UPA
Rules of Ultimate, Ninth Edition
Incorporating 1991, 1992, and 1995 Clarifications
and Amendments
Copyright 1970 CHS
Copyright 1982, 1989, 1991, 1992, 1995 The Ultimate Players Association
No set of rules can replace player's respect for one
another and for good spirit.
Table of Contents
[BACK]
About this Document
This document reflects the current rules of Ultimate. Passages whose meaning
has changed over the years are marked with a link indicating the year of
the change, as in ``[1992]''. Follow the link to see the wording
of the change, the prior wording, and additional commentary that explains
the rationale of the change (when available).
Thanks to Eric Simon, Kathy Pufahl, Scott Gurst, Frank Revi, Mark Licata,
Scott Gurst, Troy Frever, and Juha Jalovaara for compiling the amendments
and changes.
Originally posted by Eric Simon, <70540.1522@CompuServe.COM>, 10
Jun 1991.
Subsequently edited and re-formatted by Joseph A. Barcio II, <barcio@kingarthur.jsc.nasa.gov>.
This included addition of the 1991 Amendments and Changes after Section
XIV.
Complete 1991 Amendments and Changes added by George Ferguson, <ferguson@cs.rochester.edu>.
1992 Amendments and Changes added by George Ferguson with the help of Troy
Frever, <troy@buck.cqs.washington.edu>.
HTML version by George Ferguson, 3 Dec 1993.
1995 Clarifications and Amendments by Eric Simon. Added to HTML document
by George Ferguson, 8-11 Sep 1995. Contributions by Hilarie Orman <ho@cs.arizona.edu>,
18 Sep 1995.
[Back to Table of Contents]
Preface
The purpose of the rules of Ultimate is to provide a guideline which describes
the way the game is played. It assumed that no Ultimate player will intentionally
violate the rules; thus there are no harsh penalties for inadvertent infractions,
but rather a method for resuming play in a manner which simulates what
would most likely have occurred had there been no infraction.
In Ultimate, an intentional foul would be considered cheating and a gross
offense against the spirit of sportsmanship. Often a player is in a position
where it is clearly to the player's advantage to foul or commit some violation,
but that player is morally bound to abide by the rules. The integrity of
Ultimate depends on each player's responsibility to uphold the spirit of
the game, and this responsibility should not be taken lightly.
[Back to Table of Contents]
I. Introduction
Description
Ultimate is a non-contact sport played by two seven player teams. The
object of the game is to score goals. The disc may only be moved by passing
as the thrower is not allowed to take any steps. Any time a pass is incomplete,
intercepted, knocked-down, or contacts an out-of-bounds area, a turnover
occurs, resulting in an immediate change of possession of the disc. A goal
is scored when a player successfully passes the disc to a teammate in the
endzone which that team is attacking.
Spirit of the Game Ultimate has traditionally
relied upon a spirit of sportsmanship which places the responsibility for
fair play on the player. Highly competitive play is encouraged, but never
at the expense of the bond of mutual respect between players, adherence
to the agreed upon rules of the game, or the basic joy of play. Protection
of these vital elements serves to eliminate adverse conduct from the Ultimate
field. Such actions as taunting of opposing players, dangerous aggression,
intentional fouling, or other "win-at-all-costs" behavior are
contrary to the spirit of the game and must be avoided by all players.
Captain's Clause A game may be played
under any variations of the rules agreed upon by the captains of the two
teams. In tournament play, such variations are subject to the approval
of the tournament director. Such things as length of game, dimensions of
the field, and stalling count can easily be altered to suit the level of
play.
[Back to Table of Contents]
II. Clarifying Statements
- Phrases:
- A player is any of
the fourteen (14) persons who are actually participating in the
game at any one time.
- To put the disc into play means
that the thrower establishes a pivot foot and is ready to throw.
To put the disc into play at a particular point on the field means
to place the pivot foot at that point on the field. [1992]
- Where the disc stops refers
to the location where the disc is caught, comes to rest naturally,
or where it is stopped from rolling or sliding.
- Throw-off position is
the particular arrangement of positions (which end zone each team
is defending) and possession (which team is to throw-off) in effect
before a throw-off. [1992]
- Ground Contact: All
player contact with the ground directly related to a specific event
or maneuver, including landing or recovery after being off-balance,
e.g., jumping, diving, leaning, or falling. [1995]
- Possession of the disc:
Sustained contact with, and control of, the non-spinning disc. [1995]
- To catch a
pass is equivalent to establishing possession of
that pass.
- Loss of control
due to ground contact related to a pass reception
negates that receiver's possession up to that point.
- There are no scrimmage lines or off-sides
(except on throw-offs) in Ultimate.
- The disc may be passed in any direction.
- A rolling or sliding disc may be stopped
by any player, but it may not be purposefully advanced in any direction.
Possession is gained where the disc stops.
- No defensive player may ever pick
up the disc.
