Preface
The rules of Goaltimate is to provide a guideline from which
to describe the way the game is played. It is assumed that
no Goaltimate player would intentionally violate the rules.
However, to assure continuous play, two Passive Officials
are on the field to settle any disputed calls. The Passive
Officials get involved once they have determined the players
cannot settle it amongst themselves, within seconds.
In Goaltimate, an Intentional Foul would
be considered cheating. Often a player is in a position
where it is clearly to the player's advantage to Foul or
commit some Violation, but that player is morally bound to
abide by the rules. The integrity of Goaltimate depends on
each player's responsibility to uphold the guidelines of the
rules. Similar to Soccer, there are Yellow Cards for
warnings of Flagrant Fouls and a Red Card to eject a player
for conduct detrimental to the integrity of the game.
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Table of Contents]
I.
Introduction
1. Description:
Goaltimate is a non-contact sport played by two,
four-player teams. The object of the game is to score
goals. The disc may be moved only by throwing it from
player to player. The Thrower is not allowed to take any
steps. Any time a pass is incomplete, intercepted,
knocked-down, or contacts an Out-of-Bounds area, a
turnover occurs, resulting in an immediate change of
possession of the disc. A Goal is scored when a player
successfully passes the disc through the arched Goal
Post to a teammate in the End Zone.
2. The integrity of
the game, Goaltimate, relies upon a spirit of
sportsmanship, which places the responsibility for fair
play on the player. Highly competitive play is
encouraged, but never at the expense of the bond of
mutual respect between players, adherence to the agreed
upon rules of the game, or the basic joy of play.
Protection of these vital elements serves to eliminate
adverse conduct; from the Goaltimate field. Such actions
as taunting of opposing players, dangerous aggression,
Intentional Fouling, or other "win-at-all-costs"
behavior are contrary to the integrity of the game and
must be avoided by all players.
3. Captain's Clause:
A game may be played under any variations of the rules
agreed upon by the Captains of the two teams. In
tournament play, such variations are subject to the
approval of the tournament Director. Such things as
length of game, dimensions of the field, and Stalling
count can easily be altered to suit the level of play.
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II. Clarifying
Statements
1. Phrases:
a. A player is
any of the six persons who are actually
participating in the game at any one time.
b. To put the
disc into play means the Thrower establishes a pivot
foot and is ready to throw. To put the disc into
play at a particular point on the field means to
place the pivot foot at that point on the field.
c. Where the
disc stops refers to the location where the disc is
caught, comes to rest naturally, or where it is
stopped from rolling or sliding.
d. A Check disc
is when a Offensive player offers the disc to the
Defensive player to tap, in order to start and
restart play.
e. The Clear
Line is the line from which play starts. After each
turnover and after each score the disc must be
worked to behind the Clear Line. No straddling the
Clear Line, i.e.: one-foot in, one-foot out.
f. The Goal Post
is a 32’ section of 1" PVC pipe that arches 11 feet
into the air. It is 18 feet wide at the Goal Line.
g. The Goal Line
is the line in which the disc must clear, going
through the Goal Post and being caught by a player
with at least one foot in the End Zone. In order to
score a Goal, the player can not straddle the End
Zone Line or the Goal Line, i.e.: one-foot in,
one-foot out.
h. Ground
Contact takes place when a player makes contact with
the ground, directly related to a specific event or
maneuver, including landing or recovery after being
off-balance, i.e.: jumping, diving, leaning, or
falling.
i. Possession of
the disc means sustained contact with, and control
of, the non-spinning disc.
1. To catch
a pass is equivalent to establishing possession
of that pass.
2. Loss of
control due to ground contact related to a pass
reception negates that Receiver's possession up
to that point.
2. There are no
scrimmage lines or off sides in Goaltimate. The disc
may be passed in any direction.
3. A rolling or
sliding disc can be stopped by any player; however it
may not be purposefully advanced in any direction.
Possession is gained where the disc stops.
4. No Defensive
player may ever pick up the disc.
