AUDL Rulebook - Final Draft.doc.docx

AUDL RULEBOOK
2013 Season
Version 2.0
3/30/2013
Table of Contents
I.
II.
III.
IV.
V.
VI.
VII.
VIII.
IX.
X.
XI.
XII.
XIII.
XIV.
XV.
XVI.
Field of Play (p. 5)
Equipment(p. 6)
Players (p. 7)
Game Format (p. 9)
The Pull (p. 11)
Status of the Disc (p. 13)
Out of Bounds (p. 13)
Offense (p. 14)
Defense (p. 16)
Scoring (p. 17)
Turnovers (p. 17)
Fouls (p. 18)
Stoppages (p. 25)
Officials and Their Duties (p. 27)
General (p. 30)
Glossary (p. 33)
Expanded Table of Contents
I.
Field of Play (p. 5)
a.
b.
c.
d.
II.
Field Dimensions
End Zones
Brick Mark
Field Boundary
Equipment (p. 6)
a. Equipment Inspection
b. The Disc
c. Player Uniforms
III.
Players (p. 7)
a.
b.
c.
d.
IV.
Game Format (p. 9)
a.
b.
c.
d.
V.
Game Length
Coin Toss
Clock
Overtime
The Pull (p. 11)
a.
b.
c.
d.
e.
VI.
Team
Substitutions
Starting Lineups
Captain
The Pull
Positioning Before the Pull
Untouched Pull
Catching the Pull
Unusual Items
Status of the Disc (p. 13)
a. End Zone Possession
b. Stall Count
VII.
Out of Bounds (p. 13)
a. Perimeter
b. Live Play
VIII.
Offense (p. 14)
a. The Thrower
b. The Receiver
IX.
Defense (p. 16)
a. The Marker
b. Legal Guarding Position
c. Positioning
X.
Scoring (p. 17)
a. Goals
XI.
Turnovers (p. 17)
a. Flying Disc
b. Other Turnovers
XII.
Fouls (p. 18)
a.
b.
c.
d.
e.
f.
g.
XIII.
Stoppages (p. 25)
a.
b.
c.
d.
e.
XIV.
Timeouts
Injury Timeout
Technical Timeout
1 Minute Remaining in the 4th Quarter
Play On
Officials and Their Duties (p. 27)
a.
b.
c.
d.
e.
f.
g.
XV.
Foul Categories
Enforcement of Fouls
Spot Fouls
Fouls
Flagrant Fouls
Double Fouls
Integrity Rule
The Game Officials
Duties of the Officials
Elastic Power
Different Decisions by Officials
Time and Place for Decisions
Duties of Scorers
Duties of Timers
General (p. 30)
a. Guidelines for Injury and Infection Control
b. Player and Team Conduct and Dress
c. Game Cancellations
XVI.
Glossary (p. 33)
I
Field of Play
A
Field Dimensions
The rectangular field measures 53-1/3 yards wide by 80 yards
long plus 20 yard end zones on each end.
1
B
2
All field lines will be painted 4” wide.
3
The sidelines are out of bounds, while the pylons are neutral.
End Zones
AUDL standard pylons are used to mark each corner and the
center of the back of each end zone.
1
Front end zone lines are a part of the playing field and are not a
part the end zone.
2
C
Brick Mark
The field brick marks are centered along the width of the field,
20 yards in front of the front end zone lines.
1
The end zone brick marks are centered along the width of the
field, 10 yards behind the front end zone lines.
2
D
Field Boundary
A restraining line shall be established 6 yards from the
perimeter of the entire field. This area inside this line shall only be
occupied by players on the field and officials.
1
Each team member not on the field shall remain on their
sideline area and, specific to the venue, either
2
Between the 20 and 40 yard lines if both teams are on
the same sideline, or
a
Between the 20 yard lines if the teams are on opposite
sidelines.
b
Officials must signal a timeout or stoppage in play before
coaches, other team members, or medical personnel are allowed onto
the field.
3
Only team owners, a head coach, two assistants, medical staff,
and team members shall be allowed in, and must remain in, their
sideline area when they are not players on the field. Team personnel
are not permitted to enter the opponent’s sideline area, and violators
will be assessed an unsportsmanlike flagrant foul immediately.
Coaches and medical staff are not permitted to go to the scorer’s table
except during a suspension or stoppage of play.
4
A player-coach has no special privileges. He shall conduct
himself in the same manner as any other player.
5
Any team personnel not in the sideline area must conduct
themselves in a manner that would reflect favorably on the dignity of
the game and the officials. Violations by any team personnel require a
written report to the AUDL Operations Department for subsequent
action.
6
Team personnel in the sideline area are not permitted on the
field during an on field altercation.
7
Violations of field boundary rules may result in
unsportsmanlike flagrant fouls.
8
II
Equipment
A
Equipment Inspection
The officials may inspect any player’s equipment in order to
ensure the safety of other players.
1
The use of metal or other hard objects to protect the body, such
as casts, guards and braces, is permitted provided that such objects are
appropriately covered on all edges and surfaces by foam, rubber or
similar material. All face masks and eye or nose protectors must
conform to the contour of the face and have no sharp or protruding
edges.
2
Glasses or sunglasses are permitted only if they are 360 degree
wrapped or affixed by elastic or similar material.
3
A player may not wear any type of hand, arm, face, nose, ear,
head, or neck jewelry.
4
All equipment used must be appropriate for Ultimate.
Equipment designed to increase a player's height, reach, or to gain an
advantage, shall not be used.