[Back to Table of Contents]
III. Field of Play
- The field of play is a rectangular area with dimensions as shown on
the accompanying diagram.
The Brick Rule Mark, is 10 yds from Goal line.
A variation of this basic structure may be used to accommodate special
competitions, number of players, age of players, available space, etc.
Lined fields are not necessary for the purposes of practice or other
non-formal games of Ultimate.
- The playing field may have any surface
(although well trimmed grass is suggested) which is essentially flat,
free of obstructions and holes, and affords reasonable player safety.
- The playing field proper is the playing
field excluding the endzones.
- The goal lines are the lines which
separate the playing field proper from the endzones and are part of the
playing field proper.
- The perimeter lines (sidelines and
endlines) are not part of the playing fields.
- The corners of the playing field proper and the endzones are marked
by cones made of a brightly colored, flexible material.
- An additional restraining line is
established five (5) meters away from the entire field to ensure that
the sidelines remain clear during play.
- All lines are marked with a non-caustic
material and are between two and four inches wide (2"-4").
[Back to Table of Contents]
IV. Equipment
- Any flying disc may be
used as long as it is acceptable to both team captains. If
the captains cannot agree, the current Official Disc of the
Ultimate Players Association shall be used.
- Individual players may
wear any soft protective clothing as long as it does not
endanger the safety of any other player.
- Cleats which have any
metal exposed are not allowed.
- Each player must wear
a uniform or other clothing that distinguishes that player
from the players on the other team.
[Back to Table of Contents]
V. Length of Game
- Time
- Each half lasts
for twenty-four (24) minutes of stopped time.
- Each overtime period
lasts for five (5) minutes of stopped time.
- The clock starts
when:
- An offensive
player gains possession of a throw-off and establishes
a pivot foot;
- The marker
touches the disc after a check;
- The thrower puts
the disc into play after it has been out
of bounds.
- The clock stops:
- After a
goal;
- At the
end of a period of play;
- For time-outs;
- For injuries;
- For fouls and violations;
- When the
disc contacts an out-of-bounds area.
- Points
- A goal is worth
one (1) point.
- A game to points
lasts until one team scores twenty-one (21) goals with
a margin of victory of at least two (2) goals.
- A game with a score
of twenty-to-twenty (20-20) goes into overtime, and
play continues until a two-goal margin is achieved
or one team scores twenty-five (25) goals.
- Halftime occurs
when one team reaches eleven (11) goals.
- Halftime lasts for ten
(10) minutes.
- At the end of the game,
the team with the most goals is declared the winner.
[Back to Table of Contents]
VI. Time-Outs
- Time-Out
- Each team is permitted
two (2) time-outs per half in games to 17 or less,
and three (3) time-outs per half in games to 18 or
more. Each team is permitted exactly one (1) time-out
in overtime. Overtime occurs when the score is tied
at one point less than the number of points for which
the game was originally scheduled. (Example: In a game
to 19 points, overtime occurs when the score reaches
18-18.)
- Each time-out
lasts up to two (2) minutes.
- The player calling
the time-out must form a "T" with his/her
hands and call "time-out" loudly.
- A time-out may
be called by either team after a goal and before the
ensuing accepted throw-off.
- During play, only
a player who has established a pivot foot and who has
possession of the disc can call a time-out. [1995]
- When play resumes
after a time-out: [1995]
- The player
who had possession puts
the disc into play.
- The disc
is put into play at
the location where the disc was when the time-out
was called.
- Play is
resumed through the use of a check and
all other players may set up in any position
on the field.
- It is a turnover
if a player calls a time-out when his/her team no time-outs
remaining. There is a check on
the disc.
- Injury Time-Out
- Injury time-out
can be called by any member of the injured player's
team. The time-out call is in effect at the time of
the injury. In other words, the call is retroactive
to the time that the injury occurred. If the disc is
in the air during the time-out call, the play is completed.
- Injury time-out
results in a team time-out if the injured player does
not leave the game. A "spirit of the game" exception
is made when the injury is caused by an opposing player.
- When play resumes
after an injury time-out:
- The player
who had possession of the disc when the injury
occurred puts the disc into play. If that player
leaves the field due to injury, the replacing
player puts the disc into play.
- If the
disc was in the air at the time of the injury,
play continues until the disc is caught or it
contacts the ground. If the disc is caught, the
player who caught the disc puts the disc into
play after the injury time-out.
- The disc
is put into play at the location where the disc
was when play was stopped.
- The play
is resumed through the use of a check and
all players must assume their respective positions
on the field when the time-out was called. Players
may not set up when restarting play after an
injury time-out, unless it is also a team time-out.
[Back to Table of Contents]
VII. Substitutions
- Substitutions can be
made only:
- After a goal
and before the ensuing accepted throw-off.
- Before the beginning
of a period of play;
- To replace an
injured player(s).
- If a team replaces an
injured player(s), the opposing team has the option of substituting
a like number of, or fewer players.
