Comment: Double disc court is a game played by two teams of two players each. Each team is charged with defending a court from the attack of theopponents. The attacks are made in two ways: by the throwing of one of two discsin play into the opponents' court in an attempt to have the disc come to rest within that court without ever having touched out-of-bounds, or by causing both discs to be touched by a player or players on the opposing team at the same time. A team scores a point whenever they make a successful attack or whenever an opponent throws a disc out-of-bounds. The first team to score the requisite number of points as determined by the competitive format shall win the game.
The purpose of the following rules is to provide a guideline which describesthe way the game is played. Disc sports have traditionally relied on a spirit ofsportsmanship which places the responsibility for fair play on the playersthemselves. Highly competitive play is encouraged, but never at the expense ofthe bond of mutual respect between players, adherence to the agreed upon rules of the game, or the basic enjoyment of play. Protection of these vital elements serves to eliminate adverse conduct from the playing field. Such actions as taunting the opposing players, dangerous aggression, intentional violation of the rules, or other "win-at-all-costs" behavior are contrary to the spirit of the game and must be avoided by all players. Violations which compromise this understanding may result in penalties or disqualification by the tournament director.
201 Interpretation:The ultimate interpretation of the letter and spirit of this document shall be the responsibility of the tournament director and/or the head judge of the event.
The double disc court shall consist of two square areas measuring 13 m per side known as courts, which are set 17 m apart. The minimum distance between neighboring courts shall be 5 m. Spectators shall not be positioned closer than 2 m to a court, with 5 m suggested if possible (see Figure 2.1)
The double disc court may have any surface(well-trimmed grass is recommended) which is essentially flat, free of obstructions and holes, and affords reasonable player safety.
The boundary lines shall lie flat on the surface and mark the area of each court. The boundary lines are not part of the courts, they are out-of-bounds. The boundary lines shall be marked with a cord having a diameter not larger than 10 mm nor smaller than 5 mm.
The corners of the courts shall bemarked with cones made of a brightly-colored flexible material. The cones shall not be larger than 13 cm nor smaller than 9 cm in height and width. The cornermarkers shall be centered on the corners of the courts and are consideredout-of-bounds.
The team losing the flip shall then have its choice on one of the two remaining options, leaving the final option to the team winning the flip.
Observers are to be used for all semi-final and final matches. Observers may be used for other matches if requested by a team. These observers should be positioned on opposite sides of the courts, on the front lines extended, 2 m to 4 m from the court they are observing.
Should a player or team arrive more than 5 minutes late for the scheduled start of a game, that team forfeits that game and all games in the round.
Should a player or team fail to play any game in a round, that team forfeits all their games in the round, including any that may have already been played and won by that team.
(1) Preliminary Round: The teams shall be placed in a seeded round-robin pool and shall complete 1 game to a score of 21 points, win by 2, cap at 25, against each team. The 4 teams with the best records shall advance to the semi-final round.
(1) Preliminary Round: The teams shall be divided into 2 seeded pools for round-robin play and shall play 1 game to 21 points, win by 2, cap at 25, against each team. The 2 teams with the best records in each pool shall advance to the semi-final round.
In round-robin play, ties in which two teams have identical win/loss records, are broken by virtue of the head-to-head match in that round. If three or more teams are tied, the following procedures are used:
Angle: The angle between the plane of the ground and the plane of the flight plate of the disc when the disc strikes the ground.
Break: An exchange that has resulted in a point scoring situation against both teams.
Cap:The point total which, in some games, limits the obligation to win by a margin of 2 or more points. The first team to reach the cap score, wins.
Delay: Allowing the disc to spin continuously on one's fingernail or other body part.
Double-Touch: A player or both players on the same team touching both discs at the same time.
Escape situation: An escape situation occurs when both discs are thrown at the same court.
Exchange: One play of double disc court, commencing with the serve and ending in a circumstance which results in a break, a replay or one or two points being scored.
Impasse: A situation during an exchange in which a player on each team is holding a disc.
Initiation: The initiation team for a given exchange is the team which announces the score, initially establishes server position, gives the serving call, and has the responsibility to throw in the event of an impasse during the exchange.
Lead Shot: When two thrown discs are approaching a court, the disc that was released first is considered the lead shot.
Match: One game or a series of games, depending upon the competitive format, with a winner being declared.
Net Points: The margin of points by which a team wins or loses a game.
Play On: When all players appear to be ready, the initiation team shall ask, "Ready?" and the opponent shall respond with, "Play on." At that time, an impasse occurs and the usual rules apply.
Replay: A return to the previous serving combination and initiation with no points being scored on the exchange.
Serve: The first throw in an exchange. Both teams shall serve simultaneously.
Serving Combination: The players, one on each team, who serve simultaneously to start an exchange.
Serving Call: Signal given to initiate the serve. The call shall be an even cadence count of, "Ready, two, one, throw."
Supporting Point: The part of a player's body which is supporting his weight or is in contact with the ground.
Team: Shall consist of two, and only two, players.
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.
Ninth Edition. Produced and printed courtesy of Mattel Sports Promotion. 1996.