UPA Rules of Ultimate: Proposal for the 10th Edition
2000-2001 Standing Rules Committee
Preface
The purpose of the rules of Ultimate is to
provide a guideline describing the way the game is played. It assumed that no
Ultimate player will intentionally violate the rules; thus there are no harsh
penalties for inadvertent infractions, but rather a method for resuming play in
a manner that simulates what would most likely have occurred had there been no
infraction.
In Ultimate, an intentional foul is considered
cheating and a gross offense against the spirit of sportsmanship. Often a player
is in a position where it is clearly to a player's advantage to foul or commit
some infraction, but that player is morally bound to abide by the rules. The
integrity of Ultimate depends on each player's responsibility to uphold the
spirit of the game, and this responsibility should not be taken lightly.
- Introduction
- Description: Ultimate is a non-contact disc sport played by two
teams of seven players. The object of the game is to score goals. A goal is
scored when a player catches any legal pass in the end zone that player is
attacking. Players are not allowed to run while holding the disc. The disc
is advanced by throwing or passing it to other players. The disc may be
passed in any direction. Any time a pass is incomplete, intercepted, knocked
down, or contacts an out-of-bounds area, a turnover occurs, resulting in an
immediate change of the team in possession of the disc.
- Spirit of the Game: Ultimate relies upon a spirit of
sportsmanship which places the responsibility for fair play on the player.
Highly competitive play is encouraged, but never at the expense of mutual
respect among players, adherence to the agreed upon rules of the game, or
the basic joy of play. Protection of these vital elements serves to
eliminate adverse conduct from the Ultimate field. Such actions as taunting
of opposing players, dangerous aggression, belligerent intimidation,
intentional fouling, or other "win-at-all-costs" behavior are contrary to
the spirit of the game and must be avoided by all players.
- Captain's Clause: A game may be played under any variations of
the rules agreed upon by the captains of the teams involved. In tournament
play, variations are subject to the approval of the event organizer(s). Such
things as length of game, dimensions of the field, number of players and
stall count can easily be altered to suit the level of play. Before a game
starts, each team designates one captain to represent that team in
disagreements and arbitration.
- Event Organizers: Event Organizers may modify rules that relate
to the logistics of conducting a game to suit the event. Examples of
logistics include: The length of the game (game total), upper score limits
(caps), time of game limits (time caps), half-time length, number of
time-outs, starting time point assessments, player uniform requirements,
Observer operations (within the scope of Observer powers as defined below).
Any such changes must be established before the start of competition.
- General vs. Specific Rules: Many of these rules are general in
nature and cover most situations of play. However, some rules cover specific
situations and override the general case.
- Definitions
- Player: A player is any of the up to fourteen (14) persons who
are actually participating in the game at any one time.
- State of the disc: The state of the disc describes the nature
of play at any particular moment during the game. There are three states of
the disc:
- Disc in play: A disc is in play any time the play may proceed without
acknowledgment by the defense. The disc is subject to a turnover. To put
the disc into play at a particular spot on the field means to establish
the pivot at that spot on the field.
- Live disc: A disc is live when players are allowed movement, the disc
is subject to a turnover, but the thrower cannot make a legal pass, (e.g.,
walking the disc to the spot where it is to be put into play or after a
call is made but before play has been stopped).
- Dead disc: A disc is dead when play has stopped and can only continue
with a check. The disc is not subject to a turnover.
- When a disc is in the air following a legal pass, the thrower’s team
is considered the team in possession.
- Ground Contact: Ground contact refers to all player contact
with the ground directly related to a specific event or maneuver, including
landing or recovery after being off-balance (e. g., jumping, diving,
leaning, or falling).
- Possession of the disc: Possession of the disc is sustained
contact with, and control of, a non-spinning disc.
- To catch a pass is equivalent to establishing possession of that pass.
- Loss of possession due to ground contact related to a pass reception
negates that player’s possession up to that point.
- A disc in the possession of a player is considered part of that
player.
- The team whose player is in possession or whose players may pick up
the disc is considered the team in possession.
- Pivot: A pivot is the particular part of the body in continuous
contact with a single spot on the field during a thrower’s possession. When
there is a definitive spot for putting the disc in play, the part of the
body in contact with that spot is the pivot.
