DiscHoops™ Official Rules
 

           The Rules of DiscHoops  --  Revision One

                                                    Copyright,  2005 Frank Huguenard
 

                                    Official Rules of DiscHoops,  First Edition

Preface

The purpose of the rules of DiscHoops is to provide a guideline describing the way the game is played.

TABLE OF CONTENTS:
  1. Introduction
  2. Definitions
  3. Description of DiscHoops Court
  4. Equipment
  5. Length of Game
  6. Time Outs
  7. Substitutions
  8. Starting and Restarting Play
  9. In and Out of Bounds
  10. Goal
  11. Scoring
  12. Turnovers
  13. Thrower
  14. Marker
  15. Receiver
  16. Fouls
  17. Free Throws
  18. Positioning

Appendix 1: Official Scoresheet

Appendix 2:Standard Field Diagram

  1. Introduction
    1. Description : DiscHoops  is a sport played by two, eight-player teams (although only four active players per team are permitted to play at any one time). The object of the game is to win.  Any time a pass is incomplete, intercepted, knocked-down, or contacts an Out-of-Bounds area, a turnover occurs, resulting in a change of possession of the disc. A Goal is scored when a player successfully throws a pass that either flies through the arched Hoop to a teammate or is carried by a teammate through the air and through the hoop and into in the End Zone.  There are no stoppages of play between scores and a game is divided up into two thirty (30) minute halves..

  2. Definitions
    1. Player : A player is any of the 8 individuals from a team actually participating in the game at any one time (four active and four inactive).
    2. Team : Any group of up to 8 individuals that constitute a roster.
    3. Substitution Lines: The four inactive players from each team form a substitution line for that team.
    4. Referee: The two players in the front of the substitution lines work in unison to perform the role of the referee and are also referred to as the Referee.   The player at the head of the substitution line for the team that is currently in possession of the disc is referred to as the O-Ref and the player at the head of the opposite substitution line is referred to as the D-Ref.

      Also, not only is it acceptable behavior for the players on the field to 'work the refs', but it is highly encouraged as long as it is respectful, polite and friendly.  It is possible that by 'working the refs', a player can influence calls in real time.  In other words, if you call attention to a foul, the Referee can retroactively call it.

      There is no time limit to how long after an alleged infraction actually happened for a call to still be made although it is up to the discretion of the Referee to be reasonably punctual with any calls made.

       

