UPA Rules of Ultimate: 10th Edition
2000-2001 Standing Rules Committee
Preface
The purpose of the rules of Ultimate is to provide a guideline describing the
way the game is played. It assumed that no Ultimate player will intentionally
violate the rules; thus there are no harsh penalties for inadvertent
infractions, but rather a method for resuming play in a manner that simulates
what would most likely have occurred had there been no infraction.
In Ultimate, an intentional foul is considered cheating and a gross offense
against the spirit of sportsmanship. Often a player is in a position where it is
clearly to a player's advantage to foul or commit some infraction, but that
player is morally bound to abide by the rules. The integrity of Ultimate depends
on each player's responsibility to uphold the spirit of the game, and this
responsibility should not be taken lightly.
TABLE OF CONTENTS:
- Introduction
- Definitions
- Field of Play
- Equipment
- Length of Game
- Time Outs
- Substitutions
- Starting and Restarting Play
- In and Out of Bounds
- Endzone Possession
- Scoring
- Turnovers
- Thrower
- Marker
- Receiver
- Violations & Fouls
- Positioning
- Observers
- Ettiquette
Appendix 1:Standard Field Diagram
- Introduction
- Description: Ultimate is a non-contact disc sport played by two
teams of seven players. The object of the game is to score goals. A goal is
scored when a player catches any legal pass in the end zone that player is
attacking. Players are not allowed to run while holding the disc. The disc
is advanced by throwing or passing it to other players. The disc may be
passed in any direction. Any time a pass is incomplete, intercepted, knocked
down, or contacts an out-of-bounds area, a turnover occurs, resulting in an
immediate change of the team in possession of the disc.
- Spirit of the Game: Ultimate relies upon a spirit of
sportsmanship which places the responsibility for fair play on the player.
Highly competitive play is encouraged, but never at the expense of mutual
respect among players, adherence to the agreed upon rules of the game, or
the basic joy of play. Protection of these vital elements serves to
eliminate adverse conduct from the Ultimate field. Such actions as taunting
of opposing players, dangerous aggression, belligerent intimidation,
intentional fouling, or other "win-at-all-costs" behavior are contrary to
the spirit of the game and must be avoided by all players.
- Captain's Clause: A game may be played under any variations of
the rules agreed upon by the captains of the teams involved. In tournament
play, variations are subject to the approval of the event organizer(s). Such
things as length of game, dimensions of the field, number of players and
stall count can easily be altered to suit the level of play. Before a game
starts, each team designates one captain to represent that team in
disagreements and arbitration.
- Event Organizers: Event Organizers may modify rules that relate
to the logistics of conducting a game to suit the event. Examples of
logistics include: The length of the game (game total), upper score limits
(caps), time of game limits (time caps), half-time length, number of
time-outs, starting time point assessments, player uniform requirements,
Observer operations (within the scope of Observer powers as defined below).
Any such changes must be established before the start of competition.
- General vs. Specific Rules: Many of these rules are general in
nature and cover most situations of play. However, some rules cover specific
situations and override the general case.
- Definitions
- Player: A player is any of the up to fourteen (14) persons who
are actually participating in the game at any one time.
- State of the disc: The state of the disc describes the nature of
play at any particular moment during the game. There are three states of the
disc:
- Disc in play: A disc is in play any time the play may proceed without
acknowledgment by the defense. The disc is subject to a turnover. To put
the disc into play at a particular spot on the field means to establish
the pivot at that spot on the field.
- Live disc: A disc is live when players are allowed movement, the disc
is subject to a turnover, but the thrower cannot make a legal pass, (e.g.,
walking the disc to the spot where it is to be put into play or after a
call is made but before play has been stopped).
- Dead disc: A disc is dead when play has stopped and can only continue
with a check. The disc is not subject to a turnover.
- When a disc is in the air following a legal pass, the thrower’s team
is considered the team in possession.
- Ground Contact: Ground contact refers to all player contact with
the ground directly related to a specific event or maneuver, including
landing or recovery after being off-balance (e. g., jumping, diving,
leaning, or falling).
- Possession of the disc: Possession of the disc is sustained
contact with, and control of, a non-spinning disc.
- To catch a pass is equivalent to establishing possession of that pass.
- Loss of possession due to ground contact related to a pass reception
negates that player’s possession up to that point.
- A disc in the possession of a player is considered part of that
player.
- The team whose player is in possession or whose players may pick up
the disc is considered the team in possession.
- Pivot: A pivot is the particular part of the body in continuous
contact with a single spot on the field during a thrower’s possession. When
there is a definitive spot for putting the disc in play, the part of the
body in contact with that spot is the pivot.
- Legitimate position: Legitimate position is the stationary
position established by a player's body excluding extended arms and legs
that can be avoided by all opposing players when time and distance are taken
into account.
