From: barcio@aio.jsc.nasa.gov (Joseph A. Barcio II  a.k.a. The Wanderer)
Subject: Ultimate Rules -- Cleaned 
Summary: Cleaned up Ultimate Rules plus a Question
Keywords:  Ultimate, Rules, Question
Organization: NASA Johnson Space Center
Date: Mon, 7 Sep 1992 20:01:11 GMT

G'day,

I recently got a hold of the rules for Ultimate.  I have cleaned them
up a bit further (syntax and semantic errors).  I couldn't really
tell who is in charge of this list (there were several names attached)
so I figured I just post it.

BTW, can anyone explain/fix the contradiction in:

CLARIFYING STATEMENTS ON FOULS, VIOLATIONS AND PICKS

Section 5 versus Section 6.  I assume "or time-out" should be
left out of Section 5.  It would make sense.

Thanks to whomever typed this in.

Joe Barcio
barcio@aio.jsc.nasa.gov

--------------------  Begin Ultimate Rules ------------------------------

    daryl@hpcupt3.cup.hp.com (Daryl Odnert) writes:

    Date: Tue, 11 Jun 91 11:11:57 +0300
    From: Juha Jalovaara <jpj@hutcs.hut.fi>
    Subject: 9th edition rules

    [****************************************************************

    WARNING - This is not an 'electronic' edition of  the  rules,  but
    rather the result of somebody's secretary typing in the rules.  In
    other words, a real "Ninth Edition" was given  to  a  non-Ultimate
    playing secretary, who then typed it in.  There are probably typos
    in it.  I would appreciate it if you could make me  aware  of  any
    typos.   My  goal is to make appropriate changes, and u/l a 'clean
    copy' some time next week.  In the meantime,  do  not  pass  these
    rules around without this  warning  -  Thank  you  -  Eric  Simon,
    6/10/91.

    ******************************************************************]


----------------------------------------------------------------------

		     ULTIMATE PLAYERS ASSOCIATION
                                          
			THE RULES OF ULTIMATE
                                          
                           Ninth Edition
				   

PREFACE

The purpose of the rules of Ultimate is to provide a  guideline  which
describes the way the game is played.  It  assumed  that  no  Ultimate
player will intentionally violate the rules; thus there are  no  harsh
penalties  for  inadvertent  infractions,  but  rather  a  method  for
resuming play in a manner which simulates what would most likely  have
occurred had there been no infraction.
            
In Ultimate, an intentional foul would be considered  cheating  and  a
gross  offense against the spirit of sportsmanship.  Often a player is
in a position where it is clearly to the player's advantage to foul or
commit some violation, but that player is morally bound  to  abide  by
the  rules.   The  integrity  of  Ultimate  depends  on  each player's
responsibility  to  uphold  the  spirit  of   the   game,   and   this
responsibility should not be taken lightly.
            
INTRODUCTION
            
Description
            
Ultimate is a non-contact sport played by two seven player teams.  The
object of the game is to score goals.  The disc may only be  moved  by
passing as the thrower is not allowed to take any steps.  Any  time  a
pass   is   incomplete,  intercepted,  knocked-down,  or  contacts  an
out-of-bounds  area,  a  turnover  occurs,  resulting  in an immediate
change  of  possession  of  the  disc.  A goal is scored when a player
successfully passes the disc to a teammate in the endzone  which  that
team is attacking.
            
Spirit of the Game
            
Ultimate has traditionally relied upon a spirit of sportsmanship which
places  the  responsibility  for  fair  play  on  the  player.  Highly
competitive play is encouraged, but never at the expense of  the  bond
of mutual respect between players, adherence to the agreed upon  rules
of the game, or the basic joy of  play.   Protection  of  these  vital
elements serves to eliminate adverse conduct from the Ultimate  field.
Such actions as taunting of opposing  players,  dangerous  aggression,
intentional   fouling,   or  other  "win-at-all-costs"   behavior  are
contrary to the spirit of the game and must be avoided by all players.
            
Captain's Clause
            
A game may be played under any variations of the rules agreed upon  by
the  captains  of  the two teams.  In tournament play, such variations
are  subject  to the approval of the tournament director.  Such things
as  length  of  game,  dimensions of the field, and stalling count can
easily be altered to suit the level of play.
            
