Singapore Ultimate Pick-Up
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Ultimate in 10 Simple Rules

  1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
  2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
  3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
  4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
  5. 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.
  6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
  7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  8. Fouls -- When a player initiates contact on another player a foul occurs. 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.
  9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
  10. 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.

Here's a home-brewed explanation of Ultimate that might also help:
 

ULTIMATE IN 12 STEPS

 

  1. YOUR FIELD HAS TWO ENDZONES, ONE ON EACH END. TO SCORE, YOU CATCH A DISC, THAT IS THROWN BY YOUR TEAMMATE, IN THE ENDZONE.

 

  1. TO INITIATE PLAY, TWO TEAMS LINE UP FACING EACH OTHER ON THE END ZONE. THE TEAM WITH ON OFFENSE STAYS STILL. THE TEAM THROWING THE DISC LINES UP OPPOSITE WHO THEY WANT TO MARK, I.E. DEFEND AGAINST.

 

  1. THE TEAM WITH THE DISC PULLS, I.E. THROWS THE DISC DOWN THE FIELD TOWARDS THE OTHER TEAM. THE TEAM CAN CATCH IT AND PLAY FROM WHERE IT IS CAUGHT OR LET IT DROP AND PLAY FROM THERE. IF THE RECEIVING TEAM TRIES TO CATCH THE DISC, TOUCHES IT AND DROPS IT, IT IS A TURNOVER AND THE THROWING TEAM IS NOW ON OFFENSE.

 

  1. IF THE DISC LANDS OUT OF BOUNDS BEHIND THE ENDZONE, IT CAN BE BROUGHT UP TO THE ENDZONE (FRONT); IF IT GOES OUT ON THE SIDE, IT CAN EITHER BE PLAYED FROM THE SIDELINE, OR IF THE TEAM CALLS MIDDLE, FROM THE MIDDLE OF THE FIELD PARALLEL TO WHERE IT WENT OUT OF BOUNDS.

 

  1. WHEN BRINGING A DISC IN FROM OUT OFBOUNDS, THE DISC-HANDLER MUST INITIATE PLAY BY CALLING DISC IN.

 

  1. WHEN HOLDING THE DISC, A PLAYER CAN ONLY PIVOT ON ONE FOOT. S/HE MUST TRY TO PASS TO A TEAMMATE. MOVING WITH THE DISC IN HAND CAN RESULT IN A TRAVELLING CALL BY THE OPPOSING TEAM AND A TURNOVER.

 

  1. WHEN MARKING THE PERSON WITH THE DISC, THE DEFENDER CAN INITIATE A STALL COUNT IF S/HE IS WITHIN 3 METERS OF THE DISC-HANDLER. THE DEFENDER CALLS OUT A COUNT OF STALLING ONE, STALLING TWO, ETC IF THE DEFENDER REACHES TEN WITHOUT THE DISC BEING THROWN, THERE IS A TURNOVER AND THE DEFENSE IS NOW ON OFFENSE.

 

  1. THE DEFENDER CAN GET AS CLOSE AS ONE DISC LENGTH TO THE DISC-HANDLER.

 

  1. THE GOAL IS FOR TEAMMATES TO PASS THE DISC SUCCESSFULLY BETWEEN EACH OTHER UNTIL A POINT IS SCORED.

 

  1. IF THE DISC IS INTERCEPTED OR KNOCKED DOWN, THE DEFENSE BECOMES OFFENSE.

 

  1. FOULS CAN BE CALLED IF ANY BODY CONTACT THAT PREVENTS A SUCCESSFUL THROW OR CATCH OCCURS. FOULS ARE NEVER CONTESTED. WE BELIEVE THAT HONOR AMONG PLAYERS COME FIRST AND ALL PLAYERS ARE GIVEN THE BENEFIT OF THE DOUBT.  FOULS RESULT IN A REPLAY OF THE LAST POSSESSION.

 

  1. WHEN A FOUL OR ANY KIND OF TIMEOUT OCCURS, ALL PLAYERS MUST STOP MOVING. WHEN PLAY RESUMES, THEY MAY MOVE AGAIN.