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Ma Yuehan Cup (马约翰杯) Ultimate Frisbee Rules

Introduction

Ultimate Frisbee is a team sport played with a flying disc, with 7 players per side on a rectangular field. The field is approximately half the width of a football (soccer) pitch, with a scoring end zone at each end. Each team scores by catching the disc in the opposing team's end zone. The player holding the disc ("thrower") cannot run with it but may throw it in any direction to any teammate. If the offensive team fails to catch its own pass, a turnover occurs, and the other team takes possession and attempts to score in the opposite end zone. Games are typically played to 15 points or last approximately 100 minutes. Ultimate Frisbee is self-refereed and prohibits body contact. The Spirit of the Game guides players in officiating matches and governs on-field behavior. Most rules are universal and apply to the majority of situations, but some rules address specific scenarios and take precedence over general rules. The structure and rules of the game may be adjusted to accommodate specific competitions, such as player count, age, or available space. Refer to the relevant rules appendices for requirements applicable to certain WFDF-sanctioned events.

Spirit of the Game

  1. Ultimate Frisbee is a non-contact, self-refereed sport. All players are responsible for their own and others' adherence to the rules. Ultimate Frisbee presumes that every player abides by the Spirit of the Game and fair play.
  2. In keeping with the Spirit of the Game, these rules assume that no one will deliberately violate them; therefore, there are no penalties for unintentional violations. Instead, the aim is to restore play to what it would have been had the violation not occurred. If deliberate or egregious violations of the rules or Spirit of the Game occur, both team captains should engage in open discussion and agree on an appropriate outcome, which may differ from the rules.
  3. Players must remember that when adjudication is needed between teams, all players serve as on-field referees. Therefore, all players must:
    • Be familiar with the rules;
    • Be fair and objective;
    • Be honest;
    • State their views precisely and concisely;
    • Give the opposing side adequate opportunity to speak;
    • Consider the other side's perspective;
    • Be mindful of potential cultural differences and use respectful language and body language;
    • Resolve disputes as quickly as possible;
    • Make calls according to a consistent standard throughout the game;
    • Only call fouls or violations that clearly affect the outcome of play.
  4. Highly competitive play is encouraged, but never at the expense of mutual respect between players, violation of agreed-upon rules, other players' physical safety, or the enjoyment of the game.
  5. Examples of good Spirit of the Game:
    • Retracting a call you believe was incorrect;
    • Continuing to resolve on-field disputes off the field;
    • Complimenting opponents on excellent skill or good spirit;
    • Introducing yourself to opponents;
    • Responding calmly to disagreements or provocations.
  6. Everyone must avoid the following behaviors that clearly violate the Spirit of the Game:
    • Dangerous actions and aggressive behavior;
    • Intentional fouls or other deliberate disruptions of play;
    • Any behavior that taunts or provokes opposing players;
    • Disrespectful celebrations after scoring;
    • Retaliatory calls;
    • Calling on opposing players to pass the disc to you;
    • Any other win-at-all-costs behavior.
  7. Everyone is a guardian of the Spirit of the Game and must:
    • Take responsibility for teaching rules and good spirit to their own teammates;
    • Correct teammates who display poor spirit;
    • Provide constructive feedback to opponents, praising their good spirit and noting areas for improvement;
    • Call Spirit Timeouts as appropriate to properly address spirit-related issues.
  8. If a novice player violates the rules due to unfamiliarity, experienced players should help explain the violation.
  9. Experienced players willing to help explain rules and resolve disputes on the field may serve as sideline observers for novice games.
  10. Calls should only be discussed between the directly involved players, with the addition of the player(s) with the best vantage point if necessary.
    • If a non-involved player believes their teammate's call is incorrect or that a foul or violation occurred, they should inform their teammate.
    • Non-playing team members other than captains should refrain from participating in on-field discussions. However, on-field players may consult off-field team members to clarify rules in order to make a correct call.
  11. On-field players and captains have full authority and responsibility for making and resolving all calls.
  12. If, after discussion, players still cannot reach agreement, or if the following is unclear:
    • What happened during play;
    • What would most likely have happened without the call;
    • The disc must return to the last undisputed thrower.

