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Official 4-on-4 Beach Ultimate rules v1.0
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| I. INTRODUCTION |
1. Description.
Beach Ultimate is a non-contact sport played by two four-player teams. The object of the game is to score goals. The disc may only be moved by passing as the thrower is not allowed to take any steps. Any time a pass is incomplete, intercepted, knocked down, or makes contact with an out-of-bounds area, a turnover occurs, resulting in a change of possession by the opposing team. A goal is scored when a team successfully passes the disc into the
end zone that they are attacking
2. Spirit of the Game.
As in regulation Ultimate, Beach Ultimate relies upon the 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 Beach Ultimate court. Such actions as taunting of opposing players, dangerous aggression, intentional fouling, or other "win at all cost" behavior are contrary to the spirit of the game and must be avoided by all players.
3. Captain's Clause.
A game may be played under any variation of the rules when agreed upon by the two captains of the teams. In tournament play, such variations are subject to the approval of the tournament director.
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| II. CLARIFYING STATEMENT | |
1. Phase:
A. In Beach Ultimate a "player" is any of eight (8) persons who are actually participating in the game at any time.
B. To "put the disc into play" means that the thrower establishes a pivot foot and ready to play.
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. There are no scrimmage lines or off-sides (except on the pulls) in Beach Ultimate.
E. The disc may be passed in any direction on the court.
F. A disc that is rolling or sliding may be stopped by any player, as long as it is not advanced in any direction. Possession of the disc is gained where the disc stops.
G. A defensive player may never pick up the disc.
| | III. FIELD OF PLAY | |
1. The field of play is a rectangular area with the dimensions of 50 yards (46 m) in overall length by 30 yards (27 m) side. Each
end zone is 8 yards (7.5 m) deep.
2. The playing field is of any suitable flat sandy beach surface that is free of obstructions, holes, protected plant life, turtle nesting and/or any other sensitive wildlife to the area of play.
3. The playing field proper is the playing field excluding the end zones.
4. The goal lines are the lines which separate the playing field proper from the
end zones and are part of the proper.
5. The perimeter lines (sideline and end lines) are part of the playing field.
6. The corners of the perimeters of the court/field and the goal lines are marked with highly visible flexible plastic cones or other suitable materials.
A. All playing field perimeters are marked with nylon ropes or suitable
material that are anchored securely in each corner.
B. All anchors should be buried underneath the surface of the sand, as not to harm any players of injury.
7. In tournament play an additional restraining line is established 5 meters from the perimeter of the entire
field. This is to separate the spectators from the court/field of play.
| | IV. EQUIPMENT | |
1. A Beach Ultimate Rope System that measures 50 yards by 30 yards with anchor supports. Highly visible markings on the rope system will indicate the goal lines and brick mark.
2. Highly visible plastic/rubber cones to mark the goal line and back of the end zone .
3. Any 175 gram flying disc may be used as long as it is acceptable to both team captains. If the captains cannot agree, the Official Disc of BULA shall be used.
4. A colored 175 gram flying disc is the preferred disc of BULA
5. Individuals may wear any protective clothing as long as it does not endanger the safety of other players.
6. Cleats are not permitted on the Beach Ultimate field. Tennis shoes and beach type shoes are allowed on the Beach Ultimate
field as long as they do not endanger the safety of other players.
7.
Uniforms:
A. In recreational play, players need not wear uniforms. Players should wear either white or dark shirt to identify their teams.
Players should wear clothing that is comfortable to play Beach Ultimate.
B. In tournament play, teams should wear
B1. Men: colored coordinated shorts and shirts.
B2. Women: colored coordinated shorts, and athletic tops or shirts.
B3. If numbers are required in tournament play they should be printed on the front and back of shirt. At least 4 inch numbers on the front and at least 8 inch numbers on the back. Each player shall have a different number
from their teammates.
B4. The home team has the option of wearing white or colored uniforms. Both teams may wear colored uniforms if they are distinctly different.
| | V. LENGTH OF GAME (Four Formats) | |
1. Time
A. Each half last for twenty (20) minutes running time. The last two minutes of the second half is played with a stopped time. Stopped time is where the official time is stopped only when a point is scored, injury to a player on the court, team time-outs, penalties or official time-outs.
B. Each Overtime period lasts for five (5) minutes of stopped time
C. The clocks starts when:
C1. An offensive player gains possession of the disc on a pull.
C2. The thrower receives a check of the disc after the time has been stopped. (Stopped time - rule V.1.A.)
D. The clock stops:
D1. At the end of a period.
