«WFDF Rules of Ultimate 2013 - APPENDIX v3.0 Official version effective 2015-01-01 Introduction Appendix A: WFDF Additional Championship Game Rules ...»
WFDF Rules of Ultimate 2013
- APPENDIX v3.0 Official version effective 2015-01-01
Appendix A: WFDF Additional Championship Game Rules
A1. Playing Field
A3. Start of Game
A4. Length of Game
A5. Time Limits
A7. Mixed Division
A10. Spirit of the Game Stoppage
Appendix B: WFDF Additional Championship Event Rules
B3. Ranking Criteria and Tie Breakers
B4. Inclement Weather Rules
B5. Suspended or cancelled play
B6. Tasks of Game Officials
B7. Use of technology
B8. Foul and Violation Calls
Appendix C: Uniform Requirements
Appendix D: WFDF Eligibility and Roster Guidelines
Appendix E: Hand Signals
Appendix F: Legal Code
Appendix G: Acknowledgements
Introduction The intention of these rules is to provide additions to the basic rules in order to create a smoothrunning, spectator-friendly, well-resourced elite sports event. They set the standard for WFDF events, but should also guide best practice for non-WFDF events. Specifically, these rules should be applied at
the following events:
• World Ultimate Championships,
• World Ultimate Club Championships,
• Continental Championships (e.g. Pan-American Ultimate Championships, Asia-Oceanic Ultimate Championships),
• World Games (along with other changes as mandated by WFDF and/or IWGA event hosts),
• World Junior Ultimate Championships.
For non-WFDF events, a selection or modification of these rules may be added to the basic rules of play, according to the level of resources available and the standard of play. Basic modifications for a
non-WFDF event may include:
• Playing surface
• Number of players
• Size of field
• Length of game
• Field markings Appendix A: WFDF Additional Championship Game Rules A1. Playing Field
A1.1. The entire surface of the field of play must be one of the following:
A1.1.1. Grass A1.1.2. Artificial grass A1.2. A restraining line shall be established three (3) to five (5) metres from the perimeter line.
All persons (including non-playing team members), apart from permitted officials, and equipment must remain outside this line during play.
A1.3. The minimum distance between adjacent fields shall be three (3) metres.
A1.3.1. If the distance between adjacent fields is less than six (6) metres a maximum of two (2) non-players per team are allowed between the fields during play. No other persons or equipment, apart from permitted officials, are allowed between the two fields during play.
A1.4. To allow a field to fit in a smaller playing area it may be reduced to a minimum width of thirty-three (33) metres and to a minimum length of ninety (90) metres. End zones and the brick mark location may be reduced to minimum size of sixteen (16) metres.
A1.5. A WFDF Official must approve any adjustment to the location of the restraining line, any further reduction to distance between two adjacent fields, and any further reduction to the field size.
A1.6. Optional Player’s/Official’s Area:
A1.6.1. Restraining zones may be established on both sides of the field for non-playing support staff, equipment and officials.
A1.6.2. The restraining zones shall be aligned with the middle of the sideline and placed 5 meters from the sideline. They shall be 5 meters wide and 24 meters long.
A1.6.3. The official’s area shall be 4 meters wide and located in the middle of the restraining zones.
A1.6.4. Each team will be assigned one section of the restraining zone on each sideline.
A1.6.5. All equipment must be located within the restraining zone.
A1.6.6. All non-playing team members, and two coaches per team (one per sideline), are permitted outside of the restraining zone, but must remain behind the restraining line during play. All other non-playing support staff must remain within the restraining zone during play.
A2.1.1. Only the official disc of the event may be used for play.
A2.1.2. The event may allow captains to choose a different disc if both captains agree.
A2.1.3. The team in possession may choose to substitute a disc during play in the
A126.96.36.199. If the disc is out-of-bounds, and it will save time to substitute it.
A188.8.131.52. During a technical stoppage called to replace a damaged disc.
A184.108.40.206. Between the end of a point and the next pull.