- Legitimate position: Legitimate position is the stationary
position established by a player's body excluding extended arms and legs
that can be avoided by all opposing players when time and distance are taken
into account.
- Pull: A pull is the throw from one team to the other that
starts play at the beginning of a half or after a goal. It is not considered
to be a legal throw for scoring and has many special provisions. See VIII.B
for more details.
- Brick: A brick is any pull that initially lands out-of-bounds
untouched by the receiving team.
- Turnover: A turnover is any event resulting in a change of the
team in possession.
- Event organizer: An event organizer is the person, persons, or
entity organizing the competition, whether it is a tournament, tournament
series, league, single game or any other type of Ultimate event.
- Line: A line is a boundary defining the playing areas. On an
unlined field, the boundary is defined as an imaginary line between two
field markers with the thickness of said markers. Line segments are not
extrapolated beyond the defining markers.
- Offensive player: An offensive player is any player whose team
is in possession.
- Defensive player: A defensive player is any player whose team
is not in possession of the disc.
- A defensive player may not pick up a disc in play.
- A defensive player may not call for a pass from the thrower.
- Throw: A throw is a disc in flight following any throwing
motion, including after a fake attempt, that results in loss of contact
between the thrower and the disc.
- A pass is the equivalent of a throw.
- The act of throwing is the motion of the thrower that transfers
momentum from the player to the disc and results in a throw. Pivots and
wind-ups are not considered part of the act of throwing.
- Stoppage of play: A stoppage of play is any halting of play due
to a call, discussion or time-out that requires a check or self-check to
restart play.
- Play is considered to have stopped when the player in possession
acknowledges the call. If that player gained possession after the call was
made, play is considered stopped at the time possession is gained.
- The disc is not subject to a turnover unless the continuation rule
applies.
- In general, before a check occurs, all players must resume their
respective positions at the time of the call.
- The term "play stops" means a stoppage of play occurs.
- Best Perspective: Best perspective is the most complete
viewpoint available by a player that includes the relative positions of the
disc, ground, players and line markers involved in the play. Best
perspective on an unlined field may require sighting from one field marker
to another.
- Field of Play
- The standard field of play is a rectangular area with
dimensions as shown on the accompanying diagram (Appendix 1).
- The standard field of play is a rectangular area 37 meters (40
yards) wide and 64 m (70 yards) long with 23m (25 yard) end-zones on either
end. The Brick Mark is 18m (20 yards) from each end-zone midway between the
sidelines.
- The playing field and surrounds should be essentially flat,
free of obstructions, and afford reasonable player safety. Well-trimmed
grass is the recommended surface.
- The playing field proper is the playing field excluding the end
zones.
- The goal lines are the lines that separate the playing field
proper from the end zones and are part of the playing field proper.
- The corners of the playing field proper and the end zones are
marked by cones made of a brightly colored, flexible material.
- An additional restraining line is established at least five
meters from the perimeter lines surrounding the field. Spectators and gear
must remain behind this line to ensure the perimeter is safe and clear
during play.
- All lines are marked with a non-caustic material.
- Equipment
- Any flying disc may be used as long as it is acceptable to both
team captains. If the captains cannot agree, the current Official Disc of
the Ultimate Players Association shall be used.
- Players may wear any soft protective clothing as long as it
does not endanger the safety of any other player or provide unfair
advantage.
- Cleats with any dangerous parts are not allowed. This includes
metallic baseball cleats, track spikes, and worn or broken studs with sharp
edges.
- Every player must wear a uniform or other clothing that
distinguishes that player from the players on the other team. In tournament
play, matching uniforms and numbered jerseys are recommended.
- Players may not use clothing or equipment to inhibit or assist
the movement of the disc or another player.
- Length of Game
- Game to goals: A standard game is played until one team’s
number of goals scored first reaches or exceeds 15, the game total, with a
margin of at least two goals.
- Current scoring attempt: The scoring attempt in progress. A scoring
attempt begins when the previous goal is scored and ends when a subsequent
goal is scored
- Caps: Maximum score limits imposed before or during a game to limit
the time required to declare a winner. The game ends when one team’s score
first reaches the cap.
- A soft cap is a maximum score limit imposed before the
event
- A time cap is a maximum score limit imposed during a game
once a predetermined time of play has elapsed and after the current
scoring attempt is completed.
