UPA Rules of Ultimate, Ninth Edition
Incorporating 1991, 1992, and 1995 Clarifications and Amendments
Copyright 1970 CHS
Copyright 1982, 1989, 1991, 1992, 1995 The Ultimate Players
Association
Online version of 4 Mar 1996
Netscape required for proper section numbering
No set of rules can replace player's respect for one another and for
good spirit.
This document reflects the current rules of Ultimate. Passages whose
meaning has changed over the years are marked with a link indicating
the year of the change, as in ``
[1992]''. Follow the link to see
the wording of the change, the prior wording, and additional
commentary that explains the rationale of the change (when available).
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.
Originally posted by Eric Simon, <70540.1522@CompuServe.COM>, 10
Jun 1991.
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>. 1992 Amendments and Changes added
by George Ferguson with the help of Troy Frever,
<troy@buck.cqs.washington.edu>.
HTML version by George Ferguson, 3 Dec 1993.
1995 Clarifications and Amendments by Eric Simon. Added to HTML
document by George Ferguson, 8-11 Sep 1995. Contributions by Hilarie
Orman <ho@cs.arizona.edu>, 18 Sep 1995.
[Back to Table of Contents]
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]
- 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 player is any of the fourteen (14)
persons who are actually participating in the game at any one time.
- 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.
[1992]
- 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.
- 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.
[1992]
- Ground Contact: All player contact
with the ground directly related to a specific event or maneuver,
including landing or recovery after being off-balance, e.g.,
jumping, diving, leaning, or falling.
[1995]
- Possession of the disc: Sustained
contact with, and control of, the non-spinning disc.
[1995]
- To catch a pass is equivalent to
establishing possession of that pass.
- Loss of control due to ground contact
related to a pass reception negates that receiver's possession up
to that point.
- 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.
+-------+---------------+---------------+-------+
^
Endzone Playing Field Endzone
40yds /Goal . Proper . /Goal
Area Area
v
+-------+---------------+---------------+-------+
<-25yds-><------------70yds------------><-25yds->
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.
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 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
- Each half lasts for twenty-four (24)
minutes of stopped time.
- Each overtime period lasts for five (5)
minutes of stopped time.
- 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.
- The clock stops:
- After a goal;
- At the end of a period of play;
- For time-outs;
- For injuries;
- For fouls and
violations;
- When the disc contacts an
out-of-bounds area.
- Points
- A goal is worth one (1) point.
- A game to points lasts until one team
scores twenty-one (21) goals with a margin of victory of at least
two (2) goals.
- 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.
- 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
- 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.)
- Each time-out lasts up to two (2) minutes.
- The player calling the time-out must form
a "T" with his/her hands and call "time-out" loudly.
- A time-out may be called by either team
after a goal and before the ensuing accepted throw-off.
- During play, only a player who has
established a pivot foot and who has possession of the disc can
call a time-out.
[1995]
- When play resumes after a time-out:
[1995]
- 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.
- Play is resumed through the use of a
check and all other players may set up in
any position on the field.
- 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
- 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.
- 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.
- 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:
- After a goal and before the ensuing
accepted throw-off.
- Before the beginning of a period of play;
- 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:
- 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.
- The team losing the flip is given the
remaining choice.
[1992]
- The second half begins with an automatic
reversal of the initial throw-off position.
[1992]
- 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.
[1992]
- Throw Off
- Play starts at the beginning of each
period of play and after each goal with a throw-off.
- Each time a goal is scored, the teams
switch the direction of their attack and the team which scored
throws off.
- 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.
- 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.
- The throw-off consists of one player on
the throwing team throwing the disc toward the opposite goal line
to begin play.
- As soon as the disc is released, all
players may move in any direction.
- 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 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.
If the throw-off is caught in either endzone, the player
takes possession at that point, and puts the disc in play as
described in Section X (ENDZONES).
If the throw-off is caught out-of-bounds, it is put into play as
described in Section IX.7 (OUT-OF-BOUNDS).
[1995]
- 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.
- 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.
- 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."
[1992]
- The Check
- When play stops, the player who was in
possession retains possession.
- 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.
- 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 start or 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 nearest where the disc last crossed the perimeter
line, and put the disc into play at that
point.
[1995]
- 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:
- 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.
- 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.
