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Article III - Guts
Comment: Guts is a sport played between two teams of
one to five players each. The objective is to be the first team
to score 21 points. To start play, each team lines up facing each
other 14 m apart. Play is accomplished by a player attempting to
throw the disc toward or at the opposing team and within the
reach of at least 1 player of that team, in such a manner that
the opposing team cannot make a clean catch. Scoring is
contingent on the success or failure of the throwing team. A good
throw, without a catch, results in a point for the throwing team
and a bad throw results in a point for the receiving team.
Outline of Contents
- 301 Field of Play
- 302 Equipment
- 303 Rules of Play
- 303.01 Rules in Effect
- A. Determining Possession
- B. Start of Play
- C. Readiness
- D. The Exchange
- E. Movement by Receiving Team
- F. Play
- 303.02 Throwing
- A. Designation of Thrower
- B. Good Throw
- C. Positioning of Teammates
- D. Fouls
- 303.03 Catching
- 303.04 Scoring Zone
- A. Definition
- B. Optimum Effort
- 303.05 Scoring
- 303.06 Substitutions
- A. When Allowable
- B. Injury
- 303.07 Judging
- 304 Glossary
- 301 Field of Play
- 301.01 Dimensions:
The field of play shall consist of two parallel
lines, designated as foul or goal lines, parallel
to each other and 14 m apart (15 yd, 11 in). The
line shall be equal to the cumulative width of
the scoring zones of the players on the team
behind the respective line.
- 301.02 Surface: The
playing field may have any surface, although
well-trimmed grass is suggested, which is
essentially flat, free of obstructions and holes,
and affords reasonable player safety.
- 301.03 Markings: The
foul or goal lines shall be marked with a non
caustic material and shall be between 5 and 10 cm
wide. The length of the lines shall be 15 m. As
an alternative, a rope along the foul line,
secured in place at the end of each line may be
used. The choice of whether to use the rope shall
be made by the tournament director prior to the
start of play.
- 301.04 Spectator Control:
The entire playing area shall be separated from
the spectators by lines or rope to insure
spectator safety and prevent unnecessary
interference of play.
- 302 Equipment
- 302.01 The Disc: The
Pro model Frisbee disc is the disc to be used for
guts. In non-sanctioned competition, any disc may
be used if agreed upon by both teams.
- 302.02 Protective
Clothing: Players may wear any soft
protective clothing other than that set forth in
302.03, so long as it does not endanger the
safety of any other player.
- 302.03 Gloves: Gloves
may be worn on the hands but shall be unpadded,
not exceeding one thickness of leather over the
palm. Players are not allowed to use tack cloths
or sticky substances which remain on the disc.
- 302.04 Uniforms: The
players of a team shall not be required to wear
uniforms to distinguish them from the players of
the other team.
- 302.05 Cleats: Cleats
are permitted, however, players may not use any
cleats which have any metal exposed.
- 303 Rules of Play
- 303.01 Rules in Effect:
The WFDF rules of play shall govern play for
guts, except that a game may be played under any
variations of the rules, if said variations are
agreed upon by the two teams. In tournament play,
such variations are subject to the approval of
the tournament director.
- A. Determining Possession: To
determine which team will have possession
at the start of the game, the disc
flipping method shall be used as set
forth in Article I of WFDF rules. The
winner of the flip has the option of
choosing to make the first throw or
choosing the side of the field they will
defend. The loser of the flip shall be
given the remaining choice. In a two out
of three match, the team losing each game
has the option to choose first in the
following game.
- B. Start of Play: Prior to
commencing the exchange, the team
designated to make the first throw shall
choose a thrower. The thrower shall
signalhis or her intention to deliver the
throw by raisinghis or her arm and shall
wait for a corresponding signal of
readiness from the receiving team. After
the readiness signal is received, all
players on the throwing team, other than
the thrower, shall hold their positions
until the exchange is initiated.
- C. Readiness: Prior to the
commencement of the exchange, a player on
the receiving team shall signalhis or her
team's readiness to accept the throw,
either vocally or by raisinghis or her
arm. At that time, all players on the
receiving team shall be positioned with
their toes on the goal line and at such a
distance apart that two players in
adjacent positions shall be able to touch
finger tips by extending their respective
arms parallel to the ground in the
direction of each other. Each player must
remain in their position until the throw
is released.
