UPA Rules of Ultimate, Ninth Edition
UPA Rules of Ultimate, Ninth Edition
Ultimate Players Association Rules of Ultimate, Ninth edition, with
clarifications, incorporating 1991 and 1992 Amendments and Changes.
Copyright 1970 CHS. Copyright 1982, 1989, 1991, 1992 The Ultimate
Players Association.
History
Originally posted by Eric Simon,
70540.1522@CompuServe.COM, with the following
disclaimer:
    WARNING - This is not an 'electronic' edition of  the  rules,  but
    rather the result of somebody's secretary typing in the rules.  In
    other words, a real "Ninth Edition" was given  to  a  non-Ultimate
    playing secretary, who then typed it in.  There are probably typos
    in it.  I would appreciate it if you could make me  aware  of  any
    typos.   My  goal is to make appropriate changes, and u/l a 'clean
    copy' some time next week.  In the meantime,  do  not  pass  these
    rules around without this  warning  -  Thank  you  -  Eric  Simon,
    6/10/91.
Subsequently edited and re-formatted by Joseph A. Barcio II,
barcio@kingarthur.jsc.nasa.gov. This included addition
of the  1991 Amendments and Changes after Section XIV.
Complete 1991 Amendments and Changes added by George Ferguson,
ferguson@cs.rochester.edu. All Amendments and Changes
(including those added by JAB) marked with asterisks (*). 1992
Amendments and Changes added by George Ferguson with the help of Troy
Frever, troy@buck.cqs.washington.edu. These changes have
been marked with hash signs (#).
HTML version by George Ferguson.
Thanks
Thanks to Eric Simon, Kathy Pufahl, Scott Gurst, Frank Revi, Mark
Licata, Scott Gurst, Troy Frever, and Juha Jalovaara for compiling
the amendments and changes.
Quote
No set of rules can replace player's respect for one another and for 
good spirit.
The purpose of the rules of Ultimate is to provide a  guideline  which
describes the way the game is played.  It  assumed  that  no  Ultimate
player will intentionally violate the rules; thus there are  no  harsh
penalties  for  inadvertent  infractions,  but  rather  a  method  for
resuming play in a manner which simulates what would most likely  have
occurred had there been no infraction.
In Ultimate, an intentional foul would be considered  cheating  and  a
gross  offense against the spirit of sportsmanship.  Often a player is
in a position where it is clearly to the player's advantage to foul or
commit some violation, but that player is morally bound  to  abide  by
the  rules.   The  integrity  of  Ultimate  depends  on  each player's
responsibility  to  uphold  the  spirit  of   the   game,   and   this
responsibility should not be taken lightly.
[Back to Table of Contents]
I. Introduction
 -  Description
   Ultimate is a non-contact sport played by two seven player
  teams.  The object of the game is to score goals.  The disc may only
  be moved by passing as the thrower is not allowed to take any steps. 
  Any time a pass is incomplete, intercepted, knocked-down, or contacts
  an out-of-bounds area, a turnover occurs, resulting in an immediate
  change of possession of the disc.  A goal is scored when a player
  successfully passes the disc to a teammate in the endzone which that
  team is attacking. 
  
-  Spirit of the Game
   Ultimate has traditionally relied upon a spirit of sportsmanship
  which places the responsibility for fair play on the player.  Highly
  competitive play is encouraged, but never at the expense of the bond
  of mutual respect between players, adherence to the agreed upon rules
  of the game, or the basic joy of play.  Protection of these vital
  elements serves to eliminate adverse conduct from the Ultimate field.
  Such actions as taunting of opposing players, dangerous aggression,
  intentional fouling, or other "win-at-all-costs" behavior are
  contrary to the spirit of the game and must be avoided by all
  players. 
  
-  Captain's Clause
   A game may be played under any variations of the rules agreed
  upon by the captains of the two teams.  In tournament play, such
  variations are subject to the approval of the tournament director.
  Such things as length of game, dimensions of the field, and stalling
  count can easily be altered to suit the level of play.
 
[Back to Table of Contents]
 -  Phrases:
  
  -  A.
  
-  A  "player"  is  any of the fourteen (14) persons who are
   actually participating in the game at any one time. 
  
-  B.
  
-  To "put the disc into play" means that
   the thrower establishes a pivot foot and is ready to throw. #To put
   the disc into play at a particular point on the field means to
   place the pivot foot at that point on the field.#
  
-  C.
  
