Real Bedford FC - Strategic Plan v3 (24/25 Season)
2.Ultimate-Frisbee.pptx
1. E. Status of the Disc
This rule focuses mainly on where the disc landed, or either
(1)in (2)out (3)alive (4)dead.
As the pull is done or acted by the opposing team, any
player may attempt to stop a disc from rolling or sliding after it
has hit the ground then we can determine where the game
should start.
If the player attempted to alter the position of the disc may
call a “violation”.
If, in attempting to stop such a disc, a player significantly
alters the disc position, the opposition may call “violation” and
play restarts with a check at the location where the disc was
contacted.
2. F. The Check
Whenever play stops during a point for a time-out, foul, violation,
contested turnover, safety stoppage or injury stoppage, play shall
restart as quickly as possible with a check.
To restart play:
1. If the disc is within reach of a defender, they shall
touch the disc and call “disc in”.
2. If the disc is not within reach of a defender, the
thrower shall touch the disc on the ground and call “disc
in”; or
3. If the disc is not within reach of a defender and
there is no thrower, the defender nearest to the disc shall
call “disc in”.
3.
4. Marker
The defensive player within three meters (3) of the
thrower’s pivot or of the thrower if no pivot has been
established.
If the disc is not in play, a defensive player within
three meters of a spot on the field where the disc is to
put into play.
5. G. Stall Count
The marker may only start and continue a stall count when they
are within three (3) meters of the thrower and all the defenders are
legitimately positioned.
If the marker is too close to the thrower, the thrower can push
gently the marker farther away by the length of his arms and disc
combined.
The marker administers a stall count on the thrower by
announcing “stalling” and then counting from one (1) to ten (10). The
interval between the start of each word in the stall count must be at
least one (1) second.
If the stall count is over, “stalling 9…stalling 10… STALL OUT!” and
it results to a turnover of the disc.
7. H. Out-of-Bounds
The entire playing field is in-bounds. The perimeter lines
are not part of the playing field and are out-of-bounds. All non-
players are part of the out-of-bounds area.
If the disc touches only the line and the outside area then it
is out.
If the disc touch or is on the line yet it touches the in-
bound area, then it is in or safe.
11. I. Receivers or Positioning
After a catch, that player becomes the thrower.
If offensive and defensive players catch the disc
simultaneously, the offense retains possession.
No player may physically assist the movement of another
player.
12.
13. J. Turnovers
A turnover transfers possession of the disc from one
team to the other and occurs when:
1. (a “down”)
The disc contacts the ground while it is not in
the possession of an offensive player
2. (a “hand-over”)
The disc is handed over from one offensive
player to another without ever being
completely untouched by both players.
14. 3. ( a “deflection”)
The thrower intentionally deflects a pass to
themselves off another.
4. (a “self-catch”)
In attempting a pass, the thrower contacts the
disc after release prior to the disc being contacted by
another player.
5. (an “interception”)
A pass is caught by a defensive player.
15. 6. (an “out-of-bounds”)
The disc becomes out-of-bounds.
7. (a “stall-out”)
The thrower has not released the disc before
the Marker first starts to say the word “ten” in the
stall count.
8. (a “dropped pull”)
There is an uncontested offensive receiving foul; or
during the pull, the receiving team touches the disc before it
contacts the ground, and fails to catch the disc.
16. K. Scoring
A goal is scored if an in-bound player catches a legal
pass and all of their first simultaneous points of contact after
catching the disc are entirely within their attacking zone.
The time at which a goal is scored when, after the disc
is caught, contact is first made with the end zone.
15 goals in a time capped of 90 minutes.
17. If you catch the disc in mid-air, make sure your first
point of contact lands in the end zone.
If your foot touches the goal line when you catch the
disc, it is not counted as a goal.
After a point is scored, play stop and teams switch the
end zones that they were defending.
18.
19. L. Calling fouls
When a foul or violation call is made that stops play,
players must stop play by visibly or audibly communicating the
stoppage as soon as they are aware of the call and all players
should echo calls on the field.