D2. For team time-outs
D3. For official time-outs.
D4. For injuries.
D5. For fouls and rule violations in the last two minutes of the second period or in over time periods.
D6. After a goal has been scored in the last two minutes of the second period or in over time periods.
E. Half-time last for five (5) minutes, with the pull occurring twenty (20) seconds after the half-time expires.
2. Points:
A. Straight Points
A1. Games can be scored to any pre-determined number of points, such as, 11, 13,
etc.
A2. In straight point games teams must win by 2
points.
A3 Half-time should be one point higher than the middle point of thegame.
B. Match Play
B1. The best two (2) out of three (3), 6-point games is declared the winner of the
match.
B2. In the third game only the winner must win by two points and the game is capped at
8 points.
B3. There will be a three minute break between the first and second game. If the match goes to a third game there will be a five minute break. The pull must be made within twenty seconds after the break expires.
C. Series Play
C1. Each game consist of three, 6 point games.
C2. Each win is worth one point
C3. If a team wins back to back games they earns a bonus point (ex: If a team wins either the first and second or the second and third game they are awarded three points).
C4. If a team wins all three games they are awarded 5-points.
C5. In series play, games are played to 6 point with no cap.
C6. There is a three minute break between games with the pull being made within 20 seconds after the break expires.
| | VI. TIME-OUTS | |
1. Timed Games
A. Timed games are 1 hour
B. Each team is permitted three (3) time outs per game
C. Each time-out will last two (2) minutes.
D. The person calling the time-out must have possession of the disc. S/he must form a "T" with the disc and their hands over their head calling out loud, "TIME-OUT".
E. After a goal has been scored a time-out may be called by any team player on either team
F. Play resumes:
F1. After the time-out has expired, the disc will be brought into play within fifteen (15) seconds with a hand check at the spot of the time-out.
F2. After a time-out between goals, the disc will be put into play with a pull of the disc within twenty (20) seconds of the time-out.
2. Injury Time-out.
A. Injury time-outs can be called by any player on the injured player's team. The time-out call is in effect at the time of the injury.
B. Injury time-out results in a team time-out if the injured player does not leave the
field.
B1. An exception is when a player or players from the opposing team causes the injury, then that player may stay in the game.
C. Play resumes after an injury time-out:
C1. The player who had possession of the disc when the injury occurred puts the disc into play with either a hand check or with a ground check if the marker is away from the player with the disc at the time of the injury.
C2. If the disc is in the air at the time of the injury, play continues until possession is gained and that player puts the disc into play.
| | VII. SUBSTITUTIONS | |
1. Substitutions can only be made:
A. After a goal has been scored before the upcoming pull.
B. At the beginning of a new game.
C. To replace an injured player from the field.
C1. If a team replaces an injured player from the field, the opposing team may replace any one player with a substitute player.
| | VIII. STARTING AND RESTARTING PLAY | |
1. At the start of each game of 4-on-4 BULA Beach Ultimate, each team designates one team member as the
captain of that team. The captain will represent the team in choosing the side/possession of the disc, disagreements and arbitration.
A. Start of play for Timed Games only:
A1. The captains of each team will choose a representative to "Lag"
the disc. One representative of each team will throw the disc from the back of
the end zone, trying to get it closer to the back of the opposite end zone
without the disc going over the line. Both representative throw the disc at the
same time on a count of three. If both disc go over the line, then the closer to
the back line wins the choice of either:
A1a. Receive the initial pull, or
A2b. Select which goal to defend.
A3c. The captain losing the flip of the disc is given the remaining choice.
A2. If one disc is over the line and the other is in bounds, the one that is in bounds wins.
B. The second period starts with the reversal of the start of the first period in timed games.
2. Start of Match Play & Series Games:
A. Same as VIII.1A
B. The winning team of the previous game will pull the disc to the opposing team from where they scored their last point.
3. Pulls:
A. Play begins will an inverted pull at the beginning of each period and after each goal.
B. All pulls in Beach Ultimate must be an inverted (upside down, hammer, scuber, etc.) type throw of the disc. When the disc is pulled it shall be at least 91 degrees (perpendicular) to the ground.
C. After each goal is scored, the team that scored will pull the disc from the end zone they just scored on.
4. Positioning prior to a pull:
A. The Pulling team is free to move anywhere within their end zone, but are not allowed to cross the goal line until the disc is released by the thrower of the pull.
B. The receiving team players must stand within the end zone parallel to the goal line without changing positions relative to one another. Once the disc leaves the throwers hand the receiving team may take any position they wish.
