Reglas del Ultimate

18. Infracciones y Violaciones

  1. 18.1. Infracciones de marca:
    Diagrama de decisión: Marking infraction occurs, no pass made
    1. 18.1.1. Las infracciones de marca incluyen las siguientes:
      1. 18.1.1.1. “Conteo rápido” (fast Count) - La marca:
        1. 18.1.1.1.1. inicia o continúa el conteo incorrectamente,
        2. 18.1.1.1.2. no inicia o reinicia el conteo con “contando” (“Stalling”),
        3. 18.1.1.1.3. cuenta en intervalos menores de un (1) segundo,
        4. 18.1.1.1.4. no reduce o resetea correctamente el conteo cuando corresponda, o
        5. 18.1.1.1.5. no inicia el conteo con el número correcto.
          Anotación: 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”).

      2. 18.1.1.2. “Montarse” (“Straddle”) - es cuando la línea entre los pies de un jugador defensivo está dentro del diámetro de un disco, del punto de pívot del lanzador.
      3. 18.1.1.3. “Espacio de disco” (“disc space”) - es cuando cualquier parte del cuerpo del jugador defensivo está a una distancia menor al diámetro de un disco, del torso del lanzador. Sin embargo, si esta situación es causada únicamente por el movimiento del lanzador, no es considerada una infracción.
        Anotación: 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.

      4. 18.1.1.4. “Encerrar” (“wrapping”) - es cuando la línea creada entre las manos o brazos del defensor se encuentran más cerca del límite que marca el diámetro de un disco del torso del lanzador, o cualquier otra parte de su cuerpo que esté por encima del punto de pívot del lanzador. Sin embargo, si esta situación es causada únicamente por el movimiento del lanzador, no es considerada una infracción.
        Anotación: 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.

      5. 18.1.1.5. “Doble Marca” (“double Team”) - es cuando un jugador defensivo, sin ser su marca, está dentro de los tres (3) metros circundantes al punto de pívot del lanzador sin estar marcando a otro jugador atacante.
        Anotación: Double team

        Que: Two or more defensive players are within 3 metres of the thrower and are not guarding any other players.

        Resultado: 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.

        Nota: 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).

        Cualquier jugador ofensivo puede hacer una llamada de doble marca, sin embargo, si la llamada no la hace el lanzador, la llamada debe hacerse lo suficientemente fuerte para que el lanzador y el marcador la escuchen. Si el lanzador repite una llamada de doble marca hecha por un compañero de equipo, esto debe ser tratado como la misma llamada de doble marca (por ejemplo, el conteo solo necesita reducirse una vez).

        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.

        Comentario de Steinar (¡no oficial!): Guarding another offensive player

        The definition of guarding a player includes that you should be “primarily focused on and 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. (Even if you're listening; your vision is probably a key part of “primarily focused on”. Note that this part of the definition is new for the 2025–2028 rules.) What about looking mostly at the thrower, but glancing occasionally at the player you claim to be guarding? Unlikely, that's also not “primarily focused”. 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. 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 legal, but they need to open up again when that player leaves. This will typically have you with the back to that player for a short while, but again, you will really need to pay primary attention to them and not the thrower after the 2025 changes. It's not entirely clear how this will be interpreted in practice going forward.

        1. 18.1.1.5.1. El defensa que marca a un jugador ofensivo puede intentar impedir un pase del lanzador, siempre y cuando continúe marcando a otro jugador ofensivo.
        2. 18.1.1.5.2. El simple hecho de cruzar corriendo por esta zona no implica una doble marca.
      6. 18.1.1.6. “Visión” – es cuando un jugador defensivo usa cualquier parte de su cuerpo para obstruir intencionalmente la visión del lanzador.
    2. 18.1.2. Una infracción de marca puede ser no aceptada por la defensa, en este caso la jugada se detiene.
      1. 18.1.2.1. Si un pase se completa, una infracción de la marca contestada o retractada tiene que ser tratada como una violación de la defensa, y el disco tiene que volver al lanzador.
        Anotación: 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.

