Rules of Ultimate
About this site
You are looking at my presentation of the WFDF Rules of Ultimate. I made this site after more than twenty years of play and probably hundreds of hours spent trying to understand, explain and look up in the rules—I wanted something where it was easier and faster to find what I was looking for, does not require downloading Yet Another App (although you can install the site as an app if you wish, on most platforms; see the footer), and where it is easier to see the full picture in how many of the common rules relate to each other.
This is, unusually, a commentary edition: Throughout the text, you will find various commentary based on my own understanding of the rules, including common misconceptions, links to other relevant parts of the rules, interpretations that the WFDF seemingly felt were too trivial but that I feel deserve a highlight (often based on what I see new players not know) and “case law” from ultimate culture that you could otherwise only learn by playing. These are, of course, completely unofficial, and they do not carry any force like the rules or official annotations do. It my hope that people will use them as the proverbial lamp post: “for illumination, not support”. If you do not like them, simply do not open them. Likewise, the index in the top bar is based on my own understanding, although of course it only contains links. All the actual rules and annotations are, to the best of my ability, identical to the official WFDF Rules of Ultimate 2021–2024 and v1.2 of the corresponding Official Annotations.
Ultimate is a game where the rules only exist as long as we, the players on the field, know them and understand them. Nobody will get every detail right, but we can strive towards creating fairer outcomes for everybody. I hope that this site will be a small contribution in that aspect.
If you want to contact me for whatever reason, see my home page.
– Steinar
Introduction
Ultimate is a seven-a-side team sport played with a flying disc. It is played on a rectangular field, about half the width of a football field, with an end zone at each end. The objective of each team is to score a goal by having a player catch a pass in the end zone that they are attacking. A thrower may not run with the disc, but may pass the disc in any direction to any team-mate. Any time a pass is incomplete, a turnover occurs, and the other team shall take possession and attempt to score in the opposite end zone. Games are typically played to 15 goals or around 100 minutes. Ultimate is self-officiated and non-contact. The Spirit of the Game guides how players officiate the game and conduct themselves on the field.
Many of these rules are general in nature and cover most situations, however some rules cover specific situations and override the general case.
Variations to the basic structure and rules may be used to accommodate special competitions, number of players, age of players or available space. Refer to the relevant Appendix for additional rules that apply at specific types of World Flying Disc Federation (WFDF) Events.
1. Spirit of the Game
1.1. Ultimate is a non-contact, self-officiated sport. All players are responsible for administering and adhering to the rules. Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every player. 1.2. It is trusted that no player will intentionally break the rules; thus there are no harsh penalties for inadvertent breaches, but rather a method for resuming play in a manner which simulates what would most likely have occurred had there been no breach. 1.2.1. If there is a deliberate or egregious breach of the rules or Spirit of the Game, the captains should discuss this and determine an appropriate outcome, even if that outcome is not in accordance with a specific rule. Annotation: Deliberate or egregious breach of the rules
For a breach to be considered egregious it should be considered a type of breach that you would not normally expect within a standard game of Ultimate, or one for which there is no reasonable justification within the rules.
Example: A defender commits an egregious dangerous play that results in a foul against a receiver who was attempting to gain possession of the disc in their attacking endzone.
Result: Captains may choose to allow the receiver to claim a goal, instead of the receiver gaining possession and moving to the goal line.
Example: A thrower deliberately travels to enable them to move past the marker and gain yardage upwind on a turnover.
Result: Captains may choose to treat the turnover location as the spot where the disc was thrown.
Example: A defender intentionally double teams the thrower, with no regard for any other offensive players, and gets a block.
Result: Captains may choose to return the disc to the thrower.
Steinar's comment (unofficial!): Captain's clause
There used to be a “Captain's clause” where the two teams' captains could agree to play under any other set of rules, and many players seem to believe that it still exists; however, it has not been in the WFDF rules since 2001. This rule is the closest thing that exists, and it is applicable only in exceptional circumstances. Of course, any tournament could choose to play under non-WFDF rules as they choose.
1.3. Players should be mindful of the fact that they are acting as referees in any arbitration between teams. Players must: 1.3.1. know the rules; 1.3.2. be fair-minded and objective; 1.3.3. be truthful; 1.3.4. explain their viewpoint clearly and briefly; Annotation: Providing evidence to support a call
What: It is an essential component of good spirit that a player must be prepared, if asked, to explain concisely the objective evidence that led to making a call, or contesting a call.
Example: After making a travel call, if asked, the defender might explain “I saw you lift your pivot foot while the disc was still in your hand.”
Why: The objective evidence is evidence that can be tested for validity. It makes it clear that the call was not based on emotion or what the player wanted or expected to happen, but what they actually observed.
If a player is not reasonably certain of the objective evidence, they should not make a call.
Extra: Players should be aware and understanding of the language limitations accompanying international play, however opponents should still be able to communicate, even through gestures, what they saw. Team captains and team mates should get involved if they think their team’s player is wrong or does not behave correctly.
1.3.5. allow opponents a reasonable chance to speak; 1.3.6. consider their opponent’s viewpoint; 1.3.7. use respectful words and body language with consideration of potential cultural differences; 1.3.8. resolve disputes as quickly as possible; 1.3.9. make calls in a consistent manner throughout the game; and Annotation: Making calls in a consistent manner throughout the game
What: Players should make calls without taking into account the context of the game. This means that players should not start making more calls just because the game is nearly over and the scores are quite close.
Example: If at the start of the game minor travel infractions were not called, then they should not be called later in the game.
1.3.10. only make a call where a breach is significant enough to make a difference to the outcome of the action. Annotation: Only calling significant breaches
What: Players should allow for a reasonable degree of tolerance for minor breaches involving small discrepancies in distance and time.
Example: If the thrower established a pivot one centimetre away from the correct pivot location then a travel infraction should not be called.
1.4. Highly competitive play is encouraged, but should never sacrifice the mutual respect between players, adherence to the agreed-upon rules of the game, player safety or the basic joy of play. 1.5. The following actions are examples of good Spirit: 1.5.1. retracting a call when you no longer believe the call was correct; 1.5.2. checking in with an opponent on the sideline after a contentious interaction; 1.5.3. complimenting an opponent for good play or Spirit; 1.5.4. introducing yourself to your opponent; and 1.5.5. reacting calmly towards disagreement or provocation.
1.6. The following actions are clear violations of the Spirit of the Game and must be avoided: 1.6.1. dangerous play and aggressive behaviour; 1.6.2. intentional fouling or other intentional rule breaches; 1.6.3. taunting or intimidating opposing players; Annotation: Intimidation
What: A player could be deemed to be engaging in intimidating behaviour if, for example, they yell loudly at an opponent with the intention of distracting the opponent as they are about to make a catch. Simply undertaking a normal action within the game, such as making a bid in front of someone, should not be seen as intimidation.
1.6.4. celebrating disrespectfully after scoring; Annotation: Disrespectful celebration after scoring
What: This includes spiking directed at an opponent and taunting of the opponent by “showing” them the disc. These actions must be avoided.
Result: Opposing team captains and spirit captains should discuss all matters relating to violations of spirit and try to resolve them.
1.6.5. making calls in retaliation to an opponent’s call; 1.6.6. calling for a pass from an opposition player; and 1.6.7. other win-at-all-costs behaviour.
1.7. Teams are guardians of the Spirit of the Game, and must: 1.7.1. take responsibility for teaching their players the rules and good Spirit; 1.7.2. discipline team-mates who display poor Spirit; 1.7.3. provide constructive feedback to other teams about what they are doing well and/or how to improve their adherence to the Spirit of the Game; and 1.7.4. call a Spirit Stoppage to address Spirit issues, as appropriate. Steinar's comment (unofficial!): Spirit Stoppages
A13 in the WFDF appendix include more information about spirit stoppages (or “spirit timeouts”, as they as often informally called). Of course, not all tournaments play under the appendix, but in the absence of other information, following the procedure there is probably uncontroversial.
1.8. In the case where a novice player is involved in a breach and does not know the rules, experienced players should assist to explain the breach. 1.9. An experienced player, who offers advice on rules and guides on-field arbitration, may supervise games involving beginners or younger players. 1.10. Calls should be discussed by the players directly involved in the play, and by players who had the best perspective. Annotation: Seeking perspective from non players
It is still up to the players involved to make the final call. Non players must not provide advice regarding a call unless they are requested to by a player involved.
If play has stopped, and a player is unable to make a call, for example due to injury or language barriers, then a teammate may make a call on their behalf.
Teams may use a non-player as a translator to assist in communication during a stoppage.
Annotation: Use of technology
Players may view photographic or video footage of a call if it is available. However play may not be unreasonably delayed for this purpose. See the Appendix for more detail.
Extra: For example, live instant replay in a stadium setting may be used by players to resolve a contested foul call. Players may not, however, request that a particular play be replayed on the screen. If, after reviewing the video, players still cannot agree, they should not delay the game to rewatch the play multiple times; instead, the play should be treated as a regular contested foul.
Steinar's comment (unofficial!): Showing vs. describing photos
There's a subtlety in this annotation: If you have photos or video, you cannot say “I have photos where you were clearly out”. You have to show them the photos and let them make up their own mind; often, it turns out different people can easily see different “very clear” things from the same photos.
Steinar's comment (unofficial!): Extra rules from the appendix
If you are playing a tournament under the WFDF Appendix, there are additional opportunities for advice from the sideline:
- Captains, spirit captains and coaches can enter the field during stoppages to encourage their teammate to change their own call, but only to their own disadvantage (A10.1).
- Team members on the sideline can give advice based on photos or video (i.e., without showing them to the players on the field; see previous comment), but again only to their own disadvantage (A11.1.1).
1.10.1. If a player who was not directly involved believes that a team-mate has made an incorrect call, or caused a foul or violation, they should inform their team-mate. 1.10.2. Non-players, apart from the captains, should refrain from getting involved. However players may seek other peoples' perspectives to clarify the rules, and to assist players to make the appropriate call.
1.11. Players and captains are solely responsible for making and resolving all calls. Steinar's comment (unofficial!): Spirit captains
It is unclear whether “captains” includes spirit captains or just means both teams' team captains, but my interpretation is that a spirit captain would often be fine to send out instead of the captain. There probably should not be six people discussing a call, though.
Steinar's comment (unofficial!): Game advisors
Certain high-level WFDF tournaments include game advisors, but they are not referees and not USAU observers; they can give rules explanations and their own perspective when asked, but do not make rulings of any kind and cannot move on the field during play (see B6.3 in the appendix). Please do not call them observers. USAU observers can make certain active calls and on request make binding rulings on disputes.
Annotation: Calls by captains
A captain should not make a call that stops play if they were not directly involved in the play. However a captain can be involved in resolving any call once play has already stopped.
1.12. If after discussion players cannot agree, or it is not clear and obvious: Annotation: Discussion of what occurred in a play
Before the disc is returned to the thrower when players cannot agree, players should discuss what happened in the play. Both players involved should attempt to clearly explain what they think happened and listen to the view of their opponent, or other players with good perspective on the play.
If discussion is difficult due to a language barrier, then gestures or recreations of the incident can be used to indicate what was experienced during the incident (eg striking yourself across the back of the hand to show that your hand was hit as you were trying to catch the disc). Teams may also use a non-player as a translator to assist in communication during a stoppage.
There are times where an event happens where it is not possible to be reasonably certain of exactly what happened (eg no one had a good view, or it happened too quickly). There are also times where it can be difficult to determine whether something ‘affected the play’. In those circumstance the disc should be returned to the last non-disputed thrower.
Discussions should be as brief as possible with the preferred outcome being either a retracted call, or an accepted call. However once it becomes clear that no resolution will be reached, the disc should be returned to the last non-disputed thrower. The suggested maximum length of a stoppage due to a discussion is forty-five (45) seconds). See the Appendix for additional timing rules.
2. Playing Field
2.1. The playing field is a rectangular area with dimensions and zones as shown on Figure 1 (see above) and should be essentially flat, free of obstructions and afford reasonable player safety. Annotation: Playing Field size
The playing field is one hundred (100) metres long by thirty-seven (37) metres wide. The playing field is broken up into a central zone that is sixty-four (64) metres long, and two end zones that are eighteen (18) metres deep at each end of the central zone.
All lines are between seventy-five (75) and one hundred and twenty (120) millimetres wide, and are marked with a non-caustic material.
If space is not available to fit a full sized field, the end zones should be made shorter before the central zone is reduced. Refer to the Appendix for more detail.
If there are no field markings, and the cones used to mark a sideline are not in a straight line, the sideline line is deemed to be the line between the two cones of the relevant zone the player is currently within. For example, if a player is close to the sideline in the central zone, it is the cones on each goal line along that sideline that are relevant. If a player is close to the sideline within an endzone, it is the cones the front and rear of that end zone along that sideline that are relevant.
2.2. The perimeter lines surround the playing field and consist of two (2) sidelines along the length and two (2) endlines along the width. 2.3. The perimeter lines are not part of the playing field. 2.4. The goal lines are the lines that separate the central zone from the end zones and are part of the central zone. 2.5. The brick marks are the intersection of two (2) crossed one (1) metre lines in the central zone, located a distance equal to the length of the end zone away from each goal line, midway between the sidelines. Steinar's comment (unofficial!): Why “brick”?
The brick mark is named after tournament organizer Louis “Brick” Burke, who invented the rule of taking an out-of-bounds pull to a specified location instead of a re-pull. He supposedly earned his nickname not only because of the similarity to his surname, but also because he was a poor shooter in basketball; a “brick shot” in basketball is a specific form of miss. It is fitting that bricking a pull in ultimate parallels shooting a brick in basketball.
2.6. Eight brightly-coloured, flexible objects (such as plastic cones) mark the corners of the central zone and the end zones. 2.7. The immediate surroundings of the playing field shall be kept clear of movable objects. If play is obstructed by non-players or objects within three (3) metres of the perimeter line, any obstructed player or thrower in possession may call “Violation”.
3. Equipment
3.1. Any flying disc acceptable to both captains may be used. Steinar's comment (unofficial!): Standard discs
In practice, the standard disc worldwide is the 175g Discraft Ultra-Star. EUF events use Eurodisc, which is pretty similar. It is very common for game discs to have white as the main color.
3.2. WFDF may maintain a list of approved discs recommended for use. 3.3. Each player must wear a uniform that distinguishes their team. 3.4. No player may wear items of clothing or equipment that reasonably could harm the wearer or other players, or impede an opponent's ability to play. Annotation: Harmful equipment should not be worn
This includes wristwatches, bracelets, buckles and protruding jewellery. Fully metallic studs, long studs and studs with sharp edges are not allowed on footwear.
Steinar's comment (unofficial!): Covered watches
The rules are unclear when it comes to covered wristwatches (many players want to track their workouts); if using a soft armband over the watch, it should not be dangerous even if one inadvertently hits another player in the face and as such seems not to violate rule 3.4, but the previous annotation makes no such exception. In practice, I've never seen someone object to it, and this seems just an oversight.
Annotation: Equipment that impedes ability to play
This includes oversized items, long pieces of fabric etc. The types of gloves commonly worn by Ultimate players are allowed, but they must not in any way damage the disc or leave any residue on the disc.
4. Point, Goal and Game
4.1. A game consists of a number of points. Each point ends with the scoring of a goal. 4.2. A game is finished and won by the first team to score fifteen (15) goals. Annotation: Timing of games
Games can also be played with a Time Cap. Refer to the Appendix for more details.
4.3. A game is separated into two (2) periods of play, called halves. Half time occurs when a team first scores eight (8) goals. Annotation: Half time
Half time usually lasts 7 minutes in games with a Time Cap of 100 minutes. Refer to the Appendix for more details about Half time.
4.4. The first point of each half starts when the half starts. 4.5. After a goal is scored, and the game has not been won or half time has not been reached: 4.5.1. the next point starts immediately; Steinar's comment (unofficial!): Buzzer beaters
If you play with a (hard) time cap, and you score right before the end, what happens?
14.4 provides part of the answer; what matters is whether you had established possesssion or not of the scoring pass when the whistle went off (or more precisely, when it started going off). If the disc was in the air, then possession was established after the end of the game, and you play no more points (unless it's a tie, of course). If you were still struggling with the balance, or you were in the air yourself, you have not yet established possession and the same rule applies.
But if you had caught it safely, were in contact with the endzone and then the whistle goes off, then the next point is started (by 4.5.1 above) and play that one more point before the game is over. Often, it is useful to establish the facts together with the opposing team (what happened when?) before getting into the rules debate.
4.5.2. the teams switch the end zone that they are defending; and 4.5.3. the team that scored becomes defence and pulls next.
5. Teams
5.1. Each team will put a maximum of seven (7) players and a minimum of five (5) players on the field during each point. Annotation: Mixed games
In Mixed games, where men and women play on the same team, both teams should have the same gender ratio as each other on the field for each point. Events should use one of the options in the WFDF Rules of Ultimate Appendix to determine the gender ratio for each point.
Steinar's comment (unofficial!): Gender designations
Gender is a very sensitive and complicated topic. Generally in the ultimate community, one no longer requires players to identify as male or female to play ultimate. Instead, the terms “male-matching player” (MMP) or “female-matching player” (FMP) are used, which allows e.g. non-binary players to say “physiologically, it is most fair that I match up with males when playing” instead of having to declare an untrue gender identity.
See also the WFDF Transgender Policy, WFDF Policy on Non-Discrimination and WFDF Safe Sport Policy.
Steinar's comment (unofficial!): ABBA system
In mixed games, the ABBA system is now nearly ubiquitous; start with some ratio (A), then play two points of the opposite ratio (BB), two points of the original ratio (AA), and so on. This is defined as Ratio Rule A in the appendix. Usually, the dominant gender on the field also now pulls (“WFDF pull rule”, A6.2.2 in the appendix)).
Some tournaments may play “loose mixed”, where the ratio need not be 4–3, but could be e.g. at least 2 of each gender with the ABBA pattern only determining the pulling gender. There will be local variations here.
5.2. Each team must designate a captain and a spirit captain to represent the team. Annotation: Role of captain and spirit captain
The team captain is a team member, who is eligible to participate in the game, and has been designated to represent the team in decision-making on behalf of the team before, during, and after a game.
The spirit captain is a team member, who is eligible to participate in the game, and has been designated to address, discuss, and resolve spirit issues at any point throughout the competition with opponents, teammates, coaches, and game or event officials.
5.3. A team may make unlimited substitutions after a goal is scored and before their team signals readiness for the pull.
6. Starting a Game
6.1. Representatives of the two teams fairly determine which team first chooses either: Annotation: Team representatives
Team representatives should ensure they have the authority from their team to make the decisions listed in this section.
Annotation: Fairly determining choices
It is recommended that team representatives use the process described in the WFDF Rules of Ultimate Appendix to fairly determine the choices.
6.2. The other team is given the remaining choice. 6.3. At the start of the second half, these initial selections are switched.
7. The Pull
Decision diagram: Pull
7.1. At the start of the game, after half-time or after a score, play commences with a throw by the defence, called a “pull”. Steinar's comment (unofficial!): Can you score on the pull?
Neither offence nor defence can score on the pull itself, however impressive that may be, as 14.1 says a goal must be a catch of a legal pass, and the definition of the pull says that it is not considered one. If, by some miracle, you manage to catch the pull in the end zone you are attacking, you must take it back to the goal line and set a pivot there, due to 14.3. The same applies if it comes to rest there; see annotation on 7.7.
7.1.1. Teams must prepare for the pull without unreasonable delay. Annotation: Reasonable delay before the pull
The following activities are considered reasonable prior to a pull:
- Celebrating a goal
- Determining who will play the next point,
- Determining team tactics for that point, e.g.:
who is marking whom
offensive positions
what type of defence and/or offence will be used
As a guide, the pull should be released within 75 seconds of the start of the point (which starts at the start of a half, or when the previous goal was scored). Refer to the Appendix for more details that can apply at some events.
7.2. The pull may be made only after both teams have signalled their readiness by having the puller and a player on offence raise a hand above their head. Annotation: The puller
The puller is the defender who undertakes the pull. The pulling team may designate a new puller at any time before the pull.
7.3. After signalling readiness all offensive players must stand with one foot on their defending goal line without changing location relative to one another until the pull is released. Annotation: Signalling readiness
The offence should be legally positioned and all non-players from the offensive team should be off the playing field before the offence can legally signal readiness.
All non-players from the defensive team should be off the playing field before the pull is released.
7.4. After signalling readiness all defensive players must keep their feet entirely behind the vertical plane of the goal line until the pull is released. 7.5. If a team breaches 7.3 or 7.4 the opposing team may call a violation (“offside”). This must be called before the offence touches the disc (7.8 still applies). Annotation: Calling Offside
It is recommended that the opposing team provide a warning to the captain of the team committing this violation before it is enforced. Team should also take into account that calls should only be made where a breach is significant enough to make a difference to the outcome of the action.
Offside can only be called by the players on the field, and any call made by a non-player has no consequences. However non players may assist in monitoring offside and may provide advice based on their perspective.
A contested offsides call results in a stoppage of play and a re-pull. To contest an offsides call, a player on the contesting team must have perspective at least as good as the person making the call. If the call is made with the assistance of a non-player, only a similarly-positioned person would be deemed to have equal or better perspective.
Steinar's comment (unofficial!): Sideline offside calls
This is a rare instance of a call being initiated from the sideline (even if it is not formally called by a sideline player); normally, people on the sideline should not shout calls at players on the field (e.g. “they are double-teaming!”), but e.g. raising an arm to mark an offside, which is turned into an offside call by a player on the field, is indeed allowed by this annotation. This is presumably because it is nearly impossible to precisely judge an offside from 64 meters away.
Annotation: Resuming play after an Offside call
There is no difference to whether a team has been called for their first offside violation, or they have been called offside multiple times, the outcome is the same. If either team has called offside, it is still a “dropped pull” turnover if the offence touches the disc before it hits the ground, and the offensive team fails to subsequently establish possession.
If both teams are called for offside on the same pull, both outcomes described in rules 7.5.1 and 7.5.2 would apply.
What: The defence is offside and the offence calls offside after they catch the disc
Result: The offside call has no bearing and play continues as if no offside has been called
What: The defence is offside and the offence calls offside and then the disc is caught by the offence
Result: The offside call has no bearing and play continues as if no offside has been called
What: The defence is offside and the offence calls offside and then the disc hits the ground and stops in the offences defending endzone
Result: The offence can pick up the disc and resume play from the brick mark closest to their defending endzone. No check is required.
What: The offence is offside and the defence calls offside after the offence have caught the disc
Result: The offside call has no bearing and play continues as if no offside has been called
What: The offence is offside and the defence calls offside while the disc is in the air and the pull lands out-of-bounds
Result: The offence can still make a “brick” call. The thrower establishes a pivot at the brick mark closest to their defending endzone. All other offence players establish a stationary position. The defence then establish a stationary position. The disc is checked in and play resumes.
Extra: If a player makes an incorrect offside call (ie by calling it after it has been touched, or the offence calls offside and also catches the pull) and play had stopped to discuss the call, players should return to where they were when the call was made and resume play with a check.
7.5.1. If the defence chooses to call offside, the thrower must establish a pivot point as per 7.9, 7.10, 7.11, or 7.12 and then play restarts as soon as possible as if a time-out had been called at that location. 7.5.2. If the offence chooses to call offside, they must let the disc hit the ground untouched and then resume play as if a brick has been called (no check is required).
7.6. As soon as the disc is released, all players may move in any direction. 7.7. No player on the defensive team may touch the disc after a pull until a member of the offensive team contacts the disc or the disc hits the ground. Annotation: Defence stops a pull from rolling
What: A pull hits the ground and starts rolling towards the defending end zone, so a defender stops the disc, even before an offence player has touched it.
Result: This is allowed (Rule 8.4). If the defensive player kicked the disc towards the offensive end zone, the disc may be put into play by the offence at the point where it was kicked (Rule 8.4.1).
Extra: If the pull is still in the air without the offence having touched it, no defensive player may touch it, even if it flies back towards the defensive end zone (e.g. because of the wind). If a player does touch it, the offence may request a re-pull.
If the pull lands in the offence’s attacking end zone (i.e. a really short pull), the offence should take it on the goal line.
Any offence player can also stop the pull from rolling. That player is not required to pick up the disc after stopping it.
7.8. If an offensive player, in-bounds or out-of-bounds, touches the disc before it hits the ground, and the offensive team fails to subsequently establish possession, that is a turnover (a “dropped pull”). 7.9. If an offensive player catches the pull and subsequently establishes possession, they must establish a pivot point at the location on the playing field nearest to where possession is established, even if that pivot point is in their defending end zone. Diagram: Pull caught
7.10. If the disc initially contacts the playing field and never becomes out-of-bounds, the thrower must establish a pivot point where the disc stops, even if that pivot point is in their defending end zone. Diagram: Pull lands in, stays in
7.11. If the disc initially contacts the playing field and then becomes out-of-bounds without contacting an offensive player, the thrower must establish a pivot point where the disc first crossed the perimeter line, or the nearest location in the central zone if that pivot point would be in their defending end zone. Diagram: Pull lands in, rolls out (no touch)
7.12. If the disc contacts the out-of-bounds area without first touching the playing field or an offensive player, the thrower may establish a pivot point either at the brick mark closest to their defending end zone, or at the location on the central zone closest to where the disc went out-of-bounds (Section 11.8). The binding brick option must be signalled before the disc is picked up, by any offensive player fully extending one arm overhead and calling “brick”. Diagram: Pull lands out
Annotation: Brick call
If an offensive player signals and calls “brick”, a different offensive player may pick up the disc.