A2.1.4. Officials may hold spare discs to be substituted in the above situations.
A2.1.5. Substitute discs may either be official discs of the event, or approved by the captains at the start of the game or at the time of substitution.
A3. Start of Game A3.1. Team Captains will determine the order of initial choices by tossing two discs (the “toss”).
A3.2. One of the captains will call “same” or “different”, while the discs are in the air.
A3.3. If both discs are facing up or both facing down, then “same” wins, otherwise “different” wins.
A3.4. The toss should happen on the field.
Appendix B: WFDF Additional Championship Event Rules B1. Teams B1.1. A team must have a minimum of fourteen (14) players registered on its playing roster for the event.
B1.1.1. A team in the mixed division must also have a minimum of six (6) male and six (6) female players on its roster.
B1.2. A team may have a maximum of twenty-eight (28) players on its roster.
B1.3. A team may have only one designated team captain per game.
B1.4. A team must have seven (7) players on the field for every point. A team in the mixed division must have four (4) male and four (4) female players available for every point.
B1.4.1. If a team does not fulfil the requirements of B1.4 they will lose a time-out, and the start of the point will be delayed for two (2) minutes.
B1.4.2. If the team has no time-outs left, their opposition will be awarded a goal, and the start of the point will be delayed for two (2) minutes.
B1.4.3. If neither team fulfils the requirements of B1.4 both teams will be penalised as stated in B1.4.1, until one team fulfils the requirements of B1.4 or until B1.4.4 applies.
B1.4.4. If a team has not fielded seven (7) players up to thirty (30) minutes after the start of a game or a point, they will forfeit the game.
B1.4.5. A team that forfeits will record a loss in addition to the forfeit, the opposition will record a win. No score will be recorded for the game.
B1.4.6. If both teams forfeit, both teams will record a loss for the game.
B1.5. If a point has commenced and a team does not have exactly seven (7) people playing the point, or is in violation of A7.1, then the opposition may call a violation and play shall stop, or the offending team may call a time-out.
B1.5.1. The offending team must choose which of their player(s) will be removed/added. If players are being added, the opposition may make the same number of substitutions to their team.
B1.5.2. If a violation was called, the opposition must choose either to restart play as if a time-out had been called (as per 20.6), or to restart the point.
B1.5.3. If a violation of B1.5 is called after a goal has been scored and prior to the ensuing pull, the opposition may choose to nullify the goal and restart the point.
B3. Ranking Criteria and Tie Breakers B3.1. After round robin pool play, rank all teams in each pool by the number of games won.
B3.2. If teams are tied, break that tie using the ranking criteria.
B3.3. Each ranking criterion is used to rank all of the tied teams, not just to determine the highest ranked team.
B3.3.1. If, after the application of a ranking criterion, all of the teams remain tied, go to the next criterion.
B3.3.2. If not all teams remain tied, but one or more subgroups of the teams remain tied, separate these subgroups from the ranking. Each subgroup is then to be ranked separately, starting with the first ranking criterion.
B3.4. Ranking criteria, in order:
B3.4.1. Number of games won, counting only games between the teams that are tied.
B3.4.2. Fewest games forfeited.
B3.4.3. Goal difference, counting only games between the teams that are tied.
B3.4.4. Goal difference, counting games against all common opponents.
B3.4.5. Goals scored per game, counting only games between the teams that are tied.
B3.4.6. Goals scored per game, counting games against all common opponents.
B3.4.7. Each team nominates one player to throw one disc from behind the goal line to the far brick point on a regulation playing field. Throwing order is determined randomly, by disc toss or otherwise. Teams are ranked in order by the distance from the resting place of each disc to the brick point, from closest to furthest.
B7. Use of technology B7.1. Players may request to view photographic or video footage of a line call if it is available.
However play may not be unreasonably delayed for this purpose.
B7.2. Players must not use any form of electronic communication devices to communicate with other players or team members.
