WFDF LOGO

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)


About WFDF

Aims of WFDF

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.

WFDF Board and Committees

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

Usenet
request rec.sport.disc or you can receive batch mailings by sending your subscription request which includes the word "subscribe" and your Internet address to the Internet address : ultimate-request@doe.carleton.ca.

If any address has changed, is wrong, incomplete or missing, please write:
WFDF, Johan Lindgren, Gnejsvagen 24, 853 57 Sundsvall, SWEDEN


ARTICLE I -- GENERAL

Outline of Contents

  • 101. WFDF Rules
  • 102. Spirit of the Rules
  • 103. Construction of the Rules
  • 103.01. Comments
  • 103.02. Gender
  • 103.03. Rule Changes
  • 104. Tournaments
  • 104.01. Entry
  • 104.02. Tournament Director
  • 104.03. Determining Order of Play
  • 105. Classification of Players
  • 105.01 Open Division
  • 105.02 Women's Division
  • 105.03 Junior Division
  • 105.04 Under-Twelve Division
  • 105.05 Master Division
  • 105.06 Grand Master Division
  • 105.07 Senior Grand Master Division
  • 105.08 Legends Division
  • 105.09 Suspension of Classification
  • 105.10 Choice of Division
  • 106. National Teams
  • 107. Discs used in Play
  • 108. Testing Methods for Discs
  • 109. Disqualifications
  • 110. Protests
  • 110.02 Upholding of Protest
  • 110.03 Denial of Protest
  • 110.04 Effect on Protesting Player
  • 110.05 Sanction
  • 111. Suspension of Rules
  • 111.02 Effect on Potential Records
  • 112. Rule Books
  • 112.01 Publication
  • 112.02 Inspection
  • 101. WFDF Rules

    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.

    102. Spirit of the Rules

    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.

    103. Construction of the Rules

    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.

    104. Tournaments

    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.

    105. Classification of Players

    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. National Teams

    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. Discs Used in Play

    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.

    108. Test Methods For Discs

    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)
    Figure 1.1: Disc Edge Radius
    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.
    Figure 1.2: Disc Flexibility

    109. Disqualifications

    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. Protests

    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. Suspension of Rules

    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. Rule Books

    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.

    ARTICLE II -- DOUBLE DISC COURT

    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
  • 201. Interpretation

    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. Field of Play

    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).
    Figure 2.1: DDC Field
    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.

    203. Discs

    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. Rules of Play

    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.
    Figure 2.2: DDC Angle
    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.

    205. Observers

    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. Tournament Procedures

    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.

    207. Glossary

    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.

    ARTICLE III -- GUTS

    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. Field of Play

    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. Equipment

    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. Rules of Play

    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.

    304. Glossary

    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.

    ARTICLE IV -- ULTIMATE


    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
  • 401. Spirit of the Game

    Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility for fair play on the individual player himself. Highly competitive play is encouraged but never at the expense of mutual respect between players, adherence to the agreed-upon rules of the game or the basic joy of play. The purpose of the rules of ultimate is to provide a guideline which describes the way the game is played. It is assumed that no ultimate player will intentionally violate the rules; there are no harsh penalties for inadvertant infractions but, rather, a method for resuming play in a manner which simulates what would most likely have occurred had there been no infraction.

    402. Field of Play

    402.01. Dimensions:
    The field of play consists of a 70 yd by 40 yd rectangle (approximately 64 m x 37 m) called the playing field, with a 25 yd by 40 yd rectangle (approximately 23 m x 37 m) called an endzone aligned along each of the 40 yd (37 m) sides. See figure 4.1.
    Figure 4.1: Ultimate Field
    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. Equipment

    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. Rules of Play

    404.01. Rule Variations:
    Any of these rules may be changed by mutual agreement of the captains of the two teams, subject to the approval of the tournament 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 obtains possession in the endzone which it is defending, the player taking possession must make the immediate decision to either put the disc into play from the point he took possession or carry it directly to the closest point on the goal line from the point he took possession and put it into play from there. If the latter option is chosen, the player taking possession may not throw a pass until he is at the proper point at the goal line.
    (1) Faking or Pausing:
    If a player fakes or pauses after gaining possession within his endzone, said fake or pause shall be a commitment by the player that he will be putting the disc into play at the point he initially received possession.
    (2) Pass From Teammate:
    If, as a result of a pass from a teammate, a player receives a disc in the endzone which his team is defending, that player may not carry the disc to the goal line, but shall put the disc into play from the point of possession.
    B. Endzone of Attack:
    If a team gains possession by interception in the endzone which it is attacking, the player taking possession shall carry the disc directly to the closest point on the goal line, from the point of possession, and put the disc into play from there.
    404.08. Scoring:
    A. Requirement:
    A goal is scored when a thrower completes a pass to a receiver while the receiver is within the endzone which his team is attacking.
    B.
    In order for the receiver to be considered in the endzone at the time he gains possession, his first point of contact with the ground after the catch must be completely in the endzone.
    C.
    In the event a receiver's momentum carries him into the endzone after establishing possesion in the playing field proper, he shall carry the disc back to the closest point on the goal line from the initial point of possession, and put the disc into play from that point.
    D.
    A player must be completely in the endzone and acknowledge that he has scored a goal. If that player plays the disc unknowingly into a turnover, then no goal is awarded.
    404.09. Turnovers:
    A.
    A change of possession shall result whenever a turnover occurs.
    B.
    A change of possession with a check shall occur; whenever the marker's stalling count reaches the maximum number, as set forth in section 404.11(B) herein, the disc is handed from player to player, a thrower intentionally deflects a pass to himself off another player, a thrower catches his own throw, or a player calls time out when his team has no time outs left. However, the thrower catching his own throw shall not result in a turnover if the disc is touched by another player during its flight.
    404.10. The Thrower:
    A.
    A player may become "the thrower" after receiving the disc from his teammate or by picking up the disc after a turnover. Whenever the disc is on the ground, whether in or out-of-bounds, any player becoming offense may take possession of the disc.
    B.
    Prior to releasing a throw, the thrower must establish a pivot foot and may not change that pivot foot until the throw is released. The thrower has the right to pivot off the pivot foot in any direction. However, once the marker has established a legal position, the thrower may not pivot into him. The thrower may throw the disc in any manner and in any direction he chooses.
    C.
    In the event the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass.
    404.11. The Marker:
    A. Guarding:
    At any time, only one defensive player may guard the thrower. A player is said to be guarding the thrower if he is within 3 m of the thrower's pivot foot and is not within 3 m of any other member of the offensive team. A thrower guarded by more than one defender shall call "double team". The first time this occurs during any one count, the marker should immediately subtract 2 seconds from the count and continue without interruption. The second time this occurs is a foul and the count shall be reset to zero with a check.
    (1)
    When guarding the thrower, the marker may not straddle the pivot foot of the thrower.
    (2)
    When guarding the thrower, the upper body of the marker must be at least one disc's diameter from the upper body of the thrower at all times. It is the mutual responsibility of both players to respect each other's position and not encroach into the other's area once it is established.
    (3)
    When guarding the thrower, the marker cannot position his arms in such a manner as to restrict the thrower from pivoting.
    B. Stalling:
    Once a marker is within 3 m of the thrower, he may initiate a count. This consists of the marker calling "stalling " and then counting at one second intervals to ten. If the thrower has not released the disc by the first sound of the word "ten", then a change of possession with a check shall result. If during the stall count, the defense switches markers, the new marker must begin a new count at zero. In the event of a stall, the once-marker, now offensive player, does not have to take the disc after the check. The once-thrower, now marker, checks the disc to the new thrower. If he does not want the disc, the marker "checks" the disc by placing it on the ground and calling "in play".
    C. Resumption of Count After Foul:
    If a marker's stalling count is interrupted by a call being made, after the call is resolved the stalling count shall be resumed in the following manner:
    (1)
    If the call was against the defense, the count shall be reset to zero, unless contested and over five, in which case it resumes at five ("stalling, six...").
    (2)
    If the call was against the offense, the count continues from the point of interruption.
    D. Resumption of Count After Time-out:
    When play resumes after a time-out, the stall count shall continue from the point of interruption.
    E. Fast Count:
    If the marker counts too fast, the thrower may call "fast count". The first time this occurs during any one count, the marker should immediately subtract two seconds from the count and continue without interruption. The second time this occurs is a foul and the count shall reset to zero with a check.
    F. Contested Stall:
    The thrower may contest a stall call if he believes that he had released the disc before the first utterance of the word "ten".
    (1)
    In the event of a contested stall, if the pass is completed, play stops and possession reverts back to the thrower. After a check, the marker starts the stall count at eight.
    (2)
    In the event of a contested stall, if the pass is incomplete, it is a turnover and play continues without interruption.
    404.12. The Receiver:
    A. Possession:
    A receiver gains possession by demonstrating sustained contact and control of a non-spinning disc while the receiver is on the ground and in-bounds.
    B. Bobbling:
    Bobbling to gain control of the disc is permitted, but purposeful, controlled bobbling to oneself in order to advance the disc is considered traveling and is not allowed. For purposes of this section, bobbling shall include tipping, delaying, guiding or brushing the disc.
    C. Traveling:
    If the receiver is moving when he catches a pass, he shall be permitted the fewest number of steps required to come to a stop and establish a pivot foot. Further, a receiver who catches the disc while running may continue to run and throw a pass so long as the throw is released prior to the receiver making three contacts with the ground during his tenure of possession. Violation of this section shall constitute traveling (see 404.16(C)).
    D. Simultaneous Catch:
    If the disc is caught simultaneously by offensive and defensive players, the offense retains possession.
    E. Judging:
    If a pass arrives in such a manner that it is unclear whether a catch was made before the disc made contact with the ground (grass is considered part of the ground), the player with the best perspective shall decide whether a good catch was made. Further, if it is unclear whether a receiver was in or out-of-bounds at the point of making a catch, the player or players with the best perspective makes the call.
    F. Force-Out Foul:
    If a receiver is airborne at the time he takes possession of the disc, and prior to landing is contacted by a defensive player, and said contact causes the receiver to land out-of-bounds, the receiver shall either call himself out-of-bounds or call a force-out foul on the defensive player. If this foul occurs in the end zone and it is uncontested, a goal is awarded.
    404.13. Fouls:
    A. Definition:
    Fouls are the result of physical contact between opposing players. A foul may be called by the player who has been fouled and must be announced by calling out the word, "foul" loudly and immediately after the foul has occurred.
    B. Responsibility:
    The player initiating contact shall be the player guilty of the foul.
    C. Throwing Fouls:
    A throwing foul may be called when there is contact between the thrower and the marker, prior to the release of the disc by the thrower. Contact occurring during the thrower's follow through is not sufficient grounds for a foul, but should still be avoided whenever possible.
    (1)
    When a foul is committed by the thrower or the marker, play stops and possession reverts back to the thrower, after a check.
    (2)
    If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption.
    (3)
    If the marker is fouled during the thrower's act of throwing and the pass is not completed, play continues without interruption. If the pass is completed, the disc is returned to the thrower after a check and the stall count is resumed from the point of interruption.
    D. Catching Fouls:
    A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception or knock down. A certain amount of incidental contact during or immediately after the catching attempt is often unavoidable and shall not constitute a foul.
    (1) Interference:
    If a player makes contact with an opponent before the disc arrives and therefore interferes with that opponent's attempt to make a play on the disc, that player has committed a foul.
    (2)
    If a player's attempt to make a play on the disc causes contact with a legitimately-positioned, stationary opponent, either before or after the disc arrives, that player has committed a foul.
    (3)
    If a catching foul occurs and is uncontested, the player fouled gains possession at the point of the infraction. If the call is disputed, possession of the disc reverts back to the thrower. If an uncontested foul, with the exception of a force-out foul (see 404.12(F)), occurs in the end zone the offensive team is attacking, the player fouled gains posession at the closest point on the goal line to the infraction.
    E. Aggressive Behavior:
    Dangerously aggressive behavior or reckless disregard for the safety of fellow players shall constitute a foul.
    F. Player Positioning:
    After a foul is called, all players shall remain in the position they held at the time of the foul until play is resumed.
    404.14. Positioning:
    A. Right to Position:
    Every player, with the exception of the thrower as set forth in section 404.10(B), is entitled to occupy any position on the field not occupied by any opposing player, provided that he does not cause personal contact in taking such a position.
    B. Avoiding Contact:
    It is always the responsibility of all players to avoid contact in any way possible. Violent impact with legitimately-positioned opponents constitutes harmful endangerment, is a foul and must be strictly avoided.
    C. Picks:
    No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team. In the event of a pick, the obstructed player shall immediately call, "pick" loudly. Play shall then be stopped and be resumed only after a check, with the stall count resuming from the point of interruption or to five if the count is over five. The continuation rule applies only to the next catch after the pick call.
    D. Principal of Verticality:
    All players shall have the right to the space immediately above them. Accordingly, a player cannot prevent an opponent from attempting to catch a pass by placing his arms above an opponent. If a player so places his arms, and contact occurs, a foul may be called.
    E. Playing the Disc:
    Whenever the disc is in the air, all players shall play the disc in lieu of the opponent.
    F. Rights of Players Off the Ground:
    A player who has jumped is entitled to land at the same point without hindrance by opponents. He may also land at another point provided the landing point was not already occupied at the time of his takeoff and if the direct path between the takeoff and landing point was not already occupied at the time of takeoff.
    404.15. Observers:
    A.
    At their discretion, the captains may, before the game, decide to select up to six experienced individuals, who are not participating in the game, to act as observers. The duty of the observer is to carefully watch the action of the game for the sole purpose of rendering a decision in the event of a dispute that cannot be resolved. Observers shall remain passive and shall not make any calls on their own initiative.
    B.
    When a dispute arises which cannot be resolved by the players involved or their captains, the observers may be called upon by the captains to make the call. The observer with the best view of the play makes the call. If the observers so choose, they may discuss the play among themselves before rendering a decision.
    C.
    By calling in the observers, the teams agree to abide by the observers' decision.
    404.16. Violations:
    A. General:
    A violation occurs when a player violates any of the rules in this article, other than the rules relating to physical contact, in any manner.
    B. Calling the Violation:
    A violation may be called by any player who recognizes that a violation has occurred. The player should immediately call, "violation", or the name of the specific violation, loudly.
    C. Traveling:
    Any journey by a player while in possession of the disc which is in violation of these rules constitutes a travel and is not permitted.
    (1)
    At all times a thrower must keep all or part of the pivot foot in contact with the single point on the field established as the pivot point. Whenever the thrower loses contact with that point, he has traveled.
    (2)
    Whenever a receiver takes more steps than he requires to stop after catching a pass, that receiver has traveled.
    (3)
    If a receiver, after receiving a pass on the run, releases a pass after making three ground contacts and before coming to a complete stop, that receiver has traveled.
    (4)
    If a stall count is in progress and traveling is called, the stall count shall resume from the point of interruption or at "five" ("stall, six..."), whichever is lower.
    D. Strip:
    No defensive player may touch the disc while it is in the possession of the thrower or receiver. If a defensive player does so, causing the thrower or receiver to drop the disc, the player who was in possession of the disc calls, "strip".
    (1)
    The player in possession may pick up the disc and play shall continue from the point where that player regains possession.
    (2)
    If a stall count was in progress as the disc was stripped, the count is reset to zero.
    (3)
    A contested strip of the receiver is treated the same as a contested catching foul; an uncontested strip in the end zone is a goal.
    404.17. Stoppage of Play:
    A. General:
    Whenever an infringement of the rules or a time-out occurs, play is halted and the disc is put back into play with a check at the point of the last possession before play was stopped, except as otherwise provided by these rules.
    B. Play Continuation Rule:
    (1)
    If a foul, violation or pick is called while the disc is in the air, play continues until possession of the disc is gained.
    (2)
    If the team who would receive the benefit of the call gains possession as a result of a pass committed prior or during the time the call was made, play shall continue unhalted. It is the responsibility of the player who made the call to call out, "play on" to indicate that this rule has been invoked.
    C. Disputes:
    Whenever there is a failure to come to an agreement over any call, the disc shall be returned to the last thrower prior to the dispute via a check.
    D. Offsetting Fouls:
    If offsetting catching fouls are called by offensive and defensive players on the same play, the disc shall be returned to the last thrower at his point of possession via a check.
    404.18. Etiquette:
    A.
    If a foul is committed and not called, the player who commits the foul should inform the infracted player of the foul.
    B.
    It is the responsibility of both teams to minimize the time used between each goal and the ensuing throw-off.
    C.
    If the receiving team wishes to have a throw-off which traveled out-of-bounds rethrown, said team should give the rethrow signal as soon as possible.
    D.
    In the event a dispute or confusion arises on the field, play should be stopped and subsequently resumed via a check after the matter is resolved.
    E.
    In non-tournament play, where a novice player commits a violation due to ignorance of the rules, it shall be common practice to stop play and explain the violation and the rule to the player.

