WFDF Rules of ultimate 207 Official Version effective 2017-01-01 Produced by the wfdf ultimate rules committee Contents Introduction 1. Spirit of the Game………….…….………………………2 2. Field 3. Equipment 4. Point, Goal and game,,,……,…,………3 6. Starting a Game…… 7. The pull 8. Status of the disc 9. Stall Count 10. The check l.。 ut-of-Bounds 12. Receivers and positioning 13. Turnovers 14. Scoring 444556677999 5. Calling Fouls, Infractions and violations…...,..,……… 16. Continuation after a foul or violation call 17. Foul 10 18. Infractions and violations 19. Stoppages. 20.Time。uts Definitions 14 Legal License………………………………………………………16 Introduction Ultimate is a seven-a-side team sport played with a flying disc. It is played on a rectangular field, about half the width of a football field, with an end zone at each end the objective of each team is to score a goal by having a player catch a pass in the end zone that they are attacking. a thrower may not run with the disc, but may pass the disc in any direction to any team-mate. Any time a pass is incomplete, a turnover occurs, and the other team shall take possession and attempt to score in the opposite end zone. Games are typically played to 5 goals and last around 100 minutes. Ultimate is self-refereed and non-contact. The Spirit of the Game guides how players referee the game and conduct themselves on the field Many of these rules are general in nature and cover most situations, however some rules cover specific tuations and override the general case
WFDF Rules of Ultimate 2017 Official Version effective 2017-01-01 Produced by the WFDF Ultimate Rules Committee Contents Introduction............................................................................................................... 1 1. Spirit of the Game ............................................................................................ 2 2. Field.................................................................................................................... 3 3. Equipment ......................................................................................................... 3 4. Point, Goal and Game...................................................................................... 3 5. Teams ................................................................................................................ 4 6. Starting a Game................................................................................................ 4 7. The Pull.............................................................................................................. 4 8. Status of the Disc.............................................................................................. 5 9. Stall Count......................................................................................................... 5 10. The Check.......................................................................................................... 6 11. Out-of-Bounds................................................................................................... 6 12. Receivers and Positioning ................................................................................ 7 13. Turnovers .......................................................................................................... 7 14. Scoring ............................................................................................................... 9 15. Calling Fouls, Infractions and Violations ........................................................ 9 16. Continuation after a Foul or Violation Call ................................................... 9 17. Fouls ................................................................................................................. 10 18. Infractions and Violations .............................................................................. 11 19. Stoppages......................................................................................................... 13 20. Time-Outs ....................................................................................................... 13 Definitions................................................................................................................ 14 Legal License ........................................................................................................... 16 Introduction Ultimate is a seven-a-side team sport played with a flying disc. It is played on a rectangular field, about half the width of a football field, with an end zone at each end. The objective of each team is to score a goal by having a player catch a pass in the end zone that they are attacking. A thrower may not run with the disc, but may pass the disc in any direction to any team-mate. Any time a pass is incomplete, a turnover occurs, and the other team shall take possession and attempt to score in the opposite end zone. Games are typically played to 15 goals and last around 100 minutes. Ultimate is self-refereed and non-contact. The Spirit of the Game guides how players referee the game and conduct themselves on the field. Many of these rules are general in nature and cover most situations, however some rules cover specific situations and override the general case
I. Spirit of the Game I. Ultimate is a non-contact, self-refereed sport. All players are responsible for administering and dering to the rules. Ultimate relie respo fair play on every player. 1. 2. It is trusted that no player will intentionally break the rules; thus there are no harsh penalties for inadvertent breaches, but rather a method for resuming play in a manner which simulates what would most likely have occurred had there been no breach. 1.3. Players should be mindful of the fact that they are acting as referees in any arbitration between teams. Players must: 1. 3. 1. know the rules: 1.3. 2. be fair-minded and objective 1.3.3. be truthf山; 1.3. 4. explain their viewpoint clearly and briefly 1.3.5. allow opponents a reasonable chance to speal 1.3.6. resolve disputes as quickly as possible, using respectful language; 1.3.7. make calls in a consistent manner throughout the game; and 1.3.8. only make a call where a breach is significant enough to make a difference to the outcome of the action .4. Highly competitive play is encouraged, but should never sacrifice the mutual respect between players, adherence to the agreed-upon rules of the game or the basic joy of play 5. The following actions are examples of good spirit 1.5.I. informing a team-mate if they have made a wrong or unnecessary call or caused a foul or 1.5.2. retracting a call when you no longer believe the call was necessary: 1.5.3. complimenting an opponent for good play or spirit 1.5. 4. introducing yourself to your opponent; and 1.5.5. reacting calmly towards disagreement or provocation. 6. The following actions are clear violations of the spirit of the game and must be avoided by all 1.6.. dangerous play and aggressive behaviour; 1.6.2. intentional fouling or other intentional rule violations; 1.6.3. taunting or intimidating opposing players; 1.6. 4. disrespectful celebration after scoring: 1.6.5. making calls in retaliation to an opponent,s call; and 1.6.6. calling for a pass from an opposition player .7. Teams are guardians of the Spirit of the Game, and must: I.7.I. take responsibility for teaching their players the rules and good spirit; 1. 7. 2. discipline players who display poor spirit; and 1.7.3. provide constructive feedback to other teams about how to improve their adherence to the spirit of the Game 8. In the case where a novice player commits a breach out of ignorance of the rules, experienced players are obliged to explain the breach 1. 9. An experienced player, who offers advice on rules and guides on-field arbitration, may supervise games involving beginners or younger players 1.10. Rules should be interpreted by the players directly involved in the play, or by players who had the best perspective on the play. Non-players, apart from the captain, should refrain from getting involved. However players may seek the perspective of non-players to clarify the rules, and to assist players to make the appropriate call. I I. Players and captains are solely responsible for making all calls
