Sport Specific Rules: Click Here ULTIMATE INDOOR 5s INTERMEDIATE SPEEDPOINT RULES

Game Time/Default: Please arrive 15 minutes early to ensure that your games start on time. Games are 55 minutes in length, with no stoppage for a halftime. Teams may opt to change ends half way through the game time in order to switch the end that they are scoring in. Captains should discuss this prior to the game start. There is no score cap; i.e. games are to be played for the entire 55 minutes and the score at the end of the game will be what is recorded in the standings. Please use the clock at BMO/Crescent/Varsity as the official time clock. A default will occur if any team cannot field a squad 10 minutes after the official start time. A team can play with a minimum of 4 people, as long as there are two (2) of each gender. Captains may agree to waive the rules regarding minimum players but this should be decided before the game starts. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!


The Sport and Social Club plays by official USA Ultimate rules with some exceptions.

  • View the official USA Ultimate Rules.
  • Click here to check out a fact sheet about ultimate and is 10 simple rules.

  • League rules are as follows:

  • Number of Players:  5 players per team are permitted on the field - with a minimum of two of each gender.  A team can play with a minimum of 4 people, as long as there is two of each gender. Other than the gender minimums, there are no other constraints: If a team chooses to play anything other than the standard 3 male/2 female gender breakdown at anytime during play, their opponents do not have to match. Captains may agree to waive the rules regarding minimum players but this should be decided before the game starts.  IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!
  • Game Length:  Games are 55 minutes in length. One person should be designated as the timekeeper, or use the venue’s clock if one is provided. This person should announce when time has expired, at which point the game is over - regardless of where the disc is. In other words, you do not finish the current point - the game ends when the time has expired.  Ties may result! The only exception is that if a throw is in the air when time expires, the result of the throw stands (i.e. if it is caught in the endzone, it is a point).
  • The 5-on-5 field size is approximately 38 paces by 20 paces which includes 7 pace endzones. The field size is dependant on the venue, and will likely be set up for you.
  • Foot blocks are not permitted and are considered fouls.
  • Stall counts: When defending the thrower, the defensive player will count 8 stalls (as opposed to the traditional 10 stalls).  A disc not passed by stall 8 (once “8” is spoken) is considered down and results in a turnover.
  • Zone defenses and intentional poaching are not permitted. Defenders must play “man-to-man” and attempt to stay within at least 6 feet of the person they are covering while the disc is in the hands of the thrower.  Please note the use of the word “attempt”: if a defender is more than 6 feet from their mark but is actively trying to catch up, then they are not in violation of the rule.  Zone defenses are not allowed while the thrower has possession of the disc. Once the disc is thrown, a defender is permitted to leave their mark and make a play on the disc.
    In the event that a player recognizes that a defender is not attempting to stay with their mark (either double teaming, poaching, playing zone defense etc…), the player (thrower or receiver) may call out loud “BUTTERFLY”, resulting in a stoppage of play where the poaching player returns to within 6 feet of their mark.  The stall count resets and can be initiated by a self-check.
  • Double teaming the thrower may be identified by anyone on the field; however, only the thrower can actually call "Double Team" resulting in a reset stall count initiated by a self-check. The thrower does not have to wait for a defensive player to check the disc into play.
  • You may score from anywhere on the field (there is no half rule in indoor ultimate).
  • When lining up to make or receive the pull, do so on the back line of the endzone. If the disc hits the ceiling or an out of bounds area on the pull, the disc is put back into play at the closest point on the playing field proper (no brick rule, but you may call "middle").
  • If the disc hits the ceiling or an out of bounds area during regular play, it is a turnover at the spot where contact was made.
  • The disc may travel out of bounds and return in bounds and still be played, as long as it has not contacted anything in the out of bounds areas.
  • Following a point being scored there is no pull. After a point is scored, the player who caught the scoring pass will acknowledge that a point has been scored, and immediately place the disc down on the field. The team who was just scored on has 8 seconds to pick up the disc, (before a 'delay of game' stall count can begin) and put it back into play (now as the offense) at the spot where the disc was placed (i.e. do not bring it up to the line). When the offensive team takes possession of the disc, the defensive team initiates the stall count at 'Stall One' (as in every other situation, the player on defense must be within 3 meters to initiate a stall count).
  • If there is a turnover in the end zone, the team now on offense may carry the disc directly to, and put into play at the spot on the goal line closest to where possession was gained. The disc can also be put into play where possession was gained (faking a throw or pausing after gaining possession requires the player to put the disc into play at that spot). If the disc is thrown or rolls out of the endzone (back or side), then the team now on offense is to put the disc in play at the spot on the goal line closest to where the disc went out of bounds.
  • Players can only substitute on the fly. In order for a substitution to occur, the player coming off the field must 'tag' the on-coming player stationed within the 'substitution area'. The substitution area will be within 5 metres of the center line of the field. Only players within this area can be 'tagged'. This rule does not apply during injury substitutions. If a timeout is called, players may substitute freely with the exception of the player who called the timeout. If the person marking the player who called the timeout wishes to substitute, then the stall count resets to zero.
  • Playoff Tie Breaking: A game can end in a tie during the regular season. In the playoffs, when regulation time has expired and the game is tied, the current point should be played out until a team scores.
  • Field size differs based on the location. Field set up will be completed by staff for these programs.
  • Teams have 2 timeouts per game. Each timeout is a maximum of 1 minute. A timeout may not be called in the final 5 minutes of play; if one is called it is an automatic turnover.
  • If one side of a venue has a potential advantage team captains should agree before the game that they will be switching sides at approximately the mid-point of the game (and agree on the time of this switch). A captain that requests a switch pre-game MUST be accommodated.
  • ANY ROUGH OR PHYSICAL PLAY WILL RESULT IN IMMEDIATE EXPULSION FROM FURTHER LEAGUE PLAY AND MAY RESULT IN LIFETIME LEAGUE EXPULSION.

