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Fouls - What to do

Ultimate is self-refereed and players are responsible for calling their own fouls and infractions.
We encourage all players to check out the full rules and the VUL exceptions, but it can take a
while to completely understand them. Here is a summary of things you need to know about fouls,
an important part of the rules.

Generally speaking, the rules are in place to replicate what would have happened if the
infraction had not occurred.

While there are a variety of possible outcomes, once you see a few of them in practice, you will
likely realize that most of them are fairly common sense when you consider what would have
happened without the infraction.

Please note our new rule regarding fouls: Fouls include contact which takes place directly before,
during or directly after either player makes a play on the disc.

About Fouls
Intentional contact is absolutely not allowed . As well, players must do whatever they can to
avoid contact. The number one guiding rule is to play safe at all times. It is not acceptable to
partake in dangerous play in order to catch the disc. The VUL is a rec ultimate league, you
should never risk injury to another player or yourself in order to make a play.

As a general rule, the person initiating the contact has committed the foul, regardless of whether
it was intentional or not. When there's a foul:

Make or echo the call. If you are calling the foul, yell Foul. If someone else is calling
the foul, echo the call to make sure everyone else on the field knows there was a call so that play
can stop. Play does not stop until the thrower acknowledges the call OR the outcome of the next
throw after the call is decided. (By decided we mean that it is agreed that the throw resulted in a
catch or not the result of the call affects whether the following throw was caught or not, so this
needs to be agreed upon first).

Be Objective. Consider what happened and objectively decide if you agree or disagree.

You are Playing Defense


If you agree with the call OR you make the call and your opponent agrees:

Acknowledge the foul. What happens next depends on the situation that was happening at the
time of the foul:

1. If the disc was thrown, and:


a. the other team caught the pass, the player who caught the disc maintains possession.
"Play on" should be called with play continuing.

b. the other team doesnt catch the pass, the disc is returned to the thrower with the stall
count starting at zero. If the player fouled is the intended receiver, the disc stays with that player.
Play restarts with a check of the disc.

c. the other team doesnt catch the pass BUT the foul occurred away from the play where
the disc was, it is a turnover, and your team gets the disc. Call play on and start playing
offense! (Ex: If you foul a player by accidentally tripping them on the other side of the field
from where the disc was thrown)

2. If the disc was NOT thrown, play restarts with a check of the disc and a new stall count.

If you disagree with the call OR you make the call and your opponent disagrees:

Say contest. What happens next depends on the situation that was happening at the time of the
foul:

1. If the disc was thrown, and:

a. the other team caught the pass, the result of the throw stands. Play restarts with a check
of the disc.

b. the other team doesnt catch the pass, the disc is returned to the thrower, with the stall
count starting at one above the last number uttered. If the last number uttered was above 5, the
stall count starts at 6. Play restarts with a check of the disc.

c. the other team doesnt catch the pass BUT the foul occurred away from the play where
the disc was, it is a turnover, and your team gets the disc. Call play on and start playing
offense! (Ex: If another player thinks you fouled them on the other side of the field from where
the disc was thrown)

2. If the disc was not thrown, the stall count is reset to one above the last number uttered, or 6 if
it was above 5. Play restarts with a check of the disc.

You are Playing Offense


If you agree with the call OR you make the call and your opponent agrees:

Acknowledge the foul. What happens next depends on the situation that was happening at the
time of the foul:

1. If the disc was thrown, and:


a. You or someone on your team caught the pass AND the result of the throw WAS affected
by the foul, the disc is returned to the thrower. (Ex the thrower instigates contact with their mark,
or you are going for the disc and accidentally push over your defender) The stall count starts at
one above the last number uttered. Play restarts with a check of the disc.

b. You or someone on your team caught the pass BUT the foul occurred away from the play,
the player who caught the disc maintains possession. (Ex: If you foul a player by accidentally
tripping them on the other side of the field from where the disc was thrown). Play restarts with
a check of the disc.

c. Your team does not catch the disc (the pass is intercepted or incomplete), it is a turn over
and the other team gains possession of the disc. Call play on and start playing defense!