- D. The Exchange: The exchange
consists of the throw and the attempted
catch, and ends upon a catch being made
or a point being scored.
- E. Movement by Receiving Team:
Once the disc is released by the thrower,
players on the receiving team may move in
any direction.
- F. Play: Play is accomplished by
continuing one exchange after the next
until one team scores enough points to
win the game. After an exchange is
completed, the teams shall alternate
their roles such that the team that was
the throwing team on the previous
exchange shall become the receiving team,
and vice versa.
- 303.02 Throwing:
- A. Designation of Thrower: The designation
of a player to be the thrower for a given
exchange shall be made by one of the following
methods, depending upon the circumstances:
- (1) Option of Throwing Team: The throwing
team shall choose the thrower for an
exchange for the initial throw of the
game.
- (2) Contingent Upon Previous Exchange:
Whenever a player makes a good catch
whilehis or her team is receiving, that
player shall be the thrower on the
subsequent exchange. If two players are
equidistant from the throw and both fail
to touch it, then the throwing team will
decide which of the two players shall
return the throw. Whenever the players on
the receiving team fail to make a good
catch, but do touch the disc during the
exchange, the player who first touched
the disc shall be the thrower on the
subsequent exchange.
- B. Good Throw: A good throw is made when
all of the following requirements are met:
- (1) The throw travels to or through the
scoring zone of a player on the receiving
team, reaching the goal line prior to
touching the ground;
- (2) The throw crosses or hits the goal
line topside up at an angle of less than
90 degrees to the ground;
- (3) The throw is released while the
thrower's supporting points are behind
the foul line; and
- (4) The disc is not intentionally bent to
alter its true flight.
- C. Positioning of Teammates: Teammates of
the thrower may stand anywhere behind the foul
line during the throwing exchange so long as
their location does not obstruct the vision of,
or otherwise distract the receiving team.
- D. Fouls: Fouls occur whenever the thrower
steps on the line before or during the release.
Fouls shall be called by a designated player of
the throwing team as they occur. The player
designated shall be located on one end of the
foul line to provide a clear view of the position
of the thrower relative to the line.
- 303.03 Catching:
- A. Definition: A clean catch shall satisfy
all of the following requirements:
- (1) The disc shall be held solely in one
hand long enough to establish complete
control;
- (2) The disc shall not be touched by any
two parts of a player's body at any one
time; and
- (3) The disc shall not touch the ground
prior to all other prerequisites being
satisfied.
- 303.04 Scoring Zone:
- A. Definition: The scoring zone is an area
within which a receiving player, by using optimum
effort, can reach an on-coming disc without
leavinghis or her feet. The scoring zone is in
effect a two-dimensional vertical plane,
perpendicular to the field and intersecting the
field at the goal line. The perimeter of the
scoring zone is delineated as follows:
- (1) The bottom of the plane shall be the
goal line;
- (2) The top of the plane is an imaginary
line, directly above and parallel to the
goal line, which intersects the top of
the longest finger of the longer arm of
the receiving player when said arm is
extended upward and perpendicular to the
ground;
- (3) The sides of the plane are imaginary
lines, one on each side of the player,
perpendicular to the goal line and the
top of the plane, which intersect the
outstretched longest fingers of each arm
of the player when his or her arms are
held parallel to the goal line.
- B. Optimum Effort: A player shall not be
required to leave the ground to reach a throw. If
a receiving player does move in such a way (such
as jump) as to vertically increase his or her
reach beyond his or her optimum effort, a throw
by or below the required outstretched hand shall
constitute a good throw, notwithstanding that the
throw may have been outside the player's original
scoring zone prior to the movement. By moving
vertically, a player increases the height of his
or her scoring zone.
- 303.05 Scoring:
- A. Game: Each game shall be played until
one team scores 21 points, with a margin of
victory of at least two points.
- (1) A game with a score of 20 to 20 goes
into overtime and play continues until a
two- point margin is achieved by a team.
