- 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
Starting a Game/"Halftime"
- Each game begins with the offensive teams lining up with the disc on the center of the front line of the opposing end zone.
- The offense and defense check the disc in to begin play when both teams are ready, starting at the scheduled time.
- 1 score will be assessed per minute against a team that is not ready to begin play, based on the running clock and confirmed by the scorekeeper.
- "Halftime" horn will indicate that, after the next score, teams will switch sides and immediately begin play like the start of the game. The team that was just scored on will start with the disc during this halftime switch, regardless of who started the game with the disc.
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
- 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
- No “pulls” at the start of the game. Start at the center of the end zone line.
- Halftime horn will switch sides after the next score.
- 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