    5. RefCheck: A method by which the Referee puts the disc in play.
    6. Putting the Disc in Play : The disc is put into play in one of two ways:
      1. After a turnover that is in the In-Bounds area on the court, when an offensive player picks up a disc, it is in play.
      2. After an Out-of-Bounds play or a change of possession penalty, putting the disc in play means that a thrower stands from out of bounds and requests and is granted a RefCheck. A that point the disc in in play.
    7. Ground Contact: Ground contact refers to all player contact with the ground.
    8. Possession of the disc : Possession of the disc is sustained contact with, and control of, a non-spinning disc.
      1. To catch a pass is equivalent to establishing possession of that pass.
      2. Loss of possession due to ground contact related to a pass reception negates that player’s possession up to that point although ground contact in the goal causing a turnover still results in a score.
      3. The team who's player is in possession, who's player just threw the disc or who's players may pick up the disc is considered the team in possession.
    9. Pivot : A pivot is the particular part of the body in continuous contact with a single spot on the field during a thrower’s possession. When there is a definitive spot for putting the disc in play, the part of the body in contact with that spot is the pivot.
    10. The Goal: The Goal Post is a 32’ section of 3/4" Aluminum shock corded tubing that arches into the air and is anchored with rebar posts, 18 feet apart at the Goal Line
    11. The Goal Line: The Goal Line is the line in which the disc must pass over, going through the Goal Post and being caught by a player who lands with at least one foot in the End Zone.  
    12. Turnover : A turnover is any event resulting in a change of the team in possession.
    13. Attacking Goal: The attacking goal refers to one of the two goals that a team is currently eligible to score in.
    14. Defending Goal: The defending goal refers to one of the two goals that the opposing team is eligible to score in.
    15. Line : A line is a boundary defining the playing areas. On an unlined field, the boundary is defined as an imaginary line between two field markers with the thickness of said markers. Line segments are not extrapolated beyond the defining markers.
    16. Scorecard: A scorecard is maintained on the field by the Referee to record fouls, scores and disqualifications.  At the end of each game, the captain for each team signs the scorecard to make the game officially completed.
    17. Misconduct Bench: This seating area is specially assigned for player who have committed infractions that require extraordinary consequences.  For red card and yellow card violations, players must sit on the misconduct bench for a mandatory 5 minutes for yellow and 15 for red.  It is illegal to smoke or consume any recreational drugs or alcohol while on a mandatory sit down.  Violation of this rule carries with it extreme consequences, including but not limited to expulsion from league or tournament play, banishment from club play, etc.
    18. Yellow & Red Cards: It is under the discretion of the Referee to call either Minor (Yellow) or Major (Red) conduct violations for any behavior unbecoming of any player.  A Minor violation results in an immediate stoppage of play and the player in question must be substituted for the duration of the point with the replacement being selected by the opposing coach.  Two Yellow card violations in a single game results in an immediate Ejection.  A Red card violation results in an immediate Ejection as well as and either a Red Card or two Yellow cards on any individual results in the forfeit of the current point by the offending team.
    19. Disqualification :  A disqualification occurs when a player loses his privilege to play in the game either by surpassing the current maximum acceptable fouls in a game, receiving two Yellow cards or receiving one Red card.  When a player is disqualified from the current game, he may not reenter it at any point.  To do so would disqualify the entire team. 
    20. Offensive player : An offensive player is any player whose team is in possession of the disc or may pick up the disc.
    21. Official Scorer: The designated individual assigned by the tournament director to maintain the scorecard, delineate fouls, yellow and red cards, maintaining the clock, etc.
    22. Defensive player : A defensive player is any player whose team is not in possession of the disc.
      1. A defensive player may not pick up a disc in play.
      2. A defensive player may not call for a pass from the thrower.
    23. Throw: A throw is a disc in flight following any throwing motion, including after a fake attempt, that results in loss of contact between the thrower and the disc.
      1. A pass is the equivalent of a throw.
      2. The act of throwing is the motion of the thrower that transfers momentum from the player to the disc and results in a throw.
    24. Stoppage of play : A stoppage of play is any halting of play due to a call,or time-out.
      1. Play is considered to have stopped when the call or time-out is made
      2. The disc is not subject to a turnover.
      3. The term "play stops" means a stoppage of play occurs.

       

  3. Description of the DiscHoops Court

     

    1. The standard field of play is a rectangular area with dimensions as shown on the accompanying diagram.
    2. The standard field of play is a rectangular area 40 yards (~37 meters) wide and 60 yards (~57 meters) long with 10 yards (~3 meter) Two point zones on either end. 
    3. At the mid point on each two point lines there is a circle with a 4 yard radius.  The half of the circle that lays between the hoop and the other circle is the crease and the half that resides between the hoop and the two point line is the goal.
    4. One yard in from where these circles cross the two point line, a post is inserted into the ground to hold up the hoops.  The distance between these posts is 6 yards.
    5. At midfield and straddling one of the sidelines is the substitution box.  This box measures 4 yards by 4 yards.


  4. Equipment
    1. Any flying disc may be used as long as it is acceptable to both team captains. If the captains cannot agree, the current Official Disc of DiscHoops  is the Wham-O 82e mold.
    2. Cleats with any dangerous parts are not allowed. This includes metallic baseball cleats, track spikes, and worn or broken studs with sharp edges.
    3. Every player must wear a uniform or other clothing that distinguishes that player from the players on the other team. In tournament play, matching uniforms and numbered jerseys are recommended.

