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Article II - Double Disc Court
Comment: Double disc court is a game played by two
teams of two players each. Each team is charged with defending a
court from the attack of the opponents. The attacks are made in
two ways: by the throwing of one of two discs in play into the
opponents' court in an attempt to have the disc come to rest
within that court without ever having touched out-of-bounds, or
by causing both discs to be touched by a player or players on the
opposing team at the same time. A team scores a point whenever
they make a successful attack or whenever an opponent throws a
disc out-of-bounds. The first team to score the requisite number
of points as determined by the competitive format shall win the
game.
The purpose of the following rules is to provide a guideline
which describes the way the game is played. Disc sports have
traditionally relied on a spirit of sportsmanship which places
the responsibility for fair play on the players themselves.
Highly competitive play is encouraged, but never at the expense
of the bond of mutual respect between players, adherence to the
agreed upon rules of the game, or the basic enjoyment of play.
Protection of these vital elements serves to eliminate adverse
conduct from the playing field. Such actions as taunting the
opposing players, dangerous aggression, intentional violation of
the rules, or other "win-at-all-costs" behavior are
contrary to the spirit of the game and must be avoided by all
players. Violations which compromise this understanding may
result in penalties or disqualification by the tournament
director.
Outline of Contents
- 201 Interpretation
- 202 Field of Play
- 203 Discs
- 204 Rules of Play
- 204.01 Procedures of Play
- A. Preliminary Considerations
- B. Readiness
- C. Service
- D. Incorrect Service
- E. Incorrect Servers
- F. Initiation
- G. Serving Combinations
- H. Court Switches
- I. Time Outs
- J. Pace of Play
- 204.02 Play
- A. General Procedure
- B. The Impasse
- C. Deformation
- D. Interference
- E. Coaching
- F. Courtesy Signals
- 204.03 Throwing
- A. Court Position
- B. Traveling
- C. Line Faults
- D. Throws From Out-of-Bounds
- E. Landing-Angle Restrictions
- F. Offensive Interference
- G. Late Throws
- 204.04 Catching
- A. General Procedure
- B. Double Touch
- 204.05 Tipping
- A. General Procedure
- B. Two-Handed Tips
- 204.06 Scoring
- A. General Procedure
- B. The Break
- C. Mid-Air Contact
- 204.07 Infractions
- A. General Procedure
- B. Disputed Calls
- C. Offsetting Infractions
- 205 Observers
- 206 Suggested Tournament Procedures
- 206.01 Forfeits
- 206.02 Suggested Competitive
Formats
- A. Semi-Finals and Finals
- B. Competitions of 5 to 10 teams
- C. Competitions of 11 to 20 teams
- D. Competitions of 21 to 50 teams
- E. Competitions of 51 to 100 teams
- 206.03 Tie-Breaking Procedures
- 207 Glossary
- 201 Interpretation: The ultimate
interpretation of the letter and spirit of this document
shall be the responsibility of the tournament director
and/or the head judge of the event.
- 202 Field of Play
- 202.01 Dimensions: The double disc court
shall consist of two square areas measuring 13 m per side known as courts,
which are set 17 m apart. The minimum distance between neighboring courts
shall be 5 m. Spectators shall not be positioned closer than 2 m to a
court, with 5 m suggested if possible (see Figure 2.1)
Fig. 2.1
- 202.02 Surface: The
double disc court may have any surface
(well-trimmed grass is recommended) which is
essentially flat, free of obstructions and holes,
and affords reasonable player safety.
- 202.03 Boundary Lines:
The boundary lines shall lie flat on the surface
and mark the area of each court. The boundary
lines are not part of the courts, they are
out-of-bounds. The boundary lines shall be marked
with a cord having a diameter not larger than 10
mm nor smaller than 5 mm.
- 202.04 Corner Markers:
The corners of the courts shall be marked with
cones made of a brightly-colored flexible
material. The cones shall not be larger than 13
cm nor smaller than 9 cm in height and width. The
corner markers shall be centered on the corners
of the courts and are considered out-of-bounds.
