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SSC ULTIMATE FRISBEE LEAGUE RULES
Table of Contents
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Please click
here
for a printable PDF rulebook |
| 1.
RECENT REVISIONS & UPDATES |
Last Updated
April 1, 2008.
Recent Changes
1.
Last Possession: Has been added back into the rulebook.
2.
Out of Bounds: Clarified that when a player catches inbounds and is carried out of
bounds by momentum, it is still a fair catch.
3.
Out of Bounds: Clarified that when a defensive player knocks the disc down before it
curves back inbounds, this is a turnover and play resumes at the point
closest to where it was knocked down.
4.
First Point of Contact: Clarified what the first point of contact means to a player
catching a disc.
5.
Vertical Space: When catching – a defender may not block the catcher as they jump for
the disc, contact of this nature is a foul. A defender may reach into
the vertical space and intercept the disc if they avoid contact.
6.
Throw-offs:
Clarified that when the receiving team attempts to catch the pull and
drops the disc, this is a turnover.
7.
Throw-offs:
Receiving players are allowed to stop a rolling disc with their foot.
8.
Throw-offs:
Trick Plays are allowed and if the disc is dropped, it does not result
in a turnover unless both captains have agreed at the start of the game
to not allow trick plays.
9.
Physical Contact: Reiterated that all players in this league should avoid contact at all
times.
10. Disc Touching Ground: Added a new bullet explaining that if the disc touches the
ground before the player, it is an incomplete pass.
11. Feet Blocking: Is not allowed when defending against the thrower or receiver.
12. The Check:
Clarified the process of checking the disc.
13. The Marker:
Added a tip on how to properly defend against the thrower without violating
their space.
14. The Marker:
Cannot start the stall count until the thrower has picked up the disc.
The thrower will get a ten second warning if he/she takes too long to
pick up the disc.
15. Player who picks up a disc: Added a rule stating that if a disc is loose (e.g. out of
bounds) and a person on offence picks it up, they must become the thrower
– they cannot hand it to a teammate.
16. Picks: Added
new language to better describe picks.
The SSC encourages
a fun-first, winning-second attitude in all leagues. All players are expected
to abide by the SSC sportsmanship policies, any player or team who does
not will be subject to suspensions or league expulsion.
| ZERO TOLERANCE POLICY |
| In
order to promote a safe and sportsmanlike environment for its players,
the SSC has clarified its stance on unsportsmanlike behaviour. All
players must understand the expectations for playing in SSC leagues.
Team Captains are required by the SSC to ask players to leave the
field if they are involved with any of the following acts:
• Swearing directly
at another player or the Coordinator.
• Intentionally
pushing, shoving or making physical contact with another player.
• Making comments
to instigate an altercation with another player.
In addition to
being dismissed from the game, a one week suspension (or more) may
be assigned by the SSC to the involved player or team. |
SPORTSMANSHIP
RATINGS
In order to encourage sportsmanlike play, each team must
choose and report a rating for their opponent directly after the game.
- The sportsmanship rating for
your opponent gets reported directly to the Event Coordinator at the
end of each game.
- For a description of how to rate
your opponent, see below.
Rating |
Explanation |
|
(+1) |
The team was a lot of fun and made a genuine attempt to call their fouls. |
|
(0) |
The team was OK. There are two scenarios: (1) they were average in both Fun
and Accountability; (2) They were strong in one area but weak
in the other area. |
|
(-1) |
The team was not fun (too intense or aggressive) and generally did not follow
the rules and call their own infractions/penalties. |
The rating should combine
“accountability” and “spirit of the game”. Accountability is based on
how you felt your opponent took responsibility for calling their own fouls.
A team that does well on Accountability either: committed few or no fouls
so it was not an issue, or committed several fouls but made a genuine
attempt to call most of them. Spirit is based on how fun your opponent
was. A high rating would be for a team that appeared to have a fun first,
winning second attitude and encouraged themselves and/or their opponent
in a positive way.
REPORTING SPORTSMANSHIP CONCERNS
- If during the game you have
a concern with the other team, address the issue respectfully with the
team captain at the appropriate time (on the sidelines or at halftime).
