http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-rules.html (World Wide Web Directory, ~04/1995)
UPA Rules of Ultimate, Ninth Edition
UPA Rules of Ultimate, Ninth Edition
Ultimate Players Association Rules of Ultimate, Ninth edition, with
clarifications, incorporating 1991 and 1992 Amendments and Changes.
Copyright 1970 CHS. Copyright 1982, 1989, 1991, 1992 The Ultimate
Players Association.
History
Originally posted by Eric Simon,
70540.1522@CompuServe.COM
, with the following
disclaimer:
WARNING - This is not an 'electronic' edition of the rules, but
rather the result of somebody's secretary typing in the rules. In
other words, a real "Ninth Edition" was given to a non-Ultimate
playing secretary, who then typed it in. There are probably typos
in it. I would appreciate it if you could make me aware of any
typos. My goal is to make appropriate changes, and u/l a 'clean
copy' some time next week. In the meantime, do not pass these
rules around without this warning - Thank you - Eric Simon,
6/10/91.
Subsequently edited and re-formatted by Joseph A. Barcio II,
barcio@kingarthur.jsc.nasa.gov
. This included addition
of the 1991 Amendments and Changes after Section XIV.
Complete 1991 Amendments and Changes added by George Ferguson,
ferguson@cs.rochester.edu
. All Amendments and Changes
(including those added by JAB) marked with asterisks (*). 1992
Amendments and Changes added by George Ferguson with the help of Troy
Frever, troy@buck.cqs.washington.edu
. These changes have
been marked with hash signs (#).
HTML version by George Ferguson.
Thanks
Thanks to Eric Simon, Kathy Pufahl, Scott Gurst, Frank Revi, Mark
Licata, Scott Gurst, Troy Frever, and Juha Jalovaara for compiling
the amendments and changes.
Quote
No set of rules can replace player's respect for one another and for
good spirit.
The purpose of the rules of Ultimate is to provide a guideline which
describes 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 which simulates what would most likely have
occurred had there been no infraction.
In Ultimate, an intentional foul would be considered cheating and a
gross offense against the spirit of sportsmanship. Often a player is
in a position where it is clearly to the player's advantage to foul or
commit some violation, 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.
[Back to Table of Contents]
I. Introduction
- Description
Ultimate is a non-contact sport played by two seven player
teams. The object of the game is to score goals. The disc may only
be moved by passing as the thrower is not allowed to take any steps.
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 possession of the disc. A goal is scored when a player
successfully passes the disc to a teammate in the endzone which that
team is attacking.
- Spirit of the Game
Ultimate has traditionally relied 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 the bond
of mutual respect between 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,
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 two teams. In tournament play, such
variations are subject to the approval of the tournament director.
Such things as length of game, dimensions of the field, and stalling
count can easily be altered to suit the level of play.
[Back to Table of Contents]
- Phrases:
- A.
- A "player" is any of the fourteen (14) persons who are
actually participating in the game at any one time.
- B.
- To "put the disc into play" means that
the thrower establishes a pivot foot and is ready to throw. #To put
the disc into play at a particular point on the field means to
place the pivot foot at that point on the field.#
- C.
- "Where the disc stops" refers to the
location where the disc is caught, comes to rest naturally, or where
it is stopped from rolling or sliding.
- #D.
- "Throw-off position" is the
particular arrangement of positions (which end zone each team is
defending) and possession (which team is to throw-off) in effect
before a throw-off.#
- There are no scrimmage lines or off-sides (except on
throw-offs) in Ultimate.
- The disc may be passed in any direction.
- A rolling or sliding disc may be stopped by any player, but
it may not be purposefully advanced in any direction. Possession is
gained where the disc stops.
- No defensive player may ever pick up the disc.
[Back to Table of Contents]
- The field of play is a rectangular area with dimensions as
shown on the accompanying diagram.
- 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.
- The playing field proper is the playing
field excluding the endzones.
- The goal lines are the lines which separate the playing field
proper from the endzones and are part of the playing field proper.
- The perimeter lines (sidelines and endlines) are not part of the
playing fields.
- The corners of the playing field proper and the endzones are
marked by cones made of a brightly colored, flexible material.
- An additional restraining line is established five (5) meters
away from the entire field to ensure that the sidelines remain clear
during play.
- All lines are marked with a non-caustic material and are between
two and four inches wide (2"-4").
[Back to Table of Contents]
- 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.*
- Individual players may wear any soft protective clothing as long
as it does not endanger the safety of any other player.