If play has stopped for a discussion without any call having
been made, a call is deemed to have been made when the
discussion started.
20. Incidental contact
Deliberately causing contact to affect the play.
Non-incidental contact
Any contact which is not dangerous in nature and does not affect
the play.
Ex. Leaning in to a player.
Only the player fouled may claim a foul, by calling “foul”.
Calls must be made immediately after the breach is recognized.
21. M. Fouls
Any body contact made.
A breach of rules due to non-incidental contact between two or
more opposing players.
1. Dangerous play
Reckless disregard for the safety of the fellow players regardless
of whether or when contact occurs is considered dangerous play and is
treated as a foul.
This rule must not be superseded by any other rule.
22.
23. 2. Force-out Fouls
Occurs when an airborne receiver catches the disc, and is fouled
by a defensive player before landing, and the contact cause the
receiver to land out-of-bounds instead of in-bounds.
If the receiver would have landed in their attacking end zone, it is
a goal.
If the force-out foul is contested, the disc is returned to the
thrower if the receiver landed out-of-bounds, otherwise the disc stays
with the receiver.
24.
25. 3. Strip Fouls
Occurs when a defensive foul causes the receiver or thrower to
drop the disc after they have gained possession.
If the reception would have otherwise been a goal, and the foul is
uncontested, a goal is awarded.
26. 4. Offsetting Fouls
If fouls are called by offensive and defensive players on the same
play, the disc returns to the thrower.
Non-incidental contact that occurs as two or more opposing
players move towards a single point simultaneously should be treated
as offsetting fouls. The disc returns to the thrower.
There are times when both players have a right to a space and
neither player can be deemed to have initiated contact. In these
circumstances, if body contact occurs that affects the outcome of the
play, this is to be treated as an offsetting foul. The disc shall be
returned to the thrower.
27.
28. 5. Defensive Throwing (Marking) Fouls
A defensive player is illegally positioned and there is contact with
the thrower.
Occurs prior to the thrower releasing the disc and not during the
throwing motion, the thrower may choose to call a contact infraction,
by calling “contact”.
There is a contact resulting from the thrower and the defender
both vying for the same unoccupied position prior to the release.
29.
30. 7. Defensive Receiving (Defender) fouls
Occurs when a defender initiates contact with a receiver before,
while, or directly after, either player makes a play on the disc.
After an uncontested defensive receiving foul of the receiver
gains possession at the point of the breach.
31.
32. 8. Offensive Receiving Fouls
Occurs when a receiver initiates contact with a defensive player
before, while, or directly after, either player makes a play on the disc.
If the foul is uncontested, the result is a turnover, and the
defensive player gains possession at the point of the breach.
If the pass is complete and the foul is contested, the disc returns
to the thrower.
33.
34. 9. Offensive Throwing (Thrower) Fouls
Occurs when the thrower makes contact with a defensive
player, intentionally or unintentionally.
Incidental contact occurring during the thrower’s follow
through is not sufficient grounds for a foul, but should be
avoided.
8. Blocking Fouls
Occurs when a player takes a position that a moving
opponent will be unable to avoid and contact results, player will
receive a foul or indirect foul whichever is applicable.
35.
36. N. Infractions and Violations
Infraction
An act that breaks a rule or law.
A breach or rules regarding a marking or travel
breach.
Do not stop play.
Violation
An act of doing something that is not allowed by a
law or rule.
Any infraction or the rules other than a foul.
37. 1. “Marking” Infractions
A breaching of rules by the marking player, against the throwing
player. Only the thrower may call a marking infraction.
A. Fast count (Marker’s Infraction)
When the counting is less than one second
interval.
B. Straddle
A line between a defensive player’s feet contains the
thrower’s pivot point.
C. Disc space
Any part of the defensive player is less than one
diameter away from the torso of the thrower.
38.
39. D. Wrapping
A line between the defensive player’s hands or arms
interjects the thrower’s torso or any part of the thrower’s
pivot point.