- If at the end of the game you
do not feel that the issue has been resolved, report the details of
the issue to the SSC by 5pm the next day by using the online complaint form - Click
here.
- If you give a -1 and do not support
the rating with a complaint form by 5:00pm the next day, SSC staff cannot
properly act on the issue and the rating will be changed to a zero.
For full details on
the following topics, click through for our policy
SPORTSPO
- All players must sign a waiver
every season before playing their first game. The waiver can only
be completed online.
- Any player that subs in (even
if only for one game) must fill out a waiver prior to playing. Captains
are responsible to ensure that this is done.
- The waiver outlines the SSC’s
liability and sportsmanship policies.
The SSC office
is not open on weekends so all Sunday games are subject to the rain or
shine policy!
Weeknight games are
played in most weather conditions and are rarely cancelled. In the event
that the SSC deems the fields unplayable, the weather update bulletin
on the SSC website will be updated no later than 5:00pm on game day. If games are cancelled, they will be
re-scheduled. If the weather bulletin states that the games are “on”,
the rain or shine policy will apply.
RAIN OR SHINE POLICY
- Teams must report to their field
regardless of weather conditions, or be subject to default rules.
- If it is raining or snowing
at game time, the SSC requires teams to wait it out for at least 20
minutes before deciding to call the game.
- If poor weather
or slippery field conditions are still a factor after 20 minutes,
you must discuss rescheduling options with your opponent prior to
leaving the field.
- The SSC will help
with rescheduling but the teams must provide two potential dates that
both teams can play on. Dates must be on a day other than your regular
league night and must be minimum one week prior to the start of playoffs.
- On nights with poor weather,
when games have not been cancelled by the SSC, if less than half the
teams in a division play their games then the SSC will automatically
reschedule all games from that night via a double-header or a season
extension. For games that were played where both teams want their score
to count, they will not need to re-play that game.
- If there are multiple rainouts
in one season, the SSC may be required to shorten the season.
- The SSC may not always be able
to reschedule the games (due to field availability and amount of notice
time) so teams cancel at their own risk.
For complete details
on the weather policy, please click here.
ULTIMATE FRISBEE SPECIFIC WEATHER GUIDELINES
- If poor weather causes the game to be stopped before the
first half is completed, the teams must wait at least 20 minutes for
the weather to pass. If the first half cannot be completed, the game
will be rescheduled and replayed at a later date.
- After the first half is completed,
the game is eligible for a win or a loss in the standings. If after
the first half is completed conditions become unplayable, the captains
and the Event Coordinator can meet and decide to:
- Call the game and
the score will stand as is. The
team leading when the game is called records a victory. If the score
is tied when the game is called, a tie is awarded.
- Wait out the rain
for 20 minutes and then re-evaluate the situation.
- If the teams are
not in agreement on what to do, the team that is losing will have
the final say on whether to continue the game (at this point the game
cannot be rescheduled and a score must be submitted).
It can be very difficult to reschedule games. Don't call
games without good reason. Be prepared to play through some poor
weather!
- All teams are to be at the field
15 minutes prior to their scheduled game time.
- At game time any teams not meeting
the minimum player requirements will default the game.
- Defaults are recorded as 8-0.
- If a team misses an entire night
the default fine is $50.
- Each team defaulted against
will be refunded $25 to the credit card that was used to register the
team.
- Teams must provide the fee before
being allowed to play their next game. If a team defaults on a second
night, their status in the league will be under review.
- Singles players are not charged
a default fee if their team defaults. If a singles team is defaulted
against, they will receive a gift certificate to the Season Ending Party.
| 6. THE EVENT COORDINATOR
(EC) |
Event Coordinators
are players in the club who help coordinate the games. Each facility has
one Event Coordinator. The roles of an EC include:
- Bring the equipment to the facility.
- Facilitate the set-up and take-down
of the fields(with help from the players).
- Help manage game times as per
the SSC permits.
- Help the teams to determine
if they will play the games during bad weather.
- Inform players on SSC updates
- please be respectful and listen to the EC while they read the announcements.
