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
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
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
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
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
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
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
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
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
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
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.
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: