Full Rule Set

Updated Nov 6, 2026

These are the USA Goaltimate Official Rules, Version 2.1 (2025-26), in full.

Download the official rules (PDF, v2.1)

Want the short version first? Read the Simple Rules. To set up a field, see Field Setup.


i. Summary of Major Rule Changes for 2025-2026

This section summarizes the major changes made to the rules in this version. Changes are tracked in the rules document using highlighted text. As always, if you have any feedback on the rules or these changes, please reach out to the USA Goaltimate Rules Committee via the USAG Ruleset Feedback Link.

  • Removed the sections “i. Foreword from the USAG Rules Committee” and “iii. Guide to Section Reorganization”, which are no longer applicable. Section i. is now “i. Summary of Major Rule Changes for 2025-2026”.
  • Updated the definition of controlled contact to provide further clarification. [III.D]
  • Clarified where a player whose momentum carries them backwards through the goal with the disc must reset their pivot in the goal area. [XII.H]
  • Clarified in multiple locations that if the disc comes to rest on the clear line, the disc is not cleared and the offense must set their pivot on the clear line. [X.I] [XI.B] [XIV.A.2]
  • Clarified that an offensive player may not move in a manner that causes their defender to be obstructed by the thrower or the mark. Offensive players are permitted to set screens on the mark, but may not use the mark or a thrower to illegally screen a defensive player. [XVII.G]
  • Added clarification to the illegal screen rule to include pick language, in instances where the obstructing player is a defensive player. [XVIII.J]
  • Updated the goaltending rule to better reflect the spirit of the rule. [XVIII.K]

I. Introduction

A. Description: Goaltimate is a self-officiated disc sport played by two teams of four players. The object of the game is to score goals. A goal is scored when a player catches a legal pass in the marked goal area after the disc has passed through the front of the hoop. The disc must also be “cleared” before each goal can be scored by a player catching a legal throw in the clear box at the opposite end of the field. A player may not run while holding the disc. The disc is advanced by passing it to other players. The disc may be passed in any direction. Any time a pass is incomplete, a turnover occurs, resulting in an immediate change of the team in possession of the disc. The team taking possession of the disc after a turnover must clear the disc before attempting a goal themselves. Players are empowered to self-officiate using a framework governed by the principles of Spirit of the Game.

B. General vs. Specific Rules: Many of these rules are general in nature and cover most situations. However, some rules cover specific situations and override the general case.

II. Spirit of the Game

A. Spirit of the Game is a set of principles which places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play.

B. All players are responsible for knowing, administering, and adhering to the rules. The integrity of Goaltimate depends on each player's responsibility to uphold the Spirit of the Game, and this responsibility should remain paramount.

C. It is assumed that no 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 that simulates what most likely would have occurred absent the infraction. An intentional infraction is cheating and considered a gross offense against the Spirit of the Game. Players are morally bound to abide by the rules and not gain advantage by knowingly committing an infraction, or calling one where none exists.

  • 1. If a player intentionally or flagrantly violates the rules, the captains of each team should discuss the incident and determine an appropriate outcome, and are not bound by any outcome dictated by these rules.
  • 2. For behavior warranting sanctions pursuant to Appendix B: Guidelines to Misconduct, team captains or coaches may remove players on their team from the game for any duration, to help promote SOTG. A captain or coach may permit a removed player to return to play at any time, consistent with rules on substitutions.

D. Players should be mindful of the fact that they are acting as officials in any arbitration between teams. Players must:

  • 1. know and abide by the rules;
  • 2. make calls only where an infraction is significant enough to make a difference to the outcome of the action or where a player’s safety is at risk;
  • 3. be fair-minded and objective;
  • 4. be truthful;
  • 5. explain their viewpoint clearly and concisely;
  • 6. allow opponents a chance to speak;
  • 7. listen to and consider opponent’s viewpoint;
  • 8. treat your opponents with consideration;
  • 9. be conscious of the impact of your words and body language;
  • 10. resolve disputes efficiently;
  • 11. make calls in a consistent manner throughout the game and from player to player; and acknowledge potential bias and preconceptions in order to treat every player equitably. [[Players are required to “explain their viewpoint clearly and concisely” and “resolve disputes as quickly as possible.” As such, most discussions should not exceed thirty seconds before either reaching a resolution or requesting a game official to resolve the dispute. If both players have had an opportunity to state their viewpoint and it is clear that an agreement will not be reached, players have an obligation to accept that the call is contested and resolve it as such. Where a dispute exists regarding what a rule says, the players may agree to consult a rulebook.]]

E. The following are examples of actions to support good spirit. While the absence of these actions is not necessarily an indication of poor spirit, the examples illustrate three core tenets of Spirit of the Game — mutual respect, adherence to the rules, and the basic joy of play:

  • 1. playing safely by actively avoiding dangerous body contact;
  • 2. working as a team to ensure that all players have an excellent knowledge of the rules;
  • 3. bringing up spirit issues with opponents as early as possible;
  • 4. establishing lines of communication to address spirit and safety issues;
  • 5. informing a teammate if they have made a wrong or unnecessary call, caused a foul or violation, or need a clarification of a rule;
  • 6. retracting a call when you no longer believe the call was necessary or believe that it was made in error and should not have been called;
  • 7. celebrating exciting plays and good spirit by both teams;
  • 8. touching base with an opponent on the sideline after a contentious interaction;
  • 9. discussing and/or making calls about contact that could be considered a foul in order to keep players safe;
  • 10. connecting with or introducing yourself to an opponent on the sideline;
  • 11. keeping communication open and engaging in a way that seeks to de-escalate disputed situations; and constructive spirit feedback (if needed) for each team;

F. The following actions are clear violations of the Spirit of the Game and must be avoided by all participants:

  • 1. reckless play or dangerously aggressive behavior;
  • 2. intentional fouling or other intentional rule violations;
  • 3. taunting or intimidating opposing players;
  • 4. celebration that is targeted towards an opponent in a negative or aggressive manner;
  • 5. intentionally damaging equipment;
  • 6. making calls in retaliation to an opponent’s calls or other actions;
  • 7. allowing preconceived expectations, biases (e.g., microaggressions), or previous interactions or encounters with a player or team to affect how game situations are reacted to and judged;
  • 8. calling for a pass from an opponent; and
  • 9. other win-at-all-costs behavior.

G. Teams are guardians of the Spirit of the Game, and must:

  • 1. take responsibility for teaching their players the rules and good spirit;
  • 2. discipline team members who display poor spirit;
  • 3. 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
  • 4. be aware regarding the potential for implicit biases to impact play and Spirit of the Game.
  • a) Players and team leaders should acknowledge and recognize that the implementation of Spirit of the Game (SOTG) is susceptible to bias. Team leaders should be mindful of and encourage their teammates to be mindful of their own biases when considering and discussing interactions with, and impressions of, other teams as well as their own team. Understand that intent and impact are not the same. The intent of a person’s statement or gesture may be neutral or positive to them, but the impact of what they say or do may be harmful or hurtful to others.

H. In the case where a novice player commits an infraction out of ignorance of the rules, experienced players are obliged to explain the infraction and clarify what should happen.

  • 1. Coaches should teach players to come to a resolution on their own. Coaches may not make calls from the sideline nor offer their opinion on a play. If asked during a dispute, coaches may offer rules clarifications. After a dispute, and when the player is not playing, a coach may talk to their own player about the dispute and offer opinions and guidance.

I. Rules should be interpreted by the players directly involved in the play, or by players who had the best perspective on the play. Players may seek the perspective of sideline players to clarify the rules, and to assist in making the appropriate call [III.A.1]. Sideline players should not interject unless their input is requested. [[It is acceptable for sideline players to state that they have input, but they should avoid interjecting unless requested.]]

J. Players are responsible for making all calls except where specific rules designate non-players to make calls.

K. If after discussion players cannot agree, or it is unclear:

  • 1. what occurred in a play, or
  • 2. what would most likely have occurred in a play, the disc is returned to the thrower.

III. Definitions

A. Best perspective: The most complete view available by a player that includes the relative positions of the disc, ground, players, and line markers involved in a play. On an unlined field, this may require sighting from one field marker to another. Best perspective always belongs to a player. However, players may rely on the following sources as a component of best perspective:

  • 1. Players may seek the perspective of sideline players to clarify the rules and to assist players in making the appropriate call. Players may seek the perspective of coaches to clarify a rule, but not to assist in making the appropriate call.
  • a) Sideline players should not offer their perspective unless solicited by a player. However, a sideline player may offer perspective without being asked by a player if the perspective offered is to the detriment of the sideline player’s team.
  • 2. Players may review officially-designated video footage to assist in resolving a call where such footage is available. However, play may not be delayed to review video footage. [[For example, live instant replay in a stadium setting may be used by players to resolve a contested foul call. Players may not, however, request that a particular play be replayed on the screen. If, after reviewing the video, players still cannot agree, they should not delay the game to rewatch the play multiple times; instead, the play should be treated as a regular contested foul.]] If no player has sufficient perspective to make a call, the disc should revert to the thrower (in the case of in-bounds/out-of-bounds and up/down disputes) or remain with the receiver (in the case of goal/non-goal disputes).

B. Cleared Disc: The status of the disc when the team in possession has completed a pass into the clear box area following a goal or a turnover, or at the start of a half. A goal can only be scored with a cleared disc.

C. Completed pass: Any catch that results in the team in possession of the disc retaining possession. Any pass that is not complete is incomplete.

D. Controlled contact: Contact initiated in a safe manner without the use of momentum by the initiating player, that does not affect the opposing player’s balance, speed, jump, catch, pivot, throw, or play on the disc.

E. Game Clock: The time device used to keep track of the game time. When used, the scoreboard clock shall be the official clock for the game and shall be operated under the control of a timer.

F. Ground contact: All player contact with the ground directly related to a specific event or maneuver (e.g., jumping, diving, leaning or falling), including landing or recovering after being off-balance. Items on the ground are considered part of the ground.

G. Guarding: A defender is guarding an offensive player when they are within 10 feet of that offensive player and are reacting to that offensive player.

H. Hoop: The standing arc placed upright along the goal line which creates the plane through which the disc must pass to be considered a score. The hoop is neutral, it is not part of the ground and is neither in- nor out-of-bounds.

I. Incidental contact: Contact between opposing players that does not affect continued play. [[For example, contact affects continued play if the contact knocks a player off-balance and interferes with their ability to continue cutting or playing defense.]]

J. Legal position: A position established by a marker that does not violate any of the provisions outlined in XV.B. [[This refers to legal marking position. In general, this means there is sufficient space between the marker and the thrower’s torso, the marker is not straddling the pivot, and the marker’s arms are not "wrapping" the thrower.]]

K. Line: A boundary defining the playing areas. On an unlined field, the boundary is an imaginary line segment between two field markers with the thickness of said markers. Line segments are not extrapolated beyond the defining markers.

L. Pivot: The particular part of the body in continuous contact with a single spot on the field during a thrower's possession once the thrower has come to a stop or has attempted a throw or fake. When there is a definitive spot for putting the disc into play, the part of the body in contact with that spot is the pivot. [[This is not a body part, but rather an infinitesimally small point on the body.]]

M. Possession of the disc: Sustained contact with, and control of, a non-spinning disc.

  • 1. Catching a pass is equivalent to establishing possession of that pass.
  • 2. If a player loses possession of a disc during movement related to a catch, the initial possession ends. [[A disc that touches the ground while in a player’s possession is not a turnover.]]
  • 3. On a throw, the thrower's possession ends when they are no longer in contact with the disc.
  • 4. A disc in a player's possession is considered part of that player. [[Thus, hitting the disc in a player’s possession is a foul.]]
  • 5. The team whose player is in possession, or whose players may pick up the disc, is considered the team in possession. If the disc is in the air following a legal pass, the thrower's team is considered the team in possession.