    It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level.

    What happens when...?

    1. A pick is called?

  • Play stops and the player who called the pick may catch up with their mark.  Defense taps the disc, and play resumes at the stall count when pick was called.
  • If the disc was thrown after the pick was called, and if the offense catches the disc, then see the disc goes back to the thrower and then see previous point
  • If the disc was thrown after the pick was called, and the offense does not catch the disc, then it is a turnover (defense gains possession).

  • 2. A foul is called by the offensive player trying to catch the disc?

  • If the pass is completed, then play goes on with no stoppage in play (continuation).
  • If incomplete, and the defensive player contests the foul, then the disc goes back to the thrower.  If the stall count was at 5 or higher, it goes back to 5, if it was below 5, then the stall count resumes where it was when the disc was thrown.
  • If incomplete and the defensive player does not contest the foul, the fouled player gets the disc at the spot of the infraction.
  • If an uncontested foul occurs in the endzone (incomplete pass), offense gets the disc on the endzone line (it is not an automatic point).

  • 3. A foul is called by the offensive player throwing the disc?

  • If the pass is completed, then play goes on with no stoppage in play (continuation).
  • If the pass is incomplete, the disc goes back to the thrower.  If the foul is uncontested, stall count resets to zero.  If contested, see 2.ii.

  • 4. A foul is called by a defensive player (on the offensive player)?

  • If the pass is incomplete, then it is a turnover (defense gains possession) (continuation).
  • If the pass is complete, then the disc goes back to the thrower.  If the stall count was at 5 or higher, it goes back to 5, if it was below 5, then the stall count resumes where is was when the disc was thrown.

  • 5. A disc is caught near the side-line/endzone?

  • the important aspect in all of this is the first point of contact.  If a person lands with their first foot in bounds, and then their second foot lands out of bounds, the player is in (first point of contact matters).
  • If both feet touch the ground at the same time and the player is in bounds with one foot, and out of bounds with the other, then they are considered out of bounds.  The line is considered out of bounds.
  • If a person is straddling the line, and they catch the disc with one foot touching in bounds and one foot touching out of bounds, then they are considered out of bounds.  If a player is straddling the goal-line, then it is not a point: keep playing.
  • If it is a close call, the person with the best perspective makes the call.  The first option is the catcher.  If they cannot make the call (i.e. they were laying out) they should defer to the person with the best perspective (this may not be the closest player, but the person with the best angle/viewpoint).

  • 6. I try to make a throw from my knees/bottom?

  • If a player fakes to make a pass while on their knees, they have set their position and may not try to get to their feet.  If they do so, it is a traveling foul and play is reset (from the original position - on knees).  Stall count continues from when travel is called.

  • 7. If a pull hits any part of the ceiling above the playing field proper, the disc shall be put into play directly underneath the spot where the disc touched the ceiling.


    8. If a pull touches the bubble at the side of the field, the disc shall be put into play on the line at the spot where the disc exited the playing field. (Updated: 01/31/05)


    9. If a disc touches the sides of the bubble and/or mesh is it considered "out of bounds." It is a turnover and the disc shall be put into play on the line closest to where the disc touched the bubble and/or mesh. (Updated: 01/31/05)