Appendix A: WFDF Additional Championship Game Rules

Introduction

The intention of these rules is to provide additions to the basic rules to create a smooth-running, spectator-friendly, well-resourced elite sports event. Where there is a discrepancy between the Rules of Ultimate and the Appendix, the Appendix takes precedence. These rules set the standard for World Flying Disc Federation (WFDF) events, but should also guide best practice for non-WFDF events. Specifically, these rules should be applied at the following events:
   * World Ultimate and Guts Championships,
   * World Masters Ultimate Championships,
   * World Ultimate Club Championships,
   * World Masters Ultimate Club Championships,
   * Continental Championships (e.g. Pan-American Championships, Asia-Oceanic Championships, All Africa Championships),
   * The World Games (along with other changes as mandated by WFDF and/or IWGA event hosts),
   * World Under-24 Championships,
   * World Junior Ultimate Championships.
For non-WFDF events, a selection or modification of these rules may be added to the basic rules of play, according to the level of resources available and the standard of play. Basic modifications for a non-WFDF event may include:
   * playing surface,
   * number of players,
   * size of field,
   * length of game, and
   * field markings.

A1. Playing Field
A1.1.  The entire surface of the field of play must be one of the following:
A1.1.1. Grass
A1.1.2. Artificial grass
A1.2. Playing field dimensions:
A1.2.1. The playing field is one hundred (100) metres long by thirty-seven (37) metres wide.
A1.2.2. The central zone is sixty-four (64) metres long, and the two end zones are eighteen (18) metres deep at each end of the central zone. The brick marks are eighteen (18) metres from each goal line located midway between the sidelines.
A1.2.3. All lines must be between seventy-five (75) and one hundred and twenty (120) millimetres wide, and marked with a non-caustic material.
A1.3. A restraining line must be established a minimum of three (3) metres from the perimeter line.  All persons from the active teams must remain outside this line during play. A second restraining line must be established a minimum of two (2) meters from the first restraining line. These restraining lines may be increased by a WFDF Official at their discretion. All other persons, apart from permitted officials, and equipment must remain outside this line during play.
A1.3.1. Where a second restraining line is used, the distance for calling a sideline obstruction according to Rule 2.7 is increased from three (3) metres to five (5) metres.

Figure 1 Field diagram with restraining lines

A1.4. The minimum distance between adjacent fields must be three (3) metres.
A1.4.1. If the distance between adjacent fields is less than six (6) metres a maximum of two (2) non-players per team are allowed between the fields during play. No other persons or equipment, apart from permitted officials, are allowed between the two fields during play.
A1.5. A WFDF Official must approve in writing any reduction to the location of the restraining line, any further reduction to distance between two adjacent fields, or any reduction to the field size.
A1.6. To allow a field to fit in a smaller playing area an exemption may be requested to reduce the field size, with the minimum width being thirty-five (35) metres and the minimum length being ninety (90) metres. End zones and the brick mark location may be reduced to minimum size of sixteen (16) metres.
A1.7. WFDF Officials may require teams to limit the location of team members, Non-playing Team Support (NPTS), and equipment to specific areas, which could include a requirement to be only on one sideline or in a designated smaller area.
A1.7.1. Anyone who is not registered as a player or a NPTS, shall be deemed a spectator with restricted access rights.

A2. Equipment
A2.1. Discs:
A2.1.1. Only the Official Game Disc of the event may be used for play.
A2.1.2. The team in possession may choose to substitute a disc during play in the following situations:
A2.1.2.1. If the disc is out-of-bounds, and it will save time to substitute it. This must be clearly communicated to the opposition.
A2.1.2.2. During any stoppage, but only to replace a damaged disc.
A2.1.2.3. Between the end of a point and the next pull.
A2.1.3. Officials may hold spare Official Game Discs to be substituted in the above situations.

A3. Start of Game
A3.1. Team representatives will determine the order of initial choices by tossing two discs (the “toss”).
A3.2. One of the representatives will call “same” or “different”, while the discs are in the air.
A3.3. If both discs are facing up or both facing down, then “same” wins, otherwise “different” wins.
A3.4. The toss should happen on the field.
A3.5. The game clock will start at the scheduled time as signalled by a WFDF official.
A3.5.1. Alterations to the starting time may only be made at the discretion of a designated WFDF official.
A3.5.2. If, after the toss, the starting time is altered by more than fifteen (15) minutes, or the game is moved to a different field, the team that won the toss may change their initial choice. The opponent may then also change their choice as required. This must happen at least five (5) minutes before the revised starting time.