Extra: If players who had good perspective on the play cannot agree on if the pull landed out-of-bounds or in-bounds, the midpoint on the sideline between the two proposed pivot locations should be used.
8. State of Play
8.1. Play is 'dead', and no turnover is possible: 8.1.1. After the start of a point, until the pull is released; 8.1.2. When the disc must be carried to the pivot location after the pull or a turnover, until a pivot point is established; 8.1.3. After a call which stops the play or any other stoppage, until the disc is checked in; or Annotation: Using the wrong call
What: A player signals a foul or violation and yells “stop” or uses the incorrect name for a call.
Result: The call should be dealt with as if the player has used the correct call.
Why: It is clear that the player has seen a breach of the rules. This takes precedence over the technicality of knowing the correct term.
Extra: The player who used the wrong term should make it a point to learn the correct term (rule 1.3.1) and more experienced players should tell them the correct call (rule 1.8).
8.1.4. After a disc hits the ground, until possession is established by the appropriate team. Annotation: Disc hits the ground
A disc is deemed to have hit the ground when it contacts the ground and no player had caught the disc prior to the disc contacting the ground, or after the catch, the player loses control and the disc subsequently contacts the ground.
Extra: After a pull or a turnover where the disc hits the ground in-bounds, if the offence attempts to pick up the disc in-bounds, but fails to pick it up and the disc drops to the ground, that is not a new turnover, unless the offence had full control of the disc prior to accidentally dropping the disc.
8.1.5. Players are allowed to move during dead play (unless specified otherwise). Annotation: Moving during dead play
If, after an out-of-bounds turnover, the thrower is walking the disc to the playing field, all other players are allowed to move.
8.2. Play that is not dead is “live”. 8.3. The thrower may not transfer possession of the disc during dead play to another player. 8.4. Any player may attempt to stop a disc from rolling or sliding after it has hit the ground. Annotation: Significantly altering the discs position
What: In attempting to stop a rolling disc a player knocks the disc towards their attacking endzone.
Result: The opposition may request that the pivot be established at the location where the disc was contacted, by verbal request or by pointing to the correct location. Play does not stop and a check is not required to restart play (similar to an accepted travel infraction (Rule 18.2.6)).
If the offensive team is the team that significantly altered the discs position they should not move to establish the pivot at the location where the disc was contacted unless requested to by the opposition.
8.4.1. If, in attempting to stop such a disc, a player significantly alters the disc’s position, the opposition may request that the pivot point be established at the location where the disc was contacted
8.5. After a turnover, and after the pull, an offensive player must move at walking pace or faster to directly retrieve the disc and establish a pivot point. Annotation: Standing over the disc after a turnover
What: A turnover has occurred and the new intended thrower is standing over the disc, waiting for their team to set up
Result: The defence should remind the player they need to put the disc into play. Intentional delay of game is against spirit of the game and should be discussed by the captains as soon as possible.
Why: Rule 8.5 says that the new thrower must not delay when picking up the disc.
Extra: If other players are still moving towards the disc (a common situation after a turnover), the closest player can decide not to pick up the disc – this is not in itself a breach of the rules. If no player on offense has been walking towards the disc since the turnover occurred, this is a breach of the rules.
It is recommended that the opposing team provide a warning to the opposition and make sure they are aware of the rule before enforcing any time limits.
8.5.1. In addition to 8.5, after a turnover the offence must put the disc into play within the following time limits, if the disc did not become out-of-bounds, and the disc's location is: Annotation: Time limits after a turnover
To enforce the 10 and 20 second time limits the defence should use a Pre-stall, by loudly counting down the time limit in 5-second intervals. The Pre-stall should be noticeable by the offence player closest to the disc. The player who calls the time limits does not need to be the same player who becomes the marker.
If the disc lands out-of-bounds and then rolls back and stops in the playing field, the time limits in 8.5.1 do not apply (unless games are using the WFDF Rules of Ultimate Appendix)
Extra: For events where the WFDF Rules of Ultimate Appendix are in use, the time limits also apply to discs that are out-of-bounds, and for the pull.
It is recommended that the opposing team provide a warning to the opposition and make sure they are aware of the rule before enforcing any time limits.
If the offence believes that the time limits are being counted too quickly, they can call a fast count.
The defence must allow an unobstructed path by the offence to the disc and to the pivot location.
8.5.1.1. in the central zone – within ten (10) seconds of the disc coming to rest. 8.5.1.2. in an end zone – within twenty (20) seconds of the disc coming to rest.
8.5.2. If the offence breaches 8.5, or 8.5.1, the defence may give a warning (“Delay of Game” or using a pre-stall) or may call a “Violation”. 8.5.2.1. If, after a warning, the offence continues to breach 8.5, or 8.5.1, then 9.3.1 does not apply and the marker may commence the stall count. Annotation: Starting a stall count after a delay of game
After the “delay of game” call the offence should be given two (2) seconds to remedy the breach before the stall count is commenced
9. Stall Count
9.1. The marker administers a stall count on the thrower by announcing “Stalling” and then counting from one (1) to ten (10). The interval between the start of each number in the stall count must be at least one (1) second. Annotation: Clearly communicating the stall count
The stall count will usually be communicated verbally for stall count. Teams can agree on other methods to suit particular circumstances.
Steinar's comment (unofficial!): Stall language
If you are playing a tournament under the WFDF Appendix, it is specified that stalling must be in English (see A8.1).
9.2. The stall count must be clearly communicated to the thrower. Annotation: When to start the stall count
What: The marker can start the stall count as soon as the thrower has caught the disc (excluding after an interception).
Result: Even if the thrower still has to stop, get up after a dive, or even come back into the field because they ran out of the field, the marker may start the count.
Extra: If the offensive player needs some time to recover because they had to avoid an object outside the field (for safety, there shouldn’t be any, but in practice this may be the case) the marker should not count until the player has had that time.
If the thrower regains possession of an accidentally dropped disc before it contacts the ground without another player touching the disc, that possession is considered continuous. If the thrower regains possession of an accidentally dropped disc before it contacts the ground and after another player touches it, it is considered a new possession.
If the thrower catches a pass in the central zone, but momentum takes them out-of-bounds, the marker can start/continue the stall count if they are within 3 metres of the pivot location, even if they are not within 3 metres of the thrower.
Note: After an interception by Team A, the marker from Team B cannot start the stall count until the thrower from Team A establishes a pivot, regardless of whether the thrower is in-bounds or out-of-bounds after the interception.
If the intercepting player catches the disc while running, the marker must wait until they stop and establish a pivot before starting the stall count.
9.3. The marker may only start and continue a stall count when: 9.4. If the marker moves beyond the appropriate three (3) metre radius, or a different player becomes the marker, the stall count must be restarted at “Stalling one (1)”. 9.5. After a stoppage in play the stall count is resumed as follows: 9.5.1. After an accepted breach by the defence the stall count restarts at “Stalling one (1)”. 9.5.2. After an accepted breach by the offence the stall count restarts at maximum nine (9). 9.5.3. After a contested stall-out the stall count restarts at “Stalling eight (8)”. 9.5.4. After all other calls, including “pick”, the stall count restarts at maximum six (6). However: Annotation: Other calls
All other calls includes:
- Contested foul
- Contested goal
- Contested turnover (excluding stall-out)
- Violation for sideline obstruction (2.7)
- Injury
- Technical
9.5.4.1. If there is a call involving the thrower, and a separate receiving breach, and the disc is returned to the thrower, the stall count is resumed based on the outcome of the call involving the thrower. Annotation: Call involving the thrower and receiving breach
What: A contested stall out is called against the thrower after the disc has been thrown. A contested receiving foul is called on the resulting pass.
Result: The disc is returned to the thrower and, as per Rule 9.5.4.1, the stall count restarts at “Stalling 8”.
What: An accepted marking foul is called by the thrower as the disc is released. A contested receiving foul is called on the resulting pass.
Result: The disc is returned to the thrower and, as per Rule 9.5.4.1, the stall count restarts at “Stalling 1”.
9.5.4.2. If there is a violation called related to The Check (Section 10), the stall count resumes at the same count that was determined prior to that violation. Annotation: Stall count after check violation
Play has stopped due to an accepted foul by the thrower. The stall count is going to restart at “Stalling 8”. The defence moves before the check and a violation is called by the offence.
Even though this is a breach by the defence, Rule 9.5.4.2 means that the stall count will still restart at “Stalling 8”.
9.6. To restart a stall count “at maximum n”, where “n” is determined by 9.5.2, 9.5.4, or 20.3.6, means the following: Annotation: Stall counts
What: If, after a call, a stall count is to be restarted at maximum 6 and:
- the stall count was stopped at 4, the stall count restarts on “Stalling 5”
- the stall count was stopped at 8, the stall count restarts on “Stalling 6”
Extra: There does not need to be a gap between “stalling” and the number of the count.
Note: If there is a disagreement that cannot be resolved about what number the stall count should restart on, the midpoint between the two proposed stall counts should be used, rounded down.
9.6.1. If “x” is the last agreed number fully uttered prior to the call, then the stall count resumes at “Stalling (x plus one)” or “Stalling n”, whichever of those two numbers is lower.
10. The Check
10.1. Whenever play stops during a point for a foul, violation, contested turnover, specified turnover, contested goal, stoppage, discussion, or at the completion of a time-out, play must restart as quickly as possible with a check. The check may only be delayed for the discussion of a call. Annotation: When a check is not required
A check is not required after the pull or after a turnover, even when the thrower must walk to the location of the correct pivot point. The thrower can make a pass, and the marker can start the stall count, as soon as the pivot is established at the correct position.
If the pivot is not established at the correct position, this is a travel infraction.
If the marker starts the stall count before the pivot is established, this is a fast count infraction.
To ensure play is not interrupted, it is recommended that either the thrower or marker point to the spot where they think the pivot should be established, prior to it being established.
The thrower may not begin a wind-up or other part of the throwing motion until they have established a pivot point (see rule 18.2.5.3).
Extra: “Specified turnover” refers to those listed in 13.2.
10.2. Player positioning after a call (except in the case of a time-out, and unless specified otherwise): 10.2.1. If play stops before a pass is thrown, all players must return to the location they held when the call was made. Steinar's comment (unofficial!): Marker location after a call
It's surprisingly common for a marker to magically have teleported to the optimal force position during a stoppage. This is not allowed; if you are on the wrong side for the force when the call happens, or two meters away from the thrower, you still need to be on the same spot when you check the disc in, and then you can set up the proper force while play is live.
10.2.2. If play stops after a pass is thrown, then: 10.2.2.1. if the disc is returned to the thrower, all players must return to the location they held when the thrower released the disc, or the time of the call, whichever is earlier. Annotation: Positioning after a call
If a long pass is thrown and there is a contested receiving foul, the players will return to where they were at the time of the throw (rather than remaining downfield after chasing down the disc).
10.2.2.2. if the result of the play stands all players must return to the location they held when either a player established possession, or the disc hit the ground. 10.2.2.3. if a player other than the thrower gains possession as a result of an accepted breach, all players must return to the location they held when the breach occurred.
10.2.3. All players must remain stationary in that location until the disc is checked in.
10.3. Any player may briefly extend a stoppage of play to fix faulty equipment (“equipment”), but active play may not be stopped for this purpose. Annotation: Faulty Equipment
Faulty equipment includes, for example, untied shoelaces, a bent disc or a shoe that has come off. However, it is players’ responsibility to minimise such disruptions by ensuring their personal equipment is secure.
Steinar's comment (unofficial!): Switching discs
If you're switching to a new disc, for instance because the previous one is damaged, it is often considered good form to send it over to an opposition player for a disc check before actually using it (3.1).
10.4. Prior to the check the person checking the disc in, and the nearest opposition player, must verify that their own team-mates are ready, and positioned as per 10.2. 10.5. If there is an unnecessary delay in checking the disc in, the opposition may give a warning (“Delay of Game”). If the delay continues, the team that gave the warning may check the disc in by calling “Disc In”, without verification from the opposition, but only if the team checking the disc in are all stationary, and positioned as per 10.2. Annotation: “Delay of Game” for a check
What: An unnecessary delay includes discussing team tactics (who is guarding whom, who should attempt to catch the next pass).
An unnecessary delay includes standing back from the disc, wandering around to gain more time, etc. Pretending not to delay while delaying is still delaying.
Result: A discussion to resolve the outcome of a call is not an unnecessary delay. After a “Delay of Game” called against the defence where the unnecessary delay continues, the thrower may call “Disc In” and then immediately make a pass.
Extra: The person checking the disc in must still ensure that all players are stationary and in the correct position before checking the disc in.
Note: It is recommended that the opposing team provide a warning to the opposition, and make sure they are aware of the rule, before enforcing this rule.
Steinar's comment (unofficial!): Tactical discussions during a stoppage
Teams are allowed to make tactical discussions during a stoppage, unless those discussions delay the check. A typical example would be that everybody is ready and the marker should tap the disc right away, but first shouts out instructions about who should cover the dangerous-looking upline cut. This would be a delay of game and should not happen.
10.6. To restart play with a check: Annotation: Preferred process for checking the disc in
It is recommended that the following steps be undertaken before checking the disc in:
- “Is the offence ready?”
- “Is the defense ready?”
- “The stall count is starting on ‘x’”
- “Disc In, in 3...2...1”
- Touch the disc, touch the disc to the ground, or say “Disc In”, as appropriate
Extra: If the defender is required to touch the disc to check the disc in, the defense must actively choose to touch the disc – the thrower cannot initiate the check by tapping the disc against the defender.
Steinar's comment (unofficial!): Communicating stall count
On restarting after a check, it is common when announcing the stall count to also hold up fingers in the air, for the benefit of players further away.
10.6.1. when the thrower has the disc: 10.6.1.1. if there is a defender within reach, the defender must touch the disc. 10.6.1.2. if there is not a defender within reach, the thrower must touch the disc to the ground and may call “Disc In”. Annotation: Losing possession on ground touch
If the thrower loses possession as a result of touching the disc to the ground, they can re-establish possession.
10.6.2. when the disc is on the ground, the defender nearest to the disc must call “Disc In”.
10.7. A player may call a violation regarding the check if an opponent: Annotation: Calling a violation for moving prior to the check or incorrect positioning
A player cannot call a violation as per rule 10.7 because a player on their own team (including themselves) is in the wrong position, or is moving before the check.
10.7.1. attempts a pass without an appropriate check as per 10.6; or 10.7.2. restarts play without verification from their nearest opposition player; or 10.7.3. is moving immediately prior to the check; or 10.7.4. was not in the appropriate position. 10.7.5. After this violation call any pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower (unless 16.3 applies). Steinar's comment (unofficial!): Throwaway before check
Note that the 10.7 says “may”, not “must”; you are never obliged to make a call in ultimate. This means that if offense restarts play without having checked that defense is ready (and this is indeed clearly an intended restart, not just e.g. passing the disc to someone to have it checked, or fumbling it to the ground), and the resulting pass is a throwaway, defense may simply elect to never make a violation call, after which the turnover stands.
11. Out-of-bounds
11.1. The entire playing field is in-bounds. The perimeter lines are not part of the playing field and are out-of-bounds. All non-players are part of the out-of-bounds area. Steinar's comment (unofficial!): Catching on the line
This means that if you are catching while one or both feet are touching the line, or are landing on the line after a catch, you are out-of-bounds.
11.2. The out-of-bounds area consists of the ground which is not in-bounds and everything in contact with it, except for defensive players, who are always considered “in-bounds”. 11.3. An offensive player who is not out-of-bounds is in-bounds. 11.3.1. An airborne player retains their in-bounds/out-of-bounds status until that player contacts the playing field or the out-of-bounds area. Annotation: The “Greatest Play in the World”
What: An offensive player realises that they cannot catch the disc in-bounds and jumps from an in-bounds position, catches the disc and throws it before they land out-of-bounds.
Result: This is a valid pass.
Why: Rule 11.3.1 states that an airborne player who jumped from in-bounds is still in-bounds. This lasts until the player lands out-of-bounds and by that time the player has already released the disc. Therefore, the disc is not out.
Extra: A player is allowed to throw the disc while in the air, according to rule 18.2.1.1.
A player may not catch their own “greatest” throw, unless it is touched by another player before the thrower catches it, as per rule 13.2.5.
If there is a contested call regarding the catch after a “greatest”, the player who threw the “greatest” should be treated as the last thrower. They should establish a pivot at the point on the field closest to where they released the disc (or on the goal line if this would result in a pivot in their attacking end zone).
11.3.2. A player who has caught the disc, who contacts the playing field and then contacts an out-of-bounds area, is still considered in-bounds, as long as they maintain the catch until they establish possession. 11.3.2.1. If they leave the playing field, they must establish a pivot point at the location on the playing field where they crossed the perimeter line (unless 14.3 is in effect). Steinar's comment (unofficial!): Pivot foot on the line
Note that this rule talks about pivot point, not pivot foot. As long as your pivot point (the point you are rotating around) is in-bounds, your pivot foot can be on the line. See also annotation on 13.8.
11.3.3. A thrower who contacts an out-of-bounds area is considered in-bounds until they make a pass. Steinar's comment (unofficial!): Pivoting out of bounds
This means that after an in-bounds catch, you can set your non-pivot foot out of bounds; this is not a turnover.
11.3.4. Contact between players does not confer the state of being in- or out-of-bounds from one to another.
11.4. The following are out-of-bounds turnovers, and no catch is deemed to have occurred: Annotation: What to call when in or out
If an opponent believes an offensive player has caught the disc out-of-bounds they should make a call immediately by saying “Out-of-bounds” or “Out” for short. “Check feet” is a not a call and this call does not stop play.
The player making the “Out” call should be reasonably certain that the plyer was out otherwise they should not make the call.
If it is unclear if the player was out-of-bounds then play should stop as the players with best perspective discuss the call. Players may ask for perspective from people on the side-line, however it is still up to the players involved to make the final call. If the call is contested the disc shall be returned to the previous thrower.
Extra: For games played on unlined fields the receiver should be given the benefit of the doubt for close “Out-of-bounds” calls.
Annotation: Catch close to the sideline
What: A player catches a pass very close to the sideline and then goes out of bounds and establishes possession
Result: As long as the player catches the pass (by having a non-spinning disc trapped between at least two body parts) while also being in contact with the in-bounds area (and not being in contact with the out-of-bounds area) this is an in-bounds reception.
Why: Rules 11.3.2 means that once the player has caught the disc, they can go out of bounds, as long as they maintain the catch until they establish possession.
Extra: If the player who caught the disc in-bounds does contact out-of-bounds, and then fumbles the disc before they establish possession, that is an out-of-bounds turnover, regardless of whether or not they regain possession before the disc hits the ground.
11.4.1. any part of an offensive receiver is out-of-bounds when they contact the disc; or Annotation: Receiving contacting out-of-bounds
If the receiver’s feet are in-bounds, but their hair or clothing is touching the ground out-of-bounds, they are considered out-of-bounds.
11.4.2. after catching the disc while airborne, an offensive receiver’s first contact is out-of-bounds while still in contact with the disc. Steinar's comment (unofficial!): First contact
For the definition of “first contact”, see annotation on 14.1.1; if you catch the disc while in the air and land with both feet approximately at the same time, and one of them is out or touching the line, you are out.
11.5. A disc is in-bounds once play is live, or when play starts or restarts. 11.6. A disc becomes out-of-bounds when it first contacts the out-of-bounds area or contacts an out-of-bounds offensive player. A disc that has been caught by an offensive player has the same in/out-of-bounds status as that player. If the disc is simultaneously caught by more than one offensive player, one of them being out-of-bounds, the disc is out-of-bounds. 11.7. The disc may fly outside a perimeter line and return to the playing field, and players may go out-of-bounds to make a play on the disc. Annotation: Leaving the playing field
Players are allowed to leave the playing field to make a play on the disc and may re-enter the field at any point. However it is a turnover if an offensive player jumps from out-of-bounds and contacts the disc before they contact the playing field (Rule 11.3.1/11.6/13.1.3).
Steinar's comment (unofficial!): Leaving the playing field
It is presumably also allowed to leave the playing field to avoid a dangerous situation, even if you are not making a play on the disc. E.g., if someone comes diving towards you, the safest option may very well be to make a jump out-of-bounds.
11.8. The place where a disc went out-of-bounds is the location where, prior to contacting an out-of-bounds area or player, the disc was most recently: Annotation: Disc goes out of bounds
What: A long throw from the sideline doesn’t come back in field. Where do you set your pivot correctly and continue to play?
Result: A defender is always in bounds when making a play on the disc (11.2). This means that if a defender touches the disc whilst out of bounds – the disc is then played from nearest point on the central zone (11.8.2). Note: if a defender hits the disc but the wind takes the disc back in field - the play is still live.
Offensive players can become out of bounds (11.6). This means in the same situation if offence touches the disc first then it is a turnover and the disc goes back to where it crossed the perimeter line (i.e. was last in-bounds). (11.8.1).
If an offensive player jumps from in-bounds and touches the disc before landing, then that establishes a point where the disc was in-bounds. If this results in a turnover, without the receiver ever establishing possession, the disc will come into play at the point nearest to where the offensive player touched the disc. If the receiver catches the pass and throws it while in the air, and the disc lands in-bounds, then that establishes the disc as being back in-bounds.
Note: If players who had good perspective on the play cannot agree on where the disc went out-of-bounds, the midpoint between the two proposed locations should be used.
Extra: If a defender jumps, intercepts a pass, and then lands out-of-bounds, this is not a “double turnover” - the defender still retains possession.
11.9. If the disc is out-of-bounds and more than three (3) metres from the pivot location, non-players may retrieve the disc. The thrower must carry the disc the last three (3) metres to the playing field. Annotation: Non-player retrieving an out-of-bounds disc
What: A non-player retrieves an out-of-bounds disc and returns it to the thrower who is standing on the perimeter line.
Result: Rule 11.9 allows non-players to retrieve the disc, however the thrower must carry the disc the last 3 metres. Therefore the thrower should walk 3 metres away from the field and then return. They may then establish a pivot at the correct spot and continue play.
Extra: If the thrower commences play without going 3 metres away the opposition may call violation and play will restart with a check.
However if the opposition does not feel they have been disadvantaged by the disc being returned to the thrower, they can allow play to continue. Non-players may also stop an out-of-bounds rolling disc that is more than 3 metres from the pivot point.
The team in possession may choose to substitute a disc if the disc is out-of-bounds, and it will save time to substitute it. The thrower must still carry the disc the last 3 metres to the field. The thrower should notify the nearest defender if they are substituting the disc.
Note: Non-players should not intentionally touch a disc until it has become out-of-bounds.
Steinar's comment (unofficial!): Retrieving a disc for another player
You also are not allowed to retrieve a disc for a teammate. Once you pick up the disc, you have established possession (by the definition of possession); 8.3 says you cannot transfer possession during dead play, and 13.6 says you cannot transfer possession after a turnover.
You should not, in general, retrieve a disc for an opponent; even though it would be polite, you don't know who from the other team would want it (giving them the same problem as in the previous paragraph), and you may either be slowing their team down or giving them less time to prepare. If it's far out of bounds, though, it would probably be fine to take on the role of a non-player from the previous annotation and put it neatly on the ground three meters away from the field.
12. Receivers and Positioning
12.1. A “catch” occurs when a player has a non-spinning disc trapped between at least two body parts. A catch can enable a player to establish possession of the disc. Annotation: Catching the disc
The rules have been updated since 2017 to mean that “catch” and “possession” no longer mean the same thing. A “catch” is when the disc is first controlled by the receiver. Once a player has caught the disc, they can go out-of-bounds, or have the disc touch the ground, and this is not a turnover, as long as they maintain the catch while out-of-bounds or while the disc is touching the ground, and they subsequently establish possession of the pass.
A player establishes possession of a pass when:
- they catch a pass and then they maintain that catch for more than one noticeable instant, and
- they maintain the catch throughout all ground contact related to the catch, or until they throw the disc
Extra: For a disc to be considered “trapped” the disc must be held firmly between at least two body parts and should not move relative to those two body parts.
If a player initially catches a pass and then, prior to establishing possession, they do not maintain the catch (‘maintain the catch’ means to continue to have a non-spinning disc trapped between at least two body parts), that initial catch is deemed to have ended
A player may change the body parts that are being used to trap the disc, and as long as the disc continues to be trapped by at least two of the body parts during that change, it is considered the same catch (for example if a player traps the disc to their chest with their right hand, they can grab the disc by the rim with their left hand and take the disc away from their chest, and as long as they only remove their right hand once the left hand has grabbed the disc, it is considered the same catch).