C. The pull must take place within one (1) minute time frame from the end of the previous goal.
C1. A pulling team that takes more than one minute to pull will be penalized
with a warning for the first infraction, a Yellow Card for the second
infraction, and a Red Card for the third and each additional infraction..
C2. A receiving team who is not ready to except a pull within the allotted time must will be penalized
with a warning for the first infraction, a Yellow Card for the second
infraction, and a Red Card for the third and each additional infraction..
D. The pull may be made only after the thrower raises his/her hand stating that the pulling team is ready for play.
E. The pull of the disc is when one player of the pulling team throws an inverted throw in the direction of the receiving team.
F. As soon as the disc is released from the thrower's hand any player on either team may move in any direction on any part of the
field.
G. No member of the pulling team may touch the disc while it is in flight, or before it is touched by the receiving team.
H. If the disc is caught by the receiving team within their end zone, they must
play it from that spot.
I. If the pulled disc lands within the field of play, the receiving team must play the disc from the spot where the disc landed. If the disc lands within the boundary lines and then slides out of bounds, the disc will be put into play where the disc crossed over the boundary line.
J. If the disc is pulled and lands out of bounds the receiving team has the options of:
J1. Calling "Center" before bringing the disc onto the field of play at the goal line.
J2. Calling Brick" before bringing the disc onto the field of play at the brick line (ten yards on the playing court from the goal line).
J3. A ground check of the disc, starts play when bringing the disc into play
after a "Center or Brick" call.
J4. Playing the disc on the sidelines at the point where the disc crossed over the sidelines. A ground check starts play.
| | IX. OUT-OF-BOUNDS | |
1. Any area not on the playing field is out-of-bounds. The perimeter lines or ropes are
in-bounds only when the bottom of the feet touches the line. Any other part of
the body that comes in contact with the boundary lines is considered
out-of-bounds. (This rule is to avoid players from dragging the lines).
2. The disc is out-of-bounds when it first makes contacts with an out-of-bounds area or contacts
any object that is out-of-bounds.
3. The disc may fly outside the perimeter lines and return back to the playing
field.
4. An offensive player may leap out-of-bounds to make a play on the disc as long as his/her feet never touch the out-of-bound ground before making the play on the disc.
5. A defensive player may go out-of-bounds in order to make a play on the disc.
6. A player is out-of-bounds when s/he is contacting an out-of-bounds area.
7. A receiver is considered in bounds if the first point of contact with the ground is completely in-bounds. The receiver must first have possession of the disc to be considered in- or out-of-bounds.
A. If, the momentum of the play carries the receiver out-of-bounds, but the first point of contact is in-bounds, they are considered in-bounds.
8. The thrower of the disc may pivot out-of-bounds as long as their pivot foot is in-bounds.
A. If a pass is thrown out-of-bounds and does not return in-bounds, the opposing team gains possession of the disc where the disc first left the playing court. The defensive team takes possession of the disc on the sideline with a ground check.
| | X. END ZONE | |
1. If a team takes possession of the disc in the end zone that they are defending they must immediately
play the disc from that spot.
2. If a teammate receives a passed disc in the end zone that they are defending, they must play the disc from that spot.
3. If a team gains possession of a turn-over disc in an end zone in which it is attacking, the player taking possession
has the option of
either:
A. Play the disc form the spot that the disc is picked
up.
B. Walk the disc to goal line which is the closes spot from where s/he takes possession of the disc and puts the disc into play with a ground check.
| | XI. SCORING | |
1. A goal is scored when an offensive player completes a pass to a teammate in the
end zone which s/he is attacking.
2. In order for the receiver to be considered in the end zone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the
end zone. The goal line is considered as part of the end zone.
3. A player may not run into the end zone for a score. If a player's momentum carries him/her into the
end zone, they must go back to where they first gained possession with the disc.
4. A player must be completely in the end zone and acknowledge that s/he has scored a goal. If a player plays the disc unknowingly into a turnover, no goal will be awarded and play continues with a ground check by the opposing team.
5. One goal is scored when a player completes a pass from within the playing proper to a player in the
end zone.
6. Two points are scored when a player throws a completed pass from within their defending
end zone to within their attacking end zone.