B8. Foul and Violation Calls B8.1. A game that involves a significant number of calls, especially when these remain disputed, should be brought to the attention of the Tournament Director or the Tournament Rules Group (TRG) by a captain or game official as soon as possible. The TRG shall determine whether further action should be taken against teams or individuals.
Appendix C: Uniform Requirements C1. Purpose C1.1. The primary purpose of these uniform requirements is to distinguish between players on opposing teams, and to identify individual players. This allows players, officials and spectators to follow and interpret the game correctly.
C1.2. They also aim to protect player safety and comfort, and fairness in the competition.
C1.3. Additionally, better quality uniforms are expected to convey a better image of our sport to the world, taking advantage of the media and spectator opportunities of WFDF events.
C1.4. These requirements aim to minimize the costs to players of meeting their primary purpose. If resources allow, teams are encouraged to exceed the minimum requirements of these rules in order to maximise the benefits to our sport.
C1.5. WFDF requires teams to consider the public image of the sport when designing uniforms for WFDF events.
C1.6. WFDF reserves the right to require a team to alter or replace text or graphics on a garment or to replace an entire garment.
C2. General C2.1. A uniform must consist of, at minimum, a shirt to cover the upper torso and shoulders and pants to cover the lower torso and upper legs.
C2.2. A single item of clothing that covers the same areas as a shirt and pants is allowable as a uniform if it meets the requirements of the two separate items as expressed in these rules.
C2.3. For every game, a team must bring a set of matching shirts that they know will be distinct from their opponents’ shirts when viewed from both the front and the back.
C2.4. A team must bring at least two distinct sets of shirts to each game, unless they are certain that their chosen set of shirts for that game will be distinct from their opponents' shirts.
C3. Home and Away C3.1. An event schedule may designate a “home” and “away” team for each game.
C3.2. If the event schedule does not designate home and away teams, the team captains will determine which team is the home team before the game by a disc toss or other fair method.
C3.3. The home team has the first choice of shirt colour.
C3.4. Prior to arriving at a game, a team may tell their opponent which shirt is their “home” shirt, and they are bound by that decision.
C4. Shirts C4.1. All players on a team must wear shirts that match in colour and pattern.
C4.2. Players may wear different cuts, for example long sleeve, short sleeve or no sleeve, but the body of the shirts must be matching in colour and pattern.
C4.3. Each player in a team for a particular game must be designated by a unique integer between 0 and 99 inclusive.
C4.4. The shirt that a player wears in that game must bear their number, expressed only in Arabic numerals, with an optional leading zero for numbers between 0 and 9 inclusive.
C4.5. The number must be sewn or printed onto the back of the shirt. Each digit in the number must be a minimum of 20 centimetres high and 5 centimetres wide.
C4.5.1. The number may also appear elsewhere on the shirt.
C4.6. The numbers must be entirely one colour, filled solidly, and of a significantly different colour from the background shirt colours.
C4.7. There must not be any overlaid design or characters obscuring the numbers.
C5. Pants C5.1. All players on a team must wear pants that match in colour and pattern.
C5.2. Players may wear different cuts, for example shorts, skirts or long pants, but the section covering the lower torso and upper legs must be matching in colour and design and the remainder must be consistent in colour.
C5.3. Pants may have numbers sewn or printed on the front left leg. The number must match that of the player's shirt.
C6. Optional Features C6.1. If the team is a national team, the uniform may also include the International Olympic Committee three letter code representing that country and/or its national flag.
C6.2. Shirts may have player names printed on them.
C7. Undergarments C7.1. Players may wear clothing under their uniform in order to protect them from injury, temperature, sunlight, etc.
C7.2. WFDF considers that if any exposed parts of undergarments are black or white, they will best prevent a clash with the main uniform colours.
C8. Gloves C8.1. Players may wear gloves, but they must not in any way damage the disc or leave any residue on the disc.
C9. Headgear C9.1. Players may wear hats, caps or other headgear to protect them from sun exposure, the weather, injury or for personal comfort.