
WFDF Official Rules of Flying Disc Sports
Copyright (c) 1994, WFDF
Last Change: 7 Sep 1994
Index
The World Flying Disc Federation (WFDF) has full copyright to this
rulebook. Copies of the book are sold to cover the cost of producing
it. Member associations of WFDF are allowed to translate the rules
into their own language and to add national supplements as long as the
WFDF rules are not altered or contradicted. The WFDF board must be
notified of all such translations and receive a copy afterward.
Seventh Edition, April 1994.
Designed and Produced by Wham-O Sports Promotion.
HTML Version by
George Ferguson (ferguson@cs.rochester.edu)
- 1.
- To encourage and protect the spirit of flying disc play where as
partners rather than opponents we compete against the limits of
our own abilities rather than each other. To foster a climate of
peace in which disc play may be appreciated for its ability to
bring people together in a communal rejoicing of skill and play.
To ultimately learn to live together through playing together.
- 2.
- To encourage disc play throughout the world and promote the
establishment of new national flying disc associations, advising
them on all flying disc activities and general management.
- 3.
- To achieve general acceptance of disc play as a sport.
- 4.
- To provide a forum for discussion on all aspects of disc play
worldwide and to arbitrate between flying disc interests when and
where conflict might arise.
- 5.
- To establish and uphold a tournament standard for all flying disc
competition worldwide. To fairly distribute the right to organize
World Flying Disc Championships to interested associations and to
sanction other international tournaments.
- President: [Changed 7 Sep 1994]
- Bill Wright, 200 Linden, Ft Collins, CO 80524, USA
+1-303-484-6932 (W), +1-303-490-2714 (F), bwright@pr1.k12.co.us (E)
- Secretary/Treasurer:
- Johan Lindgren, Gnejsvagen 24, 853 57 Sundsvall, SWEDEN
46-60-150500 (W), 46-60-121497 (H), 46-60-115371 (WFDFForum & F)
jlindgren@pns.apc.org (E)
- Member:
- Dan Roddick, 655 Rim Road, Pasadena, CA 91107, USA
+1-818-287-9681 (W), +1-818-287-1040 (F), whamostork@aol.com (E)
- Member:
- Juha Jalovaara, St. Magnus-Strasse 32, D-81545 Munchen, GERMANY
49-89-647503 (H), 49-89-6422084 (W), 49-89-6422087 (F) internet:
jpj@hutcs.hut.fi (E)
- Member:
- Fumio Morooka, 5-15-21 Fukasawa, Setagaya-ku, Tokyo 158, JAPAN
81-3-3701-1559 (H&F), 81-3-3238-3911 (W&F)
100206.3312@compuserve.com (E)
- Member:
- Thomas Griesbaum, Briegerstrasse 8, D-76139 Karlsruhe, GERMANY
49-721-67698 (H), 49-721-6084001 (W), 49-721-697760 (F)
thgries@ira.uka.de (E)
- Member:
- Tami Pellicane, 3910 Old Denton Rd., #404, Carrollton, TX 75007, USA
+1-214-492-0252 (H), +1-214-334-5090 (F), nick_hart@acm.org (E)
- Member At Large: [Changed 7 Sep 1994]
- Robert L. Rauch, 145 W. 67th Street, Apt. 32-B, New York, NY
10023, USA
+1-212-787-4409 (H), +1-212-787-2069 (F), 71034.2562@compuserve.com (E)
Rules Committee
- Chairperson:
- Dan Roddick, (see Board Member).
Juha Jalovaara, (see Board Member).
Scott Lash, c/o Fry & Golden, 3 Park Plaza, North Park Rd,
Wyomissing, PA 19610, USA
+1-215-372-0432 (W), +1-215-777-1115 (H), +1-215-372-4865 (F)
Johan Josjo, Rackarbergsgatan 26:432, S-752 32, Uppsala, SWEDEN
46-18-523158
Jon Freedman, 512 South Ogden Dr., Los Angeles, CA 90036, USA
+1-213-937-6898 (H) +1-213-240-7710 (W)
Robbie Robison, P.O. Box 3132, San Diego, CA 92163, USA
+1-619-265-2632 (H), robbie@netlink.nix.com (E)
Olli Visamo, Juussaarenkuja 5 E 45, 00840 Helsinki, FINLAND
358-0-698-3503 (H) 358-0-567-5393 (W) olliv@xerver.icl.fi (E)
Disc Golf Committee
- Chairperson:
- Blair Paulsen, 11005 East Johnson Lane, Cornville, AZ 86325, USA
+1-602-634-4797 (H)
John Houck, 7101 Twin Crest Dr., Austin, TX 78752, USA
+1-512-459-3322 (W), +1-512-459-7324 (F)
Mikael Hastbacka,Munkkiniemen pulstotie 12 A 20 00330 Helsinki, FINLAND
358-0-484850 (H)
Leonard Muise, 2330 Haste #101, Berkeley, CA 94704, USA
+1-510-841-3957 (H), +1-415-512-8973 (W), +1-415-957-0917 (F)
Nobuya Kobayashi, c/o JPDGA, 2-15-16-601 Yoyogi, Shibuya-ku, Tokyo
151, JAPAN
81-3-3378-9211 (W), 81-422-54-7321 (H), 81-3-3378-9213 (F)
Field Events Committee
- Chairperson:
- Carlos Rio, Vibesgate 31 b, 0356 Oslo, NORWAY
47-2-609692
Christian Voigt-Eberle, Riedeselstr. #9, 8130 Starnberg, GERMANY
49-8151-6910
Tami Pellicane, (see Board Member).
Hiroshi Oshima, 22 Fukuda, Kaizuka-shi, Osaka 597, JAPAN
81-724-36-2476 (H), 81-734-52-1175 (W), 81-734-54-0138 (F)
Randy Lahm, 6523 El Nido Dr., McLean, VA 22101, USA
+1-703-372-7295 (H), lahm@capella.tsc.gtefsd.com (E)
DDC Committee
- Chairperson:
- Nick Hart, 3910 Old Denton Rd., #404, Carrollton, TX 75007, USA
+1-214-492-0252 (H), nick_hart@acm.org (E)
Danny McInnis, 4834 Heleo Ave, Temple City, CA 91780, USA
+1-818-287-9681 (W), +1-818-287-1040 (F) , danm911@aol.com (E)
Harvey Brandt, 116 Bishop St., #B, New Haven, CT 06511, USA
+1-203-772-1975 (H), +1-203-932-5711 (W)
Thomas Lindell, Allegatan 42, 96137, Boden, SWEDEN
46-921-13397 (H), 46-921-16533 (F)
Robbie Robison, (see Rules Committee).
Ultimate Committee
- Chairperson:
- Juha Jalovaara, (see Board Member).
Andrew Borinstein, 838 W. End Ave., Apt. 3B1, New York, NY 10025, USA
+1-212-666-3819 (H)
Paul Eriksson, Gotagatan 31 3tr, 116 21 Stockholm, SWEDEN
46-8-640-1445 (H), 46-8-701-3696 (W), 46-8-611-5071 (F)
Masakazu Honda, c/o JFDA, Tsukuda Bldg. 4F, 3-1-3 Motoasakusa,
Taito-ku, Tokyo 111, JAPAN
81-3-3843-1165 (W), 81-423-92-3830 (H), 81-3-3843-1132 (F)
Toby Green, c/o BUF, 74 Old High Street, Headington, Oxford, OX3
9HW, ENGLAND
44-08-656-9789, 44-865-741-356 (F)
Andrew Morris, 4 Andrew Street, Clovelly 20031 New South Wales,
AUSTRALIA
61-2-665-5571 (H), 61-2-281-5333 (W), 61-2-665-4471 (F)
Thomas Griesbaum, (see Board Member).
Julia North, 842 East Johnson, #2, Madison, WI 53703, USA
+1-608-257-6458 (H), +1-608-256-8076 (W), north@waisman.wisc.edu (E)
Carlo Giuliani, 2355 Bayswater St., Vancouver, BC V6K 4B2, CANADA
+1-604-732-4816 (H), +1-604-737-9335 (W), +1-604-737-9336 (F),
Carlo_Giuliani@mindlink.bc.ca (E)
Guts Committee
- Chairperson:
- Lige Johnson, 327 Lexington Ave., East Lansing, MI 48823, USA
+1-517-332-0352 (H), +1-517-336-7830 (F)
Thomas Marusich, 5841 Haverhill, Lansing, MI 48911, USA
+1-517-882-1187 (H), +1-517-487-9950 (W), +1-517-487-2902 (F)
Chris Lowcock, 86 Glenmount Park Rd., Toronto, Ontario M4E 2N2, CANADA
+1-416-694-5512 (H), +1-416-474-0404 (W), +1-416-474-0407 (F)
Anders Linden, Freigatan 50, 11326 Stockholm, SWEDEN
46-8 314766
Satoru Kimura, c/o JFDA, Tsukuda Bldg. 4F, 3-1-3 Motoasakusa,
Taito-Ku, Tokyo 111, JAPAN
81-3-3843-1165 (W), 81-3-3843-1132 (F)
FREESTYLE COMMITTEE
- Chairperson: [Changed 7 Sep 1994]
- Bill Wright, 200 Linden, Ft Collins, CO 80524, USA
+1-303-484-6932 (W), +1-303-490-2714 (F), bwright@pr1.k12.co.us (E)
Jan Ekman, Allevagen 33, 19177 Sollentuna, SWEDEN
46-8-754-8213 (H)
Chieko Kakimoto, c/o JFDA, Tsukuda Bldg. 4F, 3-1-3 Moto Asakusa,
Taito-ku, Tokyo 111, JAPAN
81-3-3843-1165 (W), 81-3-3843-1132 (F)
Kevin Givens, 302 Branciforte Dr., Santa Cruz, CA 95060, USA
+1-408-425-4960 (H), +1-408-459-4220 (W), barrio@cats.edu (E)
Peter Bowie, 14 Rempstone Drive, Halswell, Christchurch 3, NEW ZEALAND
64-3-322-9300 (H)
MINORITY INTERESTS COMMITTEE
- Chairperson:
- Tami Pellicane, (see Board Member).