            
CLARIFYING STATEMENTS
            
1.  Phrases:

    A  "player"  is  any of the fourteen (14) persons who are actually
    participating in the game at any one time.

    To  "put  the disc into play" means that the thrower establishes a
    pivot foot and is ready to throw.

    "Where the disc stops" refers to the location where  the  disc  is
    caught,  comes  to  rest  naturally,  or  where it is stopped from
    rolling or sliding.

2.  There are no scrimmage lines or off-sides (except  on  throw-offs)
    in Ultimate.

3.  The disc may be passed in any direction.

4.  The rolling or sliding disc may be stopped by any player,  but  it
    may not be purposefully advanced in any direction.  Possession  is
    gained where the disc stops.

5.  No defensive player may ever pick up the disc.


FIELD OF PLAY

1.  The field of play is a rectangular area with dimensions  as  shown
    on the accompanying diagram.

2.  The playing field may have  any  surface  (although  well  trimmed
    grass   is   suggested)   which   is  essentially  flat,  free  of
    obstructions and holes, and affords reasonable player safety.

3.  The playing field  proper  is  the  playing  field  excluding  the
    endzones.

4.  The goal lines are the lines  which  separate  the  playing  field
    proper from the endzones and are part of the playing field proper.

5.  The perimeter lines (sidelines and endlines) are not part of the
    playing fields.

6.  The corners of the playing  field  proper  and  the  endzones  are
    marked by cones made of a brightly colored, flexible material.

7.  An additional restraining line is established five (5) meters away
    from  the  entire  field to ensure that the sidelines remain clear
    during play.

8.  All lines are marked with a non-caustic material and  are  between
    two and four inches wide (2"-4").

EQUIPMENT

1.  Any flying disc may be used as long as it is  acceptable  to  both
    team captains.   If  the  captains  cannot  agree,  the  currently
    accepted  disc  of  the Ultimate Players Association (Wham-O 165g)
    shall be used.

2.  Individual players may wear any soft protective clothing  as  long
    as it does not endanger the safety of any other player.

3.  Cleats which have any metal exposed are not allowed.

4.  Each player must wear a  uniform  or  other  clothing  that  dist-
    inguishes him/her from the players on the other team.

LENGTH OF GAME

1.  TIME

    a.  Each half lasts for twenty-four (24) minutes of stopped time.

    b.  Each overtime period lasts for five  (5)  minutes  of  stopped
        time.

    c.  The clock starts when:

	1.  An offensive player gains possession of a throw-off and
	    establishes a pivot foot;

	2.  The thrower receives the disc after a check;

	3.  The thrower puts the disc into play after it has been out
	    of bounds.

    d. The clock stops:

	1.  After a goal;

	2.  At the end of a period of play;

	3.  For time-outs;

	4.  For injuries;

	5.  For fouls and violations;

	6.  When the disc contacts an out-of-bounds area.

2.  POINTS

    a.  A goal is worth one (1) point.

    b.  A game to points lasts until one team scores  twenty-one  (21)
        goals with a margin of victory of at least two(2) goals.

    c.  A game with a score  of  twenty-to-twenty  (20-20)  goes  into
        overtime, and  play  continues  until  a  two-goal  margin  is
        achieved or one team scores twenty-five (25) goals.

    d.  Halftime occurs when one team reaches eleven (11) goals.

3.  Halftime lasts for ten (10) minutes.

4.  At the end of the game, the team with the most goals  is  declared
    the winner.

TIME-OUTS

1.  TIME-OUT

    a.  Each team is permitted  three  (3)  time-outs  per  half,  and
        one(1) per overtime.

    b.  Each time-out lasts up to two (2) minutes.

    c.  The player calling the time-out must form a  "T"  with  his/her
        hands and call "time-out" loudly.

    d.  A time-out may be called by  either  team  after  a  goal  and
        before the ensuing accepted throw-off.

    e.  During play, only the person with possession of the  disc  can
        call a time-out.

    f.  When play resumes after a time-out:

	1.  The player who had possession puts the disc into play.

	2.  The disc is put into play at the location where the disc
            was when the time-out was called.

	3.  Play is resumed through the use of a check and all other
            players may set up in any position on the field.