- Cleats which have any metal exposed are not allowed.
- Each player must wear a uniform or other clothing that
distinguishes that player from the players on the other team.
[Back to Table of Contents]
- Time
- A.
- Each half lasts for twenty-four (24) minutes of stopped time.
- B.
- Each overtime period lasts for five (5) minutes of stopped
time.
- C.
- The clock starts when:
- An offensive player gains possession of a throw-off and
establishes a pivot foot;
- *The marker touches the disc after a check;*
- The thrower puts the disc into play
after it has been out of bounds.
- D.
- The clock stops:
- After a goal;
- At the end of a period of play;
- For time-outs;
- For injuries;
- For fouls and
;
- When the disc contacts an
out-of-bounds
area.
- Points
- A.
- A goal is worth one (1) point.
- B.
- A game to points lasts until one team scores twenty-one (21)
goals with a margin of victory of at least two (2) goals.
- C.
- A game with a score of twenty-to-twenty (20-20) goes into
overtime, and play continues until a two-goal margin is achieved
or one team scores twenty-five (25) goals.
- D.
- Halftime occurs when one team reaches eleven (11) goals.
- Halftime lasts for ten (10) minutes.
- At the end of the game, the team with the most goals is declared
the winner.
[Back to Table of Contents]
- Time-Out
- A.
- *Each team is permitted two (2) time-outs per half in games to
17 or less, and three (3) time-outs per half in games to 18 or
more. Each team is permitted exactly one (1) 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.
(Example: In a game to 19 points, overtime occurs when the score
reaches 18-18.)*
- B.
- Each time-out lasts up to two (2) minutes.
- C.
- The player calling the time-out must form a "T" with his/her
hands and call "time-out" loudly.
- D.
- A time-out may be called by either team after a goal and before
the ensuing accepted throw-off.
- E.
- During play, only the person with possession of the disc can
call a time-out.
- F.
- When play resumes after a time-out:
- The player who had possession puts the
disc into play.
- The disc is put into play at the
location where the disc was when the time-out was called. *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 disc was in an endzone
when the time-out was called, the disc is put into play at the
point in the endzone where the time-out was called.*
- Play is resumed through the use of a check
and all other players may set up in any position on the field.
- *G.
- It is a turnover if a player calls a time-out when his/her team
no time-outs remaining. There is a check on
the disc.*
- Injury Time-Out
- A.
- 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 that
the injury occurred. *If the disc is in the air during the
time-out call, the play is completed.*
- B.
- Injury time-out results in a team time-out if the injured
player does not leave the game. A "spirit of the game" exception
is made when the injury is caused by an opposing player.
- C.
- When play resumes after an injury time-out:
- The player who had possession of the disc when the injury
occurred puts the disc into play. If that player leaves the
field due to injury, the replacing player puts the disc into play.
- If the disc was in the air at the time of the injury, play
continues until *the disc is caught or it contacts the ground.
If the disc is caught, the player who caught the disc puts the
disc into play after the injury time-out.*
- The disc is put into play at the location where the disc was
*when play was stopped.*
- The play is resumed through the use of a check
and 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.*
[Back to Table of Contents]
- Substitutions can be made only:
- A.
- After a goal and before the ensuing accepted throw-off.
- B.
- Before the beginning of a period of play;
- C.
- To replace an injured player(s).
- If a team replaces an injured player(s), the opposing team has
the option of substituting a like number of, or fewer players.
- Substitutions other than injury substitutions cannot be made
during a time-out taken during play.
[Back to Table of Contents]
- Before a game starts, each team designates one captain to
represent that team in disagreements and arbitration.
- Start of periods of play:
- A.
- #Representatives# of the two teams each flip a disc. The
#representative# of one team calls "same" or "different" while the
discs are in the air. The team winning the flip has the choice of:
- Receiving *or throwing* the initial throw-off; or
- Selecting which goal they wish to defend initially.
- B.
- The team losing the flip is given the remaining choice.
- C.
- The second half begins with an automatic reversal of the
#initial throw-off position#.
- D.
- In a game to time, if overtime periods are needed, the disc
flipping procedure is repeated for the first overtime period. #The
initial throw-off position of subsequent
overtime periods is the reverse of the throw-off
position that started the previous overtime period.#
- Throw Off
- A.
- Play starts at the beginning of each period of play and after
each goal with a throw-off.
- B.
- Each time a goal is scored, the teams switch the direction of
their attack and the team which scored throws off.
- C.