- A hard cap is the ending of the game once a predetermined
time of game has elapsed and after the current scoring attempt is
completed. If the score is tied, the teams play until one additional
goal is scored.
- The team with the most goals at the end of the game is the winner.
- Halftime occurs when one team first reaches, or exceeds, half
the game total. Halftime lasts ten minutes.
- Overtime occurs when the score is tied at one goal less than
the game total wherein the winning score will exceed said game total. Play
continues until a two-goal margin, or a cap, is achieved,. (Example: In a
game to 15 goals, overtime occurs when the score reaches 14-14 and the
minimum winning score is determined to be 16).
- Time-Outs
- A time-out call stops play and time limit counts either during
the current scoring attempt or between one goal and the subsequent pull.
- Team Time-out: A standard game has two time-outs per half. The
number of team time-outs per half is subject to adjustment by event
organizers.
- Each team is permitted exactly one time-out in overtime. This means
that any team time-outs remaining from regulation are discarded and each
team is awarded a single team time-out.
- Each team time-out lasts 70 seconds.
- A time-out may be called by either team after a goal and before both
teams have signalled readiness to start play. Any time limit count is
halted and is resumed after 70 seconds has elapsed.
- Once both teams have signaled readiness, only the offensive player who
has established possession of the disc and a pivot can call a time-out.
The player must form a "T" with one hand and the disc and audibly say "time-out".
The time-out begins at the moment the first of these actions is performed.
The thrower must then place the disc on the ground at the pivot spot.
- When play resumes after a time-out:
- All offensive players must establish a stationary position
by the end of the time-out and the defense has up to twenty seconds to
check the disc into play.
- The players on the field at the time of the time-out must
return to play unless an injury time-out has also been called.
- The player who had possession restarts play with a check at
the spot of the pivot and the marker resumes the stall count with the
word "stalling" followed by the last number uttered prior to the
time-out plus one.
- If the team in possession has no has time-outs remaining and a player
in possession of the disc attempts to call a time-out, it is a turnover.
To avoid confusion, there is a stoppage of play and a check on the disc.
- Injury Time-out: A time-out called due to an injury to any
player. During an injury time-out, the health and safety of the injured
player is of primary concern.
- An injury time-out can be called by any member of the injured player's
team. The time-out call is in effect at the time of the injury. In other
words, the call is retroactive to the time the injury occurred.
- If the disc is in the air at the time of injury, the play is
completed.
- The player determined to be in possession at the end of the
play puts the disc into play with a check.
- If no player is in possession of the disc, the defense puts
the disc into play with a self-check.
- When play restarts after an injury time-out:
- If the player in possession leaves the field following an
injury, the replacing player takes possession.
- The player determined to be in possession restarts play at
the appropriate spot with a check and the marker resumes any stall count
with the word "stalling" followed by last number uttered before the
injury plus one
- All players must assume their respective positions on the
field when the time-out was called. Players may not set up when
restarting play after an injury time-out, unless it is also a team
time-out.
- An injury time-out results in a team time-out if the injured player
does not leave the game. An exception is allowed if the injury was caused
by an opposing player.
- If an injury time-out is called during a team time-out, the opposing
team must be notified as soon as the injury is discovered.
- During the game, any player may call an injury time-out for a player
who is bleeding or has an exposed open wound.
- This call is in effect at the time of the call and is not
retroactive to the time of injury.
- The injured player must leave the game
- at that time if so requested by an opposing captain, or
- at the end of the current scoring attempt if such a request is not
made.
- The injured player may return in accordance with Section
VII only after the affected area is effectively covered.
- Equipment Time-out: An equipment time-out may be called to
replace a broken disc or to correct a hazardous or illegal condition.
- Any player may briefly extend a stoppage of play (e.g. during a foul
or violation stoppage) in order to correct faulty equipment, such as tying
shoelaces or straightening a warped disc. However, active play may never
be stopped for this purpose unless a hazardous situation exists. Note that
play has not stopped during a turnover even if the disc is out-of-bounds.
- Any player recognizing a hazardous or illegal condition may call an
equipment time-out.
- Play stops immediately and there is no continuation. If the
disc is in the air, the play is completed and play stops when the team
in possession is determined.
