If the thrower calls a time-out while play is live and when their team has no more time-outs, this is automatically a turnover. (20.4).true?
No, the statement that calling a time-out while play is live and when the team has no more time-outs automatically results in a turnover is not entirely accurate. According to the rules, if a team with possession of the disc has no timeouts remaining and calls a timeout during play (live disc), play stops, and the marker resumes the stall count with the number last uttered before the call plus three. If this results in a stall count of ten or above, this is a turnover. However, if the stall count does not reach ten, play continues with the adjusted stall count. Therefore, the act of calling a timeout with none remaining does not automatically result in a turnover unless the resumed stall count reaches ten.
Time outs in beach game
In beach Ultimate, the rules for time-outs generally follow the same guidelines as in other forms of Ultimate, but it's important to confirm any specific adaptations for beach play from the tournament or league rules. Typically, during a time-out in Ultimate:
1. A player must clearly signal a time-out by forming a "T" with their hands or with one hand and the disc, while also verbally calling "time-out" to ensure that the opposition is aware of the stoppage.
2. The duration of the time-out and the actions following it, such as the time allowed for players to set up and resume play, are strictly timed. For instance, after a time-out is called, players have a set period (usually around 75 seconds) to resume their positions and prepare for the continuation of the game.
3. Specific warnings are given at intervals (45 seconds, 60 seconds, and 75 seconds) to indicate the remaining time to the teams.
4. If a team attempts to call a time-out when none are remaining, the play is stopped, and specific penalties, such as adjustments to the stall count, are applied.
For beach Ultimate, it's crucial to check if there are any modifications to these rules, such as reduced time for time-outs due to the faster pace and shorter game durations typical of beach formats.
Players must be stationary anytime that play is ‘dead’ true or false
True. According to the rules of Ultimate, players must establish a stationary position during stoppages of play, which is when play is considered 'dead'. For example, during a time-out, all offensive players must establish a stationary position at any location, as per the Time-Outs rule (20.3.3). Similarly, defensive players must also establish a stationary position at any location once the offensive players have selected positions (20.3.4). Additionally, after a call is made and play stops, all players must return to the location they held when the call was made and remain stationary until the disc is checked in (10.2.2.3). Therefore, it is accurate to say that players must be stationary anytime that play is 'dead'.
If the marker initiates minor contact with the thrower’s chest, the thrower may call ‘Contact’. true or false
False. According to the rules of Ultimate, the term "Contact" is used specifically for non-minor contact situations. If a marker initiates minor contact with the thrower's chest, it does not warrant a "Contact" call. The "Contact" call is reserved for instances where the contact is non-minor and affects the thrower's ability to pivot, fake, or prepare to throw. For minor contact, which does not alter the movements or position of the thrower, the thrower may not call "Contact" but may instead call a disc space infraction if applicable.
Minor contact is defined as contact that involves minimal physical force and does not alter the movements or position of another player. Therefore, if the contact is minor and does not affect the thrower's play, the thrower should not call "Contact" and play should continue without interruption.
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 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.
Pivots and wind-ups are not part of the act of throwing
That is correct. According to the rules of Ultimate, the act of throwing is defined as 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 considered part of the throwing motion. This distinction is important for understanding what constitutes a legal throw and for making calls related to infractions and fouls during a game.
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."
If a thrower has multiple options for a pivot point, the marker can choose which is the pivot point. (Definitions) True False
False. According to the rules of Ultimate, the thrower is the one who establishes the pivot point. When the thrower moves in any direction while keeping one part of their body in constant contact with a specific point on the ground, this is called the pivot point. The thrower is responsible for placing or keeping a particular part of their body at a specific point, which they intend to use as their pivot point. The pivot point is not determined until the thrower pivots. The marker does not choose the pivot point; it is the thrower's responsibility to establish it at the correct location on the playing field.
F the marker initiates minor contact with the thrower’s chest, the thrower may call ‘Contact’. (17.6.1.3) True False
False. According to the rules, the term "Contact" should only be called when the contact is non-minor – e.g., it affects the ability of the thrower to freely pivot, fake, or prepare to throw. Minor contact, which involves minimal physical force and does not alter the movements or position of another player, should not be called as a "Contact" infraction. Therefore, if the marker initiates minor contact with the thrower's chest, the thrower should not call "Contact" as per rule 17.6.1.3.
