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Club de Ultimate Ki-ê

Corporacion.Ultimate.Antioquia
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Que dice el Reglamento sobre el Espiritu...

Introducción

El Ultimate es un deporte que se practica con dos equipos de siete jugadores y un disco volador. Se juega en un campo rectangular, de aproximadamente la mitad de ancho de un campo de fútbol, con una zona de gol en cada extremo. El objetivo de cada equipo es anotar un gol haciendo que un jugador atrape un pase en la zona de gol que está atacando.  Un lanzador no puede correr con el disco, pero puede pasarlo en cualquier dirección a cualquier compañero de equipo. Cuando no se completa un pase, sucede un cambio de posesión, y el otro equipo toma el disco para anotar en la zona de gol opuesta. Por lo general, los partidos se juegan a diecisiete goles y duran aproximadamente cien minutos. El Ultimate es un deporte de no contacto en el que cada quien hace de árbitro. El Espíritu de Juego muestra a los jugadores cómo arbitrar el juego y cómo comportarse en cancha.

1. Espíritu de Juego

1.1.   El Ultimate es un deporte de no contacto y autoarbitrado. Todos los jugadores son responsables de aplicar y observar las reglas. El Ultimate confía en un Espíritu de Juego que delega la responsabilidad del juego limpio en todos los jugadores.

1.2.  Se confía en que ningún jugador violará las reglas intencionalmente; de esta manera, no existen castigos severos por las infracciones, sino más bien un método para reanudar el juego de una manera que simula lo que es más probable que habría sucedido si no hubiera habido infracción.

1.3.  Los jugadores tienen que ser conscientes de que están actuando como jueces en cualquier discusión entre equipos.  En tales situaciones, los jugadores deben:

1.3.1.    Saber las reglas;

1.3.2.    Ser ecuánimes y objetivos;

1.3.3.    Ser sinceros; y

1.3.4.    Usar un lenguaje respetuoso.

1.4.   Aunque se promueve el juego altamente competitivo, éste nunca deberá sacrificar el respeto mutuo entre jugadores, la observación de las reglas del juego, o la simple alegría de jugar.

1.5.   Las siguientes acciones son consideradas muestras de buen espíritu;

1.5.1.    Informar inmediatamente a un compañero de equipo cuando hizo un llamado equivocado o innecesario, o provocó una falta    o violación.

1.5.2.    Felicitar y/o agradecer al rival por un buen juego o partido;

1.5.3.    Presentársele al contrincante;

1.5.4.    Reaccionar de manera calmada ante un desacuerdo o una aparente provocación;

1.6.   Las siguientes acciones son violaciones evidentes del espíritu de juego y todos los participantes deben evitarlas:

1.6.1.    El juego peligroso y el comportamiento agresivo;

1.6.2.    Cometer intencionalmente una falta u otras violaciones intencionales de las reglas;

1.6.3.    Burlarse de o intimidar a los contrincantes; y

1.6.4.    Pedir un pase de un jugador contrario.

1.7.   Los equipos son guardianes del Espíritu de Juego y deben:

1.7.1.    Responsabilizarse de enseñar las reglas y el buen espíritu a sus jugadores;

1.7.2.    Disciplinar a los jugadores que muestren poco espíritu; y

1.7.3.    Dar una retroalimentación positiva a otros equipos sobre cómo mejorar su observancia del Espíritu de Juego.

1.8.   En el caso en que un jugador novato incurra en una infracción por desconocimiento del reglamento, los jugadores experimentados están obligados a explicar tal infracción.

1.9.  Un jugador experimentado, que ofrezca consejo sobre las reglas y oriente el arbitraje en cancha, puede supervisar los partidos que involucren principiantes o jugadores jóvenes.

 

1.10.  Los jugadores directamente involucrados en la jugada, o los jugadores que tenían la mejor perspectiva de la misma, tienen que interpretar las reglas. Los jugadores que no estén participando  activamente en ese punto, aparte del capitán, deberán abstenerse de involucrarse. Si no se llega a un acuerdo para lo sucedido, se debe devolver el disco al último lanzador con el que no haya habido discusión.

Actualizacion Reglas de Ultimate.

WFDF Rules of Ultimate [Actualizacion]
Version 2006.11.01
(Changes since Version 2006.10.01 in Red)
Produced by the WFDF Rules Sub-Committee

1. Introduction. 3
2. Spirit of the Game. 3
3. Variations. 3
4. Playing Field. 4
5. Equipment 5
6. Length of Game. 5
7. Teams. 5
8. Starting a Game. 5
9. The Pull 6
10. Putting the Disc into Play. 6
11. The Check. 7
12. Stall Count 7
13. Out of Bounds. 7
14. Scoring. 8
15. Turnovers. 8
16. Continuation Rule. 9
17. Possession and Positioning. 10
18. Violations. 10
19. Fouls. 12
20. Time-Outs. 14


WFDF Additional Championship Rules


A1. Introduction. 15
A2. Spirit of the Game. 15
A3. Variations. 15
A4. Field of Play. 15
A5. Equipment 15
A6. Length of Game. 15
A7. Teams. 16
A8. Starting a Game. 17
A9. The Pull 17
A10. Putting the Disc into Play. 17
A11. The Check. 17
A12. Stall Count 17
A13. Out of Bounds. 17
A14. Scoring. 17
A15. Turnovers. 18
A16. Continuation Rule. 18
A17. Positioning and Possession. 18
A18. Violations. 18
A19. Fouls. 18
A20. Time Outs. 18
A21. Definitions. 19


