WFDF Official Rules of Flying Disc Sports
Article IV - Ultimate
Copyright (c) 1994, WFDF
Last Change: 20 Jul 1994
Comment: Ultimate is a team sport in which the team with the
higher point total at the end of the game wins. It is played with two
teams of seven players on a rectangular field with an endzone at each
end. A goal, worth 1 point, is scored when a player/thrower passes the
disc to a teammate and it is successfully caught within the confines
of the endzone his team is attacking. The disc may be advanced solely
by passing the disc from one player to another. A player may not run
while in possession of the disc. While the team in possession of the
disc seeks to advance the disc toward the endzone it is attacking, the
opposing team seeks to thwart advancement and obtain possession by
forcing a turnover. A turnover results whenever a pass is incomplete,
caught or knocked down by an opposing player, touches the ground at
any point or is caught by a player out-of-bounds. No overt contact or
tackling is allowed. The sport is played on a self-officiated basis,
with no referees. All line violation, possession and foul calls are
made by the players on the playing field.
Outline of Contents
401. Spirit of the Game
Ultimate has traditionally relied upon a spirit of sportsmanship which
places the responsibility for fair play on the individual player
himself. Highly competitive play is encouraged but never at the
expense of mutual respect between players, adherence to the
agreed-upon rules of the game or the basic joy of play. The purpose of
the rules of ultimate is to provide a guideline which describes the
way the game is played. It is assumed that no ultimate player will
intentionally violate the rules; there are no harsh penalties for
inadvertant infractions but, rather, a method for resuming play in a
manner which simulates what would most likely have occurred had there
been no infraction.
402. Field of Play
- 402.01. Dimensions:
- The field of play consists of a 70 yd by 40 yd rectangle
(approximately 64 m x 37 m) called the playing field, with a 25 yd by
40 yd rectangle (approximately 23 m x 37 m) called an endzone aligned
along each of the 40 yd (37 m) sides. See figure 4.1.
- 402.02. Surface:
- 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.
- 402.03. Goal Lines:
- Goal lines are lines which separate the playing field proper from
the endzones and are part of the playing field proper.
- 402.04. Perimeter Lines:
- Perimeter lines (sidelines and endlines) are lines separating the
playing field from the out-of-bounds area and are not part of the
- 402.05. Markers:
- The corners of the playing field proper and the endzones are
marked by cones made of a brightly colored, flexible material.
- 402.06. Restraining Line:
- A restraining line shall be established 5 m from the playing field
to ensure that the sidelines remain clear during play.
- 402.07. Line Markings:
- All lines shall be marked with a non-caustic material and shall be
between 2 in and 4 in (approximately 5 cm and 10 cm) wide.
- 403.01. Disc:
- Any flying disc may be used as long as it is acceptable to both
team captains and meets the requirements set forth in Article I of the WFDF rules. If the captains cannot
agree, a disc designated by the WFDF Ultimate Committee as an official
disc for the event shall be used. If no such disc has been
designated,any disc designated by the WFDF Ultimate Committee as an
approved disc for ultimate play shall be used. If the teams cannot
agree upon a specific approved disc for play, two options are
- each team shall supply one approved disc for one half of the game
using the disc flipping method (104.03) to
determine the order of use; or
- if that solution is not acceptable to both teams they shall
resolve the disagreement through the disc flipping method. The team
winning the flip shall then supply the approved disc for the entire
- 403.02. Protective Clothing:
- Players may wear any soft protective clothing so long as it does
not endanger the safety of any other player.
- 403.03. Uniform:
- The players of each team shall wear a uniform or other clothing
that distinguishes them from the players of the other team.
- 403.04. Cleats:
- Cleats are permitted; however, players may not use any cleats
which have any metal exposed.
404. Rules of Play
- 404.01. Rule Variations:
- Any of these rules may be changed by mutual agreement of the
captains of the two teams, subject to the approval of the tournament
- 404.02. Length of Game:
- A game lasts until one team reaches a score of at least 21 goals
with a lead of at least two goals, or until a team scores 25 goals. A
10 minute halftime occurs the first time either team reaches 11
- 404.03. Time Outs:
- A. Non-Injury:
- Each team is permitted two non-injury time-outs per half in games
to 17 or less, and three non-injury time outs per half in games to 18
or more. Each team is permitted exactly one 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.
