WFDF






  • 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.
      1. When guarding the thrower, the marker may not straddle the pivot foot of the thrower.
      2. 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.
      3. 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:
      1. 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...").
      2. 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."
      1. 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.
      2. In the event of a contested stall, if the pass is incomplete, it is a turnover and play continues without interruption.

  • Site last modified Tue Jun 17 09:00:36 BST 2008