
Posted by < nate on 10/7/2009, 6:46 am
68.3.44.X
So, in the interest of wider rule knowledge, here's some stuff that came up last night:
1. When you catch a disc in-bounds, but then run out of bounds via your momentum, when you step back in-bounds, you have to ground check the disc before you put it back in play. Chapter and Verse II.R.2. "A disc is live when players are allowed to move and the disc is subject to a turnover, but the thrower cannot make a legal pass ... For a live disc to be put into play, the thrower must establish a pivot at the appropriate spot on the field, touch the disc to the ground, and put it into play."
2. It's no longer the torsos of the players that matter for disc space. See XIV.B.3 "Disc-space: If a line between any two points on the marker touches the thrower or is less than one disc diameter away from the torso or pivot of the thrower, it is a disc space violation. However, if this situation is caused solely by movement of the thrower, it is not a violation."
This is, among other things, to prevent the "hugging mark." And in practice, it's really hard for the marker to keep track of "any two points on the marker." AS it's really tough to figure out whether the situation is caused *solely* by the movement of the thrower. I'd venture that the majority of the time, a tight mark is in violation of this rule, so when there's contact between the thrower and the mark, by virtue of that illegal position it's a foul on the mark. (See XVI.H.3.a.2-4). The 11th edition also blatantly states that in general, contact between the thrower and the marker on the arms is a foul on the mark. This causes controversy (as it did last night), because when a thrower pivots and throws a fake and the mark puts their hand straight down, if there's contact (including with the disc, btw, as that's part of the thrower), both parties will likely claim the other initiated it (i.e., it's pretty common for people to deny that they were in an illegal position and to claim that they were completely stationary). The default by rule is "foul on the mark," but don't be surprised if this generates a foul-contest 90% of the time.
3. I can't find any provision for contesting a fast-count call in the rules. You just have to drop two. I read somewhere back in the day that at a Club-Level tournament, a team measured the pace of stall counts and the average pace of something that's supposed to be ten seconds was something like 6.7 seconds. I.e., it's really hard, when bouncing around excitedly on the mark, to calmly count to ten at the correct pace. So fast count calls are probably not lies.
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