    405. Glossary

    Check: Temporary possession of the disc by the marker, immediately prior to resumption of play to insure proper positioning and readiness of the players.
    Contact: The touching of players on opposite teams with a degree of force.
    Defensive Team: Team without possession.
    Endzone: Area of the playing field where scores are made.
    Goal Line: The line separating the playing field proper from the endzone and not part of the endzone.
    Marker: Defensive player guarding the thrower.
    Offensive Team: Team with possession.
    Out-of-Bounds: Any area not on the playing field, including the perimeter lines.
    Perimeter Lines: Lines separating playing field proper or endzone from out-of-bounds area and not part of the playing field.
    Pick: A player using his body or his movements in such a manner so as to obstruct the movement of a player on the opposing team.
    Pivot Foot: The foot used by a player to establish position on the field after gaining possession of the disc.
    Player: One of the 14 persons who are actually participating in the game at any one time.
    Playing Field Proper: Playing field exclusive of the endzones.
    Point of Contact: Location on playing field where player contact was made.
    Put the Disc in Play: Occurs when the thrower establishes a pivot foot and is ready to throw, or in throw-off situations has given the legal signal to throw-off.
    Receivers: All offensive players other than the thrower.
    Thrower: An offensive player in possession of the disc or who has just released the disc.
    Throw-off: Procedure used to start play or resume play after a goal is scored. The throw-off is accomplished by a player on the team relinquishing possession by throwing the disc from the goal line his team shall be defending to a player on the receiving team.
    Where the Disc Stops: Refers to the location where a disc is caught, comes to rest naturally, or where it is stopped from rolling or sliding.

    V -- DISCATHON

    Comment: Discathon is a race in which players throw their discs, one at at time, through a circuitous 1 km course defined by a series of "tests" and "mandatories," which are typically tall trees and poles. Each mandatory describes a required flight path. The discs thrown by the players shall traverse the entire course, although the players themselves need not follow any specific path. The object is to complete the course in the shortest time possible.

    Outline of Contents

  • 501. Course
  • 501.01 Description
  • 501.02 Lines
  • A. Starting Line
  • B. Finish Line
  • C. Test Line
  • 502. Equipment
  • 502.01 Discs
  • A. General
  • B. Special Restrictions
  • 503 Rules of Play
  • 503.01 Rules in Effect
  • A. WFDF
  • B. Variations
  • 503.02 Start of Play
  • 503.03 Play
  • 503.04 Throws
  • A. Initial Throw
  • B. Subsequent Throws
  • C. Technique
  • 503.05 Lie
  • A. Airborne Discs
  • B. Out-of-Bounds
  • C. Unplayable Lie
  • (1) Ground-Level Lies
  • (2) Above-Ground Lies
  • D. Lost Disc
  • 503.06 Discs in Play
  • A. General
  • B. Third Disc Option
  • 503.07 Mandatory
  • A. General
  • B. Single Mandatory
  • C. Double Mandatory
  • (1) Height-Restricted
  • 503.08 Test
  • 503.09 Player Conduct
  • A. Etiquette
  • B. Rights of Way
  • C. Play of Another Player's Disc
  • D. Unintentional Interference
  • E. Purposive Interference
  • 503.10 Change of Conditions
  • 504 Event Procedures
  • 504.01 Officials
  • A. Steward
  • B. Starter
  • C. Timer
  • D. Finish Judges
  • E. Statistician
  • F. Course Observers
  • G. Head Judge
  • 504.02 Advancement
  • A. Preliminary Round
  • B. Second Round
  • C. Semi-Final Round
  • D. Final Round
  • 504.03 Ties
  • 504.04 Late Arrival
  • 505 Variation: Controlled Pace
  • 506 Glossary
  • 501. Course

    501.01. Description:
    The course is approximately 1 km in length, typically laid out within a grassland or wooded area, with marked start and finish lines. There shall be numerous stationary objects such as tall trees and poles interspersed throughout the course, of which approximately 20 to 30 will be designated as mandatories or tests. An even mix of challenging flight paths and trajectories is desirable without a left or right curve advantage. The ideal course offers the player three or four tests and many opportunities to save time which, if attempted unsuccessfully, cost additional time. A grassy, smooth running surface is preferred with topographical change providing additional challenge and interest. See Figure 5.1.
    Figure 5.1: Discathon Course
    501.02. Lines:
    Lines indicating the start, finish, tests, and when necessary, the plane of a double mandatory, shall be between 5 cm and 10 cm wide, marked with a non-caustic material.
    A. Starting Line:
    There shall be 4 starting lanes, each lane being 2 m wide, with at least 1 m between each lane. See Figure 5.2.
    Figure 5.2: Discathon Start
    B. Finish Line:
    The finish line should be a double mandatory, advisedly 3 m to 5 m wide and height-restricted. The entire disc must pass through the plane established by this line in the correct direction for the course to be completed.
    C. Test Line:
    A line, behind which a player must throw in order to complete a test. If not a mandatory itself, the test line shall be marked by cones and have sidelines which extend backward from the ends of the lines at a 120 degree angle to the line. Both the foot placement and the lie disc must be behind the test line and within the sidelines extended to attempt a test throw. See Figure 5.6.

    502. Equipment

    502.01. Discs:
    A.
    Each player, at his discretion, shall begin the race with two or three discs, employing exactly two at any given time. Any type of flying disc may be used so long as it meets the minimum requirements set forth in Article I of the WFDF rules and the specific requirements for discathon in paragraph 502.01(B). The discs need not be identical. To reduce confusion, all players' discs must be distinctly marked on the upper and lower surfaces.
    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]).

    503. Rules of Play

    503.01. Rules in Effect:
    A.
    The WFDF rules of play shall cover play for discathon, except as set forth in paragraph 503.01(B).
    B. Variations: DD>Discathon may be played with slight variation of the rules regarding course length, unplayable lies, interference, penalties, race procedures and/or officiating, depending upon the circumstances in effect at the time. The variations shall be at the discretion of the tournament director, subject to the provisions of Article I of the WFDF rules. All players shall be notified of any variation of the rules prior to the commencement of play.
    503.02. Start of Play:
    Players shall be assigned a starting order (not to be confused with a specific starting group), and started at 4 - minute intervals in groups of four players. The starter shall have players select lanes in inverse order of the starting list, and shall begin the race with a call of "ready...set.....throw". The cadence of the call shall be such that it is unpredictable. A player releasing his starting throw prior to the call of "throw" shall be penalized 10 seconds, or may be disqualified if throwing more than 3 seconds too early.
    503.03. Play:
    Each player will be timed while attempting to correctly negotiate the course as quickly as possible. The player begins by throwing a disc from behind the starting line, then continues throughout the course, making each subsequent throw from the lie obtained from the previous throw until his disc completely crosses the finish line. The player whose throws travel the course in the shortest amount of time, including time adjustments and penalties, shall be declared the winner. The responsibility for correct completion of the course, including knowledge of the designated route and all procedures of play, rests entirely with the competing player. A player not completing the course route correctly is to be given a penalty of twice the estimated time saved or 10 seconds, whichever is greater, for each such infraction. A player may be disqualified if it is determined by the head judge that the player's failure to complete the course route correctly was intentional.
    503.04. Throws:
    A. Initial Throw:
    The initial throw shall be made from behind the starting line after the signal is given by the starter.
    B. Subsequent Throws:
    All subsequent throws shall be made from the lie area established by the previous throw with the exception of the establishment of an unplayable lie, which is governed by Section 503.05(B) or a self-caught flight. The throw shall be released with one of the player's supporting points at least partially within the lie area. The disc determining the lie shall remain in place while the throw is being made and shall be picked up only after the throw is released.
    C. Technique:
    Throws may be made in any direction, subject to section 503.07 relating to mandatories, and in any manner.
    503.05. Lie:
    The lie must be established by a disc at rest, either coming to rest naturally or by the player stopping the disc's movement once it is on the ground. A player must make a ground contact within 1.5 m of the center of the disc at rest during the release of his throw. A player using any incorrect placement and or throwing procedure is to be given a penalty of twice the estimated time saved or 10 seconds, whichever is greater, for each such infraction. See Figure 5.3.
    Figure 5.3: Discathon Lie
    A. Airborne Discs:
    A player may not touch or catch his thrown disc or otherwise attempt to establish a lie while that disc is in the air, unless he is attempting to execute a self-caught flight around a mandatory. If he catches a disc which has correctly passed through the both planes of a single mandatory or the one plane of a double mandatory in one flight while not having broken any of the planes with his body, the player need not establish a lie, but may carry the disc while making up to three ground contacts before releasing his next throw.
    B. Out-of-Bounds:
    In the event that the disc comes to rest in an area declared out-of-bounds, it may not be retrieved. If the player possesses two remaining discs, he may establish a new lie at the point where the disc entered into the out-of-bounds area.
    C. Unplayable Lies:
    In the event a throw cannot be made from a lie area such as a lie in a body of water or within thick brush, the player shall choose to either retrieve the disc or use one of the two remaining discs he is carrying to establish a new lie in the following manner:
    (1) Ground-Level Lies:
    The new lie shall be located at the estimated point where the disc entered into the unplayable area.
    (2) Above-Ground Lies:
    The new lie shall be located as close as possible to being directly beneath the unplayable disc. If the area directly under the disc is also unplayable, then the new lie shall be established as per section 503.05(C)(1).
    D. Lost Disc:
    In the event a player cannot locate one of his discs presumed to lie in a playable area, the player may declare a lost disc and establish a new lie with one of his two remaining discs at the point he estimates would be the lie of the lost disc. After the completion of the course, the player shall report the lost disc to the statistician who shall assess a 10 second penalty. A player may be assessed an additional time penalty or be disqualified if it is determined by the head judge that the lost disc declaration was exploited, intentionally or otherwise, to gain competitive advantage.
    503.06. Discs in Play:
    A.
    A player shall carry at least two discs which shall be actively in play throughout the traversal of the course. One disc shall establish the lie while the other is being thrown, with the discs being thrown in alternate sequence.
    B. Third Disc Option:
    A player may, at his discretion, begin the race with three discs as a safeguard against disqualification in the event of one unplayable lie, out-of-bounds, or lost disc.
    C. Shortage of Discs:
    If during the traversal of the course a player has only one disc remaining actively in play, that player may not continue and shall be listed as D.N.F.
    503.07. Mandatory:
    A.
    A player shall follow the designated flight path, properly negotiating each mandatory along the path by throwing his disc around or through the designated area in the correct direction, prior to proceeding toward the finish line. The proper flight path shall be designated by an arrow or other signal. A throw passing the mandatory incorrectly is insufficient and the player shall do whatever is necessary within the rules to successfully negotiate the mandatories prior to proceeding toward the finish line. If return throws are necessary to establish a lie for the correct completion of the mandatory, they may pass through the mandatory in the reverse direction, without a penalty being assessed.
    B. Single Mandatory:
    If one object is used to indicate a mandatory, the disc shall pass through two vertical planes or the indicated side of the mandatory in the correct order and direction to properly complete the mandatory. One plane is perpendicular to a line drawn between the mandatory in question and the previous mandatory, or if there is no previous mandatory, the starting line. The second plane is perpendicular to a line drawn between the mandatory in question and the subsequent mandatory, or if there is no subsequent mandatory, the finish line. See Figure 5.4.
    C. Double Mandatory:
    If the mandatory is defined as the area between two objects in close proximity to each other, the disc shall be required to pass completely through the vertical plane connecting the two objects in the direction from the previous mandatory to the subsequent mandatory. See Figure 5.5.
    Figures 5.4 and 5.5:
    Discathon Mandatories
    (1) Height-Restricted Double Mandatory:
    A double mandatory may also be height-restricted, establishing an upper or lower limit by stretching high-visibility tape between the two objects which define the mandatory.
    503.08. Test:
    To pass the test, a player must have both his lie disc and foot placement completely behind the test line and complete the next "target" double mandatory in a single throw. If the player fails the test or chooses not to take it, he need not pass over the test line if it is not a mandatory, but shall be required to complete both the double mandatory which serves as the test target and an additional penalty mandatory immediately after the target. See Figure 5.6.
    Figure 5.6: Discathon Test
    503.09. Player Conduct:
    The following sections are not exhaustive. Any situation in which a player may gain an unfair advantage by compromising his responsibilities to another player may result in adjustment, penalty and/or disqualification, at the head judge's discretion. A penalty of twice the estimated time saved shall be assessed in situations where no other player is directly affected by the violation. A penalty of four times the estimated time saved shall be assessed in situations where another player is directly affected. If no time has been saved, the amount of penalty shall be determined by the head judge, based upon the severity of the infraction.
    A. Etiquette:
    Players shall make every effort to compete without interfering with one another. Players, while throwing, shall exercise caution to avoid striking other players or their discs in flight. Likewise, players shall make every effort to avoid interfering with the throws of another.
    B. Rights of Way:
    The disc of a player who has established position at his lie or is in throwing motion, has immediate right-of-way over an oncoming runner. Further, whenever two players are approaching discs which have landed so closely together as to cause mutual interference, the player who has established position first has the right-of-way.
    C. Play of Another Player's Disc:
    If a player picks up or throws another player's disc, the player using the wrong disc may be penalized or disqualified unless he is able to correct his error by returning the disc to its original position without interfering with the progress of the other player. The head judge may consider a time adjustment or a rerun for the player whose disc was misplayed.
    D. Unintentional Interference:
    Because of the open nature of the course and the presence of other runners, officials and spectators, discathon players are vulnerable to a significant amount of unintentional interference. This includes such random factors as a disc hitting an animal, a course observer, a spectator or another racer. The risk of this kind of interference is part of the course and no adjustments to times shall be made.
    E. Purposive Interference:
    Purposive interference includes any actions committed by spectators or other runners which are intended to hamper or obstruct a player's disc in flight, his throwing or running motions, or his positioning for a throw. This type of interference also includes gross violations of running etiquette which hamper or obstruct, regardless of intention, and the carrying away of a disc by an animal. In cases of purposive interference, the head judge may award an estimated time adjustment or a rerun to the affected runner at the judge's discretion. The decision to award a rerun is based on the severity of the interference and the ability of the judge to accurately estimate the time loss.
    503.10. Change of Conditions:
    If there has been an obvious change of conditions during the round, such as a start or stoppage of rain, the times shall be examined by the head judge to determine whether the change of condition resulted in a significant effect on times. If, after removing the scores which represent the worst 10 percent of the times in each group, more than 15 seconds separates the average time in each group, results shall be sectioned and an equal proportion of players from each group shall advance.

