If a thrower has multiple options for a pivot point, the pivot point is not determined until they pivot.
In Ultimate frisbee, the thrower must establish a specific "pivot point" on the ground, which is a point with which one part of their body remains in constant contact until the disc is thrown. This pivot point is crucial for legal movement during play. If a thrower has multiple options for a pivot point, they must choose one and maintain contact with it throughout their possession until the disc is released. The pivot point is determined at the moment the thrower sets it and begins to pivot. Any movement of the pivot point before the disc is thrown constitutes a travel violation.
For further clarity, the rules specify that the thrower may move in any direction by establishing this pivot point, and it must be maintained until the disc is thrown. If the thrower is not standing, they can use any part of their body as the pivot point. However, once a pivot point is established, it must not change location until the throw is completed, unless the player re-establishes it at the same location after standing up, which is not considered a travel.
A pick can occur when any player is prevented from moving towards/with their opponent by another player. (18.3.1) true?
Yes, a pick can occur when any defensive player is prevented from moving towards or with the player they are guarding by another player, according to the rules of Ultimate. This situation is specifically addressed in the rules, which state that a defensive player may call "Pick" if they are obstructed by another player from moving towards or with the player they are guarding. However, it is not considered a pick if both the player being guarded and the obstructing player are making a play on the disc.
If a travel is called after the disc was released, then do the other players go back to their old position
When a travel violation is called after the disc has been released, the specific rules regarding player movement depend on whether the pass was completed or not. According to the rules:
1. If the thrower commits a travel violation and then throws a completed pass, play stops, and the disc is returned to the thrower. The thrower must return to the location occupied at the time of the infraction, and play must restart with a check. During this time, all other players must remain stationary until the disc is checked in [source_reference].
2. If the travel violation is called but the disc has not been released, the thrower must correct their pivot point, and play does not stop. Other players are free to move anywhere on the field [source_reference].
Therefore, in the scenario where a travel is called after the disc was released and the pass was completed, other players must return to their positions at the time of the throw and remain stationary until the disc is checked back in.
If travel is no stoppage, what do other players do when travel is called
When a travel infraction is called and the thrower has not released the disc, play does not stop according to the rules of Ultimate. The thrower is required to establish the pivot at the correct spot, but all other players are free to move anywhere on the field. The disc remains live during this time, meaning it is still subject to turnovers, such as if the thrower drops the disc. If there is any uncertainty about where the travel occurred, or if the thrower wishes to contest the indicated spot, they should call "violation" to stop play and clarify the situation [source_reference].
If a defender runs within 3 metres of the throwers pivot, this is a double team. True or false
False.
According to the rules of Ultimate, a "double team" infraction occurs when a defensive player other than the marker is within three (3) metres of the thrower's pivot point without also guarding another offensive player. However, merely running across this area is not considered a double team. A defender is considered to be guarding an offensive player if they are within three meters of that player and are reacting to that player. Therefore, a defender running within 3 metres of the thrower's pivot is not automatically a double team unless they fail to guard another offensive player while within that distance.
Whenever a foul or violation call is made, play stops immediately and no turn over is possible . There are no exceptions to this rule. true or false
False. There are exceptions to the rule that play stops immediately and no turnover is possible when a foul or violation call is made. For instance, under certain conditions, play does not stop until the thrower acknowledges the call, and if a turnover occurs before acknowledgment, the turnover may stand. Additionally, if a marking infraction or violation is called and the thrower attempts a pass before, during, or after the call, the turnover can stand if the pass is incomplete, unless specific conditions apply. There are also specific rules regarding continuation after a call, where play may continue under certain circumstances until the outcome of the play is determined.
If a thrower has multiple options for a pivot point, the pivot point is not determined until they pivot. true or false
False. According to the rules of Ultimate, the thrower must establish a pivot point, which is a specific point on the ground with which one part of their body remains in constant contact until the disc is thrown. The pivot point is determined when the thrower establishes it, not when they pivot. This is indicated by the rules stating that the thrower may move in any direction (pivot) only by establishing a "pivot point" (source_reference 1 and source_reference 3). Additionally, the rules specify that a thrower who is not standing can use any part of their body as the pivot point (source_reference 0 and source_reference 3), and that a travel infraction occurs if the thrower establishes a pivot point at an incorrect location (source_reference 2 and source_reference 3). Therefore, the pivot point must be established before the thrower pivots, not determined at the time of pivoting.
There is a turnover out-of-bounds near the end zone. The thrower incorrectly establishes a pivot point on the side of the end zone, instead of at the goal line. The thrower immediately makes a completed pass. The marker calls travel. The thrower and marker must both move to the correct pivot location on the goal line before the disc is checked in. true or false
False.
According to the rules, after a travel violation where the thrower incorrectly establishes a pivot point on the side of the end zone instead of at the goal line, the thrower must return to the location occupied at the time of the infraction, which is on the sideline. The disc must be returned to the thrower and checked in where the infraction occurred, on the sideline. Once the disc is checked in, the thrower must then move to the goal line to establish the correct pivot point. All other players may move once the disc is checked in, and the disc is considered dead until the pivot is established at the correct spot on the goal line.
