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Rules of Ultimate

The FULL UPA Rules of Ultimate, Eleventh Edition:
http://www2.upa.org/ultimate/rules (HTML PAGE)
http://www2.upa.org/files/11th_ed_Final_3_6_07.pdf (PDF FORMAT) 

or a quick guide to get you up and started right away:

Ultimate in Ten Simple Rules

  1. The Field: A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.
  2. Initiate Play: Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
  3. 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.
  4. 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.
  5. 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.
  6. Substitutions: Players not in the game may replace players in the game after a score and during an injury timeout.
  7. Non-contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  8. 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.
  9. Self-Officiating: Players are responsible for their own foul and line calls. Players resolve their own disputes.
  10. 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 quick reference, here's a chart of violations called during the game and the consequences of each:

Fouls
If... and the and the call is then...
Thrower calls a foul pass is complete contested or not play continues unhalted
Thrower calls a foul pass is incomplete contested check disc at same or 5 if over 5
Thrower calls a foul pass is incomplete uncontested check disc at zero
Marker calls a foul pass is complete contested or not check disc at same count
Marker calls a foul pass is incomplete uncontested play continues (turnover results)
Receiver calls a foul pass is complete contested or not play continues unhalted
Receiver calls a foul pass is incomplete contested disc back to thrower, check disc at same or 5 if over 5
Receiver calls a foul pass is incomplete uncontested fouled receiver takes possession, check disc (if inside endzone, disc is walked out)
Defender calls a foul pass is complete contested or not disc back to thrower, check disc at same count
Defender calls a foul pass is incomplete uncontested play continues (turnover)
Defender calls a foul pass is incomplete contested disc back to thrower, check disc at same
Traveling
If... and the then...
Travel is called play stops check disc at same
Travel is called pass is later thrown complete disc back to thrower, check disc at same
Travel is called pass is later thrown incomplete play continues (turnover)
Travel is called while disc is in the air pass is incomplete play continues (turnover)
Travel is called while disc is in the air pass is complete disc back to thrower, check disc at same
Picks
If... and the then...
Pick is called play stops disc back to thrower, check disc at same or 5 if over 5
Pick is called pass is later thrown complete disc back to thrower, check disc at same or 5 if over 5
Pick is called pass is later thrown incomplete play continues (turnover)
Pick is called while disc is in air, pass is incomplete play continues (turnover)
Pick is called while disc is in air, pass is complete disc back to thrower, check disc at same or 5 if over 5
Other Violations
If... and the call is then...
Fast count or Double team is called the first on the defender's count play continues unhalted, count reduced by two
Fast count or Double team is called the second on the defender's count check disc at zero
Strip is called contested play as contested foul on receiver
Strip is called uncontested receiver picks up disc, play continues OR if stall count in progress, receiver checks disc at zero
Strip is called in the offensive endzone uncontested goal is scored
Stall is called and pass is complete contested disc back to thrower, check at 8
Stall is called and pass is complete uncontested turnover
Stall is called and pass is incomplete uncontested or not turnover
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