Introduction
Ultimate is a seven-a-side team sport played with a flying disc. It is played on a rectangular field, about half the width of a football field, with an end zone at each end. The objective of each team is to score a goal by having a player catch a pass in the end zone that they are attacking. A thrower may not run with the disc, but may pass the disc in any direction to any team-mate. Any time a pass is incomplete, a turnover occurs, and the other team shall establish possession and attempt to score in the opposite end zone. Games are typically played to 15 goals or around 100 minutes. Ultimate is self-officiated and non-contact. The Spirit of the Game guides how players officiate the game and conduct themselves on the field.
Many of these rules are general in nature and cover most situations, however some rules cover specific situations and override the general case.
Variations to the basic structure and rules may be used to accommodate special competitions, number of players, age of players or available space. Refer to the relevant Appendix for additional rules that apply at specific types of World Flying Disc Federation (WFDF) Events.
1 - Spirit of the Game
- Ultimate is a non-contact, self-officiated sport. All players are responsible for administering and adhering to the rules. Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every player.
- It is trusted that no player will intentionally break the rules; thus there are no harsh penalties for inadvertent breaches, but rather a method for resuming play in a manner which simulates what would most likely have occurred had there been no breach.
- If there is a deliberate or egregious breach of the rules or Spirit of the Game, the captains should discuss this and determine an appropriate outcome, even if that outcome is not in accordance with a specific rule.
- Players should be mindful of the fact that they are acting as referees in any arbitration between teams. Players must:
- know and abide by both the rules and the spirit of the rules;
- be fair-minded and objective;
- be truthful;
- explain their viewpoint clearly and briefly;
- allow opponents an opportunity to speak;
- listen to and consider opponent’s viewpoint;
- use respectful words and body language with consideration of potential cultural differences;
- resolve disputes efficiently;
- make calls in a consistent manner throughout the game; and
- only make a call where a breach is significant enough to make a difference to the outcome of the action, or where a player’s safety is at risk.
- Highly competitive play is encouraged, but should never sacrifice the mutual respect between players, adherence to the agreed-upon rules of the game, player safety or the basic joy of play.
- The following actions are some examples of good Spirit:
- The following actions are clear violations of the Spirit of the Game and must be avoided:
- dangerous play and aggressive behaviour;
- intentional fouling or other intentional rule breaches;
- taunting or intimidating opposing players;
- celebrating disrespectfully after scoring;
- making calls in retaliation to an opponent’s call;
- calling for a pass from an opposition player; and
- other win-at-all-costs behaviour.
- Teams are guardians of the Spirit of the Game, and must:
- take responsibility for teaching their team the rules and good Spirit;
- discipline team-mates who display poor Spirit;
- provide constructive feedback to other teams about what they are doing well and/or how to improve their adherence to the Spirit of the Game; and
- call a Spirit Stoppage to address Spirit issues, as appropriate.
- In the case where a novice player is involved in a breach and does not know the rules, experienced players should assist to explain the breach.
- An experienced player, who offers advice on rules and guides on-field arbitration, may supervise games involving beginners or younger players.
- Calls should be discussed by the players directly involved in the play, and by players who had the best perspective.
- If a player who was not directly involved believes that a team-mate has made an incorrect call, or caused a foul or violation, they should inform their team-mate.
- Non-players, apart from the captains, should refrain from getting involved. However players may seek other peoples' perspectives to clarify the rules, and to assist players to make the appropriate call.
- Players and captains are solely responsible for making and resolving all calls.
- If after discussion players cannot agree, or it is not clear and obvious:
2 - Playing Field
- The playing field is a rectangular area with dimensions and zones as shown on Figure 1 (see above) and should be essentially flat, free of obstructions and afford reasonable player safety.
- The perimeter lines surround the playing field and consist of two (2) sidelines along the length and two (2) endlines along the width.
- The perimeter lines are not part of the playing field.
- The goal lines are the lines that separate the central zone from the end zones and are part of the central zone.
- The brick marks are the intersection of two (2) crossed one (1) metre lines in the central zone, located a distance equal to the length of the end zone away from each goal line, midway between the sidelines.
- Eight brightly-coloured, flexible objects (such as plastic cones) mark the corners of the central zone and the end zones.
- The immediate surroundings of the playing field shall be kept clear of movable objects. If play is obstructed by non-players or objects within three (3) metres of the perimeter line, any obstructed player or thrower in possession may call “Violation”.
3 - Equipment
- Any flying disc acceptable to both captains may be used.
- WFDF may maintain a list of approved discs recommended for use.
- Each player must wear a uniform that distinguishes their team.
- No player may wear items of clothing or equipment that reasonably could harm the wearer or other players, or impede an opponent's ability to play.
4 - Point, Goal and Game
- A game consists of a number of points. Each point ends with the scoring of a goal.
- A game is finished and won by the first team to score fifteen (15) goals.
- A game is separated into two (2) periods of play, called halves. Half time occurs when a team first scores eight (8) goals.
- The first point of each half starts when the half starts.
- After a goal is scored, and the game has not been won or half time has not been reached:
5 - Teams
- Each team will put a maximum of seven (7) players and a minimum of five (5) players on the field during each point.
- Each team must designate a captain and a spirit captain to represent the team.
- A team may make unlimited substitutions after a goal is scored and before their team signals readiness for the pull.
- For Mixed games, a form of an alternating 4:3 personnel ratio should be used.
6 - Starting a Game
- Representatives of the two teams fairly determine which team first chooses either:
- The other team is given the remaining choice.
- At the start of the second half, these initial selections are switched.
- For Mixed games, teams should discuss any strategies to make personnel match-ups easier to identify.
7 - The Pull
- At the start of the game, after half-time or after a score, play commences with a throw by the defence, called a “pull”.
- Teams must prepare for the pull without unreasonable delay.
- The pull may be made only after both teams have signalled their readiness by having the puller and a player on offence raise a hand above their head.
- After signalling readiness all offensive players must stand with one foot on their defending goal line without changing location relative to one another until the pull is released.
- After signalling readiness all defensive players must keep their feet entirely behind the vertical plane of the goal line until the pull is released.
- If a team breaches 7.3 (“false start”) or 7.4 (“offside”) the opposing team may call the relevant violation. This must be called before the offence touches the disc (7.8 still applies).
- If the defence chooses to call a false start, the thrower must establish a pivot point as per 7.9, 7.10, 7.11, or 7.12 and then play restarts as soon as possible as if a time-out had been called at that location.
- If the offence chooses to call offside, they must let the disc hit the ground untouched and then resume play as if a brick has been called (no check is required).
- As soon as the pull is released, all players may move in any direction.
- No player on the defensive team may touch the disc after a pull until a member of the offensive team contacts the disc or the disc hits the ground.
- If an offensive player, in-bounds or out-of-bounds, touches the disc before it hits the ground, and the offensive team fails to subsequently establish possession, that is a turnover (a “dropped pull”).
- If an offensive player catches the pull and subsequently establishes possession, they must establish a pivot point at the location on the playing field nearest to where possession is established, even if that pivot point is in their defending end zone.
- If the disc initially contacts the playing field and never becomes out-of-bounds, the thrower must establish a pivot point where the disc stops, even if that pivot point is in their defending end zone.
- If the disc initially contacts the playing field and then becomes out-of-bounds without contacting an offensive player, the thrower must establish a pivot point where the disc first crossed the perimeter line, or the nearest location in the central zone if that pivot point would be in their defending end zone.
- If the disc does contact an offensive player before it becomes out-of-bounds the thrower must establish a pivot point where the disc first crossed the perimeter line, even if that pivot point is in their defending end zone.
- If the disc contacts the out-of-bounds area without first touching the playing field or an offensive player, the thrower may establish a pivot point either at the brick mark closest to their defending end zone, or at the location on the central zone closest to where the disc went out-of-bounds (Section 11.8). The binding brick option must be signalled before the disc is picked up. It must be signalled by any offensive player fully extending one arm overhead, and they should call “brick”.
- At the start of the game, after half-time or after a score, play commences with a throw by the defence, called a “pull”.
8 - State of Play
- Play is 'dead', and no turnover is possible:
- After the start of a point, until the pull is released;
- When the disc must be carried to the pivot location after the pull or a turnover, until a pivot point is established;
- After a call which stops the play or any other stoppage, until the disc is checked in; or
- After a disc hits the ground, until possession is established by the appropriate team.
- Players are allowed to move during dead play (unless specified otherwise).
- Play that is not dead is “live”.
- The thrower may not transfer possession of the disc during dead play to another player.
- Any player may attempt to stop a disc from rolling or sliding after it has hit the ground.
- If, in attempting to stop such a disc, a player significantly alters the disc’s position, the opposition may request that the pivot point be established at the location where the disc was contacted.
- After a turnover, and after the pull, an offensive player must move at walking pace or faster to directly retrieve the disc and establish a pivot point.
- In addition to 8.5, after a turnover the thrower must establish a pivot point within the following time limits, if the disc did not become out-of-bounds, and the disc’s location is:
- If the offence breaches 8.5, or 8.5.1, the defence may give a warning (“Delay of Game” or using a pre-stall for breaches of 8.5.1) or may call a “Violation”.
- If, after a warning, the offence continues to breach 8.5, or 8.5.1, then 9.3.1 does not apply and the marker may commence the stall count.
- The defence must not move in a manner that obstructs the offence from taking possession of the disc or establishing a pivot point.
- If players cannot agree on the correct pivot location, the relevant midpoint between the two proposed pivot locations must be used.
- Play is 'dead', and no turnover is possible:
9 - Stall Count
- The marker administers a stall count on the thrower by announcing “Stalling” and then counting from one (1) to ten (10). The interval between the start of each number in the stall count must be at least one (1) second.
- The stall count must be clearly communicated to the thrower.
- The marker may only start and continue a stall count when:
- If the marker moves beyond the appropriate three (3) metre radius, or a different player becomes the marker, the stall count must be restarted at “Stalling one (1)”.
- After a stoppage in play the stall count is resumed as follows:
- After an accepted breach by the defence the stall count restarts at “Stalling one (1)”.
- After an accepted breach by the offence the stall count restarts at maximum nine (9).
- After a contested stall-out the stall count restarts at “Stalling eight (8)”.
- After continuation of play in accordance with rule 16.3.2 the stall count restarts at “Stalling one (1)”.
- After all other calls, including “pick”, the stall count restarts at maximum six (6). However:
- If there is a call involving the thrower, and a separate receiving breach, and the disc is returned to the thrower, the stall count is resumed based on the outcome of the call involving the thrower.
- If there is a violation called related to The Check (Section 10), the stall count resumes at the same count that was determined prior to that violation.
- To restart a stall count “at maximum n”, where “n” is determined by 9.5.2, 9.5.5, or 20.3.6, means the following:
- If “x” is the last agreed number fully uttered prior to the call, then the stall count resumes at “Stalling (x plus one)” or “Stalling n”, whichever of those two numbers is lower.
10 - The Check
- Whenever play stops during a point for a foul, violation, contested turnover, specified turnover, contested goal, stoppage, discussion, or at the completion of a time-out, play must restart as quickly as possible with a check. The check may only be delayed for the discussion of a call.
- Player positioning after a call (except in the case of a time-out, and unless specified otherwise):
- If play stops before a pass is thrown, all players must return to the location they held when the call was made.
- If play stops after a pass is thrown, then:
- if the disc is returned to the thrower, all players must return to the location they held when the thrower released the pass, or the time of the call, whichever is earlier.
- if the result of the play stands all players must return to the location they held when either a player established possession, or the disc hit the ground.
- if a player other than the thrower gains possession as a result of an accepted breach, all players must return to the location they held when the breach occurred.
- All players must remain stationary in that location until the disc is checked in.
- Any player may briefly extend a stoppage of play to fix faulty equipment (“equipment”), but active play may not be stopped for this purpose.
- Prior to the check the person checking the disc in, and the nearest opposition player, must verify that their own team-mates are ready, and positioned as per 10.2.
- If there is an unnecessary delay in checking the disc in, the opposition may give a warning (“Delay of Game”). If the delay continues, the team that gave the warning may check the disc in by calling “Disc In”, without verification from the opposition, but only if the team checking the disc in are all stationary, and positioned as per 10.2.
- To restart play with a check:
- A player may call a violation regarding the check if an opponent:
- attempts a pass without an appropriate check as per 10.6; or
- restarts play without verification from their nearest opposition player; or
- is moving immediately prior to the check; or
- was not in the appropriate position.
- After this violation call any pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower (unless 16.3 applies).
