Over the weekend, we went over the new, "experimental" rule called "contact." It is not part of the 11th Edition rules, but does apply to club, college, and youth championships and certain tournaments, when specified by the tournament director. It is described by USAU as:
"Contact Call -
If contact occurs between the thrower and marker that would constitute a
foul under XVI.H.3.a but the thrower does not release the disc,
"contact" may be called. Play does not stop and the marker resumes the
stall count at "one". Other than resetting the stall count to "one"
after the first instance, the "contact" call is treated as any other
marking violation. 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"."
Basically...
-If there is contact between thrower and marker but the thrower does NOT release the disc, the thrower may call "contact" rather than "foul"
-Play does NOT stop. The marker must start the count over at "one" and play continues
-The marker may contest the contact call by calling "violation." In this instance, play DOES stop.
-If the thrower calls 'contact' after a throwing motion and releases the disc, it is the same as if the thrower called 'foul' and the rules regarding fouls apply.
I also just now discovered a rules FAQ on USAU's website. Here is the link for anyone who is interested in some tricky or confusing calls: http://www.usaultimate.org/faq/#69 There were a few things that came up this weekend that are answered here (when the disc goes back on a pick, dropping the count on marking violations, fouls in the end zone, and perhaps others). I'm relatively certain we made the right call in each of these situations. So yay for us.
Translating USAU's 11th Edition Rules
Monday, October 28, 2013
Friday, October 25, 2013
Week 5: Violations and Fouls, Part II
I apologize in advance for the quality of this post, but I have an assignment due tomorrow that is not as far along as I would like.
FOULS.
Most contact between two players is a foul. Hopefully this post will clear up what a foul can be.
-Only the fouled player may call the foul. The other players on the field or on the sideline cannot call it for them.
-Any contact between two players vying for the same, previously unoccupied space is NOT a foul.
THROWING FOULS:
-any non-incidental contact between thrower and marker is a foul
-typically, the foul will be called on the marker. The only time it may not be a foul on the marker is when the marker is COMPLETELY still and in a legal position. If the thrower initiates contact (mostly of the torso, if the thrower hits an arm or leg then it's still a foul on the marker) of a legally positioned marker, the it's a foul on the thrower.
RECEIVING FOULS:
-incidental contact is often unavoidable and not a foul
-if a defensive player messes with an offensive player's attempt to make a play with some sort of contact, it is a receiving foul
-if call is uncontested, the intended receiver gains possession. if the call is contested, the disc reverts back to the thrower
-players are allowed to make a play on the disc directly above their torso. Non-incidental contact occurs in the air before a play, it is a foul on the player entering the other player's space (whose torso was directly under that space). This is the principle of verticality.
-Force out fouls were discussed in the end zone post. A goal is rewarded to a player who would have legally scored had it not been for the contact.
BLOCKING FOULS:
-a player may not move to prevent an opponent from taking an unoccupied path to the disc. this is a foul.
-a player may not take a position that is unavoidable by a moving opponent
STRIP:
When a defensive player initiates contact with a player that already has possession of the disc (has stopped rotation) which causes the player in possession to lose possession.
Any sort of reckless behavior is treated as a foul.
Misc stuff:
Just taken from the rulebook because it's pretty self explanatory.
FOULS.
Most contact between two players is a foul. Hopefully this post will clear up what a foul can be.
-Only the fouled player may call the foul. The other players on the field or on the sideline cannot call it for them.
-Any contact between two players vying for the same, previously unoccupied space is NOT a foul.
THROWING FOULS:
-any non-incidental contact between thrower and marker is a foul
-typically, the foul will be called on the marker. The only time it may not be a foul on the marker is when the marker is COMPLETELY still and in a legal position. If the thrower initiates contact (mostly of the torso, if the thrower hits an arm or leg then it's still a foul on the marker) of a legally positioned marker, the it's a foul on the thrower.
RECEIVING FOULS:
-incidental contact is often unavoidable and not a foul
-if a defensive player messes with an offensive player's attempt to make a play with some sort of contact, it is a receiving foul
-if call is uncontested, the intended receiver gains possession. if the call is contested, the disc reverts back to the thrower
-players are allowed to make a play on the disc directly above their torso. Non-incidental contact occurs in the air before a play, it is a foul on the player entering the other player's space (whose torso was directly under that space). This is the principle of verticality.
-Force out fouls were discussed in the end zone post. A goal is rewarded to a player who would have legally scored had it not been for the contact.
BLOCKING FOULS:
-a player may not move to prevent an opponent from taking an unoccupied path to the disc. this is a foul.
-a player may not take a position that is unavoidable by a moving opponent
STRIP:
When a defensive player initiates contact with a player that already has possession of the disc (has stopped rotation) which causes the player in possession to lose possession.
