| WFDF Ultimate
Rules (rev. 1/28/02)
Note: These
rules will be in play for WUCC 2004 in Finland
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 |
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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
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401
Spirit of the Game
Ultimate has traditionally relied upon a spirit of sportsmanship
which places the responsibility for fair play on the individual
player himself. Highly competitive play is encouraged but never
at the expense of mutual respect between players, adherence to the
agreed-upon rules of the game or the basic joy of play. The purpose
of the rules of ultimate is to provide a guideline which describes
the way the game is played. It is assumed that no ultimate player
will intentionally violate the rules; there are no harsh penalties
for inadvertent infractions but, rather, a method for resuming play
in a manner which simulates what would most likely have occurred
had there been no infraction.
402 Field of
Play
402.01 Dimensions:
The field of play consists of a 64 by 37 m rectangle called the
playing field, with an 18 m by 37 m rectangle called an endzone
aligned along each of the 37 m sides. See figure 4.1.
402.02 Surface:
The playing field may have any surface, although well trimmed grass
is suggested, which is essentially flat, free of obstructions and
holes, and affords reasonable player safety.
402.03 Goal Lines:
Goal lines are lines which separate the playing field proper from
the endzones and are part of the playing field proper.
402.04 Perimeter Lines:
Perimeter lines (sidelines and endlines) are lines separating the
playing field from the out-of-bounds area and are not part of the
playing field.
402.05 Markers:
The corners of the playing field proper and the endzones are marked
by cones made of a brightly colored, flexible material.
402.06 Restraining Line:
A restraining line shall be established 5 m from the playing field
to ensure that the sidelines remain clear during play.
402.07 Line Markings:
All lines shall be marked with a non-caustic material and shall
be between 5 cm and 10 cm wide.
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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.
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404
Rules of Play
404.01 Rule Variations:
Any of these rules may be changed by mutual agreement of the captains
of the two teams, subject to the approval of the tournament director.
404.02 Length of Game:
A full-length game lasts until one team reaches a score of at least
19 goals with a lead of at least two goals, or until a team scores
21 goals. There is to be a 10-minute halftime when one team reaches
10 goals. When tournament schedules or other circumstances make
it necessary, games can be shorter. Guidelines on shorter game formats
and how to cap games constricted by time can be found in the Tournament
Directors' Manual published by the WFDF Ultimate Committee.
404.03 Time Outs:
A.
Non-Injury: Each team is permitted two non-injury time-outs per
half in games to 17 or less, and three non-injury time outs per
half in games to 18 or more. Each team is permitted exactly one
time-out in overtime. Overtime occurs when the score is tied at
one point less than the number of points for which the game was
originally scheduled.
Time to Call: A time-out may be called by either team, after a goal
and prior to the ensuing throw-off, or may be called by the player
in possession of the disc during play.
Duration: Time-outs shall not exceed 2 minutes in length.
Signal: A player or captain calling time-out must form a "T"
with his or her hands and call, "Time-out," loudly enough
to permit the other players to hear the request.
Resumption of Play: When play resumes after a time-out, the player
who had possession prior to the time-out puts the disc into play.
All other players may set up in any position on the field. Play
shall be resumed through the use of a check, unless the time-out
was called after a goal and prior to the ensuing throw-off.
When a timekeeper is available, the 2-minute time limit for time-outs
shall be enforced in the following manner:
(a) Between points: Each time-out between points extends
the time between goals by 2 minutes. Play is restarted as described
in 404.05.D. However, when a time-out between points has occurred,
the timekeeper gives an additional warning signal 30 seconds before
the offense must be ready to receive the throw-off.
(b) During points: The timekeeper shall signal when
thirty (30) seconds are remaining and when fifteen (15) seconds
are remaining. At the end of 2 minutes all offensive players must
have established stationary positions and the thrower must signal
readiness. If the offense is not ready at the end of 2 minutes then
the timekeeper shall signal that the time-out has expired and the
marker may initiate or resume the stall count immediately. Otherwise,
the defense has an additional fifteen (15) seconds to establish
positions, during which time the offense must remain stationary.
The timekeeper shall give a final signal when these 15 seconds have
elapsed at which time the offense may begin play immediately. If
both teams are ready at any time before the final signal is given
then play is restarted with a check as in 404.03.A.4 and all remaining
timekeeper signals are dispensed with.
B.