11 - Out-of-bounds
- The entire playing field is in-bounds. The perimeter lines are not part of the playing field and are out-of-bounds. All non-players are part of the out-of-bounds area.
- The out-of-bounds area consists of the ground which is not in-bounds and everything in contact with it, except for defensive players, who are always considered “in-bounds”.
- An offensive player who is not out-of-bounds is in-bounds.
- An airborne player retains their in-bounds/out-of-bounds status until that player contacts the playing field or the out-of-bounds area.
- A player who has caught the disc, who contacts the playing field and then contacts an out-of-bounds area, is still considered in-bounds, as long as they maintain the catch until they establish possession.
- If they leave the playing field, they must establish a pivot point at the location on the playing field where they crossed the perimeter line (unless 14.3 is in effect).
- A thrower who contacts an out-of-bounds area is considered in-bounds until they make a pass.
- Contact between players does not confer the state of being in- or out-of-bounds from one to another.
- The following are out-of-bounds turnovers, and no catch is deemed to have occurred:
- A disc is in-bounds once play is live, or when play starts or restarts.
- A disc becomes out-of-bounds when it first contacts the out-of-bounds area or contacts an out-of-bounds offensive player. A disc that has been caught by an offensive player has the same in/out-of-bounds status as that player. If the disc is simultaneously caught by more than one offensive player, one of them being out-of-bounds, the disc is out-of-bounds.
- The disc may fly outside a perimeter line and return to the playing field, and players may go out-of-bounds to make a play on the disc.
- The place where a disc went out-of-bounds is the location where, prior to contacting an out-of-bounds area or player, the disc was most recently:
- If the disc is out-of-bounds and more than three (3) metres from the pivot location, non-players may retrieve the disc. The thrower must carry the disc the last three (3) metres to the playing field.
12 - Receivers and Positioning
- A “catch” occurs when a player has a non-spinning disc trapped between at least two body parts. A catch can enable a player to establish possession of the disc.
- If the player fails to maintain the catch due to subsequent ground contact related to the catch, or contact related to the catch with a team-mate or a legitimately positioned opposition player, possession is deemed to have not occurred.
- After establishing possession, that player becomes the thrower.
- If offensive and defensive players catch the disc simultaneously, the offence retains possession.
- A player in an established position is entitled to remain in that position and must not be contacted by an opposing player.
- Every player is entitled to occupy any position on the field not occupied by any opposing player, provided that they do not initiate contact in taking such a position, and are not moving in a reckless or dangerously aggressive manner.
- However when the disc is in the air a player may not move in a manner solely to prevent an opponent from taking an unoccupied path to make a play on the disc.
- All players must attempt to avoid initiating contact with other players, and there is no situation where a player may justify initiating contact. This includes avoiding initiating contact with a stationary opponent, or an opponent’s expected position based on their established speed and direction.
- “Making a play for the disc” is not a valid excuse for initiating contact with other players.
- Before a player dives, leaps or jumps away from their position, they must be reasonably certain they will not initiate contact with an opponent.
- If a player is not reasonably certain that they will be able to make a legal play at the disc before an opponent who is moving in a legal manner, they must adjust their movements to avoid initiating contact. If that adjustment is made, the result of the play still stands.
- The player who initiates contact is deemed to be the player who:
- arrived at the point of contact after the opponent had already established a legitimate position at that point (either a stationary or moving opponent), or
- adjusted their movements in a way that created unavoidable contact with an opponent moving in a legal manner, when taking into account all players’ established position, speed and direction.
- If it is unclear which player initiated contact, and one of the players dived, leaped or jumped away from their position, that player is deemed to have initiated contact.
- Some minor contact may occur as two or more players move towards a single point simultaneously. Minor contact should be minimized but is not considered a foul.
- Players may not use their extended arms or legs to obstruct the movement of opposing players.
- No player may physically assist the movement of another player, nor use an item of equipment or object to assist in contacting the disc.
- A “catch” occurs when a player has a non-spinning disc trapped between at least two body parts. A catch can enable a player to establish possession of the disc.
13 - Turnovers
- A turnover that transfers possession of the disc from one team to the other occurs when:
- the disc contacts the ground while it is not in the possession of an offensive player (a “down”);
- however it is not “down” if a receiver catches a pass before the disc contacts the ground, and maintains the catch while the disc is in contact with the ground.
- a defensive player establishes possession of a pass (an “interception”);
- the disc becomes out-of-bounds (an “out-of-bounds” or “out”); or
- during the pull, the offence touches the disc before it hits the ground, and subsequently fails to establish possession of the disc (a “dropped pull”).
- the disc contacts the ground while it is not in the possession of an offensive player (a “down”);
- A turnover that transfers possession of the disc from one team to the other, and results in a stoppage of play, occurs when:
- there is an accepted offensive receiving foul;
- the thrower has not released the pass before the marker first starts to say the word “ten” in the stall count (a “stall-out”);
- the disc is intentionally transferred from one offensive player to another without ever being completely untouched by both players (a “handover”);
- the thrower intentionally deflects a pass to themselves off another player (a “deflection”);
- in attempting a pass, the thrower catches the disc after release prior to the disc being contacted by another player (a “self-catch”);
- an offensive player intentionally assists a team-mate’s movement to catch a pass; or
- an offensive player uses an item of equipment or object to assist in catching a pass.
- If a player determines a turnover has occurred they must make the appropriate call immediately. If the opposition disagrees they may call “contest” and play must stop. If, after discussion, players cannot agree or it is unclear what occurred in the play, the disc must be returned to the last non-disputed thrower.
- After a “stall-out” call:
- If the thrower still has possession of the disc, but they believe a fast count occurred in such a manner that they did not have a reasonable opportunity to call fast count before a stall-out, the play is treated as either an accepted defensive breach (9.5.1) or a contested stall-out (9.5.3).
- If the thrower made a completed pass, the thrower can contest if they believe it was not a “stall-out”, or there was a fast count immediately prior to the “stall-out”.
- If the thrower contests a stall-out but also attempts a pass, and the pass is incomplete, then the turnover stands and play restarts with a check.
- Any offensive player may establish possession of the disc after a turnover, except:
- If the player in possession after a turnover, or after a pull that has already hit the ground, intentionally drops the disc, places the disc on the ground, or transfers possession of the disc, they must re-establish possession and restart play with a check.
- After a turnover, the turnover location is where:
- the disc has come to a stop or is picked up by an offensive player; or
- the intercepting player stops; or
- the thrower was located at the time of the call, in the case of 13.2.2, 13.2.3, 13.2.4, 13.2.5; or
- the offensive player was located, in the case of 13.2.6 and 13.2.7; or
- the accepted offensive receiving foul occurred.
- If the turnover location is out-of-bounds, or the disc touched an out-of-bounds area after the turnover occurred, the thrower must establish a pivot point at the location on the central zone nearest to where the disc went out-of-bounds (Section 11.8).
- If 13.8 does not apply, a pivot point must be established according to 13.9, 13.10, or 13.11.
- If the turnover location is in the central zone, the thrower must establish a pivot point at that location.
- If the turnover location is in the offence’s attacking end zone, the thrower must establish a pivot point at the nearest location on the goal line.
- If the turnover location is in the offence’s defending end zone, the thrower may choose where to establish a pivot point:
- at the turnover location, by staying at the turnover location or faking a pass; or
- at the nearest location on the goal line to the turnover location, by moving from the turnover location.
- The intended thrower, before picking up the disc, may signal the goal line option by fully extending one arm above their head.
- Immediate movement, staying at the turnover location, faking a pass, or signaling the goal line option, determines where to establish a pivot point and cannot be reversed.
- If, after an accepted turnover, play has continued unknowingly, play stops and the disc is returned to the turnover location, players resume their positions at the time the turnover occurred and play restarts with a check.
- A turnover that transfers possession of the disc from one team to the other occurs when:
14 - Scoring
- A goal is scored if an in-bounds player catches a legal pass and:
- all their ground contacts are entirely within their attacking end zone, or for an airborne player, all of their first simultaneous points of ground contact after catching the disc are entirely within their attacking end zone, and
- they subsequently establish possession of the disc, and maintain the catch throughout all ground contact related to the catch (note 12.1, 12.1.1).
- If a player believes a goal has been scored, they may call “goal” and play stops. After a contested or retracted goal call play must restart with a check and the call is deemed to have been made when the player established possession.
- If a player in possession of the disc ends up in the end zone they are attacking without scoring a goal according to 14.1, the player must establish a pivot point at the nearest location on the goal line.
- The time at which a goal is deemed to have been scored is when the player established possession.
- A goal is scored if an in-bounds player catches a legal pass and:
15 - Calling Fouls, Infractions and Violations
Annotation: Calling a breach or turnover
A player that makes a foul, violation, infraction, or turnover call must have reasonable grounds to think that a breach or turnover might have occurred, but they do not have to be certain that it has occurred. If a player believes that they have reasonable grounds to think that a breach or turnover might have occurred, they may call a stoppage (without making a specific call) to enable players to discuss the situation and determine what did occur and the appropriate outcome.- A breach of the rules due to non- minor contact between two or more opposing players is a foul.
- A player intentionally initiating minor contact is still a breach of the rules, but is to be treated as a violation, and not a foul.
- A breach of the rules regarding a Marking or Travel breach is an infraction. Infractions do not stop play.
- Every other breach of the rules is a violation.
- Only the player fouled may claim a foul, by calling “Foul”.
- In general only the thrower may claim an infraction, by calling the specific name of the infraction.
- However any offensive player may call a double team, and any defensive player may call a travel infraction.
- Any opposing player may claim a violation, by calling the specific name of the violation or “Violation”, unless specified otherwise by the particular rule.
- When a foul or violation call is made that stops play, players must stop play by visibly or audibly communicating the stoppage as soon as they are aware of the call and all players should echo calls on the field. If play has stopped for a discussion without any call having been made, a call is deemed to have been made when the discussion started.
- Calls must be made immediately after the breach is recognised.
- After a player initiates a stoppage incorrectly, including after mishearing a call, not knowing the rules, or not making the call immediately:
- if the opposition gains or retains possession, any subsequent play stands.
- if the opposition does not gain or retain possession, the disc must be returned to the last non-disputed thrower, unless 16.3 applies.
- The stall count resumes as if an accepted breach has been caused by the player who initiated the stoppage incorrectly.
- If the player against whom the foul, infraction or violation has been called disagrees that it occurred, or does not think it is a correct call, they may call “Contest”.
- If a player making any call subsequently determines that their call was incorrect, they can retract the call, by calling “Retracted“. Play resumes as if an accepted breach has been caused by that player.
- If multiple breaches occur on the same play or before play stops, the outcomes should be resolved in reverse sequence (latest breach first, earliest breach last).
- Players are encouraged to use the WFDF Hand Signals to communicate all calls.
- A breach of the rules due to non- minor contact between two or more opposing players is a foul.
16 - Continuation after a Call
- Whenever a foul or violation call is made, or a player attempts to stop play in any way, play stops immediately and no turnover is possible (unless in situations specified in 15.9, 16.2, and 16.3).
- If a foul or violation:
- is called against the thrower and the thrower attempts a pass, or
- is called by the thrower during the act of throwing, or
- is called or occurs when the disc is in the air,
- Once possession has been established:
- If the team that called the foul or violation gains or retains possession as a result of the pass, the play stands. Play can continue without a stoppage if the player who made the foul or violation call makes a “Play on” call as soon as possible.
- If the team that called the foul or violation does not gain or retain possession as a result of the pass, play must be stopped.
- If the team that called the foul or violation believes that possession has been affected by the foul or violation, the disc will be returned to the thrower for a check (unless the specific rule says otherwise).
- Regardless of when any call is made, if the players involved from both teams agree that the event or call did not affect the outcome, the play stands. This rule is not superseded by any other rule.
17 - Fouls
Annotation: Minor Contact involving hands/arms
Contact with an opponent’s extended arms or hands that are about to, or already are, contacting the disc is not considered to be minor contact. Contact to the throwers hand during the throwing motion is not considered to be minor contact.- Dangerous Play:
- Actions demonstrating reckless disregard for the safety of fellow players, or posing significant risk of injury to fellow players, or other dangerously aggressive behaviours, are considered dangerous play and must be treated as a foul, regardless of whether or when contact occurs. This rule is not superseded by any other foul rule. If the dangerous play call is accepted, this must be treated as the most relevant foul from Section 17.
- Receiving Fouls:
- A Receiving Foul occurs when a player initiates non- minor contact with an opponent before, while, or directly after, either player makes a play on the disc.