Sunny Cade, Box 5, Princeton, MA 01541, USA
+1-508-464-5497 (H)
Barbro Langjuth, Tuvvagen 120, 136 39 Haninge, SWEDEN
46-08-745-3776 (H), 46-08-670-3450 (W)
NATIONAL ASSOCIATION MEMBERS
Australian Flying Disc Association
PO Box 149, Osborne Park 6017, WESTERN AUSTRALIA
61-03-531-5570
61-03-685-3437 (F)
mauricec@tps.com (E)
Austrian Frisbee Disc Association
Martin Schoenmayr, Schalbach 73,
A-4632 Pichl/Wels, AUSTRIA
43-724-7301
43-732-534-7131 (W)
43-732-534-79 (F)
Belgian Flying Disc Federation
Rue Bara 122, 1070 Brussels, BELGIUM
32-2-521-9502
32-2-521-0841 (F)
Dansk Flying Disc Sport Union
Postbox 140, D-3520 Farum, DENMARK
45-42-957730
DiscCanada
Chris Lowcock, 86 Glenmount Park Rd.
Toronto, Ontario M4E 2N2 CANADA
+1-416-694-5512
+1-416-474-0404 (W)
+1-416-474-0407 (F)
or
British Columbia Disc Sports Society
234-1367 West Broadway, Vancouver, BC V6H 4A9 CANADA
+1-604-737-3009
+1-604-737-6043 (F)
Dutch Flying Disc Association (Nederlandse Frisbee Bond)
Postbus 85003, 3508 AA Utrecht, HOLLAND
31-30-7176-85
Federation Flying Disc de France
Maison de Associations, 1 Ave. Francois Mauriac, 9400 Creteil, FRANCE
33-1-43485807
Finnish Flying Disc Association (Suomen Liitokiekkoliitto)
Sibeliuksenkatu 3 B 23, 00250 Helsinki, FINLAND
358-0-444532
jamannin@vipunen.hut.fi (E)
German Flying Disc Association (Deutscher Frisbeesport Verband)
DFV Office, c/o Gerd Rosenowski, Am Stadtrand 20
26127 Oldenburg, GERMANY
49-445-48494
49-441-73172 (W)
49-445-48357 (F)
Italian Flying Disc Federation (Federazione Italiana Flying Disc)
c/o Pippo Fioranni, Via Porpora, 63, 20131 Milano, ITALY
39-2-26146067 (H)
39-2-57510050 (W)
filippo@adeskit.mil.autodesk.com (E)
Japan Flying Disc Association
Tsukuda Bldg 4F, 3-1-3 Moto-Asakusa, Taito-Ku
Tokyo 111, JAPAN
81-3-3843-1165
81-3-3843-1132 (F)
New Zealand Flying Disc Association
PO Box 27-356, Wellington, NEW ZEALAND
64-4-792-830
64-04-499-7100 (F)
jarvisg@matai.vuw.ac.nz (E)
Norsk Frisbee Forbund
Pb 7556, Skillebekk, 0205 Oslo 2, NORWAY
47-2-565795
47-2-349525 (F)
Republic of China Flying Disc Association
13F, #3, 990 Alley, Ming Shen East Rd., Taipei, Taiwan, ROC
886-2-3519556
886-2-3142777 (F)
Swedish Flying Disc Federation (Svenska Frisbee Forbundet)
Anders Personsgatan 18, 416 64 Goteborg, SWEDEN
46-31-154500
46-31-151545 (F)
Swiss Flying Disc Association
Reto Zimmermann, Muhlernstrasse 139, 3098 Schlieren, SWITZERLAND
or
Paul Francz, P.O.Box 306
CH-4012 Basel, SWITZERLAND
41-61-333-85-51 (H)
41-61-324-75-38 (W)
United Kingdom Flying Disc Association
Derek Robins, 47 Crosbie Rd., Chapelfields, Coventry, CV5 8FX
ENGLAND
44-203-523523
44-203-691330
44-203-524573 (F)
forab@warwick.ac.uk (E)
or
BUF, Toby Green, 74 Old High Street, Headington
Oxford, OX3 9HW, ENGLAND
44-0865-69789
44-865-741356 (F)
United States Disc Sports
Beth & Bob Verish, 8550 Tujunga Valley Street
Sunland, CA 91040, USA
+1-818-353-6339 (H)
verish@kelvin.jpl.nasa.gov (E)
ORGANIZATIONAL MEMBERS
Freestyle Players Association
P.O. Box 2612, San Diego, CA 92014, USA
+1-619-757-3747 (H)
Guts Players Association
Thomas Marusich, 5841 Haverhill, Dr., Lansing, MI 48910, USA
+1-517-882-1187 (H)
+1-517-487-9950 (W)
+1-517-487-2902 (F)
Professional Disc Golf Association
P.O.Box 502858, Indianapolis, IN 46250, USA
+1-317-635-4653
Ultimate Players Association
3595 E. Fountain Blvd., Suite J2
Colorado Springs, CO 80910, USA
+1-800-872-4384 (U.S)
+1-719-591-1168
+1-719-591-2461 (F)
70744.1562@compuserve.com (E)
PROVISIONAL MEMBERS
Bangladesh Flying Disc Association
c/o S.M. Rafiqol Alam, 398-B East Nakhal Para Tejgaon
Dhaka 1215, BANGLADESH
880-2-601862
880-2-803393 (H)
880-2-835246 (F)
Botswana Flying Disc Club
PCV Lawrence Cranor, Madiba Secondary School
Private Bag 12, Mahalape, BOTSWANA, Southern AFRICA
Brasil Flying Disc Association
c/o Bill Presada, Caixa Postal 24
06850-947 Itapecirica de Serra, Sao Paolo, BRASIL
55-11-256-1362 (H)
55-11-65-9784 (F)
Bulgaria, c/o Joel Haskard, American Bulgarian Ctr., 26 Irechek Street
Stara Zagora 6000, BULGARIA
359-42-42061 (H)
359-42-38810 (F)
Columbia, c/o Corey Tyrell, Carrera 10 #91-16, Bogota, COLUMBIA
57-12-368-448
Costa Rica, Garrett Crosbie
Croatian Flying Disc Association
Zvonco Slavic, Istarska. 7, 52000 Pula, CROATIA
38-52-25538
Czech Flying Disc Association
Senovazne namesti 24, 128 00 Praha 2, CZECHREPUBLIC
Ethiopian Flying Disc Association
c/o Robert Houdek, US Dept. of State,Washington, D.C. 20521, USA
251-1-551002
251-1-551166 (F)
Ghana Flying disc Association
c/o Oppong Damson Arim, Valley View College, P.O.Box 9358 Accra, GHANA
Hong Kong
c/o Phil Trostel, Flat 1A, Block 2, Balmoral Gardens,
21 Razor Hill Road, Kowloon, HONGKONG
ptrostel@usthk.ust.hk (E)
Hungarian Flying Disc Association
c/o Richard Jakab, Bekesi u. 3/6/3
H-1088 Budapest, HUNGARY
36-1-133-0272 (H&F)
36-1-1 60 32 9400 (W)
36-1-183-4951 (W&F)
Iceland Flying Disc Association
Patrick Nadonley, Haaleitisdraut 107, 108 Reykjavik, ICELAND
354-1-35116
Indonesia Flying Disc Association
c/o John Ryan, SEJATI, Jalan Mendawai IV/2
Jakarta 12160, INDONESIA
62-21-717217
62-21-7341033 (H)
62-21-716562 (F)
Irish Flying Disc Association
Brendan Nolan, 17 Rochestown Ave., Dun Laoghaire, Co. Dublin, IRELAND
353-1-852087
Israel Flying Disc Association
Tzachi Shariv, Weizmans Inst. of Science, Electronics Dept.