  5. Length of Game
    1. Games are comprised of two 30  minute halves.
      1. The Referee is responsible for running the time clock.  The clock is halted for stoppages of play that are due to penalties, halftime, timeouts and when the disc goes out of bounds.  The clock starts:
        1. When the game or second half is started.
        2. When an offensive player brings the disc to the sideline and requests and is granted a RefCheck.
    2. Halftime occurs when the game clock reaches 30 minutes.
    3. Overtime occurs when the score is tied at the end of regulation time of 60 minutes.  Teams flip discs to determine who receives possession first and overtimes last 5 minutes.  If the score remains tied at the end of the five minute period, more overtime periods shall be played until a winner is determined (with alternating initial possessions).
  6. Time-Outs
    1. A time-out call stops play and may only be called by the offensive player in possession of the disc.
    2. Team Time-out: A standard game has two time-outs per half.
      1. Each team is permitted exactly one time-out per overtime. This means that any team time-outs remaining from regulation are discarded and each team is awarded a single team time-out.
      2. A player may call a time out in the air, if they are going to land out of bounds, as long as it is called prior to them landing.  They may also call a time out if their momentum is carrying them Out-of-Bounds as long as it is prior to ground contact Out-of-Bounds The disc is put into play in this case in the same manner as after a penalty or an Out-of-Bounds disc.
      3. Each team time-out lasts 60 seconds.
      4. Only the offensive player who has established possession of the disc can call a time-out. The player must form a "T" with one hand and the disc and audibly say "time-out". The time-out begins at the moment the first of these actions is performed.
      5. To resume play after a time-out:
        1. All offensive players must establish a stationary position by the end of the time-out.
        2. Any offensive player may restart play with a RefCheck at the nearest sideline to where the timeout was called. 
      6. If the team in possession has no has time-outs remaining and a player in possession of the disc signals for a time-out, it is a turnover with the change of possession granted at the nearest Out-of-Bounds with a RefCheck.
    3. Injury Time-out: There are no Injury timeouts although etiquette dictates that if team A has possession of the disc and recognizes that team B has a player seriously injured, it is proper appropriate  to throw the disc out of bounds.  After team B's player has been attended to and helped off the court, one of B's players initiates play from out of bounds and promptly throws the disc away for a turnover so that team A can resume possession.
    4. Equipment Time-out: An equipment time-out may be called to replace a broken disc or to correct a hazardous or illegal condition.
      1. Any player may briefly extend a stoppage of play (e.g. during a foul or violation stoppage) in order to correct faulty equipment, however, only an offensive player may extend the stoppage for straightening a warped disc.  An untied shoe is not considered faulty equipment or a hazardous situation.
      2. Active play may never be stopped for this purpose unless a hazardous situation exists. Note that play has not stopped during a turnover except if the disc is Out-of-Bounds.
      3. Any player recognizing a hazardous or illegal condition may request an equipment time-out from the Referee.
        1. Play stops immediately and there is no continuation. If the disc is in the air, the play is completed and play stops when the team in possession is determined.
        2. Only players on the offensive team may call an equipment time-out to replace a game disc. To do, so the disc must be cracked, torn, deeply gouged, creased, or punctured. Warped, wet, or dirty discs do not qualify for an equipment time-out.
      4. When play restarts after an equipment time-out;
        1. The thrower (any offensive player) restarts play at the nearest Out-of-Bounds spot with a RefCheck with a fresh stall count.
        2. Players may set up when restarting play after an equipment time-out.
      5. A team erroneously calling an equipment time-out will be charged with a team time-out, and a full time out is granted. If that team is in possession and has no team time-outs available, it is a turnover.


