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E.

Status of the Disc

This rule focuses mainly on where the disc landed, or either (1)in
(2)out (3)alive (4)dead.
As the pull is done or acted by the opposing team, any player may
attempt to stop a disc from rolling or sliding after it has hit the ground
then we can determine where the game should start.
If the player attempted to alter the position of the disc may call a
“violation”.
If, in attempting to stop such a disc, a player significantly alters the
disc position, the opposition may call “violation” and play restarts
with a check at the location where the disc was contacted.
F. The Check

Whenever play stops during a point for a time-out, foul, violation,


contested turnover, safety stoppage or injury stoppage, play shall
restart as quickly as possible with a check.

To restart play:
1. If the disc is within reach of a defender, they shall touch the
disc and call “disc in”.
2. If the disc is not within reach of a defender, the thrower
shall touch the disc on the ground and call “disc in”; or
3. If the disc is not within reach of a defender and there is no
thrower, the defender nearest to the disc shall call “disc in”.
Marker

The defensive player within three meters (3) of the


thrower’s pivot or of the thrower if no pivot has been
established.

If the disc is not in play, a defensive player within three


meters of a spot on the field where the disc is to put into play.
G. Stall Count

The marker may only start and continue a stall count when they are within three (3)
meters of the thrower and all the defenders are legitimately positioned.

If the marker is too close to the thrower, the thrower can push gently the marker farther
away by the length of his arms and disc combined.

The marker administers a stall count on the thrower by announcing “stalling” and then
counting from one (1) to ten (10). The interval between the start of each word in the stall
count must be at least one (1) second.

If the stall count is over, “stalling 9…stalling 10… STALL OUT!” and it results to a
turnover of the disc.
Contested stalling – back to 2 points less.
- disc to thrower
H. 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. All non-players are
part of the out-of-bounds area.

If the disc touches only the line and the outside area then it is out.

If the disc touch or is on the line yet it touches the in-bound area,
then it is in or safe.
https://www.youtube.com/watch?v=E5uwHTK4Zq4
I. Receivers or Positioning

After a catch, that player becomes the thrower.

If offensive and defensive players catch the disc simultaneously, the


offense retains possession.

No player may physically assist the movement of another player.


J. Turnovers

A turnover transfers possession of the disc from one team to the


other and occurs when:

1. (a “down”)
The disc contacts the ground while it is not in the possession
of an offensive player

2. (a “hand-over”)
The disc is handed over from one offensive player to another
without ever being completely untouched by both players.
3. ( a “deflection”)
The thrower intentionally deflects a pass to
themselves off another.

4. (a “self-catch”)
In attempting a pass, the thrower contacts the disc after
release prior to the disc being contacted by another player.

5. (an “interception”)
A pass is caught by a defensive player.
6. (an “out-of-bounds”)
The disc becomes out-of-bounds.

7. (a “stall-out”)
The thrower has not released the disc before the Marker
first starts to say the word “ten” in the stall count.

8. (a “dropped pull”)
There is an uncontested offensive receiving foul; or during
the pull, the receiving team touches the disc before it contacts
the ground, and fails to catch the disc.
K. Scoring

A goal is scored if an in-bound player catches a legal pass and all


of their first simultaneous points of contact after catching the disc are
entirely within their attacking zone.

The time at which a goal is scored when, after the disc is caught,
contact is first made with the end zone.

15 goals in a time capped of 90 minutes.


If you catch the disc in mid-air, make sure your first point of
contact lands in the end zone.

If your foot touches the goal line when you catch the disc, it is
not counted as a goal.

After a point is scored, play stop and teams switch the end zones
that they were defending.
L. Calling fouls

When a foul or violation call is made that stops play, players must
stop play by visibly or audibly communicating the stoppage as soon as
they are aware of the call and all players should echo calls on the
field.

If play has stopped for a discussion without any call having been
made, a call is deemed to have been made when the discussion started.
Incidental contact

Deliberately causing contact to affect the play.

