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