  7. Substitutions
    1. Substitutions can only be made during a stoppage of play. 
    2. Substitutions must originate from the Substitution Box. The outgoing player must enter into the substitution box prior to the incoming player entering play.
  8. Starting and Restarting Play
    1. Start of the game:
      1. Before a game starts, representatives of the two teams ro sham to decide which team is going to call odd or even.
      2. The team chosen to call odd or even designates a player to make that call separate from the player on his team flipping the disc.
      3. Representatives of the two teams each flip a disc simultaneously. The designated representative of the calling team calls "Odd" or "Even" while the discs are in the air. If both discs land the same way it is "Even". If the two disc land opposite of each other it is "Odd". The team winning the flip has the choice of:  
        1. Starting the series with the disc from behind the Clear Line, directly behind their own goal; or
        2. Which end zone they wish to initially defend.
      4. The other team is given the remaining choice.
      5. Play starts from behind the Clear Line with the Offense player (Thrower) showing the disc to heads of the sub lines to make sure they are ready.  Once both heads of the sub lines have raised their hands (RefCheck), play may commence. The Thrower starts play
      6. After each score, the Offense maintains possession and the attacking Goal for each team switches to the opposite Goal.
      7. Games are continuous unless a Time-Out, foul, stall count violation, illegal throw violation (throwing backwards through the goal), travel or Halftime is called.
      8. The second half begins with the team who lost the initial flip at the start of the game choosing between: 
        1. Starting the series with the disc from behind the Clear Line, directly behind their own goal; or
        2. Which end zone they wish to initially defend.
    2. The RefCheck
      1. When any call or event stops play, a RefCheck is used to restart play.
      2. When the situation is resolved, the player determined to be in possession raises a hand to the Referee to request the check.
        1. The Referee restarts play by when both the ORef and DRef raise an arm to signal the restarting of play.  If the thrower attempts a pass before the marker touches the disc, the pass does not count regardless of whether it is complete or incomplete, and possession reverts to the thrower.
        2. The stall count is reset to zero.


  9. In- and Out-of-bounds
    1. The entire DiscHoops Court is In-Bounds. The perimeter lines are not part of the court, and are out-of-bounds.
    2. Any area not In-Bounds is Out-of-Bounds.
    3. Any object or player contacting an Out-of-Bounds area is Out-of-Bounds. An airborne player whose last ground contact was with an Out-of-Bounds area is Out-of-Bounds. All Out-of-Bounds objects and Out-of-Bounds offensive players are considered part of the Out-of-Bounds area. The following exceptions apply:
      1. In the event that momentum carries a player Out-of-Bounds after gaining possession of an In-Bounds disc and landing In-Bounds, the player is considered Out-of-Bounds.
      2. The thrower may not pivot resulting in contact with an Out-of-Bounds area.
      3. Contact between players does not confer the state of being In- or Out-of-Bounds from one onto another.
    4. A disc becomes In-Bounds when it is put into play, or once play is started or restarted.
    5. A disc becomes Out-of-Bounds when it first contacts an Out-of-Bounds area.
    6. The disc may fly outside a perimeter line and return to the playing field, and defensive players may go Out-of-Bounds in order to make a play on the disc.
    7. To continue play when the disc becomes Out-of-Bounds, a member of the team gaining possession of the disc must carry the disc to, and put the disc into play at, the spot on the playing field proper nearest to where the most recent of the following events occurred:
      1. The disc completely crossed the perimeter line.
      2. The disc contacted an in-bounds player.
      3. The disc contacted a defensive player.
      4. The disc became Out-of-Bounds due to contact with an Out-of-Bounds area while the any part of the disc was inside the perimeter line.
    8. Events occurring after the disc becomes Out-of-Bounds do not affect where the disc is put into play.