The Playing Field

  1. The field is a rectangular area with dimensions and layout as shown in Figure 1. The field should be flat, free of obstacles, and reasonably safe for players.
  2. The field boundaries consist of two long sidelines and two short end lines.
  3. The sidelines are not part of the playing field (i.e., they are out of bounds).
  4. The goal lines separate the central zone from the end zones, and belong to the central zone.
  5. The brick mark is indicated by the intersection of two one-meter lines in the central zone, equidistant from the goal line and the end line (18 meters), and centered between the two sidelines.
  6. Eight brightly colored flexible objects (e.g., plastic cones) mark the boundaries of the central zone and end zones.
  7. There should be no movable objects around the playing field. If play is affected by non-players or objects within 3 meters of the boundary, any affected person may call a violation.

Equipment

  1. Any disc may be used as the game disc as long as both team captains agree.
  2. WFDF provides a list of recommended disc brands.
  3. All players on both teams must wear easily distinguishable uniforms.
  4. No player may wear clothing or accessories that could injure themselves or others, or that could interfere with an opponent's play.

Points, Scoring, and the Game

  1. A game consists of multiple points, each ending with a score.
  2. The game ends when a team reaches 15 points; that team wins.
  3. A game is divided into two halves; the first half ends when one team reaches 8 points.
  4. The first point of each half begins automatically.
  5. After a score, if neither the end-of-game nor halftime condition is met:
    • The next point begins immediately;
    • Teams switch their attacking end zones;
    • The scoring team becomes the new defending team and pulls.

Teams

  1. Each team may have a maximum of 7 and a minimum of 5 players on the field per point.
  2. Each team must designate a captain and a spirit captain.
  3. After a score and before the pull is signaled, teams may make unlimited substitutions.

Starting a Game

  1. Representatives from both teams fairly decide which team gets first choice of:
    • Who pulls first; or
    • Which end zone they defend first.
  2. The other team makes the remaining choice.
  3. At the start of the second half, the first-half choices are reversed.

The Pull

  1. Teams must be ready for the pull without unreasonable delay.
  2. The pull may only occur after both teams signal readiness. The pulling team's puller must raise their hand to signal, and at least one offensive player must raise their hand.
  3. After signaling readiness, all offensive players must have one foot on their defensive goal line and must not change their relative positions until the pull is released.
  4. After signaling readiness, all defensive players must keep their feet entirely behind the goal line until the pull is released.
  5. If either team violates rule 3 or 4, the opposing team may call a violation ("offside"). This call must be made before the offense touches the disc (but rule 8 takes priority).
    • If the defense calls offside against the offense, the offense establishes a pivot per rules 9, 10, 11, or 12, and play resumes as quickly as possible per the stoppage procedure (i.e., per rule 20.3).
    • If the offense calls offside against the defense, they must let the disc land naturally, then resume play at the called brick mark (no check required).
  6. Once the disc is released, all players may move freely.
  7. After the pull, defensive players may not touch the disc before an offensive player touches it or it hits the ground.
  8. If an offensive player, whether in or out of bounds, touches the disc before it hits the ground and the offense fails to gain possession, it is a turnover ("dropped pull").
  9. If an offensive player successfully catches the pull, they must establish a pivot at the point on the field nearest to where they caught the disc, even if that point is in their own defensive end zone.
  10. If the disc lands in bounds and is not caught, the thrower must establish a pivot where the disc stops, not where it first contacted the ground, even if it stops in the defensive end zone.
  11. If the disc lands in bounds and then slides out of bounds without being touched by any offensive player, the thrower must establish a pivot where the disc first crossed the sideline. If that point is in the defensive end zone, the pivot is established at the nearest central zone point. If the disc contacts any offensive player before going out of bounds, the thrower must establish a pivot at the point where the disc first crossed the sideline, even if that point is in the defensive end zone.
  12. If the disc goes directly out of bounds without touching an offensive player, the thrower may establish a pivot at the brick mark nearest to their own defensive end zone or at the nearest central zone point to where the disc went out (rule 11.8). Before picking up the disc, the player must clearly signal their choice of the brick mark by raising one arm overhead and calling "brick."