Any sort of reckless behavior is treated as a foul.
Misc stuff:
Just taken from the rulebook because it's pretty self explanatory.
- Any player may stop a rolling or sliding disc, but advancing it in any direction is a violation.
- 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.
- If offensive and defensive players call offsetting infractions on the same play, the disc is returned to the thrower and put into play with a check, with the count reached plus one or at six if over five.
Monday, October 21, 2013
Week 5: Violations and Fouls, Part I
This will be a multi-part post because violations and fouls can get complicated. I will try to get through everything before Glory Days. Violations and Fouls is Section XVI.
Calling and Contesting Fouls:
An infraction may only be called by a player on the infracted team who recognizes that it has occurred. A player may contest these calls if that player believes the infraction did not occur (ex: 'I hit your hand, but it was on your follow-through and not during your throw').
Continuation Rule:
For all violations and fouls discussed in this section, the continuation rule applies:
Play stops when the thrower in possession acknowledges that an infraction has been called. 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.
So when does play stop or continue based on the continuation rule?
Calls made by the THROWER--
If the call was made by the thrower before the disc was thrown:
-if the pass was complete, play stops and the disc reverts back to the thrower
-if the pass was incomplete, it is a turnover and play does not stop ('play on').
If the call was made by the thrower while in the act of throwing:
-if the pass was complete, the play stands and play does not stop ('play on').
-if the pass was incomplete, play stops and the disc reverts back to the thrower
**notice that the outcomes SWITCH depending on when the call was made, before or during the throw!!
Calls made by NON-THROWERS---
Offense made the call:
-if the call was made before the thrower was in the act of throwing, play stops and the disc reverts back to the thrower
-if the call was made after the thrower began the act of throwing, then play does not stop and the play stands
Defense made the call (same as if offense committed the infraction):
Play stops either way!
-if the infraction affects play, play stops and the disc reverts back to the thrower
-if the infraction did not affect play, play stops and the play stands.
How do you know if something affected play?
Directly from the rulebook:
"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."
So where do I go after an infraction call?
Also directly from the rulebook:
Part II will cover fouls and misc in this section.
Picks and Travels have already been covered in previous blog posts.
Calling and Contesting Fouls:
An infraction may only be called by a player on the infracted team who recognizes that it has occurred. A player may contest these calls if that player believes the infraction did not occur (ex: 'I hit your hand, but it was on your follow-through and not during your throw').
Continuation Rule:
For all violations and fouls discussed in this section, the continuation rule applies:
Play stops when the thrower in possession acknowledges that an infraction has been called. 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.
So when does play stop or continue based on the continuation rule?
Calls made by the THROWER--
If the call was made by the thrower before the disc was thrown:
-if the pass was complete, play stops and the disc reverts back to the thrower
-if the pass was incomplete, it is a turnover and play does not stop ('play on').
If the call was made by the thrower while in the act of throwing:
-if the pass was complete, the play stands and play does not stop ('play on').
-if the pass was incomplete, play stops and the disc reverts back to the thrower
**notice that the outcomes SWITCH depending on when the call was made, before or during the throw!!
Calls made by NON-THROWERS---
Offense made the call:
-if the call was made before the thrower was in the act of throwing, play stops and the disc reverts back to the thrower
-if the call was made after the thrower began the act of throwing, then play does not stop and the play stands
Defense made the call (same as if offense committed the infraction):
Play stops either way!
-if the infraction affects play, play stops and the disc reverts back to the thrower
-if the infraction did not affect play, play stops and the play stands.
How do you know if something affected play?
Directly from the rulebook:
"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."
So where do I go after an infraction call?
Also directly from the rulebook:
- 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.
- If a pass is thrown or attempted before the thrower acknowledges the call or the call is made after the throwing attempt, and
- After a travel call, the thrower must return to the location occupied at the time of the infraction.
Part II will cover fouls and misc in this section.
Picks and Travels have already been covered in previous blog posts.
Sunday, October 13, 2013
Week 4: End Zone and Travels
The ultimate goal of Ultimate is to score goals. This is achieved by catching the disc in your 'attacking' end zone (as opposed to the 'defending' end zone). There are a few simple rules associated with possession in the end zone and scoring.
Section X. End Zone Possession
What happens if there is a turnover in my defending end zone?
If the disc lands in or a defender intercepts (catches their D) the disc within the defending end zone, then the team now in possession has two choices. The player picking up the disc may:
1) immediately fake or pause at the spot of the disc or interception and play resumes at that spot
or
2) immediately take the disc to the closest point on the end zone line.