    504. Event Procedures

    504.01. Officials:
    A. Steward:
    There shall be one steward whose duty shall be to call players to the on-deck area and starting groups to the preparation area and starting line.
    B. Starter:
    There shall be one starter who shall start the players by signaling them to come to the line 1 minute prior to the start of the race. He shall also signal 30 seconds prior to the start of the race, and shall give the starting call. At the start of the race, the starter shall start two watches, then turn them over to the timer.
    C. Timer:
    There shall be one timer who shall call out the finish times to the finish judges when the players complete the course.
    D. Finish Judges:
    There shall be four finish judges who shall assign times to the nearest second for discs crossing the finish line, recording the time on a label which shall be applied to the disc earning that time, then turning the disc and time over to the statistician.
    E. Statistician:
    There shall be one statistician who shall record all the times, as well as penalty and net times. Said times shall be recorded as the individual players claim their labeled discs.
    F. Course Observers:
    There shall be course observers who shall check for potential rule violations and observe test line and critical mandatories as the players traverse the course. In the event they witness a potential rule violation, they shall announce their appraisal, and report any uncorrected errors to the head judge after the race.
    G. Head Judge:
    There shall be one head judge who shall be in charge of the event, coordinating the other officials. He shall make all final decisions on time adjustments, scratches, second runs, and disqualifications.
    504.02. Advancement:
    The number of players to advance after each round shall be determined prior to the start of play by the number of entries in the tournament.
    A. Preliminary Round:
    Top seeded players shall be spread throughout the entire preliminary round. Approximately half the field shall advance to the second round.
    B. Second Round:
    The 16 lowest times shall advance.
    C. Semi-Final Round:
    The respective winners of each race of four players plus the player having the best second place time shall advance to the final.
    D. Final:
    The five remaining players compete together, the lowest time being declared the winner.
    504.03. Ties:
    When ties must be broken, the player who had the lower time in the previous round advances or is declared the winner.
    504.04. Late Arrival:
    Players must be at the event site prepared to compete when called. The competitive order of these calls is to be posted. In the event of a player not responding to the official's call, the following procedures come into effect:
    If a player fails to appear for his assigned starting group when called on deck by the race steward, the next player in the starting order shall move up and assume the place of the absent player. The absent player shall be called again for the next starting group. If he appears, he may start but shall be assigned a 15 second penalty. If there is no response to the second call, the player shall be listed as a scratch (SCR).

    505. Variation

    Controlled Pace: Controlled pace discathon is a variation in which players move around the course at a speed that is monitored. It is particularly suggested for grandmaster, seniorgrandmaster and legend competitions. Each group of players is accompanied by an official who calls out their throws every thirty seconds. The call is "throw...one" (at 30 seconds) "throw...two" (at 60 seconds), etc. The players are to release their throws on the call of the throw number or within ten seconds after the call. If they do not throw during this 10 second period they must wait until the next call to throw. All of the players' throws are to be made in this manner with one exception. When a player intends to make his final throw of the course, he may throw prior to the call for that throw. If the early shot fails to complete the course, the player may not throw on the next call (the throw he has already taken) but must wait for the subsequent call as each player may only take one early throw each round. Except for the paced-throwing feature, all the other ground rules of discathon apply. The play, of course, is quite different, not requiring the players to run except possibly for the final, early throw. As the players move around the course, the more efficient throwers move into the lead. The end of the race is also of strategic interest depending upon the positioning of the players and their use of the early final-throw option. On an informal basis players can call out their own throws at any pace they wish.

    506. Glossary

    Flight Path: The designated route the disc must travel to successfully complete the course.
    Ground Contacts: Contacts made with the ground by the player's body.
    Lie: The place where a thrown disc comes to rest.
    Lie Area: A circle with a 1.5 m radius, measured from the center of the player's thrown disc at rest. All of the player's throws, other than the initial throw, shall be made from within this lie area established by the preceding throw.
    Mandatory: A stationary and preferably tall, permanent object, such as a tree or a lamp post, which establishes the required flight path.
    Out-of-Bounds: A designated area such as a street or lake from which no disc may be retrieved and through which no player may pass.
    Supporting Point: The part of the player's body which is supporting his weight or is in contact with the ground.
    Test: An opportunity to bypass the subsequent penalty mandatory by correctly completing a designated double mandatory in one throw, released from behind the test line.
    Unplayable Lies: Any lie which is in an area with characteristics making it difficult or impossible for the player to retrieve the disc or throw.

    VI -- FIELD EVENTS

    Comment: Field events is a general term used to classify individual disc sport events, namely: accuracy, distance, maximum time aloft (hereinafter referred to as "MTA"), throw, run and catch (hereinafter referred to as "TRC"), and self-caught flight (hereinafter referred to as "SCF"). The common link among the field events is the competitive measurement of a particular basic skill. Accuracy measures a player's ability to consistently throw a disc through a specified target. Distance measures how far a player can throw a disc. MTA measures the length of time a player's throw is in the air. TRC measures the distance a player can throw a disc and catch the throw, prior to the throw hitting the ground, and SCF combines the events of MTA and TRC.

    Outline of Contents

  • 601. Field of Play
  • 601.01 General
  • 601.02 Obstructions
  • 601.03 Accuracy
  • A. Straight Ahead Throwing Stations
  • B. Left Angle Stations
  • C. Right Angle Stations
  • 601.04 Distance
  • 601.05 MTA
  • 601.06 TRC
  • 602. Equipment
  • 602.01 Discs
  • A. Special Restrictions
  • 602.02 Measuring
  • 602.03 Stop Watches
  • 602.04 Field Target
  • 603. Rules of Play
  • 603.01 Accuracy
  • A. Play
  • B. Discs
  • C. Time
  • D. Foul
  • E. Good Throw
  • F. Scoring
  • 603.02 Distance
  • A. Play
  • B. Discs
  • C. Time
  • D. Foul
  • E. Measurement
  • F. Score
  • G. Interference
  • 603.03 MTA
  • A. Play
  • B. Discs
  • C. Timing of the Throw
  • D. Time of Play
  • E. Catch
  • F. Score
  • G. Groupings
  • H. Starting Order
  • I. Interference
  • 603.04 TRC
  • A. Play
  • B. Discs
  • C. Foul
  • D. Measurement
  • E. Catches
  • F. Time of Play
  • G. Score
  • H. Groupings
  • I. Starting Order
  • J. Interference
  • 603.05 SCF
  • A. Play
  • B. Scoring
  • 604. Event Procedures
  • 604.01 Officials
  • A. Accuracy
  • B. Distance
  • C. MTA
  • D. TRC
  • 604.02 Advancement
  • A. Distance, SCF, MTA, TRC
  • B. Accuracy
  • 604.03 Ties
  • A. Accuracy
  • B. Distance
  • C. SCF
  • 604.04 Late Arrival
  • A. Accuracy
  • B. Distance and SCF
  • 605. Glossary
  • 601. Field of Play

    601.01. General:
    The playing field for field events may have any surface, although well-trimmed grass is suggested, which is essentially flat, free of obstructions and/or holes, and affords reasonable player safety.
    601.02. Obstructions:
    If there are permanent and predictable obstacles which may affect the completion of a throw, throwing sites should be located to minimize potential problems. Once these obstructions have been noted by the head or site judge, however, no re-throw will be granted if the obstructions come into play. Designated spectator areas shall be considered an obstruction.
    601.03. Accuracy:
    The playing area in accuracy shall consist of seven throwing stations, set at varying distances and angles from the target; said stations being clearly marked by foul lines which consist of a front line and perpendicular sidelines, both of which are 120 cm in length and between 5 cm and 10 cm in width. Small, flexible cones should be used to mark the front corners. The location of the throwing stations is determined by the target itself and the lateral extension of its plane. See Figures 6.1 and 6.2.
    Figure 6.1: Accuracy Stations Figure 6.2: Accuracy Throwing
    A. Straight-Ahead Throwing Stations:
    There are three straight-ahead throwing stations, with respective distances of 13.5 m, 22.5 m, and 31.5 m from the target. The midpoint of these stations shall be on the imaginary line that makes a perpendicular intersection of the target plane at the midpoint of the target.
    B. Left-Angle Stations:
    There are two left-angle stations which are located to the player's left of the target; one station 13.5 m from the target and at an angle to the target such that a line drawn from the midpoint of the front foul line of the station and intersecting the target plane at a perpendicular angle will be 4.5 m in length; and one station located 22.5 m from the target along the same angle as the 4.5 m line, such that a line drawn from the midpoint of the front foul line of the station and intersecting the target plane at a perpendicular angle shall be 7.5 m in length.
    C. Right-Angle Stations:
    There are two right-angle stations which are located to the player's right of the target; one station 13.5 m from the target and at an angle to the target such that a line drawn from the midpoint of the front foul line of the station and intersecting the target plane at a perpendicular angle will be 4.5 m in length; and one station located 22.5 m from the target along the same angle as the 4.5 m line, such that a line drawn from the midpoint of the front foul line of the station and intersecting the target plane at a perpendicular angle shall be 7.5 m in length.
    D. Optional Field of Play:
    The playing area may also use a moveable target to create the correct angle stations. Positioning for the target should be painted on the ground. See Figure 6.3.
    Figure 6.3: Accuracy Field
    601.04. Distance:
    The playing area in distance shall be of sufficient size to permit the entire course of the disc flights to be contained within its perimeter, as level as possible to insure an accurate measurement, and in an area which permits an unblocked windflow. The layout of the field shall be such that throws may be made with the prevailing wind. There shall be five throwing sites, each marked with foul lines which consist of a 3 m front line and perpendicular sidelines which are 3 m to 15 m in length. These lines shall be between 5 cm and 10 cm in width. Small, flexible cones should be used to mark the front corners of each site. At least 6 m of additional space shall be provided between each throwing site. See Figure 6.4.
    Figure 6.4: Distance Field
    601.05. MTA:
    The field for MTA shall be of sufficient size to permit the entire course of the disc flights to be contained within its perimeter, and as level as possible to facilitate player movement. No field markings or other delineations or designations shall be required.
    601.06. TRC:
    The field for TRC shall be of sufficient size to permit the entire course of the disc flights to be contained within its perimeter, and as level as possible to facilitate player movement. Depending on the field size and wind direction, one or more foul circles shall be clearly marked by painted lines measuring 4 m in inside diameter. The lines shall be between 5 cm and 10 cm in width. See Figure 6.5.
    Figure 6.5: TRC Field

    602. Equipment

    602.01. Discs:
    A player may use one or more of any type of flying disc, so long as they meet the minimum requirements set forth in Article I of the WFDF rules and the specific requirements for accuracy in paragraph 602.01(A). The discs need not be identical.
    A. Special Restrictions:
    For game design and safety considerations, discs in accuracy 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) Leading edge radius:
    must have a leading edge radius that is greater than 1/16 in (1.6 mm) (see section 108[E]).
    (3) Weight:
    must weigh no more than 6.7 gm per cm of outside diameter.
    (4) 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]).
    602.02. Measuring:
    For distance and TRC, either tape measures or electronic measuring devices with the ability to measure throws to the cm up to 200 m in length, shall be provided.
    602.03. Stopwatches:
    For MTA, four stopwatches with the ability to measure time to one-hundredth of a second shall be provided.
    602.04. Field Target:
    In accuracy, a field target shall be provided which shall consist of a two - dimensional structure, made of non-flexible material, presenting a square target with 1.5 m sides, the target area being set 1 m above the ground. The field target shall be constructed to be self - supporting and have a light net attached to the rear. See Figure 6.6.
    Figure 6.6: TRC Target

