• Bid – an attempt to catch or block the disc, usually a layout or sky.
• Break – A break-point is when the defense causes a turnover and scores.
• Cap – Max score (agreed upon prior to play)
• Cherry Picker – Someone who always/only stands near the end zone.
• D – Refers to a defensive play resulting in a turnover
• Dumping – throw to a person in the dump position (usually an offensive player close
beside or behind), used for resetting the stall count to prevent a Turnover or to
strategically move the disc laterally across the field.
• Foot Block – Blocking the throw or deflecting it with your foot.
• Handler – the person with the disc or players designated to "usually" have the disc.
• Layout – A dive to catch the disc.
• Marker – the defender within 3 meters = 10 feet of thrower or where the disc is to be
put into play
• Pull – the first throw in a game.
• Swing – A throw from one side of the field to the other.
• Turn – Short for turnover.
• Up – Yelled by the defense when the disc is thrown by the offense to alert the other
1. The Field -- A rectangular shape with end
zones at each end. A regulation field is 70
yards by 40 yards, with end zones 25 yards
Spirit of the Game
Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but
never at the expense of respect between players, adherence to the rules, and the
basic joy of play.
Players are responsible for their own foul and line calls. Players resolve their own
•The game is played using a 175–gram disc
•Regulation ultimate is played between two teams of seven players.
•Catch – the ground can cause a turnover.
•Positioning before the pull (after signaling readiness) – pulling team – anywhere behind
the line until disc released.
•Positioning before the pull (after signaling readiness) – receiving team – must remain
with foot on the line without changing location relative to each other.
•Off-Sides (observers) – pulling team – Receiving team starts with the disc at mid-field.
•Off-Sides (observers) – receiving team – Receiving team starts with the disc at mid-point of
•Pull goes out of bounds – initially hits ground inbounds – on the playing field nearest to
where it crossed out of bounds.
•Pull goes out of bounds – never hits inbounds – EITHER at the point that the disc went out,
or if the receiving team calls “BRICK” or “MIDDLE” AND extending one hand overhead
- before gaining possession, at the brick that the receiving team is defending, or at the middle
of the field nearest to where the disc went out.
•Touch but no catch on Pull = turnover.
Movement of the Disc
•The disc may be moved in any direction by completing a pass to a teammate.
•Disc into play – the disc must be put into play with 20 sec after it comes to rest.
•Tie goes to the offense – simultaneous catch between offense and defense goes to offense.
•Receiving Foul – interfering with the opponents attempt to make a play on the disc is a
foul. Incidental contact is unavoidable and not a foul.
•Airspace over the receiver – all players are entitled to the airspace over their torso.
Another player entering that area is a foul.
•Failure to put it into play – If the offense refuses to put the disc in play and a marker is
within 10 feet, the marker can call “delay of game”, wait 2 secs announce “disc in” and
begin the stall count.
•Traveling – the player must slow down and establish a pivot. Failure to do so is traveling,
resulting in stoppage of play and a check.
•The defender ("marker") counts out the stall count.
•Upon receiving the disc, a player has ten seconds to pass it.
Change of Possession
When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense
immediately takes possession of the disc and becomes the offense.
•An incomplete pass results in a change of possession. When this happens the defense
immediately becomes the offense and gains possession of the disc where it comes to a
stop on the field of play, or where it first traveled out of bounds.
•Drops – The receiver is not able to catch the disc.
•Blocks – A defender deflects the disc in mid flight, causing it to hit the ground.
•Interceptions – A defender catches a disc thrown by the offense.
•Out of Bounds – The disc lands out of bounds, hits an object out of bounds or is caught
by a player who lands or leaps from outside the playing field.
•Stalls – A player on offense does not release the disc before the defender has counted out
Play may stop in a game for the following reasons:
•Foul: A foul is the result of contact between players
•Time outs: Each team is allowed two time outs per half. (70 sec). Called by anyone after
a score or by the thrower when disc in possession. Thrower calls “Disc In” as well.
•Halftime - begins when one team’s score reaches half of the cap.
•Injuries: Play stops whenever a player is injured. All players must return to their
locations upon resuming play.
•Technical timeouts – broken disc, etc. charged to offense (disc related), defense
(dangerous condition), offending team (bad equipment)
Each time the offense completes a pass in the defense's end zone, the offense scores a point.
Time after scores – Receiving team must be ready within 70 secs after the score.
Time after scores – Pulling team must pull EITHER 90 secs after score OR 20 secs after
receiving team signals ready.
Checking in the disc – When play has come to a stop, it must be checked in by marker
touching it. Failure to do so invalidates any pass. If no marker nearby, thrower can self
check the disc and announce “in-play”.
In bounds catch – the players 1st point of contact must be completely in.
End-zone possession – the player in possession must immediately EITHER put the disc into
play at the spot received OR carry the disc to the closest point of the end-zone and put the
disc into play.
Foul in the end-zone = score.
•A foul occurs when contact is made. No physical contact is allowed between players.
•Picks are prohibited.
•Space between marker and thrower – if a line between any two points on the marker
touches the thrower or is less than one diameter of the disc away from the torso or pivot of the
thrower, it is a disc space violation.
•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 back hand is the most basic of all of the
throws. This grip is a compromise between
power and control.
• The Grip: shown below.
• A more advanced throw. The key to the
forehand is rotation, and this is accomplished
through snapping your wrist. For the
forehand under 15 yards, there is really no
need for anything but wrist.
• The Grip:
Single or two-handed catch
1. One-on-One Defense (a.k.a. man-on-man), each defender guards a
specific offensive player.
2. Zone Defense, the defenders cover an area rather than a specific person.
The area they cover moves with the disc as it progresses down the field