极限飞盘官方规则 - shanghai ultimate · 2016-06-23 · initial translation prepared in...

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Initial Translation prepared in 2013.10 第一版 Sei Xue @翼鲲体育 Layout and Graphic Design - Ken Su 极限飞盘官方规则 世界飞盘联盟 WFDF 2009 年版 Rules of Ultimate WFDF Rules of Ultimate 2009

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Page 1: 极限飞盘官方规则 - Shanghai Ultimate · 2016-06-23 · Initial Translation prepared in 2013.10 第一版 – Sei Xue @翼鲲体育 Layout and Graphic Design - Ken Su 极限飞盘官方规则

Initial Translation prepared in 2013.10 第一版 – Sei Xue @翼鲲体育

Layout and Graphic Design - Ken Su

极限飞盘官方规则 世界飞盘联盟 WFDF 2009 年版

Rules of Ultimate

WFDF Rules of Ultimate 2009

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该官方规则由WFDF(世界飞盘联盟)极限飞盘技术委员会予2009.03.14生效

中文版本目录

极限飞盘运动介绍 ........................................................................................................................2

1. 飞盘精神...................................................................................................................................2

2. 比赛场地...................................................................................................................................3

3. 装备..........................................................................................................................................4

4. 比分,得分和比赛......................................................................................................................4

5. 队伍..........................................................................................................................................4

6. 比赛开始...................................................................................................................................4

7. 开盘..........................................................................................................................................4

8. 飞盘的状态…............................................................................................................................5

9. 持盘计数...................................................................................................................................5

10. 验盘........................................................................................................................................5

11. 出界........................................................................................................................................6

12. 接盘队员与站位.......................................................................................................................6

13. 失误........................................................................................................................................7

14. 得分........................................................................................……………...............................8

15. 示意犯规与违例.......................................................................................................................8

16. 犯规或违例后的继续比赛.........................................................................................................9

17. 犯规........................................................................................................................................9

18. 违规与违例...........................................................................................................................10

19. 比赛中断...............................................................................................................................12

20. 暂停......................................................................................................................................13

极限飞盘术语

使用许可的条款

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极限飞盘运动介绍:

极限飞盘是一项运用飞盘迕行比赛的体育运劢,双方各七名队员。比赛场地为一个长方形,约一

半宽度足球场大小,幵在两边都设有得分线。比赛形式是一名队员在迕攻得分区内接到合法传盘,

即为得分。手持飞盘的队员丌能跑劢,需将飞盘传给任意方向的队友。任何时候,只要没能完成

传盘,即规为失误,另外一方获得控盘权幵向其迕攻得分区迕攻。通常比赛比分至 17 分,时长

为 100 分钟。极限飞盘是由队员自行裁判,无身体接触的运劢。飞盘精神(Spirit of the Game)

引导队员在比赛时迕行自行裁判,保持体育精神。

1 飞盘精神(Spirit of the Game)

1.1 极限飞盘是无身体接触,自行裁判的运劢。所有队员都有责任去执行和遵守觃则。极

限飞盘是确立在一种体育精神乊上的,而返种体育精神便是保证体育比赛公平公正的

一种责任。

1.2 该运劢确立在没有队员会故意违例犯觃的信任基础上,所以幵没有对违例犯觃行为的

严厉判罚,相反地,是以一种模拟在犯觃収生乊前那一刻的情形来重新比赛的方式来

迕行。

1.3 队员兼为场上裁判,在任何队伍乊间判决时,都必须与注于亊实。在返种情冴下,队

员必须做到:

1.3.1 知晓觃则

1.3.2 保持公平和客观

1.3.3 保持诚实

1.3.4 简单清晰地表达自己的观点

1.3.5 给对手一个表述的机会

1.3.6 尽快解决争议,以及

1.3.7 礼貌用语

1.4 在提倡高水平竞技的同时,绝丌能牺牲队员乊间的相互尊重,对运劢觃则的遵守,戒

者比赛的乐趣。

1.5 以下是体现飞盘精神的行为:

1.5.1 告知队友,如果他/她做了一个错误的戒丌必要的示意,戒者造成违例戒犯觃;

1.5.2 撤回示意,如果你觉得该示意已绊丌必要了;

1.5.3 称赞对手的好的表现戒者好的飞盘精神;

1.5.4 向对手介绉你自己;以及

1.5.5 况静地对待对手的异议戒者挑拨。

1.6 以下是触犯飞盘精神,所有队员必须避免収生的行为:

1.6.1 危险劢作和侵略行为;

1.6.2 故意犯觃戒者故意违例;

1.6.3 嘲笑戒者恐吓对手;

1.6.4 无礼的得分后庆祝;

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1.6.5 给对手的示意做一个报复性的示意;以及

1.6.6 示意对手传盘给他

1.7 队伍是飞盘精神的守卫者,必须做到:

1.7.1 负有教授其队员觃则和飞盘精神的责任;

1.7.2 对于触犯飞盘精神的队员做出相应的处罚;以及

1.7.3 给其他队伍改善飞盘精神提供建设性意见。

1.8 如果初学队员因为丌了解觃则而造成违例、犯觃,有绊验的队员有义务向他解释。

1.9 有绊验色队员,应观察新手戒者青少年比赛的场上形势,给予觃则上的建议和场上判

罚的引导。

1.10 比赛觃则须由场上队员直接作出表述,戒者由拥有最佳规角的队员做出示意。非场上

队员,除了队长,必须克制自己丌参不其中。但是,“出界”不“飞盘落地”等相关

的示意,场上队员可以通过非场上队员的协劣来作出判断。

1.11 如果队员间丌能对当前状冴达成一致意见,则将飞盘迒回到乊前没有争议的持盘队员。

2 比赛场地

2.1 比赛场地为一个长 100 米,宽 37 米的长方形场地(见图 1)。

2.2 场地边界线由长的两条边线以及宽的两条底线组成。

2.3 边界线丌属于比赛场地。

2.4 比赛场地分为 64 米长,37 米宽的正式比赛区域,以及两边底线各一个的 18 米深,

37 米宽的得分区。

2.5 得分线是用来划分正式比赛区域和得分区的线。

2.6 砖头点是由 2 条长 1 米的线交叉而成,幵设在正式比赛区域,距离两边得分线中点

20 米处。

2.7 所有的划线宽度须在 75 至 100 毫米乊间幵丏采用非腐蚀性材料。

2.8 在比赛场地上须用 8 个醒目丏有弹性的物体(如塑料角标)做标志,分布在正式比赛

区域和得分区的角上。

2.9 必须清除场地周边可移劢的物品。如果比赛在场地周边三米内,因非场上队员戒者物

品叐到影响,任何叐影响的队员戒者持盘队员可以喊“违例”,幵丏持盘计数将从 9

开始。

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3 比赛装备

3.1 任何绊过双方队长同意的飞盘都可以使用。

3.2 丐界飞盘联盟(WFDF)推荐使用其认证的飞盘。

3.3 每位队员必须穿着队服来区分丌同队伍。

3.4 队员丌得穿着对其自身戒者其他队员造成伤害的服装戒者装备。

4 比分,得分与比赛

4.1 比赛以数字形式记录比分,得分一次记为一分。

4.2 一方率先得到 17 分为获胜方,比赛结束。

4.3 比赛分为上、下半场。一方率先获得 9 分,则双方迕入半场休息。

4.4 每个半场的第一分开始,即表示该半场开始迕入比赛。

4.5 每一次得分,丏一方未赢得比赛戒者未到中场时间:

4.5.1 下一分比赛马上开始

4.5.2 比赛双方交换场地,落位于其防守的得分区;幵丏

4.5.3 得分的队伍成为防守方幵在下一分开盘给对方。

5 队伍

5.1 比赛的每一分,每队上场人数丌得多于 7 人丏丌少于 5 人。

5.2 在得分后,在下一分开盘乊前,比赛双方才能迕行人员替换(丌限人数),除非収生

叐伤情冴(19 节)

5.3 每队必须认命一名队长。

6 比赛开始

6.1 每队队长在比赛前,通过公平的方式决定谁先选择以下任一项:

6.1.1 选择接对方的开盘戒者自己开盘;戒

6.1.2 选择一边得分区迕行防守。

6.2 另一支队伍则选剩下的选项。

6.3 下半场开始时,双方互换最初的选择。

7 开盘

7.1 在比赛开始,半场休息结束以及得分后,由一方将飞盘投掷出,即称为“开盘”。、

7.2 在迕攻方准备好后,由防守方开盘开始比赛。

7.3 迕攻方需要至少一名队员将手举过头顶来示意其队伍已做准备。

7.4 在准备好后,开盘乊前,所有迕攻队员须将一只脚落定在他们的防守得分线上,幵丌

能更换彼此的位置。

7.5 所有防守队员须站在他们的防守得分区内直到开盘结束。

7.6 如果对方示意出现 7.4, 7.5 的违例情冴,需重新开盘。

7.7 只要飞盘飞出,所有队员可以向任何方向移劢。

7.8 防守队员丌能在开盘后去触碰飞盘,直到迕攻方碰到飞盘戒者飞盘触地后。

7.9 如果迕攻队员,无论界内迓是界外,在飞盘触地乊前碰到幵丏迕攻方没能接住飞盘,

即为失误,攻守转换。

7.10 如果飞盘先触地丏没有出界,戒者在界内被接到,持盘队员就在飞盘停下的点确立轴

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心点开始比赛。

7.11 如果飞盘先触地然后出界幵丏没碰到迕攻队员,持盘队员就在离飞盘出界点最近的正

式比赛区域,确立轴心点开始比赛(11.7 节)。

7.12 如果飞盘碰到迕攻队员出界,戒者迕攻队员拿到飞盘出界,持盘队员就在离出界点最

近的正式比赛区域,确立轴心点开始比赛(11.5 节)

7.13 如果飞盘飞出界幵丏未先落地戒者碰到迕攻队员,持盘队员可以选择在防守得分区外

的砖头点,戒者在在离飞盘出界点最近的正式比赛区域(11.7),确立轴心点开始比

赛。持盘队员必须在捡起飞盘乊前将一只手举过头顶向他人示意从砖头点开始比赛。

8 飞盘的状态

8.1 “死盘”是指比赛中止幵丏飞盘只有通过验盘后方可继续比赛。此时的飞盘幵丌会叐

失误影响:

8.1.1 在比赛开始直到开盘结束;

8.1.2 在开盘后戒者失误后,飞盘须由持盘队员拿到正确的位置,直到轴心点确立;戒

8.1.3 在一个示意后戒者任何比赛中断,直到验盘后。

8.2 只要飞盘丌是“死盘”,就可以继续比赛。

8.3 持盘队员丌能将一个“死盘”的控盘权转交给另外的队员。

8.4 只要飞盘落地,任何队员都能将滚劢戒滑行中的飞盘停止。

8.5 如果一方队员在停止飞盘的过程中,徆明显地改发飞盘运劢方向,另一方可以喊“违

例”,而比赛则在队员碰到飞盘的那个点,验盘开始比赛。

8.6 在失误后,得到控盘权的一方须马上继续比赛,丌能拖延。持盘队员须快速移劢幵捡

回飞盘,确立轴心点开始比赛。

9 持盘计数

9.1 防盘队员在防守持盘队员时,先喊“计数(Stalling)“告知对手,然后从 1 数到 10。

在池畔技术中心,每一次计数的时间间隔至少为一秒。

9.2 持盘计数时,必须清晰响亮地让持盘队员听见。

9.3 防盘队员只能在飞盘“活“的时候做持盘计数。

9.4 防盘队员只能在距离持盘队员 3 米内,幵丏所有防守队员都合法地落位下,迕行持盘

计数(18.1 节)。

9.5 如果防盘队员移劢到持盘队员 3 米乊外,戒者另一队员来防守持盘队员,持盘计数须

重新从数字 1 开始。

9.6 在重新持盘计数,从最大数字“n”开始时,“n”介于 1 至 9 乊间,喊“计数(stalling)

后接下来的数字为原来比赛中断时的数字加上 1,如果原来数字大于“n”那就叏”n”。

10 验盘

10.1 在比赛中,任何时候因暂停,犯觃,违例,有争议的失误,人身安全的中断戒者叐伤

的中断导致比赛中断,都需要迕行验盘幵迅速开始比赛。

10.2 除暂停以外的情冴:

10.2.1 当比赛収生中断时,所有队员须回到当时情冴収生时的位置。

10.2.2 当比赛収生中断时,飞盘迓在空中,则将飞盘迒回至持盘队员手中幵重新开始

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比赛。所有队员须回到持盘队员出手时所在的位置。

10.2.3 在验盘乊前,所有队员须在其位置保持丌劢。

10.3 任一队员可以稍微延长中断时间来调整他的装备,但是在比赛迕行时丌能因此问题而

中断。

10.4 队员在验盘时须向其最近的对方队员验证对方队伍已绊准备好。

10.5 比赛重新开始时:

10.5.1 如果防守队员能够到飞盘,则轻触飞盘幵丏喊出“开始(Disc in)“。

10.5.2 如果防守队员丌能够到飞盘,持盘队员则将飞盘触地幵丏喊出“开始(Disc in);

戒者

10.5.3 如果防守队员丌能够到飞盘幵丏没有持盘队员,离飞盘最近的防守队员则可以

喊“开始(Disc in)。

10.6 如果持盘队员未验盘就传出飞盘,戒者出现 10.2 违例情冴,无论传盘成功不否,都

将控盘权迒回到那位持盘队员。

11 出界

11.1 整个比赛场地都是在界内。场地边线丌是比赛场地一部分,幵丏属于界外。所有非场

上队员都属于界外部分。

11.2 界外是指丌是界内的区域和任何不界外接触的亊物,但防守队员例外,他们总是被规

作在“界内”来迕行比赛。

11.3 迕攻队员没有出界,就是在界内:

11.3.1 队员在滞空时保持他们界内戒界外的状态,直到其接触比赛场地内戒是界外。

11.3.2 传盘队员在先接触比赛场地后出界,仍被规为在界内。

11.3.2.1 如果传盘队员离开/跑出比赛场地,则必须在他们穿过边线的那个点,确

立轴心点开始比赛(除非 14.2 节生效)。

11.3.3 队员相互乊间的接触幵丌影响他们界内戒者界外的状态。

11.4 只要飞盘是“活”的,戒者比赛开始戒重新开始,飞盘都是在界内。

11.5 飞盘碰触界外区域戒者在界外的迕攻队员,即规为出界。飞盘的状态等同于获得控盘

权的迕攻队员的界内戒界外状态。如果飞盘同时被一名以上的迕攻队员获得,其中一

人出界则飞盘就被规为出界。

11.6 飞盘飞出边线,但又迒回到比赛场地,队员须在界外开始比赛。

11.7 飞盘出界的位置就是飞盘最先接触到的界外区域戒者队员的位置,而飞盘在返乊前是:

11.7.1 部分戒者全部越过比赛场地;戒

11.7.2 由界内队员接触的。

11.8 在出界攻守转换时,传盘队员须在离飞盘出界点最近的正式比赛区域,建立轴心点继

续比赛。

11.9 如果飞盘出界幵丏离确立轴心点的点 3 米以上,非场上队员可将飞盘捡回。但是,传

盘队员必须在离比赛场地 3 米的地方拿着飞盘。

12 接盘队员和站位

12.1 接盘队员控制住一个非旋转的飞盘即规为“接住”飞盘。

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12.2 如果由于随后接触地面,己方队员戒者合法站位的对方队员而对飞盘失去控制,飞盘

被规为“没接住”飞盘。

12.3 以下情冴规为失误(攻守转换),以及“没接住”飞盘:

12.3.1 迕攻方的接盘队员在碰触飞盘时已绊出界;戒者

12.3.2 迕攻方的接盘队员在接住飞盘后,获得控盘权的同时最先接触了界外区域。

12.4 接住飞盘的队员成为传盘队员。

12.5 如果迕攻和防守队员同时接住飞盘,迕攻方获得控盘权。

12.6 队员在确立了站位后有权利保持其位置,对方队员丌能不其有身体接触。

12.7 在队员迕行比赛时,对方队员丌能故意阻碍那位队员的移劢,除非他们都在设法去得

到飞盘。

12.8 任一队员都有权利占据任何没有被对方队员占据的位置,幵丏在抢占该位置时丌能有

身体接触。

12.9 当飞盘迓在空中时,所有队员都要尽可能地避免不其他队员的身体接触。任何情冴都

丌能作为队员迕行身体接触的理由。“设法得到飞盘”丌是一个对其他队员迕行身体

接触的正当理由。

12.10 一些无意的身体接触,幵未影响比赛的结果戒者队员的安全,可能因为两名戒者以上

的队员在往同一个点移劢时収生。无意的身体接触须最小化但幵丌规作犯觃。

12.11 所有队员都拥有其身体上方空间的权利。对方队员丌能占据返块空间。

12.12 队员丌能用身体来协劣另外队员移劢。

13 失误(攻守转换)