-  "Where the disc stops" refers to the
  location where the disc is caught, comes to rest naturally, or where
  it is stopped from rolling or sliding. 
  
-  #D.
  
-  "Throw-off position" is the
   particular arrangement of positions (which end zone each team is
   defending) and possession (which team is to throw-off) in effect
   before a throw-off.# 
  
 
-  There are no scrimmage lines or off-sides (except  on
  throw-offs) in Ultimate.
  
-  The disc may be passed in any direction.
  
-  A rolling or sliding disc may be stopped by any player,  but
  it may not be purposefully advanced in any direction.  Possession  is
  gained where the disc stops.
  
-  No defensive player may ever pick up the disc.
[Back to Table of Contents]
 -  The field of play is a rectangular area with dimensions  as
  shown on the accompanying diagram.
  
-  The playing field may have any surface (although well trimmed
  grass is suggested) which is essentially flat, free of obstructions
  and holes, and affords reasonable player safety.
  
-  The playing field proper is the playing
  field excluding the endzones.
  
-  The goal lines are the lines which separate the playing field
  proper from the endzones and are part of the playing field proper.
  
-  The perimeter lines (sidelines and endlines) are not part of the
  playing fields.
  
-  The corners of the playing field proper and the endzones are
  marked by cones made of a brightly colored, flexible material.
  
-  An additional restraining line is established five (5) meters
  away from the entire field to ensure that the sidelines remain clear
  during play.
  
-  All lines are marked with a non-caustic material and are between
  two and four inches wide (2"-4").
[Back to Table of Contents]
 -  Any flying disc may be used as long as it is acceptable to both
  team captains. *If the captains cannot agree, [the current Official
  Disc of the Ultimate Players Association] shall be used.*
  
-  Individual players may wear any soft protective clothing as long
  as it does not endanger the safety of any other player.
  
-  Cleats which have any metal exposed are not allowed.
  
-  Each player must wear a uniform or other clothing that
  distinguishes that player from the players on the other team.
[Back to Table of Contents]
 -  Time
  
   -  A.
   
-  Each half lasts for twenty-four (24) minutes of stopped time.
   
-  B.
   
-  Each overtime period lasts for five (5) minutes of stopped
    time.
   
-  C.
   
-  The clock starts when:
    
     -  An offensive player gains possession of a throw-off and
      establishes a pivot foot; 
     
-  *The marker touches the disc after a check;* 
     
-  The thrower puts the disc into play
      after it has been out of bounds.
    
 
-  D.
   
-  The clock stops:
    
     -  After a goal;
     
-  At the end of a period of play;
     
-  For time-outs;
     
-  For injuries;
     
-  For fouls and
          out-of-bounds
      area.
    
 
 
-  Points
  
   -  A.
   
-  A goal is worth one (1) point.
   
-  B.
   
-  A game to points lasts until one team scores twenty-one (21)
    goals with a margin of victory of at least two (2) goals.
   
-  C.
   
-  A game with a score of twenty-to-twenty (20-20) goes into
    overtime, and play continues until a two-goal margin is achieved
    or one team scores twenty-five (25) goals. 
   
-  D.
   
-  Halftime occurs when one team reaches eleven (11) goals.
  
 
-  Halftime lasts for ten (10) minutes.
  
-  At the end of the game, the team with the most goals is declared
  the winner. 
[Back to Table of Contents]
 -  Time-Out
  
   -  A.
   
-  *Each team is permitted two (2) time-outs per half in games to
    17 or less, and three (3) time-outs per half in games to 18 or
    more. Each team is permitted exactly one (1) time-out in overtime.
    Overtime occurs when the score is tied at one point less than the
    number of points for which the game was originally scheduled.
    (Example: In a game to 19 points, overtime occurs when the score
    reaches 18-18.)* 
   
-  B.
   
-  Each time-out lasts up to two (2) minutes.
   
-  C.
   
-  The player calling the time-out must form a "T" with his/her
    hands and call "time-out" loudly. 
   
-  D.
   
-  A time-out may be called by either team after a goal and before
    the ensuing accepted throw-off. 
   
-  E.
   
-  During play, only the person with possession of the disc can
    call a time-out. 
   
-  F.
   
-  When play resumes after a time-out:
    
     -  The player who had possession puts the
     disc into play.
     