    603. Rules of Play

    603.01. Accuracy:
    A. Play:
    A player shall make four throws from each station for a total of 28 throws, with the objective to have as many throws as possible pass through the target area. He shall complete all four throws at each station before moving on to the next station. The stations may be carried out in any order. No one may be positioned in or near the target as a catcher, but someone may assist in retrieving thrown discs.
    B. Discs:
    The player shall provide at least four of his own discs as per section 602.01. It is advised that an additional disc be available in the event of damage to one of the discs.
    C. Time:
    A total of 7 minutes shall be allowed for completion of the 28 attempts. A time warning shall be given at 1 minute remaining. Any throw which is released after the expiration of the 7 minute period shall be deemed an unsuccessful throw.
    D. Foul:
    No supporting point of the player shall rest on or beyond the foul lines or their extensions at the moment of his release. A follow-through motion which crosses the foul line after the release is permissable. Any foul shall count as an unsuccessful throw.
    E. Good Throw:
    A good throw shall be made whenever the thrown disc passes entirely through the target plane from front to back and a foul or time violation is not committed.
    F. Scoring:
    A good throw shall count as one point. An unsuccessful throw shall receive no points.
    603.02. Distance:
    A. Play:
    The player shall make five attempts in each round to throw a disc as far as possible.
    B. Discs:
    The player shall provide at least 5 of his own discs as per section 602.01. It is advised that an additional disc be available in the event of a re-throw.
    C. Time:
    A player shall make all five of his throws within 2 1/2 minutes from the time the signal is given by the line judge. A time warning shall be given at 30 seconds remaining. In semi or final rounds, the format may be changed to allow simultaneous time periods. Under this format, players are given 4 minutes to make all five of their throws from the time the signal is given by the line judge. All players throw during the same time period. In semi play, two consecutive simultaneous rounds may be used. A time warning shall be given at 2 minutes remaining and at 30 seconds remaining. Under either format, any throw released after the expiration of the throwing time period shall not be marked.
    D. Foul:
    No supporting point of a player shall rest on or beyond the foul lines at the instant of his release. A follow-through motion which crosses the foul line after the release is permissable. In the event of a foul, the throw shall not be marked.
    E. Measurement:
    Legal throws shall be measured from the midpoint of the front foul line to the center of the disc at its point of impact. All throws shall be measured to the nearest cm.
    F. Score:
    The length of a player's longest throw, to the nearest centimeter, shall be his score.
    G. Interference:
    In the event a throw is touched while in flight by a person or animal, the player shall have the option of counting the throw and having it measured from the point of interference, or immediately choosing to take a rethrow. An additional 30 seconds will be granted for each rethrow.
    603.03. MTA:
    A. Play:
    A player shall attempt to throw the disc in such a fashion that the disc remains airborne for as long as possible, before catching the disc himself. Each player shall make five attempts in each round.
    B. Discs:
    A player shall provide at least one of his own discs as per section 602.01. It is advised that an additional disc be available in the event a disc is lost or becomes unsuitable for use.
    C. Timing of the Throw:
    The timing of the flight of the throw shall be measured from the instant of release until the instant the disc is initially touched in the catching attempt. Time shall be calculated to the nearest one-hundredth of a second. The player's time for a throw shall be the median (middle) time rating of three time ratings received from the measurement crew. In the event that only two times are recorded by the measurement crew, the back-up timer's result shall be used as the third rating. If no backup is available, the two ratings shall be averaged. If only one valid time is available, a re-throw is necessary. No time shall be recorded for unsuccessful throws.
    D. Time of Play:
    A player shall release a throw within 15 seconds after receiving a signal to throw from the site judge. Any throw released after the expiration of the 15 second period shall receive a score of zero.
    E. Catch:
    A catch shall be deemed valid when the throw is caught and controlled in one hand by the player, without the disc simultaneously touching any other part of the player's body and prior to the disc touching the ground. The player is permitted to touch the disc an unlimited number of times before the catch is made, as long as he only touches the disc with one part of his body at a time. In the event the disc touches the ground simultaneously with the instant the catch is made, the catch shall be valid. A player shall be in full control of the disc before he lets it go, changes hands, or touches the disc with another part of the body for the catch to be valid. The validity of questionable catches shall be announced by the player, subject to review by the event judges.
    F. Score:
    The player's score shall be the single best time recorded.
    G. Groupings:
    To facilitate rapid completion of the event, the players shall be placed in groups of five for the purpose of alternating the order of throws. Each player makes one throw, then the order is repeated until each player has made his five throws in the round.
    H. Starting Order:
    In the first round the starting order is decided by some order of random distribution. In all subsequent rounds, each player, in descending order according to his performance in the previous round, shall be given his choice of throwing order and site. If two or more players have the same results in the previous round, the order of choice in the current round shall be decided by the disc flipping method. See section 104.03.
    I. Interference:
    Whenever a catchable throw in flight is touched by any person or animal, or a player in pursuit of a catchable throw is impeded by interference, the throw shall be declared void and the player shall receive an additional attempt. Permanent and/or predictable obstructions, as per section 601.02, shall not entitle the player to another attempt.
    603.04. TRC:
    A. Play:
    A player shall attempt to throw the disc from a marked circular area in such a fashion that the disc travels as far as possible before catching the disc himself. Each player shall make five attempts in each round.
    B. Discs:
    A player shall provide at least one of his own discs as per section 602.01. It is advised that an additional disc be available in the event a disc is lost or becomes unsuitable for use.
    C. Foul:
    No supporting point of the player shall rest on or beyond the foul line at the instant of his release. A follow-through motion which crosses the foul line after the release is permissable. Any foul shall count as an unsuccessful throw and shall receive a score of zero (0).
    D. Measurement:
    A throw is measured from the point on the ground directly under the disc when it is first touched by the player in his catching attempt, to the closest point of the foul circle. Readings should be made to the nearest cm. If the measurement point falls on or within the throwing circle, the attempt shall be scored as a zero (0).
    E. Catches:
    The rules for catches set forth in section 603.03(E) of the MTA rules shall also apply to the rules governing TRC.
    F. Time of Play:
    The rules regarding time of play set forth in section 603.03(D) of the MTA rules shall also apply to the rules governing TRC.
    G. Score:
    A player's longest single throw resulting in a valid catch shall be his score.
    H. Groupings:
    The rules regarding groupings set forth in section 603.03(G) of the MTA rules shall also apply to the rules governing TRC.
    I. Starting Order:
    The rules regarding starting order set forth in section 603.03(H) of the MTA rules shall also apply to the rules governing TRC.
    J. Interference:
    The rules regarding interference set forth in section 603.03(I) of the MTA rules shall also apply to the rules governing TRC.
    603.05. SCF:
    A. Play
    SCF combines the events of MTA and TRC by awarding a single sum of points based on a player's MTA and TRC performances. All cuts in SCF events shall include both MTA and TRC. The rules governing MTA and TRC shall apply to SCF.
    B. Scoring:
    A single SCF score will be determined each round by multiplying the player's MTA score by a factor of 5.5 (rounded to the nearest hundredth) and adding it to the player's TRC score. For example, a 10.05-second MTA, worth 55.28 points, would be added to a 57.41-m TRC performance worth 57.41 points, for an SCF score of 112.69 points.

    604. Event Procedures

    604.01. Judges:
    A. Accuracy:
    The head judge shall assign all players to their respective sites and coordinate all other judges. The site judge shall be responsible for timing the players, calling fouls and recording good throws. If available, a second person may assist the site judge in calling hits and misses so that the site judge may concentrate on foul calls.
    B. Distance:
    The head judge shall assign all players to their respective sites and coordinate all other judges. The site judge shall be responsible for timing the players and calling fouls. A measurement crew, consisting of two persons, shall be assigned to each site, working in concert to mark each throw at its point of impact and assist in measuring the distance of the longest throw(s). A statistician shall record all measured throws.
    C. MTA:
    The head judge shall assign all players to their respective sites and coordinate all other judges. The site judge shall announce the players, time their throwing periods, and determine and record the official time for successful throws. The measurement crew, consisting of four persons (three timers and one back-up), shall measure the times of the throws with stopwatches.
    D. TRC:
    The head judge shall assign all players to their respective sites and coordinate all other judges. The site judge shall announce the players, time their throwing periods, and determine and record the official distance for successful throws. The measurement crew, consisting of five persons, shall mark each successful throw and assist in measuring the distance of the longest throws.
    604.02. Advancement:
    The number of players to advance after each round shall be determined prior to the start of play by the number of entries in the tournament. Top-seeded players shall be evenly spread throughout the preliminary round. Order of play in later rounds is determined by performance. See 603.03(H).
    A. Distance, SCF, MTA, TRC:
    (1) Competitions of 30 or fewer:
    Prelim--cut to 15 plus ties; Semi--cut to 5; Final.
    (2) Competitions of 31 to 80:
    Prelim--cut to 25 plus ties; Semi--cut to 5; Final.
    (3) Competitions of more than 80:
    Prelim--cut to 50 plus ties; 2nd Round--cut to 10 plus ties; Semi--cut to 5; Final.
    B. Accuracy:
    (1) Competitions of 30 or fewer:
    Prelim--cut to 12 plus ties; Semi--cut to 2; Final--head-to-head.
    (2) Competitions of 31 to 80:
    Prelim--cut to 20 plus ties; Semi--cut to 2; Final--head-to-head.
    (3) Competitions of more than 80:
    Prelim--cut to 40 plus ties; 2nd Round--cut to 8 plus ties; Semi--cut to 2; Final--head-to-head.
    604.03. Ties:
    A. Accuracy:
    If ties must be broken, the tied players shall have a head-to-head playoff with the first player to win a four-throw station advancing or being declared the winner.
    B. Distance:
    If ties must be broken, the tied players shall have a series of simultaneous throws in a head-to-head format with the first player to win three of these one-throw matches advancing or being declared the winner.
    C. SCF:
    If ties must be broken, the tied players shall have a head-to-head playoff. The playoff shall consist of one MTA throw and one TRC throw for each player. These results shall be combined in the normal fashion to produce SCF scores. The player with the higher score advances or is declared the winner.
    604.04. Late Arrival:
    Players must be at the event site prepared to compete when called. The competitive order of these calls is to be posted. In the event of a player not responding to the official's call, the following procedures come into effect:
    A. Accuracy:
    If a player fails to respond to the official's on deck call, the next player in the order will be called. The absent player shall be called again for the next throwing position. If he responds, he may throw and a two-throw deduction is made from his score. If there is no response to the second call, the player shall be listed as a scratch (SCR).
    B. Distance and SCF:
    If a player fails to respond to the official's on-deck call, the next player in the order will be called. The absent player is to be called again for the next throwing position. If he responds, he may throw but is only allowed three attempts. If there is no response to the second call, the player shall be listed as a scratch (SCR).

    605. Glossary

    Foul Line: In accuracy, one of the sets of lines appearing at each of the seven stations. In distance, one of the sets of 6 m lines within which the player shall release the throw. In TRC, the 4 m inner diameter throwing circle.
    Point of Impact: In distance, the point where a thrown disc's flight is first affected by contact and is marked.
    Supporting Points: Any part of a player's body that is supporting his weight or is touching the ground.
    Target/Target Area: In accuracy, the area through which a disc must pass to score a point.
    Target Plane: In accuracy, the plane perpendicular to the ground and including the target

    ARTICLE VII -- FREESTYLE

    Comment: Freestyle is a game whereby a player or a team of two or three players perform a routine, which consists of a series of throws, catches and moves, done to music using one or more discs. The routine is compared to the routines of the other competitors through scoring done by judges, who evaluate the routine on the basis of difficulty, execution and presentation. The player or team with the best score is declared the winner.

    Freestyle! Such grandiose terms to describe sport. The words "free" and "style" both transcend their task of labeling physical action. They encompass a lifestyle, a philosophy.

    If one were to search for a definition of our sport, the failure of that search would prove to be its answer. An attempt to shackle freestyle to any one definition or mode of play would be to deny its very essence. In its purest form freestyle is creative movement with a moving disc. The players define the game for themselves as they play. Self-expression is the only common thread stringing together many divergent jewels of creativity.

    Yet, within a galaxy of possible applications for freestyle, a sizeable number of players have reached a tacit agreement concerning one particular application. Acknowledging the freedom of thought and expression all players are entitled to when they freestyle, players of this lofty pursuit have in effect agreed that they should bring their talents and ideas together at a fixed time and place and share them. But, as is the nature of our species, the sharing is for a price. Players agreed to share their self-expression in return for the chance to be recognized when the sharing was over, as the one who shared the most by presenting their individuality best.

    These agreements to meet at fixed times and places have become known as freesytle tournaments. Sharing is now called competition, and displaying one's individuality best, so as to leave with the honor of having shared the most, has been labeled winning. And more and more players want to get in on this agreement.

    Because of this development, and only because of it, an artificial means of conceptualizing and comparing individual creativity had to be developed. What resulted are the known and accepted procedures for evaluating the individual creativity of many different, but equally important human beings.

    The result we seek by this evaluation is not solely to recognize and label superior talent. We are not our own creators and cannot begin to understand the necessary elements for choosing those superior among us. Our attempts to evaluate will be imperfect at best because we are trying to select the most perfect fruit out of a basket containing nothing but different delicious choices.

    And we are not so self-defeating as to limit our freedom by proclaiming these evaluation procedures the definition of freestyle. No, the only purpose we can realistically ascribe to our meager attempts at evaluating freedom is that of paying homage to a given moment in time--simply who, at that moment, was sharing the most.

    Outline of Contents

  • 701. Playing Area
  • 701.01. General
  • 701.02. Spectator Control
  • 702. Equipment
  • 702.01. Disc
  • A. Disc Alteration
  • (1) Application of Lubricant
  • 702.02. Uniforms
  • 702.03. Audio Equipment
  • 702.04. Aids and Props
  • A. Nail Hardener/Fake Fingernails
  • 703. Competition
  • 703.01. Play
  • A. Length of Routine
  • B. Music
  • C. Judging Systems
  • 703.02. Scored Factor System
  • 703.03. Ranked Order System
  • A. Mode of Scoring
  • B. Presentation Factor
  • C. Difficulty Factor
  • D. Execution Factor
  • E. Tie-Breaking Procedure
  • 704. Tournament Procedures
  • 704.01. Suggested Competitive Formats
  • A. Initial Round
  • (1) 25 or More Teams
  • (2) 24 or Fewer Teams
  • (3) Order of Play
  • (4) Seeding
  • (5) Judging
  • (6) Advancement
  • B. Final Round
  • (1) Judging
  • 705. Glossary
  • 701. Playing Area

    701.01
    The playing area may be of any surface, although well-trimmed grass is suggested, which is essentially flat, free of obstructions and holes, and affords reasonable player safety. The area should be approximately 35 m in size for each pool. Indoor areas are also acceptable if they have overhead clearance of at least 6 m.
    701.02. 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.