Injury Time-out: An injury time-out may be called by any player,
and shall not count as one of the time outs allotted in section
404.03(A). An injury time-out results in a team time-out if the
injured player does not leave the game unless the injury is the
result of a foul.
Disc in Play: If the disc was in the air at the time an injury occurred
and a time-out is called, play continues until possession of the
disc is gained by a player.
Resumption of Play: When play resumes after an injury time-out,
the player who had possession when the time-out came into effect
puts the disc into play through the use of a check at the same location
the disc was when play stopped. If the disc was out-of-bounds when
the time-out was called, the disc is put into play at the point
on the playing field proper nearest to where the disc went out-of-
bounds. If the player who had possession is no longer on the field,
the replacement player puts the disc into play. All other players
must assume their respective positions on the field when play was
stopped. Players may not set up when restarting play after an injury
time-out, unless it is also a team time-out.
Bleeding wounds: If any player has an open or bleeding wound, that
player shall take an immediate injury substitution and may not rejoin
the game until the wound is treated and sealed.
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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.
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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 esignated 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 attackand the team
which scored throws-off.
Positioning Prior to the Throw-off:
(a) Throwing Team - The players on the throwing team
shall remain inside the endzone they are defending prior to the
disc being released on the throw-off, but may move anywhere within
said endzone.
(b) Receiving Team - The players on the receiving
team must, prior to the release of the disc, stand with one foot
on the goal line adjoining the endzone they are defending, and may
not change position relative to one another.
Signal: The throw-off shall be made only after the thrower and a
player on the receiving team raise a hand to signal their team's
readiness to begin play.
Commencement of Play: As soon as the disc is released by the thrower,
all players may move in any direction.
Interference: No player on the throwing team may touch the throw-off
in the air before it is touched by a member of the receiving team.
Reception Within the Playing Field: Whenever a member of the receiving
team gains possession of the throw-off within the playing field
(including the endzone), that player must put the disc into play
from the point at which he or she gained possession.
Failure to Catch After Touching: Whenever a member of the receiving
team touches the disc during its flight (whether in or out-of bounds)
and the receiving team subsequently fails to catch the disc prior
to its touching the ground, the team throwing-off regains possession
of the disc where it stops.
Landing Untouched: Whenever the receiving team permits the disc
to fall untouched to the ground and the disc lands and remains in-bounds,
the receiving team gains possession of the disc where it stops.
If the disc lands in-bounds and subsequently touches an out-of-bounds
area, the receiving team gains possession in the playing field proper
nearest where the disc first went out-of-bounds.
Out-of-Bounds: If the throw-off is caught out-of-bounds, the receiver
must carry the disc to the point on the playing field proper nearest
where the disc was caught and put the disc into play at that point.
Whenever an untouched throw-off lands out-of-bounds, the receiving
team may make the choice of putting the disc into play at the nearest
point on the playing field proper to where the disc crossed the
perimeter line, requesting a rethrow, invoking the "middle
rule", or invoking the "brick rule".
(a) Rethrow: To request a rethrow, any member of the
receiving team shall fully extend one hand above his or her head
and call, "Over." Once the rethrow signal is given, the
original throw-off can no longer be put into play.
(b) Middle Rule: The receiving team may choose to
put the disc in play halfway between the two side lines perpendicular
to the point on the perimeter line where the disc went out-of-bounds.
The receiver of the pull must indicate this by extending one hand
over his or her head and calling "Middle," before picking
the disc up. The player may then carry the disc to the appropriate
place, touch it to the ground, call "Disc in play," and
put the disc in play. If the disc crossed the perimeter line of
the endzone that the receiving team is defending, the player invoking
the "middle rule" must put the disc into play on the goal
line.
(c) Brick Rule: The receiving team may choose to put
the disc in play halfway between the two side lines at a point 20
m upfield from the goal line which they are defending. The receiver
of the pull must indicate this by extending one hand over his or
her head and calling "Brick," before picking the disc
up. The player may then carry the disc to the appropriate place,
touch it to the ground, call, "Disc in play,", and put
the disc in play.
The time limit between the scoring of a goal and the ensuing throw-off
is sixty (60) seconds for the receiving team, and seventy-five (75)
seconds for the throwing team. When a timekeeper is available, the
following rules for enforcing these limits shall also apply:
(a) As soon as a goal is scored (in the event of a
discussion, as soon as the goal is acknowledged by the defending
team), the timekeeper starts a clock. After forty-five (45) seconds,
the timekeeper signals the receiving team that it has fifteen seconds
before the minute runs out.