-  The disc is put into play at the
      location where the disc was when the time-out was called. *If
      the disc was out-of-bounds when the time-out was called, the
      disc is put into play at the point 
      on the playing field proper nearest to
      where the disc went out-of-bounds. If the disc was in an endzone
      when the time-out was called, the disc is put into play at the
      point in the endzone where the time-out was called.*
     
-  Play is resumed through the use of a check
      and all other players may set up in any position on the field. 
    
 
-  *G.
   
-  It is a turnover if a player calls a time-out when his/her team
    no time-outs remaining. There is a check on
    the disc.* 
  
 
  
-  Injury Time-Out
  
   -  A.
   
-  Injury time-out can be called by any member of the injured
    player's team. The time-out call is in effect at the time of the
    injury. In other words, the call is retroactive to the time that
    the injury occurred. *If the disc is in the air during the
    time-out call, the play is completed.*
   
-  B.
   
-  Injury time-out results in a team time-out if the injured
    player does not leave the game. A "spirit of the game" exception
    is made when the injury is caused by an opposing player.
   
-  C.
   
-  When play resumes after an injury time-out:
    
     -  The player who had possession of the disc when the injury
      occurred puts the disc into play. If that player leaves the
      field due to injury, the replacing player puts the disc into play.
     
-  If the disc was in the air at the time of the injury, play
      continues until *the disc is caught or it contacts the ground.
      If the disc is caught, the player who caught the disc puts the
      disc into play after the injury time-out.* 
     
-  The disc is put into play at the location where the disc was
      *when play was stopped.*
     
-  The play is resumed through the use of a check
      and all players must assume their respective positions on the
      field when the time-out was called. *Players may not set up when
      restarting play after an injury time-out, unless it is also a team
      time-out.* 
    
 
 
[Back to Table of Contents]
 -  Substitutions can be made only:
 
  -  A.
  
-  After a goal and before the ensuing accepted throw-off.
  
-  B.
  
-  Before the beginning of a period of play;
  
-  C.
  
-  To replace an injured player(s).
 
 
-  If a team replaces an injured player(s), the opposing team has
  the option of substituting a like number of, or fewer players.
  
-  Substitutions other than injury substitutions cannot be made
  during a time-out taken during play. 
[Back to Table of Contents]
 -  Before a game starts, each team designates one captain to
  represent that team in disagreements and arbitration.
  
-  Start of periods of play:
  
   -  A.
   
-  #Representatives# of the two teams each flip a disc. The
    #representative# of one team calls "same" or "different" while the
    discs are in the air. The team winning the flip has the choice of:
    
     -  Receiving *or throwing* the initial throw-off; or
     
-  Selecting which goal they wish to defend initially.
    
 
-  B.
   
-  The team losing the flip is given the remaining choice.
   
-  C.
   
-  The second half begins with an automatic reversal of the
    #initial throw-off position#. 
   
-  D.
   
-  In a game to time, if overtime periods are needed, the disc
    flipping procedure is repeated for the first overtime period. #The
    initial throw-off position of subsequent
    overtime periods is the reverse of the throw-off
    position that started the previous overtime period.# 
  
 
-  Throw Off
  
   -  A.
   
-  Play starts at the beginning of each period of play and after
    each goal with a throw-off.
   
-  B.
   
-  Each time a goal is scored, the teams switch the direction of
    their attack and the team which scored throws off. 
   
-  C.
   
-  Positioning prior to the throw-off:
    
     -  The players on the throwing team are free to move anywhere
      in their defending endzone, but may not cross the goal line
      until the disc is released. 
     
-  The players on the receiving team must stand with one foot
      on their defending goal line without changing position relative
      to one another. 
    
 
-  D.
   
-  The throw-off may be made only after the thrower and a player
    on the receiving team raise a hand to signal that team's readiness
    to begin play. 
   
-  E.
   
-  The throw-off consists of one player on the throwing team
    throwing the disc toward the opposite goal line to begin play.
   
-  F.
   
-  As soon as the disc is released, all players may move in any
    direction.
   
-  G.
   
-  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. 
   
-  H.
   
-  If a member of the receiving team catches the throw-off on the
    playing field proper, that player must put the
    disc into play from the spot. 
   
-  I.
   
