Los jugadores envuelto en las jugadas y los que tengan mejor perspectiva de lo que ha ocurrido, y el capit&#xE1;n. Los no jugadores no pueden decir nada. Pero si es para fuera si.
La l&#xED;nea de gol no es punto, es parte del campo de juego, no de la endzone
Si cuando lanzas el disco toca un objeto ojugador a menos de tres metros del campo VIOLACI&#xD3;N y la cuenta contin&#xFA;a donde estaba
Se puede jugar con un m&#xED;nimo de 5 jugadores
WFDF rules 1-6 of ultimate 2009
WFDF Rules of Ultimate 2009
Ofﬁcial Version effective 2009-03- I 4
Produced by the WFDF Ultimate Rules Committee
- APPENDIX -
Official version effective 2009-07-01
WFDF Rules of Ultimate 2009
Official Version effective 2009-O1-O1
Produced by the WFDF Ultimate Rules Committee
The intention of these rules is to provide additions to the basic rules in order to create
a smooth—running, spectator—friendly, well-resourced elite sports event. They set the
standard for WFDF events, but should also guide best practice for non-WFDF events.
Specifically, these rules will be applied at the following events:
- World Ultimate Championships,
- World Ultimate Club Championships,
- Continental Championships (e. g. Pan-American Ultimate Championships, Asia-
Oceanic Ultimate Championships),
- World Games (along with other changes as mandated by WFDF and/ or IWGA
- World Junior Ultimate Championships.
For non-WFDF events, a selection or modification of these rules may be added to the
basic rules of play, according to the level of resources available and the standard of
Basic modifications for a non-WFDF event may include:
0 Playing surface
0 Number of players
0 Size of field
0 Length of game
0 Field markings
These Interpretations complement the WFDF Rules of Ultimate 2009. The WFDF
Rules of Ultimate is the primary document outlining how to play the game of
Ultimate. However players may refer to these interpretations to help determine the
correct way to apply the rules and resolve issues on the field.
The rules are written to be as comprehensive, clear, simple and accurate as
possible. However, it is not always easy for the average player to understand how
to apply the rules to every situation, so these interpretations provide some
common examples of how to apply the rules.
In a refereed sport, referees or umpires have discretion on whether a breach
makes a material difference to the outcomes of the game. As ultimate is self-
refereed, these interpretations also aim to establish common ground on what
breaches would be considered material.
Although the Interpretations do not constitute part of the rules of the game, they
are conventions that should be followed in order to establish a common way of
playing the game, and if an example from this document is encountered on the
ﬁeld, the guidance of the Interpretations should be followed.
The Rules of Ultimate are based on principles that outline how the game
should be played and how to resolve issues. When encountering a scenario
that is not expressly described by the rules, these principles are a good guide
to help resolve the issue:
- It is trusted that no player will intentionally violate the rules; thus there are
no harsh penalties for breaches, but rather a method for resuming play
in a manner which simulates what would most likely have occurred had
there been no breach.
-A team should not be disadvantaged because the opposition has made
an error or caused a breach.
-Calls should only be made where a breach has occurred that has a
meaningful impact on the game. Players should allow for a reasonable
degree of tolerance for minor breaches involving small discrepancies in
distance and time.
- Not everybody sees a situation in the same light. Two players with a very
good view of a situation can still see very different things happening.
Human perception is not perfect. Players should be aware of this when
trying to resolve calls.
-If a call cannot be resolved then the disc shall be returned to where
possession was last undisputed and play shall resume as it was prior to
Ultimate is a seven-a-side team sport played with a
flying disc. It is played on a rectangular field, about half
the width of a football ﬁeld, with an end zone at each
end. The object of each team is to score a goal by having
a player catch a pass in the end zone that they are
attacking. A thrower may not run with the disc, but may
pass the disc in any direction to any team-mate. Any
time a pass is incomplete, a turnover occurs, and the
other team may take the disc to score in the opposite
end zone. Games are typically played to I7 goals and last
around I00 minutes. Ultimate is self-refereed and non-
contact. The Spirit of the Game guides how players
referee the game and conduct themselves on the field.
I . SPIRIT OF THE GAME
| .|. Ultimate is a non-contact, self-refereed sport.
All players are responsible for administering and
adhering to the rules. Ultimate relies upon a Spirit
of the Game that places the responsibility for fair
play on every player.
|.2. It is trusted that no player will intentionally break
the rules; thus there are no harsh penalties for
breaches, but rather a method for resuming play in a
manner which simulates what would most likely have
occurred had there been no breach.
|.3. Players should be mindful of the fact that they are
acting as referees in any arbitration between teams. In
such situations, players must:
| .3. I . know the rules;
| .3.2. be fair-minded and objective;
| .3.3. be truthful;
|.3.4. explain their viewpoint clearly and briefly;
1.1 Providing evidence to support a call (1 .3.4)
What It is an essential component of good spirit that a player must
be prepared, if asked, to explain concisely the objective
evidence that led to making a call, or contesting a call.