76100 Rehovat, ISRAEL
972-8-475318 (H)
972-8-342034 (W)
972-8-344109 (F)
feshariv@wizmann (E)
Kenya
c/o Malaki Otieno, P.O.Box 144, Machakos, KENYA
000254-145-30324
Korean Flying Disc Association
Dr. Ojoong Kim, 7-5 Non Hyun-dong,Gang Nam-gu, Seoul, KOREA
82-2-92-2601
Macau
c/o Paul Shu-Sing Wong, University of Macau, P.O. Box 3001, Macau, MACAU
853-3974520
Madagascar Flying Disc Association
Hery Ralaimaro/Nat Quansah, Bloc 12B, Anvatso II,Antanarivo 101, MADAGASCAR
261-2-40413
Malaysia Flying Disc Association
Mimaland Berhad, Suite 804, 8th floor, Plaza Magnum, 128 Jalan Puda,
55100 Kuala Lumpur, MALAYSIA
Mexico, c/o Fernando Najero, Matias Romero, #1505, Col. Narvarte
03020, Mexico D.F., MEXICO
52-5-605-4414 (H)
52-5-687-8628 (W & F)
Peoples Republic of China, c/o Zhang Zhitong, Beijing Phys. Ed. Ins.,
Haidian District 100084, Beijing, PEOPLES REPUBLIC OF CHINA
Russian Flying Disc Association
Denis Popov, 2 Manchesterskaya, Apt. 178, St. Petersburg 194156, RUSSIA
7-812-554-1851
Singapore, c/o Ron Kaufman, 7 Siglap Rd., #12-64
Mandarin Gardens 1544, SINGAPORE
65-441-2760 (H)
65-444-8292 (F)
Spanish Flying Disc Association (Asociation Espanola de Frisbee)
Gerard Estanyol Guerrero, Pl F de Lesseps 33 Esc. D, 08023, Barcelona, SPAIN
34-3-218-7071
or
Francisco Lopez Ramon, Plaza de los Mostenses 1406
28015 Madrid, SPAIN
34-1-542-7525
34-1-542-3776 (F)
Venezuelan Flying disc Association
Jesus Loreto, Av. Universidad #2,
El Limon, Maracay, Edo. Aragua 2105, VENEZUELA
58-43-831626
58-43-414030 (F)
Zaire Flying Disc Association
Ben Bushiri, c/o BP 10466, Kinshasa, Gombe, REPUBLICDEZAIRE
or
Jean Pembele-Nzuzi, c/o Pembele/dienda, Sofimno, BP700, Kin Igonge,
REPUBLICDEZAIRE
(517) 487-2902 (F)
OTHER ASSOCIATIONS
Double Disc Court Players Association
P.O.Box 3132, San Diego, CA 92163, USA
+1-619-265-2632 (H)
geolr1021@ucsvax.sdsu.edu (E)
European Flying Disc Association
c/o Alex Kloetzel, Reumont str. 42, Aachen 52064, GERMANY
49-241-31367 (H)
49-241-82517 (W)
GAISF, Villa Henri, 7 Boulevard de Suisse, MC 98000
MONTE CARLO
33-93-507413
MAGAZINES, ETC.
- International:
-
World Flying Disc Federation
c/o Johan Lindgren, Gnejsvagen 24, 853 57 Sundsvall, SWEDEN
GAISF News
Jean-Louis Meuret, 26 Route de Grandvaux, 1096 Cully SWITZERLAND
41-21-799-1182 (W)
41-21-799-1546 (F)
- National:
-
A.F.D.A. Newsletter,
P.O. Box 149, Osborne Park, 6017, WESTERN AUSTRALIA
DISCinFORM
c/o Torben Vaering Sorensen, Rebaek Sopark 5, v.112 DK2650 Hvidorvre, DENMARK
Frisbeelagan
c/o Peter Lundmark,S.F.F., Anders Personsgatan 18 41664 Goteborg, SWEDEN
Frisbee Sport Express
c/o Wahrmann, Ybelstr 13, 8120 Weilheim i OB, GERMANY
Swiss Disc Golf News
Urs Hante, Landvogt-Waserstr 17, 8400 Winterthur, SWITZERLAND
Upside Down
c/o Marc Baume, Rue du Travail 81, 5000 Namur, BELIGIUM
- Regional:
-
Airwaves(Mid-Atlantic)
4311 Alta Vista Drive, Fairfax, VA 22030, USA
B.G. Disc Newsletter
P.O.Box 54, Bowling Green, KY 42102, USA
Chain Mail (Raleigh NC)
3836 Sue Ellen Dr., Raleigh, NC 27604, USA
Desert Disc Club News
704 West 12th St., Tempe, AZ 85281, USA
DiscConnection (Northern California)
PO Box 4447, Berkeley, CA 94704, USA
Disc Players S.W. News
Circular Productions, P.O.Box 792, Austin, TX 78767, USA
NEFA News
137 Chestnut St., North Reading, MA 01864, USA
Pittsburgh Flying Disc Society
1818 Morrell St., Pittsburgh, PA 15212, USA
South's Sailing Circular (SE)
2426 NW 119th Ave., Gainesville, FL 32609, USA
SPIN - B.C. News
234-1367 W. Broadway, Vancouver, BC V6H 4A9, CANADA
The Floater (M.F.A.)
P.O. Box 14281, Minneapolis, MN 55414, USA
The Milwaukee Breezeway
3307 North Cramer St., Milwaukee, WI 53211, USA
Tri-State Newsletter (NE)
176 N. Main St., Apt.6, Emmaus, PA 19049, USA
- Special Interest:
-
Disc Golfer (PDGA)
P.O.Box 11693, Shorewood, WI 53211, USA
Disc Golf Journal.,
1801 Richardson #6, Urbana, IL 61801, USA
Disc Golf World News
P.O.BOX 4474, Overland Park, KS 66204, USA
Freestyle Players Assoc.
P.O. Box 2612, San Diego, CA 92014, USA
Guts Players Assoc.
5841 Haverhill Dr., Lansing, MI 48910, USA
Ultimate Players Assoc.
3595 E. Fountain Blvd., Ste. J2, Colorado Springs, CO 80910, USA
- Mail Order Catalogs:
-
Discovering The World
P.O. Box 911, La Mirada, CA 90637, USA
Disc Golf World
P.O.Box 4474, Overland Park, KS 66204, USA
Ultimate Stuff
C Associates, P.O. Box 14520, Washington DC 20003, USA
The Wright Life
200 Linden, Fort Collins, CO 80524, USA
- Computer Bulletin Boards:
-
PDGA Disc Golfer BBS system
+1-414-964-5111
Photostar BBS
Mike Overacker, Box 21522, Roanoke, VA 24018, USA
+1-703-774-4667
Ultimate Discs
Ernie Willvonseder, Purchase, NY, USA
+1-914-698-9164
W.F.D.F. Forum BBS system
46-60-1115371
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If any address has changed, is wrong, incomplete or missing, please
write:
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Outline of Contents
The World Flying Disc Federation (hereinafter referred to as "WFDF")
is a Federation organized and existing under a set of by-laws known as
the WFDF Statutes. WFDF shall promulgate, publish and enforce specific
rules of play for each sport or event. These rules shall be set forth
in separate articles with each Article setting forth rules for a
specific event, with the exception that field events, due to their
simplicity and similarity, shall all come under the heading of one
Article.
Flying disc sports have traditionally relied upon a spirit of
sportsmanship which places the responsibility of fair play on the
players themselves. Highly competitive and committed play is
encouraged, but never at the expense of the bond of mutual respect
between players, adherence to the agreed upon rules of any event, nor
the basic enjoyment of play. Protection of these vital elements serves
to eliminate adverse conduct from the playing field. The
responsibility for the maintenance of this spirit rests on each
player's shoulders.
Any rule set forth in Articles II through VIII shall be construed in
accordance with the purpose for the rule, in a manner of consistency
and fairness, exercising substance over form, with due regard to the
spirit and gamesmanship fundamental to disc sports as set forth in
section 102 of Article I herein.
- 103.01. Comments:
- To facilitate understanding and comprehension of the rules of disc
play, a comment discussing the event appears at the beginning of the
set of rules pertaining to that event. The comment shall not be
considered a rule; however, it may be used as an aid in interpretation
of the actual rules.
- 103.02. Gender:
- Wherever used in the rules, the use of either gender shall be
applicable to both genders.
- 103.03. Rule Changes:
- Suggestions for rule changes or additions concerning specific
events are to be made to the appropriate WFDF event committees.
Proposals concerning general rule considerations may be made directly
to the WFDF Rules Committee (RUC).
All event committees shall submit their proposed rule documents for
the coming season by November 1. The RUC shall then review the
proposed rules and, through communication with the event committees,
assemble the rule book for the coming season. The book shall be
submitted to the Board for ratification by Jan. 1. After ratification,
the rules shall be effective commencing April 1.
Players shall compete in one or more of the disc events at tournaments
organized or sanctioned by WFDF or organized and sanctioned by a
nation which is a member of WFDF.
- 104.01. Entry:
- To qualify for entry in a tournament, a player shall pay the entry
fee set by the tournament director and by WFDF.
- 104.02. Tournament Director:
- The tournament shall be under the management and control of a
tournament director who shall oversee the entire tournament, appoint
officials and delegate duties and responsibilities to said officials
and other tournament personnel, interpret the rules of play when
necessary, settle disputes as they arise, perform any other acts and
duties required by the WFDF rules, and otherwise insure that the
tournament is conducted in an efficient, professional, consistent and
fair manner.
- 104.03. Determining Order of Play:
- Whenever it is necessary to determine which player or team shall
commence play or have the right to choose which field to defend, or
whenever an arbitrary method of resolving a deadlock is required, the
disc flipping method shall be used. This method shall be performed as
follows: The two principals or their representatives shall meet, each
with a disc, and shall release their respective discs, with a flipping
motion, into the air. The principal or representative shall choose the
"same" or "different" position while the discs are in the air and the
other principal or representative shall receive the choice not taken.
The principals or representatives shall then permit the discs to come
to rest without impeding the discs' movements. If both discs come to
rest in a right side up or upside down position, the principal or
representative with the "same" position choice wins the flip. If one
disc is right side up and the other is upside down, the principal or
representative with the "different" position choice wins the flip.
To promote fair competition, players shall be classified based upon
age and sex and shall compete against other players of a like
classification, or, at their discretion, in the open field of players.
The following classifications shall be used:
- 105.01. Open Division
- All players who do not qualify for any other division or choose
not to compete in any other division.
- 105.02. Women's Division
- Available only to female players. The women's division may be
further subdivided into junior, master, grand master, senior grand
master, or legends divisions, depending upon the number of female
players who would qualify for said divisions.
- 105.03. Junior Division
- Available to players who do not reach their 19th or subsequent
birthdays during the calendar year in which the tournament concludes.
- 105.04. Under-Twelve Division
- Available to players who do not reach their 12th or subsequent
birthdays during the calendar year in which the tournament concludes.
