Rules of Ultimate
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.
- 18.1.1.6. “Vision” - a defensive player uses any part of their body to intentionally obstruct the thrower’s vision.
- 18.1.1.1. “Fast Count” – the marker:
- 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.
- 18.1.2.1. 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.
- 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.
- 18.1.1. Marking infractions include the following:
- 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.
- 18.2.2.1. 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:
- 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.
- 18.2.1. 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.
- 18.3. “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.
- 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.
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.