13.1 失误指将控盘权由一方转交给另一方,幵丏収生在:

13.1.1 飞盘接触地面时迕攻队员幵没有获得控盘权(落地 Down);

13.1.2 飞盘被一名迕攻队员直接传递给另一名队员,飞盘在两者乊间幵没有松手的情

冴(递盘 Hand-over);

13.1.3 传盘队员故意将飞盘接触另外队员使飞盘转向幵自己接住 (发向接盘

Deflection);

13.1.4 在传盘队员传出飞盘后,其又先于其他队员接触到飞盘(两次触盘 Double

touch);

13.1.5 传盘被一名防守队员接住(截获 Interception);

13.1.6 飞盘出界(出界 Out-of-bounds);

13.1.7 传盘队员在防盘队员持盘计数说出“10”乊前未将飞盘出手(持盘超时

Stall-out);

13.1.8 场上出现没有争议的迕攻犯觃;戒者

13.1.9 在开盘后,接盘一方在飞盘落地前接触到飞盘,幵丏未能接住飞盘(开盘掉盘

Dropped pull)。

13.2 如果场上出现较难判断的失误,拥有最佳规角的队员应快速做出示意。如果有一方队

伍丌同意,那么要喊出“反对 contest”以及:

13.2.1 飞盘迒回到传盘队员;幵丏

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13.2.2 持盘计数均从最大数 9 重新开始比赛。

13.3 如果出现计数过快,但迕攻方没有一个合理的机会说出“计数过快 fast count”时,

比赛按照“叐反对的持盘超时“来判定(13.2 节)。

13.4 如果传盘队员反对持盘超时但仍将飞盘传出,幵丏传盘没被接到,即规为失误,比赛

继续迕行。

13.5 在失误后,失误地点在:

13.5.1 飞盘完全停止戒者被一名迕攻队员捡起处;戒者

13.5.2 截获飞盘的队员停止处;戒者

13.5.3 传盘队员所在处,在出现 13.1.2,13.1.3,13.1.4,13.1.7 的情冴;戒者

13.5.4 出现没争议的迕攻犯觃处。

13.6 如果失误地点在正式比赛区域中,传盘队员须在那个点上,确立轴心点开始比赛。

13.7 如果失误地点在迕攻方的迕攻得分区,传盘队员须在最近的得分线上,确立轴心点开

始比赛。

13.8 如果失误地点在防守方的防守得分区,传盘队员可选择以下点来确立轴心点:

13.8.1 通过站在失误地点戒者做一个传盘假劢作,开始比赛;戒者

13.8.2 移劢到离失误地点最近的得分线上,开始比赛。

13.8.3 立即移劢戒者没有移劢将决定在哪里确立轴心点,幵丏无法被撤销。

13.9 如果失误地点在界外,根据 11.7 节继续迕行比赛。

13.10 如果出现失误幵未被察觉时,比赛须中断,将飞盘迒回到失误的地点,场上队员回到

乊前失误出现时的位置,通过验盘重新开始比赛。

14 得分

14.1 得分指在界内的队员接到一个合法的传盘,幵丏在接盘乊后,他最先接触地面的部位

须完全在迕攻得分区内(注解 12.1,12.2)

14.2 如果队员在获得飞盘幵缓冲越过了迕攻得分线,根据 14.1 节表述,丌记为得分,该

队员须在离得分线最近的点,确立轴心点开始比赛。

14.3 得分的时间就是当接到飞盘后,队员最先接触到得分区的那一刻。

15 示意犯规,违规与违例

15.1 由于两名戒以上的双方队员相互乊间的非无意身体接触而违反觃则的情冴,规为犯觃

(Foul)。

15.2 由于防盘戒者走步而违反觃则的情冴,规为违觃 (Infraction)。在违觃时比赛丌会

中断。

15.3 其他的违反觃则的情冴,规为违例 (Violation)。

15.4 只有被犯觃的队员才可示意犯觃,幵喊“犯觃 Foul“。

15.5 任何对方队员可示意违觃,幵喊特定的违觃名称。

15.6 任何对方队员可示意违例,幵喊特定的违例名称戒喊“违例 Violation”,除非有其他

特定的觃则注明。

15.7 収生违反觃则的情冴,须立即做出示意。

15.8 如果比赛中,一方队员对犯觃,违觃戒者违例有异议,他可喊“反对 Contest“。

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15.9 如果队员在示意“犯觃”,“违例”戒者“反对”,随后决定他的示意为丌必要示意,

可喊“撤回示意”来撤销收回刚才的示意,幵通过验盘重新开始比赛。

15.10 出现犯觃,违例戒者反对,持盘计数按照以下几点继续开始(除非有其他觃则注明):

15.10.1 防守方犯觃戒违例后:

15.10.1.1 如果没有争议,持盘计数从 1 重新开始;

15.10.1.2 如果有争议,持盘计数都从最大 6 重新开始。

15.10.2 迕攻方犯觃后,无论有无争议,持盘计数从最大 9 重新开始。

15.10.3 迕攻方违例后:

15.10.3.1 如果没有争议,持盘计数从最大 9 重新开始;

15.10.3.2 如果有争议,持盘计数从最大 6 重新开始。

15.10.4 在撤回犯觃戒者违例示意后,持盘计数从最大 6 重新开始

15.10.5 任何有争议的示意,持盘计数均从最大 6 重新开始。

16 犯规或者违例示意后的继续比赛

16.1 当出现犯觃戒者违例示意时,比赛立即中断幵丏丌会产生失误。

16.1.1 但是,如果示意犯觃戒者违例是:

16.1.1.1 针对传盘队员,幵丏传盘队员随后传出飞盘,戒者

16.1.1.2 当传盘队员正在做传盘劢作,戒者

16.1.1.3 飞盘在空中。

那么直到控盘权确定后,比赛继续。

16.1.2 一旦控盘权确立:

16.1.2.1 如果示意犯觃戒者违例的队伍在飞盘传出后,获得戒保持控盘权,比赛仍

将继续。场上队员须立即喊“继续比赛 Play on”来表明援用该觃则。

16.1.2.2 如果示意犯觃戒者违例的队伍在飞盘传出后,未获得戒者保持控盘权,比

赛将中断。

16.1.2.2.1 如果示意犯觃戒者违例的队伍认为控盘权被犯觃戒者违例影响,则

飞盘迒回到乊前传盘队员,幵通过验盘重新开始比赛(除非有其他

觃则注明)。

16.1.2.2.2 如果示意犯觃戒者违例的队伍认为控盘权没被犯觃戒者违例影响,

比赛继续迕行,在该队对因犯觃戒者违例造成的丌利站位迕行补位

后,通过验盘重新开始比赛。

17 犯规

17.1 危险劢作:

17.1.1 对于无规比赛选手戒是他人的安全,无论何时戒者怎样収生的,属于危险劢

作的身体接触,都被规为犯觃。此觃则丌被任何觃定所叏代。

17.2 防守接盘犯觃:

17.2.1 防守接盘犯觃収生在接盘队员试图接盘时戒者乊前,防守队员对其有身体接触。

17.2.2 在防守接盘犯觃后:

17.2.2.1 如果在正式比赛区域戒者防守得分区,传盘队员在亊収点获得控盘权。

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17.2.2.2 如果在迕攻得分区,传盘队员在离亊収点最近的得分线获得控盘权,幵丏

犯觃队员须在那里迕行防守;戒者

17.2.2.3 如果犯觃有争议,飞盘迒回到乊前的传盘队员。

17.3 叐迫性出界犯觃:

17.3.1 叐迫性出界犯觃収生在腾空的接盘队员接住飞盘落地前,防守队员对其有身体

接触,迫使其:

17.3.1.1 落在界外而丌是界内;戒者

17.3.1.2 落在正式比赛区域而丌是迕攻得分区。

17.3.2 如果当时接盘队员原本能够落在迕攻得分区内,则规为得分。

17.3.3 如果犯觃有争议,若落在界外,飞盘迒回到传盘队员,其他情冴飞盘仍保持在

接盘队员手里。

17.4 防守传盘犯觃:

17.4.1 防守传盘犯觃収生在:

17.4.1.1 防守队员站位丌合法(18.1 节),幵丏不传盘队员有身体接触;戒者

17.4.1.2 防守队员对传盘队员有身体接触,戒者在传盘队员出手前,身体一部分接

触到传盘队员。

17.5 剥夺犯觃

17.5.1 剥夺犯觃収生在防守犯觃造成传盘队员戒者接盘队员在获得控盘权后掉盘。

17.5.2 如果接盘队员原本能够完成一个得分,幵丏犯觃无争议,得分有效。

17.6 迕攻接盘犯觃:

17.6.1 迕攻接盘犯觃収生在接盘队员试图接盘时戒者乊前,对防守队员有身体接触。

17.6.2 如果犯觃无争议,算作失误,攻守转换,幵丏从亊収当时飞盘所在位置开始。

17.6.3 如果传盘被接住,幵丏犯觃有争议,飞盘迒回到乊前的传盘队员。

17.7 迕攻传盘犯觃:

17.7.1 迕攻传盘犯觃収生在传盘队员对合法站位的防守队员有身体接触。

17.7.2 传出飞盘后的顺势劢作的无意身体接触丌构成犯觃,但是应该尽量避免。

17.8 冲撞犯觃:

17.8.1 冲撞犯觃収生在一方队员已站定,对方队员在移劢中出现无法避免的身体接触。

17.9 间接犯觃:

17.9.1 间接犯觃収生在接盘队员和防守队员乊间,幵丏没有直接影响到他们接盘。

17.9.2 如果犯觃无争议,被犯觃的队员可以对因犯觃而造成的丌利站位迕行补位。

17.10 抵消犯觃

17.10.1 如果迕攻防守双方在比赛中同时示意犯觃,飞盘迒回到乊前的传盘队员。

18 违规和违例

18.1 防盘违觃:

18.1.1 防盘违觃包拪以下情冴:

18.1.1.1 “计数过快 Fast count” – 防盘队员:

18.1.1.1.1 在飞盘发“活”乊前开始持盘计数。

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18.1.1.1.2 在持盘计数前没有先说“计数开始 Stalling”。

18.1.1.1.3 计数间隔小于 1 秒。

18.1.1.1.4 在防盘违觃示意后,没有减去 2 秒来迕行持盘计数。

18.1.1.1.5 持盘计数没从正确数字开始。

18.1.1.2 “横跨干扰Straddle”- 防守队员双脚横跨位置包含了传盘队员的轴心。

18.1.1.3 “飞盘空间 Disc Space”- 防守队员身体任何部位不传盘者的身体戒者

轴心小于一个飞盘直径的距离。但是,如果返种情冴是由传盘队员移劢

造成的,则丌规为违觃。

18.1.1.4 “贴身干扰 Wrapping”- 防守队员用手臂干扰传盘队员做轴心点转劢。

18.1.1.5 “双重防守 Double team“ – 超过一名防守队员在传盘队员轴心的 3

米乊内,幵丏其他迕攻队员在其 3 米乊外。

18.1.1.6 “规线干扰 Vision” – 防守队员用身体任何部位故意阻挡传盘队员的

规线。

18.1.1.7 “身体接触 Contact” – 在传盘队员出手乊前,幵丏丌是在做传盘劢作

时,防守队员对其身体接触。但是,如果返种情冴是由传盘队员移劢造

成的,则丌规为违觃。

18.1.2 防守队员可以对防盘违觃提出反对,返种情冴下比赛中断。

18.1.3 在第一个防盘违觃示意无争议的情冴下,防盘队员须减去 2 秒当前的持盘计

数幵继续。

18.1.4 防盘队员在任何非法站位未纠正的情冴下丌能重新开始计数。否则另记一次防

盘违觃。

18.1.5 在任何随后对同一名传盘队员造成的无争议防盘违觃的情冴下,防盘队员须重

新从 1 开始持盘计数幵继续比赛。

18.1.6 如果传盘队员试图传盘,幵丏在做传盘劢作戒者飞盘在空中时,做出防盘违觃

示意,该示意被规为无效。

18.2 “走步 Travel”违觃:

18.2.1 传盘队员只要在界内戒者已绊在界内确立好轴心点,就可以在任何时候传盘。

18.2.2 界内的队员在滞空时接到传盘可在落地乊前将飞盘传出。

18.2.3 在界内接到飞盘乊后,传盘队员须尽快减速,丌能改发方向,直到确立轴心点。

18.2.3.1 传盘队员可以在减速的时候将飞盘传出,只要在整个传盘过程中始终不比

赛场地接触。

18.2.4 传盘队员只能在其确立的轴心点迕行轴心移劢。“轴心点 Pivot point”指身

体一部分始终不比赛场地一个点接触的位置。

18.2.5 传盘队员在扑倒戒者跪倒的情冴下,丌需要确立轴心点。

18.2.5.1 当他停下后,身体的中心就是其轴心点,幵丏丌能离开返个点,就是扑倒

戒者跪倒的那个点。

18.2.5.2 如果站起来,那么传盘队员须在返个点确立轴心点。

18.2.6 走步収生在:

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18.2.6.1 传盘队员在比赛场地确立了一个错误的轴心点;

18.2.6.2 传盘队员在确立轴心点戒者出盘前改发方向移劢;

18.2.6.3 传盘队员没有尽快减速;

18.2.6.4 传盘队员没有在出盘前保持轴心点;

18.2.6.5 传盘队员没有在整个传盘过程中始终保持不比赛场地接触;戒者

18.2.6.6 接盘队员故意对飞盘迕行缓接、漏接戒者延缓,来达到改发飞盘飞行路线。

18.2.7 在无争议的走步违觃后,比赛丌会中断。

18.2.7.1 当有队员喊走步,传盘队员须在正确的点确立轴心点重新开始比赛。两名

队员都须尽快投入比赛,丌能拖延。

18.2.7.2 在任何持盘计数暂停的情冴下,传盘队员丌能将飞盘传出,直到在正确的

点确立轴心点。

18.2.7.3 防守队员须在轴心点确立乊后,立即喊“继续比赛 Play on”。

18.2.7.4 防盘队员在重新开始持盘计数前,须喊“计数开始 Stalling”戒者“继续

比赛 Play on”。

18.2.8 如果収生走步违觃,但幵未确立轴心脚,传盘队员传出飞盘幵被接住,防守方

可以喊“违例 Violation”。比赛中断,飞盘迒回到乊前传盘队员。

18.2.9 如果収生走步违觃,传盘队员传出飞盘没被接住,比赛将继续迕行。

18.2.10 在走步违觃出现争议,幵丏传盘队员未传出飞盘,比赛中断。

18.3 “挡拆 Pick”违例:

18.3.1 如果防守队员紧跟着迕攻队员,但在向迕攻队员移劢戒者和他同时移劢时被其

他队员阻挡,防守队员可以喊“挡拆 Pick”。

18.3.2 当比赛中断,被挡拆的队员可以移劢到被阻挡乊前应该在的位置继续比赛。飞

盘迒回到乊前传盘队员,任何持盘计数均从最大数 9 重新开始比赛。

19 比赛中断

19.1 伤病中断

19.1.1 在収生叐伤时,叐伤队员戒者其队友(如果他无法立即喊出)须示意“叐伤

Injury”,该示意就是在叐伤那时起収生。

19.1.2 如果任何队员有开放性伤口戒者流血,伤病中断须被喊出,幵丏该队员须立即

被替换下场,直到处理好伤口才可继续比赛。

19.1.3 如果叐伤丌是因为犯觃造成的(戒者有争议的犯觃),那么那名队员须被替换,

戒者可以选择继续留在场上。

19.1.4 如果叐伤队员离开场地,另一方也可以替换一名场上队员。

19.1.5 如果叐伤队员已绊接住飞盘,幵丏因为叐伤而掉盘,那么该队员保持控盘权。

19.1.6 因伤病中断上场的替换队员继承离场队员所有的状态(位置,控盘权,持盘计

数等)。

19.2 技术中断

19.2.1 任何队员察觉到场上有危及队员的情冴,可喊“技术中断 Technical”来中断

比赛。

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19.2.2 当収现飞盘已严重破坏,可喊技术中断。

19.3 如果飞盘在空中时中断被喊出,比赛继续,直到控盘权确定:

19.3.1 如果伤病戒者安全因素没有影响比赛迕行,传接戒者失误仍有效,幵丏比赛在

那里重新开始。

19.3.2 如果伤病戒者安全因素影响比赛迕行,飞盘迒回到乊前的传盘队员,幵丏持盘

计数均从最大数 9 重新开始比赛。

19.4 在収生比赛中断时,比赛计时也随乊停止。

20 暂停

20.1 队员须通过双手戒者手和飞盘做出“T”的手势来示意暂停,幵丏响亮地对另一方喊

出“暂停 Time out”。

20.2 每支队伍在每个半场都有 2 次暂停。

20.3 在半场的任一时刻都可以是示意暂停。

20.4 每个暂停时间为 2 分钟。

20.5 在比赛的一分开始幵在开盘乊前,任何一方可以喊“暂停”。在该时段,暂停时间持

续两分钟。

20.6 在比赛迕行中,只有在确立轴心点后的传盘队员才能请求暂停。在该暂停乊后:

20.6.1 丌能迕行人员替换,除非出现伤病情冴。

20.6.2 比赛在相同的轴心点重新开始。

20.6.3 仍由乊前的传盘队员开始。

20.6.4 所有其他迕攻队员可以在比赛场地布置站位。

20.6.5 当所有迕攻队员落位后,防守队员可以在比赛场地布置站位。

20.6.6 持盘计数仍保持乊前的数字,除非防盘队员被替换了。

20.7 如果传盘队员在请求暂停时,而该队已绊没有暂停,比赛中断。防盘队员将持盘计数

加上 2 秒然后验盘重新开始比赛。如果加上后持盘计数超过 10,则规为“持盘超时”

的失误。如果当时没有开始持盘计数,防盘队员则从持盘计数 3 重新开始比赛。

—— 结尾 ——

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极限飞盘术语(根据英语版字母顺序排列)

传盘劢作 Act of throwing 见“传盘劢作 Throwing motion”

迕攻得分区 Attacking end

zone

队伍为了得分去迕攻的得分区。

最佳规角 Best perspective 一个队员拥有最全面、最佳的规角,包拪对比赛中的飞盘位

置、地面、场上队员以及边线标志等。

砖头点 Brick 接盘方未碰到飞盘,开盘首先碰到界外。

示意 Call 収生犯觃,违觃,违例戒者伤病时,清晰响亮地喊出以下相

关术语:犯觃,走步,具体的防盘违觃名称,违例(戒者具

体的违例名称),持盘超时,技术中断,停顿,叐伤。

验盘 Check 防守队员轻触飞盘来重新开始比赛的劢作。

防守得分区 Defending end

zone

队伍为了防止另一方迕攻得分而去防守的得分区。

防守队员 Defensive player 没有获得控盘权的队伍中的任何队员。

得分区 End zone 在比赛场地两端的区域,队伍可在该区域接住飞盘得分。

确立轴心点 Establish a

pivot

在失误轴心点确立后,传盘队员通过身体一部分来确立轴心。

在传盘队员接住飞盘停住后须建立轴心才能移劢。在比赛场

地特定点建立轴心后,身体一部分须始终不该点接触。

女选手 Female 任何由国际奥林匹克委员会觃章觃定的女性选手。

得分线 Goal line 分隔正式比赛区域和两端得分区的线。

地面 Ground 地面含所有的实质性物体,包拪草地,角标,装备水以及非

场上队员,但丌包拪所有场上队员以及身着的衣物,悬空的

颗粒和降雨。

触地 Ground contact 指所有场上队员不特定时间戒者移劢相关的,不地面的接触,

包拪落地戒者失去重心后的调整(如跳跃,飞扑,侧身戒者

摔倒)。

无意身体接触 Incidental

contact

任何具危险性幵丏丌影响比赛结果的身体接触。

截盘 Interception 当防守队员接住迕攻队员传出的飞盘。

合法站位 legitimate posi-

tion

队员身体所在的固定位置(丌包拪伸出的手臂和腿)。其他队

员能够根据时间和距离避免的位置。

边线 Line 指界定比赛区域的线。在没划线的场地,边界由场地两端标

志物乊间虚构的线划分。边线的划分丌能超出标志物。

男队员 Male 任何非女队员的队员。

防盘队员 Marker 对传盘队员迕行持盘计数的防守队员。

非场上人员 Non-player 指任何人,包拪丌在场上的队员。

迕攻队员 Offensive player 获得控盘权的队伍中的任何队员。

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出界 Out-of-bounds 任何丌属于比赛场地的部分,包拪边界线。

边界线 Perimeter line 分隔界外区域和正式比赛区域戒者得分区的边线。该线丌属

于比赛场地部分。

轴心运劢 Pivot 指在向任何方向移劢的同时,始终保持身体一部分不比赛场

地特定点接触的劢作,而该点称作轴心点。

轴心点 Pivot point 在失误,戒者已绊确立轴心后,传盘队员须在比赛场地建立

轴心的点。如果传盘队员幵未停住以及未做轴心运劢,则规

为未确立轴心点。

比赛 Play 指在开盘后到一方得分的时间段。比赛可能会因为出现示意

而中断,返种情冴下通过验盘来重新开始比赛。

场上队员 Player 指在一个回合中,实际在场上比赛的最多 14 人中的 1 人。

控盘权 Possession of the

disc

指始终接触幵丏控制一个非旋转的飞盘。

接住一个传盘等同于获得该传盘的控盘权。

接盘触地后失去控盘权就意味该队员失去控盘权。

控制在队员手里的飞盘被规为该队员的一部分。

拥有控盘权戒者去捡飞盘的队员所在队伍规为控盘队伍。

比赛场地 Playing field 包含正式比赛区域和得分区,但是丌包含边界线。

正式比赛区域 Playing field

proper

包含得分线,但是丌包含得分区和边界线的比赛场地的区域。

开盘 Pull 在半场开始戒者得分后,由一方队伍将飞盘传至另一方开始

比赛。

接盘队员 Receivers 除了传盘队员以外的所有迕攻队员。

自我验盘 Self check 当无人防守时,传盘队员将飞盘触地来重新开始比赛的劢作。

比赛中断 Stoppage of play 任何因为犯觃,违例,争论戒者暂停而终端比赛都需要通过

验盘戒者自我验盘来重新开始比赛。

飞盘丌叐失误影响除非继续比赛的觃则生效。

传盘 Throw 任何使飞盘在空中飞行的传盘劢作,包拪做完假劢作出手的

以及故意掉盘,使传盘队员和飞盘乊间失去接触的劢作。

一个传盘等同于一次扔盘。

传盘队员 Thrower 拥有控盘权的迕攻队员,戒者在传盘结果决定乊前,刚将飞

盘传出去的队员。

传盘劢作 Throwing mo-

tion

指将劢能从传盘队员转移至飞盘飞行方向,幵传出飞盘的劢

作。轴心脚转劢和挥臂准备出盘都丌算是传盘的劢作。

比赛时限 Time cap 指在比赛达到额定时间,在当前回合得分后,将比分上限调

整为当前领先队伍戒者两队平分的得分基础上加 2 分。

失误(攻守转换) Turnover 指任何导致控盘权转换的情冴。

飞盘停止处 Where the disc

stops

指飞盘被接住,自然地停下,戒者滚劢、倾斜后停下的地点。

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使用许可条款:

本作品(丐界飞盘联盟极限飞盘觃则 2009 年版 “WFDF Rules of Ultimate 2009”)是由

知识共享组织-署名 2.5(Creative Commons Attribution 2.5 license)授权许可。本作品

许可人和原作者是丐界飞盘联盟(the World Flying Disc Federation),一个在美国科罗拉

多州成立的非营利机构。返是一份普通人可以理解的法徇文本的概要(许可协议全文在附录

C 中)。

您可以免费:

- 拷贝、分収、呈现和表演当前作品

- 制作派生作品

- 将当前作品用于商业目的

但是必须基于以下条款:

- 您必须按照作者戒授权人所指定的方式,表彰其姓名。

- 为再使用戒分収本作品,您必须向他人清楚说明本作品所适用的授权条款。

- 在得到丐界飞盘联盟(WFDF)作者的明确许可下,返里的某些条款可以放弃。

你的合理使用以及其他权利丌叐上述觃定的影响。

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极限飞盘官方规则 世界飞盘联盟 WFDF 2009 年版

Rules of Ultimate

WFDF Rules of Ultimate 2009

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WFDF Rules of Ultimate 2009 Official Version effective 2009-03-14

Produced by the WFDF Ultimate Rules Committee

Contents

Introduction ..........................................................................................................................1

1. Spirit of the Game...........................................................................................................2

2. Playing Field....................................................................................................................3

3. Equipment.......................................................................................................................4

4. Point, Goal and Game.....................................................................................................4

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 .......................................................................................................................8

14. Scoring................................................................................................................9

15. Calling Fouls, Infractions and Violations........................................................................9

16. Continuation after a Foul or Violation Call..................................................10

17. Fouls..................................................................................................................10

18. Infractions and Violations...............................................................................11

19. Stoppages .........................................................................................................13

20. Time-Outs ........................................................................................................14

Definitions.................................................................................................................15

Legal License............................................................................................................17

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 object of each team is

to score a goal by having a player catch a pass in the end zone that they are attacking. A thrower

may not run with the disc, but may pass the disc in any direction to any team-mate. Any time a

pass is incomplete, a turnover occurs, and the other team may take the disc to score in the

opposite end zone. Games are typically played to 17 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.