2.  INJURY TIME-OUT

    a.  Injury time-out can be called by any  member  of  the  injured
        player's  team.  The time-out call is in effect at the time of
        the injury.  In other words, the call is  retroactive  to  the
        time that the injury occurred.

    b.  Injury time-out results in a  team  time-out  if  the  injured
        player  does  not  leave  the  game.   A  "spirit of the game"
        exception  is  made  when  the injury is caused by an opposing
        player.

    c.  When play resumes after an injury time-out:

        1.  The player who had possession of the disc when the injury
            occurred  puts the disc into play.  If that player leaves
            the  field  due  to injury,  the player replacing him/her
            puts the disc into play.

        2.  If  the  disc  was  in  the   air  at  the  time  of  the 
            injury,  play  continues  until  possession is gained and
            that player puts the disc into play.

        3.  The disc is put  into play at the location where the disc
            was  when the injury occurred.

        4.  The play is resumed through the use of a  check  and  all 
            players  must   assume  their   respective  positions  on
            the field when the time-out was called.

SUBSTITUTIONS

1.  Substitutions can be made only:

    a.  After a goal and before the ensuing accepted throw-off.

    b.  Before the beginning of a period of play;

    c.  To replace an injured player(s).

2.  If a team replaces an injured player(s), the opposing team has the
    option of substituting a like number of, or fewer players.

3.  Substitutions other  than  injury  substitutions  cannot  be  made
    during a time-out taken during play.

STARTING AND RESTARTING PLAY

1.  Before  a  game  starts,  each  team  designates  one  captain  to
    represent that team in disagreements and arbitration.

2.  Start of periods of play:

    a.  The  captains of the two teams each flip a disc.  The  captain
        of one team calls same or different while the discs are in the
        air.  The team winning the flip has the choice of:

	1.  Receiving the initial throw-off; or

	2.  Selecting which goal they wish to defend initially.

    b.  The team losing the flip is given the remaining choice.

    c.  The second half begins with an automatic reversal of the first
        choice of the options (see 2-A)

    d.  In a game to time, if overtime periods are  needed,  the  disc
        flipping procedure is repeated for the first overtime  period.
        Each subsequent  overtime  period  begins  with  an  automatic
        reversal of the first choice of the options.

3.  Throw Off

    a.  Play starts at the beginning of each period of play and  after
        each goal with a throw-off.

    b.  Each time a goal is scored, the teams switch the direction  of
        their attack and the team which scored throws off.

    c.  Positioning prior to the throw-off.

        1.  The players on the throwing team are free to move anywhere
            in  their  defending  endzone,  but may not cross the goal
            line until the disc is released.

        2.  The players on the receiving team must stand with one foot
            on their defending goal  line  without  changing  position
            relative to one another.

    d.  The throw-off may be made only after the thrower and a  player
        on the receiving team raise  a  hand  to  signal  that  team's
        readiness to begin play.

    e.  The throw-off consists of one  player  on  the  throwing  team
        throwing the disc toward the opposite goal line to begin play.

    f.  As soon as the disc is released, all players may move  in  any
        direction.

    g.  No player on the throwing team may touch the throw-off in  the
        air before it is touched by a member of the receiving team.

    h.  If a member of the receiving team catches the throw-off on the
        playing  field proper, that player must put the disc into play
        from the spot.

    i.  If a member of the receiving  team  touches  the  disc  during
        flight of the throw-off (whether in or out of bounds) and  the
        receiving team fails to catch it,  the  team  which  threw-off
        gains possession of the disc where it stops.

    j.  If the receiving team allows the throw-off to  fall  untouched
        to  the  ground,  and  the disc initially lands in bounds, the
        receiving team gains possession of the disc where it stops.

    k.  If the throw-off lands  out  of  bounds, the  receiving  team,
        before touching the disc, makes a choice of:

        1.  Putting the disc into play at the point where  it  crossed
            the goal line.

        2.  Requesting a re-throw. To request a re-throw,  any  member
            of the receiving team must fully extend one hand above the
            head and call "Over."  Once this re-throw signal is given,
            that throw-off can no longer be put into play.

