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Sport Specific Rules: Click Here

 

***COVID-19 Update***

  • The following guidelines supersede any of our traditional rules for Ultimate Frisbee. We have made adjustments to promote safe participation while minimizing the impact of these changes to the in-game experience.
  • All players must be listed on the team roster to participate, no exception. The online roster may include no more than 12 players and subs. This rule allows our leagues to adhere to provincial guidelines dictating that division sizes cannot contain more than 50 total participants. 
  • Please review the location details in your schedule for site-specific guidelines.
  • Please keep in mind that we are all responsible to make every effort to minimize prolonged or deliberate contact between players.
  • While standings may still appear in your schedule, there is significantly less focus being placed on winning and championships. New teams may be added and teams may be removed throughout the season for health and safety reasons. 
  • At this time masks are not mandatory during gameplay. Masks are mandatory to access any indoor portion of the facility. We encourage players to wear masks to and from the fields to help reduce your risk of exposure.
  • Gender guidelines in Coed leagues are still being observed to help balance team participation but are being relaxed as it relates to defaults. Teams are encouraged to not enforce a default if their opponent is unable to reach a gender minimum for a specific game. Captains should be communicating with each other in advance to ensure opponents are aware and to address any concerns. Our primary goal is to get people back out and playing. Please do not abuse this rule. If a default is being enforced, it must be clearly stated BEFORE the game.

  • Subs maintain a 2-meter distance from one another along the sideline.
  • High-fives or any other physical acknowledgments are not allowed. Please find another physically distanced way to acknowledge your opponents.
  • Teams should come with 3-5 usable game discs each and sanitizer or wipes for players to clean the discs.
  • A clean disc replaces a used disc after each point. Teams are encouraged to swap in clean discs more frequently if desired.
  • Every effort should be made during gameplay to limit any prolonged physical contact with your opponents. 
  • Deliberate contact should be avoided with the understanding that we are playing with a reduced level of intensity. 
  • Stall counts are reduced from 10 stalls to 8 stalls.
  • UPDATED: The first 4 stalls are counted in silence by the defender. The defender will vocally count from 5-8 stalls. The defender may not come within 1 meter of the handler at any point.
  • Zone defence will be allowed in all levels of play.
  • A “Play-on” mentality is enforced - no arguing or disputing calls.
  • Teams are responsible for administering and addressing their own first aid needs. Our League Ambassadors can call 911 if requested to do so.
  • Please take all of your belongings at the end of the session including any used PPE. It’s unlikely that garbage receptacles will be available at the fields. 

 

Ultimate Frisbee – Outdoor 5’s

There are two formats of Outdoor Ultimate Frisbee 5’s under JAM Rules. The major differences between the two formats are game lengths. Games are either two (2) 40-minute halves with a 5-minute break for half-time OR are 55 minutes in length. Check your specific program details and your online schedule for exact start and end times. Both formats are described in their entirety below.

 

Game Time

There are two formats of Outdoor Ultimate Frisbee 5’s programs under JAM programming. Games are either two (2) 40-minute halves with a 5-minute break for half-time OR are 55 minutes in length. Check your specific program details and your online schedule for exact start and end times. Please arrive early to ensure you get the full use of your allotted field time. Regardless of when your game begins your game will always end on time to allow the succeeding games to begin at their scheduled time.

Time Keeping: The JAM Ambassador on site will be keeping track of time and will determine the end of your game. In this instance, you will receive a warning indicating the final five (5) minutes remaining in your game and a final signal for the end of your game. Once the final signal occurs your game is over.

Halftimes: In the 85 minute game time format, there will be two 40-minute halves and 5-minute halftime for all games (halftime can also be taken if one team reaches 9 points). For the 55-minute game time format, there is no stoppage for halftime unless requested by one of the teams. If a half-time is requested, then it must be accommodated by the opposing team.

Switching Sides: If one side of the field has a potential advantage, teams should agree BEFORE the game that they will be switching sides at approximately the mid-point of the game (and agree on the time to switch). A captain that requests a switch pre-game MUST be accommodated.

Timeouts: Teams have 1 timeout per game, a maximum of 1 minute in length. A timeout may not be called in the final 5 minutes of play; if one is called it is an automatic turnover.

 

Players

Teams are comprised of five (5) players with a minimum of two (2) of each gender on the field. A default will occur if any team cannot field a squad 10 minutes after the official start time.

Gender Numbers: Teams are comprised of five (5) players with a minimum of two (2) of each gender on the field. 

Defaults:  A default will occur if any team cannot field a squad 10 minutes after the official start time. A team can play with a minimum of 4 people, as long as there are two (2) of each gender.

Exceptions: Captains may agree to waive the rules regarding minimum people but this should be decided before the game starts. IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS!

 

Playing Area

Depending on the game location, either the on-site JAM Ambassador or Team Captains will pace out the field so it is approximately 35 paces wide and 50 paces long with end zones 10 paces deep.  Team Captains should review the field dimensions before the game begins.

