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Mount Vernon Nazarene University 800 Martinsburg Rd
Mount Vernon, OH 43050
(740) 392-6868
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Ultimate Frisbee Rules
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 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.
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.
Clarifying Statements
- Phrases:
A "player" is any of the fourteen (14) persons who are
actually participating in the game at any one time.
To "put the disc into play" means that the thrower establishes
a pivot foot and is ready to throw.
"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.
- There are no scrimmage lines or off-sides
(except on throw-offs) in Ultimate.
- The disc may be passed in any direction.
- 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.
- No defensive player may ever pick up the
disc.
Equipment
- Any flying disc may be used as long as it
is acceptable to both team captains. If the captains cannot
agree, the currently accepted disc of the Ultimate Players
Association (Wham-O 165g) 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 dist- inguishes him/her from the players on the
other team.
Length Of Game
- TIME
- Each
half lasts Fifteen (15) minutes of running time.
- The
clock starts when:
- An
offensive player gains possession of a throw-off and
establishes a pivot foot;
- The
thrower receives the disc after a check;
- The
thrower puts the disc into play after it has been out of
bounds.
- The
clock stops:
- At
the end of a period of play;
- For
time-outs;
- For
injuries;
- For
fouls and violations;
- POINTS
- A
goal is worth one (1) point.
- Halftime lasts for five (5) minutes.
(optional)
- At the end of the game, the team with the
most goals is declared the winner.
Time-Outs
- TIME-OUT
- Each
team is permitted three (3) time-outs per game.
- Each
time-out lasts up to two (2) minutes.
- The
layer calling the time-out must form a "T" with
his/her hands and call "time-out" loudly.
- A
time-out may be called by either team after a goal and
before the ensuing accepted throw-off.
- During
play, only the person with possession of the disc can call a
time-out.
- 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.
- Play
is resumed through the use of a check and all other
players may set up in any position on the field.
- INJURY TIME-OUT
- 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.
- Injury
time-out results in a team time-out if the injured player
does not leave the game. A "spirit of the have"
exception is made when the injury is caused by an opposing
player.
- 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 player replacing him/her puts
the disc into play.
- If
the disc was in the air at the time of the injury, play
continues until possession is gained and that player puts
the disc into play.
- The
disc is put into play at the location where the disc was
when the injury occurred.
- 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.
Substitutions
- Substitutions can be made only:
- After
a goal and before the ensuing accepted throw-off.
- Before
the beginning of a period of play;
- 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.
Starting And Restarting Play
- Before a game starts, each team
designates one captain to represent that team in disagreements
and arbitration.
- Start of periods of play:
- The
captains of the two teams each flip a disc. The captain of
one team calls same or different while the discs are in the
air. The team winning the flip has the choice of:
- Receiving
the initial throw-off; or
- Selecting
which goal they wish to defend initially.
- The
team losing the flip is given the remaining choice.
- The
second half begins with an automatic reversal of the first
choice of the options (see 2-A)
- In
a game to time, if overtime periods are needed, the disc
flipping procedure is repeated for the first overtime
period. Each subsequent overtime period begins with an
automatic reversal of the first choice of the options.
- Throw Off
- Play
starts at the beginning of each period of play and after
each goal with a throw-off.
- Each
time a goal is scored, the teams switch the direction of
their attack and the team which scored throws off.
- 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.
- 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.
- The
throw-off consists of one player on the throwing team
throwing the disc toward the opposite goal line to begin
play.
- As
soon as the disc is released, all players may move in any
direction.
- 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.
- 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.
- 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 where it stops.
- If
the receiving team allows the throw-off to fall untouched to
the ground, and the disc initially hands in bounds, the
receiving team gains possession of the disc where it stop.
- 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 point where it crossed the goal
line, or
- Requesting
are 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 Rule. to invoke the "middle 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". The player must let the
disc hit the ground. On a "middle rule 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
- When
play stops, the player who was in possession retains
possession.
- 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.
- The
marker restarts play by handing the disc to the thrower.
Out-Of-Bounds
- 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 s/he last
contacted the ground.
- 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 pint 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 pint of the playing field
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. If the defense contacted the
disc, the disc must be put into play at the point closest to
the playing field where the contact occurred.
Endzones
- If a team gains possession in the endzone
which it is defending:
- 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.
- 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.
