Ultimate Observers Association
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UOA Laws of Ultimate

Ultimate is a 7 on 7 limited contact team sport played with a flying disc. The object of the game is to catch a pass in the opponent’s end zone, which scores 1 point. The disc must be thrown from player to player, in any direction, as running with the disc is not allowed.

Rule One: Field, Equipment and Game Specifications

I. The Ultimate Field

1. All field lines and markings shall be painted in accordance with these specifications:
2. Ultimate Field: 120 yards long by 40 yards wide (playing field and end zones)
3. Playing Field: 70 yards long by 40 yards wide
4. End Zones: 25 yards deep by 40 yards wide
5. Brick Mark: X’d circle 20 yards outside End Zone in the center of the field
6. Mid Field Mark: X’d circle at the center of the field
7. Brick Hash Marks: 20 yards outside End Zone, perpendicular to sideline, 3 feet, 6 inches inside sideline
8. Reverse Brick Hash Marks: 10 yards inside End Zone, perpendicular to sideline, 2 feet, 6 inches inside sideline
9. All Field Corners shall be 90 degrees and marked with 9 inch plastic orange cones.
10. Surface shall be flat, safe and obstruction free, preferably well trimmed grass.
11. All lines are considered ‘out’ (either out of bounds or out of the End Zone) and the area inside the lines is ‘in’.
12. Small modifications are acceptable.

II. Equipment

1. The game disc shall be Discraft’s 175 gram Ultrastar.
2. No sharp edged or jagged shoes or clothing, or any apparel deemed unsafe are allowed.
3. No apparel or clothing may be worn that will provide an unfair advantage for the wearer.
4. Team members shall wear a matching uniform that distinguishes them from their opponent.

II. Game Specifications

1. Games are to 15 points. The game ending score can be adjusted to suit an event.
2. Predetermined game scores shall be odd numbers.
3. Halftime lasts 10 minutes and begins once a team reaches a score over half of the predetermined score limit.
4. A game is won when a team reaches the game ending score and leads by 2 or more.
5. Overtime occurs when a game is tied at one point less than the predetermined game ending score and has NOT reached the time cap.
6. An Overtime game is won by scoring two straight goals, or by scoring 3 goals(game to 15, Overtime begins at 14-14, game is won when a team goes ahead 16-14 or gets to 17)

7. Tournament games: 2 hours, Time Cap Warning sounds at 1:40.
8. Time Cap while point is in progress: complete the point, add 2 to the higher score, that is the game ending score.
9. Time Cap after a score and before the puller initiates the pulling motion: add 2 to the higher score immediately, that is the game ending score.
10. A game shall not exceed 15 points if the Time Cap Warning sounds prior to the start of Overtime.

11. ***The “what you miss, is what you miss” rule: if a game lasts so long that it prevents the next tournament round from beginning on time for some teams, ‘what you miss is what you miss’. Officials shall not allow points to be assessed against teams involved in an earlier round game that lasts beyond the start of the current round. Reward the comeback. Once a long running game ends, 10 minutes max until the next game begins.

Rule Two: Role of the Observer


I. Game Officials shall be 2 Observers. One observer shall be the Head Observer(Observer 1).
The Observers shall be assisted by a Scorekeeper, when available. The Scorekeeper shall be located at midfield.

II. Observer Active Duties:

1. The Observer shall count the stall(verbal “stalling 1, 5, 7, 8, 9, 10”)
2. The Observer shall call travels
3.The Observer shall restart play after all stoppages of play
4. The Observer shall call all offside violations
5. The Observer shall make all disc up/down calls
6. The Observer shall provide Quick Rulings on all disputed foul and violation calls made by the players
7. The Observer shall assess all penalties

III. Observers Uniform

The Observer uniform shall be an orange shirt (alternates in this order: kelly green, white, black), black shorts or pants, black shoes and socks, black hat or stocking cap (optional). Under layers shall be black.

IV. Observers Jurisdiction

1. Observer jurisdiction begins when they arrive on the field.
2. Observers shall make decisions for infractions of the rules inside and outside the field boundaries.
3. The Observer shall make rulings based on situations not specifically covered by the rules.
4. Use of video replay equipment in making game decisions is prohibited.
5. Observer jurisdiction is terminated when the score is approved and the officials begin their exit from the center field area.

