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.
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