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- Everything on this page is from the official rulebook of usa ultimate
- Some of the language has been simplified for clarity
Description: Ultimate is a non-contact, self-officiated disc sport played by two teams of seven players. The object of the game is to score goals. A goal is scored when a player catches any legal pass in the end zone that player is attacking. A player may not run while holding the disc. The disc is advanced by passing it to other players. The disc may be passed in any direction. Any time a pass is incomplete, a turnover occurs, resulting in an immediate change of the team in possession of the disc. Players are empowered to self-officiate using a framework governed by the principles of Spirit of the Game.
Rules Variations:
Appendices included in these rules outline rules changes and additions specific to several variations of the sport.
Event Organizer Clause: The event organizer may modify rules relating to game logistics in order to suit the event. Examples include game length (game total), time limits (time caps), halftime length, number of timeouts, starting time point assessments, uniform requirements, and observer operations. Any such change must be established before competition starts.
Captain’s Clause: For games not subject to the event organizer clause, a game may be played under any variation of the rules agreed upon by the captains of the teams involved. Otherwise, any rules variations are subject to approval by the event organizer.
General vs. Specific Rules: Many of these rules are general in nature and cover most situations. However, some rules cover specific situations and override the general case.
Ultimate is a seven-a-side team sport played with a flying disc. It is played on a rectangular field, about half the width of a football field, with an end zone at each end. The objective of each team is to score a goal by having a player catch a pass in the end zone that they are attacking. A thrower may not run with the disc, but may pass the disc in any direction to any team-mate. Any time a pass is incomplete, a turnover occurs, and the other team shall take possession and attempt to score in the opposite end zone. Games are typically played to 15 goals or around 100 minutes. Ultimate is self-officiated and non-contact. The Spirit of the Game guides how players officiate the game and conduct themselves on the field.
Many of these rules are general in nature and cover most situations, however some rules cover specific situations and override the general case.
Variations to the basic structure and rules may be used to accommodate special competitions, number of players, age of players or available space. Refer to the relevant Appendix for additional rules that apply at specific types of World Flying Disc Federation (WFDF) Events.
Spirit of the Game is a set of principles which places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. All players are responsible for knowing, administering, and adhering to the rules. The integrity of ultimate depends on each player’s responsibility to uphold the Spirit of the Game, and this responsibility should remain paramount. It is assumed that no 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 that simulates what most likely would have occurred absent the infraction. An intentional infraction is cheating and considered a gross offense against the Spirit of the Game. Players are morally bound to abide by the rules and not gain advantage by knowingly committing an infraction, or calling one where none exists. If a player intentionally or flagrantly violates the rules, the captains of each team should discuss the incident and determine an appropriate outcome, and are not bound by any outcome dictated by these rules. Players should be mindful of the fact that they are acting as officials in any arbitration between teams. Players must: know the rules; be fair-minded and objective; be truthful; explain their viewpoint clearly and concisely; allow opponents a reasonable chance to speak; consider their opponent’s viewpoint; use respectful words and body language; resolve disputes as quickly as possible; make calls in a consistent manner throughout the game; and only make a call where an infraction is significant enough to make a difference to the outcome of the action. [[Players are required to “explain their viewpoint clearly and concisely” and “resolve disputes as quickly as possible.” As such, most discussions should not exceed thirty seconds before either reaching a resolution or requesting an observer to resolve the dispute. If both players have had an opportunity to state their viewpoint and it is clear that an agreement will not be reached, players have an obligation to accept that the call is contested and resolve it as such. Where a dispute exists regarding what a rule says, the players may agree to consult a rulebook.]] The following are examples of possible actions to support good spirit: informing a teammate if they have made a wrong or unnecessary call, caused a foul or violation, or need a clarification of a rule; retracting a call when you no longer believe the call was necessary or believe that it was made in error and should not have been called; complimenting an opponent for good play or spirit; touching base with an opponent on the sideline after a contentious interaction; discussing and/or making calls about contact that could be considered a foul in order to keep players safe; introducing yourself to your opponent; and reacting calmly towards disagreement or provocation. The following actions are clear violations of the Spirit of the Game and must be avoided by all participants: reckless play or dangerously aggressive behavior; intentional fouling or other intentional rule violations; taunting or intimidating opposing players; disrespectful celebration after scoring; making calls in retaliation to an opponent’s calls or other actions; calling for a pass from an opponent; and other win-at-all-costs behavior. Teams are guardians of the Spirit of the Game, and must: take responsibility for teaching their players the rules and good spirit; discipline team members who display poor spirit; 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 be aware regarding the potential for implicit biases to impact play and Spirit of the Game. Players and team leaders should acknowledge and recognize that the implementation of Spirit of the Game (SOTG) is susceptible to bias. Team leaders should be mindful of and encourage their teammates to be mindful of their own biases when considering and discussing interactions with, and impressions of, other teams as well as their own team. Understand that intent and impact are not the same. The intent of a person’s statement or gesture may be neutral or positive to them, but the impact of what they say or do may be harmful or hurtful to others. In the case where a novice player commits an infraction out of ignorance of the rules, experienced players are obliged to explain the infraction and clarify what should happen. Coaches should teach players to come to a resolution on their own. If asked during a dispute coaches may offer rules clarifications. Coaches may not make calls from the sideline nor offer their opinion on a play. After a dispute, and when the player is not playing, a coach may talk to their own player about the dispute and offer opinions and guidance. Rules should be interpreted by the players directly involved in the play, or by players who had the best perspective on the play (3.A). Players may seek the perspective of sideline players to clarify the rules, and to assist in making the appropriate call. Players are responsible for making all calls except where specific rules designate non-players to make calls. [[For example, offsides on the pull or when observers keep time.]] If after discussion players cannot agree, or it is unclear: what occurred in a play, or what would most likely have occurred in a play, the disc is returned to the thrower.