- Only the thrower may call an equipment time-out to replace
a game disc. To do, so the disc must be cracked, torn, deeply gouged,
creased, or punctured. Warped, wet, or dirty discs do not qualify for an
equipment time-out.
- A player unable to correct hazardous equipment in a timely manner will
be substituted in accordance with paragraph VII.A.3.
- When play restarts after an equipment time-out;
- The thrower restarts play at the appropriate spot with a
check and the marker resumes any stall count as follows:
- If the equipment time-out was called during a stoppage of play,
the count resumes at the appropriate count for the event that stopped
play.
- If the equipment time-out stopped play
- If the defense called the equipment time-out, the count
resumes with the word "stalling" followed by the last number uttered
before the call plus one, or six if that number is above six.
- If the offense called the equipment time-out, the count
resumes with the word "stalling" followed by last number uttered
prior to the call plus one.
- If the player in possession leaves the field due to
hazardous or illegal equipment, the replacing player puts the disc into
play.
- All players must assume their respective positions on the
field when the time-out was called. Players may not set up when
restarting play after an equipment time-out.
- A team erroneously calling an equipment time-out will be charged with
a team time-out, but play is to be restarted immediately. If that team is
in possession and has no team time-outs available, it is a turnover.
- Substitutions
- Substitutions can be made only:
- After a goal and before the substituting team has signaled readiness.
- Before the beginning of a half.
- To replace injured players, or players with hazardous/illegal
equipment. If a team replaces players, the opposing team has the option of
substituting a like number of, or fewer, players.
- Starting and Restarting Play
- Start of the game:
- Representatives of the two teams fairly determine which team first
chooses from the following options:
- To receive or throw the initial pull; or
- Which end zone they wish to initially defend.
- The other team is given the remaining choice.
- The second half begins with an automatic reversal of the initial
choices (mirror) of the initial choices.
- If only one team fails to signal readiness for the start of a
scheduled game, the opposing team may be awarded goals by the event
organizer(s) at a rate of one goal for every 5 minutes elapsed after the
posted start time.
- Pull:
- Play starts at the beginning of each half and after each goal with a
pull.
- The pull consists of one player on the pulling team throwing the disc
to the opposing team.
- Each time a goal is scored, the teams switch the direction of their
attack and the team that scored pulls to the opposing team.
- The pull may be made only after the thrower and a player on the
receiving team raise a hand to signal that team's readiness to begin play.
Each team must have a minimum of two players and a maximum of seven
players in order to signal readiness.
- Positioning before the pull
- The players on the pulling team are free to move anywhere
in their end zone, but may not cross the goal line until the disc is
released.
- The players on the receiving team must stand with one foot
on the goal line they are defending without changing position relative
to one another.
- As soon as the disc is released, it is in play and all
players may move in any direction.
- If either team fails to maintain proper positioning before
the pull, the other team may audibly announce "Off-sides" and a re-pull
ensues. The call must be made immediately.
- No player on the throwing team may touch the pull in the air before it
is touched by a member of the receiving team. To do so is a violation, and
the receiving team may immediately request a re-pull.
- If the pull is allowed to hit the ground untouched, it is put into
play as follows:
- If the disc hits and remains in-bounds, the disc is put
into play at the spot where the disc comes to rest. (Note: Rules
allowing players to stop a rolling disc apply.)
- If the disc initially hits in-bounds, then becomes
out-of-bounds before being touched by the receiving team, the disc is
put into play at the spot on the playing field proper (i.e., excluding
the end zones) nearest to where it last crossed the perimeter line
before becoming out-of-bounds.
- If the disc becomes out-of-bounds after being touched by
the receiving team, the disc is put into play at the spot on the playing
field nearest to where the disc last crossed the perimeter line before
becoming out-of-bounds.
- If the disc initially hits an out-of-bounds area, the
receiving team has the option of putting the disc into play:
- at the spot on the playing field proper nearest to where the disc
last crossed the perimeter line in flight; or,
- after signaling for a brick/middle by fully extending one hand
overhead and calling "brick" before gaining possession of the disc:
- at the brick mark closest to the end zone the receiving
team is defending; or
- at the spot on the long axis of the field nearest to
where the disc last crossed the perimeter line in flight.
- If the pull is caught, the disc is put into play at the spot on the
playing field nearest to where the disc was caught.