- 203 Discs:
- A. Any flying discs meeting WFDF specifications
set forth in Article I may be used as long as
they meet the specific requirements of 203 B and
are acceptable to both teams.
- B. Special Restrictions: For game design and safety considerations,
discs in play must meet both the W.F.D.F. general disc specifications
(section 107) and these additional specifications:
- (1) Rim configuration: must achieve a rim configuration rating of
75 or greater (may not be beveled - see section 108 [D]).
- (2) Weight: must weigh no more than 6.7
gm per cm of outside diameter.
- (3) Rigidity: must not exceed 89.3 N (9.1 kg/(20 lbs.) of pressing
force as measured by the flexibility testing procedure (see
section 108[F]).
- C. If teams cannot agree, the official discs for
play will be two orange 23A or 23B mold Frisbee
brand discs weighing approximately 110 gm.
- D. If the teams cannot agree upon two specific
official discs for play as described in 203 C,
two options are available:
- (1) each team shall supply one official
disc for play of the match; or,
- (2) if that solution is not acceptable to both teams they shall
resolve the disagreement through the disc flipping method set forth
in 104.03 of the WFDF rules.(104.03)
The team winning the flip shall then supply both official discs for
the match.
- 204 Rules of Play
- 204.01 Procedures of Play:
- 204.02 Play:
- A. General Procedure: Both discs shall be
used during the exchange. Play is accomplished
by:
- (1) the players attempting to throw a
disc into the opponents' court such that
it lands with a legal angle and stops
without ever having touched
out-of-bounds; or,
- (2) the players attempting to cause both
discs to be touched simultaneously by a
player or players on the opposing team.
Play continues until a disc touches
out-of-bounds, stops dead in the court, or until
both discs are touched simultaneously by a player
or players on one team. If a disc touches the
ground inside the court and is then touched by a
player prior to the point being determined, the
point is scored for the opponent.
- B. The Impasse: When ever during an exchange a player on each
team holds a disc an impasse occurs. It is the responsibility of the initiation
team to throw within 4 seconds of the time the impasse occurred, unless
their opponents choose to break the impasse by throwing. If the initiation
team fails to initiate correctly, the opponents may call, "Stalling."
See section 204.07 for the
call procedure.
- C. Deformation: When a court or disc is deformed during the exchange,
either team may call, "Court," or, "Disc," to request
that the court be restored to its official shape, or the disc be replaced
at the next impasse. After restoration or replacement, play may continue
with all players ready and in their respective court positions which they
held at the impasse. See section 207
for the definition of the "play on" procedure.
- D. Interference: Should a disc or player
be interfered with by the actions of an outside
agent, such as a spectator or animal, a replay of
the exchange will be allowed if it is determined
that play was altered by the interference.
- E. Coaching: Coaching of players shall not
be permitted during the exchange. Other coaching
is permitted provided the pace-of-play rules are
not violated.
- F. Courtesy Signals: Certain situations
occur during a game when a signal would clarify
the play for the opponents and the officials. The
following non-mandatory courtesy signals should
be used when these situations occur:
- (1) When the exchange has just ended and
a disc has touched near the boundary line
where the officials or the opponents may
be unsure if the disc was in or out, the
following signals should be used. If the
disc was out, the player should point an
arm and finger at a 45 degree angle up
and away from the center of the court. If
the disc was in, the player should point
an arm and finger at a 45 degree angle
down and toward the center of the court.
- (2) When a team calls a double and the
opposing team agrees with the call, they
should indicate the acknowledged double
touch by displaying two fingers in a
manner known as the "victory"
or "peace" sign.
- 204.03 Throwing:
- A. Court Position: A player's court
position is a 1 m diameter circle centered
directly under the center ofhis or her hips.