State of Play

  1. Play is in a "dead disc" state — no turnover can occur — in the following situations:
    • Before the pull at the start of each point;
    • After a pull or turnover, until the disc is moved to the established pivot;
    • After play is stopped by a foul call or any other stoppage, and before the check;
    • After the disc has hit the ground, until the correct team gains possession.
    • During a dead disc state, players may move freely (unless otherwise specified).
  2. Play that is not in a dead disc state is "live."
  3. The thrower may not transfer disc possession to a teammate during a dead disc state.
  4. After the disc touches the ground, any player may attempt to stop it from rolling or sliding. If the attempt significantly alters the disc's position, the opposing team may request that the pivot be established where the disc first touched the ground.
  5. After a turnover or pull, one offensive player must move toward the disc at least at walking speed and establish a pivot.
    • Aside from rule 8.5, after a turnover where the disc remains in bounds, the offense must begin within the following time: Central zone — within 10 seconds after the disc stops moving. End zone — within 20 seconds after the disc stops moving.
    • If the offense violates rule 8.5 or 8.5.1, the defense may give a verbal warning ("Delay of Game" or pre-stall) or call a "Violation." If the offense continues to violate rule 8.5 or 8.5.1 after the warning, rule 9.3.1 does not apply, and the marker may begin the stall count immediately.

The Stall Count

  1. The marker initiates the stall count by calling "Stalling," then counting from 1 to 10. The interval between each count must be no less than 1 second.
  2. The stall count numbers must be clearly communicated to the thrower.
  3. The marker may only begin or continue the stall count when:
    • Play is live, or after a turnover where the thrower has established a pivot;
    • The marker is within 3 meters of the thrower's pivot, or when the thrower is not at the correct pivot, the marker is at that pivot; and
    • All defensive players are in a legal position.
  4. If the marker moves more than 3 meters from the thrower, or if the marker changes, the count must restart from "Stalling one."
  5. After a stoppage, the count resumes as follows:
    • Uncontested defensive foul call: count restarts from 1.
    • Uncontested offensive foul call: count starts at a maximum of 9.
    • Contested stall-out: count starts from 8.
    • After any other violation call, including "pick": count starts at a maximum of 6. Exceptions: If it is a receiving violation and the disc returns to the thrower, the count continues from where it was at the time of the throw. If the violation involves a re-check (Chapter 10), the count continues from before the violation call.
  6. When resuming the count, if rules 9.5.2, 9.5.4, or 20.3.6 specify a maximum starting count of "n": If the last number counted before the call was "x," the first resumed count is the lesser of "stalling x+1" or "stalling n."

The Check

  1. Players must resume play via a check as quickly as possible after: a foul, a violation, a contested turnover, a rules-mandated turnover, a contested score, a play stoppage, an on-field discussion, or a timeout ending. The check may only be delayed for discussion of a call.
  2. Player positions after a call (except for timeouts and unless otherwise specified):
    1. If play was stopped before a throw, all players must return to where they were when the call was made.
    2. If play was stopped after a throw:
      • If the disc must be returned to the thrower, all players return to where they were when the throw was released or when the call was made, whichever occurred earlier.
      • If the result of the pass stands despite the stoppage, all players return to where they were when the receiver caught the disc or when the disc hit the ground.
      • If an uncontested foul causes a player other than the thrower to gain possession, all players return to where they were when the foul occurred.
    3. Before the check, all players must remain stationary.
  3. Players may briefly extend the stoppage to repair damaged equipment (call "equipment"), but may not stop play for equipment issues.
  4. Before the check, the checking player and the nearest opposing player must confirm that their respective teams are ready and in position per rule 10.2.
  5. If there is an unnecessary delay before the check, the opposing team may issue a warning ("Delay of Game"). If the delay continues after the warning, the warning team may call "Disc in" to perform the check without the warned team's confirmation. This applies only if the warning team is stationary and in position per rule 10.2.
  6. How to check and resume play:
    1. When the thrower has a nearby defender:
      • The defender must touch the disc.
    2. When the thrower has no nearby defender:
      • The thrower must tap the disc on the ground and may call "Disc in."
    3. If the disc is on the ground, the nearest defender must call "Disc in."
  7. A player may call a violation against the opposing team's check if:
    • A throw was made without performing the required check per rule 10.6; or
    • The nearest opposing player did not confirm readiness; or
    • A player moved before the check; or
    • A player was not in the correct position.
    • Any throw made after a check violation is voided regardless of outcome, and the disc returns to the thrower (unless rule 16.3 applies).