You MAY NOT put the disc in play between those two points. If the player makes a fake or pauses at the original position of the disc (#1), then the player must put the disc into play at that spot and may not move up to the end zone line. Doing either of these results in a 'travel' (to be discussed in a later in this blog post, so keep reading!).
What if I have possession within the attacking end zone, but did not score?
This typically means the player's momentum forced them to run past the end zone line, but did not gain possession of the disc within the end zone. In this scenario, the player must move back to the end zone line and resume play with a ground check. If the player does not move back to the end zone line, then this is also a travel.
What about when a team gains or retains possession of a dead (not in play) disc in the attacking end zone? When does this happen?
This could be due to a foul which would stop play. The disc would be put back into play with a check where the infraction occurred. Then play with resume according to the above (..possession within attacking end zone..)
Section XI. Scoring
I want to win! So, how do I score?
1) You must be in-bounds (of the playing field)
2) You must be in the end zone (NOT on any of the lines. Line is not in)
3) The throw must be legal
4) You must maintain possession throughout all ground contact
What counts as ground contact?
Any player contact with the ground during some sort of maneuver (e.g. falling, diving, jumping, etc.) counts as ground contact. Anything touching the ground counts as part of the ground. So if you lay out for a disc, land in bounds, slide out of bounds, hit someone's bag who is right by the sideline, and lose possession of the disc, then it does not count as a score because you lost possession during ground contact.
What if someone is a jerk and pushes me when I should have scored according to the four criteria above?
Uncontested force-out fouls or any other uncontested fouls that cause a player to lose possession of the disc while within the end zone counts as a score.
I did not realize I scored and accidentally threw a turnover. Oh no!
It's okay! If either team recognizes that you caught the disc within the end zone and have already technically scored, then it is a goal regardless of any throws you make after the fact. However, if it is not clear (the two teams cannot agree) that you were within the end zone and you throw a turnover, tough luck. It's going to be a turnover.
Section XVI. J. Travels
Players are not allowed to run with the disc--the thrower must establish a pivot. All or part of the pivot must stay on the ground until the thrower releases the disc.
So, what counts as a travel?
1) The player's pivot leaves the ground (i.e. they pick up their foot before they release the disc)
2) While receiving the disc, the player speeds up, changes direction, or does not stop as quickly as safely possible.
3) While receiving the disc, the player releases the disc after three ground contacts without first setting a pivot
4) Bobbing the disc to him/herself on purpose to advance the disc
5) The thrower does not touch the disc to the ground when required by the rules
What does not count as a travel?
1) While receiving, the player in possession may release the disc before their third ground contact without having to set a pivot (typical for "give-and-go's").
2) A non-standing player is allowed to get up in order to set a pivot (in the same spot.)
3) If play stops, the thrower may re-establish a pivot in a similar position.
Who can call a travel?
ANYONE on the field may call a travel.
What happens after a travel?
Play stops, the thrower must move back to the position occupied at the time of the infraction, and play resumes with a check and the stall resumes at the count plus one, or 6 if over 5. If the thrower attempted a throw, the disc reverts back to the thrower. All other players must also return to their previous positions either at 1) the time of the throw or 2) the time of the call, whichever was earlier.
Section X. End Zone Possession
What happens if there is a turnover in my defending end zone?
If the disc lands in or a defender intercepts (catches their D) the disc within the defending end zone, then the team now in possession has two choices. The player picking up the disc may:
1) immediately fake or pause at the spot of the disc or interception and play resumes at that spot
or
2) immediately take the disc to the closest point on the end zone line.
You MAY NOT put the disc in play between those two points. If the player makes a fake or pauses at the original position of the disc (#1), then the player must put the disc into play at that spot and may not move up to the end zone line. Doing either of these results in a 'travel' (to be discussed in a later in this blog post, so keep reading!).
What if I have possession within the attacking end zone, but did not score?
This typically means the player's momentum forced them to run past the end zone line, but did not gain possession of the disc within the end zone. In this scenario, the player must move back to the end zone line and resume play with a ground check. If the player does not move back to the end zone line, then this is also a travel.
What about when a team gains or retains possession of a dead (not in play) disc in the attacking end zone? When does this happen?
This could be due to a foul which would stop play. The disc would be put back into play with a check where the infraction occurred. Then play with resume according to the above (..possession within attacking end zone..)
Section XI. Scoring
I want to win! So, how do I score?
1) You must be in-bounds (of the playing field)
2) You must be in the end zone (NOT on any of the lines. Line is not in)
3) The throw must be legal
4) You must maintain possession throughout all ground contact
What counts as ground contact?