Therefore, the thrower and marker do not both move to the correct pivot location on the goal line before the disc is checked in. The thrower first checks the disc in at the sideline, where the infraction occurred, and only after the disc is checked in do they move to establish the pivot at the goal line.
If a defender runs within 3 metres of the throwers pivot, this is a double team. true or false
False.
According to the rules of Ultimate, a double team occurs when a defensive player other than the marker is within three (3) metres of the thrower's pivot point without also guarding another offensive player. However, merely running across this area is not considered a double team. A defender must be actively guarding an offensive player within three meters and reacting to that player to avoid being called for a double team. If a defender is simply running through the area and not staying within three meters of the thrower to guard them, it is not a double team.
The thrower calls ‘Fast count’. The marker does not contest. The marker immediately resumes the stall count with the number last fully uttered before the call, minus one. The stall count gets to ‘5’. The thrower calls ‘Straddle’. The marker does not contest. The marker must stop straddling, and resume the stall count at ‘1’. true or false
False.
According to the rules, when a marking infraction such as a "straddle" is called and not contested, the marker should stop counting, correct the infraction, and then resume the count at the last number fully uttered before the call, minus one. This is the same procedure as for a "fast count" infraction. Therefore, if the stall count was at '5' when the "straddle" was called, the marker should correct the straddle and resume the stall count at '4', not at '1'.
If a line between the markers hands crosses the throwers pivot foot, this is a wrapping marking infraction. (18.1.1.4) true or false?
False. According to the rules of Ultimate, a "wrapping" marking infraction occurs when a line between a defensive player’s hands or arms comes within one disc diameter of the thrower’s torso, or any part of the defensive player’s body is above the thrower’s pivot point. It does not specifically mention that a line crossing the thrower's pivot foot constitutes a wrapping infraction. The infraction is more about the proximity of the marker's hands or arms to the thrower's torso and not the pivot foot. Therefore, the statement provided is false.
If a defender is guarding two opponents, they can still call a pick. True or false?
False. According to the rules of Ultimate, a defender is considered to be guarding an offensive player when they are within three meters of that offensive player and are reacting to that offensive player. A pick occurs when a defensive player is prevented from moving towards or with the player they are guarding by another player. If a defender is guarding two opponents, they cannot effectively be within three meters and reacting to both offensive players simultaneously. Therefore, they would not be able to call a pick in this situation, as a pick call is predicated on the defender being obstructed from moving towards or with the single player they are actively guarding.
If a defender is guarding two opponents, they can still call a pick. True or false?
False. According to the rules of Ultimate, a defender is considered to be guarding an offensive player when they are within three meters of that offensive player and are reacting to that offensive player. A pick occurs when a defensive player is prevented from moving towards or with the player they are guarding by another player. If a defender is guarding two opponents, they cannot effectively be within three meters and reacting to both players simultaneously. Therefore, they would not be able to call a pick because they are not specifically guarding one player over the other.
If a defender is guarding two opponents, they can still call a pick. True or false?
False. According to the rules of Ultimate, a defender is considered to be guarding an offensive player when they are within three meters of that offensive player and are reacting to that offensive player. A pick occurs when a defensive player is prevented from moving towards or with the player they are guarding by another player. If a defender is guarding two opponents, they cannot effectively be within three meters and reacting to both players simultaneously. Therefore, they would not be able to call a pick because the rule specifies that the obstructed player must be guarding the player they were obstructed from when the pick occurred. The rules are designed to address situations where a defender is guarding a single player and is obstructed by another.
If a defender is guarding two opponents, they can still call a pick. True or false?
False. According to the rules of Ultimate, a defender is considered to be guarding an offensive player when they are within three meters of that offensive player and are reacting to that offensive player. A pick occurs when a defensive player is prevented from moving towards or with the player they are guarding by another player. If a defender is guarding two opponents, they cannot effectively be within three meters and reacting to both players simultaneously. Therefore, they would not be able to call a pick in this situation, as a pick call requires the defender to be specifically guarding one player and being obstructed from moving towards or with that player by another.
A player catches the disc in the central zone. Their momentum carries them into their attacking end zone. They must establish a pivot point at the nearest location on the goal line. (14.3) true or false?
False.
According to the rules provided, if a player catches the disc in the central zone and their momentum carries them into their attacking end zone, they do not necessarily have to establish a pivot point at the nearest location on the goal line. The specific rule 14.3 is not provided in the sources, but based on the related rules, the player would typically establish a pivot at the point where they first gained possession of the disc, unless another specific rule applies to the situation.
For example, Rule 14.2 states that if a player in possession of the disc ends up with their selected pivot point behind the attacking goal line without scoring a goal, they must establish a pivot point at the nearest location on the goal line. However, this rule applies to a player who has already established possession and then moves into the end zone, not to a player whose momentum carries them into the end zone immediately after catching the disc.
Additionally, Rule 20.4 defines the pivot and pivot location, and Rule 18.2.1.1 states that 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. These rules suggest that the player should establish their pivot where they first gained possession, which would be in the central zone in this case, not at the goal line.
Therefore, the statement is false based on the information provided in the sources.