- Substitutions other than
injury substitutions cannot be made during a time-out taken
during play.
[Back to Table of Contents]
VIII. Starting and Restarting
Play
- Before a game starts,
each team designates one captain to represent that team in
disagreements and arbitration.
- Start of periods of
play:
- Representatives
of the two teams each flip a disc. The representative
of one team calls "same" or "different" while
the discs are in the air. The team winning the flip
has the choice of:
- Receiving
or throwing the initial throw-off; or
- Selecting
which goal they wish to defend initially.
- The team losing
the flip is given the remaining choice. [1992]
- The second half
begins with an automatic reversal of the initial throw-off
position. [1992]
- In a game to
time, if overtime periods are needed, the disc flipping
procedure is repeated for the first overtime period.
The initial throw-off
position of subsequent overtime periods is the
reverse of the throw-off
position that started the previous overtime period. [1992]
- Throw Off
- Play starts
at the beginning of each period of play and after each
goal with a throw-off.
- Each time a
goal is scored, the teams switch the direction of their
attack and the team which scored throws off.
- Positioning
prior to the throw-off:
- The
players on the throwing team are free to move
anywhere in their defending endzone, but may
not cross the goal line until the disc is released.
- The
players on the receiving team must stand with
one foot on their defending goal line without
changing position relative to one another.
- The throw-off
may be made only after the thrower and a player on
the receiving team raise a hand to signal that team's
readiness to begin play.
- The throw-off
consists of one player on the throwing team throwing
the disc toward the opposite goal line to begin play.
- As soon as the
disc is released, all players may move in any direction.
- No player on
the throwing team may touch the throw-off in the air
before it is touched by a member of the receiving team.
- If a member
of the receiving team catches the throw-off on the
playing field proper, that player must put
the disc into play from the spot. If the throw-off
is caught in either endzone, the player takes possession
at that point, and puts the disc in play as described
in Section X (ENDZONES).
If the throw-off is caught out-of-bounds, it is put
into play as described in Section
IX.7 (OUT-OF-BOUNDS). [1995]
- If a member
of the receiving team touches the disc during flight
of the throw-off (whether in- or out-of-bounds) and
the receiving team fails to catch it, the team which
threw-off gains possession of the disc at the nearest
point on the playing
field proper. If a player drops the disc while
carrying it to the point where the disc will be put
into play, the team which threw-off gains possession
of the disc at the nearest point on the playing
field proper.
- If the receiving
team allows the throw-off to fall untouched to the
ground, and the disc initially lands in-bounds, the
receiving team gains possession of the disc where it
stops. If the disc initially lands in-bounds, then
goes out-of-bounds, the receiving team gains possession
at the point on the playing
field proper nearest to where the disc first went
out-of-bounds.
- If the throw-off
lands out-of-bounds, the receiving team, before touching
the disc, makes a choice of:
- Putting
the disc into play at the nearest point on the playing
field proper to where the disc crossed the
perimeter line.
- Requesting
a re-throw. To request a re-throw, any member
of the receiving team must fully extend one hand
above the head and call "Over." Once
this re-throw signal is given, that throw-off
can no longer be put into play.
- Invoking
the Middle/Brick Rule. If the throw-off lands
outside the field of play, the receiving team
may choose to put the disc into play at the halfway
between the two sidelines either at the point
where the disc went out-of-bounds or at a point
10 yards upfield from the goal line they are
defending. To invoke the "middle/brick rule," the
member of the receiving team who is going to
receive the throw-off shall fully extend one
hand above his/her head and call "middle" or "brick".
The player must let the disc hit the ground.
On such a call, the offensive player may use
a "self check," meaning he/she picks
up the disc and the nearest defensive player
says "in play." If the nearest player
does not immediately say "in play," the
offensive player may touch the disc to the ground
and yell "disc in play." [1992]
- The Check
- When play stops,
the player who was in possession retains possession.
- All players
must come to a stop as quickly as possible when play
is halted, and remain in their respective locations
until play is restarted.
- The marker restarts
play by touching the disc in possession of the thrower.
If the thrower attempts a pass before the marker touches
the disc, the pass does not count regardless of whether
it is complete or incomplete, and possession reverts
back to the thrower.
[Back to Table of Contents]
IX. Out-of-Bounds
- Any area not on the playing
field is out-of-bounds. The perimeter lines themselves are
out-of-bounds.
- A disc is out-of-bounds
when it first contacts an out-of-bounds area or contacts
anything out-of-bounds.
- The disc may fly outside
a perimeter line and return to the playing field, and defensive
players may go out-of-bounds in order to make a play on the
disc.
- A player is out-of-bounds
when s/he is contacting an out-of-bounds area. When a player
is in the air, his/her in or out-of-bounds is determined
by where the ground was last contacted by the player.
- For a receiver to be considered
in bounds after gaining possession of the disc, the first
point of contact with the ground must be completely in-bounds.