Out of Bounds

  1. The entire playing field is in bounds; sidelines and all non-field personnel are out of bounds.
  2. The out-of-bounds area includes all non-in-bounds area, and all persons and objects in that area, except defensive players. Defensive players are always considered in bounds.
  3. An offensive player who has not gone out of bounds is considered in bounds.
    1. An airborne player's status is determined by whether their landing point is in or out of bounds.
    2. If the thrower successfully catches the disc in bounds and maintains control before establishing a pivot, then contacts out of bounds, they are still considered in bounds. If the thrower goes out of bounds, they must return to the sideline crossing point to establish a pivot.
    3. The thrower is considered in bounds even if they contact out of bounds before releasing the disc, until they throw.
    4. Contact between players does not affect their in-bounds or out-of-bounds status.
  4. The following are turnovers due to out of bounds (not considered successful catches):
    • When an offensive receiver has any body part out of bounds at the time of the catch.
    • When an offensive player catches the disc in the air and their first ground contact upon landing is out of bounds.
  5. During active play (including at the start and on restarts), the disc is considered in bounds.
  6. The disc is out of bounds when it contacts the out-of-bounds area or an out-of-bounds offensive player. When an offensive player successfully catches the disc, the disc's in/out status matches the player's status. If the disc is simultaneously caught by multiple offensive players and one is out of bounds, the disc is out of bounds.
  7. The disc may fly over the sideline and return to the playing field; players may move out of bounds while attempting to touch the disc.
  8. The point where the disc went out of bounds is determined by the disc's last position, prior to contacting the out-of-bounds area or player, where it was:
    • Partially or fully over the playing field; or
    • Last touched by an in-bounds player.
  9. If the disc is out of bounds and more than 3 meters from the correct pivot point, non-playing personnel may help retrieve it. Within the last 3 meters, the thrower must carry the disc back to the field.

The Receiver and Positioning

  1. A successful catch means a player controls a non-spinning disc with at least two body parts. A successful catch means the player gains possession. If a player catches the disc but loses control upon contacting the ground, a teammate, or a legally positioned opponent, it is an unsuccessful catch.
  2. The player who gains possession becomes the thrower.
  3. If an offensive and defensive player simultaneously catch the disc, the offensive player gains possession.
  4. A player in an established position has the right to remain there; no opposing player may make contact with them.
  5. A player has the right to occupy any unoccupied position on the field, provided that doing so does not cause body contact and they do not move in a reckless, dangerous, or aggressive manner. However, if the disc is in the air, a player may not move solely to block an opponent attempting to reach an unoccupied path to the disc.
  6. All players should try to avoid body contact with other players, including contact with stationary opponents, and contact at a position an opponent will reach given their current speed and direction. There is no situation in which body contact is justified. "Going for the disc" is not a valid excuse for body contact. If an opponent is legally moving toward the disc and the player does not have reasonable grounds to believe they can legally touch the disc first, the player must adjust their movement to avoid contact. If such an adjustment is made, the play result stands.
  7. A player is considered the initiator of contact if:
    • At the time of contact, they occupied a position that was already legally occupied by or in the path of a stationary or moving opponent; or
    • Considering all players' positions, speeds, and directions, they adjusted their position and caused unavoidable contact with a legally moving opponent.
  8. Minor contact may occur when two or more players simultaneously move toward the same position. Minor contact should be avoided as much as possible but is not considered a foul.
  9. Players may not use their hands or legs to impede an opponent's movement.
  10. Players may not use their body to assist another player's movement, nor use equipment or objects to aid in catching.