  10. Goals
    1. There are two goals. They are 30 yards from the opposite Clear Line and 20 yards from the opposite goal.  They are in the form of a semi-circle that measures 8 yards wide and 8 yards deep.  Appendix II.
    2. The Hoops are the entrances to the Goals. They are 18 feet wide and form an arch. The disc can never be thrown or carried through the backside of either Goal or it is a turnover. If this occurs, the disc is returned to the nearest sideline to the goal
    3.  If any portion of the disc is laying on the line, the disc may be picked up from in front of the goal and played from there.  If the disc is entirely behind the Goal Line, the disc must be played from within the Goal.
    4. The disc must pass through the hoop in order for a catch in the Goal to be considered a Score. The Receiver can jump and catch the disc in the air or reach outside the Goal for the disc and pull it through. As long as the receiver's first ground contact is the Goal and they are not straddling the goal line, it is a Score. If the Receiver’s first contact is the Hoop, there is no score and the play continues.  Deflections off the goal are legal.
    5. It is illegal to goal tend.  This means that in order for a player to be loitering in the goal or in the crease, they must be within 3 meters (9' 10") of any offensive player.  If the offensive player vacates the area, the defender has 1 second to clear out or to guard another offensive player who may be entering the space.  Violation of this rule is considered Illegal Defense and if this defender touches the disc while in the act of Illegal Defense, it is an automatic score for the offense.  It is legal to play with one foot in the Goal or Crease and on foot outside of the both the Goal and Crease.
    6. The crease mirrors the goal and extends out 8 meters in front of the Goal and curves around to where the Goal's semi-circle ends.  


  11. Scoring
    1. In order to Score, a Thrower must throw a disc that either flies through or is carried through the Hoop as long as the Receiver's first contact is in the Goal and the Receiver is in the Goal with the disc.  The Receiver may not straddle an part of the Goal line . It is a Goal if the disc hits any part of the Goal Hoop prior to or after the Receiver catching it. If a Defender deflects a pass and it continues though the Goal, and the Receiver in the End Zone catches the disc, it is a Score.
    2. In order for the Receiver to be considered in the Goal after gaining possession of the disc, their first point of contact with the ground must be completely in the End Zone. If the Receiver is in the End Zone and reaches through the back of the Goal to make a catch it is a Score, given that the receiver is able to pull the disc through the Goal prior to taking another step.
    3. A player can not Score by running into the Goal with the disc. Should a Receiver's momentum carry them into the End Zone after gaining possession, the Receiver must play the disc from where they come to a stop.
    4. After a score, play is continuous. The team that scores maintains possession. The offense may now work the disc back to the Opposite Goal (which is now their attacking Goal) for another score. The disc can not pass (either by flight or momentum) through the back of the Goal or it is a turnover (with the disc being played at the nearest sideline to where the turnover occurred to be played by the opposing team).
    5. If a score is thrown from behind the opposite Goal line, a bonus point is awarded.
    6. A thrower may not break the plane of the Goal to throw a score.
    7. A receiver may be standing in the Goal and catch the disc in front of the Goal  and pull the disc through or break the line of the Goal to complete a Score.
    8. If a Receiver catches the disc and drops it when the contacting the ground, the Score counts as long as the first point of contact was in the Goal and possession was determined.  Possession then reverts to the opposing team.
    9. If the Receiver catches the disc for a score but his momentum carries him over the goal line (through the hoop backwards), the score counts but the play results in a change of possession.

     

  12. Turnovers
    1. An incomplete, intercepted, or knocked down pass, or a pass in which the disc becomes Out-of-Bounds, results in a change of the team in possession. If a disc in play is dropped by the thrower without defensive interference, and it contacts the ground before the thrower regains possession, it is considered an incomplete pass.
    2. A pass is considered intercepted if a defensive player catches a pass.
    3. If a defensive player catches a pass and accidentally loses possession of it before or during ground contact related to that catch, possession then reverts back to the original team on offense.
    4. The following actions result in a change of the team in possession and a stoppage of play:
      1. The Referee's stall count reaches the 5.
      2. The disc is handed from player to player.
      3. The thrower commits a traveling violation.
      4. An offensive player commits a foul.
      5. Yellow or Red Card Violations on Offensive players
      6. If the disc is thrown though the backside of the Goal Post.
      7. Pivoting into the Goal or pivoting Out of Bounds.
      8. Not picking an In-Bounds disc up within 5 seconds after an incompletion
      9. Not putting an Out-of-Bounds disc in play within 20 seconds
      10. A receiver's momentum carries a receiver backwards through a goal or Out-of-Bounds.
      11. The thrower calls a team time-out when none remain.
      12. A player's movement is intentionally assisted by a teammate in catching or blocking a pass. If a defender assists a teammate, the intended receiver retains possession. 