- A pass is considered intercepted if a
defensive player catches a pass. If a defensive player catches a
pass and accidentally loses possession of it before or during ground
contact related to that catch (II.1.F.b), the
defender is considered to have blocked rather than intercepted the
pass.
[1995]
- The following actions result in a loss of
possession and a check:
- If the marker's
count reaches the maximum number;
- If the disc is handed from player to
player;
- If the thrower intentionally deflects a
pass to him/herself off another player;
- 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 except in
the case where the thrower has just received a pass and is
throwing before the third ground contact in accordance with
XV.5.
[1995]
- 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.
- A defensive player who establishes
possession of the disc becomes the thrower, but may not throw the
disc before s/he establishes a legal pivot foot. To do so is a
travelling violation.
[1995]
[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 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.
- 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.
- If the thrower has not released the disc
at the first utterance of the word "ten" ("10"), a
turnover and a check result.
- 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").
- 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."
- 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 travelling and is not
allowed.
- There is NO rule XV.3! (With
apologies to Monty Python, it was deleted in 1995.)
[1995]
- 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 or jumping 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;
however, change in direction or increase in speed while
in possession of the disc is a travelling violation.
[1995]
- 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.
- There is NO rule XV.10
either! (It was also deleted in 1995.)
[1995]
[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 throwing foul may be called when there
is contact between the thrower and the marker.
- 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.
- 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 knock down. A certain amount of incidental
contact during or immediately after the catching attempt is often
unavoidable and is not a 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 impact with a legitimately positioned
stationary opponent, before or after the disc arrives, it is
considered "harmful endangerment" and is a foul.
- Dangerous, aggressive behavior 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
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.
- Travelling:
- 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.
- If the receiver obviously takes more
steps than are required to stop after catching a pass, that player
has traveled.
- 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:
- 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."
- The player in possession then picks up
the disc and play continues unhalted from the point where s/he
regained possession.
- 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).
- 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:
- Only one marker is permitted to guard
the thrower.
- 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.
- 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:
- 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".
- 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:
- 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 travelling 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.
- 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.
- 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."
- The first "fast count" call is a warning.
On the first "fast count" call, the marker must subtract 2 from
the stall count.
- 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).
- The continuation rule
[XIX.2] applies to fast counts.
- 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)].
- Should a foul or violation result in
possession reverting to a thrower who was airborne while releasing
the disc, play shall be restarted at the point on the
playing field proper closest to the location
from which the throw was made.
[1995]
[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,
- 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.
- 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]
This section describes the various Clarifications and Amendments that
have been made to the rules over the years. Note that these changes
have already been included in the rules as presented in this
document. They are listed here together with clarifying commentary
for those who are interested in how and why the rules have changed.
Additions are shown in bold, deletions are marked with
[square brackets], and clarifying comments are in italics.
Follow the [GO] link
to jump to the affected rule.
- II. CLARIFYING STATEMENTS
- Phrases:
- Ground Contact:
All player contact with the ground directly
related to a specific event or maneuver, including landing or
recovery after being off-balance, e.g., jumping, diving, leaning,or
falling.
[GO]
- Possession of the disc:
Sustained contact with, and control of, the non-spinning disc.
- To catch a pass is equivalent to establishing possession of that pass
- Loss of control due to ground contact related to a pass
reception negates that receiver's possession up to that point.
[GO]
(These added definitions add a great deal of clarity within
the rules, much of which will be explained below. Among
other things, it enables us to get rid of XV.10, see below. It
also defines a "catch" for the first time, and makes that
definition (by adding the worlds "and control of") closer to
the ordinary usage of the word. Without this clause, a
person on the ground who is unaware of the disc resting on
his/her back, to cite an extreme example, would be in
possession of the disc. No longer.)
- VI. TIME-OUTS
- Time-out
- During play, only [the person with] a player who
has established a pivot foot and who has possession of the
disc can call a time-out.
[GO]
(This makes it clear that a person executing "the greatest,"
i.e., a person who jumps up catches the disc, and throws it
before s/he lands, can not call a time out while in mid-air.)
- 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 the end zone when the time-out was
called, the disc is put into play at the point in the end
zone where the time out was called.]
[GO]
(Between the new clarification that you need a new pivot foot
to put the disc into play, and a clarification in section XIX,
this rule is not needed. In any event, a player now needs to
have a pivot foot when s/he calls a time-out, and so it can
not be called from out of bounds.)