12.1.1. If the player fails to maintain the catch due to subsequent ground contact related to the catch, or contact related to the catch with a team-mate or a legitimately positioned opposition player, possession is deemed to have not occurred. Annotation: Related to the catch
Ground contact or contact with another player can be deemed to be ‘related to the catch’ if it occurs directly after the catch has been made, is a result of landing after diving to catch the disc, or occurs while the player is off-balance after catching the disc. If, for example, a player takes a running catch in the end zone, subsequently establishes possession through the first few steps after the catch, and then continues to run as part of a celebration and trips over, any loss of possession that occurs as a result of the celebration would not be deemed to be ‘related to the catch’. One way to distinguish if the contact is related to the catch is that once the player could have chosen to stop moving and be stationary and in control of their movement, any further actions are not related to the catch, even if they do not choose to come to a stop.
12.2. After establishing possession, that player becomes the thrower. 12.3. If offensive and defensive players catch the disc simultaneously, the offence retains possession. 12.4. A player in an established position is entitled to remain in that position and must not be contacted by an opposing player. 12.5. Every player is entitled to occupy any position on the field not occupied by any opposing player, provided that they do not initiate contact in taking such a position, and are not moving in a reckless or dangerously aggressive manner. Annotation: Moving in a reckless manner
This could include running without looking where you are going for an extended period of time, or diving in a way that does not allow you to adjust to any legal changes of movement that an opponent might make.
12.5.1. However when the disc is in the air a player may not move in a manner solely to prevent an opponent from taking an unoccupied path to make a play on the disc. Annotation: Player positioning
What: Player A, who is making a play on the disc, is allowed to slow down and to impede an opponent’s movement to make a play on the disc. However Player A must not move in a way that the opponent could not reasonably avoid them – this is a Blocking foul (17.4).
Some minor contact may occur in these circumstances but minor contact is not a foul.
Extra: If Player A is not making a play at the disc, but is instead allowing a teammate to make a play at the disc, Player A may not move to impede an opponent. However if Player A is stationary, or does not intend to impede, this is not a violation, even if their actions do in fact impede an opponent.
The key word in this rule is ‘solely’. The intent of the player’s movement can be partly motivated to prevent an opponent from taking an unoccupied path to the disc, so long as it is part of a general effort to make a play on the disc. If a trailing player runs into a player in front of them, it is nearly always a foul on the trailing player.
After a turnover, and/or whenever a thrower is not at the pivot location, the defence must allow an unobstructed path by the offence to the disc and/or to the pivot location
12.6. All players must attempt to avoid contact with other players, and there is no situation where a player may justify initiating contact. This includes avoiding initiating contact with a stationary opponent, or an opponent’s expected position based on their established speed and direction. 'Making a play for the disc' is not a valid excuse for initiating contact with other players. Annotation: Making a play on the disc
A player can be deemed to be “making a play on the disc” (Rule 12.6) when the disc is in the air and they are attempting to make contact with the disc in any way e.g. to catch it or block it.
When making a play at a disc, players need to ensure that they will not cause non minor contact with another player (neither their stationary position, nor their expected position based on their established speed and direction), before, during or after the attempt at the disc.
Minor contact is contact that involves minimal physical force and does not alter the movements or position of another player.
If non-minor contact does occur, the result of the play will likely not stand if the breach affected the play.
A breach affects the play if it is reasonable to assume that the outcome of the specific play may have been meaningfully different had the breach not occurred – eg if the player would not have been able to intercept the pass without causing significant contact with their opponent, or the opponent would have been able to make a play at the disc had the player not caused contact with them.
The relative skill, height and/or athletic ability, of the players involved should not typically be taken into account when considering if something affected the play or not.
Annotation: Resting a hand on an opponent
What: A defender is resting a hand in their opponents back to enable them to know where their opponent is, even if they are not looking at them
Result: This is a violation.
Why: It is not necessarily a foul, but it is a violation as per rule 15.1.1 which says “a player intentionally initiating minor contact is still a breach of the rules, but is to be treated as a violation, and not a foul.”
Annotation: Player positioning when the disc is in the air
What: Player A is chasing after the disc and slows down to ensure they can remain between Player B and the disc. Player B runs into the back of Player A and they both trip over.
Result: Player B has fouled Player A.
Why: Player A is allowed to slow down to make a play on the disc. Player B could have reasonably avoided Player A and is therefore initiating contact.
What: Player A is chasing after the disc and stops suddenly and runs immediately backwards into their approaching defender. Player B runs into the back of Player A.
Result: Player A has fouled Player B.
Why: Player B could not reasonably have avoided Player A, therefore Player A has initiated contact.
What: Player A is chasing after the disc and slows down and moves from side to side to prevent Player B from getting around them and making a play at the disc (eg ‘Boxing out’). Player B runs into the back of Player A. Player A catches the disc.
Result: Player B has fouled Player A. Player A has possession so does not need to make a call, or must call “play on” if they had made a call.
Why: Player A is allowed to slow down and to impede a player’s movement to make a play on the disc. Player B could have reasonably avoided Player A and is therefore initiating contact.
Extra: Impeding a player’s movement is different from initiating contact.
Some minor contact may occur in these circumstances but minor contact is not a foul.
What: Player A and Player B are teammates and are chasing after the disc. Player B slows down and moves from side to side to prevent an opponent, Player C, from getting around them and making a play at the disc. Player A catches the disc.
Result: Player C can call a violation against Player B.
Why: Player B is not making a play for the disc. Player C is making a play on the disc and therefore Player B is not allowed to intentionally impede their movement.
Extra: If Player B is stationary they are allowed to remain there, even if that impedes Player C’s attempt to make a play at the disc. However if Player B sticks out their arms to impede Player C – that is still considered a movement to impede Players C’s movements and is a violation.
What: Player A is stationary and waiting to catch the disc. Player B is running towards Player A, then jumps, intercepts the pass, and then collides with Player A
Result: Player B has fouled Player A.
Why: Rule 12.6 expressly says that making a play for the disc is not a valid excuse for initiating contact with other players.
Extra: When making a play at a disc, players need to insure that they will not cause an unavoidable collision with another player’s position, if stationary, or their established speed and direction, before, during or after the attempt at the disc.
What: Player A is stationary and waiting to catch the disc. Player B is running and then jumps in a way that would avoid player A and intercepts the pass. Player A moves into Player B’s path while Player B is in the air. There is contact between Player A and Player B.
Result: Player A has fouled Player B.
Why: Player A has initiated contact by moving to a position that a moving opponent will be unable to avoid. This is a blocking foul.
12.6.1. If a player is not reasonably certain that they will be able to make a legal play at the disc before an opponent who is moving in a legal manner, they must adjust their movements to avoid initiating contact. If that adjustment is made, the result of the play still stands.
12.7. The player who initiates contact is deemed to be the player who: 12.7.1. arrived at the point of contact after the opponent had already established a legitimate position at that point (either a stationary or moving opponent), or 12.7.2. adjusted their movements in a way that created unavoidable contact with an opponent moving in a legal manner, when taking into account all players’ established position, speed and direction. Steinar's comment (unofficial!): Conflicting contact rules
It would seem that 12.7.1 and 12.7.2 can both apply at the same time. However, if one is creating “unavoidable contact with an opponent” (12.7.2), one has not established a legitimate position, so in this case, 12.7.2 wins.
There is much more to say on these issues, but I've generally deferred it to section 17 (on fouls) where more people will be looking for it.
12.8. Some minor contact may occur as two or more players move towards a single point simultaneously. Minor contact should be minimized but is not considered a foul. Annotation: Moving towards a single point simultaneously
What: Two opposing players are moving towards the same point in order to make a play on the disc. They are both aware of each other and are aware that minor body contact may occur. Minor body contact does occur.
Result: Even though contact has occurred, this is not necessarily a foul.
Why: In circumstances where one player clearly initiates contact with another, the person who initiates the contact is the person who caused the foul (ie one player is stationary and another runs into them, or one player clearly has a right to a space and an opponent changes direction and impedes that space in an unavoidable way). However there are times when both players have a right to a space and neither player can be deemed to have initiated contact. In these circumstances, if minor body contact occurs (ie players lightly bump shoulders or hips) this is not necessarily deemed a foul, as both players were responsible for causing the contact and both players were aware that contact may occur.
- Scenario 1: Both players caused the contact and only minor body contact occurs.
Result: The result of the play should stand. - Scenario 2: Both players cause contact but the body contact is not minor (ie causes a player to fall over).
Result: This is a foul by both players and it to be treated as an Offsetting Foul (17.9.2). The disc shall be returned to the thrower. - Scenario 3: Both players cause body contact and only minor body contact occurs. However one player hits the arms of the other as they make a play for the disc.
Result: Even though both players caused body contact, the player who initiated contact with the arms has caused a foul as this is not minor contact.
Extra: These scenarios should only be taken into account when both players have caused contact simultaneously. If one player clearly initiated the contact, that player has caused the foul.
If one player is not aware that contact is going to occur, the player who is aware that contact will occur should avoid the contact and call a Dangerous Play foul if appropriate.
As per rule 17.9.2.1 if this contact occurs after the disc has been caught, or after the relevant player/s involved can no longer make a play on the disc, this must be treated as an Indirect Foul (excluding contact related to Section 17.1).
Players involved in these incidents should be mindful that they often do not have the best perspective on who initiated the contact and should ask nearby players for their perspective.
- Scenario 1: Both players caused the contact and only minor body contact occurs.
12.9. Players may not use their arms or legs to obstruct the movement of opposing players. Steinar's comment (unofficial!): Principle of verticality
USAU rules include a “principle of verticality” in that players have special rights on the area above their torso. WFDF has no such rule, and this is governed mostly by the normal foul rules; however, 12.9 takes on one task that would be covered by this principle. Namely, you cannot hold your arm over someone (e.g., their shoulder) to prevent them from legally jumping.
12.10. No player may physically assist the movement of another player, nor use an item of equipment or object to assist in contacting the disc. Annotation: Assisting a players movement or using equipment
If an offense player physically assists the movement of another, or uses an item of equipment to assist in contacting the disc, this is a turnover – see rules 13.2.6, and 13.2.7.
If a defender physically assists the movement of a team-mate, or uses an item of equipment to assist in contacting the disc (e.g. throwing a hat in the direction of the disc), this is a violation. The intended receiver should be awarded possession.
Steinar's comment (unofficial!): Wall jump
Likewise, one should not jump onto a nearby wall (which often exists in tight indoor spaces, where the regular 3m buffer zone might not be available) to try to reach the disc. For one, it would be out-of-bounds if done by an offense player, since ground is defined to include walls (after a wall-jump incident in European indoors club). But even for defense players, it's probably not within the spirit of the rules and possibly unsafe.
13. Turnovers
13.1. A turnover that transfers possession of the disc from one team to the other occurs when: 13.1.1. the disc contacts the ground while it is not in the possession of an offensive player (a “down”); Annotation: Disc down while not in possession of an offensive player
It is not a turnover if a player fumbles the disc prior to fully establishing possession when attempting to gain possession of the disc after a turnover, or after a pull that has already contacted the ground (see rule 8.1.4).
Steinar's comment (unofficial!): Intentional and accidental drops
Intentional drops (while play is live) count as downs, since the definition of throw includes intentional drops. There is an exception in intentional drops right after turnovers, interceptions or pulls (for instance while you carry it to the pivot spot); see 13.6 and annotation.
Drops after fakes (you try to fake, but the force makes the disc slip out of your fingers and it hits the ground) also count as downs, by the same definition. (You cannot rescue those drops through a self-catch either; see 13.2.5.)
Dropping the disc while in the process of picking it up from the ground (or similar) is not a down; by the annotation above.
Dropping the disc after an injury call is not a turnover (19.1.4), but note that the rule needs you to have established the possession before you drop the disc (see annotation on 12.1.1 for discussion).
A disc that touches the ground while you're holding it (e.g. grazing the grass during a large windup) is not a turnover (13.1.1 does not apply, since you are maintaining possession).
Finally, drops that just come out of nowhere are not throws and thus not passes, so you can attempt to rescue them (see annotation on 13.2.5), but they are still downs if they do hit the ground, since you are no longer in possession of the disc. (13.1.1 does not require that a throw happened; it only talks about possession.) Similarly, losing the disc during a wind-up is not a throw (by the definition), and are thus governed by the same rules: Can be rescued, but a down if you fail.
13.1.1.1. however it is not “down” if a receiver catches a pass before the disc contacts the ground, and maintains the catch while the disc is in contact with the ground. Annotation: Disc contacting the ground while in control of an offensive player
If a receiver dives to receive a pass and catches the disc before it hits the ground, the disc can contact the ground after that, and still be “up”, as long as the player maintains the catch while the disc is touching the ground. The receiver can change the body parts that are being used to trap the disc, and as long as the disc continues to be trapped by at least one of those sets of body parts during that change, it is considered the same catch. If the receiver has pinched the disc between their fingers, and when the disc hits the ground it caused the disc to move and to no longer be pinched in the same spot, that is not a ‘maintained catch’ and therefore a turnover.
If, after catching a disc that then contacts the ground, the receiver subsequently loses control while the disc is no longer touching the ground, the earlier catch is not negated - the disc can still be caught by any player.
13.1.2. a defensive player establishes possession of a pass (an “interception”); Annotation: Interception turnover
If a defender from Team A intercepts a pass while airborne and throws the disc before the contact the ground, and the pass is incomplete, that is a turnover by Team A and Team B would become the team is possession.
Extra: A defender can intentionally hit a pass towards their endzone, but if they subsequently contact the disc before it hits the ground, this is a travel as per rule 18.2.5.5.
13.1.3. the disc becomes out-of-bounds (an “out-of-bounds” or “out”); or 13.1.4. during the pull, the offence touches the disc before it hits the ground, and subsequently fails to establish possession of the disc (a “dropped pull”). Annotation: Contested dropped pull
If a “dropped pull” is contested the pulling team may choose to repeat the pull or retract the call.
13.2. A turnover that transfers possession of the disc from one team to the other, and results in a stoppage of play, occurs when: 13.2.1. there is an accepted offensive receiving foul; 13.2.2. the thrower has not released the disc before the marker first starts to say the word “ten” in the stall count (a “stall-out”); 13.2.3. the disc is intentionally transferred from one offensive player to another without ever being completely untouched by both players (a “handover”); 13.2.4. the thrower intentionally deflects a pass to themselves off another player (a “deflection”); 13.2.5. in attempting a pass, the thrower catches the disc after release prior to the disc being contacted by another player (a “self-catch”); Annotation: Self-catch turnovers
What: The thrower accidentally releases the disc while pivoting, and then catches it again, without any other player touching the disc.
Result: This is not a self-catch turnover. The marker can continue the stall count. If the thrower has moved their pivot foot a travel infraction can be called.
Why: A self-catch turnover can only occur after the thrower has attempted a pass. A pass is defined (under Throw) as “A disc in flight following any throwing motion, including after a fake attempt and an intentionally dropped disc, that results in loss of contact between the thrower and the disc”. As the disc was not in flight after a throwing motion or fake attempt, no pass has occurred and therefore 13.2.5 does not apply.
Extra: If the disc is accidentally released during the throwing motion as part of a fake attempt, the thrower cannot catch the disc unless it has been touched by another player.
The thrower may touch a disc they have thrown, for example to prevent an opponent from catching it, or to tap it to a teammate.
If the thrower does catch their own pass, the turnover location is where the thrower is when they caught the pass.
13.2.6. an offensive player intentionally assists a team-mate’s movement to catch a pass; or Annotation: Assisting a team-mate’s movement
A player is prohibited from intentionally pushing off of a teammate to jump higher.
13.2.7. an offensive player uses an item of equipment or object to assist in catching a pass.
13.3. If a player determines a turnover has occurred they must make the appropriate call immediately. If the opposition disagrees they may call “contest” and play must stop. If, after discussion, players cannot agree or it is unclear what occurred in the play, the disc must be returned to the last non-disputed thrower. 13.4. After a “stall-out” call: Annotation: Contesting a “stall-out” turnover
A “stall out” turnover should typically only be contested by the thrower.
If the stall count was fast from 1-5, but then the correct speed for the remainder of the count, the thrower cannot contest the stall-out on the grounds that is was a fast count.
Annotation: Continuing play after an accepted “stall out”
The marker from Team A calling the stall out gets the disc where the stall occurred and then may either:
- place the disc on the ground. After acknowledgment by Team A, the former thrower from Team B loudly announces “Disc in”, or
- retain the disc and have the former thrower from Team B restart play with a check
Extra: A marker should not automatically call “stall-out” because they got to the count of ten. They should be certain that the disc was not yet released and that their count wasn't fast.
13.4.1. If the thrower still has possession of the disc, but they believe a fast count occurred in such a manner that they did not have a reasonable opportunity to call fast count before a stall-out, the play is treated as either an accepted defensive breach (9.5.1) or a contested stall-out (9.5.3). 13.4.2. If the thrower made a completed pass, the thrower can contest if they believe it was not a “stall-out”, or there was a fast count immediately prior to the “stall-out”. 13.4.3. If the thrower contests a stall-out but also attempts a pass, and the pass is incomplete, then the turnover stands and play restarts with a check.
13.5. Any offensive player may take possession of the disc after a turnover, except: 13.5.1. after an “interception” turnover, in which case the player who made the interception must maintain possession; and Annotation: Ground stripped interception
If, in attempting to intercept a pass, a defender from Team A loses control of the disc due to ground contact, or accidentally drops the disc, then possession is deemed to have not been established and any player on Team A may take possession of the disc.
13.5.2. after an offensive receiving foul, in which case the fouled player must take possession.
13.6. If the player in possession after a turnover, or after a pull that has already hit the ground, intentionally drops the disc, places the disc on the ground, or transfers possession of the disc, they must re-establish possession and restart play with a check. Annotation: Intentionally dropped disc
What: Player A intercepts a pass and then intentionally drops the disc, or places the disc on the ground to allow their teammate to become the thrower.
Player A retrieves an out-of-bounds disc and then intentionally drops the disc at the location of the intended pivot to allow their teammate to become the thrower.
Result: This is not a “double turnover”. The opposition can call a Violation in which case play stops and Player A must take possession of the disc. Play must restart with a check.
Extra: However if Player A attempts a pass directly after the interception, and this pass is incomplete, this is a turnover.
Note: If there is any uncertainty as to whether the players’ loss of possession was due to attempting to allow a teammate to become the thrower, or that they were in fact attempting a pass that was incomplete, the player should be given the benefit of the doubt.
13.7. After a turnover, the turnover location is where: 13.7.1. the disc has come to a stop or is picked up by an offensive player; or 13.7.2. the intercepting player stops; or 13.7.3. the thrower was located at the time of the call, in the case of 13.2.2, 13.2.3, 13.2.4, 13.2.5; or 13.7.4. the offensive player was located, in the case of 13.2.6 and 13.2.7; or 13.7.5. the accepted offensive receiving foul occurred.
13.8. If the turnover location is out-of-bounds, or the disc touched an out-of-bounds area after the turnover occurred, the thrower must establish a pivot point at the location on the central zone nearest to where the disc went out-of-bounds (Section 11.8). Annotation: Where to establish a pivot foot – disc out-of-bounds
The official spot is just next to the line (since the line is not part of the playing field), but a pivot foot on the line is also acceptable. Given the fact that perimeter lines are only a few centimetres wide, the “error” is too small to be significant. While the rules state that the pivot point should be established in-bounds, rule 11.3.3 also indicates that it is not a problem that the pivot foot contacts an out-of-bounds area.
Extra: If the disc flew out the side of the end zone, there is a cone on the spot where the pivot point should be established. Rule 2.6 states that the edge of the central zone must be marked by that cone, so the player should not move it. Therefore the pivot point should be established on the end zone line next to the cone. Players should not move the cone. Note that the player is allowed to have enough room to turn on their pivot foot (otherwise unsafe situations might occur during pivoting).
Steinar's comment (unofficial!): Pivot foot on the line
See my comment on 11.3.2.1.
Steinar's comment (unofficial!): Ground tap
In USAU, when setting a pivot after out-of-bounds (or in general, most situations where the disc is moved), one needs to tap the disc to the ground to mark that one has set a new pivot. This is not required in WFDF; the only times when one needs to place or touch the disc to the ground are in two very specific settings to restart play (when no defender is nearby, and after a stall-out where the marker does not want possession themselves; see 10.6.1.2 and annotation on 13.4). It is not a breach of the rules to do so, but it is probably more confusing than anything.
One effect that the USAU ground tap has, is that it makes it much harder to make a run-up to the pivot point. However, this is explicitly disallowed in WFDF; see 18.2.5.3 and annotation.
13.9. If the turnover location is in the central zone, the thrower must establish a pivot point at that location. Annotation: Where to establish a pivot foot after a turnover – disc in-bounds
What: A disc is turned over and the pivot is to be established in the Central Zone.
Result: The thrower should pick up the disc and place the pivot at the spot of the disc.
Why: Rule 13.9 tells the thrower to establish a pivot at the turnover location.
Extra: The pivot should be as close to the disc’s location as possible. Players should not place their right foot at the turnover location and then use their left foot as their pivot. This is a travel infraction (18.2.5.1)
Steinar's comment (unofficial!): Guarding the dead disc
It's fairly common that throwers put the pivot point somewhere different from the disc (breaching this rule and annotation), but defenders should also be mindful that where the disc is, there will soon be a person. If you stand extremely close to where the disc is, you are essentially setting yourself up to be in an illegal position (due to disc space) once the thrower picks up the disc—also potentially creating a foul if contact occurs. So you can just as well give the thrower their legal space to set up to begin with; you do not gain anything from standing ten centimeters from the dead disc.
13.10. If the turnover location is in the offence’s attacking end zone, the thrower must establish a pivot point at the nearest location on the goal line. 13.11. If the turnover location is in the offence’s defending end zone, the thrower may choose where to establish a pivot point: 13.11.1. at the turnover location, by staying at the turnover location or faking a pass; or 13.11.2. at the nearest location on the goal line to the turnover location, by moving from the turnover location. 13.11.2.1. The intended thrower, before picking up the disc, may signal the goal line option by fully extending one arm above their head. Annotation: Hand signal after a turnover in defending end zone
The goal line signal can be useful to communicate to all players that the goal line option will be taken. If the signal is made, the thrower must move to the goal line. However it is a voluntary signal. The intended thrower may still establish the pivot at the goal line even if they do not signal the goal line option.
The defence may ask the intended thrower if they intend to choose the goal line option and it is good spirit to provide a response (via hand signal), however it is not required.
Extra: If the player is establishing a pivot point at the goal line the player may carry the disc at a constant or variable speed, and must move at walking pace or faster.
The player must put the disc into play either at the spot of the disc or on the goal line, not in between.
13.11.3. Immediate movement, staying at the turnover location, faking a pass, or signaling the goal line option, determines where to establish a pivot point and cannot be reversed. Annotation: Establishing a pivot foot after a turnover in defending end zone
If the thrower breaches rule 13.11.3, this should be treated as a travel infraction. Play does not stop, but the thrower must return to the correct pivot.
The thrower cannot pick up the disc, look and see if there are any players to pass to, and then move to the goal line.
13.12. If, after an accepted turnover, play has continued unknowingly, play stops and the disc is returned to the turnover location, players resume their positions at the time the turnover occurred and play restarts with a check.
14. Scoring
Steinar's comment (unofficial!): Point, goal and game
Also see section 4; it contains information on what happens after you score.
14.1. A goal is scored if an in-bounds player catches a legal pass and: Annotation: “Callahan” Goals
What: The offence throws the disc, but a defender intercepts the pass in the Offence’s defending end zone (which is the Defence’s attacking end zone).
Result: The defence scores a goal.
Why: Rule 14.1 states that the goal is scored when a player catches a legal pass and the first contact with the ground is inside their attacking endzone. It does not state that the pass has to be from a teammate.
Extra: The term Callahan Goal is an unofficial term for this type of goal.
Annotation: Throwing the disc after a score
What: A player catches the disc in the attacking end zone, but does not know this and throws the disc.
Result: It is a goal, no matter the result of the additional pass.
Why: Rule 14.1 does not say that the player scoring the goal must be aware of it. So if somebody has a clear perspective on it and declares it a goal, it is a goal. The disc cannot be thrown away after a goal is scored, so that action can be disregarded.
Note: If it is unclear if the player scored (ie there is no agreement on the player who had best perspective, and there are opposing view points on the play) the result of the additional play stands.
Extra: Players may ask for perspective from people on the side-line to determine if the pass was caught in the endzone, however it is still up to the players involved to make the final call.
If the player throws an incomplete pass after catching the disc in the endzone, but before they survived all ground contact related to the catch, this is a turnover.
Everyone else can move as the thrower moves to the goal line after not scoring but being in the endzone.
Annotation: Catching a goal
If a player in the endzone claps the disc between their hands, gains control of the disc for just one moment, and then loses control and the disc hits the ground this is known as a “clap spike”. A “clap spike” is not a goal as the player has not maintained the catch for more than one noticeable instant and therefore, according to the definitions, has not established possession of a pass.
Extra: If a player catches a pass in the end zone while running and maintains the catch for more than one noticeable incident, and they survive any ground contact directly related to the catch, they may deliberate release the disc as they continue to run.
Annotation: Catching a goal close to the sideline
What: A player catches a pass in the end zone and very close to the sideline and then goes out of bounds and establishes possession
Result: As long as the player catches the pass (by having a non-spinning disc trapped between at least two body parts) while also being in contact with the end zone (and not being in contact with the out-of-bounds area) this is a goal.