Court position is established at the coincidence
of a catch and contact with the ground. Should
the disc be caught out-of-bounds, the court
position is centered at the nearest point inside
the court from the point where it was caught. If
momentum carries a player closer to the
opponents' court after a catch and ground
contact, the player must back-step the forward
distance gained in order to establish a court
position. If momentum carries a player in any
direction not closer to the opponents' court, the
court position will be established where the
player stops. A player moving laterally or toward
the rear of the court while making a catch, may
throw before establishing a court position only
if the throw is made prior to the player making 3
ground contacts after the catch. Other than the
serve, each throw must be made with a supporting
point on the court position or with no part of
the thrower in contact with the ground, in which
case the last contact with the ground must have
been at the court position.
- B. Traveling: A player has traveled if all contact with the court
position is removed and subsequent ground contact is made elsewhere while
still holding the disc. If a player throws after traveling, the opponents
may call, "Traveling." See
section 204.07 for call procedure.
- C. Line Faults: If a thrower is legally on the court position
and in contact with the boundary line during a throw, the opponents may
call, "Line fault." See
section 204.07 for call procedure.
- D. Throws From Out-of-Bounds: Throws made with a supporting point
completely out-of-bounds, or, from mid-air with the last supporting point
contact having been out-of-bounds, are scored for the opponent. A throw
made after a throw from out-of-bounds is considered a late throw. See section 204.03 G.
- E. Landing-Angle Restrictions: All throws must strike the ground
at an angle of 30 degrees or less from horizontal except for a throw that
rolls away from the thrower upon initial ground contact and is under 2.5
m as it passes the opponents' front line. When it appears that a disc
will hit the ground with illegal angle, the non-throwing team may call,
"Angle." This call must be made prior to the disc hitting the
ground. See section 204.07 for
call procedure.
Fig. 2.2
- F. Endangerment: If a player is hit above
the knees by a high velocity shot while he or she
is in position to play a lead shot, the defending
team may call, "Endangerment," and a
replay is taken. If it is determined that the
defending player intentionally moved into the
shot, there is no replay and the exchange is
scored under the usual rules.
- G. Late Throws: Competitive throws made
after a point has been scored are considered to
be late and may not score for the thrower.
However, late throws shall be scored for the
opponents of the throwing team if the throw goes
out-of-bounds.
- 204.04 Catching:
- A. General Procedure: A player may use one
or both hands to catch a disc. Legal catches
include, in addition to the standard catches,
those that are made with simultaneous contact
with the ground or boundary lines, those that are
made with simultaneous contact between teammates,
and those that are made without the use of hands,
such as body traps. A player may catch a disc
that has been tipped or bobbled by a teammate. A
disc caught simultaneously by both players on a
team may be thrown by either player.
- B. Double-Touch: If a player or team touches both discs at the
same time or uses a disc in their possession to touch the other disc,
a "double-touch" has been committed. When the attacking team
observes what they believe to be a double-touch by their opponents, they
may call, "Two," immediately after the assumed double. If the
defending team agrees with the call, play stops and 2 points are scored
for the attacking team. If the defending team does not agree, they must
call, "No," immediately after the call of, "Two,"
and play on without interruption until the next impasse or undisputed
score occurs. At that time players must maintain their court position
and any disputed calls shall be discussed and determined in the order
in which they occurred. If a disputed call is resolved such that a point
or points are scored, the exchange is ended. If, however, it is determined
that none of the disputed calls result in a point or points scored, then
either: any undisputed points which have been scored are awarded, or play
should continue after all players are ready. See section 207 for the definition
of the "play on" procedure. In games using observers, the observer
for the court is to call, "Double," or, "Clean," immediately
after any disputed call. A confirming call of "Double," ends
the exchange and a call of "Clean," indicates that the exchange
is not to be affected by the erroneous double call.
- 204.05 Tipping:
- A. General Procedure: Tipping is a standard method of escaping
double touch situations and is usually done with the first disc touched
by a team. Except in escape situations, teams are allowed only one tip.
An escape situation occurs when both discs are thrown at the same court.
Violations of this rule constitute traveling. See
section 204.07 for call procedure. In all non-catching contacts, the
disc must be sharply struck. Tips and air-brushes are legal provided the
disc is not held in prolonged contact or lifted while being touched. Any
prolonged contact with the disc, including a delay or an illegal tip,
constitutes a catch.