V. Observers Pregame Duties

1. Arrive on field 15 minutes prior to game time to inspect and approve equipment, field, end zones, scoreboards etc. Each observer watches a team warm up on separate halves of the field.
2. Captains Meeting---10 minutes prior to game time. Verify that uniforms and equipment are legal and that all athletes will exhibit fair play and sportsmanship during the entire game. Comment on specifically emphasized rules, new rules, and experimental rules, if any. Assure athletes that communication will be a priority in regard to timing issues. Oversee disc flip, first for uniform color, second for possession/field end.
3. Coaches Meeting---5 minutes prior to game time.
4. Observer 1 shall designate the official Time Keeper.
5. Observer 1 shall designate the official Score Keeper.
6. Notify each team 3 minutes prior to the start each half.
7. Notify teams of time limits for the pull prior to the start of play. At game time, give the receiving team 20 seconds to be ready and the pulling team 20 after the receiving team is ready. If teams are ready to play early, start play by giving the receiving team 20 seconds to be ready, then the pulling team 20 to pull.
8. Assess points if conditions warrant.
9. Declare a forfeit if conditions warrant.

VI. Observer General Duties

The Observers shall conduct the game in accordance with the rules. This includes:
1. Deciding on matters of disagreement between opposing players regarding foul and violation calls.
2. Administering penalties.
3. Notifying players when play is about to begin at the start of the game, after halftime, after fouls/violations and after timeouts.
4. Notifying players of the stall count vocally and visibly during stoppages.
5. Signaling goals, fouls, violations and all rulings with the proper signals and mechanics.
6. Reporting technical fouls and team misconduct fouls to scorekeeper and then to head coaches/captains
7. Calling travel violations
8. Vocally and visibly counting seconds of the stall count.
9. Conferring with the scorekeeper at halftime to determine score, pulling and receiving teams.
10. Checking and approving the score at the end of each half.

VII. Observers Additional Duties

The Observers shall:
1. Penalize unsporting conduct by any player, coach, substitute, team attendant or follower(if supporters become unruly or interfere with the orderly progress of the game Observers shall stop the game until host site management resolves the situation)
2. Penalize and disqualify the offender if flagrant misconduct occurs.
3. Determine if a player is apparently unconscious and prevent his/her return to action without written authorization from a physician.
4. The observer with the score card should announce loudly, the score between each point, long enough after the goal is scored, to allow the crowd to quiet down.

 

Rule Three: Pregame, Starting Play, the Pull and Scoring

I. Pregame:

1. Captains Meeting(administered by Observers): 10 minutes prior to game time, during which time captains from each team shall flip a disc, furthest traveling team calling, winner earning first choice of either a)to begin the game throwing or receiving the pull OR b)which end of the field to start the game. If uniform colors are not predetermined, the first of two disc flips shall determine uniform choice.
2. The second half shall mirror the start of the first half.

II. Starting Play and the Pull

1. Each point begins with a “pull”, a “kickoff” type throw from one team to the other, after the receiving team expresses readiness.
2. A team may have as many as 7 and as few as 2 players in order to start play.
3.The receiving team shall express readiness with all (7) players having at least one foot on their goal line and after having done so, shall maintain “7 on the line” until the pull has been released.
4. The feet of the pulling team shall be behind the goal line until the moment the pull is released.
Offsides is the violation of failing to maintain proper pre-pull positioning.

5. Play stops after a goal is scored to allow the scored on team to take 70 yards, where they become the receiving team. The receiving team has a maximum 1:10 to express readiness.
6. The team that scored becomes the pulling team and has a total of 1:30 to release the pull.

7. A pull that lands in bounds and comes to rest on the playing field or in the end zone of the receiving team, without ever touching out of bounds, shall be played from where it comes to rest.
8. An out of bounds pull may be put into play at the playing field sideline nearest to where it last crossed the sideline, in the middle of the playing field nearest to where it last crossed the sideline, at the brick mark or at the goal line straight up from where the disc last crossed the backline.
9. In order to carry the out of bounds pull to the ‘brick mark’ or to the ‘middle’, a player from the receiving team must announce “brick” or “middle” clearly and loudly with a raised arm after the disc contacts an out of bounds object and before picking up the disc.
10. A pull that lands on the playing field or in either end zone and rolls or otherwise goes out of bounds, shall be taken at the sideline or goal line, closest to where the disc went out of bounds.
11. A pull that lands on the playing field or end zone and contacts a receiving team player before going out of bounds, shall be taken at the sideline or backline closest to where the disc left the Ultimate Field.
12. A pull caught in or out of bounds by the receiving team, must be put into play at the spot on the playing field nearest the reception.
13. The pulling team may not touch the airborne pull until after it has touched a member of the receiving team.
14. A pull that is rolling or otherwise still in motion after contacting the ground, may be touched or stopped by either team, but may not be intentionally advanced in any direction.
15. The offense has 20 seconds to put an out of bounds pull into play.
16. The offense has 10 seconds to put a pull that remains in bounds into play.