Extra: If the player who caught the disc in the end-zone does contact out-of-bounds, and then fumbles the disc before they establish possession, that is an out-of-bounds turnover, regardless of whether or not they regain possession before the disc hits the ground
14.1.1. all their ground contacts are entirely within their attacking end zone, or for an airborne player, all of their first simultaneous points of ground contact after catching the disc are entirely within their attacking end zone, and Annotation: Contacting the end zone
If a player clearly lands on their toes first and then continues down onto their heels, their toes are the first point of ground contact. If a player lands fairly flat-footed and it is not possible to determine which part of the foot contacted the ground first, the entire foot is the first point of ground contact.
Remember, the end zone line is not part of the end zone.
Steinar's comment (unofficial!): Jumping from out of bounds
If you jump from out of bounds (e.g. behind the end zone) and catch the disc in the air, it doesn't matter if you land in-bounds; the disc becomes out-of-bounds the moment it touches you. See 11.3.1 and 11.4.1. (There is probably an exception for Callahans, which are weird in general.)
14.1.2. they subsequently establish possession of the disc, and maintain the catch throughout all ground contact related to the catch (note 12.1, 12.1.1).
14.2. If a player believes a goal has been scored, they may call “goal” and play stops. After a contested or retracted goal call play must restart with a check and the call is deemed to have been made when the player established possession. Annotation: Contested Goal
After a contested or retracted goal call where the receiver maintains possession, all players should return to where they were when the player established possession of the pass.
Extra: If a player could reasonably assume that they have scored a goal, and behaves as if they have scored a goal (for example, by celebrating a goal) this should be treated as a “goal” call. This “goal” call is a stoppage of play and the result of any additional play does not stand.
14.3. If a player in possession of the disc ends up with their selected pivot point behind the attacking goal line without scoring a goal according to 14.1, the player must establish a pivot point at the nearest location on the goal line. Steinar's comment (unofficial!): Throwing from inside the endzone
This rule means that if you make a pass from inside the endzone (i.e., without having at least one foot on the line, or outside the endzone), the other team can a travel violation (18.2.5.1, 18.2.7). See 18.2.8 and 18.2.9 for what happens next.
14.4. The time at which a goal is deemed to have been scored is when the player established possession. Annotation: Goal call and time cap
If there is discussion about a goal, and after discussion the goal is confirmed, for the purposes of time cap rules, the point is deemed to have ended when the player established possession and the player in possession was in contact with the endzone. However the time limits between points will not commence until the discussion is resolved.
Steinar's comment (unofficial!): Buzzer beaters (see also)
4.5.1 and my comment on it is relevant for understanding what happens near the end of the game.
15. Calling Fouls, Infractions and Violations
For more on fouls, see section 17. There is also a bunch of related annotations in section 12, e.g. annotations on 12.6.
If you are playing a tournament under the WFDF Appendix, and there are many calls in a game, see section A12. There are also provisions that all calls must be in English; see section A8.
Annotation: Calling a breach or turnover
A player that makes a foul, violation, infraction, or turnover call must have reasonable grounds to think that a breach or turnover might have occurred, but they do not have to be certain that it has occurred.
If a player believes that they have reasonable grounds to think that a breach or turnover might have occurred, they may call a stoppage (without making a specific call) to enable players to discuss the situation and determine what did occur and the appropriate outcome.
15.1. A breach of the rules due to non-minor contact between two or more opposing players is a foul. Annotation: Accidental Contact
Non-minor contact that occurs accidentally is still a foul – it does not need to be intentional. In fact there should be no intentional contact in Ultimate.
15.1.1. A player intentionally initiating minor contact is still a breach of the rules, but is to be treated as a violation, and not a foul.
15.2. A breach of the rules regarding a Marking or Travel breach is an infraction. Infractions do not stop play. Annotation: Infractions stopping play
Play does not stop for an infraction call. However travel and marking infractions can lead to a stoppage if, for example, after a travel infraction a completed pass is thrown, after an egregious marking infraction, or after a contested infraction call.
15.3. Every other breach of the rules is a violation. 15.4. Only the player fouled may claim a foul, by calling “Foul”. Annotation: Informing opponent of a breach
If a breach is committed and not called, the player committing the breach should inform the opponent or their team. However play must not be stopped to do so.
Steinar's comment (unofficial!): Calling a foul on yourself
Note specifically that this rule prohibits calling a foul on yourself. While it shows good spirit, it would also stop play, which may not be in the best interest of your opponent. Thus, you should instead say something like “I think I fouled you, do you want to call it?” without stopping play. However, this does not go for all calls; for instance, it is completely fine to call oneself out and just put the disc on the ground. In fact, 13.3 says you must call any turnover, as long as you are reasonably sure (annotation on 15).
15.5. In general only the thrower may claim an infraction, by calling the specific name of the infraction. Annotation: Making Infraction Calls
Only the thrower may call marking infractions, except in the case of a double team. For marking infractions excluding double team, if other players notice a marking infraction they may alert the thrower of this, however this call will have no effect. The thrower may subsequently make the call themselves, in which case the opposition should respond accordingly.
Any offensive player may make a double team call, however if the call is not made by the thrower, the call should be made loud enough for the thrower and marker to hear. If the thrower echoes a double team call made by a teammate, this should be treated as the same double team call (eg the stall count needs only to be reduced one time.)
Any opposing player may make a travel infraction call, however if the call is not made by the marker, the call should be made loud enough for the thrower and marker to hear.
15.5.1. However any offensive player may call a double team, and any defensive player may call a travel infraction.
15.6. Any opposing player may claim a violation, by calling the specific name of the violation or “Violation”, unless specified otherwise by the particular rule. 15.7. When a foul or violation call is made that stops play, players must stop play by visibly or audibly communicating the stoppage as soon as they are aware of the call and all players should echo calls on the field. If play has stopped for a discussion without any call having been made, a call is deemed to have been made when the discussion started. 15.8. Calls must be made immediately after the breach is recognised. Annotation: Calling a breach immediately
If a player who is unable to make the call recognises it, such as a receiver in the case of a straddle, the breach can still be called once the player who can make the call recognises it (ie the thrower in this example). However if, for example, the marker recognises that the thrower has established a pivot at the incorrect spot, they cannot wait until the stall count gets to 6 before they call a travel.
In addition, if a player had a reasonable opportunity to recognise that a breach had occurred, but continued play as if no breach had occurred, they should not make the call later on. For example if the thrower establishes a pivot at the incorrect spot, and the marker starts the stall count, then once the stall count reaches 6, the marker should not call travel for the pivot having been established at the incorrect spot, even if they do not notice until the stall count reaches 6.
If play has stopped for a discussion, a player can still make a call as part of the discussion.
15.9. After a player initiates a stoppage incorrectly, including after mishearing a call, not knowing the rules, or not making the call immediately: Annotation: Initiating a stoppage incorrectly
For example, if a defender tells a receiver to stop play, but play was not supposed to have stopped and a pass to the receiver results in a turnover, the disc is returned to the thrower and the stall count would resume at “Stalling 1” as per rule 9.5.1.
Extra: If there is disagreement over who initiated the stoppage incorrectly, then the disc should be returned to the last non-disputed thrower.
15.9.1. if the opposition gains or retains possession, any subsequent play stands. 15.9.2. if the opposition does not gain or retain possession, the disc must be returned to the last non-disputed thrower, unless 16.3 applies. The stall count resumes as if an accepted breach has been caused by the player who initiated the stoppage incorrectly.
15.10. If the player against whom the foul, infraction or violation has been called disagrees that it occurred, or does not think it is a correct call, they may call “Contest”. Annotation: Contesting a call
If, for example, the player against whom the breach was called thinks that the breach was not significant enough to make a difference to the outcome of the action, they can contest the call.
Steinar's comment (unofficial!): What happens on a contest?
Rule 15.10 doesn't say what actually happens after a contested call; you'll need to piece it together from a set of other rules.
First of all, there will (nearly always) be a discussion; see annotation on 1.12 and annotation on 1.3.4. If no player changes their mind during the course of the discussion, the call will stay contested (no hard feelings about it!), and mostly, the state is reset to what it was before the throw: The disc is returned to the thrower if it was thrown (1.12) with the same stall count unless it was high (9.5.3, 9.5.4), everybody goes back to where they were (10.2.1, 10.2.2.1), then play restarts with a check (10.1).
There are some more specific rules for specific situations:
- Contested dropped pull: Repeat pull (annotation on 13.1.4)
- Contested offside: Repeat pull (annotation on 7.5)
- Contested brick: Play from half-way to the brick mark (annotation on 7.12)
- Contested catch after a “greatest”: Disc goes back to the “greatest” thrower, on the closest point on the field (annotation on 11.3.1)
- Contested stall-out: Max stall 8 (9.5.3), an incomplete pass will stand (13.4.3), needs to be called immediately (annotation on 13.4)
- Contested turnover: As other contested calls (13.3, annotation on 11.4)
- Contested goal: Disc stays with receiver, players go to where they were when possession was established (14.2 and annotation)
- Contested foul: As other contested calls (17.2.2), except:
Contested foul or violation while disc is in the air: Play does not stop immediately (16.2, annotation on 16.3)
Contested force-out foul: Stays with receiver if and only if they were not out-of-bounds (17.5.3)
- Contested pick: As other contested calls (annotation on 18.3.1); in particular, the caller does not get to catch up
- Contested marking infraction: Play stops, completed passes go back to the thrower (marking infractions otherwise do not stop play) (18.1.2.1)
- Contested travel infraction: Thrower must call “violation”, play stops (travel infractions otherwise do not stop play) (annotation on 18.2.6, 18.2.9)
Remember that 16.3 always applies; if the call or breach didn't affect the play, and both teams agree, it stands anyway.
15.11. If a player making any call subsequently determines that their call was incorrect, they can retract the call, by calling “Retracted”. The stall count resumes as if an accepted breach has been caused by that player. Annotation: Retracting a call
If, for example, the marker calls a foul against the thrower, and after discussion the marker retracts their call, the stall count would resume at “Stalling 1” as per rule 9.5.1.
Steinar's comment (unofficial!): Four-value logic
15.9, 15.10 and 15.11 mean that a call can essentially end up in any of four different states: Accepted, contested, retracted or (for the lack of an official term) invalid. The difference between the two latter states is subtle, but it can actually matter quite a lot, since 15.9.1 and 15.9.2 only apply to the last category; see my comment on 16.2 for an example.
In effect, this means that when someone retracts a call, there are situations where you may need to ask there why they retracted it; was it because they realized they were wrong in where the line was (retracted call), or because they realized they were wrong about the out-of-bounds rule with regards to lines (invalid call). This can be confusing, to say the least. In practice, few players will know the difference. Note that making a correct call under a bad name is not an invalid call; see annotation on 8.1.3.
To make things worse, players will often call “retracted” when they should be calling “play on” (see 16.2.4.1). Retracting a call does not automatically restart play.
15.12. If multiple breaches occur on the same play or before play stops, the outcomes should be resolved in reverse sequence (latest breach first, earliest breach last). Annotation: Resolving multiple breaches
For example, the marker calls an offensive foul on the thrower during the throw, then later a receiver calls a defensive foul on a defender during the reception on an incomplete pass. The fouls are resolved in reverse sequence. First, the receiving foul is resolved (here, assumed accepted), granting possession to the offensive receiver, then the throwing foul is resolved (here, assumed accepted), returning the disc to the thrower. The earlier infraction (offensive foul on the thrower) takes precedence over the later infraction (defensive foul on the receiver), resulting in the disc returning to the original thrower.
If the disc is returned to the thrower, the stall count must be resolved as per rule 9.5.4.1.
15.13. Players are encouraged to use the WFDF Hand Signals to communicate all calls. Diagram: WFDF Hand Signals
Steinar's comment (unofficial!): Hand signal mnemonics
Many of the hand signals are obvious (e.g. pointing down for “down”), but many are not, and some of them come from symbols. If you know these symbols, they can be easier to remember:
- Violation: The letter V (for Violation).
- Goal: Comes from American football, showing the two goalposts (the ball goes between them for a goal).
- Marking infraction: Shows the marker trying to cover the thrower.
- Timing violation: Uses your head as an old-fashioned stopwatch.
- Time-out: The letter T (for Time-out).
- Spirit Stoppage: The same, just upside-down.
- Gender Ratio: Women: The shape of the ovaries.
16. Continuation after a Call
Steinar's comment (unofficial!): The simple version
Section 16 is short, and it is important, yet it can be incredibly confusing for new players. The single sentence spread over four different rules, the repeated “the team that called the foul or violation”… You probably want to understand all of it, but if you don't want to, these three simple principles will take you 90% of the way:
- If it didn't affect the play, and both sides agree, the play stands (16.3). This overrides pretty much everything in ultimate; just say “didn't affect” for short and most people will understand what you mean. If it affected, go on to point 2 and 3.
- We play until the pass is over, but no further. Anything that happens after that doesn't count (except, of course, see point 1).
- The rules try not to punish you for a correct call. (I.e., if you make a correct call and you manage to get/retain the disc despite the breach, the play stands; the other team doesn't get a new chance just because of your call. It doesn't matter if they were disturbed by your call; they made the breach, their problem.)
The situations in 16.2.1 and 16.2.2 seem to be rare in practice; what really matters is the situation where the disc is in the air (and in particular, pick). And there, the advice I give to new players is simple: Even if someone calls pick, go for the disc just as much as usual. You can argue about the rules after you've caught it.
16.1. Whenever a foul or violation call is made, or a player attempts to stop play in any way, play stops immediately and no turnover is possible (unless in situations specified in 15.9, 16.2, and 16.3). Steinar's comment (unofficial!): Injury calls and other exceptions
There is also an exception for injury calls while the disc is in the air, in 19.1.6, even though it is not in the list of exceptions here. It works differently (quite unlike 16.2.4); see the rule for details. Technical stoppages also have their own rules (19.2.1 and annotation, 19.2.3), and violation calls on restarting after a check also (10.7.5).
16.2. If a foul or violation: Annotation: What occurs after play continues in these scenarios
What: The marker calls a foul against the thrower and then the thrower attempts a pass. The pass is incomplete.
Result: The turn over stands. Play does not need to stop.
Why: Rule 16.2.4.1. – the team that called the foul gained possession so play continues.
What: The thrower calls a foul against the marker during the act of throwing. The throw comes out fine and heads straight for its intended target - an unguarded offensive player. The offensive player drops an easy catch.
Result: The turnover stands. Play restarts with a check.
Why: Rule 16.3. – the team that called the foul has lost possession, however the foul did not actually affect the turnover – that was caused by the player dropping an easy catch.
Extra: If the foul actually caused the throw to change direction or come out ‘wobbly’ then it is reasonable that the foul affected play. Therefore the disc should go back to the thrower, as per rule 16.2.4.2.1
What: A Pick occurs in the stack on the left of the field at the same time the disc is thrown down the right side of the field - the disc is in the air at the time of the call. An offensive player catches the disc.
Result: The completion stands and the player who called Pick gets to move where they think they should have been.
Why: Rule 16.3. - The Pick did not affect the possession.
Extra: If the offensive player had dropped the disc, this would be a turnover (16.2.4.1.)
If the pick was called before the throw and neither the pick nor the pick call affected the play - the turnover stands (16.3).
Annotation: Call affecting the play
An event (including a foul, violation, injury) or call affects the outcome if the outcome would have been meaningfully different had it not occurred. For example, a call affected the play if a receiver is aware that the call has been made before the throw and therefore slows down and fails to complete the pass.
During a stoppage to discuss these situations it is reasonable for a player to ask the opposition if they think the event or call affected the outcome. If the opposition thinks that it was affected, they should be able to provide some form of valid justification.
Annotation: Foul by the marker before a throw
If the thrower calls a foul before they are in the act of throwing, play must stop. If the thrower does incorrectly continue play, the disc must come back to the thrower unless 16.3 applies - this applies to both a completed pass, and a turnover.
Extra: If the thrower is fouled before the throw, but the foul continues to occur during the throw, then 16.2 applies.
If the foul occurs before the throw, but the thrower waits to call the foul during the act of throwing, 15.9 applies.
Annotation: Pick/Foul not involving the thrower called during the act of throwing
Unlike in previous version of the rules, continuation does not apply to calls made (not involving the thrower) during the act of throwing.
So if a foul is called by the dump receiver while the thrower is in the act of throwing, play should stop immediately. If the thrower continues the throw, with no impact from the foul call, the result of the pass can stand as per 16.3.
However if the thrower heard the foul call while they were throwing, and this impacted their throw and the pass was incomplete, 16.3 would not apply and therefore the disc would be returned to the thrower.
Additionally if a pick is called while the thrower is in the act of throwing, and the thrower attempted to stop the throw as a result of the pick call, and the pass is incomplete, the disc would be returned to the thrower.
16.2.1. is called against the thrower and the thrower attempts a pass, or 16.2.2. is called by the thrower during the act of throwing, or Steinar's comment (unofficial!): Marking violations
There is a special rule for calling a marking violation (whether called by the thrower or not) in 18.1.6, which presumably overrides 16.2.
16.2.3. is called or occurs when the disc is in the air,
16.2.4. Once possession has been established: 16.2.4.1. If the team that called the foul or violation gains or retains possession as a result of the pass, the play stands. Play can continue without a stoppage if the player who made the foul or violation call makes a “Play on” call as soon as possible. Steinar's comment (unofficial!): What about retracted calls?
Say the disc is in the air. Defense calls foul and everybody stops due to the call (they shouldn't, but say that they do), so the disc goes to the ground. After discussion, the call is retracted, what happens?
First of all: If everybody agrees the offense couldn't get to the disc anyway (say it was a really bad throw), then 16.3 applies and the turnover stands. But if offense could have gotten to it, then what?
The rules are mostly silent on this (15.11 talks only about stall count after a retracted call, not what retraction actually does), but when I asked the WFDF rules email address, I was told that one should play as if the call never happened, i.e., the turnover stands. This is perhaps surprising; defense effectively gets rewarded for making a bad call. Again, the lesson is: Go for the disc as usual, despite the call.
There is an exception to this: In case of 15.9, i.e., an incorrect stoppage, then 16.2 is not the right rule; 15.9.1/15.9.2 is. So as described on my comment on 15.9, you need to figure out why the call was retracted. If e.g. there never was a foul call but someone just misheard and thought they echoed one, then the disc goes back to the thrower with stall count to 1 (15.9.2, 9.5.1).
Annotation: Play on called before possession established
If “play-on” is called before possession is established, and then the team that called the breach does not gain/retain possession, the “play on” call should be ignored and play should stop. The players involved must still determine if the breach actually affected the outcome, before determining whether the play should stand.
Annotation: Play on not called
Any player recognizing that play should continue without a stoppage should announce “play on”.
If the player who called the breach does not announce “play on” and the opposing team is uncertain whether play should continue, the opposing team has the option to stop play by calling “violation”.
Annotation: Team that gains/retains possession can choose to stop play
If the team that called the foul gains or retains possession, but the foul has impacted on their ability to continue play, they can call an indirect foul once possession has been established. This will stop play and enable them to make up any positional disadvantage caused by the foul.
16.2.4.2. If the team that called the foul or violation does not gain or retain possession as a result of the pass, play must be stopped. 16.2.4.2.1. If the team that called the foul or violation believes that possession has been affected by the foul or violation, the disc will be returned to the thrower for a check (unless the specific rule says otherwise).
16.3. Regardless of when any call is made, if the players involved from both teams agree that the event or call did not affect the outcome, the play stands. This rule is not superseded by any other rule. Annotation: Foul called before possession is established
If an offensive receiver calls foul on contact that occurs before possession is established, they can continue to make a play for the disc. If the defender stops to discuss the foul call or to contest the foul call, play still does not stop until possession is established. After possession is established play should stop, but as per 16.2.4.1 if the receiver catches the pass, the catch will stand.
Annotation: More than one pass
There is no specific limit on how many passes can occur before 16.3 no longer applies. However once more than one pass has been completed, it becomes increasingly unlikely that the event, or call, will not affect the outcome.
17. Fouls
Section 12 is surprisingly relevant when discussing who fouled whom (or if there's even a foul). The definition of what a foul is is in 15.1. Section 16 discusses the process of how to stop play properly on a foul call. The definition of minor contact is also relevant.
Annotation: Minor Contact involving hands/arms
Contact with an opponent’s extended arms or hands that are about to, or already are, contacting the disc is not considered to be minor contact.
Contact to the throwers hand during the throwing motion is not considered to be minor contact.
Steinar's comment (unofficial!): Minor Contact involving hands/arms
Once the disc has been caught or is no longer catchable, the situation above actually reverses completely; even non-minor contact is no longer grounds for a foul. See 17.2.1.1.
17.1. Dangerous Play: 17.1.1. Actions demonstrating reckless disregard for the safety of fellow players, or posing significant risk of injury to fellow players, or other dangerously aggressive behaviours, are considered dangerous play and must be treated as a foul, regardless of whether or when contact occurs. This rule is not superseded by any other foul rule. If the dangerous play call is accepted, this must be treated as the most relevant foul from Section 17. Annotation: Dangerous Play
Dangerous Play fouls can be called before an event to avoid a potential collision e.g. a defender runs/layouts in a way that an accident would occur if the offence were to continue. When this occurs it is correct to not make a play on the disc & to call a ‘dangerous play’ foul.
Players calling a Dangerous Play foul before a potential incident need to have reasonable grounds for doing so. They should actually be able to see the oncoming player and have some reason to believe that player will not avoid contact – this could include a previous history of that player to not avoid contact.
Extra: You cannot call dangerous play if you feel you could have made a play on the disc, but that would have resulted in you initiating contact. In that instance, you should just refrain from making the play.
Extra: The following are non-exhaustive examples of dangerous play:
- significantly colliding with a mostly stationary opponent,
- jumping into a group of mostly stationary players,
- diving around or through a player that results in contact with a player's back or legs,
- running without looking when there is a likelihood of other players occupying the space into which the player is traveling,
- jumping or otherwise leaving the ground where it is likely that a significant collision will result,
- wild or uncontrolled throwing motions,
- initiating contact with a player's head,
- initiating contact with an airborne player's lower body that prevents them from landing on their feet, and
- jumping right in front of a sprinting player in a manner where contact is unavoidable
Steinar's comment (unofficial!): Dangerous play without contact
Basically the only way you can call dangerous play without contact is if there's near contact (e.g., my foot was close to your head, and only really luck prevented an accident), or if you have to actively move out of a legal play to avoid contact (e.g., you are standing still and I am running towards you at full speed without looking where I am going). Otherwise, as the annotation says, you just play on without a call.
The difference can be confusing. One way to understand it is:
- If continuing would mean they would foul me (they would be initiating contact): Back out and call a dangerous play.
- If continuing would mean that I would foul them (I would be initiating contact): Back out, without a call.
17.2. Receiving Fouls: Annotation: Teammate causes a foul
If Player A initiates contact with an opponent (Player B) that is the cause for Player B contacting Player A’s teammate (Player C), then Player C cannot call a foul on Player B as they did not initiate the contact.
Annotation: Receiving fouls when it is unclear the disc was catchable
What: A player on offence is chasing after a long throw and is tripped over, while running, by the defence. It is unclear if the offence player would have been able to get to the disc had there been no foul.
Result: If the offence player believes the defence initiated the non-minor contact they can call a foul.
If the defence player accepts that they fouled the offence player, but they do not believe the offence player had a reasonable chance at catching the disc, they may invoke rule 16.3 and try to seek agreement that the result of the play should stand. If the players cannot agree what would most likely have occurred in the play, the disc must be returned to the thrower and the players return to where they were when the disc was released (rule 1.12 and 10.2.2).
Extra: If it is clear to other players that the offence player did not have any chance at making the catch had there been no foul, they should encourage the offence player to let the turnover stand.
If the foul is accepted and it is agreed that it did affect the play, the offence player gains possession where the foul occurred, not where they would have caught the pass.
Annotation: Receiving fouls
A receiving foul can be deemed to have occurred if any player involved in the foul is attempting to make contact with the disc in anyway i.e. to catch it or block it.
Non minor contact that occurs directly after the attempt at the disc (i.e. a defender catches the disc and then collides with an offence player) is considered to be a receiving foul. However contact with the opponent’s arms after the block occurs is not a sufficient basis for a foul as per rule 17.2.1.1.
If the disc is in the air but the players involved in the foul were running to receive or defend the next pass after possession has been established, this should be treated as an Indirect foul (rule 17.8).
An accepted offensive receiving foul is a turnover (rule 17.2.2); however an accepted indirect foul by the offence is not (rule 17.8.2).
Decision diagram: Foul called by a receiver
17.2.1. A Receiving Foul occurs when a player initiates non-minor contact with an opponent before, while, or directly after, either player makes a play on the disc. 17.2.2. After an accepted receiving foul the fouled player gains possession at the location of the breach, even if that location is in an end zone, and play restarts with a check. If, after the check, 14.3 applies, the stall count can not be started until a pivot point is established at the nearest location on the goal line. If the foul is contested, the disc is returned to the thrower. Annotation: End zone possession after an accepted defensive receiving foul
After an accepted defensive receiving foul in the offense’s attacking end zone, the receiver gets possession of the disc in the end zone. The disc is checked in there, and they must then walk to the nearest spot on the goal line, as per 14.2. All players may move once the disc is checked in, and the marker may only start the stall count once the pivot is established at the goal line.
