American Ultimate Disc League Rules and Glossary

American Ultimate Disc League Rules
1. The field of play is a rectangular area 53 1/3 yards wide and 80 yards long with 20 yard endzones on either end.
2. The length of a game shall be four quarters of 12 minutes each.
3. Each team is allowed two timeouts per half.
4. There are seven players from each team on the field.
5. Up to 20 players on the active roster.
6. Each team may substitute an unlimited number of players only during a stoppage of play for a
goal or called timeout.
7. A team scores a goal when a player catches a legal pass and makes initial contact with the
ground in the end-zone they are attacking.
8. A “pull” is the method of putting the disc in play at the beginning of each possession. The team
pulling (throwing) the disc does so from their own goal line toward the other team at their goal
line. This is done at the beginning of each quarter (including overtime) and after goals.
9. The team on offense loses possession when a pass is dropped, when a defender catches a pass
or knocks it down, when the disc touches anything out-of-bounds while in flight, or if a penalty
results in loss of possession.
10. A player with possession of the disc may pivot while attempting a throw, but if the pivot foot is
lifted, it is traveling on the thrower and a turnover at that spot.
11. A player has seven seconds, known as a “stall count”, to throw the disc to a teammate, so long
as a defender is within 10 feet of the player with possession of the disc. Failure to throw the disc
prior to the expiration of the seven-second stall count results in loss of possession at the spot of
the thrower.
12. A player shall not run with the disc. The receiver shall slow down to a stop as soon as possible
after catching the disc and may not change his path of momentum while slowing down. Failure
to do so results in a traveling violation and results in a 10-yard penalty against the offensive
receiver.
13. A defender must maintain a disc diameter distance between himself and the thrower’s torso or
pivot. A defender must allow a moving player the distance to stop when the offensive player
catches a pass.
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Glossary
Brick: Midpoint of the field and 20 yards forward of the defending end-zone.
Callahan: The act of a defensive player catching a disc on an interception in the opponent’s end-zone for
a point.
D’s: Defensive statistical category for defensive interceptions, blocks or knockdowns. The defender must
have actively touched the disc to cause a turnover.
Foul: An illegal contact or piece of play that results in a yardage penalty.
Huck: A long throw intended as a one-shot score into the end-zone.
Integrity Rule: A player or coach demonstrating sportsmanship and fair play by overruling a referee’s
call that would have gone in their favor.
Stall: When the stall count reaches seven seconds, results in a turnover.
Thrower: An offensive player who is in possession of the disc and has established a pivot. The thrower is
not a legal receiver of his own pass until another player touches the disc in flight.
Turnover: When there is a change of possession either through play or penalty.
Pivot: The legal point of contact for a thrower that must stay stationary. Any movement of the pivot is a
travel.
Receiver: An offensive player who is attempting to catch the disc.
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