- If the pull is touched by the receiving team before the disc hits the
ground and then allowed to hit the ground, it is considered a dropped pull
and results in a turnover. The disc is put into play in the same manner as
a turnover as described in Sections II, IX, X, XII, and XIII.
- After a pull, the disc must be put into play by whichever player takes
possession of the disc. If a player drops the disc while carrying it to
the spot where the disc will be put into play, the other team gains
possession of the disc at the nearest spot on the playing field proper.
- There is no stoppage of play when putting the pull into play. If the
disc is put into play at some point other than where possession was gained
(e.g., if the disc was out-of-bounds or a brick/middle was called), then
the thrower signifies the start of play by touching the disc to the ground
after establishing a pivot at the spot on the playing field where the disc
will be put into play.
- Time between pulls:
- The maximum time allowed between the scoring of a goal and the ensuing
pull is ninety seconds.
- The receiving team has up to seventy seconds to signal
readiness.
- The pulling team has up to twenty additional seconds to
prepare its defense and pull the disc.
- The Check
- When any call or event stops play, all players must come to a stop as
quickly as possible and remain in their respective positions until play is
restarted.
- When the situation is resolved, the player determined to be in
possession offers the disc to the marker for a check.
- The marker restarts play by touching the disc in possession
of 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 to the thrower.
- Any stall count in effect is resumed in accordance with
XIV.C.5.
- Change of field position by any player before the disc is
in play is a violation and requires a return to original positions
before restarting play.
- Offensive Self-check: Whenever play is to be restarted with a check,
but no marker is near enough to touch the disc in the thrower's hand, play
is re-started using a self-check.
- To restart play using an offensive self-check,
- The defense must acknowledge readiness.
- The thrower establishes a pivot at the appropriate spot on the
field, touches the disc to the ground, and announces "IN PLAY".
- Defensive self-check: Whenever play is to be restarted with a check
but no offensive player is near enough to take possession of the disc at
the appropriate spot, play is restarted using a defensive self-check.
- To restart play using a defensive self check:
- The disc is placed at the appropriate spot on the field.
- The offense must acknowledge readiness.
- The defender closest to the disc announces the disc "IN PLAY".
- In- and Out-of-bounds
- The entire playing field is in-bounds. The perimeter lines are
not part of the playing field, and are out-of-bounds.
- Any area not in-bounds [IX. 1. A] is out-of-bounds.
- Any object or player contacting an out-of-bounds area is
out-of-bounds. An airborne player whose last ground contact was with an
out-of-bounds area is out-of-bounds. All out-of-bounds objects and
out-of-bounds offensive players are considered part of the out-of-bounds
area. The following exceptions apply:
- In the event that momentum carries a player out-of-bounds after
gaining possession of an in-bounds disc and landing in-bounds, the player
is considered in-bounds. The disc is put into play at the spot on the
perimeter line where the player went out-of-bounds. If the player
traversed the end zone being attacked, then rule XI.C applies.
- The thrower may pivot resulting in contact with an out-of-bounds area,
providing that the pivot remains in contact with the playing field.
Movement of the pivot out-of-bounds is a travel.
- Contact between players does not confer the state of being in- or
out-of-bounds from one onto another.
- A disc becomes in-bounds when it is put into play, or once play
is started or restarted.
- A disc becomes out-of-bounds when it first contacts an
out-of-bounds area. Contact between a disc and an out-of-bounds defensive
player does not make the disc out-of-bounds.
- The disc may fly outside a perimeter line and return to the
playing field, and defensive players may go out-of-bounds in order to make a
play on the disc.
- For a player to be considered in-bounds after gaining
possession of the disc, that player’s first point of ground contact with any
area 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.
- If a defender gains possession while airborne and the first ground
contact is out-of-bounds, the possession is negated up to that point.
- To continue play when the disc becomes out-of-bounds, a member
of the team gaining possession of the disc must carry the disc to, and put
the disc into play at, the spot on the playing field proper nearest to where
the most recent of the following events occurred:
- The disc completely crossed the perimeter line.
- The disc contacted an in-bounds player.
- The disc contacted a defensive player.
- The disc became out-of-bounds due to contact with an out-of-bounds
area while the any part of the disc was inside the perimeter line.
- Events occurring after the disc becomes out-of-bounds do not
affect where the disc is put into play.