- Contact with an opponent’s arms or hands, that occurs after the disc has been caught, or after the opponent can no longer make a play on the disc, is not a sufficient basis for a foul, but should be avoided (excluding contact related to Section 17.1 and 17.3).
- After an accepted receiving foul the fouled player gains possession at the location of the breach, even if that location is in an end zone, and play restarts with a check. If, after the check, 14.3 applies, the stall count can not be started until a pivot point is established at the nearest location on the goal line. If the foul is contested, the disc is returned to the thrower.
- A Receiving Foul occurs when a player initiates non- minor contact with an opponent before, while, or directly after, either player makes a play on the disc.
- Strip Fouls:
- Blocking Fouls:
- A Blocking Foul occurs when a player takes a position that an opponent moving in a legal manner will be unable to avoid, taking into account the opponents expected position based on their established speed and direction, and non-minor contact results. This is to be treated as either a receiving foul or an indirect foul, whichever is applicable.
- Force-out Fouls:
- A Force-out Foul occurs when a receiver is in the process of establishing possession of the disc, and is fouled by a defensive player before subsequently establishing possession, and the contact caused the receiver:
- If the receiver would have caught the disc in their attacking end zone, it is a goal;
- If the force-out foul is contested, the disc is returned to the thrower if the receiver became out-of-bounds, otherwise the disc stays with the receiver.
- Defensive Throwing (Marking) Fouls:
- A Defensive Throwing Foul occurs when:
- There is non-minor contact between the thrower and an illegally positioned defensive player (Section 18.1); or
- A defensive player initiates non-minor contact with the thrower, or there is non-minor contact resulting from the thrower and the defender both vying for the same unoccupied position, prior to the thrower releasing the pass.
- If a Defensive Throwing Foul occurs prior to the thrower releasing the pass and not during the throwing motion, the thrower may choose to call a contact infraction, by calling “Contact”. After a contact infraction that is not contested, play does not stop and the marker must resume the stall count at one (1).
- A Defensive Throwing Foul occurs when:
- Offensive Throwing (Thrower) Fouls:
- Indirect Fouls:
- An Indirect Foul occurs when there is non-minor contact between a receiver and a defensive player that does not directly affect an attempt to make a play on the disc.
- Prior to making the “Indirect Foul” call, the player may delay the call up to two (2) seconds to determine if the breach will affect the play.
- If the foul is accepted the fouled player may make up any positional disadvantage caused by the foul.
- An Indirect Foul occurs when there is non-minor contact between a receiver and a defensive player that does not directly affect an attempt to make a play on the disc.
- Offsetting Fouls:
- If accepted fouls are called by offensive and defensive players on the same play, these are offsetting fouls, and the disc must be returned to the last non-disputed thrower.
- If there is non- minor contact that is caused by two or more opposing players moving towards a single point simultaneously, this must be treated as offsetting fouls.
- However if this occurs after the disc has been caught, or after the relevant player/s involved can no longer make a play on the disc, this must be treated as an Indirect Foul (excluding contact related to Section 17.1).
- Dangerous Play:
18 - Infractions and Violations
- Marking Infractions:
- Marking infractions include the following:
- “Fast Count” – the marker:
- “Straddle” – a line between a defensive player’s feet comes within one disc diameter of the thrower’s pivot point.
- “Disc Space” – any part of a defensive player is less than one disc diameter away from the torso of the thrower. However, if this situation is caused solely by movement of the thrower, it is not an infraction.
- “Wrapping” – 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. However, if this situation is caused solely by movement of the thrower, it is not an infraction.
- “Double Team” – a defensive player other than the marker is within three (3) metres of the thrower's pivot point without also guarding another offensive player.
- “Vision” - a defensive player uses any part of their body to intentionally obstruct the thrower’s vision.
- A marking infraction may be contested by the defence, in which case play stops.
- If a pass has been completed, a contested or retracted marking infraction must be treated as a violation by the offence, and the disc must be returned to the thrower.
- After all marking infractions listed in 18.1.1 and where play has not stopped, the marker must resume the stall count with the number last fully uttered before the call, minus one (1).
- The marker must not resume counting until any illegal positioning has been corrected. To do otherwise is a subsequent marking infraction.
- Instead of calling a marking infraction, the relevant player may call a marking violation and stop play if;
- If a marking infraction, or a marking violation, is called and the thrower also attempts a pass before, during or after the call, the call has no consequences (unless 18.1.2.1 applies) and if the pass is incomplete, then the turnover stands.
- Marking infractions include the following:
- “Travel” Infractions:
- After catching the disc, 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:
- The thrower may move in any direction (pivot) only by establishing and maintaining a pivot point until releasing a pass.
- A thrower who is not standing can use any part of their body as the pivot point.
- If they stand up it is not a travel, but only if a pivot point is established at the same location.
- A travel infraction occurs if:
- the thrower establishes 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;
- the thrower releases a pass in breach of 18.2.1.1;
- anytime the thrower must move to a specified location, the thrower does not establish a pivot point before a wind-up or throwing motion begins;
- the thrower fails to keep the established pivot point until releasing a pass;
- a player intentionally bobbles, fumbles or delays the disc to themselves, for the sole purpose of moving in a specific direction.
- After an accepted travel infraction is called (“travel”), play does not stop.
- The thrower establishes a pivot point at the correct location, as indicated by the player who called the travel. This must occur without delay from either player involved.
- Any stall count is paused, and the thrower may not throw the disc, until a pivot point is established at the correct location.
- The marker does not need to say “Stalling” before resuming the stall count.
- If, after a travel infraction but before correcting the pivot point, the thrower throws a completed pass, the defensive team may call a travel violation. Play stops and the disc is returned to the thrower. The thrower must return to the location occupied at the time of the infraction. Play must restart with a check.
- If, after a travel infraction, the thrower throws an incomplete pass, play continues.
- After a contested travel infraction where the thrower has not released a pass, play stops.
- After catching the disc, the thrower must reduce speed as quickly as possible, without changing direction, until they have established a pivot point.
- “Pick” Violations:
- If a defensive player is guarding one offensive player and they are prevented from moving towards/with that player by another player, that defensive player may call “Pick”. However it is not a pick if both the player being guarded and the obstructing player are making a play on the disc at the time of the obstruction.
- Prior to making the “Pick” call, the defender may delay the call up to two (2) seconds to determine if the obstruction will affect the play.
- If play has stopped, the obstructed player may move to the agreed position they would have otherwise occupied if the obstruction had not occurred, unless specified otherwise.
- All players should take reasonable efforts to avoid the occurrence of picks.
- During any stoppage opposing players may agree to slightly adjust their locations to avoid potential picks.
- If a defensive player is guarding one offensive player and they are prevented from moving towards/with that player by another player, that defensive player may call “Pick”. However it is not a pick if both the player being guarded and the obstructing player are making a play on the disc at the time of the obstruction.
- Marking Infractions:
19 - Safety Stoppages
- Injury Stoppage
- An injury stoppage, “Injury”, may be called by the injured player, or by any player on the injured player’s team.
- If the injury was not caused by an opponent, the player must choose either to be substituted, or to charge their own team with a time-out.
- If the injury was caused by an opponent, the player may choose to stay or to be substituted.
- If the injured player had established possession of the disc, and the player has dropped the disc due to the injury, that player retains possession of the disc.
- The injury stoppage is considered to have been called at the time of the injury, unless the injured player chooses to continue play before the stoppage is called.
- If the disc was in the air when the injury stoppage was called, play continues until either a player establishes possession, or the disc hits the ground. If the injury is not the result of a foul by an opponent, the completion or turnover stands, and play restarts there after the stoppage.
- Technical Stoppage
- Any player who recognises a condition that endangers players, including if a player has an open or bleeding wound, should call a technical stoppage by calling “technical” or “stop”. Play must stop immediately.
- A team-mate, coach, or designated official, should actively alert players to any condition that endangers players.
- A player who has an issue regarding an open or bleeding wound has seventy (70) seconds to effectively address the issue. If they need additional time to address the issue, they must choose either to be substituted, or to charge their own team with a time-out.
- The thrower may call a technical stoppage during play to replace a severely damaged disc.
- After a technical stoppage called while the disc is in the air, or if play has continued unknowingly:
- Any player who recognises a condition that endangers players, including if a player has an open or bleeding wound, should call a technical stoppage by calling “technical” or “stop”. Play must stop immediately.
- If a player is substituted after an injury, or due to illegal or faulty equipment, the opposing team may also choose to substitute one player.
- Substitute players take on the full state (location, possession, stall count etc) of the player they are substituting and may make a call on their behalf.
- Injury Stoppage
20 - Time-Outs
- The player calling a time-out must form a “T” with their hands, or with one hand and the disc, and should call “time-out” to opposition players.
- After the start of a point and before both teams have signalled readiness, a player from either team may call a time-out. The time-out extends the time between the start of the point and subsequent pull by seventy-five (75) seconds.
- After the pull only a thrower with possession of the disc may call a time-out. The time-out starts when the “T” is formed, and lasts seventy-five (75) seconds. After such a time-out:
- Substitutions are not allowed, except for injury.
- Play is restarted at the pivot location.
- The thrower must remain the same.
- All other offensive players must establish a stationary position, at any location.
- Once the offensive players have selected positions, defensive players must then establish a stationary position, at any location.
- The stall count restarts at maximum nine (9). However if the marker has been switched, the stall count restarts at “Stalling one (1)”.
- If the thrower attempts to call a time-out while play is live and when their team has no remaining time-outs, play is stopped. The marker must add two (2) seconds to the stall count they would have restarted play on before restarting play with a check. If this results in a stall count of ten (10) or above, this is a “stall-out” turnover.
Definitions
| Act of throwing | See throwing motion. |
| Affect the play | A breach or call affects the play if it is reasonable to assume that the outcome of the specific play may have been meaningfully different had the breach or call not occurred. |
| Attacking end zone | The end zone in which the team in question is currently attempting to score. |
| Best perspective | The most complete viewpoint available by a player that includes the relative position of the disc, ground, players and line markers involved in the play. |
| Call | A clearly communicated statement that a foul, infraction, violation, turnover or injury has occurred. The following terms may be used: Foul, Travel, specific name of Marking Infraction, Violation (or specific name of Violation), specific name of turnovers, Technical, and Injury. |
| Catch | A non-spinning disc trapped between at least two body parts. If a player initially catches a pass and then, prior to establishing possession, they do not maintain the catch (‘maintain the catch’ means to continue to have a non-spinning disc trapped between at least two body parts), that initial catch is deemed to have ended. |
| Central zone | The area of the playing field including the goal lines but excluding the end zones and the perimeter lines. |
| Defending end zone | The end zone in which the team in question is currently attempting to prevent the opposition from scoring. |
| Defensive player | Any player whose team is not in possession of the disc. |
| End zone | One of the two areas at the end of the playing field where teams can score a goal by catching the disc there. |
| Goal line | The line separating the central zone from each end zone. It is not part of the end zone. |
| Ground | The ground consists of all substantial solid objects, including grass, marker cones, equipment, water, trees, fences, walls and non-players, but excluding all players and their worn clothing, airborne particles and precipitation. |
| Ground contact | Refers to all player contact with the ground directly related to a specific event or manoeuvre, including landing or recovery after being off-balance (e.g., jumping, diving, leaning, or falling). |
| Guarding | A defender is guarding an offensive player when they are within three metres of that offensive player and are primarily focused on and reacting to that offensive player. |
| Interception | When a player on the defensive team establishes possession of a throw by a player on the offensive team. |
| Legitimate position | The stationary or moving position established by a player that is not in breach of any rules. |
| Line | A boundary defining the playing areas. On an unlined field, the boundary is defined as an imaginary line between two field markers with the thickness of said markers. Line segments are not extrapolated beyond the defining markers. |
| Making a play on the disc | When the disc is in the air and a player is attempting to make contact with the disc in any way e.g. to catch it or block it. This includes the process of running towards the place they expect to make contact with the disc. |
| Marker | The defensive player who may call the stall count on the thrower. |
| Minor contact | Contact that involves minimal physical force and does not alter the movements or position of another player. |
| Non-player | Any person, including a team member, who is not currently a player. |
| Offensive player | A player whose team is in possession of the disc. |
| Out-of-bounds (OB) | Everything that is not part of the playing field, including the perimeter lines. |
| Perimeter lines | Lines separating the central zone or end zone from the out-of-bounds area. They are not part of the playing field. |
| Pivot | When the thrower moves in any direction while keeping one part of their body in constant contact with a specific point on the ground called the pivot point. |
| Pivot Location | The point on the playing field where the thrower is required to establish a pivot point after a turnover, after the pull, after a time-out, after leaving the central zone, or where a pivot point has already been established. |
| Play | The time after the Pull has commenced and prior to the scoring of a goal. Play may further stop due to a call, in which case play is restarted with a check. |
| Player | The people who are actually participating in the current point of play. |
| Playing Field | The area including the central zone and the end zones, but excluding the perimeter lines. |
| Possession of the disc | A player establishes possession of a pass when: |
| Pre-stall | A warning regarding time limits to resume play, issued by giving warnings at twenty (20), ten (10), and five (5) seconds (as applicable) |
| Pull | The throw by the defence to the offence that starts play at the beginning of a half or after a goal. The pull is not considered a legal pass. |
| Receivers | All offensive players other than the thrower. |
| Spirit stoppage | A stoppage to discuss issues related to Spirit of the Game. |
| Stoppage of play | Any halting of play due to a foul, violation, discussion, contested call, injury or time-out, that requires a check to restart play. |
| Throw | A disc in flight following any throwing motion, including after a fake attempt and an intentionally dropped disc, that results in loss of contact between the thrower and the disc. |
| Thrower | The offensive player in possession of the disc, or the player who has just thrown the disc prior to when the result of the throw has been determined. |
| Throwing motion | The throwing motion is the motion that transfers momentum from the thrower to the disc in the direction of flight and results in a throw. Pivots and wind-ups are not part of the act of throwing. |
| Turnover | Any event resulting in a change of the team in possession. A turnover is not considered a violation. |
| Where the disc stops | Refers to the location where a player establishes possession, the disc comes to rest naturally, or where the disc is stopped from rolling or sliding. |
Appendix: rules that apply at WFDF events
Appendix introduction
The intention of these rules is to provide additions to the basic rules to create a smooth-running, spectator-friendly, well-resourced elite sports event. Where there is a discrepancy between the Rules of Ultimate and the Appendix, the Appendix takes precedence. These rules set the standard for World Flying Disc Federation (WFDF) events, but should also guide best practice for non-WFDF events. Specifically, these rules should be applied at the following events:
- World Ultimate and Guts Championships,
- World Masters Ultimate Championships,
- World Ultimate Club Championships,
- World Masters Ultimate Club Championships,
- Continental Championships (e.g. Pan-American Championships, Asia-Oceanic Championships, All Africa Championships),
- The World Games (along with other changes as mandated by WFDF and/or IWGA event hosts),
- World Under-24 Championships,
- World Junior Ultimate Championships.
For non-WFDF events, a selection or modification of these rules may be added to the basic rules of play, according to the level of resources available and the standard of play. Basic modifications for a non-WFDF event may include:
- playing surface,
- number of players,
- size of field,
- length of game, and
- field markings.
Appendix A: WFDF Additional Championship Game Rules
A1 - Playing Field
- A1.1. The entire surface of the field of play must be one of the following:
- A1.2. Playing field dimensions:
- A1.2.1. The playing field is one hundred (100) metres long by thirty-seven (37) metres wide.
- A1.2.2. The central zone is sixty-four (64) metres long, and the two end zones are eighteen (18) metres deep at each end of the central zone. The brick marks are eighteen (18) metres from each goal line located midway between the sidelines.
- A1.2.3. All lines must be between seventy-five (75) and one hundred and twenty (120) millimetres wide, and marked with a non-caustic material.
- A1.3. A restraining line must be established a minimum of three (3) metres from the perimeter line. All persons from the active teams must remain outside this line during play. A second restraining line must be established a minimum of two (2) meters from the first restraining line. These restraining lines may be increased by a WFDF Official at their discretion. All other persons, apart from permitted officials, and equipment must remain outside this line during play.
- A1.3.1. Where a second restraining line is used, the distance for calling a sideline obstruction according to Rule 2.7 is increased from three (3) metres to five (5) metres.
- A1.4. The minimum distance between adjacent fields must be three (3) metres.
- A1.4.1. If the distance between adjacent fields is less than six (6) metres a maximum of two (2) non-players per team are allowed between the fields during play. No other persons or equipment, apart from permitted officials, are allowed between the two fields during play.
- A1.5. A WFDF Official must approve in writing any reduction to the location of the restraining line, any further reduction to distance between two adjacent fields, or any reduction to the field size.
- A1.6. To allow a field to fit in a smaller playing area an exemption may be requested to reduce the field size, with the minimum width being thirty-five (35) metres and the minimum length being ninety (90) metres. End zones and the brick mark location may be reduced to minimum size of fifteen (15) metres.
- A1.7. WFDF Officials may require teams to limit the location of team members, Non-playing Team Support (NPTS), and equipment to specific areas, which could include a requirement to be only on one sideline or in a designated smaller area.
- A1.7.1. Anyone who is not registered as a player or a NPTS, shall be deemed a spectator with restricted access rights.
- A1.8. WFDF Officials may designate specific objects that are above the playing field as not being out-of-bounds and that, if hit, result in the disc being returned to the thrower.
A2 - Equipment
A3 - Start of Game
- A3.1. Team representatives will determine the order of initial choices by tossing two discs (the “toss”).
- A3.2. One of the representatives will call “same” or “different”, while the discs are in the air.
- A3.3. If both discs are facing up or both facing down, then “same” wins, otherwise “different” wins.
- A3.4. The toss should happen on the field.
- A3.5. The game clock will start at the scheduled time as signalled by a WFDF official.
- A3.5.1. Alterations to the starting time may only be made at the discretion of a designated WFDF official.
- A3.5.2. If, after the toss, the starting time is altered by more than fifteen (15) minutes, or the game is moved to a different field, the team that won the toss may change their initial choice. The opponent may then also change their choice as required. This must happen at least five (5) minutes before the revised starting time.
A4 - Length of Game
- A4.1. Target
- A4.1.1. A team wins having reached the target of fifteen (15) goals.
- A4.2. Time cap:
- A4.2.1. The time cap occurs after one hundred (100) minutes of game time, if the target has not been reached.
- A4.2.2. At time cap the game continues until completion of the current point. If at the completion of the current point neither team has reached fifteen (15) goals, one (1) goal is added to the highest score to determine a time cap target. The game continues until a team wins by reaching the time cap target.
- A4.2.3. The time cap does not affect the number of time-outs available for a team.
- A4.3. Half Time:
- A4.4. Half Time Cap:
- A4.4.1. The half time cap occurs after fifty-five (55) minutes of game time, if the half time target has not been reached.
- A4.4.2. At half time cap play continues until the completion of the current point. If at the completion of the current point neither team has reached eight (8) goals, one (1) goal is added to the highest score to determine a half time cap target. The game continues until a team reaches the half time cap target, and then half time occurs.
- A4.4.3. The half time cap does not affect the number of time-outs available for a team.
- A4.5. Time-outs:
- A4.5.1. Each team may take two (2) time-outs per game. A time-out lasts seventy-five (75) seconds.
- A4.6. The game clock does not stop for time between points, time-outs or half time. However the game clock does stop for:
- A4.1. Target
A5 - Time Limits
- A5.1. A timekeeper must be appointed to monitor time and signal time warnings.
- A5.2. The toss:
- A5.2.1. Team captains must complete the toss at least five (5) minutes before the start of the game.
- A5.2.2. If the toss hasn't been completed, and one team's captain isn't present for the toss five (5) minutes before the start of the game, the captain in attendance will make both the choice of initial possession and the choice of which end they will defend.
- A5.2.3. If neither captain is present, the first to arrive will have those choices.
- A5.3. At the start of a half of play:
- A5.4. At the start of a point, and prior to the subsequent pull to begin play:
- A5.4.1. Offence
- A5.4.1.1. After forty-five (45) seconds from the start of a point all offensive players should stand with one foot on their defending goal line without changing position relative to one another, until the pull is released.
- A5.4.1.2. The offensive team should ensure that the defensive team has an unobstructed view of the offensive players.
- A5.4.1.3. The offensive team has sixty (60) seconds from the start of a point to signal readiness to receive the pull. The offence must be legally positioned and all non-players from the offensive team must be off the playing field before the offence can legally signal readiness.
- A5.4.1.4. If the offence fails to legally signal readiness in time the opposition should call a “pre-pull time limit violation” prior to the pull and play must stop until both teams acknowledge the violation, otherwise the call has no affect.
- A5.4.2. Defence
- A5.4.2.1. The defensive team has seventy-five (75) seconds from the start of a point to pull the disc, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later.
- A5.4.2.1.1. All non-players from the defensive team must be off the playing field before the pull is released. If non-players from the defensive team are not off the field, this violation must be called before the offence touches the disc, and play should resume as if an offside violation has been called.
- A5.4.2.2. If the defence fails to pull in time the opposition should call a “pre-pull time limit violation”. This violation must be called before the offence touches the disc.
- A5.4.2.1. The defensive team has seventy-five (75) seconds from the start of a point to pull the disc, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later.
- A5.4.3. Mixed division
- A5.4.3.1. In a mixed division, if applicable, the relevant team has fifteen (15) seconds from the start of a point to indicate whether it will play with four (4) female matching players or four (4) male matching players.
- A5.4.3.2. The relevant team must indicate the personnel ratio (“ratio: female matching” or “ratio: male matching”) verbally and by using the appropriate hand signal.
- A5.4.3.3. If the relevant team fails to indicate the personnel ratio in time, the same personnel ratio as the previous point will be used, or, if at the start of a half, a personnel ratio of three (3) female matching players and four (4) male matching players will be used.
- A5.4.4. The timekeeper will signal:
- A5.4.4.1. Forty-five (45) seconds after the start of the point (15 second warning for offence).
- A5.4.4.2. Sixty (60) seconds after the start of the point (15 second warning for defence).
- A5.4.4.3. Seventy-five (75) seconds after the start of the point, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later (play must start).
- A5.4.4.4. If a series of whistles are used to indicate the time limits, the time limit is not considered to have been reached until the first sound of the last whistle.
- A5.4.5. Restarting play after a “pre-pull time limit violation”:
- A5.4.5.1. If the offence is the infringing team, the pull occurs as usual, and then the thrower must establish a pivot point as per 7.9, 7.10. 7.11 or 7.12 and then play restarts as soon as possible as if a time-out had been called at that spot (unless 7.8 applies).
- A5.4.5.2. If the defence is the infringing team, the pull occurs as usual and then the receiving team may let the disc hit the ground untouched and then choose to treat it as if a brick had been called and restart play at the brick mark. No check is required.
- A5.4.6. If the pull is to be repeated, including for a contested offside/false start violation, or is delayed due to a time limit violation:
- A5.4.6.1. Substitutions are not permitted, unless in accordance with rule 19.1.
- A5.4.6.2. Time-outs are not permitted.
- A5.4.6.3. The offence must signal readiness within fifteen (15) seconds of the violation call, and the pull must be released within thirty (30) seconds, or fifteen (15) seconds after the offence has legally signalled readiness, whichever is later.
- A5.4.1. Offence
- A5.5. At the end of a time-out taken after the start of a point and before the pull:
- A5.6. At the end of a time-out taken after a pull and before the point finishes:
- A5.6.1. The offence has seventy-five (75) seconds from when they call a time-out to establish a stationary position and be ready to resume play.
- A5.6.1.1. If the offence is not ready to resume play, the defence may announce “delay of game” and, if the delay continues, the defence may call a violation. After the violation call, the thrower must establish possession at the correct spot, and all other offence players must stop moving and remain at that location until the disc is checked in. The defence can continue moving until the disc is to be checked in.
- A5.6.2. The defence must check the disc in within ninety (90) seconds after the start of the time-out, or fifteen (15) seconds after all offensive players have established their position, whichever is later.
- A5.6.2.1. If the defence has not checked the disc in, the offence may announce “delay of game” and, if the delay continues, the offence may call a violation. After the violation call the defence must stop moving and remain at that location until the disc is checked in (rule 9.4 can apply).
- A5.6.3. The time keeper will signal:
- A5.6.3.1. Forty-five (45) seconds after the start of the time-out (30 second warning for offence).
- A5.6.3.2. Sixty (60) seconds after the start of the time-out (15 second warning for offence).
- A5.6.3.3. Seventy-five (75) seconds after the start of the time-out (15 second warning for defence).
- A5.6.3.4. Ninety (90) seconds after the start of the time-out, or fifteen (15) seconds after all offensive players have established their position, whichever is later (play must start).
- A5.6.1. The offence has seventy-five (75) seconds from when they call a time-out to establish a stationary position and be ready to resume play.
- A5.7. After play has stopped for a call or discussion:
- A5.7.1. After fifteen (15) seconds, if the issue is not resolved, a captain from each team should try to help resolve the discussion.
