SPORTS RULES


ULTIMATE

ALSO KNOWN AS: FRISBEE, ULTIMATE FRISBEE



Contents
The field Checks
Spirit of play Fouls and violations
Passing and receiving Time outs and player substitutions
Turnovers Equipment
Scoring

The Ultimate field

The Ultimate field

Ultimate can be played on most surfaces, including grass, sand, or purpose built areas.


OVERVIEW


Note: Frisbee is a trademark, so the competitive game is known as Ultimate.

Ultimate is played between two teams of seven players. One team will pull (throw) the disc to the other team. The disc is passed to team mates by one player throwing it, and the other player catching it. The receiving player then has up to ten seconds to pass the disc. Ultimate is a non-contact sport.

A score is made when the offensive team throw the disc into the defending team's end zone (see field for details), and an offensive player catches it while in the end zone. A game is usually won when one team has reached a set number of points. Play stops after a point is scored, and is restarted with a pull by the scoring team.



MORE COMPLEX RULES


The field
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The Ultimate field

This diagram refers to the international WFDF rules. In North America, UPA rules apply, and the end zones are 23 metres deep (25 yards), and the brick mark is 18 metres (20 yards) in from the end zone. Other measurements are the same.



Spirit of play
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Players are expected to referee themselves and play fairly. It is considered good spirit to play safely and by the rules, and to admit their own mistakes. Mutual respect between players is encouraged. Physical contact is not part of the play. In some games, observers may be present to see that rules are followed.


Passing and receiving
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When the pull is made, no other member of the offensive team may touch the disc until it has been touched by a member of the defending team. If an offensive player touches it, the defending team may ask for a re-pull.

Players on the defending team must be in their own half of the field when the pull is made. As soon as the disc is released, players of both teams may move in any direction.

The disc can be passed in any direction by throwing to a team mate, but players may not run with the disc. The person with the disc (the thrower) has up to ten seconds to throw the disc. The defender guarding the thrower (the marker) counts the seconds aloud. This period is known as the stall, the verbal ten second count is the 'stall count'.

Although the thrower cannot walk or run with the disc, they have a range of movement called the pivot point, where they can move one foot around, while keeping the other foot on the ground, to allow for directional passing.

When a player catches the disc, they become the thrower. If offensive and defensive players catch the disc at the same time, the offensive player keeps possession.


Out of bounds from the pull

Out of bounds means off the field of play, including end zones.

- If the disc goes out of bounds from the pull without touching an offensive player, it is put back into play with a pull, at the point where it went out, by the offensive team.

- If the disc hits the ground in bounds, then goes out of bounds from the pull after touching an offensive player, it is put back into play with a pull, at the point where it went out, by the offensive team.

- If the disc goes straight out of bounds from the pull, (without touching an offensive player), the offensive team can decide whether to put the disc back into play with a pull, at the point where it went out...

...or they can call 'brick' or 'middle'. If they call 'brick' the disc is put back into play at the defending Brick Mark, if they call 'middle' it is put back into play on the spot on the long axis of the playing field proper (not the end zone) closest to where the disc last crossed the line, whichever is closer to the offensive team end zone.

A call of either 'brick' or 'middle' must be made before the calling team pick up the disc.


Turnovers
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Whenever a pass is not completed (the player does not or cannot catch the disc), or if the disc goes out of bounds (except from a pull), there is a turnover. The disc is given to the other side, and they restart play with a pull.

Reasons for turnovers include:

Block - a defender makes contact with the disc, and it hits the ground.

Interception - a defender catches a disc thrown by the other team.

Missed pass - the receiver is not able to catch the disc, including touching the disc but dropping it.

Out of bounds - the disc lands out of bounds, or is caught by a player who is or comes from out of bounds.

Stall count - a player with the disc does not release it within ten seconds.

Throw away - the thrower misses the target and the disc falls to the ground.



Scoring
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After a point is scored, teams change ends. The scoring team stay in the same end zone, the other team move to the opposite end zone. The scoring team pull to restart play.

for WFDF rules Games are won when on team reaches 17 points. A game is has two periods of play, called halves. Half time occurs when one team scores nine points.

for UPA rules A standard game has a game total of 15, with a point cap of 17. Half time occurs when one team reaches half the points total to win. Half time lasts ten minutes.

Overtime is started when teams are level on points, one point behind the winning total, for example at 14-14.



Checks
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When play stops for a time out, foul, violation, or other stoppage, play restarts with a check. All players return to the positions they were in before the check was called, except for time outs. If the disc is in the air when the check is called, it is returned to the last thrower.

The defender nearest to the thrower restarts play by touching the disc and calls 'disc in'. If no defending player is close enough to touch the disc in the thrower's hand, play restarts with an offensive self check. The offensive player touches the disc to the ground and calls 'in play'.

If no offensive player is in possession of the disc at the appropriate spot, play restarts with a defensive self-check. The closest defender places the disc on the closest part of the ground where it was when play stopped and calls 'in play'.



Fouls and violations
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A foul is physical contact between players (although unintentional contact which does not affect play is not a foul). When a foul disrupts possession, the play continues as if the non-fouling player had kept possession. This is the continuation rule. The player fouled may claim by calling 'foul'.

A violation happens when a player violates the rules but without physical contact.

Travel violation - where a player does not stop quickly enough upon receiving the disc (a few steps for momentum before stopping are allowed). The disc is put into play at the point where the violation occurred.

Marker violation - obstructing the thrower by being too close to them, restricting their movement or ability to pass the disc. This includes visual obstructions. Counting the stall count too fast.

Double teaming (violation) - when one or more defending player is within three metres of the thrower's pivot point, and there are no other offensive players within three meters of the defensive players.


Time outs and player substitutions
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Any player may call a time out by calling 'time out'.

for WFDF rules A time out lasts two minutes. Time outs can be called after a goal but must be called before the pull. When the disc is in play (after the pull) only the thrower can call a time out.

for UPA rules A time out lasts 70 seconds. Teams are allowed two time out in normal play, and one in overtime.


Injuries and substitutions

Any player may call a time out when any other player or themselves becomes injured. If the player leaves the game following injury, a substitute player replaces them. If the player does not leave the game, their team has used a time out.

If an injured player leaves the field of play to be substituted, the opposing team may also substitute a player.

When play is restarted from an injury time out, all players return to their positions when the time out was called. Any substitutes take the position of the player they have replaced. The disc is returned to the player who has it when the time out was called, or to their substitute.

Play is also stopped if the disc is damaged or any other non play condition interferes with play. All players return to their positions when the time out was called to restart play.



Equipment
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The official discs are made of plastic and weigh 175 grams (6.2 ounces), although if both teams agree, different discs may be used. The corners of the end zones and field area often have markers such as plastic cones.



GLOSSARY
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Pass - to throw the disc to another player during play

Pull - to throw the disc, to start or restart play, not during play

Stall - the ten second period a player has after catching the disc to release it again


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