III. Pull Related Penalties:

1. Pulling team touching the airborne pull: receiving team puts the disc into play at the mid field spot or in the center of the field nearest to where the thrown pull was touched.
2. Pulling team off sides: receiving team puts the disc into play at the mid field mark.
3. Receiving team off sides: receiving team puts the disc into play at the reverse brick.
4. Failure to express readiness to receive the pull: loss of a team time out, unless no time outs are available, in which case the offense gets the disc at the reverse brick with the defense set.
5. Failure to pull prior to 1:30 limit: receiving team puts the disc into play at the mid field spot with the defense set.

IV. Scoring

1 point is earned by the team that catches a thrown pass(offensively or defensively) in the end zone their opponent is defending.


Rule Four: Catch, Receiver, Throw and Thrower

I. Catch

A legal catch is defined as sustained contact with a non spinning disc, given that the first point of contact with any body part or the held disc itself is in bounds after control has been established. Control of the disc must be maintained thru ground contact.

II. Receiver

1. Any member of the offensive team who is not in possession of the disc is a receiver.
2. A simultaneous catch by a receiver and defender goes to the offense.
3. If a receiver’s momentum carries them out of bounds after a legal catch, the receiver is in bounds and shall set a pivot at the appropriate spot afterwards.

III. Throw

1. A throw is any intentionally thrown, tossed, passed or intentionally or accidentally dropped disc in flight.
2. The Throwing Motion is initiated with the backward movement of the disc prior to the forward motion towards disc release, and ends at the conclusion of the natural wrist snap motion.
3. The Act of Throwing is forward motion of the disc that leads to its release.

IV. Thrower

1. Any offensive player may pick up the disc after a turnover or the pull and become the thrower.
2. Any offensive player with the disc in their possession must be the thrower and establish a pivot at the proper spot where the disc should be put into play, or from where play should continue.
3. The thrower may stand up in order to establish a pivot if their reception ends with them on the ground as long as they do not establish a pivot, initiate the throwing motion, fake or otherwise pivot before standing AND may reset their pivot during a stoppage of play.
4. With a defender within 3 yards, a thrower has 10 seconds to release a throw. These 10 seconds are the ‘stall count’.
5. After offensive receptions the stall count begins once the reception is made, whether the thrower remains in bounds or their momentum has carried them out of bounds, provided there is a marking defender within legal marking distance of the pivot or the location where the pivot shall be set.
6. After the pull and after turnovers, the stall count begins when the thrower establishes a pivot foot at the proper spot or when time limits have expired provided there is a marking defender within legal marking distance of the pivot or the location where the pivot shall be set.
7. Failure to release a throw prior to the initial verbalization of the “T” sound of the word “ten” is a 10 second Stall and the result is a turnover.
8. After a 10 second Stall the Observer shall place the disc at the spot of the violation and begin the 10 second pre-stall. Players shall remain where they were at the time of the stall, until the Observer spots the disc.

9. A legal pass may be released without establishing a pivot foot prior to the third ground contact after a reception made while running or leaping.

Rule Five: Defense and Turnovers

I. Defense

1. The legal marking defender must be within 3 yards of the thrower’s pivot and is required to give the thrower a disc’s diameter (disc space) around the thrower’s pivot, which equates to a disc diameter between the torsos of a thrower and marker standing upright.
2. The marking defender may not straddle the thrower’s pivot foot nor use their arms to encircle the thrower in any way as to restrict natural pivoting and throwing motions.
3. The 10 second stall count begins when a defender enters a legal marking position.
4. A new marking defender results in a new 10 second count.
5. Leaving the 3 yard marking area and returning, results in a new 10 second count.

6. When there is more than 1 defender in the 3 yard marking distance without the same number of offensive players, the stall count is suspended until only the marker remains and continues at the reached count plus 1.

7. A defensive interception negated by ground contact or by the inability to maintain control of the non spinning disc, shall be considered a blocked pass.

8. Defenders may exit the playing field in an effort to block or intercept an airborne disc or in an effort to prevent a throw and must return to the Ultimate Field immediately afterwards.

