Basic Rules

Ultimate in Ten Simple Rules

Steve Courlang, UPA Juniors Director
Copyright (c) Ultimate Players Association, 1993

The Field – A rectangular shape with endzones at each end. A regulation field is 64m by 37m, with endzones 18m deep.

Initiate Play – Each point begins with both teams lining up on the front of their respective endzone line. The defense throws (“pulls”) the disc to the offense. A regulation game has seven players per team.

Scoring – Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.

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 nds, drop, block, interception), 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 score 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.

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-Refereeing – Players are responsible for their own foul and line calls. Players resolve their own disputes.

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.

 

For a full copy of current WFDF rules click here.

Indoor Rules

 

The rules for indoors may differ slightly from league to league. Basic outdoor rules apply, with the following adaptations for indoors.

1. Games are played 4 on 4.

2. Stall counts are to 7, NOT 10.

3. The 175gm Discraft Ultrastar is the official disc of the indoor league.

4. The field of play a standard basketball court, as marked on the floor at the venue.

5. The end zone is the basketball key without the top crescent (so flat topped).

6. If a disc is thrown out the back of the end zone, it is to be put into play at the point on the sideline where it crossed, even if this is the back of the end zone.

7. Both teams are to line up at the back of the end zone for the each pull.

8. If a pull lands out of bounds, it can be played at either at the point on the sideline where it crossed, or the receiving team can call middle, in which case, it is put into play in the middle of the field. This means that if the pull goes out on the full, the offensive team may start play from the middle of the court by calling “middle” before they pick up the disc or from the sideline where the disc went out.

9. If the pull is dropped it is a turn-over.

10. You must be within 3 metres to initiate the stall count and stay within that 3 metre range to continue the stall count. If you move outside of this range while counting, you must stop and can only resume the count when you have come back within 3 metres.