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ULTIMATE PLAYERS ASSOCIATION
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Observers Manual
Download PDF version of the manual

Copyright 2008 Ultimate Players Association

TABLE OF CONTENTS
I. Introduction
      - Observers and the UPA
II. Principles of Observing
      - Observer Code of Conduct
      - Rules
      - Active vs. Inactive Calls
      - On-Field Authority
      - Observer-Player Interaction
      - When to Intervene
      - The "Do-Over"
      - Justice
      - Consistency and Best Judgment
      - Professionalism
III. Common Situations
      - Off-sides
      - Sideline Catches
      - Goals
      - Thrower/Marker Fouls
      - Travels
      - Fast Count/Contested Stalls
      - Receiving/Defending Hucks
      - Strip Fouls
      - Picks
      - Disc Up/Down
      - Sample Pre-Game Reminder to Teams
IV. Time Limits
V. Personnel
VI. Equipment
VII. Observing Systems
      - One Observer System
      - Two Observers System
      - Four Observer System
VIII. Player Misconduct
      - TMFs, PMFs, Ejections
      - Behavior warranting sactions
      - Implementation
IX. Instructions for Linespersons
      - Active Calls
      - Inactive Calls
      - Tips
X. Appendices
      - Appendix 1: Guide to Time-Keeping
      - Appendix 2: Observer Hand Signals
      - Appendix 3: Game Scoresheet

 



I - INTRODUCTION

The most important aspect differentiating Ultimate from other sports is summarized in the following excerpt from the Introduction to the 11th Edition of the Rules:

I.B. Spirit of the Game: Ultimate relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. Protection of these vital elements serves to eliminate unsportsmanlike conduct from the Ultimate field. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions or other “win-at-all-costs” behavior are contrary to the spirit of the game and must be avoided by all players.

It is a tribute to those who play Ultimate that nothing more than the mutual obligation to adhere to these principles serves to maintain compliance with the rules of the game, and to resolve disputes that may arise, in the overwhelming majority of contests at virtually all levels of competition. However, it is fairly well settled that some form of third party judging or appeal process is necessary in at least the most competitive tournament situations where the stakes may be significant. This is especially true when the speed and intensity of play is such that competing players often are not in a position to see, nor are they primarily focused on, all of the critical events that may lead to a dispute or uncertainty about a particular play or its outcome. In these cases, the participation of trained Observers who can evaluate certain aspects of play and assist the players in resolving disputes expeditiously can significantly improve the game experience for both the players and spectators.  

Observers initially were used sparingly and their role first was envisioned as being totally passive. The Observer program became somewhat more formalized after UPA Club Nationals in 1987, where it became evident to many that Observers would have to become a bit more active in certain capacities (despite protests of those who argued that such a move would be contrary to the Spirit of the Game). With the understanding that Observers’ roles would be better defined, an official Certified Observers Pool (“COP”) was established – the program was guided into existence by Robert “Nob” Rauch, and Mark Dixon was appointed the first head of the COP.

In ensuing years, the COP program was refined in response to changes in play and players’ expectations. Over time, Observers became requested more often at important tournaments, and Observer involvement became more active, though not nearly to the level of referees in most sports. The UPA continues to examine the philosophical ramifications of more active Observers and the use of different rule sets for different levels of play (including the limited use of penalties). As a result of the UPA having sanctioned the use of different rule sets since 1999(1), the role of Observers has taken a variety of forms.  However, under the 11th Edition and various supplemental rule sets, Observers have been allowed and/or mandated with a more active role.

This Manual describes how Observers are to conduct themselves and be involved in the game, and outlines UPA-recommended principles and methods for observing, both generally and with respect to specific situations. The purpose of this Manual is to ensure consistency and quality in the way that games are observed, both of which are crucial to maximizing the benefit that the Observer program can provide to those who play Ultimate.  

Observers can provide a useful benefit for a number of reasons. In the heat of competition, the players involved in a play are not always certain about exactly what happened, nor do they always have a clear view of what occurred. Even though they may try their best to make the correct call, it can be difficult for them to know what actually transpired, especially when fatigued in the midst of hard-fought, competitive play. Also, certain players who are consistently overaggressive in their play and commit an excessive number of fouls and violations gain an advantage without any necessarily deliberate action. Such players often do not recognize that their behavior is out of line, resulting in long disputes. Additionally, Observers are better able to keep track of objective game limits related to both time and space; i.e., because Observers are not playing, they can better focus on time limits and line calls. In sum, Observers can help speed up the game, while supplying an objective perspective when necessary to resolve player disputes.

Observers and the UPA

Board Policies.  The following UPA Policy on Observers and Referees was adopted by the Executive Committee of the UPA’s Board of Directors on August 8, 2003:

    In line with its previous statements, the UPA endorses the use of Observers in Ultimate but does not endorse the use of Referees.
    The primary difference between Observers and Referees is that Observers shall not make active foul and violation calls of a subjective nature, while Referees are empowered to make any call authorized in the rules, bylaws, officiating guide, or any set of tournament ground rules. Observers are allowed to resolve disputes on foul and violation calls if requested to do so by the players or event organizers. It is permissible but not required for Observers to be allowed to make active calls on conduct issues and objective matters in the rules, including but not limited to time violations where the disc is not in play and boundary decisions.
    Observers have the responsibility to uphold the Spirit of the Game to the players on the field. While Observers can provide a neutral perspective for dispute resolution or calls of an objective nature, the primary responsibility for the integrity of Ultimate and the Spirit of the Game remains with the players.


Observer Committee. 
This committee exists within the UPA to determine official UPA guidelines for observing, including current standards for UPA competition, and training materials and methods. The Observers Committee consists of seven active members, including a chairperson, a UPA staff liaison, plus the UPA’s national division directors.

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II - PRINCIPLES OF OBSERVING

The essential aspects of being a good Observer are outlined in the Observer Code of Conduct:

OBSERVER CODE OF CONDUCT

1. Spirit of the Game.  Helping players adhere to the Spirit of the Game is the paramount consideration in being an Observer.

2. The Game Belongs to the Players.  Managing and conducting the game is primarily the players’ responsibility, and the outcome of a game should be decided by their actions, not those of Observers. An Observer’s role is not to affect the outcome or dictate the course of the game, but to assist the players in following the rules and to help resolve disputes where necessary. Thus, except where Observers are specifically directed to decide a matter by applicable event rules, such as ruling on conduct issues and objective (e.g., time, boundary) limits, all calls and play stoppages are initiated by the players. Likewise, if there is a reasonable chance that the players may be able to quickly resolve a dispute on their own, they should be afforded the opportunity to do so before an Observer intervenes.

3. Instill Sportsmanship.  Observers should assist players in creating an environment that fosters sportsmanship and respect towards teammates and opponents. While the game should remain in the players’ hands to the greatest extent possible, Observers should strive to inform players when their actions or manner of treating others during play are inconsistent with the mutual respect dictated by the Spirit of the Game. Performing this function serves to maintain integrity among players familiar with Ultimate and to introduce newer players to the unique spirit with which Ultimate is played.

4. Professionalism.  Observers should approach their role and conduct themselves with the utmost professionalism. This includes treating players, coaches and spectators with mutual respect, being as prepared as possible – both mentally and physically – to perform their duties, and making every effort to position themselves properly and make the best judgments possible at all times. Observers should make every attempt to improve their observing skills, both individually and in conjunction with their fellow officials, in an effort to do the best job that they can for the players.