Scoring
- 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, s/he 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.
Turnovers
- 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:
- If
the marker's count reaches the maximum number;
- If
the disc is handed from player to player;
- If
the thrower intentionally deflects a pass to him/herself off
another player;
- 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.
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.
- 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 him/her.
- 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.
The Marker
- Only one defensive player may guard the
thrower at any one time; that player is the marker.
- The marker may not straddle (ie, 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.
- Once
a marker has established a set guarding stance on the
thrower, s/he may initiate a count.
- 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.
- If
the thrower has not released the disc at the first utterance
of the word "ten" ("10"), a turnover and
a check result.
- 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").
- 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."
The Receiver
- 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 (ie,
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.
- If an airborne receiver jumps and makes a
catch, and is contacted by a defense 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/her out-of-bounds, or call a foul on the defensive player.
- First ground contact determines
possession. the ground can cause an incomplete pass, resulting
in a turnover.
Fouls
- 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
throwing foul may be called when there is contact between
the thrower and the marker.
- 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.
- When
a foul is committed by a thrower or the marker, play stops
and possession reverts back to the thrower after a check.
- If
the thrower is fouled in the act of throwing the pass is
completed, the foul is automatically declined and play
continues without interruption.
- If
the marker is fouled in the act of throwing and the pass is
not completed, play continues without interruption.
- Catching Fouls
- A
catching foul may be called when there is contact between
opposing players in the process of attempting a catch,
interception, or knock down. A certain amount of incidental
contact during or immediately after the catching attempt is
often unavoidable and is not a foul.
- 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.
- 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, that player has
committed a foul.
- Dangerous,
aggressive behavior or reckless disregard for the safety of
fellow players is always a foul.
- If
a catching foul occurs and is uncontested, the player fouled
gains possession at the point of the infraction. If the call
is disputed, the disc goes back to the thrower.
Violations
- A violation occurs when a player violates
the rules in a manner which does not result in physical
contact ( e.g. throwing a pass during an approach to the goal
line; illegal guarding position by the marker; not
establishing a pivot foot 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:
- 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.
- If
the receiver obviously takes more steps than are required to
stop after catching a pass, that player has traveled.
- 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:
- No
defensive player may touch the disc while it is in the hands
of the thrower. If a defensive player does so, causing the
thrower to drop the disc, the thrower calls,
"Strip."
- The
thrower then picks up the disc and play continues unhalted
from the point where the thrower regained possession.
- If
a count was in progress as the disc was stripped, the count
is temporarily halted until the thrower regains possession.
- Double Team
- Only
one marker is permitted to guard the thrower.
- 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.
- Should
the thrower recognize a double team situation, s/he first
calls "Double Teaming" as a warning. If the
defensive team continues to double team", the thrower
calls "Double Teaming" again, and it is a
violation.
Positioning
- 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.
- 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".
- In
the event of a pick, the obstructed player must immediately
call "Pick" loudly; play stops and is resumed
after a check.
- 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.
Clarifying Statements On Fouls, Violations And Picks
- 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 Foul (VI-4).
- Play on rule:
- If
a foul, violation, or pick is called while the disc is in
the air, the play is always completed.
- If
the team which made the call gains possession as a result of
that pass (e.g., an incomplete pass following a traveling
violation, or offensive foul), play continues unhalted.
- It
is the responsibility of the player who made the call to
call out "Play on" to indicate that this rule has
been invoked.
- If 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.
- If
the call is against the defense, the count is reset to zero
(0), unless the foul is contested at which time the count
remains the same if the count was less than five (5), or is
reset to five (5) if the count was over five (5).
- If
the call is against the offense, the count continues from
the point at which it was stopped, except the thrower is
given a minimum of five (5) seconds (e.g. count at eight,
reset 5).
- 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".
- The
first "fast count" call is a warning.
- If
"fast count" is called again within the same 10
seconds, play stops and is resumed with 2 seconds subtracted
from the current count.
- The
"continuation" rule applies to fast counts. If the
marker counts too fast within the last two seconds, the
count automatically goes back to 8 only if the offensive
team has possession of the disc.
Observers
- 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.
- The
observer with the best view of the play makes the call. If
the observers so chose, they may discuss the play among
themselves before rendering a decision.
- By
calling in the observers, the teams agree to abide by the
observers decision.
Etiquette
- 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.
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