Lines: The boundary lines shall lie flat on the
surface and mark the area of each court. The boundary lines are not part of
the courts, they are out-of-bounds. The boundary lines shall be marked with
a cord having a diameter not larger than 10 mm nor smaller than 5 mm.
- 202.04 Corner Markers: The corners of the courts shall be marked
with cones made of a brightly-colored flexible material. The cones shall not
be larger than 13 cm nor smaller than 9 cm in height and width. The corner
markers shall be centered on the corners of the courts and are considered
out-of-bounds.
- 203 Discs:
- A. Any flying discs meeting WFDF specifications set forth in Article I
may be used as long as they meet the specific requirements of 203 B and are
acceptable to both teams.
- 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 not exceed 89.3 N (9.1 kg/(20 lbs.) of pressing
force as measured by the flexibility testing procedure (see section
108[F]).
- C. If teams cannot agree, the official discs for play will be two orange
23A or 23B mold Frisbee brand discs weighing approximately 110 gm.
- D. If the teams cannot agree upon two specific official discs for play
as described in 203 C, two options are available:
- (1) each team shall supply one official disc for play of the match;
or,
- (2) if that solution is not acceptable to both teams they shall
resolve the disagreement through the disc flipping method set forth in
104.03 of the WFDF rules.(104.03) The team winning the flip shall then
supply both official discs for the match.
- 204 Rules of Play
- 204.01 Procedures of Play:
- 204.02 Play:
- A. General Procedure: Both discs shall be used during the
exchange. Play is accomplished by:
- (1) the players attempting to throw a disc into the opponents' court
such that it lands with a legal angle and stops without ever having
touched out-of-bounds; or,
- (2) the players attempting to cause both discs to be touched
simultaneously by a player or players on the opposing team.
Play continues until a disc touches out-of-bounds, stops dead in the
court, or until both discs are touched simultaneously by a player or players
on one team. If a disc touches the ground inside the court and is then
touched by a player prior to the point being determined, the point is scored
for the opponent.
- B. The Impasse: When ever during an exchange a player on each
team holds a disc an impasse occurs. It is the responsibility of the
initiation team to throw within 4 seconds of the time the impasse occurred,
unless their opponents choose to break the impasse by throwing. If the
initiation team fails to initiate correctly, the opponents may call,
"Stalling." See section 204.07 for the call procedure.
- C. Deformation: When a court or disc is deformed during the
exchange, either team may call, "Court," or, "Disc," to request that the
court be restored to its official shape, or the disc be replaced at the next
impasse. After restoration or replacement, play may continue with all
players ready and in their respective court positions which they held at the
impasse. See section 207 for the definition of the "play on" procedure.
- D. Interference: Should a disc or player be interfered with by
the actions of an outside agent, such as a spectator or animal, a replay of
the exchange will be allowed if it is determined that play was altered by
the interference.
- E. Coaching: Coaching of players shall not be permitted during
the exchange. Other coaching is permitted provided the pace-of-play rules
are not violated.
- F. Courtesy Signals: Certain situations occur during a game when
a signal would clarify the play for the opponents and the officials. The
following non-mandatory courtesy signals should be used when these
situations occur:
- (1) When the exchange has just ended and a disc has touched near the
boundary line where the officials or the opponents may be unsure if the
disc was in or out, the following signals should be used. If the disc was
out, the player should point an arm and finger at a 45 degree angle up and
away from the center of the court. If the disc was in, the player should
point an arm and finger at a 45 degree angle down and toward the center of
the court.
- (2) When a team calls a double and the opposing team agrees with the
call, they should indicate the acknowledged double touch by displaying two
fingers in a manner known as the "victory" or "peace" sign.
- 204.03 Throwing:
- A. Court Position: A player's court position is a 1 m diameter
circle centered directly under the center of his or her hips. Court position
is established at the coincidence of a catch and contact with the ground.
Should the disc be caught out-of-bounds, the court position is centered at
the nearest point inside the court from the point where it was caught. If
momentum carries a player closer to the opponents' court after a catch and
ground contact, the player must back-step the forward distance gained in
order to establish a court position. If momentum carries a player in any
direction not closer to the opponents' court, the court position will be
established where the player stops. A player moving laterally or toward the
rear of the court while making a catch, may throw before establishing a
court position only if the throw is made prior to the player making 3 ground
contacts after the catch. Other than the serve, each throw must be made with
a supporting point on the court position or with no part of the thrower in
contact with the ground, in which case the last contact with the ground must
have been at the court position.
- B. Traveling: A player has traveled if all contact with the court
position is removed and subsequent ground contact is made elsewhere while
still holding the disc. If a player throws after traveling, the opponents
may call, "Traveling." See section 204.07 for call procedure.