Rules.  This Manual assumes that Observers know the 11th Edition Rules of Ultimate, and any modifications in effect for the game or tournament being observed. Thus it contains few references to, or verbatim repetitions of, specific sections of the rules. The purpose of this Manual is to serve as a guide beyond the rules – a tool for implementing, not learning, the rules. It is imperative that Observers be well-versed in the rules themselves, and that their rulings are supported by those rules. Consulting the rulebook during a game is acceptable, if that is what is necessary in order to rule correctly. Making a ruling that is not in accord with the rules is one of the quickest ways to lose the respect that an Observer needs. Complex game situations occasionally arise that test even experienced Observers, but a thorough understanding of the rules and how to apply them allows an Observer the best chance of successfully resolving those situations.


Active vs. Inactive Calls.  In general, line calls are active, including in/out-of-bounds, goal/no goal, and off-sides. Time limits also are called and announced actively, and Observers may stop play if appropriate to handle conduct issues. All other calls, such as fouls and violations, are not active; i.e., an Observer does not render an opinion unless requested or unless the players involved can not agree on the outcome. Note that Observers do not make active up/down calls (whether the disc touched the ground before being caught), but they should be prepared to make that ruling if a dispute arises.

Active calls are indicated with a hand signal, and the Observer should verbally announce the call loudly enough so that impacted players are aware of it (this may require yelling in certain situations). While it is the players’ responsibility to check the indication, the Observer should do everything possible to minimize confusion and assist the players in knowing the call. After making a ruling, other hand signals may be appropriate for spectators, sidelines and players not involved in the dispute. Hand signals are described in Appendix 2.

An active call should be made by the Observer with the best view (typically, the one closest to the action), and it is important for Observers to communicate with each other and make every attempt to avoid issuing conflicting calls. If conflicting calls are made, the Observer with the best view reigns; if views are roughly equal, the disc goes back to thrower (as if there were no Observers). If an Observer indicates in-bounds and there are no other issues, play continues uninterrupted. If out-of-bounds is indicated, it is a turnover (barring other calls) and the defense immediately takes possession.

For calls that are not active, the Observer should not offer information or make calls for the players. Thus, it is crucial that an Observer always ask players what the call was before making a ruling. It is not appropriate to say, “no foul, but there was a travel” or the like. Except as discussed below in this Manual regarding stalls and strip/foul calls, Observers should rule only on the call actually made.


On-Field Authority.  Depending on the system in use and personnel available, an Observer may work a game alone or with other Observers and/or linespersons. The roles of the various officials are defined in the descriptions of each observing system. Generally, the Observer closest to the play will make the call. If the closest Observer cannot make the call, s/he can consult other Observers or linespersons. An official further from the play can indicate that s/he has a call (if needed) by putting both hands on top of his/her head. It is the responsibility of the closer official to look to the others for help and long trips to consult with other officials should be kept to an absolute minimum.

If an Observer who is not nearest the play disagrees with the call made, s/he should not indicate the disagreement verbally or otherwise. After the play, s/he can privately discuss the call with the Observer who made it. The Head Observer has the final authority on all calls and can overrule another Observer’s call, but only where the Head Observer is absolutely certain that s/he is correct. An Observer who is not making a call should avoid making any affirmative or negative signals (e.g., shaking or nodding your head), since such signals might seem to indicate agreement/disagreement with calls made by players or other Observers. When discussing calls with other Observers, be sure to be well-separated from all players, so that they cannot ascertain the decision in advance (and, thus, whether it is advantageous to request Observer intervention).

It can be helpful to discuss “non-calls” with the other Observers during breaks in the action, such as how they saw the play, even if the players have agreed amongst themselves without Observer intervention. Such consultations help to hone skills and see how others view the same situation. Keep these discussions private, however. While there still may be differences in how two people view the same play, discussions can lead to more consistency among Observers.


Observer-Player Interaction.  As Ultimate is a player-controlled game, Observers should strive to stay detached from the players. Ideally, rulings are given succinctly, without long discussions or explanations; it is preferable to merely state who has the disc and what is about to happen (e.g., “Red’s disc here with the count at zero.”). Once an Observer makes a decision, there is no further argument and play resumes according to the ruling, after a check. An Observer should not discuss what would have happened if such and such had occurred, or how s/he would have ruled on a situation where no call was made. This keeps the game under the players’ control, helps avoid tipping the Observer’s hand on future rulings, and averts discussion about calls that were not even at issue.

Observers should not get drawn into player arguments. Converting an argument from one between players to one between Observers and players is counterproductive to keeping the game moving. By requesting Observer intervention, a player implicitly agrees that s/he will abide by the Observer’s call, even if s/he disagrees. Serious verbal or physical abuse is a conduct issue and Observers should not respond in kind.


When to Intervene.  As the name implies, Observers watch the game – closely. If players can quickly resolve calls on their own, an Observer need not make a ruling. However, when a call is made and contested, the nearest Observer should be ready to rule if the players do not agree on an outcome within ~20 seconds. If the closest Observer did not have a clear view, s/he should use this time to quickly confer with other crew members in order to be ready.

Either player involved in a dispute can request Observer intervention. It does not require agreement between the players, nor does either captain need to be involved or consulted. If one player requests Observer intervention and the other player wants to discuss the matter, the Observer may give them a short time to work it out themselves, if it appears that this may be fruitful. If such a discussion initially appears to have promise but starts taking too long, the Observer should indicate to the players that they need to decide quickly or the Observer will make a ruling. If both players come to an Observer immediately without trying to work out a dispute themselves, the Observer may ask them to at least make an attempt. Where it is obvious that the players will not agree, the Observer can and should directly make a ruling.


The “Do-Over.”  Players may agree on their own to a do-over, and the Observer should respect this decision regardless of his/her opinion on the call. If an Observer is asked for a ruling, s/he may decide between the two opposing views or may send the disc back to the thrower. In order to make a ruling, an Observer is required to be at least 90% sure that s/he saw the play correctly. If no member of the crew has this level of confidence about a particular play or situation, the disc should be sent back to the thrower. Before implementing a do-over, however, an Observer should quickly check with other crew members to see if one of them can make the call. If members of the crew are repeatedly caught out of position to see plays clearly, due to a lack of hustle, this reflects poorly on them as Observers. However, if the crew is in position and watching carefully but is still unsure about what transpired (e.g., 3 or more people went up for a disc and the extent of contact between all of them was unclear), it is completely acceptable (and preferable) to do the play over again.


Justice.  An Observer’s job is not to render justice. On occasion, the players will agree on the “wrong” solution (i.e., the Observer may feel that their decision – perhaps a do-over – is not supported by what actually occurred). In this case, the Observer should not intervene or suggest an opinion. It is preferable for players settle matters amongst themselves rather than have a non-player make a ruling. An Observer should not attempt to equalize games or right past wrongs, but should make each call based upon what is seen and the applicable rule(s), and should not take into account what may have happened on a previous play or the reputations of the players involved. Also, Observers are not there to negotiate settlements between arguing players. Once an Observer’s ruling is requested, s/he is the sole arbiter.


Consistency and Best Judgment.  Observers should strive to be consistent in rulings on fouls and violations (including timing and lines), both within a particular crew and between different crews at the same tournament. Two neutral parties can see the same play from the same perspective and still come to different conclusions about it. However, players rightfully expect some consistency. Given the same circumstances, rulings should be similar, both from the same Observer and from different Observers.