- (1) Time to Call:
- A time-out may be called by either team, after a goal and prior to
the ensuing throw-off, or may be called by the player in possession of
the disc during play.
- (2) Duration:
- Time-outs shall not exceed 2 minutes in length.
- (3) Signal:
- A player or captain calling time-out must form a "T" with his
hands and call "time-out" loudly enough to permit the other players to
hear the request.
- (4) Resumption of Play:
- When play resumes after a time-out, the player who had possession
prior to the time-out puts the disc into play. If the player who had
possession is no longer on the field, the player replacing him puts
the disc into play. 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. Play shall
be resumed through the use of a check and all other players may set up
in any position on the field.
- B. Injury Time-out:
- An injury time-out may be called by any player, and shall not
count as one of the time outs allotted in section
404.03(A). An injury
time-out results in a team time-out if the injured player does not
leave the game unless the injury is the result of a foul.
- (1) Disc in Play:
- If the disc was in the air at the time an injury occurred and a
time-out is called, play continues until possession of the disc is
gained by a player.
- (2) Resumption of Play:
- When play resumes after an injury time-out, the player who had
possession when the time-out came into effect puts the disc into play
through the use of a check at the same location the disc was when play
stopped. All other players must assume their respective positions on
the field when play was stopped. Players may not set up when
restarting play after an injury time-out, unless it is also a team
- 404.04. Substitution of Players:
- Substitution of players may be made only after a goal and before
the ensuing throw-off, before the beginning of a period of play, or to
replace an injured player.
- Substitutions may not be made during a time-out taken during play
other than for an injury.
- C. Injury:
- If a team substitutes a player or players for an injured player or
players, the opposing team may also make an equal or lesser number of
substitutions at that time.
- 404.05. Starting and Restarting Play:
- A. Captain:
- Before a game starts, each team designates one captain to
represent that team in disagreements and arbitration.
- B. Determining Possession:
- To determine possession at the start, the disc-flipping method
shall be used. The captains of the two teams each flip a disc. The
captain of the team so designated calls "same" or "different" while
the discs are in the air. The winner of the flip shall choose to
throw or receive the initial throw-off or select a goal to defend. The
loser shall be given the remaining choice.
- C. Start of Second Half:
- The first point of the second half shall begin with a reversal of
the first point of the first half. Each team shall defend the goal
they attacked, and the team that received should pull and vice versa.
- D. Throw-off:
- Play starts at the beginning of each half or overtime period and
after each goal with a throw-off.
- Each time a goal is scored, the team switches the direction of
their attack and the team which scored throws-off.
- (2) Positioning Prior to the Throw-off:
- (a) Throwing Team
- The players on the throwing team shall remain inside the endzone
they are defending prior to the disc being released on the throw-off,
but may move anywhere within said endzone.
- (b) Receiving Team
- The players on the receiving team must, prior to the release of
the disc, stand with one foot on the goal line adjoining the endzone
they are defending, and may not change position relative to one
- (3) Signal:
- The throw-off shall be made only after the thrower and a player on
the receiving team raise a hand to signal their team's readiness to
- (4) Commencement of Play:
- As soon as the disc is released by the thrower, all players may
move in any direction.
- (5) Interference:
- 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.
- (6) Reception Within Playing Field Proper:
- Whenever a member of the receiving team obtains possession of the
throw-off within the playing field proper, that player must put the
disc into play from that point.
- (7) Reception in Endzone:
- Whenever a player obtains possession of the throw-off within the
endzone he is defending, that player may put the disc into play from
the point he took possession; or, carry it directly to the closest
point on the goal line from the point he took possession, and put it
into play from there. If the latter option is chosen, the player
taking possession may not throw a pass until he has reached the proper
point on the goal line.
- (8) Failure to Catch After Touching:
- Whenever a member of the receiving team touches the disc during
its flight (whether in or out-of bounds) and the receiving team
subsequently fails to catch the disc prior to its touching the ground,
the team throwing-off regains possession of the disc where it
- (9) Landing Untouched:
- Whenever the receiving team permits the disc to fall untouched to
the ground, and the disc lands in-bounds, the receiving team gains
possession of the disc where it stops.
- (10) Out-of-Bounds:
- Whenever an untouched throw-off lands out-of-bounds, the receiving
team may make the choice of putting the disc into play at the at the
nearest point on the playing field proper to where the disc crossed
the perimeter line, requesting a rethrow, invoking the "middle rule",
or invoking the "brick rule".