N. State of the disc: The nature of play at a particular moment during the game. There are three states of the disc:

  • 1. A disc is “in play” when players are allowed to move and play may proceed without the defense's acknowledgment. An in-bounds disc is in play. The disc is subject to a turnover. If no player has possession of a disc in play, any offensive player may become the thrower by taking possession of the disc [XIV.A]. Once a player has possession of the disc, they must establish a pivot at the spot of the disc [XIV.A.2] prior to attempting a pass [XVIII.L].
  • 2. A disc is “live” when players are allowed to move and the disc is subject to a turnover, but the thrower cannot make a legal pass (e.g., walking the disc to the spot where it is to be put into play). For a live disc to be put into play, the thrower must:
  • a) establish a pivot at the appropriate spot on the field, and
  • b) touch the disc to the ground [XIV.B].
  • 3. A disc is “dead” when play has stopped and can continue only with a check [IX.B]. The disc is not subject to a turnover. A dead disc may change states to either live or in play after a check depending on the circumstances.

O. Stoppage of play: Any halting of play due to a call, discussion, or timeout that requires a check or self-check to restart play. The term “play stops” means a stoppage of play occurs. [[Play-halting calls include "foul," "violation, "stall," etc.]]

P. Throw: A disc in flight following any throwing motion (including a fake) that results in the thrower losing contact with the disc. [[Generally, a non-spinning, falling disc is not "in flight" unless it is intentionally dropped.]]

  • 1. A pass is equivalent to a throw.
  • 2. An intentionally dropped disc is considered a thrown disc.
  • 3. The act of throwing 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.
  • 4. A throw is only considered complete when an offensive player gains possession that is not otherwise negated.
  • 5. An offensive player in possession of, or who has most recently possessed, the disc, is the thrower.

Q. Violation: Any infraction of the rules other than a foul.

R. Roles:

  • 1. Captain: 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.
  • 2. Coach: A team member who has been officially recognized by event organizers to have met the requirements necessary for coaching, including but not limited to certification, screening, education, and registration. Coaches are permitted in areas where sideline players are allowed, during and between points, in accordance with event rules. Coaches are not permitted to make calls or contribute to the discussion or resolution of calls, except to clarify rules if requested.
  • 3. Defensive player/Defender: A player whose team is not in possession of the disc. A defensive player may not pick up a live disc or a disc in play or call for a pass from the thrower.
  • 4. Event organizer: The person(s) or entity organizing and responsible for a competition, whether it is a tournament, tournament series, league, single game, or other type of event. Responsibilities may include, but are not limited to competition rules, safety, event registration and event logistics.
  • 5. Event support staff: Event support staff are officially designated personnel assigned by the event organizers to cover a wide variety of positions and responsibilities associated with an event, including but not limited to medical staff, scorekeepers, security, media, field crew, and other paid or volunteer positions. Vendors, sponsors, and business partners may also be designated as event support staff by the event organizer. Event support staff do not have additional duties or permissions beyond those specifically assigned by the event organizer.
  • 6. Game Official: Non-player officials whose job is to support the players in implementing a safe, fair, and efficient game.
  • 7. Marker: A defensive player within ten feet of the thrower's pivot or of the thrower if no pivot has been established.
  • 8. Non-player: Any person who is not a player or sideline player as defined in these rules.
  • 9. Offensive player: A player whose team is in possession of the disc.
  • 10. Player: One of the up to eight (8) persons who are currently participating in the play.
  • 11. Sideline player: Any team member who is present at the field and eligible to participate in the game, but who is not a player currently participating..
  • 12. Spectator: Event attendees who do not fall into one of the other roles defined in III.R.
  • 13. Team member: Any person designated by the team, to the event organizer, to be officially associated with the team, per the rules established by the event organizer.
  • 14. Team support staff: A team member who has been officially recognized by event organizers to be a member of the team for a specific support purpose. Team support staff are generally permitted in areas where sideline players are allowed, but may be further restricted by event rules.

IV. Playing Field

A. The playing field is a rectangular area and should be essentially flat, free of obstructions and afford reasonable player safety. Well-trimmed grass is the recommended surface and all lines should be marked.

B. The standard field of play has dimensions as shown on the accompanying diagram [Appendix A].

C. The playing field is bounded by four perimeter lines: two (2) sidelines along the length and two (2) backlines along the width. The perimeter lines are not part of the playing field.

D. The playing field also includes two (2) lines parallel to the backlines: the clear line and the goal line;

  • 1. The area bounded by the clear line, the two sidelines, and the back line is the clear box.
  • 2. The area bounded by the goal line, the two sidelines, and the back line is the goal box. The hoop is set up along the goal line.

E. The central zone is the playing field excluding the clear and goal boxes.

F. The goal area is a deep arc extending from the goal line into the goal box behind the hoop. The reverse brick mark is located at the apex of this area.

G. The key area is a shallow arc extending from the goal line into the central zone in front of the hoop. The front brick mark is located at the apex of this area.

H. The corners of the clear box and the goal box are marked by brightly colored, flexible cones or pylons.

I. Where lines are not available, the goal area arc is marked by seven (7) brightly colored, equally-spaced flat cones, and the key area arc is marked by a single flat cone at the apex.

J. It is recommended that the following additional lines are also established.

  • 1. The substitution box is located on one side of the field adjacent to the central zone. All players not currently on the playing field should remain in the substitution box.
  • 2. The equipment line surrounds the playing field. Spectators and gear should remain behind this line to keep the perimeter safe and clear during play.
  • 3. The team lines are outside of the playing field, parallel to the sidelines. Competitors and coaches should remain behind these lines to allow play adjacent to the playing field.

K. If play is obstructed by competitors, coaches, spectators, or objects within five yards of the playing field, any obstructed player or the thrower in possession of the disc may call this violation. Play resumes at the stall count reached plus one, or a maximum of three.

V. Equipment

A. Any disc acceptable to both team captains may be used. If they cannot agree, the current Official Disc of USA Goaltimate (the Discraft Ultrastar 175g) is used.

B. The hoop is 10.66 yards (32 feet) long and has a diameter between 0.5 and 1.5 inches. The apex of the hoop should measure 3.66 yards (11 feet) when constructed.

  • 1. Recommended materials for the hoop include tent poles or PVC pipe.
  • 2. Recommended materials for the hoop base include weights, weighted buckets, or tall traffic cones.

C. Players may wear any soft clothing that does not endanger the safety of other players or provide unfair advantage.

D. Cleats with dangerous parts, such as metallic baseball cleats, track spikes, or worn or broken studs with sharp edges, are not allowed.

E. Each player must wear a uniform or other clothing distinguishing that player from players on the other team. In tournament play, matching uniforms and numbered jerseys are recommended.

F. Players may not use clothing or equipment to unfairly inhibit or assist the movement of the disc or another player.

G. Team members may not misuse game equipment in a manner that is likely to cause damage. [[Such actions include, but are not limited to, violently kicking field markers and deliberately spiking a disc in a way that is likely to alter the disc’s flight characteristics.]]

H. Team members may not use any form of acoustic amplifiers and/or electronic communication devices to communicate with players. Medically necessary devices are exempt from this rule. [[Team members not participating in the current point may communicate electronically with each other (e.g. coaches, sideline players, team support staff, but not players).]]

VI. Game Format

A. Playing to Time

  • 1. The game is played in two halves of a predetermined time.
  • a) A standard game is 35 minutes, with two 15 minute halves and a 5 minute halftime.
  • 2. Time will run continuously until the end of the period, unless otherwise noted.
  • a) If the disc is in the air at the end of a half, play shall continue until the result of the throw is determined. No subsequent throw shall be permitted, regardless of the existence of a pivot foot. MACing (Mid-flight Attitude Change), tipping or brushing the disc is allowed.
  • b) A period cannot end on a defensive foul. If time expires at the time of the defensive foul, play stops. The thrower will have a five second stall count with no time clock. Play shall resume with a checked disc. If a foul was on the offense, time expires.
  • c) If the game clock shows 00:00.0 after a goal or when the disc is not in the air, then the period or game has ended.
  • 3. If the second half expires in a tie, play stops and “Sudden Death Overtime” will be announced.
  • a) The offense will drop one receiver and the defense will drop one defender, leaving three (3) players on both teams ready for play to resume. [[No additional substitutions are permitted during this stoppage except in accordance with VIII.A.3. Once play restarts, the substitution rules are the same as during regular play with the exception that only three players are permitted on the field at any time.]]
  • (1) The thrower currently in possession of the disc must remain in the game, unless an injury timeout is called [VII.B].
  • (2) The offense must choose and announce the player they are dropping first, after which the defense chooses the player they will drop.
  • (3) In a mixed-gender game, the team not currently in possession of the disc chooses the gender ratio, and the other team must match.
  • b) The thrower in possession of the disc when time expired will offer a disc/ground check to the defense and play will resume.
  • c) The team that scores first wins.

B. Playing to Score Limit

  • 1. The game is played to a predetermined number of points. The game ends when one team reaches or exceeds the point total.

VII. Timeouts

A. A timeout stops play and suspends any stall or goaltending counts. If playing to time, the game clock continues to run.

B. Injury Timeout: A timeout called for a player injury. During an injury timeout, the health and safety of the injured player are of primary concern.

  • 1. Any player on the injured player's team may call an injury timeout.
  • 2. The timeout is retroactive to the time of the injury, unless the injured player chooses to continue play before the timeout is called, in which case, the timeout begins at the time of the call. If the disc is in the air or the thrower is in the act of throwing at the time of the injury or of the call when the player has continued play, the timeout begins when the play is completed.
  • a) The health and safety of the injured player are of primary concern. If a serious injury occurs, other players change their behavior as a result of that injury, and the captains of both teams agree, the play may be resolved or play may be restarted in any appropriate manner despite any outcome dictated by these rules. [[This could include, for example, returning a thrown disc to the thrower regardless of the outcome or delaying the restart of play.]]
  • 3. Restarting play after an injury timeout:
  • a) If a player in possession leaves the field following an injury, the replacing player takes possession.
  • b) Play restarts at the appropriate spot with a check and the marker resumes any stall count with the word “stalling” followed by the last number uttered before the injury timeout started plus one, or a maximum of three. The substitution of the thrower or marker does not alter the stall count.
  • c) All players must resume their locations on the field at the time the injury timeout began (i.e., players may not set up).
  • 4. Any player, coach, or game official should call an injury timeout for a player who is bleeding or has an exposed open wound.
  • a) This timeout takes effect when the call is made (i.e., is not retroactive to the time of injury). If the disc is in the air or the thrower is in the act of throwing at the time of the call, the timeout begins when the play is completed. However, the disc is returned to the thrower if avoiding potential contact with the bleeding player is determined to have affected the play.
  • b) If play cannot be restarted with the injured player’s wound effectively covered in 30 seconds, the player must substitute and remain out of play until the wound is effectively covered.
  • c) A bleeding or exposed open wound is “effectively covered” if it is covered with a dressing sturdy enough to withstand the demands of activity and able to prevent bodily fluids from coming in contact with other players.
  • d) Any player whose clothing has blood on it must have the affected areas disinfected or must change the clothing before returning to play.
  • e) Whether a player may return to play is determined by appropriate medical staff. If medical staff is not available, captains and coaches may agree that a wound has been effectively covered and any clothing issues have been addressed.