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III. Field of Play
1. The grass playing
field measures 30 yards deep and 40 yards wide, which is
centered in the middle of a 60 yard circle that
encompasses the Perimeter Line. At
one end of the field is the "Clear Line" curving 40
yards wide toward the Goal. At the other end is the "End
Zone". The End Zone forms an arc, which measures 24 feet
by 24 feet. A variation of this basic field layout may
be used to accommodate special competitions, number of
players, age of players, available space, etc. Lined
fields are not necessary for the purposes of practice or
other non-formal games of Goaltimate.
2. The Perimeter
Lines encase the playing field and can vary upon size of
playing area available (60 yard diameter). Outside the
Perimeter Line is considered Out-of-Bounds and results
in a turnover.
3. Cones made of a
brightly colored, flexible material mark the Clear Line,
End Zone and Perimeter Lines.
4. The Substitution
Box is set up for the 2 substitute players to
conveniently sub in, without interfering with play. Both
teams substitute from the same box. A substitute player
must touch hands with a player wishing to leave the
field of play before participating in the action. A
player can sub at any time during play. The tag can take
place outside of the Substitution Box, however, it can
not interfere with play. An exiting player must initiate
his return to the game through the Substitution Box.
5. All
lines are marked with a non-caustic material and are
between two to four inches wide.

Click on image for larger view.
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IV. Equipment
1. Any flying disc
may be used as long as it is acceptable to both team
Captains. If the Captains cannot agree, the current
Official Disc of Goaltimate,
is the 175-gram Innova® disc,
shall be used.
2. Cleats which have
any metal exposed are not allowed.
3. Each player must
wear a uniform or other clothing that distinguishes that
player from the players on the other team. Players may
wear any soft protective clothing as long as it does not
endanger the safety of any other player.
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V. Length of Game
1. Games are played
to 5 Points. The first team to score five points wins.
It is not necessary to win by 2 points.
a. A Goal is
worth 1 point if thrown from the playing field. A
Goal is worth 2 points if thrown from behind the Two
Point Line.
b. Games are
played in "Best-of-5" game series.
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VI.
Time-Outs
1. Time-Out
a. Each team is
permitted three Time-Outs per "Best-of-5" game
series.
b. During play,
only a player who has established a pivot foot and
who has possession of the disc can call a Time-Out.
c. The player
calling the Time-Out must form a "T" with their
hands and call "Time-Out" loudly.
d. Either team
may call a Time-Out after a game.
e. A Time-Out
lasts for two minutes.
f. Play resumes
after a Time-Out:
1. The
player who had possession puts the disc into
play.
2. The disc
is put into play at the location where the disc
was when the Time-Out was called.
3. Play is
resumed through the use of a Check disc. Players
may set up in any position on the field.
g. It is a
turnover if a player calls a Time-Out when their
team has no Time-Outs remaining. There is a Check
disc and play continues. See section VIII/3.
2. Injury Time-Out
a. Any member of
the injured player’s team can call an Injury
Time-Out. The Time-Out call is in effect at the time
of the injury. The call is retroactive to the time
that the injury occurred. If the disc is in the air
during the Time-Out call, the play is completed.
b. Injury
Time-Out results in a team Time-Out if the injured
player does not leave the game. An exception is made
when the injury is caused by an opposing player.
c. When play
resumes after an Injury Time-Out:
1. The
player who had possession of the disc when the
injury occurred puts the disc into play.
2. If that
player leaves the field due to injury, the
replacing player puts the disc into play.
3. If the
disc was in the air at the time of the injury,
play continues until the disc is caught or it
comes in contact with the ground. If the disc is
caught, the player who caught the disc puts the
disc into play after the Injury Time-Out.
4. The disc
is put into play at the location where the disc
was when play was stopped.
5. The play
is resumed through the use of a Check disc and
all players must assume their respective
positions on the field when the Time-Out was
called. Players may not set up when restarting
play after an Injury Time-Out, unless it is also
a team Time-Out.
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of Contents]
VII. Substitutions
1. Substitutions can
be made at any time.
2. Substitutions
must originate from the Substitution Box. The player
leaving the playing field must touch hands with the
incoming player in order for the substituting player to
enter play. The tag can take place out of the
Substitution Box providing it does not interfere with
play. If it does interfere with the play, a Flagrant
Foul can be called resulting in a Yellow Card.
