Winter League Game Rules


Summary

  • Playing Field: 50x34 yards with 10x34 yard endzones.
  • Teams: 8 coed teams of 19 players (13 men and 6 women on each roster.) 6 players on the field per team: 4 men & 2 women.
  • Equipment: Cleats can be worn on the fields, but sneakers are also suitable.
  • Game Length: Two 35-minute halves, team with the most goals at the end wins
  • Timeouts: 2 per team, 1 per half, none in the final 5 minutes
  • Start of Play: One team pulls to the other at the start of each half.
  • Scoring: After a score, drop the disc and the other team takes posession right there.
  • Subbing: Happens on the fly, hockey-style. Tag the person you are subbing in for.
  • Turnovers: Players can walk endzone turnovers up to the line. The curtain, rafters and ceiling are out of bounds. Resume play from where it comes to rest.
  • Stall: The stall count is 10.
  • Brick: There is no brick. Put the disc in play at the nearest spot on the field.


Game Length

  • Games are played for 70 minutes (this includes a 5 minute half time, two 35 minute halves.)
  • Games start 10 minutes after the start of the time slot and end 5 minutes before the end of the time slot in order to allow time for all teams to warm up.
  • A standard game clock is used to time the games.
  • A horn is blown to announce the end of each period.
  • The team with the most points at the end of 70 minutes wins.
  • Unlike standard Ultimate rules, it is not necessary to win by 2.
  • If the game is tied when the end of game horn is blown, the game continues until the next point is scored - no stoppage, continue playing regardless of the horn. Next goal wins.


Timeouts

  • Each team is allowed 2 time-outs (1 per half).
  • Teams are encouraged to use their time-outs in order to discuss strategy, review skills, etc. since there is no time on the line to do this.
  • Timeouts are 60 seconds.
  • Timeouts may not be called in the last 5 minutes of a half.


Start of Play

The game starts by one team pulling to the other. Team captains flip, ro-sham, etc. in order to determine which team pulls and which team receives and at which end of the field.


Scoring

A score is made when a team catches the disc in the opposing team's endzone. Unlike standard Ultimate, after a point is made, teams do not return to their endzone and pull for the next point. Instead, the team that scored drops the disc where they caught it and the opposing team takes possession at that spot and tries to score in the opposite endzone. This means there is constant play.


Subbing

Since there is constant play, subbing is done on the fly, hockey style. An area on the sideline is designated as the subbing area for each team. When a player wants to sub out, that person runs over to the subbing area and tags the next player to come in.


The player entering the game cannot be on the playing field until they have been tagged.


The player entering the game should be in contact with the sideline, no more than 15 yards from the center line of the field until tagged.


If a subbing player runs onto the field without tagging, or comes into the field of play to make the tag, "violation" may be called by the opposing team. Play resumes similar to a "pick" call, with the infracting player starting from the subbing area.


If a team is playing with too many players on the field, the opposing team can call "violation" to stop play. If one team is indeed playing with too many players, the opposing team is awarded one point. Play resumes similar to a "foul" call:

  • Stall restarts at 0 if the team calling the violation is on defense and makes the call incorrectly.
  • Stall restarts at 0 if the team calling the violation is on offense and makes the call correctly.
  • Resume stall, or restart from 5 if it was above 5, if the team calling the violation is on defense and makes the call correctly.
  • Resume stall, or restart from 5 if it was above 5, if the team calling the violation is on offense and makes the call incorrectly.

Possession is unaffected by this call.


Turnovers

If the disc is turned over in the endzone, the opposing team takes possession and is able to walk the disc up to the goal line. On the other hand, when a score occurs, the opposing team must take possession where the score was caught.


If the disc hits the curtain/wall, ceiling, cables or the rafters, it is considered out of bounds and is a turnover. The opposing team takes possession at the point nearest to the playing field where the disc comes to rest. Where the disc initially went out of bounds does not matter, unlike regular Ultimate.