- C. Line Faults: If a thrower is legally on the court position and
in contact with the boundary line during a throw, the opponents may call,
"Line fault." See section 204.07 for call procedure.
- D. Throws From Out-of-Bounds: Throws made with a supporting point
completely out-of-bounds, or, from mid-air with the last supporting point
contact having been out-of-bounds, are scored for the opponent. A throw made
after a throw from out-of-bounds is considered a late throw. See section
204.03 G.
- E. Landing-Angle Restrictions: All throws must strike the ground
at an angle of 30 degrees or less from horizontal except for a throw that
rolls away from the thrower upon initial ground contact and is under 2.5 m
as it passes the opponents' front line. When it appears that a disc will hit
the ground with illegal angle, the non-throwing team may call, "Angle." This
call must be made prior to the disc hitting the ground. See section 204.07
for call procedure.
Fig.
2.2
- F. Endangerment: If a player is hit above the knees by a high
velocity shot while he or she is in position to play a lead shot, the
defending team may call, "Endangerment," and a replay is taken. If it is
determined that the defending player intentionally moved into the shot,
there is no replay and the exchange is scored under the usual rules.
- G. Late Throws: Competitive throws made after a point has been
scored are considered to be late and may not score for the thrower. However,
late throws shall be scored for the opponents of the throwing team if the
throw goes out-of-bounds.
- 204.04 Catching:
- A. General Procedure: A player may use one or both hands to catch
a disc. Legal catches include, in addition to the standard catches, those
that are made with simultaneous contact with the ground or boundary lines,
those that are made with simultaneous contact between teammates, and those
that are made without the use of hands, such as body traps. A player may
catch a disc that has been tipped or bobbled by a teammate. A disc caught
simultaneously by both players on a team may be thrown by either player.
- B. Double-Touch: If a player or team touches both discs at the
same time or uses a disc in their possession to touch the other disc, a
"double-touch" has been committed. When the attacking team observes what
they believe to be a double-touch by their opponents, they may call, "Two,"
immediately after the assumed double. If the defending team agrees with the
call, play stops and 2 points are scored for the attacking team. If the
defending team does not agree, they must call, "No," immediately after the
call of, "Two," and play on without interruption until the next impasse or
undisputed score occurs. At that time players must maintain their court
position and any disputed calls shall be discussed and determined in the
order in which they occurred. If a disputed call is resolved such that a
point or points are scored, the exchange is ended. If, however, it is
determined that none of the disputed calls result in a point or points
scored, then either: any undisputed points which have been scored are
awarded, or play should continue after all players are ready. See section
207 for the definition of the "play on" procedure. In games using observers,
the observer for the court is to call, "Double," or, "Clean," immediately
after any disputed call. A confirming call of "Double," ends the exchange
and a call of "Clean," indicates that the exchange is not to be affected by
the erroneous double call.
- 204.05 Tipping:
- A. General Procedure: Tipping is a standard method of escaping
double touch situations and is usually done with the first disc touched by a
team. Except in escape situations, teams are allowed only one tip. An escape
situation occurs when both discs are thrown at the same court. Violations of
this rule constitute traveling. See section 204.07 for call procedure. In
all non-catching contacts, the disc must be sharply struck. Tips and
air-brushes are legal provided the disc is not held in prolonged contact or
lifted while being touched. Any prolonged contact with the disc, including a
delay or an illegal tip, constitutes a catch.
- B. Two-Handed Tips: Two-handed tips and air-brushes must comply
with section 204.05(A) and meet the additional restriction that no pair of
opposite sides of the disc are touched simultaneously.
- 204.06 Scoring:
- 204.07 Infractions:
- 205 Observers: Observers are to be used for all semi-final and
final matches. Observers may be used for other matches if requested by a team.
These observers should be positioned on opposite sides of the courts, on the
front lines extended, 2 m to 4 m from the court they are observing.
- 205.01 Observers shall have the following responsibilities:
- A. to keep the score and announce it when players switch courts, or
when requested
- B. to announce the time for players to switch courts
- C. to keep a tally of all infractions
- D. to call line faults
- E. to immediately rule on disputed double calls as outlined in section
204.04(B)
- F. Time the breaks between games and the time-outs. Announce when
these time periods have expired.
- G. to resolve any disputed calls, when requested by a player If
players on both teams disagree with the observer's call, it may be
overruled, if all players concur. Furthermore, it is expected that players
will voluntarily overrule a call resulting in their favor when they are
certain the call was in error.
- 206 Tournament Procedures
- 206.01 Late Arrival: Should a player or team arrive more than 5
minutes late for the scheduled start of a game, that team forfeits that game
and all games in the round.