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VIII.
Starting and Restarting Play
1. Before a game
starts, each team designates one Captain to represent
that team in disagreements and arbitration.
2. Start of play:
a.
Representatives of the two teams each flip a disc
simultaneously. The representative of one team calls
"Odd" or "Even" while the discs are in the air. If
both discs land the same way it is "Even". If the
two disc land opposite of each other it is "Odd".
The team winning the flip has the choice of:
1. Starting
the series with the disc from behind the Clear
Line.
2. Starting
on Defense defending the Goal.
b. The team
losing the flip is given the remaining choice.
c. Play starts
from behind the Clear Line with the Offense player
(Thrower) offering the disc to be touched by the
Defensive player (Marker). This is called a "Check
disc". The Thrower starts play.
d. After each
score, the Offense maintains possession at that
position and must work the disc behind the Clear
Line in order to proceed for the next score. The
Team scoring the fifth point in a game maintains
position for the start of the next game.
e. Games are
continuous unless a Time-Out is called.
3. The Check disc:
a. When play
stops, the player who was in possession retains
possession.
b. All players
must come to a stop as quickly as possible when play
is halted, and remain in their respective locations
until play is restarted.
c. The Marker
restarts play by touching the disc in possession of
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.
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IX. Out-of-Bounds
1. Any area not on
the playing field is Out-of-Bounds. The Perimeter Lines
themselves are Out-of-Bounds.
2. A disc is
Out-of-Bounds when it first contacts an Out-of-Bounds
area or contacts anything Out-of- Bounds.
3. The disc may fly
outside a Perimeter Line and return to the playing
field, and Defensive players may go Out-of-Bounds in
order to make a play on the disc.
4. A player is
Out-of-Bounds when they make contact with an
Out-of-Bounds area. When a player is in the air, their
In or Out-of-Bounds is determined by where the ground
was last contacted by the player.
5. For a Receiver to
be considered In-Bounds after gaining possession of the
disc, the first point of contact with the ground must be
completely In-Bounds. If any portion of the first point
of contact is Out-of-Bounds, the player is considered
Out-of-Bounds.
6. Should the
momentum of a player carry them Out-of-Bounds, after
making a catch and landing In-Bounds, the player is
considered In-Bounds. The player carries the disc to the
point where they went Out-of-Bounds and puts the disc
into play at that point.
7. To start or
restart play after the disc has gone Out-of-Bounds, a
member of the team gaining possession of the disc must
carry the disc to the point of the playing field nearest
where the disc last crossed the Perimeter Line, and put
the disc into play at that point.
8. The Thrower may
pivot In and Out-of-Bounds, providing that some part of
their pivot foot contacts the playing field.
9. If a pass does
not come In-Bounds, the opposing team gains possession
of the disc where it left the field of play only if the
Defense did not contact the disc. If the Defense
contacted the disc, the disc must be put into play at
the point on the playing field proper, closest to where
the contact occurred.
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X. End Zone
1. There is only one
End Zone. It is 30 yards from the Clear Line. It forms
an arch that measures 24 feet wide and 24 feet deep. It
is marked with cones and lined with a non-caustic
material. The lines are between two to four inches wide.
See diagram in section III/1.
2. The Goal is the
entrance to the End Zone. It is 18 feet wide and vaults
11 feet into the air forming an arch. The disc can never
be thrown through the backside of the Goal or it is a
turnover. The disc must go through the front of the Goal
and can not touch the Goal Post itself in order for a
Score to be caught. The Receiver can jump and catch the
disc in the air or reach outside the Goal for the disc.
As long as their first contact is the End Zone, it is a
Score. If the Receiver’s first contact is the Goal Post
the disc is brought back to
the Goal Line and play continues. There is no Check
disc.
3.