Extra: If the receiver drops the disc to the ground as they walk to the goal line, this is a turnover as the play is live.
17.3. Strip Fouls: Annotation: Strip Fouls
A player may not call a strip if they had only momentary contact with or lacked control of the disc prior to an opponent contacting the disc.
Extra: If a defender hits the disc in flight before it is caught by the receiver, and that contact with the disc causes the receiver to drop the pass, that is not a strip. The defender is allowed to hit a disc in flight, when they hit a disc that has been caught by a receiver, that is when it can be treated as a strip foul.
17.3.1. A Strip Foul occurs when an opponent fouls a player and that causes the player to drop a disc they caught or to lose possession of the disc. Steinar's comment (unofficial!): Non-spinning disc
Note that the definition of catch (12.1) includes that the disc has stopped spinning, so if it has not, you cannot call a strip.
17.3.2. If the reception would have otherwise been a goal, and the foul is accepted, a goal is awarded. Annotation: Strip foul on Callahan attempt
If an accepted strip foul occurs where the offence causes the defence to drop a pass they have intercepted in the defences attacking end zone, this should be treated as a goal for the defence.
17.4. Blocking Fouls: Annotation: Blocking Fouls
Every player has space reserved in the direction of their movement. The size of this space depends on a lot of things (speed, direction of view, playing surface, etc) and is as large as the answer to the question “if a tree suddenly materialized in this space, could the player avoid contact (without a manoeuvre risking the health of their joints)?”
Moving in a way that this space becomes unreasonably large (running full speed with your eyes closed without checking frequently where you are going would be an extreme example) is considered reckless.
If two players have the same space reserved at the same time and contact occurs, whoever initiated the contact is guilty of the foul.
Players are free to move any way they like as long as this does not cause an unavoidable collision.
A collision is avoidable for a player if the player could have reacted in time and avoided it, given the circumstances involving their speed and line of sight.
Steinar's comment (unofficial!): The tree test, and “holding your line”
To me, the “tree test” in the previous annotation is just weird and possibly worded inverted compared to what was actually meant. I do not generally find it that useful, and I've never heard anyone actually argue from it.
However, you will often hear people arguing from “I was just holding my line”. This is a poor argument (it does not refer to any rule), and never an excuse for initiating contact. You do not have an automatic right to keep moving in any direction just because you have been moving in that direction for a while; blocking fouls are about the physical reality of inertia (i.e., it is impossible to stop instantly) and the biological reality of human vision (i.e., you cannot see 360 degrees around you at any time). If someone happens to be in front of you, and you have a reasonable chance to know they would be there (e.g. because you see them!) and avoid them, you simply need to do so (12.6).
17.4.1. A Blocking Foul occurs when a player takes a position that an opponent moving in a legal manner will be unable to avoid, taking into account the opponents expected position based on their established speed and direction, and non-minor contact results. This is to be treated as either a receiving foul or an indirect foul, whichever is applicable. Steinar's comment (unofficial!): Poaching and upline cuts
The interaction between blocking fouls, other fouls and dangerous play is very challenging to get right, and will often be subjective. A typical example occurs when we look at a common situation: The thrower is on the sideline, a teammate (player A) runs past their defender and up the line, the disc is thrown… and crashes violently into another defender (player B) who has gone in for the poach. Who fouled whom?
There are basically several possible arguments here:
- Defense (player B) was there first (12.7.1), so A has initiated contact and thus A has fouled B with a receiving foul (17.2.1).
- Player B took a positition A was unable to avoid, given their direction and line of sight (12.7.2, 17.4.1), so so B has initiated contact with A with a blocking foul.
- Player B did take such a position, but A was playing recklessly by only looking at the disc; they should have looked better before going, so this is dangerous play on A (17.1.1) and thus A has committed a receiving foul on B.
- Player B should have known that A will often not have time to look everywhere, and thus it is dangerous play on B.
- Various forms of “both A and B were at fault”, so offsetting fouls (17.9).
It is frustrating that the rules and WFDF do not give more guidance on this matter, because it is important. My personal take on this:
- If you are doing unexpected things on the field, you need to be aware that people won't expect them (pretty much by definition) and your responsibility increases. At different levels of play, precisely what kind of maneuvers to be expected can change a fair amount (e.g., newer players will often do things that make tactically no sense, and others may need to be aware of that).
- If you are poaching (and not in a zone defense), it is usually precisely because opponents will not expect it, and you need to be aware that they may not see you even when you are quite close.
- It is impossible to look everywhere all the time; as an offense player, you do need to check where you are going before you go there (annotation on 17 mentions specifically “running without looking when there is a likelihood of other players occupying the space into which the player is traveling”), but you cannot realistically keep checking over and over again on a short pass. However, the longer the pass is, the more times you need to check; you have more time to do so, and it is much likelier that some defender will be able to get into the space you are attacking.
USAU is not authoritative for interpretation of WFDF rules, but WFDF and USAU have nearly identical wordings in terms of dangerous play. Thus, it is interesting to see a concrete example where USAU gave official guidance on such a cut, precisely with the argument that the offense player checked the space first and the defender made a cut that they could not reasonably see, making it a dangerous play: USAU Response to Dangerous Play in D3 Mens Semis- Oklahoma Christian vs. Middlebury (do note that USAU has somewhat different foul rules, which affects the on-field discussion in the video, but it is not relevant for whether this is a dangerous play or not)
Steinar's comment (unofficial!): Sudden stops
There is a long list of scenarios in the annotation on 12.6 which are relevant to understanding blocking fouls. However, it does not include an important in-between case: Player A is chasing after the disc, Player B follows, and Player A makes a sudden stop without going backwards (but they may be going to the side). Who has fouled whom?
The answer depends on two things:
- Is Player A's movement something that should be expected on a normal ultimate pitch? If A is braking hard to make a cut, that usually makes sense, and Player B should expect it. But if Player A is just stopping for no good reason (e.g. going hard downfield and then braking with maximum power all of a sudden, without intending to cut backwards), they are essentially initiating contact by making it impossible for Player B to not run into them (12.7.2). What is “expected” depends a bit on how sudden the stop is, and what makes tactical sense in a regular game of ultimate.
- Is Player B running too close to player A? “Too close” will usually be somewhat subjective, but the important part is: They must be running far enough away (either behind, or on the side) that they will not collide into Player A if Player A does some natural movement, like slowing down or making a (semi-logical) cut. Otherwise, they are playing recklessly, which is a dangerous play (17.1) and the foul is on Player B.
Note that Player A also cannot stop to purposefully draw a foul; that would be purposefully initiating contact (12.6).
17.5. Force-out Fouls: Annotation: Force-out fouls
Force-out fouls do not only apply to an airborne player. If, for example, a receiver catches a pass in the end zone, but before they are able to establish possession they are fouled, and the foul means they lose control, but they are able to establish possession in the central zone, that is a force-out foul and would result in a goal.
17.5.1. A Force-out Foul occurs when a receiver is in the process of establishing possession of the disc, and is fouled by a defensive player before establishing possession, and the contact caused the receiver: 17.5.2. If the receiver would have caught the disc in their attacking end zone, it is a goal; 17.5.3. If the force-out foul is contested, the disc is returned to the thrower if the receiver became out-of-bounds, otherwise the disc stays with the receiver.
17.6. Defensive Throwing (Marking) Fouls: Annotation: Contact on releasing the disc (Defensive or Offensive foul)
If the thrower moves into a non-moving marker who is legally positioned, this a foul by the thrower. i.e. if the thrower moves into a space the marker has already occupied when the thrower started the throwing motion, and the marker is not in breach of; straddle, disc space, wrapping.
Extra: If a thrower intentionally makes contact with a legally positioned marker this is an offensive foul and also a breach of the most important rule – Spirit of the Game. If the marker is legally positioned and is moving their arm directly away from the thrower, and the thrower initiates contact with the markers arm, this is a foul by the offence.
Decision diagram: Foul by marker, no pass attempted
Decision diagram: Foul by marker, pass attempted
17.6.1. A Defensive Throwing Foul occurs when: 17.6.1.1. A defensive player is illegally positioned (Section 18.1), and there is non-minor contact between the illegally positioned defensive player and the thrower; or Annotation: Marking foul and double team
If a defender is legally marking the thrower and then a second defender commits a double team, the second defender is deemed to be the illegally positioned defensive player. Therefore it would only be non-minor contact between the thrower and the second defender that would automatically result in a defensive throwing foul.
17.6.1.2. A defensive player initiates non-minor contact with the thrower, or there is non-minor contact resulting from the thrower and the defender both vying for the same unoccupied position, prior to the release. 17.6.1.3. If a Defensive Throwing Foul occurs prior to the thrower releasing the disc and not during the throwing motion, the thrower may choose to call a contact infraction, by calling “Contact”. After a contact infraction that is not contested, play does not stop and the marker must resume the stall count at one (1). Annotation: Making a ‘contact’ call
What: A defensive player initiates non-minor contact with the thrower prior to the act of throwing, but the thrower does not wish to stop play.
Result: The thrower can call a contact infraction as per rule 17.6.1.3. If accepted, play does not stop, but the stall count must be resumed at 1.
The thrower may also choose to call a foul (rule 17.6) on this contact, in which case play stops.
If the thrower accidentally calls “Contact” when the contact occurred during the throwing motion this should be treated as foul as per rule 17.6.
Contact should only be called when the contact is non minor – e.g. it affects the ability of the thrower to freely pivot, fake, or prepare to throw.
For minor contact, the thrower may choose to call a disc space infraction.
17.7. Offensive Throwing (Thrower) Fouls: Decision diagram: Foul by thrower
17.7.1. An Offensive Throwing Foul occurs when the thrower is solely responsible for initiating non-minor contact with a defensive player who is in a legal position. Steinar's comment (unofficial!): Can offensive throwing foul ever happen?
The throwing foul rules as written largely focus on protecting the thrower, and end up being very much in their favor. (It is not clear that this is a bad thing; if they were more balanced, it is possible we'd see a lot more calls.) If you're marking someone and there is (non-minor) contact on the throw, you can be 95% sure that it is going to be resolved into a foul on you. What would it take for it to be a foul on the thrower?
For starters, if you are illegally positioned, it's a foul on you (17.6.1.1) (excluding, of course, dangerous play from the thrower). And you're very likely to be illegally positioned; in the words of Rueben Berg, “I can practically guarantee you're too close”. Even more so if there's contact in the first place; since e.g. the wrapping rule now requires one disc diameter between the midpoint of your hands and the thrower's torso (18.1.1.4), you're supposed to be quite far away. Note that even if they haven't called your marking infraction, it is unlikely that you can claim the foul is uncallable after 15.8.
Also, the throwing foul rule is pretty much the only rule where one player is favored when it comes to neutral space! 17.6.1.2 is written so that if you both move towards the same spot, it's a foul on you, not offsetting fouls (17.9). This is by far the most common way thrower fouls are called; remember that the disc is considered to be part of the thrower as long as it's in their position (see the definition of possession), so if you touch the disc before it's released, it's almost certainly non-minor contact and a foul. The same with their hands before the throw (annotation on 17). (After the throw, the rules change again; see 17.7.2, similar to 17.2.1.1 for receiving fouls.)
However, all is not lost. If you are properly positioned and you have the space occupied (annotation on 17.6) when the throw begins, you're in the clear. However, this means you need to be there really early! USAU rules requires you to be completely still, but WFDF is a bit more lenient: You can either be still, or move away from the thrower (same annotation), or you could have had the space occupied by means of another body part. For instance, if you have stretched out your hand to the right when the throw begins, then move it further right and the handler hits your elbow, you had that space already even though you were not still. This is obscure, though. Just accept that it's nearly always a foul on you; the best way to get a handblock is definitely after the release.
17.7.2. Contact occurring during the thrower's follow through is not a sufficient basis for a foul, but should be avoided.
17.8. Indirect Fouls: Annotation: Indirect Fouls
What: An offensive player accidentally runs into a defensive player and knocks them over. The thrower has not released the disc. The defensive player calls a foul.
Result: Play stops. The defensive player makes up any positional disadvantage caused by the foul (Rule 17.8).
Why: The foul did not occur before, during, or directly after, an attempt to catch the disc and is therefore not a receiving foul.
Extra: If the disc had been in the air when the foul occurred, but the foul did not occur before, during, or directly after, an attempt by those players to catch the disc, then play would continue until possession was established. If the offensive team retained possession, the defensive player should then make up any positional disadvantage caused by the foul and play would restart with a check (16.3.2).
If the offense commits a foul after establishing possession in the air, but the foul was caused by actions not related to the process of making the catch (eg while attempting to intentionally land in the end zone), this should be treated as an indirect foul.
17.8.1. An Indirect Foul occurs when there is non-minor contact between a receiver and a defensive player that does not directly affect an attempt to make a play on the disc. 17.8.2. If the foul is accepted the fouled player may make up any positional disadvantage caused by the foul.
17.9. Offsetting Fouls: 17.9.1. If accepted fouls are called by offensive and defensive players on the same play, these are offsetting fouls, and the disc must be returned to the last non-disputed thrower. 17.9.2. If there is non-minor contact that is caused by two or more opposing players moving towards a single point simultaneously, this must be treated as offsetting fouls. Annotation: Offsetting receiving fouls
There are times when both players have a right to a space and neither player can be deemed to have initiated contact. In these circumstances, if body contact occurs that affects the outcome of the play, this is to be treated as an Offsetting Foul (17.9.2). The disc shall be returned to the thrower (unless 17.9.2.1 applies).
Extra: Minor contact may occur as two or more players move towards a single point simultaneously but this should not be considered a foul.
Players involved in these incidents should be mindful that they often do not have the best perspective on who initiated the contact and should ask nearby players for their perspective.
If two opposing players both cause non-dangerous contact by jumping to the same point simultaneously to catch a pass, but one player catches the pass before the contact occurs, the result of the play will stand. However if an offsetting foul is called, any players that had fallen over as a result of the contact will be able to stand up before play resumes.
18. Infractions and Violations
18.1. Marking Infractions: Decision diagram: Marking infraction occurs, no pass made
18.1.1. Marking infractions include the following: 18.1.1.1. “Fast Count” – the marker: 18.1.1.1.1. starts or continues the stall count illegally, 18.1.1.1.2. does not start or restart the stall count with “Stalling”, 18.1.1.1.3. counts in less than one second intervals, 18.1.1.1.4. does not correctly reduce or reset the stall count when required, or 18.1.1.1.5. does not start the stall count from the correct number. Annotation: Starting from the incorrect number
If a fast count infraction is called because the marker started the stall count from the incorrect number (e.g. when they are not within 3 metres of the thrower, or after moving more than 3 metres from the thrower) the marker should automatically reset the stall count at the correct number, even if that means reducing the count by more than 2 seconds.
If a marking infraction is called before the stall count reaches 2, the marker must reduce the stall count to 1 (it should not result in a “negative stall count”).
18.1.1.2. “Straddle” – a line between a defensive player’s feet comes within one disc diameter of the thrower’s pivot point. 18.1.1.3. “Disc Space” – any part of a defensive player is less than one disc diameter away from the torso of the thrower. However, if this situation is caused solely by movement of the thrower, it is not an infraction. Annotation: Disc Space
The thrower may choose to call “disc space” for both straddle and wrapping violations as appropriate. However, the thrower may also choose to call the more specific violation for clearer communication to the marker about what needs to be corrected.
18.1.1.4. “Wrapping” – a line between a defensive player’s hands or arms comes within one disc diameter of the thrower’s torso, or any part of the defensive player’s body is above the thrower’s pivot point. However, if this situation is caused solely by movement of the thrower, it is not an infraction. Annotation: Wrapping
The marker is allowed to stand with arms stretched out to attempt to ‘force’ the thrower to throw in a particular direction, as long as they are legally positioned.
18.1.1.5. “Double Team” –a defensive player other than the marker is within three (3) metres of the thrower's pivot point without also guarding another offensive player. However, merely running across this area is not a double team. Annotation: Double team
What: Two or more defensive players are within 3 metres of the thrower and are not guarding any other players.
Result: The offence may call “double team” unless all “extra” defenders can claim they are guarding (within three meters of an offensive player and are reacting to that offensive player) another offensive player, or if they are merely running across the area.
Note: In zone defence it is common for a defender to come within 3 metres of the thrower when another offensive player enters into that same area. To avoid a double team the defender must be guarding that offensive player, which can include attempting to stop a pass to that offensive player.
If the defence does not believe they have committed a double team infraction they may call contest and play shall stop – they cannot just ignore the call.
Any number of defensive players are allowed to guard the same offensive receiver.
Extra: When a double team is called and is accepted, the marker must first wait for the illegal positioning to be corrected (18.1.4) and then resume the stall count with the number last fully uttered before the call, minus one (1) (18.1.3).
Any offensive player may make a double team call, however if the call is not made by the thrower, the call should be made loud enough for the thrower and marker to hear. If the thrower echoes a double team call made by a teammate, this should be treated as the same double team call (eg the stall count needs only to be reduced one time.)
If a defender intentionally double teams the thrower, with no regard for any other offensive players, and gets a block, this can be addressed by rule 1.2.1.
Steinar's comment (unofficial!): Guarding another offensive player
The definition of guarding a player includes that you should be “reacting to that offensive player”. How much is enough is the cause of some contention, but it is generally accepted that you at least cannot stand with your back permanently to them. (Claiming that you're listening is, well, possible, but a hard sell.) Is it allowed to glance occasionally over at the thrower, which means you lose temporary sight of that player? Most likely; that is a normal part of guarding. Is it allowed to look mostly at the thrower, but glance occasionally at the player you claim to be guarding? Perhaps more difficult, but not impossible. If you wouldn't notice that they are making a cut within some reasonable amount of time, you are not guarding them.
A common way of using the “guarding other player” rule is “crashing the cup” in a zone defense; if some other receiver is coming in for a pass, the entire cup is allowed to close around the receiver (they are now guarding that other player, by trying to prevent a pass to them; they are also in practice blocking off nearly all other passes as a nice side effect). This is fully legal, but they need to open up again when that player leaves.
Note that unlike the pick rule (18.3.1), you can guard any number of players without creating a double team.
18.1.1.6. “Vision” - a defensive player uses any part of their body to intentionally obstruct the thrower’s vision.
18.1.2. A marking infraction may be contested by the defence, in which case play stops. 18.1.2.1. If a pass has been completed, a contested or retracted marking infraction must be treated as a violation by the offence, and the disc must be returned to the thrower. Annotation: Contested Marking Infractions
After a contested marking infraction where a pass has been completed, it is the marker's responsibility to announce if play was affected for the purpose of rule 16.3. In limited situations for contested marking infraction calls, when the marker diverts their attention away from marking while reasonably and quickly assessing the conditions to the thrower's marking infraction call, the marker could determine that play was affected. For example, the thrower calls straddle, and while the marker is looking at their feet to assess their marking position, the thrower completes a throw around the marker. If the marker subsequently contests the straddle because they assessed that they weren't committing a marking infraction, they could claim that play was affected and the disc should be returned to the thrower.
18.1.3. After all marking infractions listed in 18.1.1. that are not contested, the marker must resume the stall count with the number last fully uttered before the call, minus one (1). Annotation: Resuming the stall count after Marking Infractions
When a marking infraction is called, the marker should immediately stop counting. The defence should then correct the infraction and the marker can then resume the count at the appropriate number.
To resume the stall count with the number last uttered before the call minus one, is the same as subtracting two seconds from the stall count eg. Stalling One, Two, Three, Fast Count, Two, Three etc.
Extra: If more than one marking infraction is called during the same thrower possession it does not impact how the stall count is adjusted – the marker must still resume the stall count with the number last fully uttered before the call, minus one (1).
18.1.4. The marker may not resume counting until any illegal positioning has been corrected. To do otherwise is a subsequent marking infraction. 18.1.5. Instead of calling a marking infraction, the thrower may call a marking violation and stop play if; Annotation: Marker does not adjust the stall count after a marking infraction
Extra: If the marker does not adjust the stall count the thrower should call a fast count infraction (18.1.1.1). If the marker still fails to adjust the stall count the thrower may call a Violation. Play stops and the breach should be explained to the marker.
18.1.5.1. the stall count is not corrected, 18.1.5.2. there is no stall count, 18.1.5.3. there is an egregious marking infraction, or Annotation: Egregious marking infractions
This includes flagrant breaches such as four defenders being around the thrower, the marker completely surrounding the thrower with their arms, and the marker only taking two seconds to reach “stalling 6”.
18.1.5.4. there is a pattern of repeated marking infractions.
18.1.6. If a marking infraction, or a marking violation, is called and the thrower also attempts a pass before, during or after the call, the call has no consequences (unless 18.1.2.1 applies) and if the pass is incomplete, then the turnover stands.
18.2. “Travel” Infractions: Decision diagram: Travel called
18.2.1. The thrower may attempt a pass at any time as long as they are entirely in-bounds or have established an in-bounds pivot point. 18.2.1.1. However an in-bounds player who catches a pass while airborne may attempt a pass prior to contacting the ground.
18.2.2. After catching the disc, the thrower must reduce speed as quickly as possible, without changing direction, until they have established a pivot point. 18.2.2.1. However if a player catches the disc while running or jumping the player may release a pass without attempting to reduce speed and without establishing a pivot point, provided that: Annotation: Passing while slowing down after catching the disc
What: An offensive player catches the disc while running and passes the disc while still in the process of slowing down, and after two additional points of contact with the ground.
Result: This is allowed, provided that the player was attempting to slow down as quickly as possible and they maintain contact with the playing field throughout the throwing motion.
Extra: Once the thrower has released the disc they do not need to come to a stop.
18.2.2.1.1. they do not change direction or increase speed until they release the pass; and 18.2.2.1.2. a maximum of two additional points of contact with the ground are made after the catch and before they release the pass. Steinar's comment (unofficial!): Two additional points of contact
The “additional” refers to relative to what you have at the time of the catch. So if you catch the disc while in the air, you can basically land with both feet and then you can do no more ground contacts before you throw (assuming you want to throw under this rule and not the more common 18.2.2). But if you catch it with both feet on the ground, you can lift one leg, take a step with it, lift the other, take a step with it, (then lift one or both if you want, as long as you don't set them down) and then throw.
The big difference between the “catch-and-throw” method of passing (18.1.2.1) and regular catching is that you are allowed to throw without setting and maintaining a pivot, e.g., with both feet in the air, or with different feet on the ground throughout the throwing motion. Also, you don't need to slow down as soon as possible; you can't accelerate or change direction either, but at least you can keep the same speed or slow down at your own pace. The latter difference isn't as as important, though, as it is rare that anyone would complain about not slowing down as soon as possible with only two steps.
18.2.3. The thrower may move in any direction (pivot) only by establishing a “pivot point”, which is a specific point on the ground with which one part of their body remains in constant contact until the disc is thrown. Steinar's comment (unofficial!): Leaning over
This means that if you are stepping and leaning forward (i.e., your pivot foot is your back foot), you cannot raise your back foot until the disc is thrown. This is fairly common among new players.
18.2.4. A thrower who is not standing can use any part of their body as the pivot point. 18.2.4.1. If they stand up it is not a travel, but only if a pivot point is established at the same location.
18.2.5. A travel infraction occurs if: Annotation: Making a Travel call
The defence should not call travel under section 18.2 for failing to slow down unless they have evidence that the player was not trying to stop while in possession of the disc. In particular:
- a player who catches and throws the disc while entirely in the air does not need to slow down
- the length of a player’s strides should decrease as they slow down
- a player is not allowed to maintain a constant speed while catching and throwing the disc, unless they catch and throw in the air, or a maximum of two additional points of contact with the ground are made after the catch and before they release the pass
- it should never take a player more than 5 steps to come to a stop
Unless the defence has evidence along those lines, they should not call travel. Players should also take into consideration that a player may change direction after they have established a pivot – any change of direction after a pivot has been established should not be called a travel.
In some situations, a receiver may need to maintain speed briefly or change direction slightly to avoid contact with a diving defender or to jump over a player on the ground. This is expected in such situations and should not be considered a travel. If the travel is caused solely by contact that is initiated by an opponent, this should not be considered a travel.
Extra: If play has stopped, the thrower may change the part of their body that they have in contact with the pivot spot. This is not a travel.
If a player aims to release a pass without attempting to stop in accordance with 18.2.2.1 but then change their mind and stop without releasing the pass after more than two additional points of contact, this is a travel infraction and the travel is deemed to have occurred when they failed to reduce their speed.
A player is deemed to be changing direction after catching the disc if there is sideways movement of their centre of mass before a pivot is established, or their pivot point is not established where their foot would naturally have stopped based on their previous motion.
Steinar's comment (unofficial!): Catch-and-throw-22
If you intend to do a throw-and-go move under 18.2.2.1 (so you keep your current speed instead of slowing down), but then suddenly notice that you cannot make your intended pass (e.g. someone is covering them), you're in a problematic situation: Your options are, in practice, to do a throwaway or take an intentional travel, as described by the annotation above.
Neither option is particularly attractive, but in practice, nobody will expect you to do the former. Your best shot is probably to stop as soon as possible, give your opponent a bit of time to make a travel call if they want to (you cannot call a travel on yourself, and going back would be an additional travel) and otherwise play on. A little “sorry” and some pointing might help.
