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About Ultimate

Ultimate (also called Ultimate Frisbee) is a limited-contact team sport played with a 175 gram flying disc. The object of the game is to score points by passing the disc to a player in the opposing end zone, similar to an end zone in American football or rugby. Players may not run while holding the disc.

While originally called Ultimate Frisbee, it is now officially called Ultimate because Frisbee is the trademark for the line of discs made by the Wham-O toy company.

The Play Field

By the rules of the Ultimate Players Association, a standard game of ultimate is played on a field 40 yards wide by 120 yards long, the length of which is divided into a 70 yard playing field with 25 yard endzones at each end. All play is seven on seven, with teams permitted a maximum roster size of 27 players. Play begins with the defensive team fully within their end zone and the offensive team lined up on their end zone line. The defensive team player throwing the disc raises a hand to signal readiness to begin play. A player on the receiving team raises a hand to signal their readiness to begin play. After both sides have signaled their readiness, the defensive team throws (“pulls”) the disc to the other team to begin play.The Ultimate Ground

How to Play

Once a player catches the disc, the player must come to a stop and have one foot planted as a pivot until after passing the disc to another player by throwing it (hand-offs are not permitted). The player has ten seconds to pass the disc, and this “stall” count must be announced, one through ten, by a defensive player within 10 feet of the offensive player in possession of the disc. If the ten seconds expire without passing the disc, if the disc is dropped on reception or during possession, if the pass is blocked, intercepted or not caught, or if the disc is thrown out-of-bounds and doesn’t come back in-bounds, possession transfers to the other team, which then becomes the offense.

If a player physically interferes with an opposing player, a foul may be called. If the foul disrupts possession, in most cases the offense regains possession, the ten second clock is reset, and play resumes. Because ultimate is typically self-refereed, the player who committed the infraction is given the opportunity to contest or accept the call, with somewhat differing results depending on whether or not the player admits fault. If disagreement over a call cannot be resolved, in some instances the play will be repeated. Play is entirely continuous until a score is made, with the exception of stoppages for calls or injuries. Except for injuries, substitutions may be made only between points.

Scoring

Scores are made by a team successfully completing a pass to a player located in the defensive end zone. After a score, the teams switch their direction of attack, and the scoring team pulls. The game continues until either team reaches 15 points with a two-point margin over their opponents, or until either team reaches 17 points total. A ten-minute halftime break occurs when either team reaches eight points total. Each team may call up to two 70-second time-outs per half. During play, time-outs may be called only by the player in possession of the disc. Any player may call a time-out in between points. Each team is allowed to call one and only one time-out once the score reaches 14-14.

Sportsmanship, respect for other players, fair play, and having fun are considered central aspects of play, even when competition becomes intense.

Ultimate in 10 Simple Rules

1. The Field – A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.

2. Initiate Play – Each point begins with both teams lining up on the front of their respective end zone. The defense throws (“pulls”) the disc to the offense. A regulation game has seven players per team.

3. Scoring – Each time the offense completes a pass in the defense’s end zone, the offense scores a point. Play is initiated after each score.

4. 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 it. The defender guarding the thrower (“marker”) initiates a stall count.

5. Change of Possession – When a pass is not completed (i.e., out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes offense.

6. Substitution – Players not in the game may replace players in the game after a score and during an injury 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-Refereeing – Players are responsible for their own foul and line calls. Players resolve their own disputes.

10. Game Spirit – Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules and basic joy of play.