 

Equipment/Set Up

Team captains are responsible for bringing a regulation-sized Ultimate Frisbee Disc and 4 pylons to each game. Ultimate Frisbee discs and pylons are available from the JAM Head Office, if needed.  

 

Uniforms

Teams are required to bring both light and coloured shirts to every game. Team colours are posted on the JAM website in your schedule. If two teams have the same colour the team captains should contact each other to ensure that each team knows what colour to wear.

Defaults: There is no default for players that don’t wear the right colour. However, that player must do everything they can to ensure it’s not confusing for the opposition. Whether this means wearing a pinny, a hat, a teammate’s shirt, etc. Under no circumstances can a player purposely deceive the opposition.

 

Ultimate Frisbee 101

JAM plays by official USA Ultimate rules with some notable exceptions. Please note: There is no half rule for JAM Ultimate. View the official USA Ultimate Rules View the 10 Simple Rules of Ultimate Frisbee

 

League rules are as follows:

  • Number of Players: 5 players per team are permitted on the field - with a minimum of two of each gender.  A team can play with a minimum of 4 people, as long as there is two of each gender. Other than the gender minimums, there are no other constraints: If a team chooses to play anything other than the standard 3 male/2 female gender breakdown at any time during play, their opponents do not have to match.
  • Foot blocks are not permitted and are considered fouls.
  • Stall counts: When defending the thrower, the defensive player will count 10 stalls.  A disc not passed by stall 10 (once "10" is spoken) is considered down and results in a turnover.
  • Double teaming the thrower may be identified by anyone on the field; however, only the thrower can actually call "Double Team". Play does not need to stop; the double team violation must be corrected before the marker can resume the stall count, with the count being the number last uttered before the call, minus one (i.e. "Stalling one...two...double team...one...two").  After a Double Team call, play can re-initiated by a self-check (the thrower does not have to wait for a defensive player to check the disc into play).
  • You may score from anywhere on the field.
  • The disc may travel out of bounds and return in bounds and still be played, as long as it has not contacted anything in the out of bounds areas.
  • Pulls that are sliding or rolling along the ground may be stopped by a member of the receiving team with their feet.  There should be no attempt made to advance/deflect the disc to gain ground when doing this.  The person who stops the disc rolling/sliding does not have to be the one to put the disc into play; unless they pick up the disc.
  • Following a point being scored, the teams line up at the back of their respective end zone for a pull to start a new point.  The team that just scored pulls from the end zone they just scored in.
  • If there is a turnover in the defensive end zone, or if the pull comes to rest in the end zone; the team now on offense may carry the disc directly to, and put into play at the spot on the goal line closest to where possession was gained. The disc can also be put into play where possession was gained (faking a throw or pausing after gaining possession requires the player to put the disc into play at that spot). If the disc is thrown or rolls out of the end zone (back or side), then the team now on offense is to put the disc in play at the spot on the goal line closest to where the disc went out of bounds.
  • If there is a turnover in the offensive end zone, the team now on offense must carry the disc directly to, and put into play at the spot on the goal line closest to where possession was gained.  An offensive player may not attempt to make a throw from inside the end zone that they are trying to score in.  In that case, it is considered a travelling violation and the player must go to the spot on the goal line closest to where possession was gained.  The stall count does not reset in this case.
  • Players can only substitute in between points.  If a timeout is called, players may not substitute.  This rule does not apply during injury substitutions.
  • Playoff Tie Breaking: A game can end in a tie during the regular season. In the playoffs, when regulation time has expired and the game is tied, the current point should be played out until a team scores. If a point was just scored before time expired, the teams should quickly line up to play one more point.
  • Field size differs based on the location. Field set up will be completed by staff for these programs.
  • Teams have 1 timeout per game. Each timeout is a maximum of 1 minute. A timeout may not be called in the final 5 minutes of play; if one is called it is an automatic turnover.

It is our hope that more experienced teams will assist in the promotion and clarification of the spirit of the game and the rules. If a team or person in unclear on something, explain it to them to enhance the Ultimate experience and not to put them at a disadvantage. This will ensure that all games that are played are heading to a higher and more enjoyable level.

What happens when...