The thrower calls ‘Fast count’. The marker does not contest. The marker immediately resumes the stall count with the number last fully uttered before the call, minus one. The stall count gets to ‘5’. The thrower calls ‘Fast count’. The marker does not contest. The marker must resume the stall count at ‘1’. (18.1.3) true or false?
False.
According to the rules, when a marking infraction such as a 'Fast count' is called, the marker should stop counting, correct the infraction, and then resume the stall count at the number last fully uttered before the call, minus one. If the thrower calls 'Fast count' a second time and the marker does not contest, the marker must still resume the stall count with the number last fully uttered before the call, minus one, not automatically at '1'. This is consistent with the rules provided in the sources, which do not indicate that the stall count should be reset to '1' after a second uncontested 'Fast count' call.
If a thrower has multiple options for a pivot point, the pivot point is not determined until they pivot. True or false?
False. According to the rules of Ultimate, the thrower must establish a specific pivot point on the ground with which one part of their body remains in constant contact until the disc is thrown. The pivot point is determined when the thrower establishes it, not when they pivot. This is outlined in the rules stating that the thrower may move in any direction (pivot) only by establishing a "pivot point" (source_reference 1, 6). Additionally, if a thrower is not standing, they can use any part of their body as the pivot point, but it must be established at the same location if they stand up (source_reference 9). Therefore, the pivot point is determined when the thrower establishes it, not when they pivot.
A ‘Wrapping’ marking infraction may only be called by the thrower. True or false?
True. According to the rules of Ultimate, a 'Wrapping' marking infraction occurs when a line between a defensive player’s hands or arms comes within one disc diameter of the thrower’s torso, or any part of the defensive player’s body is above the thrower’s pivot point. Only the thrower may call marking infractions, including 'Wrapping', as specified in the rules. Other players may alert the thrower to a marking infraction, but only the thrower can make the call, which the opposition must then respond to accordingly.
If a thrower has multiple options for a pivot point, the pivot point is not determined until they pivot. True or false?
False. According to the rules of Ultimate, a thrower must establish a pivot point, which is a specific point on the ground with which one part of their body remains in constant contact until the disc is thrown. The pivot point is determined when the thrower establishes it, not when they pivot. The thrower may not begin a wind-up or other part of the throwing motion until they have established a pivot point. If the thrower establishes a pivot point at an incorrect location, it is considered a travel infraction. Therefore, the pivot point is determined when the thrower establishes it, not when they pivot.
Any offensive player may call a double team. True or false?
True. According to the rules of Ultimate, any offensive player can call "Double Team" when they observe the infraction occurring. This is stated in the rules, which specify that while typically only the thrower may call marking infractions, the exception is for a double team, which can be called by any offensive player. The call should be made loud enough for the thrower and marker to hear, and if the thrower echoes a double team call made by a teammate, it is treated as the same double team call.
An offensive throwing foul is called by the marker. The thrower still has possession. The thrower contests the foul. The thrower retains possession and any stall count must resume at maximum six. Is it true or false?
False.
When an offensive throwing foul is called by the marker and the thrower contests the foul, the play stops and the disc remains with the thrower. According to the rules, the stall count does not automatically resume at a maximum of six. Instead, the stall count is typically resumed at the count reached before the foul was called, minus one, or as otherwise dictated by the specific rules regarding the resolution of the foul.
For example, if the marker had reached "Stalling 7" before the foul was called, upon resuming play, the stall count would continue from "Stalling 6" after the check. However, the exact number to resume from can vary depending on the situation and the specific rules applicable to the foul and contest.
Therefore, the statement that the stall count must resume at a maximum of six is not accurate without additional context regarding the stall count reached prior to the foul call.
Only the thrower may call a double team (15.5.1) True False
False.
According to the rules of Ultimate, any offensive player may make a double team call. However, if the call is not made by the thrower, it should be made loud enough for the thrower and marker to hear. If the thrower echoes a double team call made by a teammate, this should be treated as the same double team call. This is outlined in the provided sources, which state that while traditionally only the thrower could call "Double Team," the rule has been changed to allow any offensive player to make the call.
A defender can purposefully bobble the disc to themselves for the sole purpose of moving in a specific direction. (18.2.5.5) True False
False. According to the rules of Ultimate, any contact with the disc that is not a clean catch can be considered tipping, bobbling, or fumbling. If a player intentionally bobbles the disc to themselves in order to move in a specific direction, this is considered a travel infraction. The rules state that if a player tips or bobbles the disc solely to assist themselves in catching a disc that they otherwise would not have been able to gain possession of, that is not a travel. However, the scenario described in the question implies an intentional action to move in a specific direction, which would not be allowed.
The thrower calls ‘Fast count’. The marker does not contest. The marker immediately resumes the stall count with the number last fully uttered before the call, minus one. The stall count gets to ‘5’. The thrower calls ‘Fast count’. The marker does not contest. The marker must resume the stall count at ‘1’. (18.1.3) True False
False.
According to the rules, when a marking infraction such as a 'Fast count' is called, the marker should stop counting, correct the infraction, and then resume the count at the number last fully uttered before the call, minus one. If the thrower calls 'Fast count' a second time and the marker does not contest, the marker must still resume the stall count with the number last fully uttered before the call, minus one, not automatically at '1'. This is consistent with the rules provided in the sources, specifically the guidance on how to resume play after a marking infraction like a fast count.