5
A player may not wear unauthorized equipment (e.g., baseball
cleats, track spikes, or golf shoes) or equipment that has been
intentionally altered so that, in the judgment of the officials, it has the
potential to cause injury to an opponent.
6
B
The Disc
1
The disc shall be an officially approved AUDL disc.
2
The home team shall have at least 5 new discs available for each
game.
3
All game discs will be inspected by an official before the start of
play.
C
Player Uniforms
Equipment or apparel that, in the judgment of the officials, may
endanger or confuse opponents is illegal.
1
Each team shall wear their respective home or away jersey. In
the event that the uniforms cannot be adequately distinguished, in the
judgment of the officials, the head official will designate which jerseys
will be worn.
2
Each player shall be conspicuously numbered on the back of the
jersey and the front of the uniform. Such number must correspond
with that listed with the scorer. A player shall retain the same number
throughout the game except when permission to change is given by the
official. Such change shall be reported to the scorer. Any changing of a
jersey by a player shall occur on the sidelines and not on the field.
3
Hats may be worn while on the field, but must be the official
team hat and the same style for all players who choose to wear them.
4
III
Players
A
Team
Each team shall have no fewer than 12 and no more than 20
players from the active roster uniformed, able, and ready to play at the
beginning of each game.
1
Each team must have 7 players on the field at all times during
play. Violations will result in a delay of game penalty.
2
In the event that there are only 7 eligible players remaining and
one of these players must leave the game due to injury or ejection, the
team must forfeit the game if no injured player can return to play.
3
In the event that an official must call a timeout for an injured or
bleeding player, the official will stop play either
4
a
Immediately, if the disc is not in the air, or
b
Upon the result of the throw, if the disc is in the air, or
Upon completion of an imminent scoring opportunity, as
determined by the official.
c
B
Substitutions
Teams are permitted unlimited substitutions after a goal or a
timeout used. No other substitutions are allowed during play unless a
player is injured.
1
A player shall not be allowed to reenter the game after being
ejected.
2
C
Starting Lineups
At least 10 minutes before the game is scheduled to begin,
teams shall supply the scorer with the name and number of each
eligible player and indicate the starting lineup.
1
D
Captain
A team may have a captain and a co-captain. The designated
captain may be any uniformed player.
1
The designated captain is the only player who may ask an
official about a rule interpretation during a timeout charged to his
team. He may not dispute a decision. He is entitled to an explanation of
any decision, but no prolonged argument is allowed.
2
In the event that the captain is absent from the field and
sideline, his coach shall immediately designate a new captain.
3
Team captains shall be identified to the scorer prior to the start
of the game.
4
IV
Game Format
A
Game Length
The game shall start promptly at the time prescribed by the
league. If the team is late appearing on the field at the start of the 1st or
3rd quarter, they will be fined at the discretion of the AUDL.
1
2
The game is 48 minutes and has four 12 minute quarters.
During quarters, the pull occurs from the end zone of the most
recent score. The initial direction of attack shall be reversed each
quarter. The 3rd quarter pull occurs after a halftime length between 10
and 30 minutes, determined by the home team 24 hours in advance.
The 2nd and 4th quarter pulls occurs 2 minutes and 30 seconds after the
conclusion of the previous quarter.
3
4
5 minutes will be permitted before any overtime period.
A team is permitted 40 seconds after a goal to signal their
readiness to receive the pull. After the first of 40 seconds or both
teams signal readiness, the pulling team then has 20 seconds to pull.
Any violation is a delay of game penalty.
5
A timeout lasts 90 seconds, and live play must commence within
an additional 10 seconds. If the defense is not ready, the offense may
resume play. If the offense is not ready, the stall count will commence.
6
A team is permitted 60 seconds to stop the bleeding of a player,
or that player must be substituted.
7
8
B
A team is permitted 30 seconds to replace a disqualified player.
Coin Toss
Each quarter will begin with a pull in accordance with the
game’s coin toss.
1
Immediately prior to the game, the captains of both
teams will meet the officials at midfield.
a
The head official will identify the sides of the coin and
then toss the coin. The visiting team captain will call “heads” or
“tails.”
b
The captain of the team winning the coin toss will choose
to start the game by either: (1) deciding to throw or receive the
c
pull (Possession), or (2) deciding which end zone to defend
(Position). The captain of the other team will choose from the
remaining option.
The results of the two options above will be reversed
after the conclusion of each quarter.
d
C
Clock
The scoreboard clock shall be the official clock for the game and
shall be operated under the control of the timer.
1
2
Time starts and stops at the official’s double whistle.
The clock shall be stopped after every goal and not restarted
until either: (1) the disc is touched by the offensive player, or (2) the
disc is brought to the appropriate spot on the field if the pull was out of
bounds or an offside infraction occurred.
3
The clock shall not stop for fouls or when the disc is out of
bounds, unless there is 1 minute or less in the 4th quarter. The officials
may use their discretion to stop the clock if there is a need to discuss a
call.
4
If the disc is in the air at the end of the quarter, the 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.
5
A quarter cannot end on a defensive foul. If the time on the clock
was below 10 seconds at the time of the foul, the game clock shall be
reset to 10 seconds and play shall resume when the official whistles to
restart play.
6
If the clock shows 00:00.0 after a goal or when the disc is not in
the air, then the quarter or game has ended.
7
D
Overtime
If the score is tied at the end of the 4th quarter or an overtime
period, then play shall resume with a pull after 5 minutes. At the
beginning of the 1st and the 2nd overtimes, the captain from each team
will meet with the head official to repeat the coin toss used to start the
game (IV.B.1).
