ULTIMATE FRISBEE RULES
More detailed rules can be found at USA Ultimate
Understanding Dangerous play
Ultimate Canada explains common violations and situations with VIDEOS
More detailed rules can be found at USA Ultimate
Understanding Dangerous play
Ultimate Canada explains common violations and situations with VIDEOS
- The Field: A rectangular shape with end zones at each end. A regulation field is 67 meters by 37 meters, with end zones 18.3 meters deep. A 'brick' is marked 18 m from each endzone in the middle of the field.
- Initiate Play: Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
- Captain's meeting pre-game: Before each match, team captains should meet to agree upon rules (if tier 2: Zone usage and foot blocks) and to complete the disc flips. Flip a disc and call up or down much like a coin. The team that wins the flip gets to decide either which endzone they would like to start with or if they want to receive the pull or deliver it. The other team then gets to decide the remaining choice. A second disc flip is then completed with the winning team determining the gender balance (see #7).
- Brick: Brick marks are placed 20 infield from each endzone. If a pull goes out of bounds without touching the field of play and is exits between the brick mark and the back of the endzone, the receiving team can raise one arm above head and yell 'brick' earning the right to start with the disc at the brick mark. This only applies to the pull.
- Scoring: Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score.
- Game Limits: Games are to 13 during regular season and 15 points in playoffs, or a time limit of 65 minutes. 5 minutes are allowed between double header games. A soft cap can be applied to total points. A hard cap is based on time. Caps should not be set until the current point being played is completed. Exceptions can be made when there is too great a point difference and both teams agree to an early cap.
- Gender Balance: Teams must have a minimum 3 males/3 females on the field. The team which does not win the initial pull will determine the gender balance for the first point (either 3 males/4 females or 4 males/3 females). For the next 2 points, the gender balance will switch to the option not used in the first point. Every subsequent 2 points will alternate the gender balance (example: point 1 - 4 M/3 F, point 2 +3 - 3 M/4 F, point 4 + 5 - 4 M/3 F, etc...). Teams may always choose to go 3 males/4 females.
- Gender Pull: Pulls must be made by the gender in the majority for that point (example: 4 M/3F = male must pull, 4 F/3M = female must pull). In situations where teams have agreed to forgo rule #7 due to limited numbers of athletes, gender pull must be maintained as though rule #7 were still in place.
- Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
- Change of Possession: When a pass is not completed (e.g. out of bounds, drop, block, interception, stalled), the defense immediately takes possession of the disc and becomes the offense.
- Substitutions: Players not in the game may replace players in the game after a point and during an injury timeout.
- Non-contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
- Foot Blocks: Foot blocks are allowed in Senior Tier 1, must be agreed upon before the start of the match in Senior Tier 2, and are allowed at the Junior level after May 1, 2024.
- Fouls: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
- Self-Officiating: Players are responsible for their own foul and line calls. Players resolve their own disputes. Coaches may only act as observers and advisers, not as referees. If a discussion is not being resolved by both teams equally, one (1) coach from each team can be asked to act as advisors. Players must still make the final decision,
- Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play. Athletes should be encouraged to avoid spiking discs at the end of a point.
- Tie Breaks: In the event of a tie between teams, the following sequence will be used to resolve rankings: i. Head to head ii. Point differential between tied teams iii. Points against between tied teams iv. Points for between tied teams v. Spirit of the Game Points overall
- Forfeits: Should a team forfeit a match, the reported game score shall be 7:0 and the reported spirit score shall be 10:0 in favour of the non-forfeited team.