Turnovers

  1. A turnover occurs when:
    • The offense fails to catch the disc and it touches the ground, i.e., "down"; However, if the receiver catches the pass before it contacts the ground, and maintains control of the disc upon ground contact, it is not "down."
    • A defensive player catches the pass, i.e., "interception";
    • The disc goes out of bounds, i.e., "out-of-bounds" or "out"; or
    • During the pull, the offense touches the disc before it lands and fails to maintain control, i.e., "dropped pull."
  2. Possession changes from one team to the other with play stopping when:
    • An uncontested offensive receiving foul occurs;
    • The thrower has not released the disc when the marker calls "ten," i.e., "stall-out";
    • An offensive player deliberately hands the disc to another player while both are touching it simultaneously, i.e., "handover";
    • The thrower deliberately throws the disc at another player to bounce it back to themselves, i.e., "deflection";
    • The thrower throws the disc and catches it again before another player touches it, i.e., "self-catch";
    • An offensive player deliberately assists a teammate's movement to enable a catch; or
    • An offensive player uses equipment or objects to aid in catching.
  3. If a player believes a turnover has occurred, they must immediately make the correct call. If the opposing player disagrees, they may call "contest," and play must stop. If after discussion the players cannot reach agreement, or if it is unclear what happened, the disc must return to the last undisputed thrower.
  4. After a "stall-out" call:
    • If the thrower did not release the disc and believes the count was too fast, and had no opportunity to call "fast count" before the stall-out, play is treated as an uncontested defensive violation (see rule 9.5.1) or a contested stall-out (see rule 9.5.3).
    • If the thrower already released the disc and believes there was no stall-out, or that the count was too fast before the stall-out call, the thrower may contest.
    • If the thrower contests the stall-out but already released the disc and it was not caught, the turnover stands and play resumes after a check.
  5. After a turnover, any offensive player may take possession, except:
    • After an "interception," the intercepting player must take possession;
    • After an offensive receiving foul, the fouled player must take possession.
  6. If the player with possession deliberately drops the disc, places it on the ground, or transfers possession after a turnover or after the disc has landed following a pull, possession must return to that player and play resumes via a check.
  7. The turnover location is:
    • Where the disc stopped, or where an offensive player picked it up;
    • Where the intercepting player stopped;
    • For calls under rules 13.2.2, 13.2.3, 13.2.4, and 13.2.5, the thrower's position at the time of the call;
    • The offensive player's position for rules 13.2.6 and 13.2.7;
    • The location of an uncontested offensive receiving foul.
  8. If the turnover occurs out of bounds, or the disc contacts the out-of-bounds area after a turnover, the thrower must establish a pivot at the nearest central zone point to where the disc went out. If rule 13.8 does not apply, the pivot should be at the position specified in rules 13.9, 13.10, and 13.11.
  9. If the turnover occurs in the central zone, the thrower must establish a pivot at that location.
  10. If the turnover occurs in the end zone being attacked by the offense, the thrower must establish a pivot on the nearest goal line.
  11. If the turnover occurs in the end zone being defended by the offense, the thrower may choose to establish a pivot at:
    • The turnover location, indicated by staying there or making a fake throw; or
    • The nearest goal line, indicated by moving to that location. The thrower may raise one arm overhead before picking up the disc to signal their intent to go to the goal line.
    • The following actions are considered to finalize the pivot location and cannot be retracted: immediately moving, staying at the turnover location, making a fake, or signaling movement to the goal line.
  12. After an uncontested turnover, if an unaware teammate continues play, play must stop. The disc returns to the turnover location, players return to their positions at the time of the turnover, and play resumes via a check.

Scoring

  1. A score occurs when an in-bounds player catches a legal pass, and:
    • All of the player's ground contact is entirely within the attacking end zone, or an airborne player's first ground contact is entirely within the attacking end zone; and
    • The player gains possession and maintains control through all ground contact related to catching the disc.
  2. If a player believes a score has occurred, they may call "goal" and stop play. If the goal call is contested or retracted, play resumes via a check, and the call is deemed to have been made at the time possession was established.
  3. If the thrower's chosen pivot point is behind the attacking goal line but does not meet the scoring criteria of rule 14.1, the thrower must establish a pivot at the nearest point on the goal line.
  4. A score is counted only when the player gains possession.