- (2) Teams should switch ends of court at
11-point (cumulative) intervals.
- B. Points:
- (1) A point shall be scored by the
throwing team whenever a good throw is
made into a scoring zone of one of the
receiving players and the receiving team
fails to make a good catch, unless a foul
was committed by the throwing team, in
which case no point is scored.
- (2) A point shall be scored by the
receiving team whenever the throwing team
fails to make a good throw, unless the
failure was the result of a foul, in
which no point is scored. The receiving
team shall not be required to make a good
catch if a good throw is not made.
- (3) A good throw by the throwing team
with a corresponding good catch by the
receiving team shall not be scored as a
point for either team.
- 303.06 Substitutions:
- A. When Allowable: Substitutions may be
made, at any time, after one team reaches 11
points in the match. Further, there shall be no
restrictions on a player returning to play after
having left for a substitution.
- B. Injury: A team may substitute, at any
time, for an injured player. Further, a team may
substitute a player who is not a member of the
team, for an injured player, as long as that
player is not registered as a player on any other
guts team in the tournament. The injured player
is not permitted to return for the remainder of
the match.
- 303.07 Judging:
- A. General: The players shall generally
make the calls in the match. Usually the thrower
shall make calls on the throw and the receiver
shall make calls on the catch.
- B. Disputes: In the event of a dispute,
the team captains shall meet to discuss and
resolve the dispute. If the dispute cannot be
resolved, the throw attempt shall be repeated.
- C. Observers: At their discretion, the
captains, or the captains and the tournament
director, may decide to select up to three
experienced individuals, who are not
participating in the game, to act as observers.
The duty of the observer is to carefully watch
the action of the game for the sole purpose of
rendering a decision in the event of a dispute
that cannot be resolved. Observers shall remain
passive and shall not make any calls on their own
initiative.
- (1) When a dispute arises which cannot be
resolved by the players involved or their
captains, the observers may be called
upon by the captains to make the call.
The observer with the best view of the
play makes the call. If the observers
choose, they may discuss the play among
themselves before rendering a decision.
- (2) By calling in the observers, the
teams agree to abide by the observers'
decision.
- (3) Use of observers will be based on the
observer's handbook.
304 Glossary
- Exchange: One play of guts, commencing
with the throw and ending with either a catch by
the receiving team or a point being scored.
- Foul Line: One of two parallel lines, 14 m
apart, the other line being designated as the
goal line. The foul line is the line closer to
the throwing team while the goal line is the line
closer to the receiving team.
- Goal Line: See 301.01
relating to "foul line" for
explanation.
- Good Throw: A throw that meets the
requirements set forth in section
303.02(B).
- Optimum Effort: The extension of the hands
and arms by the player on the receiving team
nearest the disc as it crosses the goal line.
- Receiving Team: During an exchange, the
team involved in attempting to catch the thrown
disc.
- Scoring Zone: Area within which a
receiving player, by extending his or her arms
and hands, can reach an oncoming disc while his
or her feet remain stationary. The scoring zone
shall be delineated by an imaginary vertical
plane as more fully set forth in section 303.05 herein. Each
player has an individual scoring zone to his or
her optimum effort. The team scoring zone is
simply the cumulative of th player scoring zones.
- Throwing Team: In an exchange, the team
who is attempting to score by making a throw into
a scoring zone of a player on the receiving team.
- Vertical Plane: A plane, perpendicular to
the ground, being two dimensional in nature, with
said dimension defined by the foul line. With
respect to the receiving team, the vertical plane
shall equal the scoring zone, and shall be finite
as set forth in section 303.05
herein. With respect to the vertical plane
relating to the throwing team, the plane shall be
infinite in nature, defined only by the proximity
of the foul line and its perpendicular angle to
the field.
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The World Flying Disc Federation (WFDF) has
full copyright to this rulebook. Copies of the
book are sold to cover the cost of producing it.
Member associations of WFDF are allowed to
translate the rules into their own language and
to add national supplements as long as the WFDF
rules are not altered or contradicted. The WFDF
board must be notified of all such translations
and receive a copy afterward.
Eleventh Edition. 1998
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