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(Translated from the Federation Quebecoise D’ Ultimate)
Introduction
The rules of 4 on 4 ultimate are based on the 11e edition rules from UPA. With the exception of certain modifications listed here:
Attention: The document you are currently reading is not sufficient to understand all of the rules of Ultimate since only the modified rules from the 11th edition are mentioned. That being said, a good understanding of the rules of Ultimate is highly recommended before reading this document.
Each paragraph starts with a number in brackets that refer to the rule in the UPA handbook. If there is an asterisk beside the corresponding number, this rule has been modified. The absence of an asterisk simply means we are reminding players of the existing rule.
Spirit of the game: OCUA strongly encourages spirit of the game. Competitive games are always encouraged but never at the expense of disrespecting the players, rules and enjoyment of the game.
[III]Playing Field
[III.A*] The playing field size is a rectangle shape measuring 18 meters wide by 30 meters long which includes the end zones which are 3 meters deep.
The brick is brought to center field and 5 meters from the back end zone line
If the indoor area does not allow these dimensions, the field size can be modified to fit into the space available.
[III.B] Playing field proper is the field space excluding the end zones.
[III.C] The goal lines separate the playing field proper and the end zone and are part of the playing field proper.
[V]Game Length
[V.A] Timed Game
[V.A.1.a*]There is no limit to the number of points scored in a game.
[V.A.1.c*]Games are finished based on the hard time cap placed on the game slot. If teams are tied at hard cap, one final point is played out. Fixed game length is suggested to be 50 minutes.
[V.B*]Half Time
Half time takes place once on team has scored 9 points and lasts 2 minutes.
[VI]Time Outs
[VI.B*] In a standard game, each team has the right to one time out per half before the final five (5) minutes of the game.
[VI.B.2*] A time out lasts 60 seconds
[VI.B.6*] When the disk is “in-play/disk-in” or suspended in air a turnover would be considered when the thrower attempts to call a timeout while his/her team has none left or there is only 5 minutes remaining in the game. Both captains must notify their players when there is five minutes left in the game unless an observer is there to notify the teams via horn, whistle…
[VIII] To Start or Re-start the Game
[VIII.A] The start of a game
[VIII.A.4] If only one team is ready to start the game at the stated game start time, the team that is ready to play may start counting points against their opponents to the tune of 1 point for every 5 minutes from the game start time until the opposing team is ready to start play.
[VIII.B] Pull
[VIII.B.2*] <> There will be a pull at the beginning of the game and to start the second half only. Once a point has been scored, the disc is left in the end zone at the spot in which it was caught. The disc is put in play at that spot by the opposing team with acknowledgement of the marker. The team that scored is now on defence.
[VIII.B.3*] Each team must have a minimum of 2 players and a maximum of 4 players on the line to signal they are ready to play.
[VIII.B.6*] After the pull, if the disc touches the ground or touches something out of bounds (i.e. Ceiling) or is thrown out of bounds, it is put into play by the following:
[VIII.B.6a*] If the disc touches the ground, it is checked in at the first point of contact within the playing field (this includes the end zones).
[VIII.B.6b*] If the disc touches the ground out of bounds and then rolls in bounds without any player from the receiving team touching the disc, the disc is checked into play at the first point of contact within the playing field.
[VIII.B.6c*] If the disc touches the ground out then is touched by the receiving team and then goes out of bounds, the disc is checked into play at the first point of contact within the playing field.
[VIII.B.6d*] If the disc lands out of bounds, the receiving team can choose to check in the disc at the middle of the field by calling “middle” or at the brick mark by calling “brick” as stated in the 11th edition rules. (See [VIII.B.6d] in the UPA 11th edition rules for more details)
[VIII.C.]Time Between Points
[VIII.C.1*] The offensive team must signal they are ready to play no more than 20 seconds after the point has been scored. All offensive players must establish their stationary position anywhere on the field before the end of the 20 seconds. Any movement after the 20 seconds has lapsed and before the disc has been checked in is not permitted and is an infraction.
[VIII.C.2*] The team on defence must check the disk in play:
• 30 seconds after the preceding point was scored OR
• 10 seconds after all offensive players are established in their field positions
Whichever is the lesser.
[XIV.A.1] Stall counts are made by the marker by clearly stating “Stalling...” and a count of 1 to 10 is counted loud enough for the thrower to hear clearly.
Co-ed Game Format
In co-ed, the ratio of men to women can be either 2/2 or 3/1.
At the beginning of each point, the team that starts on offense decides if the point will be played with a gender ratio of 2/2 or 3/1.
The team that starts on defence must match the ratio decided by the team on offense.
If the team on defence has less than four (4) players on the field, the number of male players may not exceed the number of male players on the offensive team.
As is tradition in Quebec, the team that starts on defence may decide to play with a ratio of 2/2 even if the offensive team has chosen to play 3/1. The opposite is not permitted.
Foot Blocks
It is permitted to use foot blocks to defend the disc so long as they used in a safe manner. The captains may decide before the game commences if foot blocks will be allowed.
Tie Breaker
Should the game be tied at the end, the following rules apply:
1. A tie-break rule applies to all team who are tied;
a. If, after having applied tie-break rule X, all teams are still tied, the rule X+1 is applied to break the tie.
b. If, after having applied a tie-break rule, certain teams are still tied, then the tied teams will be grouped together and tie-break rule 1.a. will be used to determine placement within the sub-groups.
2. The team’s win/loss record against the concerned teams is taken into account.
3. The team’s point differential (points for – points against) is taken into consideration between the concerned teams.
4. Points for are considered in the matches between the concerned teams
5. Points against are considered in the matches between the concerned teams.
6. Points differential are considered for all teams
7. Points for are considered for all teams.
8. Points against are considered for all teams.
9. Teams are sorted by tiers.
OCUA Specific Rules
• For OCUA leagues, the stall count will go 1 to 8.
• Your can score off the first throw of a point. (i.e. two throws are not needed to score)
• When setting up for a new point, play starts at the brick mark which is mid field, two yards in front of the goal line.
• For OCUA leagues, half time is at the half way point in the game based on time and lasts 2 minutes. (i.e. if the game is 1 hour, then half time will be at the 30 minute mark)
• For OCUA leagues, the game lengths are 1 hour.