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League Rules

Game Rules
 
Our leagues utilise the WFDF rules of ultimate. The full rules are at: http://www.wfdf.org/sports/rules-of-play/doc_download/20-rules-of-ultimate. This following lists those rules that are changed, all other rules apply as listed in the official rules (numbers refer to official rule numbers). 
Introduction - See point 4.2.
 
2.1 - Due to space limits, the fields are not full regulation size. When setting up the fields, the fields should be as large as they can, without going too close to trees, fences and such. The field should be approx 2.5 - 3 times as long as it is wide.
 
2.4 - Due to the reduced size, the end zones need to be smaller. The approx split is 1:4:1 for endzone:playing area:endzone.
 
2.6 - The brick mark is approximately the same distance from the front of the end zone as the end zone is deep.
 
2.7 - Players should not assume there will be marked lines. In the case of a line dispute, the line will be assumed to be an extension of a line between the two closest relevant cones.
 
3.3 - Uniforms are not required, however, players are required to choose a shirt colour that easily identifies them as a member of their team. If two teams have the same, or similar colour, one team will be required to change to an alternate colour. Captains are responsible for working out which team will switch. Players that cannot change, or that have a too similar colour may not play without the opposing captains approval. 
  
4.2 - We do not have a points cap on games. Play continues until time cap is called. When time cap is called, play out the current point. If it is a final, play-out current point, then one additional point if needed so that there is a definite winner. Games times are:
        Divisions 1 & 3 - 8:40 -> 9:40
        Division 2 - 7:30 -> 8:30
Games are not extended for any reason, if you start your game late, you get a short game. Teams have 15 mins to have a team ready to play before the opposition can call a forfeit. Games must run for at least 40 mins for the score to count, otherwise a washout is recorded.
 
4.3 - We do not have half time.
 
7.9 - Dropped Pull - In Divisions 2 & 3 the pull may be dropped without incurring a turnover ("Sunday rule") at the captains discretion.
 
14.1 - In Division 3, Callahans are not allowed. In Divisions 1 and 2, WFDF rules apply.
 
19.2 - In addition to "Technical Stoppages", for safety reasons "Equipment" may be called at any time by the offensive team while the disc is not in the air. In this case, any stall count is stopped, and re-starts at the same number once the problem is fixed.
 
20.2 - Each team shall have have 1 time-out per game.
The following rules are to be used in addition to the modified WFDF rules above:
Gender spilt - Teams may NOT field more than 5 players of the same gender at any point during games in the league. The gender split of the league is 5:2/4:3 "Offence decides". This means that the team that is on starting offence for each point will decide whether to field a line up with either 5 men/2 women or 4 men/3 women at the start of the point. The team which is on starting defence MUST match this gender ratio for that point. If this means that some players are on the field the entire game, while others are not getting much game time, then captains should agree on an appropriate compromise. In the case where offense plays 4 Males and 2 Females, defense may then choose their last gender.
 
Minimum Players - Teams must be able to put at least 1 female and 4 males "on the line", in order to start a point. Limits on experience still restrict those players.
Experience - Experience limits and any special considerations will be decided by the Club Executive prior to the start of a league and advertised via the website and email. If there is a violation, play stops and the players are removed, but not replaced, until the restrictions are met. Players are not replaced until the start of the next point. Injury or no show players do not change this rule. Experience is determined by the commissioners prior to the start of the season. If a violation occurs during a final, the players are removed, but not replaced, until the restrictions are met and a forfeit may be awarded.
 
Pick-ups - Teams may pick-up any player, but must get approval from the opposing team captain prior to the player entering the field. Teams must have more of their own players than pick-ups. If a violation occurs, play stops and the player is removed from the game. Pick-ups are not allowed in any quarter-final, semi-final or final. If a violation occurs during a final, the player is removed and a forfeit will be awarded.
 
Check feet - Players with reasonable line of sight may call a check feet for any boundary dispute. The player with the disc must then make a check and announce their response. If no check is made, no response is given, or if the response is disputed, then a foul may be called. At this point play stops until a verdict can be reached. All players must return to the position they occupied when the foul was called.
 
Equipment - All players are required to have, at least; covered shoes, a suitable top and pants or skirt.
 
Zone - Zone offence or defence is not permitted in Division 3.
A few noted to keep in mind:
Please don't argue on the field. If an agreement to any dispute cannot be resolved in a reasonable time. Send the disc back to the last thrower and start again. If you need to, sort out the problem off the field after the point.
 
Not every contact is a foul. If your not sure, ask an experienced player, or the commissioners.
 
For Divisions 1 & 2: If the disc is caught in the end-zone you are attacking, it is a score regardless of the thrower (i.e. Callahans are allowed).

Team Ranking
 
Team are allocated points for wins through a round-robin of games to determine a ranking of teams. The following rules are used for allocation of points:
  • 2 points are awarded for a win, 1 point for a draw, 0 points for a loss/forfeit/bye.
  • Forfeits are recorded as a 9-0 result.
  • Washouts that are not replayed are recorded as a 1-1 draw.
At the end of the round of games, the ranking of teams is determined by the number of points awarded to each team. If there is a tie (with two or more teams finishing on the same number of points) the ranking of the tie teams is determined by using the UPA Standard set of round-robin tie-breaker rules, with the following rules inserted between existing rules 1 & 2:
  1. The number of Wins for each team, ranked from most to least.
  2. The number of Draws for each team, ranked from most to least.
  3. The number of Losses for each team, ranked from least to most.
Thus the full set of rules are:
  1. A given tie-breaker rule applies equally to all the teams that are tied. If, after the application of a given rule, all of the teams are still tied, go to the next rule. If not all teams, but one or more subgroups of the teams are tied, separate these teams into groups and go back to rule 2 with each of the groups individually.
  2. The number of wins for each team, ranked from most to least.
  3. The number of draws for each team, ranked from most to least.
  4. The number of losses for each team, ranked from least to most.
  5. Won-loss records, counting only games between the teams that are tied.
  6. Point differentials, counting only games between the teams that are tied.
  7. Point differentials, counting games against all common opponents. Multiple games against common opponents are averaged.
  8. Point differentials, counting games against all common opponents, excluding each team's best and worst differentials. Multiple games against common opponents are averaged.
  9. Points scored, counting only games among the teams that are tied.
  10. Points scored, counting games against all common opponents. Multiple games against common opponents are averaged.
  11. Points scored, counting games against all common opponents, excluding each team's best and worst scores. Multiple games against common opponents are averaged.
  12. Sum of the square roots of the absolute values of the point differentials, counting games against all common opponents.
  13. Flip two discs.
For more details on how to apply the tie-breakers, see the Tie breakers for round-robins section of the UPA Manual of Championship Series Tournament Formats.