There is a tacit assumption that an Observer will use his/her best judgment in making any call. It is often difficult to be absolutely sure that the call is correct, and there will be occasions where an Observer is wrong. That comes with the territory. If everything were cut and dried, players wouldn’t ask for a ruling in the first place. There also are times when a call will not be popular – on most calls, the best that one can hope for is that half of the players agree. Among the things that an Observer can do are know the rules thoroughly, expend the utmost effort to be in the best position to make calls, and be fair and respectful to all players and their coaches and fans. There always will be situations where an Observer, much as the umpire or referee in any sport, is questioned, sometimes rightfully and sometimes not. Knowledge of the rules and the guidelines in this Manual can help to minimize such situations.


Professionalism.  Observers should conduct themselves in a professional manner at all times. This includes arriving at the field early enough to speak with both captains if necessary and preparing adequately for the game. Wearing cleats is a must – good observing requires constant running and frequent changes of direction. Pre-game stretching is also recommended. Extra game discs (if available) should be kept handy in case of a damaged disc or a turnover far out-of-bounds.

Because Observers may be on the playing field, it is of utmost importance to try and avoid interfering with the players or the flight of the disc. Remember that Observers are obstacles on the field, and that if the disc hits an Observer and is not caught by an offensive player, it is a turnover. Observers should always be cognizant of where players are where they may be moving toward. This requires attention to the style of defense being played (zone or man) and an awareness of the tendencies and particular skills of both throwers and receivers. Stepping off of the playing field often is necessary.

Observers should always be aware of the game score, the number of time-outs each team has left, and how any cap times will affect the game. It can be helpful to remind players that each point begins immediately after the preceding score.

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III - COMMON CALLS

Below are points to keep in mind about situations commonly requiring attention and often a ruling. Note that, while Observers can empower experienced linespersons to make calls where they have a good perspective, Observers usually make the majority of calls. If there is a linesperson with whom an Observer feels comfortable making calls, the Observer should have the linesperson signal (hand on top of head) when the linesperson feels that s/he can make a ruling on a contested call. If an Observer had inferior position, or was watching other players, s/he should get the linesperson’s opinion privately before making a call.


Off-sides.  With more than one person in the crew, off-sides is easily monitored. For the receiving team, the best vantage is usually several steps behind the goal line, so you can simultaneously watch the pull and the movements of the players. With the pulling team, the Observer should stand even with the goal line. In the 11th Edition Rules, pulling team members may not cross the vertical plane of the goal line, and receiving team members must have one foot on the goal line, until the pull is released. Off-sides should be called for every violation but it is important to be consistent, and Observers should pro-actively give informal verbal warnings and make every effort to prevent multiple violations and keep the game moving. If off-sides is called, the Observer should signal with raised, crossed arms and verbally echo the call to the teams so that play stops quickly.


Sideline Catches.  Observers should position themselves so they can see the line and the receiver’s hands and feet at the same time. Otherwise, the catch should be confirmed first, and then the feet scanned for position. If the disc is close to a boundary line, be sure to watch the take off foot of any player attempting a “greatest,” and watch closely to see which foot (or other body part) makes the first ground contact and when that occurs, relative to the throw. Force-out fouls are now an active call – if the disc is caught out-of-bounds and the Observer sees a force-out, s/he should first signal out-of-bounds as usual, immediately followed by a pushing motion with both palms out towards the out-of-bounds area. When this occurs, play stops and resumes with a check.


Goals.  Keep in mind, and stress to your fellow Observers and linespersons, the importance of scoring calls. The official responsible for the end zone being attacked should stay downfield of the offense.  When a catch is made near the goal line, initially indicate only whether the receiver is in/out of the end zone; do not indicate a goal until it is clear that no call negates the score. Note that when a player is ruled in the end zone (with no outstanding calls), the point is over, even if that player does not realize and throws a subsequent incompletion. In these cases, the Observer is considered to have “best perspective.”


Thrower/Marker Fouls.  Marking fouls often are disputed, particularly when the count gets high and there is more frenzied action by both players. If the marker is jumping back and forth to deny all throws, resultant contact almost always is considered a foul on the marker, as is contact resulting from both the marker and the thrower vying for the same unoccupied position. However, if the marker establishes a legal position, it is a foul on the thrower to pivot into the marker’s body. If there is contact between the thrower and a marker's extended arms or legs, this is almost always a foul on the marker; the only time this would be considered a foul on the thrower is if the marker's extremeties were not only in legal marking position but also completely stationary. For every throw that results in contact, the Observer should determine:

1) Was the marker in a legal position to begin with? (If a marker is not giving disc space it is always a foul on the marker, unless it's a dangerous play by the thrower.)
2) Was the contact with the marker's body, or arms/legs?
3) If the contact was with the marker's body, was the marker moving over to prevent the throw, or did the marker already occupy that position before the contact?

Also, in games without an Observer, a thrower who feels that s/he is being fouled often will call foul and throw the disc downfield, knowing that even if the pass is intercepted or not caught, the disc will come back to the thrower whether or not the call is contested.  With an Observer, if the call is contested and the Observer supports the contest, it is a turnover, with play resuming where the disc lands or is intercepted.  Consider mentioning this to experienced players before the game.


Travels.  Watch the thrower’s feet carefully until the disc is released. After the throw, immediately scan downfield, so that if a travel is called, players can be directed back to the positions that they occupied at the time of the call. Pay special attention to defenders who are well away from the receivers who they are supposed to be covering, in case players ask for assistance in re-positioning. There are several situations which may prompt travel calls: putting the disc in play in the wrong location, failure of the thrower to touch the disc to the ground, throwing while running, and moving the pivot during the throw.

    Incorrect location – Know the correct spot where the disc should be put into play. Note if the thrower’s pivot is correctly positioned once the disc is in play.

    Absence of ground touch – Any time a player has possession of the disc but may not make a legal pass (e.g., walking an out-of-bounds pull to the brick mark or returning to the sideline after catching a disc and then going out-of-bounds) the thrower must touch the disc to the ground before putting the disc into play.

    Throwing while running – Count ground contacts as soon as a catch is made (if a player has contact with the ground while catching, count the next ground contact as the first one). Watch to see if the thrower then accelerates in any direction. If the thrower releases the disc before the third ground contact, and does not change direction or accelerate, it is not a travel.

    Pivot moves during throw – Be in position to see the thrower’s feet and note if the pivot moves before the disc is released. Note that some players have a very quick throwing motion and first step.


Fast count/contested stalls.  Listen carefully to the stall count (and monitor with hand counts if need be) to determine whether the count speed is reasonable, and note if the count accelerates at the end. If a stall is contested, the Observer should rule to ensure the correct outcome, whatever the thrower’s reason for the contest. That is, a stall can be overturned for either the count being too fast or the throw being released before the first utterance of “ten,” regardless of the specific call made by the thrower.