- B. Two-Handed Tips: Two-handed tips and air-brushes must comply
with section 204.05(A) and meet
the additional restriction that no pair of opposite sides of the disc
are touched simultaneously.
- 204.06 Scoring:
- 204.07 Infractions:
- 205 Observers: Observers are to
be used for all semi-final and final matches. Observers
may be used for other matches if requested by a team.
These observers should be positioned on opposite sides of
the courts, on the front lines extended, 2 m to 4 m from
the court they are observing.
- 205.01 Observers shall have
the following responsibilities:
- A. to keep the score and announce it when
players switch courts, or when requested
- B. to announce the time for players to
switch courts
- C. to keep a tally of all infractions
- D. to call line faults
- E. to immediately rule on disputed double calls as outlined in section
204.04(B)
- F. Time the breaks between games and the
time-outs. Announce when these time
periods have expired.
- G. to resolve any disputed calls, when
requested by a player If players on both
teams disagree with the observer's call,
it may be overruled, if all players
concur. Furthermore, it is expected that
players will voluntarily overrule a call
resulting in their favor when they are
certain the call was in error.
- 206 Tournament Procedures
- 206.01 Forfeits:
Should a team arrive more than 5 minutes late for the
beginning of a game, it forfeits that game. If a team
is unable to start or complete a game, it forfeits
that game. A forfeit is listed as a loss for the
forfeiting team, with its score being the number of
points it had at the time of the forfeit. The round
placements of any teams with forfeits will be
determined including those game scores. A second
ranking will then be done to determine the finish of
the other teams in that round. The second ranking
removes all games played by teams with forfeits in
that round, skipping the rank positions already
assigned to those teams.
- 206.02 Suggested
Competitive Formats:
- A. Semi-Finals and Finals: The
semi-finals shall consist of 4 teams. If
the 4 teams come from a single pool, the
team which won the previous round chooses
their semi-final opponent from among the
other 3 teams. This choice must be made
at least 1 hour prior to the scheduled
start of the semifinals. The 2 teams not
chosen shall also play a semi-final
match. If the 4 teams come from 2 pools,
the winners of each pool play the second
place teams from the other pool.
Semi-final matches are to consist of a
best 3 out of 5 games to 15 points, win
by 2, with a cap at 21. The winning team
from each match advances to the final,
which consists of a best 3 out of 5 games
to 15 points, win by 2, with no cap.
- B. Competitions of 5 to 10 Teams:(1)
Preliminary Round - The teams shall be
placed in a seeded round-robin pool and
shall complete 1 game to a score of 21
points, win by 2, cap at 25, against each
team. The 4 teams with the best records
shall advance to the semi-final round.
- C. Competitions of 11 to 20 Teams:(1)
Preliminary Round - The teams shall be
divided into 2 seeded pools for
round-robin play and shall play 1 game to
21 points, win by 2, cap at 25, against
each team. The 2 teams with the best
records in each pool shall advance to the
semi-final round.
- D. Competitions of 21 to 50 teams:
- (1) Preliminary Round - The teams
shall be divided into 5 seeded
pools of 4 to 10 teams each, for
round-robin play, and shall play
1 game to 15 points, win by 2,
cap at 21, against each team. The
2 teams with the best records in
each pool shall advance to the
second round.
- (2) Second Round - The 10
remaining teams shall compete in
a round-robin "A" pool
playing 1 game to 21 points, win
by 2, cap at 25, against each
team. The 4 teams with the best
records shall advance to the
semi-final round. Additionally,
the teams that placed 3rd and 4th
in the preliminary round shall
compete in a similar round-robin
"B" pool to establish
their rank from 11th to 20th.
- E. Competitions of 51 to 100 teams:
- (1) Preliminary Round - The teams
shall be divided into 10 seeded
pools of 5 to 10 teams each for
round-robin play, and shall play
1 game to 15 points, win by 2,
cap at 21, against each team. The
2 teams with the best records in
each pool shall advance to the
second round.