- End Zone Possession
- If a team gains possession in the end zone which it is
defending following a turnover, the player taking possession must make the
immediate decision to either:
- Put the disc into play at the spot of the disc, (to fake a throw or
pause after gaining possession commits the player to put the disc into
play at that spot); or
- Carry it directly to the closest point on the goal line and put it
into play at that spot. If this option is chosen, the player taking
possession must put the disc into play at the goal line. Failure to do so
is a travel.
- If a player catches a pass from a teammate in the end zone
which they are defending, that player does not have a choice of advancing
the disc to the goal line.
- If a team gains possession other than by interception of a pass
in the end zone which it is attacking, (which is a goal under Section
XI.A), the player taking possession must carry the disc directly to the
closest spot on the goal line and put the disc into play from there.
- Scoring
- A goal is scored when a player catches any legal pass in the
end zone of attack. (Note: This rule legalizes the Callahan goal and the
self-caught tipped pass).
- In order to be considered in the end zone after gaining
possession of the disc, the player’s first point of contact with the ground
must be completely in the end zone.
- A player cannot score by running into the end zone with the
disc. Should momentum carry a player into the end zone after gaining
possession, that player must carry the disc back to the closest spot on the
playing field proper and put the disc into play at that spot.
- A player must be completely in the end zone and acknowledge
that a goal has been scored, regardless of any active calls by an official.
If that player plays the disc unknowingly into a turnover, then no goal is
awarded.
- Turnovers
- An incomplete, intercepted, or knocked down pass, or a pass in
which the disc becomes out-of-bounds, results in a change of the team in
possession. If a disc in play is dropped by the thrower without defensive
interference, and it contacts the ground before the thrower regains
possession, it is considered an incomplete pass.
- 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
according to II.D.2.
- The following actions result in a change of the team in
possession and a stoppage of play:
- The marker's count reaches the maximum number.
- The disc is handed from player to player.
- The thrower catches the thrown disc. However, it is not a turnover if
the disc is touched by another player during its flight unless the thrower
intentionally deflected the throw off another player.
- The thrower calls a team time-out when none remain.
- A player's movement is intentionally assisted by a teammate in
catching or blocking a pass. If a defender assists a teammate, the
intended receiver retains possession.
- A player uses an unfair equipment advantage to catch or block a pass.
If a defender uses unfair advantage, the intended receiver retains
possession.
- The Thrower
: The thrower is the offensive player in
possession of the disc, or the player who has just released the disc.
- If the disc is on the ground, whether in- or out-of-bounds, any
member of the team becoming offense may take possession of the disc.
- Once an offensive player has picked up the disc, that player is
required to put the disc into play.
- If possession is gained at the spot where the disc is to be put into
play, the thrower must establish a pivot at the spot of the disc.
- If the disc is to be put into play at a spot other than where
possession was gained, the thrower must carry the disc to the appropriate
spot on the field, touch the disc to the ground, and put the disc into
play at that spot.
- If the disc is on the playing field proper, a member of the team
becoming offense must put the disc in play within ten seconds. After ten
seconds have elapsed, a defensive player in position at the spot of the
disc may restart play by announcing "Delay of Game", and may initiate and
continue the stall count. In order to invoke this rule the marker must
give warnings of ten and five seconds.
- If the disc is not on the playing field proper, a member of the team
becoming offense must put the disc in play within twenty seconds.
- If the disc is not retrievable within twenty seconds,
(i.e., far out-of-bounds, or through a crowd), then the thrower may
request and be provided an alternative game disc. Any delay count is
halted until the offensive player is in possession of the new disc.
- After twenty seconds have elapsed, a defensive player in
position at the spot the disc is to be put into play may restart play by
announcing "delay of game", and may initiate and continue the stall
count. In order to invoke this rule the marker must give warnings of
twenty, ten and five seconds.
- The thrower has the right to pivot in any direction. However,
once the marker has established a legitimate stationary position, the
thrower may not pivot into the marker’s body.
- The thrower may throw the disc in any manner and in any
direction.
- Traveling: The thrower must establish a pivot at the
appropriate spot on the field and may not change that pivot until the throw
is released. Failure to do so is a travel and results in a stoppage of play
and a check. The continuation rule [XVI.G] applies.