Calling Fouls, Infractions, and Violations

  1. A foul is a breach of the rules involving non-minor contact between two or more opposing players. Deliberately initiating minor contact is also a rule violation but should be treated as a violation, not a foul.
  2. An infraction is a rule violation related to marking or traveling; play does not stop for an infraction.
  3. Any other rule breach is a violation.
  4. Only the fouled player may call "Foul" to signal a foul.
  5. Generally, only the thrower may call "infraction" to signal an infraction. However, any offensive player may call double team, and any defensive player may call travel.
  6. Any opposing player may call the specific violation or "Violation" to signal a violation, unless the rules specify otherwise.
  7. When a player calls a foul or violation that requires a stoppage, all other players who see or hear the call must immediately stop play. All on-field players should communicate the stoppage via voice or gesture. If a player stops play before making a call to discuss something, the call is considered to have been made at the start of the discussion.
  8. When a player notices an infraction, they should call it immediately.
  9. When a player incorrectly stops play, e.g., mishearing a call, misunderstanding a rule, or not calling immediately:
    • If the opposing team gains or retains possession, any subsequent play result stands.
    • If the opposing team does not gain or retain possession, the disc must return to the last undisputed thrower, unless rule 16.3 applies. The stall count resumes as if the incorrectly stopping player caused an uncontested violation.
  10. If an opposing player disagrees with a foul, infraction, or violation call, or believes the call is incorrect, they may call "Contest."
  11. If a player makes a call and then realizes it was incorrect, they may call "Retracted" to withdraw it. The stall count resumes as if the player caused an uncontested violation.
  12. If there are multiple calls during the same point or before play stops, outcomes are resolved in reverse chronological order (last call resolved first, first call resolved last).
  13. Players are encouraged to use WFDF hand signals to communicate all calls.

Continuation After a Call

  1. After a foul or violation call, play should immediately stop; no turnover can occur at that point (unless the current situation falls under rules 15.9, 16.2, or 16.3).
  2. If the foul or violation:
    • Is called against the thrower and the thrower attempts a throw; or
    • Is called by the thrower during a throwing motion; or
    • Occurs or is called while the disc is in the air, then play continues until possession is established.
    • Once possession is established:
      1. If the team that called the foul or violation gains or retains possession from the throw, the play result stands. If the calling player immediately calls "Play on," play continues without a stoppage.
      2. If the team that called the foul or violation does not gain or retain possession from the throw, play must stop. If the calling team believes possession was affected by the foul or violation, the disc returns to the thrower for a check (unless the rules specify otherwise).
  3. Regardless of when the call was made, if both teams agree the situation or call did not affect the play outcome, the result stands. This rule is not overridden by any other rule.
    • If the team scored, the score stands.
    • If the team did not score, players whose positions were affected by the call may make up their positional disadvantage, and play resumes via a check.

Fouls

Dangerous Play

Any behavior that is reckless, disregards others' safety, poses significant injury risk, or constitutes dangerous aggression is treated as a foul, regardless of whether or when body contact occurs. This rule is not overridden by any other foul rule. If a dangerous play call is uncontested, it must be handled according to the most relevant foul category in Chapter 17.

Receiving Fouls

  1. A receiving foul is non-minor contact initiated by either an offensive or defensive player before, during, or after attempting to play the disc. Contact between arms or hands of opposing players after one has caught the disc or when either cannot attempt to play the disc does not constitute a foul, but should be avoided (except for contact under rules 17.1 and 17.3).
  2. After an uncontested receiving foul, the fouled player gains possession at the foul location, even if in the end zone, and play resumes after a check. If rule 14.3 applies after the check, the stall count may not begin until the player establishes a pivot at the nearest goal line point. If the foul is contested, the disc returns to the thrower.

Strip Fouls

  1. A strip foul occurs when an opposing player causes the thrower to drop or lose possession of the disc.
  2. If the catch would have been a score and the strip foul is uncontested, it counts as a score.

Blocking Fouls

A blocking foul occurs when a player, considering an opponent's established speed and direction and the consequences of non-minor contact, occupies a position that the opponent cannot avoid through legal movement. Blocking fouls are handled as the applicable receiving foul or indirect foul.