Receiving/defending hucks.  Deep throws sometimes float into areas where multiple players simultaneously are vying for the disc. Run downfield, watching any receivers and defenders for early interference fouls, such as trips, tackles or blatant blocking out with the elbows. Often when players are chasing a floating disc, one or more players may trip, and multiple fouls may be called. On any huck, the downfield Observer should quickly determine the likely path of the disc and then concentrate on watching the players. Especially relevant is whether (1) one player is pushing another with his/her hands, (2) there is an obvious sweep across a player’s hands, (3) one player tackles another, or (4) one player uses another to assist in a leap. Unless this sort of activity is taking place, “boxing out” or similar incidental contact should not be ruled a foul. Keep in mind that, when adjacent players simultaneously vie for the same position, the contact generally is considered incidental.

If no Observer or linesperson had a good view of a play of this kind, for example due to a big pile of players going up at once, or offsetting fouls, the disc should be sent back to the thrower. On throws into the end zone, Observers should get as close to the play as possible without interfering with the players and always be prepared for the disc to be tipped in another direction until possession is firmly established. Contact initiated by a defender after s/he touches the disc is not a foul, unless the end result is dangerous play (e.g., offensive player is hit hard or tackled), or the contact prevented the receiver from making a subsequent play on the disc. Remember that, even if the thrower travels, downfield events can impact possession.


Strip fouls.  To establish possession, a player must have both sustained contact with and control of a non-spinning disc. If the disc is still spinning, even slightly, or if the receiver does not have sustained contact or control, and the defender knocks it away, it is not a strip. Under the 11th Edition Rules, a strip is a type of foul – play stops and restarts with a check, unless an uncontested (or upheld) strip call occurs in the end zone, in which case the result is a goal. Note that a player calling "strip" is implying that s/he had possession of the disc and whatever contact occurred (i.e.whether the opponent hit the disc itself or some part of the player) caused him/her to lose possession. If this is indeed what the Observer saw, then the disc should be awarded to the player making the call (in that player's end zone of attack this results in a goal), regardless of whether the player calls "strip" or "foul". However, in cases where possession is not yet established (e.g. a foul occurring on a reception), a player only calling "strip" should not be awarded the disc, even if the Observer saw that the player was fouled on the attempt.


Picks.  A defender must be within three meters (approximately 10 feet) of the person s/he is covering to call a legitimate pick. Feel free to consult a linesperson, who may have been in better position downfield to rule on the pick. Because picks often happen away from the disc and the primary cutters, Observers and linespersons may not see the play. In these cases, it is perfectly acceptable to so indicate and defer to the standard rules for continuing play after a pick call. Remember that a picked defender may recover only the relative position lost due to the pick. Even if a pick did occur, the Observer can rule that the disc stays with the receiver, if the Observer feels that the picked defender could not have made a play on the disc absent the pick.


Disc up/down.  While this is not an active call, it often is the subject of dispute and the Observer may be asked for a ruling. Making this call accurately nearly always requires the Observer to be very close to the disc. If you are uncertain, send the disc back to the thrower. If an Observer makes an up/down call after a dispute or request, play is restarted after a check.


Sample Pre-Game Reminder to Teams.  Arrive at the field early enough to talk with the captains of both teams (preferably together) without interrupting the teams’ own pre-game talks or warm-ups. Introduce yourself and the crew, and ask if the teams have played with Observers before. Much of this talk can be condensed, especially if both teams have previously had Observers during the tournament.

“Our main purpose is to keep the game moving, and not to change the way it is played or the outcome. Players still call all fouls and violations, but if a call is contested and the players involved can’t resolve it quickly, or one of them requests a decision from us, we’ll make a ruling. Remember, the player involved needs to ask for the ruling, not another player or anyone from the sideline. We may decide to send it back like a contested call if we did not have a good perspective. Once we make a ruling, it is final, and it’s time to keep the game moving. If you come straight to us after a call without any acknowledgement of your opponent’s contest, we will probably ask you to do so before ruling. But if you can’t reach agreement quickly, then we’ll make the call.”

[List the specifics of what your observing crew is responsible for in this game (e.g. active calls, time limits, misconduct). State how many officials will be working, and, if applicable, who are linespersons and who are Observers. For example:]

“There are two Observers for this game, and I am the Head Observer. In/out-of-bounds, in/out of the end zone, off-sides, and force-out fouls are active calls. Note that play stops on a force-out foul call. We will give time warnings between points and on timeouts and turnovers. You are responsible for keeping score and listening for the cap horns.”
 
[Ask for questions about time limits and penalties for off-sides and time violations.]

“On pulls, the receiving team has up to 70 seconds after the preceding score to be stationary and signal readiness, and the pulling team must pull within 90 seconds of the preceding score. On turnovers, you have 10 seconds to put the disc into play if it comes to rest on the playing field proper, 20 if it’s out of bounds or in the endzone. After a time-out is called, the offense must establish stationary positions within 70 seconds, and the defense then has 20 seconds to check the disc into play. We will announce these time limits as they approach.

“The first time violation between points results in a warning, and subsequent violations will result in a time-out charged to the infracting team (with corresponding time extensions). If a team in violation has no time-outs left, the field position penalty will apply. The first off-sides violation results in a warning and a re-pull. Subsequent violations result in field position penalties as specified in the 11th Edition.”


[Ask if they have questions about the misconduct system and penalties. Be sure to let the captains know that the primary responsibility for fair play still remains with the players and that you expect that both teams will play with respect and exhibit and encourage good spirit/sportsmanship.]

“I expect that each team will play fairly and with respect, and that the teams will be primarily responsible for their players maintaining a high level of spirit/sportsmanship. If players display unsportsmanlike behavior, we have the option to assess a TMF to the team. The first two TMFs are warnings, any subsequent ones result in a misconduct penalty which affects field position. For particularly egregious behavior by individuals, we can also eject the player or assess a PMF, which affects his/her right to continue playing.”

[Be ready to expound on the misconduct system if they want more specifics.]



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IV - TIME LIMITS

An Observer should track time limits, including game start-times, time between pulls, half-times, time-outs, and resuming play after turnovers. Announce warnings at 20, 10 and five seconds before the limit expires, and make sure that teams understand the hand signals you will be using (see Appendix 2). Once a time limit expires, indicate the potential for continuing play by the appropriate announcement.

On turnovers, the Observer who will be behind the disc should call out the warnings and then “in play” at the appropriate time. The marker in position may then initiate a stall count, regardless of whether a thrower is in possession or has established a pivot. Be sure to have a spare disc available in case the offense requests one due to the original disc being difficult to retrieve. To end time-outs, begin announcing the following warnings 50 seconds after the time-out was called: “20 seconds to offensive positions,” “10 seconds,” “five seconds” and “offense freeze.” Then announce, “defense may check the disc into play.” If necessary, then announce “10 seconds to play” and “five seconds.” If the disc is not checked into play within the allotted time, announce “offense may put the disc in play.”
 
Only 90 seconds may elapse between a score and the subsequent pull. The receiving team has up to 70 seconds from the preceding score to assume stationary positions and signal readiness (typically, a raised hand). The pulling team has up to 90 seconds from the preceding score to pull. However, if the receiving team has not assumed stationary positions and signaled readiness within the allotted 70 seconds, the pulling team is permitted at least 20 seconds after the receiving team does so, regardless of the 90-second maximum. Face the team whose limits are expiring and announce the warnings with the appropriate hand signals (to aid players who cannot hear and the Observer at the far end of the field). All substitutions must be made before signaling readiness. Treat the game start-time and the end of half-time as described above for pulls, but give the teams some advance warning (e.g., one minute before start time), so that they aren’t caught by surprise.

