True or false: A rolling disc may only be stopped by the offence. (8.4)
False. According to the rules of Ultimate, any player, whether on offense or defense, may attempt to stop a disc from rolling or sliding after it has hit the ground. This is explicitly stated in the rules, allowing players from either team to intervene when a disc is in motion on the ground to prevent it from continuing to roll or slide.
The perimeter lines are part of the playing field. (2.3)
The statement "The perimeter lines are part of the playing field" is incorrect according to the rules of Ultimate. Specifically, the perimeter lines, which consist of two sidelines along the length and two endlines along the width of the playing field, are not part of the playing field itself. This is clarified in the rules, which state that the entire playing field is in-bounds, but the perimeter lines are out-of-bounds. Therefore, the perimeter lines surround the playing field but are not included within it.
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).
An offensive player catches the disc in bounds. Their momentum causes them to leave the central zone.
Based on the information provided, if an offensive player catches the disc in bounds and their momentum causes them to leave the central zone, they are allowed to continue play. The rules do not specify a penalty or turnover for simply leaving the central zone due to momentum after catching the disc in bounds. The player would need to establish a pivot foot in bounds upon returning to the field of play to continue play legally.
However, if the player's momentum causes them to go out-of-bounds, they would need to walk the disc to the playing field and establish a pivot at the appropriate spot on the field before play can continue. Other players are allowed to move while the thrower is walking the disc back to the playing field after an out-of-bounds turnover (source_reference: Rules of Ultimate - State of Play (8.1.5)).
Please note that if the player catches the disc while airborne and their first contact is out-of-bounds, it would result in a turnover (source_reference: Rules of Ultimate - Out-of-Bounds (11.4.1)).
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.
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 dump?
A dump in ultimate frisbee refers to a player who is positioned behind the thrower and is available as a short, safe passing option. The dump is typically used when the thrower is under pressure and needs to quickly get rid of the disc to maintain possession. The dump player helps to reset the offense and keep the disc moving. They are often responsible for initiating cuts and providing support to the thrower. The dump play is an essential strategy in maintaining control and advancing the disc down the field.
What is a pull?
A pull in ultimate frisbee refers to the throw made by the defending team to start play at the beginning of a half or after a goal. The pull is not considered a legal pass and must be made after both teams have signaled their readiness. The pulling team may designate a new puller at any time before the pull. The pull should be released within 75 seconds of the start of the point. If the pull hits the ground and starts rolling towards the defending end zone, a defender can stop the disc even before an offensive player has touched it. If the defensive player kicks the disc towards the offensive end zone, the offense may put it into play at the point where it was kicked. If the pull is still in the air without the offense having touched it, no defensive player may touch it. If a player does touch it, the offense may request a re-pull. If the pull lands in the offense's attacking end zone, the offense should take it on the goal line. Any offensive player can also stop the pull from rolling, and they are not required to pick up the disc after stopping it.
After a drop, as an offensive player, can I walk towards the disc, stand near it and the move on without collecting it for a team mate to take it instead?
No, as an offensive player, after a drop, you cannot walk towards the disc, stand near it, and then move on without collecting it for a teammate to take it instead. According to Rule 8.1.5 of the Rules of Ultimate - State of Play, if the thrower is walking the disc to the playing field after an out-of-bounds turnover, all other players are allowed to move. This means that once the disc is in play, any offensive player can take possession of the disc, but they cannot intentionally delay the game by not picking up the disc. If no player on offense has been walking towards the disc since the turnover occurred, it is considered a breach of the rules. It is recommended that the opposing team provide a warning to the opposition and make sure they are aware of the rule before enforcing any time limits.
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.
Explain hex offence like i'm 10 years old
Hex offence is a strategy used in Ultimate frisbee where players position themselves in a hexagon shape on the field. Each player has a specific role and position within the hexagon. This formation allows for better spacing and movement on the field, making it easier for players to pass the frisbee to each other. It's like a well-organized team where everyone knows where to go and what to do. This strategy helps the team work together and score points.
Sources most relevant to the answer: [1, 6, 9]
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.
Are you allowed to take 3 steps in Ultimate Frisbee?
Yes, you are allowed to take 3 steps in Ultimate Frisbee. According to the Rules of Ultimate - State of Play (8.1.5), after an out-of-bounds turnover, the thrower is allowed to walk the disc to the playing field.
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.