1
The 1st overtime is 5 minutes and has the same rules as
regulation. If the score is still tied after the 1st overtime, the 2nd
2
overtime will be sudden death, with the first team scoring winning the
game. The 2nd overtime has no game clock.
3
V
Each team has 1 and only 1 timeout in each overtime.
The Pull
A
The Pull
1
A pull starts play at the beginning of each quarter and after each
goal.
After a goal, the team that just scored pulls from the end zone in
which the goal was scored.
2
The pull may occur only after the official has signaled readiness
by both teams. At least one member of each team shall signal readiness
to the official in the time allotted (IV.A.5).
3
B
Positioning Before the Pull
Players on the pulling team may move about their end zone, but
their feet may not cross the front end zone line until the pull occurs.
1
Players on the receiving team must have one foot on their front
end zone line, and they may not change their order after signaling
readiness.
2
All players must be fully visible to the opposing team prior to
signaling readiness.
3
4
Once the pull occurs, players may move freely.
5
Any pull positioning violation is an offside infraction.
6
Offside is treated as follows:
If the receiving team is offside, then the receiving team
starts with the disc at the defended end zone brick, after all
players set up and an official whistles to restart play.
a
If the pulling team is offside, then the receiving team
starts with the disc at midfield, after all players set up and an
official whistles to restart play.
b
C
Untouched Pull
If the pull is not touched in the air by the receiving team, then
the following occurs:
1
If the pull lands and stays in bounds, the disc is put into
play where it stops.
a
If the pull lands in bounds and goes out of bounds, the
disc is put into play on the line where it first went out of bounds.
b
If the pull lands out of bounds, the receiving team
chooses to put the disc into play at:
c
The spot on the line where the pull first went out
of bounds, or
1
The defended brick, if “brick” is called before the
disc is picked up, or
2
The middle of the width of the field nearest
where the pull first went out of bounds, if “middle” is
called before the disc is picked up.
3
D
Catching the Pull
If the pull is caught in bounds, the disc is immediately put into
play where it was caught.
1
If the pull is caught out of bounds, the disc is put into play on the
line nearest to where it was caught.
2
3
The player that picks up the disc after a pull must put it into
play.
If the pull is not caught in bounds, then the thrower must
establish a pivot foot at the spot where the disc is to be put into play.
4
E
Unusual Items
A player on the pulling team may not touch the pull in the air
until the receiving team does, or a delay of game penalty (XII.D.4) will
be assessed.
1
If a player on the receiving team touches the pull which then
makes ground contact, it is a turnover.
2
If the pull lands in the pulling team’s own end zone, the
receiving team will put the disc into play on the middle of the front end
zone line after the official whistles to start play.
3
VI
Status of the Disc
A
End Zone Possession
If a team gains possession after a turnover in the end zone they
are defending, then the official will ensure that they either:
1
a
Put the disc into play where the disc is picked up, or
Immediately carry the disc at any speed or combination
of speeds to the nearest spot on the front end zone line.
b
If a team gains possession in the end zone that they are
attacking, without scoring, then the team will put the disc into play on
the middle of the front end zone line after the official whistles to start
play.
2
B
Stall Count
The stall count shall be silently kept by the official positioned
behind the thrower by moving their arm down in a chopping motion
for each count.
1
The official shall call “stalling” and begin the stall count
once the thrower has the disc and a marker is within 10 feet.
a
The official shall call and signal “reset,” and cease the
stall count if the marker is no longer within 10 feet. If a marker
resumes position within 10 feet, the stall count shall begin at 0.
b
c
1 second shall elapse between each number in the stall
count.
If the stall count reaches 7 before the thrower throws the
disc, the official shall call “stall” and it is a turnover.
d
VII
Out of Bounds
A
Perimeter
1
The sidelines are out of bounds.
The ground outside of the field, and everything and all nonplayers in contact with it, is out of bounds.
2
3
Officials are neutral; they are neither in nor out of bounds.
B
Live Play
A player is out of bounds if they contact anything out of bounds,
except:
1
Players in the air retain their status based on their last
ground contact, and
a
Players retain their inbounds status if momentum
carries them out of bounds after catching a disc in bounds, and
b
Players retain their inbounds status if pivoting carries a
thrower out of bounds, as long as the pivot is in bounds, and
c
Players do not transfer their status to other players
through contact.
d
2
A disc is in bounds when it is in play in bounds.
A disc is out of bounds when it contacts anything out of bounds,
or when it is caught by a defender who is either out of bounds or who
lands out of bounds. Such a defender must then put the disc into play
at the sideline.
3
A disc in the air may cross the sideline and return to the playing
field, and players may make plays on the disc at any point it its flight.
4
When a disc is out of bounds, the team gaining possession must
immediately carry the disc at any speed or combination of speeds to
the nearest spot where the most recent event occurred:
5
a
The disc finished crossing the sideline,
b
An inbounds player touched the disc,
c
A defender touched the disc, or
The disc became out of bounds before crossing the
sideline.
d
The thrower has 20 seconds to establish a pivot after the official
indicates where the disc shall be put into play.
6
VIII
Offense
A
The Thrower
Any offensive player may pick up the disc if it is on the ground,
and that player must put the disc into play.
1
The offense has 10 seconds to put the disc into play if the disc is
on the playing field excluding the end zones. After 10 seconds, the
official signals to play and initiates a stall count if a defender is within
10 feet of the disc.
