ULTIMATE FRISBEE

NO DROP, NO STOP

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What is Ultimate Frisbee?

Ultimate Frisbee is a fast-paced, non-contact team sport. It combines the cutting of soccer, the passing mechanics of basketball, and the scoring of American football. Played on a rectangular field with endzones at each end.

The most unique aspect is the Spirit of the Game โ€” even at the highest levels, there are no referees. Players resolve their own foul and violation calls. This relies on every player's honesty, respect, and knowledge of the rules.

๐Ÿƒโ€โ™‚๏ธ ATHLETICISM

It's not just throwing a disc. Ultimate requires explosive sprints, sharp cuts, and vertical leaps. It's an incredible cardio and agility workout.

๐Ÿค COMMUNITY

The Ultimate community is known for being inclusive and friendly. People of all ages and genders can enjoy the sport together.

๐Ÿง  STRATEGY

From the basic Vertical Stack to complex Zone Defenses, every pass and cut is a tactical decision.

Ultimate Frisbee Rules

1. Field & Team Setup

1. Field Dimensions

  • Length: 120 yards (109.7m)
  • Width: 40 yards (36.6m)
  • End Zone: 25 yards each end
  • Playing Field: 70 yards in the middle
Ultimate Frisbee standard field dimensions - 120 yards x 40 yards with endzones

Standard Ultimate Frisbee Field Diagram

2. Team Configuration

  • 7 players on field per team
  • Unlimited substitutes
  • Substitutions allowed after goals, injuries, or timeouts

2. Scoring & Game Flow

1. Pull

  • At game start and after each goal, the defending team throws the disc from their endzone line
  • Play begins when the disc is thrown, receiving team gains offense
  • Pull Out of Bounds: If pull goes out, offense may start at the out of bounds spot or at a designated advancement point (depending on rules)

2. Scoring

  • Catch disc in opponent's endzone for 1 point
  • First foot down must be in the endzone at moment of catch
  • Must have full control of the disc

3. After Scoring

  • Teams switch offense/defense
  • Scoring team becomes defense and executes next pull

4. Game End

  • Reach target score or time expires
  • Tie usually goes to Sudden Death (first to score wins)

5. Turnover

Possession immediately changes when:
  • Disc hits the ground
  • Disc is intercepted
  • Disc goes out of bounds
  • Stall Out (10-second count expires)
  • Offensive foul is confirmed

3. Possession & Throwing Rules

1. Possession & Movement

  • Thrower cannot run with the disc
  • Reasonable slowing steps allowed after catching
  • Must establish a pivot foot, which cannot move

2. Throwing Methods

  • Disc must be thrown through the air
  • No hand-to-hand transfers
  • Cannot use other players or objects to assist throw

3. Travel Violation

  • Defender may call "Travel" to indicate pivot foot violation
  • If not yet thrown: correct pivot foot and continue
  • If already thrown: throw stands if successful, turnover if unsuccessful

4. Defense & Stall Count

1. Stall Count

  • Defender may count stall count on thrower
  • Count must be clear, once per second, maximum 10 seconds
  • Stall Out: If count reaches "Ten" without release, turnover immediately

2. Legal Defense

  • Block throwing lanes
  • Intercept the disc
  • Obscure vision (without contact)

3. Defensive Violations

  • Double Team: Two defenders marking the thrower simultaneously

5. Fouls & Violations

1. Contact Fouls

Including but not limited to:

  • Pushing, bumping, pulling, tripping
  • Blocking takeoff or landing space
  • Hand checking or body contact affecting play

2. Throwing Fouls

  • Invading throwing space
  • Defensive action causing contact with thrower

3. Receiving Fouls

  • Improper contact during catch attempt
  • Causing collision without establishing position

4. Foul Resolution

Call: Affected player should immediately call "Foul" or specific violation name

Uncontested:

  • Foul on offense: disc returns to foul spot, offense retains possession, stall count resets/adjusts
  • Foul on defense: turnover is negated, return to pre-foul state

Contested:

  • If no agreement: disc returns to last uncontested state
  • Offense checks the disc to resume

Impact on Play:

  • If foul substantially affects throw or catch: result is negated
  • No substantial impact: result stands

6. Special Situations

1. Out of Bounds

  • Disc is out of bounds when completely past sideline or endline
  • First foot down determines in/out on catches
  • Resume play at nearest out of bounds spot

2. Timeouts & Stoppages

  • Any player may immediately call injury stoppage
  • Safety takes priority over continuation
  • Official games may have technical timeouts

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