II. Turnovers

1. The following result in immediate change of team possession and require only a legally established pivot foot to resume play: 1)a thrown disc touching the playing surface prior to reception, 2)a thrown pass touching an out of bounds object, 3)a thrown disc being intercepted or blocked to the ground by the defense, 4)an uncaught pull that strikes a receiving team member prior to the disc contacting the playing surface, 5)a live disc dropped to the playing surface by the thrower…

2. The following result in immediate change of team possession and require the observer to spot the disc and restart play: 1)10 second Stall, 2)a time out called while the disc is live by a thrower who’s team has none remaining, 3)a hand off from one teammate to another, 4)an untouched pass caught by the thrower…

III. Turnover Timing Issues

1. 10 seconds are permitted to put the disc into play after a turnover that stays in bounds and comes to rest on the playing field.
2. 20 seconds are permitted to put the disc into play after a turnover that comes to rest or comes in contact with the end zone or an out of bounds area.

Rule Six: Field Position, Fouls and Penalties

I. Field Position

1. Every player is permitted any spot on the field, as long as the spot is not occupied already. The field position may not be obtained by displacing an opponent from the spot.
2. Leaping athletes may land at the spot they leave the ground or at another spot on the field as long as there is a clear path to that spot at the moment of take off.

3. Players are required to remain on the Ultimate Field, except when retrieving the disc, when momentum carries them out of bounds, or when making an immediate play on the disc, and must return to the Ultimate Field as quickly as possible.

Note: All foul and violation calls shall be made, by rule, clearly, immediately and loudly (cil), by players and/or Observers.

II. Fouls

1. A foul is illegal contact which hinders an opponent from performing normal offensive and defensive movements and provides the violator with an unfair advantage over the violated.
2. A player shall not hold, push, trip, charge into, move solely in an effort to impede the progress or hinder the freedom of movement of an opponent by extending arms, shoulders, hips or knees or by bending the body into an other than normal position.
3. A player shall allow an opponent a line of sight, time and distance to avoid contact by stopping or changing directions.
4. The violated player shall call “foul” after perceived foul contact.
5. The disc in the thrower’s hand is considered part of the thrower’s body, so contact with the held disc can be called “foul”.
6. A player called for committing a foul may contest the call if they feel that no infraction occurred by announcing “contest”.
7. Every time a call is contested, the Observers shall rule on the call and restart play in accordance with the rules.

8. Illegal contact initiated by the marker as the result of common defensive movements or by failure to allow ‘disc space’ is a foul against the marker.
9. Illegal contact initiated by the thrower against a marker who has established a legal marking position is an offensive foul against the thrower.
10. Illegal contact initiated by a guarding defender against a receiver is a foul against the defender.
11. Illegal contact initiated by a receiver against the guarding defender is a foul against the receiver.

12. Incidental contact is contact that does not affect the outcome of a play nor give advantage to one player over another. Arm to arm contact after the conclusion of the throwing motion should be considered incidental contact.

III. Verticality

Verticality applies to offensive and defensive players who legally obtain a position on the field. From this position a player may raise their arms, rise or jump vertically and occupy the space above them. Illegal contact with the arms, body or legs of a player with legal vertical position is a foul.

IV. Force-Out Foul

1. A reception negated by an opponent pushing and forcing an airborne receiver out of bounds, shall be ruled a completion, the disc spotted at the nearest spot on the playing field and the game restarted by the observer.
2. If an end zone catch is negated (backline, sideline, goal line) by an opponent force out, a goal is awarded.

V. Strip

1. A caught or held disc may not be contacted, swatted or struck as to cause a player to lose possession of it.
2. The offended shall call “strip”.
3. If an end zone catch is negated by a defensive strip foul, a goal is awarded.
4. The player called for committing a strip may contest the call.

VI. Technical Fouls:

1. Unsporting acts which may results in a Technical Foul include, but are not limited to: blocking the vision of a thrower, using a thrown object to block a throw, spiking on or at an opponent, overly aggressive contact, unnecessary roughness, intentional fouling, failure to return to the Ultimate field immediately, unfair, dishonorable conduct or behavior which violates the sense and significance of good sportsmanship.
2. Two Technical Fouls charged to the same player in a single game results in their disqualification from the game.

VII. Team Technical Foul:

Actions which may result in a Team Technical Foul include, but are not limited to: encroaching upon the field of play,

VIII. Ejections:

1. Ejection-able acts include but are not limited to: striking, kicking, spitting, fighting, extreme or persistent, vulgar or abusive conduct.
2. A player ejected in one game, is suspended for the following game.

IX. Misconduct Related Penalties:

1. First Technical Foul: restart with new count
2. Each subsequent Technical Foul:
a. by an offensive player- disc at reverse brick, or same spot if behind, count reached plus 1
b. by a defensive player- disc at attacking brick mark or centered if ahead, new count

Rule Seven: Violations

I. Violations

1. A violation is a breaking of the rules that is not a foul.
2. When a violation of a specific rule is perceived, the violated player shall call either “disc space” or “pick”.
3. The perceived offender may agree with the call or may ‘contest’ the call, at which point the Observer rules and restarts play in accordance with the rules.

II. Pick

1. No player may purposefully or accidentally, knowingly or unwittingly hinder the pursuit by a defender within 3 yards of a potential receiver. To do so, is a violation.
2. The offended player shall call “pick”.
3. The stall count shall continue until the thrower halts play by raising a hand overhead.
4. Once play is halted by the thrower prior to a throw and after the pick call, all players shall quickly return to the spot where they were at the moment of the pick and the stall to the reached count plus 1 or 6 if over 5.
5. A completion to a receiver, whose defender was picked, returns the disc to the thrower, the stall to the reached count plus 1 or to 6 if over 5 and all players shall quickly return to the spot where they were at the moment of the pick.
6. A reception after a pick ruled ‘not involved’ shall stand and no resetting of players is required, except for the picked player, who shall move to regain a position equidistance to the receiver they were guarding at the moment of the pick.
7. The offender may contest a pick call and when upheld, any completion shall stand and players shall maintain their positions until the restart.

III. Disc Space

1. When the marker is perceived to be violating the disc space, the thrower shall call ‘disc space’.
2. This first warning, results in a suspension of the stall count and a second infraction during a single stall count, results in a stoppage of play and when uncontested or upheld by the Observer, a new stall count.
3. If the marker contests and the Observer agrees that there was no violation, the stall resumes at the reached count plus 1, or 9 if over 8.

IV. Travel

Any violation of these stipulations is a “travel”. Play stops and is restarted in accordance with the rules.

1. A receiver is allowed the fewest number of steps possible to come to a complete stop and establish a pivot, and may not curve their final steps after the reception to gain an advantage.
2. Once a pivot is set, a thrower must maintain that single pivot point and field pivot location until the disc is released for a throw.
3. Intentional and purposeful batting, tipping, delaying, spinning, airbrushing etc to advance the disc is prohibited during an attempted reception.
4. If a receiver’s momentum carries them out of bounds after a legal catch, the receiver shall set a pivot at the sideline nearest to where they exited the playing field.
5. If a receiver’s momentum, after a legal catch on the playing field, carries them into the end zone they are attacking, the thrower shall set a pivot at the nearest spot on the goal line.

6. After a turnover, the new thrower shall set a pivot:
a. adjacent to the disc where it comes to rest on the playing field
b. at the proper spot on the playing field sideline
c. where the disc comes to rest in the defending end zone OR on the goal line straight up from where it came to rest in the defending end zone,
d. or on the goal line straight up from where it comes to rest in the attacking end zone

7. A thrower retrieving the disc from the end zone or from out of bounds must establish a pivot foot at the proper spot PRIOR to initiating the throwing motion.
8. Players must hold their positions prior to Observer restart.

Rule Seven: Continuation Rule

Continuation Rule
1. When fouls or violations are called, play continues until the thrower in possession of the disc acknowledges the call OR until after the outcome of the first pass after the call has been determined.
2. The stall count shall continue until the call is acknowledged and shall be restarted in accordance with Stall Count Specifics.
3. This ‘continuation rule’ allows play to continue without stoppage OR stops play after the first pass depending on these circumstances:
a. thrower calls foul that occurred during the act of throwing a completion, ‘play on’ un-halted
b. thrower calls foul that occurred during the act of throwing an incompletion, play stops and disc goes back to the thrower
c. thrower calls foul that occurred before the act of throwing a completion, play stops and disc goes back to the thrower
d. thrower calls foul that occurred before the act of throwing an incompletion, turnover, ‘play-on’ un-halted
e. offensive non-thrower calls foul before the act of throwing stops play and disc stays with the thrower
f. offensive non-thrower calls foul during the act of throwing, play on
g. defender calls foul and the play is affected, play stops and disc goes back to the thrower
h. defender calls foul and the play is unaffected, play stops and the play stands

Rule Eight: Time Outs and Substitutions

I. Official Time Out

The Observer may stop play for several reasons, including, but not limited to, equipment issues, injuries, sideline crowding, weather emergencies, to assess misconduct penalties, etc.

