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404.11 The Marker:
A. Guarding: At any time, only one
defensive player may guard the thrower. A player
is said to be guarding the thrower if he or she
is within 3 m of the thrower's pivot foot and is
not within 3 m of any other member of the
offensive team. A thrower guarded by more than
one defender shall call, "Double team."
The first time this occurs during any one count,
the marker should immediately subtract 2 seconds
from the count and continue without interruption.
The second time this occurs is a foul and the
count shall be reset to zero with a check.
When guarding the thrower, the
marker may not straddle the pivot foot of
the thrower.
When guarding the thrower, the
upper body of the marker must be at least
one disc's diameter from the upper body
of the thrower at all times. It is the
mutual responsibility of both players to
respect each other's position and not
encroach into the other's area once it is
established.
When guarding the thrower, the
marker cannot position his or her arms in
such a manner as to restrict the thrower
from pivoting.
B. Stalling: Once a marker is within 3 m of
the thrower, he or she may initiate a count. This
consists of the marker calling,
"Stalling," and then counting at one
second intervals to ten. If the thrower has not
released the disc by the first sound of the word
"ten," then a change of possession with
a check shall result. If during the stall count,
the defense switches markers, the new marker must
begin a new count at zero. In the event of a
stall, the once-marker, now offensive player,
does not have to take the disc after the check.
The once-thrower, now marker, checks the disc to
the new thrower. If he or she does not want the
disc, the marker "checks" the disc by
placing it on the ground and calling "In
play."
C. Resumption of Count After Foul: If a
marker's stalling count is interrupted by a call
being made, after the call is resolved the
stalling count shall be resumed in the following
manner:
If the call was against the
defense, the count shall be reset to
zero, unless contested and over five, in
which case it resumes at five
("Stalling, six...").
If the call was against the
offense, the count continues from the
point of interruption.
D. Resumption of Count After Time-out: When
play resumes after a time-out, the stall count
shall continue from the point of interruption
E. Fast Count: If the marker counts too
fast, the thrower may call, "Fast
count." The first time this occurs during
any one count, the marker should immediately
subtract two seconds from the count and continue
without interruption. The second time this occurs
is a foul and the count shall reset to zero with
a check.
F. Contested Stall: The thrower may contest
a stall call if he or she believes that he or she
had released the disc before the first utterance
of the word "ten."
In the event of a contested stall,
if the pass is completed, play stops and
possession reverts back to the thrower.
After a check, the marker starts the
stall count at eight.
In the event of a contested stall,
if the pass is incomplete, it is a
turnover and play continues without
interruption.
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Site last modified Tue Jun 17 09:00:36 BST 2008
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