Each team receives one warning per game for violating the time limits for pulls. After a team has received its warning, any further time violations result in assessment of a team time-out (with the resulting time extensions).  If a team has no time-outs remaining, time violations are treated as follows:

•    If they are receiving, they begin with the disc at the midpoint of the end zone they are defending, after players set up and a check is performed.
•    If they are pulling, the receiving team begins with the disc at mid-field, after players set up and a check is performed.

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V - PERSONNEL

Tournament Head Observer.  Helps select, train and coordinate the Observer crew for the tournament. Works with the TD and/or Competition Director to schedule Observers for specific games.  Works with the Competition Director and other Observers to address officiating issues that arise during the tournament and communicate information regarding those issues to the crew. Assesses the performance of the crew, including collecting and analyzing feedback from teams.

Game Head Observer.  In cases where there is more than one Observer working a game, one Observer (as assigned by the Tournament Head Observer) will serve as the Game Head Observer. The “special” empowerments of the Game Head Observer are:

1) S/he is the only person who can eject a player for misconduct (s/he doesn’t have to physically see the violation; it can be brought to his/her attention by another Observer or linesperson).

2) If a rules implementation problem arises (not what the call is, but what do the rules require as a result of that call), the Game Head Observer is the final on-field authority.

The duties of the Game Head Observer include:

1) Keeping track of misconduct warnings or assessments – possibly ejecting a player accordingly – and relaying that information to the Tournament Head Observer and Competition Director either immediately, or directly after the game.

2) Introducing the crew to the captains and relaying the level of observing to be employed (pre-game talk).

3) Being the final arbiter on “fuzzy” rule interpretations.

4) Overruling calls by another Observer or linesperson, but only in VERY limited instances.

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VI - EQUIPMENT

Cleats
Jersey
Stopwatch
Pen
Score Sheet
Clipboard
Rules
Timekeeping Guide
Rain shell or something plastic to keep the score sheet dry in case of rain

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VII - OBSERVING SYSTEMS

    Multiple observing systems have been developed and used over the years. For UPA events, the Two Observer System (TOS) is recommended, although depending on the personnel available, the One or Four Observer Systems can also be employed.


ONE OBSERVER SYSTEM (2)

General Description.      This is the positioning system for observing with one Observer and one linesperson – a likely scenario where a limited number of Observers are available. This is often the case except in late rounds at major tournaments, or possibly at a UPA Championship tournament. Adding a second linesperson is straightforward, as the duties of the Observer and the first linesperson remain essentially the same.

On a contested call, the Observer is encouraged to consult a linesperson to get his/her perspective, but all calls go through the Observer. If a linesperson feels that s/he had a good perspective and can make the call, s/he should so indicate (hand on head). The Observer may agree with either the call or the contest. However, the s/he should call for a do-over in cases where no official had a good look at the play or it is difficult to accurately assess blame (e.g., when two players trip each other). In a game with an Observer and two linespersons on a field with visible lines, linespersons should always be ready to make a decisive call on in/out-of-bounds or in/out of the end zone.


Basic Positioning.  The Observer’s optimal position is on the field, approximately 5-10 yards behind the thrower. As long as the Observer is reasonably close, standing in other positions (downfield, off to one side, etc.) can work as well, but behind the thrower generally works best. If a long throw goes up, the Observer should first watch for travel or foul calls and then run downfield to help on potential receiving fouls. Even if the thrower is called for traveling, downfield events can impact possession.

The linesperson usually stays near one sideline, but on long throws, s/he also is responsible for calls on the other side until the Observer is close enough to be in position. The Observer generally stands behind the thrower, but s/he also is responsible for most line calls on the side opposite the linesperson. To assist in making these calls, the Observer should “cheat” toward that side of the field and position him/herself behind the thrower, while staying slightly closer to the line opposite the linesperson.


Advanced Positioning.  The table on the next page describes situational positioning for the One Observer System with one linesperson. The Observer ordinarily will be on the playing field and the linesperson may be from time to time, in order to get into position. However, aside from the few active calls specifically assigned to linespersons, all player interaction goes through the Observer.

SituationObserverLinesperson
During PullWatches for off-sides at receiving team's goal line.Watches for off-sides at pulling team's goal line.
After PullGets in position behind the thrower, staying slightly off to one side near the sideline opposite the linesperson.Jogs toward midfield to watch catches near the line. Notes type of offense (zone, H-stack, etc.) as players set up.
Short passesShadows the disc, running to each new receiver (now thrower), staying out of the way of dump and swing passes. Prepared to run deep on a huck to help watch the line opposite the linesperson. Monitors the count and the thrower's feet before running to the next location.Stays near the sideline, parallel to the last person in the offense's "stack." Prepared to run to the endzone on a long pass.
Long pass
Watches for foul/travel calls and then runs downfield. Stops and positions just before disc is caught.Runs toward the endzone. If the pass is toward the far side, run across field for a better perspective, staying out of the way of receivers and defenders. Returns to original side when Observer is close enough to see far sideline.
TurnoverMoves toward the disc, but stays ready for quick huck. Stays out of the way as players change direction.Runs towards the new endzone or stack.
Man-to-man Sideline TrapStands behind thrower and out of the way of dumps. Depending on the wind strength and direction, best position may be behind the thrower, off the field.If the trap is on the linesperson's side, stay off the field, parallel with the deepest receiver. If the trap is on the far side, run to the middle of the field to watch for long hucks or punts down the line.
Flat ZoneStands further back from thrower and out of the lane for swing passes. Typically, fewer marking fouls occur in a flat zone.Stays parallel with the deepest receiver. If it is windy, cross-field hucks are less likely.
Trap ZoneSeveral offensive players may be crowded around the disc and marking can be very aggressive. Try not to interfere with dumps. Depending on the wind, the best position may be behind the thrower, off the field.If the trap is on the linesperson's side, stay off the field, parallel with the deepest receiver. If the trap is on the far side, run to the middle of the field to watch for long hucks or punts down the line.
ScoreWatches thrower's feet for traves, listens for the count and for foul calls both before and during the throw.
Upon completion, watches receiver's feet to see if they are in the endzone and/or in-bounds. Indicates in/out of the endzone, and indicates score when appropriate.



TWO OBSERVER SYSTEM (3)

General Description.  Each Observer is responsible for one sideline and one goal line. After turnovers, the Observer who will be behind the offense counts down the time warnings to put the disc in play. When the offense nears the goal line for which an Observer is responsible, that Observer may move toward the back line, with the other Observer moving to watch the front goal line, as explained below. Also, one Observer should monitor time between points and during time-outs, while the other Observer keeps track of the score and any warnings or penalties assessed.

Basic Positioning.  Generally, the Observer who is behind the disc should follow the guidelines set out in the previous table for the One Observer System, while the downfield Observer acts as a linesperson. On turnovers, the Observers trade roles, but not their designated end zones or sidelines. In Figure 1A, Observer O1 is responsible for the bottom goal line and the right sideline, and Observer O2 is responsible for the top goal line and the left sideline. As the disc advances, O1 follows behind the disc and is primarily responsible for thrower/marker fouls, travel calls, stall counts and receiver/defender interactions close to the thrower. O2 stays roughly even with the deepest player near the end zone being attacked and has primary responsibility for long receptions, picks, and downfield fouls between receivers and defenders.





