A4. Length of Game
A4.1. Target
A4.1.1. A team wins having reached the target of fifteen (15) goals.
A4.2. Time cap:
A4.2.1. The time cap occurs after one hundred (100) minutes of game time, if the target has not been reached.
A4.2.2. At time cap play continues until completion of the current point. If at the completion of the current point neither team has reached fifteen (15) goals, one (1) goal is added to the highest score to determine a time cap target. The game continues until a team wins by reaching the time cap target.
A4.2.3. The time cap does not affect the number of time-outs available for a team.
A4.3. Half Time:
A4.3.1. Half time occurs after the first team reaches the half time target of eight (8) goals.
A4.3.2. Half time lasts seven (7) minutes.
A4.3.2.1. After seven (7) minutes the timing for the start of the first point of the half begins, as per A5.4.
A4.3.2.2. If time cap occurs during the seven (7) minutes of half time, then the current point is deemed to already have been completed as per A4.2.2.
A4.4. Half Time Cap:
A4.4.1. The half time cap occurs after fifty five (55) minutes of game time, if the half time target has not been reached.
A4.4.2. At half time cap play continues until the completion of the current point. If at the completion of the current point neither team has reached eight (8) goals, one (1) goal is added to the highest score to determine a half time cap target. The game continues until a team reaches the half time cap target, and then half time occurs.
A4.4.3. The half time cap does not affect the number of time-outs available for a team.
A4.5. Time-outs:
A4.5.1. Each team may take two (2) time-outs per half. A time-out lasts seventy-five (75) seconds.
A4.6. The game clock does not stop for time between points, time-outs or half time, but does stop for Spirit Stoppages, and once an injury stoppage or technical stoppage has lasted more than two (2) minutes. The game clock must restart once play restarts.