- VIII. STARTING AND RESTARTING PLAY
- Throw-offs:
- 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 that spot. If the throw-off is
caught in either endzone, the player takes possession at
that point, and puts the disc in play as described in
section X (ENDZONES). If the throw-off is caught
out-of-bounds, it is put into play as described in section
IX.7 (OUT-OF-BOUNDS).
[GO]
(The rules do not currently state what happens when a
player, who is not standing on the playing field proper,
catches the throw-off. This addition codifies the way we all
already play.)
- IX. OUT-OF-BOUNDS
- To start or 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
proper nearest where the disc [went out of bounds] last crossed
the perimeter line, and put the disc into play at that point.
[GO]
(This amendment is technical in nature, and makes the
wording more accurate as to how the game is currently
played.)
- XII. TURNOVERS
- A pass is considered intercepted if a defensive player
catches a pass. If a defensive player catches a pass and
accidentally loses possession of it before or during ground
contact related to that catch (II.1.F.b), the defender is
considered to have blocked rather than intercepted the pass.
[GO]
(This change clarifies what happens when a player intercepts
the disc and accidentally drops it when (or before) s/he hits
the ground. In such an instance, the disc goes to the
defender's team, and the play is considered as though it were
a block. This is the way we already play, although the rules
were not clear. The definitions added in section II also come
into play here.)
- XIII. THE THROWER
- The thrower must establish a pivot foot and may not
change that pivot foot until the throw is released, except in
the case where the thrower has just received a pass and is
throwing before the third ground contact in accordance with
XV.5.
[GO]
(This FINALLY clears up the long standing contradiction
between XV.5 -- the third ground contact rule -- and the fact
that this rule requires a pivot foot in order to throw. We
simply make an explicit exception in that case. It also makes
clear that "the greatest" is legal.)
- A defensive player who establishes possession of the
disc becomes the thrower, but may not throw the disc before
s/he establishes a legal pivot foot. To do so is a travelling
violation.
[GO]
(And this section finally defines when a defensive person
becomes an offensive person. It also makes clear that the
"third ground contact rule" does not apply to a defensive
person--s/he must have a pivot foot. Additionally, a
"defensive greatest" would be a travelling violation.)
XV. THE RECEIVER
- [The receiver gains possession by demonstrating
sustained contact with a non-spinning disc.]
[GO]
(This section is not needed anymore, because of our new
definitions in section II.)
- If the receiver is running or jumping 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; however, change in direction or increase in speed while
in possession of the disc is a travelling violation.
[GO]
(This makes more clear the conditions under which an
offensive player does not have to establish a pivot foot
without travelling, and also makes it clear that "the greatest"
is a legal play.)
- [First ground contact determines possession. The ground
can cause an incomplete pass, resulting in a turnover.]
[GO]
(We have finally deleted what is probably the worst written
rule in Ultimate. The problem is not only that no one plays
that way, but the two sentences themselves contradict each
other. Suppose a receiver lays out in the endzone, catches
the disc, smashes to the ground, and drops it. Everyone
plays that as a turnover. And, in fact, the second sentence
in this clause says it's a turnover, but the first sentence
above says that receiver has possession. Not only that, but
the first sentence contradicts the old XV.3 rule which says
that possession is determined by sustained contact with a
non-spinning disc. With our new definitions in section II, we
can get rid of this.)
XIX. CLARIFYING STATEMENTS ON FOULS, VIOLATIONS AND PICKS
- Should a foul or violation result in possession reverting
to a thrower who was airborne while releasing the disc, play
shall be restarted at the point on the playing field proper
closest to the location from which the throw was made.
[GO]
(This answers the question of where to start play when a
player making "the greatest", leaps out of bounds, and
because of a foul, gets the disc back and must restart play.)
[Back to Table of Contents]
- II. CLARIFYING STATEMENTS
- Phrases:
- 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.
[GO]
- "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.
[GO]
- VIII. Starting and Restarting Play
- Start of periods of play:
- 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:
[GO]
- The second half begins with an automatic reversal of the
initial throw-off position.
[GO]
- 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.
[GO]
- Throw Off
- If the throw-off lands out-of-bounds, the receiving team,
before touching the disc, makes a choice of:
- 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."
[GO]