-  If a member of the receiving team touches the disc during
    flight of the throw-off (whether in- or out-of-bounds) and the
    receiving team fails to catch it, the team which threw-off gains
    possession of the disc *at the nearest point on the 
    playing field proper. If a player drops the disc while
    carrying it to the point where the disc will be put into play, the
    team which threw-off gains possession of the disc at the nearest
    point on the playing field proper.* 
   
-  J.
   
-  If the receiving team allows the throw-off to fall untouched
    to the ground, and the disc initially lands in-bounds, the
    receiving team gains possession of the disc where it stops. *If
    the disc initially lands in-bounds, then goes out-of-bounds, the
    receiving team gains possession at the point on the
    playing field proper nearest to where the
    disc first went out-of-bounds.* 
   
-  K.
   
-  If the throw-off lands out-of-bounds, the receiving team,
    before touching the disc, makes a choice of: 
    
     -  Putting the disc into play at the *nearest point on the
      playing field proper to where the disc
      crossed the perimeter line.* 
     
-  Requesting a re-throw. To request a re-throw, any member of
      the receiving team must fully extend one hand above the head and
      call "Over." Once this re-throw signal is given, that throw-off
      can no longer be put into play. 
     
-  Invoking the Middle#/Brick# Rule. *If the throw-off lands
      outside the field of play, the receiving team may choose to put
      the disc into play at the halfway between the two sidelines*
      #either at the point where the disc went out-of-bounds or at a
      point 10 yards upfield from the goal line they are defending.#
      To invoke  the "middle#/brick#  rule," the  member  of the
      receiving team who is going to receive the throw-off shall fully
      extend one hand above his/her head and call "middle" #or
      "brick".#  The player must let the disc  hit the ground. On
      #such a# call, the offensive player may use a "self check,"
      meaning he/she picks up the disc and the nearest defensive
      player says "in play."  If the nearest player does  not
      immediately say "in play," the offensive player may touch the
      disc to the ground and yell "disc in play."  
    
 
 
-  The Check
  
   -  A.
   
-  When play stops, the player who was in possession retains
    possession. 
   
-  B.
   
-  All players must come to a stop as quickly as possible when
    play is halted, and remain in their respective locations until
    play is restarted. 
   
-  C.
   
-  The marker restarts play by *touching the disc in possession
    of the thrower. If the thrower attempts a pass before the marker
    touches the disc, the pass does not count regardless of whether it
    is complete or incomplete, and possession reverts back to the
    thrower.*
  
 
[Back to Table of Contents]
 -  Any area not on the playing field is out-of-bounds. The
  perimeter lines themselves are out-of-bounds.
  
-  A disc is out-of-bounds when it first contacts an out-of-bounds
  area or contacts anything out-of-bounds.
  
-  The disc may fly outside a perimeter line and return to the
  playing field, and defensive players may go out-of-bounds in order
  to make a play on the disc.
  
-  A player is out-of-bounds when s/he is contacting an
  out-of-bounds area.  When a player is in the air, his/her in or
  out-of-bounds is determined by where the ground was last contacted
  by the player.
  
-  For a receiver to be considered in bounds after gaining
  possession of the disc, the first point of contact with the ground
  must be completely in-bounds. If any portion of the first point of
  contact is out-of-bounds, the player is considered out-of-bounds.
  
-  Should the momentum of a player carry him/her out-of-bounds
  after making a catch and landing in-bounds, the player is considered
  in-bounds. The player carries the disc to the point where s/he went
  out-of-bounds and puts the disc into play
  at that point.
  
-  To restart play after the disc has gone out-of-bounds, a member
  of the team gaining possession of the disc must carry the disc to
  the point of the playing field *proper* where
  the disc went out-of-bounds, and put the disc
  into play at that point.
  
-  The thrower may pivot in- and out-of-bounds, providing that some
  part of the pivot foot contacts the playing field.
  
-  If a pass does not come in bounds the opposing team gains
  possession of the disc where it left the field of play only if the
  defense did not contact the disc. If the defense contacted the disc,
  the disc must be put into play at the point *on the 
  playing field proper closest to* where the contact occurred. 
[Back to Table of Contents]
 -  If a team gains possession in the endzone which it is defending:
  
   -  A.
   
-  The player taking possession must make the immediate decision
    to either: 
    
     -  Put the disc into play from that spot, or
     
-  Carry it directly to the closest point on the goal line and
      put it into play from there. If this option
      is chosen, the player taking possession commits the player to
      put the disc into play at that point. 
    