A5. Time Limits
A5.1. A timekeeper must be appointed to monitor time and signal time warnings.
A5.2. The toss:
A5.2.1. Team captains must complete the toss at least five (5) minutes before the start of the game.
A5.2.2. If the toss hasn’t been completed, and one team’s captain isn’t present for the toss five (5) minutes before the start of the game, the captain in attendance will make both the choice of initial possession and the choice of which end they will defend.
A5.2.3. If neither captain is present, the first to arrive will have those choices.
A5.3. At the start of a half of play:
A5.3.1. The timekeeper will signal:
A5.3.1.1. Sixty (60) seconds prior to the start of a half.
A5.3.1.2. The start of a half.
A5.4. At the start of a point, and prior to the subsequent pull to begin play:
A5.4.1. Offence
A5.4.1.1. After forty-five (45) seconds from the start of a point all offensive players should stand with one foot on their defending goal line without changing position relative to one another, until the pull is released.
A5.4.1.2. The offensive team should ensure that the defensive team has an unobstructed view of the offensive players.
A5.4.1.3. The offensive team has sixty (60) seconds from the start of a point to signal readiness to receive the pull. The offence must be legally positioned and all non-players from the offensive team must be off the playing field before the offence can legally signal readiness.
A5.4.1.4. If the offence fails to legally signal readiness in time the opposition should call a “pre-pull time limit violation” and play must stop until both teams acknowledge the violation. This violation must be called prior to the pull.
A5.4.2. Defence
A5.4.2.1. The defensive team has seventy-five (75) seconds from the start of a point to pull the disc, or fifteen (15) seconds after the offense has legally signalled readiness, whichever is later.
A5.4.2.1.1. All non-players from the defensive team must be off the playing field before the pull is released. If non-players from the defensive team are not off the field, this is to be treated as an offside violation.
A5.4.2.2. If the defence fails to pull in time the opposition should call a “pre-pull time limit violation” and play must stop until both teams acknowledge the violation. This violation must be called prior to the pull.
A5.4.3. Mixed division
A5.4.3.1. In a mixed division, if applicable, the relevant team has fifteen (15) seconds from the start of a point to indicate whether it will play with four (4) females or four (4) males.
A5.4.3.2. The relevant team must indicate the gender mix (“four women” or “four men”) verbally and by using the appropriate hand signal.
A5.4.3.3. If the relevant team fails to indicate gender mix in time, the same gender mix as the previous point will be assumed, or, if at the start of a half, a gender mix of three (3) females and four (4) males will be assumed.
A5.4.4. The timekeeper will signal:
A5.4.4.1. In a mixed game, if applicable, fifteen (15) seconds after the start of the point (relevant team must indicate gender mix).
A5.4.4.2. Forty-five (45) seconds after the start of the point (15 second warning for offence).
A5.4.4.3. Sixty (60) seconds after the start of the point (15 second warning for defence).
A5.4.4.4. Seventy-five (75) seconds after the start of the point, or fifteen (15) seconds after the offense has legally signalled readiness, whichever is later (play must start).
A5.4.4.5. If a series of whistles are used to indicate the time limits, the time limit is not considered to have been reached until the first sound of the last whistle.
A5.4.5. Restarting play after a “pre-pull time limit violation”
A5.4.5.1. On the first instance of a “pre-pull time limit violation” for a team, or if the violation is contested, no penalties apply. The offence must signal readiness within fifteen (15) seconds of the violation call, and the pull must be released within thirty (30) seconds of the violation call, or fifteen (15) seconds after the offense has legally signalled readiness, whichever is later.
A5.4.5.2. For any subsequent accepted “pre-pull time violation” for a team, the infringing team must take a time-out. Play must resume according to A5.6.  However, if the infringing team has no time-outs left:
A5.4.5.2.1. If the offence is the infringing team, the pull occurs as usual, and then the thrower must establish a pivot point as per 7.9, 7.10. 7.11 or 7.12 and then play restarts as soon as possible as if a time-out had been called at that spot (unless 7.8 applies).
A5.4.5.2.2. If the defence is the infringing team, the pull occurs as usual and then the receiving team may let the disc hit the ground untouched and then choose to treat it as if a brick had been called and restart play at the brick mark. No check is required.
A5.4.6. If the pull is to be repeated, including for a contested offside violation, or is delayed due to a time limit violation:
A5.4.6.1. Substitutions are not permitted, unless in accordance with rule 19.1.
A5.4.6.2. Time-outs are not permitted.
A5.4.6.3. The offence must signal readiness within fifteen (15) seconds of the violation call, and the pull must be released within thirty (30) seconds, or fifteen (15) seconds after the offense has legally signalled readiness, whichever is later.
A5.5. At the end of a time-out taken after a pull and before the point finishes:
A5.5.1. The offence has seventy-five (75) seconds from when they call a time-out to establish a stationary position and be ready to resume play.
A5.5.1.1. If the offence is not ready to resume play, the defence may announce “delay of game” and, if the delay continues, the defence may call a violation. After the violation call, the thrower must establish possession at the correct spot, and all other offence players must stop moving and remain at that location until the disc is checked in. The defence can continue moving until the disc is to be check in.
A5.5.2. The defence must check the disc in within ninety (90) seconds after the start of the time-out, or fifteen (15) seconds after all offensive players have established their position, whichever is later.
A5.5.2.1. If the defence has not checked the disc in, the offence may announce “delay of game” and, if the delay continues, the offence may call a violation. After the violation call the defence must stop moving and remain at that location until the disc is checked in.
A5.5.3. The time keeper will signal:
A5.5.3.1. Forty-five (45) seconds after the start of the time-out (30 second warning for offence).
A5.5.3.2. Sixty (60) seconds after the start of the time-out (15 second warning for offence).
A5.5.3.3. Seventy-five (75) seconds after the start of the time-out (15 second warning for defence).
A5.5.3.4. Ninety (90) seconds after the start of the time-out, or fifteen (15) seconds after all offensive players have established their position, whichever is later (play must start).
A5.6. At the end of a time-out taken after the start of a point and before the pull:
A5.6.1. The time-out adds seventy-five (75) seconds to the time allowed between the start of the point and the pull.
A5.6.2. After seventy-five (75) seconds from the start of the point, the timekeeper will signal the end of the time-out, and the time limits and signals as for A5.4 will commence.
A5.7. After play has stopped for a call or discussion:
A5.7.1. After fifteen (15) seconds, if the issue is not resolved, the captains will step in.
A5.7.2. After forty-five (45) seconds, if the issue is not resolved, the play will be considered contested. The disc must be returned to the last non-disputed thrower.
A5.7.2.1. If there is a significant language barrier between the two teams, a WFDF official may allow an additional fifteen (15) seconds to resolve issues and to restart play.
A5.7.3. After one (1) minute play must be restarted.
A5.7.4. The timekeeper will signal forty-five (45) seconds after play stopped, and will repeat the signal every fifteen (15) seconds if play has not restarted.
A5.8. After a turnover, and after the pull:
A5.8.1. After a turnover where the disc comes to rest on the central zone, and the pivot is to be established at that same spot, a member of the team becoming offense must put the disc into play within ten (10) seconds after it comes to rest, or after the check (if required). To enforce this rule, the defence must give audible warnings of ten (10) and five (5) seconds. After ten (10) seconds elapse after the first warning, a defensive player within three meters of the disc may announce “disc in” and then initiate and continue the stall count without acknowledgement by the opposing team.
A5.8.2. After any other turnover situation not described in A5.8.1, or after any pull, a member of the team becoming offense must put the disc into play within twenty (20) seconds after it comes to rest, or after the check (if required).
A5.8.2.1. If the disc is not reasonably retrievable within twenty (20) seconds (e.g., far out-of-bounds or through a crowd), the player retrieving it may request another disc and any delay or pre-stall count is suspended until the offensive player receives the new disc.
A5.8.2.2. If the disc is in the end zone, after twenty (20) seconds elapse, a defensive player within three (3) meters of the disc may announce “disc in”, and then initiate and continue the stall count without acknowledgement by the opposing team, but only if a defensive player has given audible warnings of twenty (20), ten (10), and five (5) seconds.
A5.8.2.3. If the disc is out-of-bounds, after twenty (20) seconds elapse, a defensive player within three (3) meters of the spot the disc is to be put into play may announce “disc in”, and then initiate and continue the stall count without acknowledgement by the opposing team, but only if a defensive player has given audible warnings of twenty (20), ten (10), and five (5) seconds.
A5.9. If an injury stoppage is called whilst a time limit is in place, the time limit shall be paused while the injury is addressed or until the injured player is removed from the playing field.
A5.10. The preferred method of signalling by a timekeeper should be the use of a whistle, possibly assisted by verbal information and hand signals, following procedures outlined in the WFDF Tournament Director’s Manual.
A5.11. If a team chooses to assess a time violation, they must call “violation” and should use Hand Signal No. 14.

