Western Alternative Sports Association (WASA)
Log In

Not a member? Sign up, it's free!

Forgot your password?

Weather Update
Saturday, July 31 All games are ON as scheduled.


 
Upcoming Events

Rules

Rules for Ultimate Frisbee

WASA Ultimate Frisbee 2008

I. Introduction:

A) Description: Ultimate is a non-contact disc sport played by two teams of (7) players, (3) of which MUST be women (New for 2008). 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. A player may not run while holding the disc. The disc is advanced by passing it to other players. The disc may be passed in any direction. Any time a pass is incomplete, a turnover occurs, resulting in an immediate change of the team in possession of the disc.

B) Spirit of the Game: Ultimate relies upon a spirit of sportsmanship that places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of mutual respect among competitors, adherence to the agreed upon rules, or the basic joy of play. Protection of these vital elements serves to eliminate unsportsmanlike conduct from the Ultimate field. Such actions as taunting opposing players, dangerous aggression, belligerent intimidation, intentional infractions, or other win-at-all-costs behavior are contrary to the spirit of the game and must be avoided by all players.

C) Captain’s Clause: A game may be played under any variation of the rules agreed upon by the captains of the teams involved. In tournament play, variations are subject to approval by the event organizer. Such things as game length, field dimensions, 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 them in disagreements and arbitration.

D) Event Organizer: The event organizer may modify rules relating to game logistics in order to suit the event. Examples include game length (game total), upper score limits (caps), time of game limits (time caps), halftime length, number of time-outs, starting time point assessments, uniform requirements and observer operations. Any such change must be established before competition starts.

E) General vs. Specific Rules: Many of these rules are general in nature and cover most situations. However, some rules cover specific situations and override the general case.

II. Playing Field:

A) A rectangular shape with endzones at each end. The regular field size is 70 yards by 40 yards, with endzones 25 yards deep.

B) The goal lines separate the playing field from the end zones and are part of the playing field.

C) The playing field and surrounds should be essentially flat, free of obstructions and afford reasonable player safety. Well trimmed grass is the recommended surface and all lines should be marked.

D) The corners of the playing field and the end zones are marked by brightly colored, flexible cones.

III. Equipment:

A) Any disc acceptable to both team captains may be used. If they cannot agree, the current Official Disc of the Ultimate Players Association is used.

B) Players may wear any soft clothing that does not endanger the safety of other players or provide unfair advantage.

C) Cleats with dangerous parts, such as metallic baseball cleats, track spikes, or worn or broken studs with sharp edges, are not allowed.

IV. Length of game:

A) Game to goals: A game is played until one team first reaches or exceeds the game total.

1. The team with the most goals at the end of the game is the winner.

2. A standard game has a game total of 15.

3. If there is a tied at the end of the game, the team who scores the next point wins!

B) Halftime begins when one team’s score first reaches or exceeds half of the game total, and lasts up to ten minutes. If both teams agree on continue playing there is no reason to stretch the halftime up to 10 minutes. We just have 50 minutes of play time!

V. Time-outs:

A) A time-out stops play and suspends time limit counts.

B) Team Time-out: Each team has two team time-outs per half in a standard game.

1. The clock is still running during a time-out . We play continuous clock.

2. A team time-out lasts 70 seconds.

3. Any player may call a time-out after a goal is scored and before both teams have signaled readiness to start play. Time limit counts between points are suspended for 70 seconds. A time-out may not be called between a re-pull call and the ensuing pull.

4. After the pull, only a thrower with possession of the disc that has survived ground contact can call a time-out. The player must form a T with one hand and the disc, and should audibly say time-out. The time-out begins when the T is formed. The disc is then placed on the ground at the pivot spot.

5. Restarting play after a time-out called by a thrower:

a) All players at the time of the time-out call must return to play unless an injury time-out also is called.

b) Each offensive player must establish a stationary position by the end of the time-out. Movement after this time and before the disc is checked into play is a violation. The defense has ninety seconds after the beginning of the time-out or up to twenty seconds after all offensive players have established their position (whichever is longer) to check the disc into play.

c) The player who had possession of the disc when the team time-out was called restarts play with a check at the pivot spot, and the marker resumes the stall count (continues counting to 10 where he stopped before the time-out) with the word stalling followed by the last number uttered before the time-out plus one or 9 if over 8.

C) Injury Time-out: A time-out called for a player injury. During an injury time-out, the health and safety of the injured player are of primary concern.

1. Any player on the injured player’s team may call an injury time-out.

2. The time-out is retroactive to the time of the injury, unless the injured player chooses to continue play before the time-out is called, in which case, the time-out begins at the time of the call. If the disc is in the air or the thrower is in the act of throwing at the time of the injury or of the call when the player has continued play, the time-out begins when the play is completed.

3. Restarting play after an injury time-out:

a) If a player in possession leaves the field following an injury, the replacing player takes possession.

b) Play restarts at the appropriate spot with a check and the marker resumes any stall count with the word stalling followed by the last number uttered before the injury time-out started plus one or 9 if over 8. If the thrower is substituted or if the marker is injured and substituted, a new marker may resume the stall count of the original marker when play is restarted.

