- No smoking allowed in the facility.
- No food or glass is allowed in the sand-covered areas.
- Please try not to spill water on the sand.
This is an outdoor volleyball arena, so there is a natural boundary on one side of each field with a volleyball net.
These will be close to the field of play and are natural barriers while playing.
On the other side is a wall/no boundary/columns/water spigots.
This means that if the disc contacts any out-of-bounds surface, including a wall, column, or net, it results in a turnover.
The most important thing is safety, so we expect people to respect the walls, volleyball equipment, and each other.
Rules of Play
Initiate Play/Starting a Game
- Each game begins with both teams lining up on the front line of their respective end zones.
- The defense pulls the disc to the offense.
- The pull is put into play where the receiving team catches it or where it comes to rest (Out of Bounds rule applies).
Scoring and Restarting Play After Scoring
- Scoring:
- Each time the offense completes a pass in the defense’s end zone, the offense scores a point.
- There is no pull after a score.
- When a team scores, the receiving player acknowledges that they have scored a point. (Raise both arms fully extended, straight up, palms facing inwards)
- The disc is immediately placed on the ground at that spot.
- Opposing Team Gaining Possession:
- The opposing team has a 7-second* pre-stall to take possession of the disc.
- They can take the disc up to the front from where it was placed or to the center of the goal line.
- A nearby defender may begin a pre-stall of 7 seconds by announcing "pre-stalling 7, 6, 5, 4, 3, 2, 1."
- The defender must be within 10 feet of the disc to begin the pre-stall.
- After reaching 1, the defender can start the normal 7-second stall count, even if the offense is not ready to begin play.
- The offense can start play earlier than this by self-checking the disc or having a defender check the disc.
Foul/Calls
- To accelerate play, all on-field fouls and violations must be resolved in 20 seconds or less.
- Emphasis needs to be on quick, friendly discussions.
- The clock is not stopped for injury calls in this format
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.”
- A 7-second pre-stall may be used if a defender is within 10 feet of a live, in-bounds disc—even if the offense isn't ready.
Out of Bounds
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- If the disc contacts an outside barrier, it is considered out of bounds; the disc is placed at the point closest to that spot.
- When a flying disc hits the sand/ceiling/net/pole/wall, a turnover occurs, and play resumes closest to where the disc lands.
- Must be established in bounds to catch the disc legally.
- No playing the disc off the sand/ceiling/net/pole/wall.
Substitutions
- Substitutions may occur at any time.
- Subbing should be done by each team's respective scoreboard
- Players subbing out should touch the team member within the designated area
- Once this occurs, the new player may enter the game.
Time Clock
- Games end when the clock expires.
- Clock continues for the entire round, even during an injury stoppage.
- No caps and no finishing points.
- The disc must be in the air for the throw to count for buzzer beaters.
Timeouts
- No timeouts in this format
Ties
- In the case of ties, play continues until one team scores an additional point. "Next point wins."
Summary of differences from Indoor League:
- No timeouts
- Running clock for all games
- Injuries don’t stop the clock
- 7-second pre-stall as long as the defender is within 10 feet of the disc