A6. Mixed Division
A6.1. Events must specify which of the following ratio rules will be used to determine if points are played with a ratio of four (4) females and 3 (three) males, or with a ratio of three (3) females and four (4) males.
A6.1.1. Ratio Rule A will be used for all WFDF Events (including all National Events, Club Events, Continental Events, and Age Specific Events).
A6.2. Ratio Rule A (“prescribed ratio” rule):
A6.2.1. At the start of the game, after the first disc flip, an additional disc flip happens with the winner selecting the gender ratio for the first point. For the second and third points the ratio must be the reverse of the first point. For the fourth and fifth points the ratio must be the same as the first point. This pattern of alternating the ratio every two points repeats until the end of the game (half time has no impact on the pattern).     
A6.3. Ratio Rule B (“end zone decides” rule):
A6.3.1. At the start of the game, after the first disc flip, an additional disc flip happens with the winner selecting which end zone is “End zone A”, with the other end zone becoming “End zone B”.  At the start of each point the Team that is at End zone A must choose the gender ratio. This process applies for the first half. For the second half, at the start of each point the Team that is at End zone B must choose the gender ratio.
A6.4. Upon request by the opposing team captain, offensive players should await the pull, after signalling readiness, in such a way that the defence can easily determine gender matchups.

A7. Teams
A7.1. A team must have one designated team captain and one designated spirit captain per game.
A7.1.1. The team captain is a team member, who is eligible to participate in the game, and has been designated to represent the team in decision-making on behalf of the team before, during, and after a game.
A7.1.2. The spirit captain is a team member, who is eligible to participate in the game, and has been designated to address, discuss, and resolve spirit issues at any point throughout the competition with opponents, teammates, coaches, and game or event officials.
A7.2. A team may have a coach or coaches to assist their team.  Coaches are people who are not eligible to participate in the game and are considered to be Non-playing Team Support. If a team has more than one (1) coach, they must have one (1) designated coach per game to represent the team in decision-making on behalf of the team before, during, and after a game. All coaches are expected to abide by the Spirit of the Game.
A7.3. A team must have seven (7) players available for every point. A team in the mixed division must have four (4) female and four (4) male players available for every point.
A7.3.1. If a team does not fulfil the requirements of A7.1 they must lose a time-out, and the start of the point will be delayed for seventy-five (75) seconds.
A7.3.2. If the team has no time-outs left, their opposition must be awarded a goal, and the start of the point will be delayed for seventy-five (75) seconds.
A7.3.3. If neither team fulfils the requirements of A7.1 both teams must be penalised as stated in A7.3.1, until one team fulfils the requirements of A7.1 or until A7.3.4 applies.
A7.3.4. If a team has not met the requirements of A7.1 up to twenty (20) minutes after the start of a game or a point, they must forfeit the game.
A7.3.5. A team that forfeits will record a loss in addition to the forfeit, the opposition will record a win. No score will be recorded for the game.
A7.3.6. If both teams forfeit, both teams will record a loss for the game.
A7.4. If a point has commenced and a team does not have exactly seven (7) people playing the point, or does not have the correct gender ratio, then the opposition may call a violation and stop play, or the infringing team may use a time-out to address the issue (as per Rule 20.4).
A7.4.1. The infringing team must choose which of their player(s) will be removed/added. If players are being added, the opposition may make the same number of substitutions to their team.
A7.4.2. If a violation is called, the opposition must choose either to restart play as if a time-out had been called (as per Rule 20.3), or to restart the point.
A7.4.3. If a violation of A7.4 is called after a goal has been scored and prior to the ensuing pull, the opposition may choose to nullify the goal and restart the point.