- 206.02 Scratched Games: Should a player or team fail to play any
game in a round, that team forfeits all their games in the round, including
any that may have already been played and won by that team.
- 206.03 Suggested Competitive Formats:
- A. Semi-Finals and Finals: The semi-finals shall consist of 4
teams. If the 4 teams come from a single pool, the team which won the
previous round chooses their semi-final opponent from among the other 3
teams. This choice must be made at least 1 hour prior to the scheduled
start of the semifinals. The 2 teams not chosen shall also play a
semi-final match. If the 4 teams come from 2 pools, the winners of each
pool play the second place teams from the other pool. Semi-final matches
are to consist of a best 3 out of 5 games to 15 points, win by 2, with a
cap at 21. The winning team from each match advances to the final, which
consists of a best 3 out of 5 games to 15 points, win by 2, with no cap.
- B. Competitions of 5 to 10 Teams:(1) Preliminary Round - The
teams shall be placed in a seeded round-robin pool and shall complete 1
game to a score of 21 points, win by 2, cap at 25, against each team. The
4 teams with the best records shall advance to the semi-final round.
- C. Competitions of 11 to 20 Teams:(1) Preliminary Round - The
teams shall be divided into 2 seeded pools for round-robin play and shall
play 1 game to 21 points, win by 2, cap at 25, against each team. The 2
teams with the best records in each pool shall advance to the semi-final
round.
- D. Competitions of 21 to 50 teams:
- (1) Preliminary Round - The teams shall be divided into 5 seeded
pools of 4 to 10 teams each, for round-robin play, and shall play 1 game
to 15 points, win by 2, cap at 21, against each team. The 2 teams with
the best records in each pool shall advance to the second round.
- (2) Second Round - The 10 remaining teams shall compete in a
round-robin "A" pool playing 1 game to 21 points, win by 2, cap at 25,
against each team. The 4 teams with the best records shall advance to
the semi-final round. Additionally, the teams that placed 3rd and 4th in
the preliminary round shall compete in a similar round-robin "B" pool to
establish their rank from 11th to 20th.
- E. Competitions of 51 to 100 teams:
- (1) Preliminary Round - The teams shall be divided into 10 seeded
pools of 5 to 10 teams each for round-robin play, and shall play 1 game
to 15 points, win by 2, cap at 21, against each team. The 2 teams with
the best records in each pool shall advance to the second round.
- (2) Second Round - The winners of the first round pools choose their
opponents from among the second place teams of each pool. The order of
choice shall be determined by the winners' point margin vs. the second
place team in their preliminary pool. No team may play a team that they
played in the preliminary round. The teams shall play 2 out of 3 games
to 15, win by 2, cap at 21. The winners of each match shall advance to
the third round.
- (3) Third Round - The 10 remaining teams shall compete in a round
robin "A" pool playing 1 game to 21 points, win by 2, cap at 25, against
each team. The 4 teams with the best records shall advance to the
semi-final round. Additionally, the teams that lost their second round
matches shall compete in a similar round-robin "B" pool to establish
their rank from 11th to 20th, and the teams finishing 3rd in the
preliminary pools shall compete in a similar round robin "C" pool to
establish their rank from 21st to 30th.
- 206.04 Tie-Breaking Procedures: In round-robin play, ties in which
two teams have identical win/loss records, are broken by virtue of the
head-to-head match in that round. If three or more teams are tied, the
following procedures are used:
- A. Advancement of One Team:
- (1) If one of the teams has the best record against the other teams
with whom they are tied in that round, advance that team.
- (2) If the tie remains, rank the net point totals of each team from
those games played against the other tied teams, and advance the team with
the best net point total.
- (3) If two teams are tied for the best net point total, advance the
team that won the head-to-head match in that round.
- (4) If more than two teams are tied for the best net point total,
advance the team with the best point margin vs. the one team in that round
ranked just below the tied teams.
- (5) If the tie remains, the disc flipping method (104.03) shall be
used to determine the one team that advances.
- B. Advancement of an Additional Team:
- (1) If advancement must be decided between two teams which remain from
a previous three team tie, the head-to-head match in that round shall be
used.
- (2) If advancement must be decided between three or more teams which
remain from a previous four or more team tie, advance the team which has
the best record against the other teams with whom they are tied in that
round.
- (3) If the tie remains, rank the net point totals of each team from
those games played against the remaining tied teams, and advance the team
with the best net point total.
- (4). If the tie remains, advance the team with the best point margin
vs. the one team in that round that ranked just below the tied teams.
- (5) If the tie still remains, the disc flipping method (104.03) shall
be used to determine the one team that advances.
|