1. Introduction
1.1. Ultimate has traditionally relied upon a spirit of sportsmanship that places the responsibility for fair play on the individual player. Highly competitive play is encouraged but never at the expense of mutual respect between players, adherence to the agreed-upon rules of the game or the basic joy of play. The purpose of the rules of ultimate is to provide a guideline which describes the way the game is played. It is assumed that no ultimate player will intentionally violate the rules; there are no harsh penalties for inadvertent infractions but, rather, a method for resuming play in a manner which simulates what would most likely have occurred had there been no infraction.
2. Spirit of the Game
2.1. Ultimate is a non-contact, self-refereed sport. All players are responsible for administering and adhering to the rules. Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every player.
2.2. Highly competitive play is encouraged, but should never sacrifice the mutual respect between players, adherence to the agreed-upon rules of the game, or the basic joy of play.
2.3. The following actions are clear violations of the spirit of the game and should be avoided by all participants:
2.3.1. dangerous aggression.
2.3.2. intentional fouling or other intentional rules violations.
2.3.3. taunting or intimidating opposing players.
2.3.4. calling for a pass from an opposition player.
2.4. It is trusted that no player will intentionally violate the rules; thus there are no harsh penalties for infractions, but rather a method for resuming play in a manner which simulates what would most likely have occurred had there been no infraction.
2.5. Players should be mindful of the fact that they are acting as referees in any arbitration between teams. In such situations, players must:
2.5.1. learn the rules.
2.5.2. be fair-minded and objective.
2.5.3. be truthful; and
2.5.4. use respectful language.
2.6. In the case where a novice player commits an infraction out of ignorance of rules, experienced players are obliged to explain the infraction.
2.7. Teams are guardians of the Spirit of the Game, and must:
2.7.1. take responsibility for teaching their players the rules and good spirit,
2.7.2. discipline players who display poor spirit; and
2.7.3. provide positive feedback to other teams about how to improve their adherence to the Spirit of the Game.
2.8. An experienced player, who offers advice on rules and guides on-field arbitration, may supervise games involving beginners or younger players.
2.9. Rules should be interpreted by the players directly involved in the play, or by players who had the best perspective on the play. If no agreement as to what occurred can be reached, the disc should be returned to the last non-disputed thrower.
3. Variations
3.1. A variation of the basic structure may be used to accommodate special competitions, number of players, age of players and available space.
3.2. Lined fields are not necessary for the purposes of practice or other non-formal games of Ultimate.
4. Playing Field
4.1. The Field of Play is a rectangle one hundred (100) metres long and thirty-seven (37) metres wide. (See Figure 4.1)
4.2. The perimeter of the Field of Play is the Perimeter Line and consists of two (2) Sidelines along the length and two (2) End lines along the width.
4.2.1. All lines are between seventy-five (75) and one hundred twenty (120) millimetres wide, and are marked with a non-caustic material
4.3. The Field of Play is broken up into a central Playing Field Proper that is sixty-four (64) metres long by thirty-seven (37) metres wide, and two End zones that are eighteen (18) metres deep by thirty-seven (37) metres wide at each end of the Playing Field Proper.
4.4. The Goal Lines are the lines that separate the Playing Field Proper from the End zones and are part of the Playing Field Proper.
4.5. The Brick Mark is the intersection of two (2) crossed one (1) meter lines in the playing field proper set twenty (20) metres from each Goal Line, midway between the Sidelines.
4.6. Eight brightly-coloured, flexible objects (such as plastic cones) mark the corners of the Playing Field Proper and the End zones.
5. Equipment
5.1. Any flying disc that appears on the WFDF “Approved Discs” list may be used.
5.2. Each player must wear a uniform that recognizes them as part of their team.
5.3. No player may wear items of clothing or equipment that could reasonably be harmful to other players (e.g. footwear that has any exposed metal, protruding jewellery [including but not limited to: rings, ear-rings, studs, bracelets], wristwatches)
6. Length of Game
6.1. A WFDF Regional Tournament or Championship Game is played to 17 points.
6.2. The game is separated into two (2) halves. Half-time occurs when the first team reaches nine (9) points.
7. Teams
7.1. Each team will put seven (7) players on the field during each point.
7.2. A team may make unlimited substitutions only after a point is scored and before the next Pull, except for injury. (See Section 21)
8. Starting a Game
8.1. The Captains of the two teams fairly determine which team first chooses to either:
- Receive or throw the initial pull; or
- Start defending a particular end zone
The other team is given the remaining choice.
9. The Pull
9.1. At the start of the game, after half-time or after a score, play commences with a throw-off, called a Pull.
9.2. The Pull consists of one player on the Defensive team throwing the disc to begin play.
9.3. The Defensive team must be entirely inside their End zone when the Pull is released.
9.4. The players on the Offensive team must stand with one foot on their defending goal line without changing position relative to one another.
9.5. The Offensive team signals their readiness by having at least one player raise a hand above their head.
9.6. As soon as the disc is released, all players may move in any direction.
9.7. No player on the Defensive team may touch the Pull unless a member of the Offensive team touches it first.
9.8. After the Pull, the Offensive team gains possession of the disc and puts it into play according to the following:
9.8.1. If a member of the Offensive team catches the Pull on the Field of Play, that player must put the disc into play from the spot of the catch.
9.8.2. If a member of the Offensive team catches the Pull out-of-bounds, that player must put the disc into play at the point of the Field of Play nearest to where contact with the disc was first made. 9.8.3. If the disc initially contacts the Field of Play and never becomes out-of-bounds, an Offensive team player puts the disc into play where it stops.
9.8.3.1. A member of the Offensive team may stop a disc that has first contacted the ground without establishing possession. In doing so, the player must attempt to stop the disc at its current point, and may not advance the disc in any direction.
9.8.3.2. If the disc is advanced as a result of contact with an Offensive player, the disc should be returned to the point where that player first contacted it.
9.8.4. If the disc initially contacts the Field of Play and then becomes out-of-bounds, an Offensive team player puts the disc into play at the point on the Playing Field Proper nearest to where the disc first went out-of-bounds.
9.8.5. If the disc becomes out-of-bounds without first touching the Field of Play or an Offensive Player, the Offensive team, before touching the disc, makes a choice of:
9.8.5.1. Putting the disc into play at the nearest point on the Playing Field Proper to where the disc crossed the perimeter line.
9.8.5.2. Putting the disc into play at the Brick Mark, or on a point of the mid-line of the field closest to where the disc last crossed the Perimeter Line, whichever is closer to the end zone the Offensive Team is attacking. This option is indicated when any member of the Offensive team fully extends one arm above their head and/or calls either "Brick" or “Middle” prior to the disc being touched. Once this indication is made, the disc must be moved to the “Brick” or “Middle” point to be put into play. Failing to indicate this intention will result in the disc being put into play according to 9.8.5.1.
10. Putting the Disc into Play
10.1. Putting the disc into play means that the offensive player in possession of the disc establishes a pivot point (typically their foot) at the point on the Field of Play as indicated by the rules. This can occur at any time as long as a Check of the Disc is not indicated (Section 11)
10.2. After a change in possession, the offensive player who first establishes possession of the disc, must put the disc into play, unless that player is subsequently replaced due to an injury.
11. The Check
11.1. Whenever play stops during a point for a time-out, foul (when play does not continue as a result of the continuation rule), disputed possession call (e.g. If the disc contacted the ground prior to the catch, if the receiver was out of bounds during a catch, if it is unclear who between two players on opposing teams caught the disc first), violation (when play does not continue as a result of the continuation rule), safety stoppage of play (e.g. recognition of hazard on or near the field) or injury, play is restarted with a Check
11.1.1. With the permission of the offence, the defender nearest to the thrower restarts play by touching the disc and calls "Disc In".
11.1.2. If the nearest defender is not within reach of the thrower, the thrower may, with permission of the closest defender, restart play by touching the disc to the ground and calling “Disc In”.
11.1.3. If no offensive player is in possession of the disc, the nearest defender to the disc may, with permission of the closest offensive player, restart play by calling “Disc In”.
11.1.4. If the thrower attempts a pass before the Check, the pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower.
12. Stall Count
12.1. The marker may administer a stall count on the thrower by calling "Stalling" and counting at one second intervals starting at one (1).
12.2. The Stall count must be verbalized at a reasonable volume so that the thrower can hear the count.
12.3. The Stall count may not be started until the Marker is within three (3) meters of the thrower and a double-teaming violation (Section 18.4.1.5) is not in effect.
12.4. If the Marker calling the stall count moves more than three (3) meters from the thrower, the stall count is stopped and must be re-started at zero (0).
13. Out of Bounds
13.1. The entire Field of Play is in-bounds. The Perimeter Lines are not part of the Field of Play and are out-of-bounds. All non-players are considered part of the out-of-bounds area.
13.2. The out-of-bounds area consists of the area which is not in-bounds and everything in contact with it, except for defensive players, who are always considered “in-bounds” for purposes of making a play on the disc.
13.3. An offensive player who is not out-of-bounds is in-bounds. An airborne player retains their in-bounds/out-of-bounds status until that player contacts the Field of Play or the out-of-bounds area. The following exceptions apply:
13.3.1. If momentum causes a player to touch an out-of-bounds area after landing in-bounds with possession of an in-bounds disc, the player is considered in-bounds. The disc is put into play at the spot on the Field of Play closest to where the player first crossed the Perimeter or End Line.
13.3.2. A thrower may contact an out-of-bounds area once a pivot point has been established in-bounds.
13.3.3. Contact between players does not confer the state of being in- or out-of-bounds from one to another.
13.4. A disc is in-bounds when it is put into play, or when play starts or restarts.
13.5. A disc becomes out-of-bounds when it first contacts the out-of-bounds area or contacts an out-of-bounds offensive player. A disc in the possession of an offensive player has the same in/out-of-bounds status as that player. If the disc is simultaneously in the possession of more than one offensive player, one of them being out-of-bounds, the disc is out-of-bounds.
13.6. The disc may fly outside a Perimeter Line and return to the playing field, and players may go out-of-bounds to make a play on the disc.
13.7. To continue play after the disc becomes out-of-bounds, a member of the team gaining possession of the disc must carry it to, and put it into play at, the spot on the Playing Field Proper nearest to where the most recent of the following events occurred:
13.7.1. the disc completely crossed the Perimeter Line;
13.7.2. the disc contacted an in-bounds player; or
13.7.3. the disc became out-of-bounds due to contact with the out-of-bounds area or a player while any part of the disc was inside the Perimeter Line.
14. Scoring
14.1. A single point is scored when an in-bounds player catches and demonstrated control of an in-bounds disc and their first point of contact is completely in the End zone that their team is currently attacking and they acknowledge the score.
14.1.1. Should an airborne player catch the disc and land with two (2) points of contact with the ground simultaneously, one in the end zone and one in the playing field proper, a point has not been scored. The player must establish a pivot on the end zone line or in the Playing Field Proper, closest to their current position.
14.2. Should momentum carry a player into the End zone that their team is currently attacking after catching the disc in the Playing Field Proper, the player puts the disc into play at the point of the Playing Field Proper where the player entered the End zone.
14.3. Once a score has been acknowledged, the current point is deemed to have been over when the reception was made. The next point starts when the previous point ends. Play will re-start with the team who just scored initiating a Pull.
14.4. Direction of attack for each team will switch after every point
15. Turnovers
15.1. A turnover transfers possession of the disc from one team to the other and occurs when, during play:
15.1.1. the disc contacts the ground while it is not in the possession of an offensive player;
15.1.2. the disc is in possession of more than one offensive player, except during a reception of a pass;
15.1.3. the thrower intentionally deflects a pass to themselves off another player;
15.1.4. the thrower contacts their own pass prior to the pass being contacted by another player;
15.1.5. a pass is caught (Intercepted) by a defensive player;
15.1.6. the disc becomes out-of bounds;
15.1.7. a Stall Violation occurs (See Section 18.6);
15.1.8. the thrower calls a Team Time Out when their team has no remaining Team Time Outs;
15.1.9. there is an uncontested Offensive Receiving Foul (See Section 19.7); or
15.1.10. during the pull, the receiving team touches the disc before it contacts the ground, and fails to catch the disc.
15.2. If it is unclear whether the disc contacted the ground, or a receiver was out-of-bounds, the player(s) with the best perspective makes the call. If either team disagrees they may call "Contest" and:
15.2.1. the disc is returned to the previous thrower; and
15.2.2. the stall count is resumed at the same point it was at when the throw occurred or at stall count eight (8) if the stall count was over eight.
15.3. After a turnover, there is a change in possession. The team gaining possession puts the disc into play (Except if a goal has been scored under Section 14.1) as indicated by the following:
15.3.1. If the disc or player intercepting the disc is located in the Field of Play and has never contacted an out-of-bounds area:
15.3.1.1. At the current location of the disc or player.
15.3.2. If the disc or player intercepting the disc is located in the end zone that the team gaining possession is currently defending, the team gaining possession may choose to put the disc into play either:
15.3.2.1. At the current location of the disc by establishing a pivot point with the intention to make a pass; or
15.3.2.2. At the spot on the Playing Field Proper closest to the current location of the disc by moving towards that point once gaining possession of the disc.
In this case, once the player in possession of the disc has started towards this spot on the Playing Field Proper, that is where the disc must be put into play.
15.3.3. If the disc or player intercepting the disc initially contacted the Field of Play, and then crossed a perimeter or end line to become out-of-bounds:
15.3.3.1. At the point of the Playing Field Proper closest to where the disc/player first became out-of-bounds.
15.3.4. The Disc’s first contact was out-of-bounds or with an out-of-bounds player.
15.3.4.1. If no defensive player contacted the disc, at the point on the Playing Field Proper closest to where the disc last crossed the perimeter line.
15.3.4.2. If a defensive player contacted the disc, at the point on the Playing Field Proper closest to where the disc stops, or where the player who intercepted the disc first came in contact with the disc.
15.4. After a turnover and prior to possession being established by an offensive player, the disc may not be intentionally advanced in any direction as a result of contact with any player.
15.4.1. If the disc is advanced by contact with a player, the disc should be returned to the point where that player first contacted it.
16. Continuation Rule
16.1. If the disc is in the air when a foul or violation has occurred, or if a foul or violation took place while the thrower was in the act of throwing, play continues until possession has been established.
16.2. If the team that called the foul or violation gains or retains possession as a result of the pass, play shall continue un-halted. It is the responsibility of the player who made the call to say, "Play on," to indicate that this rule has been invoked.
16.3. If the team that called the foul or violation does not gain possession as a result of the pass, play shall be stopped, and the rule of the foul or violation will be enacted.
16.4. If the team that called the foul or violation believes that play has not been affected by the foul or violation, they should decline the foul or violation, make up any positional disadvantage caused by the foul or violation, and restart play.
17. Possession and Positioning
17.1. A receiver gains possession of the disc and becomes the thrower by demonstrating sustained contact and control of a non-spinning disc and when their first point of contact after that point is in-bounds.
17.2. A defensive player may gain possession of a disc and become the thrower by demonstrating sustained contact and control of a non-spinning disc.
17.2.1. If after catching the disc a defensive player loses control of the disc due to ground contact, that player is considered to have blocked the disc and their team retains possession.
17.3. If offensive and defensive players catch the disc simultaneously, the offence retains possession.
17.4. A player in an established position, who has not moved to that position to intentionally block another player while not making a play on the disc, is entitled to remain in that position and should not be contacted by an opposing player.
17.5. Every player is entitled to occupy any position on the field not occupied by any opposing player, provided that they do not cause contact in taking such a position.
17.6. When the disc is in the air, all players must attempt to avoid contact with other players, and there is no situation where a player may justify initiating contact. “Making a play for the disc” is not a valid excuse for initiating contact with other players
17.7. Some amount of incidental contact may occur as two or more players move towards a single point simultaneously. This type of contact should attempt to be minimized but should not be considered a foul.
17.8. The Principle of Verticality:
17.8.1. All players have the right to the space immediately above them. An opponent may not obstruct a player from occupying this space.
17.8.2. A player who jumped is entitled to land without hindrance by opponents, assuming that no opposing player occupied any space between and including the point of take off and the receiver's eventual landing spot at the initiation of the jump.
18. Violations
18.1. Overview
18.1.1. A violation results from a breach of the rules where no player contact has occurred. Any player may claim a violation, by calling the specific name of the violation or "Violation".
18.1.2. If the continuation rule is not in effect, play stops when a Violation is called. All players on the field must return to the location they were in when the violation was called and remain there until the disc is checked into play.
18.1.3. If the team against whom the violation is called disagrees that it occurred, they may call “Contest”. Whenever there is a failure to come to an agreement over any call, the violation is considered to be “Contested”.
18.2. The Stall Count and Violations
18.2.1. After a violation where play has stopped the count is reset as specified for that violation.
18.3. Traveling Violations
18.3.1. A Traveling violation occurs in the following situations:
18.3.1.1. the thrower fails to put the disc into play at the correct point on the Field of Play;
18.3.1.2. the thrower fails to keep all or part of a pivot point (usually a foot) in contact with a single spot on the field;
18.3.1.3. a player does not come to a stop as quickly as possible after they become the thrower, or changes direction after they become the thrower as they are attempting to stop;
18.3.1.4. a player releases a pass after the third ground contact and before coming to a complete stop and establishing a pivot point (in general this indicates a player must release the disc after one (1) step as the point of contact when the disc is received counts as the first ground contact); or
