Indoor Ultimate – Basic Rules
Wellington Disc Sports
26 May, 2007
The intention of this guide is to assist indoor ultimate players to identify the basic rules of the game. The guide does not include information on the skills or tactics necessary to play the game.
Rules of the Game
The 2007 WFDF rules generally apply, with amendments to accommodate the indoor game. See WFDF for the rules. The following amendments will be in force. Remember, rule 1 is Spirit of the Game!
Variations on WFDF Rules of Ultimate
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There are no 'pick' calls, but it is considered very bad spirit to constantly pick.
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Stall count is seven seconds.
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Marker must be within 2 metres to stall count
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The field of play is a standard basketball court, as marked on the floor at the venue. See below.
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Games finish by the clock, even if tied and even if a point is in progress. If the disc is in the air at full time, it is still in play.
Rules in Brief
Before Play
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Team captains flip discs at the start of the game to determine who gets to pull or receive first.
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There must be four players on the court from each team at any time. Failing to field at least three players results in a forfeit. Gender split is subject to league regulations.
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A penalty for being late to a game can be incurred. The team that is ready to play at the start of a game can add one point per minute to their total, up to 15 points, at which time the game is forfeited. This rule can be enforced at the discretion of the team that is ready to play.
Time Keeping
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The game clock must start and finish at the times advertised.
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Each team has two timeouts of two minutes per game. However, in social grades, play can also stop so that the rules can be explained to newer players.
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Time-outs can be called by either team between points. During play time outs can only be called by the player with possession of the disc.
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There is no half time.
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Games finish by the clock, even if tied and even if a point is in progress. If the disc is in the air at full time, it is still in play.
Field of Play
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The field of play is a standard basketball court, as marked on the floor at the venue.
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The end zone is marked by the straight lines of basketball the key (see diagram).
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The perimeter lines are considered out of bounds.
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The three lines marking the endzone are not part of the endzone.
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The 'Brick' mark is at the centre of the court.
The Pull
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Both teams line up at the back of the end zone for each pull.
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If a pull lands out of bounds, it can be played at either:
- the point on the sideline where it crossed; or
- the receiving team may call 'brick' or 'middle', in which case, it is put into play at the brick mark.
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If the pull is dropped it is a turnover (except in social grades).
Stalling
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The stall count is seven seconds.
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The marker must be within 2 metres of the thrower to initiate a stall count, and must stay within that 2 metre range to continue the stall count. If you move outside of this range while counting, you must stop and can only resume the count when you have come back within 2 metres.
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A successful 'stall' happens if the thrower is still touching the disc at the first utterance of the word 'seven'.
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A ‘stall’ results in a turnover unless contested by the thrower.
Scoring
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A player must catch the disc inside the zone to score a point.
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If any part of the player is touching the outside of the endzone when they first gain control of the disc, they are deemed 'not in'.
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A player called 'not in' must take the disc outside the endzone before continuing play.
Fouls
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A player commits a foul when initiating contact between players. Contact that does not affect the play does not constitute a foul.
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Any player may call 'foul', and the offending player has the right to 'contest' if they disagree with the call made.
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When a foul disrupts the throw, the play resumes as if the player it was intended for gained possession. If the player committing the foul disagrees with ("contests") the foul call, the disc is returned to the last thrower.
Marker violations
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A player with possession of the disc may call their marker for the following violations:
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Straddle - The imaginary line connecting the markers feet may not cross the pivot point of the offensive player
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Disc width - The marker may not encroach into the space within one disc width of the offensive players torso
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Wrapping - The marker must keep their arms in a straight line
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Vision - The marker may not intentionally obstruct the offensive players vision
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Fast Count - The marker must take at least one second between stall counts
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On the first call of a violation the marker must subtract two seconds from their stall count. On the second call of a violation in the same stall count, play stops. The marker may contest a violation call at any time, causing play to stop.
Picks
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A 'pick' is the obstruction of movement of defensive players.
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There is no 'pick' call in indoors, however it is unspirited to intentionally set a screen/pick causing the defence to slow down or stop.
Travelling
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When a player gains possession of the disc, they must come to a stop. If that player takes an unreasonable amount of time to come to a stop or changes direction in doing so, any other player may call 'travel'.
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Once stopped, the thrower establishes a pivot foot that must not move or lift off the ground until the disc is released.
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When the disc goes out of bounds, the first offensive player to pick it up must bring it into play. Play resumes with the thrower establishing a pivot foot on the line at the point where the disc crossed the line. 'Travel' may be called if the thrower fails to do so.
Injury
Play stops whenever a player is injured. Players on the court need to stay in the same position until a substitute player is found and the disc is called into play by the offence. The opposing team may also make one substitution at the same time.
Last updated April 12, 2008, by Naomi Guyer.