An infraction may only be called by a player on the infracted team who recognizes that it has occurred, unless specified differently elsewhere. [[The player must know that a specific rule was violated and have perceived the particular action with certainty. A player may not call an infraction whenever the player maybe recognizes that some infraction might have occurred.]] The player must immediately call “violation” or the name of the specific infraction loudly. A player called for an infraction may contest that call if that player believes the infraction did not occur. [[This belief may be based on the player’s perspective on the particular sequence of events or based on a disagreement over the application of the rules, provided the player has read and understands the rules. For example, “No, I didn’t slap your hand” or “Tipping the disc to someone else is not a travel.”]] Any time an infraction is called, the Continuation Rule applies. Continuation Rule: Play stops when the thrower in possession acknowledges that an infraction has been called. [[This refers to the thrower who possesses the disc or has just released the disc at the time of the infraction/call. Who the thrower (3.O.5) is is determined at the time of the infraction/call.]] If a call is made when the disc is in the air or the thrower is in the act of throwing, or if the thrower fails to acknowledge the call and subsequently attempts a pass, play continues until the outcome of that pass is determined. For the purpose of the Continuation Rule, an uncontested stall that occurs after another call is treated the same as an incomplete pass. [[Thus, if you get stalled before you acknowledge a call, it is treated the same as if you ignored the call and threw a turnover.]] Play then either stops or continues according to the following: Despite any outcome dictated by these rules, if the involved players on both teams agree that the infraction did not affect the outcome of the play, play stops and the result of the play stands. This provision does not apply if the thrower is aware an infraction has been called and subsequently attempts a pass. Where the outcome of these rules is for play to continue unhalted, the player who called the infraction must announce “play on.” Additionally, any player recognizing that play should continue without stoppage should announce “play on.” If the player who called the infraction does not announce “play on” and the opposing team is uncertain whether play should continue, the opposing team has the option to stop play by calling “violation.” For calls made by the offense: If the pass is complete: If the offense called the infraction before the thrower began the act of throwing (3.O.3), play stops and possession reverts to the thrower. If the offense called the infraction after the thrower began the act of throwing, play continues unhalted. Where an infraction is called by the thrower, players should treat the call as if it was made when the infraction occurred in determining whether the call was made before or after the thrower was in the act of throwing. If the infraction occurred after the throw was released, the call is considered to have been made by a non-thrower. [[This means that if you throw a turnover and call a foul on contact after the release, the turnover will generally stand. Note that the timing is based on when the infraction occurred for this rule.]] If the pass is incomplete: If the infraction affected the play (17.C.5), play stops and the disc reverts to the thrower unless the specific rule (e.g., the receiving foul rule) says otherwise. If the infraction did not affect the play, play stops and the result of the play stands. Where the thrower calls an infraction which occurred before the thrower began the act of throwing, play continues unhalted and the result of the play stands. For calls made by the defense: If the pass is complete: If the infraction affected the play (17.C.5), play stops and the disc reverts to the thrower unless the specific rule (e.g., the receiving foul rule) says otherwise. If the infraction did not affect the play, play stops and the result of the play stands. If the pass is incomplete, play continues un-halted. An infraction affected the play if an infracted player determines that the outcome of the specific play, from the time of the infraction until play stops, may have been meaningfully different absent the infraction. [[It is the infracted player’s responsibility to announce if play was affected. For example, if a defender calls “pick” while trailing a receiver by 6 feet, the defender should indicate whether the pick affected the play. If the pick did not affect the play, the defender will still recover any distance lost, but the completed pass will stand. If the pick did affect the play, the disc reverts to the thrower.]] For example, if a receiver is fouled and thereby prevented from getting open for a pass, the play was affected; however, if the receiver would not have received a pass even without the foul, the play was not affected. [[Contact that occurs after the outcome of the play is determined cannot affect the play. For example, if a defender catches a disc before lightly bumping into the receiver, that contact did not affect the play and the turnover will stand.]] Positioning after a call: If no pass is thrown or attempted before the thrower stops play by acknowledging the call, all players return to the locations they occupied when the call was made. If a pass is thrown or attempted before the thrower acknowledges the call or the call is made after the throwing attempt, and if possession reverts to the thrower, all players return to the locations they occupied at the earlier of: [[Therefore, if a long pass is thrown and there is a contested receiving foul, the players will return to where they were at the time of the throw (rather than remaining downfield after chasing down the disc).]] the time of the throw, the time of the call. if a player other than the thrower is awarded possession due to an uncontested call, all players return to the locations they occupied at the time of the infraction. if the result of a play stands, players return to the locations they occupied when play stopped. If a player makes a play-halting call and subsequently determines that their call was incorrect, they should retract the call by announcing “retracted.” Play still stops. Play restarts with a check and the stall resumes according to 15.A.5.a. [[This includes a player incorrectly stopping play because they thought they heard a call such as “pick” and echoed the call.]] If a dispute arises concerning an infraction or the outcome of a play (e.g., a catch where no one had a good perspective), and the teams cannot come to a satisfactory resolution, play stops, and the disc is returned to the thrower and put into play with a check (9.D), with the count reached plus one or at six