II. Team Time Outs

1. Teams are permitted 3 time outs per game, 1 per half and a ‘floater’, which may be used in either half.
2. In Overtime, each team is allowed 1 time out.
3. Play shall be restarted with the player who called ‘time out’ with the disc at the spot of the Time Out, with the stall count resuming at the count reached plus 1.
4. Substitutions are not permitted, unless for an injured player.
5. Both teams shall be made aware of an injury sub during a team time out to allow the opposition the opportunity to sub equal or few players.

A. Mid-point Time Out:

1. Maximum 90 seconds (1:10 for the offense to set, 20 for the defense to match up).
2. Time Outs are granted, during game action, when the player with the disc loudly and clearly calls “time out” AND forms a T with both hands or with a hand and the disc.
3. If a thrower calls time out while the disc is live for a team with no time outs remaining, the result is a turnover.
4. The offense shall huddle behind the disc and the defense ahead of the disc during time outs.

B. Time Out between points:

1. Maximum 2:50(2:30 for receiving team to express readiness, 0:20 for defense to pull)
2. Any player or coach may call for a Time Out between points.

III. Injury Time Outs

1. Injury Time can be called by the injured player, any teammate of the injured player or by the Observer.
2. Injury Time Outs begin at the instant the injury occurs, unless the injured player opts to continue playing before the time out is called, in which case, play shall continue.
3. If the injury occurs while the disc is airborne, the outcome of the throw shall stand.
4. Substitution to replace an injured player is permitted, in which case the opponent may substitute the same number or fewer players. 5. If the sub replaces an injured player who was in possession of the disc, the sub must take possession of the disc; otherwise, the sub shall assume the location of the injured teammate.
6. An injured player may stay in the game after an injury time out if the injury was caused by an opponent.
7. Play shall resume after an injury time out with all players in the location they were in at the moment the injury occurred and the stall resumes at the reached count plus 1, or 9 if over 8 even if the marker is replaced due to injury or is substituted out.
8. An injured player may stay in the game after an injury time out if their team takes a team time out, in which case, players may reset prior to restarting play. If the team has no team time outs to call, the injured player MUST leave the game.
9. If each team has an injured player who they wish to keep in the game after the injury time out, each team must be charged with a time out.
10. An injury sub during any stoppage must be announced to the opposing team in order to grant them the option to substitute.
11. An injury time out between points suspends time limits.

12. Bleeding players shall be asked to leave the field until wounds are no longer bleeding and are covered properly and clothing or body is appropriately cleaned and/or uniform is changed.

IV. Substitutions

Substitutions are permitted:
1. by the Receiving team after a goal is scored and before the 1:10 readiness deadline
2. by the Pulling team after a goal is scored and before the 90 sec pull deadline
3. in order to replace injured players or players with illegal equipment

Rule Nine: Live and Dead Disc, In and Out of Bounds and Stall Count Specifics

I. Live Disc and Dead Disc

1. The disc becomes live after an Observer restart or when a legal pull is released.
2. While the disc is live, all players are permitted to move and the disc is subject to turnover both in bounds and out of bounds.

3. The disc becomes dead when a goal is scored or after a call is made and play stops.
4. While the disc is dead, players shall hold their position or return to a position in accordance with the rules and the disc is not subject to turnover.

II. In and Out of Bounds

1. A player’s in/out status is determined by their most recent point of contact and they maintain that status until their next point of contact, and that status is not affected by contact with other players.
2. The disc may fly outside the field boundaries and becomes out of bounds only when it contacts any area or object that is out of bounds, an offensive player or observer with out of bounds status or is caught by an out of bounds defender. The disc contacting an out of bounds defender IS NOT out of bounds, and may be legally caught.
3. A thrower may touch an out of bounds area as long as their pivot point is on the ultimate field.

4. If the disc contacts an out of bounds area or object, or an offensive player with out of bounds status, it shall be put back into play at the spot on the playing field nearest to where it last crossed the boundary line.
5. If the disc, flying outside the boundary line is touched by any player with in bound status before contacting an out of bounds object or is touched by an out of bounds defender, it shall be put back into play at the spot nearest to where the player touched the disc last.
6. If a player with out of bounds status touches the disc while any portion of it is flying over the ultimate field, the disc shall be put back into play at the spot at the sideline nearest to where it was touched.

