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Laurier Recreation - Waterloo Campus

Ultimate Frisbee Rules

Team Composition 

  • Rosters may not be larger than 14 players 
  • A maximum of 7 players are permitted on the field at one time 
  • A match may not proceed with less than 5 players. An exception can be made if an injury occurs during a match 
  • In the CoRec league, there may be no more than 5 players of one gender on the field at one time 

Game Procedures 

  • Each game will consist of two 18-minute halves with a 5-minute intermission in-between 
  • If the minimum number of players are not present, the team will default 
  • The objective of ultimate frisbee is to score more points by throwing the frisbee across the opposing team’s endzone line so it is caught in the endzone 
  • Players are responsible for their own foul and line calls. Players resolve their own disputes. Any disputes are the responsibility of players on the field, not on the sidelines. 
  • During the regular season, if the score is tied at the end of the game it will result in a tie 
  • During the playoffs, if the score is tied in at the end of the game, play will continue until the next point is scored 
  • Default games result in a match score of (2-0) 
  • Substitutions may only be made after a point is scored or during an injury timeout 
  • Captains are responsible for rock, paper, and scissors. The winner will choose to receive or throw the disc first (also referred to as a ‘pull’) 

Rules

USAU rules apply with the following adaptations 
  • Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense 
  • Each time the offense completes a pass in the defense's end zone, the offense scores a point. To score a player must land in the end zone (not run in) with both feet inbounds. Play is initiated after each score. The team that scores must pull to the other team 
  • The disc may be advanced in any direction by completing a pass to a teammate. The disc must be thrown not handed. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. The marker must give the thrower a disc length of space. 
  • Traveling occurs when a player runs with the disc or fails to plant a “pivot foot” when throwing. For traveling calls the player must return to where they originally caught the disc. When throwing the disc, the player must keep one foot planted at all times, they cannot lift this foot off the ground. They are allowed to pivot (spin) in order to make a pass
  • When a pass is not completed (e.g. out of bounds, drop, block, interception, stalled), the defense immediately takes possession of the disc and becomes the offense 
  • No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made 
  • 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. 
  • The defense must "pull" the frisbee to the offence within 20 seconds after the offence has signaled their readiness