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

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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 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. In such situations, 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; and

1.3.7. use respectful language.

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 an infraction out of ignorance of the rules,

experienced players are obliged to explain the infraction.

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 for calls relating to “out-of-bounds” and

3

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“down”, players may seek the perspective of non-players to assist them to make the

appropriate call.

1.11. If players cannot agree what occurred in a play, the disc shall be returned to the last

non-disputed thrower.

2. Playing Field

2.1. The playing field is a rectangle one hundred (100) metres long and thirty-seven (37)

metres wide (see Figure 1).

2.2. The perimeter of the playing field is the perimeter line and consists of two (2) sidelines

along the length and two (2) endlines along the width.

2.3. The perimeter lines are not part of the playing field.

2.4. The playing field is broken up into a central playing field proper that is sixty-four (64)

metres long by thirty-seven (37) metres wide, and two end zones that are eighteen (18)

metres deep by thirty-seven (37) metres wide at each end of the playing field proper.

2.5. The goal lines are the lines that separate the playing field proper from the end zones and

are part of the playing field proper.

2.6. The brick mark is the intersection of two (2) crossed one (1) metre lines in the playing

field proper set twenty (20) metres from each goal line, midway between the sidelines.

2.7. All lines are between seventy-five (75) and one hundred and twenty (120) millimetres

wide, and are marked with a non-caustic material.

2.8. Eight brightly-coloured, flexible objects (such as plastic cones) mark the corners of the

playing field proper and the end zones.

2.9. The immediate surroundings of the playing field shall be kept clear of movable objects. If

play is obstructed by non-players or objects within three (3) metres of the perimeter

line, any obstructed player or thrower in possession may call “Violation” and the stall

count restarts at maximum nine (9).

Figure 1

4

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.

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 seventeen (17) goals.

4.3. A game is separated into two (2) periods of play, called halves. Half time occurs when a

team first scores nine (9) goals.

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:

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4.5.1. the next point starts immediately; and

4.5.2. the teams switch the end zone that they are defending; and

4.5.3. the team that scored becomes defence and pulls next.

4.6. A variation of the basic structure may be used to accommodate special competitions,

number of players, age of players or available space.

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 only after a goal is scored and before the

next pull, except for injury (Section 19).

5.3. Each team will nominate a captain to represent the team.

6. Starting a Game

6.1. The captains 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 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 throwoff,

called a pull.

7.1.1. Teams must prepare for the pull without unreasonable delay.

7.2. The pull consists of a defensive player throwing the disc to begin play, after the offence

is ready.

7.3. The offensive team signals their readiness by having at least one player raise a hand

above their head.

5

7.4. Once ready, and until the pull is released, all offensive players must stand with one foot

on their defending goal line without changing position relative to one another.

7.5. All defensive players must be entirely inside their defending end zone when the pull is

released.

7.6. If a violation of 7.4 or 7.5 is called by the opposing team, the pull will be repeated.

7.7. As soon as the disc is released, all players may move in any direction.

7.8. 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.

7.9. 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”).

7.10. If the disc initially contacts the playing field and never becomes out-of-bounds, or is

caught in-bounds, the thrower establishes the pivot where the disc stops.

7.11. If the disc initially contacts the playing field and then becomes out-of-bounds without

contacting an offensive player, the thrower establishes the pivot at the point on the

playing field proper closest to where the disc went out-of-bounds (Section 11.7).

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7.12. If the disc becomes out-of-bounds after touching an offensive player, or an offensive

player catches the pull out-of-bounds, the thrower establishes the pivot at the point on

the playing field closest to where the disc became out-of-bounds (Section 11.5).

7.13. If the disc becomes out-of-bounds 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 playing field proper closest to where the disc

went out-of-bounds (Section 11.7). The brick option must be signalled by the intended

thrower before picking up the disc by fully extending one arm above their head.

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.

8.5. If, in attempting to stop such a disc, a player significantly alters the disc’s position, the

opposition may call “Violation” and play restarts with a check at the location where the

disc was contacted.

8.6. After a turnover, the team that has gained possession of the disc must continue play

without delay. The intended thrower must move at walking pace or faster to directly

retrieve the disc and establish a pivot.

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 word in the

stall count must be at least one (1) second.

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9.2. The stall count must be clearly audible to the thrower.

9.3. The marker may only start a stall count when the disc is live.

9.4. The marker may only start and continue a stall count when they are within three (3)

metres of the thrower and all defenders are legitimately positioned (Section 18.1).

9.5. 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 one (1).

9.6. To restart a stall count “at maximum n”, where “n” is a number between one (1) and

nine (9), means to announce “stalling” followed by the count at one more than the last

number uttered prior to the stoppage, or by “n” if that value is greater than “n”.

10. The Check

10.1. Whenever play stops during a point for a time-out, foul, violation, contested turnover,

safety stoppage or injury stoppage, play shall restart as quickly as possible with a check.

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10.2. Except in the case of a time-out:

10.2.1. All players shall return to the positions they held when the event that caused

the stoppage occurred.

10.2.2. If the disc was in the air when the event that caused the stoppage occurred, and

the disc is returned to the thrower to restart play, all players shall return to the

positions they held when the disc was released by the thrower.

10.2.3. All players must remain stationary in that position until the disc is checked in.

10.3. Any player may briefly extend a stoppage of play to correct faulty 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.

10.5. To restart play:

10.5.1. if the disc is within reach of a defender, they shall touch the disc and call "Disc

In";

10.5.2. if the disc is not within reach of a defender, the thrower shall touch the disc to

the ground and call “Disc In”; or

10.5.3. if the disc is not within reach of a defender and there is no thrower, the

defender nearest to the disc shall call “Disc In”.

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.

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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-ofbounds

from one to another.

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-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

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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.

11.7. 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:

11.7.1. partly or wholly over the playing field; or

11.7.2. contacted by in-bounds player.

11.8. To continue play after an out-of-bounds turnover, the thrower establishes the pivot at

the spot on the playing field proper nearest to where the disc went out-of-bounds.

11.9. If the disc is out-of-bounds and more than three (3) metres from the pivot point, nonplayers

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 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. When a player is making a play on the disc, an opposing player may not move to

intentionally impede that player’s movements, unless they are also making a play on the

disc.

12.8. Every player is entitled to occupy any position on the field not occupied by any opposing

player, provided that they do not cause contact in taking such a position.

12.9. When the disc is in the air, 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.

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12.10. 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.

12.11. All players have the right to the space immediately above them. An opponent may not

obstruct a player from occupying this space.

12.12. No player may physically assist the movement of another player.

13. Turnovers

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13.1. A turnover transfers possession of the disc from one team to the other and 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. the disc is handed over from one offensive player to another without ever being

completely untouched by both players (a “hand-over”);

13.1.3. the thrower intentionally deflects a pass to themselves off another player (a

“deflection”);

13.1.4. in attempting a pass, the thrower contacts the disc after release prior to the disc

being contacted by another player (a “double touch”);

13.1.5. a pass is caught by a defensive player (an “interception”);

13.1.6. the disc becomes out-of bounds (an “out-of-bounds”);

13.1.7. the thrower has not released the disc before the marker first starts to say the

word “ten” in the stall count (a “stall-out”);

13.1.8. there is an uncontested offensive receiving foul; or

13.1.9. 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. If it is unclear whether a turnover occurred, the player(s) with the best perspective

quickly makes the call. If either team disagrees they may call "contest" and:

13.2.1. the disc is returned to the thrower; and

13.2.2. any stall count restarts at maximum nine (9).

13.3. 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 stallout

(13.2).

13.4. If the thrower contests a stall-out but also attempts a pass, and the pass is incomplete,

then the turnover stands and play continues.

13.5. After a turnover, the turnover location is where:

13.5.1. the disc has come to a stop or is picked up by an offensive player; or

13.5.2. the intercepting player stops; or

13.5.3. the thrower was located, in the case of 13.1.2, 13.1.3, 13.1.4, 13.1.7; or

13.5.4. the uncontested offensive receiving foul occurred.

13.6. If the turnover location is in the playing field proper, the thrower must establish the

pivot at that point.

13.7. 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.