- Positioning prior to the throw-off:
- The players on the throwing team are free to move anywhere
in their defending endzone, but may not cross the goal line
until the disc is released.
- The players on the receiving team must stand with one foot
on their defending goal line without changing position relative
to one another.
- D.
- The throw-off 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.
- E.
- The throw-off consists of one player on the throwing team
throwing the disc toward the opposite goal line to begin play.
- F.
- As soon as the disc is released, all players may move in any
direction.
- G.
- 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.
- H.
- If a member of the receiving team catches the throw-off on the
playing field proper, that player must put the
disc into play from the spot.
- I.
- If a member of the receiving team touches the disc during
flight of the throw-off (whether in- or out-of-bounds) and the
receiving team fails to catch it, the team which threw-off gains
possession of the disc *at the nearest point on the
playing field proper. If a player drops the disc while
carrying it to the point where the disc will be put into play, the
team which threw-off gains possession of the disc at the nearest
point on the playing field proper.*
- J.
- If the receiving team allows the throw-off to fall untouched
to the ground, and the disc initially lands in-bounds, the
receiving team gains possession of the disc where it stops. *If
the disc initially lands in-bounds, then goes out-of-bounds, the
receiving team gains possession at the point on the
playing field proper nearest to where the
disc first went out-of-bounds.*
- K.
- If the throw-off lands out-of-bounds, the receiving team,
before touching the disc, makes a 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 re-throw. To request a re-throw, any member of
the receiving team must fully extend one hand above the head and
call "Over." Once this re-throw signal is given, that throw-off
can no longer be put into play.
- Invoking the Middle#/Brick# Rule. *If the throw-off lands
outside the field of play, the receiving team may choose to put
the disc into play at the halfway between the two sidelines*
#either at the point where the disc went out-of-bounds or at a
point 10 yards upfield from the goal line they are defending.#
To invoke the "middle#/brick# rule," the member of the
receiving team who is going to receive the throw-off shall fully
extend one hand above his/her head and call "middle" #or
"brick".# The player must let the disc hit the ground. On
#such a# call, the offensive player may use a "self check,"
meaning he/she picks up the disc and the nearest defensive
player says "in play." If the nearest player does not
immediately say "in play," the offensive player may touch the
disc to the ground and yell "disc in play."
- The Check
- A.
- When play stops, the player who was in possession retains
possession.
- B.
- All players must come to a stop as quickly as possible when
play is halted, and remain in their respective locations until
play is restarted.
- C.
- 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 back to the
thrower.*
[Back to Table of Contents]
- Any area not on the playing field is out-of-bounds. The
perimeter lines themselves are out-of-bounds.
- A disc is out-of-bounds when it first contacts an out-of-bounds
area or contacts anything 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.
- A player is out-of-bounds when s/he is contacting an
out-of-bounds area. When a player is in the air, his/her in or
out-of-bounds is determined by where the ground was last contacted
by the player.
- For a receiver to be considered in bounds after gaining
possession of the disc, the 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.
- Should the momentum of a player carry him/her out-of-bounds
after making a catch and landing in-bounds, the player is considered
in-bounds. The player carries the disc to the point where s/he went
out-of-bounds and puts the disc into play
at that point.
- To restart play after the disc has gone out-of-bounds, a member
of the team gaining possession of the disc must carry the disc to
the point of the playing field *proper* where
the disc went out-of-bounds, and put the disc
into play at that point.
- The thrower may pivot in- and out-of-bounds, providing that some
part of the pivot foot contacts the playing field.
- If a pass does not come in bounds the opposing team gains
possession of the disc where it left the field of play only if the
defense did not 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.
[Back to Table of Contents]
- If a team gains possession in the endzone which it is defending:
- A.
- The player taking possession must make the immediate decision
to either:
- Put the disc into play from that spot, or
- Carry it directly to the closest point on the goal line and
put it into play from there. If this option
is chosen, the player taking possession commits the player to
put the disc into play at that point.
- B.
- To fake or pause after gaining possession commits the player
to put the disc into play at that point.
- If, as a result of a pass from a teammate, a player receives the
disc in the endzone which they are defending, that player does not
have a choice of advancing the disc to the goal line.
- If a team gains possession in the endzone which it is attacking,
the player taking possession must carry the disc directly to the
closest point on the goal line and put the disc
into play from there.
[Back to Table of Contents]
- A goal is scored when an offensive player completes a pass to a
teammate in the endzone which his/her team is attacking.
- In order for the receiver to be considered in the endzone after
gaining possession of the disc, his/her first point of contact
with the ground must be completely in the endzone.