- (a) Rethrow:
- To request a rethrow, any member of the receiving team shall fully
extend one hand above his head and call, "over." Once the rethrow
signal is given, the original throw-off can no longer be put into
- (b) Middle Rule:
- The receiving team may choose to put the disc in play halfway
between the two side lines perpendicular to the point on the perimeter
line where the disc went out-of-bounds. The receiver of the pull must
indicate this by extending one hand over his head and calling "middle"
before picking the disc up. The player may then carry the disc to the
appropriate place, touch it to the ground, call "disc in play", and
put the disc in play. If the disc crossed the perimeter line of the
endzone that the receiving team is defending, the player invoking the
"middle rule" must put the disc into play on the goal line.
- (c) Brick Rule:
- The receiving team may choose to put the disc in play halfway
between the two side lines at a point 10 yd (approximately 9 m)
upfield from the goal line which they are defending. The receiver of
the pull must indicate this by extending one hand over his head and
calling "brick" before picking the disc up. The player may then carry
the disc to the appropriate place, touch it to the ground, call "disc
in play", and put the disc in play.
- E. The Check:
- (1) Stopped Play:
- Whenever play stops, other than by the scoring of a goal, play
shall resume with the marker touching the disc held by 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 posession reverts back to the thrower.
- (2) Player's Movement to Stop:
- Whenever play is halted other than after a goal or at the end of a
period of play, the movement of all players must quickly stop so that
the relative positions of the players at the time of the stoppage is
preserved as closely as possible. The players shall remain in their
respective locations until the marker restarts play by touching the
disc held by the thrower. During the check, the players shall
ascertain the proper positioning of all the players and the players'
readiness to continue.
- 404.06. Out-of-Bounds:
- A. Definition -- Disc:
- A disc is out-of-bounds when it first contacts an out-of-bounds
area or contacts anything which is out-of-bounds. The disc in flight
may pass over an out-of-bounds area and return to the playing field
without being declared out-of-bounds so long as it does not contact an
out-of-bounds area or anything which is out-of-bounds.
- B. Defensive Players:
- Defensive players may go out-of-bounds to make a play on the disc.
- C. Receiving Players:
- Receiving players may not go out-of-bounds to make a play on the
disc. For a receiver to be considered in-bounds at the time of gaining
possession of the disc, the player's 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.
- D. Definition -- Player:
- A player is out-of-bounds whenever he is contacting an
out-of-bounds area. When a player is in the air, whether he is in or
out-of-bounds is determined by where he last contacted the ground.
- E. Momentum:
- In the event the momentum of a player carries him out-of-bounds
after making an in-bounds reception, the player is considered
in-bounds. The player shall resume play at the point he went
- F. Resumption of Play When Disc Goes
- To restart play after the disc has gone out-of-bounds, a player of
the team gaining possession of the disc shall carry the disc to the
point on the playing field proper closest to the point where the disc
went out-of-bounds, and establish a pivot foot at that point, not
within the perimeter line, before putting the disc into play.
- G. Thrower Out-of-Bounds:
- The thrower may pivot in and out-of bounds without being declared
out-of-bounds, providing that some point of his pivot foot is in
contact with the playing field.
- The opposing team gains possession of the disc where it left the
field of play only if the defense did not subsequently 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
- 404.07. Endzone Possession:
- A. Defending Endzone:
- If a team obtains 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 the point he took possession or
carry it directly to the closest point on the goal line from the point
he took possession and put it into play from there. If the latter
option is chosen, the player taking possession may not throw a pass
until he is at the proper point at the goal line.
- (1) Faking or Pausing:
- If a player fakes or pauses after gaining possession within his
endzone, said fake or pause shall be a commitment by the player that
he will be putting the disc into play at the point he initially
- (2) Pass From Teammate:
- If, as a result of a pass from a teammate, a player receives a
disc in the endzone which his team is defending, that player may not
carry the disc to the goal line, but shall put the disc into play from
the point of possession.
- B. Endzone of Attack:
- If a team gains possession by interception in the endzone which it
is attacking, the player taking possession shall carry the disc
directly to the closest point on the goal line, from the point of
possession, and put the disc into play from there.