Any player contact with the ground during some sort of maneuver (e.g. falling, diving, jumping, etc.) counts as ground contact. Anything touching the ground counts as part of the ground. So if you lay out for a disc, land in bounds, slide out of bounds, hit someone's bag who is right by the sideline, and lose possession of the disc, then it does not count as a score because you lost possession during ground contact.
What if someone is a jerk and pushes me when I should have scored according to the four criteria above?
Uncontested force-out fouls or any other uncontested fouls that cause a player to lose possession of the disc while within the end zone counts as a score.
I did not realize I scored and accidentally threw a turnover. Oh no!
It's okay! If either team recognizes that you caught the disc within the end zone and have already technically scored, then it is a goal regardless of any throws you make after the fact. However, if it is not clear (the two teams cannot agree) that you were within the end zone and you throw a turnover, tough luck. It's going to be a turnover.
Section XVI. J. Travels
Players are not allowed to run with the disc--the thrower must establish a pivot. All or part of the pivot must stay on the ground until the thrower releases the disc.
So, what counts as a travel?
1) The player's pivot leaves the ground (i.e. they pick up their foot before they release the disc)
2) While receiving the disc, the player speeds up, changes direction, or does not stop as quickly as safely possible.
3) While receiving the disc, the player releases the disc after three ground contacts without first setting a pivot
4) Bobbing the disc to him/herself on purpose to advance the disc
5) The thrower does not touch the disc to the ground when required by the rules
What does not count as a travel?
1) While receiving, the player in possession may release the disc before their third ground contact without having to set a pivot (typical for "give-and-go's").
2) A non-standing player is allowed to get up in order to set a pivot (in the same spot.)
3) If play stops, the thrower may re-establish a pivot in a similar position.
Who can call a travel?
ANYONE on the field may call a travel.
What happens after a travel?
Play stops, the thrower must move back to the position occupied at the time of the infraction, and play resumes with a check and the stall resumes at the count plus one, or 6 if over 5. If the thrower attempted a throw, the disc reverts back to the thrower. All other players must also return to their previous positions either at 1) the time of the throw or 2) the time of the call, whichever was earlier.
Monday, October 7, 2013
Week 3: Tournament Recap
Multiple things to go over briefly, which will probably be covered in more detail in later blog posts. All of these things were discussed this weekend at the tournament.
-Zone offense and defense
-Marking violations (specifically double team, disc space, foul, stall)
-Double turnovers
-'Best perspective', in/out of bounds, what happens if two teams cannot agree on the outcome of a play (in general)
Zone:
Man defense is relatively simple for newbies to learn; all you have to do is stay with your man and stay on the force side. Zone defense on the other hand is a little trickier and involves covering a specific area rather than a specific person.
How does zone defense work?
There are multiple ways of running a zone defense. The cup (typically consisting of three or four defenders) is responsible for following the disc and preventing any throws up-field. The down-field defense is responsible for the rest of the field and typically consist of an up-deep (also called middle-middle), wings, and a deep-deep (also called monster on WUWU). The middle-middle's zone is the middle of the field right behind the cup, the wings' zone is the area right by the sidelines, and the deep-deep is responsible for any longer throws.
How does zone offense work?
A zone offense looks very similar to a horizontal stack - there are 3 handles back, 2 wings on the sidelines, and 2 poppers in the middle. The main goal of a zone offense is to keep the disc moving. The cup has to follow the disc, and a constantly moving disc means a constantly moving cup, which means a very tired cup. A very tired cup creates holes in the cup which allows the offense to take advantage and move the disc up-field. Because there is less defense than offense once the disc gets moved up field, the cutters have a 'nice pasture to prance and play in' (to roughly quote Ross) and quickly move the disc before the cup can catch up and reset. However, most of the time in zone offense, the handles will merely be swinging the disc back and forth across the field.
When do you want to use zone defense as opposed to man defense?
Zone defense is very effective when the opposing team will have difficulty completing many, many throws. Zone defense is typically used in bad weather - windy, rainy, snowy, cold, muddy etc. conditions. Zone defense can also be effective against a team with weaker handlers for the same reason.
Stall Count/Marking violations:
Brief terminology break:
After a call is made, the two players affected by the call have a conversation about the call. The person who committed the infraction may respond with a 'contest' or 'no contest'. 'Contest' can refer to many different scenarios, but basically it means that the player does not agree with the call made, either they think that it did not happen or that it did not affect the play. 'No contest' means that yes, the infraction occurred and probably affected play, whoops! The outcomes of a contested vs. uncontested call are different.
Section XIV.
The marker is the defender guarding the person with the disc. They are responsible for defending half of the field, but they are also responsible for stalling. The stall count starts at 0 and goes up to 10. You must stall OUT LOUD, loud enough for the the thrower to hear.
