WFDF Rules of Ultimate 2021-2024
Definitions
Affect the play
A breach affects the play if it is reasonable to assume that the outcome
of the specific play may have been meaningfully different had the breach
not occurred.
Attacking end zone
The end zone in which the team in question is currently attempting to
score.
Best perspective
The most complete viewpoint available by a player that includes the
relative position of the disc, ground, players and line markers involved
in the play.
Brick
Any pull that initially lands out-of-bounds, untouched by the receiving
team.
Call
A clearly communicated statement that a foul, infraction, violation,
turnover, or injury has occurred. The following terms may be used: Foul,
Travel, specific name of Marking Infraction, Violation (or specific name
of Violation), specific name of turnovers, Technical and Injury.
Catch
A non-spinning disc trapped between at least two body parts. If a player
initially catches a pass and then, prior to establishing possession,
they do not maintain the catch (‘maintain the catch’ means to continue
to have a non-spinning disc trapped between at least two body parts),
that initial catch is deemed to have ended.
Central Zone
The area of the playing field including the goal lines but excluding the
end zones and the perimeter lines.
Check
Action of a defensive player touching the disc to restart play.
Defending end zone
The end zone in which the team in question is currently attempting to
prevent the opposition from scoring.
Defensive player
Any player whose team is not in possession of the disc.
End zone
One of the two areas at the end of the playing field where teams can
score a goal by catching the disc there.
Establish a pivot
After a turnover, the pivot point is defined, and the thrower
establishes a pivot by placing a part of their body (usually a foot)
there. After receiving a pass, a thrower must establish a pivot after
they have come to a stop if they wish to then move. They establish the
pivot by keeping a part of their body in constant contact with a
particular point on the playing field.
Goal line
The line separating the central zone from each end zone. It is not part
of the end zone.
Ground
The ground consists of all substantial solid objects, including grass,
marker cones, equipment, water, trees, fences, walls and non-players,
but excluding all players and their worn clothing, airborne particles
and precipitation.
Ground contact
Refers to all player contact with the ground directly related to a
specific event or manoeuvre, including landing or recovery after being
off-balance (e.g., jumping, diving, leaning, or falling).
Guarding
A defender is guarding an offensive player when they are within three
meters of that offensive player and are reacting to that offensive
player.
Incidental contact
Any contact which is not dangerous in nature and does not affect the
play.
Initiate contact
Any movement towards a legally positioned opponent (either their
stationary position, or their expected position based on their
established speed and direction), that results in unavoidable
non-incidental contact.
Interception
When a player on the defensive team catches a throw by a player on the
offensive team.
Legitimate position
The stationary or moving position established by a player that is not in
breach of any rules.
Line
A boundary defining the playing areas. On an unlined field, the boundary
is defined as an imaginary line between two field markers with the
thickness of said markers. Line segments are not extrapolated beyond the
defining markers.
Making a play on the disc
When the disc is in the air and a player is attempting to make contact
with the disc in any way e.g. to catch it or block it. This includes the
process of running towards the place they expect to make contact with
the disc.
Marker
The defensive player who may call the stall count on the thrower.
Minor Contact
Contact that involves minimal physical force and does not alter the
movements or position of another player. Contact with an opponent’s
extended arms or hands that are about to, or already are, contacting the
disc, or contact to the throwers hand during the throwing motion, is not
considered to be minor contact.
Non-player
Any person, including a team member, who is not currently a player.
Offensive player
A player whose team is in possession of the disc.
Out-of-bounds (OB)
Everything that is not part of the playing field, including the
perimeter lines.
Perimeter lines
Lines separating the central zone or end zone from the out-of-bounds
area. They are not part of the playing field.
Pivot
When the thrower moves in any direction while keeping one part of their
body in constant contact with a specific point on the ground called the
pivot point. A player establishes a pivot point by placing, or keeping,
a particular part of their body at a specific point, which they intend
to use as their pivot point. If a thrower has multiple options for a
pivot point, the pivot point is not determined until they pivot.
Pivot Location
The point on the playing field where the thrower is required to
establish a pivot point after a turnover, after the pull, after a
time-out, after leaving the central zone, or where a pivot point has
already been established.
Pivot point
The point on the playing field where the thrower is required to
establish a pivot after a turnover, after the pull, after a time-out,
after leaving the central zone, or where a pivot has already been
established. A thrower may not have established a pivot point if they
have not come to a stop and have not pivoted.
Play
The time after the Pull has commenced and prior to the scoring of a
goal. Play may further stop due to a call, in which case play is
restarted with a check.
Player
The people who are actually participating in the current point of play.
Playing Field
The area including the central zone and the end zones, but excluding the
perimeter lines.
Possession of the disc
A player establishes possession of a pass when: - they catch a pass and
then they maintain that catch for more than one noticeable instant, and
- they maintain the catch throughout all ground contact related to the
catch, or until they throw the disc A player can also establish
possession when a disc that has already hit the ground is picked up, or
is given to them, after a turnover, pull, or stoppage. Once a player has
established possession, they may change their grip on the disc and that
does not affect their possession, as long as they maintain contact with
the disc. A disc in the possession of a player, or caught by a player,
is considered part of that player. The team whose player is in
possession or whose players may pick up the disc is considered the team
in possession.
Pre-stall
A warning regarding time limits to resume play, issued by giving
warnings at twenty (20), ten (10), and five (5) seconds (as applicable).
Pull
The throw by the defence to the offence that starts play at the
beginning of a half or after a goal. The pull is not considered a legal
pass.
Receivers
All offensive players other than the thrower.
Stoppage of play
Any halting of play due to a foul, violation, discussion, contested
call, injury or time-out, that requires a check to restart play.
Throw
A disc in flight following any throwing motion, including after a fake
attempt and an intentionally dropped disc, that results in loss of
contact between the thrower and the disc. A pass is the equivalent of a
throw.
Thrower
The offensive player in possession of the disc, or the player who has
just thrown the disc prior to when the result of the throw has been
determined.