III. Stall Count Specifics

1. Uncontested or upheld defensive foul: new count, stall at 0
2. Uncontested or upheld offensive foul: count reached plus 1, or 9 if over 8
3. Uncontested or upheld pick or overturned pick when no pass attempt is thrown: count reached plus 1, or 6 if over 5
4. Travel: count reached plus 1 or 9 if over 8
5. Double foul: count reached plus 1, or 6 if over 5
6. Time out, team, injury or official: count reached plus 1

Rule 10: Extras

I. Assessing Points

1. Points shall be awarded to a team who established 7 on the line at game time, 1 point after 5 minutes and an additional point every 3 minutes.
2. Points may not be assessed if a team is playing a previous round’s game in accordance with the ‘what you miss is what you miss’ rule.

II. Forfeits:

1. Forfeitable situations include, but are not limited to: failing to compete in scheduled games, inability to complete a game, making a mockery of the sport or game, a team’s failure to comply with UOA rules and regulations, playing with ineligible players,
2. A forfeited game score shall be the predetermined score limit to 0, most often 15-0.

III. Do Over:

If a call or ruling cannot be made by the observer due to distance or obstructed view, the Observer may rule a Do Over, in which case the disc shall return to the thrower and the stall to the count reach plus 1 or to 6 if over 5.

IV. UOA Bonus Rules:

1. Play all scheduled games
2. Use the trash cans

 

 

UOA Hand Signals

*notes*
1-“flat hand” means fingers together, side by side(not an individual finger pointing)
2-palm down-towards the ground
3-palm vertical-thumb on top, pinky down
4-palm forward-flat palm facing forward

Visible Counts
Elbow shoulder height, flat hand palm down chop from chest, outward to the side, horizontal to the ground, elbow unmoving(stall or delay warnings)

Stall Count
Verbal “Stalling, 1” loud enough for thrower to hear, “5”, “7, 8, 9, 10”
Visible Count 1-10 accompanying Verbal Count
10 Second Stall-Verbal “Stall!” and two straight arms raised with open fingers showing ‘10’ digits

Pull Related Signals
Receiving team ready: open flat hand raised straight armed overhead palm forward
20 seconds to Pull or for Readiness: two fists raised straight armed overhead
10 seconds to Pull or for Readiness: one fist raised straight armed overhead
Final 10 seconds to Pull or for Readiness: visible count

Offsides
Stop Play signal followed by double fisted arm cross overhead followed by flat hand point to the appropriate mark.

Up/Down
Down: 1 straight arm and index finger pointing down, verbal “down!”
Up: 1 arm, low elbow, forearm vertical, index finger pointing up, verbal “up!”

In/Out
Out: flat hand palm forward one straight arm horizontal to the ground point off the field and verbal “out!” followed by incomplete signal and new offensive direction point.

In: flat hand palm forward one straight arm horizontal to the ground point onto the field and verbal “in!”

Turnover/Incomplete Pass
Flat hands, palms down, cross and uncross arms horizontal to the ground, then flat hand palm forward point in the new direction of offensive flow(Lead and Trail Observers)
Both Observers shall signal incomplete pass and make eye contact.

Time Warnings After Turnovers
Disc in end zone or out of bounds: 20 seconds of Visible Counting, verbal warnings at 20, 10, 5, 3, 2, 1
Disc on playing field proper: 10 seconds of Visible Counting, verbal warnings at 10, 5, 3, 2, 1

Violations
Player Called Violation: one flat hand palm forward straight arm overhead, held until restart.

Pick: two hands on hips, thumbs behind, four fingers in front

Fouls Signals
Player Called Foul: one fist raised straight armed overhead, held until athletes decide or until observer rules.

Uncontested Foul or Observer Ruled Foul: birddog offender (one arm straight up fist raised and one straight arm flat hand, palm down point at offender’s waist)
Then, one of the following…
A) Illegal use of hands: two fists, one wrist chopping the other(common hand to hand/arm marker v thrower foul)
B) Pushing: two open hands palms forward pushing motion(force out etc)
C) Holding: hand grasping wrist of vertical fisted forearm with downward movement(preventing a pivot or grabbing a cutter to prevent change of direction)
D) Tripping/kicking: foot kick
E) Offensive foul: hand behind neck(thrower initiated foul)

Strip
Four fingers together above, thumb underneath, pinching fingers of opposite hand, slide pinched fingers out of grip 3 times in quick succession, with arms bent slightly and raised overhead.

Overruled Foul by Observer: raised fist as soon as foul is called, after call is ruled upon birddog the ‘offender’, then two open hands palms down cross and uncross arms(same as turnover/incomplete pass) to “wipe away” called foul

Restarting of Play
The Lead Observer is responsible for returning downfield players to where they were at the time of the called foul or violation while holding one flat hand palm forward raised straight armed overhead.
Once the athletes are positioned properly, the Lead should tell the athletes to hold their positions and arm chop down to point at the spot of the disc with one flat hand arm straight palm vertical, to indicate ‘ready to restart’ to the Trail Observer.
At this point, the Trail verbally and visually announces the stall count, pauses momentarily, and verbally announces “defense set….3-2-1 disc” and then resumes the verbal and visual stall count, beginning with “stalling”.
Stalling Zero: one hand over head, 4 fingers together curved to meet curved thumb to form a zero, over head
Stalling 1-5: one handed, over head
Stalling 6-9: two handed, over head

Goal
If a reception is made inside the end zone, Lead Observer signals two flat hands palms down at 45 degrees. Continue to watch the receiver until it is super-abundantly clear that the reception survived ground contact and is in bounds with no bobbling of the disc. Make eye contact with Trail to see if he is signaling foul or violation in the backfield.
If no foul or violation is signaled, Trail Observer signals elbows low palms facing one another forearms parallel pointed upward.
Lead Observer then signals score by raising arms overhead parallel palms facing one another.

If Trail Observer signals violation or foul, Lead Observer mirrors the signals and directs attention towards Trail.

Not In The End Zone
Flat hand palm forward straight arm horizontal to the ground parallel to the sideline pointed towards ‘not in’.

 

Half Time
Flat hands palms forward repeated arm crossing and uncrossing directly overhead

Attention Getter/Stop Play
Flat hands palms forward repeated arm crossing and uncrossing directly overhead

Time Out
T made with both hands followed by flat hand palm forward straight armed point in the direction of the team calling time out.

Double Team
Both arms to the side, horizontal to the ground, cupped hands palms forward
(if an active stall count by Observer, verbal “no count” should accompany signal. Resume count with “stalling” and next number of count)

Not Close Enough To Stall
Both arms to the side, horizontal to the ground, cupped hands palms forward
(if an active stall count by Observer, verbal “no count” should accompany signal. Resume count with “stalling”)

Double Foul
Both arms to the side, horizontal to the ground, fists

Brief Hand Signals
Visual Counts-horizontal chest to side motion(stall, time warnings)
Pull Signals-receiving team ready-open hand overhead
-20 seconds-2 fists overhead
-10 seconds-1 fist overhead
-10-1 seconds-visual and verbal counts
Stalling-visual count and verbal “stalling,1, 5, 7, 8, 9, 10”
10 second stall-10 open fingers overhead and verbal ‘stall’
Turnover/Incomplete Pass-incomplete pass signal and direction point
-eye contact with partner
Time Warnings after turn over-
-20 seconds-visual count and warnings at 20,10,5,3,2,1
-10 seconds-visual count and warnings at 10,5,3,2,1
Violation-open hand straight overhead immediately, held until ruling
-travel-fist rotation 1.5 times
-pick-hands on hips, thumbs back, fingers front
Foul-fist straight overhead immediately, held until ruling
-one wrist chopping the other(illegal use of hands)
-two hands pushing forward(pushing)
-one hand grasping the other wrist(holding)
-kick
-hand behind head(thrower initiated foul)
Goal-two hands towards ground, eye contact, two hands raised if not foul/violation
Disc Down-index point down, verbal “down”
Disc Up-index point up, low elbow, verbal “up”
Out of Bounds-horizontal straight arm flat hand palm forward point and verbal “out”
In Bounds-horizontal straight arm flat hand palm forward point and verbal “in”
Halftime-opens hands arms crossing and uncrossing repeatedly overhead
Attention Getter/Stop Play- opens hands arms crossing and uncrossing repeatedly overhead
Offsides-Stop Play signal then two fisted arm cross overhead
-multiple Offsides-Stop Play and Offsides signals, then flat hand palm forward point to penalty spot
Strip-four fingers on top, thumb under, pinching the other hand which is squeezed out and repeated 3x
Time Out-two handed T and flat hand palm forward point towards appropriate team

Observers Professionalism
Observers shall conduct themselves with proper professionalism during the course of an event. This includes:
a-proper mechanics of all hand signals with good posture.
b-no crossed arms or hands on hips(these leave an impression of indifference and laziness)
c-maintaining proper positioning on the field.
d-hustling to be close to the action in order to provide ‘best perspective’ at all times.
e-proper uniform and clean shaven.

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