Figure 1.
  A – initial position of Observers as offense begins to move towards the top end zone. O1 mainly watches thrower/marker interactions, while O2 concentrates on downfield players and deep scoring passes.  B – the offense is close to its end zone of attack. O1 still watches the thrower and marker but is also ready to make a line call at the front of the end zone. O2 is deeper in the end zone, ready for any play near the back line. C – on a stoppage of play, O¬1 and O2 may switch ends (not sides) of the field to better cover the front goal line, depending on the location of the disc.

Advanced Positioning.  O1 should be on the field of play, in order to be as close as possible to the action (careful to avoid interfering with “dump” and “swing” passes), and should not stray so far from his/her sideline that s/he cannot recover in time to see in/out calls. O2’s foremost concern is to never be out of position to call a receiver in/out of the end zone. O2 ordinarily can observe effectively from at or near his/her sideline, but should move onto the field and get as close as possible to the action (without interfering with the player(s) involved) when a play is being made on a disc thrown into the end zone, and on long passes where O2 has the ability to get back out of the players’ way after observing the action on the play.

In addition to maintaining the above responsibilities, as play proceeds close to the top goal line, O2 should move toward the back line of the end zone to be in position to make in/out calls at that line, while O1 should move near the goal line to be in position to make in/out calls there (see Figure 1B). In this situation, O1 must be prepared to sprint in the other direction on a turnover, in order to get into position for long passes toward the opposite end zone.

The most difficult situation to cover in the TOS is when the disc is near the sideline covered by the downfield Observer, and all or most of the players are between the disc and the end zone being attacked. Here, O1 may not be able to hear the stall count or closely monitor the thrower and marker, without moving so far away from his/her own sideline that s/he becomes vulnerable to a quick swing pass in that direction. And it is not desirable for O2 to move up too close to the disc on the other side, because s/he would then be out of position on any long pass downfield.

While it is generally not recommended for the Observer behind the disc (O1 in this case) to cross the long axis of the field to the far side, s/he may have to do just that under conditions described above, in order to suitably monitor the thrower and marker. This is acceptable, but the Observer should be prepared for the disc to move back towards the sideline for which s/he is responsible. In all cases, both Observers should remain constantly aware of the movements of players and the possible path of the disc, and be ready to sprint to new positions if necessary.

This positioning problem also arises when the disc moves close to the end zone being attacked, near the sideline covered by the downfield Observer. Here, neither Observer will be in an optimal position to call a player in/out of the goal on a short pass to the front corner of the end zone. In this situation, both Observers should be alert for any stoppage of play which allows them to quickly trade ends (not sides) of the field, as shown in Figure 1C on the previous page. Those positions may be maintained for the rest of the point, or the Observers can trade back, depending on how play continues (e.g., a turnover in the end zone might allow the Observers time to “reset” to their original positions). This process is only recommended for experienced Observers who are comfortable working together.



FOUR OBSERVER SYSTEM (4)

General Description.  The Game Head Observer and another experienced Observer monitor the game from on-field positions, as with the TOS. One of these Observers tracks time limits, while the other is responsible for the scoresheet. The Observer behind the disc should be mostly even with the thrower and has primary responsibility for thrower/marker interactions, including fouls, travels and stalls. The other on-field Observer stays relatively even with the deepest players downfield, and has primary responsibility for receiver/defender interactions away from the thrower. This Observer should try (as should the other Observers) to be cognizant of players’ positions in order to help players reposition if a call occurs.

The other two Observers generally remain on the sidelines like linespersons; each is responsible for one sideline with one of the on-field Observers and one end zone with the other. The sideline Observer responsible for the end zone being attacked should stay near the back of the stack, in a position where s/he is always able to get back in time to see any play on his/her goal line or back line. The other sideline Observer should work in tandem with the on-field Observer on his/her side of the field to maximize coverage, always being positioned far enough back so that s/he can return to his/her end zone in time to make a ruling in the event of a deep throw in transition.

Basic Positioning.  Better coverage of open field (i.e., not goal line) play generally can be obtained if the Observers stagger their positions to the extent possible. As a general rule, the closest Observer makes the call. Players will have no confidence in calls from an Observer who is out of position or far from the play. Move with the other Observer(s) as a unit. Communicate with the other Observer(s) on positioning and what each Observer is primarily responsible for, especially during play stoppages near the goal line. Try to be aware of situations that might necessitate quickly turning and running downfield. Use your experience as a player – if you see that the mark is broken and a receiver is going deep, the Observer responsible for that goal line should be running that way as well, in case there is a call. Also, if patterns develop (e.g., every time a certain handler gets the disc near the sideline, s/he hucks to the same receiver), be prepared if the situation recurs.

If play is close to a sideline, an Observer should not take a position such that the thrower can’t throw, especially when spectators are being urged to stay off of the line. If a team is threatening to score and play is on the same side of the field as the Observer watching the goal line, it is best not to kneel almost on the cone. Otherwise, the Observer may be both in the way of the players trying to make the play and unable to move out of their way quickly. In this situation, the Observer should stand a few feet from the cone, where s/he can see the goal line and sideline, but is not interfering with the play.

Remember that each sideline Observer is responsible for goal line calls, as well as in/out calls on the back line. When the thrower is at or near the goal line, the close on-field Observer should assist by moving to watch the goal line, so that the sideline Observer responsible for the end zone can move back to watch for back line calls. The two must communicate properly when doing this to be sure that someone is watching the goal line at all times.

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VIII - PLAYER MISCONDUCT

The conduct system described below is for use at all UPA Series events. Observers are empowered to sanction teams or individual players who commit deliberate or dangerous infractions, demonstrate patterns of repeated violations, or otherwise show disregard for the Spirit of the Game.

The highest UPA Authority in attendance controls the implementation of the conduct system in UPA tournaments – in descending order: Executive Director, Championship Director, National Director for the relevant division, UPA Event Coordinator, Tournament Director. Tournament directors at other events also may utilize the system, if a majority of team spokespersons so approve before play begins.

This conduct system does not supersede or restrict the function or use of the Tournament Rules Group (TRG) or the standing UPA Conduct Committee. Both of these avenues remain available for resolving conduct disputes, including the specific cases addressed by the procedures described below. The TRG remains the official mechanism for processing complaints filed with the UPA while a tournament is in progress.

For the purposes of this system, “player” means any person on the roster of a team competing in a particular tournament, as well as coaches, managers, trainers and others considered as partisans for the team, including significant others, parents, and fans.


COMPONENTS OF THE MISCONDUCT SYSTEM

Team Misconduct Foul.  A Team Misconduct Foul (TMF) can be assessed against a team for unsportsmanlike conduct by one of its players, such as deliberate fouling, dangerous play, taunting, fighting, swearing, repeated marking fouls, or unwarranted calls and/or contests. The first two TMFs issued to a team are noted on the score sheet, but no penalty ensues. A third or subsequent TMF for a team in a single game results in a Misconduct Penalty against that team. There is no limit to the number of TMFs or Misconduct Penalties a team can accrue during a game, and TMFs do not carry over beyond the game in which they are issued.

    Misconduct Penalty against the defense – The disc is put into play on the center line, either at the brick mark closest to the end zone that team is defending, or at the point of possession, whichever is closest to that end zone.

    Misconduct Penalty against the offense – The disc is put into play at the end zone mark in the end zone that team is defending, or at the current point of possession, whichever is furthest from the end zone that team is attacking.

