Overview for Indoor Ultimate Frisbee Rules

The UPA 11th edition rules are followed with the exceptions and important notes outlined below.

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.


Safety is the most important principle.

As we play on a much smaller area, the first concern of all players must be to play safe and avoid contact in every way possible.

The Field:

A rectangular shape with end zones at each end. Team will field 4 to 6 players. The intention is to have at least six players from each team on the court at all times, with a minimum of 2 of each gender.

Game Time:

Will consist of at least two 35 minute halves.

Initiate Play:

Each half begins with both teams lining up on the back line of their respective end zone line. The defense throws (“pulls”) the disc to the offense. The pull is put into play a) where it is caught by the receiving team or b) it comes to rest.

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. There is no pull after a point. When a team scores, the receiving player acknowledges that he/she has scored a goal and the disc is immediately placed on the ground at that spot. The offensive team has 10 seconds to take possession of the disc (Delay of Game rules apply) and cannot walk the disc up to the front of the goal line. The offense must put it into play from where it was placed by the scoring team.

Keeping Score:

It is up to each team to track and submit the score at the end of each game. Players or observers on the sidelines are encouraged to use the scoreboard. The team on the scoreboard side of the field is the home team.

Spirit Score:

Teams are required to provide spirit scores for their opponents. This helps us identify problems before they get out of hand. Teams with consistently low spirit scores will merit attention from the league organizers. We'll try to figure out what's going on and find ways to make it better.

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”) must set a pivot and has eight seconds to throw the disc. The defender guarding the thrower (“marker”) counts out the stall count. (Stall one, Stall two…) The disc is considered stalled upon the utterance of the “e” in eight. Contested stalls come in on “stalling 6.”

Change of Possession:

When a pass is not completed (e.g. out of bounds, dropped, blocked, intercepted), the defense immediately takes possession of the disc and becomes the offense. If the defense takes possession of the disc in their own end zone, they must play from where the disc lies. They may not walk the disc to the front or side of the end zone. This includes turnovers resulting from the disc being played out the back or the sides of the endzone. When the offence takes possession of the disc in the end zone they are attacking, the offence must take the disc to the front of the endzone and play from there, including a run in.

Substitutions:

Players not in the game may replace players in the game after a score and during an injury timeout or on the fly. Every player entering the court must high five the outgoing player before entering the court.

Non-contact:

No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. The range of skill levels and range of sizes of the players involved in the league makes it especially important to play responsibly. Going for the disc is never more important than avoiding collisions.

"Incidental contact" does not mean "accidental contact". It is assumed that any contact between players is accidental and a result of the defender going for the disc. If the defender has to go through you to get to the disc though, it's a foul. Incidental contact is a small amount of contact that is often unavoidable when two people are vying for the disc in the same space. Any significant amount of contact that affects the outcome of the play is a foul, regardless of the intent of the person initiating the contact. Intentional physical violence will result in immediate ejection from the league.

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.

Overtime

is not used in regular season play. There will be no ties in playoff games. Games ending in a tie at the buzzer will be decided by sudden death overtime. Teams remain on the court as if the buzzer had not sounded and the game continues. The next point wins the game.

Foot blocks

Are now allowed.

Timeout:

Each team has one 30 second timeout per game (game clock is not stopped). Brief stoppages are also allowed to explain rules to newer players. Timeouts cannot be called within the last five minutes of the game.

Roster:

Discuss gender balance based on the number of women on each team- if you each have 3 women show up, you probably want to play 4/2. If one team has 5 women and the other has 1, you may want to sub over women from one team to the other. It depends a lot on your women and the rest of your team- how much play time do they want? How much do they care about gender matching? The captains should come to some agreement that optimizes all player's happiness before the game starts. A team should not pick up players unless it has two subs or less. All pick ups must be approved by the opposing captain(s), and special consideration should be made throughout the entire game to keep the game spirited and fun.

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