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Rules - 303. Rules of Play

303.01. Rules in Effect:

The USA Guts” rules of play” shall govern play for all tournaments, sanctioned under official USA Guts tournaments.

A. Determining Possession:

To determine which team will have possession at the start of the game, the “disc flipping” method (calling ‘top’ or ‘bottom’) shall be used. 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 first. 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 of choice, in the following game.

B. Start of Play:

Prior to commencing the exchange, the team designated to make the first throw shall choose the initial thrower. The thrower shall signal his or her intention to deliver the throw by raising his 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, any player on the receiving team shall signal his or her team’s readiness to accept the throw, either vocally or by raising his or her arm. At that time, all players on the receiving team shall be positioned with their feet on the goal line and at such a distance apart that two players in adjacent positions shall be able to touch finger tips by fully extending their respective arms parallel to the ground in the direction of each other. Each player must remain in their stationary position until the throw is released from the thrower’s hand.

Clarification: it is within the Spirit of the Game to wait until the other team is ready, if they are not ready when the disc is thrown, a re-throw will be assessed. It is the throwing team’s responsibility to make sure the defense is ready.

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:
a) The throwing team shall choose the thrower for an exchange for the initial throw of the game.
b) The throwing team shall choose the thrower, if the throwing team on the previous exchange did not meet all requirements of a good throw, including foot faults.

(2) Contingent Upon Previous Exchange:

a) Whenever a player makes a good catch while his or her team is receiving, that player shall be the thrower on the subsequent exchange. 
b) Whenever the players on the receiving team fail to catch a good throw (see 303.02 B), but do touch the disc during the exchange, the player who first touched the disc shall be the thrower on the subsequent exchange. 
c) If two players are equidistant from a good throw and both fail to touch it, then the throwing team will decide which of the two players shall return the throw. This is known as an “Ace”.
Clarification:  In the event of a good throw that is uncaught and untouched, but solely within the scoring zone of a single player, the player through whose scoring zone the disc passed becomes the thrower on the ensuing 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.

Clarification: A thrower’s position may be any place across from the other team, including from outside any cone or position from the other team, as long as the thrower is clear where they are throwing from and meets all other conditions that makes the throw good. A player may bend the disc back into its original pre-thrown shape.

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.

Clarification: if the other team deems there are too many teammates in the backfield, They will be asked to move from the backfield to the side lines.

D. Foot Faults:

Foot Faults occur whenever the thrower steps on the line; during their final plant of the foot upon the throw - - a twist onto or over the line is legal if the planted foot was behind the line. Foot Faults 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.

Clarification: Another teammate (“sixth man”) from the other team may watch the line for a foot fault, but they cannot actively make the call. They can only point out to the other team it was a foot fault and it should be called. It is the throwing team’s responsibility to watch and make foot fault calls. Observers are rarely be called in to watch for foot faults, but are available if needed.

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 or other surface or obstacle (a tree or spectator, for example, or walls during indoor play, etc.) prior to all other prerequisites being satisfied.
(4) The disc may be touched by any number of players on the receiving team, any number of times, prior to a final catch, as long as there is never a “trap” consisting of simultaneous contact by two body parts of a single player.
Clarifications:
1. a “trap” is an illegal way of controlling the disc by using two body parts (between large joints such as elbow, shoulder, hips and neck). Example: If the disc hits your hand and chest (crossing the shoulder joint) this would be considered a trap.
2. The wrist and ankle joints are not considered large joints so the disc may rest or hit them freely and are not considered traps.
3. The disc may hit between large joints if they’re flexed straight, creating one limb (example: forearm and bicep straight (locked elbow) make an arm and will be considered one body part).
4. If a player moves forward and hits the disc while it is still considered vertical the shot will be considered good, as it was not given enough space to flip from the vertical position. If the shot is extreme in its vertical-ness it will be considered vertical.
5. a. If a defensive player jumps in-front of the line AND touches the disc, the line shall move with the player to that spot. It will be considered a good shot, if it meets all the other requirements for a good shot.
5. b. If the player jumps in front, AND misses, OR decides not to touch the disc, the shot will be good on condition it reaches the required 14m. The line will not move with the player if they do not touch the disc.

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 having to move or leave their feet. The scoring zone is 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 with the player standing erect.

(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 fully extended parallel to the goal line.
(4) The disc does not have to be wholly or completely within the scoring zone to constitute a good throw. Any portion of the disc that passes through the scoring zone is sufficient.
Clarification: Each defensive player has a rectangular box to defend that is defined by their optimum reach in a horizontal and vertical direction and 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 or lunge) as to vertically/horizontally increase his or her reach beyond his or her optimum effort, a throw by or below the highest point of the outstretched hand following the movement 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 or horizontally, a player increases the height or width of his or her scoring zone.
Clarification: If a defensive player does not make an optimum effort to make the catch, by either being late to make an optimum effort or not making the optimum effort at all, there is a basis and a claim to be made that the disc passed within the scoring zone resulting in a point for the offensive team.

303.05. Scoring:

A. Game:

Each game shall be played to 21 points – with the winner being the first team to reach 21 provided the margin of victory is at least two points.

(1) A game with a score of 20 to 20 goes into overtime and play continues until the winning team achieves a two- point margin.

(2) Teams should switch ends of court at 11-point (cumulative score between both teams) intervals (11, 22, 33, 44, 55 etc.).

(3) For indoor tournaments or tournaments with time constraints, Tournaments Directors may use clocks/timers/etc. to administer a “running clock” to use during games, which will possibly change the final score to be less than 21 or win by less than two.

B. Points:

(1) AA point shall be scored by the throwing team whenever a good throw is made into a scoring zone of one or more of the receiving players and the receiving team fails to make a good catch, unless a foot fault 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; 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.
Clarification: In the result of a foot fault, a team can elect to dismiss a foot fault to accept a failed throw which results in a point for the receiving team.

303.06. Substitutions:

A. When Allowable:

Substitutions may only be made at the switching of ends (every cumulative 11 points; see 303.05.2). Further, if a player is substituted, they may return to play at the next switching of ends or to replace an injured player.

(1) In the event that a player who is to leave the game at the time of a switch is also designated to throw on the exchange immediately following the switch, he will remain in the game to take the throw and leave before the next exchange on Defense.

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 only if they have no more substitutes on their team and the Tournament Director approves of the addition, 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 game.
Clarification: Any team that needs to add a non-registered player to complete their team, must have TD clearance. The other team has no say in this, other than lobbying the TD to not allow it. If there are no other available non-registered players, the team will be allowed to use 4 players (2 in 3man) that will have to cover 4 spots. Any team with 3 or fewer players must forfeit the games from that point after until, they can field a team.

303.07. Judging:

A. General:

The players shall generally make the calls in the match. Usually the throwing team shall make calls on the throw and the receiving team shall make calls on the catch.

B. Disputes:

In the event of a dispute, only the team captains shall meet at mid-field to discuss and resolve the dispute. If the dispute cannot be resolved, the throw attempt shall be repeated.

Clarification: If the two teams cannot come to a re-throw decision, the game will be stopped until observers can arrive, in the Spirit of the Game this should never happen.

C. Observers:

At their discretion, the two competing team’s captains may both 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 peacefully resolved by the captains, the observers may be called upon by the captains, or either captain, to make the call. The observer with the best view of the play makes the call. The observers shall 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.
(4) Teams are to respect the decision of the observer; and any/all disagreement should be left for discussion after the game is over.
Clarification: Teams or a captain have the right to dismiss an Observer at any point in a game, but are responsible for finding a new Observer that the other captain agrees to.
 

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