- A5.7.1.1. After forty-five (45) seconds, if the issue is not resolved, the play will be considered contested. The disc must be returned to the last non-disputed thrower.
- A5.7.1.2. If there is a significant language barrier between the two teams, a WFDF official may allow an additional fifteen (15) seconds to resolve issues and to restart play.
- A5.7.2. After one (1) minute play must be restarted.
- A5.7.3. The timekeeper will signal forty-five (45) seconds after play stopped, and will repeat the signal every fifteen (15) seconds if the discussion has not been resolved.
- A5.7.1. After fifteen (15) seconds, if the issue is not resolved, a captain from each team should try to help resolve the discussion.
- A5.8. After a turnover, and after the pull:
- A5.8.1. In addition to the time limits described in Rule 8.5.1 of the Rules of Ultimate, a twenty (20) second time limit also applies:
- A5.8.1.1. After the pull, once the disc comes to rest, and
- A5.8.1.2. After a turnover where the turnover location is out-of-bounds, once the disc comes to rest.
- A5.8.1.3. If the disc is not reasonably retrievable within twenty (20) seconds (e.g., far out-of-bounds or through a crowd), the player retrieving it may request another disc and any delay or pre-stall count is suspended until the offensive player receives the new disc.
- A5.8.1. In addition to the time limits described in Rule 8.5.1 of the Rules of Ultimate, a twenty (20) second time limit also applies:
- A5.9. If a technical or injury stoppage is called whilst a time limit is in place, the time limit shall be paused while the issue is addressed or until the injured player is removed from the playing field.
- A5.10. The preferred method of signalling by a timekeeper should be the use of a whistle, possibly assisted by verbal information and hand signals, following procedures outlined in the WFDF Tournament Director's Manual.
- A5.11. If a series of whistles are used to indicate the time limits, the time limit is not considered to have been reached until the first sound of the last whistle.
- A5.12. If a team chooses to assess a time violation, they must call “violation” and should use Hand Signal No. 14.
A6 - Mixed Division
- A6.1. Events must specify which of the following ratio rules will be used to determine if points are played with a personnel ratio of four (4) female matching players and three (3) male matching players, or with a personnel ratio of three (3) female matching players and four (4) male matching players.
- A6.1.1. Ratio Rule A will be used for all WFDF Events (including all National Events, Club Events, Continental Events, and Age Specific Events).
- A6.2. Ratio Rule A (“prescribed ratio” rule):
- A6.2.1. At the start of the game, after the first disc flip, an additional disc flip happens with the winner selecting the personnel ratio for the first point. For the second and third points the ratio must be the reverse of the first point. For the fourth and fifth points the ratio must be the same as the first point. This pattern of alternating the ratio every two points repeats until the end of the game (half time has no impact on the pattern).
- A6.2.2. In conjunction with the use of Ratio Rule A, all WFDF Events must also use the “prescribed pull” rule:
- A6.2.2.1. if the personnel ratio for a point has four (4) female matching players, a female matching player must undertake the pull at the start of that point.
- A6.2.2.2. if the personnel ratio for a point has four (4) male matching players, a male matching player must undertake the pull at the start of that point.
- A6.2.2.3. If there is a breach of A6.2.2.1 or A6.2.2.2 then this is to be treated as an offside violation by the defence, in accordance with rule 7.5.
- A6.3. Ratio Rule B (“end zone decides” rule):
- A6.3.1. At the start of the game, after the first disc flip, an additional disc flip happens with the winner selecting which end zone is “End zone A”, with the other end zone becoming “End zone B”. At the start of each point the Team that is at End zone A must choose the personnel ratio. This process applies for the first half. For the second half, at the start of each point the Team that is at End zone B must choose the personnel ratio.
- A6.4. At the start of the game team captains must discuss the method/s they intend to use to make personnel match-ups easier to identify. The preferred method should include:
- A6.4.1. If the personnel ratio for a point has four (4) female matching players, then all female matching players on offence should stand on the end zone line using the Hand Signal for Personnel Ratio: Female Matching.
- A6.4.2. If the personnel ratio for a point has four (4) male matching players, then all male matching players on offence should stand on the end zone line using the Hand Signal for Personnel Ratio: Male Matching.
- A6.4.3. The relevant Hand Signal should be held for five (5) seconds and should be undertaken no later than directly after signalling readiness for the pull.
- A6.1. Events must specify which of the following ratio rules will be used to determine if points are played with a personnel ratio of four (4) female matching players and three (3) male matching players, or with a personnel ratio of three (3) female matching players and four (4) male matching players.
A7 - Teams
- A7.1. A team must have one (1) or two (2) players designated as team captain/s, and one (1) or two (2) players designated as spirit captain/s, per game.
- A7.1.1. A team captain is a team member, who is eligible to participate in the game, and has been designated to represent the team in decision-making on behalf of the team before, during, and after a game.
- A7.1.2. A spirit captain is a team member, who is eligible to participate in the game, and has been designated to address, discuss, and resolve spirit issues at any point throughout the competition with opponents, teammates, coaches, and game or event officials.
- A7.2. A team may have a coach or coaches to assist their team. Coaches are people who are not eligible to participate in the game and are considered to be Non-playing Team Support. If a team has more than one (1) coach, they must have one (1) designated coach per game to represent the team in decision-making on behalf of the team before, during, and after a game. All coaches are expected to abide by the Spirit of the Game.
- A7.3. A team must have seven (7) players available for every point. A team in the mixed division must have four (4) female matching players and four (4) male matching players available for every point.
- A7.3.1. If a team does not fulfil the requirements of A7.3 they must lose a time-out, and the start of the point will be delayed for seventy-five (75) seconds.
- A7.3.2. If the team has no time-outs left, their opposition must be awarded a goal, and the start of the point will be delayed for seventy-five (75) seconds.
- A7.3.3. If neither team fulfils the requirements of A7.3 both teams must be penalised as stated in A7.3.1, until one team fulfils the requirements of A7.3 or until A7.3.4 applies.
- A7.3.4. If a team has not met the requirements of A7.3 up to twenty (20) minutes after the start of a game or a point, they must forfeit the game.
- A7.3.5. A team that forfeits will record a loss in addition to the forfeit, the opposition will record a win. No score will be recorded for the game.
- A7.3.6. If both teams forfeit, both teams will record a loss for the game.
- A7.3.7. All forfeits will be reviewed by the TRG. If it is found that the reason for the forfeit was to gain a competitive advantage in the event, sanctions against the team will be considered.
- A7.3.8. In forfeited games, no SOTG scores are given.
- A7.3.8.1. Teams must have SOTG scores for more than 50% of their scheduled games to be eligible for a SOTG award.
- A7.4. If a point has commenced and a team does not have exactly seven (7) people playing the point, or does not have the correct personnel ratio, then the opposition may call a violation and stop play, or the infringing team may use a time-out to address the issue (as per Rule 20.4).
- A7.4.1. The infringing team must choose which of their player(s) will be removed/added. If players are being added, the opposition may make the same number of substitutions to their team.
- A7.4.2. The opposition must choose either to restart play in accordance with a time-out being called (as per Rule 20.3), or to restart the point.
- A7.4.3. If a violation of A7.4 is called after a goal has been scored and prior to the ensuing pull, the opposition may choose to nullify the goal and restart the point.
- A7.1. A team must have one (1) or two (2) players designated as team captain/s, and one (1) or two (2) players designated as spirit captain/s, per game.
A8 - Language
A9 - Competitive Play
A10 - Advice From Non-players
- A10.1. During any stoppage, if it is practical to do so, a team’s captain, spirit captain, or coach, may enter the field, without being asked, to encourage a player from their own team to change a call. However this may only occur if the outcome will be to the detriment of their own team.
- A10.2. Teams may use a non-player as a translator to assist in communication during a stoppage. Translators should act in good faith to translate as accurately as possible. People who are translating should clearly announce to both teams when they are translating and when they are instead providing advice on a call. The time limits detailed in section A5.7.1.2 will apply if a translator is being used for a discussion.
A11 - Use of Technology
- A11.1. Players may view photographic or video footage of a call if it is available. However play may not be unreasonably delayed for this purpose.
- A11.1.1. If team members on the sideline are providing advice based on photographic or video footage, they must only provide that advice if asked (unless A10.1 applies), and only if the outcome will be to the detriment of their own team. If a team member has advice based on photographic or video footage that would benefit their own team, they should discuss this with opposition team members on the sideline, or invite the players involved to view the footage themselves.
- A11.2. Players must not use any form of electronic communication devices to communicate with other players or team members.
- A11.1. Players may view photographic or video footage of a call if it is available. However play may not be unreasonably delayed for this purpose.
A12 - Foul and Violation Calls
- A12.1. A game that involves a significant number of calls, especially when these remain disputed, should be brought to the attention of the Tournament Technical Director or the Tournament Rules Group (TRG) by a captain or game official as soon as possible. Breaches that should be brought to the attention of the TRG include:
- A12.2.1. If the TRG are made aware of concerns regarding a team’s or an individual’s conduct, a member of the TRG may discuss these issues with the team or individual during the event.
- A12.2.2. The TRG determines whether further action should be taken against teams or individuals.
- A12.3. If there are repeated Dangerous Plays from a team, or there is an egregious Dangerous Play, team captains and spirit captains should meet to discuss how to address this. This could include:
- A12.3.1. Calling a Spirit Stoppage.
- A12.3.2. Discussing options for avoiding future Dangerous Plays.
- A12.3.3. Changing the outcome of a play, even if that outcome is not in accordance with a specific rule.
- A12.3.4. Not allowing the relevant player/s to continue playing that game.
- A12.3.5. Contacting a member of the TRG to request that a WFDF Official or TRG member attend the remainder of the game.
A13 - Spirit Stoppage
- A13.1. If a team’s captain, spirit captain, a designated WFDF Official, or TRG member, believes that either or both teams are failing to follow (or are at risk of failing to follow) the Spirit of the Game (SOTG), they may call a “Spirit Stoppage”. This can only be called:
- A13.2. During this stoppage, neither team may engage in tactical discussions. All team members of both teams should form one “spirit circle” in the middle of the field.
- A13.3. Separately from the spirit circle, the opposing team captains and spirit captains must discuss all current issues with adherence to SOTG, determine actions to rectify those issues, and then convey the agreement to the spirit circle.
- A13.4. Spirit Stoppages do not affect, nor are they affected by, the number of time-outs available.
- A13.5. As per A4.6 the game clock must be stopped during a Spirit Stoppage.
- A13.6. After a Spirit Stoppage called during play, players must return to the approximate positions they held prior to the Spirit Stoppage being called.
A14 - Tournament Technical Stoppages
- A14.1. A Tournament Official may call a Tournament Technical Stoppage for any reason.
Appendix B: WFDF Additional Championship Game Rules
B1 - Rosters
- B1.1. A team must have a minimum of fourteen (14) players registered on its playing roster for the event.
- B1.1.1. A team may register with a minimum of twelve (12) players on its playing roster for an event with the written consent of the teams National Federation, Coaching Staff (if any) and all players, or player guardians for junior teams and prior written approval by a WFDF Official during the registration phase.
- B1.1.2. For Continental Championships a team must have a minimum of twelve (12) players registered on its playing roster for the event.
- B1.1.3. A team in the mixed division must also have a minimum of seven (7) female matching players and seven (7) male matching players on its roster.
- B1.1.4. Should a team lose registered players during the event due to injuries the team will be allowed to continue to participate in the event.
- B1.2. A team may have a maximum of twenty-six (26) players on its roster.
- B1.3. Player Maximum and Minimum limits do not apply to Non-playing Team Support (guests, coaches or other support staff) who may be registered with the team for the event.
- B1.4. Medical disqualification of players due to serious medical condition
- B1.4.1. If the Event Chief Medical Officer (CMO) determines that a player should not return-to-play due to a serious medical condition, then the player is disqualified from playing until the CMO subsequently determines the player is medically cleared to return-to-play.
- B1.4.2. The CMO will re-evaluate a medically disqualified player for return-to-play at least every 24 hours during the tournament, or more often at the CMO’s discretion.
- B1.4.3. The CMO’s decision cannot be over-ruled by another medical provider.
- B1.4.4. The Tournament Rules Group is responsible for the enforcement of this policy.
- B1.4.5. The CMO will rapidly communicate with the Tournament Rules Group to notify them of a medical disqualification and medical clearance.
- B1.5. If a team is found to have played a game with non-rostered players, this should be brought to the attention of the Tournament Technical Director or the Tournament Rules Group (TRG) by a captain or game official as soon as possible. The TRG determines whether further action should be taken against teams or individuals.
