ULTIMATE FRISBEE - RULES

Objective

The objective of ultimate is to score points by receiving a teammate's pass in the opponent's end zone. The outcome of a match is usually determined by one team achieving a predetermined number of points first. This ensures that a team can only win by scoring, rather than by running the clock down.

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. Upon receiving the disc, a player has 8 seconds to pass it. This period is known as the "stall", and each second is counted out (a stall count) by a defender (the marker), who must be standing within three meters of the thrower. A player may keep the disc for longer than 8 seconds if no marker is within three meters, or if the marker is not counting the stall; if there is a change of marker, the new marker must restart the stall from zero. Scoring

A point is scored when a player catches a pass in the endzone his team is attacking.
After a point is scored, the teams exchange ends. The team who just scored remains in that endzone and the opposing team takes the opposite endzone.

Change of possession

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.

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. The following description is from the official ultimate rules established by the Ultimate Players Association:“Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of the bond of mutual respect between players, adherence to the agreed upon rules of the game, or the basic joy of play. Protection of these vital elements serves to eliminate adverse conduct from the Ultimate field. Such actions as taunting of opposing players, dangerous aggression, intentional fouling, or other 'win-at-all-costs' behavior are contrary to the spirit of the game and must be avoided by all players.”

Source: Wikipedia

No referee

Since we assume that no player will intentionally violate the rules, we consider that the presence of referee is not required. If a player feels fouled or of having committed, it should simply say aloud "FAULT". This rule also applies in the case of violations such as transport and interference. There are several mechanisms for the resumption of play depending on the type of fault. It is obvious that when the score of a game is tight and the adrenaline is at its maximum, calls faults are not as simple or known in a polite manner, but this policy has been tested and proved effective.

The following rules are the 10 basic rules in Ultimate Frisbee.
For a complete set of detailed rules, click here for the UPA (Ultimate Players Association) website.
Scroll down for the addendum regarding Club Montreal indoor rules.

    1. The field. The field is rectangular in shape with two goal areas at each end. Everything looks like a football field.
    1. To Initiate Play. CMSS games are played with (5) five players per team (a minimum of (2) people per gender plus an extra of either gender). The opposing team can waive the default of minimum players at their discretion provided it is prior to the start of the game. 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. The receiving team has the option of catching the disc or letting it fall, but if they attempt to catch it & drop it, it is an automatic turnover. THE PULL CANNOT BE KNOCKED DOWN BY THE DEFENSE. Players must play the disc from where it lands, unless it lands in the endzone then you walk it up to the endzone line. The receiving team does not have to wait to have the disc "tagged in" off the pull. Whoever retrieves the disc off of a pull or from any throw that lands out of bounds must play it. It cannot be handed over to someone else to commence play. If the pull goes directly out of bounds, the receiving team may call "centre" and play the disc from the middle of the field at the point where the disc crossed the boundary. If the disc rolls out, "centre" may not be called.
    1. 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 8 seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. The marker can be no closer than one arm-length from the thrower.
    1. Scoring. Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.  In CMSS leagues, teams must gain half before scoring. If a disc is thrown from before center is reached and results in a catch in the end zone, the result is a turnover, with the defending team taking possession at their own goal line.
    1. Change of possession. When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
    1. Substitutions. A player substitution can be carried out continuously (”on the fly”) in order to create a more fluid game play.
    1. Non-contact. No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
    1. 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.
    1. Self-Refereeing. Players are responsible for their own foul and line calls. Players resolve their own disputes.
  1. 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.

Addendum (for indoor play)

    1. There is no pull.  After a point is scored, the player who caught the scoring pass will acknowledge that a point has been scored,    (hand in air) and immediately place the disk down on the field. The team who was just scored on has 10 seconds to pick up the disc, and put it back into play (now as the offense) at the spot where the disc was placed.
  1. Players may sub on the fly.  In order for a substitution to occur, the player coming off the field must 'tag' the on-coming player stationed within the 'substitution area' at the center sideline of the field.