2. If the disc was not thrown the stall count starts at one above the last number uttered. Play
restarts with a check of the disc
If you disagree with the call OR you make the call and your opponent disagrees:

Say contest. What happens next depends on the situation that was happening at the time of the
foul:

1. If the disc was thrown, and:

a. You or someone on your team caught the pass AND the result of the throw WAS affected
by the foul, the disc goes back to the thrower. Play restarts with a check of the disc.

b. You or someone from your team did not catch the disc AS A RESULT of the foul (the
pass is intercepted or incomplete), the disc is returned to the thrower, with the stall count starting
at one above the last number uttered, or 6 if it was above 5. Play restarts with a check of the
disc.

c. You or someone from your team did not catch the disc BUT the play was not affected by
the foul (e.g.: the foul was on the other side of the field from where the disc was thrown), it is a
turnover and the other team gains possession of the disc. Call play on and start playing
defense!

2. If the disc was not thrown, the stall count starts at one above the last number uttered, or 6 if it
was above 5 if it was contested. Play restarts with a check of the disc.

Things to remember about fouls


Be loud. If you are fouled you should yell foul so everybody on the field can hear you.

Mind your own business. Only the fouled player may call a foul.
Its probably the markers fault. Unless a markers body is completely stationary
(unlikely), any contact between the marker and the thrower is the markers foul, not the
throwers.

Cheaters are lame. It is completely against spirit of the game to make a call for the sole
reason of exploiting the rules to benefit your team.

Let it go. Remember that another player may have a completely different perspective on
the play and saw things differently. Even if you are 100 % positive you were fouled, they could
be 100% positive you were not! Let them contest the foul and proceed with the game.

BE CALM - If a disagreement arises, handle it with the BE CALM approach

Questions? If you have any rules questions, post them on our rules forum.

Travels
When a player catches the disc, they must establish a pivot (one spot of the throwers body, generally the foot,
that remains on the ground). If that pivot is ever lifted completely off the ground or slid along the ground before
the disc is thrown, it is a travel.

Things to remember about travels


Be vocal. Any player on the opposing team may call travel.

Stop. When a travel is called, play is stopped upon completion of the throw (if the travel happened
during the throwing motion).

Back to thrower. If travel is called and the thrower releases the disc, play is stopped after the outcome
of the throw. If the throw was completed, the disc is returned to the thrower. If the travel is not contested, the
stall count resumes at one above the last number uttered. If the travel is contested, the stall count resumes at
one above the last number uttered, or 6 if it was over 5. If the throw is incomplete, call play on.

Additional forms of travel:


if a player catches the disc and then changes direction or speeds up or does not come to a stop as
quickly as possible.

if a player catches the disc and throws after their second point of ground contact if they do not
establish a pivot
if a player bobbles or deflects a disc to gain yards in any direction on purpose before catching it.

Picks
Those of you who have played or watched basketball are familiar with picks. The concept is the same in
ultimate, except the complete opposite: you arent allowed to use them!

A pick occurs when an offensive player moves in a way that it prevents their defensive player from guarding
them. The defensive player must be within 3 metres of their check to legally call a pick. Generally, this
happens when an offensive player runs through an area near other players, and their defender is forced to stop,
slow down, or change course so that they dont run into another player.

When picked, the defensive player who was obstructed yells pick loud enough so everyone on the field can
hear them. Other players on the field should echo the call. Play stops when the thrower acknowledges the pick,
or the outcome of one throw after the pick took place is decided.

If a pick is called and the thrower still has possession of the disc, the defender who was obstructed is allowed to
move to the same relative position (distance) they were from the person they were defending before the pick
was called.

If the thrower does not hear the pick call, and the throw is incomplete, players should call play on. If the throw
is complete, but the result of the throw was not affected by the pick, the throw stands, and play restarts with a
check. If the throw is complete, and the result of the throw was affected by the pick, the disc is returned to the
thrower, with a stall count one above the previous number, or 6 if the count was above 5.