2 1. Spirit of the Game 1.1. Ultimate is a non-contact, self-refereed sport. All players are responsible for administering and adhering to the rules. Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every player. 1.2. It is trusted that no player will intentionally break the rules; thus there are no harsh penalties for inadvertent breaches, but rather a method for resuming play in a manner which simulates what would most likely have occurred had there been no breach. 1.3. Players should be mindful of the fact that they are acting as referees in any arbitration between teams. Players must: 1.3.1. know the rules; 1.3.2. be fair-minded and objective; 1.3.3. be truthful; 1.3.4. explain their viewpoint clearly and briefly; 1.3.5. allow opponents a reasonable chance to speak; 1.3.6. resolve disputes as quickly as possible, using respectful language; 1.3.7. make calls in a consistent manner throughout the game; and 1.3.8. only make a call where a breach is significant enough to make a difference to the outcome of the action. 1.4. Highly competitive play is encouraged, but should never sacrifice the mutual respect between players, adherence to the agreed-upon rules of the game, or the basic joy of play. 1.5. The following actions are examples of good spirit: 1.5.1. informing a team-mate if they have made a wrong or unnecessary call or caused a foul or violation; 1.5.2. retracting a call when you no longer believe the call was necessary; 1.5.3. complimenting an opponent for good play or spirit; 1.5.4. introducing yourself to your opponent; and 1.5.5. reacting calmly towards disagreement or provocation. 1.6. The following actions are clear violations of the spirit of the game and must be avoided by all participants: 1.6.1. dangerous play and aggressive behaviour; 1.6.2. intentional fouling or other intentional rule violations; 1.6.3. taunting or intimidating opposing players; 1.6.4. disrespectful celebration after scoring; 1.6.5. making calls in retaliation to an opponent’s call; and 1.6.6. calling for a pass from an opposition player. 1.7. Teams are guardians of the Spirit of the Game, and must: 1.7.1. take responsibility for teaching their players the rules and good spirit; 1.7.2. discipline players who display poor spirit; and 1.7.3. provide constructive feedback to other teams about how to improve their adherence to the Spirit of the Game. 1.8. In the case where a novice player commits a breach out of ignorance of the rules, experienced players are obliged to explain the breach. 1.9. An experienced player, who offers advice on rules and guides on-field arbitration, may supervise games involving beginners or younger players. 1.10. Rules should be interpreted by the players directly involved in the play, or by players who had the best perspective on the play. Non-players, apart from the captain, should refrain from getting involved. However players may seek the perspective of non-players to clarify the rules, and to assist players to make the appropriate call. 1.11. Players and captains are solely responsible for making all calls
1. 2. If after discussion players cannot agree, or it is unclear: I.I2.I. what occurred in a play, or I2.2. what would most likely have occurred in a play the disc must be returned to the last non-disputed thrower 2. Playing Field 2.1. The playing field is a rectangle area with dimensions and zones as shown on Figure I and should be essentially flat, free of obstructions and afford reasonable player safety 2. 2. The perimeter lines surround the playing field and consist of two(2) sidelines along the length and two(2 )endlines along the width 2.3. The perimeter lines are not part of the playing field. 2. 4. The goal lines are the lines that separate the central zone from the end zones and are part of the central zone 2.5. The brick mark is the intersection of two(2)crossed one(I) metre lines in the central zone set eighteen(18 )metres from each goal line, midway between the sidelines. 2.6. Eight brightly-coloured, flexible objects(such as plastic cones)mark the corners of the central zone and the end zones 2.7. The immediate surroundings of the playing field shall be kept clear of movable objects. If play is obstructed by non-players or objects within three 3)metres of the perimeter line, any obstructed player or thrower in possession may call "Violation 8 64 End zone 18m Brick mark Central Zone 18m End Zone 100m 37m Playing Field Figure 3. Equipment 3. 1. Any flying disc acceptable to both captains may be used 3. 2. WFDF may maintain a list of approved discs recommended for use 3.3. Each player must wear a uniform that distinguishes their team 3. 4. No player may wear items of clothing or equipment that reasonably could harm the wearer or other players, or impede an opponent 's ability to play. 4. Point Goal and Game 4.. A game consists of a number of points. Each point ends with the scoring of a goal 4.2. A game is finished and won by the first team to score fifteen( 15) goals 4.3. A game is separated into two(2) periods of play, called halves. Half time occurs when a team first scores eight(8) goals
3 1.12. If after discussion players cannot agree, or it is unclear: 1.12.1. what occurred in a play, or 1.12.2. what would most likely have occurred in a play, the disc must be returned to the last non-disputed thrower. 2. Playing Field 2.1. The playing field is a rectangle area with dimensions and zones as shown on Figure 1 and should be essentially flat, free of obstructions and afford reasonable player safety. 2.2. The perimeter lines surround the playing field and consist of two (2) sidelines along the length and two (2) endlines along the width. 2.3. The perimeter lines are not part of the playing field. 2.4. The goal lines are the lines that separate the central zone from the end zones and are part of the central zone. 2.5. The brick mark is the intersection of two (2) crossed one (1) metre lines in the central zone set eighteen(18) metres from each goal line, midway between the sidelines. 2.6. Eight brightly-coloured, flexible objects (such as plastic cones) mark the corners of the central zone and the end zones. 2.7. The immediate surroundings of the playing field shall be kept clear of movable objects. If play is obstructed by non-players or objects within three (3) metres of the perimeter line, any obstructed player or thrower in possession may call “Violation”. Figure 1 3. Equipment 3.1. Any flying disc acceptable to both captains may be used. 3.2. WFDF may maintain a list of approved discs recommended for use. 3.3. Each player must wear a uniform that distinguishes their team. 3.4. No player may wear items of clothing or equipment that reasonably could harm the wearer or other players, or impede an opponent's ability to play. 4. Point, Goal and Game 4.1. A game consists of a number of points. Each point ends with the scoring of a goal. 4.2. A game is finished and won by the first team to score fifteen (15) goals. 4.3. A game is separated into two (2) periods of play, called halves. Half time occurs when a team first scores eight (8) goals
