Team League Rules 2011

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