        3.  Invoking the Middle Rule.  To invoke  the  "middle  rule,"
            the  member  of the receiving team who is going to receive
            the  throw-off  shall  fully extend one hand above his/her
            head and call "middle".  The player must let the disc  hit
            the ground.  On a "middle rule" call, the offensive player
            may use a "self check," meaning he/she picks up  the  disc
            and  the  nearest defensive player says "in play."  If the
            nearest  player  does  not  immediately say "in play," the
            offensive player may touch the disc to the ground and yell
            "disc in play."

4.  The Check
    
    a.  When play stops, the player  who  was  in  possession  retains
        possession.

    b.  All players must come to a stop as quickly  as  possible  when
        play is halted, and remain in their respective locations until
        play is restarted.

    c.  The marker restarts play by handing the disc to the thrower.

OUT-OF-BOUNDS

1.  Any area not on the playing field is out-of-bounds.  The perimeter
    lines themselves are out-of-bounds.

2.  A disc is out-of-bounds when it first  contacts  an  out-of-bounds
    area or contacts anything out-of-bounds.

3.  The disc may fly outside  a  perimeter  line  and  return  to  the
    playing field, and defensive players may go out-of-bounds in order
    to make a play on the disc.

4.  A player is out-of-bounds when s/he is contacting an out-of-bounds
    area.  When a player is in the air, his/her in or out-of-bounds is
    determined by where the ground was last contacted by the player.

5.  For a receiver to be considered in bounds after gaining possession
    of  the  disc,  the first point of contact with the ground must be
    completely  in-bounds.   If  any  portion  of  the  first point of
    contact is out-of-bounds, the player is considered out-of-bounds.

6.  Should the momentum of a player carry him/her out-of- bounds after
    making  a  catch  and  landing in-bounds, the player is considered
    in-bounds.  The player carries the disc to  the point  where  s/he
    went out-of-bounds and puts the disc into play at that point.

7.  To restart play after the disc has gone out-of-bounds, a member of
    the team gaining possession of the disc must carry the disc to the
    point of the playing field where the disc went  out-of-bounds, and
    put the disc into play at that point.

8.  The thrower may pivot in- and out-of-bounds, providing  that  some
    part of the pivot foot contacts the playing field.

9.  If a pass  does  not  come  in  bounds  the  opposing  team  gains
    possession of the disc where it left the field of play only if the
    defense  did  not  contact the disc.  If the defense contacted the
    disc, the disc must be  put into play at the point closest to  the
    playing  field  where  the contact occurred.


ENDZONES

1.  If a team gains possession in the endzone which it is defending:

    a.  The player taking possession must make the immediate  decision
        to either:

        1.  Put the disc into play from that spot, or

        2.  Carry it directly to the closest point on  the  goal  line
            and put it into  play  from  there.   If  this  option  is
            chosen, the player taking possession commits the player to
            put the disc into play at that point.

    b.  To fake or pause after gaining possession commits  the  player
        to put the disc into play at that point.

2.  If, as a result of a pass from a teammate, a player  receives  the
    disc in the endzone which they are defending, that player does not
    have a choice of advancing the disc to the goal line.

3.  If a team gains possession in the endzone which it  is  attacking,
    the player taking possession must carry the disc directly  to  the
    closest  point  on  the  goal line and put the disc into play from
    there.

SCORING

1.  A goal  is  scored  when an offensive player completes a pass to a
    teammate in the endzone which his/her team is attacking.

2.  In order for the receiver to be considered in  the  endzone  after
    gaining  possession  of  the  disc, his/her first point of contact
    with the ground must be completely in the endzone.

3.  A player cannot  score by  running into the endzone with the disc.
    Should a receiver's momentum carry him/her into the endzone  after
    gaining  possession,  the receiver must carry the disc back to the
    closest  point  on  the  goal line and put the disc into play from
    there.

4.  A player must be completely in the endzone  and  acknowledge  that
    s/he has scored a goal.  If that player plays the disc unknowingly
    into a turnover, then no goal is awarded.


TURNOVERS

1.  An incomplete, intercepted, knocked down,  or  out-of-bounds  pass
    results in a loss of possession.

2.  The following actions result in a loss of possession and a check:

    a.  If the marker's count reaches the maximum number;

    b.  If the disc is handed from player to player;

    c.  If the thrower intentionally deflects a  pass  to  him/herself
        off another player;

    d.  If the thrower catches his/her own  throw.   However,  if  the
        disc  is  touched  by  another  player during its flight it is
        considered a complete pass and is not a turnover.