 
-  B.
   
-  To fake or pause after gaining possession commits the player
    to put the disc into play at that point.
  
 
-  If, as a result of a pass from a teammate, a player receives the
  disc in the endzone which they are defending, that player does not
  have a choice of advancing the disc to the goal line.
  
-  If a team gains possession in the endzone which it is attacking,
  the player taking possession must carry the disc directly to the
  closest point on the goal line and put the disc
  into play from there.
[Back to Table of Contents]
 -  A goal is scored when an offensive player completes a pass to a
  teammate in the endzone which his/her team is attacking.
  
-  In order for the receiver to be considered in the endzone after
  gaining possession of the disc, his/her first point of contact
  with the ground must be completely in the endzone.
  
-  A player cannot score by running into the endzone with the disc.
  Should a receiver's momentum carry him/her into the endzone after
  gaining possession, the receiver must carry the disc back to the
  closest point on the goal line and put the disc
  into play from there.
  
-  A player must be completely in the endzone and acknowledge that
  s/he has scored a goal. If that player plays the disc unknowingly
  into a turnover, then no goal is awarded.
[Back to Table of Contents]
 -  An incomplete, intercepted, knocked down, or 
  out-of-bounds pass results in a loss of possession.
  
-  The following actions result in a loss of possession and a
  check:
  
   -  A.
   
-  If the marker's count reaches the maximum
    number; 
   
-  B.
   
-  If the disc is handed from player to player;
   
-  C.
   
-  If the thrower intentionally deflects a pass to him/herself
    off another player; 
   
-  D.
   
-  If the thrower catches his/her own  throw. However, if the
    disc is touched by another player during its flight it is
    considered a complete pass and is not a turnover.  
  
 
[Back to Table of Contents]
 -  The thrower is the offensive player in possession of the disc,
  or the player who has just released the disc.
  
-  If the disc is on the ground, whether in- or out-of-bounds, any
  member of the team becoming offense may take possession of the disc.
  Once an offensive player has picked up the disc, that player is
  required to put the disc into play.
  
-  The thrower must establish a pivot foot and may not change that
  pivot foot until the throw is released.
  
-  The thrower has the right to pivot in any direction. However,
  once the marker has established a legal defensive position, the
  thrower may not pivot into the marker.
  
-  If the disc is dropped by the thrower without defensive
  interference, it is considered an incomplete pass.
  
-  The thrower may throw the disc in any way s/he wishes.
[Back to Table of Contents]
 -  Only one defensive player may guard the thrower at any one time;
  that player is the marker.
  
-  The marker may not straddle (i.e., place his/her foot on either
  side of) the pivot foot of the thrower.
  
-  There must be at least one disc's diameter between the upper
  bodies of the thrower and the marker at all times. It is the mutual
  responsibility of both players to respect each other's position and
  not encroach into this area once it is established.
  
-  The marker cannot position his/her arms in such a manner as to
  restrict the thrower from pivoting.
  
-  Stalling:
  
   -  A.
   
-  *A defensive player within three (3) meters of the pivot foot
    of the thrower may initiate a stall count. If an offensive player
    moving into the throwing position "stands over the disc" (i.e.,
    within three meters) without putting the disc into play, the
    marker may issue a "Delay of Game" warning. If the disc is not
    picked up, the marker may initiate a stall count.*
   
-  B.
   
-  The count consists of the marker calling "Stalling" or
    "Counting" and counting at one second intervals from one to ten
    (1, 10) loudly enough for the thrower to hear.
   
-  C.
   
-  If the thrower has not released the disc at the first
    utterance of the word "ten" ("10"), a turnover
    and a check result. 
   
-  D.
   
-  If the defense decides to switch markers; and if the new
    marker wishes to initiate a stalling count, s/he must start again
    from "one" ("1"). 
   
-  E.
   
-  In the event of a stall, the once marker, now offensive
    player, does not have to take the disc after the
    check. The once thrower, now marker, checks
    the disc to the new  thrower, if  s/he does not want the disc, the
    marker "checks" the disc by placing it on the ground and calling
    "in play." 
   
-  *F.
   
-  The thrower may contest a stall
    call if s/he feels that s/he had released the disc before the
    first utterance of the word "ten". 
    
     -  In the event of a contested stall, if the pass is completed,
      play stops, and possession reverts back to the thrower. After a
      check, the marker starts the stall count at
      eight (8). 
     
-  In the event of a contested stall, if the pass is incomplete,
      it is a turnover, and play continues without interruption.*
    
 
 
[Back to Table of Contents]
 -  The receiver is any offensive player either in the act of
  catching the disc, or not in possession of the disc.
  
-  Bobbling to gain control of the disc is permitted, but
  purposeful, controlled  bobbling  to oneself (i.e., tipping,
  delaying, guiding, or brushing) in order to advance the disc is
  considered traveling and is not allowed.
  
-  The receiver gains possession by demonstrating sustained contact
  with a non-spinning disc.
  
-  After catching a pass, the receiver is only allowed the fewest
  number of steps required to come to a stop and establish a pivot
  foot.
  
-  If the receiver is running as s/he catches the disc, the
  receiver may throw a pass before the third ground contact after
  catching the disc without coming to a complete stop.
  
-  If the disc is caught simultaneously by offensive and defensive
  players, the offense retains possession.
  
-  If a pass arrives in such a manner that it is unclear whether a
  catch was made before the disc contacted the ground (grass is
  considered part of the ground), the player(s) with the best
  perspective makes the call (usually the receiver).
  
-  If it is ever unclear where a receiver was in- or
  out-of-bounds at the point of  making
  a catch, the player(s) with the best perspective makes the call.
  
-  *Force-Out Foul. If an airborne receiver
  catches the disc*, and is contacted by a defensive player before
  landing, and that contact caused the receiver to land out-of-bounds
  instead of landing in-bounds, the receiver must either call
  him/herself out-of-bounds, or call a *force-out* foul on the
  defensive player.  *If this foul occurs in the end zone and it is
  uncontested, a goal is awarded.*
  
-  First ground contact determines possession. The ground can cause
  an incomplete pass, resulting in a turnover.
[Back to Table of Contents]
 -  Fouls are the result of physical contact between opposing
  players. A foul can only be called by the player who has been fouled
  and must be announced by calling out the word "Foul!" loudly
  immediately after the foul has occurred.
  
-  The player initiating contact is guilty of a foul.
  
-  Throwing Fouls:
  
   -  A.
   
-  A throwing foul may be called when there is contact between
    the thrower and the marker.
   
-  B.
   
-  Contact occurring during the follow through (after the disc
    has been released) is not sufficient grounds for a foul, but
    should still be avoided whenever possible. 
   
-  C.
   
-  When a foul is committed by a thrower or the marker, play
    stops and possession reverts back to the thrower after a
    check.
   
-  D.
   
-  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. 
   
-  E.
   
-  If the marker is fouled in the act of throwing and the pass is
    not completed, play continues without interruption. 
  
 
-  Catching Fouls:
  
   -  A.
   
-  A catching foul may be called when there is contact between
    opposing players in the process of attempting a catch,
    interception, or knock down.  A certain amount of incidental
    contact during or immediately after the catching attempt is often
    unavoidable and is not a foul. 
   
-  B.
   
-  If a player contacts an opponent before the disc arrives and
    thereby interferes with that opponent's attempt to make a play on
    the disc, that player has committed a foul. 
   
-   C.
   
-  If a player's attempt to make a play on the disc causes
    significant impact with a legitimately positioned stationary
    opponent, before or after the disc arrives, *it is considered
    "harmful endangerment" and is a foul.* 
   
-  D.
   
-  Dangerous, aggressive behavior or reckless disregard  for the
    safety of fellow players is always a foul. 
   
-  E.
   
-  If a catching foul occurs and is uncontested, the player
    fouled gains possession at the point of the infraction.  If the
    call is disputed, the disc goes back to the thrower. *If an
    uncontested foul (with the exception of a force-out foul
    [XV-9]) occurs in the end zone, the player
    fouled gains possession at the closest point on the goal line to
    the infraction.* 
  
 
[Back to Table of Contents]
 -  A violation occurs when a player violates the rules in a manner
  which does not result in physical contact.  *(e.g. illegal guarding
  position by the marker, not establishing a pivot foot on the
  sideline after carrying the disc in from out-of-bounds, etc.)*
  
-  A violation may be called by any player who recognizes that a
  violation has occurred.The player must immediately call "violation"
  or the name of the specific violation loudly.
  
-  Traveling:
  
   -  A.
   
-  The thrower must keep all or part of the pivot foot in contact
    with a single spot on the field. Should the thrower lose contact
    with that spot, the thrower has traveled. 
   
-  B.
   
-  If the receiver obviously takes more steps than are required
    to stop after catching a pass, that player has traveled. 
   
-  C.
   
-  If a receiver, after receiving a pass on the run, releases a
    pass after the third ground contact and before coming to a
    complete stop, that receiver has traveled.  
  
 
- Strip:
  
   -  A.
   
-  No defensive player may touch the disc while it is in
    *possession of the thrower or receiver.*  If a defensive player 
    does so, the player in possession calls "Strip."
   
-  B.
   
-  The *player in possession* then picks up the disc and play
    continues unhalted from the point where s/he regained possession.
   
-  C.
   
-  If a count was in progress as the disc was stripped, the count
    is halted, *and when the player in possession* regains possession,
    *the count restarts at zero (0).* 
   
-  *D.
   
-  A contested strip of the receiver is treated the same as a
    contested foul; an uncontested strip in the end zone is a goal.*
  
 
-  Double-Team:
  
   -  A.
   
-  Only one marker is permitted to guard the thrower.
   
-  B.
   
-  No other defensive player may establish a position within
    three(3) meters of the pivot foot of the thrower, unless s/he is
    guarding another offensive player in that area. 
   
-  C.
   
-  Should the thrower recognize a double-team situation, s/he
    first calls "Double-Team" as a warning.  *On the first
    "Double-Team" call, the marker must subtract 2 from the stall
    count.  If "double-team" is called again within the same 10
    seconds, play stops and is resumed after a check
    with the count reset to zero (0).*
  
 
[Back to Table of Contents]
 -  It is the responsibility of all players to avoid contact in any
  way possible. Violent impact with legitimately positioned opponents
  constitutes harmful endangerment, a foul, and must be strictly
  avoided.
  
-  Every player (excluding the thrower) is entitled to occupy any
  position on the field not occupied by any opposing player, provided
  that s/he does not cause personal contact in taking such a position.
  
-  Picks:
  
   -  A.
   
-  No player may establish a position, or move in such a manner,
    so as to obstruct the movement of any player on the opposing team;
    to do so is a "pick. 
   
-  B.
   
-  In the event of a pick, the obstructed player must immediately
    call "Pick" loudly; play stops and is resumed after a check,
    *unless the continuation rule [XIX-2]
    applies.* 
  
 
-  When the disc is in the air, players must play the disc, not the
  opponent.
  
-  The Principle of Verticality: All players have the right to the
  space immediately above them. Thus, a player cannot prevent an
  opponent from making an attempt on a pass by placing his/her arms
  above an opponent.  Should contact occur, the player restricting the
  vertical area is responsible.
  
-  A player who jumped is entitled to land at the same spot without
  hindrance by opponents. S/he may also land at the another spot
  provided the landing spot was not already occupied at the time of
  take-off and that the direct path between the take-off and landing
  spot was not already occupied. 
[Back to Table of Contents]
 -  Cardinal Rule:
   Whenever an infringement of the rules or a time out occur, play 
  is halted and the disc is put back into play at the point of the 
  last possession before play was stopped. (Note exceptions under
  Turnovers (XII-4) and Catching Fouls
  (XVI-4). 
  
-  *Continuation Rule:
  
   -  A.
   
-  Disc In the Air
    
     -  If a foul, violation, or pick is called while the disc is in
      the air, the play is always completed. 
     
-  If the team which called the foul, violation, or pick gains
      possession as a result of that pass (e.g., an incomplete pass
      following a traveling violation, or offensive foul), play
      continues unhalted.  In this situation, players should call
      "play on." 
     
-  If the pass is completed, but the defensive effort on the
      pass was affected by the violation (e.g. picks), the pass does
      not count and possession reverts back to the thrower.
    
 
-  B.
   
-  Disc Not in the Air
    
     -  If a foul, violation, or pick is called while the disc is
      not in the air, and a player attempts a pass before play has
      stopped, and the pass is incomplete, it is a turnover. 
     
-  If a foul, violation, or pick is called while the disc is
      not in the air, and a player attempts a pass before play has
      stopped, and the pass is completed, the pass does not count, and
      possession reverts back to the original thrower.* 
    
 
-  C.
   
-  It is the responsibility of the player who made the call to
    call out "Play on" to indicate that this rule has been invoked.
  