- 404.08. Scoring:
- A. Requirement:
- A goal is scored when a thrower completes a pass to a receiver
while the receiver is within the endzone which his team is
- In order for the receiver to be considered in the endzone at the
time he gains possession, his first point of contact with the ground
after the catch must be completely in the endzone.
- In the event a receiver's momentum carries him into the endzone
after establishing possesion in the playing field proper, he shall
carry the disc back to the closest point on the goal line from the
initial point of possession, and put the disc into play from that
- A player must be completely in the endzone and acknowledge that he
has scored a goal. If that player plays the disc unknowingly into a
turnover, then no goal is awarded.
- 404.09. Turnovers:
- A change of possession shall result whenever a turnover occurs.
- A change of possession with a check shall occur; whenever the
marker's stalling count reaches the maximum number, as set forth in
section 404.11(B) herein, the disc is handed
from player to player, a thrower intentionally deflects a pass to
himself off another player, a thrower catches his own throw, or a
player calls time out when his team has no time outs left. However,
the thrower catching his own throw shall not result in a turnover if
the disc is touched by another player during its flight.
- 404.10. The Thrower:
- A player may become "the thrower" after receiving the disc from
his teammate or by picking up the disc after a turnover. Whenever the
disc is on the ground, whether in or out-of-bounds, any player
becoming offense may take possession of the disc.
- Prior to releasing a throw, the thrower must establish a pivot
foot and may not change that pivot foot until the throw is released.
The thrower has the right to pivot off the pivot foot in any
direction. However, once the marker has established a legal position,
the thrower may not pivot into him. The thrower may throw the disc in
any manner and in any direction he chooses.
- In the event the disc is dropped by the thrower without defensive
interference, it is considered an incomplete pass.
- 404.11. The Marker:
- A. Guarding:
- At any time, only one defensive player may guard the thrower. A
player is said to be guarding the thrower if he is within 3 m of the
thrower's pivot foot and is not within 3 m of any other member of the
offensive team. A thrower guarded by more than one defender shall call
"double team". The first time this occurs during any one count, the
marker should immediately subtract 2 seconds from the count and
continue without interruption. The second time this occurs is a foul
and the count shall be reset to zero with a check.
- When guarding the thrower, the marker may not straddle the pivot
foot of the thrower.
- When guarding the thrower, the upper body of the marker must be at
least one disc's diameter from the upper body of the thrower at all
times. It is the mutual responsibility of both players to respect each
other's position and not encroach into the other's area once it is
- When guarding the thrower, the marker cannot position his arms in
such a manner as to restrict the thrower from pivoting.
- B. Stalling:
- Once a marker is within 3 m of the thrower, he may initiate a
count. This consists of the marker calling "stalling " and then
counting at one second intervals to ten. If the thrower has not
released the disc by the first sound of the word "ten", then a change
of possession with a check shall result. If during the stall count,
the defense switches markers, the new marker must begin a new count at
zero. 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 he does not want the
disc, the marker "checks" the disc by placing it on the ground and
calling "in play".
- C. Resumption of Count After Foul:
- If a marker's stalling count is interrupted by a call being made,
after the call is resolved the stalling count shall be resumed in the
- If the call was against the defense, the count shall be reset to
zero, unless contested and over five, in which case it resumes at five
- If the call was against the offense, the count continues from the
point of interruption.
- D. Resumption of Count After Time-out:
- When play resumes after a time-out, the stall count shall continue
from the point of interruption.
- E. Fast Count:
- If the marker counts too fast, the thrower may call "fast count".
The first time this occurs during any one count, the marker should
immediately subtract two seconds from the count and continue without
interruption. The second time this occurs is a foul and the count
shall reset to zero with a check.
- F. Contested Stall:
- The thrower may contest a stall call if he believes that 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.
- In the event of a contested stall, if the pass is incomplete, it
is a turnover and play continues without interruption.
- 404.12. The Receiver:
- A. Possession:
- A receiver gains possession by demonstrating sustained contact and
control of a non-spinning disc while the receiver is on the ground and
- B. Bobbling:
- Bobbling to gain control of the disc is permitted, but purposeful,
controlled bobbling to oneself in order to advance the disc is
considered traveling and is not allowed. For purposes of this section,
bobbling shall include tipping, delaying, guiding or brushing the
- C. Traveling:
- If the receiver is moving when he catches a pass, he shall be
permitted the fewest number of steps required to come to a stop and
establish a pivot foot. Further, a receiver who catches the disc while
running may continue to run and throw a pass so long as the throw is
released prior to the receiver making three contacts with the ground
during his tenure of possession. Violation of this section shall
constitute traveling (see 404.16(C)).