    Misconduct Penalty assessed between points – There is no pull. If the penalty is against the receiving team, they put the disc into play at the end zone mark in the end zone they are defending. If the penalty is against the pulling team, the receiving team puts the disc into play at the brick mark closest to the end zone they are attacking. Each team may substitute players as usual and normal time limits apply.

Personal Misconduct Foul.  A Personal Misconduct Foul (PMF) can be assessed against a specific player for particularly egregious conduct or a pattern of such behavior. A PMF is a formal warning for unacceptable behavior and puts the player on notice that any further such actions will result in ejection from the game.

Any player receiving a second PMF during a game is suspended for the remainder of that game. If this occurs in the second half of the game, the suspension remains in effect for the first half of the team’s next game. A player who receives three PMFs in a tournament is suspended for the remainder of the tournament. Assessment of a PMF is non-reviewable for the duration of the game, although it may be appealed to the TRG after the game.

One TMF is automatically assessed against a team whenever one of its players receives a PMF.  

Ejection.  A player may be ejected from a game for particularly egregious conduct or a pattern of such behavior. Any player who intentionally strikes an opposing player, or a coach, spectator, Observer or linesperson, shall be immediately ejected from the game. Any player who strikes in retaliation shall also be ejected. No formal or informal warning is necessary before an Observer ejects a player, and an ejection need not be preceded by a TMF or PMF.

If an ejection occurs during the second half of the game, the ejection remains in effect for the first half of his/her team’s next game. If a player receives more than one ejection in a tournament, that player is suspended for the rest of the tournament, and a formal complaint may be filed with the UPA. An ejection is non-reviewable for the duration of the game, although ejections which carry over to future games may be appealed to the TRG after the game.

One TMF is automatically assessed against a team whenever one of its players is ejected.

Game Forfeiture.  If five PMFs are assessed against players on a single team during a game, that team forfeits the game.  For this purpose, an ejection is equivalent to two PMFs. For example, if three or more players on a single team are ejected, that team forfeits the game. If the situation arises where both teams would be required to forfeit the game due to multiple player ejections, the Competition Director shall convene the TRG and determine the appropriate outcome based on competition considerations.


BEHAVIOR WARRANTING SANCTIONS

Swearing: At the Observer’s discretion, a TMF or PMF may be assessed for swearing, especially if directed at another player, coach, spectator, Observer or linesperson.

Spiking the disc on/at another player: A player who spikes the disc and purposefully hits an opposing player, or who throws the disc at a player and misses, shall be ejected from the game. A PMF will be assessed if a player spikes the disc and hits an opposing player accidentally. This distinction is at the discretion of the Observer or linesperson who witnesses the incident.

Deliberate fouling: A TMF or PMF may be assessed at the discretion of the Observer, for a particularly hard, dangerous, or deliberate foul.

Pushing/shoving: Unwarranted aggressive (e.g. shoving) or dangerous (e.g. tripping) behavior is grounds for a TMF or PMF, at the discretion of the Observer.

Battery: Intentional physical contact, such as striking another player with a part of the body, a disc or anything else, or any overt attempt to do so, warrants an ejection. This includes, but is not limited to: punching or kicking, or attempting to punch or kick, someone; spiking, or attempting to spike, a disc on someone (but not merely spiking the disc); spitting on someone, or spitting at someone but missing.

Taunting: Repeated or prolonged taunting, or excessive verbal abuse of players, fans, or UPA officials, warrants a TMF, and possibly a PMF, depending on the severity of the offense. The Head Observer determines which form(s) of sanction are appropriate, considering whether there appears to be an attempt to intimidate or otherwise gain an advantage over the opponent by such actions, and also the intensity level of the game. Also to be taken into account is whether there is an attempt to “call out” the other player. Heading back to one’s sideline or team while jawing or mocking is different than moving towards the other team’s sideline or being in an opponent’s face. One is a case of bad taste and manners and should be discouraged, possibly with a TMF. The latter is verbal assault and may be subject to harsher sanctions. There is a difference between saying that a call is (expletive deleted) and that the player making the call is (expletive deleted), the latter being more likely to warrant a TMF or PMF.

If, in the Observer’s opinion, a team demonstrates a pattern of disregard for the rules by committing intentional, repeated and flagrant fouls, a TMF should be issued. If such a pattern is demonstrated by a single player, that player should be issued a PMF. Behavior warranting such sanctions also includes repeatedly making unwarranted calls or contests, especially during the other team’s fast breaks in order to gain an advantage. However, a flagrant foul (such as tackling an opponent) does not require a pattern to result in a TMF or PMF. Similarly, a single particularly violent “harmful endangerment” infraction can be grounds for a PMF or an ejection, at the discretion of the Observer or linesperson who witnesses the incident.


IMPLEMENTATION

All Misconduct Fouls are assessed by the Head Observer for the game. The Head Observer need not have witnessed the offense, but at least one Observer or linesperson must have. Play generally stops briefly for any TMF, PMF or ejection, while the player(s) and both team captains are notified, the infraction is recorded, and any heated situations diffused. However, Observers may choose to let play continue and assess a penalty at the next convenient stoppage, especially if they determine that stopping play would disadvantage the infracted team.

After a Misconduct Penalty is assessed, offensive players may set up anywhere on the playing field, and after all of them have assumed stationary positions, the defense has 20 seconds to match up. If both teams are assessed simultaneous Misconduct Penalties, the fouls offset and play continues with a check after the players are notified and the infractions recorded. Under no circumstances may a penalized team’s field position be improved by a Misconduct Penalty.

Any ejected player must leave the general tournament area immediately, as directed by the Competition Director; failure to do so results in a forfeit for that player’s team. If a player plays in a game from which s/he has been ejected, that player is suspended for the entire tournament, and the player’s team also forfeits that game. A team whose player is ejected may substitute another player, and the opposing team also may exchange a player if they wish. All players must remain in the positions they occupied when play stopped (no set-up), unless the ejection also triggers a Misconduct Penalty, in which case players may set up anywhere on the field. The Competition Director and Head Observer for the tournament must be notified of any ejection as soon as possible and at the latest immediately after the game is completed. The Competition Director must ensure that the scorekeeper, the Head Observer for the game and team captains are informed about previously sanctioned players (PMFs or ejections) before any game in which such players are on the roster of a participating team.

Any other behavior described by Article X of the UPA Bylaws may warrant a TMF at the Head Observer’s discretion. Finally, any behavior that would warrant the issuance of a TMF, but which occurs in a game without Observers, can result in sanctions upon a complaint filed to the TRG.

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IX - INSTRUCTIONS FOR LINESPERSONS

ACTIVE CALLS

Lines.  As a linesperson, you are expected to make active (i.e., immediate) calls indicating whether a receiver is in/out of bounds, by verbally calling “in” or “out” and pointing with one or both hands toward either the field or an area off of the field. If you cannot tell (screened, too far away, poor or invisible line, etc.), you should make no signal at all. Remember that the line is out. A player who is “straddling” the line (the first ground contact is with two points simultaneously, such as landing on both feet, one of which is in bounds and one of which is out of bounds) is out. A player who is on the ground after a layout and is straddling the line with his/her body before catching the disc is out. If you are close to the play, you are expected to make a call, so watch carefully and be decisive.

Off-sides.  Immediately indicate to the Observer or other linesperson (who should be at the other end of the field) with arms crossed overhead, while loudly announcing that a team is off-sides. Do your best to get the attention of players so play stops.