Only the thrower may call a double team (15.5.1) True False
False.
According to the rules provided, any offensive player may make a double team call. However, if the call is not made by the thrower, it should be made loud enough for the thrower and marker to hear. If the thrower echoes a double team call made by a teammate, it is treated as the same double team call.
You can throw while running after catching a pass, as long as you release the disc before your third ground contact, and you do not speed up or change direction until you release the disc. (18.2.2.1) True False
False.
According to the rules, 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. However, if a player catches the disc while running or jumping, the player may release a pass without attempting to reduce speed and without establishing a pivot point, provided that they do not exceed two additional points of contact with the ground after the catch and before they release the pass. The player is not allowed to speed up after catching the disc and must maintain contact with the playing field throughout the throwing motion. Therefore, the statement is false because it incorrectly suggests that the player cannot speed up or change direction until the release of the disc, which is not a requirement as long as the disc is released before the third ground contact.
Can I catch the disc and pass without coming to an halt?
Yes, you can catch the disc and pass it without coming to a complete halt. According to the rules of Ultimate, if a player catches the disc while running or jumping, they may release a pass without attempting to reduce speed and without establishing a pivot point, provided that they maintain contact with the playing field throughout the throwing motion. However, if a player catches the disc and lands in-bounds, they must reduce speed as quickly as possible, without changing direction, until they have established a pivot point. But even after catching the disc and landing in-bounds, the player is allowed to pass the disc while still in the process of slowing down, after two additional points of contact with the ground, as long as they were attempting to slow down as quickly as possible.
An offensive player catches the disc in bounds. Their momentum causes them to leave the central zone and go out of bounds. Must restart play with ground tap.
When an offensive player catches the disc in bounds and their momentum carries them out of bounds, they must establish a pivot at the point on the playing field proper (the central zone) closest to where they went out of bounds. To restart play, the player must tap the disc to the ground. This ground tap signifies that play is resuming. It's important to note that the player does not need to tap the disc if they are putting the disc into play after walking it to the line, as per the continuation rule (source_reference).
If the player went out of bounds due to momentum after catching the disc, they are allowed to walk the disc to the line without a ground check. However, if the disc was out of bounds for another reason, such as an out-of-bounds turnover, then a ground tap is required to restart play (source_reference).
True or false? A pick can occur when any player is prevented from moving towards/with their opponents by another player
False. A pick in Ultimate frisbee specifically refers to an instance where a defensive player is prevented from moving towards or with the offensive player they are guarding by another player. It is not considered a pick if both the player being guarded and the obstructing player are making a play on the disc. Picks are infractions that occur when a defender is obstructed by an offensive player, which prevents them from following their mark. The rules state that a pick should only be called if the obstructed player is within 3 meters of the player they were guarding at the time they were obstructed.
True or false? A pick can be called if a defender is prevented from moving towards the disc to try and get a block, regardless of where their opponents is
False. According to the rules of Ultimate, a pick can only be called if the obstructed player is within 3 metres of the player they were guarding at the time they were obstructed. A pick should not be called by a defender who was obstructed while attempting to make a play on the disc that is not related to their ability to move towards/with the player they are guarding (i.e., they are poaching). Therefore, a pick cannot be called simply because a defender is prevented from moving towards the disc to try and get a block; the defender must be within 3 metres of their mark at the time of the obstruction for a pick to be legitimately called.
Marking the person
In Ultimate frisbee, marking refers to the defensive action of guarding the person with the disc (the thrower). The marker's role is to apply defensive pressure and attempt to limit the thrower's options for passing the disc. There are specific rules and infractions related to marking that players must adhere to in order to play within the spirit and regulations of the game.
Some key points about marking include:
1. The marker is allowed to stand with arms stretched out to attempt to 'force' the thrower to throw in a particular direction, as long as they are legally positioned. The defender's head is considered to be part of their body.
2. The marker may not resume counting (the stall count) until any illegal positioning has been corrected. Continuing to count while in an illegal position is a marking infraction.
3. If there is a pattern of repeated marking infractions, this can have further implications on the game.
4. After a contested marking infraction where a pass has been completed, it is the marker's responsibility to announce if play was affected.
5. If the thrower moves into a non-moving marker who is legally positioned, it is a foul by the thrower. Conversely, if the marker is legally positioned and the thrower initiates contact, it is a foul by the offense.
6. In some situations, subsequent marking breaches can stop play if the thrower chooses.
7. After all marking infractions that are not contested, the marker must resume the stall count with the number last fully uttered before the call, minus one.
8. Instead of calling a marking infraction, the thrower may call a marking violation and stop play.
These rules are designed to ensure fair play and to maintain the Spirit of the Game, which is a fundamental principle of Ultimate frisbee that emphasizes sportsmanship, respect, and the joy of play.
When can I throw the disc without stopping after catching it?
In Ultimate frisbee, you are allowed to throw the disc without stopping after catching it under certain conditions. According to the rules, if you catch the disc while running or jumping, you may release a pass without attempting to reduce speed and without establishing a pivot point, provided that you maintain contact with the playing field throughout the throwing motion. This is allowed as long as you were attempting to slow down as quickly as possible after catching the disc. Once the thrower has released the disc, they do not need to come to a stop.
