Ultimate
A high-flying, gravity-defying game full of blocks, skys, and layout grabs.
Highlights guaranteed.
Combines the non-stop athletic endurance of soccer with the aerial passing skills of football.
A 7v7 sport played on a 80yd x 40yd field with two 20yd scoring end zones.
Governed by Spirit of the Game™, a sportsmanship tradition that places responsibility on players.
PUL Rules
Gameplay: PUL generally follows Ultimate in 10 Simple Rules
Starting play: Points start with 7 players per team lining up on opposite endzones. The defense throws (“pulls”) the disc to the offense.
Scoring: Team’s can score by catching it on the opposing team’s endzone. After each score, the team’s switch which end zone they are defending.
Movement: Players may not run with the disc. The person with the disc has 10 seconds to throw it. The defender marking the thrower is “the mark” and counts out the stall count.
Change of possession: When a pass is not completed (drop, interception, out-of-bounds, etc.), the defense takes immediate possession of the disc.
Non-contact: Players must attempt to avoid physical contact during play. Picks and screens are not allowed.
Quarters: PUL games are played in four 12-minute quarters, with a 10-minute break at half time and a 2.5 minute break between other quarters.
Ending a quarter: For the first three quarters, when the clock runs out, play ends with the conclusion of the current offense’s possession. In the last quarter, when the clock runs out, play ends at the conclusion of the last throw.
Game clock: The game clock stops in the following situations:
Between goals and pulls
Injury time outs
On calls (after 10 seconds)
On out-of-bounds turnovers
Timeouts: Teams get 2 timeout calls per half. They may be called a player holding the disc or a coach on the offensive team.
Substitutions: Teams are allowed to substitute any number of players on a timeout call or between points.
Resolving calls: Fouls and violations are called by players on the field. Players are given 10 seconds of clock time to resolve calls. Observers may offer a ruling.
Player override rule: Any coach or player on the field may reverse a call made by an observer if they believe it unfairly benefits their team.
Overtime (OT): If the score is tied at the end of the 4th quarter, the game goes into overtime. OT 1 is 4 minutes long. At the end of OT 1, at the buzzer, play ends when the result of the throw is determined. If the game is tied after the result of this play, teams will go into Overtime 2. OT 2 ends with the first score (a.k.a., sudden death).
Complete PUL rules: The complete PUL rules can be found here.