What is a stall/What happens when a stall is called?
Once the marker first utters the 't' in the word 'ten', then it is a "stall." If stall is uncontested, it is a turnover at the thrower's pivot point. If the thrower contests the stall, a few things may happen. If the thrower did not attempt a throw, the thrower maintains possession and the stall count starts at 8. If the thrower attempts a throw which was completed, the disc reverts to the original thrower and the stall count starts at 8. If the thrower attempts a throw which was incomplete, then the turnover stands where the disc landed after the throw.
What are marking violations?
There are several violations that can be called against the marker as well. These include fast count, double-team, disc-space, and vision blocking. These can only be called by the thrower.
-Fast count may be called when:
However! If there are two offensive players and two defensive players (one guarding each offensive player) within the 10 foot radius of the thrower's pivot, then it is NOT a double team.
-Disc-space allows the thrower one disc's worth of space between them and the marker. Any line between two points on the marker must be at least one disc diameter away from the torso/pivot of the thrower. Movement by the thrower does not create a disc-space violation.
-Vision blocking. Precisely what it sounds like. The marker purposefully blocks the vision of the thrower.
What happens when one of these marking violations is called?
Play does NOT stop the first time a violations is called. The marker or violating players must correct their positioning before resuming the stall count (e.g. players double teaming must move back). The stall also must drop by two (i.e. Stalling one, two, three, fast count, two, three... Because the staller was about to say 'four', they drop two counts so stall resumes at 'two'). If the marker does not correct the violation and/or the stall count does not drop by two, then "violation" may be called. Violation DOES stop play, the defense must correct the violation, and the stall count resets to zero.
Double turnovers:
Section XII, C.
What happens if a defender catches their D, but then drops the disc? Is this a double turnover?
If the defender intercepts a disc (i.e. catches their D and stops rotation, which is what you should try to do!), but accidentally loses possession before or during ground contact related to the catch, the defender's team still gains possession of the disc. This does not count as a 'double turnover'.
'Best perspective', in/out of bounds, what happens if two teams cannot agree on the outcome of a play:
We had a few points this weekend when the two teams could not decide whether or not someone was in or out of bounds.
For 'best perspective', see Week 2: Definitions.
Section III, Playing Field
The outside perimeter lines of the field are considered OUT-OF-BOUNDS, while the endzone lines are considered IN-BOUNDS, but not in the endzone. If the player gains possession of the disc out of bounds, it is considered a turnover. 'Check feet' is not an actual call in the rulebook.
Section XVI, D
For any call, if the two teams cannot come to an agreement and no one had best perspective, then play stops, the disc reverts back to the thrower, and play resumes with a check and the stall count resumes at the count reached plus one, or six if over five. However, the player with best perspective (typically the receiver of the disc) can make the final call.
-Zone offense and defense
-Marking violations (specifically double team, disc space, foul, stall)
-Double turnovers
-'Best perspective', in/out of bounds, what happens if two teams cannot agree on the outcome of a play (in general)
Zone:
Man defense is relatively simple for newbies to learn; all you have to do is stay with your man and stay on the force side. Zone defense on the other hand is a little trickier and involves covering a specific area rather than a specific person.
How does zone defense work?
There are multiple ways of running a zone defense. The cup (typically consisting of three or four defenders) is responsible for following the disc and preventing any throws up-field. The down-field defense is responsible for the rest of the field and typically consist of an up-deep (also called middle-middle), wings, and a deep-deep (also called monster on WUWU). The middle-middle's zone is the middle of the field right behind the cup, the wings' zone is the area right by the sidelines, and the deep-deep is responsible for any longer throws.
How does zone offense work?
A zone offense looks very similar to a horizontal stack - there are 3 handles back, 2 wings on the sidelines, and 2 poppers in the middle. The main goal of a zone offense is to keep the disc moving. The cup has to follow the disc, and a constantly moving disc means a constantly moving cup, which means a very tired cup. A very tired cup creates holes in the cup which allows the offense to take advantage and move the disc up-field. Because there is less defense than offense once the disc gets moved up field, the cutters have a 'nice pasture to prance and play in' (to roughly quote Ross) and quickly move the disc before the cup can catch up and reset. However, most of the time in zone offense, the handles will merely be swinging the disc back and forth across the field.
When do you want to use zone defense as opposed to man defense?
Zone defense is very effective when the opposing team will have difficulty completing many, many throws. Zone defense is typically used in bad weather - windy, rainy, snowy, cold, muddy etc. conditions. Zone defense can also be effective against a team with weaker handlers for the same reason.
