Ultimate Frisbee

Co-ed 7 v 7 indoor league (18+)

Check back in June for registration information.

League rules

Forfeits

All teams are expected to have enough players to meet the minimum numbers at the start of the game time. Any team not meeting the minimum number of players 10 minutes past the official start of game time will be subject to a forfeit. A team may lend players to their opponent however, they must determine if the game will be a forfeit or an official game prior to playing.

The forfeit score will be recorded as 15-0.

If any team forfeits two games during a season their status in the league will be under review and may be removed from the league without refund.

In this scenario a forfeit will be deemed as a team not showing up for a game and/or insufficient amount of communication CARL administration will review all forfeits for the betterment of the league.

If more than 48-hours notice is given prior to your game, the possibility of a rescheduled game on a future date may occur.

CARL administration will review any team with multiple occurrences and may remove a team from the league.

Teams are required to have a minimum of five players (two players must be female) to avoid a forfeit.

Short field: teams are required to have a minimum of three players (one player must be female) to avoid a forfeit.

Teams are encouraged to work with CARL administration if they are having issues fielding a full team on a regular basis.

Rosters and subs

A team may have a maximum of 25 players listed on their roster, exceptions may be made upon review from CARL administration.

Short field: a team may have a maximum of 20 players listed on their roster.

A full team consists of seven players on the field, at least three of the players must be female

Short field - a full team consists of four players on the field, at least two of the players must be female.

Teams may agree to play with different ratios of male/female or number of players however, if an agreement cannot be made teams must adhere to the league rules.

All teams are required to have a captain present at every game. If a team's listed captain is unable to be present an acting captain must be assigned for the game.

All players must be listed on the team's official roster to be eligible to play in the league. Players must go to ActiveWaterloo to set up an account and add themselves to their team's roster.

A team may bring in extra players prior to the fourth week in the season as long as they have completed the liability waiver.

Following the roster deadline CARL staff will do regular random roster checks.

Following the roster deadline a team may challenge any player on their opponent's roster during the game and must be done by the team's captain. Any challenge must be requested prior to the end of the game.

If the player is being challenged on a roster the following procedure will occur:

  • upon notification of the challenge the CARL associate will record the score at the time of the challenge
  • the CARL associate will blow their whistle and force the challenged player to take a substitution to present their full name and identification this player may re-enter the game during the challenge

Upon completion of the challenge the following results will occur:

  • if the challenge is successful the player will be asked to leave the game immediately
  • if the challenged team has scored any goals the score will be reverted back to the recorded score at the time of the challenge
  • if the challenging team has score any goals the score will remain the same

If the challenge is unsuccessful, the player is deemed to be eligible

  • the challenging team's captain will receive a three minute short-handed penalty
  • if the challenging team has scored any goals the score will be reverted back to the recorded score at the time of the challenge
  • if the challenged team has scored any goals the score will remain the same
  • if a player's full name is not listed (i.e. John instead of John Smith) they will be deemed as ineligible.

Players are responsible for having valid ID at the game. If a player fails to have ID, they are considered to be ineligible and will be removed from the game.

Any ineligible player caught playing in a game will result with following:

  • the player being removed from the game
  • the team's captain being suspended for the next game
  • a second offence will result in a three game suspension for the captain
  • a third offence will result in a suspension to the captain for the remainder of the season

In the spirit of the league, captains are expected to replace players with individuals of equal skill. Bringing in “ringers” for games is strongly discouraged.

A team may use players from a previous game from that night and league however, they may only use players from within their division of play or lower and to bring their team to the minimum full line-up of players. You may not use players from another team to give your team subs for the game.

Once a legitimately rostered player arrives at the game, a borrowed sub must discontinue play, unless the opponent agrees to have the player stay in the game.

You may not use players from a previous game in playoffs.

Schedules and standings

CARL works to develop an equitable schedule for all participants ensuring each team has an average equal number of games and a fair distribution of time slots.

All schedules will be sent to each captain and posted on the CARL website a minimum of one week prior to the start of the season schedules are subject to change. CARL administration will give notice of changes as soon as possible.

Teams are expected to report scores and spirit ranking to the CARL associate following their game. The CARL administration will have standings updated online no later than 48 hours following your game.

Regular season games may end in a tied score.

A score cap of a 15 point differential will be applied to all games.

Once a team has reached the score cap of 15 points additional points will not be recorded. Once the trailing team scores another point, the leading team must score another point to have it counted.

The score recorded will not reflect a point differential greater than 15 points.