C. Technical Timeout: A technical timeout may be called for illegal equipment, a dangerous condition, or a broken disc.

  • 1. Any player recognizing a condition that endangers themselves or other players may call a technical timeout during play by calling “technical.” The thrower may call a technical timeout during play to replace a cracked, torn, deeply gouged, creased, or punctured disc; a warped, wet or dirty disc does not qualify. The timeout begins at the time of the call. If the disc is in the air or the act of throwing at the time of the call, the timeout begins when the play is completed.
  • a) If a player discovers a dangerous condition after the disc is in the air or while the thrower is in the act of throwing and the player ceases play as a result, the disc is returned to the thrower regardless of the outcome of that pass. However, if both teams agree that ceasing play did not affect the outcome of the throw, the result of the play stands. [[For example, a receiver is not required to continue playing through a dangerous situation, such as a child wandering onto the field. In that case, the receiver should stop making a play on the disc in order to prioritize the safety of themselves and others, and the disc will be returned to the thrower once the dangerous situation is rectified.]]
  • (1) If possession reverts to the thrower, all players return to the locations they occupied at the time of the throw.
  • 2. Any player may briefly extend a stoppage of play to correct faulty equipment (e.g., to tie shoelaces or straighten a disc), but active play may not be stopped for this purpose. (Note: play does not stop during a turnover even if the disc is out-of-bounds.)
  • 3. A player unable to correct illegal equipment in a timely manner must be substituted in accordance with VIII.A.3.
  • 4. Restarting play after a technical timeout:
  • a) The thrower restarts play at the appropriate spot with a check and the defense resumes any stall count as follows:
  • (1) If the technical timeout was called during a stoppage of play, the count resumes at the appropriate count for the event that stopped play.
  • (2) If the technical timeout stopped play, the count resumes at the stall count reached plus one, or a maximum of three.
  • b) If a player in possession leaves the field due to illegal equipment, the replacing player puts the disc into play. The substitution of the thrower or marker does not alter the stall count.
  • c) All players must resume their locations on the field at the time the timeout began (i.e., players may not set up).

D. Injury and technical timeouts are meant to be used exclusively to address the issue for which the timeout was called. Only personnel needed to address the issue should be on the field and only for that purpose. Teams may not use these timeouts as team timeouts.

VIII. Player Substitutions

A. Player substitutions can be completed:

  • 1. At any time while the disc is live or in play;
  • 2. Between halves; or
  • 3. To replace injured players, replace players with illegal equipment [VII.C.3], to resolve an incorrect personnel violation, or to replace a player removed due to misconduct [II.C.2]. In this case, the opposing team may substitute a like number of, or fewer, players.
  • a) Substitutions may not occur during a dead disc (e.g. during a violation call stoppage) except in accordance with VIII.A.3. Players on the field during a dead disc stoppage should maintain their location in accordance with IX.B.1, and may only substitute after the disc is put back into play.

B. Teams are permitted unlimited substitutions from the substitution box.

C. An active player must make contact with the substitute player who has at least one contact point in the substitution box (where applicable) and no points of contact on the playing field before the substitute becomes an active player.

D. If there are only four (4) eligible players remaining and one of these players must leave the game due to injury or ejection, continuing with less than four (4) players is permitted.

IX. Starting and Restarting Play

A. Start of the game:

  • 1. Representatives of the two teams fairly determine which team chooses to
  • a) start on offense in the first half; or
  • b) start on offense in the second half.
  • 2. The other team gets the remaining choice.
  • 3. When playing to a point total, there is no halftime. One team is chosen at random to start on offense to start the game.
  • 4. Each half begins with a check at the reverse brick.

B. Check:

  • 1. When play stops, each player must come to a stop as quickly as possible. Before restarting play, all players must assume the location on the field specified by the rule that covers that specific stoppage of play and remain there until play is restarted.
  • 2. If a called infraction occurs while play is stopped, any subsequent play is negated and players must assume their appropriate locations under IX.B.1. This called infraction does not alter the stall count. [[Thus any pass attempted will be returned to the thrower.]]
  • 3. When the situation is resolved, the player determined to be in possession offers the disc to the mark for a check. If there is no mark, a self check is used per IX.B.4.
  • a) The mark restarts play by loudly announcing “Three-Two-One,” touching the disc in the thrower's possession, and announcing “disc in.” If the thrower attempts a pass before the marker touches the disc, the pass (whether complete or incomplete) does not count and the thrower regains possession.
  • b) Any stall count in effect resumes according to XV.A.5.
  • 4. Offensive self-check: If play is to restart with a check, but no defensive player is near enough to touch the disc in the thrower's hand, play restarts with an offensive self-check. To restart play using an offensive self-check: [[Determine this distance based on the thrower standing upright and extending the disc toward the nearest defensive player.]]
  • a) the defense must acknowledge readiness; and
  • b) the thrower establishes a pivot at the appropriate spot on the field, loudly announces “Three-Two-One,” touches the disc to the ground, and loudly announces “disc in.”
  • 5. Defensive self-check: If play is to restart with a check, but no offensive player is in possession of the disc at the appropriate spot, play restarts with a defensive self-check. To restart play using a defensive self-check:
  • a) the disc is placed at the appropriate spot on the field;
  • b) the offense must acknowledge readiness; and
  • c) the defender closest to the disc loudly announces “Three-Two-One disc in.”

X. In- & Out-of-Bounds

A. The entire playing field is in-bounds. The perimeter lines are not part of the playing field and are out-of-bounds.

B. The out-of-bounds area consists of the ground which is not in-bounds and everything in contact (direct or indirect) with it except for players. Any non-players other than game officials are considered part of the out-of-bounds area. A disc does not change in- or out-of-bounds status when contacted by a game official.

C. A player contacting the out-of-bounds area is out-of-bounds. A player who is not out-of-bounds is in-bounds. An airborne player retains in-bounds or out-of-bounds status until that player contacts the playing field or the out-of-bounds area. The following exceptions apply:

  • 1. If momentum carries a player out-of-bounds after landing in-bounds with possession of an in-bounds disc, the player is considered in-bounds. For this exception to apply, that player's first point of ground contact with any area must be completely in-bounds. The receiver must carry the disc back to, and set their pivot at, the spot on the edge of the playing field where the player first went out-of-bounds. [[The stall count is suspended per XV.A.2.b.3 when the receiver’s momentum carries them out-of-bounds, and may resume only after the receiver sets the correct pivot. A ground check is not required.]]
  • 2. A pivoting thrower may contact an out-of-bounds area, provided that part of the pivot remains in contact with the playing field. [[In this case, the player and the disc are considered in-bounds.]]
  • 3. Contact between players does not confer the state of being in- or out-of-bounds from one to another.
  • 4. If a player catches an in-bounds disc and would reasonably have been able to land in-bounds, but lands on an opposing player in a way that causes their first ground contact to be out-of-bounds, this is to be treated as a force-out foul [XVIII.I.4.b.4]. For this exception to apply, the play resulting in the landing contact cannot be construed as a dangerous play. [[In this case, calls will be resolved in chronological order with the dangerous play superseding the force-out foul.]]

D. A disc becomes in-bounds when it is put into play, or when play starts or restarts.

E. A disc becomes out-of-bounds when it first contacts the out-of-bounds area, contacts an out-of-bounds offensive player, or is caught by an out-of-bounds defensive player.

F. 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.

G. If an in-bounds defender gains possession while airborne and becomes out-of-bounds while still in possession of the disc, the play is treated as if the defender was out-of-bounds when possession was gained [X.E].

H. To continue play after the disc becomes out-of-bounds, a member of the team gaining possession of the disc must carry it to, and put it into play at, the spot nearest to where the most recent of the following events occurred:

  • 1. the disc completely crossed the perimeter line;
  • 2. the disc contacted an in-bounds player;
  • 3. the disc contacted a defensive player; or
  • 4. the disc became out-of-bounds due to contact with the out-of-bounds area or a player while any part of the disc was inside the perimeter line. After establishing a pivot at the appropriate spot on the field, the thrower must touch the disc to the ground before putting it into play [XIV.B].

I. If the spot where the disc is put into play per X.H is in the clear box, the disc is considered to be cleared. [[The clear line is not part of the clear box.]]

J. Events occurring after the disc becomes out-of-bounds do not affect where it is put into play.

XI. Clearing

A. The disc status is changed to “cleared” when an in-bounds player catches any legal pass in the clear box, and retains possession of the disc throughout all ground contact related to the catch. The status of the disc remains “cleared” until either a turnover or a score occurs.

  • 1. To be considered in the clear box after gaining possession of the disc in accordance with III.M.2 and XVI.E, the player's first point of ground contact must be completely in the clear box. [[If a player clearly lands on their toes first and then continues down onto their heels, their toes are the first point of ground contact. If a player lands fairly flat-footed and it is not possible to determine which part of the foot contacted the ground first, the entire foot is the first point of ground contact.]] [[Remember, the clear line is not part of the clear box.]]
  • 2. When an in-bounds player in possession of the disc whose first ground contact will be completely within the clear box loses possession of the disc due to an uncontested foul (i.e. a strip [XVIII.I.4.e]), or lands out of the clear box due to an uncontested force-out foul [XVIII.I.4.b.4], that player is awarded a clear.

B. If a location where a player is to put the disc into play is located in the clear box, or a player gains possession of the disc in the clear box from the resolution of an infraction (e.g. the receiving foul rule), the disc is considered clear. [[This includes an out-of-bounds disc put into play at a perimeter line bordering the clear box per [X.H],or picking up an in-bounds disc on the ground in the clear box per [XIV.A.2]. However, if the disc comes to rest on the clear line, the pivot must be placed on the clear line. The disc is not considered clear, and the team in possession must complete a pass to clear according to XI.A.]]

C. If after receiving a pass outside the clear box, a player comes to a stop contacting the clear box without a pivot on the central zone, that player must carry the disc back to, and set a pivot at, the closest spot on the clear line. [[This only applies when the disc has not yet been cleared. If the disc was already cleared, the player continues play where they come to a stop.]] [[The stall count is suspended per XV.A.2.b.3 when the receiver’s momentum carries them into the clear box, and may resume only after the receiver sets the correct pivot. A ground check is not required.]]

D. If a player catches the disc and believes the disc has been cleared, the player must call “clear”. Play does not stop.

  • 1. If any player believes the disc was not properly cleared, that player must call “not clear”. The offense may continue play without interruption, or call “violation” to stop play and discuss the call. [[If it is ever unclear whether the disc was cleared, play continues as if the disc has not been cleared.]] [[Any discussion about the clear status of a disc is to be avoided while the disc is in play. If a player believes the clear status of the disc was incorrectly called, they may call “violation” to stop play. If extended discussion occurs while the disc is in play, this is a violation.]]
  • 2. After a contested or retracted clear call, play must restart with a check and the call is deemed to have been made when the pass was caught. [[Accordingly, the stall count will resume at 1. When repositioning, all players should return to where they were when the pass was caught.]]

XII. Scoring

A. A goal is scored when an in-bounds player catches any legal pass of a cleared disc in the goal area where the disc was thrown, carried airborne, or pulled (not pushed) entirely through the plane of the hoop, and retains possession of the disc throughout all ground contact related to the catch.

  • 1. To be considered in the goal area after gaining possession of the disc in accordance with III.M.2 and XVI.E, the player's first point of ground contact must be completely in the goal area. [[If a player clearly lands on their toes first and then continues down onto their heels, their toes are the first point of ground contact. If a player lands fairly flat-footed and it is not possible to determine which part of the foot contacted the ground first, the entire foot is the first point of ground contact.]] [[Remember, the goal line is not part of the goal area.]]
  • 2. When an in-bounds player in possession of the disc loses possession of the disc due to an uncontested foul (i.e. a strip [XVIII.I.4.e]), or lands out of the goal area due to an uncontested force-out foul [XVIII.I.4.b.4], and would have otherwise met all criteria for a goal per XII.A had the foul had not occurred, that player is awarded a goal.