18.3.1.5. a player purposefully bobbles, fumbles or delays the disc to themselves in order to move in any direction.
18.3.2. After an uncontested traveling violation by the thrower, if the continuation rule does not apply, the disc is returned to the thrower and the stall count resumes at the point where the violation occurred or at stall count eight (8) if the stall count was over eight.
18.3.3. After a contested traveling violation by the thrower, if the continuation rule does not apply, the disc is returned to the thrower and the stall count resumes at the point where the violation occurred or at stall count eight (8) whichever is lower.
18.3.4. After a traveling violation by the receiver, the player with the disc must return to the point on the Field of Play where the reception was made. The Stall count is zero (0).
18.4. Marking Violations
18.4.1. Marking violations include the following:
18.4.1.1. "Straddle" - the marker straddles the thrower's pivot point.
18.4.1.2. "Disc Width" - the marker encroaches the disc width gap between the marker and thrower's upper bodies.
18.4.1.3. "Wrapping" – the marker encroaches into a disc-width space from the thrower’s upper body with their arms.
18.4.1.4. "Fast Count" - the marker counts in less than one second intervals, does not subtract two (2) seconds from the stall count after the first call of any marking violation by the thrower, starts the stall count before the Offensive establishes both possession of the disc and a pivot point or does not start the stall count with the word “Stalling”.
18.4.1.5. "Double Team" - more than one defensive player is within three (3) meters of the thrower’s pivot point when no other offensive player is within three (3) meters of either defensive player.
18.4.2. A marker violation may be contested by the defense, in which case play stops.
18.4.3. On the first call of a marking violation that is not contested, play does not stop. The marker must subtract two (2) from the stall count and continue. A marker who is executing a stall count may, when a Violation is first called, continue the stall count by reducing the count by one (1) and then continuing the count. The effect of this technique is to subtract two (2) seconds from the stall count. (e.g. “Stalling 1, 2, 3, 4, 3, 4, 5, 6…” if a Violation was called at the fourth (4th) stall count).
18.4.4. The marker may not restart counting until any illegal positioning has been corrected. To do otherwise is a subsequent marking violation.
18.4.5. For any subsequent marking violation during the same stall count, play stops, the count is reset to zero (0) and play is continued with a check.
18.4.6. If any subsequent marking violations are contested, the stall count remains where it was when the marking violation occurred, or at stall count five (5) if it was over five.
18.5. Pick Violation
18.5.1. If a defensive player is within five(5) meters of an offensive player and they are prevented from moving towards/with that player by another player, a defensive player may call "Pick". If the Continuation Rule (Section 16) is not in effect, play is stopped.
18.5.2. Once play has stopped, the obstructed player may move to the position they determine they would have otherwise occupied if the obstruction had not occurred. The disc is returned to the thrower (if the disc was thrown) and the stall count resumes at the point it was at when the violation occurred.
18.6. Stall Violation
18.6.1. If the thrower has not released the disc by the first utterance of the word “Ten” of the stall count, there is a Stall Violation.
18.6.1.1. If the violation is not contested, there is a change in possession. The disc is placed on the ground at the pivot point of the player who incurred the Stall Violation.
18.6.1.2. If the thrower contests the Stall Count Violation after the throw was made, the continuation rule is in effect. If the disc is returned to the thrower the count is reset to stall count eight (8) and play is continued with a check.
19. Fouls
19.1. Overview
19.1.1. A foul results from a breach of the rules where illegal contact has occurred between two or more opposing players. The disc that is in possession of a player is considered part of that player’s body. Any player may claim a foul, by calling "Foul".
19.1.2. If the continuation rule is not in effect, play stops when a Foul is called. All players on the field must return to the location they were in when the foul was called and remain there until play re-starts.
19.1.3. If the team against whom the foul is called disagrees that it occurred, they may call “Contest”.
19.2. Stall Counts
19.2.1. After a foul by the defense where play has stopped, if there is no Contest the count is reset to stall count zero (0). If the foul is contested, the count resets to where it was at the time the foul was called, or to stall count
five (5) if the count was greater than stall count five (5).
19.2.2. After a foul by the offence where play has stopped, if there is no Contest the count is reset to where it was at the time the foul was called. If the foul is contested, the count resets to where it was at the time the foul was called, or to stall count eight (8) if the count was greater than stall count eight (8).
19.3. Marking Fouls:
19.3.1. Contact results from illegal positioning by the marker, as described in section 18.4.1
19.3.2. The marker touches the disc while it is in the thrower's hands.
19.3.3. The marker uses any part of their body to intentionally obstruct the throwers vision.
19.4. Defensive Throwing Foul:
19.4.1. Contact between the thrower and the marker, prior to the release of the disc by the thrower, where such contact was initiated by the marker, or involved a part of the markers body that was moving at the time of the contact.
19.4.2. Contact occurring during the thrower's follow through is not sufficient grounds for a foul, but should be avoided.
19.5. Offensive Throwing Fouls:
19.5.1. If the thrower initiates contact with a marker who is in a legal position, a foul may be called on the thrower.
19.6. Defensive Receiving Fouls:
19.6.1. Contact due to illegal positioning, as described in section 17, or if contact with the receiver is initiated by a defensive player before or during an attempt to catch a thrown disc.
19.6.2. If an airborne receiver catches the disc, and is contacted by a defensive player before landing, causing the receiver to land out-of-bounds when they would have otherwise landed in-bounds, the receiver may call "Force-out Foul".
19.6.2.1. In the case where a receiver would have landed in the Field of Play (with the exception of 19.6.2.2), but due to the “Force-out Foul” lands out-of-bounds, the receiver may call “Foul”. If uncontested possession stays with the receiver. If contested, the disc returns to the thrower.
19.6.2.2. In the case where a receiver would have landed in the End zone they are attacking, but due to the “Force-out Foul” land in the Playing Field Proper or out-of-bounds, the receiver may call “Foul”. If uncontested, a goal is awarded. If contested, possession stays with the receiver at the first point of ground contact in the Playing Field Proper.
19.6.3. Contact with the disc or receiver that causes the receiver to drop the disc after they have gained possession.
19.6.3.1. If such contact occurs in the End zone the fouled player is attacking, and the foul is uncontested, a goal is awarded.
19.6.4. If a defensive receiving foul causes the receiver to lose possession of the disc when the receiver is in the Playing Field Proper, and the foul is uncontested, the player fouled gains possession of the disc at the point of the infraction.
19.6.5. If a defensive receiving foul causes the receiver to lose possession of the disc when the receiver is in the Playing Field Proper, and is contested, the disc returns to the thrower and the count is re-set according to section 19.2.1
19.7. Offensive Receiving Fouls
19.7.1. Contact initiated by the receiver with a defensive player in a legal position, as described in Section 17.
19.7.2. If the foul is contested, the disc returns to the thrower at their point of possession. The count reset according to section 19.2.2.
19.8. Offsetting Fouls
19.8.1. If offsetting receiving fouls are called by offensive and defensive players on the same play, the disc shall be returned to the thrower at their point of possession. The count resets according to section 19.2.2.
20. Time-Outs
20.1. Team Time-Out
20.1.1. A team time-out may be called by either team, after a goal and prior to the ensuing throw-off. Once the team time-out has expired the disc is put into play with the Pull.
20.1.2. During play only the player who is in possession of the disc and has established a pivot point may call a team time-out.
20.1.2.1. The player calling a team time-out must form a "T" with his or her hands, or with one hand and the disc, and call, "Time-out," loudly enough to permit the other players to hear the request.
20.1.2.2. When play resumes after a team time-out, the player who was the thrower prior to the team time-out must remain the thrower unless they have been replaced on the field by a injury substitution. All other offensive players may then set up at any point on the field of play. Once the offensive players have selected positions, defensive players may set up at any point on the field of play.
20.1.2.3. If the player who was counting the stall at the time of the team time-out call remains the same, the stall count will resume from where it was when the team time-out was called. If the player who was counting the stall changes, except in the case where the original player was replaced due to injury, the stall count resets to stall zero (0).
20.2. Injury Time-Out
20.2.1. An injury time-out may be called by any player who recognizes an injury, and shall not count as a team time-out. An injury time out stops the play, with the stoppage being effective from the time of the injury, not the time of the call. An injury time-out results in a team time-out if the injured player does not leave the game unless the injury is the result of contact with a player from the opposing team. If the player does leave the field, the opposing team may choose to make a substitution for one player.
20.2.1.1. If the disc was in the air at the time an injury occurred and the injury does not affect the play, play continues until possession of the disc is determined. If the injury does affect the play, the disc goes back to the thrower. The count resets to where it was at the time of the injury, or to stall count eight (8) if the count was greater than stall count eight (8).
20.2.1.2. If a player is injured after catching the disc and the disc is dropped due to the injury, but before the injury time-out call, the player retains possession of the disc.
20.2.1.3. The replacement player coming onto the field must occupy the same field location as the player they are replacing. If the player being replaced had possession of the disc, the replacement player puts the disc into play. If the player being replaced was marking the disc, the replacement player may start the stall count where it was at the time of the injury.
20.2.1.4. All other players must assume their respective positions on the field when play was stopped. Players may not set up when restarting play after an injury time-out, unless it is also a team time-out.
20.2.1.5. If any player has an open or bleeding wound, an injury time-out must be called and that player shall take an immediate injury substitution and may not rejoin the game until the wound is treated and sealed.
A1. Introduction
A1.1. The following rules will be applied during play at the following events:
A1.1.1. World Ultimate and Guts Championships
A1.1.2. World Ultimate Club Championships
A1.1.3. Continental Club Championships
A1.1.4. World Games (along with other changes as mandated by WFDF and/or IWA event hosts)
A1.1.5. World Junior Ultimate Championships
A2. Spirit of the Game
A3. Variations
A4. Field of Play
A4.1. The Reverse Brick Mark is the intersection of two (2) crossed one (1) meter lines inside each end zone set ten (10) meters from the Goal Line, midway between the Sidelines.
A4.2. A restraining line shall be established 5 m from the playing field. All persons must remain outside this line during game play.
A5. Equipment
A5.1. Disc
A5.1.1. Disc: Only disc types that appear on the WFDF “Approved for Championship Level Play” list may be used for the events noted in section A1.0. If the captains cannot agree on a single type of disc, a disc designated by the WFDF Ultimate Committee as an official disc for the event shall be used.
A5.1.2. Additional spare discs (approved in accordance with this section) may be held by any officials to be used by the offence to replace an out-of-bounds or damaged disc at the offence’s discretion. This rule is limited to the following situations: when a disc is irretrievable within a reasonable amount of time, immediately after a pull that has impacted the shape of the disc, between points or during time-outs or at any time during a game if a disc has been ripped, deformed or punctured due to the normal course of play.
A6. Length of Game
A6.1. WFDF World Championship Format
A6.1.1. Game Length: Seventeen (17) Points.
A6.1.2. Point Cap: Nineteen (19) Points.
A6.1.3. Time Cap: One-Hundred (100) Minutes.
A6.1.4. Half Time: Ten (10) Minutes in length. Occurs after first team reaches nine (9) points.
A6.2. When a timekeeper is available the time between the scoring of a Goal and the ensuing Pull shall be enforced in the following manner:
A6.2.1. Forty-five (45) seconds after a point is scored (in the event of a discussion, after the point is acknowledged by the defending team), the timekeeper signals the receiving team that it has fifteen (15) seconds to signal their readiness to receive the pull.
A6.2.2. After sixty (60) seconds the receiving team must acknowledged that it is ready to receive the pull (as per section 9.0), the timekeeper signals the throwing team that it has fifteen (15) seconds before they must pull.
6.2.2.1. If the receiving team does not acknowledge that it is ready before sixty (60) seconds, the timekeeper signals that a team time-out has been assessed to the receiving team, and a team time-out takes place. If the receiving team has no team time-outs remaining then a time-out does not occur, there is no pull, and the receiving team takes possession of the disc at the reverse Brick mark.
A6.2.3. After seventy-five (75) seconds the throwing team must have released the pull.
6.2.3.1. If the throwing team does not throw before seventy-five (75) seconds, the timekeeper signals that a team time-out has been assessed to the throwing team, and a team time-out takes place. If the throwing team has no team time-outs remaining then a team time-out does not occur, there is no pull, and the receiving team takes possession of the disc at the brick mark nearest the goal it is attacking.
A6.2.4. The rules in this section (A6.3) shall also apply at the beginning of each half of play, except that the timekeeper shall give warning signals at thirty (30) seconds before the receiving team must acknowledge readiness, fifteen (15) seconds before the receiving team must acknowledge readiness, and fifteen (15) seconds before the throwing team must throw.
A6.2.5. The preferred method of signaling by a timekeeper shall be the use of a whistle, following procedures outlined in the WFDF Tournament Director's Guide
A7. Teams
A7.1. All teams must have 12 players available for each game, and 7 players must be on the field for every point. If a team does not meet these requirements at any time prior to or during a game, they shall default the current game.
A7.2. A team may have a maximum of thirty-two (32) and a minimum of twelve (12) players on its roster.
A7.3. Each team designates one (1) Captain to represent the team.
A7.4. Open Division
A7.4.1. Any person may participate in the Open Division
A7.5. Womens Division
A7.5.1. Any person who is Female may participate in the Womens Division
A7.6. Mixed Division
A7.6.1. Any person may participate in the Mixed Division
A7.6.2. All teams must have at least five (5) Male players and five (5) Female players available for each game, and 7 players must be on the field for every point. If a team does not meet these requirements at any time prior to or during a game, they shall default the current game.
A7.6.3. Prior to the start of the game, the team starting on offence (receiving the pull) choose to start three (3) male players and four (4) female players, or three (3) female players and four (4) male players. The pulling team will match this selection. The ratio will then switch after the first point, and then switch again after every two (2) points for the remainder of the game.
A7.7. Masters Open Division
A7.7.1. Any person who meets the age requirements may participate in the Masters Open Division.
A7.7.2. The Minimum age of a player participating in the Masters Open division is 32 years (determined as age on 31st of December of the year of performance).
A7.8. Masters Womens Division
A7.8.1. Any person who is Female and meets the age requirements may participate in the Masters Womens Division.
A7.8.2. The Minimum age of a player participating in the Masters Womens division is 32 years (determined as age on 31st of December of the year of performance).
A7.9. Junior Open Division
A7.9.1. Any person who meets the age requirements may participate in the Junior Open Division.
A7.9.2. The Maximum age of a player participating in the Junior Open division is 19 years (determined as age on 31st of December of the year of performance).
A7.10. Junior Womens Division
A7.10.1. Any person who is Female and meets the age requirements may participate in the Junior Open Division.
A7.10.2. The Maximum age of a player participating in the Junior Womens division is 19 years (determined as age on 31st of December of the year of performance).
A7.11. Junior Mixed Division
A7.11.1. Any person meeting the age requirements may participate in the Junior Open Division.
A7.11.2. The Maximum age of a player participating in the Junior Mixed division is 19 years (determined as age on 31st of December of the year of performance).
A7.11.3. All teams must have at least five (5) Male players and five (5) Female players available for each game, and 7 players must be on the field for every point. If a team does not meet these requirements at any time prior to or during a game, they shall default the current game.
A7.11.4. Prior to the start of the game, the team starting on offence (receiving the pull) choose to start three (3) male players and four (4) female players, or three (3) female players and four (4) male players. The pulling team will match this selection. The ratio will then switch after the first point, and then switch again after every two (2) points for the remainder of the game.
A8. Starting a Game
A8.1. The second half begins with a reversal of the initial choices made by the teams at the start of the game (Section 8.1).
A9. The Pull
A10. Putting the Disc into Play
A11. The Check
A12. Stall Count
A12.1. The Stall count must be verbalized in English.
A13. Out of Bounds
A14. Scoring
A15. Turnovers
A16. Continuation Rule
A17. Positioning and Possession
A18. Violations
A18.1. After a dispute has gone on for thirty seconds, the official (if available) shall instruct the players involved to resolve the issue as rapidly as possible or return the disc to the last thrower.
A18.2. Team Captains should actively get involved if they think that their player has made an incorrect call.
A19. Fouls
A19.1. After a dispute has gone on for thirty seconds, the official (if available) shall instruct the players involved to resolve the issue as rapidly as possible or return the disc to the last thrower.
A19.2. Team Captains should actively get involved if they think that their player has made an incorrect call.
A19.3. A Game that involves numerous flagrant fouls should be brought to the attention of the Tournament Director, WFDF Representatives and Tournament Rule Group. The TRG shall determine if further action should be taken against teams or individuals.
A20. Time Outs
A20.1. Each team shall have two (2) team time outs per half.
A20.2. The Time Cap does not affect the number of team time outs a team may use.
A20.3. When a game goes to Extra Play, each team shall have one (1) team time out.
A20.4. Team time-outs shall not exceed two (2) minutes in length. When a timekeeper is available, the 2-minute time limit for time-outs shall be enforced by the timekeeper (if available) in the following manner:
A20.4.1. Between points: Each team time-out between points extends the time between goals by two (2) minutes. Play is restarted as described in A6.2, with the exception that the timekeeper gives an additional warning signal thirty (30) seconds before the offence must be ready to receive the throw-off.
A20.4.2. During points: The timekeeper shall signal when thirty (30) seconds and then again when fifteen (15) seconds are remaining in the team time-out. At the end of the team time-out, all offensive players must have established stationary positions and the thrower must signal readiness. If the offence is not ready at the end of the team time-out then the timekeeper shall signal that the time-out has expired and the marker may initiate or resume the stall count. Otherwise, the defense has an additional fifteen (15) seconds to establish positions, during which time the offence must remain stationary. The timekeeper shall give a final signal when these fifteen (15) seconds have elapsed at which time the offence may begin play immediately. If both teams are ready at any time before the final signal is given then play is restarted with a check.


