
Dischoops
Official Rules
The Rules of
Dischoops -- Revision
1.2
Copyright, 2005,
2006, 2007 Frank Huguenard
republication of these
rules on the internet or elsewhere
without written
authorization is
strictly prohibited
Official
Rules of Dischoops, First Edition
Printable Version
(printable version not currently
updated to reflect the current 1.2 standard)
Preface
The purpose of the rules of Dischoops is to provide a guideline
describing the way the game is played.
The enjoyment of Dischoops depends on each player's
responsibility to set new standards for style, and this responsibility should
not be taken lightly .
TABLE OF CONTENTS:
-
Introduction
-
Definitions
-
Description of
Dischoops Court
-
Equipment
-
Length of Game
-
Time Outs
-
Substitutions
-
Starting and Restarting Play
-
In and Out of Bounds
-
Goal
-
Scoring
-
Turnovers
-
Thrower
-
Marker
-
Receiver
-
Fouls
-
Free
Throws
-
Positioning
Appendix 1:
Official Scoresheet
Appendix 2:Standard
Field Diagram
- Introduction
- 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; which are each
split into two fifteen (15) minute quarters.
-
Style of the Game :
Dischoops relies upon a respect for style that places the
responsibility of brilliance on the player. Highly competitive
play is always encouraged, but never at the expense of the Style
of the Game, which is paramount and includes compliance to the
rules as well as treating fellow players with dignity &
kindness. Protection of this one vital element serves to
eliminate unpleasantness from the Dischoops Court.
Unpleasant behavior such as pouting, tantrums, incessant
arguing, goofing on opposing players, dangerous aggression,
belligerence and high turnover to assist ratios are contrary to
the Style of the Game and should be avoided by all self
respecting players.
- Spirit of the Rules
:
Dischoops is a competitive venture and there is very little
room for the notion of 'Spirit of the Rules'.
A requirement of any sport is consistency,
measurability and fairness. Participants
need to do their best to adhere to the letter of the
law, not inferences made based on loose
interpretations and urban legends.
-
Captain's Clause
: There is no captain's clause in Dischoops, neither
is there an Easter Bunny.
- Definitions
- 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).
- Team
: Any group of up to 8 individuals that constitute a roster.
- Substitution
Lines: The four inactive players from each team
form a substitution line for that team.
-
Scorecard :
The
game results get recorded on a scorecard which is signed by a
captain from each team as well as the official scorer. See
Appendix I.
-
Referee: The person(s) who manage the
game clock, call traveling, double dribble, foul and out of
bounds violations and throw the tip off.
-
RefCheck: A method by which the Referee puts the disc in play.
-
Putting the Disc in Play
: The disc is put into play in one of two ways:
- 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.
-
Side-Out: 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 (live).
- Ground Contact:
Ground contact refers to all player contact with the ground.
-
Possession of the disc : Possession of the disc is sustained
contact with, and control of, a non-spinning disc.
- To catch a pass is equivalent to establishing possession of that pass.
- 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.
- 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.
- 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.
-
Hoop: 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
-
The Goal: the area behind the
Hoop where scores occur.
-
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.
-
The Crease: The area just in front of
either Goal where it is illegal to play zone defense.
-
Crease Area: the area consisting of
both the Goal and the Crease
-
Turnover
: A turnover is any event resulting in a change of the team in possession.
- Attacking Goal:
The attacking goal refers to one of the two goals
that a team is currently eligible to score in.
- Defending Goal:
The defending goal refers to one of the two goals
that the opposing team is eligible to score in.
-
Top Of The Key: The location on the
Crease boundary furthest from the Hoop.
-
In The Penalty: A team is In The
Penalty when they have exceeded the maximum number of team
fouls (4) per half.
-
Free Throws: A method by which scoring
attempts are awarded teams that have been been fouled in the
Crease Area (determined by either the pivot foot of the
thrower or first point of contact by a receiver) or fouled by a team In the Penalty
- 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.
- 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.
