By Dan Engström, Ph.D.
Head of the WFDF Ultimate Committee rule-group
The following additions and revisions were suggested by the WFDF Ultimate Committee rule-group, and accepted by the WFDF Ultimate Committee, Rules committee and Board.
The major part of the revisions are based on the new rules
introduced in 1999. All but a few of the principles have been
kept. However, with the experience of playing by these rules at
Worlds in St Andrews, we have developed these suggestions
further. The unification between the UPA and the WFDF ultimate
rules has been a major aim, and the UPA has therefore been
involved in the process. Referring to the trials of 1999, the
following revisions (in which changes are highlighted in blue text and struck through
for deletions) should be noted.
Click here for a copy of the new text without notation which may be used for printing.
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
(revised)
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 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 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. 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.
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. 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 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 20
yd (approximately 18 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. Delete:
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
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" ("Stall,
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.
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