    702. Equipment

    702.01. Disc:
    A player or team may use one or more discs which shall be WFDF approved as set forth in Article I of these rules. If more than one disc is used, the discs need not be similar or identical.
    A. Disc Alteration::
    The structure of the disc cannot be altered or changed in any way by a player, subject to the following exception:
    (1) Application of Lubricant:
    A player may apply silicone or some other substance to the disc which acts as a lubricant to enhance the performance through the reduction of friction and promotion of the continued movement momentum of the disc.
    702.02. Uniforms:
    The players of a team are not required to wear a uniform or other clothing, but uniforms are recommended to enhance appearance for the presentation score.
    702.03. Audio Equipment:
    Audio equipment, with the ability to replay taped or recorded music at a sufficient decibel range to enable the players, judges and spectators to comfortably hear said music, shall be provided.
    702.04. Aids and Props:
    Players may include various aids or props in their routines, only if said aids or props do not pose any possibility of danger or harm to any players, judges or spectators; are not considered to be more than an insubstantial part of the routine, and are approved by the tournament director, who shall have absolute discretion to deny inclusion.
    A. Nail Hardener/Fake Fingernails::
    A player may apply nail hardener to his fingernails or toenails or wear fake fingernails for reducing friction and promoting the continued movement of the disc. Fake fingernails may not exceed "normal" fingernail length. Thimbles, guitar picks, or other foreign objects that may tend to reduce friction are prohibited.

    703. Competition

    703.01. Play:
    Play shall consist of a team of players acting in concert, exhibiting a routine; said routine being judged for score on the basis of presentation, difficulty and execution. The routine shall be done to music, and shall consist of a series of combinations among the participants.
    A. Length of the Routine:
    In the Open, Mixed Pairs and Women's Divisions, the routines shall last 3 minutes in the preliminary round and 4 minutes in the semi-final and final rounds. Co-op routines (three players) shall last 4 minutes in the preliminary round and 5 minutes in the semi-final and final rounds.
    B. Music::
    In the initial round, music shall be supplied by the tournament director and used by both pools simultaneously. In the final round, music shall be provided by the competitors.
    C. Judging Systems::
    Two different systems of judging are approved for use. The scored factor system produces more specific numerical values for each of three evaluation factors. Experienced and well-trained judges are required for correct application of this system. The ranked order system also uses the same three evaluation factors but judges are required only to rank the routines after they have evaluated them. Either system can produce acceptable results for all levels of play, however, the ranked order system can be used by players of any experience level without special preparation.
    703.02 Scored Factor System:
    The scored factor system of judging is being revised over the 1994 season. Event directors interested in using scored factor judging should contact the W.F.D.F. freestyle committee chair or F.P.A. for up-to-date information.
    703.03 Ranked Order System:
    The quality of the routine shall be evaluated by three factors: presentation, difficulty and execution. The routines shall be evaluated by three judging panels, each of which is assigned to one of the three factors. The panels must be of equal size and have at least three judges each but may be as large as is justified by the number of available judges.
    A. Mode of Scoring::
    Each individual judge shall produce a ranked order of the routines based on the evaluation of each routine's relative quality with respect to the factor of evaluation to which the judge has been assigned. Overall scoring is a composite of all ranking. For example, if six routines are being ranked, a first-place rank is worth one point, second-place is worth two, continuing down to last place which is worth six points. The total points for each routine are then added together to produce a routine's overall score, with lowest score winning.
    B. Presentation Factor::
    Presentation includes sub-factors:
    (1) Artistic Expression:
    considers choreography, use of co-ops, use of music and the judge's overall subjective impression of the routine.
    (2) Variety:
    Considers the range of possibilities of skills and combinations demonstrated by the players in each part of the combination; the take-in, move, catch and throw.
    (3) Use of Elements:
    considers use of space, time, environment and music.
    (4) Originality:
    considers creativity and new ideas.
    C. Difficulty Factor::
    Estimations of difficulty should primarily consider the relative risk of the moves attempted. That is, to what degree has the routine included techniques of play which other players in the contest would have difficulty completing without incurring execution deductions? Additionally, credit must be given for the difficulty of combining moves. The relative risk of a combination is greater than the total risk of all the component moves. Also to be considered is the difficulty of partners working together and combining moves such as co-ops.
    D. Execution Factor::
    Estimates of execution quality involve the amount of deviation from flawless technique. Serious errors such as drops, wild throws, stumbling or other major, unplanned breaks in play obviously detract from high quality execution. More minor errors such as hesitation, awkward movement, regripping or loss of balance should also be considered.
    E. Tie-Breaking Procedure::
    If teams score the identical number of vote points, the tie may be broken by determining the team which received the largest number of first place votes. If the tie remains, move down through the places until the tie is resolved. If all places voted are identical, the disc flipping method (104.03) shall be used.

    704. Tournament Procedures

    704.01. Suggested Competitive Formats:
    A. Initial Round:
    (1) 25 or More Teams:
    Competitors shall be divided into two sites and two pools.
    (2) 24 or Fewer Teams:
    Competition shall be at one site with three pools at each site.
    (3) Order of Play:
    Order of play shall be by random draw.
    (4) Seeding:
    Competitors shall be placed into pools according to their estimated ability or ranking. The top-seeded teams shall be spread across the pools and interspersed with non-seeded teams.
    (5) Judging:
    Judging for the initial rounds shall be done by the non-players in the non-performing pool at the same site as the performing group.
    (6) Advancement:
    The number of teams that advance is determined by the total number of teams. Usually eight open pairs will advance to the finals, with only six co-op teams, four women's teams, and four mixed teams.
    B. Final Round:
    The final round shall consist only of the teams that advance from the preliminary round. Order of play in the final round shall be determined by random draw.
    (1) Judging:
    As many qualified judges as possible shall be used, with no less than three judges per component. In all cases, an equal number of judges shall be assigned to each component of evaluation.

    705. Glossary

    Catch: A controlled termination of the movement momentum of the disc without the disc touching the ground.
    Combination: One complete sequence by a player or one co-op sequence by players of the same team. Elements may include throw, take-in, move, and catch.
    Competitors: Includes a player or group of players teaming together.
    Co-op: One interactive combination by two or more players on a team. A second combination or throw within the team constitutes a separate co-op for judging purposes.
    Delay: The spinning of the disc without corresponding flight movement, usually by contact with the finger nails of the player, although toes, elbows or other objects are also used.
    Move: The coordinated or complementary movement of the disc and the player's body, after the take-in is made and prior to a throw or catch. The most varied element of a combination.
    Movement Momentum: The continued flight, spin, roll or other independent movement of the disc.
    Take-In: The address by the receiving player to a thrown disc, other than a catch or throw. The take- in may include tips, delays, fakes or any other technique performed by the player which establishes that player's control of the disc, without stopping the disc's continued movement momentum.
    Throw: Transfer of the disc from one player to another through a tossing motion.

    ARTICLE VIII -- DISC GOLF

    Comment: Trying to explain the growing popularity of disc golf begins with one central fact: throwing a flying disc with power and accuracy is a marvelous sensation. The constant challenge, the social nature of the game, the good physical and mental conditioning, and the fact that it's inexpensive to play are also attractions. Disc golf is a recreational sport for everybody, regardless of age, gender or ability.

    The object of the game is to traverse a course from beginning to end in the fewest number of throws of the disc. Each consecutive throw is made from where the disc came to rest after the last throw. Score is determined by counting the number of throws made on each hole and then summing all holes. The winner is the player who completes the course in the fewest number of throws. The course consists of a series of holes laid out so that when the player completes one hole he proceeds to the beginning of the next until all the holes have been played. The player is provided with a tee area from which to begin each hole, and a target, such as a disc pole-hole, to complete the hole. Disc golf courses are normally laid out among wooded areas with diverse terrain to provide natural obstacles to the flight of the disc. These natural obstacles are very much a part of the game and must not be altered by the players in any way to decrease the difficulty of a hole. Disc golf courses are normally 18 holes in length, but there are also 9-hole and 27-hole courses in existence. Disc golf courses can be found in 41 of the 50 United States and Canada, Japan, Australia, Denmark, Sweden, Switzerland, West Germany, Finland, Yugoslavia, United Kingdom, and Africa. Disc golf is a game which expects high standards of etiquette and courtesy. Among the basic considerations of etiquette are such things as respect for plant life on the course and allowing faster groups to play through if asked.

    Outline of Contents

  • 801. Conduct of Players
  • 801.01 Courtesy
  • 801.02 Order of Play
  • 801.03 Excessive Time
  • 802. Equipment
  • 802.01 Discs Used in Play
  • 802.02 Marker Discs
  • 802.03 Targets
  • 803. Rules of Play
  • 803.01 Teeing Off
  • 803.02 Marking the Lie
  • 803.03 Stance
  • 803.04 Relief
  • 803.05 Unsafe Lie
  • 803.06 Interference
  • 803.07 Lie Above Ground
  • 803.08 Out-of-Bounds
  • 803.09 Playing the Wrong Lie
  • 803.10 Lost Disc
  • 803.11 Mandatory Dog-Leg
  • 804. Tournament Procedures
  • 804.01 Special Conditions
  • 804.02 Beginning Play
  • 804.03 Scoring
  • 804.04 Rain or Hazardous Conditions
  • 804.05 Disqualification
  • 804.06 Grouping and Sectioning
  • 804.07 Ties
  • 804.08 Categories of Competition
  • 805. Measurement Cross-Reference
  • 806. Glossary
  • 801. Conduct of Players

    801.01. Courtesy:
    A.
    Players should take care not to produce any distracting noises or any potential visual distractions for other players who are throwing. Examples of discourteous actions are: yelling, freestyling, slapping course equipment, throwing out of turn, throwing or kicking golf bags, and advancing on the fairway beyond the away player. Yelling, "Fore" at an appropriate time to warn someone in danger of being struck by a disc is not a violation of courtesy.
    B.
    Courtesy also dictates that players who smoke should not allow their smoke to disturb other players.
    C.
    Interpretation of courtesy also includes other actions, as expected by the rules, such as: refusal to assist in the search for a lost disc, refusal to move discs or equipment, refusal to keep score properly, etc..
    D.
    Players should not throw until they are certain that the thrown disc will not distract another player or potentially injure anyone present. Players should watch the other members of their group throw to aid in the locating of errant throws and to ensure compliance with the rules.
    E.
    A player violating a courtesy rule may be warned by any affected player, even if from another group, or by an official, with all players of the group advised of the warning. A one-throw penalty will be assessed for each subsequent infraction in the same round. Repeated violations of courtesy rules may result in disqualification in accordance with section 804.05.
    F.
    Courtesy also stipulates that when a group cannot reach a majority decision regarding a ruling, the benefit of the doubt shall be given to the thrower. However, any player may seek the ruling of an official, and such a ruling will be final.
    801.02. Order of Play:
    A.
    Tee-off order on the first tee is determined by the order in which the scorecards were filled out.
    B.
    Tee-off order on all subsequent tees is determined by the score on the previous hole, with the lowest score throwing first, and so on. If the previous hole was a tie, count the score back until resolved.
    C.
    The player farthest from the hole, (the "away" player), always throws first. Throwing or putting out of order is a courtesy violation, and may be called by any player in the group.
    D.
    If a player throws a practice throw or an extra throw with any disc at any time after the start of a round and prior to finishing the last hole of the round, a one-throw penalty is incurred. The throw must be observed by any two players or an official.
    E.
    It is the responsibility of the player to play the course correctly. If a player throws from the correct tee, and either misplays a mandatory dog-leg or throws toward an incorrect target, and the mistake is discovered at any time prior to the player's scorecard being turned in for the round, the player may not re-tee and must proceed to play the hole correctly. If the player in this case has already thrown into a target, his lie must be marked on the ground within one meter of that target with no relief. If a player throws from an incorrect teeing area, and the mistake is discovered prior to the player's scorecard being turned in, the player must re-tee correctly and the incorrect throws will be added to his score as practice throws. In any case of the course being played incorrectly, if the mistake has not been corrected at the time that the player's scorecard is turned in for that round, the player shall retroactively incur a six-throw penalty.
    F.
    During tournament play, no group may play through the group ahead unless the group ahead is required to stand aside in accordance with the rules.
    801.03. Excessive Time:
    A.
    A maximum of 30 seconds is allowed to each player to make a throw after:
    (1)
    the previous player has thrown; and,
    (2)
    the player has taken a reasonable time to arrive at the disc and place the marker; and,
    (3)
    the playing area is clear and free of distractions.
    B.
    On the first infraction per round, the player is warned by any two players of the group or an official. A one-throw penalty will be assessed for each subsequent infraction in the same round if observed by two or more players of the group or an official.

    802. Equipment

    802.01. Discs Used in Play:
    A.
    To be used in competition, discs must meet all of the conditions set forth in the Official W.F.D.F. general disc specifications (section 107) and the appropriate category of competition (section 804.08).
    B.
    Cracked discs and repaired discs are illegal regardless of the extent of the crack or the method of repair. If a disc is cracked during a round, it may be carried, but not thrown, for the remainder of the round. A player throwing a cracked disc will be penalized one-throw for each throw of the disc as observed by two or more players of the group or an official.
    C.
    No modifications of any kind will be allowed that will alter the weight, shape, flight characteristics, or performance of any disc in play, including changes that are made by hand, heat, or any other device, with this exception: discs may be moderately sanded to smooth molding imperfections or scrape marks caused by normal wear and tear. Excessive sanding will be handled in accordance with sections 802.01 (E) and (F).
    D.
    All discs must be uniquely marked using ink, but may not be painted with any other material that has a detectable thickness.
    E.
    Discs must be specifically approved by the tournament director if questioned by another player in the contest, but in no case will the disc be approved if it is in violation of any of the above specifications.
    F.
    Any player who carries an illegal disc during play (other than marker discs or discs cracked during the round), will be penalized one throw for each hole that the disc was in the player's possession during the round.
    802.02 Marker Discs:
    A.
    Each player must mark his lie with a marker disc having a diameter of between 7 cm and 15 cm and a height not exceeding 2.54 cm.
    802.03. Targets:
    A.
    Criteria for finishing disc pole holes shall be: The disc must be supported by the chains or the basket in order to finish the hole. Discs must be released and come to rest (not be moving) before a player may consider the hole completed and remove the disc. Discs supported by the chain support or number sign will not constitute a completed hole. If the disc falls from the support of the chains or the basket before coming to rest then the hole has not been completed.