-
Yellow & Red Cards:
It is under the discretion of the Referee to call either Minor (Yellow) or
Major (Red) conduct violations for any
unpleasant behavior by any active or inactive 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. *Spiking the disc in and
of itself is NOT considered poor sportsmanship and does not draw
an automatic misconduct violation. 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. A yellow card results in one (1) point awarded
to the opposing team and a red card violation is a five (5)
point award to the opposing team.
-
Delay of Game: a player who picks up
the disc and/or moves it intentionally while it is the
possession of the other team has committed a delay of game.
Inadvertently making a call on the field is also a delay of game
penalty. The first delay of game is a warning and a side
out with subsequent delay of game penalties awarded 0ne (1)
point and a side out.
- Live Disc: The state
where the disc is in play.
-
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.
- Offensive player
: An offensive player is any player whose team is in possession of
the disc or may pick up the disc.
- Official Scorer:
The designated individual assigned by the tournament director to maintain the scorecard, delineate fouls, yellow and red cards, maintaining the clock, etc.
- Defensive player : A defensive player is any player whose team
is not in possession of the disc.
- A defensive player may not pick up a disc in play.
- A defensive player may not call for a pass from the thrower.
- 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.
- A pass is the equivalent of a throw.
- The act of throwing is the motion of the thrower that transfers momentum from
the player to the disc and results in a throw.
- Auxiliary Disc: An extra
disc for each game that is to be used in the event that an Out
of Bounds throw is irretrievable within 5 seconds. If the
game disc gets cracked or broken, another disc should be used to
replace the game disc and not the auxiliary disc.
-
Stoppage of play : A stoppage of play is any halting of play
due to a call, or time-out.
- Play is considered to have stopped when the
call or time-out is made
- The disc is not subject to a turnover.
- The term "play stops" means a stoppage of play occurs.
- Description of the
Dischoops Court

- The standard field of play is a rectangular area with dimensions as shown on
the accompanying diagram.
- The standard field of play is a rectangular area
30 yards (~27 meters) wide and 50 yards (~47 meters) long with
10 yards (~3 meter) Three point zones on either end.
- At the mid point on
each two point lines there is a quasi ecliptically area with an
6 yard
width and 10 yard length. The half of the qausi-eclipse that
lays between the hoop and the other circle is the
crease is four yards in length and the half that resides between the hoop and the
three
point line is the goal and is six yards in length.
-
A post is inserted into the ground to hold up the hoops at the
junction of the goal line and the goal area line. The
distance between these posts is 6 yards.
- At midfield is a circular
midcourt measuring 2 yards in diameter.
- Equipment
- 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.
-
Cleats with any dangerous parts are not allowed. This includes metallic
baseball cleats, track spikes, and worn or broken studs with sharp edges.
- 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.
- Length of Game
- Games are comprised of two 30 minute halves,
with each half divided into two quarters.
- 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:
- When the
game or second half is started.
- When an offensive player brings the disc to the sideline and
requests and is granted a RefCheck.
- Halftime occurs when
the game clock reaches 30 minutes.
-
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).
- Time-Outs
- A time-out call stops play
and may only be called by the offensive player in
possession of the disc.
- Team Time-out: A standard game has two time-outs per half.
- 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.
- 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.
-
Each team time-out lasts
60 seconds.
- 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.
-
To resume play after a time-out:
- All
offensive players must establish a
stationary position by the end of the
time-out.
- Any
offensive player may restart play with a
RefCheck at the nearest sideline to where
the timeout was called.
- 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.
- 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.
-
Equipment Time-out: An equipment time-out may be called to replace a broken
disc or to correct a hazardous or illegal condition.
- 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.
-
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.
- Any player recognizing a hazardous or illegal condition may
request an equipment
time-out from the Referee.
- 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.
- 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.
- When play restarts after an equipment time-out;
- The thrower
(any offensive player) restarts play at the
nearest Out-of-Bounds spot with a RefCheck
with a fresh stall count.
- Players may set up when restarting play after an
equipment time-out.
- 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.
- Substitutions
- Substitutions can only be made
during stoppages of play.
- Substitutions
must originate from the Substitution Box. The
outgoing player must enter into the substitution box
prior to the incoming player entering play.
- Starting and Restarting Play
- Start of the game:
- The game begins with a tip-off.