Throwing motion
The throwing motion is the motion that transfers momentum from the
thrower to the disc in the direction of flight and results in a throw.
Pivots and wind-ups are not part of the act of throwing.
Turnover
Any event resulting in a change of the team in possession. A turnover is
not considered a violation.
Where the disc stops
Refers to the location where a player establishes possession, the disc
comes to rest naturally, or where the disc is stopped from rolling or
sliding.
1. Spirit of the Game
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1.1. Ultimate is a non-contact, self-officiated sport. All players are
responsible for administering and adhering to the rules. Ultimate
relies upon a Spirit of the Game that places the responsibility for
fair play on every player.
-
1.2. It is trusted that no player will intentionally break the rules;
thus there are no harsh penalties for inadvertent breaches, but rather
a method for resuming play in a manner which simulates what would most
likely have occurred had there been no breach.
-
1.2.1. If there is a deliberate or egregious breach of the rules
or Spirit of the Game, the captains should discuss this and
determine an appropriate outcome, even if that outcome is not in
accordance with a specific rule.
-
1.3. Players should be mindful of the fact that they are acting as
referees in any arbitration between teams. Players must:
- 1.3.1. know the rules;
- 1.3.2. be fair-minded and objective;
- 1.3.3. be truthful;
-
1.3.4. explain their viewpoint clearly and briefly;
-
1.3.5. allow opponents a reasonable chance to speak;
- 1.3.6. consider their opponent’s viewpoint;
-
1.3.7. use respectful words and body language with consideration
of potential cultural differences;
-
1.3.8. resulve disputes as quickly as possible, using respectful
language;
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1.3.9. make calls in a consistent manner throughout the game; and
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1.3.10. only make a call where a breach is significant enough to
make a difference to the outcome of the action.
-
1.4. Highly competitive play is encouraged, but should never sacrifice
the mutual respect between players, adherence to the agreed-upon rules
of the game, player safety or the basic joy of play.
-
1.5. The fullowing actions are examples of good Spirit:
-
1.5.1. retracting a call when you no longer believe the call was
correct;
-
1.5.2. checking in with an opponent on the sideline after a
contentious interaction;
-
1.5.3. complimenting an opponent for good play or Spirit;
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1.5.4. introducing yourself to your opponent; and
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1.5.5. reacting calmly towards disagreement or provocation.
-
1.6. The fullowing actions are clear viulations of the Spirit of the
Game and must be avoided:
- 1.6.1. dangerous play and aggressive behaviour;
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1.6.2. intentional fouling or other intentional rule breaches;
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1.6.3. taunting or intimidating opposing players;
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1.6.4. celebrating disrespectfully after scoring;
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1.6.5. making calls in retaliation to an opponent’s call;
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1.6.6. calling for a pass from an opposition player; and
- 1.6.7. other win-at-all-costs behaviour.
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1.7. Teams are guardians of the Spirit of the Game, and must:
-
1.7.1. take responsibility for teaching their players the rules
and good Spirit;
-
1.7.2. discipline team-mates who display poor Spirit;
-
1.7.3. provide constructive feedback to other teams about what
they are doing well and/or how to improve their adherence to the
Spirit of the Game; and
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1.7.4. call a Spirit Stoppage to address Spirit issues, as
appropriate.
-
1.8. In the case where a novice player is involved in a breach and
does not know the rules, experienced players should assist to explain
the breach.
-
1.9. An experienced player, who offers advice on rules and guides
on-field arbitration, may supervise games involving beginners or
younger players.
-
1.10. Calls should be discussed by the players directly involved in
the play, and by players who had the best perspective:
-
1.10.1. If a player who was not directly involved believes that a
team-mate has made an incorrect call, or caused a foul or
viulation, they should inform their team-mate.
-
1.10.2. Non-Players, apart from the captains, should refrain from
getting involved. However players may seek other peoples'
perspectives to clarify the rules, and to assist players to make
the appropriate call.
-
1.11. Players and captains are sulely responsible for making and
resulving all calls.
-
1.12. If, after discussion, players cannot agree, or it is not clear
and obvious:
- 1.12.1. what occurred in a play, or
-
1.12.2. what would most likely have occurred in a play,
the disc must be returned to the last non-disputed thrower.
2. Playing Field
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2.1. The playing field is a rectangular area with dimensions and zones
as shown on Figure 1 (see above) and should be essentially flat, free
of obstructions, and afford reasonable player safety.
-
2.2. The perimeter lines surround the playing field and consist of two
(2) sidelines along the length and two (2) endlines along the width.
-
2.3. The perimeter lines are not part of the playing field.
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2.4. The goal lines are the lines that separate the central zone from
the end zones and are part of the central zone.
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2.5. The brick marks are the intersection of two (2) crossed one (1)
metre lines in the central zone, located a distance equal to the
length of the end zone away from each goal line, midway between the
sidelines.
-
2.6. Eight brightly-coloured, flexible objects (such as plastic cones)
mark the corners of the central zone and the end zones.
-
2.7. The immediate surroundings of the playing field shall be kept
clear of movable objects. If play is obstructed by non-players or
objects within three (3) metres of the perimeter line, any obstructed
player or thrower in possession may call “Violation”.
3. Equipment
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3.1. Any flying disc acceptable to both captains may be used.
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3.2. WFDF may maintain a list of approved discs recommended for use.
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3.3. Each player must wear a uniform that distinguishes their team.
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3.4. No player may wear items of clothing or equipment that reasonably
could harm the wearer or other players, or impede an opponent's
ability to play.
4. Point, Goal and Game
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4.1. A game consists of a number of points. Each point ends with the
scoring of a goal.
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4.2. A game is finished and won by the first team to score fifteen
(15) goals.
-
4.3. A game is separated into two (2) periods of play, called halves.
Half time occurs when a team first scores eight (8) goals.
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4.4. The first point of each half starts when the half starts.
