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Ultimate Play will use the USA Ultimate 12th Edition Rules.  For a complete version of the rules please visit the USA Ultimate website at: https://usaultimate.org/rules/.

One rule adjustment that we have made for our leagues is that dropped pulls in U12 leagues won't result in a turnover. We want to encourage athletes to try and catch the pulls so instead a dropped pull should pause play, allow for the defense to set up, and then the receiving team can continue play from wherever the dropped pull occurred. 

Coaches/Captains Meeting:

The captains (adult) or coaches (youth) should meet before game start to flip for sides and the pull as well as discuss any "captains clauses" you would like to play the game with.

 

​Timing Rules:

Our timing of games may vary from league to league depending on field scheduling and availability. However, typically our adult leagues will run 90 minute round with games to 13, having a halftime once one team reaches 7 points. Our youth leagues usually play 60 minute rounds to 13 or whatever team is leading after the hour of play.

10 Basic Gameplay Rules:

  1. Field Size: Ultimate Play has port-a-fields. that we use for our Adult, U18, and some U15 leagues depending on size. The field of play is 70 yards long by 40 yards wide with 20 yard deep end zones on either size. For the U12 divisions and leagues where we play 5v5 U15, we typically shrink the field dimensions down to 50 yards long x 30 yards wide with 15 yard deep end zones.

  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.

  3. 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.

  4. Change of Possession: When a pass in not completed (e.g. the disc went out of bounds, or was dropped, blocked, or intercepted), the defense immediately takes possession of the disc and becomes the offense.

  5. Scoring: Each time the offense completes a pass in the defense's end-zone, the offense scores a goal.

  6. Substitutions: Players not in the game may replace players in the game after a score, during an injury or during a 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. Youth coaches, if you see a blatant missed call or there is rule confusion, please feel free to pause the game and use it as a teaching opportunity for the players.

  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. Please review the Spirit of the Game philosophies on the USA Ultimate website. http://www.usaultimate.org/about/ultimate/spirit_of_the_game.aspx Ultimate Play strongly encourages a brief spirit circle after each game. 3 compliments from each team is appropriate.

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