- The thrower must keep all or part of the pivot in contact with a
single spot on the field. If the thrower loses contact with the
appropriate spot, the thrower has traveled.
- Whenever a pivot spot is defined in the rules and the thrower fails to
establish contact with that spot, the thrower has traveled.
- If a player speeds up, changes direction, or obviously takes more
steps than are required to stop after catching a pass and before
establishing a pivot, that player has traveled.
- If an offensive player after receiving a pass on the run, releases a
pass after the third ground contact and before coming to a complete stop,
that player has traveled.
- A defensive player who establishes possession of the disc becomes the
thrower, but may not throw the disc before establishing a legal pivot. To
do so is a traveling violation.
- Exceptions:
- A non-standing player may lose contact with a pivot point
in order to stand up without a traveling violation provided there was no
previous throw or fake attempt.
- It is not a travel in the case where the thrower has just
received a pass and is throwing before the third ground contact in
accordance with XV.D.
- The Marker
: Only one defensive player may guard the thrower
at any one time; that player is the marker.
- There must be at least one disc diameter between the upper
bodies of the thrower and the marker at all times. It is the mutual
responsibility of both players to respect each other's position and not
encroach into this area once it is established.
- The marker’s extended arms and legs cannot be positioned in
such a manner as to restrict the thrower from pivoting or throwing. Contact
resulting from such an action is a foul on the marker.
- Stalling: Generally, the thrower is allowed ten seconds of
possession in order to release a throw. This possession may be timed by the
marker’s stall count.
- The count consists of the marker loudly announcing "Stalling"
and counting from one to ten loudly enough for the thrower to hear.
- All intervals between the beginning of one word and the
beginning of the next are to be a minimum of one second.
- All stall counts, whether initiated, re-initiated or
resumed, must start with the word "stalling"
- Only a marker within three meters of the thrower’s point of ground
contact may initiate or continue a stall count. If an offensive player
stands over a disc without taking possession, the marker may issue a "Delay
of Game" warning. If the disc is not picked up, the marker may
initiate and continue a stall count regardless of the actions of the
offense.
- If the thrower has not released the disc at the first utterance of the
word "ten", it is a turnover. The marker loudly announces "Stall"
and play stops.
- In the event of a stall call, the disc is given to the
former marker prior to a check at the location of the stall. The once
marker, now offensive player, may either: (1) place the disc on the
ground; After acknowledgment by the defense, the offensive player
touches the disc and announces "IN PLAY"; or, (2) retain possession and
have the former thrower, now marker, restart play with a check.
- The thrower may contest a stall call in the belief that the
disc was released before the first utterance of the word "ten". In the
event of a contested stall; (1) If the pass is completed, play stops,
and possession reverts to the thrower. After a check, the marker resumes
the stall count at "nine". (2) If the pass is incomplete, it is a
turnover, and play continues without interruption.
- If the defense switches markers, the new marker must re-initiate the
stall count. A marker leaving the three-meter radius and returning is
considered a new marker.
- Any time the marker's count is interrupted by the call of a stall,
foul, violation, strip, time-out, fast count, or double team, it is the
responsibility of the thrower and marker to agree upon the correct count
before the check. The count reached is the last number uttered by the
marker prior to the call. The count is resumed with the word "stalling"
followed by the number listed below after a one second interval:
| |
|
|
| a) |
Defensive Foul/Strip
Uncontested |
one |
| b) |
Defensive Foul/Strip
Contested |
count reached plus one or 6 if over 5 |
| c) |
Offensive Foul Uncontested |
count reached plus one |
| d) |
Offensive Foul Contested |
count reached plus one or 6 if over 5
|
| e) |
Violations By Offense |
count reached plus one or 6 if over 5 |
| f) |
Violations By Defense |
one |
| g) |
Fast Count/Double Team |
|
| |
(1) |
First Call |
count reached minus one; Disc is in
play. |
| |
(2) |
Second Call |
one; with a check. |
| h) |
Contested Stall |
nine |
| i) |
Offsetting Calls |
count reached plus one or 6 if over 5 |
| j) |
Unresolved Calls |
count reached plus one or 6 if over 5
|
| k) |
Equipment time-out by
defense |
count reached plus one or 6 if over 5 |
| l) |
Equipment time-out by
offense |
count reached plus one. |