- D. Simultaneous Catch:
- If the disc is caught simultaneously by offensive and defensive
players, the offense retains possession.
- E. Judging:
- If a pass arrives in such a manner that it is unclear whether a
catch was made before the disc made contact with the ground (grass is
considered part of the ground), the player with the best perspective
shall decide whether a good catch was made. Further, if it is unclear
whether a receiver was in or out-of-bounds at the point of making a
catch, the player or players with the best perspective makes the call.
- F. Force-Out Foul:
- If a receiver is airborne at the time he takes possession of the
disc, and prior to landing is contacted by a defensive player, and
said contact causes the receiver to land out-of-bounds, the receiver
shall either call himself 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.
- 404.13. Fouls:
- A. Definition:
- Fouls are the result of physical contact between opposing players.
A foul may be called by the player who has been fouled and must be
announced by calling out the word, "foul" loudly and immediately after
the foul has occurred.
- B. Responsibility:
- The player initiating contact shall be the player guilty of the
- C. Throwing Fouls:
- A throwing foul may be called when there is contact between the
thrower and the marker, prior to the release of the disc by the
thrower. Contact occurring during the thrower's follow through is not
sufficient grounds for a foul, but should still be avoided whenever
- When a foul is committed by the 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
- If the marker is fouled during the thrower's act of throwing and
the pass is not completed, play continues without interruption. If the
pass is completed, the disc is returned to the thrower after a check
and the stall count is resumed from the point of interruption.
- D. 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 shall
not constitute a foul.
- (1) Interference:
- If a player makes contact with an opponent before the disc arrives
and therefore 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 contact
with a legitimately-positioned, stationary opponent, either before or
after the disc arrives, that player has committed 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, possession of the disc reverts back to the thrower. If an
uncontested foul, with the exception of a force-out foul (see 404.12(F)), occurs in the end zone the offensive
team is attacking, the player fouled gains posession at the closest
point on the goal line to the infraction.
- E. Aggressive Behavior:
- Dangerously aggressive behavior or reckless disregard for the
safety of fellow players shall constitute a foul.
- F. Player Positioning:
- After a foul is called, all players shall remain in the position
they held at the time of the foul until play is resumed.
- 404.14. Positioning:
- A. Right to Position:
- Every player, with the exception of the thrower as set forth in
section 404.10(B), is entitled to occupy any
position on the field not occupied by any opposing player, provided
that he does not cause personal contact in taking such a position.
- B. Avoiding Contact:
- It is always the responsibility of all players to avoid contact in
any way possible. Violent impact with legitimately-positioned
opponents constitutes harmful endangerment, is a foul and must be
- C. 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. In the
event of a pick, the obstructed player shall immediately call, "pick"
loudly. Play shall then be stopped and be resumed only after a check,
with the stall count resuming from the point of interruption or to
five if the count is over five. The continuation rule applies only to
the next catch after the pick call.
- D. Principal of Verticality:
- All players shall have the right to the space immediately above
them. Accordingly, a player cannot prevent an opponent from attempting
to catch a pass by placing his arms above an opponent. If a player so
places his arms, and contact occurs, a foul may be called.
- E. Playing the Disc:
- Whenever the disc is in the air, all players shall play the disc
in lieu of the opponent.
- F. Rights of Players Off the Ground:
- A player who has jumped is entitled to land at the same point
without hindrance by opponents. He may also land at another point
provided the landing point was not already occupied at the time of his
takeoff and if the direct path between the takeoff and landing point
was not already occupied at the time of takeoff.
- 404.15. Observers:
- At their discretion, the captains may, before the game, decide to
select up to six experienced individuals, who are not participating in
the game, to act as observers. The duty of the observer is to
carefully watch the action of the game for the sole purpose of
rendering a decision in the event of a dispute that cannot be
resolved. Observers shall remain passive and shall not make any calls
on their own initiative.
