Ultimate in 10 Simple Rules

Game Play Time: Can be mutually determined at the beginning of the game.  Standard indoor play is 40 minutes with 20 minutes of practice prior to start of the game.

Ultimate in 10 Simple Rules

1. The Field:  A rectangular shape with end zones at each end. (Spin Pro® Ultimate the half-point is defined)

2. Starting Play:  Each point begins with both teams lining up on the front of opposite end zone lines. The game begins by the defense throwing or “pulling” the disc to the offense. A regulation game has seven players per team. (Spin Pro® Ultimate recommends 3 or more per team)

3. Scoring:  Each time the offense catches a pass in the defense’s end zone, the offense scores a point. The teams switch direction after every goal, and the next point begins with a new pull by the team that just scored.  (Spin Pro® Ultimate the scoring throw disc release can only be done after half way point. Important: Now the type of scoring throw determines points (1, 2, 3 - See Scoring Rules). How will you score?

4. 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, however they may pivot on one foot. The defender guarding the thrower (“marker”) counts out the stall count.

5. Change of Possession:  When a pass is not completed (e.g. out of bounds, drop, block, interception, stalled), the defense immediately takes possession of the disc and becomes the offense.

6. Substitutions:  Players not in the game may replace players in the game after a score and during an injury timeout.

7. Non-Contact:  Players must attempt to avoid physical contact during play. Picks and screens are also prohibited.

8. Fouls:  When a player initiates contact that affects the play, a foul occurs. When a foul causes a player to lose possession, the play resumes as if the possession was retained. If the player that the foul was called against disagrees with the foul call, the play is redone.

9. Self-Officiating:  Players are responsible for their own foul and line calls (Spin Pro® Ultimate recommends the thrower of the scoring throw indicates the type of scoring throw “One”, “Two” or “Three” (corresponding with type of scoring level type throw launched - See Scoring 1,2,3.). Players resolve their own disputes.

10. Spirit of the Game:  The foundation of the rules in ultimate is Spirit of the Game, which places the responsibility for fair play on the player. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

Official Rules of Ultimate

Click here for External Link (USA Ultimate)

The Golden Rule
Treat others how you would want to be treated. Opponents should treat each other with respect and give the benefit of doubt if any dispute occurs.

Scoring Rules - Spin Pro® Ultimate Disc Sport

Spin Pro® Ultimate - Scoring Rules

Scoring throw must be made after half way point on the playing area

This offers and encourages more team play activity prior to throwing, catching and scoring.

Scoring throw must be released after half way point to score.

Half way point should be marked and friendly play is always desired.

1 - Point Scoring Throw

Any normal disc scoring throw is one point.

Anyone can score!

Spin Pro® discs offer stable flight dynamics and soft on the hands to throw and catch all day!

2 - Point Scoring Throw

Spin Pro® Gear Grip scoring throw is two points.

Throw with Precision! Easy to grip and throw it like a ball with spin (even upside down) - the fun and easy way to score with precision.  

Delivers exciting and accurate way to play and score.

3 - Point Scoring Throw

Spin Pro® Precision Finger Throw - scoring throw is three points.

This is the highest precision type throw.  The Secret - Spin Pro® is a gyroscope on your finger(s). Delivers super accurate scoring.  

When mastered this will be your favorite type scoring throw!

Fun to try - fun to play and more fun to watch!

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