2
The thrower must establish a pivot at the exact spot of the disc
if the disc is on the playing field excluding the end zones.
3
4
If the disc will be picked up other than where it is to be put into
play:
The officials will suspend the count while the offense
receives a new disc if the officials determine that the disc
cannot be picked up within 20 seconds.
a
The offense has 20 seconds to put the disc into play if the
disc is in an end zone or out of bounds. After 20 seconds, the
official signals to play and initiates a stall count if a defender is
within 10 feet of where the disc will be put into play.
b
The thrower must establish a pivot at the spot the official
indicates.
c
B
The Receiver
A player may kick or bobble the disc in order to catch it, but
may not intentionally move the disc in any direction by kicking,
tipping, brushing, delaying, MACing, or otherwise bobbling the disc to
themselves. Such maneuvers are a travel.
1
A player may tip, brush, or MAC any throw, including their own,
to another player.
2
A player must stop as quickly as possible and establish a pivot
after catching the disc.
3
A player may throw the disc without stopping and establishing a
pivot if:
4
The player does not speed up or change direction after
catching the disc, and
a
The player throws the disc before they take a third step
after catching the disc.
b
Offense maintains possession if the offense and the defense
catch the disc simultaneously.
5
The disc must be caught before it hits the ground; a disc that
hits the ground and is caught simultaneously is not considered a catch.
6
If the disc contacts the ground without a player being in
complete possession, it is a turnover.
7
IX
Defense
A
The Marker(s)
The marker(s) is either of up to 2 defenders in a 10 foot radius
of the thrower.
1
It is a triple team foul (XII.D.3) if a 3rd defender, in addition to 2
markers, is in a 10 foot radius of the thrower unless they are:
2
Also in a 10 foot radius of an offensive player that they
are guarding, or
a
They are simply running across without intentionally
interfering with throws, as determined by the official.
b
B
Legal Guarding Position
A marker is permitted to establish a legal guarding position in
the path of a thrower’s desired pivot provided he does not straddle the
thrower’s pivot.
1
It is a disc space foul (XII.D.1) if a line between any two points
on the marker is less than one disc diameter away from the thrower’s
torso or pivot, unless such positioning is caused solely by the thrower’s
movement.
2
It is a vision blocking foul if the marker intentionally blocks the
thrower's vision (XII.D.2).
3
C
Positioning
Players are allowed to be anywhere on the field, unless
overridden by another rule, as long as such position and movement
does not cause contact.
1
Players must allow opponents the space required to stop after
catching the disc.
2
Players must allow airborne opponents the space required to
land and stop after catching the disc.
3
A player may turn slight to protect himself from imminent
contact but is never allowed to bend over to submarine an opponent.
4
X
Scoring
A
Goals
A goal is scored when an inbounds player catches the disc in the
end zone they are attacking and holds on to the disc throughout ground
contact. If the player is a defender, then this is a Callahan.
1
The player’s very first point of contact must be completely in
the end zone and not on the end zone line or sideline.
2
If a goal is about to be scored (X.A.1), but the player is forced to
land out of bounds by the defense or a foul causes the player to lose the
disc after the catch, then it is a goal.
3
If a player catches the disc outside the end zone they are
attacking, and their momentum carries them into the end zone, they
must carry the disc at any speed or combination of speeds to the
nearest spot on the end zone line.
4
XI
Turnovers
A
Flying Disc
1
If a thrown disc is not caught in bounds, then it is a turnover.
If a disc in play is dropped by the thrower, and the disc is not
caught, then it is a turnover. If the disc is caught by the thrower and
before another player contacts the disc, then the stall count continues.
2
If a thrown disc is intercepted, then it is a turnover. If the
defender proceeds to lose control due to ground contact, then it is still
a single turnover and the defense takes possession.
3
B
Other Turnovers
If the stall count reaches 7 before the disc is thrown, then it is an
immediate turnover at the spot of the pivot.
1
If the thrower travels, then it is a turnover at the spot of the
original pivot. The thrower must establish a pivot at the appropriate
spot on the field, and part of the pivot must stay in contact with that
spot until the disc is thrown. If the thrower’s pivot moves, then it is a
thrower travel.
2
If the thrower hands the disc to a teammate, then it is a
turnover.
3
If the thrower calls a timeout and no such timeouts remain, then
it is a turnover.
4
Players may not intentionally physically assist a teammate’s
effort to catch or block the disc, and players may not intentionally push
off of a teammate to catch or block the disc. If the offense does so, then
it is a turnover. If the defense does so, then it is a spot foul.
5
Defenders may not use equipment (e.g., hats) in an effort to
catch, block, or affect the disc in the air. If the defense does so, then it
is a spot foul.
6
XII
Fouls
A
Foul Categories
1
Spot Fouls
Spot fouls award the appropriate team possession of the
disc at the spot of the foul. If the spot foul is against the defense,
the fouled offensive player is awarded possession. If the spot
foul is against the offense, then it is a turnover.
a
If the yards gained from a spot foul are less than the
yards gained from a foul on the same play, then possession is
awarded at the spot of the foul plus the difference in yards. E.g.,
if a receiver is fouled 5 yards from the thrower while a 10 yard
foul would have been assessed, then the receiver gains
possession of the disc at the spot of the foul plus 5 yards.
b
2
Fouls
A 10 yard penalty occurs when an intentional or
unintentional foul is committed in which there is some danger
to the players involved.
a
3
Flagrant Foul
A 20 yard penalty and possible ejection occurs when an
intentional or unintentional foul is committed in which there is
immediate danger to the players involved.
a
A player must be ejected for the remainder of the game if
they commit 2 flagrant fouls in the same game. At the official’s
discretion, players may be ejected after 1 flagrant foul.
b
Flagrant fouls can be called on any team personnel, not
just players out on the field.
c
Ejected players must leave the field immediately and
cannot remain on the sidelines or stands. Ejections must be
reported to the AUDL office.
d
B
Enforcement of Fouls
Any foul committed by the defense will result in positive yards
for the offense and a new stall count.