  13. The Thrower : The thrower is the offensive player in possession of the disc.
    1. If the disc is on the ground, whether In- or Out-of-Bounds, any member of the team becoming offense may take possession of the disc.  The offense must do so within five seconds after the previous turned over disc has come to a complete stop.  If the disc ended up Out of Bounds, the offense has 20 seconds to get the disc in play.
      1. If possession is gained at the spot where the disc is to be put into play, the thrower's pivot is established the moment the disc is picked up.
      2. Once an Offensive player has picked up the disc, that player is required to put the disc into play.   The stall count is initiated at the moment of possession.
    2. The thrower has the right to pivot in any direction but may not pivot into the goal through the hoop or pivot Out-of-Bounds. However, once the marker has established a legitimate stationary position, the thrower may not pivot into the marker’s body.   To do so would be a charging violation.
    3. The thrower may throw the disc in any manner and in any direction, as long as the disc does not go through either Hoop backwards (i.e. towards the center of the court) or through the defending goal frontwards.
    4. Once a thrower has established a pivot foot, it is legal for that player to jump in order throw a pass but if the disc is still in the thrower's possession upon re-contact with the ground, a traveling violation occurs.
    5. A thrower is permitted to throw to themselves.
      1. The Stall count does not get reset between throws.
      2. A thrower may throw to himself for a score but in this case, the thrower may not travel through the hoop and must therefore travel around it.

       

    6. Traveling: The thrower must establish a pivot at the appropriate spot on the field and may not change that pivot. Failure to do so is a travel and results in an immediate turnover .  The penalty for an uncontested travel call is a turnover.  The disk shall be put back in play at the nearest sideline.
      1. The thrower must keep all or part of the pivot in contact with a single spot on the field. If the thrower loses contact with the appropriate spot, the thrower has traveled.
      2. Whenever a pivot spot is defined in the rules and the thrower fails to establish contact with that spot, the thrower has traveled.
      3. If less than three steps are taken prior to the release of the disc, it is legal for a player to speed up or change direction, but once having done so, has established the current pivot foot the acceleration occurred on as the pivot.  Lifting that pivot foot prior to a throw is considered traveling.
      4. If a  player obviously takes more steps than are required to stop after catching a pass and before establishing a pivot, that player has traveled.   A player is limited to a maximum of three steps to establish a pivot foot.
      5. If an offensive player after receiving a pass on the run, releases a pass after the third ground contact and before coming to a complete stop, that player has traveled. 

        a) A complete stop is defined as a discernable and momentary stop in momentum.  If a thrower takes three or more steps and is winding up to throw the disc and never halts the throwing motion, the thrower never came to a complete stop and therefore has traveled.

             

      6. Exceptions:
        1. It is not a travel in the case where the thrower has just received a pass and is throwing before the third ground contact in accordance with XV.D.
        2. Jump passes are legal as long as the thrower has established a pivot.

  14. The Marker: Any defensive player(s) may guard the thrower at any time; that player or players is the marker(s).
    1. The Marker(s) may not straddle, i.e., place their foot on either side of, the pivot foot of the Thrower.
    2. The player who initiates the contact between thrower and marker has committed the foul.
    3. Any defender may touch the disc while it is in the Thrower's possession although they are not allowed to forcibly wrest the disc from the Thrower's hand (to do so is a foul).
    4. Stalling: The thrower is allowed five seconds of possession in order to release a throw.  
      1. The stalling gets counted by the Referee beginning with the word one after a period of one second of possession has passed.
      2. The count consists of the Referee counting from one to five loudly enough for the other Referee to hear.
        1. All intervals between the beginning of one word and the beginning of the next are to be a minimum of one second.
      3. The opposing team's Players in the Substitution Line have the ability to contest or agree with the stall or whether or not the stall count is too fast.
      4. If the thrower has not released the disc at the first utterance of the word "Five", it is a turnover. The Referee loudly announces "Stall" and play stops with the restart happening at the nearest Out-of-Bounds.
      5. Any time the stall count is interrupted by the call of a time-out, the count restarts at 0.