Stall Count/Marking violations:
Brief terminology break:
After a call is made, the two players affected by the call have a conversation about the call. The person who committed the infraction may respond with a 'contest' or 'no contest'. 'Contest' can refer to many different scenarios, but basically it means that the player does not agree with the call made, either they think that it did not happen or that it did not affect the play. 'No contest' means that yes, the infraction occurred and probably affected play, whoops! The outcomes of a contested vs. uncontested call are different.
Section XIV.
The marker is the defender guarding the person with the disc. They are responsible for defending half of the field, but they are also responsible for stalling. The stall count starts at 0 and goes up to 10. You must stall OUT LOUD, loud enough for the the thrower to hear.
What is a stall/What happens when a stall is called?
Once the marker first utters the 't' in the word 'ten', then it is a "stall." If stall is uncontested, it is a turnover at the thrower's pivot point. If the thrower contests the stall, a few things may happen. If the thrower did not attempt a throw, the thrower maintains possession and the stall count starts at 8. If the thrower attempts a throw which was completed, the disc reverts to the original thrower and the stall count starts at 8. If the thrower attempts a throw which was incomplete, then the turnover stands where the disc landed after the throw.
What are marking violations?
There are several violations that can be called against the marker as well. These include fast count, double-team, disc-space, and vision blocking. These can only be called by the thrower.
-Fast count may be called when:
- The staller does not give a full second between counts
- The staller skips a number (if more than one number is skipped, then you can immediately call 'violation')
- The staller does not initiate or resume the stall count with 'stalling'
- If the thrower does not have time to call 'fast count' before getting stalled out, it is treated as a contested stall.
- If a contested stall has been called and then fast count is called, then the stall count resumes at SIX.
However! If there are two offensive players and two defensive players (one guarding each offensive player) within the 10 foot radius of the thrower's pivot, then it is NOT a double team.
-Disc-space allows the thrower one disc's worth of space between them and the marker. Any line between two points on the marker must be at least one disc diameter away from the torso/pivot of the thrower. Movement by the thrower does not create a disc-space violation.
-Vision blocking. Precisely what it sounds like. The marker purposefully blocks the vision of the thrower.
What happens when one of these marking violations is called?
Play does NOT stop the first time a violations is called. The marker or violating players must correct their positioning before resuming the stall count (e.g. players double teaming must move back). The stall also must drop by two (i.e. Stalling one, two, three, fast count, two, three... Because the staller was about to say 'four', they drop two counts so stall resumes at 'two'). If the marker does not correct the violation and/or the stall count does not drop by two, then "violation" may be called. Violation DOES stop play, the defense must correct the violation, and the stall count resets to zero.
Double turnovers:
Section XII, C.
What happens if a defender catches their D, but then drops the disc? Is this a double turnover?
If the defender intercepts a disc (i.e. catches their D and stops rotation, which is what you should try to do!), but accidentally loses possession before or during ground contact related to the catch, the defender's team still gains possession of the disc. This does not count as a 'double turnover'.
'Best perspective', in/out of bounds, what happens if two teams cannot agree on the outcome of a play:
We had a few points this weekend when the two teams could not decide whether or not someone was in or out of bounds.
For 'best perspective', see Week 2: Definitions.
Section III, Playing Field
The outside perimeter lines of the field are considered OUT-OF-BOUNDS, while the endzone lines are considered IN-BOUNDS, but not in the endzone. If the player gains possession of the disc out of bounds, it is considered a turnover. 'Check feet' is not an actual call in the rulebook.
Section XVI, D
For any call, if the two teams cannot come to an agreement and no one had best perspective, then play stops, the disc reverts back to the thrower, and play resumes with a check and the stall count resumes at the count reached plus one, or six if over five. However, the player with best perspective (typically the receiver of the disc) can make the final call.
Tuesday, October 1, 2013
Week 2: Definitions
This week, we will go over a few Ultimate-specific terms that may not be familiar to newer players.
Section II of the rulebook goes over many technical definitions, I have chosen a few to put here word for word. If you have not looked at the full list of definitions in the rulebook, I suggest you do.
Foul: Non-Incidental contact: contact between opposing players. In general, the player initiating the contact has committed the foul.
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.
Marker: The defensive player within three meters of the thrower's pivot or of the thrower if no pivot has been established. If the disc is not in play, a defensive player within three meters of a spot on the field where the disc is to be put into play is considered the marker.
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.
Stoppage of play: Any halting of play due to a call, discussion, or time-out that requires a check or self-check to restart play. The term play stops means a stoppage of play occurs.
Violation: Any infraction of the rules other than a foul
--
On to some general terms that you will probably hear yelled on the field or in normal, Ultimate conversation. For new WUWUs, there may be some things that you have not quite been exposed to yet, so do not worry, you will learn everything in due time!