1
If the foul yards are more than the distance to the front
end zone line, the disc shall be put into play centered and at the
front end zone line.
a
A foul committed in the end zone will result in the
opposing team taking possession on the front end zone line,
unless the player is forced to land out of bounds by the defense
or a foul causes the player to lose the disc after the catch, in
which case it is a goal.
b
Any foul committed by the defense within the last 10
seconds of a quarter will result in the game clock being reset to
10 seconds, the assessment of yards, and a new stall count.
c
Any foul committed with 1 minute or less remaining in
the
quarter shall stop the clock until the official whistles to
restart play (IV.C.5).
d
4th
Any foul committed by the offense will result in negative yards
for the offense, unless it is a turnover (XI) or a flagrant foul.
2
The stall count will resume at the new spot of
possession.
a
If the negative yards are more than half the distance to
the back end zone line, yards equal to half the distance to the
back end zone line will be assessed instead.
b
Any foul that is committed after a goal shall have the yards
enforced on the pull. The pulling team will start at the front end zone
line and mark off the yards from there.
3
Fouls shall be marked off by the player quickly and the stall
count shall begin as soon as the thrower has possession at the new spot
and the official whistles to restart play.
4
C
Spot Fouls
1
Travel
If the thrower’s pivot moves before the disc is thrown,
then it is a travel.
a
2
Blocking
A player may not position themselves solely to prevent
an opponent from making a play on the disc if the position
results in contact.
a
A player may not position themselves in a way that
makes contact with a moving opponent unavoidable.
b
3
Over the Back
Players have the right to jump or reach into the air space
immediately above their torso to make a play on the disc.
Contact in this space that occurs before the disc is caught or
blocked is a foul on the player going over the back.
a
D
Fouls (10 Yards)
1
Disc Space
It is a disc space foul if a line between any two points on
the marker is less than one disc diameter away from the
thrower’s torso or pivot, unless such positioning is caused
solely by the thrower’s movement.
a
2
Vision Blocking
It is a vision blocking foul if the marker intentionally
blocks the thrower's vision.
a
3
Triple Team
It is a triple team foul if a 3rd defender, in addition to the
2 markers, is in a 10 foot radius of the thrower unless they are:
a
Also in a 10 foot radius of an offensive player that
they are guarding, or
1
They are simply running across without any
intention of interfering with throws, as determined by
the official.
2
4
Delay of Game
It is a delay of game if a player uses a stoppage of play to
gain an unfair advantage or delay the flow of the game.
a
It is also a delay of game if there are not 7 players on the
field for a team. The team must have 7 players after the foul
yards are marked for play to resume.
b
5
Strip
It is a strip if a defender may not dislodge or pull the disc
away from an offensive player who has the disc. If a strip occurs
in the end zone the stripped team is attacking, then it is a goal.
a
6
Receiver Traveling
It is a receiver travel if a player catches the disc and
either changes direction or does not stop as soon as possible.
a
It is a receiver travel if a player throws the disc after
three ground contacts and before establishing a pivot.
b
It is a receiver travel if a player intentionally moves the
disc in any direction by kicking, tipping, brushing, delaying,
MACing, or otherwise bobbling the disc to themselves.
c
d
Exceptions:
A player may lose contact with the pivot spot in
order to stand up and establish a pivot foot at the same
location.
1
A player may throw the disc before the third
ground contact if they do not change direction or
increase speed.
2
3
A player may reset the pivot if play stops.
The officials determine when the receiver becomes the
thrower and enforce the travelling foul accordingly.
e
7
Pick
If a defender’s line to guard the offensive player they are
guarding is obstructed and the defender is within 3 yards of the
offensive player, then it is a pick unless another rule states
otherwise.
a
An offensive player may be as close as possible in front
of or to the side of a stationary defender, providing he does not
make contact. This is not a pick, as the defender can see and
avoid the offensive player.
b
An offensive player must allow a defender the space to
take a reasonable step backwards without contact, or it is a
pick.
c
An offensive player must stop soon enough to permit a
moving defender to avoid contact with a minimal change of the
defender’s speed and direction.
d
If a defender intentionally moves in order to be picked,
then this is not a pick.
e
The offense maintains possession and yards are marked
from the spot the disc was last contacted when the foul was
called. If the disc was in the air, yards are marked from the spot
where the disc was thrown.
f
8
Contact
Players may not hold, push, charge into, or impede the
progress of an opponent by extending a hand, forearm, leg,
knee, or by bending the body into a position that is not typical.
Contact that results in the rerouting of an opponent is a foul.
a
Contact that affects an opponent’s ability to make a play
on a disc in the air is a foul.
b
If a thrower is in a throwing motion, all contact initiated
by a defender guarding him is a foul.
c
A thrower may not push away or pivot into the body of a
defender who has established a legal guarding position (IX.B).
d
Players must be in control of their bodies at all times.