A21. Definitions
Attacking End zone
The End zone in which the team in question is currently attempting to score.
Best Perspective
The most complete viewpoint available by a player that includes the relative position of the disc, ground, players and line markers involved in the play.
Brick
Any pull that initially lands out-of-bounds, untouched by the receiving team.
Check
Action of a defensive player touching the disc to restart play
Contact
The touching of players on opposite teams with a degree of force
Defending End zone
The End zone in which the team in question is currently attempting to prevent the opposition from scoring.
Defensive Player
Any player whose team is not in possession of the disc. A Defensive player may not pickup a disc in play. A Defensive player may no call for a pass from the thrower.
End zone
The area of the field of play that is not part of the Playing Field Proper
Extra Play
Occurs when the score is tied at one point less than the number of points for which the game was originally scheduled. (E.g. Game to 17 points is tied 16-16)
Field of Play
The entire area of the field that is in-bounds, including the area of the End zones
Goal Line
Part of the Playing Field Proper, this is the line separating the playing field proper from the end zones
Ground
The Ground consists of all substantial solid objects, including grass, but excluding all players and their clothing
Ground Contact
Refers to all player contact with the ground directly related to a specific event or maneuver, including landing or recovery after being off-balance (e.g., jumping, diving, leaning, or falling.
Interception
When a player on the defensive team catches a throw by a player on the offensive team
Legitimate Position
The stationary position established by a player's body excluding extended arms and legs that can be avoided by all opposing players when time and distance are taken into account.
Line
A boundary defining the playing areas. On an unlined field, the boundary is defined as an imaginary line between two field markers with the thickness of said markers. Line segments are not extrapolated beyond the defining markers.
Marker
Defensive player who is calling the stall count on the thrower
Offensive Players
Player whose team is in possession of the disc.
Out-of-bounds or OB
Everything that is not part of the Field of Play, including the perimeter lines
Perimeter Lines
Lines separating playing field proper or end zone from out-of-bounds area. They are not part of the playing field
Pivot
The particular part of the body in continuous contact with a single spot on the field during a thrower's possession. When there is a definitive spot for putting the disc in play, the part of the body in contact with that spot is the pivot.
Play
The time after the Pull has commenced and prior to the scoring of a goal
Player
One of the fourteen (14) persons who are actually participating in the game at any one time
Possession of the Disc
Sustained contact with, and control of, a non-spinning disc To catch a pass is equivalent to establishing possession of that pass Loss of possession due to ground contact related to a pass reception negates that player's possession up to that point A disc in the possession of a player is considered part of that player. The team whose player is in possession or whose players may pick up the disc is considered the team in possession.
Playing Field Proper
The area of the playing field, including the end zone lines, but excluding the End zones and the Perimeter lines.
Pull
The throw from one team to the other that starts play at the beginning of a half or after a goal.
Putting the Disc in Play
Occurs when the thrower establishes a pivot at the pivot point
Receivers
All offensive players other than the thrower
Self Check
Action of the thrower touching the disc to the ground to restart play, taken when no defensive player is within reach of the thrower
Stoppage of Play
Any halting of play due to a foul, violation, discussion or time-out that requires a check or self-check to restart play. Play is considered to have stopped when the player in possession acknowledges the call. If that player gained possession after the call was made, play is considered stopped at the time possession is gained. The disc is not subject to a turnover unless the continuation rule applies.
Throw
A disc in flight following any throwing motion, including after a fake attempt, that results in loss of contact between the thrower and the disc. A pass is the equivalent of a throw The act of throwing is the motion of the thrower that transfers momentum from the player to the disc and results in a throw. Pivots and wind-ups are not considered part of the act of throwing.
Thrower
The offensive player in possession of the disc, or the player who has just thrown the disc prior to when the result of the throw has been determined
Time Cap
A Time Cap is a set amount of time from the start of the game which, when reached and after the current point has been scored, will adjust the Point Cap to an amount of goals that is equal to two (2) more than the score of the leading team, or of both teams if the game is tied
Turnover
Any event resulting in a change of the team in possession.
Where the Disc Stops
Refers to the location where a disc is caught, comes to rest naturally, or where it is stopped from rolling or sliding

