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ARTICLE IV - ULTIMATE
Comment: Ultimate is a team sport in which
the team with the higher point total at the end of the game wins. It is played
with two teams of seven players on a rectangular field with an endzone at each
end. A goal, worth 1 point, is scored when a player/thrower passes the disc to a
teammate and it is successfully caught within the confines of the endzone his or
her team is attacking. The disc may be advanced solely by passing the disc from
one player to another. A player may not run while in possession of the disc.
While the team in possession of the disc seeks to advance the disc toward the
endzone it is attacking, the opposing team seeks to thwart advancement and
obtain possession by forcing a turnover. A turnover results whenever a pass is
incomplete, caught or knocked down by an opposing player, touches the ground at
any point or is caught by a player out-of-bounds. No overt contact or tackling
is allowed. The sport is played on a self-officiated basis, with no referees.
All line violation, possession and foul calls are made by the players on the
playing field.
Outline of contents
401 Spirit of the Game
402 Field of Play
402.01 Dimensions
402.02 Surface
402.03 Goal Lines
402.04 Perimeter Lines
402.05 Markers
402.06 Restraining Line
402.07 Line Markings
403 Equipment
403.01 Disc
403.02 Protective Clothing
403.03 Uniform
403.04 Cleats
404 Rules of Play
404.01 Rule Variations
404.02 Length of Game
404.03 Time-outs
A. Non-Injury
B. Injury Time -out
404.04 Substitution of Players
A. Goals
B. Time-outs
C. Injury
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
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
F. Contested Stall
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 Officials
A. Definition
B. Time-keeper
C. Score-keeper
D. Observers
E. Sanctioned Events
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
A. Uncalled Fouls
B. Time Between Goals and Pulls
B. Rethrow Signal
C. Disputes
D. Novice Consideration
405 Glossary
401 Spirit of the Game: 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 Field of Play
402.01 Dimensions: The field of play consists
of a 64 by 37 m rectangle called the playing field, with an 18 m by 37 m
rectangle called an endzone aligned along each of the 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 5 cm and 10 cm wide.
403 Equipment
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:
each team shall supply the approved disc(s)
for one half of the game using the disc flipping method (104.03) to
determine the order of use; or;
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(s)
for the entire game.
Additional spare discs (approved in
accordance with this section) may be held by any officials to be used by
the offense to replace an out-of-bounds or damaged disc at the offense's
discretion. This rule is limited to the following situations:
out-of-bounds pull receptions, between points, during time-outs, or during
stoppages of play due to fouls or violations.
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 Rules of Play
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 full-length game lasts
until one team reaches a score of at least 19 goals with a lead of at least
two goals, or until a team scores 21 goals. There is to be a 10-minute
halftime when one team reaches 10 goals. When tournament schedules or other
circumstances make it necessary, games can be shorter. Guidelines on shorter
game formats and how to cap games constricted by time can be found in the
Tournament Directors' Manual published by the WFDF Ultimate Committee.
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.
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.
Duration: Time-outs shall not exceed 2
minutes in length.
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.
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. All other players may set up in any position on the
field. Play shall be resumed through the use of a check, unless the
time-out was called after a goal and prior to the ensuing throw-off.
When a timekeeper is available, the
2-minute time limit for time-outs shall be enforced in the following
manner:
(a) Between points: Each time-out between
points extends the time between goals by 2 minutes. Play is restarted
as described in 404.05.D. However, when a time-out between points has
occurred, the timekeeper gives an additional warning signal 30 seconds
before the offense must be ready to receive the throw-off.
(b) During points: The timekeeper shall
signal when thirty (30) seconds are remaining and when fifteen (15)
seconds are remaining. At the end of 2 minutes all offensive players
must have established stationary positions and the thrower must signal
readiness. If the offense is not ready at the end of 2 minutes then
the timekeeper shall signal that the time-out has expired and the
marker may initiate or resume the stall count immediately. Otherwise,
the defense has an additional fifteen (15) seconds to establish
positions, during which time the offense must remain stationary. The
timekeeper shall give a final signal when these 15 seconds have
elapsed at which time the offense may begin play immediately. If both
teams are ready at any time before the final signal is given then play
is restarted with a check as in 404.03.A.4 and all remaining
timekeeper signals are dispensed with.