B. After a goal is scored, the disc status is no longer considered “cleared”. The offense maintains possession and must clear the disc before scoring again.

C. If a goal-scoring pass originates from the clear box, two (2) points are awarded. All other goal-scoring passes are worth one (1) point.

  • 1. Player or hoop contact with an airborne disc does not affect the point value awarded if a goal is scored.

D. The disc must pass entirely through the plane of the hoop for a goal to be scored. [[Pulling the disc through the goal for a score is legal, provided that all the receiver’s points of contact (or their first point of contact if airborne) are within the goal area when the disc fully passes through the hoop, and there were no points of contact outside of the goal area while the player was in possession of the disc prior to the disc fully crossing the plane.]]

E. If the disc breaks the plane of the goal before it is released, no goal is awarded. “Through” may be called by any player; possession continues with the receiver establishing a legal pivot. A through call can be contested by calling “violation”.

F. Any goal-line straddled player may choose to:

  • 1. Establish a pivot in the central zone [[The goal line is considered part of the central zone]] [[In this case, the player is still in the central zone and may throw a score as long as they release the disc fully on the central zone side of the hoop]], or
  • 2. Establish a pivot in the goal area and play continues per XII.G. [[In this case, the player must work the disc around the hoop to the front of the goal to score. Setting a pivot in the goal area and then throwing backwards through the hoop, or pivoting into the central zone and releasing a throw, would result in a turnover per XIII.A.4 or XIII.A.6]]

G. After receiving a pass, if a player’s momentum carries them through the front of the hoop and into the goal area and without meeting the criteria for a score, that player sets a pivot where they come to a stop and play continues. [[This only applies when the disc is cleared. If the disc is not cleared, the player continues play where they come to a stop.]]

H. If after receiving a pass (including a score) in the goal box, a player’s momentum carries them backwards through the hoop and into the central zone, that player must carry the disc back to, and set a pivot at, the closest spot in the goal area where the player first crossed into the central zone. [[The stall count is suspended per XV.A.2.b.3 when the receiver’s momentum carries them backwards through the goal, and may resume only after the receiver sets the correct pivot. A ground check is not required.]]

I. If a player catches the disc and believes a goal has been scored, the player must call “goal”. [[Best practice is to announce “goal” and raise both hands vertically above the head.]] Play does not stop.

  • 1. If any player does not believe a goal was scored, that player must call “no goal.” The offense may continue play without interruption, or call “violation” to stop play and discuss the call. [[If it is ever unclear whether a goal was scored, play continues as if no goal was scored.]] [[Any discussion about a score is to be avoided while the disc is in play. If a player believes the goal/no goal was incorrectly called, they may call “violation” to stop play. If extended discussion occurs while the disc is in play, this is a violation.]]
  • a) In the case of a retracted goal call, the receiver maintains possession and all players return to the locations they occupied when the call was made.
  • b) In the case of a contested goal call, possession reverts to the thrower and players reposition per XVIII.C.6.b.1.

XIII. Turnovers

A. A turnover results when:

  • 1. a pass is incomplete;
  • 2. a disc contacts the ground while not in possession of a player;
  • 3. a disc becomes out-of-bounds; or
  • 4. the disc travels airborne backwards through the hoop (from the goal box side to the central zone side). [[There are situations where a pass may originate from the central zone or clear box, but due to wind conditions, shape of the throw, etc. the disc will pass backwards through the hoop. This is a turnover]]
  • 5. a goal-line straddled or airborne player receives a disc from the goal box side of the hoop, and establishes a pivot in the central zone, pulling the disc backwards through the hoop.
  • a) Exception: If a player’s momentum carries them backwards through the hoop with the disc, this is not a turnover as long as their first point of contact after gaining possession of the disc was in the goal box. The player resets their pivot per XII.H.
  • 6. a player with a pivot set in the goal box moves the disc backwards through the hoop and releases a throw.

B. If the thrower accidentally drops a live disc or a disc in play without defensive interference and it contacts the ground before the thrower regains possession, it is considered a turnover. If the thrower regains possession of an accidentally dropped disc before it contacts the ground without another player touching the disc, that possession is considered continuous. [[An accidentally dropped (falling, non-spinning) disc is not considered in flight. An accidentally released, spinning flying disc is a throw, not a dropped disc, and results in a turnover if the thrower regains possession of the disc without another player touching the disc.]] [[And the stall count continues uninterrupted.]] If the thrower regains possession of an accidentally dropped disc before it contacts the ground and after another player touches it, it is considered a new possession.

C. A pass is intercepted if a defensive player obtains possession of the disc, but if the defender accidentally loses possession of the disc before or during ground contact related to the catch, the pass is considered incomplete rather than intercepted. [[i.e., this is not a "double-turnover" – the defender’s team still gains possession.]]

D. The following actions result in a turnover and a stoppage of play:

  • 1. The stall count reaches five before the throw is released [XV.A.3].
  • 2. The thrower hands the disc to another player.
  • 3. The thrower catches a legally thrown disc. However, it is not a turnover if another player touches the disc during its flight unless the thrower intentionally deflected the disc off another player. [[The hoop is neutral. Disc contact with the hoop while in flight does not change the outcome of the play. A thrower will not retain possession of a disc that contacts the hoop if it is not touched by another player.]]
  • 4. An offensive player intentionally assists a teammate's movement to catch a pass. [[The official interpretation of this rule is that a player is prohibited from intentionally pushing off of a teammate to jump higher]] If a defender intentionally assists a teammate's movement to block or intercept a pass, the intended receiver is awarded possession at the spot on the playing field nearest the location the intended receiver occupied at the time of the infraction (unless the receiver was located in the goal or key area, in which case they are relocated per XVIII.C.6.c.1).
  • 5. An offensive player uses an item of equipment to assist in catching a pass (e.g., throwing a hat or shirt at the disc). If a defender uses an item of equipment to assist in blocking or intercepting a pass, the intended receiver is awarded possession at the spot on the playing field nearest the location the intended receiver occupied at the time of the infraction (unless the receiver was located in the goal or key area, in which case they are relocated per XVIII.C.6.c.1). [[Tacky gloves are legal and do not result in a turnover under this rule.]]

XIV. The Thrower

A. If the disc is on the ground, whether in- or out-of-bounds, any member of the team becoming offense may take possession of it.

  • 1. If an offensive player picks up a live or in play disc, that player must put it into play.
  • 2. If possession is gained at the spot where the disc is in play, the thrower must establish a pivot at the spot of the disc. [[The thrower should pick up the disc and place the pivot at the spot of the disc. If the disc comes to rest on the clear line, the pivot should be set on the clear line, and the disc would not be considered clear).]]
  • 3. If an in-bounds disc comes to rest on the playing field, a member of the team becoming offense must pick up the disc and establish a pivot within ten seconds after it comes to rest. After ten seconds elapse, a defensive player may announce “disc in,” and then initiate and continue the stall count, but only if a defensive player has given audible warnings of ten and five seconds (the pre-stall).
  • 4. If the disc is out-of-bounds [X.E], a member of the team becoming offense must put the disc into play within twenty seconds after it comes to rest. [[For an out-of bounds disc that has come to rest in the playing field, the team becoming offense will have twenty seconds to put it into play.]]
  • a) If the disc is out-of-bounds and not reasonably retrievable quickly, a replacement disc may be introduced without a stoppage of play. The player retrieving the disc must first confirm with a player on the opposing team that the new disc is acceptable. The player putting the new disc into play must then raise the replacement disc above their head and announce “new disc” before putting the disc into play according to X.H.
  • b) If the disc is out-of-bounds, after twenty seconds elapse, a defensive player may announce “disc in,” and then initiate and continue the stall count, but only if the defensive player has given audible warnings of twenty, ten and five seconds (the pre-stall).
  • c) Non-playing members of the team on offense may assist in retrieving live discs in the out-of-bounds area. Such players cannot cause a turnover. Once a player obtains possession of the disc, they must carry the disc to a spot at least three yards away from the playing field before carrying it to the spot where it is to be put into play.
  • 5. If an offensive player unnecessarily delays putting the disc into play in violation of rule XXI.B, a defender may issue a delay of game warning instead of calling a violation, by announcing “delay of game” and counting down from three to zero at intervals of at least one second to provide an opportunity for the offensive player to react to the warning. Play then continues as follows:
  • a) If the behavior in violation of rule XXI.B is stopped before the full utterance of the word “zero,” the defender stops the count-down and may only initiate the stall count as usual, according to XV.A.2. [[An example of “stopping” behavior in violation of rule XXI.B is to begin moving toward the disc at walking pace. Another example would be to run downfield, leaving the disc for someone else to pick up. However, if a player is taking more time than reasonably necessary to put the disc into play by standing back from the disc, wandering around near the disc, or standing over the disc, continuing such behavior during the three-second countdown will allow a defender to initiate the stall count under XIV.A.5]]
  • b) If the behavior in violation of rule XXI.B is not stopped before the full utterance of the word “zero,” the defender may then initiate or continue a stall count, regardless of any subsequent actions by the offense, by announcing “disc in” and then initiating the stall count.

B. For a live disc to be put into play, the thrower must establish a pivot at the appropriate spot on the field, and touch the disc to the ground.

XV. The Marker

A. Stalling: The period of time within which a thrower must release a throw may be timed by the stall count.

  • 1. The stall count consists of announcing “stalling” and counting from one to five loudly enough for the thrower to hear.
  • a) The interval between the first utterance of each number in the stall count must be at least one second. [[Thus, a legal count from one to five will take a minimum of four seconds. It is legal to count at intervals greater than one second between numbers]]
  • b) All stall counts initiated, reinitiated or resumed after a stoppage of play must start with the word “stalling.”
  • c) If the count resets to one during a stoppage of play, it is considered a new count.
  • 2. Any defensive player may initiate or continue a stall count, and may do so anytime a thrower has possession of a disc that is in play. That player does not need to be guarding the thrower, but the stall needs to be reasonably audible to that thrower.
  • a) Additionally, a defensive player may initiate or continue a stall count (even before a thrower gains possession) if delay of game or pre-stall rules [XIV.A.3, XIV.A.4, or XIV.A.5] apply and have been satisfied.
  • b) However, unless XV.A.2.a applies, the stall count may not be initiated or resumed before a pivot is established:
  • (1) directly after a turnover,
  • (2) after a travel is called and no pass has been attempted, and
  • (3) when an in-bounds receiver is required to reset their pivot due to their momentum carrying them
  • (a) out of bounds, per X.C.1,
  • (b) into the clear box, per XI.C, or
  • (c) backwards through the goal, per XII.H.
  • 3. If the thrower has not released the disc at the first utterance of the word “five,” it is a turnover. The marker loudly announces “stall” and play stops. If the disc is thrown, play continues until the outcome of that pass is determined. A stall is not a violation and the Continuation Rule [XVIII.C] does not apply.
  • a) If the stall is uncontested, the disc is returned to the thrower at the place of the stall. The thrower then places the disc on the ground and loudly announces “Three-Two-One disc in” and the disc is in play.
  • b) The thrower may contest a stall call in the belief that the disc was released before the first utterance of the word “five” or if the marker committed a fast count such that the thrower did not have a reasonable opportunity to call “fast count” before the first utterance of the word “five.” If a stall is contested:
  • (1) If the pass was complete or XV.B.6.b applies, play stops, players return to their positions at the time of the throw, and possession reverts to the thrower. After a check, the marker resumes the stall count according to XV.A.5.b.3.
  • (2) If the pass was incomplete, it is a turnover; play stops and resumes with a check.
  • (3) If a stall call is retracted and the thrower attempted a pass, the outcome of the pass stands and play restarts with a check. [[A marker should not automatically call “stall” because they got to the count of five. They should be certain that the disc was not yet released and that their count wasn’t fast.]]
  • 4. If two defensive players are simultaneously counting the stall, the lower of the two counts is considered the active count.
  • 5. If a stall count is interrupted by a call, the thrower and defender counting the stall are responsible for agreeing on the correct count before the check. The count reached is the last number fully uttered by the defender before the call. The count is resumed with the word “stalling” followed by the number listed below:
  • a) General Rules:
  • (1) Uncontested defensive foul or violation: 1
  • (2) Uncontested offensive foul or violation: Count reached plus 1, or 4 if over 3.
  • (3) Contested foul or violation: Count reached plus 1, or 3 if over 2
  • (4) Offsetting calls: Count reached plus 1, or 3 if over 2
  • (5) Unresolved calls: Count reached plus 1, or 3 if over 2
  • (6) Retracted defensive calls: 1
  • (7) Retracted offensive calls: Count reached plus 1, or 4 if over 3
  • b) Specific Rules:
  • (1) Pick or Illegal Screen: Count reached plus 1, or 3 if over 2
  • (2) Marking violation (no stoppage): Count reached minus 1, not required to say “stalling”
  • (3) Contested stall
  • (a) First call: 4
  • (b) Second and subsequent calls when due to a fast count: 3
  • (4) Technical timeout: Count reached plus 1, or 3 if over 3
  • (5) Goaltending:
  • (a) Uncontested: 1
  • (b) Contested: Count reached plus 1, or 3 if over 2