  15. Receiver : Any offensive player in the act of catching the disc.
    1. Bobbling to gain control of the disc is permitted, and purposeful, controlled bobbling to oneself (i. e., tipping, delaying, guiding, or brushing) in order to advance the disc in any direction is also legal.
    2. No player may intentionally assist a teammate's movement in order to affect a reception or turnover. To do so results in a loss of possession for that team with the disc put back in play at the nearest sideline.
    3. After catching a pass, the receiver is only allowed the fewest number of steps required to come to a stop and establish a pivot and no more than three steps total.  (a fourth step may be required and is allowed to achieve balance but the third step would considered the pivot in this case).
    4. If the receiver is running while catching the disc, the receiver may throw a pass before the third ground contact after catching the disc without attempting to stop. However, changing direction or increasing speed while in possession of the disc is a travel except if a point of contact  with the ground (pivot) is maintained while the change of direction occurred and the throw is released prior to that pivot being lifted.
    5. If the disc is caught simultaneously by offensive and defensive players, whoever comes down with the disc retains possession.
    6. If a pass arrives in such a manner that it is unclear whether a catch was made before the disc contacted the ground (grass is considered part of the ground), the Referee makes the call.
    7. If it is ever unclear whether a receiver was In- or Out-of-Bounds or in the Goal or not, at the point of making a catch, the Referee makes the call.
    8. Force-Out Foul: If an airborne player catches the disc, is contacted by a opposing player before landing, and that contact caused the player in possession to land Out-of-Bounds instead of landing In-Bounds (and realistically being able to stay In-Bounds), the Referee may call a foul on the offending player at the spot of the foul. If this foul occurs in the end zone being attacked, and results in the player landing outside the end zone, and the call is uncontested, a goal is awarded.

  16. Fouls
    1. In general, whenever a foul or violation occurs that stops play, players may resume any position prior to restarting the disc.
    2. The player initiating contact is guilty of a Foul.
    3. A foul on the offensive team results in an immediate turnover.
    4. If a dispute arises concerning a foul, violation, or the outcome of a play (e.g., a catch where no one had a good perspective), and the Referee cannot come to a satisfactory resolution, the disc is returned to the nearest sideline form where the throw was thrown from and put into play with a RefCheck, with a fresh stall count. 
    5. In general, whenever there is an infringement of the rules, play stops. Play restarts with the disc at the nearest sideline from where play stopped.
    6. Strip:  There is no such thing as a strip in DiscHoops .  The disc is considered fair game and any contact between the defender and the disc is legal.  It is illegal however, to grab on to the disc while it is in the thrower's hands.  If this occurs, it is considered a foul on the violator. 
    7. A rolling or sliding disc may be stopped by any player, but advancing it in any direction is considered cause for a yellow card violation.
    8. If a foul or violation occurs which has no effect on continued play, (e.g., A violation away from the play), play stops, the result of the play stands, and play is restarted from the nearest sideline with a RefCheck.
    9. If offsetting infractions are called on offensive and defensive players on the same play, the disc reverts to the offense from the nearest sideline with a RefCheck.
    10. Picks
      1. Picks are legal as long as no one intentionally fouls during the process.
      2. Moving Picks are illegal.  i.e. if a player intentionally moves in such a manner to cause a defender to be obstructed on purpose without being set, then it is a moving foul which is illegal.  In order for a pick to be considered legal, if a player intends to purposefully obstruct a defender, he must be set with both feet firmly on the ground and be positioned there long enough to be discernibly stopped.
       