A8. Language
A8.1. The stall count and all calls must be in English.
A8.1.1. Players who have significant difficulty communicating verbally must ensure team captains discuss appropriate alternatives prior to the start of the game.

A9. Competitive Play
A9.1. During any given point, the players involved must endeavour to score the point and/or prevent the opponent from scoring.
A9.2. If a breach of A9.1 occurs, this must be reported to a member of the Tournament Rules Group.

A10. Advice From Non-players
A10.1. During any stoppage, if it is practical to do so, a team’s captain, spirit captain, or coach, may enter the field, without being asked, to encourage a player from their own team to change a call. However this may only occur if the outcome will be to the detriment of their own team.
A10.2. Teams may use a non-player as a translator to assist in communication during a stoppage. Translators should act in good faith to translate as accurately as possible. People who are translating should clearly announce to both teams when they are translating and when they are instead providing advice on a call. The time limits detailed in section A5.7.2.1 will apply if a translator is being used for a discussion.

A11. Use of Technology
A11.1. Players may view photographic or video footage of a call if it is available. However play may not be unreasonably delayed for this purpose.
A11.1.1. If team members on the sideline are providing advice based on photographic or video footage, they must only provide that advice if asked (unless A10.1 applies), and only if the outcome will be to the detriment of their own team. If a team member has advice based on photographic or video footage that would benefit their own team, they should discuss this with opposition team members on the sideline, or invite the players involved to view the footage themselves.
A11.2. Players must not use any form of electronic communication devices to communicate with other players or team members.

A12. Foul and Violation Calls
A12.1. A game that involves a significant number of calls, especially when these remain disputed, should be brought to the attention of the Tournament Technical Director or the Tournament Rules Group (TRG) by a captain or game official as soon as possible. The TRG determines whether further action should be taken against teams or individuals.
A12.2. If there are repeated Dangerous Plays from a team, or there is an egregious Dangerous Play, team Captains and Spirit Captains should meet to discuss how to address this. This could include:
A12.2.1. Calling a Spirit Stoppage.
A12.2.2. Discussing options for avoiding future Dangerous Plays.
A12.2.3. Changing the outcome of a play, even if that outcome is not in accordance with a specific rule.
A12.2.4. Not allowing the relevant player/s to continue playing that game.
A12.2.5. Contacting a member of the Tournament Rules Group (TRG) to request that a WFDF Official or TRG member attend the remainder of the game.

A13. Spirit Stoppage
A13.1. If a team’s captain, spirit captain, a designated WFDF Official, or TRG member, believes that either or both teams are failing to follow the Spirit of the Game (SOTG), they may call a “Spirit Stoppage”.  This can only be called:
A13.1.1. After a call which stops the play or any other stoppage, prior to the disc being checked in.
A13.1.2. After the start of a point and prior to the ensuing pull.
A13.2.  During this stoppage, neither team may engage in tactical discussions.  All team members of both teams should form one “spirit circle” in the middle of the field.
A13.3. Separately from the spirit circle, the two opposing team captains and spirit captains must discuss all current issues with adherence to SOTG, determine actions to rectify those issues, and then convey the agreement to the spirit circle.
A13.4. Spirit Stoppages do not affect, nor are they affected by, the number of time-outs available.
A13.5. Time taken for a Spirit Stoppage will be added to the game time to determine time caps for the game.  The person who initiated the Stoppage will convey the start and end of the Stoppage to game officials for time-keeping purposes.
A13.6. After a Spirit Stoppage called during play, players must return to the approximate positions they held prior to the Spirit Stoppage being called.

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