How Teams are Ranked:

  1. total points will be determined from a team's wins, losses and ties, wins will be two points, ties will be one point and a loss will be worth zero points
  2. point differential a team's difference between points for and against

If there is still a tie in the standings:

  1. record head to head between the teams involved
  2. point differential between games involving the teams tied only
  3. spirit points for each team involved
  4. coin toss

Playoffs

Any team with an average spirit ranking of 3.5 or lower will not be eligible for playoffs.

To be eligible to participate in playoffs, a player must be on their team's official team roster.

All teams are guaranteed the same number of post-season games however, not all teams will receive the opportunity to play for the championship.

If a league has eight or more teams the top eight teams will play for the championship in a single elimination style playoff.

If a league has less than eight teams, the top four teams will play for the championship in a single elimination style playoff.

Losing teams will play consolation matches to finish the season.

Any team not part of the championship playoffs will receive consolation games that will equal the same number of games as all other teams.

CARL administration has the right to change the playoff format at any time to ensure the quality of the league.

Sportsmanship is an important part of playoffs. Any team displaying poor sportsmanship in playoffs will have their win reviewed and CARL administration has the right to overturn any win.

Poor sportsmanship by both teams in a playoff game may result in a loss by both teams.

Playoff games cannot end in a tie, the following format will only be used in playoffs to break a tie game.

If teams are tied at the end of regulation an overtime period will be played. Teams will flip a coin to determine who will receive the disc. The first team to score a point will win the game.

Game times

Players should arrive 10 minutes prior to the scheduled start time of their game. They will receive this time to warm-up for their game.

All Players will receive a total floor time of 60 minutes. The clock will begin at the scheduled start time of the game. Players are expected to begin their game on time, beginning late will not result in extra time added to the end of the game unless otherwise noted by the CARL associate.

Games will be a total of 50 minutes in length with two 24 minute halves and a two minute intermission.

In regular season games may end in a tie, there will be no overtime.

The clock will continue to run during the game, there will be no extra time unless noted by the CARL associate.

All games will end with a buzzer blast, the team in possession may continue to play until they score or their opponent gains possession. Any points scored during this last possession will count.

Game expectations

Prior to the start of the game captains are encouraged to meet to discuss any issues and determine who will begin with possession of the disc. During this meeting captains are encouraged to clarify any misunderstanding of rules.

It is expected that only captains are communicating issues during the game.

If there is an issue that cannot be resolved by the team captains they are expected to request the assistance of the CARL associate to mediate the conflict. The CARL associates decision will be final and all players are expected to accept it.

Players are expected to discuss any issues with the opposing captain and/or the CARL associate during the game.

Player expectations

Warm-up in the hallway is not allowed. Players are expected to use the 10 minute transition time between games for warm-ups.

All players must wear some type of court shoe (basketball, tennis, jogging, etc.). A player is not allowed to play in street shoes, socks, or bare feet.

Players may wear any style of cleat excluding any form of metal cleats.

If there is a colour conflict between teams, the CARL staff will give pinnies out to be worn. The away team will be the team asked to change. It is not optional.

Jewelry is not to be worn by any participant during a game. The only exception is wedding bands, studs and medical bracelets.

All players wearing knee braces that contain plastic, metal, or bolts/screws must have a cover.

Foul language, trash talk, or any other offensive actions or words will not be tolerated and will be followed up in accordance with the Sportsmanship Guidelines.

Playing area

The field will use the identified sidelines and end lines for the boundaries.

The end zone will be indicated by a set of pylons and will be set up to be in line with the top of the identified creases area.

There will be five pylons used on either side to indicate the centre line and the end zone.

Any disc that contacts the roof or any other part of the structure will be considered as out of bounds. The opposing team will receive the disc from the point where it hit they must “check” the disc prior to starting.

If the disc hits the wires at Bechtel the disc will be dead. The disc will be returned to the thrower and re-played the disc must be checked.

If a disc is caught in bounds and a players momentum carries them out of bounds it will still be considered as a completed catch. The player will carry the disc to where they went out of bounds and ‘check' the disc from there.

Start and restarting play

Prior to the game captains will meet and determine which team will begin with the disc. This should be determined by a coin toss.

The game will begin with a throw-off commonly known as a “pull”.

A pull will not be taken after a team scores.

When a team scores the disc will be placed in the end zone where it was caught the opposing team will take possession at that point this is a recreational league and teams are expected to show a level of sportsmanship after scoring.

Short field: A pass must be made to a teammate on the field prior to your team scoring following an opposing point.

Teams will switch sides at half.

After halftime the team who received the disc in the first half will throw-off to their opponent.

If an overtime period is needed in playoffs teams will flip a coin to determine who will receive the disc first. A throw-off will occur as mentioned.