4. 4. The first point of each half starts when the half starts 4.5. After a goal is scored, and the game has not been won or half time has not been reached 4.5.1. the next point starts immediately: 4.5.2. the teams switch the end zone that they are defending; and 4.5.3. the team that scored becomes defence and pulls next. 4.6. A variation of the basic structure may be used to accommodate special competitions, number of players, age of players or available space eams 5.1. Each team will put a maximum of seven(7) players and a minimum of five(5)players on the field 5.2. A team may make(unlimited ) substitutions after a goal is scored and before the team signals readiness for the pull. 5.3. Each team will nominate a captain to represent the team. 6. Starting a Game 6. 1. Representatives of the two teams fairly determine which team first chooses either: 6.1.I. whether to receive or throw the initial pull; or 6. 1. 2. which end zone they will initially defend 6.2. The other team is given the remaining choice 6.3. At the start of the second half. these initial selections are switched 7. The pull 7.. At the start of the game, after half-time or after a score, play commences with a throw-off, called a pull. 7.1.I. Teams must prepare for the pull without unreasonable delay 7. 2. The pull may be made only after both teams have signalled their readiness by having the puller and a player on offence raise a hand above their head 7.3. After signalling readiness all offensive players must stand with one foot on their defending goal line without changing location relative to one another until the pull is released 7.4. After signalling readiness all defensive players must keep their feet entirely behind the vertical plane of the goal line until the pull is released 7.5. If a team breaches 7.3 or 7. 4 the opposing team may call a violation (offside"). This must be called before the receiving team touches the disc and the pull must be repeated as quickly as possible 7.6. As soon as the disc is released, all players may move in any direction 7.7. No player on the defensive team may touch the disc after a pull until a member of the offensive team contacts the disc or the disc contacts the ground 7.8. If an offensive player, in-bounds or out-of-bounds, touches the disc before it hits the ground, and the offensive team fails to catch it, that is a turnover(a"dropped pull) 7.9. If an offensive player catches the pull they must establish a pivot at the point on the playing field nearest to where it was caught, even if that point is in their defending end zone 7.10. If the disc initially contacts the playing field and never becomes out-of-bounds, the thrower must establish the pivot where the disc stops, even if that point is in their defending end zone 7.1I. If the disc initially contacts the playing field and then becomes out-of-bounds without contacting an offensive player, the thrower must establish the pivot where the disc first crossed the perimeter line, or the nearest point in the central zone if that point would be in the defending end zone
4 4.4. The first point of each half starts when the half starts. 4.5. After a goal is scored, and the game has not been won or half time has not been reached: 4.5.1. the next point starts immediately; 4.5.2. the teams switch the end zone that they are defending; and 4.5.3. the team that scored becomes defence and pulls next. 4.6. A variation of the basic structure may be used to accommodate special competitions, number of players, age of players or available space. 5. Teams 5.1. Each team will put a maximum of seven (7) players and a minimum of five (5) players on the field during each point. 5.2. A team may make (unlimited) substitutions after a goal is scored and before the team signals readiness for the pull. 5.3. Each team will nominate a captain to represent the team. 6. Starting a Game 6.1. Representatives of the two teams fairly determine which team first chooses either: 6.1.1. whether to receive or throw the initial pull; or 6.1.2. which end zone they will initially defend. 6.2. The other team is given the remaining choice. 6.3. At the start of the second half, these initial selections are switched. 7. The Pull 7.1. At the start of the game, after half-time or after a score, play commences with a throw-off, called a pull. 7.1.1. Teams must prepare for the pull without unreasonable delay. 7.2. The pull may be made only after both teams have signalled their readiness by having the puller and a player on offence raise a hand above their head. 7.3. After signalling readiness all offensive players must stand with one foot on their defending goal line without changing location relative to one another until the pull is released. 7.4. After signalling readiness all defensive players must keep their feet entirely behind the vertical plane of the goal line until the pull is released. 7.5. If a team breaches 7.3 or 7.4 the opposing team may call a violation (“offside”). This must be called before the receiving team touches the disc and the pull must be repeated as quickly as possible. 7.6. As soon as the disc is released, all players may move in any direction. 7.7. No player on the defensive team may touch the disc after a pull until a member of the offensive team contacts the disc or the disc contacts the ground. 7.8. If an offensive player, in-bounds or out-of-bounds, touches the disc before it hits the ground, and the offensive team fails to catch it, that is a turnover (a “dropped pull”). 7.9. If an offensive player catches the pull they must establish a pivot at the point on the playing field nearest to where it was caught, even if that point is in their defending end zone. 7.10. If the disc initially contacts the playing field and never becomes out-of-bounds, the thrower must establish the pivot where the disc stops, even if that point is in their defending end zone. 7.11. If the disc initially contacts the playing field and then becomes out-of-bounds without contacting an offensive player, the thrower must establish the pivot where the disc first crossed the perimeter line, or the nearest point in the central zone if that point would be in the defending end zone
7.II.I. If the disc does contact an offensive player before it becomes out-of-bounds the thrower must establish the pivot where the disc first crossed the perimeter line, even if that point is in their defending end zone 7.12. If the disc contacts the out-of-bounds area without first touching the playing field or an offensive player, the thrower may establish the pivot either at the brick mark closest to their defending end zone, or at the spot on the central zone closest to where the disc went out-of-bounds Section 7). The binding brick option must be signalled before the disc is picked up, by any offensive player fully extending one arm overhead and calling"brick 8. Status of the disc 8.I. The disc is dead, and no turnover is possible 8. After the start of a point, until the pull is released; 8. 1. 2. After the pull or after a turnover when the disc must be carried to the location of the correct pivot point, until a pivot is established; or 8.1.3. After a call which stops the play or any other stoppage, until the disc is checked in 82. a disc that is not dead is live 8.3. The thrower may not transfer possession of a dead disc to another player 8.4. Any player may attempt to stop a disc from rolling or sliding after it has hit the ground 8.4.1. If, in attempting to stop such a disc, a player significantly alters the disc's position, the opposition may request that the pivot be established at the location where the disc was 8.5. After a turnover, and after the pull, the team that has gained possession of the disc must continu play without delay 8.5.1. An offensive player must move at walking pace or faster to directly retrieve the disc and establish a pivot. 