Non-incidental contact

Any contact which is not dangerous in nature and does not affect the play.
Ex. Leaning in to a player.

Only the player fouled may claim a foul, by calling “foul”.

Calls must be made immediately after the breach is recognized.


M. Fouls

Any body contact made.


A breach of rules due to non-incidental contact between two or more opposing players.

1. Dangerous play

Reckless disregard for the safety of the fellow players regardless of whether or when contact occurs is considered dangerous play and is treated as a
foul.

This rule must not be superseded by any other rule.


2. Force-out Fouls

Occurs when an airborne receiver catches the disc, and is fouled by a defensive player before
landing, and the contact cause the receiver to land out-of-bounds instead of in-bounds.

If the receiver would have landed in their attacking end zone, it is a goal.

If the force-out foul is contested, the disc is returned to the thrower if the receiver landed out-
of-bounds, otherwise the disc stays with the receiver.
3. Strip Fouls

Occurs when a defensive foul causes the receiver or thrower to drop the disc after they have
gained possession.

If the reception would have otherwise been a goal, and the foul is uncontested, a goal is
awarded.
4. Offsetting Fouls

If fouls are called by offensive and defensive players on the same play, the disc returns to the thrower.

Non-incidental contact that occurs as two or more opposing players move towards a single point
simultaneously should be treated as offsetting fouls. The disc returns to the thrower.

There are times when both players have a right to a space and neither player can be deemed to have
initiated contact. In these circumstances, if body contact occurs that affects the outcome of the play, this is
to be treated as an offsetting foul. The disc shall be returned to the thrower.
5. Defensive Throwing (Marking) Fouls

A defensive player is illegally positioned and there is contact with the thrower.

Occurs prior to the thrower releasing the disc and not during the throwing motion, the
thrower may choose to call a contact infraction, by calling “contact”.

There is a contact resulting from the thrower and the defender both vying for the same
unoccupied position prior to the release.
7. Defensive Receiving (Defender) fouls

Occurs when a defender initiates contact with a receiver before, while, or directly after, either player
makes a play on the disc.

After an uncontested defensive receiving foul of the receiver gains possession at the point of the
breach.
8. Offensive Receiving Fouls

Occurs when a receiver initiates contact with a defensive player before, while, or directly
after, either player makes a play on the disc.

If the foul is uncontested, the result is a turnover, and the defensive player gains
possession at the point of the breach.

If the pass is complete and the foul is contested, the disc returns to the thrower.
9. Offensive Throwing (Thrower) Fouls

Occurs when the thrower makes contact with a defensive player,


intentionally or unintentionally.

Incidental contact occurring during the thrower’s follow through is


not sufficient grounds for a foul, but should be avoided.

8. Blocking Fouls

Occurs when a player takes a position that a moving opponent will


be unable to avoid and contact results, player will receive a foul or
indirect foul whichever is applicable.
N. Infractions and Violations

Infraction

An act that breaks a rule or law.


A breach or rules regarding a marking or travel
breach.
Do not stop play.

Violation

An act of doing something that is not allowed by a


law or rule.
Any infraction or the rules other than a foul.
1. “Marking” Infractions

A breaching of rules by the marking player, against the throwing player. Only the thrower may call a
marking infraction.

A. Fast count (Marker’s Infraction)


When the counting is less than one second interval.
B. Straddle
A line between a defensive player’s feet contains the thrower’s pivot point.
C. Disc space
Any part of the defensive player is less than one diameter away from the torso of the thrower.
D. Wrapping
A line between the defensive player’s hands or arms interjects the thrower’s torso or any
part of the thrower’s pivot point.

E. Double team
A defensive player other than the marker is within three meters of the thrower’s pivot
point without also guarding another offensive player.