THE THROWER

1.  The thrower is the offensive player in possession of the disc,  or
    the player who has just released the disc.

2.  If the disc is on the ground, whether in-  or  out-of-bounds,  any
    member of the team becoming offense may  take  possession  of  the
    disc.   Once  an  offensive  player  has  picked up the disc, that
    player is required to put the disc into play.

3.  The thrower must establish a pivot foot and may  not  change  that
    pivot foot until the throw is released.

4.  The thrower has the right to pivot  in  any  direction.   However,
    once the marker has established a legal  defensive  position,  the
    thrower may not pivot into him/her.

5.  If the disc is dropped by the thrower without defensive
    interference, it is considered an incomplete pass.

6.  The thrower may throw the disc in any way s/he wishes.

THE MARKER

1.  Only one defensive player may guard the thrower at any one time;
    that player is the marker.

2.  The marker may not straddle (ie, place his/her foot on either side
    of) the pivot foot of the thrower.

3.  There must be at least  one  disc's  diameter  between  the  upper
    bodies  of  the  thrower  and  the marker at all times.  It is the
    mutual responsibility of both  players  to  respect  each  other's
    position and not encroach into this area once it is established.

4.  The marker cannot position his/her arms in such  a  manner  as  to
    restrict the thrower from pivoting.

5.  Stalling.

    a.  Once a marker has established a set  guarding  stance  on  the
        thrower, s/he may initiate a count.

    b.  The  count  consists  of  the  marker  calling  "Stalling"  or
        "Counting"  and  counting  at one second intervals from one to
        ten (1, 10) loudly enough for the thrower to hear.

    c.  If the  thrower  has  not  released  the  disc  at  the  first
        utterance  of  the  word  "ten" ("10"), a turnover and a check
        result.

    d.  If the defense decides to  switch  markers;  and  if  the  new
        marker  wishes  to  initiate a stalling count, s/he must start
        again from "one" ("1").

    e.  In the event of  a  stall,  the  once  marker,  now  offensive
        player, does not have to take the disc after the  check.   The
        once thrower, now marker, checks the disc to the new  thrower,
        if  s/he  does not want the disc, the marker "checks" the disc
        by placing it on the ground and calling "in play."

THE RECEIVER

1.  The receiver is any offensive player either in the act of catching
    the disc, or not in possession of the disc.

2.  Bobbling to gain control of the disc is permitted, but purposeful,
    controlled  bobbling  to oneself (ie, tipping, delaying, guiding,
    or brushing) in order to advance the disc is considered  traveling
    and is not allowed.

3.  The receiver gains possession by demonstrating  sustained  contact
    with a non-spinning disc.

4.  After catching a pass, the receiver is  only  allowed  the  fewest
    number of steps required to come to a stop and establish  a  pivot
    foot.

5.  If the receiver is running as s/he catches the disc, the  receiver
    may throw a pass before the third ground  contact  after  catching
    the disc without coming to a complete stop.

6.  If the disc is caught simultaneously by  offensive  and  defensive
    players, the offense retains possession.

7.  If a pass arrives in such a manner that it is  unclear  whether  a
    catch  was  made  before  the  disc contacted the ground (grass is
    considered part of  the  ground),  the  player(s)  with  the  best
    perspective makes the call (usually the receiver).

8.  If it is ever unclear where a receiver was in- or out-of-bounds at
    the  point  of  making  a  catch,  the  player(s)  with  the  best
    perspective makes the call.

9.  If an airborne receiver jumps and makes a catch, and is  contacted
    by  a  defense  player before landing, and that contact caused the
    receiver to land out-of-bounds instead of landing  in-bounds,  the
    receiver must either call him/her out-of-bounds, or call a foul on
    the defensive player.

10. First ground contact determines possession.  The ground can  cause
    an incomplete pass, resulting in a turnover.

FOULS

1.  Fouls are the result of physical contact between opposing players.
    A  foul  can  only be called by the player who has been fouled and
    must  be  announced  by  calling  out  the  word  "Foul!"   loudly
    immediately after the foul has occurred.