Please note that 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. However, the exception mentioned allows for a pass to be made during the process of slowing down, as long as the player complies with the conditions of maintaining contact with the playing field and attempting to slow down.
What kind of foul in frisbee
In Ultimate frisbee, fouls can occur when there is non-minor contact between players. The types of fouls include:
1. **Strip Fouls**: Occur when a defensive player causes the disc to be dropped by the offensive player who has already gained possession.
2. **Receiving Fouls**: Happen when contact by a defender prevents an offensive player from making a play on the disc during an attempt to catch it.
3. **Force-out Fouls**: Occur when a receiver catches the disc and is contacted by a defender, causing them to land out-of-bounds when they would have landed in-bounds without contact.
4. **Throwing Fouls**: Occur when there is contact with the thrower during the act of throwing, or during their follow-through.
5. **General Fouls**: Can occur after the outcome of the play has been determined and can result in a stoppage of play and resetting of positions.
6. **Dangerous Play**: Any play that is reckless or dangerous can be considered a foul, regardless of whether or not contact was made.
7. **Offensive Fouls**: Occur when the player with the disc initiates contact with a defender.
It's important to note that non-minor contact that occurs accidentally is still considered a foul, as intentional contact is not allowed in Ultimate. If fouls are contested, the resolution depends on the specific situation, such as whether the disc is returned to the thrower or possession is maintained by the receiver.
What are the marking violations?
Marking violations in Ultimate frisbee include a variety of infractions related to the positioning and actions of the marker (the defensive player guarding the thrower). These infractions can include:
1. A pattern of repeated marking infractions, which suggests a consistent disregard for the rules regarding marking.
2. Illegal positioning by the marker, which must be corrected before the marker can resume counting. Continuing to count without correcting illegal positioning constitutes a subsequent marking infraction.
3. Flagrant breaches such as having four defenders around the thrower, the marker completely surrounding the thrower with their arms, or the marker counting too quickly (e.g., taking only two seconds to reach "stalling 6").
4. If a marking infraction or violation is called and the thrower attempts a pass before, during, or after the call, the call has no consequences unless a specific rule applies (such as 18.1.2.1), and if the pass is incomplete, the turnover stands.
It's important to note that only the thrower may call marking infractions, except in the case of a double team, where any offensive player may make the call. If a marking infraction is contested, the continuation rule applies, and the outcome depends on whether the disc was thrown and whether play was affected.
What is a mark
In Ultimate frisbee, a "mark" refers to the defensive player who is guarding the person with the disc (the thrower). The marker is responsible for calling the stall count, which is a count from one to ten indicating the maximum amount of time the thrower has to release the disc. The marker can also attempt to block or intercept the throw by positioning themselves and using their arms, as long as they maintain a legal position and do not commit any marking infractions, such as a "fast count" or illegal positioning.
The marker plays a crucial role in the defense by applying pressure on the thrower and trying to limit their throwing options, while also adhering to the rules to avoid infractions that could disadvantage their team.
Kick pass
In Ultimate frisbee, a "kick pass" is not explicitly defined in the rules provided. However, based on the general principles of the game and the rules regarding turnovers and passing, it can be inferred that using anything other than the hands to propel the disc to a teammate would not be a standard method of play.
According to the rules, a turnover occurs when an offensive player uses an item of equipment or object to assist in catching a pass. While this rule specifically addresses catching, it suggests that the use of equipment or objects outside of the hands is not within the normal scope of play. Therefore, it is reasonable to assume that using a foot (or any other part of the body other than the hands) to make a pass could be considered unconventional and potentially against the spirit of the game.
If you are considering attempting a kick pass in a game, it would be best to clarify with the specific tournament or league rules or discuss it with the other players to ensure it is within the accepted rules of play.
I was on defence and my mark had the disk and completed a pass to a receiver maybe 4-5 feet away from the sideline on their left. My mark takes off and cuts behind the player with the disc. As I’m chasing, the player with the disc pivots from a fake flick to a backhand, and we collide. I was within 3m of my mark when it occurred. Can a pick be called on the person with the disk as it was obstructing the way to my mark? Did I foul or the thrower fouled?
In the scenario you've described, it seems that you encountered an obstruction while attempting to follow your mark, who had just passed the disc. According to the rules of Ultimate, a pick can only be called if the obstructed player is within 3 meters of the player they were guarding at the time they were obstructed. Since you were within 3 meters of your mark when the obstruction occurred, you could potentially call a pick. However, the rules also specify that a pick cannot be called by the offense, and it should not be called by a defender who was obstructed while attempting to make a play on the disc that is not related to their ability to move towards/with the player they are guarding (for example, if they are poaching).
In this case, the player with the disc pivoted and caused a collision with you. This could be considered a foul on the part of the thrower if they initiated contact that impeded your movement. However, if you were moving towards the thrower and initiated the contact, it could be considered a foul on your part. It's important to assess who initiated the contact to determine the nature of the foul.
What is a pickup play?
In Ultimate frisbee, a "pick" occurs when a defensive player is obstructed by another player, preventing them from moving towards or with the offensive player they are guarding. This is similar to a screen or pick in basketball, where a player uses a teammate to block or "pick" their defender. However, in Ultimate, picks are generally not allowed.