    3. 18.1.3. Después de que suceda alguna de las infracciones de marca enumeradas en el punto 18.1.1 y la jugada no sea detenida, la marca debe reanudar el conteo con el número anterior al último número dicho completamente antes del llamado, menos uno (1).
      Anotación: 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).

      1. 18.1.3.1. La marca no debe reanudar el conteo hasta que se corrija cualquier posicionamiento ilegal. De lo contrario resultaría sucesivamente en una infracción de marca.
    4. 18.1.4. En vez de llamar infracción de marca, el jugador pertinente puede llamar violación de marca y detener el juego si;
      Anotación: 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.

      1. 18.1.4.1. el conteo no es corregido,
      2. 18.1.4.2. no hay conteo,
      3. 18.1.4.3. hay una evidente infracción de marca, o
        Anotación: 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”.

      4. 18.1.4.4. existe un patrón repetitivo de infracciones de marca.
    5. 18.1.5. Si una infracción o violación de marca que es llamada por el lanzador que también intenta un pase antes, durante o después del llamado, el llamado no tiene consecuencias (a menos que se aplique 18.1.2.1) y si el pase no es completado se produce un turnover.
  2. 18.2. Infracción de “Travel”:
    Diagrama de decisión: Travel called
    Travel CalledContestedNo Stoppage.Pause Stall Count18.2.5Pivot established atcorrect spot, quicklyand before throwingPlay on.Stall count resumes18.2.5Stoppage18.2.5.115.3CompletedStoppageDisc back tothrower18.2.6Turnover18.2.7Stall max 69.5.4Stoppage.Stall Max 618.2.8, 9.5.4Stall max 99.5.2YesNoThrower still has discDisc thrownYesNoYesNoContestedAccepted
    1. 18.2.1. Después que atrape el disco, el lanzador tiene que reducir su velocidad tan pronto como le sea posible, sin cambiar de dirección, hasta establecer un punto de pívot.
      1. 18.2.1.1. Sin embargo, si un jugador atrapa el disco mientras corre o salta, el jugador puede soltar un pase sin intención de reducir la velocidad y sin establecer un punto de pívot, siempre y cuando:
        1. 18.2.1.1.1. No cambie la dirección o aumente la velocidad hasta que suelta el pase; y
        2. 18.2.1.1.2. Realice un máximo de dos puntos de contacto adicionales con el suelo después de atrapar el disco y antes de soltar el pase.
          Comentario de Steinar (¡no oficial!): 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 18.2.1). 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 (18.2.1.1) 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.

    2. 18.2.2. El lanzador puede moverse en cualquier dirección (pivotando), solamente estableciendo y manteniendo un punto de pívot, hasta que realice el pase.
      Anotación: Passing while slowing down after catching the disc

      Que: 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.

      Resultado: 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.

      Comentario de Steinar (¡no oficial!): 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.

    3. 18.2.3. Un lanzador que no está de pie, puede usar cualquier parte de su cuerpo como punto de pívot.
      1. 18.2.3.1. Si se levanta, no se considera ‘travel’ siempre que establezca un punto de pívot en el mismo sitio.
    4. 18.2.4. Una Infracción de Travel ocurre si:
      Anotación: 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 18.2.1.1 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.

      Comentario de Steinar (¡no oficial!): Catch-and-throw-22

      If you intend to do a throw-and-go move under 18.2.1.1 (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.

      1. 18.2.4.1. El lanzador establece un punto de pívot en un lugar incorrecto, incluyendo el no reducir la velocidad tan rápido como se pueda tras atrapar el disco, o cambiar de dirección tras atrapar el disco;
      2. 18.2.4.2. El lanzador realiza un pase incumpliendo 18.2.1.1;
      3. 18.2.4.3. siempre que el lanzador tenga que moverse a un lugar específico, el lanzador no establece el punto de pívot hasta comenzar el movimiento de lanzar;
        Anotación: 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.

        Comentario de Steinar (¡no oficial!): Throwing motion

        Note that the annotation above is not solely about the arm movement; throwing motion 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.