- B1.1. A team must have a minimum of fourteen (14) players registered on its playing roster for the event.
B2 - Divisions
- B2.1. Each team must be registered into one of the following divisions:
- B2.1.1. Mixed (X)
- B2.1.2. Open (O)
- B2.1.3. Women’s (W)
- B2.1.4. Master Mixed (MX)
- B2.1.5. Master Open (MO)
- B2.1.6. Master Women’s (MW)
- B2.1.7. Grand Master Mixed (GMX)
- B2.1.8. Grand Master Open (GMO)
- B2.1.9. Grand Master Women’s (GMW)
- B2.1.10. Great-Grand Master Mixed (GGMX)
- B2.1.11. Great-Grand Master Open (GGMO)
- B2.1.12. Great-Grand Master Women’s (GGMW)
- B2.1.13. Under-24 Mixed (U24X)
- B2.1.14. Under-24 Open (U24O)
- B2.1.15. Under-24 Women’s (U24W)
- B2.1.16. Under-20 Mixed (U20X)
- B2.1.17. Under-20 Open (U20O)
- B2.1.18. Under-20 Women’s (U20W)
- B2.1.19. Under-17 Mixed (U17X)
- B2.1.20. Under-17 Open (U17O)
- B2.1.21. Under-17 Women’s (U17W)
- B2.1.22. Under-14 Mixed (U14X)
- B2.1.23. Under-14 Open (U14O)
- B2.1.24. Under-14 Women’s (U14W)
- B2.1.25. Under-11 Mixed (U11X)
- B2.1.26. Under-11Open (U11O)
- B2.1.27. Under-11 Women’s (U11W)
- B2.2. Player eligibility is to be determined from the relevant WFDF Eligibility Rules.
- B2.3. Minimum division size:
- B2.3.1. For a division to take place at a WFDF World Event there must be registration from a minimum of six (6) countries.
- B2.3.2. For a division to take place at a WFDF Regional Event there must be registration from a minimum of four (4) countries.
- B2.3.3. The WFDF Ultimate Committee may allow a division with fewer countries for developmental reasons at their discretion.
- B2.1. Each team must be registered into one of the following divisions:
B3 - Ranking Criteria and Tie Breakers
- B3.1. After round robin pool play, rank all teams in each pool by the number of games won.
- B3.2. If teams are tied, break that tie using the ranking criteria.
- B3.3. Each ranking criterion is used to rank all of the tied teams, not just to determine the highest ranked team.
- B3.3.1. If, after the application of a ranking criterion, all of the teams remain tied, go to the next criterion.
- B3.3.2. If not all teams remain tied, but one or more subgroups of the teams remain tied, separate these subgroups from the ranking. Each subgroup is then to be ranked separately, starting with the first ranking criterion.
- B3.4. Ranking criteria, in order:
- B3.4.1. Number of games won, counting only games between the teams that are tied.
- B3.4.2. Fewest games forfeited.
- B3.4.3. Goal difference, counting only games between the teams that are tied.
- B3.4.4. Goal difference, counting games against all common opponents.
- B3.4.5. Goals scored per game, counting only games between the teams that are tied.
- B3.4.6. Goals scored per game, counting games against all common opponents.
- B3.4.7. Each team nominates one player to throw one disc from behind the goal line to the far brick mark on a regulation playing field. Throwing order is determined randomly, by disc toss or otherwise. Teams are ranked in order by the distance from the resting place of each disc to the brick mark, from closest to furthest.
B4 - Inclement Weather Rules
- B4.1. Pre-emptive rescheduling
- B4.1.1. WFDF Officials will monitor weather forecasts at least twenty-four (24) hours ahead of each day’s play.
- B4.1.2. If inclement weather is predicted for a day of play, Officials may inform all captains of a modified schedule of play no later than twelve (12) hours before the new scheduled commencement of play on that day.
- B4.1.3. The modified schedule may include an earlier start time, shorter breaks between games, lower time caps and/or a lower target. Shortened game times should only be used where there is high likelihood of interruption and little capacity to catch up any delayed game on a subsequent day (eg if it is the final day).
- B4.1.4. In extreme cases, the modified schedule may include pre-emptively cancelled games to provide space for more important games to be rescheduled.
- B4.1.5. Play may also be allowed to finish later in the day in the case of a delay.
- B4.2. Lightning
- B4.2.1. On-site risk identification
- B4.2.1.1. On a day where thunderstorms are predicted, Officials will access live weather observations, such as on-line weather radars or radio weather warnings, to anticipate the arrival of thunderstorms at the venue.
- B4.2.1.2. If a thunderstorm is imminent, Officials should inform all captains and officials on site that there is a possibility of play being suspended and to reiterate the WFDF rules regarding risk identification and response. Captains and officials should also inform players and other persons on the field of the correct risk identification and response procedures if possible.
- B4.2.1.3. If lightning is observed or thunder is heard, a WFDF Official will count the time between the lightning (flash) and the thunder (bang). If the time delay is less than thirty (30) seconds then the strike was closer than ten (10) kilometres and the playing area will be cleared immediately.
- B4.2.1.4. If lightning monitoring technology is present at the venue then B4.2.1.3 does not apply and WFDF Officials may act based on the advice of the venue officials.
- B4.2.1.5. If anyone observes hair standing on end, hears crackling or hears static on electronic devices, a lightning strike may be imminent, and all people in the vicinity should be alerted.
- B4.2.2. Response to observed risk
- B4.2.2.1. Upon a lightning risk being identified, an Official must immediately alert both team captains. Play must be immediately suspended and the disc left where it lies. Any play after a captain has been informed of the suspension will be deemed null and void.
- B4.2.2.2. All people should seek appropriate shelter.
- B4.2.2.3. If people are caught exposed in a thunderstorm and cannot seek appropriate shelter, they should crouch into a ball, preferably in a hollow in the ground, and remove any metal accessories.
- B4.2.3. Resuming play
- B4.2.3.1. Players must only return to the playing field once thirty (30) minutes has elapsed since lightning or thunder was last observed, unless lightning monitoring technology is being used, and after official notice from WFDF Officials that return to the field is permitted.
- B4.2.1. On-site risk identification
- B4.3. Hot weather
- B4.3.1. During each days play WFDF Officials will determine if extreme hot weather will pose a risk to players of heat-related illness and injuries.
- B4.3.2. On days where extreme hot weather is predicted WFDF Officials should inform all captains and officials on site and convey appropriate methods for dealing with hot weather. Captains and officials should also inform players and other persons on the field of these methods.
- B4.3.3. In the case of extreme hot weather, play may be adjusted in the following ways:
- B4.3.3.1. Additional stoppages may be added between points to allow players to rest and re-hydrate.
- B4.3.3.2. Play may be rescheduled to avoid playing in the hottest time of the day.
- B4.3.3.3. Game length and points cap may be reduced.
- B4.3.3.4. Play may be suspended or cancelled if conditions are deemed by the TRG/TTD/CMO to be too extreme.
- B4.4. Air Quality
- B4.4.1. During each days play WFDF Officials will monitor the Air Quality Health Index (AQHI) for the tournament location using local resources.
- B4.4.2. If the AQHI is 3 or below, activity will continue as normal.
- B4.4.3. If the AQHI is 4-6
- B4.4.3.1. There will be the addition of one official stoppage per half. For a game to 15, the first stoppage occurs when a team reaches 4. The second stoppage occurs when a team reaches 12 or at Time cap. These numbers should be prorated for games played to a different point total.
- B4.4.3.2. For each official stoppage, the time prior to the pull is extended by 3 minutes.
- B4.4.4. If the AQHI is 7+
- B4.4.4.1. All games are to be suspended until such time as AQHI falls below 7. Players and tournament staff should be told to shelter indoors where possible.
- B4.1. Pre-emptive rescheduling
B5 - Suspended or Cancelled Play
- B5.1. Designated WFDF Officials may suspend or cancel any game if they have a reasonable reason to do so. The reason/s must be communicated to the teams affected.
- B5.1.1. If WFDF Officials determine that a game is to be suspended or cancelled, the following rules outline how play can be continued and appropriate results determined.
- B5.1.2. If play is suspended mid-point, a WFDF Official will take note of the disc position at the time of the suspension.
- B5.1.3. If play is suspended between a goal being scored and the ensuing pull, then the offence will be free to choose a new line-up, even if those had been already signaled at the time of the suspension.
- B5.2. Rescheduling
- B5.2.1. During a period of suspended play all team captains present at the venue must meet with WFDF Officials to discuss the process for rescheduling games. Where possible games will be rescheduled. Time caps and points caps may be reduced to allow games to be rescheduled.
- B5.3. Resumption of suspended play
- B5.3.1. If rescheduling allows for the suspended game to be continued, then play should resume where possible with the disc in the approximate position it was when the field was cleared. Play restart as if a time-out had been called (as per Rule 20.3).
- B5.3.2. Teams will be allowed ten (10) minutes to warm-up prior to the resumption of play, once allowed onto the playing field.
- B5.4. Determine results of suspended and cancelled games
- B5.4.1. If rescheduling does not allow for suspended games to be continued, or games are cancelled, the following rules must be used to determine the outcome of the games:
- B5.4.1.1. For a suspension of play, if at least half the game time had elapsed or one team had scored at least half the points target, then the leading team is declared the winner. If scores were tied then the winner is determined by count-back to whichever team was ahead prior to the previous point being scored.
- B5.4.1.2. For a suspension of play where clause B5.4.1.1 does not apply, and one team has scored more breaks than their opponent, then the team who has scored more breaks than their opponent is declared the winner.
- B5.4.1.2.1. A break is scored if the team that starts a point on defense scores that point.
- B5.4.1.3. For initial pool play, if clause B5.4.1.1 or B5.4.1.2 do not apply, then the winner of the game will be the higher-seeded team as determined prior to the tournament.
- B5.4.1.4. For subsequent pool play and finals, if clause B5.4.1.1 or B5.4.1.2 do not apply, then the Tournament Rules Group will determine if the game will be considered a draw, or if the winner of the game will be the higher-ranked team at that point (taking into account the results from initial pool play and the WFDF tiebreakers where applicable).
- B5.4.1. If rescheduling does not allow for suspended games to be continued, or games are cancelled, the following rules must be used to determine the outcome of the games:
- B5.5. Game cancellation criteria
- B5.5.1. Due to weather or other unexpected issues, WFDF may be required to adjust the schedule and/or games. In these cases WFDF will cancel games based on their importance. The following criteria outlines the importance of games, in descending order.
- B5.5.1.1. Games that may impact qualification for future “Multi-Sport” events, such as World Games or Olympics.
- B5.5.1.2. Playoff Games in the following order: Finals, Semi-Finals, Bronze Medal, Quarter-Finals/Pre-Semi-Finals, other playoff rounds (Pre-Quarters/Round of 16).
- B5.5.1.3. Placement games that determine the 5th & 6th and 7th & 8th place teams.
- B5.5.1.4. Playoff games for teams below 8th place. Where possible, final placement ties will be avoided for as many places as possible, with higher placements having higher priority over lower placements, or by taking into account the number of games played by teams across the event.
- B5.5.1.5. Initial Pool games.
- B5.5.1.6. Power Pool games.
- B5.5.1. Due to weather or other unexpected issues, WFDF may be required to adjust the schedule and/or games. In these cases WFDF will cancel games based on their importance. The following criteria outlines the importance of games, in descending order.
- B5.1. Designated WFDF Officials may suspend or cancel any game if they have a reasonable reason to do so. The reason/s must be communicated to the teams affected.
B6 - Tasks of Game Officials
- B6.1. There are two categories of Game Officials: Support Staff and Game Advisors.
- B6.2. Support staff
- B6.2.1. Support Staff may support the ongoing game by supplying players with information through visible and audible signals.
- B6.2.2. Basic duties of the Support Staff include:
- B6.2.3. Additional duties of game officials may include:
- B6.2.3.1. Recording player statistics
- B6.2.3.2. Recording spirit scores and most valuable player nominations
- B6.2.3.3. Informing spectators of any calls made and their resolution
- B6.2.3.4. Supplying players with a printed version of the WFDF Rules of Ultimate if requested
- B6.2.3.5. Performing any duties that may be undertaken by non-players, including providing perspective on line calls when asked (“Line Assistants”)
- B6.2.4. Support Staff may only enter the playing field area if invited by both team captains, or by both players involved in a discussion who need to consult that support staff.
