
    WFDF Official Rules of Flying Disc Sports
    Article V - Discathon
    Copyright (c) 1994, WFDF
    Last Change: 20 Jul 1994
    
    
    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:
    
 - 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.
    
     - 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.
    
     - 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.
    
    
    - 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.
    
    
    - (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.
    
    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.