      4. 18.2.4.4. El lanzador falla en mantener establecido su punto de pívot hasta que realice un pase;
      5. 18.2.4.5. Un jugador, intencionalmente, golpea el disco o lo desvía hacia él mismo simplemente con el propósito de avanzar en una dirección específica.
        Anotación: 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.

        Comentario de Steinar (¡no oficial!): 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.

    5. 18.2.5. El juego no se detiene después de un llamado de infracción de “travel” aceptado.
      Anotación: Continuing play after a Travel call

      Que: An accepted Travel infraction is called and the thrower has not released the disc.

      Resultado: Play does not stop. The thrower must establish the pivot at the correct spot as per rule 18.2.5.

      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.

      1. 18.2.5.1. El lanzador establece su punto de pívot en el lugar correcto, como es indicado por el jugador que llamó el travel. Esto debe ocurrir sin retraso por parte de ninguno de los jugadores implicados.
      2. 18.2.5.2. El conteo se detiene, y el lanzador no debe lanzar el disco hasta que un punto de pívot sea establecido en el lugar correcto.
      3. 18.2.5.3. La marca no necesita decir ‘contando’ (Stalling) antes de reanudar el conteo.
    6. 18.2.6. Si, después de llamar una infracción de travel, pero antes de corregir el punto de pívot, el lanzador hace un lanzamiento y completa un pase, el equipo defensivo puede llamar ‘violación de travel’. El juego se detiene y el disco vuelve al lanzador. El lanzador debe volver al lugar que ocupaba al momento de la infracción. La jugada se debe reanudar con un check.
      Anotación: 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.

    7. 18.2.7. Si, después de una infracción de travel, el lanzador realiza un pase incompleto, la jugada continúa.
    8. 18.2.8. Después de contestar una infracción de travel donde el lanzador no ha realizado el pase, la jugada se detiene.
  3. 18.3. Violaciones por obstrucción (Pick):
    Diagrama de decisión: Pick called
    Disc Not ThrownDisc ThrownCont.Accept.YesNoYesNoYesNoYesNoCont.Accept.Cont.Accept.Pick Called18.3StoppageDefensecatches up.Stall max 618.3.2, 9.5.4Players return to wherethey were when thecall was made.Stall max 610.2.1, 9.5.4CompletedPick affectedpossessionPick CalledAfter ThrowCatch up/Goal16.2.4.216.3Turnover16.2.4.1Pick callaffectedpossessionTurnover16.3Defensecatches up.Stall max 618.3.2, 9.5.4Players return to wherethey were when thecall was made.Stall max 610.2.2.1, 9.5.4Defensecatches upStall max 618.3.2, 9.5.4Players return to wherethey were when thecall was madeStall max 610.2.2.1, 9.5.4Disc back tothe thrower16.2.4.2.1Disc back tothe thrower16.2.4.2.1
    1. 18.3.1. Si un jugador defensivo se encuentra marcando a un jugador atacante y otro jugador le impide moverse hacia/con ese jugador, ese jugador defensivo puede llamar ‘Pick’. Sin embargo, no es un pick si ambos jugadores tanto el defendido como el jugador obstruido están haciendo una jugada al disco al momento de la obstrucción.
      Anotación: 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.

      Comentario de Steinar (¡no oficial!): Guarding one offensive player

      Note that the rule explicitly says “guarding one offensive player”, and the definition of guarding says you must be “primarily focused on” them. If you are trying to guard two or more players, e.g. because you are poaching, you cannot call a pick.

      1. 18.3.1.1. Antes de llamar un ‘pick’, el defensor puede esperar hasta un máximo de 2 segundos con la intención de evaluar si la obstrucción afecta a la jugada.
    2. 18.3.2. Si la jugada se detiene, el jugador obstruido podrá moverse a la posición que él considere hubiese tenido de no haber ocurrido la obstrucción, a menos que se especifique lo contrario.
      Comentario de Steinar (¡no oficial!): 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.

    3. 18.3.3. Todos los jugadores deberán esforzarse de forma razonable en evitar los ‘picks’.
      1. 18.3.3.1. Durante cualquier detención de juego, los jugadores contrincantes pueden ajustar ligeramente sus posiciones para evitar obstrucciones ‘picks’ potenciales.