If the thrower calls a time out when there are no time outs left
If the thrower calls a time-out when there are no time-outs left, the outcome depends on the state of play when the time-out is called:
1. If the thrower calls a time-out during a stoppage in play, the call has no effect since the team has no time-outs remaining.
2. If the thrower calls a time-out while play is live (the disc is in play), play is stopped. The marker must then add two seconds to the stall count they would have restarted play on before restarting play with a check. If this addition results in a stall count of ten or above, it is considered a "stall-out" and results in a turnover.
To call a time-out, the player must form a "T" with their hands, or with one hand and the disc, and should audibly call "time-out" to the opposition players.
Can a defensive player call timeout during a point?
Yes, a defensive player can call a timeout during a point in Ultimate frisbee. However, it is important to note that timeouts can only be called when the disc is not in play, such as after a turnover when the defensive team gains possession and before they have established a pivot to begin play. The player calling the timeout must also ensure that their team has timeouts remaining, as calling a timeout without any remaining has no effect.
Minor contact is defined as contact that does not affect the play and is not dangerous in nature
In Ultimate frisbee, minor contact is characterized by minimal physical force that does not alter the movements or position of another player. This type of contact is not considered dangerous and does not affect the outcome of the play. For example, contact with an opponent's extended arms or hands that are about to, or already are, contacting the disc, or contact to the thrower's hand during the throwing motion, is not deemed to be minor contact. It's important to note that while minor contact does not affect the play, non-minor contact, even if accidental, is still considered a foul and can affect the play's outcome.
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 happens when someone takes a timeout when they don’t have any left
When a player calls a timeout and their team does not have any timeouts remaining, the outcome depends on the state of play at the time of the call:
1. If the timeout is called during live play (i.e., the disc is in play and not during a stoppage), play is stopped. According to the USAU 2020 Observer Manual, the marker resumes the stall count by adding three to the last number uttered before the timeout call. If this results in a stall count of ten or above, it is considered a turnover. The former thrower must place the disc on the ground, announce "turnover," and then tap the disc live.
2. If the timeout is called during a stoppage (i.e., the disc is not in play), there is no effect on possession, and the timeout is simply not acknowledged or granted. The game resumes as if the timeout had not been called.
In both cases, it is important for players to be aware of their remaining timeouts to avoid these situations. Observers or timekeepers may help by informing teams of their remaining timeouts, especially when the end of a half or game is near.
What's an endzone?
An end zone is one of the two areas at the end of the playing field in Ultimate Frisbee where teams can score a goal by catching the disc there. It is separated from the central zone by the goal line. The cones at the front and rear of the end zone along the sideline are relevant when a player is close to the sideline within the end zone. The end zone being attacked is the one in which the team is currently attempting to prevent the opposition from scoring.
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 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.
Turnover Possession
A turnover in ultimate frisbee refers to the transfer of possession of the disc from one team to the other. There are several ways in which a turnover can occur. One way is when a player intentionally drops the disc, places it on the ground, or intentionally transfers possession after a turnover. Another way is when an offensive player touches the disc before it hits the ground during a pull and fails to establish possession. Additionally, if a defender intercepts a pass while airborne and throws the disc before contacting the ground, resulting in an incomplete pass, it is considered a turnover. The turnover location is where the player establishes possession, where the disc comes to rest naturally, or where the disc is stopped from rolling or sliding. After establishing possession, the player becomes the thrower. It is important to note that physical assistance from an offensive player or a defender using an item of equipment to contact the disc can result in a turnover or a violation, respectively. Time-outs are not considered turnovers but events resulting in a change of possession.
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 pull in Ultimate Frisbee?
A pull in Ultimate Frisbee refers to the throw made by the defending team to the opposing team at the start of a half or after a goal. The pull is not considered a legal pass and it must be released within 75 seconds of the start of the point. The defensive player can stop the disc even before an offensive player has touched it, and if the defensive player kicks the disc towards the offensive end zone, the offense can 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. The puller is the defender who undertakes the pull, and the pulling team may designate a new puller at any time before the pull.