- If there is no EC present at
your game, all games are still to be played and captains will need to
report the scores.
- If you would like to learn more
about the benefits of being an EC,
click here.
- Schedules are posted online 48 hours prior to the first game.
- If the schedules are not posted you may assume the schedule has not been
completed. Please do not contact the SSC regarding your schedule until
after it has been posted.
- Games can be played anytime between 6:00pm-11:00pm on weeknights and
8:30am-11:00pm on weekends.
- Singles team names are assigned by the SSC office staff. All individuals’
names will appear on the schedule with their team name.
- When registering
a full team, there is no maximum limit to the number of players that
you can have on the roster.
- A full team on the
field consists of 5 players with a minimum of 2 females.
- The minimum amount
of players required in order to not default is: 4 players including
at least 1 female.
- A sub-list can be
requested from the office. If you recruit a sub, it is your responsibility
to ensure they are ready to play (know the rules, will play at the proper
level and have submitted a waiver).
- A team may bring
in subs that are not listed on the roster. They must fill out a waiver
prior to playing.
- In the spirit of
sportsmanship, captains are expected to replace players with a person
of a similar skill level. Bringing in “ringers” for regular season and
particularly playoff games is discouraged.
- If you are playing
in a league where there are other SSC teams playing before you, your
team may borrow players under this condition: to increase your team
to a minimum full line-up. The SSC considers it to be an unfair advantage
if a team borrows players to bolster their line-up.
- Teams may bring in
subs for playoff games but these players must have played at least one
game during the regular season with the team.
- Individual team rosters
will be e-mailed out 48 hours prior to game one.
- The SSC rents fields from Parks and Recreation or private establishments.
As tenants, players must respect the standards and rules of each facility.
·
The SSC uses private Rugby fields and major sized
city fields for ultimate. A typical field is 110 yards long by 70 yards
wide and is split lengthwise down the middle to allow for two games to
be played concurrently. Cones are used to designate the boundaries for
each field.
- Consumption of alcohol is discouraged at the fields; players caught violating
this by-law are subject to fines from the city.
- Most fields do not have a port-a-potti or washroom. Players must not urinate
on public property.
- Players are expected to clean up after themselves, please do not leave
any garbage behind.
- Any player who causes the SSC to receive a complaint regarding a facility
may be ejected from the league.
- Facilities are chosen based on quality and location. Some leagues utilize
many facilities; the SSC always tries to ensure a fair distribution
of locations throughout the city in each division.
- The SSC asks all players to arrive 15 minutes prior to the game start time.
This 15 minutes should be used to change shoes, stretch, set up fields,
and any other pre-game preparations.
- Players are not permitted to wear metal cleats.
·
Players are responsible for property damage.
- All equipment will
be brought to the field by an SSC Event Coordinator. This will include
two game discs, a warm-up disc and field markers.
- All players are required
to bring a light and dark shirt to each game. You may wear a team colour,
but you still need to bring an opposite coloured shirt in the event
that your opponent wears a similar team colour.
- Individuals may wear any soft protective clothing
as long as it does not endanger the safety of any other player.
- Metal cleats are
not allowed.
- After each game/match
both captains must submit the game scores and spirit rating directly
to the EC or the score sheet that the EC provides.
- Teams that do not
report scores to the EC are subject to a default loss.
·
Mercy will be called when one team gains a lead of 8 points.
The score will freeze and teams are encouraged to play the rest of the
game for fun.
Scores are to be reported
by the EC to the office by 5:00pm the day after the game. The SSC admin
staff will process scores and post the updated standings to the website
within 72 hours of the games. Each set of SSC standings will display notes
at the bottom outlining how the standings are calculated.
HOW TEAMS ARE RANKED
Recreational division:
- 1st criteria: Total
Points are derived from 2 points for a win and 1 point for a tie. Actual
spirit points are then added to your points earned from wins and ties
to result in your Total Points.
- PLS (Points lost
due to spirit rating) can negatively affect your Total Points. Each
time a team receives a -1 from two opponents over the season, they lose
1 point off their Total points.
- 2nd criteria: Differential
of points scored vs. points allowed (Mercy rule in effect in each game).