if over five. Any player may stop a rolling or sliding disc, but advancing it in any direction is a violation. If an infraction results in possession reverting to a thrower who was airborne when releasing the disc, play restarts at the spot on the playing field closest to the point of release. [[This applies to throwers attempting a “greatest” or any other airborne thrower.]] If multiple infractions occur on the same play or before play stops, the outcomes should be resolved in reverse sequence (latest infraction first, earliest infraction last). If an earlier infraction is determined not to have affected the play (17.C.1 and 17.C.5), that infraction is not resolved and it does not affect the resolution of subsequent infractions. [[Not resolved essentially means that the call is treated as if it had not occurred and the result of the play (possession, stall count, etc.) is unchanged by that call.]] Offsetting infractions: If both offensive and defensive infractions occur simultaneously or the sequence cannot be determined, the resolution for this set of infractions is: the disc is returned to the thrower and put into play with a check, with the count reached plus one or at six if over five. [[It is possible that resolutions to earlier infractions may ultimately change this particular outcome.]] Exception: If separate fouls occur while the disc is in the air, but before any player starts to attempt to catch or block the disc, those fouls are treated as simultaneous and on the same play. [[Examples: A receiver and their opponent contact each other and both call fouls against the other. 17.H.2 applies, and the disc is returned to the thrower and put into play with a check, with the count reached plus one or at six if over five. Two different receiver-opponent pairs call fouls — one against the offense and one against the defense — while the disc is in the air, but before anyone starts trying to catch it. 17.H.3 applies in this case, even if the fouls occur several seconds apart. The disc is returned to the thrower and put into play with a check, with the count reached plus one or at six if over five. The marker calls an offensive foul on the thrower during the throw, then later a receiver calls a defensive foul on a defender during the reception on an incomplete pass. The fouls are resolved in reverse sequence. First, the receiving foul is resolved (here, assumed uncontested), granting possession to the offensive receiver, then the throwing foul is resolved (here, assumed uncontested), returning the disc to the thrower with the count reached plus one (max nine). The earlier infraction (offensive foul on the thrower) takes precedence over the later infraction (defensive foul on the receiver), resulting in the disc returning to the original thrower.]] Fouls (3.C): It is the responsibility of all players to avoid contact in every way possible. [[Avoid contact in every way reasonably possible, while still playing ultimate. Some contact is inevitable, but players have an affirmative obligation to make reasonable efforts to avoid contact.]] Dangerous Play. Actions demonstrating reckless disregard for the safety of or posing a significant risk of injury to fellow players, or other dangerously aggressive behavior are considered “dangerous play” and are treated as a foul. The proper call in such circumstances is “dangerous play” and play stops. This rule is not superseded by any other rule. [[The following are non-exhaustive examples of dangerous play: significantly colliding with a mostly stationary opponent, jumping into a group of mostly stationary players, diving around or through a player that results in contact with a player’s back or legs, running without looking when there is a likelihood of other players occupying the space into which the player is traveling, jumping or otherwise leaving the ground where it is likely that a significant collision will result, wild or uncontrolled throwing motions, initiating contact with a player’s head, initiating contact with an airborne player’s lower body that prevents them from landing on their feet, and jumping right in front of a sprinting player in a manner where contact is unavoidable]] Dangerous play is considered a foul regardless of whether or when the disc arrives or contact occurs. The vast majority of dangerous play will involve contact between players. However, contact is not required for a player to invoke this rule where there is reasonable certainty that contact would have occurred had the player not taken steps to avoid contact. [[A player is not required to hold their position and receive contact in order to call “dangerous play,” but the mere possibility of contact is insufficient to justify a call. Furthermore, if the offending player stops or changes their path such that contact would not have occurred, contact was not “reasonably certain.”]] Resolution. If uncontested, a call of “dangerous play” is resolved as an analogous foul (e.g., if the call occurred while or immediately after the calling player was making a play on a disc in the air, it is treated as a Receiving Foul (17.I.4.b)). A player called for dangerous play may contest the call if they believe the call was incorrect (17.B). Dangerous play between a thrower and marker is treated as a throwing foul that affected the play, regardless of whether or when the disc is released or when contact occurs, unless the calling player determines otherwise. Dangerous play occurring when or immediately after the disc is in the air is treated as a receiving foul if either player involved is attempting a play on the disc. However, the calling player may elect to treat the dangerous play as a general foul, if the player determines that the dangerous play was unrelated to the overall play that decided the outcome of the action. [[For example, if a third player appears and grabs the disc far before it reaches the two involved players, or if the disc is thrown to the opposite side of the field, the involved players will not be attempting a play on the disc. However, if multiple players accumulate under a floating disc, one player’s dangerous play will be treated as a receiving foul, even if a third player happens to make a successful play on the disc, as the players under the disc were attempting a play on the disc. The calling player would have discretion to deem the third player’s play so independent and removed from the involved players that the calling player wishes to treat the dangerous play as a general foul rather than a receiving foul. In general, a calling player’s decision that a dangerous play was unrelated to the overall play will be based on the dangerous play being removed in significant distance or time from the overall play. By way of further example, even a dangerous play committed against a player unaware of the approaching disc will be treated as a receiving foul, where the offending player was attempting to make a play on the disc, giving the benefit of the doubt that the calling player could potentially have become aware of the approaching disc, had the offending player made a safe play. In this instance, the calling player could determine that it would not have been possible to become aware of the disc such that the outcome of the play would have changed and therefore elect to treat the dangerous play as a general foul.]] Dangerous play is treated as a general foul only if it occurs when the disc is not in the air, occurs far away from the disc, when the disc is obviously uncatchable, or when the calling player has elected such treatment under 17.I.1.b.2. In this situation, the calling player determines whether the play was affected, under the standard enunciated in this rule and its annotations. [[A disc is obviously uncatchable only when it hits the ground before a catch could possibly be made, is out-of-bounds with no possibility of an in-bounds completion, or otherwise presents no opportunity for a catch (whether initial or subsequent efforts), giving every benefit of the doubt to the calling player.]] [[In determining whether a dangerous play affected the play under 17.I.1.b.3, the calling player should broadly consider the entire play, including any approach taken by the offending player immediately before the dangerous play. A good rule of thumb is to look to the last time when a player could have still changed their actions and actively avoided a dangerous outcome but did not (the “point of no return”) through the time immediately after resolution of the play and broadly consider whether the outcome of the play could possibly have been different, had the offending player taken a safe approach. Even a player’s awareness of the presence of the offending player can affect the play.]] A foul can be called only by the fouled player and must be announced by loudly calling “foul” immediately after it occurs. Contact resulting from adjacent opposing players simultaneously vying for the same unoccupied position is not in itself a foul. Some fouls carry some extra provisions, as listed below. Throwing Fouls: A throwing foul may be called when there is non-incidental contact between the thrower and marker. [[Nearly every instance of contact between the thrower and marker will be non-incidental with respect to the thrower, whether it disrupts the thrower’s concentration, interferes with the thrower’s movement, disturbs the thrower’s grip, interferes with a throw, or affects continued play in any other way.]] The disc in a thrower’s possession is considered part of the thrower. In general, any contact between the thrower and the extended (i.e., away from the midline of the body) arms or legs of a marker is a foul on the marker, unless the contacted area of the marker is completely stationary and in a legal position. [[Really completely stationary. This is very rare.]] Any contact that occurs due to the marker setting up in an illegal position (15.B.3) is a foul on the marker. [[Non-incidental contact. Again, nearly all contact will be non-incidental with respect to the thrower.]] [[This contact must be part of an ultimate-related maneuver (throwing, pivoting, etc.) and must occur with a part of the marker that is illegally positioned. For example, shoving the marker does not result in contact due to the marker setting up an illegal position. Similarly, if a marker is providing disc space, except for illegally wrapping the thrower with their arms, only contact with the illegally positioned arms is due to the marker setting up an illegal position.]] Once the marker has set up in a legal marking position, it is the responsibility of both players to respect this legal position. However, contact resulting from the thrower and the marker both vying for the same unoccupied position is a foul on the marker. Any contact initiated by a thrower with the body (excluding arms and legs extended from the midline of the body) of a legally positioned (15.B.3) marker is a foul on the thrower. [[Non-incidental contact. The effect of the contact on the marker is important here, as many, but not all, instances of contact will affect continued play with respect to the marker.]] Although it should be avoided whenever possible, incidental contact occurring during the follow-through (after the disc is released) is not a foul. [[Remember, even if the contact were non-incidental, because it occurred after the throw was released, it cannot be deemed to have affected the specific play, and a turnover will stand.]] If non-incidental contact occurs between the thrower and marker such that the thrower could call a throwing foul on the marker, the thrower may instead choose to call “contact.” Play does not stop and the marker resumes the stall count at “one.” Other than resetting the stall count, the “contact” call is resolved in the same manner as a marking violation (15.B). The marker may contest the “contact” call by calling “violation,” which stops play. If the thrower calls “contact” after beginning the throwing motion and subsequently releases the disc, it is treated as if the thrower called “foul.” Any references above to a marker also apply to any defensive player within ten feet of the thrower’s pivot. Receiving Fouls: If a player contacts an opponent while the disc is in the air and thereby interferes with that opponent’s attempt to make a play on the disc, that player has committed a receiving foul. Some amount of incidental contact before, during, or immediately after the attempt often is unavoidable and is not a foul. [[The opponent must at least begin an attempt to make a play on the disc. The opponent’s “attempt to make a play on the disc” includes any second efforts after a disc is tipped, if the disc has not become uncatchable.]][[Incidental contact, by definition, is not a foul.]] If 17.C.3.b.1 of the Continuation Rule applies: if the call is uncontested, the fouled player gains possession at the spot on the playing field closest to the spot of the infraction. If the foul is contested, the disc reverts to the thrower. The Principle of Verticality: All players have the right to enter the air space immediately above their torso to make a play on a thrown disc. If non-incidental contact occurs in the airspace immediately above a player before the outcome of the play is determined (e.g., before possession is gained or an incomplete pass is effected), it is a foul on the player entering the vertical space of the other player. [[If the disc is caught (or rendered uncatchable) before contact occurs, then the outcome of the play is determined already and the contact is not an infraction of this rule.]] Force-out Foul: If an airborne player catches the disc and is contacted by an opposing player before landing, and that contact causes the player to land out-of-bounds instead of in-bounds, or out of the end zone instead of in the end zone, it is a foul on the opposing player and the fouled player retains possession at the spot of the foul. If an uncontested force-out foul results in an in-bounds player landing outside the end zone being attacked when they would have landed in the end zone without the foul, a goal is awarded. Blocking Fouls: 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 the disc and any resulting non-incidental contact is a foul on the blocking player which is treated like a receiving foul (17.I.4.b). [[Solely. The intent of the player’s movement can be partly motivated to prevent an opponent from taking an unoccupied path to the disc, so long as it is part of a general effort to make a play on the disc. Note, if a trailing player runs into a player in front of them, it is nearly always a foul on the trailing player.]] A player may not take a position that is unavoidable by a moving opponent when time, distance, and line of sight are considered. [[If you are already in a position, you maintaining that position is not “taking a position.”]] Non-incidental contact resulting from taking such a position is a foul on the blocking player. Strip: If a foul causes a player to lose possession of the disc, it is a strip. A strip is a subset of fouls and is treated the same way. [[Initiating contact with a disc in a player’s possession is a foul.]] [[Sustained contact with, and control of, a non-spinning disc is required to establish possession (3.J). A player may not call a strip if they had only momentary contact with or lacked control of the disc at the time of an opponent contacting the disc because the player did not have possession.]] Picks: A pick occurs whenever an offensive player moves in a manner that causes a defensive player guarding (3.E) an offensive player to be obstructed by another player. Obstruction may result from contact with, or the need to avoid, the obstructing player. A pick can be called only by the obstructed player and must be announced by loudly calling “pick” immediately after it occurs. [[Call the pick immediately. If you wait too long, you lose your window of opportunity to make the call.]] If play stops according to 17.C, players reposition according to 17.C.6. [[So if the disc is returned to the thrower, everyone resumes the locations they occupied at the earlier of the time of the throw or the time of the call.]] In addition, the obstructed player is then allowed to move to recover the relative position lost because of the pick. [[Then the picked defender catches up the relative position lost because of the pick. If they were trailing by 9 feet, then they get to catch back up to 9 feet away, but does not get to set up right next to the offensive player.]] During any stoppage of play, opposing players may agree to slightly adjust their locations to avoid potential imminent picks. Traveling: The thrower must establish and continually maintain a pivot at the appropriate spot on the field until the throw is released. Failure to do so is a travel and is resolved according to 17.K.3, below. [[Resolved according to 17.K.3 only if the travel is called, otherwise play continues uninterrupted.]] In addition, each of the following is a travel: A player catches the disc and either speeds up, changes direction or does not stop as quickly as possible before establishing a pivot (16.B). A player receives a pass while running or jumping, and releases a pass after the third additional ground contact and before establishing a pivot (16.C). Purposeful bobbling (including tipping, delaying, guiding, brushing, or the like) to oneself in order to advance the disc in any direction from where it initially was contacted (16.A). If a defender commits this infraction and the result of the play is a turnover, the defender retains possession at the initial spot of the travel. The thrower fails to touch the disc to the ground when required (14.B). Exceptions: If a non-standing player loses contact with the pivot spot in order to stand up, it is not a travel, provided the new pivot is established at the same location. It is not a travel if a player catches the disc and releases a pass before three additional points of ground contact (16.C). If play stops, the thrower may reset the pivot. Resolutions: If the travel occurs and a pass is thrown: If the pass is incomplete, play continues uninterrupted (as per the Continuation Rule, 17.C.4.b). If the pass is complete, play stops and the disc is returned to the thrower where the travel occurred (as per the Continuation Rule, 17.C.4.a.1). Play restarts with a check. [[The spot where the travel occured is the spot on the field where the thrower’s pivot would have been had they not traveled.]] [[If the thrower threw from either the end zone or out-of-bounds, and their pivot was more than one step from the appropriate spot, the following procedure is used instead: First, the disc is checked in where the thrower threw the pass, making it live, then the thrower walks to the appropriate spot for their pivot and puts the disc in play. At this point, the stall count may resume.]] If the travel occurs and no pass has been attempted: Play does not stop. The defense (typically the marker) points to the spot where the travel occurred, and the thrower returns to that spot without delay. The thrower must touch the disc to the ground before attempting a legal pass. [[Play does not stop, but the disc is live, so it is still subject to a turnover (for example if the thrower drops it).]] The stall count is paused until the thrower sets a pivot where the travel occurred. The marker is not required to say “stalling” when resuming the count. The thrower must touch the disc to the ground before attempting a pass. [[The marker must initiate a stall count with the word “stalling,” but resuming the count does not require the marker to say “stalling” again.]] If the thrower wishes to contest the travel call, they announce “violation” and play stops. Upon checking the disc in, the stall count resumes at the count reached plus 1, or 6 if over 5 (15.A.5.a.3). [[If the defense does not indicate to the thrower where the travel occurred, or the thrower wishes to contest the location of an indicated spot, the thrower should announce “violation”, stopping play, and explain that the spot was incorrectly/not indicated. After setting their pivot in the correct spot, and checking the disc in, the stall count resumes at the count reached plus 1, or 6 if over 5 (15.A.5.a.3).]] A player’s ability to catch or make a play on the disc is not considered to be “affected” because that player stopped, slowed down, or otherwise ceased to continue playing because a call was made by another player. Players are encouraged to make every effort to continue playing until play actually stops. [[When a player determines whether an infraction affected the play (17.C.5), this is very important to recognize.]]