- (2) Second Round - The winners of
the first round pools choose
their opponents from among the
second place teams of each pool.
The order of choice shall be
determined by the winners' point
margin vs. the second place team
in their preliminary pool. No
team may play a team that they
played in the preliminary round.
The teams shall play 2 out of 3
games to 15, win by 2, cap at 21.
The winners of each match shall
advance to the third round.
- (3) Third Round - The 10
remaining teams shall compete in
a round robin "A" pool
playing 1 game to 21 points, win
by 2, cap at 25, against each
team. The 4 teams with the best
records shall advance to the
semi-final round. Additionally,
the teams that lost their second
round matches shall compete in a
similar round-robin "B"
pool to establish their rank from
11th to 20th, and the teams
finishing 3rd in the preliminary
pools shall compete in a similar
round robin "C" pool to
establish their rank from 21st to
30th.
- 206.03 Tie-Breaking Procedures:
In round-robin play,
ties in which two or more teams have identical records
are broken in the following manner: Starting with step
1 below, compare the tied teams. Any team that then
has a unique ranking is assigned that ranking. If ties
remain, compare the tied teams using the next step in
the sequence. Repeat this process until no ties
remain. Each comparison is based on the results for
that round only. For the purposes of record and point
comparison, games against teams that forfeited to any
of the tied teams are disregarded.
- Step 1: Fewest forfeits.
- Step 2: Record against the other tied teams.
- Step 3: Net points scored in games against the other
tied teams.
- Step 4: Record against teams that placed above the
initial set of tied teams.
- Step 5: Net points scored in games against teams that
placed above the initial set of tied teams.
- Step 6: Net points scored in games against all teams
in the pool.
- Step 7: If a tie must be broken to determine
advancement, then a play-in game (or games, if more
than two teams remain tied) may be held. The format
shall be the same as in the just-completed round,
though it may be changed at the discretion of the
tournament director. If additional play is not
feasible (as determined by the tournament director),
the disc-flipping method (104.03)
may be used. If advancement is
not an issue, then the tie remains a tie.
207 Glossary
- Angle: The angle between the plane of the
ground and the plane of the flight plate of the
disc when the disc strikes the ground.
- Break: An exchange that has resulted in a
point scoring situation against both teams.
- Cap: The point total which, in some games,
limits the obligation to win by a margin of 2 or
more points. The first team to reach the cap
score, wins.
- Delay: Allowing the disc to spin
continuously on one's fingernail or other body
part.
- Double-Touch: A player or both players on
the same team touching both discs at the same
time.
- Escape situation: An escape situation
occurs when both discs are thrown at the same
court.
- Exchange: One play of double disc court,
commencing with the serve and ending in a
circumstance which results in a break, a replay
or one or two points being scored.
- Impasse: A situation during an exchange in
which a player on each team is holding a disc.
- Initiation: The initiation team for a
given exchange is the team which announces the
score, initially establishes server position,
gives the serving call, and has the
responsibility to throw in the event of an
impasse during the exchange.
- Lead Shot: When two thrown discs are
approaching a court, the disc that was released
first is considered the lead shot.
- Match: One game or a series of games,
depending upon the competitive format, with a
winner being declared.
- Net Points: The margin of points by which
a team wins or loses a game.
- Play On: When all players appear to be
ready, the initiation team shall ask,
"Ready?" and the opponent shall respond
with, "Play on." At that time, an
impasse occurs and the usual rules apply.
- Replay: A return to the previous serving
combination and initiation with no points being
scored on the exchange.
- Serve: The first throw in an exchange.
Both teams shall serve simultaneously.
- Serving Combination: The players, one on
each team, who serve simultaneously to start an
exchange.
- Serving Call: Signal given to initiate the
serve. The call shall be an even cadence count
of, "Ready, two, one, throw."
- Supporting Point: The part of a player's
body which is supportinghis or her weight or is
in contact with the ground.
- Team: Shall consist of two, and only two,
players.
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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.
Eleventh Edition. 1998
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