Recreational Plus and higher divisions:
- 1st criteria: Total
Points are derived from 2 points for a win and 1 for a tie.
- PLS (Points lost
due to spirit rating) can negatively affect your Total Points. Each
time a team receives a -1 from two opponents over the season, they lose
1 point off their Total points.
- 2nd criteria: Actual
spirit points earned.
- 3rd criteria: Differential
of points scored vs. points allowed (Mercy rule in effect in each game).
- All teams qualify
for 2 playoff matches. The top 4 teams will play for the league championship.
- League champs receive
t-shirts and need to attend the Season Ending Party to pick them up.
- Sportsmanship during
the playoffs is very important – a team that wins their playoff game
but has sportsmanship issues may have their win overturned and may not
be allowed to continue this season or in future seasons.
If the score is tied at the end of regulation:
- The game will go to a sudden death first point overtime.
- Teams will flip the disc to decide who will receive the
throw.
| 14. LEAGUE SPECIFIC RULES |
GAME FORMAT
- Arrive 15 minutes
prior to the scheduled game time to allow for warm-up.
- Games consist of
two 40 minute halves, with a 5 minute half time.
- The player who is
keeping time must yell “Last Possession” when the 40 minute half has
elapsed. The team with the disc can continue playing until either they
score, or the opposing team gains possession – at this point the half
is over.
- The captains should
use the half time to discuss any sportsmanship issues in the game. The
conversation should be open and friendly with the captains making a
commitment to each other to keep playing a sportsmanlike game, or to
improve their team’s play to make it more fun for the rest of the game.
- Teams will play one
game each night.
- Please ensure that
games start on time (6:30 pm), especially in
instances when other teams are scheduled to play a late game (8:15pm).
SCORING
- If the game is tied
after regulation, the following will occur:
- In Regular season:
The game is a tie, no extra time is played.
- In Playoffs: See
Section 13 above.
- A goal is scored
when an offensive player completes a pass to a teammate in the endzone
which his/her team is attacking.
- One point is awarded
for each goal.
- In order for a 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. Should a receiver’s momentum carry him/her
into the endzone after gaining possession, he/she 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 she/she has scored a
goal. If that player plays the disc unknowingly into a turnover, then
no goal is awarded.
STARTING
& RESTARTING PLAY
- Before a game, each
team identifies a captain who will represent the team in disagreements
and arbitration.
- Starting each half:
- The captains of
the two teams each flip a disc. The captain of one team calls “even”
or “odd” while the discs are in the air. Odd means that one disc will
land face up and one disc will land face down. Even means that both
discs land the same side up. The team winning the flip has the choice
of:
- Receiving the initial throw-off
or
- Selecting which goal they wish
to defend initially.
- The team losing the
flip is given the remaining choice.
- The second half begins
with an automatic reversal of the first choice of the options.
- If an overtime period
is needed in the playoffs, the disc flipping procedure is repeated.
Throw-off (a.k.a. Huck or Pull)
- Play starts with
a throw-off at the beginning of each half and after each goal.
- Each time a goal
is scored, the teams switch the direction of attack and the team that
scored throws off. The team that was scored against walks down to the
other end of the field.
- 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 until the disc is released.
- The throw-off may
be made only after the thrower and a player on the receiving team each
raise a hand to signal that their team is ready to begin play.
- 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.
- 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 a member of the
receiving team touches the disc during the flight of the throw-off (whether
in or out of bounds) and the receiving team fails to catch it, this
results in a turnover and the team which threw-off gains possession
of the disc where it stops.
- If the disc is rolling
on the throw-off, the receiving player can stop it with their foot,
but may not kick it forward.
- If the throw-off
lands out of bounds, the receiving team (before touching the disc) makes
the choice of:
- Putting the disc
into play at the point where it crossed the goal line.
- Requesting a re-throw.
- Invoking the ‘middle’
rule. One member of the receiving team calls “middle” loudly so all
players can hear, or claps with their hands above their head so all
players can see. The player must let the disc hit the ground. The
player must then move the disc to the longitudinal centre of the field
perpendicular to the point of the sideline, which the disc initially
crossed. The player must then “check” the disc before commencing play.