Start of the game: Representatives of the two teams fairly determine which team chooses to receive or throw the initial pull; or which end zone they wish to initially defend. The other team gets the remaining choice. The second half begins with a reversal of the initial choices. If only one team fails to signal readiness for the start of a scheduled game, the opposing team may be awarded goals by the event organizer at a rate of one goal for every five minutes elapsed after the posted start time. Pull: Play starts at the beginning of each half and after each goal with a pull. After a goal, the teams switch their direction of attack and the scoring team pulls. The pull may be made only after the puller and a player on the receiving team both raise their hands to signal their team’s readiness to begin play. A team must have a minimum of two players and a maximum of seven players on the field in order to signal readiness. The pull occurs when the puller throws (3.K) the disc after signaling readiness. [[Players (3.Q.10) may not signal readiness until all of their other team members are clear of the field (9.C.3.a).]] If the disc has been pulled and a team has more than seven (7) players or has the incorrect mixed personnel ratio, it is the responsibility of all players on the field to call violation as soon as they recognize it. [[This rule is one of the exceptions to 17.A, and this violation call is always appropriate under 2.D.10.]] The team in violation must choose which player(s) to remove from their team, in the case of too many players, or substitute, in the case of an incorrect mixed personnel ratio. For every player removed or substituted by the team in violation, the other team may substitute a player. After correcting the violation, the other team chooses whether to restart the point using re-pull timings (9.C.5.a) or to restart play as if a team timeout had been called (7.B.4) with the stall count determined by the applicable violation resolution of 15.A.5.a. If both teams are in violation, the point should be restarted unless both teams agree to restart play as if a team timeout had been called. If a violation of 9.B.3.a is called after a goal has been scored and prior to the ensuing pull, the other team may choose to nullify the goal and restart the point using re-pull timings (9.C.5.a). [[A team must call a violation as soon as one is discovered; they may not wait to see the outcome of a point or play to call the violation (17.A)]] Positioning before the pull: After signaling readiness, players on the pulling team may move anywhere in their end zone, but their feet may not break the vertical plane of the goal line until the disc is released. After signaling readiness, players on the receiving team must have one foot on the goal line that they are defending without changing location relative to one another. After the disc is released, it is in play and any player may move in any direction. If a player on the pulling team fails to maintain proper positioning before the pull, the receiving team may call “offsides” before gaining possession of the disc. If a player on the receiving team fails to maintain proper positioning before the pull, the pulling team may call “false start” before the receiving team gains possession of the disc. The offsides and false start calls do not stop play, and the Continuation Rule (17.C) does not apply. [[A sideline player or coach who is leaving the playing field with urgency but is still on the playing field when the disc is released is not considered to be offsides or committing a false start. If a sideline player or coach on the playing field impedes a player from the other team, that is a separate violation.]] In games where observers are used, these calls can only be made by the observers. In games without observers, each team may send a designated sideline player to either goal line who has the ability to call “offsides” or “false start” or to offer their perspective on such a call. A contested offsides call results in a stoppage of play and a re-pull. [[To contest an offsides or false start call, a player on the contesting team must have perspective at least as good as the person making the call. If the call is made by a designated sideline player, only a similarly-positioned sideline player designated by the contesting team has equal or better perspective.]] In the first instance of offsides, the receiving team may let the disc hit the ground untouched and then take the disc at the brick mark closest to the end zone the receiving team is defending (following the same signaling procedure described in 9.B.6.d.2), even if the disc initially hits in-bounds, in addition to any other applicable options per 9.B.6–7. After the first uncontested instance of offsides, in every subsequent instance of offsides, the receiving team may let the disc hit the ground untouched and then take the disc at midfield (by fully extending one hand overhead and calling “midfield” before gaining possession of the disc) in addition to any other applicable options per 9.B.6–7. In any instance of false start, the pulling team may call “false start” prior to the receiving team taking possession of the disc. Play stops after the outcome of the pull is decided. Play resumes in a similar manner as after a team timeout. The player with possession of the disc (or any player on the offensive team if no player has possession) takes the disc to the spot on the playing field where the disc is to be put into play (per 9.B.6–7). Ten seconds after the player in possession reaches that location, each offensive player must establish a stationary position. Movement after this time and before the disc is checked into play is a violation. The defense has twenty seconds after all offensive players have established their positions to check the disc into play. If the pulling team is offsides and the receiving team commits a false start, the offense may put the disc into play at the appropriate spot for an offsides but may not attempt a pass until the disc is checked into play by the defense. A player on the throwing team may not touch the pull in the air before a member of the receiving team touches it. If this violation occurs, the receiving team may request a re-pull immediately. If the pull hits the ground or an out-of-bounds area untouched, it is put into play as follows: If the disc initially hits and remains in-bounds, it is in play where it comes to rest or is stopped (17.F). If the disc initially hits in-bounds and then becomes out-of-bounds before being touched by the receiving team, it is put into play at the spot on the central zone (i.e., excluding the end zones) nearest to where it first crossed the perimeter line to become out-of-bounds. If the disc initially hits in-bounds and then becomes out-of-bounds after being touched by the receiving team, it is put into play at the spot on the playing field nearest to where it first crossed the perimeter line to become out-of-bounds. If the disc initially hits an out-of-bounds area, the receiving team may put the disc into play: at the spot determined by 10.H; or after signaling for a brick or middle by fully extending one hand overhead and calling brick or middle before gaining possession of the disc, either at the brick mark closest to the end zone that the receiving team is defending if “brick” was called, or the spot on the long axis of the central zone nearest to the spot determined by 10.H if “middle” was called. If the pull is caught on the playing field, the disc is in play where it was caught. If the disc is caught outside the playing field, the disc is put into play at the spot on the playing field nearest to where it was caught. If a player on the receiving team touches the pull before it hits the ground and the disc then hits the ground, it is considered a dropped disc (13.B) and results in a turnover. After a pull, whichever player takes possession of the disc must put it into play. If a player drops the disc while carrying