NINTH EDITION RULES AS AMENDED
These are the Ninth Edition Rules of Ultimate, incorporating all Clarifications
and Amendments (through 1995). All previous changes are in bold, the 1995 changes
are in italics.
PREFACE
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; 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 his/her 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.
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I.INTRODUCTION
- 1. 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.
- 2. Spirit of the Game.
- Ultimate has traditionally relied upon a spirit of sportsmanship which
places the responsibility for fair play on the player himself. 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.
- 3. 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.
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II. CLARIFYING STATEMENTS
- 1. 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.
- E. Ground Contact: 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.
[1995 Clarification]
- F. Possession of the disc: Sustained contact with, and control of, the
non-spinning disc.
- a. To catch a pass is equivalent to establishing possession of that
pass
- b. Loss of control due to ground contact related to a pass reception
negates that receiver's possession up to that point.
[1995 Clarification]
- 2. There are no scrimmage lines or off-sides (except on throw-offs) in Ultimate.
- 3. The disc may be passed in any direction.
- 4. The 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.
- 5. No defensive player may ever pick up the disc.
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III. FIELD OF PLAY
- 1. The field of play is a rectangular area with dimensions as shown on the
accompanying diagram.
<- 25 yds -> <--------------- 70 yds --------------> <- 25 yds ->
^ +-----------+---------------------------------------+-----------+
| | | | |
| | | | |
| | | | |
| | End | | End |
40 | | | |
yds| Zone | | Zone |
| | | | |
| | | | |
| | | | |
| | | | |
v +-----------+---------------------------------------+-----------+
- 2. 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.
- 3. The playing field proper is the playing field excluding the endzones.
- 4. The goal lines are the lines which separate the playing field proper
from the endzones and are part of the playing field proper.
- 5. The perimeter lines (sidelines and endlines) are not part of the playing
fields.
- 6. The corners of the playing field proper and the endzones are marked by
cones made of a brightly colored, flexible material.
- 7. An additional restraining line is established five (5) meters away from
the entire field to ensure that the sidelines remain clear during play.
- 8. All lines are marked with a non-caustic material and are between two
and four inches wide (2"-4").
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IV. EQUIPMENT
- 1. 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.
- 2. Individual players may wear any soft protective clothing as long as it
does not endanger the safety of any other player.
- 3. Cleats which have any metal exposed are not allowed.
- 4. Each player must wear a uniform or other clothing that distinguishes
him/her from the players on the other team.
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V. LENGTH OF GAME
- 1. 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:
- (1) An offensive player gains possession of a throw-off and establishes
a pivot foot;
- (2) The marker touches the disc after a check;
- (3) The thrower puts the disc into play after it has been out of bounds.
- D. The clock stops:
- (1) After a goal;
- (2) At the end of a period of play;
- (3) For time-outs;
- (4) For injuries;
- (5) For fouls and violations;
- (6) When the disc contacts an out-of-bounds
area.
- 2. 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.
- 3. Halftime lasts for ten (10) minutes.
- 4. At the end of the game, the team with the most goals is declared the
winner.
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VI. TIME-OUTS
- 1. 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 a player who has established a legal pivot foot,
and who has possession of the disc can call a time-out. [1995
Clarification]
- F. When play resumes after a time-out:
- (1) The player who had possession puts the disc into play.
- (2) The disc is put into play at the location where the disc was
when the time-out was called.
[1995
Clarification]
- (3) Play is resumed through the use of a check
and all other players may set up in any position
on the field. After setting up, all players must remain stationary
until the marker checks the disc.
- G. It is a turnover if a player calls a time-out when his/her team has
no time-outs remaining. There is a check on the disc.
- 2. 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:
- (1) 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 player replacing him/her puts the disc into play.
- (2) If the disc was in the air at the time of the injury, play continues
until the disc is caught or contacts the ground. If the disc is
caught, the player who caught the disc puts the disc into play after
the injury time-out.
- (3) The disc is put into play at the location where the disc was
when play was stopped.
- (4) 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 and remain stationary
until the marker checks the disc. Players may not set up when restarting
play after an injury time-out, unless it is also a team time-out.
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VII. SUBSTITUTIONS
- 1. 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).
- 2. If a team replaces an injured player(s), the opposing team has the option
of substituting a like number of, or fewer players.
- 3. Substitutions other than injury substitutions cannot be made during a
time-out taken during play.
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VIII. STARTING AND RESTARTING PLAY
- 1. Before a game starts, each team designates one captain to represent that
team in disagreements and arbitration.
- 2. Setting initial throw-off position.
- 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:
- (1) Receiving or throwing the initial throw-off; or
- (2) 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 a 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.
- 3.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:
- (1) 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.
- (2) 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 that spot. If the throw-off is caught in either
endzone, the player takes possession at that point, and
puts the disc in play as described in section X (ENDZONES).
If the throw-off is caught out- of-bounds, it is put into play as described in
section IX.7 (OUT-OF-BOUNDS)
[1995 Clarification].
- 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:
- (1) Putting the disc into play at the nearest point on the
playing field proper to where the disc last crossed
the perimeter line, or
- (2) 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.
- (3) 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 halfway between the two sidelines either at the
point on the playing field proper closest to where the
disc went out-of-bounds or at a point 10 yards
upfield from the goal line which 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."
- 4. 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.
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IX. OUT-OF-BOUNDS
- 1. Any area not on the playing field is out-of-bounds. The perimeter lines
themselves are out-of-bounds.
- 2. A disc is out-of-bounds when it first contacts an out-of-bounds area
or contacts anything out-of-bounds.
