The Basics
We will play by the Ultimate Players Association Eleventh Edition Rules of Ultimate.
One of the league organizers will also have a copy of the rule book at the fields.
League Specific
1. Men/Women ratio
Men/Women default ratio is 4/3 but may be reversed
- Teams may elect to play 6-1 or 5-2, if both captains agree. Any mutually-agreed upon modification by the captains of a particular regular-season game, based on the number of players available, is ok.
- Offense cannot dictate ratio, unless of course it is agreed upon by both teams’ captains before the game.
2. Points and time limit:
- Games go to 15 points
- Games are 75 minutes including a 5 minute half
- Half time is the first of 35 minutes or 8 points by one team
- Games must be won by 2 points
- When the horn sounds to end the game do not finish the point unless there is a tie
- If the game is tied when the horn sounds, finish the point being played
3. Blocking:
- Foot blocks are allowed if agreed upon between the two captains.
4. Footwear:
- For safety reasons players must be wearing either running shoes or cleats. Cleats are recommended. Cleats cannot have metal spikes.
5. Jewellery:
- For safety reasons players must not wear rings, necklaces, bracelets, ear rings, watches, etc…
6. Overly aggressive play:
- Dangerous play WILL NOT not be tolerated in Team League play. Winning the game should never be prioritized over keeping your fellow players safe.Examples include:
- Running without looking where your going and colliding with other players
- Throwing without looking where your throwing and hitting other players
- Jumping with uncontrolled movements into a crowd players trying to catch a disc
- Taunting or yelling at other players
7. Team Rosters
If a team cannot field an entire team of 7, that team forfeits the win to the other team. Recruiting other players not on the main roster does count as fielding a team. That team still forfeits, but the game may still be played if the team with a full rosters chooses to play.
Pull Rule:
1. Live zone: If disc lands on the playing field (or end zone):
- play from where it land
2. If disc lands out, player has the following options:
- call middle (if disc goes out the side in FRONT of the brick line) – take disc to the middle at the point where the disc last crossed the perimeter line
- call brick (if disc goes out anywhere BEHIND the brick line) – take the disc to the brick line
- play from the closest spot on the playing field proper (not the end zone) to where the disc last went out:
- side line if in front of the end zone
- closest front corner if behind the end zone and went out the side
- straight up to the line if it goes out the back
3. If disc lands in and ROLLS out:
- play from spot on the playing field proper (not end zone) where the disc rolled out -
- side line if in front of the end zone
- closest front corner if behind the end zone and went out the side
- straight up to the line if it goes out the back