- A player cannot score by running into the endzone with the disc.
Should a receiver's momentum carry him/her into the endzone after
gaining possession, the receiver must carry the disc back to the
closest point on the goal line and put the disc
into play from there.
- A player must be completely in the endzone and acknowledge that
s/he has scored a goal. If that player plays the disc unknowingly
into a turnover, then no goal is awarded.
[Back to Table of Contents]
- An incomplete, intercepted, knocked down, or
out-of-bounds pass results in a loss of possession.
- The following actions result in a loss of possession and a
check:
- A.
- If the marker's count reaches the maximum
number;
- B.
- If the disc is handed from player to player;
- C.
- If the thrower intentionally deflects a pass to him/herself
off another player;
- D.
- If the thrower catches his/her own throw. However, if the
disc is touched by another player during its flight it is
considered a complete pass and is not a turnover.
[Back to Table of Contents]
- 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.
- The thrower must establish a pivot foot and may not change that
pivot foot until the throw is released.
- The thrower has the right to pivot in any direction. However,
once the marker has established a legal defensive position, the
thrower may not pivot into the marker.
- If the disc is dropped by the thrower without defensive
interference, it is considered an incomplete pass.
- The thrower may throw the disc in any way s/he wishes.
[Back to Table of Contents]
- Only one defensive player may guard the thrower at any one time;
that player is the marker.
- The marker may not straddle (i.e., place his/her foot on either
side of) the pivot foot of the thrower.
- There must be at least one disc's 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 cannot position his/her arms in such a manner as to
restrict the thrower from pivoting.
- Stalling:
- A.
- *A defensive player within three (3) meters of the pivot foot
of the thrower may initiate a stall count. If an offensive player
moving into the throwing position "stands over the disc" (i.e.,
within three meters) without putting the disc into play, the
marker may issue a "Delay of Game" warning. If the disc is not
picked up, the marker may initiate a stall count.*
- B.
- The count consists of the marker calling "Stalling" or
"Counting" and counting at one second intervals from one to ten
(1, 10) loudly enough for the thrower to hear.
- C.
- If the thrower has not released the disc at the first
utterance of the word "ten" ("10"), a turnover
and a check result.
- D.
- If the defense decides to switch markers; and if the new
marker wishes to initiate a stalling count, s/he must start again
from "one" ("1").
- E.
- 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 s/he does not want the disc, the
marker "checks" the disc by placing it on the ground and calling
"in play."
- *F.
- The thrower may contest a stall
call if s/he feels that s/he 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 (8).
- In the event of a contested stall, if the pass is incomplete,
it is a turnover, and play continues without interruption.*
[Back to Table of Contents]
- The receiver is any offensive player either in the act of
catching the disc, or not in possession of the disc.
- Bobbling to gain control of the disc is permitted, but
purposeful, controlled bobbling to oneself (i.e., tipping,
delaying, guiding, or brushing) in order to advance the disc is
considered traveling and is not allowed.
- The receiver gains possession by demonstrating sustained contact
with a non-spinning disc.
- After catching a pass, the receiver is only allowed the fewest
number of steps required to come to a stop and establish a pivot
foot.
- If the receiver is running as s/he catches the disc, the
receiver may throw a pass before the third ground contact after
catching the disc without coming to a complete stop.
- If the disc is caught simultaneously by offensive and defensive
players, the offense retains possession.
- If a pass arrives in such a manner that it is unclear whether a
catch was made before the disc contacted the ground (grass is
considered part of the ground), the player(s) with the best
perspective makes the call (usually the receiver).
- If it is ever unclear where a receiver was in- or
out-of-bounds at the point of making
a catch, the player(s) with the best perspective makes the call.
- *Force-Out Foul. If an airborne receiver
catches the disc*, and is contacted by a defensive player before
landing, and that contact caused the receiver to land out-of-bounds
instead of landing in-bounds, the receiver must either call
him/herself 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.*
- First ground contact determines possession. The ground can cause
an incomplete pass, resulting in a turnover.
[Back to Table of Contents]
- Fouls are the result of physical contact between opposing
players. A foul can only be called by the player who has been fouled
and must be announced by calling out the word "Foul!" loudly
immediately after the foul has occurred.
- The player initiating contact is guilty of a foul.
- Throwing Fouls:
- A.
- A throwing foul may be called when there is contact between
the thrower and the marker.
- B.
- Contact occurring during the follow through (after the disc
has been released) is not sufficient grounds for a foul, but
should still be avoided whenever possible.