18.2.5.1. the thrower establishes a pivot point at an incorrect location, including by not reducing speed as quickly as possible after a catch, or changing direction after a catch; 18.2.5.2. the thrower releases a pass in breach of 18.2.2.1; 18.2.5.3. anytime the thrower must move to a specified location, the thrower does not establish a pivot point before a wind-up or throwing action begins; Annotation: Run up for a throw
After a pull, a turnover not in the central zone, or after momentum causes a player to leave the playing field, the thrower cannot take a run up to make a pass whereby they start their wind up or throwing action before they have established a pivot point.
Steinar's comment (unofficial!): Throwing action
Note that the annotation above is not solely about the arm movement; throwing motion (the same thing as the throwing action) is about all transfer of momentum from your body to the disc. So you cannot run up, pull your arm back, plant your foot in the ground (setting a pivot), and then throw using that built-in momentum; that would be a travel.
18.2.5.4. the thrower fails to keep the established pivot point until releasing the disc; 18.2.5.5. a player intentionally bobbles, fumbles or delays the disc to themselves, for the sole purpose of moving in a specific direction. Annotation: Tipping
Any contact with the disc that is not a clean catch can be considered tipping (the rules also use the terms bobbling, fumbling, and delaying).
If a player intentionally tips the disc to themselves into the endzone so that they can score, this is a travel infraction.
If a player tips the disc so a team-mate can catch it in the end zone, this is a goal. If a player fumbles with a disc while catching it and finally manages to get control over it in the end zone, this is a goal, unless the fumbling was intentional.
If they tip the disc solely in order to assist themselves to catch a disc that they otherwise would not have been able to gain possession of, that is not a travel.
Steinar's comment (unofficial!): Any direction
“Moving in a specific direction” probably does not include the important direction up. As the annotation above points out, if you need to tip the disc upwards to be able to catch it, that is not “moving” even though your body might be moving upwards in the process.
18.2.6. After an accepted travel infraction is called (“travel”), play does not stop. Annotation: Continuing play after a Travel call
What: An accepted Travel infraction is called and the thrower has not released the disc.
Result: Play does not stop. The thrower must establish the pivot at the correct spot as per rule 18.2.6.
Extra: If accepted, all players, except the thrower, are free to move anywhere on the field. Play does not stop, but the disc is live, so it is still subject to a turnover (for example if the thrower drops it).
If the defense does not indicate to the thrower where the travel occurred, or the thrower wishes to contest the location of an indicated spot, the thrower should announce “violation”, stopping play, and explain that the spot was incorrectly/not indicated.
If the travel call is contested players should return to where they were when the travel was called.
If the pass is completed, play stops and the disc is returned to the thrower.
18.2.6.1. The thrower establishes a pivot point at the correct location, as indicated by the player who called the travel. This must occur without delay from either player involved. 18.2.6.2. Any stall count is paused, and the thrower may not throw the disc, until a pivot point is established at the correct location. 18.2.6.3. The marker does not need to say “Stalling” before resuming the stall count.
18.2.7. If, after a travel infraction but before correcting the pivot point, the thrower throws a completed pass, the defensive team may call a travel violation. Play stops and the disc is returned to the thrower. The thrower must return to the location occupied at the time of the infraction. Play must restart with a check. Annotation: Resuming play after a travel violation
After a travel violation the thrower must return to the location occupied at the time of the infraction, not to the spot they should have been at.
Extra: After a turnover out-of-bounds, if the thrower is called for a travel because they established the pivot on the side line, instead of on the goal line, and they have thrown a completed pass, play must stop. The disc must be returned to the thrower and the disc must be checked in where the infraction occurred, ie on the side line. Once the disc is checked in, they must move to the goal line to establish a pivot at the correct spot. All other players may move once the disc is checked in. The disc is considered to be dead until the pivot is established.
18.2.8. If, after a travel infraction, the thrower throws an incomplete pass, play continues. 18.2.9. After a contested travel infraction where the thrower has not released the disc, play stops.
18.3. “Pick” Violations: Decision diagram: Pick called
18.3.1. If a defensive player is guarding one offensive player and they are prevented from moving towards/with that player by another player, that defensive player may call “Pick”. However it is not a pick if both the player being guarded and the obstructing player are making a play on the disc. Annotation: Calling a Pick
A pick should only be called if the obstructed player is within 3 metres of the player they were guarding at the time they were obstructed. However they do not need to be less than 3 metres away at the time of the call because the obstruction may cause this distance to quickly grow before the call can be made.
Obstruction may result from contact with, or the need to avoid, the obstructing player.
A pick cannot be called by the offense.
A pick should not be called by a defender who was obstructed while attempting to make a play on the disc, that is not related to their ability to move towards/with the player they are guarding (however a defender may call a violation under Rule 12.7 if applicable).
After an accepted pick call the picked defender catches up the relative position lost because of the pick. If they were trailing by 2.5 metres, then they get to catch back up to 2.5 metres away, but they do not get to set up right next to the offensive player.
Extra: If the offence retains possession after an accepted pick, the picked defender may go to the agreed place where they would have been without the obstruction. All other players, including the offensive player that the defender was guarding, should be located according to Rule 10.2.
If the offence retains possession after a contested pick, all players, including the player who made the pick call, should be located according to Rule 10.2
If the defender does delay the pick call according to 18.3.1.1, the pick is still deemed to have been called when it was actually called, and not when it occurred. If the defender waits longer then two seconds, 15.9 applies.
Steinar's comment (unofficial!): Guarding one offensive player
Note that the rule explicitly says “guarding one offensive player”, not “guarding an offensive player” (this was an explicit change at some point). If you are trying to guard two or more players, e.g. because you are poaching, you cannot call a pick.
18.3.1.1. Prior to making the “Pick” call, the defender may delay the call up to two (2) seconds to determine if the obstruction will affect the play.
18.3.2. If play has stopped, the obstructed player may move to the agreed position they would have otherwise occupied if the obstruction had not occurred, unless specified otherwise. Steinar's comment (unofficial!): Agreed position
Note that the position must be agreed; if the pick is contested, then that means that defense doesn't agree you would have occupied any other position (since they think there was no obstruction); see annotation on 18.3.1. This is the only real difference between accepted and contested picks, although in practice, it is fairly rare to see picks be contested.
Note that you do not necessarily get to catch up even for an accepted pick; you get to go where you would have been.
18.3.3. All players should take reasonable efforts to avoid the occurrence of picks. 18.3.3.1. During any stoppage opposing players may agree to slightly adjust their locations to avoid potential picks.
19. Safety Stoppages
19.1. Injury Stoppage 19.1.1. An injury stoppage, “Injury”, may be called by the injured player, or by any player on the injured player’s team. 19.1.2. If the injury was not caused by an opponent, the player must choose either to be substituted, or to charge their own team with a time-out. Annotation: Injury substitution
The injured player must choose one of the two options provided; however if their team has no time-outs remaining, they must be substituted.
To ‘charge their own team with a time-out’ means that a time-out is deducted from those allowed for that half, however the team does not get the opportunity to discuss tactics or have a break as per a standard 75 second time-out.
If there is a dispute over who caused the injury, then the 19.1.3 is deemed to apply. If Player A is substituted for an injury, and then an additional injury substitution is required during the same point, Player A can return to play.
If an injury stoppage is called during a team time-out, the opposing team must be notified as soon as the injury is discovered.
19.1.3. If the injury was caused by an opponent, the player may choose to stay or to be substituted. 19.1.4. If the injured player had established possession of the disc, and the player has dropped the disc due to the injury, that player retains possession of the disc. Steinar's comment (unofficial!): Injury on landing
Note that since you must have established possession of the disc before dropping the injury, and this requires you to have kept the catch throughout all the ground contact related to it (12.1.1 and annotation). This means that if you catch the disc, twist your ankle and then drop the disc to the ground due to that injury, it is a turnover (and, of course, a stoppage of play due to your injury).
You may attempt to claim that you established possession and then dropped the disc due to pain or similar; however, be aware that from an outside point of view, it often will not be at all obvious that you didn't just drop the disc. My advice is to hold on to the disc if you can, or you will be faced with the awkward situation of trying to have a subtle rules discussion while in strong pain (which I have seen players pull off, but it is rare).
19.1.5. The injury stoppage is considered to have been called at the time of the injury, unless the injured player chooses to continue play before the stoppage is called. 19.1.6. If the disc was in the air when the injury stoppage was called, play continues until either a player establishes possession, or the disc hits the ground. If the injury is not the result of a foul by an opponent, the completion or turnover stands, and play restarts there after the stoppage. Annotation: Injury stoppage and continued play
If an injury is called while the disc is in the air, as a result of a serious injury, and players stop to care for the severely injured player, it is reasonable to treat this as a technical stoppage and allow the disc to be returned to the thrower.
19.2. Technical Stoppage 19.2.1. Any player who recognises a condition that endangers players, including if a player has an open or bleeding wound, should call a technical stoppage by calling “technical” or “stop”. Play must stop immediately. Annotation: Condition that endangers players
A player can call a Technical Stoppage to remove or adjust a potentially dangerous object (i.e. rock, metal, wood piece, glass) found in the playing field.
Extra: A receiver is not required to continue playing through a dangerous situation, such as a child wandering onto the field. In that case, the receiver should stop making a play on the disc in order to prioritize the safety of themselves and others, and the disc will be returned to the thrower once the dangerous situation is rectified.
Annotation: Open or bleeding wounds
A bleeding or exposed open wound is “effectively addressed” if it is covered with a dressing sturdy enough to withstand the demands of activity and able to prevent bodily fluids from coming in contact with other players. Any player whose clothing has blood on it must have the affected areas disinfected or must change the clothing before returning to play. Whether a player may return to play is determined by appropriate medical staff. If medical staff is not available, captains and coaches may agree that a wound has been effectively covered and any clothing issues have been addressed.
The stoppage should only be used to address the blood issue.
19.2.1.1. A team-mate, coach, or designated official, should actively alert players to any condition that endangers players. 19.2.1.2. A player who has an issue regarding an open or bleeding wound has seventy (70) seconds to effectively address the issue. If they need additional time to address the issue, they must choose either to be substituted, or to charge their own team with a time-out.
19.2.2. The thrower may call a technical stoppage during play to replace a severely damaged disc. Annotation: Technical Stoppage for a severely damaged disc
A severely damaged disc is one that is cracked, torn, deeply gouged, creased, punctured or badly warped (“tacoed”); a slightly warped, wet or dirty disc does not qualify.
However an existing stoppage may be extended to correct a warped disc (rule 10.3).
19.2.3. After a technical stoppage called while the disc is in the air, or if play has continued unknowingly:
19.3. If a player is substituted after an injury, or due to illegal or faulty equipment, the opposing team may also choose to substitute one player. 19.3.1. Substitute players take on the full state (location, possession, stall count etc) of the player they are substituting and may make a call on their behalf.
20. Time-Outs
20.1. The player calling a time-out must form a “T” with their hands, or with one hand and the disc, and should call “time-out” to opposition players. 20.2. After the start of a point and before both teams have signalled readiness, a player from either team may call a time-out. The time-out extends the time between the start of the point and subsequent pull by seventy-five (75) seconds. 20.3. After the pull only a thrower with possession of the disc may call a time-out. The time-out starts when the “T” is formed, and lasts seventy-five (75) seconds. After such a time-out: Annotation: Calling a time-out during play
If the thrower must/can move to establish a pivot at a different spot to where they established possession, they can call a time-out before they establish the pivot at that spot. This means that if the thrower picks up the disc after a turnover, and the turnover location is not in the central zone, they can call a time-out straight away. If they do so, they must place the disc at the spot where they will establish a pivot after the time-out.
Annotation: Delay of play after a time-out
The delay of game rules from section 10.5 also apply to the restart of play after a time-out.
Extra: For games played using the Appendix, refer to the relevant section for specific timings that apply
20.3.1. Substitutions are not allowed, except for injury. 20.3.2. Play is restarted at the pivot location. 20.3.3. The thrower must remain the same. 20.3.4. All other offensive players must establish a stationary position, at any location. 20.3.5. Once the offensive players have selected positions, defensive players must then establish a stationary position, at any location. 20.3.6. The stall count restarts at maximum nine (9). However if the marker has been switched, the stall count restarts at “Stalling one (1)”.
20.4. If the thrower attempts to call a time-out while play is live and when their team has no remaining time-outs, play is stopped. The marker must add two (2) seconds to the stall count they would have restarted play on before restarting play with a check. If this results in a stall count of ten (10) or above, this is a “stall-out” turnover. Annotation: Time-out between points or during a stoppage
If a team calls “time-out” between points, or during a stoppage, but their team has none remaining, then the time-out call has no affect.
Definitions
Affect the play: A breach affects the play if it is reasonable to assume that the outcome of the specific play may have been meaningfully different had the breach not occurred.
Attacking end zone: The end zone in which the team in question is currently attempting to score.
Best perspective: The most complete viewpoint available by a player that includes the relative position of the disc, ground, players and line markers involved in the play.
Call: A clearly communicated statement that a foul, infraction, violation, turnover or injury has occurred. The following terms may be used: Foul, Travel, specific name of Marking Infraction, Violation (or specific name of Violation), specific name of turnovers, Technical, and Injury.
Catch: A non-spinning disc trapped between at least two body parts. If a player initially catches a pass and then, prior to establishing possession, they do not maintain the catch (‘maintain the catch’ means to continue to have a non-spinning disc trapped between at least two body parts), that initial catch is deemed to have ended.
Central zone: The area of the playing field including the goal lines but excluding the end zones and the perimeter lines.
Defending end zone: The end zone in which the team in question is currently attempting to prevent the opposition from scoring.
Defensive player: Any player whose team is not in possession of the disc.
End zone: One of the two areas at the end of the playing field where teams can score a goal by catching the disc there.
Goal line: The line separating the central zone from each end zone. It is not part of the end zone.
Ground: The ground consists of all substantial solid objects, including grass, marker cones, equipment, water, trees, fences, walls and non-players, but excluding all players and their worn clothing, airborne particles and precipitation.
Ground contact: Refers to all player contact with the ground directly related to a specific event or manoeuvre, including landing or recovery after being off-balance (e.g., jumping, diving, leaning, or falling).
Guarding: A defender is guarding an offensive player when they are within three meters of that offensive player and are reacting to that offensive player.
Interception: When a player on the defensive team establishes possession of a throw by a player on the offensive team.
Legitimate position: The stationary or moving position established by a player that is not in breach of any rules.
Line: A boundary defining the playing areas. On an unlined field, the boundary is defined as an imaginary line between two field markers with the thickness of said markers. Line segments are not extrapolated beyond the defining markers.
Making a play on the disc: When the disc is in the air and a player is attempting to make contact with the disc in any way e.g. to catch it or block it. This includes the process of running towards the place they expect to make contact with the disc.
Marker: The defensive player who may call the stall count on the thrower.
Minor contact: Contact that involves minimal physical force and does not alter the movements or position of another player.
Contact with an opponent’s extended arms or hands that are about to, or already are, contacting the disc, or contact to the throwers hand during the throwing motion, is not considered to be minor contact.
Non-player: Any person, including a team member, who is not currently a player.
Offensive player: A player whose team is in possession of the disc.
Out-of-bounds (OB): Everything that is not part of the playing field, including the perimeter lines.
Perimeter lines: Lines separating the central zone or end zone from the out-of-bounds area. They are not part of the playing field.
Pivot: When the thrower moves in any direction while keeping one part of their body in constant contact with a specific point on the ground called the pivot point.
A player establishes a pivot point by placing, or keeping, a particular part of their body at a specific point, which they intend to use as their pivot point. If a thrower has multiple options for a pivot point, the pivot point is not determined until they pivot.
Pivot Location: The point on the playing field where the thrower is required to establish a pivot point after a turnover, after the pull, after a time-out, after leaving the central zone, or where a pivot point has already been established.
Play: The time after the Pull has commenced and prior to the scoring of a goal. Play may further stop due to a call, in which case play is restarted with a check.
Player: The people who are actually participating in the current point of play.
Playing Field: The area including the central zone and the end zones, but excluding the perimeter lines.
Possession of the disc: A player establishes possession of a pass when:
- they catch a pass and then they maintain that catch for more than one noticeable instant, and
- they maintain the catch throughout all ground contact related to the catch, or until they throw the disc
A player can also establish possession when a disc that has already hit the ground is picked up, or is given to them, after a turnover, pull, or stoppage.
Once a player has established possession, they may change their grip on the disc and that does not affect their possession, as long as they maintain contact with the disc.
A disc in the possession of a player, or caught by a player, is considered part of that player.
The team whose player is in possession or whose players may pick up the disc is considered the team in possession.
Pre-stall: A warning regarding time limits to resume play, issued by giving warnings at twenty (20), ten (10), and five (5) seconds (as applicable)
Pull: The throw by the defence to the offence that starts play at the beginning of a half or after a goal. The pull is not considered a legal pass.
Receivers: All offensive players other than the thrower.
Stoppage of play: Any halting of play due to a foul, violation, discussion, contested call, injury or time-out, that requires a check to restart play.
Throw: A disc in flight following any throwing motion, including after a fake attempt and an intentionally dropped disc, that results in loss of contact between the thrower and the disc.
A pass is the equivalent of a throw.
Thrower: The offensive player in possession of the disc, or the player who has just thrown the disc prior to when the result of the throw has been determined.
Throwing motion: The throwing motion is the motion that transfers momentum from the thrower to the disc in the direction of flight and results in a throw. Pivots and wind-ups are not part of the act of throwing.
Turnover: Any event resulting in a change of the team in possession. A turnover is not considered a violation.
Where the disc stops: Refers to the location where a player establishes possession, the disc comes to rest naturally, or where the disc is stopped from rolling or sliding.
Introduction
The intention of these rules is to provide additions to the basic rules to create a smooth-running, spectator-friendly, well-resourced elite sports event. Where there is a discrepancy between the Rules of Ultimate and the Appendix, the Appendix takes precedence. These rules set the standard for World Flying Disc Federation (WFDF) events, but should also guide best practice for non-WFDF events. Specifically, these rules should be applied at the following events:
- World Ultimate and Guts Championships,
- World Masters Ultimate Championships,
- World Ultimate Club Championships,
- World Masters Ultimate Club Championships,
- Continental Championships (e.g. Pan-American Championships, Asia-Oceanic Championships, All Africa Championships),
- The World Games (along with other changes as mandated by WFDF and/or IWGA event hosts),
- World Under-24 Championships,
- World Junior Ultimate Championships.
For non-WFDF events, a selection or modification of these rules may be added to the basic rules of play, according to the level of resources available and the standard of play. Basic modifications for a non-WFDF event may include:
- playing surface,
- number of players,
- size of field,
- length of game, and
- field markings.
Appendix A: WFDF Additional Championship Game Rules
A1. Playing Field
A1.1. The entire surface of the field of play must be one of the following: A1.2. Playing field dimensions: A1.2.1. The playing field is one hundred (100) metres long by thirty-seven (37) metres wide. A1.2.2. The central zone is sixty-four (64) metres long, and the two end zones are eighteen (18) metres deep at each end of the central zone. The brick marks are eighteen (18) metres from each goal line located midway between the sidelines. A1.2.3. All lines must be between seventy-five (75) and one hundred and twenty (120) millimetres wide, and marked with a non-caustic material.
A1.3. A restraining line must be established a minimum of three (3) metres from the perimeter line. All persons from the active teams must remain outside this line during play. A second restraining line must be established a minimum of two (2) meters from the first restraining line. These restraining lines may be increased by a WFDF Official at their discretion. All other persons, apart from permitted officials, and equipment must remain outside this line during play. A1.4. The minimum distance between adjacent fields must be three (3) metres. A1.4.1. If the distance between adjacent fields is less than six (6) metres a maximum of two (2) non-players per team are allowed between the fields during play. No other persons or equipment, apart from permitted officials, are allowed between the two fields during play.
A1.5. A WFDF Official must approve in writing any reduction to the location of the restraining line, any further reduction to distance between two adjacent fields, or any reduction to the field size. A1.6. To allow a field to fit in a smaller playing area an exemption may be requested to reduce the field size, with the minimum width being thirty-five (35) metres and the minimum length being ninety (90) metres. End zones and the brick mark location may be reduced to minimum size of fifteen (15) metres. A1.7. WFDF Officials may require teams to limit the location of team members, Non-playing Team Support (NPTS), and equipment to specific areas, which could include a requirement to be only on one sideline or in a designated smaller area. A1.7.1. Anyone who is not registered as a player or a NPTS, shall be deemed a spectator with restricted access rights.
A1.8. WFDF Officials may designate specific objects that are above the playing field as not being out-of-bounds and that, if hit, result in the disc being returned to the thrower.
A2. Equipment
A2.1. Discs:
A3. Start of Game
A3.1. Team representatives will determine the order of initial choices by tossing two discs (the “toss”). A3.2. One of the representatives will call “same” or “different”, while the discs are in the air. A3.3. If both discs are facing up or both facing down, then “same” wins, otherwise “different” wins. A3.4. The toss should happen on the field. A3.5. The game clock will start at the scheduled time as signalled by a WFDF official. A3.5.1. Alterations to the starting time may only be made at the discretion of a designated WFDF official. A3.5.2. If, after the toss, the starting time is altered by more than fifteen (15) minutes, or the game is moved to a different field, the team that won the toss may change their initial choice. The opponent may then also change their choice as required. This must happen at least five (5) minutes before the revised starting time.
A4. Length of Game
A4.1. Target A4.1.1. A team wins having reached the target of fifteen (15) goals.
A4.2. Time cap: A4.2.1. The time cap occurs after one hundred (100) minutes of game time, if the target has not been reached. A4.2.2. At time cap the game continues until completion of the current point. If at the completion of the current point neither team has reached fifteen (15) goals, one (1) goal is added to the highest score to determine a time cap target. The game continues until a team wins by reaching the time cap target. A4.2.3. The time cap does not affect the number of time-outs available for a team.
A4.3. Half Time: A4.4. Half Time Cap: A4.4.1. The half time cap occurs after fifty-five (55) minutes of game time, if the half time target has not been reached. A4.4.2. At half time cap play continues until the completion of the current point. If at the completion of the current point neither team has reached eight (8) goals, one (1) goal is added to the highest score to determine a half time cap target. The game continues until a team reaches the half time cap target, and then half time occurs. A4.4.3. The half time cap does not affect the number of time-outs available for a team.
A4.5. Time-outs: A4.6. The game clock does not stop for time between points, time-outs or half time. However the game clock does stop for:
A5. Time Limits
A5.1. A timekeeper must be appointed to monitor time and signal time warnings. A5.2. The toss: A5.2.1. Team captains must complete the toss at least five (5) minutes before the start of the game. A5.2.2. If the toss hasn't been completed, and one team's captain isn't present for the toss five (5) minutes before the start of the game, the captain in attendance will make both the choice of initial possession and the choice of which end they will defend. A5.2.3. If neither captain is present, the first to arrive will have those choices.
A5.3. At the start of a half of play: A5.4. At the start of a point, and prior to the subsequent pull to begin play: A5.4.1. Offence A5.4.1.1. After forty-five (45) seconds from the start of a point all offensive players should stand with one foot on their defending goal line without changing position relative to one another, until the pull is released. A5.4.1.2. The offensive team should ensure that the defensive team has an unobstructed view of the offensive players. A5.4.1.3. The offensive team has sixty (60) seconds from the start of a point to signal readiness to receive the pull. The offence must be legally positioned and all non-players from the offensive team must be off the playing field before the offence can legally signal readiness. A5.4.1.4. If the offence fails to legally signal readiness in time the opposition should call a “pre-pull time limit violation” and play must stop until both teams acknowledge the violation. This violation must be called prior to the pull.
A5.4.2. Defence A5.4.2.1. The defensive team has seventy-five (75) seconds from the start of a point to pull the disc, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later. A5.4.2.1.1. All non-players from the defensive team must be off the playing field before the pull is released. If non-players from the defensive team are not off the field, this is to be treated as an offside violation.
A5.4.2.2. If the defence fails to pull in time the opposition should call a “pre-pull time limit violation” and play must stop until both teams acknowledge the violation. This violation must be called prior to the pull.
A5.4.3. Mixed division A5.4.3.1. In a mixed division, if applicable, the relevant team has fifteen (15) seconds from the start of a point to indicate whether it will play with four (4) female players or four (4) male players. A5.4.3.2. The relevant team must indicate the personnel ratio (“ratio: women” or “ratio: men”) verbally and by using the appropriate hand signal. A5.4.3.3. If the relevant team fails to indicate the personnel ratio in time, the same personnel ratio as the previous point will be assumed, or, if at the start of a half, a personnel ratio of three (3) female players and four (4) male players will be assumed.
A5.4.4. The timekeeper will signal: A5.4.4.1. Forty-five (45) seconds after the start of the point (15 second warning for offence). A5.4.4.2. Sixty (60) seconds after the start of the point (15 second warning for defence). A5.4.4.3. Seventy-five (75) seconds after the start of the point, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later (play must start). A5.4.4.4. If a series of whistles are used to indicate the time limits, the time limit is not considered to have been reached until the first sound of the last whistle.