-
A coin (or disc) toss is used to
determine initial goal to be defended. Winner of the
toss selects goal to defend.
-
Players from each team line up on the half of the field of
the goal that they are defending with one player from each
team chosen to battle for the tip-off.
-
An inactive player or the official scorer
then throws the game disc up between the two chosen to
battle.
- The initial touch of
the disc may not be a catch.
-
If
either of the two contestants in the tip-off leave the
ground prior to the release of the disc, the tip-off is
restarted.
- If the disc hits the
ground, it is live and the first team to pick it up and gain
control has possession.
-
The
initial player to touch the disc may tip it to himself or to
a team mate.
-
The second quarter and
all subsequent quarters begins with the team who
lost the initial tip-off at the start of the game with
possession coming in from mid-court on a side out. The
teams will defend the opposite goals that they defended when
they start the game.
- The RefCheck
- When any call or event stops play,
a RefCheck is used to restart play.
-
When the situation is resolved, the player determined to be in possession
raises a hand to the Referee to request the
check.
- The Referee restarts
play by raising an arm to
signal the restarting of play. If
the thrower attempts a pass before the referee initiates play, the pass does
not count regardless of whether it is complete or incomplete, and possession
reverts to the thrower.
- The stall count is reset
to zero.
- In- and Out-of-bounds
- The entire
Dischoops Court is In-Bounds. The perimeter lines are not part of the
court, and are out-of-bounds.
- Any area not In-Bounds is
Out-of-Bounds.
- 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:
- 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.
- The thrower may not pivot resulting in contact with an
Out-of-Bounds area.
-
Contact between players does not confer the state of being
In- or Out-of-Bounds
from one onto another.
- A disc becomes In-Bounds when it is put into play, or once play is started or
restarted.
- A disc becomes Out-of-Bounds when it first contacts an
Out-of-Bounds area.
- 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.
- 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:
- The disc completely crossed the perimeter line.
- The disc contacted an in-bounds player.
- The disc contacted a defensive player.
- 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.
- Events occurring after the disc becomes
Out-of-Bounds do not affect where the
disc is put into play.
- Goals
-
There are two goals. They are 30 yards from the
opposite Three point line and 20 yards from the opposite
goal. They are in the form of a semi-circle
that measures 6 yards wide and 6 yards deep.
Appendix II.
-
The Hoops are the entrances to the Goals. They are
6 yards 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
-
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.
-
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 after
catching the disc is the Hoop, there is no
score and the play continues. Deflections off
the goal are legal. Here is a summary of different
scenarios:
player dribbles through the
goal
-- turnover
player pivots into the goal (foot partly on the goal line is
ok)
-- turnover
player reaches through the goal with disc (full disc) and then
pulls the disc back --
turnover
player reaches through the goal and then throws a
score
-- ok
player catches the disc for a score and then momentum carries
player backwards through goal -- turnover
player catches the disc for a score and while pivoting, reaches
the disc backwards through goal -- turnover
player catches the disc for a score and pivots/straddles but
keeps disc on goal side of hoop -- turnover
player catches the disc straddling the goal
line
-- turnover
player catches the disc and lands on goal line with one foot,
the other foot in the goal -- turnover
(same as straddle)
player air brushes, tips or bobbles the disc across the goal
line
-- turnover
player catches the disc with both feet in the goal but disc
never crosses the plane of the hoop -- ok but can't pivot
across the line
-
It is illegal to goal tend.
Goal tending 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.
If a player *was* illegal but by the time he touches the disc,
there is an offensive player within 9'10", then there is no
penalty.
-
The crease mirrors the goal
and extends out 4 meters in front of the Goal and
curves around to where the Goal's semi-circle ends.
-
A pass that is thrown
for a score with both the thrower's feet from beyond three point
line counts for three points.
- Scoring
-
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 after catching the disc is in the Goal and the
Receiver is in the Goal with the disc. The
goal does not count if the
Receiver straddles any 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.
-
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.
-
A player can not Score by dribbling
the disc directly through the Goal and to do so is a turnover
(side out).
-
Should a Receiver's momentum carry
them into the End Zone after gaining possession, ot should the
player pivot into the End Zone, the result is a turnover
(sideout).
-
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).
