WFDF






  • 404.05 Starting and Restarting Play:
    • A. Captain: Before a game starts, each team designates one captain to represent that team in disagreements and arbitration.
    • B. Determining Possession: To determine possession at the start, the disc-flipping method shall be used. The captains of the two teams each flip a disc. The captain of the team so designated calls "Same," or "Different," while the discs are in the air. The winner of the flip shall choose to throw or receive the initial throw-off or select a goal to defend. The loser shall be given the remaining choice.
    • C. Start of Second Half: The first point of the second half shall begin with a reversal of the first point of the first half. Each team shall defend the goal they attacked, and the team that received should pull and vice versa.
    • D. Throw-off: Play starts at the beginning of each half or overtime period and after each goal with a throw-off.
      1. Each time a goal is scored, the team switches the direction of their attack and the team which scored throws-off.
      2. Positioning Prior to the Throw-off:
        • (a) Throwing Team - The players on the throwing team shall remain inside the endzone they are defending prior to the disc being released on the throw-off, but may move anywhere within said endzone.
        • (b) Receiving Team - The players on the receiving team must, prior to the release of the disc, stand with one foot on the goal line adjoining the endzone they are defending, and may not change position relative to one another.
      3. Signal: The throw-off shall be made only after the thrower and a player on the receiving team raise a hand to signal their team's readiness to begin play.
      4. Commencement of Play: As soon as the disc is released by the thrower, all players may move in any direction.
      5. Interference: No player on the throwing team may touch the throw-off in the air before it is touched by a member of the receiving team.
      6. Reception Within the Playing Field: Whenever a member of the receiving team gains possession of the throw-off within the playing field (including the endzone), that player must put the disc into play from the point at which he or she gained possession.
      7. Failure to Catch After Touching: Whenever a member of the receiving team touches the disc during its flight (whether in or out-of bounds) and the receiving team subsequently fails to catch the disc prior to its touching the ground, the team throwing-off regains possession of the disc where it stops.
      8. Landing Untouched: Whenever the receiving team permits the disc to fall untouched to the ground and the disc lands and remains in-bounds, the receiving team gains possession of the disc where it stops. If the disc lands in-bounds and subsequently touches an out-of-bounds area, the receiving team gains possession in the playing field proper nearest where the disc first went out-of-bounds.
      9. Out-of-Bounds: If the throw-off is caught out-of-bounds, the receiver must carry the disc to the point on the playing field proper nearest where the disc last crossed the perimeter line and put the disc into play at that point. Whenever an untouched throw-off lands out-of-bounds, the receiving team may make the choice of putting the disc into play at the at the nearest point on the playing field proper to where the disc crossed the perimeter line, requesting a rethrow, invoking the "middle rule", or invoking the "brick rule".
        • (a) Rethrow: To request a rethrow, any member of the receiving team shall fully extend one hand above his or her head and call, "Over." Once the rethrow signal is given, the original throw-off can no longer be put into play.
        • (b) Middle Rule: The receiving team may choose to put the disc in play halfway between the two side lines perpendicular to the point on the perimeter line where the disc went out-of-bounds. The receiver of the pull must indicate this by extending one hand over his or her head and calling "Middle," before picking the disc up. The player may then carry the disc to the appropriate place, touch it to the ground, call "Disc in play," and put the disc in play. If the disc crossed the perimeter line of the endzone that the receiving team is defending, the player invoking the "middle rule" must put the disc into play on the goal line.
        • (c) Brick Rule: The receiving team may choose to put the disc in play halfway between the two side lines at a point 20 yd (approximately 18 m) upfield from the goal line which they are defending. The receiver of the pull must indicate this by extending one hand over his or her head and calling "Brick," before picking the disc up. The player may then carry the disc to the appropriate place, touch it to the ground, call, "Disc in play,", and put the disc in play.
        1. The time limit between the scoring of a goal and the ensuing throw-off is sixty (60) seconds for the receiving team, and seventy-five (75) seconds for the throwing team. When a timekeeper is available, the following rules for enforcing these limits shall also apply:
          • (a) As soon as a goal is scored (in the event of a discussion, as soon as the goal is acknowledged by the defending team), the timekeeper starts a clock. After forty-five (45) seconds, the timekeeper signals the receiving team that it has fifteen seconds before the minute runs out.
          • (b) If after sixty seconds the receiving team has acknowledged that it is ready, the timekeeper signals the throwing team that it has fifteen seconds before the seventy-five seconds run out.
          • (c) If the receiving team does not acknowledge that it is ready before the sixty-second signal, that team loses a time-out if it has any time-outs remaining. The timekeeper then signals that a time-out has been assessed, and a regular time-out for that team takes place. If the receiving team has no time-outs remaining then a time-out does not occur, there is no pull, and the receiving team takes possession of the disc 15 yards behind their own goal line, midway between the two sidelines. Play is restarted with a check.
          • (d) If the throwing team does not throw before the seventy-five second signal, that team loses a time-out if it has any time-outs remaining. The timekeeper then signals that a time-out has been assessed, and a regular time-out for that team takes place. If the throwing team has no time-outs remaining then a time- out does not occur, there is no pull, and the receiving team takes possession of the disc at the brick mark nearest the goal it is attacking. Play is restarted with a check.
          • (e) The receiving team must signal its readiness in accordance with rule 404.05.D.3. Note that players must establish and hold their positions in accordance with rule 404.05.D.2.b prior to signaling readiness.
          • (f) The rules in this section (404.05.D.11) shall also apply at the beginning of each half of play, except that the timekeeper shall give warning signals at 30 seconds before the receiving team must acknowledge readiness, 15 seconds before the receiving team must acknowledge readiness, and 15 seconds before the throwing team must throw.
          • (g) The preferred method of signaling by a timekeeper shall be the use of a whistle, following procedures outlined in the WFDF Tournament Director's Guide.
      • E. The Check:
        1. Stopped Play: Whenever play stops, other than by the scoring of a goal, play shall resume with the marker touching the disc held by the thrower. If the thrower attempts a pass before the marker touches the disc, the pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower.
        2. Player's Movement to Stop: Whenever play is halted other than after a goal or at the end of a period of play, the movement of all players must quickly stop so that the relative positions of the players at the time of the stoppage is preserved as closely as possible. The players shall remain in their respective locations until the marker restarts play by touching the disc held by the thrower. During the check, the players shall ascertain the proper positioning of all the players and the players' readiness to continue.

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