QUOTE(fantagero @ Nov 12 2008, 12:29 PM)
which brick mark??
A ---------------X*--------------------*Y--------------------------B
"A" Threw, disc went out.. "B" clapped,
so,, which brickmark (X or Y) should "B" bring the disc??
Gee, so many questions, where do I start?
1) Calling "Brick"
On the pull (start of a point), the receiving team must signal for a brick-call (by clapping hands above your head or simply calling "Brick") before picking up the disc. Calling brick before the disc lands is also ok. With the current updated WFDF rules, calling brick no longer means walking the disc to the middle of the field, you must now start from the brick mark. The brick mark shall be the one closest to the line where the receiving team started from. If we take the above diagram, A pulls and the disc flies out of bounds, B must decide to play from the point the disc flew out or start from brick mark Y. Even if the disc flies out before the halfway line, if B calls brick, they must start from Y. So, be smart and think about it before calling "brick".
2) When a pull lands inbounds and rolls out.
Please note that the ENTIRE field is considered inbounds, including the end zone. If the pull lands inbounds and stays inbounds (does not roll out), you play from where it STOPS. This means that even if the pull lands and rolls into your endzone, you are NOT allowed to walk it up to the front of the endzone, you start play from where it stops, ie. from inside your own endzone. If the pull lands and rolls out of bounds, you start from the point where the disc rolled out of the field. Again, even if the disc rolls out behind your endzone, you start from the back of your endzone.
Remember, if you attempt to catch the pull or touch (kick) the disc before it makes first contact with the ground, it is a TURNOVER! If this happens inside the receiving endzone, the disc is walked backed out to the front of the endzone and is checked in.
3) Stall Count
Stall count is officially 10 seconds in both WFDF and UPA rules. The reference to 8 seconds is usually used for indoor Ultimate. The stall count may be started when the marker is within 3 metres of the thrower. I see this quite often locally, a 2nd defender might stand near the thrower, almost like in a cup in a zone defense. If this 2nd defender is within 3 meters of the thrower with no other offense player, the thrower can call "double team" and the 2nd defender must back off.
4) Disc Space
Any part of the marker must be at least 1 disc diameter away from the torso or pivot of the thrower. This means you may not block the thrower's pivot. eg. Even you have a disc space between your bodies, you may not wrap your arms around (blocking the pivot). Remember when Disc Space is called (and not contested), the marker must subtract 2 seconds from the stall count and continue.
Did I miss any questions?

Added on November 12, 2008, 7:04 pmTo those playing the League starting this Saturday, remember what I said above about "double team". It is quite likely for some teams to play a Zone Defense and this might happen with their cup. Do not be afraid to call it. Don't let the experienced players bully you.
This post has been edited by klsmurf: Nov 13 2008, 05:26 PM