WUCC2006 - “Mazinger-Z le gano a Superman”-

Como podrán ver, me cuesta bastante ser cronológico en los escritos pues como buen aprendizaje es el tejido de cosas que se conectan en el principio y en el durante y en el final. Hoy la historia se llama…  

 “Mazinger-Z le gano a Superman”

En un principio este titulo suena algo fuerte y además pareciera referirse a los resultados finales del torneo en los cuales JAPON arrazo con todo, como decimos los colombianos. En parte es cierto pero hay más cositas de fondo…

Todo empezó en el Trade Nigth o noche para cambiar camisetas, donde como buenos colombianitos sacamos nuestros chiritos para buscar una buena oferta. Pese a no ser los mas brillantes en resultados en el torneo, el carisma colombiano dejo huella en la gente y nuestro uniforme era bastante apetecido por los diferentes equipos, como decimos los paisas… se vendió. Así que cada uno saco su surtido y cambio cuanta camiseta encontró, incluso no falto el culebrero que exaltara equipos colombianos como si fueran los super dioses, todo por conseguir buen surtidito... entonces yo estaba por ahí en tremenda feria de gente, cuando se acerco un tipo grande con una camiseta puesta de  Furious George mirando mis camisetas y como buen idolatra le pregunte que si la cambiaba. No era su intención pero me remitió a una esquina donde Ortiz  (Mauro Ortiz un venezolano que juega en Furious) había mandado algunas camisetas para cambiar. Yo ya había agotado mis reservas y había comprometido las que pensaba cambiar, sin embargo fui al rincón aquel y para mayor sorpresa ahí estaba la camiseta de Nichols el número 23 (como yo). Pues bien, me entro el deseo de  cambiarla y ahí me las arregle con un cambalache que Diader me ayudo a hacer… Total tenía puesta mi camiseta del miquito aquel muy orgulloso.  