B. Marking Violations:

  • 1. Marking violations are infractions committed against the thrower by the marker or another defensive player counting the stall, as outlined below.
  • 2. Only the thrower may call a marking violation, and to do so must call out the name of the specific marking violation.
  • 3. When a marking violation is called, play does not stop. The violation must be corrected before the defensive player can resume the stall count with the number last uttered before the call minus one (e.g., “stalling one...two...three…” “fast count” ”...two...three…”). [[When a marking violation is called, the defensive player counting the stall should immediately stop counting. The defense should then correct the violation and the defensive player can then resume the count at the appropriate number.]] If the defense resumes the stall count before correcting a marking violation, it is another instance of the original marking violation, which may be called by the thrower.
  • 4. If the defense commits a marking violation after being called for a marking violation during the same stall count [XV.A.1] but before the thrower is in the act of throwing, the thrower may choose to either call another marking violation or to treat the marking violation as a general defensive violation [XVIII]. To treat it as a general violation, the thrower must call “violation.”
  • 5. Marking violations are: Fast count, disc space, straddle, wrapping, and vision blocking.
  • a) There is no double-team violation in Goaltimate. The defense may use any number of players as markers to guard the thrower.
  • 6. Fast count:
  • a) If the defender does not say “stalling” to initiate or resume a stall count, counts at intervals of less than one second, or skips a number in the count, it is a fast count.
  • b) If a fast count occurs in such a manner that the thrower does not have a reasonable opportunity to call fast count before the first utterance of the word five, the play is treated as a contested stall [XV.A.3.b]. [[This also applies if a stall is called by one defender, but another defender was counting and their count was lower [XV.A.4]]]
  • c) If this [XV.B.6.b] occurs in the same possession following a contested stall (either due to XV.B.6.a or XV.A.3.b), the stall count resumes at three.
  • 7. Disc space:
  • a) It is a disc space violation if:
  • (1) any part of the marker is less than one disc diameter away from the torso of the thrower; or
  • (2) a line between any two points on the marker
  • (a) touches the thrower; or
  • (b) is less than one disc diameter away from the torso or pivot of the thrower.
  • b) Straddle: If a line between the marker’s feet is less than one disc diameter away from the pivot of the thrower, it is a straddle violation.
  • c) Wrapping: If a line between the marker’s hands is less than one disc diameter away from the torso or pivot of the thrower, it is a wrapping violation. [[The thrower may choose to call “disc space” for both straddle and wrapping violations as they are a subset of disc space violations. However, the thrower may also choose to call the more specific violation for clearer communication to the marker about what needs to be corrected.]]
  • d) However, if any of the above situations are caused solely by movement of the thrower, it is not a violation.
  • 8. Vision blocking: If the marker deliberately blocks the thrower's vision, it is a vision blocking violation.
  • 9. The marker may contest a marking violation by calling “violation.” This contest is treated as the call of an offensive violation, and the Continuation Rule [XVIII.C] applies. [[It is the marker’s responsibility to announce if play was affected for the purpose of the Continuation Rule [XVIII.C]. Generally speaking, due to XVIII.O, calls made by another player cannot be said to affect play. However, in limited situations for contested marking violation calls, when the marker diverts their attention away from marking while reasonably and quickly assessing the conditions to the thrower’s marking violation call, the marker could determine that play was affected. For example, the thrower calls straddle, and while the marker is looking at their feet to assess their marking position, the thrower completes a throw around the marker. If the marker subsequently contests the straddle because they assessed that they weren't committing a marking violation, they could claim that play was affected and the disc should be returned to the thrower. It is the thrower’s responsibility to stop play as soon as possible after the marker makes their call contesting the marking violation [XXI.F]]]
  • 10. Flagrant marking infractions are immediately callable as a general violation and are also covered under II.C.1 [[One example of a flagrant marking infraction would be skipping multiple numbers or intervals at a time in a stall count.]]

XVI. The Receiver

A. A player may bobble the disc in order to gain control of it, but purposeful bobbling (including tipping, delaying, guiding, brushing or the like) to oneself in order to advance the disc in any direction from where it initially was contacted is considered traveling. [[Tipping, brushing, etc. to someone else is legal. It is legal to tip/brush your own throw. However, if after a tip/brush, one is the first player to touch the disc, then it is deemed a tip/brush to oneself and it is a travel.]] [[Remember, you can bobble for the purpose of gaining control, so kicking the disc up to yourself to help catch it would be legal. But tipping the disc for the purpose of evading a defender would not be legal.]]

B. After catching a pass, a player is required to come to a stop as quickly as possible and establish a pivot.

C. If a player catches the disc while running or jumping the player may release a pass without attempting to stop and without setting a pivot, provided that:

  • 1. the player does not change direction or increase speed while in possession of the disc; and
  • 2. the pass is released before three additional points of contact with the ground are made after possession has been established.

D. If offensive and defensive players catch the disc simultaneously, the offense retains possession.

E. If it is unclear whether a catch was made before the disc contacted the ground (grass is considered part of the ground), or whether a player's first point of ground contact after catching the disc was in- or out-of-bounds or in or out of the end zone, the player with the best perspective makes the call.

XVII. Screens

A. A screen is defined as an offensive player legally blocking the path of a defender to open up another offensive player to receive a pass.

B. A legal screen must be stationary, with feet at least shoulder width apart and standing without extension of limbs outside the frame of the body.

C. Legal screen distance will vary by situation; it is the duty of the screener to do so safely. The player setting the screen must give the screened player options to react and avoid contact with the screen.

  • 1. If the screen is within the visual confines of a stationary defender, the player can set the screen any distance away from that defender.
  • 2. If the player setting the screen is outside the visual confines of a moving or stationary player, the screen must be set at least one step away from that defender.
  • 3. If the defender is moving, there must be a legitimate chance to avoid contact with the screen. The player must set the screen somewhere between one and two strides from the opponent, to give the defender "time and distance" to stop or change direction. The distance will vary based on the speed of the screened player. [[Contact can occur from a legal screen. However, the intent of the screen should not be to create contact, but to force the defender to slow, stop or adjust their path. Players should utilize XVII.C as a guide but use their best judgment to prevent dangerous contact and injuries.]]

D. Screens are legal in the key/goal area but are subject to goaltending violations [XVIII.K]

E. Once a screener has established position, bracing in anticipation of contact is permitted.

F. Controlled contact is permitted with a screening player, provided the opponent stops or attempts to stop on contact and moves around the screen.

G. If a defensive player is obstructed by the marker or the thrower due to the movement of an offensive player they are guarding, this is an illegal screen, and is resolved according to XVIII.J.

XVIII. Violations & Fouls

A. Unless specified differently elsewhere, an infraction may only be called by a player on the infracted team who recognizes that it has occurred. [[The player must know that a specific rule was violated and have perceived the particular action with certainty. A player may not call an infraction whenever the player maybe recognizes that some infraction might have occurred.]] The player must immediately call “violation” or the name of the specific infraction loudly.

B. A player called for an infraction may contest that call if that player believes the infraction did not occur. [[This belief may be based on the player’s perspective on the particular sequence of events or based on a disagreement over the application of the rules, provided the player has read and understands the rules. For example, "No, I didn’t slap your hand" or "Tipping the disc to someone else is not a travel."]]

C. Continuation Rule: Any time an infraction is called, the Continuation Rule applies. Play stops when the thrower in possession acknowledges that an infraction has been called. [[This refers to the thrower who possesses the disc or has just released the disc at the time of the infraction/call. Who the thrower [III.P.5] is is determined at the time of the infraction/call.]] If a call is made when the disc is in the air or the thrower is in the act of throwing, or if the thrower fails to acknowledge the call and subsequently attempts a pass, play continues until the outcome of that pass is determined. For the purpose of the Continuation Rule, an uncontested stall that occurs after another call is treated the same as an incomplete pass. [[Thus, if you get stalled before you acknowledge a call, it is treated the same as if you ignored the call and threw a turnover.]] Play then either stops or continues according to the following:

  • 1. Despite any outcome dictated by these rules, if the involved players on both teams agree that the infraction did not affect the outcome of the play, play stops and the result of the play stands. This provision does not apply if the thrower is aware an infraction has been called and subsequently attempts a pass.
  • 2. Where the outcome of these rules is for play to continue unhalted, the player who called the infraction must announce “play on.” Additionally, any player recognizing that play should continue without stoppage should announce “play on.” If the player who called the infraction does not announce “play on” and the opposing team is uncertain whether play should continue, the opposing team has the option to stop play by calling “violation.”
  • 3. For calls made by the offense:
  • a) If the pass is complete:
  • (1) If the offense called the infraction before the thrower began the act of throwing [III.P.3], play stops and possession reverts to the thrower.
  • (2) If the offense called the infraction after the thrower began the act of throwing, play continues unhalted. If the throw resulted in a goal or a clear, the goal or clear stands.
  • (3) Where an infraction is called by the thrower, players should treat the call as if it was made when the infraction occurred in determining whether the call was made before or after the thrower was in the act of throwing. If the infraction occurred after the throw was released, the call is considered to have been made by a non-thrower. [[This means that if you throw a turnover and call a foul on contact after the release, the turnover will generally stand. Note that the timing is based on when the infraction occurred for this rule.]]
  • b) If the pass is incomplete:
  • (1) If the infraction affected the play [XVIII.C.5], play stops and the disc reverts to the thrower unless the specific rule (e.g., the receiving foul rule) says otherwise.
  • (2) If the infraction did not affect the play, play stops and the result of the play stands.
  • (3) Where the thrower calls an infraction which occurred before the thrower began the act of throwing, play continues unhalted and the result of the play stands.
  • 4. For calls made by the defense:
  • a) If the pass is complete:
  • (1) If the infraction affected the play [XVIII.C.5], play stops and the disc reverts to the thrower unless the specific rule (e.g., the receiving foul rule) says otherwise.
  • (2) If the infraction did not affect the play, play stops and the result of the play stands.
  • b) If the pass is incomplete, play continues un-halted.
  • 5. An infraction affected the play if an infracted player determines that the outcome of the specific play, from the time of the infraction until play stops, may have been meaningfully different absent the infraction. [[It is the infracted player’s responsibility to announce if play was affected.]] For example, if a receiver is fouled and thereby prevented from getting open for a pass, the play was affected; however, if the receiver would not have received a pass even without the foul, the play was not affected. [[Contact that occurs after the outcome of the play is determined cannot affect the play. For example, if a defender catches a disc before lightly bumping into the receiver, that contact did not affect the play and the turnover will stand.]]
  • 6. Positioning after a call:
  • a) If no pass is thrown or attempted before the thrower stops play by acknowledging the call, all players return to the locations they occupied when the call was made.
  • b) If a pass is thrown or attempted before the thrower acknowledges the call or the call is made after the throwing attempt, and
  • (1) if possession reverts to the thrower, all players return to the locations they occupied at the earlier of: [[Therefore, if a long pass is thrown and there is a contested receiving foul, the players will return to where they were at the time of the throw (rather than remaining downfield after chasing down the disc).]]
  • (a) the time of the throw,
  • (b) the time of the call.
  • (2) if a player other than the thrower is awarded possession due to an uncontested call, all players return to the locations they occupied at the time of the infraction.
  • (3) if the result of a play stands, players return to the locations they occupied when play stopped.
  • c) Additionally, uncontested infractions in the key or goal areas result in repositioning as follows:
  • (1) For calls made by the offense (except where a specific rule states otherwise, e.g. a strip in the goal area); the player in possession chooses to relocate to either:
  • (a) The apex of the key area (front brick), or
  • (b) The location they occupied at the time of the infraction. [[If the player chooses to reposition to the goal area according to this rule, it does not result in a score. ]]
  • (2) For calls made by the defense; any goal is nullified, and the defense chooses to relocate the player in possession to either
  • (a) The apex of the goal area (reverse brick), or
  • (b) The location they occupied at the time of the infraction.
  • (3) When the player in possession is relocated to a brick mark per XVIII.C.6.c, any defensive players who were guarding [III.G] that player at the time of the infraction may choose to reposition to continue guarding that player. [[If a defender is called for a receiving foul in the goal or key area and does not contest, the offensive player they fouled will be awarded possession of the disc at the front brick. That defender may then also choose to relocate to continue guarding the relocated offensive player, or remain in their current position.]]

D. If a player makes a play-halting call and subsequently determines that their call was incorrect, they should retract the call by announcing “retracted.” Play still stops. Play restarts with a check and the stall resumes according to XV.A.5.a. [[This includes a player incorrectly stopping play because they thought they heard a call and echoed the call.]]

  • 1. For a retracted call which occurred in the key or goal area, the player determined to be in possession relocates according to XVIII.C.6.c, where the retracted call is considered the infraction for the purpose of determining the location of the disc.

E. If a dispute arises concerning an infraction or the outcome of a play (e.g., a catch where no one had a good perspective), and the teams cannot come to a satisfactory resolution, play stops, and the disc is returned to the thrower and put into play with a check [IX.B], with the count reached plus one or at three if over two.

F. Any player may stop a rolling or sliding disc, but advancing it in any direction is a violation.

  • 1. If the offense commits this violation, it is a travel and is resolved according to XVIII.L.3. [[Play does not stop. The defense must call “travel” and indicate the spot on the field where the infraction occurred. The marker may not initiate the stall count until the thrower has set their pivot at that spot, and the thrower may not attempt a pass until setting their pivot and touching the disc to the ground.]]
  • 2. If the defense commits this violation, the thrower may inform the defense of the infraction without stopping play. The thrower must indicate where the infraction occurred and put the disc into play at that spot.
  • 3. Any player on the team allegedly committing this violation may contest this call by calling “violation” and stopping play.

G. If an infraction results in possession reverting to a thrower who was airborne when releasing the disc, play restarts at the spot on the playing field closest to the point of release. [[This applies to throwers attempting a "greatest" or any other airborne thrower.]]

H. If multiple infractions occur on the same play or before play stops, the outcomes should be resolved in reverse sequence (latest infraction first, earliest infraction last).

  • 1. If an earlier infraction is determined not to have affected the play [XVIII.C.1 and XVIII.C.5], that infraction is not resolved and it does not affect the resolution of subsequent infractions. [[Not resolved essentially means that the call is treated as if it had not occurred and the result of the play (possession, stall count, etc.) is unchanged by that call.]]
  • 2. Offsetting infractions: If both offensive and defensive infractions occur simultaneously or the sequence cannot be determined, the resolution for this set of infractions is: the disc is returned to the thrower and put into play with a check, with the count reached plus one or at three if over two. [[It is possible that resolutions to earlier infractions may ultimately change this particular outcome.]]
  • 3. Exception: If separate fouls occur while the disc is in the air, but before any player starts to attempt to catch or block the disc, those fouls are treated as simultaneous and on the same play. [[Examples: 1) A receiver and their opponent contact each other and both call fouls against the other. XVIII.H.2 applies, and the disc is returned to the thrower and put into play with a check, with the count reached plus one or at three if over two. 2) Two different receiver-opponent pairs call fouls -- one against the offense and one against the defense -- while the disc is in the air, but before anyone starts trying to catch it. XVIII.H.3 applies in this case, even if the fouls occur several seconds apart. The disc is returned to the thrower and put into play with a check, with the count reached plus one or at three if over two. 3) The marker calls an offensive foul on the thrower during the throw, then later a receiver calls a defensive foul on a defender during the reception on an incomplete pass. The fouls are resolved in reverse sequence. First, the receiving foul is resolved (here, assumed uncontested), granting possession to the offensive receiver, then the throwing foul is resolved (here, assumed uncontested), returning the disc to the thrower with the count reached plus one (max four). The earlier infraction (offensive foul on the thrower) takes precedence over the later infraction (defensive foul on the receiver), resulting in the disc returning to the original thrower.]]

I. Fouls: Goaltimate is a controlled contact sport [III.D], and contact initiated and sustained in a safe, controlled manner is permissible. Any other contact is a foul.