If any portion of the first point of contact is out-of-bounds,
the player is considered out-of-bounds.
- Should the momentum of
a player carry him/her out-of-bounds after making a catch
and landing in-bounds, the player is considered in-bounds.
The player carries the disc to the point where s/he went
out-of-bounds and puts the
disc into play at that point.
- To start or restart play
after the disc has gone out-of-bounds, a member of the team
gaining possession of the disc must carry the disc to the
point of the playing field
proper nearest where the disc last crossed the perimeter
line, and put the disc into
play at that point. [1995]
- The thrower may pivot
in- and out-of-bounds, providing that some part of the pivot
foot contacts the playing field.
- If a pass does not come
in bounds the opposing team gains possession of the disc
where it left the field of play only if the defense did not
contact the disc. If the defense contacted the disc, the
disc must be put into play at the point on the playing
field proper closest to where the contact occurred.
[Back to Table of Contents]
X. Endzones
- If a team gains possession
in the endzone which it is defending:
- The player taking
possession must make the immediate decision to either:
- Put
the disc into play from that spot, or
- Carry it
directly to the closest point on the goal line
and put it into
play from there. If this option is chosen,
the player taking possession commits the player
to put the disc into play at that point.
- To fake or pause
after gaining possession commits the player to put
the disc into play at that point.
- If, as a result of a pass
from a teammate, a player receives the disc in the endzone
which they are defending, that player does not have a choice
of advancing the disc to the goal line.
- If a team gains possession
in the endzone which it is attacking, the player taking possession
must carry the disc directly to the closest point on the
goal line and put the disc
into play from there.
[Back to Table of Contents]
XI. Scoring
- A goal is scored when
an offensive player completes a pass to a teammate in the
endzone which his/her team is attacking.
- In order for the receiver
to be considered in the endzone after gaining possession
of the disc, his/her first point of contact with the ground
must be completely in the endzone.
- A player cannot score
by running into the endzone with the disc. Should a receiver's
momentum carry him/her into the endzone after gaining possession,
the receiver must carry the disc back to the closest point
on the goal line and put
the disc into play from there.
- A player must be completely
in the endzone and acknowledge that s/he has scored a goal.
If that player plays the disc unknowingly into a turnover,
then no goal is awarded.
[Back to Table of Contents]
XII. Turnovers
- An incomplete, intercepted,
knocked down, or out-of-bounds pass
results in a loss of possession.
- A pass is considered
intercepted if a defensive player catches a pass. If a defensive
player catches a pass and accidentally loses possession of
it before or during ground contact related to that catch
(II.1.F.b), the defender
is considered to have blocked rather than intercepted the
pass. [1995]
- The following actions
result in a loss of possession and a check:
- If the marker's
count reaches the maximum number;
- If the disc is
handed from player to player;
- If the thrower
intentionally deflects a pass to him/herself off another
player;
- If the thrower
catches his/her own throw. However, if the disc is
touched by another player during its flight it is considered
a complete pass and is not a turnover.
[Back to Table of Contents]
XIII. The Thrower
- The thrower is the offensive
player in possession of the disc, or the player who has just
released the disc.
- If the disc is on the
ground, whether in- or out-of-bounds, any member of the team
becoming offense may take possession of the disc. Once an
offensive player has picked up the disc, that player is required
to put the disc into play.
- The thrower must establish
a pivot foot and may not change that pivot foot until the
throw is released except in the case where the thrower has
just received a pass and is throwing before the third ground
contact in accordance with XV.5. [1995]
- The thrower has the
right to pivot in any direction. However, once the marker
has established a legal defensive position, the thrower may
not pivot into the marker.
- If the disc is dropped
by the thrower without defensive interference, it is considered
an incomplete pass.
- The thrower may throw
the disc in any way s/he wishes.
- A defensive player who
establishes possession of the disc becomes the thrower, but
may not throw the disc before s/he establishes a legal pivot
foot. To do so is a travelling violation. [1995]
[Back to Table of Contents]
XIV. The Marker
- Only one defensive player
may guard the thrower at any one time; that player is the
marker.
- The marker may not straddle
(i.e., place his/her foot on either side of) the pivot foot
of the thrower.
- There must be at least
one disc's diameter between the upper bodies of the thrower
and the marker at all times. It is the mutual responsibility
of both players to respect each other's position and not
encroach into this area once it is established.
- The marker cannot position
his/her arms in such a manner as to restrict the thrower
from pivoting.
- Stalling:
- A defensive player
within three (3) meters of the pivot foot of the thrower
may initiate a stall count. If an offensive player
moving into the throwing position "stands over
the disc" (i.e., within three meters) without
putting the disc into play, the marker may issue a "Delay
of Game" warning. If the disc is not picked up,
the marker may initiate a stall count.
- The count consists
of the marker calling "Stalling" or "Counting" and
counting at one second intervals from one to ten (1,
10) loudly enough for the thrower to hear.