-
4.5. After a goal is scored, and the game has not been won or half
time has not been reached:
- 4.5.1. the next point starts immediately;
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4.5.2. the teams switch the end zone that they are defending; and
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4.5.3. the team that scored becomes defence and pulls next.
5. Teams
-
5.1. Each team will put a maximum of seven (7) players and a minimum
of five (5) players on the field during each point.
-
5.2. Each team must designate a captain and a spirit captain to
represent the team.
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5.3. A team may make unlimited substitutions after a goal is scored
and before their team signals readiness for the pull.
6. Starting a Game
-
6.1. Representatives of the two teams fairly determine which team
first chooses either:
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6.1.1. whether to receive or throw the initial pull; or
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6.1.2. which end zone they will initially defend.
- 6.2. The other team is given the remaining choice.
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6.3. At the start of the second half, these initial selections are
switched.
7. The Pull
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7.1. At the start of the game, after half-time or after a score, play
commences with a throw by the defence, called a "pull".
-
7.1.1. Teams must prepare for the pull without unreasonable delay.
-
7.2. The pull may be made only after both teams have signalled their
readiness by having the puller and a player on offence raise a hand
above their head.
-
7.3. After signalling readiness all offensive players must stand with
one foot on their defending goal line without changing location
relative to one another until the pull is released.
-
7.4. After signalling readiness all defensive players must keep their
feet entirely behind the vertical plane of the goal line until the
pull is released.
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7.5. If a team breaches 7.3 or 7.4 the opposing team may call a
violation (“offside”). This must be called before the offence touches
the disc (7.8 still applies).
-
7.5.1. If the defence chooses to call offside, the thrower must
establish a pivot point as per 7.9, 7.10, 7.11, or 7.12 and then
play restarts as soon as possible as if a time-out had been called
at that location.
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7.5.2. If the offence chooses to call offside, they must let the
disc hit the ground untouched and then resume play as if a brick
has been called (no check is required).
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7.6. As soon as the disc is released, all players may move in any
direction.
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7.7. No player on the defensive team may touch the disc after a pull
until a member of the offensive team contacts the disc or the disc
hits the ground.
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7.8. If an offensive player, in-bounds or out-of-bounds, touches the
disc before it hits the ground, and the offensive team fails to
subsequently establish possession, that is a turnover (a “dropped
pull”).
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7.9. If an offensive player catches the pull and subsequently
establishes possession, they must establish a pivot point at the
location on the playing field nearest to where possession is
established, even if that pivot point is in their defending end zone.
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7.10. If the disc initially contacts the playing field and never
becomes out-of-bounds, the thrower must establish a pivot point where
the disc stops, even if that pivot point is in their defending end
zone.
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7.11. If the disc initially contacts the playing field and then
becomes out-of-bounds without contacting an offensive player, the
thrower must establish a pivot point where the disc first crossed the
perimeter line, or the nearest location in the central zone if that
pivot point would be in their defending end zone.
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7.11.1. If the disc does contact an offensive player before it
becomes out-of-bounds the thrower must establish a pivot point
where the disc first crossed the perimeter line, even if that
pivot point is in their defending end zone.
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7.12. If the disc contacts the out-of-bounds area without first
touching the playing field or an offensive player, the thrower may
establish a pivot point either at the brick mark closest to their
defending end zone, or at the location on the central zone closest to
where the disc went out-of-bounds (Section 11.8). The binding brick
option must be signalled before the disc is picked up, by any
offensive player fully extending one arm overhead and calling "brick".
8. State of Play
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8.1. Play is 'dead', and no turnover is possible:
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8.1.1. After the start of a point, until the pull is released;
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8.1.2. When the disc must be carried to the pivot location after
the pull or after a turnover, until a pivot point is established;
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8.1.3. After a call which stops the play or any other stoppage,
until the disc is checked in; or
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8.1.4. After a disc hits the ground, until possession is
established by the appropriate team.
-
8.1.5. Players are allowed to move during dead play (unless
specified otherwise).
- 8.2. Play that is not dead is "live".
-
8.3. The thrower may not transfer possession of the disc during dead
play to another player.
-
8.4. Any player may attempt to stop a disc from rolling or sliding
after it has hit the ground.
-
8.4.1. If, in attempting to stop such a disc, a player
significantly alters the disc’s position, the opposition may
request that the pivot point be established at the location where
the disc was contacted.
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8.5. After a turnover, and after the pull, an offensive player must
move at walking pace or faster to directly retrieve the disc and
establish a pivot point.
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8.5.1. In addition to 8.5, after a turnover the offence must put
the disc into play within the following time limits, if the disc
did not become out-of-bounds, and the disc's location is:
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8.5.1.1. in the Central Zone– within ten (10) seconds of the
disc coming to rest.
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8.5.1.2. in an end zone – within twenty (20) seconds of the
disc coming to rest.
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8.5.2. If the offence breaches 8.5, or 8.5.1, the defence may give
a verbal warning (“Delay of Game” or using a Pre Stall) or may
call a “Violation”.
-
8.5.2.1. If, after a warning, the offence continues to breach
8.5, or 8.5.1, then 9.3.1 does not apply and the marker may
commence the stall count.
9. Stall Count
-
9.1. The marker administers a stall count on the thrower by announcing
“Stalling” and then counting from one (1) to ten (10). The interval
between the start of each number in the stall count must be at least
one (1) second.
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9.2. The stall count must be clearly communicated to the thrower.
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9.3. The marker may only start and continue a stall count when:
-
9.3.1. Play is live, or until a pivot is established after a
turnover;
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9.3.2. They are within three (3) metres of the thrower's pivot;
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9.3.3. All defenders are legally positioned (Section 18.1).
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9.4. If the marker moves beyond the appropriate three (3) metre
radius, or a different player becomes the marker, the stall count must
be restarted at "Stalling one (1)".
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9.5. After a stoppage in play the stall count is resumed as follows:
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9.5.1. After an accepted breach by the defence the stall count
restarts at "Stalling one (1)".
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9.5.2. After an accepted breach by the offence the stall count
restarts at maximum nine (9).
