Auckland City Ultimate Frisbee League Registration

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Rules and Regulations for Ultimate Frisbee

  • Players must be current employees of your company. Only players registered with your team may take the court, or the game is defaulted, i.e. no ring-ins.
  • Teams consist of 6 players plus reserves—a minimum of 1 female to be on the court at all times.
  • Points system. 3 points for a win. 1 point for a draw. A team winning by default is awarded 3 points and is credited with 10 goals.
  • Games will start at the allocated start time regardless of teams being on time and ready to start. The game consists of 2 x 14 minute halves. The time rolls over with no half-time break.
  • Teams not ready to start at the allocated time with a minimum of 4 players will concede 1 point per minute until the 4 minimum team members have arrived. Team captains to adjust the final score accordingly.
  • The competition is 10 weeks. Games cannot be transferred or played on another day other than scheduled.
  • If a game is abandoned due to health and safety reasons, then the game will be deemed a 10 all draw.

Rules

  • Starting and restarting the game – To start the game, captains choose ends and decide who throws first. Each point begins with both teams lined up in their end zone. The defence throws the disc to the offence.
  • Scoring a point - When the offence completes a pass and the disc is caught with two feet clearly in the defence’s end zone, the offence scores a point. Players cannot step over the line to score. The DEFENSE then moves to the opposite end zone, and the OFFENCE throws the disc to initiate play.
  • Playing the game - The disc may be advanced in any direction by completing a pass to a teammate. Players cannot run with the disc, but may take a step to regain balance or prevent injury after a difficult throw or catch. Pivoting on one foot is allowed.
  • Time limit - The person with the disc has 10 seconds to throw the disc, which the defender may count out loud.
  • Dropped pass and interception - When a pass is dropped, gets blocked or is intercepted, the defence immediately takes possession of the disc and becomes the offence. An interception is judged to be a deliberate hit of the disc to the ground or a clear catch. The offence takes possession from the point where the disc stops. They may stop it on the floor with their foot.
  • Substitutions and time out - Substitutions may be made after a score or during an injury timeout.
  • Physical contact and marking; YMCA Variation - No physical contact is allowed between players. A defender must be at least at arm’s length away from the thrower and cannot hit the disc while it is in the hand of the thrower.
  • Accidental contact - If a thrower hits a defender accidentally with their arm while throwing, that is not deemed a foul.
  • Foul calls and flow of the game – Fouls are only to be called if there is no advantage to the offence, keeping the game flowing.
  • Out of Bounds - If the disc hits a wall or structure, it is an automatic turnover; unless the disc has been caught in flight before hitting the wall.
  • Fair Play - Players are responsible for calling their own foul and line calls. Team Captains must resolve their own disputes.
  • After a foul – tap in - restart play by getting an opponent to touch the Frisbee before you throw it. If there is no opponent near, then tap the Frisbee on the floor.