Air bounce - A type of throw that looks like it will hit the ground but 'bounces' back up mid-flight.
Around - The around break throw. So if the force is flick, a backhand would be a around break (unless the person is a lefty, of course).
Section II of the rulebook goes over many technical definitions, I have chosen a few to put here word for word. If you have not looked at the full list of definitions in the rulebook, I suggest you do.
Foul: Non-Incidental contact: contact between opposing players. In general, the player initiating the contact has committed the foul.
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.
Marker: The defensive player within three meters of the thrower's pivot or of the thrower if no pivot has been established. If the disc is not in play, a defensive player within three meters of a spot on the field where the disc is to be put into play is considered the marker.
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.
Stoppage of play: Any halting of play due to a call, discussion, or time-out that requires a check or self-check to restart play. The term play stops means a stoppage of play occurs.
Violation: Any infraction of the rules other than a foul
--
On to some general terms that you will probably hear yelled on the field or in normal, Ultimate conversation. For new WUWUs, there may be some things that you have not quite been exposed to yet, so do not worry, you will learn everything in due time!
Air bounce - A type of throw that looks like it will hit the ground but 'bounces' back up mid-flight.
Around - The around break throw. So if the force is flick, a backhand would be a around break (unless the person is a lefty, of course).
Bid - an (usually unsuccessful) attempt to catch or block the disc, usually when the person hits the ground. ("Nice bid.")
Bookends - When a player gets a D then scores
Blade - A very angled, fast, hard to catch throw.
Blade - A very angled, fast, hard to catch throw.
Callahan - The defense intercepts an offensive throw and catches the disc in the end zone (the defense is trying to score in).
Chilly - A call to the thrower to stay calm and make good decisions.
Deep - An out-cut, away from the thrower. A 'deep' cut or 'away' cut.
Deep - An out-cut, away from the thrower. A 'deep' cut or 'away' cut.
Disc in - Yelled by the thrower or their mark to signal the disc is live
Foot Block - Exciting play by the mark when they block the throw with their foot.
Greatest - When an offensive player jumps from in-bounds to out of bounds, throws the disc going out of bounds back in-bounds without touching the ground first. Very difficult play to make, which is why it is called the "greatest"
Hammer - Over the head, inverted throw with a funny path.
Hand Block - When the mark blocks the throw with their hand/arm.
Hand Block - When the mark blocks the throw with their hand/arm.
Hospital Throw - Floaty throw, allows multiple players to go up for the disc. Often results in injury for those involved.
Huck - A long throw
Layout - A diving catch or block.
Man defense - Defensive strategy where each defender picks one offender and typically sticks with them throughout the possession/point.
Monster - What WUWU calls the 'deep-deep' in a zone.
Outside-in (OI)/Inside-out (IO) - two different types of flight paths for backhand or forehand throws. These will be demonstrated in practice sometime.
Man defense - Defensive strategy where each defender picks one offender and typically sticks with them throughout the possession/point.
Monster - What WUWU calls the 'deep-deep' in a zone.
Outside-in (OI)/Inside-out (IO) - two different types of flight paths for backhand or forehand throws. These will be demonstrated in practice sometime.
Poach - In man defense, when the defender is not actively guarding their person, but rather an area on the field
Pick -See Week 1, Part 2: Pick Review
Push pass - Another type of throw, typically with little spin and very floaty.
Savage - Playing a game with only 7 healthy, playing people total.
Scoober - Inverted throw.
Skinny - inside out break throw. Also called the "inside" break.
Push pass - Another type of throw, typically with little spin and very floaty.
Savage - Playing a game with only 7 healthy, playing people total.
Scoober - Inverted throw.
Skinny - inside out break throw. Also called the "inside" break.
Sky - When a player jumps over another to grab the disc
Strike - Any cut going to the open side. More specifically, a handler cut up-field, typically up-the-line.
Strike - Any cut going to the open side. More specifically, a handler cut up-field, typically up-the-line.
Swing - Usually a handler throw, used to get the disc across the field laterally as opposed to moving the disc up-field.
Switch - During man defense, when a defender wants to switch who they are defending with a teammate.
Switch - During man defense, when a defender wants to switch who they are defending with a teammate.
Taco - A disc that has been bent, like a taco-shape
Turn - Turnover, possession change.
Under - An in-cut, towards the disc. ("under cut" "make an under cut")
Under - An in-cut, towards the disc. ("under cut" "make an under cut")
Up - Something people yell when the disc is thrown. The disc is 'up'
Zone - A defensive strategy where people guard areas rather than specific people. There are several types of zones. This will be introduced to NUWUs at a later practice.
Zone - A defensive strategy where people guard areas rather than specific people. There are several types of zones. This will be introduced to NUWUs at a later practice.