8.5.2. In addition to 8.5.1, after a turnover the offence must put the disc into play within the following time limits, if the disc did not become out-of-bounds, and the discs location is 8.5.2.1. in the central zone-within ten(10)seconds of the disc coming to rest. 8.5.2.2. in an end zone- within twenty(20)seconds of the disc coming to rest. 8.5.3. If the offence breaches 8. 5 the defence may give a verbal warning ("Delay of game")or may call a" violation 8.5.4. If an offensive player is within three 3)metres of the pivot point and after the verbal warning, the offence continues to breach 8. 5 the marker may commence the stall count. 9. Stall Count 9. 1. The marker administers a stall count on the thrower by announcing"Stalling "and then counting from one(I)to ten(10). The interval between the start of each number in the stall count must be at least one(D)second 9. 2. The stall count must be clearly audible to the thrower. 9.3. The marker may only start and continue a stall count when 9.3. 1. The disc is live(unless specified otherwise); 93. 2. They are within three 3)metres of the thrower, or the correct pivot point if the thrower has moved from that spot; and 9.3.3. All defenders are legally positioned(Section 18.1) 9. 4. If the marker moves more than three 3)metres from the thrower, or a different player becomes the marker, the stall count must be restarted at "Stalling one(D) 9.5. After play stops the stall count is resumed as follows 9.5.I. After an uncontested breach by the defence the stall count restarts at"Stalling one() 9.5.2. After an uncontested breach by the offence the stall count restarts at maximum nine 9) 9.5.3. After a contested stall-out the stall count restarts at " Stalling eight( 8) 9.5.4. After all other calls, including"pick", the stall count restarts at maximum six(6)
5 7.11.1. If the disc does contact an offensive player before it becomes out-of-bounds the thrower must establish the pivot where the disc first crossed the perimeter line, even if that point is in their defending end zone. 7.12. If the disc contacts the out-of-bounds area without first touching the playing field or an offensive player, the thrower may establish the pivot either at the brick mark closest to their defending end zone, or at the spot on the central zone closest to where the disc went out-of-bounds (Section 11.7). The binding brick option must be signalled before the disc is picked up, by any offensive player fully extending one arm overhead and calling “brick”. 8. Status of the Disc 8.1. The disc is dead, and no turnover is possible: 8.1.1. After the start of a point, until the pull is released; 8.1.2. After the pull or after a turnover when the disc must be carried to the location of the correct pivot point, until a pivot is established; or 8.1.3. After a call which stops the play or any other stoppage, until the disc is checked in. 8.2. A disc that is not dead is live. 8.3. The thrower may not transfer possession of a dead disc to another player. 8.4. Any player may attempt to stop a disc from rolling or sliding after it has hit the ground. 8.4.1. If, in attempting to stop such a disc, a player significantly alters the disc’s position, the opposition may request that the pivot be established at the location where the disc was contacted. 8.5. After a turnover, and after the pull, the team that has gained possession of the disc must continue play without delay. 8.5.1. An offensive player must move at walking pace or faster to directly retrieve the disc and establish a pivot. 8.5.2. In addition to 8.5.1, after a turnover the offence must put the disc into play within the following time limits, if the disc did not become out-of-bounds, and the discs location is: 8.5.2.1. in the central zone – within ten (10) seconds of the disc coming to rest. 8.5.2.2. in an end zone - within twenty (20) seconds of the disc coming to rest. 8.5.3. If the offence breaches 8.5 the defence may give a verbal warning (“Delay of Game”) or may call a “Violation”. 8.5.4. If an offensive player is within three (3) metres of the pivot point and, after the verbal warning, the offence continues to breach 8.5 the marker may commence the stall count. 9. Stall Count 9.1. 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 number in the stall count must be at least one (1) second. 9.2. The stall count must be clearly audible to the thrower. 9.3. The marker may only start and continue a stall count when: 9.3.1. The disc is live (unless specified otherwise); 9.3.2. They are within three (3) metres of the thrower, or the correct pivot point if the thrower has moved from that spot; and 9.3.3. All defenders are legally positioned (Section 18.1). 9.4. If the marker moves more than three (3) metres from the thrower, or a different player becomes the marker, the stall count must be restarted at “Stalling one (1)”. 9.5. After play stops the stall count is resumed as follows: 9.5.1. After an uncontested breach by the defence the stall count restarts at “Stalling one (1)”. 9.5.2. After an uncontested breach by the offence the stall count restarts at maximum nine (9). 9.5.3. After a contested stall-out the stall count restarts at “Stalling eight (8)”. 9.5.4. After all other calls, including “pick”, the stall count restarts at maximum six (6)
9.6. To restart a stall count" at maximum n", where"n"is determined by 9.5.2, or 9.5.4, means the following 9.6.1. If"x "is the last number fully uttered prior to the call, then the stall count resumes at Stalling(x plus one)"or"Stalling n", whichever of those two numbers is lower. 10. The check 10.1. Whenever play stops during a point for a time-out, foul, violation, contested turnover, specified turnover, contested goal, technical stoppage, injury stoppage, or discussion, play must restart as quickly as possible with a check. The check may only be delayed for the discussion of a ca 10. 2. Player positioning after a call ( except in the case of a time- out, and unless specified otherwise 10.2.1. If play stops before a pass is thrown, all players must return to the location they held when the call was made 10.2.2. If play stops after a pass is thrown, then 0. 2.2.1. if the disc is returned to the thrower, all players must return to the location they held when the thrower released the disc. or the time of the call whichever is earli 10. 2.2.2. if the result of the play stands all players must return to the location they held when ther the pass was caught, or the disc hit 10.2.23. if a player other then the thrower gains possession as a result of an uncontested breach, all players must return to the location they held when the breach occurred. 10.2.3. All players must remain stationary in that location until the disc is checked in. 0.3. Any player may briefly extend a stoppage of play to fix faulty equipment ("equipment"), but active play may not be stopped for this purpose 10. 4. The person checking the disc in must first verify with the nearest opposition player that their team is read 10. 4.1. If there is an unnecessary delay in checking the disc in, the opposition may give a verbal warning("Delay of Game")and, if the delay continues, they may check the disc in by calling Disc In without verification from the opposition 10.5. To restart play 10.5.I. when the thrower has the disc 10.5.1.1. if there is a defender within reach. the defender must touch the disc 0.5.1.2. if there is not a defender within reach the thrower must touch the disc to the ground and should call"Disc In 10.5.2. when the disc is on the ground, the defender nearest to the disc must call"Disc In 10.6. If the thrower attempts a pass before the check, or a violation of 10. 2 is called, the pass does not ount regardless of whether it is complete or incomplete, and possession reverts back to the rowe .。ut- of-Bounds IL.. 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. I 1. 2. The out-of-bounds area consists of the area which is not in-bounds and everything in contact with it, except for defensive players, who are always considered"in-bounds "for purposes of making al play on the disc. 1 .3. An offensive player who is not out-of-bounds is in-bounds 1.3.1. An airborne player retains their in-bounds/out-of-bounds status until that player contacts the playing field or the out-of-bounds area I 1.3.2. A thrower in possession of the disc, who contacts the playing field and then touches an out-of-bounds area, is still considered in-bounds the playing field where they crossed the perimeter line(unless 14.2 is in eley on .3.2.1. If the thrower leaves the playing field, they must establish the pivot at the spot 11.3.3. Contact between players does not confer the state of being in-or out-of-bounds from one to another