Contact due to recklessness is a foul.
e
Mere contact is not necessarily a foul. Light, negligible
contact is permitted if the contact does not affect a player’s
balance, speed, jump, catch, pivot, throw, or play on the disc.
Accidental contact away from the disc that does not affect the
play is permitted.
f
Yards are marked from the spot the disc was last
contacted when the foul was called. If the disc was in the air,
yards are marked from the spot where the disc was thrown.
g
9
Swinging of Elbows
A thrower is not allowed excessive or vigorous swinging
of the elbows when a defender is nearby, even if no contact
occurs.
a
The offense maintains possession and yards are marked
from the spot the disc was last contacted when the foul was
called. If the disc was in the air, yards are marked from the spot
where the disc was thrown.
b
Flagrant Fouls (20 yards, possible ejection, loss of
possession)
E
1
Unsportsmanlike Conduct
a
The following acts are unsportsmanlike conduct:
1
Disrespectfully addressing an official,
2
Physically contacting an official,
3
Overtly indicating resentment to a call,
4
Using profanity,
A coach entering the field without an official’s
permission,
5
Intentionally throwing elbows or attempting
physical contact without making contact,
6
7
Taunting,
Spiking the disc on or toward an opponent or in a
way that can only result in damage to the disc, or
8
Initiating physical contact to an opponent if it
could be avoided, such as lowering a shoulder or
pushing.
9
Merely cursing or blaspheming an official is not
unsportsmanlike conduct, but running tirades or continuous
criticism may be. Excessive misconduct may result in ejection.
b
Unsportsmanlike conduct calls shall be avoided
whenever possible, but, when necessary, they will be assessed
without delay. Unsportsmanlike conduct calls cannot be made
after the game is over or the player has been ejected. All
additional unsportsmanlike conduct must be reported
immediately to the AUDL Operations Department.
c
2
Fighting
a
The following acts may constitute fighting:
1
Unnecessary or excessive contact,
2
Intentional elbows that make contact,
A punch, kick, or other blow that does or does not
make contact, or
3
Intentionally entering the stands other than as a
continuance of play.
4
Fighting fouls can be assessed to players, coaches, or
trainers, and the participants will be ejected immediately.
b
Fighting fouls can be assessed whether play is live,
suspended, or stopped.
c
All fighting incidents must be reported immediately to
the AUDL Operations Department.
d
If a flagrant fouls is called after a goal, each team shall move the
appropriate yards for the ensuing pull. If it is against the pulling team,
3
the pulling team starts at the back of their end zone and the receiving
team starts at their 20 yard line. If it is against the receiving team, the
receiving team starts at the back of their end zone and the pulling team
starts at their 20 yard line.
F
Double Fouls
A double foul occurs when 2 players foul each other during the
same general play or moment.
1
If a double foul occurs when the disc is not in the air, the offense
shall retain possession with an unchanged stall count.
2
If a double foul occurs when the disc is in the air, the disc will go
back to the thrower with an unchanged stall count.
3
G
Integrity Rule
Any player or head coach can overturn any call made by an
official if the official’s call favored the player’s or coach’s own team.
Officials shall respect the player’s or coach’s call and overturn the
original call immediately. The intention is for teams to display
sportsmanship and remedy an incorrect call against their opponent.
1
The integrity rule applies only to calls made by an official and
not to non-call situations. A call includes fouls or decisions regarding
the results of a play (e.g., if the disc was caught or out of bounds).
2
XIII
Stoppages
A
Timeouts
A timeout stops play, resets the stall count, and allows all
players to be substituted.
1
Each team has 2 timeouts per half. Teams may not use their 2
timeouts consecutively. Play must occur after the first timeout before
the second can be called.
2
3
Each team has exactly 1 timeout in overtime.
A timeout lasts 90 seconds. Play shall not resume until the full
90 seconds have elapsed.
4
Any player or coach may call a timeout between the time a goal
is scored and both teams signal readiness.
5
If play is resumed with a pull, the game clock shall be started
when the offense touches the disc or when the disc is taken to the spot
of possession.
6
After the pull, only a thrower with the disc, or their head coach,
can call a timeout. The player or coach should audibly say “timeout”
and must make a T with one hand and the disc or other hand, at which
point the timeout begins. The disc is then placed at the pivot spot.
7
If the thrower calls a timeout when no such timeouts remain, it
is a turnover and play stops. If a player other than the thrower calls a
timeout, it shall be ignored by the officials.
8
9
To restart play after a timeout:
The thrower resumes possession at the same spot when
the timeout was called, and all other players may move freely
prior to the official’s whistle to restart play.
a
b
All players, including the thrower, may be substituted.
The game clock shall be started when the head official
whistles to restart play.
c
B
Injury Timeout
Officials may call timeout for an injured or bleeding player,
stopping play as soon as possible upon the completion of an imminent
scoring opportunity, as determined by the official.
1
The player’s team is charged a timeout if the injured player
does not leave the game, unless the injury was caused by an opponent.
If the team charged the timeout has possession and has no timeouts
remaining, then it is a turnover.
2
3
To restart play after an injury timeout:
The injured player must be treated. If the player is
unable to return to play after 60 seconds, he must be
substituted.
a
If a substitution occurs, the opposing team may also
substitute a player.
b
The injured player may return to the game when he has
received appropriate treatment by medical staff personnel.
c
The thrower resumes possession at the same spot when
the timeout was called, and all other players may move freely
prior to the official’s whistle to restart play.
d
e
If a substitution occurs, the stall count is reset to 0.
