WUL Ultimate Frisbee - Rules 101
✏️ The Basics
Two teams of 7 players try to score by catching the disc in the opponent's end zone (think: a touchdown).
No running with the disc — players must pass the disc to advance it.
Games are played in four 12 minute quarters with possible overtime if the game is still tied at the end of regular time.
Players have 7 seconds to throw the disc.
Stall counts adjusts based on certain calls or contests.
🥏 Game Flow & Timing
Game Clock
🏟️
The clock stops after every point and resumes when the next pull (kickoff throw) is released.
It also stops for injuries and timeouts.
Last 2 Minutes of Each Quarter
⏱️
Clock stops for any call, out-of-bounds, or when a disc comes to rest in the end zone.
If a pull lands or rolls out of bounds, the clock stops as soon as it crosses out.
Play continues until the end of the current possession, even after time expires — but only until a turnover or a score.
Between Points & Time Violations
⌛
Teams have limited time between points — no warnings.
If the receiving team is late, they start 10 yards deep in their own end zone (“reverse brick”).
If the pulling team is late, the receiving team starts at midfield.
Overtime
⏲️
First Overtime: 4 minutes. Clock rules match regulation (stops more often in the final 2 minutes).
If tied: Second Overtime = sudden death — first team to score wins.
Timeouts
📣
2 per half. 1 per overtime.
Can be called by players with the disc or coaches (if on offense and in possession).
No timeouts allowed after regulation time ends.
Fouls & Picks
🏃♀️
Players call their own fouls and violations but game observers can also make calls, or help resolve disputes on calls.
Movement After Calls (aka “Pre-Check”)
🧍
When a stoppage happens, players must freeze, echo the call, and wait for restart.
Observers count down: “4-3-2-1, Disc In.” and all players but the thrower can move around during this time. Once the disc is in, play is live
Throwers can't fake or throw during this period — violations may lead to turnovers.
What to Watch For
👀
Hucks: Long, deep throws that stretch the field.
Layouts: Full-extension dives to save or defend the disc.
Breaks: Crafty throws that beat tight defense.
Sudden Death: In double OT, every pass could end the game.