Rules of Ultimate

10. The Check

  1. 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.

  2. 10.2. Player positioning after a call (except in the case of a time-out, and unless specified otherwise):
    1. 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.

    2. 10.2.2. If play stops after a pass is thrown, then:
      1. 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).

      2. 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.
      3. 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.
    3. 10.2.3. All players must remain stationary in that location until the disc is checked in.
  3. 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).

  4. 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.
  5. 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.

  6. 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.

    1. 10.6.1. when the thrower has the disc:
      1. 10.6.1.1. if there is a defender within reach, the defender must touch the disc.
      2. 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.

    2. 10.6.2. when the disc is on the ground, the defender nearest to the disc must call “Disc In”.
  7. 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.

    1. 10.7.1. attempts a pass without an appropriate check as per 10.6; or
    2. 10.7.2. restarts play without verification from their nearest opposition player; or
    3. 10.7.3. is moving immediately prior to the check; or
    4. 10.7.4. was not in the appropriate position.
    5. 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.