- If the thrower
has not released the disc at the first utterance of
the word "ten" ("10"), a turnover and
a check result.
- If the defense
decides to switch markers; and if the new marker wishes
to initiate a stalling count, s/he must start again
from "one" ("1").
- In the event
of a stall, the once marker, now offensive player,
does not have to take the disc after the check.
The once thrower, now marker, checks the disc to the
new thrower, if s/he does not want the disc, the marker "checks" the
disc by placing it on the ground and calling "in
play."
- The thrower may
contest a stall call if s/he feels that s/he had released
the disc before the first utterance of the word "ten".
- In
the event of a contested stall, if the pass
is completed, play stops, and possession
reverts back to the thrower. After a check,
the marker starts the stall count at eight
(8).
- In
the event of a contested stall, if the pass
is incomplete, it is a turnover, and play
continues without interruption.
[Back to Table of Contents]
XV. The Receiver
- The receiver is any offensive
player either in the act of catching the disc, or not in
possession of the disc.
- Bobbling to gain control
of the disc is permitted, but purposeful, controlled bobbling
to oneself (i.e., tipping, delaying, guiding, or brushing)
in order to advance the disc is considered travelling and
is not allowed.
- There is NO rule
XV.3! (With apologies to Monty Python, it was deleted
in 1995.) [1995]
- After catching a pass,
the receiver is only allowed the fewest number of steps required
to come to a stop and establish a pivot foot.
- If the receiver is running
or jumping as s/he catches the disc, the receiver may throw
a pass before the third ground contact after catching the
disc without coming to a complete stop; however, change in
direction or increase in speed while in possession of the
disc is a travelling violation. [1995]
- If the disc is caught
simultaneously by offensive and defensive players, the offense
retains possession.
- If a pass arrives in such
a manner that it is unclear whether a catch was made before
the disc contacted the ground (grass is considered part of
the ground), the player(s) with the best perspective makes
the call (usually the receiver).
- If it is ever unclear
where a receiver was in- or out-of-bounds at
the point of making a catch, the player(s) with the best
perspective makes the call.
- Force-Out Foul: If an
airborne receiver catches the disc, and is contacted by a
defensive player before landing, and that contact caused
the receiver to land out-of-bounds instead of landing in-bounds,
the receiver must either call him/herself out-of-bounds,
or call a force-out foul on the defensive player. If this
foul occurs in the end zone and it is uncontested, a goal
is awarded.
- There is NO rule
XV.10 either! (It was also deleted in 1995.) [1995]
[Back to Table of Contents]
XVI. Fouls
- Fouls are the result
of physical contact between opposing players. A foul can
only be called by the player who has been fouled and must
be announced by calling out the word "Foul!" loudly
immediately after the foul has occurred.
- The player initiating
contact is guilty of a foul.
- Throwing Fouls:
- A throwing foul
may be called when there is contact between the thrower
and the marker.
- Contact occurring
during the follow through (after the disc has been
released) is not sufficient grounds for a foul, but
should still be avoided whenever possible.
- When a foul is
committed by a thrower or the marker, play stops and
possession reverts back to the thrower after a check.
- If the thrower
is fouled in the act of throwing and the pass is completed,
the foul is automatically declined and play continues
without interruption.
- If the marker
is fouled in the act of throwing and the pass is not
completed, play continues without interruption.
- Catching Fouls:
- A catching foul
may be called when there is contact between opposing
players in the process of attempting a catch, interception,
or knock down. A certain amount of incidental contact
during or immediately after the catching attempt is
often unavoidable and is not a foul.
- If a player contacts
an opponent before the disc arrives and thereby interferes
with that opponent's attempt to make a play on the
disc, that player has committed a foul.
- If a player's
attempt to make a play on the disc causes significant
impact with a legitimately positioned stationary opponent,
before or after the disc arrives, it is considered "harmful
endangerment" and is a foul.
- Dangerous, aggressive
behavior or reckless disregard for the safety of fellow
players is always a foul.
- If a catching
foul occurs and is uncontested, the player fouled gains
possession at the point of the infraction. If the call
is disputed, the disc goes back to the thrower. If
an uncontested foul (with the exception of a force-out
foul [XV.9]) occurs
in the end zone, the player fouled gains possession
at the closest point on the goal line to the infraction.
[Back to Table of Contents]
XVII. Violations
- A violation occurs when
a player violates the rules in a manner which does not result
in physical contact. (e.g. illegal guarding position by the
marker, not establishing a pivot foot on the sideline after
carrying the disc in from out-of-bounds, etc.)
- A violation may be called
by any player who recognizes that a violation has occurred.
The player must immediately call "violation" or
the name of the specific violation loudly.
- Travelling:
- The thrower
must keep all or part of the pivot foot in contact
with a single spot on the field. Should the thrower
lose contact with that spot, the thrower has traveled.
- If the receiver
obviously takes more steps than are required to stop
after catching a pass, that player has traveled.