Throw-off

Prior to the throw-off, the thrower and a player on the receiving team must raise their hand to signal that they are ready to begin play.

The team receiving the throw-off will start on their end zone line and may not advance until the disc has been thrown.

The team throwing the disc will begin in their end zone. The disc must be released prior to the end zone line. Players must not cross the end zone line prior to the disc.

No player on the throwing team may touch the disc until it has been touched by an opposing player.

If the receiving team allows the throw-off to hit the ground before it has been touched they will receive the disc from the point where the disc has stopped.

If the disc is rolling along the ground the receiving team may put a foot on the disc to stop it, they may not kick it forward.

If the disc crosses the end zone line and stays in bounds on the throw off it must be played from where it lands or is caught. It may not be taken to the end zone line.

If the disc is touched by the receiving team while in the air and goes uncaught by the receiving team it will be deemed a turnover and the throwing team will receive possession.

If the disc lands out of bounds on the throw-off the receiving team has one of three options:

  • they may put the disc back into play where it crossed the out of bounds line
  • they may request a re-throw
  • they may invoke the ‘middle' rule - the team will receive the disc at the centre point of the field, they must then “check” the disc prior to beginning

Checking the disc

Whenever play stops due to either a foul or out of bounds the disc will be checked.

Each player must come to a stop on the field as quickly as possible.

A check will be performed in one of the following methods:

  • the marker hands the disc to the thrower
  • the thrower presents the disc to the marker and they tap the disc with their hand
  • if there is no marker nearby, the thrower may tap the disc on the ground and announce “disc is in”, this will be referred to as a self-check
  • the defensive team must announce their readiness prior to a self-check
  • if there is no offensive player nearby the marker may do a self-check by touching the disc with their hand
  • the offensive team must announce their readiness prior to the self-check

Following a check the thrower should call “disc is in” to indicate play is starting.

The marker may start their stall count once the check has occurred.

The offensive will have 10 seconds to play a turned over disc in the playing area, excluding end zones.

If the disc has not been played in 10 seconds the marker may do a self-check and begin their stall counts.

Scoring

Each goal will be counted as one point.

A goal is scored when an offensive player completes a pass to a teammate who is entirely in the end zone a player may not run into the end zone with the disc for a goal.

For a person to be considered in the end zone their point of contact with the ground must be entirely in the end zone.

If a player is straddling the end zone line they will be considered as not in the end zone.

If the disc is intercepted in the opposing end zone it will be an automatic goal, this is referred to as a “Callahan goal”.

If the offensive team has a turnover in the end zone, the defence has the option to bring the disc to the end zone line.

Throw-ins

When the disc goes out of bounds it will be taken from the point where it crossed the sideline.

If the disc goes out of bounds in the end zone the disc may be brought to the end zone line before restarting play.

A team must check the disc prior to re-starting play.

Turnovers

If a pass by the offense is incomplete, intercepted, knocked down or thrown out of bounds it will result in a loss of possession. The defensive team will automatically turn to offense.

Additionally, any of the following will result in a loss of possession and must be restarted with a check:

  • if the marker has reached the maximum of their stall count
  • if the disc is handed from one player to another
  • if the thrower catches their own thrown disc, however it will not be a turnover if touched by another player first
  • if an infraction is committed by the offensive team the disc will be turned over where the infraction occurred

The marker

The defensive player guarding the thrower is commonly referred to as the ‘the Marker'.

Only one defensive player may guard a thrower at any one time.

It is the responsibility of players to respect each other's position and not encroach into an area that has been established by either the thrower or the marker.

There must be a minimum of one disc diameter between the upper bodies of the thrower and marker at all times.

Extended arms & legs cannot be positioned by a marker to restrict the thrower's pivot or throw. Resulting contact is a foul on the marker.

Incidental contact during the thrower's follow-through or before, during, or immediately after a catching attempt is not sufficient grounds for a foul.

The marker must be within three metres of the thrower to initiate and/or continue counting stalls.

If a team “fast counts” or is called for a “double team” the stall count will resume from one number below the previous uttered number.