F. Vision
A defensive player uses any part of his body to obstruct intentionally the thrower’s vision.
https://drive.google.com/drive/
folders/
17H9lyML_AW43sFHHK6BytNLM
dRsIN5Os
2. “Travel” Infractions

When the thrower establishes the pivot at an incorrect point on the playing field.

The thrower changes direction before releasing the disc.

After catching the disc the receiver exceeded in three steps.


The thrower may change direction only by establishing a “pivot point”, where one part of the body remains in
constant contact with a certain spot on the playing field called the “pivot point”.

Pivot

The particular part of the body in continuous contact with a single spot on the field during a thrower’s possession
once the thrower has come to a stop or has attempted a throw or fake.

When there is a definitive spot for putting the disc into play, the part of the body in contact with that spot is the
pivot.
3. “Pick” Violations

If the defensive player is guarding an offensive player and the defensive player is prevented to move
forward by the other offensive player, the defensive play may call a “pick violation”.

Pick (Intentional)
Is a violation in Ultimate Frisbee that is called by a defender when he is screened from getting to the disc.

Screen (Unintentional)
Is a blocking move by an offensive player to block/obstruct the movement of a defender.
https://www.youtube.com/watch?v=Lz_I2JVi5LU
O. Stoppages

1. Injury Stoppage

May be called by an injured player or any player by the injured player’s team.

An injured player cannot rejoin the game if he has a bleeding or an open wound unless it will be treated
and sealed.

If the nature of injury was not caused by an opposing player, the injured player may choose to be
substituted or to call a time-out.
If the injury was caused by an opponent, the injured player may choose to stay or be
substituted.

If the injured player caught the disc, and had dropped the disc because of the injury, the player
will retain possession of the disc

If the disc was in the air when the injury stoppage was called, the play continues until the pass
is caught or the disc hits the ground. If the injury is not the result of a foul, the completion or
turnover stands, and play restarts there.
2. Technical Stoppage

Any player who recognizes a condition that endangers players may call “technical” to stop play. The play must stop
immediately. The thrower may call to replace a damaged disc.

If the call did not affect play, the completion of turnover stands, and play restarts there. If it affected play, the disc
goes back to the thrower.
If a player substituted due to injury via technical stoppage the opposing team could also substitute a
player.

The substitutes take the full status of the player they are substituting (location, possession, stall count, etc.).
P. Time-outs

The player calling a time-out must form a “T” with their hands, or with one hand and the disc, and call “time-
out” audibly to opposition players.

Each team shall have two (2) time-outs per half.

After the start of a point and before both teams have signaled readiness, a player from either team may call a
time-out. The time-out extends the time between the start of the point and subsequent pull by 75 seconds.

After the pull only a thrower with possession of the disc that has survived ground contact may call a time-out.
After such a time-out:

A. Substitutions are not allowed, except for injury.


B. Play is restarted at the pivot point.
C. The thrower remains the same.
D. All other offensive players may then set up at any point on the playing field.
E. Once the offensive players have selected positions, defensive players may set up at any point on the
playing field.
F. The stall count remains the same, unless the marker has been switched.
If the thrower attempts to call a time-out when their team has no
remaining time-outs, play is stopped. The marker must add two (2)
seconds to the stall count they would have restarted play on before
restarting play with a check. If this results in a stall count of ten
(10) or above, this is “stall-out” turnover.
Spirit of the Game (SOTG) Time-out

3 minutes more or less.

If there is ever an issue with SOTG during play, Captains should be aware of the following:

* If a team captain believes that either or both teams are failing to follow the SOTG, they may call SOTG
Time-out.

* This can only be called after the start of a point and prior to the ensuing pull.

* During this time-out, neither team may engage in tactical discussions.


* All team members to both teams will form a “spirit circle” in the
middle of the field.

* The two opposing team captains shall separately discuss all


current issues with adherence to SOTG, determine ways to rectify
those issues, and then convey the agreement to the spirit circle.

* SOTG time-outs do not affect, nor are they affected by the number
of time-outs available.

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