- If a receiver,
after receiving a pass on the run, releases a pass
after the third ground contact and before coming to
a complete stop, that receiver has traveled.
- Strip:
- No defensive
player may touch the disc while it is in possession
of the thrower or receiver. If a defensive player does
so, the player in possession calls "Strip."
- The player in
possession then picks up the disc and play continues
unhalted from the point where s/he regained possession.
- If a count was
in progress as the disc was stripped, the count is
halted, and when the player in possession regains possession,
the count restarts at zero (0).
- A contested
strip of the receiver is treated the same as a contested
foul; an uncontested strip in the end zone is a goal.
- Double-Team:
- Only one marker
is permitted to guard the thrower.
- No other defensive
player may establish a position within three(3) meters
of the pivot foot of the thrower, unless s/he is guarding
another offensive player in that area.
- Should the thrower
recognize a double-team situation, s/he first calls "Double-Team" as
a warning. On the first "Double-Team" call,
the marker must subtract 2 from the stall count. If "double-team" is
called again within the same 10 seconds, play stops
and is resumed after a check with
the count reset to zero (0).
[Back to Table of Contents]
XVIII. Positioning
- It is the responsibility
of all players to avoid contact in any way possible. Violent
impact with legitimately positioned opponents constitutes
harmful endangerment, a foul, and must be strictly avoided.
- Every player (excluding
the thrower) is entitled to occupy any position on the field
not occupied by any opposing player, provided that s/he does
not cause personal contact in taking such a position.
- Picks:
- No player may
establish a position, or move in such a manner, so
as to obstruct the movement of any player on the opposing
team; to do so is a "pick".
- In the event
of a pick, the obstructed player must immediately call "Pick" loudly;
play stops and is resumed after a check,
unless the continuation rule [XIX.2] applies.
- When the disc is in
the air, players must play the disc, not the opponent.
- The Principle of Verticality:
All players have the right to the space immediately above
them. Thus, a player cannot prevent an opponent from making
an attempt on a pass by placing his/her arms above an opponent.
Should contact occur, the player restricting the vertical
area is responsible.
- A player who jumped
is entitled to land at the same spot without hindrance by
opponents. S/he may also land at the another spot provided
the landing spot was not already occupied at the time of
take-off and that the direct path between the take-off and
landing spot was not already occupied.
[Back to Table of Contents]
XIX. Clarifying Statements
on Fouls, Violations and Picks
- Cardinal Rule:
Whenever an infringement of the rules or a time out occur, play is halted
and the disc is put back into play at the point of the last possession
before play was stopped. (Note exceptions under Turnovers (XII)
and Catching Fouls (XVI.4).
- Continuation Rule:
- Disc In the Air
- If a
foul, violation, or pick is called while the
disc is in the air, the play is always completed.
- If the
team which called the foul, violation, or pick
gains possession as a result of that pass (e.g.,
an incomplete pass following a travelling violation,
or offensive foul), play continues unhalted.
In this situation, players should call "play
on."
- If the
pass is completed, but the defensive effort on
the pass was affected by the violation (e.g.
picks), the pass does not count and possession
reverts back to the thrower.
- Disc Not in the
Air
- If a
foul, violation, or pick is called while the
disc is not in the air, and a player attempts
a pass before play has stopped, and the pass
is incomplete, it is a turnover.
- If a
foul, violation, or pick is called while the
disc is not in the air, and a player attempts
a pass before play has stopped, and the pass
is completed, the pass does not count, and possession
reverts back to the original thrower.
- It is the responsibility
of the player who made the call to call out "Play
on" to indicate that this rule has been invoked.
- If there is ever a failure
to come to an agreement over any call, the disc reverts back
to the thrower after a check.
- If offsetting catching
fouls are called by offensive and defensive players on the
same play, the disc reverts back to the thrower after a check.
- Any time the marker's
count is interrupted by the call of a foul, violation, pick,
or time-out, the count is resumed as follows:
- Defensive Foul Uncontested . . . 0 Defensive Foul Contested
. . . . same or 5 if over 5 Offensive Foul . . . . . . .
. . same Travel or Pick . . . . . . . . . same or 5 if over
5 Strip. . . . . . . . . . . . . . 0 Fast Count / Double
Team - First Call . . . . . . . . . subtract 2; no check
- Second Call . . . . . . . . . 0 Time Out . . . . . . .
. . . . . same Contested Stall. . . . . . . . . 8
- When play resumes after
a time-out, the stall count is continued from where it was
when time-out was called. The marker must initiate the count
by calling "Stalling" or "Counting".
- If the marker counts
too fast, the thrower may call "fast count."
- The first "fast
count" call is a warning. On the first "fast
count" call, the marker must subtract 2 from
the stall count.
- If "fast
count" is called again within the same 10 seconds,
play stops and is resumed after a check with
the count reset to zero (0).
- The continuation
rule [XIX.2] applies
to fast counts.