The game clock shall be started when the head official
whistles to restart play.
f
C
Technical Timeout
Any official may call a technical timeout for illegal equipment, a
dangerous condition, a broken disc, or other administrative reasons.
1
Any official may briefly delay a whistle to restart play to allow a
player to correct equipment issues (e.g., to tie shoes or straighten a
disc). If the player cannot correct the equipment issue quickly, then he
must be substituted.
2
D
1 minute remaining in the 4th Quarter
During the last minute of the 4th quarter, the clock shall stop
due to fouls or the disc being out of bounds.
1
E
Play On
An official may allow play to continue after a foul if stopping
play would unfairly punish the fouled team, as long as:
1
a
The foul is not flagrant, and
b
No players are endangered.
If multiple fouls occur while play on is signaled, then fouls are
resolved in descending order of severity, with the most serious foul
being resolved first.
2
XIV
Officials and Their Duties
A
The Game Officials
The game officials are the 1 head official and 3 assistant
officials. They will be assisted by a scorer and a timer. All officials shall
be approved by the AUDL.
1
2
The officials shall wear the AUDL prescribed uniform.
B
Duties of the Officials
1
The head official shall be the official in charge.
The officials will, prior to the start of the game, inspect and
approve all equipment, including the field (I), equipment (II.A),
uniforms (II.C), and timer’s and scorer's equipment.
2
The officials must check the game disc to see that it is in new
condition and have extra game discs available (II.B).
3
4
The head official shall preside over the coin toss (IV.B).
If a coach desires to discuss a rule or interpretation prior to the
start of a game or between quarters, or if the officials wish to discuss a
game situation with either coach, it will be mandatory for the officials
to ask the other coach to be present for the discussion.
5
The head official shall decide if a goal counts when officials
disagree and matters upon which scorers and timers disagree.
6
All officials shall be present during the 10-minute pre-game
warm up period to observe and report to the AUDL Operations
Department any issues and to review scoring and timing procedures
with table personnel.
7
Officials must report any atypical or unique incident to the
AUDL Operations Department, including flagrant, punching, fighting
fouls or a team's failure to have twelve players to begin the game.
8
C
Elastic Power
The officials have the power to make decisions on any point not
specifically covered in the rules. The AUDL Operations Department will
be advised of all such decisions as soon as possible.
1
D
Different Decisions by Officials
The head official has the authority to overrule or question
decisions regarding a rule interpretation made by another official.
1
The nearest official shall determine whether a goal is scored. If
he cannot, he will ask other officials for assistance. If they cannot
assist, the head official shall rule. His decision will be final.
2
E
Time and Place for Decisions
The officials have the power to enforce the rules inside or
outside the sidelines, even if the game is stopped.
1
When a foul occurs, an official will whistle to stop play, unless it
is a “play on” situation. A double whistle signals the timer to stop the
game clock if officials need to discuss a call or during the last minute of
the 4th quarter. The clock runs after single whistles.
2
After a foul, the official will: (1) signal the specific foul or
violation, (2) signal the number of the offender, (3) point to the spot of
possession, and (4) point in the scoring direction of the team entitled
to possession. After the player takes possession at the new spot, play
starts when the official blows the whistle to restart play. If a player
throws the disc before the whistle to restart play, it is a delay of game
penalty.
3
When an official erroneously whistles during play, play shall
stop. The official shall whistle to restart play once the thrower has the
disc.
4
5
F
An official may suspend play for any unusual circumstance.
Duties of Scorers
The scorer shall record the goals, the time remaining after each
goal, and the number of the players throwing and catching the goal. If
there is a question about the score, the scorer shall check with the head
official immediately. If no error can be found, the official shall accept
the scorer’s record, unless he has information that forces him to
overrule the scorer.
1
The scorer shall record the number of players who have D’s and
Callahans.
2
3
The scorer shall record the name of the team that receives each
pull.
The scorer shall record team timeouts, shall notify a team and
its coach, through an official, when teams takes a second timeout in a
half, and shall notify an official if a team is granted a timeout in excess
of the legal number.
4
The scorer shall record the names and numbers of the players
who start the game and of all substitutes. When there is an infraction of
the rules pertaining to the lineup, substitutions or numbers of players
5
(III), they shall notify an official during the first stoppage of play. The
scorer shall record the time players are ejected.
The scorer shall signal officials by using a horn or other device
unlike that used by the officials. This may be used when there is a
stoppage of play or to correct a significant error during play. If the
scorer signals the officials during live play, the players on the field
shall ignore it. The officials must use their judgment in stopping play.
6
G
Duties of Timers
The timer shall operate the game clock, recording playing time
and stoppages. The timer shall be provided with a stopwatch to time
timeouts and time between goals. The timer shall signal the official
when it is time to resume play after a timeout.
1
The timer shall notify the head official and both coaches 5
minutes before each half, and they shall notify the scorer 2 minutes
before each half.
2
At the beginning of each quarter, or when play resumes due to a
pull, the game clock shall start when the offense touches the disc or
when the disc is taken to the spot of possession.
3
The game clock shall be stopped at the end of each quarter,
when an official signals timeout, or when an official double whistles.
After a double whistle, the game clock shall be started when the official
whistles to start play after the offense takes possession.
4
5
If the clock shows 00:00.0 after a goal, the quarter or game is
over.
If the clock shows 00:00.0 while a disc is in the air, the quarter
or game is not over until the disc is caught or hits the ground.