E. Double team
A defensive player other than the marker is within three
meters of the thrower’s pivot point without also guarding
another offensive player.
F. Vision
A defensive player uses any part of his body to
obstruct intentionally the thrower’s vision.
43. 2. “Travel” Infractions
When the thrower establishes the pivot at an incorrect point on
the playing field.
The thrower changes direction before releasing the disc.
After catching the disc the receiver exceeded in three steps.
44. The thrower may change direction only by establishing a “pivot
point”, where one part of the body remains in constant contact with a
certain spot on the playing field called the “pivot point”.
Pivot
The particular part of the body in continuous contact with a
single spot on the field during a thrower’s possession once the
thrower has come to a stop or has attempted a throw or fake.
When there is a definitive spot for putting the disc into play, the
part of the body in contact with that spot is the pivot.
45.
46. 3. “Pick” Violations
If the defensive player is guarding an offensive player and the
defensive player is prevented to move forward by the other offensive
player, the defensive play may call a “pick violation”.
Pick (Intentional)
Is a violation in Ultimate Frisbee that is called by a defender
when he is screened from getting to the disc.
Screen (Unintentional)
Is a blocking move by an offensive player to block/obstruct the
movement of a defender.
48. O. Stoppages
1. Injury Stoppage
May be called by an injured player or any player by the injured
player’s team.
An injured player cannot rejoin the game if he has a bleeding or
an open wound unless it will be treated and sealed.
If the nature of injury was not caused by an opposing player, the
injured player may choose to be substituted or to call a time-out.
49. If the injury was caused by an opponent, the injured player may
choose to stay or be substituted.
If the injured player caught the disc, and had dropped the disc
because of the injury, the player will retain possession of the disc
If the disc was in the air when the injury stoppage was called, the
play continues until the pass is caught or the disc hits the ground. If the
injury is not the result of a foul, the completion or turnover stands, and
play restarts there.
50. 2. Technical Stoppage
Any player who recognizes a condition that endangers players
may call “technical” to stop play. The play must stop immediately. The
thrower may call to replace a damaged disc.
If the call did not affect play, the completion of turnover stands,
and play restarts there. If it affected play, the disc goes back to the
thrower.
51. If a player substituted due to injury via technical stoppage the
opposing team could also substitute a player.
The substitutes take the full status of the player they are
substituting (location, possession, stall count, etc.).
52. P. Time-outs
The player calling a time-out must form a “T” with their hands, or
with one hand and the disc, and call “time-out” audibly to opposition
players.
Each team shall have two (2) time-outs per half.
After the start of a point and before both teams have signaled
readiness, a player from either team may call a time-out. The time-out
extends the time between the start of the point and subsequent pull by
75 seconds.
After the pull only a thrower with possession of the disc that has
survived ground contact may call a time-out.
53. After such a time-out:
A. Substitutions are not allowed, except for injury.
B. Play is restarted at the pivot point.
C. The thrower remains the same.
D. All other offensive players may then set up at any point on the
playing field.
E. Once the offensive players have selected positions, defensive
players may set up at any point on the playing field.
F. The stall count remains the same, unless the marker has been
switched.
54. If the thrower attempts to call a time-out when their
team has no remaining time-outs, play is stopped. The
marker must add two (2) seconds to the stall count they
would have restarted play on before restarting play with a
check. If this results in a stall count of ten (10) or above, this is
“stall-out” turnover.
55. Spirit of the Game (SOTG) Time-out
3 minutes more or less.
If there is ever an issue with SOTG during play, Captains should
be aware of the following:
* If a team captain believes that either or both teams are failing to
follow the SOTG, they may call SOTG
Time-out.
* This can only be called after the start of a point and prior to the
ensuing pull.
* During this time-out, neither team may engage in tactical
discussions.
56. * All team members to both teams will form a “spirit circle” in
the middle of the field.
* 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.
* SOTG time-outs do not affect, nor are they affected by the
number of time-outs available.