VI. Player Substitutions:

Player substitutions can be completed only:

1. after a goal and before the substituting team has signaled readiness; or

2. to replace injured players, or players with illegal equipment. In this case, the opposing team may substitute a like number of, or fewer, players.

VII. Starting and Restarting Play:

A) Start of the game:

1. Representatives of the two teams fairly determine which team chooses to

a) receive or throw the initial pull; or

b) which end zone they wish to initially defend.

2. The other team gets the remaining choice.

3. The second half begins with a reversal of the initial choices.

4. If only one team fails to signal readiness for the start of a scheduled game, the opposing team may be awarded goals by the event organizer at a rate of one goal for every five minutes elapsed after the posted start time.

B) Pull:

1. Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game will have seven players per side, 3 of which MUST be women (New for 2008).

2. Play starts at the beginning of each half and after each goal with a pull.

3. After a goal, the teams switch their direction of attack and the scoring team pulls.

4. The pull may be made only after the puller and a player on the receiving team both raise their hands to signal their team’s readiness to begin play. A team must have a minimum of two players and a maximum of seven players on the field in order to signal readiness. The pull occurs when the puller throws the disc after signaling readiness.

VIII. Scoring:

A) Each time the offense completes a pass in the defense's endzone, the offense scores a point and becomes the defense. Following a score, both teams go to the opposite end zone lines (switch), and the scoring team "pulls" the disc to the team that was scored upon (New for 2008)

B) A goal is scored when an in-bounds player catches any legal pass in the end zone of attack, and retains possession of the disc throughout all ground contact related to the catch.

1. To be considered in the end zone after gaining possession of the disc, the player’s first point of ground contact must be completely in the end zone.

2. When an in-bounds player in possession of the disc whose first ground contact will be completely within the end zone loses possession of the disc due to an uncontested foul, or lands out of the end zone due to an uncontested force-out foul, that player is awarded a goal.

C) If after receiving a pass outside the end zone, a player comes to a stop contacting the end zone, that player must carry the disc back to, and put it into play at, the closest spot on the goal line.

IX. Movement of the disc:

A) The disc may be advanced in any direction by completing a pass to a teammate (like soccer). Players may not take more than three steps with the disc.

B) The person with the disc ("thrower") has 10 seconds to throw the disc. The defender guarding the thrower ("marker") must count out the 10 second stall count. Only 1 defender is allowed to guard the frisbee as the offensive player prepares to throw. Double teams are not allowed. Additionally, the defender must keep at least a lenght of a disc distance between themselves and the thrower at all times, and may not "swat" the frisbee out of the thrower's hand.

X. Change of possession - Turnovers:

A) If a pass is incomplete or if the disc becomes out-of-bounds other than as a result of a pull, a turnover results. When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense. The defensive player has to call the disc in by giving the disc a little touch.

B) "In Bounds" - a player attempting to catch the Frisbee must land with one feet inside the field of play (that means the first point of contact), or the Frisbee will be turned over to the opposing team.

C) If the thrower accidentally drops a live disc or a disc in play without defensive interference and it contacts the ground before the thrower regains possession, it is considered an incomplete pass. If the thrower regains possession of an accidentally dropped disc before it contacts the ground without another player touching the disc, that possession is considered continuous. If the thrower regains possession of an accidentally dropped disc before it contacts the ground and after another player touches it, it is considered a new possession.

D) A pass is intercepted if a defensive player obtains possession of the disc, but if the defender accidentally loses possession of the disc before or during ground contact related to the catch, the pass is considered blocked rather than intercepted.

XI. Fouls

A) NO INTENTIONAL PHYSICAL CONTACT IS ALLOWED BETWEEN PLAYERS (during the game at least... at the bar or after the bar, you're on your own!). Picks and screens are also prohibited. A foul occurs when contact is made, and depending on who committed the foul, the opposing team would either gain or retain posession of the Frisbee.

B) 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 by the offense. If the player committing the foul disagrees with the foul call, the Frisbee will be returned to the spot of the previous throw, and posession will be retained by the offense. Incidental contact, such as 2 players bumping while making a fair attempt to catch the Frisbee, is NOT considered a foul. Accidental contact, such as unintentional collisions while running, is NOT considered a foul. However, contact preventing an offensive player from attempting to catch the Frisbee or advance down the field, IS considered a foul, and the offense will retain posession at that spot.

C) Self-Refereeing – Players are responsible for their own foul and line calls. CALL YOUR OWN FOULS! If you don't call it, then the foul does not exist, and you have no grounds for complaining! Only if no one can tell if a player is in-bounds or not the dispute is going to be solved via Rock/Paper/Scissors.

XII. Mercy Rule

A) To avoid blowouts, and balance discrepencies between teams of widely different ability levels, there will be a mercy rule.

B) Once a team is trailing by 10 or more points, each score by the trailing team will be scored as 2 points, instead of 1. If, due to this rule, the lead is narrowed to 5 points or less, the value of each score will revert back to 1 point.

Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Play hard, but keep the game in perspective. WASA leagues are about playing some new games, meeting new people, and having a great time. Arguments, fighting, abusive taunting, etc, destroy the environment we’re trying to create, and will be dealt with decisively.