- 105.05. Master Division
- Available to players who reach at least their 35th birthdays
during the calendar year in which the tournament begins. Master
division for Ultimate play begins at 30 years of age.
- 105.06. Grand Master Division
- Available to players who reach at least their 45th birthdays
during the calendar year in which the tournament begins.
- 105.07. Senior Grand Master Division
- Available to players who reach at least their 55th birthdays
during the calendar year in which the tournament begins.
- 105.08. Legends Division
- Available to players who reach at least their 65th birthdays
during the calendar year in which the tournament begins.
- 105.09. Suspension of Classification
- A tournament director may suspend one or more of the divisions for
a given tournament if fewer than five persons at a tournament qualify
for that division. If a division is suspended, the players who would
have qualified for that division shall compete in another division in
which they qualify, or the open division.
- 105.10. Choice of Divisions
- If a player qualifies for more than one division, he shall choose
which division he shall compete in prior to the start of play, and
shall not compete in any other division throughout the duration of the
tournament.
- 106.01.
- A foreigner who wishes to compete on a national team in a world
championship must have lived continuously in that country for at least
two consecutive years immediately prior to the tournament.
- 106.02.
- A national team may have a maximum of two "foreign" players as
defined in 106.01.
- 106.03.
- A player who has lived continuously in a country for at least five
consecutive years immediately prior to the tournament is no longer
considered a "foreign" player on that national team's roster.
- 106.04.
- World championship organizers shall provide each national team
with an official roster form on which to list each player's name and
his nationality or "foreign" player status. This form is to be
returned to the organizers prior to the tournament.
- 107.01.
- To be used in competition, discs must:
- A.
- Have a saucer-like configuration with a flight plate unbroken by
holes and an inner rim depth (that portion of the rim that is
generally vertical to the flight plate), which is at least 5 percent
of the outside diameter measurement;
- B.
- be made of solid plastic material, without any inflatable
components;
- C.
- have not be less than 21 cm of outside diameter, nor exceed 40 cm
of outside diameter;
- D.
- achieve a rim configuration rating of 26 or greater (see section
108[D]);
- E.
- have a leading edge radius that is greater than 1/16 in (1.6 mm)
(see Section 108[E]);
- F.
- (beginning Jan. 1, 1995) be sufficiently flexible to bend to the
buckling point when subjected to no more than 12.3 kg (27 lb) of
weight in a standard testing procedure (see Section
108[F]);
- G.
- weigh no more than 8.3 gm per cm of outside diameter and shall
weigh no more than 200 gm regardless of size;
- H.
- be essentially as produced, without any post-production
modifications which affect weight or flight characteristics;
- I.
- present no unreasonable danger to players or spectators;
- J.
- be a production-type disc available commercially to the public in
numbers of at least 1,500 and,
- K.
- be specifically approved by the event director if questioned by
any player in the contest, but in no case will the disc be approved if
it is in violation of any of the above specifications.
- 107.02.
- Additional disc specifications relative to a particular event may
be found in the rules for that event.
Metric measurements shall be employed in characterizing the physical
properties of flying discs. All linear measurements shall be rounded
to the nearest millimeter; measurements ending in 0.5 mm shall be
rounded up. Weight measurements will be rounded to the nearest
decigram; measurements ending in 0.5 dg shall be rounded up. The
methods to be employed in testing shall be:
- A. Establish The Outside Disc Diameter
- This attribute will be recorded using a pair of calipers with a 40
cm measuring capacity. Measurements will be taken from two transects
at right angles to one another across the long axis of the disc. By
taking two measurements, any potential effects due to warpage are
factored out. These measurements will then be averaged.
- B. Establish The Rim Depth
- The disc shall be laid on its top with the rim up. If the disc is
warped the measurements shall be taken where the measurement will be
the smallest after the disc has been laid flat to remove the effect of
warpage as much a possible. A straight edge shall be laid across from
rim to rim and measurements taken at the point where the rim meets the
flight plate to the straight edge. This measurement shall be
established is multiplied by the allowable minimum percentage of rim
depth. The measured depth must be greater than or equal to the
calculated minimum allowable.
- C. Establish The Disc Weight
- Multiply the previously established outside rim diameter by the
maximum allowed weight per cm of diameter. The measured weight must be
less than or equal to the calculated maximum allowable.
- D. Establish Rim Configuration
- The rim of the disc shall be held perpendicular to a contour gauge
having 13 probes per cm (such as the Valued ST142). The rim of the
disc shall then be pressed into the gauge to a depth of 5 mm. The
resulting movement of probes is to be evaluated with the movement of
each probe being measured to the nearest 0.25 mm. The measurements for
all affected probes are then totaled to produce the rim configuration
rating. The ratings of three examples shall be determined with the
median score used.
- E. Establish Leading Edge Radius
- This attribute will be evaluated through the use of a 1/16 in (1.6
mm) radius gauge. To pass this test, the leading edge of the disc must
not contact the gauge (see Fig. 1.1)
- F. Establish Disc Flexibility
- The disc is to be held on its edge, in a vertical position
perpendicular to a weight scale (see Figure 1.2[A]). The upper rim of
the disc shall then be gradually pressed down within a period of 5
seconds. The flexiblity rating is the maximum force measured prior to
when the buckling point of the disc is reached (see Figure 1.2[B]).
The temperature of the disc is to be no higher than 25 degrees Celsius
(77 degrees Fahrenheit) when the test is made. For approval of a
specific model, the ratings of three examples shall be determined with
the median score being used.
A tournament director may disqualify a player from any event or from
the entire tournament whenever that player exhibits violent, obscene,
abusive, disruptive or illegal behavior; is continuously annoying to
other players, cheats or otherwise attempts to create an unfair
advantage for himself or disadvantage for others through a
circumvention of the rules, or otherwise causes substantial hardship,
inconvenience, or annoyance to spectators, officials, or other
players. This rule shall not supersede, alter or in any way affect the
rules of disqualification relating to specific events as set forth in
Articles II through VIII herein, but shall be considered a supplement
or addition to those specific rules.
- 110.01
- Whenever a disc player chooses to challenge a decision made by a
tournament director or official or a result entered at a tournament,
he shall file a written protest to WFDF, or an official designated by
WFDF to handle protests, within 10 days of the occurrence giving rise
to the dispute. The protest shall be reviewed and either upheld,
dismissed or held in abeyance pending investigation, at the discretion
of WFDF or its designated official. An investigation may include
interviewing any or all individuals with personal knowledge of the
circumstances involved in the dispute, or conducting a hearing, if
deemed necessary. A decision shall be made without undue delay with
the results of the decision being served upon the tournament director
in question and the protesting player. All decisions are final and not
appealable.
- 110.02. Upholding Protest
- The WFDF Board or designated official shall uphold a protest
whenever it is established, by clear and convincing evidence, that the
tournament director or other tournament official intentionally or
knowingly:
- A.
- falsified tournament results;
- B.
- improperly aided or made calls or decisions for the purpose of
giving unfair advantage or disadvantage to one or more players;
- C.
- improperly impeded the play of a player, whether physically or by
calls or decisions, to the benefit of one or more other players;
- D.
- disqualified a player from play without cause;
- E.
- otherwise performed any act designed to create an unfair advantage
or disadvantage to one or more players;
- F.
- accepted a bribe or other remuneration from a player or other
person in exchange for performing any acts set forth in 'A' through
'E' herein.
- 110.03. Denial of Protest
- WFDF Board or other designated official shall deny any protest
which has as its subject matter any of the following:
- A.
- a call or decision made by a tournament director or other official
when a call or decision was made in good faith, regardless of the
outcome;
- B.
- a call or decision made by a tournament director or other official
when the call or decision resulted in an unfair advantage or
disadvantage, being created when the advantage or disadvantage created
was not the motivating reason for the call or decision;
- C.
- any act committed by a player. Improper acts of a player shall be
treated at the tournament level.
- 110.04. Effect on Protesting Player
- If a protest is upheld, the WFDF Board or other designated
officials shall, if possible, attempt to put the protesting player in
the position he would have been in were it not for the circumstances
leading to the protest.
- 110.05. Sanction
- If a protest is upheld, the WFDF Board or other designated
official may sanction the offending tournament director, tournament
official or other persons in the manner and to the extent deemed
appropriate. Possible sanctions may include, but are not limited to:
disqualification of a player retroactive to the tournament in
question; suspension of a player, tournament director or other
official for a defined or indefinite period of time; barring of player
from tournament play or affiliation, or the stripping of a title or
record if the title or record was achieved as a result of improper
conduct leading to the protest.
- 111.01
- A tournament director shall have the discretion to suspend or
change one or more of the rules set forth in Article II through VIII
herein or an additional rule not set forth, if applying the rules as
set forth would be impractical, cumbersome or impossible, or would
unduly create a significant advantage or disadvantage for one or more
players; providing the suspension, alteration or addition occurs prior
to the start of the tournament, will not unduly prejudice other
players and is made known to all players prior to the start of a
tournament. The tournament director shall set forth in his report to
WFDF any suspension, alteration or addition of rules and the reasons
for said action.
- 111.02. Effect on Potential Records
- A suspension, alteration or addition of any rule as set forth in
section 111.01 may be cause for the WFDF Board
or other sanctioning body to refuse recognition of a record set or
tied at a tournament, if the rule change was a factor to any degree in
the record being set.
- 112.01. Publication
- The WFDF rules shall be published and appear in a book, pamphlet
or other printed material. The effective date of the rules shall be
conspicuously noted on the initial page or cover of said printed
addition.
- 112.02. Inspection
- A copy of the WFDF rules, then in effect, shall be present for
inspection by any player upon request at any WFDF sanctioned
tournament. A player may request a copy of the rules for his own use
and shall be provided with same upon receipt of the request by WFDF or
its agent and upon payment of a nominal fee as set by WFDF.