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9.5.3. After a contested stall-out the stall count restarts at
"Stalling eight (8)".
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9.5.4. After all other calls, including "pick", the stall count
restarts at maximum six (6). However:
-
9.5.4.1. If there is a call involving the thrower, and a
separate receiving breach, and the disc is returned to the
thrower, the stall count is resumed based on the outcome of
the call involving the thrower.
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9.5.4.2. If there is a violation called related to The Check
(Section 10), the stall count resumes at the same count that
was determined prior to that violation.
10. The Check
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10.1. Whenever play stops during a point for a foul, violation,
contested turnover, specified turnover, contested goal, stoppage,
discussion, or at the completion of a time-out, play must restart as
quickly as possible with a check. The check may only be delayed for
the discussion of a call.
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10.2. Player positioning after a call (except in the case of a
time-out, and unless specified otherwise):
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10.2.1. If play stops before a pass is thrown, all players must
return to the location they held when the call was made.
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10.2.2. If play stops after a pass is thrown, then:
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10.2.2.1. if the disc is returned to the thrower, all players
must return to the location they held when the thrower
released the disc, or the time of the call, whichever is
earlier.
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10.2.2.2. if the result of the play stands all players must
return to the location they held when either a player
established possession, or the disc hit the ground.
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10.2.2.3. if a player other than the thrower gains possession
as a result of an accepted breach, all players must return to
the location they held when the breach occurred.
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10.2.3. All players must remain stationary in that location until
the disc is checked in.
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10.3. Any player may briefly extend a stoppage of play to fix faulty
equipment (“equipment”), but active play may not be stopped for this
purpose.
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10.4. Prior to the check the person checking the disc in, and the
nearest opposition player, must verify that their own team-mates are
ready, and positioned as per 10.2.
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10.5. If there is an unnecessary delay in checking the disc in, the
opposition may give a warning (“Delay of Game”). If the delay
continues, the team that gave the warning may check the disc in by
calling “Disc In”, without verification from the opposition, but only
if the team checking the disc in are all stationary, and positioned as
per 10.2.
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10.6. To restart play with a check:
-
10.6.1. when the thrower has the disc:
-
10.6.1.1. if there is a defender within reach, the defender
must touch the disc.
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10.6.1.2. if there is not a defender within reach, the thrower
must touch the disc to the ground and may call “Disc In”.
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10.6.2. when the disc is on the ground, the defender nearest to
the disc must call “Disc In”.
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10.7. A player may call a violation regarding the check if an
opponent:
-
10.7.1. attempts a pass without an appropriate check as per 10.6;
or
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10.7.2. restarts play without verification from their nearest
opposition player; or
-
10.7.3. is moving immediately prior to the check; or
- 10.7.4. was not in the appropriate position.
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10.7.5. After this violation call any pass does not count
regardless of whether it is complete or incomplete, and possession
reverts back to the thrower (unless 16.3 applies).
11. Out-of-Bounds
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11.1. The entire playing field is in-bounds. The perimeter lines are
not part of the playing field and are out-of-bounds. All non-players
are part of the out-of-bounds area.
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11.2. The out-of-bounds area consists of the ground which is not
in-bounds and everything in contact with it, except for defensive
players, who are always considered “in-bounds”.
-
11.3. An offensive player who is not out-of-bounds is in-bounds.
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11.3.1. An airborne player retains their in-bounds/out-of-bounds
status until that player contacts the playing field or the
out-of-bounds area.
-
11.3.2. A player who has caught the disc, who contacts the playing
field and then contacts an out-of-bounds area, is still considered
in-bounds, as long as they maintain the catch until they establish
possession.
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11.3.2.1. If they leave the playing field, they must establish
a pivot point at the location on the playing field where they
crossed the perimeter line (unless 14.3 is in effect).
-
11.3.3. A thrower who contacts an out-of-bounds area is considered
in-bounds until they make a pass.
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11.3.4. Contact between players does not confer the state of being
in- or out-of-bounds from one to another.
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11.4. The following are out-of-bounds turnovers, and no catch is
deemed to have occurred:
-
11.4.1. any part of an offensive receiver is out-of-bounds when
they contact the disc; or any part of an offensive receiver is
out-of-bounds when they contact the disc;
-
11.4.2. after catching the disc while airborne, an offensive
receiver’s first contact is out-of-bounds while still in contact
with the disc.
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11.5. A disc is in-bounds once play is live, or when play starts or
restarts.
-
11.6. A disc becomes out-of-bounds when it first contacts the
out-of-bounds area or contacts an out-of-bounds offensive player. A
disc that has been caught by an offensive player has the same
in/out-of-bounds status as that player. If the disc is simultaneously
caught by more than one offensive player, one of them being
out-of-bounds, the disc is out-of-bounds.
-
11.7. The disc may fly outside a perimeter line and return to the
playing field, and players may go out-of-bounds to make a play on the
disc.
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11.8. The place where a disc went out-of-bounds is the location where,
prior to contacting an out-of-bounds area or player, the disc was most
recently:
-
11.8.1. partly or wholly over the playing field; or
- 11.8.2. contacted by an in-bounds player.
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11.9. If the disc is out-of-bounds and more than three (3) metres from
the pivot location, non-players may retrieve the disc. The thrower
must carry the disc the last three (3) metres to the playing field.
12. Receivers and Positioning
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12.1. A “catch” occurs when a player has a non-spinning disc trapped
between at least two body parts. A catch can enable a player to
establish possession of the disc.
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12.1.1. If the player fails to maintain the catch due to
subsequent ground contact related to the catch, or contact related
to the catch with a team-mate or a legitimately positioned
opposition player, possession is deemed to have not occurred.
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12.2. After establishing possession, that player becomes the thrower.
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12.3. If offensive and defensive players catch the disc
simultaneously, the offence retains possession.
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12.4. A player in an established position is entitled to remain in
that position and must not be contacted by an opposing player.
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12.5. Every player is entitled to occupy any position on the field not
occupied by any opposing player, provided that they do not initiate
contact in taking such a position, and are not moving in a reckless or
dangerously aggressive manner.