- 3. 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.
- 4. 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 s/he last contacted the ground.
- 5. 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.
- 6. 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.
- 7. To start or 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 on the playing field proper nearest
where the disc last crossed the perimeter line, and put
the disc into play at that point. [
1995 Clarification]
- 8. The thrower may pivot in- and out-of-bounds, providing that some part
of the pivot foot contacts the playing field.
- 9. 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.
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X. ENDZONES
- 1. If a team gains possession in the endzone which it is defending:
- A. The player taking possession must make the immediate decision to
either:
- (1) Put the disc into play from that spot,
or
- (2) 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 may not throw a pass during the approach.
- B. To fake or pause after gaining possession commits the player to
put the disc into play at that point.
- 2. 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.
- 3. 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.
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XI. SCORING
- 1. A goal is scored when an offensive player completes a pass to a teammate
in the endzone which his/her team is attacking.
- 2. 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.
- 3. 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, s/he must carry the disc back to the closest point on the goal line and
put the disc into play from there.
- 4. 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.
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XII. TURNOVERS
- 1. An incomplete, intercepted, knocked down, or out-of-bounds
pass results in a loss of possession.
- 2. 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 (II.1.F.b),
the defender is considered to have blocked rather than intercepted the pass.
[1995 Clarification]
- 3. 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 hte disc is
touched by another player during its flight it is considered a complete
pass and is not a turnover.
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XIII. THE THROWER
- 1. The thrower is the offensive player in possession of the disc, or the
player who has just released the disc.
- 2. 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.
- 3. The thrower must establish a pivot foot and may not change that pivot
foot until the throw is released except in the case where the thrower has
just received a pass and is throwing before the third ground contact in accordance
with XV.5.. [1995 Clarification]
- 4. 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 him/her.
- 5. If the disc is dropped by the thrower without defensive interference,
it is considered an incomplete pass.
- 6. The thrower may throw the disc in any way s/he wishes.
- 7. A defensive player who establishes possession of the disc becomes
the thrower, but may not throw the disc before s/he establishes a legal pivot
foot. To do so is a travelling violation. [1995 Clarification]
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XIV. THE MARKER
- 1. Only one defensive player may guard the thrower at any one time; that
player is the marker.
- 2. The marker may not straddle (i.e., place his/her foot on either side
of) the pivot foot of the thrower.
- 3. 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.
- 4. The marker cannot position his/her arms in such a manner as to restrict
the thrower from pivoting.
- 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 of "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", 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."
- 1. 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).
- 2. 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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XV. THE RECEIVER
- 1. The receiver is any offensive player either in the act of catching the
disc, or not in possession of the disc.
- 2. 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.
- 3. [deleted] [1995 Clarification]
- 4. 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.
- 5. If the receiver is running or jumping 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; however, change in direction or increase in
speed while in possession of the disc is a travelling violation.
- 6. If the disc is caught simultaneously by offensive and defensive players,
the offense retains possession.
- 7. 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).
- 8. 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.
- 9. 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.
- [10. deleted] [1995 Clarification]
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XVI. FOULS
- 1. 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.
- 2. The player initiating contact is guilty of a foul.
- 3. 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.
- 4. 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.
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XVII. VIOLATIONS
- 1. 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.).
- 2. 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.
- 3. 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.
- 4. Strip:
- A. 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 to drop the disc, the player in possession calls "Strip."
- B. The player in possession then picks up the disc and play continues
unhalted from the point where the thrower 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.
- 5. 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.
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XVIII. POSITIONING
- 1. 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.
- 2. 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.
- 3. 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.
- 4. When the disc is in the air, players must play the disc, not the opponent.
- 5. 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.
- 6. A player who has 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.
Back to table of contents
XIX. CLARIFYING STATEMENTS ON FOULS, VIOLATIONS AND PICKS
- 1. 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], Strip
[XVII-4] and Catching Foul [XVI-4]).
- 2. Continuation Rule:
- A. Disc In the Air
- (1) If a foul, violation, or pick is called while the disc is in
the air, the play is always completed.
- (2) 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."
- (3) 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
- (1) 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.
- (2) 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.
- 3. If there is ever a failure to come to an agreement over any call, the
disc reverts back to the thrower after a check.
- 4. 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.
- 5. 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
- 6. 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".
- 7. 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)].
- 8. 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. [1995 Clarification]
Back to table of contents
XX. OBSERVERS
- 1. 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.
- 2. When a dispute arises concerning a foul, violation, pick, line call,
or an interpretation of the rules which cannot be resolved by the players
involved or their captains, the observers may be called upon 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 observer's
decision.
Back to table of contents
XXI. ETIQUETTE
- 1. If a foul is committed and not called, the player who commits the foul
should inform the infracted player of the foul.
- 2. It is the responsibility of both teams to minimize the time taken between
each goal and the ensuing throw-off.
- 3. 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.
- 4. It is a violation against the spirit of the game for a defensive player
to call for a pass from the thrower.
- 5. 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.
- 6. 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.
No set of rules can replace player's respect for one another
and for good spirit.
Back to table of contents
copyright 1970 CHS Varsity Frisbee Team
copyright 1982 Irv Kalb (Chairman Rules Committee) and the Ultimate Players Association
copyright 1989, 1991, 1992, 1993, 1995 Ultimate Players Association
Reprinted with permission of the Ultimate Players Association
Thanks to Eric Simon (Chairman, Standing Rules Committee), Scott Gurst, Kathy
Pufahl, Troy Frever, Frank Revi, and Paul Socolow for compiling the rules clarifications.