-
If a score is thrown from behind the opposite
three point
line, three points are awarded. Both three point lines are active for
either attacking goal. In other words, if you're attacking
the north goal, throwing a three point score from behind either
the north end of the field or the south end of the field still
result in a three point play.
-
A thrower may break the
plane of the Goal to throw a score. However,
if a player breaks the plane of the goal and then brings the
disc back through and thereby crosses the plane backwards, it is
illegal and a turnover occurs.
-
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.
-
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.
-
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 (side out).
-
A thrower may
throw to himself for a score but in this case, the thrower may
not travel through the hoop during the
flight of the disc and must therefore travel around it.
If a thrower does throw to themselves for score, the stall count
is reset to zero and the thrower is
awarded a fresh dribble.
-
It is legal to throw a
score on a side-out throw.
- Turnovers
- 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.
- A disc that is
stationary after a turnover and is touched by an offensive
player is live. This means that the stall count is
initiated as soon as an offensive player touches a stationary
disc and also, the defense can pick up a disc once it is live.
- A pass is considered intercepted if a defensive player catches a pass.
- 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.
-
The following actions result in a change of the team in possession and a
stoppage of play:
- The Referee's stall count reaches the
5.
- The disc is handed from player to player.
- The thrower commits a traveling violation.
- An offensive player commits a foul.
-
Yellow or Red Card Violations
on Offensive players
-
If the disc is thrown though the backside of the
Goal Post.
-
Pivoting into the Goal or
pivoting Out of Bounds.
-
Not picking an In-Bounds disc
up within 5 seconds after an incompletion
-
Not
putting an Out-of-Bounds disc in play within 10
seconds
-
A
receiver's momentum carries a receiver backwards
through a goal or Out-of-Bounds.
-
The thrower calls a team time-out when none remain.
- 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.
- The Thrower
: The thrower is the offensive player in possession of the
disc.
- 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 10 seconds to get the disc in play.
- 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.
-
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.
- 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.
- 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 frontward's.
- 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.
-
A thrower is permitted to
throw to themselves.
-
The Stall
count does not get reset between throws.
-
A thrower may throw to himself
for a score but in this case, the thrower may not
travel through the hoop during
the flight of the disc and must therefore travel
around it. If a thrower does throw to
themselves for score, the stall count is reset to zero and they are awarded a fresh dribble
(i.e. even if they had 'picked up the dribble' previously,
they can again throw to themselves).
-
Once a thrower
throws to themselves, if they then hold on to the disc with
both hands simultaneously they are then disqualified to
throw to themselves again. To do so is considered
"double-dribbling" and results in a turnover. The only
exception to this is a self score (i.e. a player may 'pick
up the dribble' but still legally throw to themselves for a
score).
-
The thrower may
not throw to themselves on a side-out throw.
- Traveling:
While the disc is in the thrower's hands, 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 a travel call is a
turnover. The disk shall be put back in play at the
nearest sideline with a sideout.
- 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.
- Whenever a pivot spot is defined in the rules and the thrower fails to
establish contact with that spot, the thrower has traveled.
- 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.
- 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.
- 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.
- Exceptions:
- 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.
- Jump passes
are legal as long as the thrower has
established a pivot.
- The Marker
:
Any defensive player(s) may guard the thrower at any time; that player
or players is the marker(s).
-
The Marker(s) may not straddle, i.e., place their
foot on either side of, the pivot foot of the
Thrower.
- The player who initiates the contact between thrower and marker has committed
the foul.
-
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).
-
The marker may not
touch the disc unless it is live (i.e. they cannot touch the
disc on a side-out).
- Stalling: The thrower is allowed
five seconds of possession in order to
release a throw.
-
The stalling gets
counted by the Referee beginning with the word
three after a period of three seconds of possession has passed.
-
The count consists of the
Referee counting from one to five loudly enough for the
other Referee to hear.
- All intervals between the beginning of one word and the beginning of the next
are to be a minimum of one second.
-
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.
- 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.
- Any time the stall count is interrupted by the call of a time-out,
the count restarts at 0.
- Receiver
: Any offensive player in the act of catching the disc.
- 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.
- 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.
- 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).