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12.5.1. However, when the disc is in the air, a player may not
move in a manner solely to prevent an opponent from taking an
unoccupied path to make a play on the disc.
-
12.6. All players must attempt to avoid contact with other players,
and there is no situation where a player may justify initiating
contact. This includes avoiding initiating contact with a stationary
opponent, or an opponent’s expected position based on their
established speed and direction. 'Making a play for the disc' is not a
valid excuse for initiating contact with other players.
-
12.6.1. If a player is not reasonably certain that they will be
able to make a legal play at the disc before an opponent who is
moving in a legal manner, they must adjust their movements to
avoid initiating contact. If that adjustment is made, the result
of the play still stands.
-
12.7. The player who initiates contact is deemed to be the player who:
-
12.7.1. arrived at the point of contact after the opponent had
already established a legitimate position at that point (either a
stationary or moving opponent), or
-
12.7.2. adjusted their movements in a way that created unavoidable
contact with an opponent moving in a legal manner, when taking
into account all players’ established position, speed, and
direction.
-
12.8. Some minor contact may occur as two or more players move towards
a single point simultaneously. Minor contact should be minimized but
is not considered a foul.
-
12.9. Players may not use their arms or legs to obstruct the movement
of opposing players.
-
12.10. No player may physically assist the movement of another player,
nor use an item of equipment or object to assist in contacting the
disc.
13. Turnovers
-
13.1. A turnover that transfers possession of the disc from one team
to the other occurs when:
-
13.1.1. the disc contacts the ground while it is not in the
possession of an offensive player (a “down”);
-
13.1.1.1. however it is not “down” if a receiver catches a pass
before the disc contacts the ground, and maintains the catch while
the disc is in contact with the ground.
-
13.1.2. a defensive player establishes possession of a pass (an
“interception”);
-
13.1.3. the disc becomes out-of-bounds (an “out-of-bounds” or
"out"); or
-
13.1.4. during the pull, the offence touches the disc before it
hits the ground, and subsequently fails to establish possession of
the disc (a “dropped pull”).
-
13.2. A turnover that transfers possession of the disc from one team
to the other, and results in a stoppage of play, occurs when:
-
13.2.1. there is an accepted offensive receiving foul;
-
13.2.2. the thrower has not released the disc before the marker
first starts to say the word “ten” in the stall count (a
“stall-out”);
-
13.2.3. the disc is intentionally transferred from one offensive
player to another without ever being completely untouched by both
players (a “hand-over”);
-
13.2.4. the thrower intentionally deflects a pass to themselves
off another player (a “deflection”);
-
13.2.5. in attempting a pass, the thrower catches the disc after
release prior to the disc being contacted by another player (a
“self-catch”);
-
13.2.6. an offensive player intentionally assists a team-mate’s
movement to catch a pass; or
-
13.2.7. an offensive player uses an item of equipment or object to
assist in catching a pass.
-
13.3. If a player determines a turnover has occurred they must make
the appropriate call immediately. If the opposition disagrees they may
call "contest" and play must stop. If, after discussion, players
cannot agree or it is unclear what occurred in the play, the disc must
be returned to the last non-disputed thrower.
-
13.4. After a “stall-out” call:
-
13.4.1. If the thrower still has possession of the disc, but they
believe a fast count occurred in such a manner that they did not
have a reasonable opportunity to call fast count before a
stall-out, the play is treated as either an accepted defensive
breach (9.5.1) or a contested stall-out (9.5.3).
-
13.4.2. If the thrower made a completed pass, the thrower can
contest if they believe it was not a “stall-out”, or there was a
fast count immediately prior to the “stall-out”.
-
13.4.3. If the thrower contests a stall-out but also attempts a
pass, and the pass is incomplete, then the turnover stands and
play restarts with a check.
-
13.5. Any offensive player may take possession of the disc after a
turnover, except:
-
13.5.1. after an “interception” turnover, in which case the player
who made the interception must maintain possession;
-
13.5.2. after an offensive receiving foul, in which case the
fouled player must take possession.
-
13.6. If the player in possession after a turnover, or after a pull
that has already hit the ground, intentionally drops the disc, places
the disc on the ground, or transfers possession of the disc, they must
re-establish possession and restart play with a check.
-
13.7. After a turnover, the turnover location is where:
-
13.7.1. the disc has come to a stop or is picked up by an
offensive player;
- 13.7.2. the intercepting player stops;
-
13.7.3. the thrower was located at the time of the call, in the
case of 13.2.2, 13.2.3, 13.2.4, 13.2.5;
-
13.7.4. the offensive player was located, in the case of 13.2.6
and 13.2.7;
-
13.7.5. the accepted offensive receiving foul occurred.
-
13.8. If the turnover location is out-of-bounds, or the disc touched
an out-of-bounds area after the turnover occurred, the thrower must
establish a pivot point at the location on the central zone nearest to
where the disc went out-of-bounds (Section 11.8).
-
13.8.1. If 13.8 does not apply, a pivot point must be established
according to 13.9, 13.10, or 13.11.
-
13.9. If the turnover location is in the central zone, the thrower
must establish a pivot point at that location.
-
13.10. If the turnover location is in the offence’s attacking end
zone, the thrower must establish a pivot point at the nearest location
on the goal line.
-
13.11. If the turnover location is in the offence’s defending end
zone, the thrower may choose where to establish a pivot point:
-
13.11.1. at the turnover location, by staying at the turnover
location or faking a pass;
-
13.11.2. at the nearest location on the goal line to the turnover
location, by moving from the turnover location.
-
13.11.2.1. The intended thrower, before picking up the disc, may
signal the goal line option by fully extending one arm above their
head.
-
13.11.3. Immediate movement, staying at the turnover location,
faking a pass, or signaling the goal line option determines where
to establish a pivot point and cannot be reversed.