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.
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.
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. If the disc was
out-of-bounds when the time-out was called, the disc is put into play at
the point on the playing field proper nearest to where the disc went
out-of- bounds. If the player who had possession is no longer on the
field, the replacement player puts the disc into play. 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.
Bleeding wounds: If any player has an open
or bleeding wound, that player shall take an immediate injury
substitution and may not rejoin the game until the wound is treated and
sealed.
404.04 Substitution of Players:
A. Goals
: 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. Time-Outs
: 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.
Each time a goal is scored, the team
switches the direction of their attack and the team which scored
throws-off.
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.
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.
Commencement of Play: As soon as the disc
is released by the thrower, all players may move in any direction.
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.
Reception Within the Playing Field:
Whenever a member of the receiving team gains possession of the
throw-off within the playing field (including the endzone), that player
must put the disc into play from the point at which he or she gained
possession.
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.
Landing Untouched: Whenever the receiving
team permits the disc to fall untouched to the ground and the disc lands
and remains in-bounds, the receiving team gains possession of the disc
where it stops. If the disc lands in-bounds and subsequently touches an
out-of-bounds area, the receiving team gains possession in the playing
field proper nearest where the disc first went out-of-bounds.
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 was caught 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 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 20 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.
The time limit between the scoring of a
goal and the ensuing throw-off is sixty (60) seconds for the receiving
team, and seventy-five (75) seconds for the throwing team. When a
timekeeper is available, the following rules for enforcing these limits
shall also apply:
(a) As soon as a goal is scored (in the
event of a discussion, as soon as the goal is acknowledged by the
defending team), the timekeeper starts a clock. After forty-five (45)
seconds, the timekeeper signals the receiving team that it has fifteen
seconds before the minute runs out.
(b) If after sixty seconds the receiving
team has acknowledged that it is ready, the timekeeper signals the
throwing team that it has fifteen seconds before the seventy-five
seconds run out.
(c) If the receiving team does not
acknowledge that it is ready before the sixty-second signal, that team
loses a time-out if it has any time-outs remaining. The timekeeper
then signals that a time-out has been assessed, and a regular time-out
for that team takes place. If the receiving team has no time-outs
remaining then a time-out does not occur, there is no pull, and the
receiving team takes possession of the disc 15 yards behind their own
goal line, midway between the two sidelines. Play is restarted with a
check.
(d) If the throwing team does not throw
before the seventy-five second signal, that team loses a time-out if
it has any time-outs remaining. The timekeeper then signals that a
time-out has been assessed, and a regular time-out for that team takes
place. If the throwing team has no time-outs remaining then a time-
out does not occur, there is no pull, and the receiving team takes
possession of the disc at the brick mark nearest the goal it is
attacking. Play is restarted with a check.
(e) The receiving team must signal its
readiness in accordance with rule 404.05.D.3. Note that players must
establish and hold their positions in accordance with rule
404.05.D.2.b prior to signaling readiness.
(f) The rules in this section
(404.05.D.11) shall also apply at the beginning of each half of play,
except that the timekeeper shall give warning signals at 30 seconds
before the receiving team must acknowledge readiness, 15 seconds
before the receiving team must acknowledge readiness, and 15 seconds
before the throwing team must throw.
(g) The preferred method of signaling by
a timekeeper shall be the use of a whistle, following procedures
outlined in the WFDF Tournament Director's Guide.
E. The Check:
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.
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.
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.
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.
When guarding the thrower, the marker may
not straddle the pivot foot of the thrower.
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.
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:
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...").
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."
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.
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 receiver1s 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.
When a foul is committed by the thrower or
the marker, play stops and possession reverts back to the thrower, after
a check.
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.
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.
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.
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.
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.
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.
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 Officials
A. Definition: A number of non-playing
officials may be involved in a game of ultimate. Such officials include
time-keepers, score-keepers and observers. Their role is to assist the
teams, not to enforce the rules. A single person may perform multiple
official duties.