- When a dispute arises which cannot be resolved by the players
involved or their captains, the observers may be called upon 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
- 404.16. Violations:
- A. General:
- A violation occurs when a player violates any of the rules in this
article, other than the rules relating to physical contact, in any
- B. Calling the Violation:
- A violation may be called by any player who recognizes that a
violation has occurred. The player should immediately call,
"violation", or the name of the specific violation, loudly.
- C. Traveling:
- Any journey by a player while in possession of the disc which is
in violation of these rules constitutes a travel and is not permitted.
- At all times a thrower must keep all or part of the pivot foot in
contact with the single point on the field established as the pivot
point. Whenever the thrower loses contact with that point, he has
- Whenever a receiver takes more steps than he requires to stop
after catching a pass, that receiver has traveled.
- If a receiver, after receiving a pass on the run, releases a pass
after making three ground contacts and before coming to a complete
stop, that receiver has traveled.
- If a stall count is in progress and traveling is called, the stall
count shall resume from the point of interruption or at "five"
("stall, six..."), whichever is lower.
- D. Strip:
- No defensive player may touch the disc while it is in the
possession of the thrower or receiver. If a defensive player does so,
causing the thrower or receiver to drop the disc, the player who was
in possession of the disc calls, "strip".
- The player in possession may pick up the disc and play shall
continue from the point where that player regains possession.
- If a stall count was in progress as the disc was stripped, the
count is reset to zero.
- A contested strip of the receiver is treated the same as a
contested catching foul; an uncontested strip in the end zone is a
- 404.17. Stoppage of Play:
- A. General:
- Whenever an infringement of the rules or a time-out occurs, play
is halted and the disc is put back into play with a check at the point
of the last possession before play was stopped, except as otherwise
provided by these rules.
- B. Play Continuation Rule:
- If a foul, violation or pick is called while the disc is in the
air, play continues until possession of the disc is gained.
- If the team who would receive the benefit of the call gains
possession as a result of a pass committed prior or during the time
the call was made, play shall continue unhalted. It is the
responsibility of the player who made the call to call out, "play on"
to indicate that this rule has been invoked.
- C. Disputes:
- Whenever there is a failure to come to an agreement over any call,
the disc shall be returned to the last thrower prior to the dispute
via a check.
- D. Offsetting Fouls:
- If offsetting catching fouls are called by offensive and defensive
players on the same play, the disc shall be returned to the last
thrower at his point of possession via a check.
- 404.18. 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 used
between each goal and the ensuing throw-off.
- If the receiving team wishes to have a throw-off which traveled
out-of-bounds rethrown, said team should give the rethrow signal as
soon as possible.
- In the event a dispute or confusion arises on the field, play
should be stopped and subsequently resumed via a check after the
matter is resolved.
- In non-tournament play, where a novice player commits a violation
due to ignorance of the rules, it shall be common practice to stop
play and explain the violation and the rule to the player.
Check: Temporary possession of the disc by the marker,
immediately prior to resumption of play to insure proper positioning
and readiness of the players.
Contact: The touching of players on opposite teams with a
degree of force.
Defensive Team: Team without possession.
Endzone: Area of the playing field where scores are made.
Goal Line: The line separating the playing field proper from
the endzone and not part of the endzone.
Marker: Defensive player guarding the thrower.
Offensive Team: Team with possession.
Out-of-Bounds: Any area not on the playing field, including the
Perimeter Lines: Lines separating playing field proper or
endzone from out-of-bounds area and not part of the playing field.
Pick: A player using his body or his movements in such a manner
so as to obstruct the movement of a player on the opposing team.
Pivot Foot: The foot used by a player to establish position on
the field after gaining possession of the disc.
Player: One of the 14 persons who are actually participating in
the game at any one time.
Playing Field Proper: Playing field exclusive of the endzones.
Point of Contact: Location on playing field where player
contact was made.
Put the Disc in Play: Occurs when the thrower establishes a
pivot foot and is ready to throw, or in throw-off situations has given
the legal signal to throw-off.
Receivers: All offensive players other than the thrower.
Thrower: An offensive player in possession of the disc or who
has just released the disc.
Throw-off: Procedure used to start play or resume play after a
goal is scored. The throw-off is accomplished by a player on the team
relinquishing possession by throwing the disc from the goal line his
team shall be defending to a player on the receiving team.
Where the Disc Stops: Refers to the location where a disc is
caught, comes to rest naturally, or where it is stopped from rolling