Guelph Ultimate Rules

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-atall- costs" behavior are contrary to the spirit of the game and must be avoided by all players.

The 10 Simple Rules of Ultimate

1.  The Field - Typically a score field is divided in half, the long way and 2 games are played beside each other.  An "A" Division ultimate field is 70 yards (64m) by 40 yards (37m). The endzones are 25 yards (23m) deep.   The fields in the "B" and "C" divisions are smaller as there are less players on the field. 

2. Starting Play - In the "A" Division there are seven players per team (5 players in the "B" and "C" Divisions). At the beginning of each point, team lines up across the front of their endzone. The team with the disc will pull (i.e. throw) the disc to the other team.  A pull starts the game.

3. Movement of the disc - The offensive team can move the disc in any direction by successfully completing a pass to a teammate. Once a player has the disc they cannot run with it. Only one defensive player is allowed to guard the handler (i.e. the player who currently holds the disc). All other defensive players must be at least 10 feet away.

4. The Stall Count - The player with the disc (i.e. the thrower or handler) has ten seconds to throw it. The defender guarding the thrower (i.e. the marker) will establish this ten count (or stall count).

5. Change of Possession (Turnover) - When a pass in not completed (e.g. out of bounds, drop, block, interception) or a ten count occurs, the defense immediately takes possession of the disc and becomes the offense. This is called a turnover.

6. Scoring - When the offense completes a pass into the opposing endzone, this is a point.

7. Contact - No physical contact is allowed in the game of ultimate. Picks and screens are also prohibited as they often lead to injury.

8. Fouls - When a player initiates contact on another player a foul occurs. The player who was fouled must immediately yell "foul" and the play promptly stops. If a foul call 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. There are no referees.

10. Spirit of the Game - Ultimate's underlying philosophy is sportsmanship and fair play. Competitive play is encouraged, but never be at the expense of respect between players, adherence to the rules, and the basic joy of play.