Indoor Ultimate Rules

Structure

  • Each team will play two games weekly
  • Game Length: 30 Minutes
    • A 30 minute running clock should start every 30 minutes starting at 6:00.
    • We have people on the fields before and after our reservations which is why we need to stay on time.
  • Play shall be 6v6, Captains may agree to play 5v5
  • Gender ratio: 5 men to 1 woman. Teams only have to match up to one lady.
  • In cases where one team is lacking in women or players in general, captains are encouraged to work with each other.

Rules of Play

Timeouts: One (1 minute) timeout per team per game. Does not stop the clock. No timeouts with 5 or less minutes remaining in the game.

Foul Calls: All on-field fouls and violations are encouraged to be resolved in 20 seconds or less to accelerate play. Emphasis needs to be on quick, friendly discussions.

Injuries: The clock is stopped for injury calls.

Time Clock: Games end when clock expires. No caps and no finishing points. Disc must be in the air for the throw to count for buzzer beaters.

Ties: In the case of ties, play continues until one team scores an additional point. “Next point wins.”

Initiate Play: Each game begins with both teams lining up on the back line of their respective end zones. The defense pulls the disc to the offense. The pull is put into play either where it is caught by the receiving team or where it comes to rest (Out of Bounds rule applies).

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 opposing team then has 10 seconds to take possession of the disc (regular Delay of Game rules apply) and can walk the disc up to the front of the goal line.

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 7 seconds to throw the disc. The defender guarding the thrower (“marker”) counts out the stall count. (Stalling one, two…) The disc is considered stalled upon the utterance of the “S” in seven. Contested stalls come in at “stalling 5.”

Substitutions: Substitutions may occur after a score, during an injury timeout, or on the fly. Players subbing out should touch the team wall or door to signal they are subbing out. As soon as this occurs, the new player may enter the game.

Out of Bounds: If the disc contacts an outside barrier it is considered out of bounds, the disc is placed at the point closest to that spot. No playing the disc off of the wall or net. In the case where the disc hits the ceiling/net, a turn over occurs and play resumes closest to where the disc lands.