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HUC ABIDES BY THE:
11th
Edition UPA Official Rules of Ultimate
The highlights are as follows:
1) An in-bounds pull cannot be walked up to the endzone line: it must be played from wherever it lands or is
caught.
2) A 20-yard brick is now standard for pulls that land out-of-bounds.
3) An interception in the opposing endzone is an automatic goal.
4) Time-outs last 90 seconds maximum: 70 for the offense to set, and another 20 for the defense to check the
disc into play.
5) The same rule applies to time between goals: the offense has 70 seconds to signal its readiness, and the defense
has another 20 to pull.
6) Equipment time-outs eliminated
except for badly damaged discs (only the thrower may call a time-out in
this case; warped discs do NOT count) or hazardous situations (any player
may call). Warped discs, untied shoelaces, etc. can only be dealt with
during existing stoppages of play, or during play itself.
7) If no defender is close enough to check the disc in after a stoppage of play, the thrower can use a self-check
(touching the disc to the ground) but ONLY after the defense acknowledges
its readiness (this is particularly important for travelling calls).
8) The same rule applies if no offensive player is close to the disc: a defender can do self-check (tapping the
disc with a finger) after the offense acknowledges its readiness.
9) The disc is still live after contacting an out-of-bounds defender.
10) If a disc flying outside the perimeter line hits an out-of-bounds object (tree, roof, tent), the defense takes
possession where the disc crossed the perimeter line. If any part of a
disc is INSIDE the perimeter line when it hits an out-of-bounds object,
the defense takes possession at the point on the field closest to where
contact occurred.
11) The marker must be within 3 metres to initiate or continue stalling (in the 9th Edition, you could technically
leave this 3-metre radius and keep counting).
12) If a turned-over disc is lying on the playing field proper (ie. excluding endzones), the offense has
10 seconds to put it in play or a defender - who must be standing over
the disc - may start stalling after announcing "Delay of Game".
Warnings must be given by the defender at 10 and 5 seconds prior to a
"Delay of Game" call.
13) If a turned-over disc is lying outside the playing field proper, the same rule applies except the offense
now has 20 seconds to put it in play, and the defender must give an additional
warning at 20 seconds prior to the "Delay of Game" call. The
delay count is halted if the disc is irretrievable.
14) "Stall down" calls are stoppages of play and require a check before continuing. The old marker
must be handed the disc and can either place it on ground and tap it into
play after the defense acknowledges readiness, or retain possession and
have the new marker check it into play.
15) The first "fast count" or "double-team" call drops the stall count 1 below the previously
uttered number (as opposed to 2 in the 9th Edition).
16) In the event of offsetting calls (ie. near-simultaneous calls by the offense & defense), stalling resumes
at the count reached plus 1, or 6 if over 5.
17) "One-pass continuation" eliminated: after a call is made, play can continue indefinitely as long
as the player in possession of the disc fails to acknowledge the call.
Outcome decided in much the same manner as the 9th Edition.
18) Fouls may only be called for contact that AFFECTS THE OUTCOME of the play.
19) Extended arms & legs cannot be positioned by a marker to restrict the thrower's pivot or throw. Resulting
contact is a foul on the marker.
20) Incidental contact during the thrower’s follow-through – or before, during, or immediately
after a catching attempt – is not sufficient grounds for a foul.
21) Contact between adjacent opposing players simultaneously vying for the same unoccupied space is incidental
and not considered a foul.
22) Players may not move solely to prevent an opponent from taking an unoccupied position via an
unoccupied path.
23) You must be within 3 metres of your mark to call a pick.
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