-
13.12. If, after an accepted turnover, play has continued unknowingly,
play stops and the disc is returned to the turnover location, players
resume their positions at the time the turnover occurred and play
restarts with a check.
14. Scoring
-
14.1. A goal is scored if an in-bounds player catches a legal pass
and:
-
14.1.1. All their ground contacts are entirely within their
attacking end zone, or for an airborne player, all of their first
simultaneous points of ground contact after catching the disc are
entirely within their attacking end zone.
-
14.1.2. They subsequently establish possession of the disc, and
maintain the catch throughout all ground contact related to the
catch (note 12.1, 12.1.1).
-
14.2. If a player believes a goal has been scored, they may call
“goal” and play stops. After a contested or retracted goal call, play
must restart with a check and the call is deemed to have been made
when the player established possession.
-
14.3. If a player in possession of the disc ends up with their
selected pivot point behind the attacking goal line without scoring a
goal according to 14.1, the player must establish a pivot point at the
nearest location on the goal line.
-
14.4. The time at which a goal is deemed to have been scored is when
the player established possession.
15. Calling Fouls, Infractions and Viulations
-
15.1. A breach of the rules due to non-minor contact between two or
more opposing players is a foul.
-
15.1.1. A player intentionally initiating minor contact is still a
breach of the rules, but is to be treated as a violation, and not
a foul.
-
15.2. A breach of the rules regarding a Marking or Travel breach is an
infraction. Infractions do not stop play.
- 15.3. Every other breach of the rules is a violation.
-
15.4. Only the player fouled may claim a foul, by calling “Foul”.
-
15.5. In general only the thrower may claim an infraction, by calling
the specific name of the infraction.
-
15.5.1. However any offensive player may call a double team, and
any defensive player may call a travel infraction.
-
15.6. Any opposing player may claim a violation, by calling the
specific name of the violation or "Violation", unless specified
otherwise by the particular rule.
-
15.7. When a foul or violation call is made that stops play, players
must stop play by visibly or audibly communicating the stoppage as
soon as they are aware of the call and all players should echo calls
on the field. If play has stopped for a discussion without any call
having been made, a call is deemed to have been made when the
discussion started.
-
15.8. Calls must be made immediately after the breach is recognised.
-
15.9. After a player initiates a stoppage incorrectly, including after
mishearing a call, not knowing the rules, or not making the call
immediately:
-
15.9.1. If the opposition gains or retains possession, any
subsequent play stands.
-
15.9.2. If the opposition does not gain or retain possession, the
disc must be returned to the last non-disputed thrower, unless
16.3 applies. The stall count resumes as if an accepted breach has
been caused by the player who initiated the stoppage incorrectly.
-
15.10. If the player against whom the foul, infraction, or violation
has been called disagrees that it occurred, or does not think it is a
correct call, they may call “Contest”.
-
15.11. If a player making any call subsequently determines that their
call was incorrect, they can retract the call, by calling "Retracted".
The stall count resumes as if an accepted breach has been caused by
that player.
-
15.12. If multiple breaches occur on the same play or before play
stops, the outcomes should be resolved in reverse sequence (latest
breach first, earliest breach last).
-
15.13. Players are encouraged to use the WFDF Hand Signals to
communicate all calls.
16. Continuation after a Call
-
16.1. Whenever a foul or violation call is made, or a player attempts
to stop play in any way, play stops immediately and no turnover is
possible (unless in situations specified in 15.9, 16.2, and 16.3).
-
16.2. If a foul or violation:
-
16.2.1. is called against the thrower and the thrower attempts a
pass, or
-
16.2.2. is called by the thrower during the act of throwing, or
-
16.2.3. is called or occurs when the disc is in the air,
-
Then play continues until possession has been established.
-
16.2.4. Once possession has been established:
-
16.2.4.1. If the team that called the foul or violation
gains or retains possession as a result of the pass, the
play stands. Play can continue without a stoppage if the
player who made the foul or violation call makes a “Play
on” call as soon as possible.
-
16.2.4.2. If the team that called the foul or violation
does not gain or retain possession as a result of the
pass, play must be stopped.
-
16.2.4.2.1. If the team that called the foul or violation
believes that possession has been affected by the foul or
violation, the disc will be returned to the thrower for a
check (unless the specific rule says otherwise).
-
16.3. Regardless of when any call is made, if the players involved
from both teams agree that the event or call did not affect the
outcome, the play stands. This rule is not superseded by any other
rule.
-
16.3.1. If the play resulted in a goal, the goal stands.
-
16.3.2. If the play did not result in a goal, the affected players
may make up any positional disadvantage caused by the event or
call and restart play with a check.
17. Fouls
-
17.1. Dangerous Play:
-
17.1.1. Actions demonstrating reckless disregard for the safety of
fellow players, or posing significant risk of injury to fellow
players, or other dangerously aggressive behaviours, are
considered dangerous play and must be treated as a foul,
regardless of whether or when contact occurs. This rule is not
superseded by any other foul rule. If the dangerous play call is
accepted, this must be treated as the most relevant foul from
Section 17.
-
17.2. Receiving Fouls:
-
17.2.1. A Receiving Foul occurs when a player initiates non-minor
contact with an opponent before, while, or directly after, either
player makes a play on the disc
-
17.2.1.1. Contact with an opponent’s arms or hands, that occurs
after the disc has been caught, or after the opponent can no
longer make a play on the disc, is not a sufficient basis for a
foul, but should be avoided (excluding contact related to Section
17.1 and 17.3).
-
17.2.2. After an accepted receiving foul the fouled player gains
possession at the location of the breach, even if that location is
in an end zone, and play restarts with a check. If, after the
check, 14.3 applies, the stall count can not be started until a
pivot point is established at the nearest location on the goal
line. If the foul is contested, the disc is returned to the
thrower.
-
17.3. Strip Fouls:
-
17.3.1. A Strip Foul occurs when an opponent fouls a player and
that causes the player to drop a disc they caught or to lose
possession of the disc.
-
17.3.2. If the reception would have otherwise been a goal, and the
foul is uncontested, a goal is awarded.
