UPA Rules of Ultimate, Ninth Edition
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
Online version of 4 Mar 1996
Netscape required for proper section numbering
No set of rules can replace player's respect for one another
and for good spirit.
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]
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]
- 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]
- 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]
- The field of play is a rectangular area
with dimensions as shown on the accompanying
diagram.
+-------+---------------+---------------+-------+
^ | | | |
| | | | |
| |Endzone| Playing Field |Endzone|
40yds| /Goal | . Proper . | /Goal |
| | Area | | Area |
| | | | |
v | | | |
+-------+---------------+---------------+-------+
<-25yds-><------------70yds------------><-25yds->
The period (.) marks the Brick Rule Mark, 10
yds from Goal line. The plus sign (+) indicates
the location of cones to be placed ON the
boundary lines.
A variation of this basic structure may be used
to accomodate 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- 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]
- Cardinal Rule:
Whenever an infringement of the rules or
a time out occur, play is halted and the
disc is put back into play at the point
of the last possession before play was
stopped. (Note exceptions under Turnovers
(XII.4)
and Catching 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]
- 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]
- 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]
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.
- 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]
- 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]
George
Ferguson