Monday, September 23, 2013
Week 1, Part 2: Pick Review
Picks are discussed in XVI. Section I of
the rule book.
WHAT IS A PICK?
A pick occurs when the offensive player moves such that the defensive player guarding that offensive player is obstructed by another player (offensive OR defensive). This means that the defender either physically runs into another player or has to slow down to avoid contact with this other player.
WHAT IS A PICK?
A pick occurs when the offensive player moves such that the defensive player guarding that offensive player is obstructed by another player (offensive OR defensive). This means that the defender either physically runs into another player or has to slow down to avoid contact with this other player.
(Section II.G: the defensive player "guarding" the
offensive player must be within 10 feet of the offensive player AND must be
reacting to the offensive player's movements)
To emphasize -
You must be on defense to call a pick.
You CAN get picked by a teammate. It does not matter who you were obstructed by.
You must be within 10 feet of your offender to make the call. This is to deter lazy defenders from calling pick while purposefully running through the stack when they have lost their offender.
(note: I realize I said this wrong at practice. Sorry. I did not have a chance to prepare my little presentation and misspoke)
WHAT DO I DO IF I'M PICKED?
Yell 'pick' at the top of your lungs immediately until the person with the disc acknowledges the call and stops play. If you are on the field and hear someone yell 'pick', stop moving and echo the call until the person with the disc stops play.
THEN WHAT?
(Imagine that you called the pick)
Scenario 1:
To emphasize -
You must be on defense to call a pick.
You CAN get picked by a teammate. It does not matter who you were obstructed by.
You must be within 10 feet of your offender to make the call. This is to deter lazy defenders from calling pick while purposefully running through the stack when they have lost their offender.
(note: I realize I said this wrong at practice. Sorry. I did not have a chance to prepare my little presentation and misspoke)
WHAT DO I DO IF I'M PICKED?
Yell 'pick' at the top of your lungs immediately until the person with the disc acknowledges the call and stops play. If you are on the field and hear someone yell 'pick', stop moving and echo the call until the person with the disc stops play.
THEN WHAT?
(Imagine that you called the pick)
Scenario 1:
-The pick did NOT affect
play: (i.e. the person you are guarding did not get the disc),
-The player with the
disc recognizes the pick and doesn’t throw it
The disc stays with the thrower, the stall count resumes (ex: if
the marker already said 'stall 2' at the time the pick was called then the stall count would resume at 'stall
3') when the disc is put back in play.
All players move to where they were when the pick was called.
The picked player gets to also gain any distances lost from the pick.
The defender does not get to set up right next to the offense regardless of the separation prior to the pick. If at the time of the pick, the offense and defense are 5 feet away from each other, then they should still be 5 feet apart after re-positioning. It is up to the two players if the re-positioning is acceptable. Do not hesitate to tell the other player that you do not agree with their re-positioning.
The defender does not get to set up right next to the offense regardless of the separation prior to the pick. If at the time of the pick, the offense and defense are 5 feet away from each other, then they should still be 5 feet apart after re-positioning. It is up to the two players if the re-positioning is acceptable. Do not hesitate to tell the other player that you do not agree with their re-positioning.
Scenario 2:
-The pick did NOT affect play
-The player with the disc threw a COMPLETED pass
The continuation rule (Section XVI.C.)
applies. The disc stays with the receiver, the stall count resumes when the disc
is put back in play, and you are allowed to catch up to your offensive player.
All other players move to where they were when play was stopped. The stall
count does not start over. It resumes from where play stopped.
Scenario 3:
-The pick DID affect play (i.e. the offensive
player of the picked defender did receive the disc and successfully caught the
disc)
The disc is returned to the original thrower, the stall count
resumes when the disc is put back in play. All players move to where they were
on the field at the time of the earlier of the following a) the call or b) the
throw and the picked player is allowed to “catch up” to their offensive player.
Scenario 4:
Scenario 4:
-The player with the disc DID attempt a throw,
which was INCOMPLETE
Then it is a turnover and play continues. There is no stoppage
of play. So when on offense, always always always go for every disc, even if
you hear a call.
WHAT IF I’M NOT PART OF THE PICK CALL?
When you hear the pick call, yell “pick called” until the person with the disc recognizes the call. When they do, stop moving. You will reposition yourself based on the outcome of the call.
**special thanks to Eileen for helping me with this week's posts.
WHAT IF I’M NOT PART OF THE PICK CALL?
When you hear the pick call, yell “pick called” until the person with the disc recognizes the call. When they do, stop moving. You will reposition yourself based on the outcome of the call.
**special thanks to Eileen for helping me with this week's posts.
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