(b) If after sixty seconds the receiving team has
acknowledged that it is ready, the timekeeper signals the throwing
team that it has fifteen seconds before the seventy-five seconds
run out.
(c) If the receiving team does not acknowledge that
it is ready before the sixty-second signal, that team loses a time-out
if it has any time-outs remaining. The timekeeper then signals that
a time-out has been assessed, and a regular time-out for that team
takes place. If the receiving team has no time-outs remaining then
a time-out does not occur, there is no pull, and the receiving team
takes possession of the disc 15 yards behind their own goal line,
midway between the two sidelines. Play is restarted with a check.
(d) If the throwing team does not throw before the
seventy-five second signal, that team loses a time-out if it has
any time-outs remaining. The timekeeper then signals that a time-out
has been assessed, and a regular time-out for that team takes place.
If the throwing team has no time-outs remaining then a time- out
does not occur, there is no pull, and the receiving team takes possession
of the disc at the brick mark nearest the goal it is attacking.
Play is restarted with a check.
(e) The receiving team must signal its readiness in
accordance with rule 404.05.D.3. Note that players must establish
and hold their positions in accordance with rule 404.05.D.2.b prior
to signaling readiness.
(f) The rules in this section (404.05.D.11) shall
also apply at the beginning of each half of play, except that the
timekeeper shall give warning signals at 30 seconds before the receiving
team must acknowledge readiness, 15 seconds before the receiving
team must acknowledge readiness, and 15 seconds before the throwing
team must throw.
(g) The preferred method of signaling by a timekeeper
shall be the use of a whistle, following procedures outlined in
the WFDF Tournament Director's Guide.
E.
The Check:
Stopped Play: Whenever play stops, other than by the scoring of
a goal, play shall resume with the marker touching the disc held
by the thrower. If the thrower attempts a pass before the marker
touches the disc, the pass does not count regardless of whether
it is complete or incomplete, and possession reverts back to the
thrower.
Player's Movement to Stop: Whenever play is halted other than after
a goal or at the end of a period of play, the movement of all players
must quickly stop so that the relative positions of the players
at the time of the stoppage is preserved as closely as possible.
The players shall remain in their respective locations until the
marker restarts play by touching the disc held by the thrower. During
the check, the players shall ascertain the proper positioning of
all the players and the players' readiness to continue.
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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 playonly 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.
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404.07
Endzone Possession A.
Defending Endzone: If a team obtains possession in the endzone which
it is defending, the layer 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 thegoal 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.
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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.
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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 notime 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.
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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.
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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.
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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.
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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.
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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.
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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.
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404.16
Violations:
A.
General: A violation occurs when a player violates any of the rules
in this article, other than the rules relating to physical contact,
in any manner.
B.
Calling the Violation: A violation may be called by any player who
recognizes that a violation has occurred. The player should immediately
call, "Violation," or the name of the specific violation,
loudly.
C.
Traveling: Any journey by a player while in possession of the disc
which is in violation of these rules constitutes a travel and is
not permitted.
At all times a thrower must keep all or part of the pivot foot in
contact with the single point on the field established as the pivot
point. Whenever the thrower loses contact with that point, he or
she has traveled.
Whenever a receiver takes more steps than he or she requires to
stop after catching a pass, that receiver has traveled.
If a receiver, after receiving a pass on the run, releases a pass
after making three ground contacts and before coming to a complete
stop, that receiver has traveled.
If a stall count is in progress and traveling is called, the stall
count shall resume from the point of interruption or at "five"
("Stalling, six..."), whichever is lower.
If the thrower releases a pass after being called for traveling
and the pass is incomplete, the pass counts and results in a turnover.
D.
Strip: No defensive player may touch the disc while it is in the
possession of the thrower or receiver. If a defensive player does
so, causing the thrower or receiver to drop the disc, the player
who was in possession of the disc calls, "Strip."
The player formerly in possession of the disc regains possession
at the point where the strip occurred and play shall resume via
a check.
If a stall count was in progress as the disc was stripped, the count
is reset to zero.
A contested strip of the receiver is treated the same as a contested
catching foul; an uncontested strip in the end zone is a goal.
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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 04.13 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.
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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 sed between each goal and the ensuing
throw off.
C.
Re-throw Signal : If the receiving team wishes to have a throw off
which travelled out-of-bounds re-thrown, said team should give the
re-throw 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 isolation and the rule to
the player.
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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