 
-  If there is ever a failure to come to an agreement over any call,
  the disc reverts back to the thrower after a
  check.
  
-  If offsetting catching fouls are called by offensive and defensive
  players on the same play, the disc reverts back to the thrower after
  a check.
  
-  Any time the marker's count is interrupted by the call of a
  foul, violation, pick, or time-out, the count is resumed as follows:
  *
  Defensive Foul Uncontested . . . . . . . . 0
 Defensive Foul Contested . . . . . . . . . same or 5 if over 5
 Offensive Foul . . . . . . . . . . . . . . same
 Travel or Pick . . . . . . . . . . . . . . same or 5 if over 5
 Strip. . . . . . . . . . . . . . . . . . . 0
 Fast Count / Double Team
 -- First  Call. . . . . . . . . . . . . . subtract 2; no check
 -- Second Call. . . . . . . . . . . . . . 0
 Time Out . . . . . . . . . . . . . . . . . same
 Contested Stall. . . . . . . . . . . . . . 8*
 
  
-  When play resumes after a time-out, the stall count is
  continued from where it was when time-out was called. The marker
  must initiate the count by calling "Stalling" or "Counting".
  
-  If the marker counts too fast, the thrower may call "fast
  count."
  
   -  A.
   
-  The first "fast count" call is a warning.  *On the first "fast
    count" call, the marker must subtract 2 from the stall count.* 
   
-  B.
   
-  If "fast count" is called again within the same 10 seconds,
    play stops and is resumed *after a check with
    the count reset to zero (0).*
   
-  C.
   
-  *The continuation rule [XIX-2]
    applies to fast counts.* 
   
-  D.
   
-  *If the fast count occurs in such a manner that the thrower
    does not have a reasonable opportunity to call "fast count" before
    the utterance of the word "ten," the play is treated the same as a
    contested stall [XIV-5(F)].* 
  
 
[Back to Table of Contents]
 -  Before the game, the captains may decide to select up to six (6)
  experienced non-players to act as Observers. In this role, their
  job is to carefully watch the action of the game. They do not
  actively call any fouls, violations, picks, or line calls.
  
-  When a dispute arises concerning a  foul, violation, pick, line
  call, or an interpretation of the rules which cannot be resolved by
  the captains to make the call, 
  
   -  A.
   
-  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. 
   
-  B.
   
-  By calling in the observers, the teams agree to abide  by the
    observers decision. 
  
 
[Back to Table of Contents]
 -  If a foul is committed and not called, the player who commits
  the foul should inform the infracted player of the foul.
  
-  It is the responsibility of both teams to minimize the time
  taken between each goal and the ensuing throw-off.
  
-  If the receiving team wishes to have an out-of-bounds throw-off
  re-thrown, they should give the re-throw signal as soon as possible.
  
-  It is a violation against the spirit of the game for  a  defensive
    player to call for a pass from the thrower.
  
-  Should a dispute or confusion arise on the  field,  it  should  be
  common  practice  to  stop play, and resume play with a
  check when the matter is resolved.
  
-  In the case where a novice player commits a violation out of
   sincere ignorance of rules, it is common practice to stop play and
   explain the violation.
[Back to Table of Contents]
The official field layout for Ultimate Players Association
tournament play.
A variation of this basic structure may be used to accomodate
special competitions, number of players, age of players, available
space, etc. Lined fields are not necessary for the purposes of
practice or other non-formal games of Ultimate.
The boundary lines are considered out-of-bounds. The goal lines
are considered part of the Playing Field Proper and not part of
the Endzone/Goal Area.
		 <------- 40 yds ------->
		 +----------------------+ ^
		 |                      | |
		 |  Endzone/Goal Area   | 25 yds
		 |                      | |
    Goal line -> +----------------------+ x
		 |           .          | |
		 |                      | |
		 |                      | |
		 + Playing Field Proper + 70 yds
		 |                      | |
		 |                      | |
		 |           .          | |
    Goal line -> +----------------------+ x
		 |                      | |
		 |  Endzone/Goal Area   | 25 yds
		 |                      | |
		 +----------------------+ v
The period (.) marks the Brick Rule Mark, 10 yds from Goal line.
The plus sign (+) indicates the location of cones to be placed
ON the boundary lines.
[Back to Table of Contents]
03 Dec 1993 / George Ferguson / ferguson@cs.rochester.edu
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