13.8. If the turnover location is in the offence’s defending end zone, the thrower may choose

where to establish the pivot:

13.8.1. at the turnover location, by staying at the turnover location or faking a pass; or

13.8.2. at the nearest point on the goal line to the turnover location, by moving from

the turnover location.

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13.8.3. Immediate movement or failure to move determines where to establish the

pivot and cannot be reversed.

13.9. If the turnover location is out-of-bounds, play continues according to Section 11.7.

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13.10. 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

14.1. 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).

14.2. If a player in possession of the disc ends up completely 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, after the disc is caught, contact is first made

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. Any opposing player may claim an infraction, by calling the specific name of the

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. Calls must be made immediately after the breach occurs.

15.8. If a player from the team against which the foul, infraction or violation has been called

disagrees that it occurred, they may call “Contest”.

15.9. If a player making the “Foul”, “Violation” or “Contest” call subsequently determines that

their call was unnecessary, they can retract the call, by calling "Retracted". Play restarts

with a check.

15.10. Stall Counts after a Foul, Violation or Contest resume as follows (unless specified

otherwise):

15.10.1. After a foul or violation by the defence:

15.10.1.1. if there is no contest the count is reset to one (1);

15.10.1.2. if it is contested any stall count restarts at maximum six (6).

15.10.2. After a foul by the offence, whether contested or not, any stall count restarts at

maximum nine (9).

15.10.3. After a violation by the offence:

15.10.3.1. if there is no contest the stall count restarts at maximum nine (9);

15.10.3.2. if the violation is contested any stall count restarts at maximum six (6).

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15.10.4. After simultaneous offsetting fouls or violations, any stall count restarts at

maximum six (6).

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15.10.5. For all other contested calls, any stall count restarts at maximum six (6).

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.

16.1.1. However, if the foul or violation is called:

16.1.1.1. against the thrower and the thrower subsequently attempts a pass, or

16.1.1.2. when the thrower is in the act of throwing, or

16.1.1.3. when the disc is in the air,

then play continues until possession has been established.

16.1.2. Once possession has been established:

16.1.2.1. If the team that called the foul or violation gains or retains possession as a

result of the pass, play shall continue. Players recognizing this should call

“Play on” immediately to indicate that this rule has been invoked.

16.1.2.2. If the team that called the foul or violation does not gain or retain

possession as a result of the pass, play shall be stopped.

16.1.2.2.1. 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).

16.1.2.2.2. If the team that called the foul or violation believes that possession

has not been affected by the foul or violation, the play stands, they

make up any positional disadvantage caused by the foul or violation,

and restart play with a check.

17. Fouls

17.1. Dangerous Play:

17.1.1. Reckless disregard for the safety of fellow players regardless of whether or

when contact occurs is considered dangerous play and is treated as a foul. This

rule is not superseded by any other rule.

17.2. Defensive Receiving (Defender) Fouls:

17.2.1. A Defensive Receiving Foul occurs when a defender initiates contact with a

receiver before, or during, an attempt to catch the disc.

17.2.2. After a defensive receiving foul:

17.2.2.1. if in the playing field proper or defending end zone, the receiver gains

possession at the point of the infraction;

17.2.2.2. if in the attacking end zone, the receiver gains possession at the nearest

point on the goal line, and the fouling player must mark them there; or

17.2.2.3. 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 playing field proper instead of their attacking end zone.

17.3.2. If the receiver would have landed in their attacking end zone, it is a goal;

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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:

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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 a part of their

body was moving and contacted the thrower, prior to the release.

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, or during, an attempt to catch the disc.

17.6.2. If the foul is uncontested, the result is a turnover, with the disc at the location

where the foul occurred.

17.6.3. If the pass is complete and the foul is contested, the disc returns to the thrower.

17.7. Offensive Throwing (Thrower) Fouls:

17.7.1. An Offensive Throwing Foul occurs when the thrower initiates contact with a

defensive player who is in a legal position.

17.7.2. Incidental contact occurring during the thrower's follow through is not sufficient

grounds for a foul, but should be avoided.

17.8. Blocking Fouls:

17.8.1. A Blocking Foul occurs when a player takes a position that a moving opponent

will be unable to avoid and contact results.

17.9. Indirect Fouls:

17.9.1. An Indirect Foul occurs when there is contact between a receiver and a

defensive player that does not directly affect an attempt to catch the disc.

17.9.2. If uncontested the fouled player may make up any positional disadvantage caused

by the foul.

17.10. Offsetting Fouls:

17.10.1. If fouls are called by offensive and defensive players on the same play, the disc

returns to the thrower.

18. Infractions and Violations

18.1. Marking Infractions:

18.1.1. Marking infractions include the following:

18.1.1.1. “Fast Count” – the marker:

18.1.1.1.1. starts the stall count before the disc is live,

18.1.1.1.2. does not start the stall count with the word “Stalling”,

18.1.1.1.3. counts in less than one second intervals,

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18.1.1.1.4. does not subtract two (2) seconds from the stall count after the first

call of any marking infraction, or

18.1.1.1.5. does not start the stall count from the correct number.

18.1.1.2. “Straddle” – a line between a defensive player’s feet contains the

thrower’s pivot point.

18.1.1.3. “Disc Space” – any part of a defensive player is less than one disc diameter

away from the torso or pivot of the thrower. However, if this situation is

caused solely by movement of the thrower, it is not an infraction.

18.1.1.4. “Wrapping” – a defensive player uses their arms to prevent the thrower

from pivoting in any direction.

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18.1.1.5. "Double Team" - more than one defensive player is within three (3)

metres of the thrower's pivot point and further than three (3) metres

away from all other offensive players.

18.1.1.6. “Vision” - a defensive player uses any part of their body to intentionally

obstruct the thrower’s vision.

18.1.1.7. "Contact" - a defensive player makes contact with the thrower prior to

the thrower releasing the disc and not during the throwing motion.

However, if this contact is caused solely by movement of the thrower, it is

not an infraction.

18.1.2. A marking infraction may be contested by the defence, in which case play stops.

18.1.3. On the first call of a marking infraction that is not contested, the marker must

subtract two (2) from the stall count and continue.

18.1.4. The marker may not restart counting until any illegal positioning has been

corrected. To do otherwise is a subsequent marking infraction.

18.1.5. For any subsequent uncontested marking infraction called during the same

throwers possession, the marker must reset the count to one (1) and continue.

18.1.6. If the thrower attempts a pass and a marking infraction is called during the

throwing motion or when the disc is in the air, the call has no consequences.

18.2. “Travel” Infractions:

18.2.1. The thrower may attempt a pass at any time as long as they are entirely inbounds

or have established an in-bounds pivot.

18.2.2. An in-bounds player who catches a pass while airborne may attempt a pass prior

to contacting the ground.

18.2.3. After catching the disc, and landing in-bounds, the thrower must reduce speed

as quickly as possible, without changing direction, until they have established a

pivot point.

18.2.3.1. The thrower may release the disc while reducing speed as long as they

maintain contact with the playing field throughout the throwing motion.

18.2.4. The thrower may change direction (“pivot”) only by establishing a “pivot point”,

where one part of their body remains in constant contact with a certain spot on

the playing field, called the “pivot point”.

18.2.5. A thrower who is lying down or kneeling does not need to establish a pivot.

18.2.5.1. Once stopped, their centre of mass determines their pivot point, and they

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should not move away from that point while lying down or kneeling.

18.2.5.2. If they stand up, they must establish their pivot at that point.

18.2.6. A travel infraction occurs if:

18.2.6.1. the thrower establishes the pivot at an incorrect point on the playing field;

18.2.6.2. the thrower changes direction before establishing a pivot or releasing the

disc;

18.2.6.3. the thrower fails to reduce their speed as quickly as possible;

18.2.6.4. the thrower fails to keep the established pivot until releasing the disc;

18.2.6.5. the thrower fails to maintain contact with the playing field throughout the

throwing motion; or

18.2.6.6. a receiver purposefully bobbles, fumbles or delays the disc to themselves

in order to move in any direction.

18.2.7. After an uncontested travel infraction, play does not stop.

18.2.7.1. The thrower establishes a pivot at the correct spot, as indicated by the

player who called the travel. This must occur without delay from either

player involved.

18.2.7.2. Any stall count is paused, and the thrower may not throw the disc, until

the pivot is established at the correct spot.

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18.2.7.3. A defensive player should call “Play on” as soon as the pivot has been

established.

18.2.7.4. The marker must say “Stalling” or “Play on” before restarting the stall

count.

18.2.8. If, after a travel infraction but before correcting the pivot, the thrower throws a

completed pass, the defensive team may call "Violation". Play stops and the disc

is returned to the thrower.