Pasado un día de torneo, en cuartos de final en todas las categorías, empezaron a desaparecer los canadienses y americanos de la opción de gloria y aguantaban la pelea algunos australianos. Los papeles estaban boca abajo, por dar un ejemplo y el que mas me sorprendió; el femenino de Japón ocupo los 3 primeros lugares con un juego muy particular, entonces por primera vez sentí que la imagen utópica que tenemos del ultimate tan UPA, se desvalorizaba y que tal vez hemos estado como medio ciegos, o mas que ciegos sesgados como caballos con tapa ojos. Sentí que nos estamos perdiendo de mucho y que lo peor de todo, es que entre esos pequeños hombres veloces de ojos rasgados y nosotros hay más similitud que con nuestros gigantes vecinos.  

Entonces ya todo el mundo quería una camiseta con alguna letrica china, así no supiera bien que decía y no falto el Pedro que le cambiaron una camiseta de microfootball. Yo por suerte había obtenido algunos presentes de nuestros opositores japoneses (que también nos ganaron), entonces sentía librada mi batalla y hasta una especie de kimono me regalaron.

Pues bien llego el día de las finales y muy responsable me levante a ver dicho espectáculo. Nunca pensé que abandonaría un partido OZONE Vs FIRE OF LONDON (femenino) por ir a ver a 2 equipos japoneses de los cuales ni me sabía el nombre. Y así sucedió, pues mientras miraba 2 partidos en simultanea (canchas contiguas), con solo cambiar de flanco, veía dos deportes diferentes, a mi izquierda las americana y e inglesas jugaban un ultimate pausado con algunos hucks impresionantes, desafiando la brisa, jugadas y sistemas interesantes y al voltear a  mi derecha un juego de hormiguitas, a toda maquina, seguro, paciente que hacia ver el juego pausado de sus vecinas como un juego lento, los hucks como situaciones de riesgo innecesario, las jugadas y sistemas como una falta de constancia estratégica. Se escuchaba como un gallinero, pues en su idioma apresurado y con sus timbres agudos, el apoyo constante a las jugadoras de adentro, ponían una música en el ambiente particular. Realmente las japonesas daban una lección de colectividad y paciencia con el disco.  Ya que una jugada podía oscilar entre 30 y 40 pases… le parece poco? Haga el ensayo y mire un video de su equipo y cuente los pases, se sorprenderá de ver que no pasamos de 10 y eso que si no es que se cae. Y que decir de la zona de gol, allí se tomaban un buen descanso, como si no supieran donde es que se anota, esperaban a una opción sencilla… realmente sencilla. Estuve viendo por horas un ultimate con errores pero sin imprudencias; un ultimate muy diferente al UPA y al que nosotros jugamos.                 

Así se clasificaron para finalista en master, open y femenino, ganando el master en un juego muy apretado (gol de oro), ganado en femenino sin problema entre compatriotas y masacrando en el open en una final que doblo los puntos.

Trate de tomar apunte de sus sistemas de sus jugadas y al final todo fue bastante básico, hacia una zona que parecía una individual por la conciencia de  la marca referenciada y hacían una individual que parecía zona por la conciencia del switch.  En ofensa, nunca se supo quienes eran los “armadores”, esos semidioses que tenemos en nuestros equipos… no, aquí todos ponían granitos de arena.

Su secreto milenario era otro, algo que nos cuesta por nuestro propio ímpetu latino, esa frase que seguramente todos hemos escuchado y todos hemos dicho pero nunca aplicamos… jugar seguro.  El riesgo para nosotros, es una ventana a la oportunidad, para ellos simplemente la posibilidad de errar, por eso nunca toman riesgos.

Creo que nuestra mirada debe tornarse al oriente un poco mas, sin demeritar el importante aporte de los papas de nuestro deporte, es hora de conocer mas de la JUPA (Japon Ultimate Player Asossiation) y ver como entienden ellos este precioso deporte para tener mas miradas y además si buscamos resultados en Vacouver 2008, hay que ganarle al campeón.   

Así los japoneses cerraron el torneo, por ahí unos se disfrazaron de Power Ranger y se gozaron su victoria… del espíritu de juego ni que hablar, siempre una sonrisa en la boca, supongo que la lealtad es algo que esta en su cultura.

Buzz Bullets (campeón Open) no le cambio la camiseta a nadie, nunca supe por que, porque la van a guardar como recuerdo, por creídos, o porque simplemente así nos dan una lección, nos demuestran que este deporte no es de ídolos y tal vez sea entonces necesario empezar a dejar de pensar que existen “mejores” jugadores, en un deporte donde reina la colectividad o al menos así lo hacen parecer ellos.

Yo por mi parte no se me el nombre de ningún japonés, pero me llevo como un sello personal una nueva visión de nuestro deporte.

A mi me paso lejos de casa… que le pase o no le pase a usted, depende … depende de usted.

PD: Próxima historia “Los Colombianeitors”

WUCC2006 - La historia del “Pate Cuenca”.

Wucc2006. - La historia del “Pate Cuenca”.

A continuación tratare de dar respuesta a las inquietudes de varios que me preguntan sobre lo aprendido y percibido durante el torneo… Particularmente por no tener grandes marcadores, mis escritos estribaran sobre las cosas aprendidas mas que sobre los relatos sorprendentes, así que espero puedan sacar lo benéfico de cada uno de los artículos que procurare postear sistemáticamente mientras el sueño me lo permita, y para que el lector amante pueda seguirme tratare de hacerlo un poco ameno…

Lo mas emocionante de mis historia es que al final tu sentirás 2 cosas en simultanea, 1. que yo soy un guevon y 2 que tu eres muy afortunado pues yo soy un guevon por haberme gastado un billetal para saber algo tan básico y por consiguiente tu eres afortunado de no habértelo gastado y saberlo de antemano. Pues bien en este mundial corrobore una lección de 8 millones de pesos “ del dicho al hecho, hay mucho trecho” Por eso sigue leyendo para que corrobores que ya sabes todo y que solo te hace falta aplicarlo. Ja

La historia del “Pate Cuenca”.

Todo comienza el domingo maravilloso, nuestro primer partido… DOBLEWIDE, este era el momento de la verdad, donde se sabe como van a ser las cosas… pues que decir, a la final pese a mil intentos y sensaciones maravillosas como nuestro primer gol, por primera vez perdimos… jaja, perdimos contra uno de los equipos que se pronunciaba como favorito del torneo… o al menos para mi.

Los guerreros DW se postraban firmes ante nosotros y nunca se doblegaron, así el marcador les favoreciera. Y fue ahí donde apareció este señor este personaje que marcaría mi vida mas adelante, el Patecuenca…

El patecuenca es un señor de edad que parecía desentonar en el equipo, este apodo  claro esta, lo pusimos nosotros y nosotros, es algún deschavetado y yo al ver que su caminado desgastaba los bordes externos de sus guayos y le daba ese acento tan peculiar, que era incontenible ponerle un apodo. Así que este hombre estaba ahí al lado de grandes figuras del ultimate como Idaho, jugador de equipos como CONDORS, SOKEY, JAM, entre otros… pero el patecuenca …no parecía de tal talla, lucia un poco mas lento, mas viejo y en la técnica un poco mas atrasado, pues de hecho en nuestro juego entro pocos puntos teniendo en cuenta que termino 17-2… entonces que hacia allí este hombre, como lograría acceder a uno de los 24 puestos tan codiciados…? (ya que los try outs ( o pruebas para entrar al equipo) fueron 40 personas por 3 puestos). La respuesta concreta nunca llego, pero si algo que nunca imaginaríamos.

Siempre estuvo en la línea…  

Nunca desistió, a cada gol entraba enérgicamente a la cancha a dar la mano a sus amigos, o compañeros o lo que sea,  partido tras partido sin importar si el gol era en contra o a favor.  Nuca miraba de reojo a su capitán, ni criticaba a sus compañeros, por el contrario con sus demás 17 compañeros alentaban, orientaban y servían a sus 7 guerreros durante cada partido en la alegría y adversidad… sin nunca desfallecer.

