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WFDF Ultimate Rules for play beginning April 1, 2000
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 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.
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.
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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