-
17.4. Blocking Fouls:
-
17.4.1. A Blocking Foul occurs when a player takes a position that
an opponent moving in a legal manner will be unable to avoid,
taking into account the opponents expected position based on their
established speed and direction, and non-minor contact results.
This is to be treated as either a receiving foul or an indirect
foul, whichever is applicable.
-
17.5. Force-out Fouls:
-
17.5.1. A Force-out Foul occurs when a receiver is in the process
of establishing possession of the disc, and is fouled by a
defensive player before establishing possession, and the contact
caused the receiver:
-
17.5.1.1. to become out-of-bounds instead of in-bounds; or
-
17.5.1.2. to catch the disc in the central zone instead of their
attacking end zone.
-
17.5.2. If the receiver would have caught the disc in their
attacking end zone, it is a goal;
-
17.5.3. If the force-out foul is contested, the disc is returned
to the thrower if the receiver became out-of-bounds, otherwise the
disc stays with the receiver.
-
17.6. Defensive Throwing (Marking) Fouls:
- 17.6.1. A Defensive Throwing Foul occurs when:
-
17.6.1.1. A defensive player is illegally positioned (Section
18.1), and there is non-minor contact between the illegally
positioned defensive player and the thrower; or
-
17.6.1.2. A defensive player initiates non-minor contact with the
thrower, or there is non-minor contact resulting from the thrower
and the defender both vying for the same unoccupied position,
prior to the release.
-
17.6.1.3. If a Defensive Throwing Foul occurs prior to the thrower
releasing the disc and not during the throwing motion, the thrower
may choose to call a contact infraction, by calling “Contact”.
After a contact infraction that is not contested, play does not
stop and the marker must resume the stall count at one (1).
-
17.7. Offensive Throwing (Thrower) Fouls:
-
17.7.1. An Offensive Throwing Foul occurs when the thrower is
solely responsible for initiating non-minor contact with a
defensive player who is in a legal position.
-
17.7.2. Contact occurring during the thrower's follow through is
not a sufficient basis for a foul, but should be avoided.
-
17.8. Indirect Fouls:
-
17.8.1. An Indirect Foul occurs when there is non-minor contact
between a receiver and a defensive player that does not directly
affect an attempt to make a play on the disc.
-
17.8.2. If the foul is accepted the fouled player may make up any
positional disadvantage caused by the foul.
-
17.9. Offsetting Fouls:
-
17.9.1. If accepted fouls are called by offensive and defensive
players on the same play, these are offsetting fouls, and the disc
must be returned to the last non-disputed thrower.
-
17.9.2. If there is non-minor contact that is caused by two or
more opposing players moving towards a single point
simultaneously, this must be treated as offsetting fouls.
-
17.9.2.1. However if this occurs after the disc has been caught,
or after the relevant player/s involved can no longer make a play
on the disc, this must be treated as an Indirect Foul (excluding
contact related to Section 17.1).
18. Infractions and Viulations
-
18.1. Marking Infractions:
-
18.1.1. Marking infractions include the following:
-
18.1.1.1. “Fast Count” – the marker:
-
18.1.1.1.1. starts or continues the stall count illegally,
-
18.1.1.1.2. does not start or restart the stall count with
the word “Stalling”,
-
18.1.1.1.3. counts in less than one second intervals,
-
18.1.1.1.4. does not correctly reduce or reset the stall
count when required, or
-
18.1.1.1.5. does not start the stall count from the
correct number.
-
18.1.1.2. “Straddle” – a line between a defensive player’s
feet comes within one disc diameter of the thrower’s pivot
point
-
18.1.1.3. “Disc Space” – any part of a defensive player is
less than one disc diameter away from the torso of the
thrower. However, if this situation is caused solely by
movement of the thrower, it is not an infraction.
-
18.1.1.4. “Wrapping” – a line between a defensive player’s
hands or arms comes within one disc diameter of the thrower’s
torso, or any part of the defensive player’s body is above the
thrower’s pivot point. However, if this situation is caused
solely by movement of the thrower, it is not an infraction.
-
18.1.1.5. "Double Team" –a defensive player other than the
marker is within three (3) metres of the thrower's pivot point
without also guarding another offensive player. However,
merely running across this area is not a double team
-
18.1.1.6. “Vision” - a defensive player uses any part of their
body to intentionally obstruct the thrower’s vision.
-
18.1.2. A marking infraction may be contested by the defence, in
which case play stops.
-
18.1.3 After all marking infractions listed in 18.1.1. that are
not contested, the marker must resume the stall count with the
number last fully uttered before the call, minus one (1).
-
18.1.4 The marker may not resume counting until any illegal
positioning has been corrected. To do otherwise is a subsequent
marking infraction.
-
18.1.5 Instead of calling a marking infraction, the thrower may
call a marking violation and stop play if;
-
18.1.5.1. the stall count is not corrected
- 18.1.5.2. there is no stall count,
-
18.1.5.3. there is an egregious marking infraction, or,
-
18.1.5.4. there is a pattern of repeated marking infractions.
-
18.1.6. If a marking infraction, or a marking violation, is called
and the thrower also attempts a pass before, during or after the
call, the call has no consequences (unless 18.1.2.1 applies) and
if the pass is incomplete, then the turnover stands.
-
18.2. “Travel” Infractions:
-
18.2.1. The thrower may attempt a pass at any time as long as they
are entirely in-bounds or have established an in-bounds pivot
point.
-
18.2.2. After catching the disc, the thrower must reduce speed as
quickly as possible, without changing direction, until they have
established a pivot point.
-
18.2.2.1. However if a player catches the disc while running
or jumping the player may release a pass without attempting to
reduce speed and without establishing a pivot point, provided
that:
-
18.2.2.1.1. they do not change direction or increase speed
until they release the pass; and
-
18.2.2.1.2. a maximum of two additional points of contact
with the ground are made after the catch and before they
release the pass.