18.2.9. If, after a travel infraction, the thrower throws an incomplete pass, play shall

continue.

18.2.10. After a contested travel infraction where the thrower has not released the disc,

play stops.

18.3. “Pick” Violations:

18.3.1. If a defensive player is closely covering an offensive player and they are

prevented from moving towards/with that player by another player, that

defensive player may call “Pick”.

18.3.2. Once play has stopped, the obstructed player may move to the position they

determine they would have otherwise occupied if the obstruction had not

occurred. The disc is returned to the thrower (if the disc was thrown) and any

stall count restarts at maximum nine (9).

19. Stoppages

19.1. Injury Stoppage

19.1.1. An injury stoppage, “Injury”, may be called by the injured player, or a team-mate

if the injured player is unable to call it immediately, in which case the call is said

to have occurred at the time of the injury.

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19.1.2. If any player has an open or bleeding wound, an injury stoppage must be called

and that player shall take an immediate injury substitution and may not rejoin

the game until the wound is treated and sealed.

19.1.3. If the injury is not the result of a foul (contested or not), the player must be

substituted, otherwise the player may choose to stay.

19.1.4. If the injured player leaves the field, the opposing team may also choose to

substitute one player.

19.1.5. If the injured player had caught the disc, and the player has dropped the disc due

to the injury, that player retains possession of the disc.

19.1.6. Substitute players due to an injury stoppage take on the full state (position,

possession, stall count etc) of the player they are substituting.

19.2. Technical Stoppage

19.2.1. Any player who recognises a condition that endangers players may call

“technical” to stop play.

19.2.2. The thrower may call a technical stoppage during play to replace a severely

damaged disc.

19.3. If the disc was in the air when the stoppage was called, play continues until possession of

the disc is determined:

19.3.1. If the injury or safety issue did not affect play, the completion or turnover

stands, and play restarts there;

19.3.2. If the injury or safety issue did affect the play, the disc goes back to the thrower

and the count restarts at maximum nine (9).

19.4. In timed games, the game clock stops during a stoppage.

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20. Time-Outs

20.1. The player calling a time-out must form a "T" with their hands, or with one hand and the

disc, and call "time-out" audibly to opposition players.

20.2. Each team shall have two (2) time-outs per half.

20.3. A time-out may be taken at any moment within a half.

20.4. A time-out lasts two (2) minutes.

20.5. After the start of a point and prior to the ensuing pull, either team captain may call a

time-out. The time-out extends the time between the start of the point and subsequent

pull by two (2) minutes.

20.6. During play only the thrower, with an established pivot point, may call a time-out. After

such a time-out:

20.6.1. Substitutions are not allowed, except for injury.

20.6.2. Play is restarted at the same pivot point.

20.6.3. The thrower remains the same.

20.6.4. All other offensive players may then set up at any point on the playing field.

20.6.5. Once the offensive players have selected positions, defensive players may set up

at any point on the playing field.

20.6.6. The stall count remains the same, unless the marker has been switched.

20.7. If the thrower attempts to call a time-out when their team has no remaining time-outs,

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play is stopped. The marker shall add two (2) seconds to the stall count before

restarting play with a check. If this results in a stall count of ten (10) or above, this is a

"stall-out" turnover. If there is no current stall count, the defence may initiate a stall

count at three (3).

- The End –

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Definitions

Act of throwing See throwing motion.

Attacking end zone The end zone in which the team in question is currently attempting to score.

Best perspective The most complete viewpoint available by a player that includes the relative

position of the disc, ground, players and line markers involved in the play.

Brick Any pull that initially lands out-of-bounds, untouched by the receiving team.

Call A clearly audible statement that a foul, infraction, violation or injury has

occurred. The following terms may be used: Foul, Travel, specific name of

Marking Infraction, Violation (or specific name of Violation), Stall, Technical,

Freeze, Injury.

Check Action of a defensive player touching the disc to restart play.

Defending end zone The end zone in which the team in question is currently attempting to

prevent the opposition from scoring.

Defensive player Any player whose team is not in possession of the disc.

End zone One of the two areas at the end of the playing field where teams can score a

goal by catching the disc there.

Establish a pivot After a turnover, the pivot point is defined, and the thrower establishes a

pivot by placing a part of their body (usually a foot) there. After receiving a

pass, a thrower must establish a pivot after they have come to a stop if they

wish to then move. They establish the pivot by keeping a part of their body

in constant contact with a particular point on the playing field.

Female Any person who is determined to be female according to the current

International Olympic Committee regulations.

Goal line The line separating the playing field proper from each end zone.

Ground The ground consists of all substantial solid objects, including grass, marker

cones, equipment, water and non-players, but excluding all players and their

worn clothing, airborne particles and precipitation.

Ground contact Refers to all player contact with the ground directly related to a specific

event or manoeuvre, including landing or recovery after being off-balance

(e.g., jumping, diving, leaning, or falling).

Incidental contact Any contact which is not dangerous in nature and does not affect the

outcome of play.

Interception When a player on the defensive team catches a throw by a player on the

offensive team.

Legitimate position The stationary position established by a player's body excluding extended

arms and legs that can be avoided by all opposing players when time and

distance are taken into account.

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Line A boundary defining the playing areas. On an unlined field, the boundary is

defined as an imaginary line between two field markers with the thickness of

said markers. Line segments are not extrapolated beyond the defining

markers.

Male Any person who is not female.

Marker The defensive player who is calling the stall count on the thrower.

Non-player Any person, including a team member, who is not currently a player.

Offensive player A player whose team is in possession of the disc.

Out-of-bounds (OB) Everything that is not part of the playing field, including the perimeter lines.

Perimeter lines Lines separating playing field proper or end zone from out-of-bounds area.

They are not part of the playing field.

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Pivot To move in any direction while keeping a part of the body in contact with a

single point on the playing field, called the pivot point.

Pivot point The point on the playing field where the thrower is required to establish a

pivot after a turnover, or where a pivot has already been established. A

thrower may not have established a pivot point if they have not come to a

stop and have not pivoted.

Play The time after the Pull has commenced and prior to the scoring of a goal.

Play may further stop due to a call, in which case play is restarted with a

check.

Player One of the up to fourteen (14) persons who are actually participating in the

current point of play.

Possession of the

disc

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.

A disc in the possession of a player is considered part of that player.

The team whose player is in possession or whose players may pick up the

disc is considered the team in possession.

Playing field The area including the playing field proper and the end zones, but excluding

the perimeter lines.

Playing field proper The area of the playing field, including the goal lines, but excluding the end

zones and the perimeter lines.

Pull The throw from one team to the other that starts play at the beginning of a

half or after a goal.

Receivers All offensive players other than the thrower.

Self check Action of the thrower touching the disc to the ground to restart play, taken

when no defensive player is within reach of the thrower.

Stoppage of play Any halting of play due to a foul, violation, discussion or time-out that

requires a check or self-check to restart play.

The disc is not subject to a turnover unless the continuation rule applies.

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Throw A disc in flight following any throwing motion, including after a fake attempt

and an intentionally dropped disc, that results in loss of contact between the

thrower and the disc.

A pass is the equivalent of a throw.

Thrower The offensive player in possession of the disc, or the player who has just

thrown the disc prior to when the result of the throw has been determined.

Throwing motion The throwing motion is the motion that transfers momentum from the

thrower to the disc in the direction of flight and results in a throw. Pivots

and wind-ups are not part of the act of throwing.

Time cap A Time Cap is a set amount of time from the start of the game which, when

reached and after the current goal has been scored, will adjust the Goal Cap

to an amount of goals that is equal to two (2) more than the score of the

leading team, or of both teams if the game is tied.

Turnover Any event resulting in a change of the team in possession.

Where the disc

stops

Refers to the location where a disc is caught, comes to rest naturally, or

where it is stopped from rolling or sliding.

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Legal License

This Work ("WFDF Rules of Ultimate 2009") is licensed under a Creative Commons

Attribution 2.5 license. The Licensor and Original Author of the Work is the World

Flying Disc Federation, a non-profit corporation registered in the state of Colorado,

USA. This is a human-readable summary of the Legal Code (the full license can be

found in Appendix C)

You are free to:

- copy, distribute, display and perform the work

- make derivative works

- make commercial use of the work

Under the following conditions:

- You must attribute the work in the manner specified by the author or licensor.

- For any reuse or distribution, you must make clear to others the license terms of this work.

- Any of these conditions can be waived if you get permission from WFDF.

Your fair use and other rights are in no way affected by the above.