- 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.
- If the disc is
caught simultaneously by offensive and defensive
players, whoever comes down with the disc retains
possession.
- 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.
- If a receiver falls down, dives or
slides to make a catch (even if on defense), he must throw from that position and may
not get up until after the disc is thrown. At a minimum, a
player must leave at least one knee touching the ground.
-
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.
- 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.
Fouls
- Fouls can not be unilaterally
called by any one player on the field. However, if one
player calls a foul on another, and the other agrees with the
call, then play halts and the foul is enforced.
Alternatively, if an on-field player makes a foul call and the
call is upheld by the player at the head of the opposing team's
sub line, the foul is also enforced.
-
In general, whenever a foul or violation occurs that stops play,
if there isn't a Free Throw, players
may
resume any position prior to restarting the disc with a
sideout.
-
The player initiating contact is guilty of a Foul.
-
A foul on the offensive team results in an immediate turnover
and side-out.
- 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, play continues.
-
Whenever there is an infringement of the rules, play stops. Play
restarts with either a free throw or the disc at the nearest sideline from where play stopped.
- 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.
- A rolling or sliding disc may be stopped by any player, but advancing it in any
direction is considered cause for a delay
of game penalty and possible yellow card violation.
- 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.
- 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.
-
Picks
- Picks are legal as long as no one intentionally fouls during the process.
- 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.
- 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. If a team only has four eligible players
in this instance, they must play a player down.
- 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.
-
Blocking Fouls
-
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.
- 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.
- 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).
- Charging Fouls
-
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.
- Receiving Fouls
- 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.
-
A receiving foul
in the crease area is grounds for a free throw awarded.
-
If a player
contacts an opponent before or after the disc
arrives,
that player has committed a Foul.
-
Dangerous,
aggressive behavior or reckless disregard for
the safety of fellow players is a Foul.
- Throwing Fouls
-
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.
- 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.
-
Contact occurring
during the follow through, which is after the
disc has been released, is sufficient grounds
for a Foul.
-
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.
-
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 (unless the foul occurred while the
thrower's pivot foot was in the Crease Area in which case a free throw is awarded.
If the throw was caught for a score, the score
counts.
-
If an offensive player
who's pivot foot is outside the crease area is fouled while successfully scoring, the score counts and
that player's team is also awarded possession at the nearest
sideline.
- 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.
Free Throws
-
Free Throws are awarded if:
-
An offensive player is fouled in
the crease area in their attacking goal (or)
-
An offensive player is
fouled in the act of attempting to throw a goal.
-
A player on either
defense or offense is fouled by a member of a team that is
already In The Penalty.
-
And-1: If an offensive player
who is in the crease or attempting to score and is fouled while successfully scoring, the score counts and they
are also awarded a free throw.
-
Any fouls occurring
during a free throw can result in further awarded free throws.
-
When Free Throws are awarded to a team:
-
The player fouled must place a portion of both feet at the
top of the key and must keep at least on pivot foot on the line until a
throw is made. The disc is placed at his feet on the
ground.
-
The defensive team
selects a goalie from the three remaining players (not
including the replacement player for the perpetrator of the
foul). The goalie places both heels on the goal
line.
-
The offensive team
selects one of their three remaining players to be the receiver
and this receiver must put a portion of both feet on the back of
the goal line.
-
All five other players
must stand outside of the crease area and on the crease side of
the goal line. Upon a RefCheck, the thrower may
pick up the disc to initiate the play; both defender and
receiver are allowed to begin movement and the thrower then has
three seconds in which to make a throw.
-
If the thrower fails
to get off a throw within this time limit, the disc is awarded
to the offensive team at the nearest sideline.
-
This does not
count as an official stoppage of play and therefore no
substitutions can be made at this time (i.e. the perpetrator
of the foul may not re-enter the game at this point).
-
If the thrower does
successfully get off a throw in the allotted time, the disc is
then live. After the three seconds is up, any of the
remaining five players may also enter the crease area.
-
After the free throw, play resumes
in the normal manor.
-
Positioning
- Every player is entitled to occupy any position on the field not occupied by an
opposing player, unless specifically over-ridden elsewhere.
-
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.
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