Three Second Violation: There is an arch in front of
the goal line that extends out two (2) yards and arches
to the tip of the end zone 24 feet wide. No offensive
or defensive is allowed to stand in the end zone or the
3 second arch in front for more than 3 seconds (similar
to Basketball). The exception is if the defensive player
is covering the offensive player close to the designate
three second area. If the defensive player is with six
feet of the offense, they are allowed to cover their
opponent within the designate three second area and end
zone, however once the offense player moves away from
the area so must the defensive player. No zone is
allowed within this area as well. If either team is
called for the violation it is a warning the first time
and a penalty the second time. The penalty is the team
with the infraction must play a man down for 2:00
minutes playing time or until the opposing team scores a
point. There is only (1) one warning per Series
(best-3-out-of-5). Each infraction thereafter is a
player down penalty.
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XI. Scoring
1. In order to
Score, a player throws the disc through the front of the
Goal and the Receiver must have at least one foot in the
End Zone when making the catch. It is not a Goal if the
disc or the Receiver hits any part of the Goal Post
prior to the Receiver catching it. If a Defender
deflects a pass and it continues though the Goal, and
the Receiver in the End Zone catches the disc, it is a
Score.
2. In order for the
Receiver to be considered in the End Zone after gaining
possession of the disc, their first point of contact
with the ground must be completely in the End Zone. If
the Receiver is in the End Zone and reaches through the
back of the Goal to make a catch it is a Score, even if
the disc does not fly freely through the Goal.
3. A player can not
Score by running into the End Zone with the disc. Should
a Receiver's momentum carry them into the End Zone,
after gaining possession, the Receiver must carry the
disc back to the closest point on the Goal Line and put
the disc into play from there.
4. A player must be
completely in the End Zone and acknowledge that they
have scored a Goal. If that player plays the disc
unknowingly into a turnover, then no Goal is awarded.
5. After a Score,
play is continuous. Team that Scores maintains
possessions. The Offense must work the disc back to the
Clear Line in order to advance for another Score. The
disc can not pass through the back of the Goal or it is
a turnover.
6. If a Goal is
thrown from behind the Clear Line, 2 points are awarded…
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XII. Turnovers
1. An incomplete, intercepted, knocked down, or
Out-of-Bounds pass results in a loss of possession.
2. A pass is considered intercepted if a Defensive
player catches a pass. If a Defensive player catches a
pass and accidentally loses possession of it, before or
during ground contact, the Defender is considered to
have blocked rather than intercepted the pass.
3. The following actions result in a loss of
possession and a Check disc:
a. If the Marker's Stall count reaches the
maximum number, which is 5-seconds.
b. If the disc is handed from player to player;
c. If the Thrower intentionally deflects a pass
off other players, to themselves.
d. If the Thrower catches their own throw.
However, if the disc is touched by another player
during flight it is considered a complete pass and
is not a turnover.
e. If the disc is thrown though the backside of
the Goal Post.
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XIII. The Thrower
1. The Thrower is the Offensive player in possession
of the disc, or the player who has just released the
disc.
2. If the disc is on the ground, either In or
Out-of-bounds, any member of the team becoming Offense
may take possession of the disc. Once an Offensive
player has picked up the disc, that player is required
to put the disc into play.
3. The Thrower must establish a pivot foot and may
not change that pivot foot until the throw is released.
The exception is in the case where the Thrower has just
received a pass and is throwing the disc before their
momentum has allowed them to stop, before the third
ground contact.
4. The Thrower has the right to pivot in any
direction, with the exception of pivoting into the end
zone. However, once the Marker has established a legal
defensive position, the Thrower may not pivot into the
Marker, XIV.
5. If the Thrower drops the disc, without Defensive
interference, it is considered an incomplete pass.
6. The Thrower may throw the disc in any fashion or
direction they choose.
7. If a Defensive player gains possession of the
disc, thus becoming the Thrower, they may not throw the
disc before a legal pivot foot is established. To do so
is a Traveling Violation.
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XIV. The Marker
1. Any Defensive player may guard the Thrower at any
time; that player(s) is the Marker(s).
2. The Marker may not straddle, i.e., place their
foot on either side of, the pivot foot of the Thrower.
3. There must be at least one disc's diameter between
the upper bodies of the Thrower and the Marker at all
times. It is the mutual responsibility of both players
to respect each other's position and not encroach into
this area once it is established.
4. The Marker can not position their arms in such a
manner as to restrict the Thrower from pivoting.