2.  The player initiating contact is guilty of a foul.

3.  Throwing Fouls:

    a.  A throwing foul may be called when there  is  contact  between
        the thrower and the marker.

    b.  Contact occurring during the follow through  (after  the  disc
        has  been  released) is not sufficient grounds for a foul, but
        should still be avoided whenever possible.

    c.  When a foul is committed by a  thrower  or  the  marker,  play
        stops  and  possession  reverts  back  to  the thrower after a
        check.

    d.  If the thrower is fouled in the act of throwing and the pass
        is completed, the foul is automatically declined  and   play
        continues without interruption.

    e.  If the marker is fouled in the act of throwing and the pass is
        not completed, play continues without interruption.

4.  Catching Fouls

    a.  A catching foul may be called when there  is  contact  between
        opposing  players  in  the  process  of  attempting  a  catch,
        interception, or knock down.  A certain amount  of  incidental
        contact during or immediately after the  catching  attempt  is
        often unavoidable and is not a foul.

    b.  If a player contacts an opponent before the disc  arrives  and
        thereby interferes with that opponent's attempt to make a play
        on the disc, that player has committed a foul.

    c.  If a player's attempt to  make  a  play  on  the  disc  causes
        significant  impact  with a legitimately positioned stationary
        opponent,  before  or  after the disc arrives, that player has
        committed a foul.

    d.  Dangerous, aggressive behavior or reckless disregard  for  the
        safety of fellow players is always a foul.

    e.  If a catching foul  occurs  and  is  uncontested,  the  player
        fouled gains possession at the point of the infraction. If the
        call is disputed, the disc goes back to the thrower.


VIOLATIONS

1.  A violation occurs when a player violates the rules  in  a  manner
    which does not result in physical contact ( e.g.  throwing a  pass
    during  an approach to the goal line; illegal guarding position by
    the marker; not establishing a pivot foot after carrying the  disc
    in from out-of-bounds, etc.)

2.  A violation may be called by any  player  who  recognizes  that  a
    violation   has   occurred.   The  player  must  immediately  call
    "violation" or the name of the specific violation loudly.

3.  Traveling:

    a.  The thrower must keep all or part of the pivot foot in contact
        with  a  single  spot  on  the field.  Should the thrower lose
        contact with that spot, the thrower has traveled.

    b.  If the receiver obviously takes more steps than  are  required
        to stop after catching a pass, that player has traveled.

    c.  If a receiver, after receiving a pass on the run,  releases  a
        pass  after  the  third  ground contact and before coming to a
        complete stop, that receiver has traveled.

4.  Strip:

    a.  No defensive player may touch the disc  while  it  is  in  the
        hands  of the thrower.  If a defensive player does so, causing
        the thrower to drop the disc, the thrower calls, "Strip."

    b.  The thrower then picks up the disc and play continues unhalted
        from the point where the thrower regained possession.

    c.  If a count was in progress as the disc was stripped, the count
        is temporarily halted until the thrower regains possession.

5.  Double Team

    a.  Only one marker is permitted to guard the thrower.

    b.  No other defensive player  may  establish  a  position  within
        three(3) meters of the pivot foot of the thrower, unless  s/he
        is guarding another offensive player in that area.

    c.  Should the thrower recognize a  double  team  situation,  s/he
        first  calls  "Double Teaming" as a warning.  If the defensive
        team  continues  to  double  team",  the thrower calls "Double
        Teaming" again, and it is a violation.

POSITIONING

1.  It is the responsibility of all players to avoid  contact  in  any
    way   possible.    Violent  impact  with  legitimately  positioned
    opponents  constitutes  harmful  endangerment, a foul, and must be
    strictly avoided.

2.  Every player (excluding the thrower) is  entitled  to  occupy  any
    position  on  the  field  not  occupied  by  any  opposing player,
    provided that s/he does not cause personal contact in taking  such
    a position.

3.  Picks.

    a.  No player may establish a position, or move in such a  manner,
        so  as  to obstruct the movement of any player on the opposing
        team, to do so is a "pick".

    b.  In the event of a pick, the obstructed player must immediately
        call "Pick" loudly; play stops and is resumed after a check.

4.  When the disc is in the air, players must play the disc,  not  the
    opponent.

5.  The Principle of Verticality: All players have the  right  to  the
    space immediately above them.  Thus, a player  cannot  prevent  an
    opponent from making an attempt on a pass by placing his/her  arms
    above an opponent.  Should contact occur, the  player  restricting
    the vertical area is responsible.