Vale la pena meterle 3 mil dolores (USD) a un pasaje, desde la usa hasta Australia, para jugar uno que otro punto, y en algunos partidos ni siquiera entrar. Pues bien… la humildad y entrega de este personaje me dejo perplejo.

Cuestionamientos

Acaso usted nunca ha sentido al menos una vez ganas de que su compañero la cague, para que usted pueda decir “vio, yo le dije” o “Ahh usted también la caga”, o pero aun, nunca ha entrado a la cancha con esa sensación engrandecedora de saber que acabo de salir un compañero que se equivoco y usted lo puede arreglar… pues bien ese es el pero error de un equipo, no respaldarse

Acaso no se ha dado cuenta que cuando uno se equivoca en un partido, sea lo que sea uno el 99% de las veces sabe que se equivoco?... entonces usted cree que es muy oportuno recordárselo… y pero con un grito, o con un balazo silencioso en la línea.. o peor con un susurro asolapado entre sus restantes compañeros… pues nadie en este mundial.. Óiganme bien nadie (menos nosotros) se recrimino, ni un punto, ni el gol de oro ni un brake mark ni la caída mas estupida… Por la razón mas simple “todos son del mismo equipo”.

Cada uno mientras esta en la línea tienen una función mas importante de lo que se imagina… recuerde que siente usted cuando alguien de afuera lo esta alentando, lo incita a un layout, le felicita un  intento en su marca, le dice no importa, siga… Ahora que tal todo un equipo sintiendo eso.

Nosotros nos dejamos llenar de eso antes durante y después… a cada punto a cada jugada… nunca tenemos la culpa de nuestros errores y siempre hay alguien que no soy yo que es el responsable… y al fin y al cabo perdemos todos.   

Espero que esta actitud pueda cambiar en voz y en tu equipo y seguramente veremos partidos con mas alegría y con mayores satisfacciones porque estamos aprendiendo a sentir que vale la pena solo si la victoria llega.

A mi me paso lejos de casa… que le pase o no le pase a usted, depende … depende de usted.

PD: Proxima historia “Mazinger Z le gano a Superman"

Los gatos no nadan... VI Final

Sexta parte
 
- FINAL-
 

Después de haber perdido el partido de la semifinal, para mucho el mundial había acabado ahí, no estaba mal, estábamos entre los cuatro mejores del mundo; y para la mayoría el partido por el tercer puesto era de Australia, un equipo que era muy superior a nosotros, aparte que para esa instancia del mundial todos estábamos muertos, yo ni podía caminar hasta el hotel, me dolía todo el cuerpo y tenia una gripa que parecía una bronquitis, teníamos dos lesionados, Ballena y Julian, y a todos se les veía el cansancio por encima. Ya en el hotel bajamos a la piscina a celebrar, después volvimos a las piezas y nos cambiamos pa’ ir a la “fiesta” de integración; me bañe y baje al lobby donde me quede un rato esperando, allí estaban todos los jugadores de USA con los 4 entrenadores, terminaron de hablar y uno de ellos da la orden de irse a dormir, todos salen asía las piezas cual “equipo estadounidense de ultimate”. Cuando llegamos a la fiesta los Aussies ya iban de salida, entramos y si… típica fiesta gringa, un buffet LLENO de dulces y gaseosas, un DJ poniendo Britney Spears y música por el estilo, y todo el mundo en la pista de baile “bailando”. Por ahí medio animamos la vaina cuando pusimos reguetonsuey y Shakira con Hips dont lie donde Ana hizo su respectivo “show”, Julian por su parte estuvo metido todo el tiempo en el buffet “recolectando” dulces pa’ llevar pa’ Medellín y preguntando “¿esto lo van a botar?”. Nos devolvimos muy desilusionados antes que se acabara la “fiesta”. En el hotel entre a ultimatecolombiano.com donde vi que ya se había regado la noticia que estábamos entre los cuatro mejores del mundo, habían muchos mensajes de felicitaciones, eso se sintió muy bacano, ya que toda la gente estaba pendiente de nosotros. Luego subí a la pieza, llame a Colombia a mis papas, y me quede hablando con Ballena, Panda, Nando y Juanma. Nos dormimos tarde, yo me dormí con mucha gripa, me iba empeorando cada vez más.

 

Quinto día de juego (Viernes 18 de Agosto), 6:30am, suena por 5ta vez el despertador, nadie se quería levantar, Nando que siempre estaba listo desde las 6 de la mañana y empezaba a alegar para que nos levantáramos no se había pronunciado. A las 7:30 salimos de la pieza, jugábamos a las 9, esta vez no nos reunimos afuera del hotel para salir, llegamos divididos en grupitos hasta la cancha 3; cuando llegamos Australia ya estaba lanzando, nosotros ni siquiera estábamos completos. Ni Moore ni Mauro habían llegado tampoco, empezamos a calentar los poquitos que estábamos mientras iban llegando los otros; en el trote me sentía muerto, el cuerpo no daba mas, veía a Australia como celebraba cantando y bailando con la grabadora que tenían, desde antes de empezar el partido, a lo que se le sumaba la cara de derrota de algunos de Colombia. Moore llega minutos antes de comenzar el partido, saludamos, hacemos el sorteo, y por ultimo las palabras finales de Moore antes de decir quienes empezaban, aunque estaba muerto lo único que quería era empezar como titular ese partido. Efectivamente empiezo adentro, orgulloso de estar ahí; nunca nadie en Colombia había jugado el partido que íbamos a jugar nosotros. Moore termina de decir la titular, gritamos y empieza esa locura.

 