5. Stalling:
a. A Defensive player may initiate a Stall count
from anywhere within the playing field. If an
Offensive player moving into the throwing position
stands over the disc, i.e., within 3 yards, without
putting the disc into play, the Marker may issue a
"Delay of Game" warning. If the disc is not picked
up, the Marker may initiate a Stall count.
b. The count consists of the one (1) Marker or
other Defensive player calling "Stalling" or
"Counting" and counting at one second intervals from
one to five, (1, 2, 3, 4, 5) loud enough for the
Thrower to hear.
c. In the course of a Thrower being counted for
Stalling, if a Defensive player, who is closer to
the Thrower than the original counter, begins a new
count, that count over rides the previous count.
d. If the Thrower has not released the disc at
the first utterance of the word "Five", a Turnover
results.
e. In the event of a Stall, the once Marker, now
Offensive player, does not have to take the disc.
The once Thrower, now Marker, drops the disc to the
ground for a turnover. There is no Check disc.
f. The Thrower may contest a Stall call if they
feel that they released the disc before the first
utterance of the word "Five".
1. In the event of a contested Stall, play
stops if the pass is completed, and possession
reverts back to the Thrower. After a Check, the
Marker starts the Stall count at three (3).
2. In the event of a contested Stall, it is a
turnover if the pass is incomplete, and play
continues without interruption.
3. If the Marker counts too fast, the Thrower
may call "Fast Count". The first Fast Count call
is a warning. On the first fast count call, the
Marker must subtract two (2) from the Stall
count. If Fast Count is called again within the
same 5 seconds, play stops, then is resumed
after a Check with the count reset to zero (0).
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XV. The Receiver
1. The Receiver is any Offensive player in the act of
catching the disc, or not in possession of the disc.
2. Bobbling to gain control of the disc is permitted.
Purposeful, controlled bobbling to oneself, i.e.,
tipping, delaying, guiding, or brushing in order to
advance the disc is considered Traveling and is not
allowed.
3. After catching a pass, the Receiver is only
allowed the fewest number of steps required coming to a
stop and establish a pivot foot. No more than third
contact with the ground.
4. If the Receiver is running or jumping as they
catch the disc, the Receiver may throw a pass before the
third ground contact. The Receiver does not have to come
to a complete stop. However, change in direction or
increase in speed while in possession of the disc is a
Traveling Violation.
5. If the Offensive and Defensive players catch the
disc simultaneously, the Offense retains possession.
6. If a pass arrives in such a manner that it is
unclear whether a catch was made before the disc
contacted the ground, the player(s) with the best
perspective, usually the Receiver, makes the call. If
the catch is contested, the disc reverts back to the
Thrower. Play resumes with a Check disc. Grass is
considered part of the ground.
7. If it is ever unclear whether a Receiver was In or
Out-of-Bounds at the point of making a catch, the
player(s) with the best perspective should make the
call.
8. Force-Out Foul: If an airborne Receiver catches
the disc, and is contacted by a Defensive player before
landing, and that contact caused the Receiver to land
Out-of-Bounds instead of landing In-Bounds, the
Receivers must call themselves Out-of-Bounds, or call a
Force-Out Foul on the Defensive player. If this Foul
occurs in the End Zone and it is uncontested, a Goal is
awarded.
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XVI. Fouls
1. Fouls are the result of physical contact between
opposing players. A Foul can only be called by the
player who has been fouled and must be announced by
calling out the word "Foul" loudly. The Foul call must
take place immediately after the Foul has occurred.
2. The player initiating contact is guilty of a Foul.
3. Throwing Fouls:
a. A Throwing Foul may be called when there is
contact between the Thrower and the Marker.
b. Contact occurring during the follow through,
which is after the disc has been released, is not
sufficient grounds for a Foul, but should still be
avoided whenever possible.
c. When a Foul is committed by a Thrower or the
Marker, play stops and possession reverts back to
the Thrower after a Check disc.
d. If the Thrower is fouled in the act of
throwing a pass, and the pass is completed, the Foul
is automatically declined and play continues without
interruption.
e. If the Marker is fouled in the act of throwing
and the pass is not completed, play continues
without interruption.