Forced-Out Fouls

  1. A forced-out foul occurs when a receiver, while gaining possession and before establishing possession, is fouled by a defender, and the resulting contact causes the receiver to:
    • Move from in bounds to out of bounds; or
    • Catch the disc in the central zone rather than in the attacking end zone.
  2. If the receiver would have caught the disc in the attacking end zone, it counts as a score.
  3. If the forced-out foul is contested and the receiver ends up out of bounds, the disc returns to the thrower. If the receiver remains in bounds, they retain possession.

Marking Fouls

  1. The defender is in an illegal position (see rule 18.1) and makes non-minor contact with the thrower; or
  2. The defender makes non-minor contact with the thrower; or makes non-minor contact while contesting an unoccupied space with the thrower before the disc is released.
  3. If the marking foul occurs before the throw and not during the throwing motion, the thrower may choose to call "Contact" instead. If uncontested, play does not stop, and the marker must restart the stall count from 1.

Offensive Throwing (Thrower) Fouls

  1. A thrower foul is non-minor contact caused by the thrower against a legally positioned defender.
  2. Contact caused by the thrower's follow-through after releasing the disc does not constitute a foul but should be avoided.

Indirect Fouls

  1. An indirect foul is non-minor contact between a receiver and a defender that does not directly affect an attempt to play the disc.
  2. If the foul is uncontested, the fouled player may make up positional disadvantage caused by the foul.

Offsetting Fouls

  1. Offsetting fouls occur when both an offensive and defensive player simultaneously call fouls, and both are uncontested. The disc must return to the last undisputed thrower.
  2. If two or more players simultaneously move toward the same position and non-minor contact results, it is treated as offsetting fouls. However, if this occurs after a catch, or after the relevant players could no longer attempt to play the disc, it must be handled as a non-indirect foul (except for contact under rule 17.1).

Infractions and Violations

Marking Infractions

Marking infractions include the following:

  1. "Fast count" means the marker:
    • Begins or continues the stall count illegally,
    • Does not begin or restart the count with "Stalling,"
    • Counts with intervals of less than 1 second,
    • Fails to reduce or restart the count per the rules, or
    • Does not start from the correct number.
  2. "Straddle" means the line connecting the defensive player's feet is less than one disc diameter from the thrower's pivot.
  3. "Disc Space" means any part of the defender's body is less than one disc diameter from the thrower's torso. However, if this is caused solely by the thrower's movement, it is not an infraction.
  4. "Wrapping" means the line connecting the defender's hands or arms is less than one disc diameter from the thrower. However, if caused solely by the thrower's movement, it is not an infraction.
  5. "Double Team" means a non-marking defender is within 3 meters of the thrower's pivot and is not guarding another offensive player. Simply running through this area does not constitute double team.
  6. "Vision" means the defender deliberately uses a body part to obstruct the thrower's vision.

The defender may contest a marking infraction call, in which case play stops.

If the disc has already been thrown and caught, a contested or retracted marking infraction is treated as an offensive violation, and the disc returns to the thrower.

If a marking infraction listed in rule 18.1.1 is uncontested, the marker must resume the count at the last completed number before the call, minus one.

The marker may only resume the stall count after correcting the illegal positioning. Otherwise, it is another marking infraction.

The thrower may call a marking violation (rather than infraction) and stop play if:

  1. The count is incorrect,
  2. There is no stall count,
  3. There is an egregious marking infraction, or
  4. There are repeated marking infractions.

If the thrower throws the disc before, during, or after calling a marking infraction or violation, the call does not affect that throw (unless rule 18.1.2.1 applies). If the throw is not caught, it is a turnover.

Travel Infractions

The thrower may throw at any time as long as they are entirely in bounds or have established a pivot in bounds.

An in-bounds player who catches the disc in the air may throw before landing.

After catching the disc, the thrower must decelerate as quickly as possible without changing direction until establishing a pivot.

If a player catches the disc while running or jumping, they may throw without decelerating or establishing a pivot, provided:

  1. They do not change direction or accelerate before throwing;
  2. They have at most two ground contacts between catching and throwing.

The thrower may move in any direction only after establishing a pivot. The pivot is the point where the thrower maintains contact between any body part and a spot on the ground before releasing the disc.

The thrower may establish a pivot with any body part if not in a standing position.

If the thrower stands up, it is not a travel, but the established pivot must remain in the same location.

Travel violations:

  1. The thrower's pivot is not at the correct location, including failing to decelerate promptly after catching, or changing direction after catching;
  2. The thrower violates rule 18.2.2.1;
  3. The thrower begins a throwing motion or wind-up without establishing a pivot when required to move to a specific position;
  4. The thrower changes the pivot before throwing;
  5. A player deliberately bobbles, swats, or spins the disc on their body to move it to a specific location.

If the called travel is uncontested, play does not stop.

  1. The thrower establishes a pivot at the correct position as directed by the calling player; neither side may delay.
  2. Before the correct pivot is established, the stall count pauses and the thrower may not throw.
  3. The marker need not say "Stalling" before resuming the count.

If the thrower throws the disc after a travel call and the throw is caught, the defense may call a travel violation. Play stops, the disc returns to the thrower, and the thrower must return to the position where the travel occurred. Play resumes after a check.

If the thrower throws the disc after a travel call and it is not caught, play continues (turnover stands).

If both sides dispute the travel call and the thrower has not thrown, play stops.

Pick (Screen) Violations

  1. If a defensive player guarding an offensive player has their movement impeded by another player, the offensive player may call "Pick." However, if the defender and the player being guarded are both simultaneously chasing the disc, it does not constitute a pick. Before calling "Pick," the defender has 2 seconds to determine whether the obstruction affects play.
  2. If play stops, the obstructed player may move to the position they would have been in without the obstruction, as agreed by both sides, unless the rules specify otherwise.
  3. All players should strive to avoid picks. During any stoppage, players may slightly adjust their positions to avoid potential picks.

Safety Stoppages

Injury Stoppage

  1. An injury stoppage, called "Injury," may be called by the injured player or any player on the injured player's team.
  2. If the injury was not caused by an opposing player, the injured player must be substituted out, or their team must use one of its timeouts.
  3. If the injury was caused by an opposing player, the injured player may choose to stay on the field or be substituted.
  4. If the injured player had possession and drops the disc due to the injury, their possession is retained.
  5. The injury stoppage is deemed to have been called at the time of injury, unless the injured player chose to continue playing before stopping.
  6. If an injury stoppage is called while the disc is in the air, play continues until a player catches the disc or it hits the ground. If the injury was not caused by an opposing player's foul, the catch or turnover result stands, and play continues after the stoppage.

Technical Stoppage

  1. Any player who notices a dangerous situation (e.g., an open or bleeding wound) should call a technical stoppage by calling "Technical" or "Stop." Play should immediately stop.
    • Team members, coaches, or event-designated personnel should immediately alert on-field players to the danger.
    • Players have 70 seconds to quickly treat the wound or stop bleeding. If they need additional time, they must be substituted out or their team must use a timeout.
  2. The thrower may call a technical stoppage during play to replace a severely damaged disc.
  3. If a technical stoppage is called while the disc is in the air, or if play inadvertently continues:
    • If the call or the issue does not affect play, the catch or turnover stands and play continues;
    • If the call or the issue affects play, the disc returns to the thrower.

If a player is substituted due to injury, or due to non-compliant or damaged equipment, the opposing team may also substitute one player.

The replacement player assumes all of the replaced player's game state (position, possession, stall count, etc.) and may make calls on their behalf.

Timeouts

  1. A timeout must be signaled with a "T" shape made with both hands or one hand and the disc, and the player should call "Time-out" to the opposing team.
  2. Before the start of each point, after both teams have signaled readiness, any player may call a timeout. This delays the pull for 75 seconds.
  3. After the pull, only the thrower in possession may call a timeout. The timeout starts when the "T" gesture is made and lasts 75 seconds. After the timeout:
    • No substitutions are allowed unless someone is injured.
    • Play resumes at the thrower's pivot point.
    • The thrower remains the same as before the timeout.
    • All offensive players may take any position but must not move.
    • After the offense is set, the defense may take any position but must not move.
    • The stall count resumes at a maximum of 9. If the marker changes, the count restarts from "Stalling one."
  4. If the thrower attempts to call a timeout during live play, causing a stoppage, but the team has no timeouts remaining, the marker adds 2 to the current stall count and play resumes via a check. If adding 2 reaches or exceeds 10, it is a "stall-out" turnover.