it to the spot where it is to be put into play and it contacts the ground before the thrower regains possession, the other team gains possession of the disc at the spot on the central zone nearest to the drop. There is no stoppage of play when putting the pull into play. If the disc is to be put into play at a location other than where possession was gained, the disc is live and the thrower must touch the disc to the ground after establishing a pivot at the appropriate spot on the playing field before attempting a pass. Time between pulls: In mixed gender play, the team responsible for signaling the gender ratio for the upcoming point must do so within twenty five (25) seconds after the previous goal was scored. [[The team responsible for signaling gender is encouraged to signal as early as possible after the previous goal is scored, but must do so no later than 25 seconds.]] Within fifty five (55) seconds after the previous goal was scored, the receiving team must line up for the purpose of allowing the pulling team to match up defensively. Each player must place one foot on the goal line, be visible to the pulling team, and not change their relative position on the line. Other team members (coaches, support staff, sideline players) may be present on the field during this time. Within seventy (70) seconds after the previous goal was scored, the receiving team must signal readiness (9.B.3). All other team members must be clear of the field at this time. The pulling team must release the pull before the later to occur of: eighty five (85) seconds after the previous goal was scored; or thirty (30) seconds after the receiving team lined up; or fifteen (15) seconds after the receiving team signaled readiness. On a re-pull, the receiving team must signal readiness to play within fifteen (15) seconds after the call for a re-pull was made; and the pulling team must release the pull before the later to occur of: thirty (30) seconds after the call for a re-pull was made; or fifteen (15) seconds after the receiving team signaled readiness. In games where observers are used, the observers may monitor and call time violations as appropriate. The first instance of a time violation for each team will result in a warning. After a team has received its warning, any further time violations will result in assessment of a team timeout (and the resulting time extensions). If a team has no timeouts remaining, time violations are treated as follows: Time violation on receiving team: the receiving team starts with the disc at the midpoint of the end zone they are defending, after players set up and a check is performed. Time violation on pulling team: the receiving team starts with the disc at midfield, after players set up and a check is performed. In games where the participants require more time (youth, beginner, or other levels), team captains or tournament organizers (as appropriate) are encouraged to extend the time limits listed above to best suit the level of play. Check: When play stops, each player must come to a stop as quickly as possible. Before restarting play, all players must assume the location on the field specified by the rule that covers that specific stoppage of play and remain there until play is restarted. If a called infraction occurs while play is stopped, any subsequent play is negated and players must assume their appropriate locations under 9.D.1. This called infraction does not alter the stall count.[[Thus any pass attempted will be returned to the thrower.]]When the situation is resolved, the player determined to be in possession offers the disc to the marker for a check. The marker restarts play by touching the disc in the thrower’s possession. If the thrower attempts a pass before the marker checks the disc, the pass (whether complete or incomplete) does not count and the thrower regains possession. Any stall count in effect resumes according to 15.A.5. Offensive self-check: If play is to restart with a check, but no defensive player is near enough to touch the disc in the thrower’s hand, play restarts with an offensive self-check. To restart play using an offensive self-check: [[Determine this distance based on the thrower standing upright and extending the disc toward the marker.]] the defense must acknowledge readiness; and the thrower establishes a pivot at the appropriate spot on the field, touches the disc to the ground and loudly announces “in play.” Defensive self-check: If play is to restart with a check, but no offensive player is in possession of the disc at the appropriate spot, play restarts with a defensive self-check. To restart play using a defensive self-check: the disc is placed at the appropriate spot on the field; the offense must acknowledge readiness; and the defender closest to the disc loudly announces “in play.”
A timeout stops play and suspends time limit counts. Team Timeout: Each team has two team timeouts per half in a standard game. A team timeout lasts 70 seconds. Any player may call a timeout after a goal is scored and before both teams have signaled readiness to start play. Time limit counts between points are suspended for 70 seconds. A timeout may not be called between a re-pull call and the ensuing pull. After the pull, only a thrower with possession of the disc that has survived ground contact can call a timeout. The player must form a T with one hand and the disc, and should audibly say “timeout.” The timeout begins when the T is formed. The disc is then placed on the ground at the pivot spot. Restarting play after a timeout called by a thrower: All players at the time of the timeout call must return to play unless an injury timeout also is called. Each offensive player must establish a stationary position by the end of the timeout. Movement after this time and before the disc is checked into play is a violation. The defense has ninety seconds after the beginning of the timeout or up to twenty seconds after all offensive players have established their positions (whichever is longer) to check the disc into play.The player who had possession of the disc when the team timeout was called restarts play with a check at the pivot spot, and the marker resumes the stall count with the word “stalling” followed by the last number uttered before the timeout plus one or 9 if over 8, however 15.A.4 applies. If the time limits for the timeout are exceeded by one team, a player on the other team may announce “delay of game” and the player at the location the disc is to be put into play may self-check the disc into play without acknowledgment by the opposing team. In order to invoke this rule a player must give warnings of 20, 10, and 5 seconds.If the disc is live or in play and the thrower attempts to call a timeout when the team in possession has no timeouts remaining, play is stopped. The marker resumes the stall count with the number last uttered before the call plus three (e.g. if the timeout was called after a stall count of two, play would resume on a stall count of five). If this results in a stall count of ten or above, this is a turnover. Injury Timeout: A timeout called for a player injury. During an injury timeout, the health and safety of the injured player are of primary concern. Any player on the injured player’s team may call an injury timeout. The timeout is retroactive to the time of the injury, unless the injured player chooses to continue play before the timeout is called, in which case, the timeout begins at the time of the call. If the disc is in the air or the thrower is in the act of throwing at the time of the injury or of the call when the player has continued play, the timeout begins when the play is completed. Restarting play after an injury timeout: If a player in possession leaves the field following an injury, the replacing player takes possession. Play restarts at the appropriate spot with a check and the marker resumes any stall count with the word stalling followed by the last number uttered before the injury timeout started