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Ultimate Frisbee Pre-match Preparation Meeting

Spirit of the Game (SOTG 飞盘精神)

Ultimate Frisbee is a self-refereed sport. The sport relies on the Spirit of the Game, which holds every player responsible for fair play. The following are some core spirit guidelines:

  • Know the rules
  • Avoid body contact
  • Don't call fouls to gain an advantage
  • Be fair-minded when making calls
  • Keep your composure; handle disagreements with respect

The Spirit of the Game is related to, but distinct from, sportsmanship. Sportsmanship tends to mean "don't be a jerk," while Spirit requires proactive trust and respect — trusting your opponent, giving them the benefit of the doubt, sincerely complimenting good plays, and communicating calmly.

Spirit Circle

After each game, both teams form a spirit circle together with alternating players from each team. Any player may share positive highlights, and comments about the opposing team's spirit or noteworthy plays are encouraged.

Spirit Score

After each game, both teams rate each other on a 0–20 scale across five categories:

  1. Knowledge and Use of Rules — 0–4 points
  2. Fouls and Body Contact — 0–4 points
  3. Fair-mindedness — 0–4 points
  4. Positive Attitude and Self-control — 0–4 points
  5. Communication — 0–4 points

Key Rule Highlights (from the Pre-match Meeting)

The Stall Count

The stall count goes from 1 to 10. The marker must say "Stalling — 1, 2, 3, …, 10." On reaching "10," if the disc has not been released, it is a "stall-out" turnover — the same as a dropped pass. The marker must be within 3 meters of the thrower to begin the stall count; only one defender may guard the thrower at a time.

Scoring

If the disc is caught in the opposing team's end zone:

  • Confirm the score with players and scorekeepers from both teams
  • Players cannot walk with the disc; they should raise the disc where they caught it
  • A score is only valid after the catching player acknowledges it and both teams agree

Starting and Restarting Play

The Pull (Opening/Restart)

  1. At the start of the game and after each score, both teams line up on their respective end zone lines.
  2. The defending team throws (pulls) the disc to start play.
  3. Once the disc is released, all players may move.

Check Procedure

  • Used to restart play after a stoppage
  • All players return to their positions at the time of the call
  • The defender touches the disc (or the thrower taps the disc on the ground if no defender is nearby) and calls "Disc in"

Turnovers

Possession changes ("turnovers") occur when:

  • The disc hits the ground (incomplete pass)
  • The disc is caught out of bounds
  • The disc is intercepted by a defender
  • The stall count reaches 10 (stall-out)
  • The thrower hands the disc off (no handoffs allowed)

The Pivot Foot

  • The thrower must establish a pivot foot and cannot travel
  • Similar to basketball pivot rules
  • After catching, the first ground contact becomes the pivot point; the thrower may move the other foot freely but cannot lift the pivot foot before releasing the disc

Out of Bounds

  • A player catching the disc must be entirely in bounds; if any part of the body contacts out of bounds at the moment of the catch, the catch fails (turnover)
  • For aerial catches, the first point of ground contact after catching determines in/out — if the first contact is in bounds, the catch is good even if momentum carries the player out afterward
  • If the thrower's pivot foot is in bounds, the throw is legal even if other body parts extend out of bounds

Fouls and Violations

Foul Types

  1. Throwing Foul: The marker contacts the thrower's body or disc before or during the throwing motion
  2. Receiving Foul: A player contacts an opponent while competing for the disc in the air
  3. Blocking Foul: A player moves into the path of an opponent who is already established in their path

Violation Types

  1. Travel: The thrower fails to establish or maintain a proper pivot
  2. Fast Count: The marker counts faster than one number per second
  3. Double Team: More than one defender is within 3 meters and guarding the thrower
  4. Disc Space: The marker is closer than one disc-diameter to the thrower

Resolving Disputes

  1. The player who believes a foul or violation occurred calls it out loud
  2. If the opposing player agrees ("no contest"), play resumes according to the rule
  3. If the opposing player disagrees ("contest"), the disc returns to the thrower (or the play resets) and restarts with a check
  4. When in doubt, the disc goes back to the thrower

Field Setup

Standard field dimensions:

  • Playing field: 64m × 37m (the central zone)
  • End zones: 18m deep on each side
  • Total length (including end zones): 100m × 37m

For the Ma Yuehan Cup (马约翰杯) competition, adjusted field dimensions may be used based on available venues.

Game Timing

  • Games are played to 11 points
  • Each team may call 2 timeouts per game (1 in each half), each lasting 60 seconds
  • Halftime occurs when one team reaches 6 points, with a 1.5-minute break
  • Soft time cap: At 50 minutes, finish the current point; then the target score becomes the leading team's score +1
  • Hard time cap: At 60 minutes, the game ends; the team with the higher score wins. If tied, the current point becomes sudden death

Player Equipment

  • Cleats are recommended (no metal studs)
  • Colored jerseys/pinnies — each team should be identifiable
  • The disc is provided by the organizing committee
  • Gloves are allowed

Substitutions

Players may be freely substituted between points. After a point starts, substitutions are only allowed for injuries.