6 9.6. To restart a stall count “at maximum n”, where “n” is determined by 9.5.2, or 9.5.4, means the following: 9.6.1. If “x” is the last number fully uttered prior to the call, then the stall count resumes at “Stalling (x plus one)” or “Stalling n”, whichever of those two numbers is lower. 10. The Check 10.1. Whenever play stops during a point for a time-out, foul, violation, contested turnover, specified turnover, contested goal, technical stoppage, injury stoppage, or discussion, play must restart as quickly as possible with a check. The check may only be delayed for the discussion of a call. 10.2. Player positioning after a call (except in the case of a time-out, and unless specified otherwise): 10.2.1. If play stops before a pass is thrown, all players must return to the location they held when the call was made. 10.2.2. If play stops after a pass is thrown, then: 10.2.2.1. if the disc is returned to the thrower, all players must return to the location they held when the thrower released the disc, or the time of the call, whichever is earlier. 10.2.2.2. if the result of the play stands all players must return to the location they held when either the pass was caught, or the disc hit the ground. 10.2.2.3. if a player other then the thrower gains possession as a result of an uncontested breach, all players must return to the location they held when the breach occurred. 10.2.3. All players must remain stationary in that location until the disc is checked in. 10.3. Any player may briefly extend a stoppage of play to fix faulty equipment (“equipment”), but active play may not be stopped for this purpose. 10.4. The person checking the disc in must first verify with the nearest opposition player that their team is ready. 10.4.1. If there is an unnecessary delay in checking the disc in, the opposition may give a verbal warning (“Delay of Game”) and, if the delay continues, they may check the disc in by calling “Disc In”, without verification from the opposition. 10.5. To restart play: 10.5.1. when the thrower has the disc: 10.5.1.1. if there is a defender within reach, the defender must touch the disc. 10.5.1.2. if there is not a defender within reach, the thrower must touch the disc to the ground and should call “Disc In”. 10.5.2. when the disc is on the ground, the defender nearest to the disc must call “Disc In”. 10.6. If the thrower attempts a pass before the check, or a violation of 10.2 is called, the pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower. 11. Out-of-Bounds 11.1. 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. 11.2. The out-of-bounds area consists of the area which is not in-bounds and everything in contact with it, except for defensive players, who are always considered “in-bounds” for purposes of making a play on the disc. 11.3. An offensive player who is not out-of-bounds is in-bounds. 11.3.1. An airborne player retains their in-bounds/out-of-bounds status until that player contacts the playing field or the out-of-bounds area. 11.3.2. A thrower in possession of the disc, who contacts the playing field and then touches an out-of-bounds area, is still considered in-bounds. 11.3.2.1. If the thrower leaves the playing field, they must establish the pivot at the spot on the playing field where they crossed the perimeter line (unless 14.2 is in effect). 11.3.3. Contact between players does not confer the state of being in- or out-of-bounds from one to another
I. 4. a disc is in-bounds once it is live, or when play starts or restarts. l5. a disc becomes out-of-bounds when it first contacts the out-of-bounds area or contacts an out -of- bounds offensive player. a disc in the possession of an offensive player has the same in/out-of- bounds status as that player. If the disc is simultaneously in the possession of more than one offensive player, one of them being out-of-bounds, the disc is out-of-bounds 11.6. The disc may fly outside a perimeter line and return to the playing field, and players may go out-of- bounds to make a play on the disc. I 1.7. The place where a disc went out-of-bounds is the spot where, prior to contacting an out-of- bounds area or player, the disc was most recently 1.7.. partly or wholly over the playing field; or 1 2. contacted by an in-bounds player 8. If the disc is out-of-bounds and more than three 3)metres from the pivot point, non-players may retrieve the disc. The thrower must carry the disc the last three 3)metres to the playing fiele 12. Receivers and Positioning 1. A player"catches "the disc by demonstrating sustained control of a non-spinning disc 12. 2. If the player loses control of the disc due to subsequent contact with the ground or a team-mate or a legitimately positioned opposition player, the catch is deemed to have not occurred 2.3. The following are out-of-bounds turnovers, and no catch is deemed to have occurred I2.3.1. an offensive receiver is out-of-bounds when they contact the disc; or 12.3.2. after catching the disc, an offensive receivers first contact is out-of-bounds while still in possession of the disc 12. 4. After a catch, that player becomes the thrower. 12.5. If offensive and defensive players catch the disc simultaneously, the offence retains possession 2.6. A player in an established position is entitled to remain in that position and should not be contacted by an opposing player. 2.7. Every player is entitled to occupy any position on the field not occupied by any opposing player provided that they do not initiate contact in taking such a position I2.7.1. However when the disc is in the air a player may not move in a manner solely to prevent 12.8. All players must attempt to avoid contact with other players, and there is no situation where a player may justify initiating contact. Making a play for the disc"is not a valid excuse for initiating contact with other players 12.9. Some incidental contact, not affecting the outcome of the play or safety of players, may occur as two or more players move towards a single point simultaneously. Incidental contact should be minimized but is not considered a foul 0. Players may not use their arms or legs to obstruct the movement of opposing players 2. I No player may physically assist the movement of another player, nor use an item of equipment to assist in contacting the disc. 13. Turnovers 13.1. A turnover that transfers possession of the disc from one team to the other occurs when 13. I.I. the disc contacts the ground while it is not in the possession of an offensive player(a down”); 13. 1. 2. a pass is caught by a defensive player(an"interception); 13. 1.3. the disc becomes out-of bounds(an"out-of-bounds); or 13. 1. 4. during the pull, the receiving team touches the disc before it contacts the ground, and fails to catch the disc(a"dropped pull