- Trick plays are allowed
on the throw-off to encourage the spirit of the game. Unless the captains
specifically agree to otherwise before the game, a dropped disc on a
trick play is not a turnover. Receiving players may not claim a ‘trick
play’ when they have legitimately dropped the disc – if a trick play
is not obvious to all players, the receiving team loses possession if
the disc is dropped.
The Check
- When play stops due
to a foul, injury or out of bounds, the disc is checked.
- All players must
come to a stop as quickly as possible when play is halted, and remain
in their respective positions until play is restarted.
- A check is then performed
by any of these methods:
- The marker hands
the disc to the thrower.
- The thrower presents
the disc to the marker and the marker taps it with his or her hand.
- If there is no defensive
player nearby, the thrower taps the disc to the ground.
- After the check,
the thrower should call “disc is in” to let players know that play is
starting.
- The marker either
starts or resumes the stall count (see section “The Marker” below).
- Whoever picks up
a disc on offence must play the disc, they can't give it to somebody
else to throw. For example, if the disc goes out of bounds and a player
runs to retrieve it, that player must be the one to throw the disc.
OUT
OF BOUNDS
- 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
which is 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.
- If a pass does not
come in bounds, the opposing team gains possession of the disc where
it left the playing field only if the defence did not contact the disc.
If the defence contacted the disc, the disc must be put into play at
the point closest to the playing field where the contact occurred.
- For a receiver to be considered in bounds after
gaining possession of the disc, their first point of contact with the
ground after catching the disc must be completely in bounds.
- If a player catches
the disc in bounds and their momentum carries them out of bounds, the
catch is complete. The player then carries the disc to the point where
he/she went out of bounds and puts the disc into play at that point.
- When a player is
in the air, his/her out of bounds is determined by where he/she last
contacted the ground. This statement is not relevant for a player catching
a disc and landing out of bounds. It only applies to a player who catches
and throws the disc while in the air – This play is called “The
Greatest”.
- 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 on the playing field where
the disc went out of bounds, and put the disc into play from that point.
- The thrower may pivot
in and out of bounds, providing that some part of the pivot foot contacts
the playing field.
TURNOVERS
- An incomplete, intercepted,
knocked down, or out of bounds pass results in a loss of possession
and the defensive team becomes the offence.
- The following actions
result in a loss of possession and a check:
- If the marker reaches
the maximum number of stalls.
- If the disc is handed
from one player to another.
- If the thrower intentionally
deflects a pass to him/herself or teammate.
- 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.
ENDZONES
- If a team gains possession
in the endzone which it is defending:
- A player taking
possession must make the immediate decision to either: put the disc
into play from that spot or carry it directly to the closet point
on the goal line and put it into play from there. If this option is
chosen, the player taking possession may not throw a pass during the
approach.
- To fake or pause
after gaining possession commits the player to put that disc into
play at that point.
- If as a result of
a pass from a teammate, a player receives a pass in the endzone which
they are defending, that player does not have the choice of advancing
the disc to the goal line.
- If a team gains possession
of the disc in the endzone that it is attacking, as a result of a turnover,
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.
THE
THROWER
- 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
offence 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 him/her.
- 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 she/he wants.
THE MARKER
- Only one defensive
player may guard the thrower at any one time, this player is the marker.
- The marker may not
straddle the pivot foot of the thrower.
- It is the mutual
responsibility of both players to respect each other’s position and
not encroach into this area once it has been established. There must
be at least one disc’s diameter between the upper bodies of the thrower
and the marker at all times. Here is a rule for the marker to follow:
Your body must be at least one disc away from your opponents body and
if you were to place a string between both of your hands, this would
be used as a line that cannot touch your opponent. This means that you
cannot reach forward with your arms in a hugging position.
- The marker can not
position his/her arms in such a manner as to restrict the thrower from
pivoting.
- Counting Stalls:
- Before a marker
may initiate a stall count, the thrower must have picked up the disc.
- The marker must
be in a stationary position before he/she may initiate the count.