Goal.  Immediately indicate whether a player is in/out of the end zone by pointing toward the playing field proper or into the end zone. Just as the sideline is not in bounds, the goal line is not a part of the end zone - the player’s first point of contact must be completely over the line for a score. If the player is in the end zone and there are no outstanding calls, then and only then should you indicate a goal.

Time before the pull.  The Observer may ask you to announce the remaining time intervals to the team at your end of the field (e.g., “20 seconds,” “10 seconds,” “5 seconds,” “play”).

Disc out of bounds.  Watch to see where throws or pulls cross the line if they go out of bounds. Remember that a throw touched by an out of bounds defender comes back to the spot on the playing field proper closest to where s/he touched the disc, not where the disc first went out of bounds. Also, if an offensive player leaves from in bounds and touches the disc before becoming out of bounds, the disc likewise comes back to the spot on the playing field proper closest to where s/he touched the disc.


INACTIVE CALLS

Always remain passive on other calls, such as whether the disc is up or down, or whether a foul or violation occurred. If an Observer was away from the play or thinks that you had a better perspective, the Observer may ask for your opinion. If you feel you are able to assist with a ruling, you should signal to the Observers by placing a hand on top of your head. However, you should not indicate whether they support or disagree with a call before being asked by an Observer.


TIPS

1.  At the beginning of each point, start on the end zone line of either the receiving or pulling team and watch for off-sides. If you are the only linesperson, you will be watching the pulling team.

2.  After the pull, jog down your line toward mid-field. If you are the only linesperson, the Observer generally will try to stay behind the thrower, but toward the side of the field away from your line.

3.  As play progresses toward your end zone, s/he should move closer to the end zone, so as to always be in position to make an in/not in call on a possible score.

4.  Don’t be afraid to run across the field to get into position (although be sure not to interfere with the players) if you are the only linesperson and a play occurs on the opposite side of the field, away from the Observer. This is the hardest spot for a two-person crew to cover.

5.  Be prepared to sprint downfield on a turnover. A turnover often results in an immediate huck, so don’t get caught away from the far end zone. Again, don’t be afraid to go onto the field briefly if necessary to get into position, but remember that staying out of the players’ way is the highest priority.
 
6.  When watching a catch near the end zone or the sidelines, first watch the player’s hands. Once the disc is caught, immediately scan down to the player’s feet. However, when watching what is likely to be an attempt at a “greatest,” do the opposite - watch the player’s feet to make sure that s/he jumps from in-bounds, then scan up to the player’s hands until his/her throw is made, and finally return to the player’s feet to see if the throw left before contact with the ground. While it generally is best to be as close as possible to the play, it is possible to get too close for an optimal view. Getting too close can make it take longer to scan down from a player’s hands to his/her feet or vice versa. Try to find a position that is close, but which also gives the best opportunity to see all relevant points of contact at once.

7.  If a foul or violation occurs near you, always try to decide what the call would be regardless of whether it is contested. Watch for travels, thrower/marker contact, etc., in case an opinion is needed on a contested call. Also, pay attention to who hucks and goes deep frequently, to be ready to get into position on deep plays in transition.

8.  Mistakes will be made by the Observers and linespersons. Do not indicate how you would rule on a particular situation unless first consulted by an Observer. Also, publicly disagreeing with an Observer or another linesperson is counter productive and can cause problems with opinion-shopping players. If you disagree with something, address it in private, away from players, coaches and spectators.

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X - APPENDICES

Appendix 1: Guide to Time-Keeping


Time Limits for Resuming Play
 Offense WarningDefense WarningTotalNotes
Before Pull507090Neither team can force the other to start before their allotted time, but play can begin early if both teams are ready.
Time Out507090Defense 20 seconds after offense signals readiness.
1 Time Out Before Pull2:002:202:40 
2 Time Outs Before Pull3:103:303:50Add 70 seconds for each timeout taken.
Observer Time Out103050Second off-sides, etc.
5 Minute Half4:204:405:00Additional warning with one minute remaining.
10 Minute Half9:209:4010:00Additional warning with one minute remaining.
Disc on field10   
Disc off playing field proper20  More time if disc is difficult to retrieve - in a crowd, over a fence, etc.
Resuming Stall Counts
Count is resumed with the word "stalling" followed by the number listed below:

Count is resumed with the word “stalling” followed by the number listed below:
Uncontested defensive foul or violation...1
Uncontested offensive foul or violation....count reached plus 1, or 9 if over 8 Contested foul or violation.....................count reached plus 1, or 6 if over 5
Offsetting calls.....................................count reached plus 1, or 6 if over 5
Unresolved calls...................................count reached plus 1, or 6 if over 5

Pick....................................................count reached plus 1, or 6 if over 5
Marking violation (no stoppage).............count reached minus 1, no “stalling”
Contested stall
- First call...................................................8
- Second and subsequent due to fast count ...6
Defensive technical time-out................. count reached plus 1, or 6 if over 5
Offensive technical time-out..................count reached plus 1, or 9 if over 8
Obstruction within 5m of playing field......count reached plus 1, or 9 if over 8


Appendix 2: Hand Signals

ACTIVE CALLS (Signal at time of occurrence and verbally echo the call)

In/out-of-bounds.  Point with both arms, index fingers extended, to the appropriate side of the line (i.e., toward the field or toward the out-of-bounds area).

In/out of the end zone.  Point with both arms, index fingers extended, to the appropriate side of the goal line (i.e., toward the end zone or toward the playing field proper).

Goal.  Raise both arms straight up by ears, palms facing inward (similar to a touchdown signal in football). Signal only after (i) it has been determined that the receiver made the catch in the end zone (initial point of contact completely in the end zone), and (ii) there are no unresolved calls that might negate the score.

Time limits.  20 seconds – two closed fists raised above head; 10 seconds – one closed fist raised above head; 5 seconds – open hand, fingers extended, raised above head.

Off-sides.  Arms crossed overhead in an “X.”

Force-out foul.  If a player is considered in-bounds due to a force-out foul, point towards out-of-bounds using a pushing motion with both palms outward, and verbally call "force-out!" as well. Note that this is now an active call, and player must be restarted with a check afterwards.



OTHER CALLS (Signal only after ruling, for benefit of benches and spectators)

Disc up/down.  Closed fist with either thumb pointed up, or index finger pointed down.

Travel.  Fists closed, rotate arms in front of body.

Foul.  Fists closed, extend one arm, motion other forearm at angle into extended forearm.
       
Play has stopped.  Wave both extended arms crosswise overhead. Verbally echo this call as well, but first be very sure that the thrower has acknowledged that play has stopped.



OBSERVER CREW COMMUNICATION (Signal subtly to fellow Observers as appropriate)

I saw the play/can make the call – One hand, palm down, on top of head

I did not see the play/cannot make the call – Arms crossed in front of chest


Appendix 3: Game Scoresheet


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Footnotes

1 - In 1999, teams in the College Open Division voted to use the XRules for portions of the College Series, including College Nationals. Some form of these rules has been used in the College Series since then.

2 - The One Observer System was developed by Charles Kerr for observing and training Observers under the "Callahan" or XRules for collegiate Ultimate.

3 - Originally developed by Mike Gerics and Kyle Kegl.

4 - Designed to provide maximum field coverage where personnel are available, or when observers are mandated by event rules to stay off of the field of play.