    11. Fouling Out: When a player commits his fourth foul in one game, he is eliminated from the list of active and available players listed on the scorecard for his team's roster.  Play comes to a halt as he will need to be replaced by another player.  The player that is substituted must be selected by the opposing team (i.e. the team that was fouled gets to select the new incoming player).
    12. Team Fouls: A team is limited to 4 team fouls per half before entering into the penalty situation.  Fouls incurred after a team is 'in the penalty' (5 fouls or more) immediately results in a free throw attempt awarded to the team that was fouled.
    13. Blocking Fouls
      1. A blocking foul occurs when a defensive player's route takes him to a location where inevitable contact occurs between himself and the thrower and this defender is in motion when the contact occurs.  In order for a defensive player to not be called for a blocking foul, they must have both feet planted and be in a set stationary position prior to contact with the offensive player.
      2. A player may move in a manner solely to prevent an opponent from taking an unoccupied position via an unoccupied path as long as the player can secure the position prior to the opponent.
      3. Players may take a position that is unavoidable by a moving opponent when time, distance, and line of sight are taken into account as long as there is enough room for the opponent to take three steps before the collision. Contact resulting from a player taking an unavoidable position is a foul on the out of control player (i.e. the difference between a blocking foul and a charge in basketball).
    14. Charging Fouls
      1. A charging foul occurs when an offensive player's route takes him to a location where inevitable contact occurs between himself and the thrower and the defender is stationary when the contact occurs.  In order for an offensive player to not be called for a charge, the defensive player involved with the contact must me in motion when the contact occurs.  A receiver, upon completion of catching the disk and beyond the third ground contact, who initiates contact with a set defensive player is guilty of a charge.
    15. Receiving Fouls
      1. Receiving Fouls may be called when there is contact between opposing players in the process of attempting a catch, interception, or knock down. A certain amount of incidental contact during or immediately after the catching attempt is often unavoidable and is often not a Foul.
      2. If a player contacts an opponent before or after the disc arrives, that player has committed a Foul.
      3. Dangerous, aggressive behavior or reckless disregard for the safety of fellow players is a Foul.
    16. Throwing Fouls
      1. A Throwing Foul may be called when there is contact between the Thrower and the Marker and the call may be made on either player.
      2. The marker may hit the disc in an attempt to block the throw while the disc is still in the thrower's hand.. The thrower's hand is considered part of the disc.
      3. Contact occurring during the follow through, which is after the disc has been released, is sufficient grounds for a Foul.
      4. When a Foul is committed by a Thrower or the Marker, play stops.  If the foul was on offense, the result is a turnover.  In either event, the player who committed the foul must sub out of the game before the disc resumes play from the nearest sideline.
      5. If the Thrower is fouled in the act of throwing a pass, and the pass is completed, the Fouling player is still called for the foul and forced to sub out of the game immediately and the throw reverts back to the nearest sideline from where the foul occurred.  If the throw was caught for a score, the score counts.
      6. Although it should be avoided whenever possible, incidental contact occurring during the follow-through (after the disc has been released) is not sufficient grounds for a foul, unless the contact constitutes harmful endangerment.
  17. Free Throws

    1. When Free Throws are awarded to a team, any two players (Currently on the field) from the fouled team are allowed to be part of the attempt to Score a Free Throw as thrower and receiver and it is up to the discretion of the team to choose which two.

    2. The play:  Offense is entitled one receiver completely in the crease opposite their attacking goal and one thrower standing anywhere behind the two point line opposite their attacking goal.  There is one defender allowed to cover the receiver (marking is illegal).  The disc is activated with a RefCheck  and the receiver may begin moving; the thrower then has five seconds to attempt a throw and all 5 of the remaining players not involved in the free throw must remain behind the two point line until the thrower releases the disc.

    3.  After the free throw, play resumes in the normal manor.

     

  18. Positioning
  1. Every player is entitled to occupy any position on the field not occupied by an opposing player, unless specifically over-ridden elsewhere.
  2. A player who jumped is entitled to land at the same spot without hindrance by opponents. That player may also land at another spot provided the landing spot was not already occupied at the time of take-off and that the direct path between the take-off and landing spot was not already occupied.


Appendix 1: Official Scoresheet



Appendix 2: Standard Field Diagram

 
 


References

Ultimate Frisbee

http://www.upa.org

DiscHoops

http://www.DiscHoops.com

HTML Version by Frank Huguenard, 4 November 2005.