According to the rules, a pick should only be called if the obstructed player is within 3 meters of the player they were guarding at the time they were obstructed. After a pick call, the defender who was picked is allowed to catch up to the relative position lost because of the pick. For example, if they were trailing by 2.5 meters, they get to catch back up to 2.5 meters away from the offensive player. All players should take reasonable efforts to avoid the occurrence of picks.
Please note that the term "pickup play" is not a standard term in Ultimate frisbee rules. If you meant "pick" as described above, the information provided applies. If "pickup play" refers to something else, such as a casual game of Ultimate (often called "pickup Ultimate"), then it would mean a non-competitive game where players join in to play without formal teams
What is a pick up?
In Ultimate frisbee, a "pick" occurs when a defensive player is obstructed by another player, preventing them from following the offensive player they are guarding. This is similar to a screen or pick in basketball, where the defender is prevented from moving freely. According to the rules, a pick should only be called if the obstructed player is within 3 meters of the player they were guarding at the time they were obstructed. After an accepted pick call, the picked defender is allowed to catch up to the relative position lost because of the pick. For example, if they were trailing by 2.5 meters, they get to catch back up to 2.5 meters away from the offensive player. All players should take reasonable efforts to avoid the occurrence of picks.
If the pick is accepted and the offense retains possession, the picked defender may go to the agreed place where they would have been without the obstruction, and all other players should be located according to the specific rules for player positioning after a call. If the pick is contested, all players, including the player who made the pick call, should be located according to the same rules for player positioning.
It's important to note that a pick cannot be called by the offensive player, and after a pick,
Does travel means a turnover?
In Ultimate frisbee, a travel does not automatically result in a turnover. A travel is a specific type of infraction related to the movement of the player holding the disc. According to the rules, if a player is called for a travel but has not released the disc, play does not stop. Instead, the thrower must establish the pivot at the correct spot as per the rules. If the travel is called after the thrower has released the disc and the pass is completed, play must stop, and the disc must be returned to the thrower to establish the pivot at the correct spot before play can resume.
However, there are situations where a travel can lead to a turnover. For example, if a defender intercepts a pass while airborne and throws the disc before they contact the ground, and the pass is incomplete, that is a turnover. Additionally, if a player accidentally releases the disc while pivoting and then catches it again without any other player touching the disc, this is not a self-catch turnover, but if they have moved their pivot foot, a travel infraction can be called.
In summary, a travel infraction does not necessarily result in a turnover unless it directly leads to a situation where the rules dictate that a turnover should occur, such as
What's a stall count?
A stall count in Ultimate frisbee refers to the number of seconds a defender has to throw the disc after the marker has started counting. The stall count is used to put pressure on the offense and prevent them from holding onto the disc for too long. The marker administers the stall count by announcing "Stalling" and then counting from one to ten. The interval between each number must be at least one second. There are certain situations where the stall count restarts at a specific number, such as after a call or a breach by the defense. The specific rules for stall count can be found in the sources provided.
What is a marker?
A marker in ultimate frisbee refers to the defensive player who is responsible for guarding the thrower. The marker's role is to count the stall count and prevent the thrower from making an easy throw. The marker can legally position themselves with arms stretched out to force the thrower to throw in a particular direction. The marker must maintain a legal position and is not allowed to move beyond a three-meter radius or switch with another player without restarting the stall count. If the thrower initiates contact with the marker's legally positioned arm, it is considered a foul by the offense. The marker may not resume counting until any illegal positioning has been corrected.
When should i make forehand throw?
You can make a forehand throw in Ultimate frisbee at any time as long as you are entirely in-bounds or have established an in-bounds pivot point. This means that you can use a forehand throw when you have possession of the disc and are looking to make a pass to a teammate. It is important to note that the rules do not specify a specific situation or condition for using a forehand throw, so it is up to your discretion as a player to decide when it is the most appropriate throw to use.
IF the pick is called before the throw, is it a turnover ?
If the pick is called before the throw, it is not a turnover. According to the Rules of Ultimate - Infractions and Violations (18.1.5.4), if a marking infraction or violation is called and the thrower also attempts a pass before, during, or after the call, the call has no consequences unless another rule applies. Therefore, if the pass is incomplete, the turnover stands.
What are defenders not allowed to do
Defenders in Ultimate frisbee are not allowed to do several things. Firstly, they are not allowed to guard an offensive player within three meters and react to their movements. Secondly, if there is a defender within reach of the disc, they must touch it. Thirdly, defenders cannot use their arms or legs to obstruct the movement of opposing players. Additionally, if a defender is legally marking the thrower and a second defender commits a double team, the second defender is considered to be the illegally positioned defensive player. Finally, defenders must be legally positioned and cannot take a run-up to make a pass after a turnover, pull, or going out-of-bounds.
What's double team?