A5.4.5. Restarting play after a “pre-pull time limit violation” A5.4.5.1. On the first instance of a “pre-pull time limit violation” for a team, or if the violation is contested, no penalties apply. The offence must signal readiness within fifteen (15) seconds of the violation call, and the pull must be released within thirty (30) seconds of the violation call, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later. A5.4.5.2. For any subsequent accepted “pre-pull time violation” for a team, the infringing team must take a time-out. Play must resume according to A5.6. However, if the infringing team has no time-outs left: A5.4.5.2.1. If the offence is the infringing team, the pull occurs as usual, and then the thrower must establish a pivot point as per 7.9, 7.10. 7.11 or 7.12 and then play restarts as soon as possible as if a time-out had been called at that spot (unless 7.8 applies). A5.4.5.2.2. If the defence is the infringing team, the pull occurs as usual and then the receiving team may let the disc hit the ground untouched and then choose to treat it as if a brick had been called and restart play at the brick mark. No check is required.
A5.4.6. If the pull is to be repeated, including for a contested offside violation, or is delayed due to a time limit violation: A5.4.6.1. Substitutions are not permitted, unless in accordance with rule 19.1. A5.4.6.2. Time-outs are not permitted. A5.4.6.3. The offence must signal readiness within fifteen (15) seconds of the violation call, and the pull must be released within thirty (30) seconds, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later.
A5.5. At the end of a time-out taken after a pull and before the point finishes: A5.5.1. The offence has seventy-five (75) seconds from when they call a time-out to establish a stationary position and be ready to resume play. A5.5.1.1. If the offence is not ready to resume play, the defence may announce “delay of game” and, if the delay continues, the defence may call a violation. After the violation call, the thrower must establish possession at the correct spot, and all other offence players must stop moving and remain at that location until the disc is checked in. The defence can continue moving until the disc is to be checked in.
A5.5.2. The defence must check the disc in within ninety (90) seconds after the start of the time-out, or fifteen (15) seconds after all offensive players have established their position, whichever is later. A5.5.2.1. If the defence has not checked the disc in, the offence may announce “delay of game” and, if the delay continues, the offence may call a violation. After the violation call the defence must stop moving and remain at that location until the disc is checked in.
A5.5.3. The time keeper will signal: A5.5.3.1. Forty-five (45) seconds after the start of the time-out (30 second warning for offence). A5.5.3.2. Sixty (60) seconds after the start of the time-out (15 second warning for offence). A5.5.3.3. Seventy-five (75) seconds after the start of the time-out (15 second warning for defence). A5.5.3.4. Ninety (90) seconds after the start of the time-out, or fifteen (15) seconds after all offensive players have established their position, whichever is later (play must start).
A5.6. At the end of a time-out taken after the start of a point and before the pull: A5.7. After play has stopped for a call or discussion: A5.7.1. After fifteen (15) seconds, if the issue is not resolved, a captain from each team should try to help resolve the discussion. A5.7.1.1. After forty-five (45) seconds, if the issue is not resolved, the play will be considered contested. The disc must be returned to the last non-disputed thrower. A5.7.1.2. If there is a significant language barrier between the two teams, a WFDF official may allow an additional fifteen (15) seconds to resolve issues and to restart play.
A5.7.2. After one (1) minute play must be restarted. A5.7.3. The timekeeper will signal forty-five (45) seconds after play stopped, and will repeat the signal every fifteen (15) seconds if the discussion has not been resolved.
A5.8. After a turnover, and after the pull: A5.8.1. In addition to the time limits described in Rule 8.5.1 of the Rules of Ultimate, a twenty (20) second time limit also applies: A5.8.1.1. After the pull, once the disc comes to rest, and A5.8.1.2. After a turnover where the turnover location is out-of-bounds, once the disc comes to rest. A5.8.1.3. If the disc is not reasonably retrievable within twenty (20) seconds (e.g., far out-of-bounds or through a crowd), the player retrieving it may request another disc and any delay or pre-stall count is suspended until the offensive player receives the new disc.
A5.9. If a technical or injury stoppage is called whilst a time limit is in place, the time limit shall be paused while the issue is addressed or until the injured player is removed from the playing field. A5.10. The preferred method of signalling by a timekeeper should be the use of a whistle, possibly assisted by verbal information and hand signals, following procedures outlined in the WFDF Tournament Director's Manual. A5.11. If a team chooses to assess a time violation, they must call “violation” and should use Hand Signal No. 14.
A6. Mixed Division
A6.1. Events must specify which of the following ratio rules will be used to determine if points are played with a personnel ratio of four (4) female players and three (3) male players, or with a personnel ratio of three (3) female players and four (4) male players. A6.1.1. Ratio Rule A will be used for all WFDF Events (including all National Events, Club Events, Continental Events, and Age Specific Events).
A6.2. Ratio Rule A (“prescribed ratio” rule): A6.2.1. At the start of the game, after the first disc flip, an additional disc flip happens with the winner selecting the personnel ratio for the first point. For the second and third points the ratio must be the reverse of the first point. For the fourth and fifth points the ratio must be the same as the first point. This pattern of alternating the ratio every two points repeats until the end of the game (half time has no impact on the pattern). A6.2.2. In conjunction with the use of Ratio Rule A, all WFDF Events must also use the “prescribed pull” rule: A6.2.2.1. if the personnel ratio for a point has four (4) female players, a female player must undertake the pull at the start of that point. A6.2.2.2. if the personnel ratio for a point has four (4) male players, a male player must undertake the pull at the start of that point. A6.2.2.3. If there is a breach of A6.2.2.1 or A6.2.2.2 then this is to be treated as an offside violation by the defence, in accordance with rule 7.5.
A6.3. Ratio Rule B (“end zone decides” rule): A6.3.1. At the start of the game, after the first disc flip, an additional disc flip happens with the winner selecting which end zone is “End zone A”, with the other end zone becoming “End zone B”. At the start of each point the Team that is at End zone A must choose the personnel ratio. This process applies for the first half. For the second half, at the start of each point the Team that is at End zone B must choose the personnel ratio.
A6.4. Upon request by the opposing team captain, offensive players should await the pull, after signalling readiness, in such a way that the defence can easily determine personnel matchups.
A7. Teams
A7.1. A team must have one (1) or two (2) designated team captains, and one (1) or two (2) designated spirit captains, per game. A7.1.1. A team captain is a team member, who is eligible to participate in the game, and has been designated to represent the team in decision-making on behalf of the team before, during, and after a game. A7.1.2. A spirit captain is a team member, who is eligible to participate in the game, and has been designated to address, discuss, and resolve spirit issues at any point throughout the competition with opponents, teammates, coaches, and game or event officials.
A7.2. A team may have a coach or coaches to assist their team. Coaches are people who are not eligible to participate in the game and are considered to be Non-playing Team Support. If a team has more than one (1) coach, they must have one (1) designated coach per game to represent the team in decision-making on behalf of the team before, during, and after a game. All coaches are expected to abide by the Spirit of the Game. A7.3. A team must have seven (7) players available for every point. A team in the mixed division must have four (4) female players and four (4) male players available for every point. A7.3.1. If a team does not fulfil the requirements of A7.3 they must lose a time-out, and the start of the point will be delayed for seventy-five (75) seconds. A7.3.2. If the team has no time-outs left, their opposition must be awarded a goal, and the start of the point will be delayed for seventy-five (75) seconds. A7.3.3. If neither team fulfils the requirements of A7.3 both teams must be penalised as stated in A7.3.1, until one team fulfils the requirements of A7.3 or until A7.3.4 applies. A7.3.4. If a team has not met the requirements of A7.3 up to twenty (20) minutes after the start of a game or a point, they must forfeit the game. A7.3.5. A team that forfeits will record a loss in addition to the forfeit, the opposition will record a win. No score will be recorded for the game. A7.3.6. If both teams forfeit, both teams will record a loss for the game.
A7.4. If a point has commenced and a team does not have exactly seven (7) people playing the point, or does not have the correct personnel ratio, then the opposition may call a violation and stop play, or the infringing team may use a time-out to address the issue (as per Rule 20.4). A7.4.1. The infringing team must choose which of their player(s) will be removed/added. If players are being added, the opposition may make the same number of substitutions to their team. A7.4.2. The opposition must choose either to restart play in accordance with a time-out being called (as per Rule 20.3), or to restart the point. A7.4.3. If a violation of A7.4 is called after a goal has been scored and prior to the ensuing pull, the opposition may choose to nullify the goal and restart the point.
A8. Language
A8.1. The stall count and all calls must be in English. A8.1.1. Players who have significant difficulty communicating verbally must ensure captains discuss appropriate alternatives prior to the start of the game.
A9. Competitive Play
A9.1. During any given point, the players involved must endeavour to score the point and/or prevent the opponent from scoring. A9.2. If a breach of A9.1 occurs, this must be reported to a member of the Tournament Rules Group.
A10. Advice From Non-players
A10.1. During any stoppage, if it is practical to do so, a team’s captain, spirit captain, or coach, may enter the field, without being asked, to encourage a player from their own team to change a call. However this may only occur if the outcome will be to the detriment of their own team. A10.2. Teams may use a non-player as a translator to assist in communication during a stoppage. Translators should act in good faith to translate as accurately as possible. People who are translating should clearly announce to both teams when they are translating and when they are instead providing advice on a call. The time limits detailed in section A5.7.1.2 will apply if a translator is being used for a discussion.
A11. Use of Technology
A11.1. Players may view photographic or video footage of a call if it is available. However play may not be unreasonably delayed for this purpose. A11.1.1. If team members on the sideline are providing advice based on photographic or video footage, they must only provide that advice if asked (unless A10.1 applies), and only if the outcome will be to the detriment of their own team. If a team member has advice based on photographic or video footage that would benefit their own team, they should discuss this with opposition team members on the sideline, or invite the players involved to view the footage themselves.
A11.2. Players must not use any form of electronic communication devices to communicate with other players or team members.
A12. Foul and Violation Calls
A12.1. A game that involves a significant number of calls, especially when these remain disputed, should be brought to the attention of the Tournament Technical Director or the Tournament Rules Group (TRG) by a captain or game official as soon as possible. A12.2. If there are repeated Dangerous Plays from a team, or there is an egregious Dangerous Play, team captains and spirit captains should meet to discuss how to address this. This could include: A12.2.1. Calling a Spirit Stoppage. A12.2.2. Discussing options for avoiding future Dangerous Plays. A12.2.3. Changing the outcome of a play, even if that outcome is not in accordance with a specific rule. A12.2.4. Not allowing the relevant player/s to continue playing that game. A12.2.5. Contacting a member of the Tournament Rules Group (TRG) to request that a WFDF Official or TRG member attend the remainder of the game.
A13. Spirit Stoppage
A13.1. If a team’s captain, spirit captain, a designated WFDF Official, or TRG member, believes that either or both teams are failing to follow the Spirit of the Game (SOTG), they may call a “Spirit Stoppage”. This can only be called: A13.2. During this stoppage, neither team may engage in tactical discussions. All team members of both teams should form one “spirit circle” in the middle of the field. A13.3. Separately from the spirit circle, the two opposing team captains and spirit captains must discuss all current issues with adherence to SOTG, determine actions to rectify those issues, and then convey the agreement to the spirit circle. A13.4. Spirit Stoppages do not affect, nor are they affected by, the number of time-outs available. A13.5. As per A4.6 the game clock must be stopped during a Spirit Stoppage. A13.6. After a Spirit Stoppage called during play, players must return to the approximate positions they held prior to the Spirit Stoppage being called.
Appendix B: WFDF Additional Championship Game Rules
B1. Rosters
B1.1. A team must have a minimum of fourteen (14) players registered on its playing roster for the event. B1.1.1. A team may register with a minimum of twelve (12) players on its playing roster for an event with the written consent of the teams National Federation, Coaching Staff (if any) and all players, or player guardians for junior teams and prior written approval by a WFDF Official during the registration phase. B1.1.2. For Continental Championships a team must have a minimum of twelve (12) players registered on its playing roster for the event. B1.1.3. A team in the mixed division must also have a minimum of seven (7) female players and seven (7) male players on its roster. B1.1.4. Should a team lose registered players during the event due to injuries the team will be allowed to continue to participate in the event.
B1.2. A team may have a maximum of twenty-six (26) players on its roster. B1.3. Player Maximum and Minimum limits do not apply to Non-playing Team Support (guests, coaches or other support staff) who may be registered with the team for the event. B1.4. Medical disqualification of players due to serious medical condition B1.4.1. If the Event Chief Medical Officer (CMO) determines that a player should not return-to-play due to a serious medical condition, then the player is disqualified from playing until the CMO subsequently determines the player is medically cleared to return-to-play. B1.4.2. The CMO will re-evaluate a medically disqualified player for return-to-play at least every 24 hours during the tournament, or more often at the CMO’s discretion. B1.4.3. The CMO’s decision cannot be over-ruled by another medical provider. B1.4.4. The Tournament Rules Group is responsible for the enforcement of this policy. B1.4.5. The CMO will rapidly communicate with the Tournament Rules Group to notify them of a medical disqualification and medical clearance.
B1.5. If a team is found to have played a game with non-rostered players, this should be brought to the attention of the Tournament Technical Director or the Tournament Rules Group (TRG) by a captain or game official as soon as possible. The TRG determines whether further action should be taken against teams or individuals.
B2. Divisions
B2.1. Each team must be registered into one of the following divisions: B2.1.1. Mixed (X) B2.1.2. Open (O) B2.1.3. Women’s (W) B2.1.4. Master Mixed (MX) B2.1.5. Master Open (MO) B2.1.6. Master Women’s (MW) B2.1.7. Grand Master Mixed (GMX) B2.1.8. Grand Master Open (GMO) B2.1.9. Grand Master Women’s (GMW) B2.1.10. Great-Grand Master Mixed (GGMX) B2.1.11. Great-Grand Master Open (GGMO) B2.1.12. Great-Grand Master Women’s (GGMW) B2.1.13. Under-24 Mixed (U24X) B2.1.14. Under-24 Open (U24O) B2.1.15. Under-24 Women’s (U24W) B2.1.16. Under-20 Mixed (U20X) B2.1.17. Under-20 Open (U20O) B2.1.18. Under-20 Women’s (U20W) B2.1.19. Under-17 Mixed (U17X) B2.1.20. Under-17 Open (U17O) B2.1.21. Under-17 Women’s (U17W) B2.1.22. Under-14 Mixed (U14X) B2.1.23. Under-14 Open (U14O) B2.1.24. Under-14 Women’s (U14W) B2.1.25. Under-11 Mixed (U11X) B2.1.26. Under-11Open (U11O) B2.1.27. Under-11 Women’s (U11W)
B2.2. Player eligibility is to be determined from the relevant WFDF Eligibility Rules. B2.3. Minimum division size: B2.3.1. For a division to take place at a WFDF World Event there must be registration from a minimum of six (6) countries. B2.3.2. For a division to take place at a WFDF Regional Event there must be registration from a minimum of four (4) countries. B2.3.3. The WFDF Ultimate Committee may allow a division with fewer countries for developmental reasons at their discretion.
B3. Ranking Criteria and Tie Breakers
B3.1. After round robin pool play, rank all teams in each pool by the number of games won. B3.2. If teams are tied, break that tie using the ranking criteria. B3.3. Each ranking criterion is used to rank all of the tied teams, not just to determine the highest ranked team. B3.3.1. If, after the application of a ranking criterion, all of the teams remain tied, go to the next criterion. B3.3.2. If not all teams remain tied, but one or more subgroups of the teams remain tied, separate these subgroups from the ranking. Each subgroup is then to be ranked separately, starting with the first ranking criterion.
B3.4. Ranking criteria, in order: B3.4.1. Number of games won, counting only games between the teams that are tied. B3.4.2. Fewest games forfeited. B3.4.3. Goal difference, counting only games between the teams that are tied. B3.4.4. Goal difference, counting games against all common opponents. B3.4.5. Goals scored per game, counting only games between the teams that are tied. B3.4.6. Goals scored per game, counting games against all common opponents. B3.4.7. Each team nominates one player to throw one disc from behind the goal line to the far brick mark on a regulation playing field. Throwing order is determined randomly, by disc toss or otherwise. Teams are ranked in order by the distance from the resting place of each disc to the brick mark, from closest to furthest.
B4. Inclement Weather Rules
B4.1. Pre-emptive rescheduling B4.1.1. WFDF Officials will monitor weather forecasts at least twenty-four (24) hours ahead of each day’s play. B4.1.2. If inclement weather is predicted for a day of play, Officials may inform all captains of a modified schedule of play no later than twelve (12) hours before the new scheduled commencement of play on that day. B4.1.3. The modified schedule may include an earlier start time, shorter breaks between games, lower time caps and/or a lower target. Shortened game times should only be used where there is high likelihood of interruption and little capacity to catch up any delayed game on a subsequent day (eg if it is the final day). B4.1.4. In extreme cases, the modified schedule may include pre-emptively cancelled games to provide space for more important games to be rescheduled. B4.1.5. Play may also be allowed to finish later in the day in the case of a delay.
B4.2. Lightning B4.2.1. On-site risk identification B4.2.1.1. On a day where thunderstorms are predicted, Officials will access live weather observations, such as on-line weather radars or radio weather warnings, to anticipate the arrival of thunderstorms at the venue. B4.2.1.2. If a thunderstorm is imminent, Officials should inform all captains and officials on site that there is a possibility of play being suspended and to reiterate the WFDF rules regarding risk identification and response. Captains and officials should also inform players and other persons on the field of the correct risk identification and response procedures if possible. B4.2.1.3. If lightning is observed or thunder is heard, a WFDF Official will count the time between the lightning (flash) and the thunder (bang). If the time delay is less than thirty (30) seconds then the strike was closer than ten (10) kilometres and the playing area will be cleared immediately. B4.2.1.4. If lightning monitoring technology is present at the venue then B4.2.1.3 does not apply and WFDF Officials may act based on the advice of the venue officials. B4.2.1.5. If anyone observes hair standing on end, hears crackling or hears static on electronic devices, a lightning strike may be imminent, and all people in the vicinity should be alerted.
B4.2.2. Response to observed risk B4.2.2.1. Upon a lightning risk being identified, an Official must immediately alert both team captains. Play must be immediately suspended and the disc left where it lies. Any play after a captain has been informed of the suspension will be deemed null and void. B4.2.2.2. All people should seek appropriate shelter. B4.2.2.3. If people are caught exposed in a thunderstorm and cannot seek appropriate shelter, they should crouch into a ball, preferably in a hollow in the ground, and remove any metal accessories.
B4.2.3. Resuming play B4.2.3.1. Players must only return to the playing field once thirty (30) minutes has elapsed since lightning or thunder was last observed, unless lightning monitoring technology is being used, and after official notice from WFDF Officials that return to the field is permitted.
B4.3. Hot weather B4.3.1. During each days play WFDF Officials will determine if extreme hot weather will pose a risk to players of heat-related illness and injuries. B4.3.2. On days where extreme hot weather is predicted WFDF Officials should inform all captains and officials on site and convey appropriate methods for dealing with hot weather. Captains and officials should also inform players and other persons on the field of these methods. B4.3.3. In the case of extreme hot weather, play may be adjusted in the following ways: B4.3.3.1. Additional stoppages may be added between points to allow players to rest and re-hydrate. B4.3.3.2. Play may be rescheduled to avoid playing in the hottest time of the day. B4.3.3.3. Game length and points cap may be reduced. B4.3.3.4. Play may be suspended or cancelled if conditions are deemed by the TRG/TTD/CMO to be too extreme.
B4.4. Air Quality B4.4.1. During each days play WFDF Officials will monitor the Air Quality Health Index (AQHI) for the tournament location using local resources. B4.4.2. If the AQHI is 3 or below, activity will continue as normal. B4.4.3. If the AQHI is 4-6 B4.4.3.1. There will be the addition of one official stoppage per half. For a game to 15, the first stoppage occurs when a team reaches 4. The second stoppage occurs when a team reaches 12 or at Time cap. These numbers should be prorated for games played to a different point total. B4.4.3.2. For each official stoppage, the time prior to the pull is extended by 3 minutes.
B4.4.4. If the AQHI is 7+ B4.4.4.1. All games are to be suspended until such time as AQHI falls below 7. Players and tournament staff should be told to shelter indoors where possible.
B5. Suspended or Cancelled Play
B5.1. Designated WFDF Officials may suspend or cancel any game if they have a reasonable reason to do so. The reason/s must be communicated to the teams affected. B5.1.1. If WFDF Officials determine that a game is to be suspended or cancelled, the following rules outline how play can be continued and appropriate results determined. B5.1.2. If play is suspended mid-point, a WFDF Official will take note of the disc position at the time of the suspension. B5.1.3. If play is suspended between a goal being scored and the ensuing pull, then the offence will be free to choose a new line-up, even if those had been already signaled at the time of the suspension.
B5.2. Rescheduling B5.2.1. During a period of suspended play all team captains present at the venue must meet with WFDF Officials to discuss the process for rescheduling games. Where possible games will be rescheduled. Time caps and points caps may be reduced to allow games to be rescheduled.
B5.3. Resumption of suspended play B5.3.1. If rescheduling allows for the suspended game to be continued, then play should resume where possible with the disc in the approximate position it was when the field was cleared. Play restart as if a time-out had been called (as per Rule 20.3). B5.3.2. Teams will be allowed ten (10) minutes to warm-up prior to the resumption of play, once allowed onto the playing field.
B5.4. Determine results of suspended and cancelled games B5.4.1. If rescheduling does not allow for suspended games to be continued, or games are cancelled, the following rules must be used to determine the outcome of the games: B5.4.1.1. For a suspension of play, if at least half the game time had elapsed or one team had scored at least half the points target, then the leading team is declared the winner. If scores were tied then the winner is determined by count-back to whichever team was ahead prior to the previous point being scored. B5.4.1.2. For a suspension of play where clause B5.4.1.1 does not apply, and one team has scored more breaks than their opponent, then the team who has scored more breaks than their opponent is declared the winner. B5.4.1.2.1. A break is scored if the team that starts a point on defense scores that point.
B5.4.1.3. For initial pool play, if clause B5.4.1.1 or B5.4.1.2 do not apply, then the winner of the game will be the higher-seeded team as determined prior to the tournament. B5.4.1.4. For subsequent pool play and finals, if clause B5.4.1.1 or B5.4.1.2 do not apply, then the Tournament Rules Group will determine if the game will be considered a draw, or if the winner of the game will be the higher-ranked team at that point (taking into account the results from initial pool play and the WFDF tiebreakers where applicable).
B5.5. Game cancellation criteria B5.5.1. Due to weather or other unexpected issues, WFDF may be required to adjust the schedule and/or games. In these cases WFDF will cancel games based on their importance. The following criteria outlines the importance of games, in descending order. B5.5.1.1. Games that may impact qualification for future “Multi-Sport” events, such as World Games or Olympics. B5.5.1.2. Playoff Games in the following order: Finals, Semi-Finals, Bronze Medal, Quarter-Finals/Pre-Semi-Finals, other playoff rounds (Pre-Quarters/Round of 16). B5.5.1.3. Placement games that determine the 5th & 6th and 7th & 8th place teams. B5.5.1.4. Playoff games for teams below 8th place. Where possible, final placement ties will be avoided for as many places as possible, with higher placements having higher priority over lower placements, or by taking into account the number of games played by teams across the event. B5.5.1.5. Initial Pool games. B5.5.1.6. Power Pool games.
B6. Tasks of Game Officials
B6.1. There are two categories of Game Officials: Support Staff and Game Advisors. B6.2. Support staff B6.2.1. Support Staff may support the ongoing game by supplying players with information through visible and audible signals. B6.2.2. Basic duties of the Support Staff include: B6.2.3. Additional duties of game officials may include: B6.2.3.1. Recording player statistics B6.2.3.2. Recording spirit scores and most valuable player nominations B6.2.3.3. Informing spectators of any calls made and their resolution B6.2.3.4. Supplying players with a printed version of the WFDF Rules of Ultimate if requested B6.2.3.5. Performing any duties that may be undertaken by non-players, including providing perspective on line calls when asked (“Line Assistants”)
B6.2.4. Support Staff may only enter the playing field area if invited by both team captains, or by both players involved in a discussion who need to consult that support staff. B6.2.5. Support Staff may not interfere with the ongoing game by making any calls or decisions. These include: B6.2.6. Support Staff do not remove the responsibility for Players to make and resolve all calls.
B6.3. Game Advisors B6.3.1. The key roles and functions of Game Advisors, in order of priority, are: B6.3.2. The specific duties of Game Advisors are: B6.3.2.1. Hold pre-game meetings with team representatives to discuss the game advisor role and any event specific rules. B6.3.2.2. Closely monitor time limits, and encourage teams to comply with these time limits and related rules. B6.3.2.3. Closely monitor the restraining lines, and encourage teams to comply with the rules concerning those lines. B6.3.2.4. Closely monitor teams regarding offside and encourage teams to comply with the rules regarding offside. B6.3.2.5. Provide non-binding perspective on any call, including, but not limited to, “down”, “out”, “foul”, and “travel”, when asked. B6.3.2.6. Provide rule clarifications, when asked. B6.3.2.7. Participate in on-field discussions between players, when required, to help them make progress on coming to a decision. B6.3.2.8. Discuss concerns regarding repeated breaches of specific rules, if required. B6.3.2.9. Call Spirit Stoppages according to A13.1. B6.3.2.10. Mediate off-field discussions between teams if required. B6.3.2.11. Provide warnings regarding incidents concerning the WFDF Conduct Policy, and the Head Game Advisor can enforce sanctions as prescribed by the WFDF Conduct Policy, as an Acting Disciplinary Authority. B6.3.2.12. Refer incidents regarding the WFDF Conduct Policy to the Tournament Rules Group.