A. On a two point play the pivot foot must be on the goal line. A player may
pivot over the goal line while attempting a 2 point play, as long as the pivot
foot is on the goal line.
| | XII. TURNOVERS | |
1. An incomplete, intercepted, knocked down and out-of-bounds pass results in a loss of possession.
2. The following actions result in a loss of possession and a hand check:
A. If the marker's stall count reaches six (6) seconds;
B. If the disc is handed from one player to another;
C. If the thrower catches his/her own throw without the disc first touching another player.
| | XIII. THE THROWER | |
1. The thrower is the player with possession of the disc or the player who just released the disc.
2. If the disc is in- or out-of-bounds, any member of the team becoming the offense may take possession of the disc. Once the disc has been touched, that person must take possession of the disc and put it into play.
3. The thrower must establish a pivot foot and may not change their pivot foot until the throw is released.
4. The thrower has the right to pivot in any direction. However, once the marker has established defensive stance (both feet planted), the thrower may not pivot into the marker.
5. If the disc is dropped by the thrower without any defensive interference, it is considered a turnover.
6. The thrower may throw any type of throw s/he wishes.
| | XIV. THE MARKER | |
1. Only one defensive player may defend the thrower at one time. This person is the marker.
2. The marker may not straddle the throwers pivot foot.
3. There must be at least one disc's diameter between the chest of the marker and the thrower.
4. The thrower may not position his/her arms in a manner as to restrict the thrower from pivoting.
5. Stalling:
A. A marker may initiate a stall count once s/he has established a defensive position on the
thrower within 3 meters.
B. The stall count consist of the marker calling out loudly "Stalling" or "Counting" and counting at one (1) second intervals from one to six (6).
C. If the thrower has possession of the disc at the first utterance of the word six (6), a turnover occurs and play starts with a ground check.
D. If a defensive players wish to switch markers, the stall count by the new markers goes back to Stalling one.
E. In the event of a stalled disc, the marker may chose to play the disc or allow another player on his/her team to put the disc into play. The new thrower puts the disc into play with a ground check.
6. Fast Count: If the marker counts too fast, the thrower may call "Fast Count".
A. The first "fast count" call is a warning and the stall count is restarted when the fast count call was made.
B. If the "fast count" continues and is called again within the same stall count, play stops and the count reverts back to two (2) seconds. Play resumes with a hand check.
C. If a "fast count" is called for the first time and at the same time a "stall" has been called, play stops, the count reverts back to four (4) seconds and play is resumed with a hand check.
| | XV. RECEIVER | |
1. The receiver is any offensive player either in the act of catching the disc or not in possession of the disc.
2. Bobbling the disc to gain control is permitted, but bobbling the disc to advance purposefully is not permitted.
3. The receiver gains possession of the disc when s/he gainfully controls a non-spinning disc.
4. After catching a pass, the receiver is only allowed the fewest number of step to come to a complete stop and establish a pivoting foot before throwing the disc.
5. A receiver may catch and throw the disc while running, if s/he can release the disc before the third point of contact with the ground.
6. If the disc is caught simultaneously by both an offensive and a defensive players, the offensive player retains possession of the disc.
7. If a pass arrives in such a manner that it is unclear whether a catch was made prior to contact with the sand, the player
with the best perspective makes the call.
8. If it is unclear as to whether a player lands in- or out-of-bounds, the player
with the best perspective makes the call.
9. If an airborne receiver jumps and makes a catch, and is contacted by a defensive player causing the receiver to land out-of-bounds instead of landing in-bounds, the receiver must either call him/herself
in- or out-of-bounds, or call a foul.
10. First ground contact determines possession. The ground can cause an incomplete pass resulting in a turnover.
| | XVI. FOULS | |
1. Fouls are the result of any physical contact between opposing players. A foul can only be called by the player who has been fouled and must announce the foul by calling out the word "FOUL!" loudly immediately after the foul has occurred.
2. The player initiating contact is guilty of a foul.
A. Throwing Fouls:
A1. A throwing foul may be called when there is contact between the thrower and the marker.
A2. When a foul is committed by a thrower or the marker, play stops and the possession reverts back to the thrower. A hand check starts play.
A3. If the thrower is fouled in the act of throwing and the pass is complete, the foul is automatically declined and play continues without interruption.
A4. The marker is fouled in the act of throwing and the pass is not completed, play continues without interruption.
B. Catching Fouls:
B1. A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception, or knock down of a disc. A certain amount of incidental contact during or immediately after the catching attempt is often unavoidable and is not a foul.
B2. 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.
B3. If a player's attempt to make a play on the disc causes significant impact with a legitimately positioned stationary opponent, before or after the disc arrives, that player has committed a foul.
B4. Dangerous, aggressive behavior or reckless disregard for the safety of fellow players is always a foul.
B5. 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.
