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WFDF rules 1-6 of ultimate 2009


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WFDF rules 1-6 of ultimate 2009

  1. 1. 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 -Interpretations- Official Version effective 2009-O1-O1 Produced by the WFDF Ultimate Rules Committee
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  3. 3. Appendix A 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 event hosts), - 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 play. 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
  4. 4. -lnterpretations- Introduction 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.
  5. 5. Principles 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 the call.
  6. 6. 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.
  7. 7. 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.
  8. 8. |.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.
  9. 9. |.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. "
  10. 10. Spirit of the Game Score Sheet I Inks Kneukdgrnnd Lu . ‘ I. i. :~ and ”~>’ kt-rut’ £ l"cs: t:'x: .— ‘dc and >clf-(antral 5. On Spirit rtxparrd to main . _ . ., . »..
  11. 11. Why Extra 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.
  12. 12. 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.
  13. 13. |.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 violation; | .5.2. retracting a call when you no longer believe the call was necessary; l.5.3. complimenting an opponent for good play or spirit; | .5.4. introducing yourself to your opponent; and | .5.5. reacting calmly towards disagreement or provocation.
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  15. 15. l.6. The following actions are clear violations of the spirit of the game and must be avoided by all participants: l.6. I . dangerous play and aggressive behaviour; l.6.2. intentional fouling or other intentional rule violations; |.6.3. taunting or intimidating opposing players;
  16. 16. |.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 them. | .6.5. making calls in retaliation to an opponent’s call; and | .6.6. calling for a pass from an opposition player.
  17. 17. l.7. Teams are guardians of the Spirit of the Game, and must: 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 the Game. A7. SpiritoftheGame1'ime-Out 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- outs available
  18. 18. |.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.
  19. 19. |. |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 "down" (1.10) 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.
  20. 20. |. l I. If players cannot agree what occurred in a play, the disc shall be returned to the last non-disputed thrower.
  21. 21. 2. PLAYING FIELD 2.| . The playing field is a rectangle one hundred (I00) metres long and thirty-seven (37) metres wide (see Fig. I). Bflt K mark 0 +- Pliiygpg I-‘icld Proper 21) m End Zonc X Itltl m Plii) ing Ficld 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
  22. 22. 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 reduced. . ., T . x—- »i: 3*I"~'= (f? L’? -;: +—-z -—; -:-*ui, .*i, -Li; -.. "—'-'_. "_. " A I-i~uIi_r'iIi. ./ .iis2~; ‘ri. =_: : B U L) It . ': _._. ... j« ’-” — : __. :.. -.4 .1 —— — T" r ; _L: ___: '?: i,: ‘1, _ T C: ._i _ . —F' 3-3; -, , _. ‘ Pi. -l I d'[. L‘*'; ,, -; ' hTT‘, .,-_ , ., L , , : . ‘ : . ": , . 3:. .. , '.: ,;, _, ';: .;: "‘-$4.‘ 5i. ’ ' i ‘. 'I ‘ml. - ' ‘Al . _". ..-. .._". .J'? "-: -1'----'- J‘*, : ' i -I V i 331E-’; &tCi
  23. 23. 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 field.
  24. 24. 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 proper.
  25. 25. 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.
  26. 26. 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.
  27. 27. 3. EQUIPMENT 3.l. Any flying disc acceptable to both captains may be used. 3.2. WFDF may maintain a list of approved discs recommended for use. 3.3. Each player must wear a uniform that distinguishes their team.
  28. 28. 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.
  29. 29. .. _. . .. .. ___: .___. _. ____. :__ . . ;.___. _.____. ..: .. A . ..___. _____. _.. C . .o. uao9o. .-. .. . ..________. .__. E._ _ : ____. _=. _.: :_. ,_ . .
  30. 30. 4. POINT, GOAL AND GAME 4.l. A game consists of a number of points. Each point ends with the scoring of a goal.
  31. 31. 4.2.A game is finished and won by the first team to score seventeen (I7) goals. A3.1 Target 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.
  32. 32. 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 target. A3.4.3. The half time cap does not affect the number of time-outs available for a team. 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.
  33. 33. 4.4. The first point of each half starts when the half starts. A4.3. At the start of a half of play: A4.3.1. The timekeeper will signal: A4.3.1.1. Sixty (60) seconds prior to the start of a half. A4.3.1.2. The start of a half.
  34. 34. 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 defending; and 4.5.3. the team that scored becomes defence and pulls next. 4.6. A variation of the basic structure may be used to accommodate special competitions, number of players, age of players or available space.
  35. 35. 5.TEAMS 5.| . Each team will put a maximum of seven (7) players and a minimum of five (5) players on the field during each point. 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 team.
  36. 36. 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 and violations. 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 air. A2.3. If both discs are facing up or both facing down, then “same” wins, otherwise “different” wins. A2.4. The toss should happen on the playing field.
  37. 37. A4.2. The toss: A4.2.1. Team captains must complete the toss five (5) minutes before the start of the game. 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.