4. Catching Fouls:
a. Catching Fouls may be called when there is
contact between opposing players in the process of
attempting a catch, interception, or knock down. A
certain amount of incidental contact during or
immediately after the catching attempt is often
unavoidable and is not a Foul.
b. If a player contacts an opponent before the
disc arrives and thereby interferes with that
opponent's attempt to make a play on the disc, that
player has committed a Foul.
c. If a player's attempt to make a play on the
disc causes significant impact with a positioned
stationary opponent, before or after the disc
arrives, it is considered "Harmful Endangerment" and
is a Foul.
d. Dangerous, aggressive behavior or reckless
disregard for the safety of fellow players is a
Foul.
e. If a Catching Foul occurs and is uncontested,
the player fouled gains possession at the point of
the infraction. If the call is disputed, the disc
goes back to the Thrower. If an uncontested Foul,
with the exception of a Force-Out Foul, occurs in
the End Zone, the player fouled gains possession at
the closest point on the Goal Line to the
infraction.
5. Flagrant Fouls:
a. Any Foul that is deemed detrimental to the
integrity of the game of Goaltimate is considered a
Flagrant Foul and is called by the Official(s).
b. Depending on the severity of the Foul, a
Yellow Card or Red Card will be shown. A Red Card
results in disqualification for the Offender. The
disqualification lasts for the remainder of the
Series, and, depending on the severity of the
infraction, the entire tournament.
The decision to disqualify the Offender for the
entire tournament stands with tournament Director(s).
c. Two (2) Yellow Cards will result in
disqualification for the Offender’s current Series.
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XVII. Violations
1. A Violation occurs when a player violates the
rules in a manner that does not result in physical
contact. E.g. illegal guarding position by the Marker,
not establishing a pivot foot on the Goal Line after
carrying the disc into the End Zone, etc.
2. Any player who recognizes that a Violation has
occurred may call a Violation. The player must
immediately call "Violation" or the name of the specific
Violation loudly.
3. Traveling:
a. The Thrower must keep all or part of the pivot
foot in contact with a single spot on the field.
Should the Thrower lose contact with that spot, the
Thrower has Traveled.
b. If the Receiver obviously takes more steps
than are required to stop after catching a pass,
that player has Traveled.
c. If a Receiver, after receiving a pass on the
run, releases a pass after the third ground contact
and before coming to a complete stop, that Receiver
has Traveled.
4. Strip:
a. No Defensive player may touch the disc while
it is in possession of the Thrower or Receiver. If a
Defensive player does so, the player in possession
calls "Strip".
b. The player in possession then picks up the
disc and play is continued from the point where they
regained possession of the disc.
c. If a count was in progress as the disc was
stripped, the count is halted, and when the player
in possession regains possession, the count restarts
at zero (0).
d. A contested Strip of the Receiver is treated
the same as a contested Foul; an uncontested Strip
in the End Zone is a Goal.
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XVIII. Positioning
1. It is the responsibility of all players to avoid
contact in any way possible. Violent impact with
legitimately positioned opponents constitutes harmful
endangerment, a Foul, and must be strictly avoided.
2. Every player, excluding the Thrower, is entitled
to occupy any position on the field not occupied by any
opposing player, provided that the player does not cause
personal contact in taking such a position.
3. When the disc is in the air, players must play the
disc, not the opponent.
4. The Principle of Verticality: All players have the
right to the space immediately above them. Thus, a
player cannot prevent an opponent from making an attempt
on a pass by placing their arms above an opponent.
Should contact occur, the player restricting the
vertical area is responsible.
5. A player who jumped is entitled to land at the
same spot without hindrance by opponents. They may also
land at the another spot provided the landing spot was
not already occupied at the time of take-off and that
the direct path between the take-off and landing spot
was not already occupied.
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XIX.
Clarifying Statements on Fouls & Violations
1. Cardinal Rule:
Whenever an infringement of the rules or a
Time-Out occurs, play is halted and the disc is put
back into play at the point of the last possession
before play was stopped. The exception is a Catching
Foul, XVI/4.
2. Continuation Rule:
a. Disc in the Air:
1. If a Foul or Violation is called while the
disc is in the air, the play is always
completed.