- If the fast
count occurs in such a manner that the thrower does
not have a reasonable opportunity to call "fast
count" before the utterance of the word "ten," the
play is treated the same as a contested stall [XIV.5(F)].
- Should a foul or violation
result in possession reverting to a thrower who was airborne
while releasing the disc, play shall be restarted at the
point on the playing field
proper closest to the location from which the throw was
made. [1995]
[Back to Table of Contents]
A. Observers
- Before the game, the captains
may decide to select up to six (6) experienced non-players
to act as Observers. In this role, their job is to carefully
watch the action of the game. They do not actively call any
fouls, violations, picks, or line calls.
- When a dispute arises concerning
a foul, violation, pick, line call, or an interpretation
of the rules which cannot be resolved by the captains to
make the call,
- The observer with
the best view of the play makes the call. If the observers
so choose, they may discuss the play among themselves
before rendering a decision.
- By calling in the
observers, the teams agree to abide by the observers
decision.
[Back to Table of Contents]
B. Etiquette
- If a foul is committed
and not called, the player who commits the foul should inform
the infracted player of the foul.
- It is the responsibility
of both teams to minimize the time taken between each goal
and the ensuing throw-off.
- If the receiving team wishes
to have an out-of-bounds throw-off re-thrown, they should
give the re-throw signal as soon as possible.
- It is a violation against
the spirit of the game for a defensive player to call for
a pass from the thrower.
- Should a dispute or confusion
arise on the field, it should be common practice to stop
play, and resume play with a check when
the matter is resolved.
- In the case where a novice
player commits a violation out of sincere ignorance of rules,
it is common practice to stop play and explain the violation.
[Back to Table of Contents]
C. Historical Record of Clarifications
and Amendments This section describes the various Clarifications
and Amendments that have been made to the rules over the years.
Note that these changes have already been included in the rules
as presented in this document. They are listed here together
with clarifying commentary for those who are interested in
how and why the rules have changed. Additions are shown in bold,
deletions are marked with [square brackets], and clarifying
comments are in italics. Follow the [GO] link to jump
to the affected rule. 1995
Clarifications and Amendments
- II. CLARIFYING STATEMENTS
-
- Phrases:
- Ground
Contact: All player contact with the ground directly
related to a specific event or maneuver, including
landing or recovery after being off-balance, e.g.,
jumping, diving, leaning,or falling. [GO]
- Possession
of the disc: Sustained contact with, and control
of, the non-spinning disc.
- To catch a pass is equivalent to establishing
possession of that pass
- Loss of control due to ground contact related
to a pass reception negates that receiver's
possession up to that point. [GO]
(These added definitions add a great
deal of clarity within the rules, much of which will
be explained below. Among other things, it enables
us to get rid of XV.10, see below. It also defines
a "catch" for the first time, and makes that
definition (by adding the worlds "and control
of") closer to the ordinary usage of the word.
Without this clause, a person on the ground who is
unaware of the disc resting on his/her back, to cite
an extreme example, would be in possession of the disc.
No longer.)
- VI. TIME-OUTS
-
- Time-out
- During play, only [the person with] a player
who has established a pivot foot and who has possession
of the disc can call a time-out. [GO]
(This makes it clear that a person executing "the
greatest," i.e., a person who jumps up catches the
disc, and throws it before s/he lands, can not call a
time out while in mid-air.)
-
- When
play resumes after a time-out:
- The player who had possession puts the disc
into play.
- The disc is put into play at the location
where the disc was when the time-out was called.
[If the disc was out-of-bounds when the time-out
was called, the disc is put into play at the
point on the playing field proper nearest to
where the disc went out-of-bounds. If the disc
was in the end zone when the time-out was called,
the disc is put into play at the point in the
end zone where the time out was called.] [GO]
(Between the new clarification that you need a new
pivot foot to put the disc into play, and a clarification
in section XIX, this rule is not needed. In any event,
a player now needs to have a pivot foot when s/he calls
a time-out, and so it can not be called from out of bounds.)
- VIII. STARTING AND RESTARTING PLAY
-
- Throw-offs:
- If a member of the receiving team catches the
throw-off on the playing field proper, that player
must put the disc into play from that spot. If
the throw-off is caught in either endzone, the
player takes possession at that point, and puts
the disc in play as described in section X (ENDZONES).
If the throw-off is caught out-of-bounds, it is
put into play as described in section IX.7 (OUT-OF-BOUNDS). [GO]
(The rules do not currently state what happens when
a player, who is not standing on the playing field proper,
catches the throw-off. This addition codifies the way
we all already play.)
- IX. OUT-OF-BOUNDS
-
- To start or restart play after the disc has
gone out-of-bounds, a member of the team gaining possession
of the disc must carry the disc to the point on the playing
field proper nearest where the disc [went out
of bounds] last crossed the perimeter line, and
put the disc into play at that point. [GO]
(This amendment is technical in nature, and makes
the wording more accurate as to how the game is currently
played.)
