Ultimate Rules Insights5/24/19
Ultimate Rules Insights
3. Stalling
- The marker must be within 3 metres to start stalling.
- If, at any point, the staller changes the stall count must restart from zero.
- Start the count by saying "Stalling".
- "One" should be called out at the end of the first second.
- If it is interrupted (e.g. timeout) the staller must loudly state the stall count.
- The thrower must know what the stall will restart on.
- The stall should continue from where it was interrupted with a “check” (see below).
What happens on a Stall out?
- If the thrower is still in possession at the start of the word "Ten" it is a stall out.
- On a "stall out" a turnover results, and play resumes with a check.
- If the marker does not wish to take the disc he/she restarts play by touching the disc (leaving it on the ground for a team mate to pick up) and shouting "in play".
What about a contested Stall out?
- If the thrower believes they released the disc before the start of the word "Ten" they should call "contested".
- If the pass was not completed (i.e. caught) then it is a turnover from where the disc lands. (A drop or an incomplete pass is a turn over whether you were stalled out or not)
- If the pass was completed then play stops and possession reverts back to the thrower, and after a check, the marker starts the stall count at eight.
What happens on a foul?
- When a foul is called play stops and restarts after a check.
- If the call was against the defence:
- Uncontested: Stall restarts at zero.
- Contested: If the stall was greater than 5, it restarts at 5.
If the stall was less than 5, it continues from where it was interrupted.
- If the call was against the offence:
- Stall continues from where it was interrupted.
What is a Fast Count?
- If the staller counts too fast the marker can shout "fast count".
- The first time this happens the staller simply goes back two and continues counting
- The second time results in a foul, play stops and the stall restarts at zero after a check.
What is a Double Team?
- If two, or more, defenders come within 3 metres of the thrower, the thrower should call "double team".
- The exception to this is when the second defender is marking (within 3metres) another offensive player.
- The first time this is called the staller simply goes back two and continues counting.
- The second time results in a foul, play stops and the stall restarts at zero after a check.
What is a Check?
- A "check" is when the thrower must wait for the marker to touch the disc into play.
- In some situations (e.g. from a brick or middle after a pull or if there is no marker after a timeout) a self-check can be done, by touching the disc to the ground.
When do I need to Check the disc in?
- As a general rule a check is required when play is stopped (e.g. foul or time out) and not on a turnover or when the disc goes out of play.
Please note these "Rules Insights" are based on the official WFDF Ultimate Rules 2001 ( these may differ from the UPA sanctioned rules (