  • 1. Examples of contact which would result in a foul include:
  • a) Charging into an opponent. The player must not utilize any momentum when initiating contact with an opponent;
  • b) Impeding the progress of an opponent by extending a hand, arm, leg or knee or by bending the body into a position that is not normal.
  • c) Holding onto or hooking the arms of an opponent.
  • d) Making non-incidental contact with the arms or hands of an opponent.
  • e) Pushing an opponent with extended arms or in a way that causes the opponent to become unbalanced.
  • 2. Dangerous Play: Actions demonstrating reckless disregard for the safety of or posing a significant risk of injury to fellow players, or other dangerously aggressive behavior are considered “dangerous play” and are treated as a foul. The proper call in such circumstances is “dangerous play” and play stops. This rule is not superseded by any other rule. [[The following are non-exhaustive examples of dangerous play: ● significantly colliding with a mostly stationary opponent, ● jumping into a group of mostly stationary players, ● diving around or through a player that results in contact with a player’s back or legs, ● running without looking, when there is a likelihood of other players occupying the space into which the player is traveling, ● jumping or otherwise leaving the ground where it is likely that a significant collision will result, ● wild or uncontrolled throwing motions, ● initiating contact with a player’s head, ● initiating contact with an airborne player’s lower body that prevents them from landing on their feet, and ● jumping right in front of a sprinting player in a manner where contact is unavoidable]]
  • a) Dangerous play is considered a foul regardless of whether or when the disc arrives or contact occurs.
  • (1) The vast majority of dangerous play will involve contact between players. While contact is not required for a player to invoke this rule, the player must have reasonable certainty that dangerous contact would have occurred had the player not taken steps to avoid contact. [[A player is not required to hold their position and receive contact in order to call “dangerous play,” but the mere possibility of contact is insufficient to justify a call. Furthermore, if the offending player stops or changes their path such that contact would not have occurred, contact was not “reasonably certain.”]]
  • b) Resolution: If uncontested, a call of “dangerous play” is resolved as an analogous foul (e.g., if the call occurred while or immediately after the calling player was making a play on a disc in the air, it is treated as a Receiving Foul [XVIII.I.4.b]). A player called for dangerous play may contest the call if they believe the call was incorrect [XVIII.B].
  • (1) Dangerous play between a thrower and marker is treated as a throwing foul that affected the play, regardless of whether or when the disc is released or when contact occurs, unless the calling player determines otherwise.
  • (2) Dangerous play occurring when or immediately after the disc is in the air is treated as a receiving foul if either player involved is attempting a play on the disc. However, the calling player may elect to treat the dangerous play as a general foul, if the player determines that the dangerous play was unrelated to the overall play that decided the outcome of the action. [[For example, if a third player appears and grabs the disc far before it reaches the two involved players, or if the disc is thrown to the opposite side of the field, the involved players will not be attempting a play on the disc. However, if multiple players accumulate under a floating disc, one player’s dangerous play will be treated as a receiving foul, even if a third player happens to make a successful play on the disc, as the players under the disc were attempting a play on the disc. The calling player would have discretion to deem the third player’s play so independent and removed from the involved players that the calling player wishes to treat the dangerous play as a general foul rather than a receiving foul. In general, a calling player’s decision that a dangerous play was unrelated to the overall play will be based on the dangerous play being removed in significant distance or time from the overall play. By way of further example, even a dangerous play committed against a player unaware of the approaching disc will be treated as a receiving foul, where the offending player was attempting to make a play on the disc, giving the benefit of the doubt that the calling player could potentially have become aware of the approaching disc, had the offending player made a safe play. In this instance, the calling player could determine that it would not have been possible to become aware of the disc such that the outcome of the play would have changed and therefore elect to treat the dangerous play as a general foul.]]
  • (3) Dangerous play is treated as a general foul only if it occurs when the disc is not in the air, occurs far away from the disc, when the disc is obviously uncatchable, or when the calling player has elected such treatment under XVIII.I.2.b.2. In this situation, the calling player determines whether the play was affected, under the standard enunciated in this rule and its annotations. [[A disc is obviously uncatchable only when it hits the ground before a catch could possibly be made, is out-of-bounds with no possibility of an in-bounds completion, or otherwise presents no opportunity for a catch (whether initial or subsequent efforts), giving every benefit of the doubt to the calling player.]] [[In determining whether a dangerous play affected the play under XVIII.I.2.b.2, the calling player should broadly consider the entire play, including any approach taken by the offending player immediately before the dangerous play. A good rule of thumb is to look to the last time when a player could have still changed their actions and actively avoided a dangerous outcome but did not (the “point of no return”) through the time immediately after resolution of the play and broadly consider whether the outcome of the play could possibly have been different, had the offending player taken a safe approach. Even a player’s awareness of the presence of the offending player can affect the play.]]
  • 3. A foul can be called only by the fouled player and must be announced by loudly calling “foul” immediately after it occurs.
  • 4. Some fouls carry some extra provisions, as listed below.
  • a) Throwing Fouls:
  • (1) A throwing foul may be called when there is non-incidental contact between the thrower and marker. The disc in a thrower's possession is considered part of the thrower. [[Nearly every instance of contact between the thrower and marker will be non-incidental with respect to the thrower, whether it disrupts the thrower’s concentration, interferes with the thrower’s movement, disturbs the thrower's grip, interferes with a throw, or affects continued play in any other way.]]
  • (2) In general, any contact between the thrower and the extended (i.e., away from the midline of the body) arms or legs of a marker is a foul on the marker, unless the contacted area of the marker is completely stationary and in a legal position. [[Really completely stationary. This is very rare.]]
  • (3) Any contact that occurs due to the marker setting up in an illegal position [XV.B.7] is a foul on the marker. Once the marker has set up in a legal marking position, it is the responsibility of both players to respect this legal position. However, contact resulting from the thrower and the marker both vying for the same unoccupied position is a foul on the marker. [[Non-incidental contact. Again, nearly all contact will be non-incidental with respect to the thrower.]] [[This contact must be part of a Goaltimate-related maneuver (throwing, pivoting, etc.) and must occur with a part of the marker that is illegally positioned. For example, shoving the marker does not result in contact due to the marker setting up an illegal position. Similarly, if a marker is providing disc space, except for illegally wrapping the thrower with their arms, only contact with the illegally positioned arms is due to the marker setting up an illegal position.]]
  • (4) Any contact initiated by a thrower with the body (excluding arms and legs extended from the midline of the body) of a legally positioned [XV.B.7] marker is a foul on the thrower. [[Non-incidental contact. The effect of the contact on the marker is important here, as many, but not all, instances of contact will affect continued play with respect to the marker.]]
  • (5) Although it should be avoided whenever possible, incidental contact occurring during the follow-through (after the disc is released) is not a foul. [[Remember, even if the contact were non-incidental, because it occurred after the throw was released, it cannot be deemed to have affected the specific play, and a turnover will stand.]]
  • (6) If non-incidental contact occurs between the thrower and marker such that the thrower could call a throwing foul on the marker, the thrower may instead choose to call “contact.” Play does not stop and the marker resumes the stall count at “one.” Other than resetting the stall count, the “contact” call is resolved in the same manner as a marking violation [XV.B]. The marker may contest the “contact” call by calling “violation,” which stops play. If the thrower calls “contact” after beginning the throwing motion and subsequently releases the disc, it is treated as if the thrower called “foul.”
  • (7) Any references above to a marker also apply to any defensive player within ten feet of the thrower's pivot.
  • b) Receiving Fouls:
  • (1) If a player initiates illegal contact [XVIII.I] with an opponent while the disc is in the air and thereby interferes with that opponent's attempt to make a play on the disc, that player has committed a receiving foul. Some amount of incidental contact before, during, or immediately after the attempt often is unavoidable and is not a foul. [[The opponent must at least begin an attempt to make a play on the disc. The opponent’s "attempt to make a play on the disc" includes any second efforts after a disc is tipped, if the disc has not become uncatchable.]][[Incidental contact, by definition, is not a foul.]]
  • (2) If XVIII.C.3.b.1 or XVIII.C.4.a.1 of the Continuation Rule applies: if the call is uncontested, the fouled player gains possession at the spot on the playing field closest to the spot of the infraction, unless it occurred in the goal or key area where XVIII.C.6.c applies. If the foul is contested, the disc reverts to the thrower.
  • (3) The Principle of Verticality: All players have the right to enter the air space immediately above their torso to make a play on a thrown disc. If non-incidental contact occurs in the airspace immediately above a player before the outcome of the play is determined (e.g., before possession is gained or an incomplete pass is effected), it is a foul on the player entering the vertical space of the other player. [[If the disc is caught (or rendered uncatchable) before contact occurs, then the outcome of the play is determined already and the contact is not an infraction of this rule.]]
  • (4) Force-out Foul: If an airborne player catches the disc and is contacted by an opposing player before landing, and that contact causes the player to land out-of-bounds instead of in-bounds, or out of the clear box or goal area instead of in the clear box or goal area while that player is attempting to clear or score, respectively, it is a foul on the opposing player and the fouled player retains possession at the spot of the foul. If an uncontested force-out foul results in an in-bounds player landing outside the clear box when they would have landed in the clear box and been awarded a clear without the foul, a clear is awarded. Similarly, if an uncontested force-out foul results in an in-bounds player landing outside the goal area when they would have landed in the goal area without the foul, a goal is awarded, but only if all other criteria for a goal have also been met.
  • c) Blocking Fouls:
  • (1) A defender may not take a position that is unavoidable by a moving opponent when time, distance, and line of sight are considered. [[If you are already in a position, you maintaining that position is not "taking a position."]] Non-incidental contact resulting from taking such a position is a foul on the blocking player. A blocking foul is a subset of fouls and is treated the same way.
  • (2) A defender who has established a legal position may move backwards to avoid contact, but may not move in any other direction or use extended hands, arms, knees, or legs against the moving offensive player.
  • d) Charging Fouls: An offensive player may not push or run over a defensive player in a legal position. An offensive player must avoid a legally positioned defender. A failure to do so which results in non-incidental contact with that defender is a foul on the charging player. A charging foul is a subset of fouls and is treated the same way.
  • e) Strip: If a foul causes a player to lose possession of the disc, it is a strip. A strip is a subset of fouls and is treated the same way. [[Initiating contact with a disc in a player’s possession is a foul.]] [[Sustained contact with, and control of, a non-spinning disc is required to establish possession [III.M]. A player may not call a strip if they had only momentary contact with or lacked control of the disc at the time of an opponent contacting the disc because the player did not have possession.]]

J. Picks and Illegal Screens: A pick occurs whenever an offensive player moves in a manner that causes a defensive player guarding [III.E] an offensive player to be obstructed by another player, unless that player is an offensive player who has established a legal screening position. Obstruction may result from contact with, or the need to avoid, the obstructing player. However, it is not a pick if both the offensive player being guarded and the obstructing player are making a play on the disc at the time of the obstruction.

  • 1. An illegal screen is a type of pick where an offensive player causing the obstruction either:
  • a) Fails to set a legal screening position per XVII.B and XVII.C by the time the obstruction occurs; or
  • b) Is the thrower or the marker, pre XVII.G.
  • 2. Picks and illegal screens can be called only by the obstructed player and must be announced by loudly calling “violation” immediately after it occurs. [[Call the pick or illegal screen immediately. If you wait too long, you lose your window of opportunity to make the call.]]
  • 3. If play stops according to XVIII.C, players reposition according to XVIII.C.6. [[So if the disc is returned to the thrower, everyone resumes the locations they occupied at the earlier of the time of the throw or the time of the call.]] In addition, the obstructed player is then allowed to move to recover the relative position lost because of the pick or illegal screen. [[Then the picked or screened defender catches up the relative position lost because of the pick or illegal screen. If they were trailing by 9 feet, then they get to catch back up to 9 feet away, but do not get to set up right next to the offensive player.]]
  • a) Exception: If the pick or illegal screen occurred in the key or goal area and is uncontested, players reposition according to XVIII.C.6.c.

K. Goaltending: Players entering the key or goal areas are not permitted to remain in that area for extended periods of time. Players that delay leaving the goal or key area are subject to a goaltending violation. [[The intent of the goaltending rule is to punish players who are abusing time in the goal and key areas. Players should utilize the goaltending count to enforce these players to leave the goal or key area when needed. For offensive goaltending, this count need not be initiated each time a player enters the goal or key area as long as those players are respecting the spirit of the goaltending rule by actively cutting through the goal area. For defensive goaltending, this count may be initiated any time a player is not within arm’s reach and actively guarding another player, but is reset once they leave the goal area or start guarding a player within arm’s reach.]]

  • 1. Goaltending Count: If a player delays leaving the goal or key area, a three second goaltending count may be initiated.
  • a) The goaltending count consists of counting “Goaltending One, Goaltending Two, Goaltending Three” loudly enough for the player occupying the key or goal area to hear.
  • (1) The interval between the first utterance of each number in the goaltending count must be at least one second.
  • b) The goaltending count may be initiated or continued by any defensive player on the player they are guarding (with the exception of the thrower), or by any offensive player on any defender in the goal.
  • c) The goaltending count may be initiated when a player has a point of contact in the key or goal area, and continued until that player simultaneously has no points of contact in the goal or key areas AND has at least one point of contact outside the goal or key areas. [[If a player is airborne in the process of leaving the key and goal areas when the goaltending count reaches three, this is a goaltending violation [XVIII.K.2]. The player must create a point of contact outside the goal and key areas to reset the goaltending count.]]
  • (1) Exception: if a defensive player is within arms reach of and actively guarding [III.G] any offensive player, regardless of where that offensive player is positioned, the goaltending count on the defensive player remains at zero. [[The defensive player may switch between offensive players as long as they reestablish arm’s length within the three-second goaltending count. Multiple defensive players may use a single offensive player in arm’s reach to maintain a zero count as long as they are actively guarding that player.]]
  • d) Any shot on goal suspends the goaltending count of all players until the result of the play is determined.
  • e) Any stoppage of play resets all goaltending counts.
  • f) If two players are simultaneously counting goaltending on the same opposing player, the lower of the two counts is considered the active count.
  • g) A goaltending count can only be initiated or continued while the disc is cleared [III.B]. There can be no goaltending violations following scores and turnovers until the team in possession has first moved the disc to the clear box.
  • 2. If the player being counted has not cleared the goal and key area per XVIII.K.1.c at the first utterance of the word “three,” it is a goaltending violation. The player who completed the goaltending count loudly announces “violation”. The Continuation Rule [XVIII.C] applies.
  • a) If play stops according to XVIII.C, players reposition according to XVIII.C.6.
  • b) For uncontested goaltending violations, in addition to repositioning according to XVIII.C.6.c , the player called for goaltending must relocate outside of the key and goal area. In the case of a call against the offense, any player(s) guarding the goaltending player may relocate to continue guarding that player or remain at the location they occupied at the time of the call.
  • c) For contested goaltending violations, all involved players must relocate outside of the key and goal areas. [[“Involved players” includes the player who was originally called for the goaltending violation, as well as any defenders who were guarding that player (in the case of an offensive goaltending violation) or any offensive players who were being guarded by that player (in the case of a defensive goaltending violation).]]
  • (1) Any offensive players relocating must establish and hold their position first to allow the relocating defensive players the opportunity to set up. These defensive players may set up in the goal or key areas if they are within arms reach of one of the relocated offensive players.
  • d) While players should make an effort to exit the key and goal areas after three seconds, a goaltending violation can only be called if a legal goaltending count is completed by the opposing team.

L. Traveling: The thrower must establish and continually maintain a pivot at the appropriate spot on the field until the throw is released. Failure to do so is a travel and is resolved according to XVIII.L.3, below. [[Resolved according to XVIII.L.3 only if the travel is called, otherwise play continues uninterrupted.]] [[Remember that according to XVIII.A, a player must perceive that this infraction has occurred in order to make a call. In most cases, it is unreasonable for a marker to recognize an infraction concerning a small toe-drag during the release of a throw since this would require the marker to simultaneously perceive both the toe-drag and the release. To ensure accuracy, defenders should err toward allowing play to continue if the drag causing the travel is less than two inches.]] [[In addition, remember that a player must only make a call where the infraction is significant enough to affect play.]]