B6.3.3. Game Advisors must only provide their non-binding perspective on a play when it is clear and obvious to them what occurred. B6.3.4. Game Advisors may only enter the playing field during a stoppage, and may do so without the need to seek approval from captains/players. B6.3.5. Game Advisors do not remove the responsibility for Players to make and resolve all calls.
Appendix C: Uniform Requirements
C1. Purpose
C1.1. The primary purpose of these uniform requirements is to distinguish between players on opposing teams, and to identify individual players. This allows players, officials and spectators to follow and interpret the game correctly. C1.2. They also aim to protect player safety and comfort, and fairness in the competition. C1.3. Additionally, better quality uniforms are expected to convey a better image of our sport to the world, taking advantage of the media and spectator opportunities of WFDF events. C1.4. These requirements aim to minimize the costs to players of meeting their primary purpose. If resources allow, teams are encouraged to exceed the minimum requirements of these rules in order to maximise the benefits to our sport. C1.5. WFDF requires teams to consider the rules and public image of the sport when designing uniforms for WFDF events. C1.6. WFDF reserves the right to require a team to alter or replace text or graphics on a garment or to replace an entire garment.
C2. General
C2.1. A uniform must consist of, at minimum, a shirt to cover the chest and abdomen, and clothing to cover the lower torso and upper legs. C2.2. A single item of clothing is allowable as a uniform if it meets the requirements of the two separate items as expressed in these rules. C2.3. A team must bring at least two distinct sets of shirts to each game (this distinction should include taking into account colour vision deficiency). C2.4. All uniform items must be of professional quality and must not negatively impact the image of the sport.
C3. Home and Away
C3.1. An event schedule may designate a “home” and “away” team for each game. C3.2. WFDF may designate team colour for certain games. C3.3. If the event schedule does not designate home and away teams, the team captains will determine which team is the home team before the game by a disc toss or other fair method. C3.4. The home team has the first choice of shirt colour. C3.5. Prior to arriving at a game, a team may tell their opponent which shirt is their “home” shirt, and they are bound by that decision.
C4. Shirts
C4.1. All players on a team must wear shirts that match in colour and pattern (sleeve lengths may vary). C4.2. Each player in a team for a particular game must be designated by a unique integer between 0 and 99 inclusive. C4.3. The shirt that a player wears in that game must bear their number, expressed only in Arabic numerals, with an optional leading zero for numbers between 0 and 9 inclusive. C4.4. The number must be sewn or printed onto the back of the shirt. Each digit in the number must be a minimum of sixteen (16) centimetres high and have a minimum line width of three (3) centimetres wide. C4.5. The numbers must be clearly visible from a distance, entirely one colour, and of a significantly different colour from the background shirt colours. C4.6. There must not be any overlaid design or characters obscuring the numbers.
C5. Pants
C5.1. Pants are deemed to be any clothing that covers at least the lower torso and upper legs C5.2. All players on a team must wear pants that match in colour and pattern. C5.3. Pants may have numbers sewn or printed on the front left leg. The number must match that of the player's shirt.
C6. Optional Features
C6.1. If the team is a national team, the uniform may also include the International Olympic Committee three letter country code representing that country and/or its national flag. C6.2. Shirts may have player names printed on them. C6.3. Uniforms may have a sponsor name or logo printed on them.
C7. Undergarments
C7.1. Players may wear clothing under their uniform in order to protect them from injury, temperature, sunlight, etc. C7.2. WFDF considers that if any exposed parts of undergarments are black, white, or matching the main uniform colours, this will improve the image of the sport.
C8. Gloves
C8.1. Players may wear gloves, but they must not in any way damage the disc or leave any residue on the disc. C8.2. Players are prohibited from applying any substance to their hands, for the purposes of enhancing grip, which can transfer to the disc during the course of play.
C9. Headgear
C9.1. Players may wear hats, caps or other headgear to protect them from sun exposure, the weather, injury or for personal comfort. C9.2. If players on a team wear hats, all hats must be similar in style and colour. For the purposes of this rule, visors and hats are considered to be of similar style. C9.3. Headgear must not display non-related commercial logos or other non-related sports team logos.
C10. Socks
C10.1. If players on a team wear long socks, WFDF considers that matching those socks will improve the image of the sport. C10.2. Socks and stockings must not display non-related commercial or other non-related sports team logos.
C11. Footwear
C11.1. Players must wear either shoes or boots. Footwear does not need to be matching in any way. C11.2. Any studs or ridges on the sole of the footwear must not protrude more than 20 millimetres from the sole nor have any sharp edges.
C12. Additional Uniform Requirements for Players
C12.1. Players must not wear anything that is dangerous to other players. WFDF considers fully metallic studs and plaster casts to be dangerous. C12.2. Players must not wear anything that gains an advantage by substantially enhancing the physical presence of the player. C12.3. Team uniforms must comply with the WFDF Social Expression Policy. C12.4. Players, substitutes and team officials must not use any equipment that amplifies their voices. C12.5. Players, substitutes and team officials may be requested to refrain from using, or restrict the location of, any props that could negatively impact the image of the sport.
C13. Coaches and Support Staff
C13.1. Coaches and support staff must wear appropriate attire when on the sideline, preferably in a similar style to their team, but preferably in a colour that distinguishes them from their players. C13.2. Coaches and support staff may be requested to change their attire, where possible, if, for example, it clashes with that of relevant WFDF Officials.
Appendix D: WFDF Eligibility and Roster Guidelines
D1. Team Eligibility – General
D1.1. WFDF membership is a requirement for registering and competing in WFDF sanctioned championship events. Only regular, organizational, and associate member organizations in good standing may register teams. D1.2. All players on a Roster must be members of the National Federation in good standing, and must meet whatever other requirements are placed on them by the National Federation. D1.3. A National Federation is a WFDF Member recognized by WFDF as representing the sport of ultimate for a country. D1.4. A single player may not participate on more than one team during a single WFDF Event. D1.5. The team roster must be inspected by an official of the National Federation who represents the team before being submitted. This official must countersign the roster to indicate they have inspected it and found it to be in accordance with player eligibility. D1.6. WFDF reserves the right to invalidate a submitted roster if it is felt that the team does not adequately represent the country the team is intended to represent.
D2. Team Eligibility – National Team Rosters
D2.1. WFDF World Ultimate Championship Events for National Teams are: D2.2. A country which fulfils the following criteria will be considered a small Ultimate community for the purposes of National Team roster eligibility per division (for Juniors events, only the number of eligible registered players for that division shall be used for the calculations): D2.2.1. Mixed Divisions: A maximum of one hundred and fifty (150) female ultimate players or a maximum of one hundred and fifty (150) male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event. D2.2.2. Open Divisions: A maximum of one hundred and fifty (150) male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event. D2.2.3. Women’s Divisions: A maximum of one hundred and fifty (150) female ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event. D2.2.4. Under-20 Mixed Divisions: A maximum of seventy-five (75) U20 female ultimate players or a maximum of seventy-five (75) U20 male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event. D2.2.5. Under-20 Open Division: A maximum of seventy-five (75) U20 male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event. D2.2.6. Under-20 Women’s Division: A maximum of seventy-five (75) U20 female ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event. D2.2.7. The country has been a National Federation for less than sixteen (16) years.
D2.3. Player Classes – All players on a National Team Roster must belong to one of the following classes: D2.3.1. Legal Citizen - Players are deemed to be “Legal citizens” if they own a passport or equivalent legal document issued by the country's government D2.3.2. WFDF Citizen - Players are also deemed to be “WFDF citizens” if they have moved to the country at least four (4) years prior to the start date of the event and spent more than 75% of those four (4) years in the country. D2.3.3. Resident Non-Citizen - Players are deemed to be “Resident non-citizens” if they own a legal certificate of permanent residency issued by the country's government; or if they have moved to the country at least twenty (20) months prior to the start date of the event and spent more than 75% of those twenty (20) months in the country. D2.3.4. The following rules will replace rules D2.3.2. and D2.3.3 in 2025: D2.3.5. WFDF Citizen - Players are also deemed to be “WFDF citizens” if they have moved to the country at least forty (40) months prior to January 1st of the year of the event and spent more than 75% of those forty (40) months in the country. D2.3.6. Resident Non-Citizen - Players are deemed to be “Resident non-citizens” if they own a legal certificate of permanent residency issued by the country's government; or if they have moved to the country at least twelve (12) months prior to January 1st of the year of the event and spent more than 75% of those twenty (20) months in the country.
D2.4. Team Roster Composition – A National Team may have on its roster: D2.5. Team Roster Composition – Small Ultimate Community D2.5.1. Teams from small Ultimate communities will be allowed to add one (1) extra Resident Non- Citizen to their Roster. D2.5.2. For Teams from small Ultimate communities, the length of time for Resident Non-Citizens referenced in section D2.3.3. will be reduced to ten (10) months. D2.5.3. For Teams from small Ultimate communities, the length of time for Resident Non-Citizens referenced in section D2.3.6 will be reduced to six (6) months.
D3. Team Eligibility – Club Team Rosters
D3.1. WFDF World Ultimate Club Championship Events are: D3.2. Club team names must not include any wording that could reasonably be considered as offensive or inappropriate, as determined by WFDF.
D4. Player Eligibility – Gender
D4.1. In order to be eligible to play in the following WFDF playing divisions, players must meet the specified criteria. D4.2. The eligibility of transgender athletes is governed by the WFDF Transgender Policy. D4.3. Mixed Divisions – Any player eligible for the Open Division can play as a male player. Any player eligible for the Women’s Division can play as a female player. D4.4. Open Divisions – All players are eligible to participate in the Open Divisions of all competitions. D4.5. Women’s Divisions – All female players are eligible to participate in the Women’s Divisions of all competitions.
D5. Player Eligibility – Age
D5.1. In order to be eligible to play in the following WFDF playing divisions, players must meet the specified criteria. D5.2. Mixed, Open and Women’s Divisions – A player participating in these divisions must be sixteen (16) years old or older during the calendar year in which the tournament concludes. D5.3. Master Divisions D5.3.1. A player participating in a Master division as a female player must be thirty (30) years old or older during the calendar year in which the tournament concludes. D5.3.2. A player participating in a Master division as a male player must be thirty-three (33) years old or older during the calendar year in which the tournament concludes.
D5.4. Grand Master Divisions D5.4.1. A player participating in a Grand Master division as a female player must be thirty-seven (37) years old or older during the calendar year in which the tournament concludes. D5.4.2. A player participating in a Grand Master division as a male player must be forty (40) years old or older during the calendar year in which the tournament concludes.
D5.5. Great Grand Master Divisions D5.5.1. A player participating in a Great Grand Master division as a female must be forty-five (45) years old or older during the calendar year in which the tournament concludes. D5.5.2. A player participating in a Great Grand Master division as a male must be forty-eight (48) years old or older during the calendar year in which the tournament concludes.
D5.6. Under-24 (U24) Divisions – A player participating in these divisions must be fourteen (14) years old or older and must not be twenty-four (24) years old or older during the calendar year in which the tournament concludes. D5.7. Junior: Under-20 (U20) Divisions – A player participating in these divisions must during the calendar year in which the tournament concludes, be D5.8. Under-17 (U17) Divisions – A player participating in these divisions must be twelve (12) years old or older and must not be seventeen (17) years old or older during the calendar year in which the tournament concludes. D5.9. Under-14 (U14) Divisions – A player participating in these divisions must be ten (10) years old or older and must not be fourteen (14) years old or older during the calendar year in which the tournament concludes. D5.10. Under-11 (U11) Divisions – A player participating in these divisions must be eight (8) years old or older and must not be eleven (11) years old or older during the calendar year in which the tournament concludes.
D6. Roster Details
D6.1. Rosters that are submitted for all events must include the following information for all players: D6.2. Designated WFDF Officials can require teams to provide evidence around these roster details.
D7. Roster Eligibility – Continental Championships (AAUC, AOUC, PAUC)
D7.1. WFDF Continental Championship Events are: D7.2. WFDF allows either “National” or “Club” teams to attend Continental Championships to encourage participation. Teams must be designated as either “National” or “Club” teams and National Federations must use the appropriate eligibility criteria when approving rosters. D7.3. For countries sending more than one (1) team to an event, a maximum of one (1) team may use the “National Team” eligibility rules, and all of the other teams must use the “Club Team” eligibility rules.
D8. Exemptions
D8.1. For exceptional circumstances Federations or Teams may apply to the WFDF Ultimate Committee for exemptions to the Eligibility and Roster Guidelines listed in Section D.
Appendix E: Seeding, Schedule and Event Bids
E1. Seeding for National Team Events (per division)
E1.1. Use final standings of the previous instance of the event being seeded to determine the top eight (8) teams. E1.2. For remaining countries not included in E1.1, determine the seeding by using: E1.3. All countries with a zero (0) score from E1.2 will be ordered at the bottom of the seeding list by random draw. E1.4. Re-seeding for European Teams
E2. Seeding for Club Team Events (per division)
E2.1. Seed all teams participating from each country (example – USA1, USA2, USA3) according to each National Federation, or in lieu of National Federation comment, based on the event used to qualify for WFDF event. E2.2. Re-seed for European Teams: Seed European teams using most recent European Ultimate Club Championships (example – EUR1, EUR2, EUR 3). Teams from each country will retain their relative position to each other as per E2.1. E2.3. Use final standings of previous instance of the event being seeded, placing teams from each country into past standing obtained by teams from the same country. In the case of European teams, placing teams into past standing obtained by teams from Europe. E2.4. Ultimate Committee to use best knowledge to seed teams not seeded by E2.3.
E3. Seeding Pools (Semi-Random Seeding)
E3.1. Pools will be seeded using a traditional “snake” numbering system. Example: Pool A Pool B Pool C Pool D 1 2 3 4 8 7 6 5 9 10 11 12 16 15 14 13 17 18 19 20 E3.2. In situations where pools have an uneven number of teams, the pools with fewer teams will correspond with the pool with the #1 seed, then the pool with the #2 seed and so on. Example: Pool A Pool B Pool C Pool D 1 2 3 4 8 7 6 5 9 10 11 12 16 15 14 13 17 18 E3.3. The #1 seed for each pool gets placed according to the ranking list of teams. E3.4. The next “n” number of teams from the ranking list, where “n” = the number of pools, are randomly drawn into the next “n” number of positions. E3.4.1. For systems with 4 or more pools “n” is always a minimum of 4 and a maximum of 50% of the number of pools (while enough unplaced teams remain)
E3.5. Repeat step E3.4 until all teams are placed. E3.6. If the placement of a set of teams results in a country having more than two (2) teams for a World event, or more than one (1) team for a Continental event, in a single pool WFDF may adjust the random draw of that set of teams to avoid this situation. Teams may only be moved within their random draw pot of “n” teams (see E3.4) to achieve this goal. E3.7. For WU24 and WJUC events, where the number of pools is greater than two (2), if the placement of a set of teams results in a region having more than three (3) teams in a single pool WFDF may adjust the random draw of that set of teams to avoid this situation. Teams may only be moved within their random draw pot of “n” teams (see E3.4) to achieve this goal.
E4. Bids to National Team Events (WUGC, WU24, WJUC, WMUC)
E4.1. For each division, where space is available, all WFDF National Federations indicating an expression of interest for each division will receive one (1) bid in each playing division for each event. E4.2. Where events have limitations on the number of teams or participants, WFDF will reduce the number of bids offered to National Federations by the following criteria implemented in order. No Federation will receive more than one (1) bid per playing division. For section E4.2.1 & E4.2.3 WFDF may limit the number of bids offered using the most recent WFDF World Rankings of Ultimate if implementing that criteria for all National Federations exceeds the event capacity. E4.2.1. National Federations receive one (1) bid in each playing division in which the National Federation placed a team in the top nine (9) (including ties), from the previous relevant World National Team Event. E4.2.2. The host federation will receive one (1) bid in each division for any division which they did not receive a bid in E4.2.1. E4.2.3. National Federations not receiving a bid from E4.2.1 or E4.2.2 will receive one (1) bid in each playing division in which the National Federation placed a team in the top three (3) (including ties), following the removal of teams from countries receiving bids in E4.2.1 and E4.2.2, from that countries Continental Event concluding prior to ten (10) months before the start of the event. E4.2.4. National Federations who have not received a bid in E4.2.1, E4.2.3, or E4.2.3 will be given a single bid in the division of their choice, assuming space is available, based on the current WFDF World Ultimate Rankings as of the time of opening of registration for the event. E4.2.5. Following the initial release of bids created by E4.2.1, E4.2.3, E4.2.3, and E4.2.4, remaining bids, bids returned by National Federations or bids forfeited by teams failing to meet event registration deadlines for each division will be given to National Federations from the waitlist. E4.2.6. A waitlist will be created for each playing division in the event using remaining teams who have expressed an interest in attending the event in the order of the WFDF World Ultimate Rankings as of the opening of registration for the event. Any country accepting a single bid in E4.2.4 will have all remaining teams on the waitlist in other divisions moved to the bottom of the waitlist, in order of WFDF World Ultimate Rankings for all similar teams.
E5. Bids to Club Team Event (WUCC)
WFDF will use the following criteria, implemented in order. WFDF may limit the number of bids offered using the most recent WFDF World Rankings of Ultimate if implementing that criteria for all National Federations exceeds event capacity.
E5.1. National Federations receive one (1) bid in each playing division in which the National Federation participated in the previous WUGC event. E5.2. For each playing division, one (1) bid will be given out to the top three (3) finishing countries in that division at the preceding relevant World Club event. E5.3. For each playing division where the host does not have a bid from E5.1 or E5.2, one (1) bid will be given to the host country. E5.4. For each playing division, if the country that won the most recent Continental Championship has not received at least one (1) bid from E5.1 or E5.2, they will receive a bid in that division. E5.5. Any National Federation not receiving at least one (1) bid in E5.1, E5.2, E5.3, or E5.4 will receive one (1) bid into a division to be determined by the Federation. E5.5.1. WFDF may restrict the choice of division from E5.5 if a division is deemed to be “full” from previous bids offered. E5.5.2. If a National Federation turns down all of the bids they receive by rule E5.1, E5.2, E5.3, and E5.4, then for the purposes of rule E5.5 they will be treated as a federation that did not receive a bid in E5.1, E5.2, E5.3, or E5.4.
E5.6. National Federations receive one (1) bid in each playing division if that division was included in that Federations previous calendar year’s National Championships or if that division is planned to be included in that Federations current calendar year’s National Championships. E5.7. National Federations not receiving a bid (per division) from E5.6 will receive one (1) bid in each playing division in which that National Federation had a team participating in the previous Continental event. This bid will not be offered if it is in the same division as the bid selected by the National Federation in E5.5. E5.8. Additional spaces per division will be offered to National Federations based on the finishing position of countries at the preceding relevant Worlds Club event, starting with the 4th place country. E5.9. Additional spaces per division will be offered to National Federations based on WFDF World Rankings at the time of the opening of the bid allocation process, starting with the 1st place country.
E6. Bids to Masters Club Team Event (WMUCC)
WFDF will use the following criteria, implemented in order. WFDF may limit the number of bids offered using the most recent WFDF World Rankings of Ultimate if implementing that criteria for all National Federations exceeds event capacity.
E6.1. National Federations receive one (1) bid in each playing division in which the National Federation participated in the previous WMUC event. National Federations receive one (1) bid in each playing division for all other divisions at WMUCC that were not offered at the preceding WMUC. E6.2. For each division, one (1) bid will be given to the top three (3) finishing countries in that division at the preceding WMUC event. For all other divisions, the top three (3) countries based on the most recent WFDF World Ultimate Rankings will receive one (1) bid per division. E6.3. National Federations not receiving a bid in E6.1 or E6.2 will receive one (1) bid in any division that was included in the Federations previous calendar year's National Championships or if those divisions are planned to be included in that Federations current calendar year's National Championships. E6.4. Any National Federation not receiving at least one (1) bid in E6.1, E6.2 or E6.3 for any divisions will receive one (1) bid into the division determined by the Federation. E6.4.1. Should an individual division be at capacity, WFDF may restrict the choice of division by the National Federation.
E6.5. Additional spaces per division will be offered to National Federations based on the finishing position of countries at the preceding relevant Worlds Club event, starting with the 4th place country.
E7. Scheduling Rules
When creating the schedule for WFDF World Events, officials will take into account the following criteria. Each section is considered more important than the one following.
E7.1. All teams in the tournament must have the same path to the championship based on overall schedule structure. Example – No team is given an automatic “bye” to a later round in the event unless all teams had a similar opportunity to achieve that bye. E7.1.1. An exception can be made if an event has an uneven number of teams in the initial pools. In this case teams in pools with more teams may need to play an additional game in round robin play, and an additional team from a larger pool may be eliminated from the next round over a pool with fewer teams.
E7.2. Teams will have a minimum of sixty (60) minutes between games unless there are extenuating circumstances. E7.3. Teams will not play more than two (2) games in the same day. E7.3.1. This rule may be broken if significant scheduling constraints exist, or in the case that weather issues have created a need to fairly complete the tournament. Example – playing Quarter Finals, Semi-Finals and Finals on the last day of the event rather than cancel the Quarter Final round. In this case the schedule must adhere to the following: E7.3.1.1. No team will play three (3) games in one (1) day more than once at a tournament. E7.3.1.2. When possible, a team should only play a third game in a single day if that game is against another team that is also playing its third scheduled game of that day. E7.3.1.3. When possible, teams involved in a third game should have followed the same schedule for the day, with games and byes having occurred at the same time.
E7.4. Schedule should minimize teams playing in the last timeslot of a day and the first timeslot the next day. E7.5. Schedule should minimize the possibility of the same team playing in the first timeslot of a tournament for three (3) consecutive days. E7.6. Schedule should minimize the possibility of the same team playing in the first timeslot and the last timeslot of the day. E7.7. The Bronze Medal (3rd Place/4th Place) games may be excluded from the schedule of the event depending on the size of the event, available field space and benefits of scheduling to Semi-Final games. In such a case both teams will be awarded a Bronze Medal and 3rd place at the event, and will take place in the final medal ceremony. For the purpose of World Ultimate Rankings, each country will receive the average of the points awarded for 3rd and 4th place.
E8. World Ultimate Rankings
E8.1. The World Ultimate Rankings are rankings that are based on the finishing position of each country’s top team in each playing division over the last four years from the most recent WFDF Ultimate events. E8.2. World Ultimate Ranking Points are calculated by using the following formula for each team participating in all eligible divisions for all eligible events: Points = (MAX Points/Teams in Division) X ((Teams in Division - Team Rank)+1)
E8.2.1. For Club Events, only a country’s top placing team will collect points. Lower ranked teams from the same country will be removed from the list of teams for the purposes of calculating the “Teams in Division”. E8.2.2. A country’s World Ultimate Ranking is the sum of all points collected by all that country’s from all eligible events/divisions. E8.2.3. World Ultimate Rankings are calculated using the most recent occurrence of all eligible events.
E8.3. Eligible Events, Divisions and Max Points:
ªAge Restricted Divisions at Continentals Events are only eligible if the same division has previously occurred at WJUC, WMUCC, WMUC (for Grass Events) or WBUC (for Beach Events).Event Divisions Max Points WUGC/WUCC O/W/X 48 WBUC O/W/X 48 WBUCM O/MW/MX 24 WBUC Other Masters Divisions 12 WU24/WJUC O/W/X 36 WMUC/WMUCC MO/MW/MX 24 WMUC/WMUCC Other Masters Divisions 12 Continentals O/W/X 24 Continentals Masters Divisionsª 12 E8.4. The most recent World Ultimate Rankings are defined as the rankings that are current at the time of the bid allocation process for any given event.
E9. Adjustments to seeding and bids.
E9.1. In exceptional circumstances the Ultimate Committee has the authority to adjust the seedings and bids generated by the rules set out in Section E. E9.2. If adjustments are made by the Ultimate Committee, the reasons for these adjustments must be published by WFDF.
Appendix F: Hand Signals
F1. Purpose of Hand Signals:
F1.1. To signal to other players, game officials, substitutes, team staff or spectators, what call has been made by the players involved. Note: Responsibility for all calls remains with the players.
F2. Use of Signals:
F2.1. Signals may be made either by the players involved, or by players or non-players (eg officials) who have heard the call. F2.2. Non-players may only signal in response to a player's call on the field. F2.3. Non-players should also use signal 23 to indicate which team made the call, after the following calls: Foul, Violation, Retracted, Time-out, Spirit Stoppage and Stoppage. Diagram: WFDF Hand Signals
Steinar's comment (unofficial!): Reading from cover to cover
If you are entirely new to the rules, reading them from start to finish probably isn't the best way to go; they are long (more than 50 pages!), and some things are presented out of order.
The most relevant rules probably start at section 7, and you may want to skip advanced sections such as section 16 until you've understood all the others. This is not to say the other rules are not important—they are! But you will probably get a better understanding if you are willing to skip around a bit.