-
18.2.3. The thrower may move in any direction (pivot) only by
establishing a “pivot point”, which is a specific point on the
ground with which one part of their body remains in constant
contact until the disc is thrown.
-
18.2.4. A thrower who is not standing can use any part of their
body as the pivot point.
-
18.2.4.1. If they stand up it is not a travel, but only if a
pivot point is established at the same location.
-
18.2.5. A travel infraction occurs if:
-
18.2.5.1. the thrower establishes a pivot point at an
incorrect location, including by not reducing speed as quickly
as possible after a catch, or changing direction after a
catch;
-
18.2.5.2. the thrower releases a pass in breach of 18.2.2.1;
-
18.2.5.3. anytime the thrower must move to a specified
location, the thrower does not establish a pivot point before
a wind-up or throwing action begins;
-
18.2.5.4. the thrower fails to keep the established pivot
point until releasing the disc;
-
18.2.5.5. a player intentionally bobbles, fumbles or delays
the disc to themselves, for the sole purpose of moving in a
specific direction.
-
18.2.6. After an accepted travel infraction is called ("travel"),
play does not stop.
-
18.2.6.1. The thrower establishes a pivot point at the correct
location, as indicated by the player who called the travel.
This must occur without delay from either player involved.
-
18.2.6.2. Any stall count is paused, and the thrower may not
throw the disc, until a pivot point is established at the
correct location.
-
18.2.6.3. The marker does not need to say “Stalling” before
resuming the stall count.
-
18.2.7. If, after a travel infraction but before correcting the
pivot point, the thrower throws a completed pass, the defensive
team may call a travel violation. Play stops and the disc is
returned to the thrower. The thrower must return to the location
occupied at the time of the infraction. Play must restart with a
check.
-
18.2.8. If, after a travel infraction, the thrower throws an
incomplete pass, play continues.
-
18.2.9. After a contested travel infraction where the thrower has
not released the disc, play stops.
-
18.3. “Pick” Violations:
-
18.3.1. If a defensive player is guarding one offensive player and
they are prevented from moving towards/with that player by another
player, that defensive player may call “Pick”. However, it is not
a pick if both the player being guarded and the obstructing player
are making a play on the disc.
-
18.3.1.1. Prior to making the "Pick" call, the defender may
delay the call up to two (2) seconds to determine if the
obstruction will affect the play.
-
18.3.2. If play has stopped, the obstructed player may move to the
agreed position they would have otherwise occupied if the
obstruction had not occurred, unless specified otherwise.
-
18.3.3. All players should take reasonable efforts to avoid the
occurrence of picks.
-
18.3.3.1. During any stoppage, opposing players may agree to
slightly adjust their locations to avoid potential picks.
19. Safety Stoppages
-
19.1. Injury Stoppage
-
19.1.1. An injury stoppage, “Injury”, may be called by the injured
player, or by any player on the injured player’s team.
-
19.1.2. If the injury was not caused by an opponent, the player
must choose either to be substituted, or to charge their own team
with a time-out.
-
19.1.3. If the injury was caused by an opponent the player may
choose to stay or to be substituted.
-
19.1.4. If the injured player had established possession of the
disc, and the player has dropped the disc due to the injury, that
player retains possession of the disc.
-
19.1.5. The injury stoppage is considered to have been called at
the time of the injury, unless the injured player chooses to
continue play before the stoppage is called.
-
19.1.6. If the disc was in the air when the injury stoppage was
called, play continues until either a player establishes
possesion, or the disc hits the ground. If the injury is not the
result of a foul by an opponent, the completion or turnover
stands, and play restarts there after the stoppage.
-
19.2. Technical Stoppage
-
19.2.1. Any player who recognises a condition that endangers
players, including if a player has an open or bleeding wound,
should call a technical stoppage by calling “technical” or “stop”.
Play must stop immediately.
-
19.2.1.1. A team-mate, coach, or designated official, should
actively alert players to any condition that endangers players.
-
19.2.1.2. A player who has an issue regarding an open or bleeding
wound has seventy (70) seconds to effectively address the issue.
If they need additional time to address the issue, they must
choose either to be substituted, or to charge their own team with
a time-out.
-
19.2.2. The thrower may call a technical stoppage during play to
replace a severely damaged disc.
-
19.2.3. After a technical stoppage called while the disc is in the
air, or if play has continued unknowingly:
-
19.2.3.1. If the call or issue did not affect play, the
completion or turnover stands, and play restarts there;
-
19.2.3.2. If the call or issue did affect the play, the disc
goes back to the thrower.
-
19.3. If a player is substituted after an injury, or due to illegal or
faulty equipment, the opposing team may also choose to substitute one
player.
-
19.3.1. Substitute players take on the full state (location,
possession, stall count etc) of the player they are substituting
and may make a call on their behalf.
20. Time-Outs
-
20.1. The player calling a time-out must form a "T" with their hands,
or with one hand and the disc, and should call "time-out" to
opposition players.
-
20.2. After the start of a point and before both teams have signalled
readiness, a player from either team may call a time-out. The time-out
extends the time between the start of the point and subsequent pull by
seventy-five (75) seconds.
-
20.3. After the pull only a thrower with possession of the disc may
call a time-out. The time-out starts when the “T” is formed, and lasts
seventy-five (75) seconds. After such a time-out:
-
20.3.1. Substitutions are not allowed, except for injury.
-
20.3.2. Play is restarted at the pivot location.
- 20.3.3. The thrower must remain the same.
-
20.3.4. All other offensive players must establish a stationary
position, at any location.
-
20.3.5. Once the offensive players have selected positions,
defensive players must then establish a stationary position, at
any location.
-
20.3.6. The stall count restarts at maximum nine (9). However, if
the marker has been switched, the stall count restarts at
“Stalling one (1)”.
-
20.4. If the thrower attempts to call a time-out while play is live
and when their team has no remaining time-outs, play is stopped. The
marker must add two (2) seconds to the stall count they would have
restarted play on before restarting play with a check. If this results
in a stall count of ten (10) or above, this is a "stall-out" turnover.