plus one or 9 if over 8. The substitution of the thrower or marker does not alter the stall count. All players must resume their locations on the field at the time the injury timeout began (i.e., players may not set up), unless a team timeout is also called. If the injured player does not leave the game after an injury timeout, that player’s team is charged with a team timeout unless the injury was caused by an opposing player. If the team being charged with the timeout is also the team in possession and has no timeouts remaining, it is a turnover. If an injury timeout is called during a team timeout, the opposing team must be notified as soon as the injury is discovered (8.A.2). If an injury timeout is called between points, all time limits are suspended until the injured player is removed from the field. Any player, coach, or observer should call an injury timeout for a player who is bleeding or has an exposed open wound. This timeout takes effect when the call is made (i.e., is not retroactive to the time of injury). If the disc is in the air or the thrower is in the act of throwing at the time of the call, the timeout begins when the play is completed. However, the disc is returned to the thrower if avoiding potential contact with the bleeding player is determined to have affected the play. This timeout may last up to 70 seconds, during which time the injured player must have the wound effectively covered in order to return to the point in progress. If play cannot be restarted with the injured player’s wound effectively covered in 70 seconds, the player’s team may either replace the injured player according to 7.C.3, or call a team timeout, if they have one, in order to extend the time frame to have the wound effectively covered and leave the player in the game. A bleeding or exposed open wound is “effectively covered” if it is covered with a dressing sturdy enough to withstand the demands of activity and able to prevent bodily fluids from coming in contact with other players. Any player whose clothing has blood on it must have the affected areas disinfected or must change the clothing before returning to play. Whether a player may return to play is determined by appropriate medical staff. If medical staff is not available, captains and coaches may agree that a wound has been effectively covered and any clothing issues have been addressed. Technical Timeout: A technical timeout may be called for illegal equipment, a dangerous condition, or a broken disc. Any player recognizing a condition that endangers themselves or other players may call a technical timeout during play by calling “technical.” The thrower may call a technical timeout during play to replace a cracked, torn, deeply gouged, creased, or punctured disc; a warped, wet or dirty disc does not qualify. The timeout begins at the time of the call. If the disc is in the air or the act of throwing at the time of the call, the timeout begins when the play is completed. If a player discovers a dangerous condition after the disc is in the air or while the thrower is in the act of throwing and the player ceases play as a result, the disc is returned to the thrower regardless of the outcome of that pass. However, if both teams agree that ceasing play did not affect the outcome of the throw, the result of the play stands. [[For example, a receiver is not required to continue playing through a dangerous situation, such as a child wandering onto the field. In that case, the receiver should stop making a play on the disc in order to prioritize the safety of themselves and others, and the disc will be returned to the thrower once the dangerous situation is rectified.]] If possession reverts to the thrower, all players return to the locations they occupied at the time of the throw Any player may briefly extend a stoppage of play to correct faulty equipment (e.g., to tie shoelaces or straighten a disc), but active play may not be stopped for this purpose. (Note: play does not stop during a turnover even if the disc is out-of-bounds.) A player unable to correct illegal equipment in a timely manner must be substituted in accordance with 8.A.2. Restarting play after a technical timeout: The thrower restarts play at the appropriate spot with a check and the marker resumes any stall count as follows: If the technical timeout was called during a stoppage of play, the count resumes at the appropriate count for the event that stopped play. If the technical timeout stopped play, the count resumes at the stall count reached plus one, or at six if over five. If a player in possession leaves the field due to illegal equipment, the replacing player puts the disc into play. The substitution of the thrower or marker does not alter the stall count. All players must resume their locations on the field at the time the timeout began (i.e., players may not set up), unless a team timeout is also called. Spirit timeout: A spirit timeout may be called by one or both teams’ spirit captain(s) if they believe that either or both teams have failed to follow the Spirit of the Game, and (1) game play has become dangerous; or (2) repeated Spirit of the Game violations are causing conflict between the teams. Spirit timeouts are subject to the following provisions: A spirit timeout can be called only if all of the following conditions have been met: Both spirit captains have discussed the perceived Spirit of the Game violation(s) and adjustments to address those violations, and one or more members of either or both teams have not adjusted their conduct. Both spirit captains have discussed the need to call a spirit timeout before calling the spirit timeout. It is not required that both spirit captains agree that a spirit timeout is necessary. Play is stopped. In games with observers, spirit timeouts initiated by the spirit captains must be communicated to the observers before being called. Observers may call a spirit timeout if the observer believes it is needed and at least one of the spirit captains agrees. During the spirit timeout: Both teams will aim to complete all discussions within 5 minutes, with a goal of resuming play as quickly as possible. If teams require more time to resolve spirit discussions, the timeout can be extended with the consent of both spirit captains. Team members may not engage in tactical discussions. Team member may not extend the spirit timeout to try to gain a tactical advantage. Spirit timeouts may follow one of two formats, as determined by the spirit captains. Where the spirit captains disagree as to the format of the spirit timeout, the default format is for teams to form one spirit circle. All team members of both teams will form one spirit circle, alternating players from each team, if possible. The spirit captains will lead a conversation addressing and proposing solutions to resolve spirit issues; or Two circles will be formed, one for each team to internally resolve spirit issues that have already been discussed between the spirit captains of the opposing team. After the spirit timeout: The game resumes in the same manner as it does after a team timeout. Spirit timeouts do not affect timeouts available. For spirit timeouts lasting five minutes or less, the time taken for a spirit timeout will automatically be added to the length of the game time to determine time caps for the game. After the initial five minutes, although spirit captains may always agree to extend a spirit timeout, event organizers may limit the time that can be added to the length of games. The spirit captain(s) initiating the spirit timeout will convey the start and end of the stoppage to event support staff or the event organizer for time-keeping purposes. Injury, technical, and spirit timeouts are meant to be used exclusively to address the issue for which the timeout was called. Only personnel needed to address the issue should be on the field and only for that purpose. Teams may not use these timeouts as team timeouts, unless they also call a team timeout.