- B6.2.5. Support Staff may not interfere with the ongoing game by making any calls or decisions. These include:
- B6.2.6. Support Staff do not remove the responsibility for Players to make and resolve all calls.
- B6.3. Game Advisors
- B6.3.1. The key roles and functions of Game Advisors, in order of priority, are:
- B6.3.2. The specific duties of Game Advisors are:
- B6.3.2.1. Hold pre-game meetings with team representatives to discuss the game advisor role and any event specific rules.
- B6.3.2.2. Closely monitor time limits, and encourage teams to comply with these time limits and related rules.
- B6.3.2.3. Closely monitor the restraining lines, and encourage teams to comply with the rules concerning those lines.
- B6.3.2.4. Closely monitor teams regarding offside/false start and encourage teams to comply with the rules regarding offside/false start.
- B6.3.2.5. Provide non-binding perspective on any call, including, but not limited to, “down”, “out”, “foul”, and “travel”, when asked.
- B6.3.2.6. Provide rule clarifications, when asked.
- B6.3.2.7. Participate in on-field discussions between players, when required, to help them make progress on coming to a decision.
- B6.3.2.8. Discuss concerns regarding repeated breaches of specific rules, if required.
- B6.3.2.9. Call Spirit Stoppages according to A13.1.
- B6.3.2.10. Mediate off-field discussions between teams if required.
- B6.3.2.11. Provide warnings regarding incidents concerning the WFDF Conduct Policy.
- B6.3.2.12. Refer incidents regarding the WFDF Conduct Policy to the TRG.
- B6.3.2.13. The TRG may designate specific Game Advisors as Acting Disciplinary Authorities for the Event and such Game Advisors can enforce sanctions during a game as prescribed by the WFDF Conduct Policy.
- B6.3.3. Game Advisors must only provide their non-binding perspective on a play when it is clear and obvious to them what occurred.
- B6.3.4. Game Advisors may only enter the playing field during a stoppage, and may do so without the need to seek approval from captains/players.
- B6.3.5. Game Advisors do not remove the responsibility for Players to make and resolve all calls.
Appendix C: Uniform Requirements
C1 - Purpose
- C1.1. The primary purpose of these uniform requirements is to distinguish between players on opposing teams, and to identify individual players. This allows players, officials and spectators to follow and interpret the game correctly.
- C1.2. They also aim to protect player safety and comfort, and fairness in the competition.
- C1.3. Additionally, better quality uniforms are expected to convey a better image of our sport to the world, taking advantage of the media and spectator opportunities of WFDF events.
- C1.4. These requirements aim to minimize the costs to players of meeting their primary purpose. If resources allow, teams are encouraged to exceed the minimum requirements of these rules in order to maximise the benefits to our sport.
- C1.5. WFDF requires teams to consider the rules and public image of the sport when designing uniforms for WFDF events.
- C1.6. WFDF reserves the right to require a team or player to alter or replace text or graphics on a uniform item or to replace or remove a uniform item.
C2 - General
- C2.1. A uniform must consist of, at minimum, a shirt to cover the chest and abdomen, and clothing to cover the lower torso and upper legs.
- C2.2. A single item of clothing is allowable as a uniform if it meets the requirements of the two separate items as expressed in these rules.
- C2.3. A team must bring at least two distinct sets of shirts to each game (this distinction should include taking into account colour vision deficiency).
- C2.4. All uniform items must be of professional quality and must not negatively impact the image of the sport.
C3 - Home and Away
- C3.1. An event schedule may designate a “home” and “away” team for each game.
- C3.2. WFDF may designate team colour for certain games.
- C3.3. If the event schedule does not designate home and away teams, the team captains will determine which team is the home team before the game by a disc toss or other fair method.
- C3.4. The home team has the first choice of shirt colour.
- C3.5. Prior to arriving at a game, a team may tell their opponent which shirt is their “home” shirt, and they are bound by that decision.
C4 - Shirts
- C4.1. All players on a team must wear shirts that match in colour and pattern (sleeve lengths may vary).
- C4.2. Each player in a team for a particular game must be designated by a unique integer between 0 and 99 inclusive.
- C4.3. The shirt that a player wears in that game must bear their number, expressed only in Arabic numerals, with an optional leading zero for numbers between 0 and 9 inclusive.
- C4.4. The number must be sewn or printed onto the back of the shirt. Each digit in the number must be a minimum of sixteen (16) centimetres high and have a minimum line width of three (3) centimetres wide.
- C4.5. The numbers must be clearly visible from a distance, entirely one colour, and of a significantly different colour from the background shirt colours.
- C4.6. There must not be any overlaid design or characters obscuring the numbers.
C5 - Pants
C6 - Optional Features
C7 - Undergarments
C8 - Gloves
C9 - Headgear
- C9.1. Players may wear hats, caps or other headgear to protect them from sun exposure, the weather, injury or for personal comfort.
- C9.2. If players on a team wear hats, all hats must be similar in style and colour. For the purposes of this rule, visors and hats are considered to be of similar style.
C10 - Socks
- C10.1. If players on a team wear long socks, WFDF considers that matching those socks will improve the image of the sport.
C11 - Footwear
C12 - Additional Uniform Requirements for Players
- C12.1. Players must not wear anything that is dangerous to other players. WFDF considers fully metallic studs and plaster casts to be dangerous.
- C12.2. Players must not wear anything that gains an advantage by substantially enhancing the physical presence of the player.
- C12.3. Team uniforms must comply with the WFDF Social Expression Policy.
- C12.4. Uniform items must not display non-related commercial logos or other non-related symbolism (unless it is in accordance with the WFDF Social Expression Policy).
- C12.5. Players, substitutes and team officials must not use any equipment that amplifies their voices.
- C12.6. Players, substitutes and team officials may be requested to refrain from using, or restrict the location of, any props that could negatively impact the image of the sport.
C13 - Coaches and Support Staff
- C13.1. Coaches and support staff must wear appropriate attire when on the sideline, preferably in a similar style to their team, but preferably in a colour that distinguishes them from their players.
- C13.2. Coaches and support staff may be requested to change their attire, where possible, if, for example, it clashes with that of relevant WFDF Officials.
Appendix D: WFDF Eligibility and Roster Guidelines
D1 - Team Eligibility – General
- D1.1. WFDF membership is a requirement for registering and competing in WFDF sanctioned championship events. Only regular, organizational, and associate member organizations in good standing may register teams.
- D1.2. All players on a Roster must be members of the National Federation in good standing, and must meet whatever other requirements are placed on them by the National Federation.
- D1.3. A National Federation is a WFDF Member recognized by WFDF as representing the sport of ultimate for a country.
- D1.4. A single player may not participate on more than one team during a single WFDF Event.
- D1.5. The team roster must be inspected by an official of the National Federation who represents the team before being submitted. This official must countersign the roster to indicate they have inspected it and found it to be in accordance with player eligibility.
- D1.6. WFDF reserves the right to invalidate a submitted roster if it is felt that the team does not adequately represent the country the team is intended to represent.
D2 - Team Eligibility – National Team Rosters
- D2.1. WFDF World Ultimate Championship Events for National Teams are:
- D2.2. A country which fulfils the following criteria will be considered a small Ultimate community for the purposes of National Team roster eligibility per division (for Juniors events, only the number of eligible registered players for that division shall be used for the calculations):
- D2.2.1. Mixed Divisions: A maximum of one hundred and fifty (150) female ultimate players or a maximum of one hundred and fifty (150) male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event.
- D2.2.2. Open Divisions: A maximum of one hundred and fifty (150) male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event.
- D2.2.3. Women’s Divisions: A maximum of one hundred and fifty (150) female ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event.
- D2.2.4. Under-20 Mixed Divisions: A maximum of seventy-five (75) U20 female ultimate players or a maximum of seventy-five (75) U20 male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event.
- D2.2.5. Under-20 Open Division: A maximum of seventy-five (75) U20 male ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event.
- D2.2.6. Under-20 Women’s Division: A maximum of seventy-five (75) U20 female ultimate players are registered with the National Federation (Ultimate Federation, Flying Disc Federation or similar) according to the WFDF census data from the calendar year prior to the event.
- D2.2.7. The country has been a National Federation for less than sixteen (16) years.
- D2.3. Player Classes – All players on a National Team Roster must belong to one of the following classes:
- D2.3.1. Legal Citizen - Players are deemed to be “Legal citizens” if they own a passport or equivalent legal document issued by the country's government
- D2.3.2. WFDF Citizen - Players are also deemed to be “WFDF citizens” if they have moved to the country at least forty (40) months prior to January 1st of the year of the event and spent more than 75% of those forty (40) months in the country.
- D2.3.3. Resident Non-Citizen - Players are deemed to be “Resident non-citizens” if they have moved to the country at least twelve (12) months prior to January 1st of the year of the event and spent more than 75% of those twelve (12) months in the country.
- D2.4. Team Roster Composition – A National Team may have on its roster:
- D2.5. Team Roster Composition – Small Ultimate Community
D3 - Team Eligibility – Club Team Rosters
D4 - Player Eligibility – Gender
- D4.1. In order to be eligible to play in the following WFDF playing divisions, players must meet the specified criteria.
- D4.2. The eligibility of transgender athletes is governed by the WFDF Transgender Policy.
- D4.3. Mixed Divisions – Any player eligible for the Open Division can play as a male matching player. Any player eligible for the Women’s Division can play as a female matching player.
- D4.4. Open Divisions – All players are eligible to participate in the Open Divisions of all competitions.
- D4.5. Women’s Divisions – All female matching players are eligible to participate in the Women’sDivisions of all competitions.
D5 - Player Eligibility – Age
- D5.1. In order to be eligible to play in the following WFDF playing divisions, players must meet the specified criteria.
- D5.2. Mixed, Open and Women’s Divisions – A player participating in these divisions must be sixteen (16) years old or older during the calendar year in which the tournament concludes.
- D5.3. Master Divisions
- D5.3.1. A player participating in a Master division as a female matching player must be thirty (30) years old or older during the calendar year in which the tournament concludes.
- D5.3.2. A player participating in a Master division as a male matching player must be thirty-three (33) years old or older during the calendar year in which the tournament concludes.
- D5.4. Grand Master Divisions
- D5.4.1. A player participating in a Grand Master division as a female matching player must be thirty-seven (37) years old or older during the calendar year in which the tournament concludes.
- D5.4.2. A player participating in a Grand Master division as a male matching player must be forty (40) years old or older during the calendar year in which the tournament concludes.
- D5.5. Great Grand Master Divisions
- D5.5.1. A player participating in a Great Grand Master division as a female matching player must be forty-five (45) years old or older during the calendar year in which the tournament concludes.
- D5.5.2. A player participating in a Great Grand Master division as a male matching player must be forty-eight (48) years old or older during the calendar year in which the tournament concludes.
- D5.6. Under-24 (U24) Divisions – A player participating in these divisions must be fourteen (14) years old or older and must not be twenty-four (24) years old or older during the calendar year in which the tournament concludes.
- D5.7. Junior: Under-20 (U20) Divisions – A player participating in these divisions must during the calendar year in which the tournament concludes, be
- D5.8. Under-17 (U17) Divisions – A player participating in these divisions must be twelve (12) years old or older and must not be seventeen (17) years old or older during the calendar year in which the tournament concludes.
- D5.9. Under-14 (U14) Divisions – A player participating in these divisions must be ten (10) years old or older and must not be fourteen (14) years old or older during the calendar year in which the tournament concludes.
- D5.10. Under-11 (U11) Divisions – A player participating in these divisions must be eight (8) years old or older and must not be eleven (11) years old or older during the calendar year in which the tournament concludes.
D6 - Roster Details
D7 - Roster Eligibility – Continental Championships (AAUC, AOUC, PAUC)
- D7.1. WFDF Continental Championship Events are:
- D7.2. WFDF allows either “National” or “Club” teams to attend Continental Championships to encourage participation. Teams must be designated as either “National” or “Club” teams and National Federations must use the appropriate eligibility criteria when approving rosters.
- D7.3. For countries sending more than one (1) team in a division to an event, a maximum of one (1) team may use the “National Team” eligibility rules, and all of the other teams in the division must use the “Club Team” eligibility rules.
D8 - Exemptions
- D8.1. For exceptional circumstances Federations or Teams may apply to the WFDF Ultimate Committee for exemptions to the Eligibility and Roster Guidelines listed in Section D.
Appendix E: Seeding, Schedule and Event Bids
E1 - Seeding for National Team Events (per division)
- E1.1. Use final standings of the previous instance of the event being seeded to determine the top eight (8) teams.