Double team in ultimate frisbee refers to a defensive player, other than the marker, being within three meters of the thrower's pivot point without also guarding another offensive player. Merely running across this area is not considered a double team. The rules regarding who can call a double team vary depending on the organization. In some cases, any offensive player can call a double team, while in others, only the thrower can make the call. When a double team is called and accepted, the marker must wait for the illegal positioning to be corrected and then resume the stall count. Any offensive player can make a double team call, but if the call is not made by the thrower, it should be loud enough for both the thrower and marker to hear. If the thrower echoes a double team call made by a teammate, it should be treated as the same double team call. The relevant sources for this answer are: [0, 1, 2, 3, 4, 5, 7, 8].
So you can basically mark the player by standing in front of him and block him from receiving the disc?
Yes, in Ultimate frisbee, you can mark a player by standing in front of them and blocking them from receiving the disc. This is known as making a play on the disc and is allowed as long as you are not committing a foul or initiating contact with the opponent. If you are not reasonably certain that you will be able to make a legal play at the disc before an opponent who is moving in a legal manner, you must adjust your movements to avoid initiating contact. It is important to note that if you make the necessary adjustment and still block the opponent, the result of the play still stands.
Can you stand with your back to an opposite player as a defender, eg blocking him from running towards a disc?
Yes, as a defender in Ultimate frisbee, you are allowed to stand with your back to an opposite player in order to block them from running towards a disc. However, you must ensure that you are not impeding the opponent's movement in a way that they cannot reasonably avoid you. Minor contact may occur in these circumstances, but it is not considered a foul unless it significantly hinders the opponent's ability to make a play on the disc. It is important to note that if you are not making a play at the disc and instead allowing a teammate to make a play, you may not move to impede an opponent. Additionally, if a trailing player runs into a player in front of them, it is usually considered a foul on the trailing player.
Throw while running
According to the Rules of Ultimate - Infractions and Violations (18.2.5.3), the thrower cannot take a run-up to make a pass after a turnover, pull, or going out-of-bounds. This means that throwing while running is not allowed in Ultimate frisbee. The thrower must establish a pivot point at an incorrect location, including by not reducing speed as quickly as possible after a catch, or changing direction after a catch (Rules of Ultimate - Infractions and Violations 18.2.5). Additionally, 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 (Rules of Ultimate - Infractions and Violations 18.2.1.1).
Where cani find pick ups when i travel around?
Pick-ups in Ultimate frisbee refer to the act of picking up the disc after it has been dropped or turned over by the opposing team. When you travel around, you can find pick-ups at the nearest location on the goal line to the turnover location, by moving from the turnover location. This means that the team that gains possession of the disc after a turnover can pick it up at the spot closest to where the turnover occurred, on the goal line.
Sources most relevant to the answer: [7, 4, 8, 2, 6]
How to run an effective pickup ?
To run an effective pickup game of Ultimate frisbee, there are a few key things to keep in mind. First, it's important to establish clear rules and guidelines for the game. This includes determining the field size, the number of players on each team, and any specific rules or modifications you want to implement.
Next, it's important to create a welcoming and inclusive environment for all players. Encourage players of all skill levels to participate and make sure everyone feels included and valued. Consider rotating teams or mixing up the teams throughout the game to ensure fairness and equal opportunities for everyone.
Communication is also key in an effective pickup game. Encourage players to communicate with each other on the field, whether it's calling out picks, making defensive switches, or communicating about the game flow. This will help improve teamwork and overall game play.
Lastly, make sure to prioritize safety during the pickup game. Remind players to take reasonable efforts to avoid picks and to be aware of their surroundings to prevent collisions or injuries.
Overall, running an effective pickup game of Ultimate frisbee involves establishing clear rules, creating an inclusive environment, promoting communication, and prioritizing safety.
What's the longest pull a person could throw
The longest pull a person could throw in Ultimate frisbee is not explicitly stated in the provided sources. However, according to the Rules of Ultimate - The Pull (7.1.1), the pull should be released within 75 seconds of the start of the point. This timing guideline suggests that the pull should be executed within a reasonable timeframe. It is important to note that the distance of the pull can vary depending on the individual's throwing ability and the playing conditions.
A travel infraction may only be called by the marker.
A travel infraction may only be called by the marker. This means that only the player who is marking the thrower can call a travel infraction. Other players on the field, including the thrower, cannot make this call. If a travel infraction is noticed by another player, they can alert the thrower, but this call will have no effect. The marker must be the one to make the call, and it should be loud enough for both the thrower and the marker to hear. If the thrower wishes to contest the location of the travel infraction, they can announce 'violation' and explain that the spot was incorrectly or not indicated. However, if the travel infraction is contested and the thrower has not released the disc, play stops.