    803. Rules of Play

    803.01. Teeing Off:
    A.
    Play will begin on each hole by the player throwing from the teeing area. The player's supporting point closest to the hole at the time of the release must be placed within two meters of, and behind, the front line of the tee area. If a tee pad is provided, all supporting points must be on the pad at the time of the release. If no tee pad is provided, all supporting points at the time of release must be within an area encompassed by the front line of the tee and two lines perpendicular to and extending back from each end of the front line.
    B.
    Teeing off improperly constitutes a stance violation and will be handled in accordance with sections 803.03 (D-F).
    803.02. Marking the Lie:
    A.
    After the tee-off, the thrown disc must be left where it came to rest until a legal marker disc is placed on the ground between the hole and the disc, touching the thrown disc. (See other applicable rules on placing the marker when the thrown disc is not playable.) The marker disc may not be moved until the throw is completed.
    B.
    A warning will be given by two or more players in the group, or by an official, for the first violation of this section during a round. A one-throw penalty will be assessed for each subsequent violation if observed by two or more players of the group or an official.
    C.
    If a thrown disc should break and come to rest in more than one piece, the lie of the largest piece will be taken as the result of the throw. No warning may be given for a violation of this rule. Any throws made from an incorrect lie will be counted as practice throws.
    803.03. Stance:
    A.
    During a throw, one of the player's supporting points must be placed within 30 cm behind the marker disc and on the imaginary line running from the hole through the center of the marker disc. When the disc is released, no supporting point contact may be made with the marker disc or any other object closer to the hole than the rear edge of the marker disc. Stepping past the marker disc is permitted after the disc is released, except when putting within 10 m.
    B.
    Any throw from 10 m or less, as measured from the rear of the marker disc to the base of the hole, is considered a putt. A follow-through after a putt that causes the thrower to make any supporting-point contact closer to the hole than the rear edge of the marker disc, constitutes a falling putt and is not allowed. The player must demonstrate full control of balance before advancing toward the hole.
    C.
    All of the player's supporting points must be in-bounds when throwing. If the disc is within 1 m of out-of-bounds, the lie may be moved to a new location, a distance of 1 m away from, and perpendicular to the nearest out-of-bounds line. This ruling holds even if the direction takes the lie closer to the hole. No penalty is incurred.
    D.
    To be valid, a stance violation must be called within 3 seconds after the infraction. The call must be made by another member of the group, besides the thrower, or by an official. When the call is made by a player, it must subsequently be confirmed by at least one other player in the group, not excluding the thrower. A player will receive a warning for the first violation of a stance rule in the round. Subsequent violations of any type of stance rule in the same round will incur a one-throw penalty.
    E.
    All stance violations must be rethrown, with this exception: unsuccessful putts made from within 10 m of the target may not be rethrown. Rethrows must be taken prior to subsequent play by others in the group.
    F.
    The player may not retrieve the originally thrown disc prior to the rethrow, except in the case of a putt from within 10 m. An automatic one-throw penalty will be assessed for any infraction of this rule.
    803.04. Relief:
    A.
    Obstacles to a player's stance or throwing motion that are permanent or are an integral part of the course cannot be moved or bent or in any way altered by the player to facilitate the throw, except as to allow the player to take a legal stance on the lie. When playing the lie, the player must choose the stance that will result in the least movement of any part of the obstacle between the lie and the hole.
    B.
    Relief may be obtained from non-permanent obstacles to a player's stance or throwing motion. Non-permanent obstacles are things such as: casual water or mud, loose leaves, broken branches no longer connected to a tree, other players' equipment, moveable trash cans, motor vehicles, harmful insects or animals, and spectators who prevent safe play. In situations where the permanent or fixed nature of an obstacle is unclear, it will be determined by an official.
    C.
    Prior to the start of a round, the tournament director may designate other non-permanent areas from which relief may be obtained.
    D.
    To obtain relief, the player must first attempt to remove the obstacle. If this is impractical, the lie may be relocated to the nearest playable lie, no closer to the hole (unless that is the only alternative to avoid an out-of-bounds area), and not more than five m from the original lie, as agreed to by a majority of the group or an official.
    E.
    If a suitable lie cannot be found within 5 m, the player may select a point within 5 m of the original lie, but not closer to the hole, and declare "Unsafe Lie" and locate a new lie from that point, and be penalized, in accordance with section 803.05.
    F.
    Violation of this section will result in a 1-throw penalty, if observed by two or more players of the group or an official.
    G.
    If, in violating this section, a player consciously damages anything on the course, the player will incur a two-throw penalty if observed by two or more players of the group or an official. The player may be disqualified from the tournament, in accordance with section 804.05, if the director deems the actions serious enough.
    803.05. Unsafe Lie:
    A.
    A player may declare a lie to be unsafe and ask that it be relocated to a new playable lie within 5 m of the unsafe lie, with a one-throw penalty. If the player decides that there is no suitable lie within 5 m of the unsafe lie, the player may relocate the lie to a suitable lie on the fairway, and take a two-throw penalty. In either case, the new lie may be no closer to the hole than the unsafe lie.
    803.06. Interference:
    A.
    A thrown disc that hits another player, spectator, or animal will either be played where it comes to rest, or if it deflected out-of-bounds or was caught and thrown, marked as close as possible to the point of contact, as determined by a majority of the group or an official. Players should not stand or leave their equipment where interference with the flight or path of a disc could easily occur. The away player may require other players to mark their lie or move their equipment before making a throw if the player believes that either could interfere with the throw.
    B.
    If a disc at rest or a marker disc is moved, the disc or marker will be replaced as close as possible to the original lie, as determined by a majority of the group or an official, with these exceptions: a disc that rests in an out-of-bounds area or is in a lie above ground shall be marked from its new location if it is moved by an outside agent, such as the wind or a competitively thrown disc.
    C.
    Any player who consciously alters the course of a thrown disc, or consciously moves a thrown disc at rest or a marker, other than by the action of a competitively thrown disc, will receive a two-throw penalty if observed by any two players or an official.
    803.07. Lie Above Ground:
    A.
    If a disc comes to rest above the ground in a tree or other object on the course, its lie will be marked on the ground directly below it. If the point directly below the lie above ground is an out-of-bounds area, the lie will be declared out-of-bounds and marked and penalized in accordance with section 803.08. If some other reason prevents the lie from being marked directly below the disc, the lie will be marked as close as possible behind the point directly below the disc on the imaginary line through this point and the hole.
    B.
    If a disc has come to rest above 2 m, as measured from the lowest point of the disc to the ground directly below it, the thrower will be assessed a one-throw penalty. The player shall proceed from a lie marked in accordance with section 803.07 (A).
    C.
    If the disc falls, unassisted by a player or spectator, to a position less than 2 m above the ground before the player arrives at the lie, after taking a reasonable time to do so, no penalty will be incurred.
    D.
    If a disc in a questionable lie above ground is moved by any player prior to a determination of its 2 m status by a majority of the group or an official, that player will receive a two-throw penalty. The disc will be assumed to have been below 2 m and will be marked in accordance with rules 803.07 (A) and 803.06 (B).
    803.08. Out-of-Bounds:
    A.
    A disc will be considered out-of-bounds only when the out-of bounds area can be clearly seen between the edge of the disc and the in-bounds line at the time the player arrives at the disc or the point where it was last in-bounds, after taking a reasonable time to do so.
    B.
    A player whose disc has come to rest out-of-bounds will incur a one-throw penalty. The disc will then be brought in-bounds to a playable lie at the point where it left the in-bounds area, as determined by a majority of the group or an official.
    C.
    If the in-bounds status of a lie is questionable, either a majority of the group or an official shall make the determination.
    D.
    If a questionable lie is picked up by any player prior to such a determination, that player will receive a two-throw penalty. The disc will be assumed to have been in-bounds and will be marked in accordance with section 803.06 (B).
    803.09. Playing the Wrong Lie:
    A.
    When one player's lie is played by another player, play must stop and the offending player must immediately attempt to locate the player whose lie was wrongly played. The group will stand aside and allow other groups to play through while the player is located and the offending player assists in locating the correct lie.
    B.
    If the mistake can be corrected before the offending player finishes the hole, the offending player will resume play from his correct lie. Each throw made from the incorrect lie prior to the discovery of the error will be counted as a practice throw and added to the offending player's score. In addition, the offending player will incur a two-throw penalty.
    C.
    If the mistake remains uncorrected at the time the offending player completes the hole, he may not go back to resume play from his correct lie and he will incur a six-throw penalty.
    D.
    The player whose lie was incorrectly used will be given a playable lie as close to the original lie as possible, as determined by a majority of his group or an official.
    E.
    If the incorrectly used lie is discovered to be a disc that has already been declared a lost disc by a prior group, then the player whose disc was lost will not be allowed to replay from the lie.
    803.10. Lost Disc:
    A.
    A disc will be declared lost if the player cannot locate it within 2 minutes after arriving at the spot where it was last seen. Two players or an official must note when the timing of two minutes begins. All players of the group must, upon request, assist in searching for the disc for the full 2 minutes before the disc is declared lost.
    B.
    If a disc is declared lost, a marker disc will be placed on a playable lie, nearest the spot where the disc was last seen, as agreed to by a majority of the group or an official. A one-throw penalty will be assessed.
    C.
    If a disc that was declared lost is discovered, prior to the official posting of scores for that round, to have been incorrectly played by another player, the offended player will be entitled to replay the disc from its correct lie in accordance with section 803.09 (D) with the exception of 803.09 (E). If the player elects to replay from the correct lie, it must be witnessed by at least two players of the group or an official. The player may not re-tee the hole and no other holes may be replayed. The player's score for the hole will then consist of any throws and penalties prior to the disc becoming lost plus those made by the player while replaying. Regardless of the player's previous score on the hole, the new score must stand.
    803.11. Mandatory Dog-Leg:
    A.
    If a hole has a mandatory dog-leg, the disc must be thrown past the dog-leg to the correct side, as indicated on the tee sign or at the dog-leg, before the player may complete the hole. All progress toward the hole must play around the dog-leg in the designated direction.
    B.
    If the disc should pass a dog-leg on the incorrect side, the player must throw the disc back to "unwind", in order to pass to the correct side.
    C.
    When marking the lie, if an imaginary straight line from the lie to the hole does not pass to the correct side of the dog-leg, then the dog-leg object shall be considered to be the hole for the application of all stance and marker rules.

