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Player Info Waiver Schedules Rules Standings Scores Sportsmanship League Champs  
 
 


SSC ULTIMATE FRISBEE LEAGUE RULES


Table of Contents  

1. Recent Revisions & Updates

8. Rosters/Subs

2. Sportsmanship

9. Facilities

3. Waivers

10. Equipment

4. Weather

11. Reporting Results

5. Defaults

12. Standings

6. ECs

13. Playoffs

7. Schedules

14. League Specific Rules

 




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.

2. SPORTSMANSHIP

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

3. WAIVERS

  • 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.

4. WEATHER POLICY

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!

5. DEFAULTS

  • 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.

7. SCHEDULES

  • 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.

8. ROSTERS & SUBS

  • 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.

9. FACILITIES

  • 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.

10. EQUIPMENT

  • 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.

11. REPORTING RESULTS

  • 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.

12. STANDINGS

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).

13. PLAYOFFS

  • 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 20 minute halves, with a 5 minute half time.
  • The player who is keeping time must yell “Last Possession” when the 20 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 two opponents per night, with one full game against each opponent.
  • 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:
      1. Receiving the initial throw-off or
      2. 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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