  • 1. In addition, each of the following is a travel:
  • a) A player catches the disc and either speeds up, changes direction or does not stop as quickly as possible before establishing a pivot [XVI.B].
  • b) A player receives a pass while running or jumping, and releases a pass after the third additional ground contact and before establishing a pivot [XVI.C].
  • c) Purposeful bobbling (including tipping, delaying, guiding, brushing, or the like) to oneself in order to advance the disc in any direction from where it initially was contacted [XVI.A].
  • (1) If a defender commits this infraction and the result of the play is a turnover, the defender retains possession at the initial spot of the travel.
  • d) The thrower fails to touch the disc to the ground when required [XIV.B].
  • 2. Exceptions:
  • a) If a non-standing player loses contact with the pivot spot in order to stand up, it is not a travel, provided the new pivot is established at the same location.
  • b) It is not a travel if a player catches the disc and releases a pass before three additional points of ground contact [XVI.C].
  • c) If play stops, the thrower may reset the pivot.
  • 3. Resolutions:
  • a) If the travel occurs and a pass is thrown:
  • (1) If the pass is incomplete, play continues uninterrupted (as per the Continuation Rule, XVIII.C.4.b).
  • (2) If the pass is complete, play stops and the disc is returned to the thrower where the travel occurred [XVIII.C.4.a.1]. Play restarts with a check. [[The spot where the travel occurred is the spot on the field where the thrower’s pivot would have been had they not traveled.]] [[If the thrower failed to establish the correct pivot such as per X.C.1, XI.C or XII.H before attempting a pass, and their pivot was more than one step from the appropriate spot, the following procedure is used instead: First, the disc is checked in where the thrower threw the pass, making it live, then the thrower walks to the appropriate spot for their pivot and puts the disc in play. At this point, the stall count may resume.]]
  • b) If the travel occurs and no pass has been attempted:
  • (1) Play does not stop. The defense (typically the marker) points to the spot where the travel occurred, and the thrower returns to that spot without delay. The thrower must touch the disc to the ground before attempting a legal pass. [[Play does not stop, but the disc is live, so it is still subject to a turnover (for example if the thrower drops it).]]
  • (2) The stall count is paused until the thrower sets a pivot where the travel occurred. The marker is not required to say “stalling” when resuming the count if they previously initiated the stall count by saying “stalling” prior to calling travel. The thrower must touch the disc to the ground before attempting a pass. [[The marker must initiate a stall count with the word “stalling,” but resuming the count does not require the marker to say “stalling” again because play did not stop.]]
  • (3) If the thrower wishes to contest the travel call, they announce “violation” and play stops. Upon checking the disc in, the stall count resumes at the count reached plus one, or three if over two [XV.A.5.a.3]. [[If the defense does not indicate to the thrower where the travel occurred, or the thrower wishes to contest the location of an indicated spot, the thrower should announce “violation”, stopping play, and explain that the spot was incorrectly/not indicated. After setting their pivot in the correct spot, and checking the disc in, the stall count resumes at the count reached plus one, or three if over two.]]
  • c) Travels which occur in the key and goal areas are not subject to XVIII.C.6.c, and are resolved in the same way as all other travel calls.

M. Substitution Violation: Any player substitution that occurs at a time other than those stated in VIII.A or that is not completed in accordance with VIII.C is a substitution violation and resolved according to XVIII.M.2 below.

  • 1. Any player or sideline player may call a substitution violation by calling “violation”. Play stops.
  • 2. Resolutions:
  • a) If the penalty is on the offense, any clear will be nullified and the offense will move to the reverse brick (apex of the goal area). The offense must clear the disc before attempting to score.
  • b) If the penalty is on the defense, and the disc was:
  • (1) Cleared; the disc is moved to the front brick (apex of the key area)
  • (2) Not cleared; the offense moves the disc to the clear line and the disc is automatically considered clear.
  • c) The continuation rule applies. Any penalty noted above is applied after the result of the play is determined. [[If the team committing the violation commits a turnover, the turnover stands, AND the penalty for a defensive substitution violation (because the offending team is no longer in possession of the disc) is applied.]]

N. Hoop Contact Violations: When a player or thrown disc contacts the hoop in a manner that requires the hoop to be repositioned (e.g. the hoop is knocked over or tilted out of plane), it is a hoop contact violation and is resolved according to XVIII.N.2 below. [[If a disc causes the hoop to become out of position, this is a violation on the thrower.]]

  • 1. Any player may call a hoop violation by calling “violation”. Play stops.
  • 2. Resolutions:
  • a) If the penalty is on the offense; any score is nullified.
  • (1) If a turnover occurs, the outcome of the turnover stands. The team now on offense puts the disc into play where the turnover occurred.
  • (2) If the offense retains possession, the disc is moved to the reverse brick and put into play.
  • b) If the penalty is on the defense;
  • (1) If the result of the play is a score, the score stands and the offense puts the disc into play where the score occurred.
  • (2) If the offense retains possession but it is not a score (or it is unclear whether a score occurred due to the movement of the hoop), the disc is moved to the front brick and put into play.
  • (3) If a turnover occurs, or no throw was attempted, the offense retains possession and the disc is moved to the front brick.
  • c) If the hoop becomes out of position due to something other than a player or thrown disc (e.g. the wind);
  • (1) The disc reverts to the player who was in possession when the hoop became out of position, and all players return to the positions they were in at that time.
  • d) After the resolution of a hoop violation, the stall count is reset when the disc is put back into play.

O. A player's ability to catch or make a play on the disc is not considered to be “affected” because that player stopped, slowed down, or otherwise ceased to continue playing because a call was made by another player. Players are encouraged to make every effort to continue playing until play actually stops. [[When a player determines whether an infraction affected the play [XVIII.C.5], this is very important to recognize.]]

XIX. Positioning

A. Each player is entitled to occupy any position on the field not occupied by an opposing player, unless specifically overridden elsewhere, provided that no personal contact is caused in taking such a position.

B. A player who jumps is entitled to land at the take-off spot without hindrance by opponents. That player also is entitled to land at another spot, provided that the landing spot, and the direct path between the take-off and landing spots, were not already occupied at the time of take-off. [[This does not trump a player’s responsibility to make reasonable efforts to avoid contact and to not commit a blocking foul. If you commit a blocking foul, the fact that you jumped to the spot instead of running does not negate the foul.]] [[It is the jumping player's responsibility to ensure the space they are jumping into is unoccupied and will remain unoccupied when they land. Jumping into a space where an opposing player is already moving into in a way that does not allow the time or space for that player to stop or redirect to avoid contact is still a foul on the jumping player.]]

C. “Posting up” (holding the space you are occupying by matching contact with an opponent) and “Backing down” (moving towards a player while already in contact with that player to create space) opponents is allowed, but must be done with controlled contact and without meeting the criteria for a foul.

D. Players may not use their extended arms or legs to obstruct the movement of an opponent. [[A player’s arms and legs are not considered “extended” during normal running and jumping.]]

XX. Game Officials

A. Officials may be used if desired by the captains or the event organizer.

  • 1. Officials are non-player game officials whose job is to support the players in implementing a safe, fair, and efficient game.
  • a) When no officials are used, the duties of the officials will fall to the captains.
  • b) If more than one official is used, the head official has the authority to overrule or question decisions regarding a rule interpretation made by another official.
  • 2. Officials may perform any or all of the following duties:
  • a) Carefully watch the action of the game, assist with communication, assist with resolving calls as needed, and perform other duties as needed.
  • b) Track time limits and announce associated warnings and expirations.
  • c) Prior to the start of the game, inspect and approve all equipment, including the field [IV], equipment and uniforms [V].
  • d) Preside over the disc toss.
  • e) Prior to the start of any half, discuss rules with the captain/coach of both teams present.
  • f) Enforce the rules inside or outside the sidelines, even if the game is stopped.
  • g) Active calls for clearing the disc, in or out of bounds and all calls pertaining to goals. All other infractions shall be called by the player(s).
  • h) Report any incidents to the tournament director.
  • i) Discipline or suspend a player from play due to negligent conduct.
  • j) Suspend play for unusual circumstances (weather, etc).
  • k) If an official must call a timeout for an injured or bleeding player, the official will stop play either:
  • (1) immediately, if the disc is not in the air.
  • (2) upon the result of the throw, if the disc is in the air.
  • (3) upon completion of an imminent scoring opportunity, as determined by the official.
  • 3. Officials will allow 30 seconds for a players' debate about contested violations. If no decision has been made after 30 seconds, the official closest to the infraction shall make a decision. Play is to resume as soon as able.
  • 4. The officials shall wear a tournament-prescribed uniform.

XXI. Etiquette

A. If an infraction is committed and not called, the player committing the infraction should inform the infracted player or team of the infraction.

B. It is the responsibility of all players to avoid any delay when starting, restarting, or continuing play. This includes standing over the disc or taking more time than reasonably necessary to put the disc into play. [[This includes standing back from the disc, wandering around to gain more time, etc. Pretending not to delay while delaying is still delaying.]]

C. On a stoppage of play, if it is ever unclear which of a team's members are the current players or where they are on or off the field, they should identify themselves when the opposing team requests.

D. If a dispute arises on the field, play stops and is restarted with a check when the matter is resolved.

E. If a novice player commits an infraction out of sincere ignorance of the rules, it should be common practice to stop play and explain the infraction.

F. When a call is made, throwers 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 the defender has made reasonable efforts to notify the thrower of a call and believes that the thrower has not stopped play promptly enough, the defender may call a violation under this rule and a completed pass will come back to the thrower [XVIII.C.4.a.1].]]

G. In addition to the assumption that players will not intentionally violate the rules, players are similarly expected to make every effort to avoid violating them.

Appendix A: Field Diagram

Regulation goaltimate field, overhead view

Appendix B: Guidelines for Misconduct

This appendix describes handling of misconduct within a game that utilizes officials.

Types of Misconduct:

A. Unsportsmanlike Conduct

  • 1. Overtly indicating resentment to a call.
  • 2. Using profanity.
  • 3. Intentionally throwing elbows or attempting physical contact without making contact.
  • 4. Taunting.
  • 5. Spiking the disc on or toward an opponent or in a way that can only result in damage to the disc.
  • 6. Initiating physical contact to an opponent if it could be avoided, such as lowering a shoulder or pushing.
  • 7. Unsportsmanlike conduct calls shall be avoided whenever possible, but when necessary, they will be assessed without delay.
  • 8. Unsportsmanlike conduct calls can be made after the game is over or the player has been ejected. All additional unsportsmanlike conduct must be reported immediately to the event director.

B. Fighting: The following acts may constitute fighting:

  • 1. Unnecessary or excessive contact.
  • 2. Intentional elbows that make contact.
  • 3. Punch, kick, or other blow that does or does not make contact.
  • 4. Intentionally entering the stands other than as a continuance of play.
  • 5. Fighting fouls can be assessed to players, coaches, or staff, and the participants will be ejected immediately.
  • 6. Fighting fouls can be assessed whether play is live, suspended, or stopped.
  • 7. All fighting incidents must be reported immediately to the event director.

C. Flagrant Fouls

  • 1. A flagrant foul occurs when an intentional or unintentional foul is committed in which there is danger to the players involved.
  • 2. A player must be ejected for the remainder of the game if they commit two flagrant fouls in the same game. At the official’s discretion, players may be ejected after one flagrant foul.
  • 3. Flagrant fouls can be called on any team personnel, not just players on the field.
  • 4. Ejected players must leave the field immediately and cannot remain on the sidelines or in the stands. Ejections must be reported to the event director.
  • 5. If a player receives more than one ejection in a tournament, that player is suspended for the rest of the tournament and a formal complaint will be filed with the event director for review.

D. Misconduct Resolution:

  • 1. If a flagrant/unsportsmanlike call is made on the defense:
  • a) and the disc was not clear, the offense moves the disc to the clear line and the disc is automatically considered clear.
  • b) and the disc was already cleared, the disc moves to the brick, apex of the key area.
  • 2. If a flagrant/unsportsmanlike call is made on the offense, it is a turnover and the new offense moves the disc to the clear line and the disc is automatically considered clear..

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