Comment: Double disc court is a game played by two teams of two
players each. Each team is charged with defending a court from the
attack of the opponents. The attacks are made in two ways: by the
throwing of one of two discs in play into the opponents' court in an
attempt to have the disc come to rest within that court without ever
having touched out-of-bounds, or by causing both discs to be touched
by a player or players on the opposing team at the same time. A team
scores a point whenever they make a successful attack or whenever an
opponent throws a disc out-of-bounds. The first team to score the
requisite number of points as determined by the competitive format
shall win the game.
The purpose of the following rules is to provide a guideline which
describes the way the game is played. Disc sports have traditionally
relied on a spirit of sportsmanship which places the responsibility
for fair play on the players themselves. 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 enjoyment of play. Protection of these vital elements serves
to eliminate adverse conduct from the playing field. Such actions as
taunting the opposing players, dangerous aggression, intentional
violation of the rules, or other "win-at-all-costs" behavior are
contrary to the spirit of the game and must be avoided by all players.
Violations which compromise this understanding may result in penalties
or disqualification by the tournament director.
Outline of Contents
201. Interpretation
202. Field of Play
202.01. Dimensions
202.02. Surface
202.03. Boundary Lines
202.04. Corner Markers
203. Discs
204. Rules of Play
204.01 Procedures of Play
A. Preliminary Considerations
B. Readiness
C. Service
D. Incorrect Service
E. Incorrect Servers
F. Initiation
G. Serving Combinations
H. Court Switches
I. Time Outs
J. Pace of Play
204.02. Play
A. General Procedure
B. The Impasse
C. Deformation
D. Interference
E. Coaching
204.03. Throwing
A. Court Position
B. Traveling
C. Line Faults
D. Throws From Out-of-Bounds
E. Landing-Angle Restrictions
F. Offensive Interference
G. Late Throws
204.04. Catching
A. General Procedure
B. Double Touch
204.05. Tipping
A. General Procedure
B. Two-Handed Tips
204.06. Scoring
A. General Procedure
B. The Break
C. Mid-Air Contact
204.07. Infractions
A. General Procedure
B. Disputed Calls
C. Offsetting Infractions
205. Observers
206. Suggested Tournament Procedures
206.01 Late Arrival
206.02 Scratched Games
206.03 Suggested Tournament Formats
A. Semi-Finals and Finals
B. Competitions of 5 to 10 teams
C. Competitions of 11 to 20 teams
D. Competitions of 21 to 50 teams
E. Competitions of 51 to 100 teams
206.04. Tie-Breaking Procedures
207. Glossary
The ultimate interpretation of the letter and spirit of this document
shall be the responsibility of the tournament director and/or the head
judge of the event.
- 202.01. Dimensions:
- The double disc court shall consist of two square areas measuring
13 m per side known as courts, which are set 17 m apart. The minimum
distance between neighboring courts shall be 5 m. Spectators shall not
be positioned closer than 2 m to a court, with 5 m suggested if
possible (see Figure 2.1).
- 202.02. Surface:
- The double disc court may have any surface (well-trimmed grass is
recommended) which is essentially flat, free of obstructions and
holes, and affords reasonable player safety.
- 202.03. Boundary Lines:
- The boundary lines shall lie flat on the surface and mark the area
of each court. The boundary lines are not part of the courts, they are
out-of-bounds. The boundary lines shall be marked with a cord having a
diameter not larger than 10 mm nor smaller than 5 mm.
- 202.04. Corner Markers:
- The corners of the courts shall be marked with cones made of a
brightly-colored flexible material. The cones shall not be larger than
13 cm nor smaller than 9 cm in height and width. The corner markers
shall be centered on the corners of the courts and are considered
out-of-bounds.
- A.
- Any flying discs meeting WFDF specifications set forth in Article I may be used as long as they meet the specific
requirements of 203 B and are acceptable to both
teams.
- B. Special Restrictions:
- For game design and safety considerations, discs in play must meet
both the W.F.D.F. general disc specifications (section
107) and these additional specifications:
- (1) Rim configuration:
- must achieve a rim configuration rating of 75 or greater (may not
be bevelled - see section 108[D]).
- (2) Weight:
- must weigh no more than 6.7 gm per cm of outside diameter.
- (3) Rigidity:
- must be sufficiently flexible to bend to the point of buckling
when subjected to no more than 9.1 kg (20 lb) of weight in a standard
testing procedure (see section 108[F]).
- C.
- If teams cannot agree, the official discs for play will be two
orange 23A or 23B mold Frisbee brand discs weighing approximately 110
gm.
- D.
- If the teams cannot agree upon two specific official discs for
play as described in 203 C, two options are
available:
- (1)
- each team shall supply one official disc for play of the match;
or,
- (2)
- if that solution is not acceptable to both teams they shall
resolve the disagreement through the disc flipping method set forth in
104.03 of the WFDF rules. The team winning the
flip shall then supply both official discs for the match.
- 204.01. Procedures of Play:
- A. Preliminary Considerations:
- Prior to the start of play, the teams shall resolve the
preliminary considerations through the disc flipping method (104.03). The team winning the flip shall have its
choice on one of the three options for the first exchange of the
match:
- (1)
- which court they will defend; or,
- (2)
- which team shall initiate; or,
- (3)
- which team shall declare its server.
The team losing the flip shall then have its choice on one of the two
remaining options, leaving the final option to the team winning the
flip.
- B. Readiness:
- Each team shall prepare for the commencement of play by standing
within the court it shall defend. A player on each team shall be in
possession of a disc and prepared to serve it. The server of the
initiation team must establish and maintain a position in the court
during the 3 seconds prior to the beginning of the serving call. After
the beginning of the serving call, that player and all others may move
as they wish. Serves must be made from within the court.
- C. Service:
- Upon a serving call from the non-serving member of the initiation
team, play begins by a player from each team throwing simultaneously.
Players on a team must alternate serves. The serving call shall be a
count of, "Ready, Two, One, Throw". There shall be equal time
intervals between each word in the count. The total time of the count
shall not be shorter than 2 seconds nor longer than 3.5 seconds.
Servers must throw on the word "Throw". Immediately prior to the
serving call, the player making the call shall announce the current
game score, giving the initiation team's score first.
- D. Incorrect Service:
- If an incorrect serving call is given, the non-initiation team may
call, "Bad call". If a server throws early, the opponents may call,
"Early". If a server throws late, the opponents may call, "Late". To
be valid, these calls must be made immediately. The team making the
call then may either take any points they have scored on the service,
replay the service or if the service resulted in both discs being
caught, they may play on after all players are ready. See section 207 for the definition of the "play on"
procedure.
- E. Incorrect Servers:
- If any player realizes that a service took place using incorrect
servers, he must call, "Wrong servers" immediately. If the call is
made before either: a serve touches the ground, or before a subsequent
throw in the exchange: the service must be redone correctly regardless
of the outcome of the service. Otherwise, play continues to the
conclusion of the exchange with points scored being duly awarded.
Regardless, the next service in the match shall return to the correct
serving combination.
- F. Initiation:
- The initiation on the first exchange of a game shall be determined
as per section 204.01(A). On subsequent exchanges
and replays in a game, the initiation team shall be the team having
won the previous point. In matches of more than one game, the
initiation team on the first exchange of each new game shall be the
team having won the previous game.
- G. Serving Combinations:
- The serving combinations for the first game of a match shall be
determined as per section 204.01 (A). In
matches of more than one game, the serving combinations shall
alternate from one game to the next; i.e., if player A of team A/B and
player C of team C/D were a serving combination in the first game,
player A should serve against player D and player B should serve
against player C in the second game. In the first exchange after any
alternation of serving combinations, the initiation team declares its
server.
- H. Court Switches:
- During a game, teams shall switch courts after every five points
total are accumulated. In matches of more than one game, the team
losing the previous game has its choice of court for the next game in
the match.
- I. Time Outs:
- Time out periods shall be 1 minute in duration and may be called
by either team between exchanges. Each team is permitted 1 time out
per game.
- J. Pace of Play:
- After the end of an exchange and determination of points, teams
shall retrieve their discs without delay and prepare to serve. The
initiation team must begin the serving call within 10 seconds after
all players are ready. Breaks between games in a match shall not
exceed 3 minutes in duration. Breaks between scheduled matches in a
round shall not exceed 5 minutes in duration. These time limits are to
serve as general guidelines for the normal pace of play. Special
situations such as weather conditions may require consideration.
- 204.02 Play:
- A. General Procedure:
- Both discs shall be used during the exchange. Play is accomplished
by:
- (1)
- the players attempting to throw a disc into the opponents' court
such that it lands with a legal angle and stops without ever having
touched out-of-bounds; or,
- (2)
- the players attempting to cause both discs to be touched
simultaneously by a player or players on the opposing team.
Play continues until a disc touches out-of-bounds, stops dead in the
court, or until both discs are touched simultaneously by a player or
players on one team. If a disc touches the ground inside the court and
is then touched by a player prior to the point being determined, the
point is scored for the opponent.
- B. The Impasse:
- When ever during an exchange a player on each team holds a disc an
impasse occurs. It is the responsibility of the initiation team to
throw within 4 seconds of the time the impasse occurred, unless their
opponents choose to break the impasse by throwing. If the initiation
team fails to initiate correctly, the opponents may call,
"Stalling".See section 204.07 for the call procedure.
- C. Deformation:
- When a court or disc is deformed during the exchange, either team
may call, "Court" or, "Disc" to request that the court be restored to
its official shape, or the disc be replaced at the next impasse. After
restoration or replacement, play may continue with all players ready
and in their respective court positions which they held at the
impasse. See section 207 for the definition of the
"play on" procedure.