    804. Tournament Procedures

    804.01. Special Conditions:
    A.
    Rules governing special conditions that may exist on the course will be clearly defined and disseminated to the players prior to the start of the tournament. No rules may be stipulated which conflict with this Rulebook.
    804.02. Beginning Play:
    A.
    At a scheduled time, scorecards shall be distributed to the players listed first on each tee-off hole. After the cards have been distributed, groups shall be given adequate time to reach their assigned tees.
    B.
    A loud noisemaker, such as an air horn, is to be used to indicate that there are 2 minutes remaining until tee-off. This signal shall be a series of short blasts. At this time, players are to end practice and move promptly to their tee areas.
    C.
    An extended blast of the noisemaker begins the round and signals the scorekeepers to call the throwing orders.
    D.
    If a player is not present to throw when called, the scorekeeper shall allow 30 seconds. If the player has not thrown by then, a score of par plus three is to be entered for that hole. This procedure continues on any subsequent tee-offs for which a player is absent. No holes will be replayed.
    E.
    If a complete round is missed, the player will be disqualified in accordance with section 804.05.
    804.03. Scoring:
    A.
    After each hole is completed, the scorekeeper will call out each player's name in the order it appears on the scorecard. The called player will answer with the score in a voice that is audible to all players of the group and the scorekeeper. The scorekeeper will record that score and read it back, in a voice that is audible to all players of the group.
    B.
    Warnings and penalties given to a player for a rule infraction should be noted on the scorecard, indicating rule number violation and on which hole it occurred.
    C.
    If there is any disagreement about the score a player reports, the group must review the hole and attempt to refresh the player's memory. If this is not possible, the players will call for an official and stand aside to allow following groups to play through. The official will make the ruling based on the rules and the consensus of the group. Play by the group may not resume until the dispute is settled. The ruling by the official is final and the score will be entered on the scorecard and signed by the official.
    D.
    At the end of the round, all players and the scorekeeper will sign their scorecard(s) indicating that all players and the scorekeeper attest to the accuracy of the scores on each hole and the total scores. However, total scores are not official until posted by the tournament director.
    E.
    If all the players in the group agree that a score was recorded in error the score may be changed prior to the scorecard being turned in. After the card is turned in, the score will stand with no appeal. If it is subsequently determined that a score for a hole or a total score was incorrectly recorded, the director shall add two penalty strokes to the correct total score.
    F.
    Players of the group shall rotate the scorekeeping responsibility proportionally. The first player listed in the group is responsible for picking up the scorecard(s) prior to the start of the round and is the first scorekeeper. He is also responsible for returning the group's scorecard(s) within 15 minutes after the completion of a round. Failure to do so will result in an automatic two-throw penalty to be added to the responsible player's score.
    G.
    A penalty may be assessed at whatever time the infraction is discovered and up until, but not after, the posting of the official scores by the director, with these exceptions: penalties for playing the course incorrectly or for playing from the wrong lie may be assessed retroactively at any time prior to the completion of the tournament.
    804.04. Rain or Hazardous Conditions:
    A.
    If, in the opinion of the director, excessive rain or hazardous conditions exist that make it impractical or dangerous to continue play, the tournament will be stopped. The signal to stop will be the same as the signal to start.
    B.
    Players should immediately stop play and return to the first tee, clubhouse, or area designated by the director.
    C.
    The hole being played when the signal to stop was given will be replayed when the round resumes unless all players of the group had completed the hole.
    D.
    The director may allow players to take a break while waiting for weather to improve, but must require players to return each hour on the hour until play resumes or until the round is postponed.
    E.
    The director may postpone the incomplete portion of the round for a later date if the conditions do not improve within 2 hours, or if darkness will fall prior to the projected finish time.
    F.
    Partial round scores will be carried forward to the completion of the round whenever the round is resumed.
    G.
    Players who stop playing before a signal to stop has been given will receive a two-throw penalty, in addition to playing the holes, for each hole they fall behind the players that continue play until correctly halted by the director. The director shall use the average number of holes completed by the groups that continued to play to determine how many holes the players who stopped prematurely had fallen behind. The minimum penalty to be assessed for premature stoppage shall be two throws.
    804.05. Disqualification
    A.
    A player may be disqualified by the tournament director only, possibly with forfeiture of any prize money and/or no refund of entry fees, at the discretion of the director, for meeting any of the necessary conditions of disqualification as set forth elsewhere within the rules, or for any of the following:
    (1)
    Unsportsmanlike conduct, detrimental to the image and future of the sport, such as: loud cursing, throwing things in anger (other than discs in play), or overt rudeness to anyone present.
    (2)
    Willful and overt destruction or abuse of plant life, course hardware, or any other property considered part of the golf course or the park.
    (3)
    Any willful attempt to circumvent the rules of play.
    B.
    The tournament director must disqualify a player, with forfeiture of any prize money and no refund of entry fees, if reasonable and conclusive proof exists of the player's illegal possession or consumption of drugs or alcohol during the tournament.
    (1)
    This rule applies from the morning of the day that the tournament begins until the evening of the day that the tournament completes.
    (2)
    This rule applies to tournament locations, including the course, surrounding park and parking areas, public areas of the tournament (hotel & motel), or any other place where such behavior would negatively impact the image and future of the sport.
    804.06. Grouping and Sectioning:
    A.
    All players will be randomly grouped or seeded for the first round and grouped by cumulative score for each round thereafter.
    B.
    Groups shall not be less than three players, except under special extenuating circumstances, as deemed necessary by the tournament director, to promote fairness. In cases where fewer than three players are required to play together, an official is required to accompany the group and may play as long as this does not interfere with the competing players.
    C.
    When there are more entrants than can play together in one round, the field of competitors may be split into sections. These sections shall be seeded, i.e., each section should have an equal number of top players and average players.
    D.
    If conditions differentially affect play among seeded sections, the director may consider using a sectioning procedure for cut and advancement. Under this procedure, a proportionate number of advancing players are taken from each section by score and the scores are not carried forward.
    E.
    If a cut is made, it shall be done to a number that allows all advancing players to play at the same time.
    804.07. Ties:
    A.
    If there is a tie at the level of a cut, all players at that level shall make the cut.
    B.
    Between rounds when the groups are being reset, tied positions shall be broken by the following method: the player with the lowest previous round shall have the highest ranking when the scorecards/positions are reset. In the event of low score ties, the ties shall be broken by the tournament director flipping a coin.
    C.
    Final ties for first place must be broken by sudden death play. Final ties for other ranks shall be officially recorded as ties. Sudden death play will begin with hole number one unless a different hole is designated by the director prior to the start of the tournament. Ties for other trophy positions will be broken by coin flip.
    D.
    Prize money distribution to tied players shall be determined by adding the total money allocated to the number of positions represented by the tied players and dividing that by the number of players tied.
    804.08. Categories of Competition:
    A. Vintage Class::
    This set of disc standards are suggested for short courses. It is also appropreate for player development events including, but not limited to novices. Discs in this class must meet both the W.F.D.F. general disc specifications (see 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]).
    B. 150 Class::
    These disc standards should be used for play on mid-length courses or those which use areas that are shared with the general public. These standards are appropreate for all levels of competitive play. Discs in this class must meet both the W.F.D.F. general disc specifications (see section 107) and the following additional specifications:
    (1) Rim configuration:
    must achieve a rim configuration rating of 26 or greater (see section 108 [D]) (includes all discs currently approved by P.D.G.A.).
    (2) Weight:
    must weigh no more than 150 gm.
    (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. Heavy Class:
    These disc standards are appropriate for play on courses which have limited public access. In heavy class competitions, access to the course area should be limited to competitors, event officials and informed spectators. Discs in this class must meet both the W.F.D.F. general disc specifications (see section 107) including the following specifications:
    (1) Rim configuration:
    must achieve a rim configuration rating of 26 or greater (see section 108 [D]) (includes all discs currently approved by P.D.G.A.).
    (2) Leading edge radius:
    must have a leading edge radius that is greater than 1/16 in (1.6 mm) (see section 108[E]) (includes all discs currently approved by P.D.G.A.).
    (3) Weight:
    must weigh no more than 8.3 gm per cm of outside diameter (current P.D.G.A. standard).
    (4) Rigidity (beginning Jan. 1, 1995):
    must be sufficiently flexible to bend to the point of buckling when subjected to no more than 12.3 kg (27 lb) of weight in a standard testing procedure (see section 108[F]).

    805. Measurement Cross-Reference

    A.
    Many measurements listed in this rulebook are given in metric. The following English system equivalences are to be used when no metric measuring device is available. Under no circumstances shall players or officials use independent conversion calculations.
        Metric System           English System
        10 meters               32 feet 10 inches
        5 meters                16 feet 5 inches
        3 meters                9 feet 10 inches
        2 meters                6 feet 6 inches
        1 meter                 3 feet 3 inches
        30 centimeters          11 and 3/4 inches
        15 centimeters          5 and 7/8 inches
        7 centimeters           2 and 3/4 inches
        2.54 centimeters        1 inch
        

    806. Glossary

    Away Player: The player whose lie is farthest from the hole and who shall throw next.
    Casual Water: A body of water that has not been specifically designated as an out-of-bounds area by the tournament director prior to the start of the round.
    Fairway: The in-bounds path or field over which a player throws while advancing from the tee to the hole.
    Hole: The target that must be reached in order to complete that segment of the course. The term "hole" may also be used to describe the tee and fairway that lead to the target.
    Lie: The spot on the ground over which a thrown disc has come to rest, and upon which the player takes his stance for the next throw.
    Lie (Playable): A lie from which the disc may be played according to the rules.
    Lie (Unsafe): A lie from which a player decides that obstacles to stance or throwing motion make it impractical or unsafe to attempt a throw. The lie is relocated with a penalty.
    Mandatory Dog-Leg: A restriction to the flight or path of the disc, requiring that the disc pass around a certain object on its way to the hole.
    Marker Disc: A mini disc that is placed on the ground touching a thrown disc at rest, between the disc and the hole, to mark the location of the lie.
    Obstacle: Any feature of the course that may impede a player's stance or throwing motion.
    Official: A person who is authorized to make judgements regarding the proper application of the rules during play.
    Out-of-Bounds: A bounded area designated by the tournament director (prior to the start of play) beyond which a disc may not be played. The boundary is defined by a vertical plane above a clearly marked line on the ground.
    Penalty Throw: A throw added to a player's score for violating a rule, or for relocation of a lie, as called for by that rule.
    Practice Throw: During a round, the projection of a disc of a distance greater than 2 m or of any distance toward a target, intentional or not, which does not change the player's lie, either because it did not occur from the tee or the lie, or because the player had already thrown competitively from the tee or the lie.
    Putt: Any throw from 10 m or less as measured from the rear of the marker disc to the base of the hole is considered a putt.
    Putt (Falling): A putt after which a player touches his marker disc, or any object beyond the lie, including the ground, before having demonstrated full control of balance.
    Relief: A change made to the player's lie, such that a non-permanent obstacle is removed from the vicinity, or when that is impractical, by moving the lie away from the obstacle in accordance with section 803.04 D and E.
    Supporting-Point: During a throw, any part of a player's body that is in contact with the ground or some other object capable of providing support, will be considered a supporting-point.
    Throw: Any action, intentional or not, by a player that propels a disc and causes it to change its position from the tee or from the lie.
    Tournament Director: The person responsible for running the tournament. Some of the specific responsibilities are outlined elsewhere in this rulebook.
    Warning: Where prescribed by a rule, the initial advisement a player is given for violating that rule, making him vulnerable to receiving a penalty for subsequent violations of that rule within the same round.

    World Flying Disc Federation World Records

    Ground Rules

    Individual Events:
    In order to receive sanction as an official record, the performance must take place under WFDF competitive format at a meet which is sanctioned by WFDF or a national member association. The information about a new record must be sent to the WFDF board as soon as possible. This must be done on a World Record report form, which must be completely filled out and accompanied by evidence that the tournament was properly organized and sanctioned.
    Special Notes:
    Distance:
    The throw must be made over level ground. No noticeable degree of slope is acceptable. There is no restriction on wind level for the outdoor record. Measure to the nearest centimeter.
    MTA:
    Three watches must record the event with the median of the three times being used as the official result. Ground must be level. Time to hundredths of a second.
    Accuracy:
    The target and field must meet WFDF standards.
    Children's, Canine, Mini and All Others Listed Under "Other Records":
    Attempts on these records may be made outside of normal competition, but must conform to competitive standards for field layout and measuring. Number of attempts for distance, MTA and TRC should be limited to two sets of five within a 15 minute period. If there is doubt about the rules, it is recommended that the strictest interpretation be adopted. For any attempt, expert officiating by impartial witnesses is desirable.
    Guts Speed Catch:
    A professional model Frisbee disc must be delivered and caught behind the respective foul line on a regulation guts court (14 m apart). The catch must be clean: caught cleanly in one hand with no bobbling or trapping against body. The speed must be electronically timed by a radar device operated by qualified personnel.
    Marathon Ultimate or Guts:
    Play must be held under official WFDF rules with normal halftimes or time-outs and 10 minutes between each "game." Unlimited substitution is allowed with a maximum of 15 players per ultimate team and seven per guts team.
    Group Records:
    Discs used in all of the following records must meet vintage class specification (see section 804.08[A]).
    (A) Group Marathon:
    An unlimited number of participants is allowed. At least two players must be playing at any time, at a distance of at least 14 m. No more than 30 seconds may pass without an exchange.
    (B) Two-person Marathon:
    Play must be from at least 14 m. No more than 30 seconds may pass without an exchange during the attempt. Five minute rest intervals are permitted, but only after each completed hour. These rest breaks are optional and may be accumulated (for example, 3 hours of activity earns 15 minutes of rest time, etc.). Violation of the rest interval rules will disqualify an attempt. The accepted record will be the gross time (total elapsed time, including rest intervals, from start to finish). However, unused accumulated rest break time cannot be added to the final figure. In the very nature of record-breaking, the duration of "marathons" will tend to be pushed to greater and greater extremes. It should be stressed that marathon attempts are not without possible dangers. Those responsible for marathon events would be well counseled to seek medical advice before, and surveillance during, marathons which involve extended periods with little or no sleep.
    (C) 24 Hour Pair Distance:
    The playing field is determined by two parallel lines which are to be at least 10 m apart. Any greater separation may be used and altered during the attempt, if accurate documentation is maintained. The distance between the lines is to be added to the total distance covered each time the disc is transfered from a player holding the disc while standing behind a foul line to being held by a player standing behind the opposite foul line. The disc may be moved in any way including being carried from behind one line to behind the other. Short throws must be picked up and carried behind the line to get credit for the distance. Overthrows may be thrown back from well behind the line but credit is only given for the distance between the lines on each transfer. Time begins with the release of the first throw and final measurement should be made to the point at which the disc is held or flying at the end of 24 hours. If a disc is replaced it must enter play at the exact point the previous disc was removed. Players may take breaks as desired.
    (D) 24 Hour Group Distance:
    An unlimited number of players may participate. Only four players may perform at any given time. To insure comparability of all attempts, play must take place on an official group distance field with the minimum side length being 10 m.
    24 Hour Group Distance Field
    Players are stationed A,B,C, and D with the disc being thrown either A-B-C-D or the reverse. For a lap to be completed, the disc must be held by a player standing in each of the corner sites extended. If a throw is errant, it must be retrieved, taken to the site, and thrown to the next site. A lap judge must constantly be present to log players and record laps. Time begins with the release of the first throw and final measurement should be made to the point at which the disc is held or flying at the end of 24 hours. If a disc is replaced it must enter play at the exact point the previous disc was removed.
    Documentation and Verification:
    No particular form is required, and no entry fee is payable. In any case, the burden of proof rests with the claimant. No claim that is insufficiently documented can be accepted as accurate.

    Claimants should obtain independent corroboration in the form of local or national newspaper, radio or TV coverage. Newspaper clippings must be annotated with the name of the newspaper, its place of publication, and the date of issue in which the article appeared. When possible, the name of the reporter and black-and-white and/or color action photograph should also be supplied. Video tapes should not be sent, but held in reserve in the event further documentation is requested.

    Claimants should send signed authentication by independent, impartial adult witnesses or representative of organizations of standing in their community. Where applicable, a signed document showing ratification by a governing body should be supplied (see above). A claim is naturally enhanced by a witness with a high degree of expertise in the area of endeavor.

    Signed log books should show there has been unremitting surveillance in the case of endurance events. These log books must include, in chronological order, the times of the activity and the times and durations of all rest breaks taken. The log books must be legible and readily decipherable. They must include signatures of witnesses with times of entering and leaving (at least two independent witnesses must be on hand at all times). Where applicable, scoresheets must be kept to demonstrate a satisfactory rate of play.

    All submissions become the property of WFDF. WFDF will consider, but not guarantee, the return of material, only if a self-addressed, stamped envelope is supplied with sufficient postage.

    Special Note:
    The WFDF serves as a clearing house for all flying disc records for Guinness Superlatives Ltd. Prior to the printing of each edition, existing records for the various categories are forwarded to the Guinness offices for inclusion. They reserve the right, however, to print those records they feel best suited for publication.