Counting stalls:

  • a marker may not begin a stall count until the thrower has picked up or checked the disc
  • a stall count consists of the marker calling “stall” and counting in one second intervals in a number sequence from one – 10 (short field one - eight) loudly example “stall one, stall two, stall three…”
  • if the thrower has not released the disc once 10 (short field eight) has been uttered by the marker it will be a turnover and a check
  • when the disc has been turned over due to reaching the maximum stall count, the marker does not have to become the thrower, they may place the disc on the ground and the new thrower must check the disc prior to re-starting
  • if the defence switches markers during a stall count, the new marker must begin at stall one

General play guidelines

Thrower:

  • the player on offense who has possession of the disc is referred to as the thrower
  • the thrower must indicate one foot to be their pivot foot during possession and may not change their pivot foot during that possession
  • a player may throw the disc from a non-standing position as long as they maintain a set point with the ground
  • if a non-standing player loses their pivot spot while standing up it will not be deemed a travel they must establish their pivot spot in the same spot as was established while on the ground.

Receiver:

  • the offensive player who is not in possession of the disc or is in the act of catching the disc is referred to as the receiver
  • a disc may be bobbled to gain control however, controlled bobbling of the disc to advance forward is not permitted
  • if the receiver is running while catching the disc they must come to a stop as soon as possible and establish a pivot foot
  • if the disc is caught by the receiver and a defensive player simultaneously the possession will go to the offensive player
  • if a receiver is knocked out of bounds while making a catch by a defensive player the catch will be deemed as completed
  • contact between adjacent opposing players who are simultaneously vying for the same unoccupied space will be considered as incidental and is not considered a foul

Substitutions:

  • players may substitute at any point during the game
  • when substituting for a player, the player leaving the field must leave the field at the same point as the player entering the field
  • neither player involved in the substitution should be involved in the play
  • a player entering the field is encouraged to give a high-five to the player with whom they are subbing

Time-outs:

  • one time out will be allowed for each team during the game which is 90 seconds long
  • a player may request a time-out when the disc is in their control, at the disposal of a player on their team or when the play is dead
  • time-outs cannot be called during the last five minutes of play
  • a team may not take a time-out due to equipment issues, excluding a badly damaged disc

Picks:

  • no player may establish a position or move in a manner to make contact with their opponent this is commonly referred to as a pick
  • a defender may only call a pick if they are within three metres of the receiver
  • if a pick has been called and the defender is within three metres of the receiver than the disc will return to the thrower who will check the disc and the play will resume
  • if a defender is further than three metres from the receiver the receiver will allow the defender to catch up before they can resume playing

Violations and fouls

All players are expected to know the CARL indoor ultimate Frisbee rules and call their own fouls and violations during the game. Players should not wait for their opponent or expect others will call their infractions during a game.

The player who commits the foul will call the foul. If teams cannot come to an agreement on an infraction, the CARL associate can be used to mediate their decision will be final. This is a recreation league and players are expected to show respect towards their opponent and make calls within the spirit of league as outlined.

Violations:

  • a violation in ultimate Frisbee occurs when any player violates the rules without making physical contact with their opponent. When a violation has been called it may or may not be an automatic turnover of the disc.
  • in the event of offsetting calls, offense and defence making near-simultaneous calls, the stall count will continue from one more than the last number reached

Traveling:

  • the thrower moves or switches their designated pivot foot during possession
  • when receiving a catch on the run, the receiver takes an obvious amount of extra steps
  • bobbling the disc in a controlled manner while moving forward

Strip:

  • no defensive player may touch the disc while it is in the hands of the thrower
  • if a defensive player knocks the disc out of a throwers hand it will be referred to as a strip and the offensive team will maintain possession

Stall down:

  • When a marker has reached the maximum stall count this will be referred to as a stall down
  • It will be an automatic turnover

Fast count:

  • if a marker is counting to fast during their stalls this will be referred to as a fast count
  • the thrower will maintain possession and the marker must continue their stall count one less than the last number uttered

Double team:

  • only one player is allowed to guard the thrower
  • if another defensive player establishes a position within three metres of the thrower this will be referred to as a double team
  • the thrower will maintain possession and the marker must continue their stall count one less than the last number uttered

Fouls:

  • a foul is the result of physical contact between opposing players
  • a foul may only be called for physical contact that affects the outcome of the current play
  • if teams cannot agree on a foul the disc will be reverted back to the thrower and play will be re-started, the thrower will check the disc if this occurs

Throwing fouls:

  • a throwing foul may be called if a there is contact between the maker and the thrower
  • contact made during a follow-through will not be sufficient grounds to call a foul
  • if a foul is called during a throw and the pass goes incomplete play will stop and the disc will be returned to the thrower from the point of the foul
  • if contact is made during the throw and the catch is made the foul will not be called

Catching Fouls:

  • a catching foul may be called when there is contact between opposing teams during a catch, knockdown or interception.
  • a certain amount of incidental contact may occur during a catch, knockdown or interception and should not be called as a foul
  • if contact is made prior to a catch that affects the outcome of the play a foul should be called