- XII. TURNOVERS
-
- A pass is considered intercepted if a defensive
player catches a pass. If a defensive player catches
a pass and accidentally loses possession of it before
or during ground contact related to that catch (II.1.F.b),
the defender is considered to have blocked rather than
intercepted the pass. [GO]
(This change clarifies what happens when a player
intercepts the disc and accidentally drops it when (or
before) s/he hits the ground. In such an instance, the
disc goes to the defender's team, and the play is considered
as though it were a block. This is the way we already
play, although the rules were not clear. The definitions
added in section II also come into play here.)
- XIII. THE THROWER
-
- The thrower must establish a pivot foot and may not
change that pivot foot until the throw is released,
except in the case where the thrower has just received
a pass and is throwing before the third ground contact
in accordance with XV.5. [GO]
(This FINALLY clears up the long standing contradiction
between XV.5 -- the third ground contact rule -- and
the fact that this rule requires a pivot foot in order
to throw. We simply make an explicit exception in that
case. It also makes clear that "the greatest" is
legal.)
- A defensive player who establishes possession of
the disc becomes the thrower, but may not throw the
disc before s/he establishes a legal pivot foot. To
do so is a travelling violation. [GO]
(And this section finally defines when a defensive
person becomes an offensive person. It also makes clear
that the "third ground contact rule" does not
apply to a defensive person--s/he must have a pivot foot.
Additionally, a "defensive greatest" would
be a travelling violation.)
- XV. THE RECEIVER
-
- [The receiver gains possession by demonstrating sustained
contact with a non-spinning disc.] [GO]
(This section is not needed anymore, because of our
new definitions in section II.)
- If the receiver is running or jumping as s/he
catches the disc, the receiver may throw a pass before
the third ground contact after catching the disc without
coming to a complete stop; however, change in direction
or increase in speed while in possession of the disc
is a travelling violation. [GO]
(This makes more clear the conditions under which
an offensive player does not have to establish a pivot
foot without travelling, and also makes it clear that "the
greatest" is a legal play.)
- [First ground contact determines possession. The ground
can cause an incomplete pass, resulting in a turnover.] [GO]
(We have finally deleted what is probably the worst
written rule in Ultimate. The problem is not only that
no one plays that way, but the two sentences themselves
contradict each other. Suppose a receiver lays out in
the endzone, catches the disc, smashes to the ground,
and drops it. Everyone plays that as a turnover. And,
in fact, the second sentence in this clause says it's
a turnover, but the first sentence above says that receiver
has possession. Not only that, but the first sentence
contradicts the old XV.3 rule which says that possession
is determined by sustained contact with a non-spinning
disc. With our new definitions in section II, we can
get rid of this.)
- XIX. CLARIFYING STATEMENTS ON FOULS, VIOLATIONS AND PICKS
-
- Should a foul or violation result in possession
reverting to a thrower who was airborne while releasing
the disc, play shall be restarted at the point on the
playing field proper closest to the location from which
the throw was made. [GO]
(This answers the question of where to start play
when a player making "the greatest", leaps
out of bounds, and because of a foul, gets the disc back
and must restart play.)
[Back to Table of Contents] 1992
Amendments and Changes
- II. CLARIFYING STATEMENTS
-
- Phrases:
-
- To "put the disc into play" means that
the thrower establishes a pivot foot and is ready
to throw. To put the disc into play at a particular
point on the field means to place the pivot foot
at that point on the field. [GO]
- "Throw-off position" is the particular
arrangement of positions (which end zone each
team is defending) and possession (which team
is to throw-off) in effect before a throw-off. [GO]
- VIII. Starting and Restarting Play
-
- Start of periods of play:
-
- Representatives of the two teams each
flip a disc. The representative of one team
calls "same" or "different" while
the discs are in the air. The team winning the
flip has the choice of: [GO]
- The second half begins with an automatic reversal
of the initial throw-off position. [GO]
- In a game to time, if overtime periods are needed,
the disc flipping procedure is repeated for the
first overtime period. The initial throw-off
position of subsequent overtime periods is the
reverse of the throw-off position that started
the previous overtime period. [GO]
- Throw Off
- If the throw-off lands out-of-bounds, the receiving
team, before touching the disc, makes a choice
of:
-
- Invoking the Middle/Brick Rule.
If the throw-off lands outside the field
of play, the receiving team may choose to
put the disc into play at the halfway between
the two sidelines either at the point
where the disc went out-of-bounds or at a
point 10 yards upfield from the goal line
they are defending. To invoke the "middle/brick rule," the
member of the receiving team who is going
to receive the throw-off shall fully extend
one hand above his/her head and call "middle" or "brick". The
player must let the disc hit the ground.
On such a call, the offensive player
may use a "self check," meaning
he/she picks up the disc and the nearest
defensive player says "in play." If
the nearest player does not immediately say "in
play," the offensive player may touch
the disc to the ground and yell "disc
in play." [GO]
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