Double team
In Ultimate frisbee, a "double team" refers to a defensive player other than the marker being within three meters of the thrower's pivot point without also guarding another offensive player. Merely running across this area is not considered a double team. The rules differ slightly depending on the governing body. According to the USA Ultimate (USAU) rules, only the thrower can call a double team. However, in other organizations like the World Flying Disc Federation (WFDF), any offensive player can call a double team. When a double team is called and accepted, the marker must wait for the illegal positioning to be corrected before resuming the stall count. Any number of defensive players are allowed to guard the same offensive receiver. If a defender intentionally double teams the thrower without regard for other offensive players and gets a block, this can be addressed by rule 1.2.1. It's important to note that if a defender is legally marking the thrower and then a second defender commits a double team, the second defender is deemed to be the illegally positioned defensive player, and non-minor contact between the thrower and the second defender would result in a defensive throwing foul. The most relevant sources for this answer are source 0, source 1, source
Rules regarding picks
In Ultimate frisbee, picks are considered infractions and violations. According to the Rules of Ultimate (18.3.2), all players should make reasonable efforts to avoid picks. If a pick occurs, the picked defender may catch up to the relative position lost because of the pick, but they do not get to set up right next to the offensive player (Rules of Ultimate - Infractions and Violations, 18.3.1). It is important to note that a pick should only be called if the obstructed player is within 3 meters of the player they were guarding at the time they were obstructed (Rules of Ultimate - Infractions and Violations, 18.3.1). However, they do not need to be less than 3 meters away at the time of the call because the obstruction may cause this distance to quickly grow before the call can be made. During any stoppage, opposing players may agree to slightly adjust their locations to avoid potential picks (Rules of Ultimate - Infractions and Violations, 18.3.3).
It is also worth mentioning that in USAU, you cannot delay the pick call (Rules of Ultimate - Infractions and Violations, 18.3.1.1).
What is a screen
A screen in ultimate frisbee refers to a situation where a player intentionally obstructs the movement of an opponent who is attempting to guard another player. This is considered a foul and is not allowed according to the rules of the game. Screens are prohibited in order to ensure fair play and to prevent players from gaining an unfair advantage by impeding the movement of their opponents.
What is a pick
A pick in ultimate frisbee refers to a situation where a defensive player is prevented from moving towards or with the offensive player they are guarding due to the obstruction caused by another player. This obstruction can result from contact with or the need to avoid the obstructing player. The obstructed player can call a pick if they are within 3 meters of the player they were guarding at the time of obstruction. However, it is not considered a pick if both the player being guarded and the obstructing player are making a play on the disc. After a pick is called and accepted, the picked defender is allowed to catch up to the relative position lost because of the pick, but they do not get to set up right next to the offensive player. The other players, including the offensive player being guarded, should be located according to the rules. It is important to note that a pick cannot be called by the offense. The stall count should resume at a maximum of 6 after a pick is called.
If there is a foul during a stall count, do you resume at the last count?
Yes, if there is a foul during a stall count, you resume at the last count. According to the Rules of Ultimate - Calling Fouls, Infractions and Violations (15.11), if the marker calls a foul against the thrower and then retracts their call after discussion, the stall count would resume at the count it was at before the foul was called. This is also supported by the Rules of Ultimate - Infractions and Violations (18.1.3), which states that when a marking infraction is called, the marker should immediately stop counting. The defense should then correct the infraction, and the marker can resume the count at the appropriate number.
Can you block the disk with your feet?
Yes, according to the Rules of Ultimate - Fouls (17.2.1), a player can attempt to make contact with the disc in any way, including using their feet to block it. This includes the process of running towards the place they expect to make contact with the disc.
What is a stall count?
A stall count in Ultimate frisbee refers to the count made by the marker (defender) on the thrower. The marker starts the count by announcing "Stalling" and then counts from one to ten. The interval between each number in the stall count must be at least one second. The stall count is used to put pressure on the thrower and force them to make a throw before reaching ten. There are certain situations where the stall count restarts at a specific number, such as after a call or a breach by the defense. The specific rules for stall count restarts can be found in the sources provided.
How to call a violation
To call a violation in Ultimate frisbee, any opposing player may claim a violation by calling the specific name of the violation or simply saying "Violation," unless specified otherwise by the particular rule. The thrower may also call a marking violation and stop play if there is a marking infraction. Additionally, if the offense breaches certain rules, the defense may give a verbal warning or call a "Violation." It is important to note that a player cannot call a violation if a player on their own team is in the wrong position or is moving before the check. If play should continue without a stoppage, any player recognizing this should announce "play on." If the player who called the breach does not announce "play on" and the opposing team is uncertain whether play should continue, the opposing team has the option to stop play by calling "violation." Remember, it is crucial to use the correct term when making a call, but if a player uses the incorrect name for a call, the call should still be dealt with as if the correct term was used.
Can I catch the disk while running then pass it without stopping?
Yes, according to the Rules of Ultimate - Infractions and Violations (18.2.2.1), you are allowed to catch the disc while running and pass it without stopping, as long as you maintain contact with the playing field throughout the throwing motion and do not change direction.
What are the rules surrounding timing of a pick call - whether it was called before or after a thro
If a pick call is made before the throw, the pick is deemed to have been called when it was actually called, not when it occurred. However, if the defender delays the pick call for more than two seconds, a different rule applies. On the other hand, if a pick call is made after the throw, the timing of the call can impact the outcome. If the thrower continues the throw without any impact from the pick call and the pass is completed, the result of the play stands. However, if the thrower heard the pick call while throwing and it affected the throw resulting in an incomplete pass, the disc is returned to the thrower.
Does a pick have to impact a play on the disc to count?
Yes, a pick must impact a play on the disc in order for it to count. If a pick is called and it is determined that the picked defender could not have made a play on the disc without the pick, the disc will stay with the receiver. However, if the pick did affect the play and the outcome of the specific play may have been different without the pick, the result of the play will likely not stand.