2. If the team which called the Foul or
Violation gains possession as a result of that
pass, i.e., an incomplete pass following a
Traveling Violation, or Offensive Foul, play is
continuous. In this situation, players should
call "Play On".
3. If the pass is completed, but the
Defensive effort on the pass was affected by the
violation, the pass does not count and
possession reverts back to the Thrower.
b. Disc not in the Air:
1. If a Foul or Violation is called while the
disc is not in the air, and a player attempts a
pass before play has stopped, and the pass is
incomplete, it is a Turnover.
2. If a Foul or Violation is called while the
disc is not in the air, and a player attempts a
pass before play has stopped and the pass is
completed, the pass does not count and
possession reverts back to the original Thrower.
c. It is the responsibility of the player who
made the call to call out "Play On" to indicate that
this rule has been invoked.
3. If there is ever a failure to come to an agreement
over any call, the Official will make the final decision
within seconds. The disc is Checked and play continues.
4. If offsetting Catching Fouls are called by
Offensive and Defensive players on the same play, the
disc reverts back to the Thrower. Play continues after a
Check disc.
5. Any time the Marker's count is interrupted by the
call of a Foul, Violation or Time-Out, the count is
resumed as follows:
|
Defensive Foul Uncontested |
0 |
|
Defensive Foul Contested |
2 |
|
Offensive Foul |
begins where left off |
|
Time Out |
begins where left off |
|
Strip |
0 |
|
Contested Strip |
begins where left off |
|
Fast Count -
|
|
|
- first call
|
subtract 2; no Check disc |
|
-second call
|
0 |
|
Travel |
begins where left off |
|
Contested Stall |
3 |
6. When play resumes after a Time-Out, the
Stall count is continued from where the Stall count was when
Time-Out was called. The Marker must initiate the count by
calling "Stalling" or "Counting".
7. If the Marker counts too fast, the
Thrower may call "Fast Count."
a. The first Fast Count call is a
warning. On the first Fast Count call, the Marker must
subtract 2 from the Stall count.
b. If Fast Count is called again
within the same 5-seconds, play stops, then is resumed
after a Check disc with the count reset to zero (0).
c. The Continuation Rule, XIX/2,
applies to Fast Counts.
d. If the Fast Count occurs in such a
manner that the Thrower does not have a reasonable
opportunity to call Fast Count before the utterance of
the word "Five", the play is treated the same as a
contested Stall, XIV/5f.
8. Should a Foul or Violation result in
possession reverting to a Thrower who was airborne while
releasing the disc, play shall be restarted at the point on
the playing field proper closest to the location from where
the throw was made.
[Back to Table of Contents]
XX. Officials
1. There are two (2) Officials for each Series. Their
job is to carefully watch the action of the game. They
do not actively call any Fouls, Violations or Line
Calls. However, if a Flagrant Foul occurs, a Foul that
takes away from the integrity of the game of Goaltimate,
it is their responsibility to issue a Yellow Card or Red
Card.
2. When a dispute arises concerning a Foul,
Violation, Line Call, or an interpretation of the rules
which can not be resolved by the players to make the
call:
a. The Official with the best view of the play
makes the call. If the Officials so choose, they may
discuss the play among themselves before rendering a
decision.
b. The Officials have the last say in any
unsettled disputes. Once their decision is made,
there is a Check disc and play continues
immediately.
3. A Flagrant Foul can be called for any physical
contact or verbal harassment towards the Officials.
[Back to Table of Contents]
XXI. Etiquette
1. If a Foul is committed and not called, the player
who commits the Foul should inform the infracted player
of the Foul.
2. It is poor etiquette for a Defensive player to
call for a pass from the Thrower.
3. Should a dispute or confusion arise on the field,
it should be common practice to stop play. Then resume
play with a Check disc once the matter is resolved.
4. In the case where a novice player commits a
Violation out of sincere ignorance of the rules, it is
common practice to stop play and explain the Violation.
[Back to Table of Contents]
HTML Version by Rick Conner, 10 Jan 2000.
Copyright 1998, 2000 - Online version as of January 10, 2000
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