- D. Interference:
- Should a disc or player be interfered with by the actions of an
outside agent, such as a spectator or animal, a replay of the exchange
will be allowed if it is determined that play was altered by the
interference.
- E. Coaching:
- Coaching of players shall not be permitted during the exchange.
Other coaching is permitted provided the pace-of-play rules are not
violated.
- 204.03 Throwing:
- A. Court Position:
- A player's court position is a 1 m diameter circle centered
directly under the center of his hips. Court position is established
at the coincidence of a catch and contact with the ground. Should the
disc be caught out-of-bounds, the court position is centered at the
nearest point inside the court from the point where it was caught. If
momentum carries a player closer to the opponents court after a catch
and ground contact, the player must back-step the forward distance
gained in order to establish a court position. If momentum carries a
player in any direction not closer to the opponents court, the court
position will be established where the player stops. A player moving
laterally or toward the rear of the court while making a catch, may
throw before establishing a court position only if the throw is made
prior to the player making 3 ground contacts after the catch.
Other than the serve, each throw must be made with a supporting
point on the court position or with no part of the thrower in contact
with the ground, in which case the last contact with the ground must
have been at the court position.
- B. Traveling:
- A player has traveled if all contact with the court position is
removed and subsequent ground contact is made elsewhere while still
holding the disc. If a player throws after traveling, the opponents
may call, "Traveling". See section 204.07 for
call procedure.
- C. Line Faults:
- If a thrower is legally on the court position and in contact with
the boundary line during a throw, the opponents may call, "Line
fault". See section 204.07 for call procedure.
- D. Throws from Out-of-Bounds:
- Throws made with a supporting point completely out-of-bounds, or,
from mid-air with the last supporting point contact having been
out-of-bounds, are scored for the opponent.
- E. Landing-Angle Restrictions:
- All throws must strike the ground at an angle of 30 degrees or
less from horizontal except for a throw that rolls away from the
thrower upon initial ground contact and is under 2.5 m as it passes
the opponents' front line.
- When it appears that a disc will hit the ground with illegal
angle, the non-throwing team may call, "Angle". This call must be made
prior to the disc hitting the ground. See section
204.07 for call procedure.
- F. Offensive Interference:
- If a player is hit above the knees by a high velocity shot while
he is in position to play a lead shot, the defending team may call,
"Offensive interference" and a replay is taken. If it is determined
that the defending player intentionally moved into the shot, there is
no replay and the exchange is scored under the usual rules.
- G. Late Throws:
- Competitive throws made after a point has been scored are
considered to be late and may not score for the thrower. However, late
throws shall be scored for the opponents of the throwing team if the
throw goes out-of-bounds.
- 204.04. Catching:
- A. General Procedure:
- A player may use one or both hands to catch a disc. Legal catches
include, in addition to the standard catches, those that are made with
simultaneous contact with the ground or boundary lines, those that are
made with simultaneous contact between teammates, and those that are
made without the use of hands, such as body traps.
- A player may catch a disc that has been tipped or bobbled by his
teammate. A disc caught simultaneously by both players on a team may
be thrown by either player.
- B. Double-Touch:
- If a player or team touches both discs at the same time or uses a
disc in their possession to touch the other disc, a "double-touch" has
been committed. When the attacking team observes what they believe to
be a double-touch by their opponents, they may call, "Two" immediately
after the assumed double. If the defending team agrees with the call,
play stops and 2 points are scored for the attacking team. If the
defending team does not agree, they must call, "No" immediately after
the call of, "Two" and play on without interruption until the next
impasse or undisputed score occurs. At that time players must maintain
their court position and any disputed calls shall be discussed and
determined in the order in which they occurred. If a disputed call is
resolved such that a point or points are scored, the exchange is
ended. If, however, it is determined that none of the disputed calls
result in a point or points scored, then either: any undisputed points
which have been scored are awarded, or play should continue after all
players are ready. See section 207 for the
definition of the "play on" procedure. In games using observers, the
observer for the court is to call, "Double" or, "Clean" immediately
after any disputed call. A confirming call of, "Double" ends the
exchange and a call of, "Clean" indicates that the exchange is not to
be affected by the erroneous double call.
- 204.05. Tipping:
- A. General Procedure:
- Tipping is a standard method of escaping double touch situations
and is usually done with the first disc touched by a team. Except in
escape situations, teams are allowed only one tip. An escape
situation occurs when both discs are thrown at the same court.
Violations of this rule constitute traveling. See section 204.07 for call procedure.
In all non-catching contacts, the disc must be sharply struck.
Tips and air-brushes are legal provided the disc is not held in
prolonged contact or lifted while being touched. Any prolonged contact
with the disc, including a delay or an illegal tip, constitutes a
catch.
- B. Two-Handed Tips:
- Two-handed tips and air-brushes must comply with section
204.05(A) and meet the additional restriction
that no pair of opposite sides of the disc are touched simultaneously.
- 204.06. Scoring:
- A. General Procedures:
- Whenever a thrown disc comes to rest completely inside the court,
having landed at a legal angle, and having never touched out
of-bounds, a point is scored by the team attacking that court.
Whenever a thrown disc touches any out-of-bounds area, a point is
scored by the opponents of the team that last touched the disc. A disc
which comes to rest inside the court and which is breaking the
vertical plane of the inside edge of the boundary line, but not
touching it, is considered out-of-bounds. A point is scored by the
opposing team whenever, during play:
- (1)
- a thrown disc is touched and dropped by a player;
- (2)
- a player touches his own throw or his teammate's throw;
- (3)
- a player hands the disc to his teammate.
Whenever a player or team touches both discs simultaneously during
play, two points are scored by the opposing team.
- B. The Break:
- Whenever both discs land and the result is a scoring situation
against each team, a break occurs. No points are scored and play is
restarted, using the other serving combination of the game.
- C. Mid-Air Contact:
- If the two discs make mid-air contact at any time, a point will be
scored by the opponents for each disc that lands and stops in a team's
court. If a player or team touches one or two discs after the contact,
which they subsequently fail to catch, their opponents receive a point
for each dropped disc, in or out of the court. After mid-air contact,
no further throws may be made and the landing-angle restriction and
double-touch rules do not apply for the remainder of the exchange. A
replay is taken when no points are scored, or when the result is a
point scored against each team.
- 204.07. Infractions:
- A. General Procedure:
- In order to make a call of an infraction (traveling, line fault,
or stalling), the call must be made during or immediately after the
occurrence. The angle infraction call must be made prior to the disc
hitting the ground. If the team on which the call is made accepts the
call as valid, play stops immediately with any throws made after the
occurrence being of no consequence. The team making the call then may
either:
- (1)
- dismiss the infraction with any points that have been scored in
the exchange being awarded without consideration of an infraction; or,
- (2)
- charge their opponents with an infraction and replay the exchange.
On the third and subsequent instances of a team being charged with any
combination of infractions in a game, the team not committing the
infraction is also awarded one point if they choose the replay option.
- B. Disputed Calls:
- If a player disagrees with an infraction call, that player must
call, "No" immediately following the infraction call and play
continues without interruption until the next impasse or undisputed
score occurs. At that time, players must maintain their court
positions and any disputed calls shall be discussed and determined in
the order in which they occurred. If a call is determined to be valid,
the team making the call then chooses from the options listed under
section 204.07(A). If no calls are determined
to be valid, then either the undisputed points which have been scored
are awarded, or play continues after all players are ready. See
section 207 for the definition of the "play on"
procedure.
- C. Offsetting Infractions:
- In the event that one or more valid infraction calls are made
against each team during the same exchange, the infractions shall be
considered to offset one another. The exchange is to be replayed with
no infraction being charged to either team.
Observers are to be used for all semi-final and final matches.
Observers may be used for other matches if requested by a team. These
observers should be positioned on opposite sides of the courts, on the
front lines extended, 2 m to 4 m from the court they are observing.
- 205.01.
- Observers shall have the following responsibilities:
- A.
- to keep the score and announce it when players switch courts, or
when requested
- B.
- to announce the time for players to switch courts
- C.
- to keep a tally of all infractions
- D.
- to call line faults
- E.
- to immediately rule on disputed double calls as outlined in
section 204.04(B)
- F.
- Time the breaks between games and the time-outs. Announce when
these time periods have expired.
- G.
- to resolve any disputed calls, when requested by a player
If players on both teams disagree with the observer's call, it may be
overruled, if all players concur. Furthermore, it is expected that
players will voluntarily overrule a call resulting in their favor when
they are certain the call was in error.
- 206.01. Late Arrival:
- Should a player or team arrive more than 5 minutes late for the
scheduled start of a game, that team forfeits that game and all games
in the round.
- 206.02. Scratched Games:
- Should a player or team fail to play any game in a round, that
team forfeits all their games in the round, including any that may
have already been played and won by that team.
- 206.03. Suggested Competitive Formats:
- A. Semi-Finals and Finals:
- The semi-finals shall consist of 4 teams. If the 4 teams come from
a single pool, the team which won the previous round chooses their
semi-final opponent from among the other 3 teams. This choice must be
made at least 1 hour prior to the scheduled start of the semifinals.
The 2 teams not chosen shall also play a semi-final match. If the 4
teams come from 2 pools, the winners of each pool play the second
place teams from the other pool. Semi-final matches are to consist of
a best 3 out of 5 games to 15 points, win by 2, with a cap at 21. The
winning team from each match advances to the final, which consists of
a best 3 out of 5 games to 15 points, win by 2, with no cap.
