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Ultimate Rules
Ultimate Sport
 

Objective

The objective of ultimate is to score points by receiving a teammate's pass in the opponent's end zone. The outcome of a match is usually determined by one team achieving a predetermined number of points first. This ensures that a team can only win by scoring, rather than by running the clock down.

Teams

Regulation ultimate is played between two teams of seven players. In informal "pick-up" games, the number of players varies. Substitutions are allowed between points, and teams are usually able to have around 20 players on their roster in a major tournament. A shortage of players may force teams to play the entire game without substitutions, a condition known as savage.

Equipment

The sport is played using a 175 gram disc; for some national and international tournaments, only discs that have been approved by the governing body responsible for that tournament may be used.

Shoes

Soccer as well as football cleats are often worn. While soccer cleats are used more commonly, football cleats are preferred by some for their arch support, ankle support, and extra padding. Ultimate-specific cleats are produced by ultimate equipment manufacturer and retailer Gaia, although only a minority of players wear their footwear. Care must be taken to select the correct shoe depending on the players feet and field conditions. Ultimate Cleats gives tips for choosing shoes depending on playing conditions.

Bounds

The UPA outdoor ultimate field
The UPA outdoor ultimate field

Regulation games are played on a field of 70 yards (64 meters) by 40 yards (37 meters). Under UPA rules, endzones are 25 yards (23 meters) deep, while under WFDF rules, endzones are 19.5 yards (18 metres) deep. Normally, ultimate is played outdoors on grass. Boundaries are marked by chalklines and cones.

Pull or throw-off

The players line up at the edge of their respective endzones, and the defensive team throws, or pulls, the disc to the offensive team to begin play. Pulls are the first throws in a game. Pulls are normally long, hanging throws, giving the defense an opportunity to move up the field.

The pull is often started by a member of the defending team raising one arm with the disc to show that they are ready to pull the disc and begin play. The team that pulls to start the game is usually decided in a manner similar to a coin toss. One popular way to decide which team pulls involves a player from both teams flipping a disc into the air while a third player calls "same" or "different" depending on how the discs land. If the player guesses correctly, his/her team gets to decide if they want to start on offense or defense or choose a side that they wish to start on.

Movement of the disc

The disc may be moved in any direction by completing a pass to a teammate. After catching a pass, a player is required to come to a stop as quickly as possible, and then can only move their non-pivot foot. A common misconception is that a player must setup a pivot foot before they can throw the disc. In fact, the player can throw the disc before stopping within the first couple of steps after they gain possession of the disc. It is this fact that makes the "Greatest" rule possible. A "Greatest" occurs when a player jumps from within bounds to catch a disc that has passed out-of-bounds, this is also known as an "ultimate play". The player must then throw the disc back in-bounds before his feet or any other part of his body touches the ground. The thrower may only catch their own throw if another player touches it in the air.

Upon receiving the disc, a player has ten seconds to pass it. This period is known as the "stall", and each second is counted out (a stall count) by a defender (the marker), who must be standing within three meters of the thrower. A player may keep the disc for longer than ten seconds if no marker is within three meters, or if the marker is not counting the stall; if there is a change of marker, the new marker must restart the stall from zero.

Scoring

A point is scored when a player catches a pass in the endzone his team is attacking. In older versions of the rules, only offensive players could score. However, current UPA and WFDF rules allow a defensive team to score by intercepting a pass in the endzone they are defending. This play is referred to as a Callahan goal or simply a Callahan. It is named after well-known ultimate player Henry Callahan.

After a point is scored, the teams exchange ends. The team who just scored remains in that end zone, and the opposing team takes the opposite end zone. This can be commonly referred to in the phrase: "Losers walk." Play is re-initiated with a pull by the scoring team.

Change of possession

An incomplete pass results in a change of possession. When this happens the defense immediately becomes the offense and gains possession of the disc where it comes to a stop on the field of play, or where it first traveled out of bounds. Play does not stop because of a turnover.

Reasons for turnovers:

  • Throw-away — the thrower misses his target and the disc falls to the ground.
  • Drop — the receiver is not able to catch the disc.
  • Block — a defender deflects the disc in mid flight, causing it to hit the ground.
  • Interception — a defender catches a disc thrown by the offense.
  • Out of bounds — the disc lands out of bounds, hits an object out of bounds or is caught by a player who lands out of bounds or leaps from outside the playing field.
  • Stall — a player on offense does not release the disc before the defender has counted out ten seconds.

Stoppage of play

Play may stop for the following reasons:



A player gets fouled by an opponent.

Fouls

A foul is the result of contact between players, although incidental contact (not affecting the play) does not constitute a foul. When a foul disrupts possession, the play resumes as if the possession were retained. If the player committing the foul disagrees with ("contests") the foul call, the disc is returned to the last thrower.

Violations

A violation occurs when a player violates the rules but does not initiate physical contact. Common violations include traveling with the disc, double teaming, and picking (moving in a manner so as to obstruct the movement of any player on the defensive team).

Time outs and half-time

By Eleventh Edition rules, each team is allowed two time outs per half. The halftime break occurs when one team reaches the half-way marker in the score. Since most games are played to odd numbers, the number for half-time is rounded up. For instance, if the game is to 13, half comes when one team scores 7. A break may also occur if an injury occurs.

Injuries

Play stops whenever a player is injured—this is considered an injury time-out. During the duration, it is customary for players on the field to kneel or sit to ensure that they stay in their original positions. The injured person must then leave the field, and a substitute may come in. If an injured player is substituted for, the opposing team may also substitute a player.

Weather

While Ultimate may be played in a myriad of weather conditions including heavy rain and deep snow, nearby lightning should result in stoppage of play with players seeking shelter.

Substitutions

Teams are allowed to substitute players after a point is scored or for injured player after an injury time out. In the case of an injury substitution, the opposing team is allowed to make a substitution for a non-injured player.

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