- Pull: A pull is the throw from one team to the other that starts
play at the beginning of a half or after a goal. It is not considered to be
a legal throw for scoring and has many special provisions. See VIII.B for
more details.
- Brick: A brick is any pull that initially lands out-of-bounds
untouched by the receiving team.
- Turnover: A turnover is any event resulting in a change of the
team in possession.
- Event organizer: An event organizer is the person, persons, or
entity organizing the competition, whether it is a tournament, tournament
series, league, single game or any other type of Ultimate event.
- Line: A line is a boundary defining the playing areas. On an
unlined field, the boundary is defined as an imaginary line between two
field markers with the thickness of said markers. Line segments are not
extrapolated beyond the defining markers.
- Offensive player: An offensive player is any player whose team is
in possession.
- Defensive player: A defensive player is any player whose team is
not in possession of the disc.
- A defensive player may not pick up a disc in play.
- A defensive player may not call for a pass from the thrower.
- Throw: A throw is a disc in flight following any throwing motion,
including after a fake attempt, that results in loss of contact between the
thrower and the disc.
- A pass is the equivalent of a throw.
- The act of throwing is the motion of the thrower that transfers
momentum from the player to the disc and results in a throw. Pivots and
wind-ups are not considered part of the act of throwing.
- Stoppage of play: A stoppage of play is any halting of play due
to a call, discussion or time-out that requires a check or self-check to
restart play.
- Play is considered to have stopped when the player in possession
acknowledges the call. If that player gained possession after the call was
made, play is considered stopped at the time possession is gained.
- The disc is not subject to a turnover unless the continuation rule
applies.
- In general, before a check occurs, all players must resume their
respective positions at the time of the call.
- The term "play stops" means a stoppage of play occurs.
- Best Perspective: Best perspective is the most complete viewpoint
available by a player that includes the relative positions of the disc,
ground, players and line markers involved in the play. Best perspective on
an unlined field may require sighting from one field marker to another.
- Field of Play
- The standard field of play is a rectangular area with dimensions
as shown on the accompanying diagram (Appendix 1).
- The standard field of play is a rectangular area 37 meters (40
yards) wide and 64 m (70 yards) long with 23m (25 yard) end-zones on either
end. The Brick Mark is 18m (20 yards) from each end-zone midway between the
sidelines.
- The playing field and surrounds should be essentially flat, free
of obstructions, and afford reasonable player safety. Well-trimmed grass is
the recommended surface.
- The playing field proper is the playing field excluding the end
zones.
- The goal lines are the lines that separate the playing field
proper from the end zones and are part of the playing field proper.
- The corners of the playing field proper and the end zones are
marked by cones made of a brightly colored, flexible material.
- An additional restraining line is established at least five
meters from the perimeter lines surrounding the field. Spectators and gear
must remain behind this line to ensure the perimeter is safe and clear
during play.
- All lines are marked with a non-caustic material.
- Equipment
- Any flying disc may be used as long as it is acceptable to both
team captains. If the captains cannot agree, the current Official Disc of
the Ultimate Players Association shall be used.
- Players may wear any soft protective clothing as long as it does
not endanger the safety of any other player or provide unfair advantage.
- Cleats with any dangerous parts are not allowed. This includes
metallic baseball cleats, track spikes, and worn or broken studs with sharp
edges.
- Every player must wear a uniform or other clothing that
distinguishes that player from the players on the other team. In tournament
play, matching uniforms and numbered jerseys are recommended.
- Players may not use clothing or equipment to inhibit or assist
the movement of the disc or another player.
- Length of Game
- Game to goals: A standard game is played until one team’s number
of goals scored first reaches or exceeds 15, the game total, with a margin
of at least two goals.
- Current scoring attempt: The scoring attempt in progress. A scoring
attempt begins when the previous goal is scored and ends when a subsequent
goal is scored
- Caps: Maximum score limits imposed before or during a game to limit
the time required to declare a winner. The game ends when one team’s score
first reaches the cap.
- A soft cap is a maximum score limit imposed before the event
- A time cap is a maximum score limit imposed during a game
once a predetermined time of play has elapsed and after the current
scoring attempt is completed.
- A hard cap is the ending of the game once a predetermined
time of game has elapsed and after the current scoring attempt is
completed. If the score is tied, the teams play until one additional
goal is scored.
- The team with the most goals at the end of the game is the winner.
- Halftime occurs when one team first reaches, or exceeds, half the
game total. Halftime lasts ten minutes.
- Overtime occurs when the score is tied at one goal less than the
game total wherein the winning score will exceed said game total. Play
continues until a two-goal margin, or a cap, is achieved,. (Example: In a
game to 15 goals, overtime occurs when the score reaches 14-14 and the
minimum winning score is determined to be 16).