C. Stall Count After a Foul: Any time the marker's count is interrupted by the call of a foul, violation or time-out, the count is resumed as follows:
C1. If the call is against the defense, the call is reverted to zero (0), unless the foul is contested at which time the count remains the same if the count was less than three (3), or is reset to three (3) if the count was over three (3).
C2. If the call is against the offense, the count continues from the point at which it was stopped, except the thrower is given a minimum of three (3) second.
| | XVII. VIOLATIONS | |
1. A violation occurs when a player violates the rules in a manner which does not result in physical contact.
2. A rules violation may be called by any player on the field who recognizes that a violation has occurred. The player must immediately call the name of the specific violation clearly.
A. Traveling:
A1. When the thrower is being marked s/he must keep all or part of the pivot foot in contact with a single spot of the
field.
A2. When the thrower is not being marked, s/he must keep the foot in contact with the
field, but his/her pivot foot may move in the sand as long as it does not:
A2a. Leave contact with the field.
A2b. Cross over the non-pivotal foot.
A2c. Give the thrower an unfair advantage because of the movement.
A3. If the thrower passes the disc and the disc is in the air while being charged with a traveling violation, play continues until the pass is:
A3a. Completed. At that point the disc reverts back to the thrower and is restarted with a hand check. Stall count resumes at the time the violation was called.
A3b. Incomplete. At this point the possession of the disc is a turnover and the opposing team take possession of the disc at the point of the turnover. Play resumes with a ground check.
A4. If the receiver obviously takes more steps than are required to stop after catching a pass, that player has traveled. The receiver shall take the disc back to the third point of contact with the ground.
A5. If the receive, after releasing a pass on the run, releases a pass after the third ground contact and before coming to a complete stop, that receiver has traveled. The disc shall be put back into player at the spot of the third point of contact with the ground.
B. Strip:
B1. No defensive player may touch the disc while it is in the hands of the thrower. If a defensive player does so, causing the thrower to drop the disc, the thrower calls "Strip".
B2. The thrower then picks up the disc and play continues with a ground check from where the thrower regained possession.
B3. If the stall count was in progress as the disc was stripped, the count is temporarily halted until the thrower regains possession and puts the disc into play with a ground check.
C. Double-Team:
C1. Only one marker is permitted to guard the thrower within a three (3) meters of the thrower.
C2. No other defensive player may establish a defensive position within the three (3) meters of the pivot foot of the thrower, unless s/he is guarding another offensive player is the area.
C3. Should the thrower recognize a double team situation, s/he shall call out loud, "Double Team" play stops and the count reverts back two (2) seconds. Play resumes with a hand check and the defensive player moving out of the marker's zone.
C4. If a Receiver is within three meters of the thrower than a second Defensive Player within three meters of the Thrower is not in violation of double teaming the Thrower
| | 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 should be strictly avoided.
2. Every player (excluding the thrower) is entitled to occupy any position on the
field not occupied by an opposing player, provided that s/he does not cause personal contact in taking such a position.
3. Picks:
A. No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team; to do so is a pick.
B. For a pick to occur, the defensive player must be within five (5) yards of the offensive player that they are covering.
C. In the event of a pick, the obstructed player must immediately call "Pick" loudly; play stops, the stall count goes back to where it was at the time of the pick and play resumes with a hand check.
D. If a pick is called while the disc is in the air, the play is always completed.
D1. If the pass is completed, the disc goes back to the thrower, the stall count resumes where it was at the time of the pick call and play restarted with a hand check.
D2. If the pass is incomplete, the possession of the disc is a turnover at the point where the disc lands. The opposing team starts play with a ground check.
4. When the disc is in the air, players must play the disc, not their opponents.
5. The Principle of Verticality: All players have the right to the air space immediately above them. Thus, a player cannot prevent an opponent from making an attempt on a pass by placing their arms or any other part of their body above the opponent, which causes contact. Should this occur, the player restricting the vertical area is responsible for the foul
6. A player who has jumped is entitled to land at the same spot without hindrance by opponents. S/he may also land at another spot provided the landing spot was not already occupied at the time of take-off and the direct path between the take-off and landing spot was not already occupied.
| | XIX. PASSIVE OBSERVERS | |
1. Before any game, the two captains may ask for passive observers. In the sport of Beach Ultimate there shall be two (2) passive observers. They do not make calls on fouls or violations, but are used solely to make line calls. They are to be positioned on opposite sidelines, at opposite goal lines.
They may be asked to make a call if the opposing players cannot come to an
agreement of a disputed call.
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