B. Time-keeper. A single time-keeper may be
appointed to signal time elapsed between points, during time-outs and to
signal the start or end of a playing period.
C. Score-keeper. A single score-keeper may be
appointed to keep score and indicate to the captains the completion of a
half, the game, the number of time-outs used or remaining, or the fact
that the game has gone into overtime.
D. Observers.
At their discretion, the captains may agree
upon 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.
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.
By calling in the observers, the teams
agree to abide by the observers' decision.
E. Sanctioned Events: Score-keepers and
time-keepers shall be mandatory at all WFDF-sanctioned events.
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.
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.
Whenever a receiver takes more steps than
he or she requires to stop after catching a pass, that receiver has
traveled.
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.
If a stall count is in progress and
traveling is called, the stall count shall resume from the point of
interruption or at "five" ("Stalling, six..."), whichever is lower.
If the thrower releases a pass after being
called for traveling and the pass is incomplete, the pass counts and
results in a turnover.
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."
The player formerly in possession of the
disc regains possession at the point where the strip occurred and play
shall resume via a check.
If a stall count was in progress as the
disc was stripped, the count is reset to zero.
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:
If a foul, violation or pick is called
while the disc is in the air, play continues until possession of the
disc is gained.
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.
If the pass is completed and the foul,
violation or pick was called against the offense, the pass does not
count and possession reverts back to the thrower, except as provided in
404.13 D (3). However, if the violation did not affect the defensive
effort on the pass (e.g. a pick unrelated to the play), the defense
should acknowledge this and play is resumed with a check where the pass
was caught.
C. Disputes:
1. Principle: 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.
2. Time-limit: After a dispute has gone on
for thirty seconds, the official (if available) shall instruct the
players involved to resolve the issue as rapidly as possible or return
the disc to the last thrower, according to 404.17 C (1).
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. Uncalled Foul
: If a foul is committed and not called,
the player who commits the foul should inform the infracted player of the
foul.
B. Time Between Goals and Pulls
: It is the responsibility of both teams
to minimize the time used between each goal and the ensuing throw off.
C. Rethrow Signal
: 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. Disputes
: 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. Novice Consideration
: 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.
405 Glossary
Check: Temporary possession of the disc by the
marker, immediately prior to resumption of play to insure proper positioning
and readiness of the players.
Contact: The touching of players on opposite
teams with a degree of force.
Defensive Team: Team without possession.
Endzone: Area of the playing field where scores
are made.
Goal Line: The line separating the playing
field proper from the endzone and not part of the endzone.
Marker: Defensive player guarding the thrower.
Offensive Team: Team with possession.
Out-of-Bounds: Any area not on the playing
field, including the perimeter lines.
Perimeter Lines: Lines separating playing field
proper or endzone from out-of-bounds area and not part of the playing field.
Pick: A player using his or her body or
movements in such a manner so as to obstruct the movement of a player on the
opposing team.
Pivot Foot: The foot used by a player to
establish position on the field after gaining possession of the disc.
Player: One of the 14 persons who are actually
participating in the game at any one time.
Playing Field Proper: Playing field exclusive
of the endzones.
Point of Contact: Location on playing field
where player contact was made.
Put the Disc in Play: Occurs when the thrower
establishes a pivot foot and is ready to throw, or in throw-off situations
has given the legal signal to throw-off.
Receivers: All offensive players other than the
thrower.
Thrower: An offensive player in possession of
the disc or who has just released the disc.
Throw-off: Procedure used to start play or
resume play after a goal is scored. The throw-off is accomplished by a
player on the team relinquishing possession by throwing the disc from the
goal line his or her team shall be defending to a player on the receiving
team.
Where the Disc Stops: Refers to the location
where a disc is caught, comes to rest naturally, or where it is stopped from
rolling or sliding.
The World Flying Disc Federation (WFDF) has full
copyright to this rulebook. Copies of the book are sold to cover the cost of
producing it. Member associations of WFDF are allowed to translate the rules
into their own language and to add national supplements as long as the WFDF
rules are not altered or contradicted. The WFDF board must be notified of all
such translations and receive a copy afterward.
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