6.  A player who jumped is entitled to land at the same  spot  without
    hindrance  by  opponents.   S/he may also land at the another spot
    provided  the landing spot was not already occupied at the time of
    take-off and that the direct path between the take-off and landing
    spot was not already occupied.


CLARIFYING STATEMENTS ON FOULS, VIOLATIONS AND PICKS

1.  Cardinal Rule: Whenever an infringement of the rules or a time out
    occur,  play  is  halted and the disc is put back into play at the
    point  of  the  last  possession  before  play was stopped.  (Note
    exceptions under Turnovers (XII-4) and Catching Foul (VI-4).

2.  Play on rule:

    a.  If a foul, violation, or pick is called while the disc is in
        the air, the play is always completed.

    b.  If the team which made the call gains possession as  a  result
        of that pass (e.g., an incomplete pass following  a  traveling
        violation, or offensive foul), play continues unhalted.

    c.  It is the responsibility of the player who made  the  call  to
        call  out  "Play  on"  to  indicate  that  this  rule has been
        invoked.

3.  If there is ever a failure to come to an agreement over any call,
    the disc reverts back to the thrower after a check.

4.  If offsetting catching fouls are called by offensive and defensive
    players  on  the  same  play, the disc reverts back to the thrower
    after a check.

5.  Any time the marker's count is interrupted by the call of  a foul,
    violation, pick, or time-out, the count is resumed as follows.

    a.  If the call is against the defense, the count is reset to zero
        (0),  unless  the  foul  is  contested at which time the count
        remains the same if the count was less than five  (5),  or  is
        reset to five (5) if the count was over five (5).

    b.  If the call is against the offense, the count  continues  from
        the point at which it was stopped, except the thrower is given
        a minimum of five (5) seconds (e.g. count at eight, reset 5).

6.  When play resumes after a time out, the stall count  is  continued
    from  where  it  was  when  time-out  was called.  The marker must
    initiate the count by calling "Stalling" or "Counting".

7.  If the marker counts too fast, the thrower may call "fast count".

    a.  The first "fast count" call is a warning.

    b.  If "fast count" is called again within the  same  10  seconds,
        play stops and is resumed with 2 seconds subtracted  from  the
        current count.

    c.  The "continuation" rule applies to fast counts.  If the marker
        counts too  fast  within  the  last  two  seconds,  the  count
        automatically goes back to 8 only if the  offensive  team  has
        possession of the disc.

OBSERVERS

1.  Before the game, the captains may decide to select up to  six  (6)
    experienced non-players to act as Observers.  In this role,  their
    job  is  to  carefully  watch the action of the game.  They do not
    actively call any fouls, violations, picks, or line calls.

2.  When a dispute arises concerning a  foul,  violation,  pick,  line
    call, or an interpretation of the rules which cannot  be  resolved
    by the captains to make the call,

    a.  The observer with the best view of the play  makes  the  call.
        If the observers so choose, they may  discuss  the  play among
        themselves before rendering a decision.

    b.  By calling in the observers, the teams agree to abide  by  the
        observers decision.

ETIQUETTE

1.  If a foul is committed and not called, the player who commits the
    foul should inform the infarcted player of the foul.

2.  It is the responsibility of both teams to minimize the time taken
    between each goal and the ensuing throw-off.

3.  If the receiving team wishes to have  an  out-of-bounds  throw-off
    re-thrown, they  should  give  the  re-throw  signal  as  soon  as
    possible.

4.  It is a violation against the spirit of the game for  a  defensive
    player to call for a pass from the thrower.

5.  Should a dispute or confusion arise on the  field,  it  should  be
    common  practice  to  stop play, and resume play with a check when
    the matter is resolved.

6.  In the case where a novice  player  commits  a  violation  out  of
    sincere ignorance of rules, it is common practice to stop play and
    explain the violation.


--- end ---
-- 
--  
 -Jim Becker / jcb@ncd.com   /   Network Computing Devices, Inc. (NCD)

--------------------  End   Ultimate Rules ------------------------------

[     The opinions expressed here are mine and mine alone.  They do not    ]
[     necessarily represent the views of my employer.                      ]

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|                                                                          |
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| when things are worst." --Starman                                        |
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