- E1.2. For remaining countries not included in E1.1, determine the seeding by using:
- E1.3. All countries with a zero (0) score from E1.2 will be ordered at the bottom of the seeding list by random draw.
- E1.4. Re-seeding for European Teams
E2 - Seeding for Club Team Events (per division)
- E2.1. Seed all teams participating from each country (example – USA1, USA2, USA3) according to each National Federation, or in lieu of National Federation comment, based on the event used to qualify for WFDF event.
- E2.2. Re-seed for European Teams: Seed European teams using most recent European Ultimate Club Championships (example – EUR1, EUR2, EUR 3). Teams from each country will retain their relative position to each other as per E2.1.
- E2.3. Use final standings of previous instance of the event being seeded, placing teams from each country into past standing obtained by teams from the same country. In the case of European teams, placing teams into past standing obtained by teams from Europe.
- E2.4. Ultimate Committee to use best knowledge to seed teams not seeded by E2.3.
E3 - Seeding Pools (Semi-Random Seeding)
- E3.1. Pools will be seeded using a traditional “snake” numbering system. Example: Pool A Pool B Pool C Pool D 1 2 3 4 8 7 6 5 9 10 11 12 16 15 14 13 17 18 19 20
- E3.2. In situations where pools have an uneven number of teams, the pools with fewer teams will correspond with the pool with the #1 seed, then the pool with the #2 seed and so on. Example: Pool A Pool B Pool C Pool D 1 2 3 4 8 7 6 5 9 10 11 12 16 15 14 13 17 18
- E3.3. The #1 seed for each pool gets placed according to the ranking list of teams.
- E3.4. The next “n” number of teams from the ranking list, where “n” = the number of pools, are randomly drawn into the next “n” number of positions.
- E3.4.1. For systems with 4 or more pools “n” is always a minimum of 4 and a maximum of 50% of the number of pools (while enough unplaced teams remain)
- E3.5. Repeat step E3.4 until all teams are placed.
- E3.6. If the placement of a set of teams results in a country having more than two (2) teams for a World event, or more than one (1) team for a Continental event, in a single pool WFDF may adjust the random draw of that set of teams to avoid this situation. Teams may only be moved within their random draw pot of “n” teams (see E3.4) to achieve this goal.
- E3.7. For WU24 and WJUC events, where the number of pools is greater than two (2), if the placement of a set of teams results in a region having more than three (3) teams in a single pool WFDF may adjust the random draw of that set of teams to avoid this situation. Teams may only be moved within their random draw pot of “n” teams (see E3.4) to achieve this goal.
E4 - Bids to National Team Events (WUC, WU24, WJUC, WMUC)
- E4.1. For each division, where space is available, all WFDF National Federations indicating an expression of interest for each division will receive one (1) bid in each playing division for each event.
- E4.2. Where events have limitations on the number of teams or participants, WFDF will reduce the number of bids offered to National Federations by the following criteria implemented in order. No Federation will receive more than one (1) bid per playing division. For section E4.2.1 & E4.2.3 WFDF may limit the number of bids offered using the most recent WFDF World Rankings of Ultimate if implementing that criteria for all National Federations exceeds the event capacity.
- E4.2.1. National Federations receive one (1) bid in each playing division in which the National Federation placed a team in the top nine (9) (including ties), from the previous relevant World National Team Event.
- E4.2.2. The host federation will receive one (1) bid in each division for any division which they did not receive a bid in E4.2.1.
- E4.2.3. National Federations not receiving a bid from E4.2.1 or E4.2.2 will receive one (1) bid in each playing division in which the National Federation placed a team in the top three (3) (including ties), following the removal of teams from countries receiving bids in E4.2.1 and E4.2.2, from that countries Continental Event concluding prior to ten (10) months before the start of the event.
- E4.2.4. National Federations who have not received a bid in E4.2.1, E4.2.3, or E4.2.3 will be given a single bid in the division of their choice, assuming space is available, based on the current WFDF World Ultimate Rankings as of the time of opening of registration for the event.
- E4.2.5. Following the initial release of bids created by E4.2.1, E4.2.3, E4.2.3, and E4.2.4, remaining bids, bids returned by National Federations or bids forfeited by teams failing to meet event registration deadlines for each division will be given to National Federations from the waitlist.
- E4.2.6. A waitlist will be created for each playing division in the event using remaining teams who have expressed an interest in attending the event in the order of the WFDF World Ultimate Rankings as of the opening of registration for the event. Any country accepting a single bid in E4.2.4 will have all remaining teams on the waitlist in other divisions moved to the bottom of the waitlist, in order of WFDF World Ultimate Rankings for all similar teams.
- WFDF will use the following criteria, implemented in order. WFDF may limit the number of bids offered using the most recent WFDF World Rankings of Ultimate if implementing that criteria for all National Federations exceeds event capacity.
E5 - Bids to Club Team Event (WUCC)
- E5.1. National Federations receive one (1) bid in each playing division in which the National Federation participated in the previous WUC event.
- E5.2. For each playing division, one (1) bid will be given out to the top three (3) finishing countries in that division at the preceding relevant World Club event.
- E5.3. For each playing division where the host does not have a bid from E5.1 or E5.2, one (1) bid will be given to the host country.
- E5.4. For each playing division, if the country that won the most recent Continental Championship has not received at least one (1) bid from E5.1 or E5.2, they will receive a bid in that division.
- E5.5. Any National Federation not receiving at least one (1) bid in E5.1, E5.2, E5.3, or E5.4 will receive one (1) bid into a division to be determined by the Federation.
- E5.5.1. WFDF may restrict the choice of division from E5.5 if a division is deemed to be “full” from previous bids offered.
- E5.5.2. If a National Federation turns down all of the bids they receive by rule E5.1, E5.2, E5.3, and E5.4, then for the purposes of rule E5.5 they will be treated as a federation that did not receive a bid in E5.1, E5.2, E5.3, or E5.4.
- E5.6. National Federations receive one (1) bid in each playing division if that division was included in that Federations previous calendar year’s National Championships or if that division is planned to be included in that Federations current calendar year’s National Championships.
- E5.7. National Federations not receiving a bid (per division) from E5.6 will receive one (1) bid in each playing division in which that National Federation had a team participating in the previous Continental event. This bid will not be offered if it is in the same division as the bid selected by the National Federation in E5.5.
- E5.8. Additional spaces per division will be offered to National Federations based on the finishing position of countries at the preceding relevant Worlds Club event, starting with the 4th place country.
- E5.9. Additional spaces per division will be offered to National Federations based on WFDF World Rankings at the time of the opening of the bid allocation process, starting with the 1st place country.
- WFDF will use the following criteria, implemented in order. WFDF may limit the number of bids offered using the most recent WFDF World Rankings of Ultimate if implementing that criteria for all National Federations exceeds event capacity.
E6 - Bids to Masters Club Team Event (WMUCC)
- E6.1. National Federations receive one (1) bid in each playing division in which the National Federation participated in the previous WMUC event. National Federations receive one (1) bid in each playing division for all other divisions at WMUCC that were not offered at the preceding WMUC.
- E6.2. For each division, one (1) bid will be given to the top three (3) finishing countries in that division at the preceding WMUC event. For all other divisions, the top three (3) countries based on the most recent WFDF World Ultimate Rankings will receive one (1) bid per division.
- E6.3. National Federations not receiving a bid in E6.1 or E6.2 will receive one (1) bid in any division that was included in the Federations previous calendar year's National Championships or if those divisions are planned to be included in that Federations current calendar year's National Championships.
- E6.4. Any National Federation not receiving at least one (1) bid in E6.1, E6.2 or E6.3 for any divisions will receive one (1) bid into the division determined by the Federation.
- E6.4.1. Should an individual division be at capacity, WFDF may restrict the choice of division by the National Federation.
- E6.5. Additional spaces per division will be offered to National Federations based on the finishing position of countries at the preceding relevant Worlds Club event, starting with the 4th place country.
- When creating the schedule for WFDF World Events, officials will take into account the following criteria. Each section is considered more important than the one following.
E7 - Scheduling Rules
- E7.1. All teams in the tournament must have the same path to the championship based on overall schedule structure. Example – No team is given an automatic “bye” to a later round in the event unless all teams had a similar opportunity to achieve that bye.
- E7.1.1. An exception can be made if an event has an uneven number of teams in the initial pools. In this case teams in pools with more teams may need to play an additional game in round robin play, and an additional team from a larger pool may be eliminated from the next round over a pool with fewer teams.
- E7.2. Teams will have a minimum of sixty (60) minutes between games unless there are extenuating circumstances.
- E7.3. Teams will not play more than two (2) games in the same day.
- E7.3.1. This rule may be broken if significant scheduling constraints exist, or in the case that weather issues have created a need to fairly complete the tournament. Example – playing Quarter Finals, Semi-Finals and Finals on the last day of the event rather than cancel the Quarter Final round. In this case the schedule must adhere to the following:
- E7.3.1.1. No team will play three (3) games in one (1) day more than once at a tournament.
- E7.3.1.2. When possible, a team should only play a third game in a single day if that game is against another team that is also playing its third scheduled game of that day.
- E7.3.1.3. When possible, teams involved in a third game should have followed the same schedule for the day, with games and byes having occurred at the same time.
- E7.3.1. This rule may be broken if significant scheduling constraints exist, or in the case that weather issues have created a need to fairly complete the tournament. Example – playing Quarter Finals, Semi-Finals and Finals on the last day of the event rather than cancel the Quarter Final round. In this case the schedule must adhere to the following:
- E7.4. Schedule should minimize teams playing in the last timeslot of a day and the first timeslot the next day.
- E7.5. Schedule should minimize the possibility of the same team playing in the first timeslot of a tournament for three (3) consecutive days.
- E7.6. Schedule should minimize the possibility of the same team playing in the first timeslot and the last timeslot of the day.
- E7.7. The Bronze Medal (3rd Place/4th Place) games may be excluded from the schedule of the event depending on the size of the event, available field space and benefits of scheduling to Semi-Final games. In such a case both teams will be awarded a Bronze Medal and 3rd place at the event, and will take place in the final medal ceremony. For the purpose of World Ultimate Rankings, each country will receive the average of the points awarded for 3rd and 4th place.
- E7.1. All teams in the tournament must have the same path to the championship based on overall schedule structure. Example – No team is given an automatic “bye” to a later round in the event unless all teams had a similar opportunity to achieve that bye.
E8 - World Ultimate Rankings
- E8.1. The World Ultimate Rankings are rankings that are based on the finishing position of each country’s top team in each playing division over the last four years from the most recent WFDF Ultimate events.
- E8.2. World Ultimate Ranking Points are calculated by using the following formula for each team participating in all eligible divisions for all eligible events: Points = (MAX Points/Teams in Division) X ((Teams in Division - Team Rank)+1)
- E8.2.1. For Club Events, only a country’s top placing team will collect points. Lower ranked teams from the same country will be removed from the list of teams for the purposes of calculating the “Teams in Division”.
- E8.2.2. A country’s World Ultimate Ranking is the sum of all points collected by all that country’s from all eligible events/divisions.
- E8.2.3. World Ultimate Rankings are calculated using the most recent occurrence of all eligible events.
- E8.3. Eligible Events, Divisions and Max Points: Event Divisions Max Points WUC/WUCC O/W/X 48 WBUC O/W/X 48 WBUCM O/MW/MX 24 WBUC Other Age Restricted Divisions 12 WU24/WJUC O/W/X 36 WMUC/WMUCC MO/MW/MX 24 WMUC/WMUCC Other Age Restricted Divisions 12 Continentals O/W/X 24 Continentals Age Restricted Divisionsª 12 ªAge Restricted Divisions at Continentals Events are only eligible if the same division has previously occurred at WJUC, WMUCC, WMUC (for Grass Events) or WBUC (for Beach Events).
- E8.4. The most recent World Ultimate Rankings are defined as the rankings that are current at the time of the bid allocation process for any given event.
E9 - Adjustments to seeding and bids.
Appendix F: Hand Signals
F1 - Purpose of Hand Signals
- F1.1. To signal to other players, game officials, substitutes, team staff or spectators, what call has been made by the players involved. Note: Responsibility for all calls remains with the players.
F2 - Use of Signals
- F2.1. Signals may be made either by the players involved, or by players or non-players (eg officials) who have heard the call.
- F2.2. Non-players may only signal in response to a player's call on the field.
- F2.3. Non-players should also use signal 22 to indicate which team made the call, after the following calls: Foul, Violation, Retracted, Time-out, Spirit Stoppage and Stoppage.
Source: the WFDF Rules of Ultimate 2025-2028 and the WFDF Official Annotations, as presented at urules.org.