    World Records

    Distance

    Outdoor Distance:
    Men: 197.38 m Niclas Bergehamn (SWE), 8/11/93, Linkoping, SWE
    Women: 130.09 m Amy Bekken (USA), 6/25/90, La Habra, CA
    Men (+55): 101.32 m Ron Widel (USA), 7/29/91, Santa Cruz, CA
    Men (45-54): 136.30 m Tom Gleason (USA), 7/26/93, San Diego, CA
    Men (35-44): 159.76 m Merle Witvoet (USA), 6/29/91, Santa Cruz, CA
    Women (35-44): 110.70 m Bethany Porter (USA), 7/26/93, San Diego, CA
    Boys (Under 15): 178.90 m Mathias Franzen (SWE), 8/5/92, Stockholm, SWE
    Girls (Under 13): 123.04 m Mary Uhlarik (USA), 5/30/92, La Mirada, CA
    Boys (Under 12): 97.15 m Kane Pountney (AUST), 6/4/89, W. AUSTRALIA
    Girls (Under 12): 97.74 m Mary Uhlarik (USA), 5/18/91, La Mirada, CA
    Girls (Under 11): 70.24 m Mary Uhlarik (USA), 6/26/89, La Habra, CA
    Boys (Under 10): 69.66 m Tyler Roddick (USA), 6/28/87, La Mirada, CA
    Boys (Under 8): 51.54 m Scott Killian (USA), 6/30/88, La Habra, CA
    Boys (Under 7): 43.89 m Travis White (USA), 12/18/93, Sacramento,CA
    Boys (Under 6): 43.23 m Makoto Oshima (JPN), 9/5/93, Tokyo, JPN
    Boys (Under 5): 27.82 m Makoto Oshima (JPN), 4/26/92, Tokyo, JPN
    Boys (Under 4): 27.66 m Makoto Oshima (JPN), 10/13/91, Tokyo, JPN
    Boys (Under 3): 23.21 m Makoto Oshima (JPN), 8/13/90, Tokyo, JPN
    Boys (Under 2): 11.15 m Makoto Oshima (JPN), 8/20/89, Osaka, JPN
    Boys (Under 1): 3.16 m Evan Fogle (USA), 4/15/91, Tacoma, WA
    Wheelchair Distance:
    Class One Men: 59.44 m John Ballsrud (USA), 7/19/80, Minneapolis, MN
    Class Two Men: 43.49 m James Connelly (USA), 9/21/85, Winston-Salem, NC
    Class Three Men: 91.84 m Antwone Archie (USA), 10/18/86, Winston-Salem,NC
    Upside Down Distance:
    Men: 125.45 m Jayme Wilson (USA), 10/16/93, Austin, TX
    Roller Distance:
    Men: 199.86 m Sam Ferrans (USA), 11/1/87, Tokyo, JPN
    Gridiron Field Goal Distance:
    Men: 133 yd Scott Stokely (USA), 4/25/93, San Marino, CA
    Women: 80 yd Tami Pellicane (USA), 10/19/88, Dallas, TX
    Gridiron Mini Field Goal Distance:
    Men: 45 yd Neal Evenhuis (USA), 5/12/80, Honolulu, HI
    Mini Distance:
    Men: 91.15 m Craig Mauck (USA), 6/7/80, Amherst, MA
    Indoor Distance:
    Men: 126.49 m John Blakely (CAN), 7/27/91, Toronto, CAN
    Women: 96.27 m Chris O'Cleary (USA), 7/27/91, CAN
    Men (45-54): 64.00 m Roy Pledger (USA), 8/22/78, Los Angeles, CA
    Boys (Under 17): 77.10 m Scott Zimmerman (USA), 8/23/78, Los Angeles, CA
    Basketball Field Goal Distance:
    Men: 27.74 m "Crazy John" Brooks (USA), 1/19/89, Hollywood, CA
    Mini Indoor Distance:
    Men: 45.90 m Craig Mauck (USA), 4/26/81, Cedar Falls, IA
    24 Hour Pair Distance:
    Men: 592.15 km Conrad Damon & Pete Fust (USA), 4/24&25/93, San Marino, CA
    Women: 186.12 km Jo Cahow & Amy Berard (USA), 12/30&31/79, Pasadena, CA
    Group Distance:
    Men: 688.84 km South Windsor Ultimate Team (USA), 7/8&9/77, Vernon, CT
    Boys (Under 17): 646.83 km Golden Eagle Frisbee Team (USA), 6/20&21/80, Murray, KY
    Canine Distance:
    102.00 m Dave Johnson throwing for Martha Faye (USA), 6/11/78, Wilmette,IL
    Maximum Time Aloft

    Outdoor MTA:
    Men: 16.72 s Don Cain (USA), 5/26/84, Philadelphia, PA
    Women: 11.81 s Amy Bekken (USA), 8/1/91, Santa Cruz, CA
    Men (+55): 9.85 s Johnny Roberts (USA), 4/16/87, Denver, CO
    Men (45-54): 12.02 s Jim Palmeri (USA), 6/24/87, La Mirada, CA
    Men (35-44): 14.63 s Jim Herrick (USA), 6/27/90, La Habra, CA
    Women (35-44): 10.47 s Chieko Kakimoto (JPN), 7/30/93, San Diego, CA
    Boys (Under 19): 14.30 s Niclas Lorentzon (SWE), 7/9/86, Helsingor, DEN
    Boys (Under 17): 13.50 s Harri Pellikka (FIN), 6/16/80, Helsinki, FIN
    Boys (Under 16): 12.03 s Michel Bigneron (BEL), 5/17/92, Mamur, BEL
    Boys (Under 15): 10.64 s Peter Albers (USA), 10/20/89, San Diego, CA
    Girls (Under 14): 9.45 s Aimee Reiner (USA), 7/22/92, Ft. Collins, CO
    Girls (Under 12): 8.48 s Mary Uhlarik (USA), 5/30/92, La Mirada, CA
    Boys (Under 11): 10.12 s Derik Ferjo (USA), 3/19/92, Cucamonga, CA
    Boys (Under 9): 5.17 s Aaron Peters (USA), 5/30/92, La Mirada, CA
    Boys (Under 8): 3.89 s Tyler Roddick (USA), 10/21/85, Pasadena, CA
    Boys (Under 6): 2.22 s Felix Doetsch (BEL), 1/10/89, Brussels, BEL
    Ice (skating) MTA:
    Men: 9.47 s Tim Mackey (USA), 2/1/91, St. Coud, MN
    Wheelchair MTA:
    Class One Men: 5.00 s John Ballsrud (USA), 9/30/83, Orlando, FL
    Class Two Men: 1.78 s Elmer Walker (USA), 10/18/86, Winston-Salem, NC
    Class Three Men: 2.06 s Antwone Archie (USA), 10/18/86, Winston-Salem,NC
    Indoor MTA:
    Men: 11.89 s Joe Youngman (USA), 4/26/81, Cedar Falls, IA
    Women: 8.50 s Michele Marini (USA), 4/26/81, Cedar Falls, IA
    Mini MTA:
    Men: 9.79 s Craig Mauck (USA), 6/1/79, Huntsville, AL
    Canine MTA:
    8.13 s Scott Stokley throwing for Skip (USA), 5/9/93, Concord, CA
    Throw, Run & Catch

    Outdoor TRC:
    Men: 92.64 m Hiroshi Oshima (JPN), 7/20/88, San Francisco, CA
    Women: 60.02 m Judy Horowitz (USA), 6/29/85, La Mirada, CA
    Men (+55): 39.03 m Ed Headrick (USA), 7/16/88, Rohnert Park, CA
    Men (45-54): 66.38 m Tom Gleason (USA), 7/17/93, Rohnert Park, CA
    Men (35-44): 85.13 m Cliff Towne (USA), 8/3/91, Santa Cruz, CA
    Women (35-44): 36.09 m Beth Verish (USA), 10/25/92, La Mirada, CA
    Boys (Under 19): 79.40 m Torsten Gorke (GER), 5/20/81, Dortmund, GER
    Girls (Under 19): 38.00 m Liselotte Kennerfalk (SWE), 6/3/89, Calmar, SWE
    Boys (Under 15): 44.03 m Tyler Roddick (USA), 5/30/92, La Mirada, CA
    Boys (Under 14): 38.65 m Tyler Roddick (USA), 10/21/91, Pasadena, CA
    Girls (Under 13): 34.60 m Mary Uhlarik (USA), 5/30/92, La Mirada, CA
    Boys (Under 12): 36.94 m Tyler Roddick (USA), 10/23/89, Pasadena, CA
    Girls (Under 12): 18.62 m Mary Uhlarik (USA), 6/26/90, La Habra, CA
    Boys (Under 11): 23.54 m Tyler Roddick (USA), 10/24/88, Pasadena, CA
    Boys (Under 9): 17.68 m Tyler Roddick (USA), 10/20/86, Pasadena, CA
    Boys (Under 6): 7.95 m Felix Doetsch (BEL), 1/10/89, Brussels, BEL
    Ice (skating) TRC:
    Men: 49.20 m Tim Mackey (USA), 2/1/91, St. Cloud, MN
    Mini TRC
    Men: 29.42 m Pete Fust (USA), 1/17/93, Rohnert Park, CA
    Indoor TRC:
    Men: 64.60 m Mike Wohl (USA), 4/26/81, Cedar Falls, IA
    Women: 45.76 m Peggy Stanton (USA), 4/26/81, Cedar Falls, IA
    Accuracy

    Outdoor Accuracy:
    Men: 25/28 Mike Cloyes (USA), 12/14/91, Las Vegas, NV
    Women: 18/28 Wende Coates (USA) & Chris O'Cleary (USA), 6/29/88, La Mirada, CA
    Men (+55): 16/28 Lu Sueh-Chwu (ROC), 6/27/91, Santa Cruz, CA
    Men (45-54): 17/28 Sunny Cade (USA), 8/7/90, Inver Grove Hts., MN
    Jim Palmeri (USA), 6/25/91, Santa Cruz, CA
    John Tallent (USA), 6/27/91, Santa Cruz, CA
    Dan Roddick (USA), 7/15/93, Santa Rosa, CA
    Men (35-44): 25/28 Mike Cloyes (USA), 12/14/91, Las Vegas, NV
    Women (35-44): 13/28 Patti Kunkle (USA) , 6/25/91, Santa Cruz, CA
    Beth Verish (USA), 10/23/93, La Mirada, CA
    Boys (Under 19): 19/28 Kevin Callahan (USA), 7/17/82, Philadelphia, PA
    Peter Bos (NETH), 6/22/85, Eindhoven, NETH
    Girls (Under 15): 12/28 Mary Uhlarik (USA), 10/23/93, La Mirada, CA
    Boys (Under 12): 13/28 Mikko Laakso (FIN), 9/7/80, Helsinki, FIN
    Boys (Under 11): 10/28 Alex Pierson (USA), 10/25/93, Del Mar, CA
    Boys (Under 9): 5/28 Aaron Peters (USA), 5/30/92, LaMirada, CA
    Boys (Under 7): 4/28 Felix Doetsch (BEL), 6/17/90, Paris, FRA
    Boys (Under 6): 1/28 Felix Doetsch (BEL), 1/10/89, Brussels, BEL
    Wheelchair Accuracy:
    Class One Men: 11/28 John Ballsrud (USA), 7/19/80, Minneapolis, MN
    Other World Records
    Mini Blow Tips: (duration of support by force of breath)
    Men: 8.70 s Gregg Hosfeld (USA), 11/25/86, New York, NY
    Maximum Discs Aloft: (1 per person)
    1,903 Hilton Head Inn (USA), 7/4/88, Hilton Head, SC
    Altitude Throw:
    Men: 8,825 m Christopher Pizzo (USA), 10/24/81, Mt. Everest, NEPAL
    Tunnel:
    Men: 112 people "Crazy John" Brooks (USA) throwing to Yutaka Harashina (JPN), 4/26/92, Gifu Prefecture, JAPAN
    Chest Roll:
    17 players World Jr. Championships (USA), 10/5/91, Orlando, FL
    Consecutive Chest Rolls
    Men: 94 William Tulin (USA), 8/24/91, San Francisco, CA
    Guts Speed Catch:
    Men: 119.14 km/hr Tim Selinske catching Al Bonopane (USA), 8/25/80, San Marino, CA
    Two Person Marathon:
    Men: 126 hours, 21 minutes John Fischer & Rich Hannah, (USA), 4/5/90-4/10/90, New London, CT
    Group Marathon:
    Open: 1,198 hours Prince George's Community College Club (USA), 6/1/81-7/21/81, Largo, MD
    Under 17: 480 hours, 1 minute Tom & Tina Knisely, Randy & Kenny McNutt, Tom Shirey (USA) 8/13/79- 9/2/79, Canton, OH
    Marathon Ultimate:
    Open: 43 hours Southampton College (USA), 4/23-25/93, Southampton, NY
    Under 17: 19 hours, 30 minutes Varnamo Frisbee Club (SWE), 7/6/78, Varnamo, SWE
    Maxi-Op:
    Open: 40 players Hampshire College Festival (USA), 10/4/81, Amherst, MA

    W.F.D.F. RECORD REPORT FORM
        National \ World Record (circle one or both)
        Please print or type information clearly
        
        PLAYER'S NAME______________________________________________________________
        		  first name                            last name
        
        ADDRESS_____________________________________________________________________
               ____________________________________________    PHONE__-_____________
        
        SEX____  AGE____  DATE OF BIRTH:  MONTH _______ DAY _____  YEAR ______
        
        EVENT_______________________________________________________________________
        
        PERFORMANCE_____________________________  DISC USED_________________________
        
        WIND________________________________________________________________________
        
        WEATHER CONDITIONS__________________________________________________________
        
        COMMENTS____________________________________________________________________ 
        
        ____________________________________________________________________________
        
        ____________________________________________________________________________
        
        TOURNAMENT__________________________________________________________________
        
        LOCATION_________________________________  DATE_____________________________
        
        ORGANIZING GROUP____________________________________________________________
        
        ORGANIZER________________________________  PHONE____________________________
        
        ADDRESS_____________________________________________________________________
        
        ____________________________________________________________________________
        
        WE HEREBY DECLARE THAT THE ABOVE REPORT IS TRUTHFUL AND COMPLETE: 
        
        
        ________________________________	__________________________________
        ORGANIZER	                        PLAYER 
        
        
        This form should be completed immediately after the event and sent to
        the appropriate national organization. After national verification,
        the form should be forwarded to WFDF c/o Johan Lindgren, Gnejsvagen
        24, 853 57 Sundsvall, SWEDEN. The information about wind and weather
        conditions is not necessary. However, if the record was made under
        some special circumstances, they should be noted in the comment
        section.
        
    LocalWords: HTML