Ultimate Frisbee Rules
Rock Paper Scissors (best two out of 3) will decide who gets first disc or side (winner picks either side or Disc).
Start of Play
• To begin play the ultimate players from each team line up on their end zones and the defence team pulls (throws) the disc to the other team as a “kick-off”.
• Pulls are long throws, and they are thrown in efforts of giving the offensive team poor field position and a chance for the defence to get down the field soon enough to stop advances.
• If the disc is not caught by the opposing team play begins from where the disc lands.
• Teams will switch ends after every score (there is no half time).
- First team to 15 or 1hr 15min what ever comes first.
- Games will start right at 6:30.
- Please come early to warm up, meet with the team captain and determine who gets first disc. Be on the line, ready to start at 6:30.
- Game time starts right at 6:30, time will start regardless if your team is ready or not (so be ready).
- When there is 5min remaining he will make 3 short horn blasts to let the players know we are at the 5min warning.
- Exactly 1hr and 15min later he will blow one long horn blast the whistle again and all games will end.
- When game time has expired the coordinator will blow the whistle again signifying the end of the game. Play stops immediately and the winning team will report the score to the coordinator.
- There can be no ties in the playoffs, if the game is tied at the end of regulation time teams will play until someone scores and wins the game.
- We play rain or shine, wind or calm. be ready to play each week unless you see something on the NRS main page saying games are cancelled.
- If there is is lightening close to the field’s the coordinator will signify game is paused and teams will wait 10min to see if the lightening will pass.
- If it does not the game will be cancelled.
- If there has been a total of 35min minutes played = 7:10pm the games are cancelled and the score at the time of cancellation shall be the final score.
- If there has been less than 35min played the remainder of the game time will be made up at a later date.
Movement of the Disc
• The disc may be moved in any direction by completing a pass to a teammate.
• After catching a pass, a player is required to come to a stop as quickly as possible, and then can only move their non pivot foot.
• A point is scored when a player catches a pass in the end zone his team is attacking.
Change of Possession
The throw has to be made from inside the opponents half for a score to count. Passes made from your own end directly into the opponents in-zone do not result in a score and the opposing team gets possession in heir own in-zone.
• An incomplete pass results in a change of possession.
• When this happens the defense immediately becomes the offense and gains possession of the disc where it comes to a stop on the field of play, or where it first traveled out of bounds.
• Play does not stop because of a turnover.
- Teams will switch ends after every score.
- Scoring team stays, other team walks to the other end of the field and gets ready to receive the Frisbee.
Reasons for Turnovers
• Throw-away — the thrower misses his target and the disc falls to the ground.
• Drop — the receiver is not able to catch the disc.
• Block — a defender deflects the disc in mid flight, causing it to hit the ground.
(kick blocks are NOT allowed).
• Interception — a defender catches a disc thrown by the offense.
• Out of bounds — the disc lands out of bounds, hits an object out of bounds or is caught by a player who lands out of bounds or leaps from outside the playing field.
• Stall — a player on offense does not release the disc before the defender has counted out ten seconds.
- You are allowed to stand one disc space away from the thrower.
- If you are too close the thrower will yell “Disc Space!” The defender will adjust his/ her position, drop the stall count by one and you continue playing.
Out of Bounds
• If the disc lands out of bounds the opposing team gets possession where the disc first went out of bounds
• The disc may go out of bounds in the air and come back into play for a catch
• A defensive player can play the disc out of bounds, the disc is put into play at the closest spot on the field to where the defender first touched it. NOTE: if a defender catches the disc that defender must put it into play.
• If momentum carries a player out-of-bounds after landing in-bounds with possession of an in-bounds disc, the player is considered in-bounds. For this exception to apply, that player’s first point of ground contact with any area must be completely in-bounds.
• A pivoting thrower may contact an out-of-bounds area, provided that part of the pivot remains in contact with the playing field.
• The “Ultimate Play”, this happens when a player jumps from within bounds to catch a disc that has passed out of bounds. The player must then throw the disc back in-bounds before touching the ground.
• A foul is the result of contact between players, although incidental contact (not affecting the play) does not constitute a foul.
• When a foul disrupts possession, the play resumes as if the possession were retained.
• If the player committing the foul disagrees with the foul call, the disc is returned to the last thrower.
- Changes can be made on the fly but only at the the side of the field at the center line.
- Substitutions may not hinder play or give the substituting team any advantage in any way, offensively or defensively.
- There will be no official half time
- Both teams must decide on a half time at the beginning of the game.
- If half time is agreed upon by both teams they will take a brief rest around the 40min mark.
- Official game time will continue to run.
• Players are responsible for foul and line calls.
• Players resolve their own disputes. This creates a spirit of honesty and respect on the playing field.
• It is the duty of the player who committed the foul to speak up and admit his infraction.
• Uniforms are not required but teams are asked to bring both a white and black shirt to each game and be ready to wear either colour to distinguish between the 2 teams. One team will be white, one team will be black.
• 6 vs 6 coed
• Max 4 Males
• Min one Female
• Any combination of Male : Female ratio is allowed providing the above requirements are met.
4 Males 2 Females
3 Males 3 Females
2 Males 4 Females
1 Male 5 Females
0 Males 6 Females
• 4 players are needed to field a team one of whom must be female.
• All players must play unless they are injured, you may not play a male, or female short if there is a spot for them on the field.
- All players must be registered with Niagara Rec Sports in order to play.
- If teams are short they can borrow players from another team ONLY if the opposing team captain agrees to it BEFORE the game begins. Borrowed players must be registered with another team in the NRS league. Outside players are not allowed and must fully register with the team before playing
If at any time the min player requirements are not met the team will forfeit the game.
The opposing team will take the greater of the current score or 7 – 0.
Spirit of the Game
• Ultimate is known for its “Spirit of the Game”, often abbreviated SOTG. Ultimate’s self-officiated nature demands a strong spirit of sportsmanship and respect.
Overall Standings Tie Breakers
- If there is a in the standings based on points the following will be used as a tie breaker.
- Total Most Points (3 points for a win, 1 for a tie)
- Plus minus
- Scores for
- Scores Against
- Head to Head (if applicable)
- If everything is equal a coin toss
CODE OF CONDUCT
• Understand, appreciate and abide by the rules of the game.
• Respect the integrity and judgment of game officials and NRS staff.
• Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
• Be responsible for your actions and maintain self-control.
• Refrain from using foul or abusive language.
• Have fun!