- C.
- When a foul is committed by a thrower or the marker, play
stops and possession reverts back to the thrower after a
check.
- D.
- 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.
- E.
- If the marker is fouled in the act of throwing and the pass is
not completed, play continues without interruption.
- Catching Fouls:
- A.
- 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 is not a foul.
- B.
- If a player contacts an opponent before the disc arrives and
thereby interferes with that opponent's attempt to make a play on
the disc, that player has committed a foul.
- C.
- If a player's attempt to make a play on the disc causes
significant impact with a legitimately positioned stationary
opponent, before or after the disc arrives, *it is considered
"harmful endangerment" and is a foul.*
- D.
- Dangerous, aggressive behavior or reckless disregard for the
safety of fellow players is always a foul.
- E.
- If a catching foul occurs and is uncontested, the player
fouled gains possession at the point of the infraction. If the
call is disputed, the disc goes back to the thrower. *If an
uncontested foul (with the exception of a force-out foul
[XV-9]) occurs in the end zone, the player
fouled gains possession at the closest point on the goal line to
the infraction.*
[Back to Table of Contents]
- A violation occurs when a player violates the rules in a manner
which does not result in physical contact. *(e.g. illegal guarding
position by the marker, not establishing a pivot foot on the
sideline after carrying the disc in from out-of-bounds, etc.)*
- A violation may be called by any player who recognizes that a
violation has occurred.The player must immediately call "violation"
or the name of the specific violation loudly.
- Traveling:
- A.
- The thrower must keep all or part of the pivot foot in contact
with a single spot on the field. Should the thrower lose contact
with that spot, the thrower has traveled.
- B.
- If the receiver obviously takes more steps than are required
to stop after catching a pass, that player has traveled.
- C.
- If a receiver, after receiving a pass on the run, releases a
pass after the third ground contact and before coming to a
complete stop, that receiver has traveled.
- Strip:
- A.
- No defensive player may touch the disc while it is in
*possession of the thrower or receiver.* If a defensive player
does so, the player in possession calls "Strip."
- B.
- The *player in possession* then picks up the disc and play
continues unhalted from the point where s/he regained possession.
- C.
- If a count was in progress as the disc was stripped, the count
is halted, *and when the player in possession* regains possession,
*the count restarts at zero (0).*
- *D.
- A contested strip of the receiver is treated the same as a
contested foul; an uncontested strip in the end zone is a goal.*
- Double-Team:
- A.
- Only one marker is permitted to guard the thrower.
- B.
- No other defensive player may establish a position within
three(3) meters of the pivot foot of the thrower, unless s/he is
guarding another offensive player in that area.
- C.
- Should the thrower recognize a double-team situation, s/he
first calls "Double-Team" as a warning. *On the first
"Double-Team" call, the marker must subtract 2 from the stall
count. If "double-team" is called again within the same 10
seconds, play stops and is resumed after a check
with the count reset to zero (0).*
[Back to Table of Contents]
- It is the responsibility of all players to avoid contact in any
way possible. Violent impact with legitimately positioned opponents
constitutes harmful endangerment, a foul, and must be strictly
avoided.
- Every player (excluding the thrower) is entitled to occupy any
position on the field not occupied by any opposing player, provided
that s/he does not cause personal contact in taking such a position.
- Picks:
- A.
- 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;
to do so is a "pick.
- B.
- In the event of a pick, the obstructed player must immediately
call "Pick" loudly; play stops and is resumed after a check,
*unless the continuation rule [XIX-2]
applies.*
- When the disc is in the air, players must play the disc, not the
opponent.
- The Principle of Verticality: All players have the right to the
space immediately above them. Thus, a player cannot prevent an
opponent from making an attempt on a pass by placing his/her arms
above an opponent. Should contact occur, the player restricting the
vertical area is responsible.
- A player who jumped is entitled to land at the same spot without
hindrance by opponents. S/he may also land at the another spot
provided the landing spot was not already occupied at the time of
take-off and that the direct path between the take-off and landing
spot was not already occupied.
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- Cardinal Rule:
Whenever an infringement of the rules or a time out occur, play
is halted and the disc is put back into play at the point of the
last possession before play was stopped. (Note exceptions under
Turnovers (XII-4) and Catching Fouls
(XVI-4).
- *Continuation Rule:
- A.
- Disc In the Air
- If a foul, violation, or pick is called while the disc is in
the air, the play is always completed.
