Sand Ultimate Rules

  • 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

  • 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:
    • 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.

  • 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

  • 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.

    • 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 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.

  • 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.

  • No timeouts in this format

  • 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