7 11.4. A disc is in-bounds once it is live, or when play starts or restarts. 11.5. A disc becomes out-of-bounds when it first contacts the out-of-bounds area or contacts an out-ofbounds offensive player. A disc in the possession of an offensive player has the same in/out-ofbounds status as that player. If the disc is simultaneously in the possession of more than one offensive player, one of them being out-of-bounds, the disc is out-of-bounds. 11.6. The disc may fly outside a perimeter line and return to the playing field, and players may go out-ofbounds to make a play on the disc. 11.7. The place where a disc went out-of-bounds is the spot where, prior to contacting an out-ofbounds area or player, the disc was most recently: 11.7.1. partly or wholly over the playing field; or 11.7.2. contacted by an in-bounds player. 11.8. If the disc is out-of-bounds and more than three (3) metres from the pivot point, non-players may retrieve the disc. The thrower must carry the disc the last three (3) metres to the playing field. 12. Receivers and Positioning 12.1. A player “catches” the disc by demonstrating sustained control of a non-spinning disc. 12.2. If the player loses control of the disc due to subsequent contact with the ground or a team-mate or a legitimately positioned opposition player, the catch is deemed to have not occurred. 12.3. The following are out-of-bounds turnovers, and no catch is deemed to have occurred: 12.3.1. an offensive receiver is out-of-bounds when they contact the disc; or 12.3.2. after catching the disc, an offensive receiver’s first contact is out-of-bounds while still in possession of the disc. 12.4. After a catch, that player becomes the thrower. 12.5. If offensive and defensive players catch the disc simultaneously, the offence retains possession. 12.6. A player in an established position is entitled to remain in that position and should not be contacted by an opposing player. 12.7. Every player is entitled to occupy any position on the field not occupied by any opposing player, provided that they do not initiate contact in taking such a position. 12.7.1. However when the disc is in the air a player may not move in a manner solely to prevent an opponent from taking an unoccupied path to the disc. 12.8. All players must attempt to avoid contact with other players, and there is no situation where a player may justify initiating contact. “Making a play for the disc” is not a valid excuse for initiating contact with other players. 12.9. Some incidental contact, not affecting the outcome of the play or safety of players, may occur as two or more players move towards a single point simultaneously. Incidental contact should be minimized but is not considered a foul. 12.10.Players may not use their arms or legs to obstruct the movement of opposing players. 12.11.No player may physically assist the movement of another player, nor use an item of equipment to assist in contacting the disc. 13. Turnovers 13.1. A turnover that transfers possession of the disc from one team to the other occurs when: 13.1.1. the disc contacts the ground while it is not in the possession of an offensive player (a “down”); 13.1.2. a pass is caught by a defensive player (an “interception”); 13.1.3. the disc becomes out-of bounds (an “out-of-bounds”); or 13.1.4. during the pull, the receiving team touches the disc before it contacts the ground, and fails to catch the disc (a “dropped pull”)
13. 2. A turnover that transfers possession of the disc from one team to the other, and results in a stoppage of play, occurs when 13. I. there is an uncontested offensive receiving foul 13.2.2. the thrower has not released the disc before the marker first starts to say the word"ten in the stall count (a"stall-out); 13.23. the disc is intentionally transferred from one offensive player to another without ever being completely untouched by both players (a"hand-over); 13. 4. the thrower intentionally deflects a pass to themselves off another player(a deflection); 13.2.5. in attempting a pass, the thrower catches the disc after release prior to the disc being contacted by another player(a"double touch); 3.2.6. an offensive player intentionally assists a teammate's movement to catch a pass; or 13.2.7. an offensive player uses an item of equipment to assist in catching a pas 13.3. If a player determines a turnover has occurred they must make the appropriate call immediately the opposition disagrees they may call "contest". If, after discussion, players cannot agree or it is unclear what occurred in the play the disc must be returned to the last non-disputed thrower 3. 4. If a fast count occurs in such a manner that the offence does not have a reasonable opportunity to call fast count before a stall-out, the play is treated as a contested stall-out ( 9.5.3 13. 4.I. If the thrower contests a stall-out but also attempts a pass, and the pass is incomplete, then the turnover stands and play restarts with a check. 13.5. Any offensive player may take possession of the disc after a turnover, except: 13.5.1. after an"interception "turnover, in which case the player who made the interception must maintain possession; and 13.5.2. after an offensive receiving foul, in which case the fouled player must take possession 3.6. If the player in possession after a turnover intentionally drops the disc, or places the disc on the ground, they must re-establish possession and restart play with a check. 13.7. After a turnover the turnover location is where: 13.7.I. the disc has come to a stop or is picked up by an offensive player; or I3.7.2. the intercepting player stops; or 13.73. the thrower was located in the case of 3.2.2., 3.2.4. 3.2.5: or 13.7. 4. the offensive player was located, in the case of 13.2.6 and 13.2.7; or 13.7.5. the uncontested offensive receiving foul occurred 13.8. If the turnover location is out-of-bounds, or the disc touched an out-of-bounds area after the turnover occurred, the thrower must establish a pivot at the spot on the central zone nearest to where the disc went out-of-bounds ( Section 11.7) 13.8.1. If 13.8 does not apply, the pivot must be established according to 13.9, 13. 10, or 13.1 3. 9. If the turnover location is in the central zone, the thrower must establish the pivot at that point. 13. 10. If the turnover location is in the offence's attacking end zone, the thrower must establish the pivot at the nearest point on the goal line 13. 11. If the turnover location is in the offence's defending end zone, the thrower may choose where to establish the pivot: 13.II.I at the turnover location, by staying at the turnover location or faking a pass; or 13. 11. 2. at the nearest point on the goal line to the turnover location, by moving from the turnover ocation 3. 1. 2. I. The intended thrower, before picking up the disc, may signal the goal line option by fully extending one arm above their head 13. 11.3. Immediate movement, failure to move, or signaling the goal line option determines where to establish the pivot and cannot be reversed 3.2. If, after a turnover, play has continued unknowingly, play stops and the disc is returned to the turnover location, players resume their positions at the time the turnover occurred and play restarts with a check