Empezamos defendiendo, me doy la bendición y salgo a marcar prácticamente sin poder respirar, Australia maneja el frisbee con facilidad y anota el primero, el segundo y el tercero seguidos, 0-3; atacamos, esperamos en la línea por el pull y escucho a Mauro desde afuera decirnos que le metiéramos “guevas”, que sino que  era mejor que nos rindiéramos que no quería pasar otra vergüenza de un 17 - 0. Nos sacan el pull, Palomares recibe, le corto al largo pero no logra sacarlo, abre la cancha con Morris que entra cortando desde el centro, Morris abre por un lateral con Juancho y este avanza por la línea con Juanma mientras corto adelante y me devuelvo atrás para recibir el pase de forehand que me hace Juanma por toda la línea, 1-3, ¡estábamos vivos!, me levanto casi ahogado y me salgo de la cancha. Ahora defendíamos, sacamos el pull, Australia apoyado por su capitán John McNaughton #10, manejaba la defensa personal que le teníamos con rapidez, presionábamos al que tuviera el frisbee marcándole el centro para que no nos sacaran largos, aunque a veces era inútil, aprovechamos un error de Australia donde Coca anota el segundo gol con asistencia de Cuellar, 2-3. Australia no quiere arriesgar nada y nos anota otros 3 goles seguidos, 2-6, nosotros por nuestra parte no queríamos regalar nada y les metemos los mismo tres seguidos, 5-6, el primero lo anoto yo con asistencia de Juancho, el segundo lo anota Daniel con asistencia de Juanma, en el tercero de la racha les repetimos la misma dosis de primer gol, anotación mía con asistencia de Juanma. Lo que al principio parecía ser una victoria fija para Australia, se estaba convirtiendo un partido digno de un tercer puesto en un mundial, se empezaban a llenar los alrededores de la cancha. Los Aussies continuaban atacando el fondo, Daniel Rule #91 y John McNaughton #10 anotan el 5-7, estos dos eran la base del equipo Australiano, dos handlers quienes nunca se les vio un mal pase, uno de ellos, John McNaughton, ya tenia un mundial encima, había estado en Finlandia en el 2004 y entre los dos tenían un promedio de 15 años jugando ultimate. John McNaughton vuelve y anota para Australia con asistencia de Andrew Moroney #65, 5-8 arriba Australia, Mártin descuenta para Colombia anotando el 6-8, con asistencia de Nando, combo Mamoots; Australia anota el ultimo gol para irnos a la mitad del partido, 6-9. Nos reunimos todos debajo de la sombra de un árbol, solo hablaban Mauro y Moore, en ese momento teníamos la moral por el cielo, nos estábamos creciendo, en medio de la charla técnica Moore nos dice que pensemos en todas las personas que no creían en nosotros que no daban un peso por este sueño, que nos lleváramos esa medalla para mostrárselas y demostrarles que estaban equivocados, que pensáramos en nuestras familias que sacáramos fuerzas de ahí para dar lo ultimo en ese segundo tiempo que faltaba; con el corazón a mil y la moral mas arriba que nunca entramos a la cancha los mismos que habíamos empezado. Nos sacaban el pull, atacamos y Palomares con asistencia de Nando mete el 7-9, los Aussies ya no tenia la misma cara que cuando estaba empezando el partido, se les veía en la cara el miedo de llegar a perder contra Colombia. Defendemos, tumbamos el frisbee en la línea de gol, Juancho recoge y cobra rápidamente con Palomares,  8-9. Alrededor de la cancha ya estaba todo el mundo viéndonos, había cámaras por todos lados; El equipo femenino de Australia que había acabado de ganar el tercer puesto contra Finlandia estaba en la línea gritando y apoyando a los Aussies, en la línea contraria estaban nuestras familias adoptivas de Concord apoyándonos igual que varia gente de la organización, entre ellos Mike Yanchak, quien era de la organización del mundial, y semanas antes de este había estado en Colombia en el Nacional de Cali “Guerreros del viento 2”, fiel hincha de Colombia desde el comienzo del mundial . Volvíamos y defendíamos, esta era la defensa para el empate, aprovechando un error en el ataque australiano Daniel anota el gol del empate con asistencia de Homero, 9-9. Cada que metíamos gol entraban todos los del equipo que estaban en la línea para animarnos a los que estábamos dentro,  Julian y Ballena que estaban lesionados entraban y decían que no nos dejáramos quitar la medalla. Les sacamos el pull a Australia, ya se veían cansados y aparte de eso asustados, llevábamos 3 goles seguidos. Australia vuelve y se equivoca en el ataque dándonos así el gol de la ventaja, el cual es cobrado por Nando con asistencia de Cuellar, 10-9. Estábamos muy conectados, todos los pases eran precisos, y cobrábamos todos los errores que estaba cometiendo Australia. Los Aussie vuelven y atacan, presionamos desde la salida con marca personal, la tumbamos en la línea de gol de ellos y pedimos tiempo. Nos reunimos todos para cuadrar una jugada de gol, mientras hablábamos los jugadores de Australia que no estaban adentro del juego nos rodean y empiezan a gritar, “I say green you say go, green, go, green, go”, lo cual se veía algo ofensivo; sin importar cuadramos la jugada para el gol, paramos un stacked dentro del área, Juanma recoge, me encuentro dentro del stacked, corto asía el lado cerrado y vuelvo al lado abierto recibiendo fácilmente el pase de Juanma, 11-9. Suena el pito de aviso de tiempo fuera, el primero que llegue a 13 gana el partido, ya que llevábamos dos goles de ventaja. Desde que habíamos empezado la segunda mitad del partido, Australia no había hecho ningún gol, llevábamos 5 goles seguidos. Sacamos el pull, ataca Australia y esta vez logra anotar, 11-10. Estebamos a dos goles de ser terceros en el mundo. Australia nos saca, salimos mientras Juanma espera para recibir el pull, el cual se le cae de las manos. John McNaughton recoge rápidamente y cobra asistiendo a Lachlan MacDonald #57, 11-11, nos empatan. Australia nos saca otra vez el pull, el punto anterior les sube la moral por el error de Juanma, esta vez recibe el pull Juancho, nos defienden en personal; aprovechando el cansancio de la marca Nando logra anotar el 12-11, con asistencia de Juanma. Cada vez mas cerca de tener la medalla en el cuello, estábamos a un gol. Pero las cosas no podían ser tan fáciles, Australia anota, 12-12, gol de oro. Tenemos el frisbee, antes de que nos sacaran el pull le digo a Palomares, “Palo mándemela…”, Palo’ me responde inclinando la cabeza con si. Nos sacan el pull, Juancho lo recibe en un lateral, abre al centro con Juanma y este se la pasa a Palomares, Palo’ recibe y me manda el largo, le llevo buena distancia a mi marca pero el frisbee se queda flotando en el aire, mi marca llega y con un ventaja obvia por arriba logra defender el frisbee, en ese momento, pensé que habíamos perdido. Australia intenta cobrar rápidamente, saca el frisbee hasta mitad de cancha y manda un pase largo donde Brett Middleton #7 se cuelga y el frisbee cae. Juanma recoge, me voy al largo para volver por el centro, Juanma me bota el frisbee, se me cae, Juanma alega por un conteo rápido con la marca, pero el frisbee ya había caído. Australia tiene de nuevo el frisbee, recoge Luke Turner #3, quien apresuradamente manda un mal pase, cae el frisbee otra vez, recoge Juanma, abre a un lateral con Morris, Juanma amaga por el centro para recibir por la línea de nuevo, pero Morris suelta frisbee creyéndose el amague; de nueva Australia con el frisbee, esta vez pegados a la línea de gol, vuelve y recoge Luke Turner, en la zona de gol una marca sola, Luke manda el pase, el cual defiendo, otra vez tenemos el frisbee, Palomares sale con Homero con un pase por el centro, Homero devuelve a Palomares, este entrega a Nando que viene cortando por un lateral, le vuelan pero logra recibir, Nando sigue por la línea con Morris, este devuelve un dump a Juanma, Juanma habré por el centro conmigo, tengo el frisbee, espero cortes claros, veo a Homero que viene desde atrás, amago al forehand y me estiro para mandarle un backhand, la marca de Homero le vuela para defender, le toca el frisbee, Homero vuela para tratar de recuperarlo pero el frisbee cae, Homero se lamenta. Recoge John McNaughton, este se apoya en el dump con Luke Turner, Luke abre por el centro con Brett Middleton que viene desde atrás, Brett le hace un pase a mi marca, Lachlan MacDonald #57, el cual deja caer. Recoge Juancho, abre a un lateral con Morris, Nando le recibe a Morris por la línea, y vuelve y entrega al dump a Morris; Morris abre al otro lateral con Juancho, quien le entrega en toda la línea el frisbee a Juanma, la zona de gol esta sola, amago con un corte al centro y me devuelvo cortando hacía la zona de gol, Juanma manda un backhand por toda la línea, mi marca ya la había dejado atrás, corro hacía el frisbee y lo recibo en toda la línea… 13-12, dos segundos de silencio y levanto los brazos con el frisbee en la mano, corro y me arrodillo en la manga donde rápidamente llegan todos a abrazarme. Quería llorar pero no me salían las lágrimas del cansancio,  nos abrazamos todos con todos y volvemos a la cancha a darle la mano a los Aussies, a quienes les habíamos arrebatado la medalla del cuello. Nos reunimos en un circulo, allí John McNaughton toma la palabra diciéndonos, que fue un gran juego, que indudablemente jugamos mejor que ellos y que eso es reflejo de nuestra victoria, que debemos saber como se están sintiendo ellos, pero que de igual forma felicitaciones por nuestro primer mundial, por ultimo gritamos con ellos “Australia, Colombia ultimate!!”. Ellos se van y se reúnen aparte mientras nosotros empezamos a celebrar cantando nuestra canción de victoria “Que alegría que alegría ole ole ola, Colombia vos sos mi vida, ole ole ola…”, las respectivas fotos con el marcador y solo queda el sentimiento mas grande de satisfacción que nunca había sentido en mi vida. Después del festejo nos dirigimos a la cancha 1 donde se encontraban calentando USA y Canadá para la final del mundial, mientras caminábamos hacía las tribunas todas la personas nos felicitaban por el tercer puesto, ya todos sabian de Colombia. Nos acomodamos para ver “el mejor partido” de todo el torneo, USA empieza arriba en el marcador con gol de Christian Foster #11, 1-0, Canadá empata con Pat L'Esperance #77, 1-1, y hasta ese momento la final estuvo reñida, USA saca una ventaja de 4 goles, 5-1, Canadá intenta y anota el 5-2, USA responde con otros 5, 10-2, al final y como era de esperarse USA se corona campeón mundial derrotando 17-7 a Canadá, quien se queda con un muy merecido segundo lugar. La final femenina favorece nuevamente a USA, tras ganarla a Canadá en un excitante partido que se iría a gol de oro.

 

Terminan las finales y nos reunimos todas las delegaciones en el mismo lugar de la inauguración, allí se lleva acaba la ceremonia de clausura donde Australia se lleva el titulo de Espíritu de Juego en la dos categorías, medalla de oro open USA, medalla de plata Canadá y increíblemente y para sorpresa de muchos medalla de BRONCE para COLOMBIA… Cantamos el himno Colombiano y terminamos así uno de los sueños más grandes hecho realidad. Solo me resta darle las gracias a todos los que hicieron posible este sueño, a: DIOS, mi familia, Alejo por haberme metido en este vicio, el mejor vicio del mundo, a Catis, a mi papá, a mi mamá, a Julián Gaviria #00, Martin Aristizabal #2, Juan Sebastián Moreno #3, Felipe Cuellar #4, Juan Camilo García #7, Andres Palomares #9, Carlos Trujillo #10, Juan Sebastián Prieto #22, Nicolás Escobar #25, Esteban Ceballos #27, Ana Maria Serrano #33, Juan Manuel Treviño #35, Daniel Restrepo #39, Juan Felipe Rincón #69, Jose Coca #72, Martín Serrano #77, Jorge Armando Aguilar #87, Jorge Caicedo #90, Camilo Morris #99, Mauricio Moore, Mauricio Otalvaro, Jesús Loreto “Chuchin”, Amy, Brice, Catherine, todos los de Concord, toda la organización del Mundial, a Mamoots, KIE, Gato Negro, a Fede, a Juangui y al hermano de Panda, a los que se me olvidan y hicieron parte de este sueño muchas gracias también!!!.

 

Santa Fe Junior Tercer puesto WJUC 2006.

 

Por: Esteban Arango Medina

       Tragico -12