- If the thrower appears
to be taking too much time to pick up the disc (to allow his/her players
to get into position), the marker can give a ten second warning and
then start to count the stalls.
- The count consists
of the marker calling “stall” and counting in one second intervals
from one to ten loudly enough for the thrower to hear (e.g. stall
one, stall two, stall three).
- If the thrower has
not released the disc at the first utterance of the word “ten” a turnover
and a check result.
- If the defence decides
to switch markers, and the new marker wishes to initiate a stalling
count, he/she must start from one.
- If there is a turnover
due to a completed stall count, the former marker does not need to
become the thrower, a teammate can do this. If she/he does not want
the disc, the marker “checks” the disc by placing it on the ground
and calling “in play”. The former thrower does not need to become
the marker.
THE RECEIVER
- 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 in order to advance the disc is considered traveling and
is not permitted.
- If the disc makes
contact with the ground before the receiver has touched the disc and
has complete control, it is an incomplete pass.
- 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 she/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 offence 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 players with the best perspective make the call (usually the receiver).
- If it is unclear
whether a receiver was in or out of bounds at the point of making a
catch, the player with the best perspective makes the call.
- If an airborne receiver
makes a catch, and is contacted by a defensive player before landing,
and that contact causes the receiver to land out of bounds instead of
landing in bounds, the receiver must call him/herself out of bounds,
or call a foul on the defensive player.
- First ground contact
determines possession. The ground can cause an incomplete pass.
POSITIONING
- 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 an opposing player, provided that he/she does not cause personal
contact in taking such a position.
- When the disc is
in the air, players must play the disc, not the opponent.
- Feet blocking is
not allowed in any SSC league as it is dangerous and normally only allowed
in elite level Ultimate. This applies when covering a receiver or thrower.
- 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.
You can jump up and grab a disc that is above someone’s head as long
as there is no contact made.
- A player who has
jumped is entitled to land in the same spot without hindrance by opponents.
She/he may also land at another spot provided the landing spot was not
already occupied at the time of take-off and that the direct path between
take-off and landing spot was not already occupied.
Picks
- No player can 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”. Picks
are most often committed by the offence.
- The most common way
that this occurs is when a receiver is being pursued by a defender.
If a third player, from either team, ends up in between the two players
(basically impeding the defender), this is a pick. This could occur
in these two scenarios:
- As the result of
an action on the part of the receiver (running around or through other
players).
- Due to the action
of an offensive teammate (another receiver running themselves in between
the first pair of players, or causing their defender to accidentally
get between the first pair of players).
- If a pick occurs,
anybody on the defensive team (not just the player who was picked),
can yell "Pick". If the disc is in the air, play continues
until that throw is finished (completion, interception or drop). When
this happens choose the action that best suits the situation:
- If the pick did
not affect the play, then the play just continues on from where everybody
is at.
- If it did affect
play, the "picked" player can catch up with his mark while
everybody else stays stationary. The disc goes back to the thrower
and play continues. The stall count continues from where it was when
the pick occurred, it does not reset.
- The examples above
describe an offensive player picking a defensive player, but can also
happen in reverse.
SUBSTITUTIONS
- Substitutions can
be made only:
- After a goal and
before the ensuing accepted throw-off.
- At the half.
- To replace an injured
player.
- If a team replaces
an injured player, the opposing team has the option of substituting
the same or less number of players.
ETIQUETTE AND SPIRIT OF THE GAME
- Ultimate has traditionally
relied upon a spirit of sportsmanship, which places the responsibility
for fair play on the players. Highly competitive play is encouraged,
but never at the expense of the fun-first, winning second motto. Such
actions as taunting of opposing players, dangerous aggression, intentional
fouling, or other “win at all costs” behaviour are contrary to the spirit
of the game and must be avoided by all players.
- Ultimate tradition includes singing your opponent
a song, reciting a poem or playing an activity after the game. A song or poem typically
includes your opponent’s name and has references to the game just played.
Please prepare your song, poem or activity prior to the end of the game.
Not performing for your opponent generally results in a poor sportsmanship
rating.
- 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.
- 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 rise 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 the
rules, it is common practice to stop play and explain the violation.