8 13.2. A turnover that transfers possession of the disc from one team to the other, and results in a stoppage of play, occurs when: 13.2.1. there is an uncontested offensive receiving foul; 13.2.2. the thrower has not released the disc before the marker first starts to say the word “ten” in the stall count (a “stall-out”); 13.2.3. the disc is intentionally transferred from one offensive player to another without ever being completely untouched by both players (a “hand-over”); 13.2.4. the thrower intentionally deflects a pass to themselves off another player (a “deflection”); 13.2.5. in attempting a pass, the thrower catches the disc after release prior to the disc being contacted by another player (a “double touch”); 13.2.6. an offensive player intentionally assists a teammate’s movement to catch a pass; or 13.2.7. an offensive player uses an item of equipment to assist in catching a pass. 13.3. If a player determines a turnover has occurred they must make the appropriate call immediately. If the opposition disagrees they may call "contest". If, after discussion, players cannot agree or it is unclear what occurred in the play, the disc must be returned to the last non-disputed thrower. 13.4. If a fast count occurs in such a manner that the offence does not have a reasonable opportunity to call fast count before a stall-out, the play is treated as a contested stall-out (9.5.3). 13.4.1. If the thrower contests a stall-out but also attempts a pass, and the pass is incomplete, then the turnover stands and play restarts with a check. 13.5. Any offensive player may take possession of the disc after a turnover, except: 13.5.1. after an “interception” turnover, in which case the player who made the interception must maintain possession; and 13.5.2. after an offensive receiving foul, in which case the fouled player must take possession. 13.6. If the player in possession after a turnover intentionally drops the disc, or places the disc on the ground, they must re-establish possession and restart play with a check. 13.7. After a turnover, the turnover location is where: 13.7.1. the disc has come to a stop or is picked up by an offensive player; or 13.7.2. the intercepting player stops; or 13.7.3. the thrower was located, in the case of 13.2.2, 13.2.3, 13.2.4, 13.2.5; or 13.7.4. the offensive player was located, in the case of 13.2.6 and 13.2.7; or 13.7.5. the uncontested offensive receiving foul occurred. 13.8. If the turnover location is out-of-bounds, or the disc touched an out-of-bounds area after the turnover occurred, the thrower must establish a pivot at the spot on the central zone nearest to where the disc went out-of-bounds (Section 11.7). 13.8.1. If 13.8 does not apply, the pivot must be established according to 13.9, 13.10, or 13.11. 13.9. If the turnover location is in the central zone, the thrower must establish the pivot at that point. 13.10.If the turnover location is in the offence’s attacking end zone, the thrower must establish the pivot at the nearest point on the goal line. 13.11.If the turnover location is in the offence’s defending end zone, the thrower may choose where to establish the pivot: 13.11.1. at the turnover location, by staying at the turnover location or faking a pass; or 13.11.2. at the nearest point on the goal line to the turnover location, by moving from the turnover location. 13.11.2.1. The intended thrower, before picking up the disc, may signal the goal line option by fully extending one arm above their head. 13.11.3.Immediate movement, failure to move, or signaling the goal line option determines where to establish the pivot and cannot be reversed. 13.12.If, after a turnover, play has continued unknowingly, play stops and the disc is returned to the turnover location, players resume their positions at the time the turnover occurred and play restarts with a check
14. Scoring 14.. A goal is scored if an in-bounds player catches a legal pass and all of their first simultaneous points of contact after catching the disc are entirely within their attacking end zone (note 12.1, 12.2) 14.I.1. If a player believes a goal has be en score they may call"goal"and play stops. After a contested or retracted goal call play must restart with a check and the call is deemed to have been made when the pass was caught. 14.2. If a player in possession of the disc ends up with their selected pivot behind the attacking goal line without scoring a goal according to 14.1, the player establishes the pivot at the nearest point of the 143. The time at which a goal is scored is when the disc is caught and the player in possession is in contact with the end zone 15. Calling Fouls, Infractions and violations I5.I. a breach of the rules due to non- incidental contact between two or more opposing players is a 15. 2. a breach of the rules regarding a Marking or travel breach is an infraction. Infractions do not stop 3. Every other breach of the rules is a violation 15. 4. Only the player fouled may claim a foul, by calling"Foul 15.5. Only the thrower may claim a marking infraction, by calling the specific name of the infraction Any opposing player may claim a travel infraction 15.6. Any opposing player may claim a violation, by calling the specific name of the violation or Violation, unless specified otherwise by the particular rule I5.7. 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 I5.8. Calls must be made immediately after the breach is recognised 15.9. After a player initiates a stoppage incorrectly, including after mishearing a call, not knowing the rules, or not making the call immediately 15.9.1. if the opposition gains or retains possession, any subsequent play stands 15.9.2. if the opposition does not gain or retain possession, the disc must be returned to the last 15.10. If the player against whom the foul, infraction or violation has been called disagrees that it occurred, they may call"Contest 15.1 l. If a player making the"Foul", Violation"or"Contest"call subsequently determines that their call was incorrect, they can retract the call, by calling"Retracted". Play restarts with a check 16. Continuation after a Foul or violation Call 6.1. Whenever a foul or violation call is made, play stops immediately and no turn over is possible (unless in situations specified in 15.9, 16.2, and 16.3) 16.2. If the foul or violation 16.2.I. is called against the thrower and the thrower subsequently attempts a pass, or 16.2.2. is called when the thrower is in the act of throwing 1623. is called or occurs when the disc is in the air then play continues until possession has been established 16.2.4. Once possession has been established
9 14. Scoring 14.1. A goal is scored if an in-bounds player catches a legal pass and all of their first simultaneous points of contact after catching the disc are entirely within their attacking end zone (note 12.1, 12.2). 14.1.1. If a player believes a goal has been scored they may call “goal” and play stops. After a contested or retracted goal call play must restart with a check and the call is deemed to have been made when the pass was caught. 14.2. If a player in possession of the disc ends up with their selected pivot behind the attacking goal line without scoring a goal according to 14.1, the player establishes the pivot at the nearest point of the goal line. 14.3. The time at which a goal is scored is when the disc is caught and the player in possession is in contact with the end zone. 15. Calling Fouls, Infractions and Violations 15.1. A breach of the rules due to non-incidental contact between two or more opposing players is a foul. 15.2. A breach of the rules regarding a Marking or Travel breach is an infraction. Infractions do not stop play. 15.3. Every other breach of the rules is a violation. 15.4. Only the player fouled may claim a foul, by calling “Foul”. 15.5. Only the thrower may claim a marking infraction, by calling the specific name of the infraction. Any opposing player may claim a travel infraction. 15.6. Any opposing player may claim a violation, by calling the specific name of the violation or "Violation", unless specified otherwise by the particular rule. 15.7. 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. 15.8. Calls must be made immediately after the breach is recognised. 15.9. After a player initiates a stoppage incorrectly, including after mishearing a call, not knowing the rules, or not making the call immediately: 15.9.1. if the opposition gains or retains possession, any subsequent play stands 15.9.2. if the opposition does not gain or retain possession, the disc must be returned to the last non-disputed thrower. 15.10.If the player against whom the foul, infraction or violation has been called disagrees that it occurred, they may call “Contest”. 15.11.If a player making the “Foul”, “Violation” or “Contest” call subsequently determines that their call was incorrect, they can retract the call, by calling "Retracted". Play restarts with a check. 16. Continuation after a Foul or Violation Call 16.1. Whenever a foul or violation call is made, play stops immediately and no turn over is possible (unless in situations specified in 15.9, 16.2, and 16.3). 16.2. If the foul or violation: 16.2.1. is called against the thrower and the thrower subsequently attempts a pass, or 16.2.2. is called when the thrower is in the act of throwing, or 16.2.3. is called or occurs when the disc is in the air, then play continues until possession has been established. 16.2.4. Once possession has been established:
16.2.4.1. If the team that called the foul or violation gains or retains possession as a result of the pass, play continues without a stoppage. Players recognizing this may call"Play on "to indicate that this rule has been invoked 16.2. 4.2. If the team that called the foul or violation does not gain or retain possession as a result of the pass, play must be stopped 16.2.4.2.1. If the team that called the foul or violation believes that possession has been affected by the foul or violation, the disc will be returned to the thrower for a check (unless the specific rule says otherwise) 6.3. Regardless of when the foul or violation call is made, if play had not completely stopped and the players involved from both teams agree that the foul, violation or call did not affect the outcome, stands his rule is not superseded by any other rule 1 1. If the play resulted in a goal, the goal stands 1 2. If the play did not result in a goal the affected players may make up any positional disadvantage caused by the foul, violation or call and restart play with a check. I7. Fouls 17.1. Dangerous Play: 17.I.I. Reckless disregard for the safety of fellow players is considered dangerous play and is to be treated as a foul, regardless of whether or when contact occurs. This rule is not superseded by any other rule. If uncontested this must be treated as the most relevant foul from section 7 7. 2. Defensive Receiving(Defender) Fouls: I7.2.1. A Defensive Receiving Foul occurs when a defender initiates contact with a receiver before, while, or directly after, either player makes a play on the disc. 17.2.2. After an uncontested defensive receiving foul the receiver gains possession at the point of the breach. If 14.2 applies, the disc is dead until a pivot is established at the nearest point 173. Force-out Fouls 17.3.1. A Force- out Foul occurs when an airborne receiver catches the disc, and is fouled by a defensive player before landing, and the contact caused the receiver 73. to land out -ofbounds instead of in -bounds or 17.3. 1 2. to land in the central zone instead of their attacking end zone. 17.3.2. If the receiver would have landed in their attacking end zone, it is a goal; 17.33. 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. 7.4. Defensive Throwing(Marking) Fouls: 17. 4.1. A Defensive Throwing Foul occurs when .4.1.. a defensive player is illegally positioned(Section 18.1), and there is contact with the thrower: or 7.4.1. 2. a defensive player initiates contact with the thrower, or there is contact resulting from the thrower and the defender both vying for the same unoccupied position, prior to 7.4.1.3. If a Defensive Throwing Foul 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". After a contact infraction that is not contested, play does not stop and the marker must resume the stall count at one(D) 7.5. Strip Fouls: 17.5.1. A Strip Foul occurs when a defensive foul causes the receiver or thrower to drop the disc after they have gained possession 17.5.2. If the reception would have otherwise been a goal, and the foul is uncontested a goal is 17.6. Offensive Receiving Fouls: 17.6.I. An Offensive Receiving Foul occurs when a receiver initiates contact with a defensive before, while, or directly after, either player makes a play on the dis
10 16.2.4.1. If the team that called the foul or violation gains or retains possession as a result of the pass, play continues without a stoppage. Players recognizing this may call “Play on” to indicate that this rule has been invoked. 16.2.4.2. If the team that called the foul or violation does not gain or retain possession as a result of the pass, play must be stopped. 16.2.4.2.1. If the team that called the foul or violation believes that possession has been affected by the foul or violation, the disc will be returned to the thrower for a check (unless the specific rule says otherwise). 16.3. Regardless of when the foul or violation call is made, if play had not completely stopped and the players involved from both teams agree that the foul, violation or call did not affect the outcome, the play stands. This rule is not superseded by any other rule. 16.3.1. If the play resulted in a goal, the goal stands. 16.3.2. If the play did not result in a goal the affected players may make up any positional disadvantage caused by the foul, violation or call and restart play with a check. 17. Fouls 17.1. Dangerous Play: 17.1.1. Reckless disregard for the safety of fellow players is considered dangerous play and is to be treated as a foul, regardless of whether or when contact occurs. This rule is not superseded by any other rule. If uncontested this must be treated as the most relevant foul from Section 17. 17.2. Defensive Receiving (Defender) Fouls: 17.2.1. A Defensive Receiving Foul occurs when a defender initiates contact with a receiver before, while, or directly after, either player makes a play on the disc. 17.2.2. After an uncontested defensive receiving foul the receiver gains possession at the point of the breach. If 14.2 applies, the disc is dead until a pivot is established at the nearest point of the goal line. If the foul is contested, the disc is returned to the thrower. 17.3. Force-out Fouls: 17.3.1. A Force-out Foul occurs when an airborne receiver catches the disc, and is fouled by a defensive player before landing, and the contact caused the receiver: 17.3.1.1. to land out-of-bounds instead of in-bounds; or 17.3.1.2. to land in the central zone instead of their attacking end zone. 17.3.2. If the receiver would have landed in their attacking end zone, it is a goal; 17.3.3. 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. 17.4. Defensive Throwing (Marking) Fouls: 17.4.1. A Defensive Throwing Foul occurs when: 17.4.1.1. A defensive player is illegally positioned (Section 18.1), and there is contact with the thrower; or 17.4.1.2. A defensive player initiates contact with the thrower, or there is contact resulting from the thrower and the defender both vying for the same unoccupied position, prior to the release. 17.4.1.3. If a Defensive Throwing Foul 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”. After a contact infraction that is not contested, play does not stop and the marker must resume the stall count at one (1). 17.5. Strip Fouls: 17.5.1. A Strip Foul occurs when a defensive foul causes the receiver or thrower to drop the disc after they have gained possession. 17.5.2. If the reception would have otherwise been a goal, and the foul is uncontested, a goal is awarded. 17.6. Offensive Receiving Fouls: 17.6.1. An Offensive Receiving Foul occurs when a receiver initiates contact with a defensive player before, while, or directly after, either player makes a play on the disc