  • A pick is called?
    • Play stops and the player who called the pick may catch up with their mark relative to when the pick occurred.  Defense taps the disc, and play resumes at the stall count when pick was called
    • If the disc was thrown after the pick was called, and if the offensive player who causes the pick catches the disc, then see the disc goes back to the thrower and then see previous point.
    • If the disc was thrown after the pick was called, and the offense does not catch the disc, then it is a turnover (defense gains possession).
  • A foul is called by the offensive player trying to catch the disc?
    • If the pass is completed, then play goes on with no stoppage in play (continuation).
    • If incomplete, and the defensive player contests the foul, then the disc goes back to the thrower.  If the stall count was at 5 or higher, it goes back to 5, if it was below 5, then the stall count resumes where it was when the disc was thrown.
    • If incomplete and the defensive player does not contest the foul, the fouled player gets the disc at the spot of the infraction.
    • If an uncontested foul occurs in the end zone (incomplete pass), offense gets the disc on the end zone line (it is not an automatic point).
  • A foul is called by the offensive player throwing the disc?
    • If the pass is completed, then play goes on with no stoppage in play (continuation).
      ii. If the pass is incomplete, the disc goes back to the thrower.  If the foul is uncontested, stall count resets to zero. 
  • A foul is called by a defensive player (on the offensive player)?
    • If the pass is incomplete, or if the foul is uncontested, then it is a turnover (defense gains possession) (continuation).
    • If the pass is complete and the foul is contested, then the disc goes back to the thrower.  If the stall count was at 5 or higher, it goes back to 5, if it was below 5, then the stall count resumes to where it was when the disc was thrown.
  • A disc is caught near the side-line/end zone?
    • The important aspect in all of this is the first point of contact.  If a person lands with their first foot in bounds, and then their second foot lands out of bounds, the player is in (first point of contact matters).
    • If both feet touch the ground at the same time and the player is in bounds with one foot, and out of bounds with the other, then they are considered out of bounds.  The line is considered out of bounds.
    • If a person is straddling the line, and they catch the disc with one foot touching in bounds and one foot touching out of bounds, then they are considered out of bounds.  If a player is straddling the goal-line, then it is not a point: keep playing.
    • If it is a close call, the person with the best perspective makes the call; not necessarily the receiver. This may not be the closest player, but the person with the best angle/viewpoint.
  • I try to make a throw from my knees/bottom?
    • If a player fakes to make a pass while on their knees, they are still allowed to get up and as long as they set their pivot foot in the same spot when on the ground, it is not a travel.

 

JAM Exceptions

  • For the 85-minute program only- Games are completed either when one team reaches 19 points or if 1.5 hours of play is completed.  A 5 minute halftime occurs when one team reaches 9 points or after 40 minutes of play.  If regulation time has expired, (or if 40 minutes have elapsed in the first half) the teams should play out the point, with this point counting towards the final score.  Games can end in a tie during the regular season.  Games played on turf fields play with a HARD CAP. Games played on grass fields play with a SOFT CAP. Hard cap means when the whistle/horn is blown, the game ends right at that moment (point is not played out). This includes if the Frisbee is in the air and caught in the end zone (point does NOT count). Soft cap means when the whistle/horn is blown the point IS played out. 
  • For the 55-minute program only- Games are completed after 55 minutes of play is completed (there is no point cap).  Games can end in a tie during the regular season.  When the whistle/horn is blown, the game ends right at that moment (point is not played out).
  • These leagues are NOT speed point. After each point is scored teams will line up on the goal lines and pull to restart play.
  • Teams may call a one (1) minute time-out per half if needed (but not during the last 5 minutes of each half).
  • Captains may agree to waive the rules regarding minimum people but this should be decided before the game starts.  IF IT IS AGREED THAT THE GAME COUNTS, IT COUNTS! 
  • The gender requirement guideline states that 2 males & 2 females must be on the field at any given time with the 5th player being either a male or female.  You DO NOT have to match the gender breakdown of your opponents. (ie. If your opponents are lining up with 2 guys & 3 girls, you do not have to match it)
  • PLAYOFFS:  When regulation time has expired, the current point should be played out until a point is scored.  If this point results in the score being tied, one more point is to be played in order to break the tie.  PLAYOFF GAMES CANNOT END IN A TIE!!!
  • Note: The "Half-Rule" will NO LONGER BE USED FOR JAM GAMES (i.e. you CAN score from a pass thrown before the halfway line).
  • The brick mark is 10 yards from the goal line in the middle of the field.
  • Zone defense is allowed in this program.

 

Regular Season Matches

Games can be tied during the regular season.

 

Playoffs Eligibility and Tiebreak

There must be a winner in a playoff match. In the event that the match ends in a tie, teams will partake in the following tie-breaker until a winner is determined:

In the playoffs, when regulation time has expired and the game is tied, the current point should be played out until a team scores.

 

Rough Play

Any rough or physical play will result in immediate expulsion from further league play and may result in a lifetime league expulsion. Please see the JAM General Policy for our official guidelines on this subject. It is recognized that incidental contact between players is inevitable; however, all players should go out of their way to avoid creating an unsafe play.  This rule supersedes all others. 

Please note that on-site staff members have full autonomy when supervising games. Games may be stopped entirely, players may be asked to leave the playing area or be removed from the game entirely under their discretion.

 

Alcohol

There are absolutely no alcoholic beverages permitted on JAM property. Any offenders will be asked to leave the league without refund. No exceptions.