VIOLATIONS
A violation occurs
when a player violates the rules in a manner, which does not result in
physical contact.
- A violation may be
called by any player who recognizes that a violation has occurred. The
player must immediately yell “violation” or the name of the specific
violation loudly.
Traveling
Travelling can occur in three ways:
- The thrower does
not keep all or part of the pivot foot in contact with a single spot
on the playing field.
- The receiver has
obviously taken more steps than required to stop after catching a pass.
- The receiver, after
receiving a pass on the run, releases a pass after the third ground
contact before coming to a complete stop.
Strip
- No defensive player
may touch the disc while it is in the hands of the thrower. If a defensive
player does do so, causing the thrower to drop the disc, the thrower
calls “strip”.
- The thrower then
picks up the disc and play continues un-halted from the point where
the thrower gained possession.
- If a count was in
progress as the disc was stripped, the count is temporarily halted until
the thrower regains possession.
Double-team
- Only one marker is
permitted to guard the thrower.
- No other defensive
player may establish a position within three metres of the pivot foot
of the thrower, unless she/he is guarding another offensive player in
that area.
- Should the thrower
recognize a double-team situation, he/she first calls “double-team”
as a warning. If the defensive team continues to double-team, the thrower
calls double-team again and it is a violation.
FOULS
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 throwing foul
may be called when there is contact between the thrower and the marker.
- Contact occurring
during the follow-through is not sufficient ground for a foul but
should be avoided.
- When a foul is committed
by a thrower or the marker, play stops and possession reverts back
to the thrower after a check.
- If the thrower is
fouled in the act of throwing and the pass is completed, the
foul is automatically declined and play continues without interruption.
- If the marker is
fouled in the act of throwing and the pass is not completed, play
continues without interruption.
Catching fouls
- A catching foul may
be called when there is contact between opposing players in the process
of attempting a catch, interception, or knockdown.
- All players must make every effort to avoid contact
with their opponents. Ultimate is unique in this way and players coming
over from other sports will have to readjust their approach to the game.
- A certain amount
of incidental contact during or immediately after the catching attempt
is often unavoidable and may not be a foul. If both people go for a
disc with their ‘eyes open’ (i.e. are aware of each other and that contact
may occur) and some incidental contact occurs, this may not be a foul.
- It is common for
one player to ‘concede’ a throw to their opponent by not jumping to
attempt the catch and potentially foul.
- 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.
- If a player’s attempt
to make a play on the disc causes significant contact with a legitimately
positioned stationary opponent, before or after the disc arrives, that
player has committed a foul.
- Dangerous, aggressive
behaviour or reckless disregard for the safety of fellow players is
always a foul.
- If a catching foul
occurs and is uncontested, the player fouled gains possession at the
point of infraction. If the call is disputed, the disc goes back to
the thrower.
CLARIFYING STATEMENTS
ON FOULS, PICKS, and VIOLATIONS
- Cardinal Rule: Whenever a violation or a foul occurs, play is halted
and the disc is put back into play at the point of the last possession
before the play was stopped (the exception is defensive interference
on a catch).
- If there is ever a failure to come to an agreement
over any call, the disc reverts back to the thrower after a check.
- Play-On Rule: If a foul, violation or pick is called while the
disc is in the air, the play is always completed.
If the team which made the call gains possession as a result of that
pass, play continues un-halted.
It is the responsibility of the player who made the call to call “play-on”
loudly to indicate that this rule has been invoked.
- 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 or pick, the count
is resumed as follows:
- If the call is against
the offence, the count remains the same if the count was less than
five, or is reset to five if the count was greater than five.
- If the call is against
the defence, the count is reset to zero. If the foul is contested,
the count remains the same if the count was less than five, or is
reset to five if the count was greater than five.
- 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”.
- If the marker counts
too fast, the thrower may call “fast count”.
- The first fast count
is a warning.
- If fast count is
called again within the same ten seconds, play stops and is resumed
with two seconds subtracted from the current count.
- The Continuation
Rule applies to fast counts. If the marker counts too fast within
the last two seconds, the count automatically goes back to eight.
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