6
XV
General
A
Rules Philosophy
Each official shall have a clear understanding of his
responsibilities, including the intent of each rule. Uniformity will
occur if officials share the same understanding
1
The rules are intended to create a balance of play, equal
opportunity for the offense and defense, provide reasonable safety and
protection for all players, and emphasize skill and creativity.
2
The primary purpose of penalties is to remedy the disadvantage
a player faces due to a foul. The secondary purpose is to restrain
players from committing acts that, if ignored, might lead to roughness
even though they do not affect the immediate play.
3
The rules are written in general terms, and this practice
eliminates the need for many additional rules. The officials are granted
the latitude and authority to adapt the rules to fit conditions of play in
any particular game.
4
B
Guidelines for Injury and Infection Control
If a player needs to leave the field due to injury, illness, or
bleeding, the officials shall suspend the game as soon as possible upon
the completion of a scoring opportunity. If an official deems the injury
to be serious, play shall be stopped immediately to allow the injured
player to be treated. Upon suspension of play, the player has 60
seconds to be treated. If the player is unable to return to play after 60
seconds, he must be substituted. If a substitution occurs, the opposing
team may also substitute a player. The injured player may return to
the game when he has received appropriate treatment by medical staff
personnel.
1
If a player returns to the game, the officials shall make certain
that any lesion, wound, or dermatitis is covered with a dressing that
will prevent contamination to and from other sources. A wristband or
sweatband is not considered a suitable bandage.
2
In the event that a player is deemed to have a concussion, the
player may not return to the game unless cleared by medical staff.
3
When an injured player is removed from the game, the stall
count resets to 0.
4
C
Player and Team Conduct and Dress
Each player must be in dress code 10 minutes before the game
starts and until the end of the game.
1
Players, coaches, and trainers are to stand and line up in a
dignified posture along the sidelines during the National Anthem.
2
While playing, players may wear nothing over their team jersey
or shorts.
3
Warm-ups may only be worn before or after the game, or when
a player is in their sideline area.
4
If visible, undershirts and shorts shall be standardized for all
players on the same team and shall not be frayed or ragged.
5
Hats, if worn, must be the official team hat and the same style
for all players who choose to wear them. Headbands and wristbands
must also adhere to team uniform standards.
6
Players, coaches, and trainers will refrain from smoking or
consuming alcohol.
7
D
Game Cancellations
For the purpose of game cancellation, the officials’ jurisdiction
begins with the opening pull. Prior to this, it shall be the decision of
the home management to determine if playing conditions warrant
postponement. Once the game begins, the head official shall see that
every effort is made to continue the game before making the decision
to terminate or delay it due to extremely hazardous playing conditions
such as lightning. If a game is terminated before half time, all play is
negated. If a game is terminated after half time, the game is over and
the final score is the score at the point of termination of play.
1
Protests are not permitted during the course of a game. In
order to file a protest or appeal the result of a game, notice must be
given to the AUDL offices within 48 hours of the conclusion of the game,
stating the grounds for the protest. Only a general manager or head
coach may protest the results of a game.
2
Upon receipt of a protest, the AUDL shall immediately notify the
opposing team and require an operating member from each team to
file evidence within 5 days. The AUDL commissioner shall make a final
decision on the protest within 5 days of receiving such evidence.
3
XVI
Glossary
Brick: Midpoint of the width of the field and 20 yards in front of the end zone
lines.
Brick Mark: A mark on the field that makes for easy recognition of the brick.
Callahan: A defender intercepting a disc in the end zone they are attacking; it
is a goal.
Completion: When a player gains possession of the disc within the field of play
and prior to ground contact. Completion ends with controlled release of the
disc as determined by an official.
D’s: Interceptions, blocks, or knockdowns in which the defender actively
touched the disc to cause a turnover.
Defender: Any defensive player
Defense: The team not in possession of the disc.
End zone: The 53 ⅓ yard wide and 20 yard long scoring area at each end of the
field.
Field: The 53 ⅓ yard wide and 80 yard long field that does not include the
sidelines or end zones.
Goal: When a receiver catches the disc in the end zone.
MACing: Brushing or advancing the disc without catching it.
Marker: A defender that is actively guarding and within a 10 foot radius of the
thrower.
Offense: The team with possession of the disc.
Offside: During the pull, when the defensive team crosses their front end zone
line or the offense lifts a foot from their front end zone line before the pull is
thrown.
Pivot: The thrower’s point of contact that must stay stationary. Movement of
the pivot is a travel.
Play On: Official’s call to allow play to continue even after a foul has been
committed if stopping play would disadvantage the fouled team.
Possession: When a player has control of a non-rotating disc.
Pull: The throw that puts the disc into play at the beginning of each point.
Receiver: An offensive player that is attempting to catch the disc.
Signal Readiness (pulling team): Signaling the official by raising the disc above
the head of the puller.
Signal Readiness (receiving team): Signaling the official by raising one hand
after all players have one foot on the front end zone line.
Stall: When the stall count reaches 7 seconds. This is a turnover.
Stall Count: The 7 seconds that a thrower is allowed before throwing. The
count is kept by an official and begins at the time of possession.
Team Captain: A designated representative from each team, and the only
player allowed to speak with the officials regarding calls.
Thrower: An offensive player with the disc and a pivot. The thrower may not
catch his own throw until another player touches the disc in the air.
Time Out: A stoppage of play that can only be called either by the thrower,
while the disc is in play; a team captain or coach, while the disc is not in play;
or an official, at any time.
Turnover: A change of possession either through play or penalty.