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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.
Each time a goal is scored, the
team switches the direction of their
attack and the team which scored
throws-off.
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.
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.
Commencement
of Play: As soon as the disc is released
by the thrower, all players may move in
any direction.
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.
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.
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.
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.
Out-of-Bounds:
If the throw-off is cau ght
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.
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:
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.
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.
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Site last modified Tue Jun 17 09:00:36 BST 2008
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