Fast count: When the marker counts at intervals of less than one second.
3
.
X.F.3
Double-team: When more than one defensive player is guarding the thrower within 10 feet.
4
.
X.F.4
Disc space: If the marker touches or is less than one disc diameter away from the thrower.
5
.
X.F.5
Travel: When a thrower fails to establish a pivot foot at the appropriate spot on the field, and/or to keep in contact with that spot until the throw is released.
6
.
X.F.6
Strip: When a defensive player knocks the disc out of a thrower’s hands.
7
.
X.F.7
Pick: Obstructing the movement of a player on the opposing team.