Example After making a travel call, if asked, the defender might
explain ''I saw you lift your pivot foot while the disc was still
in your hand. "
Spirit of the Game Score Sheet
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The objective evidence is evidence that can be tested for
validity. It makes it clear that the call was not based on
emotion or what the player wanted or expected to happen,
but what they actually observed.
If a player is not reasonably certain of the objective evidence,
they should not make a call.
Players should be aware and understanding of the language
limitations accompanying international play, however
opponents should still be able to communicate, even
through gestures, what they saw. Team captains and team
mates should get involved if they think their team's player is
wrong or does not behave correctly.
| .3.5. allow opponents a reasonable chance to speak;
l.3.6. resolve disputes as quickly as possible; and
l.3.7. use respectful language.
I.4. Highly competitive play is encouraged, but should
never sacriﬁce the mutual respect between players,
adherence to the agreed-upon rules of the game, or
the basic joy of play.
|.5.The following actions are examples of good spirit:
| .5.| . informing a team-mate if they have made a
wrong or unnecessary call or caused a foul or
| .5.2. retracting a call when you no longer believe
the call was necessary;
l.5.3. complimenting an opponent for good play or
| .5.4. introducing yourself to your opponent; and
| .5.5. reacting calmly towards disagreement or
l.6. The following actions are clear violations of the
spirit of the game and must be avoided by all
l.6. I . dangerous play and aggressive behaviour;
l.6.2. intentional fouling or other intentional rule
|.6.3. taunting or intimidating opposing players;
|.6.4. disrespectful celebration after scoring
1.2 Disrespectful celebration after scoring (1 .6.4)
What This includes spiking directed at an opponent and
taunting of the opponent by "showing" them
the disc. These actions must be avoided.
Result Opposing team captains should discuss all matters
relating to violations of spirit and try to resolve
| .6.5. making calls in retaliation to an opponent’s call; and
| .6.6. calling for a pass from an opposition player.
l.7. Teams are guardians of the Spirit of the Game, and
l.7.l. take responsibility for teaching their players the
rules and good spirit;
l.7.2. discipline players who display poor spirit; and
| .7.3. provide constructive feedback to other teams
about how to improve their adherence to the Spirit of
A7.1. If a team’s captain believes that either or both teams are failing to follow
the Spirit of the Game (SOTG), they may call a “Spirit of the Game Time-out.
This can only be called after the start of a point and prior to the ensuing pull.
A7.2. During this time-out, neither team may engage in tactical discussions. All
team members of both teams will form a “spirit circle” in the middle of the field.
A7.3. The two opposing team captains shall separately discuss all current issues
with adherence to SOTG, determine ways to rectify those issues, and then
convey the agreement to the spirit circle.
A7.4. SOTG time-outs do not affect, nor are they affected by, the number of time-
|.8. In the case where a novice player commits an
infraction out of ignorance of the rules, experienced
players are obliged to explain the infraction.
| .9. An experienced player, who offers advice on
rules and guides on-ﬁeld arbitration, may supervise
games involving beginners or younger players.
|. |0. Rules should be interpreted by the players directly
involved in the play, or by players who had the best
perspective on the play. Non-players, apart from the
captain, should refrain from getting involved. However
for calls relating to “out-of-bounds” and “down”,
players may seek the perspective of non-players to
assist them to make the appropriate call.
1.3 Seeking perspective from non players for "out-of-bounds" and
Note It is still up to the players involved to make the final call. Non
players must not provide verbal advice regarding a call
unless they are requested to by the players involved.
|. l I. If players cannot agree what occurred in a play,
the disc shall be returned to the last non-disputed
2. PLAYING FIELD
2.| . The playing ﬁeld is a rectangle one hundred (I00)
metres long and thirty-seven (37) metres wide (see Fig. I).
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A1 .2. The entire surface of the field of play must be one of the following:
A1 .2.1. Grass
A1 .2.2. Artificial grass
2.1 Playing on shorter ﬁelds
Note If space is not available to fit a full sized ﬁeld, the end zones
should be made shorter before the playing ﬁeld proper is
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2.2. The perimeter of the playing ﬁeld is the
perimeter line and consists of two (2) sidelines along
the length and two (2) endlines along the width.
2.3.The perimeter lines are not part of the playing
2.4.The playing ﬁeld is broken up into a central playing
ﬁeld proper that is sixty-four (64) metres long by
thirty-seven (37) metres wide, and two end zones
that are eighteen (I8) metres deep by thirty-seven
(37) metres wide at each end of the playing ﬁeld
2.5. The goal lines are the lines that separate the
playing ﬁeld proper from the end zones and are part
of the playing ﬁeld proper.
2.6. The brick mark is the intersection of two (2)
crossed one (I) metre lines in the playing ﬁeld proper
set twenty (20) metres from each goal line, midway
between the sidelines.