- If the team which called the foul, violation, or pick gains
possession as a result of that pass (e.g., an incomplete pass
following a traveling violation, or offensive foul), play
continues unhalted. In this situation, players should call
"play on."
- If the pass is completed, but the defensive effort on the
pass was affected by the violation (e.g. picks), the pass does
not count and possession reverts back to the thrower.
- B.
- Disc Not in the Air
- If a foul, violation, or pick is called while the disc is
not in the air, and a player attempts a pass before play has
stopped, and the pass is incomplete, it is a turnover.
- If a foul, violation, or pick is called while the disc is
not in the air, and a player attempts a pass before play has
stopped, and the pass is completed, the pass does not count, and
possession reverts back to the original thrower.*
- C.
- 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 there is ever a failure to come to an agreement over any call,
the disc reverts back to the thrower after a
check.
- If offsetting catching fouls are called by offensive and defensive
players on the same play, the disc reverts back to the thrower after
a check.
- Any time the marker's count is interrupted by the call of a
foul, violation, pick, or time-out, the count is resumed as follows:
*
Defensive Foul Uncontested . . . . . . . . 0
Defensive Foul Contested . . . . . . . . . same or 5 if over 5
Offensive Foul . . . . . . . . . . . . . . same
Travel or Pick . . . . . . . . . . . . . . same or 5 if over 5
Strip. . . . . . . . . . . . . . . . . . . 0
Fast Count / Double Team
-- First Call. . . . . . . . . . . . . . subtract 2; no check
-- Second Call. . . . . . . . . . . . . . 0
Time Out . . . . . . . . . . . . . . . . . same
Contested Stall. . . . . . . . . . . . . . 8*
- When play resumes after a time-out, the stall count is
continued from where it was when time-out was called. The marker
must initiate the count by calling "Stalling" or "Counting".
- If the marker counts too fast, the thrower may call "fast
count."
- A.
- The first "fast count" call is a warning. *On the first "fast
count" call, the marker must subtract 2 from the stall count.*
- B.
- If "fast count" is called again within the same 10 seconds,
play stops and is resumed *after a check with
the count reset to zero (0).*
- C.
- *The continuation rule [XIX-2]
applies to fast counts.*
- D.
- *If the fast count occurs in such a manner that the thrower
does not have a reasonable opportunity to call "fast count" before
the utterance of the word "ten," the play is treated the same as a
contested stall [XIV-5(F)].*
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- Before the game, the captains may decide to select up to six (6)
experienced non-players to act as Observers. In this role, their
job is to carefully watch the action of the game. They do not
actively call any fouls, violations, picks, or line calls.
- When a dispute arises concerning a foul, violation, pick, line
call, or an interpretation of the rules which cannot be resolved by
the captains to make the call,
- A.
- 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.
- B.
- By calling in the observers, the teams agree to abide by the
observers decision.
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- If a foul is committed and not called, the player who commits
the foul should inform the infracted player of the foul.
- It is the responsibility of both teams to minimize the time
taken between each goal and the ensuing throw-off.
- If the receiving team wishes to have an out-of-bounds throw-off
re-thrown, they should give the re-throw signal as soon as possible.
- It is a violation against the spirit of the game for a defensive
player to call for a pass from the thrower.
- Should a dispute or confusion arise on the field, it should be
common practice to stop play, and resume play with a
check when the matter is resolved.
- In the case where a novice player commits a violation out of
sincere ignorance of rules, it is common practice to stop play and
explain the violation.
[Back to Table of Contents]
The official field layout for Ultimate Players Association
tournament play.
A variation of this basic structure may be used to accomodate
special competitions, number of players, age of players, available
space, etc. Lined fields are not necessary for the purposes of
practice or other non-formal games of Ultimate.
The boundary lines are considered out-of-bounds. The goal lines
are considered part of the Playing Field Proper and not part of
the Endzone/Goal Area.
<------- 40 yds ------->
+----------------------+ ^
| | |
| Endzone/Goal Area | 25 yds
| | |
Goal line -> +----------------------+ x
| . | |
| | |
| | |
+ Playing Field Proper + 70 yds
| | |
| | |
| . | |
Goal line -> +----------------------+ x
| | |
| Endzone/Goal Area | 25 yds
| | |
+----------------------+ v
The period (.) marks the Brick Rule Mark, 10 yds from Goal line.
The plus sign (+) indicates the location of cones to be placed
ON the boundary lines.
[Back to Table of Contents]
03 Dec 1993 / George Ferguson / ferguson@cs.rochester.edu