- B. Competitions of 5 to 10 Teams:
- (1) Preliminary Round
- The teams shall be placed in a seeded round-robin pool and shall
complete 1 game to a score of 21 points, win by 2, cap at 25, against
each team. The 4 teams with the best records shall advance to the
semi-final round.
- C. Competitions of 11 to 20 Teams:
- (1) Preliminary Round
- The teams shall be divided into 2 seeded pools for round-robin
play and shall play 1 game to 21 points, win by 2, cap at 25, against
each team. The 2 teams with the best records in each pool shall
advance to the semi-final round.
- D. Competitions of 21 to 50 teams:
- (1) Preliminary Round
- The teams shall be divided into 5 seeded pools of 4 to 10 teams
each, for round-robin play, and shall play 1 game to 15 points, win by
2, cap at 21, against each team. The 2 teams with the best records in
each pool shall advance to the second round.
- (2) Second Round
- The 10 remaining teams shall compete in a round-robin "A" pool
playing 1 game to 21 points, win by 2, cap at 25, against each team.
The 4 teams with the best records shall advance to the semi-final
round. Additionally, the teams that placed 3rd and 4th in the
preliminary round shall compete in a similar round-robin "B" pool to
establish their rank from 11th to 20th.
- E. Competitions of 51 to 100 teams:
- (1) Preliminary Round
- The teams shall be divided into 10 seeded pools of 5 to 10 teams
each for round-robin play, and shall play 1 game to 15 points, win by
2, cap at 21, against each team. The 2 teams with the best records in
each pool shall advance to the second round.
- (2) Second Round
- The winners of the first round pools choose their opponents from
among the second place teams of each pool. The order of choice shall
be determined by the winners' point margin vs. the second place team
in their preliminary pool. No team may play a team that they played in
the preliminary round. The teams shall play 2 out of 3 games to 15,
win by 2, cap at 21. The winners of each match shall advance to the
third round.
- (3) Third Round
- The 10 remaining teams shall compete in a round robin "A" pool
playing 1 game to 21 points, win by 2, cap at 25, against each team.
The 4 teams with the best records shall advance to the semi-final
round. Additionally, the teams that lost their second round matches
shall compete in a similar round-robin "B" pool to establish their
rank from 11th to 20th, and the teams finishing 3rd in the preliminary
pools shall compete in a similar round robin "C" pool to establish
their rank from 21st to 30th.
- 206.04. Tie-Breaking Procedures:
- In round-robin play, ties in which two teams have identical
win/loss records, are broken by virtue of the head-to-head match in
that round. If three or more teams are tied, the following procedures
are used:
- A. Advancement of One Team:
- (1)
- If one of the teams has the best record against the other teams
with whom they are tied in that round, advance that team.
- (2)
- If the tie remains, rank the net point totals of each team from
those games played against the other tied teams, and advance the team
with the best net point total.
- (3)
- If two teams are tied for the best net point total, advance the
team that won the head-to-head match in that round.
- (4)
- If more than two teams are tied for the best net point total,
advance the team with the best point margin vs. the one team in that
round ranked just below the tied teams.
- (5)
- If the tie remains, the disc flipping method (104.03) shall be used to determine the one team
that advances.
- B. Advancement of an Additional Team:
- (1)
- If advancement must be decided between two teams which remain from
a previous three team tie, the head-to-head match in that round shall
be used.
- (2)
- If advancement must be decided between three or more teams which
remain from a previous four or more team tie, advance the team which
has the best record against the other teams with whom they are tied in
that round.
- (3)
- If the tie remains, rank the net point totals of each team from
those games played against the remaining tied teams, and advance the
team with the best net point total.
- (4)
- If the tie remains, advance the team with the best point margin
vs. the one team in that round that ranked just below the tied teams.
- (5)
- If the tie still remains, the disc flipping method (104.03) shall be used to determine the one team
that advances.
Angle: The angle between the plane of the ground and the plane
of the flight plate of the disc when the disc strikes the ground.
Break: An exchange that has resulted in a point scoring
situation against both teams.
Cap: The point total which, in some games, limits the
obligation to win by a margin of 2 or more points. The first team to
reach the cap score, wins.
Delay: Allowing the disc to spin continuously on one's
fingernail or other body part.
Double-Touch: A player or both players on the same team
touching both discs at the same time.
Escape situation: An escape situation occurs when both discs
are thrown at the same court.
Exchange: One play of double disc court, commencing with the
serve and ending in a circumstance which results in a break, a replay
or one or two points being scored.
Impasse: A situation during an exchange in which a player on
each team is holding a disc.
Initiation: The initiation team for a given exchange is the
team which announces the score, initially establishes server
position, gives the serving call, and has the responsibility to throw
in the event of an impasse during the exchange.
Lead Shot: When two thrown discs are approaching a court, the
disc that was released first is considered the lead shot.
Match: One game or a series of games, depending upon the
competitive format, with a winner being declared.
Net Points: The margin of points by which a team wins or loses
a game.
Play On: When all players appear to be ready, the initiation
team shall ask, "Ready?" and the opponent shall respond with, "Play
on." At that time, an impasse occurs and the usual rules apply.
Replay: A return to the previous serving combination and
initiation with no points being scored on the exchange.
Serve: The first throw in an exchange. Both teams shall serve
simultaneously.
Serving Combination: The players, one on each team, who serve
simultaneously to start an exchange.
Serving Call: Signal given to initiate the serve. The call
shall be an even cadence count of, "Ready, two, one, throw".
Supporting Point: The part of a player's body which is
supporting his weight or is in contact with the ground.
Team: Shall consist of two, and only two, players.
Comment: Guts is a sport played between two teams of one to
five players each. The objective is to be the first team to score 21
points. To start play, each team lines up facing each other 14 m
apart. Play is accomplished by a player attempting to throw the disc
toward or at the opposing team and within the reach of at least 1
player of that team, in such a manner that the opposing team cannot
make a clean catch. Scoring is contingent on the success or failure of
the throwing team. A good throw, without a catch, results in a point
for the throwing team and a bad throw results in a point for the
receiving team.
Outline of Contents
301. Field of Play
301.01. Dimensions
301.02. Surface
301.03. Markings
301.04. Spectator Control
302. Equipment
302.01. Disc
302.02. Protective Clothing
302.03. Gloves
302.04. Uniform
302.05. Cleats
303. Rules of Play
303.01. Rules in Effect
A. Determining Possession
B. Start of Play
C. Readiness
D. The Exchange
E. Movement by Receiving Team
F. Play
303.02. Throwing
A. Designation of Thrower
B. Good Throw
C. Positioning of Teammates
D. Fouls
303.03. Catching
A. Definition
303.04. Scoring Zone
A. Definition
B. Optimum Effort
303.05. Scoring
A. Game
B. Points
303.06. Substitutions
A. When Allowable
B. Injury
303.07. Judging
A. General
304. Glossary
- 301.01. Dimensions:
- The field of play shall consist of two parallel lines, designated
as foul or goal lines, parallel to each other and 14 m apart (15 yd,
11 in). The line shall be equal to the cumulative width of the scoring
zones of the players on the team behind the respective line.
- 301.02. 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.
- 301.03. Markings:
- The foul or goal lines shall be marked with a non caustic material
and shall be between 5 and 10 cm wide. The length of the lines shall
be 15 m. As an alternative, a rope along the foul line, secured in
place at the end of each line may be used. The choice of whether to
use the rope shall be made by the tournament director prior to the
start of play.
- 301.04. Spectator Control:
- The entire playing area shall be separated from the spectators by
lines or rope to insure spectator safety and prevent unnecessary
interference of play.
- 302.01. The Disc:
- The Pro model Frisbee disc is the disc to be used for guts. In
non-sanctioned competition, any disc may be used if agreed upon by
both teams.
- 302.02. Protective Clothing:
- Players may wear any soft protective clothing other than that set
forth in 302.03, so long as it does not
endanger the safety of any other player.
- 302.03. Gloves:
- Gloves may be worn on the hands but shall be unpadded, not
exceeding one thickness of leather over the palm. Players are not
allowed to use tack cloths or sticky substances which remain on the
disc.
- 302.04. Uniforms:
- The players of a team shall not be required to wear uniforms to
distinguish them from the players of the other team.
- 302.05. Cleats:
- Cleats are permitted, however, players may not use any cleats
which have any metal exposed.
- 303.01. Rules in Effect:
- The WFDF rules of play shall govern play for guts, except that a
game may be played under any variations of the rules, if said
variations are agreed upon by the two teams. In tournament play, such
variations are subject to the approval of the tournament director.
- A. Determining Possession:
- To determine which team will have possession at the start of the
game, the disc flipping method shall be used as set forth in Article I of WFDF rules. The winner of the flip has the
option of choosing to make the first throw or choosing the side of the
field they will defend. The loser of the flip shall be given the
remaining choice. In a two out of three match, the team losing each
game has the option to choose first in the following game.
- B. Start of Play:
- Prior to commencing the exchange, the team designated to make the
first throw shall choose a thrower. The thrower shall signal his
intention to deliver the throw by raising his arm and shall wait for a
corresponding signal of readiness from the receiving team. After the
readiness signal is received, all players on the throwing team, other
than the thrower, shall hold their positions until the exchange is
initiated.
- C. Readiness:
- Prior to the commencement of the exchange, a player on the
receiving team shall signal his team's readiness to accept the throw,
either vocally or by raising his arm. At that time, all players on the
receiving team shall be positioned with their toes on the goal line
and at such a distance apart that two players in adjacent positions
shall be able to touch finger tips by extending their respective arms
parallel to the ground in the direction of each other. Each player
must remain in their position until the throw is released.
- D. The Exchange:
- The exchange consists of the throw and the attempted catch, and
ends upon a catch being made or a point being scored.
