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.
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.
A time-out has been called during play. The marker has not been switched. The stall count restarts at maximum nine (9). (20.3.6.) Truecorrect False
False.
According to the rules of Ultimate, when a time-out is called during play and the marker has not been switched, the stall count does not automatically restart at nine. Instead, the specific circumstances of the time-out call dictate how the stall count should be resumed. For example, if a time-out is called when a team has no remaining time-outs, the marker must add two seconds to the stall count they would have restarted play on before restarting play with a check (20.3.6). If the marker has been switched, then the stall count restarts at "Stalling one (1)" (20.3.5). Therefore, the statement that the stall count restarts at maximum nine after a time-out with no marker switch is incorrect.
There has been a time-out during play. The defence changes the player who is marking the thrower. The stall count must restart at Stalling 1. (20.3.6) True False
False.
According to the rules of Ultimate, a time-out does not necessitate a restart of the stall count at "Stalling 1" simply because the defense changes the player marking the thrower. The specific rule cited (20.3.6) actually pertains to the situation where a thrower attempts to call a time-out when their team has no remaining time-outs, which results in a penalty but does not directly address the scenario of changing the marker during a time-out.
The stall count would typically resume at the count it was at before the time-out was called, unless other specific rules apply that would reset the stall count, such as an accepted breach by the defense (Rule 9.6) or if the marker moves beyond the appropriate three-meter radius (Rule 9.4.3). However, simply changing the marker during a time-out does not automatically reset the stall count to "Stalling 1."
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).
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.
Can you stall when player goes out of bounds
In Ultimate frisbee, if a player catches the disc and their momentum takes them out-of-bounds, the marker can start or continue the stall count if they are within 3 metres of the pivot location, even if they are not within 3 metres of the thrower. However, after an interception, the marker cannot start the stall count until the thrower from the intercepting team establishes a pivot, regardless of whether the thrower is in-bounds or out-of-bounds after the interception. If the intercepting player catches the disc while running, the marker must wait until they stop and establish a pivot before starting the stall count.
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.
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 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.
What is a stall count?
A stall count in ultimate frisbee refers to the count of seconds that a defensive player has to guard the thrower before they have to release the disc. The marker administers the stall count by announcing "Stalling" and then counting from one to ten. The interval between each number in the stall count must be at least one second. The stall count can be restarted at a maximum of six if there is a call, and the specific number to restart on depends on the situation and any disagreements can be resolved by using the midpoint between the proposed stall counts. The stall count is usually communicated verbally, but teams can agree on other methods if necessary.