Dome Ultimate League Rules
* Please note that occasionally, games will be scheduled outside of the normal league timeframe due to Stinger game and event obligations.
What is Ultimate?
Combining the non-stop movement and athletic endurance of soccer with the aerial passing skills of football, a game of Ultimate is played by two seven-player squads with a high-tech plastic disc on a field similar to football. The object of the game is to score by catching a pass in the opponent"s end zone. A player must stop running while in possession of the disc, but may pivot and pass to any of the other receivers on the field. Ultimate is a transition game in which players move quickly from offense to defense on turnovers that occur with a dropped pass, an interception, a pass out of bounds, or when a player is caught holding the disc for more than ten seconds. Ultimate is governed by Spirit of the Game™, a tradition of sportsmanship that places the responsibility for fair play on the players rather than referees. Ultimate is played in more than 42 countries by hundreds of thousands of men and women, girls and boys.
- Exists to provide its participants a positive recreational experience incorporating a high spirit of sportsmanship, fair play and mutual respect between players. and is open to all participants, including the public, although priority will be given to Concordia Students.
- At the discretion of the league, teams may be reassigned to another division to ensure the competitiveness of the league.
- Is played between two teams of five players (2 women, 3 men) with substitutions "on the fly". Consult additional rules in this document for more clarification.
The 10 Simple Rules of Ultimate:
- The Field - A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep. The Stinger Dome field is 60 yards by 30 yards, with endzones 7 yards deep.
- Initiate Play - Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team. With Concordia Ultimate we play with a 5-person team, consisting of 2 women and 3 men per team.
- Scoring - Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
- Movement of the Disc - The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. We will be using a stall count of 8 seconds.
- Change of possession - When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
- Substitutions - In a regulation game players not in the game may replace players in the game after a score and during an injury timeout. We will have substitutions "the fly".
- Non-contact - No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
- Fouls - When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
- Self-Officiating - Players are responsible for their own foul and line calls. Players resolve their own disputes.
- Spirit of the Game - Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.
** All incidents taking place before, during, or following a match are reviewd by the league and supplemental actions may be assessed following the conclusion of the review.
- To ensure equal opportunity, teams and players are NOT allowed to register for more than one league or skill division. However, if space and availability permits, teams/individuals may seek the consent of the league and/or coordinator to waive this stipulation.
Full refunds are granted within seven days (7) of registration and payment. Exception: Captains' will not be refunded their registration fee if a team withdraws from a sport league, whether from voluntary withdrawal or through administrative decision involving suspension or expulsion.
- Team captains will introduce themselves to the coordinator prior to the start of the evening and must report game results at the end of each game. Team captains are the only players who can consult with the coordinator on issues concerning rules or game rules.
- Games will consist of a running time of approximately thirty minutes. Teams may play up to two games in the allotted time. Games are normally played to 25 points, winners must lead by two and a cap will be set at 35 points. If teams do not reach the score of 25, whoever is in the lead at the time the whistle is blown will be declared the winner. For the second game, a team must amass at least fifteen points for the game to count and whoever is in the lead at the time of the whistle will be declared the winner. If there is a tie at the time of the whistle, the next point will determine the winner.
- Teams must be prepared to play at their allotted game time. Teams have no more than 10 minutes past their scheduled game time to field a minimum of 4 players (3 players for advanced competitive) or a win by default will be given to the opposing team. If both teams are absent, the game will be considered a loss for both. No default game will be rescheduled. Games will not extend outside the allotted time, unless authorized.
- Teams must have a minimum of 10 registered players.
- New: Two of the seven registered players on a team must be of the opposite sex. A player of the opposite sex must remain on the court at all times. Otherwise, a team will be required to play short handed. If your team cannot field a player of the opposite sex, you will be allowed to play with 3 players only if the other team has less than 6 players, but you can play with 4 if the other team has 6 players. Advanced competitive teams are restricted to 3 players of the same sex, regardless as to the other team’s number of players.
- Each team will be afforded one time-out per game. Duration: 30 seconds.
- Any player who plays more than two nights for any one team will be considered a roster player, and obliged to pay the full registration fee.
Teams make use of spare players during the course of the season to ensure they have enough players to avoid defaulting games. A spare is defined as an individual who is not on the team’s roster.
- Teams may use spare players to compensate for roster players who may not be able to attend a scheduled game. They will be required to purchase a SparePass
- SPARE PLAYER Fees: Concordia students: $6.50 / all others: 10.00
- Spare players will be required to pay the appropriate day pass fee before the game. Spare players must present their DayPassto the game official before the start of the match. Spares are not eligible for playoffs.
- Captains are responsible for ensuring that all equipment is properly set up or put away by their team members on designated days. Set up should be completed by ten minutes after start time and take down should begin five minutes before end time.
- Playoff eligibility will depend on a minimum of four nights’ attendance and registration as roster players. Players who have not paid the full registration fee will not be allowed to play during playoffs.
- Men are not allowed to block women. However it should be noted that if the ball does not touch the blocker, it is not considered a block.
- Teams can take substitutes from either outside the league, from another team in another section, or from a team in their own section (if from the same section, both teams must agree on substitutes).
- Intermediate teams can field a maximum of two players from the advanced section.
- There is only one toss on the serve, failure to serve the ball over the net after one toss will result in a loss of serve and a point for the other team.
- The ball may touch the net on the serve.
- Players are allowed one foot over the service line due to the lack of space in the gymnasium. This rule is only applied when all three courts are set up.