- E. Movement by Receiving Team:
- Once the disc is released by the thrower, players on the receiving
team may move in any direction.
- F. Play:
- Play is accomplished by continuing one exchange after the next
until one team scores enough points to win the game. After an exchange
is completed, the teams shall alternate their roles such that the team
that was the throwing team on the previous exchange shall become the
receiving team, and vice versa.
- 303.02. Throwing
- A. Designation of Thrower:
- The designation of a player to be the thrower for a given exchange
shall be made by one of the following methods, depending upon the
circumstances:
- (1) Option of Throwing Team:
- The throwing team shall choose the thrower for an exchange for the
initial throw of the game.
- (2) Contingent Upon Previous Exchange:
- Whenever a player makes a good catch while his team is receiving,
that player shall be the thrower on the subsequent exchange. If two
players are equidistant from the throw and both fail to touch it, then
the throwing team will decide which of the two players shall return
the throw. Whenever the players on the receiving team fail to make a
good catch, but do touch the disc during the exchange, the player who
first touched the disc shall be the thrower on the subsequent
exchange.
- B. Good Throw:
- A good throw is made when all of the following requirements are
met:
- (1)
- The throw travels to or through the scoring zone of a player on
the receiving team, reaching the goal line prior to touching the
ground;
- (2)
- The throw crosses or hits the goal line topside up at an angle of
less than 90 degrees to the ground;
- (3)
- The throw is released while the thrower's supporting points are
behind the foul line; and
- (4)
- The disc is not intentionally bent to alter its true flight.
- C. Positioning of Teammates:
- Teammates of the thrower may stand anywhere behind the foul line
during the throwing exchange so long as their location does not
obstruct the vision of, or otherwise distract the receiving team.
- D. Fouls:
- Fouls occur whenever the thrower steps on the line before or
during the release. Fouls shall be called by a designated player of
the throwing team as they occur. The player designated shall be
located on one end of the foul line to provide a clear view of the
position of the thrower relative to the line.
- 303.03. Catching:
- A. Definition:
- A clean catch shall satisfy all of the following requirements:
- (1)
- The disc shall be held solely in one hand long enough to establish
complete control;
- (2)
- The disc shall not be touched by any two parts of a player's body
at any one time; and
- (3)
- The disc shall not touch the ground prior to all other
prerequisites being satisfied.
- 303.04. Scoring Zone:
- A. Definition:
- The scoring zone is an area within which a receiving player, by
using optimum effort, can reach an on-coming disc without leaving his
feet. The scoring zone is in effect a two-dimensional vertical plane,
perpendicular to the field and intersecting the field at the goal
line. The perimeter of the scoring zone is delineated as follows:
- (1)
- The bottom of the plane shall be the goal line;
- (2)
- The top of the plane is an imaginary line, directly above and
parallel to the goal line, which intersects the top of the longest
finger of the longer arm of the receiving player when said arm is
extended upward and perpendicular to the ground;
- (3)
- The sides of the plane are imaginary lines, one on each side of
the player, perpendicular to the goal line and the top of the plane,
which intersect the outstretched longest fingers of each arm of the
player when his arms are held parallel to the goal line.
- B. Optimum Effort:
- A player shall not be required to leave the ground to reach a
throw. If a receiving player does move in such a way (such as jump) as
to vertically increase his reach beyond his optimum effort, a throw by
or below the required outstretched hand shall constitute a good throw,
notwithstanding that the throw may have been outside the player's
original scoring zone prior to the movement. By moving vertically, a
player increases the height of his scoring zone.
- 303.05. Scoring:
- A. Game:
- Each game shall be played until one team scores 21 points, with a
margin of victory of at least two points.
- (1)
- A game with a score of 20 to 20 goes into overtime and play
continues until a two- point margin is achieved by a team.
- (2)
- Teams should switch ends of court at 11-point (cumulative)
intervals.
- B. Points:
- (1)
- A point shall be scored by the throwing team whenever a good throw
is made into a scoring zone of one of the receiving players and the
receiving team fails to make a good catch, unless a foul was committed
by the throwing team, in which case no point is scored.
- (2)
- A point shall be scored by the receiving team whenever the
throwing team fails to make a good throw, unless the failure was the
result of a foul, in which no point is scored. The receiving team
shall not be required to make a good catch if a good throw is not
made.
- (3)
- A good throw by the throwing team with a corresponding good catch
by the receiving team shall not be scored as a point for either team.
- 303.06. Substitutions:
- A. When Allowable:
- Substitutions may be made, at any time, after one team reaches 11
points in the match. Further, there shall be no restrictions on a
player returning to play after having left for a substitution.
- B. Injury:
- A team may substitute, at any time, for an injured player.
Further, a team may substitute a player who is not a member of the
team, for an injured player, as long as that player is not registered
as a player on any other guts team in the tournament. The injured
player is not permitted to return for the remainder of the match.
- 303.07. Judging:
- A. General:
- The players shall generally make the calls in the match. Usually
the thrower shall make calls on the throw and the receiver shall make
calls on the catch.
- B. Disputes:
- In the event of a dispute, the team captains shall meet to discuss
and resolve the dispute. If the dispute cannot be resolved, the throw
attempt shall be repeated.
- C. Observers:
- At their discretion, the captains, or the captains and the
tournament director, may decide to select up to three 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.
- (1)
- 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 choose, they may discuss the play
among themselves before rendering a decision.
- (2)
- By calling in the observers, the teams agree to abide by the
observers' decision.
- (3)
- Use of observers will be based on the observer's handbook.
Exchange: One play of guts, commencing with the throw and
ending with either a catch by the receiving team or a point being
scored.
Foul Line: One of two parallel lines, 14 m apart, the other
line being designated as the goal line. The foul line is the line
closer to the throwing team while the goal line is the line closer to
the receiving team.
Goal Line: See 301.01 relating to "foul
line" for explanation.
Good Throw: A throw that meets the requirements set forth in
section 303.02(B).
Optimum Effort: The extension of the hands and arms by the
player on the receiving team nearest the disc as it crosses the goal
line.
Receiving Team: During an exchange, the team involved in
attempting to catch the thrown disc.
Scoring Zone: Area within which a receiving player, by
extending his arms and hands, can reach an oncoming disc while his
feet remain stationary. The scoring zone shall be delineated by an
imaginary vertical plane as more fully set forth in section 303.05 herein. Each player has an
individual scoring zone to his optimum effort. The team scoring zone
is simply the cumulative of the player scoring zones.
Throwing Team: In an exchange, the team who is attempting to
score by making a throw into a scoring zone of a player on the
receiving team.
Vertical Plane: A plane, perpendicular to the ground, being two
dimensional in nature, with said dimension defined by the foul line.
With respect to the receiving team, the vertical plane shall equal the
scoring zone, and shall be finite as set forth in section 303.05 herein. With respect to the
vertical plane relating to the throwing team, the plane shall be
infinite in nature, defined only by the proximity of the foul line and
its perpendicular angle to the field.
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
402. Field of Play
402.01 Dimensions
402.02 Surface
402.03 Goal Lines
402.04 Perimeter Lines
402.05 Markers
402.06 Restraining Line
402.07 Line Markings
403. Equipment
403.01 Disc
403.02 Protective Clothing
403.03 Uniform
403.04 Cleats
404. Rules of Play
404.01 Rule Variations
404.02 Length of Game
404.03 Time-outs
A. Non-Injury
(1) Time to Call
(2) Duration
(3) Signal
(4) Resumption of Play
B. Injury Time-out
(1) Disc in Play
(2) Resumption of Play
404.04 Substitution of Players
404.05 Starting and Restarting Play
A. Captain
B. Determining Possession
C. Start of Second Half
D. Throw-off
E. The Check
404.06 Out-Of-Bounds
A. Definition - Disc
B. Defensive Players
C. Receiving Players
D. Definition - Players
E. Momentum
F. Resumption of Play When Disc Goes Out-Of-Bounds
G. Thrower Out-Of-Bounds
404.07 Endzone Possession
A. Defending Endzone
(1) Faking or Pausing
(2) Pass From Teammate
B. Endzone of Attack
404.08 Scoring
404.09 Turnovers
404.10 The Thrower
404.11 The Marker
A. Guarding
B. Stalling
C. Resumption of Count After Foul
D. Resumption of Count After Time-out
E. Fast Count
404.12 The Receiver
A. Possession
B. Bobbling
C. Traveling
D. Simultaneous Catch
E. Judging
F. Force-Out Foul
404.13 Fouls
A. Definition
B. Responsibility
C. Throwing Fouls
D. Catching Fouls
E. Aggressive Behavior
F. Player Positioning
404.14 Positioning
A. Right to Position
B. Avoiding Contact
C. Picks
D. Principal of Verticality
E. Playing the Disc
F. Rights of Players Off the Ground
404.15 Observers
404.16 Violations
A. General
B. Calling the Violation
C. Traveling
D. Strip
404.17 Stoppage of Play
A. General
B. Play Continuation Rule
C. Disputes
D. Offsetting Fouls
404.18 Etiquette
405 Glossary
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.
- 402.01. 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
playing field.
- 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
available:
- (1)
- 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
- (2)
- 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
game.
- 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.
- 404.01. 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
director.
- 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
goals.
- 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
time-out.
- 404.04. Substitution of Players:
- A.
- 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.
- B.
- 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.
- (1)
- 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
another.
- (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
begin play.
- (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
stops.
- (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
play.
- (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
out-of-bounds.
- F. Resumption of Play When Disc Goes
Out-of-Bounds:
- 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.
- H.
- 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
contact occurred.
- 404.07. Endzone Possession:
- A. Defending Endzone:
- If a team