2.7. All lines are between seventy-ﬁve (75) and one
hundred and twenty (I20) millimetres wide, and are
marked with a non-caustic material.
2.8. Eight brightly-coloured, flexible objects (such as
plastic cones) mark the corners of the playing ﬁeld
proper and the end zones.
2.9. The immediate surroundings of the playing ﬁeld
shall be kept clear of movable objects. If play is
obstructed by non-players or objects within three (3)
metres of the perimeter line, any obstructed player or
thrower in possession may call “Violation” and the stall
count restarts at maximum nine (9).
A1 .1. A restraining line shall be established three (3) to five (5) metres from the
perimeter line. All persons (including non-playing team members), apart from
permitted officials, and equipment must remain outside this line during play.
3.l. Any flying disc acceptable to both captains may be
3.2. WFDF may maintain a list of approved discs
recommended for use.
3.3. Each player must wear a uniform that distinguishes
3.4. No player may wear items of clothing or
equipment that reasonably could harm the wearer
or other players.
3.1 Harmful equipment should not be worn (3.4)
Note This includes wristwatches, bracelets, buckles and
protruding jewellery. Metal studs, long studs and studs
with sharp edges are not allowed on footwear.
4. POINT, GOAL AND GAME
4.l. A game consists of a number of points. Each point
ends with the scoring of a goal.
4.2.A game is ﬁnished and won by the first team to score
seventeen (I7) goals.
A3.1.1. A team wins having scored seventeen (17) goals with a margin of two (2)
goals or more, or by reaching the win-by-1 target.
A3.1.2. The win-by-1 target is initially set at nineteen (19) goals.
A3.1.3. If a team scores seventeen (17) goals with a margin of fewer than two (2)
goals, the game continues until one team establishes a lead of two (2) goals, or
until one team reaches the win-by-1 target.
A3.2 Time cap:
A3.2.1. The time cap occurs after one hundred (100) minutes of game time.
A3.2.2. After time cap, the current point is finished. If neither team has won, two (2)
goals are added to the highest score to determine a new win-by-1 target, which may
not be greater than nineteen (19), and the game continues.
A3.2.3. The time cap does not affect the number of time-outs available for a team.
4.3.A game is separated into two (2) periods of play,
called halves. Half time occurs when a team first
scores nine (9) goals.
A3.3 Half Time:
A3.3.1. Half time occurs after the first team reaches nine (9) goals.
A3.3.2. Half time lasts ten (10) minutes.
A3.4 Half Time Cap:
A3.4.1. If no team has reached nine (9) goals after forty five (45) minutes, the
half time cap occurs.
A3.4.2. The current point is then finished. If neither team has reached nine (9)
goals, one (1) goal is added to the highest score to determine a new half time
A3.4.3. The half time cap does not affect the number of time-outs available for
A3.5 The game clock does not stop for time-outs or halftime, but does stop for
Spirit of the Game 1'rme-Outs and once an injury stoppage or technical
stoppage has lasted more than thirty (30) seconds.
4.4. The first point of each half starts when the
A4.3. At the start of a half of play:
A4.3.1. The timekeeper will signal:
A188.8.131.52. Sixty (60) seconds prior to the start of a half.
A184.108.40.206. The start of a half.
4.5.After a goal is scored, and the game has not been
won or half time has not been reached:
4.5. I . the next point starts immediately; and
4.5.2. the teams switch the end zone that they are
4.5.3. the team that scored becomes defence and
4.6. A variation of the basic structure may be used to
accommodate special competitions, number of players,
age of players or available space.
5.| . Each team will put a maximum of seven (7) players
and a minimum of ﬁve (5) players on the ﬁeld during
5.2. A team may make (unlimited) substitutions only
after a goal is scored and before the next pull, except
for injury (Section I9).
5.3. Each team will nominate a captain to represent the
6. STARTING GAME
6. I. The captains of the two teams fairly determine
which team ﬁrst chooses either:
6. I . I . whether to receive or throw the initial pull; or
6. I .2. which end zone they will defend.
6.2.The other team is given the remaining choice.
A4.1. A timekeeper must be appointed to monitor time and signal time warnings
A2.1. Team Captains will determine the order of initial choices by tossing two
discs (the “toss").
A2.2. One of the captains will call “same” or “different", while the discs are in the
A2.3. If both discs are facing up or both facing down, then “same” wins, otherwise
A2.4. The toss should happen on the playing field.
A4.2. The toss:
A4.2.1. Team captains must complete the toss five (5) minutes before the start of
A4.2.2. If the toss hasn't been completed, and one team’s captain isn't present
for the toss five (5) minutes before the start of the game, the captain in
attendance will make both the choice of initial possession and the choice of
which end they will defend.
A4.2.3. If neither captain is present, the first to arrive will have those choices
6.3. At the start of the second half, these initial
selections are switched.