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Sport Specific Rules: Click Here

 

Ultimate Frisbee – Indoor 6’s (Speedpoint)

There is only one format for Indoor Ultimate Frisbee 6’s (Speedpoint) under JAM rules. It is described in its entirety below.

 

JAM is for Everyone – Inclusion Statement

Our program offerings are designed to be inclusive for all members of the JAM community. Our goal is to create a welcoming gender policy that uplifts and supports each player where they are at. To ensure we can offer something for everyone, our programs may be offered in the following formats: Mixed-Gender, Women's, Men's, and Open.

Many of our league rules specify gender-based roster requirements, the goal of which is to ensure that each player has an equal opportunity to be included in gameplay.

Everyone participating in a JAM program is welcome to compete based on their gender identity and gender expression; regardless of their gender assigned at birth. Members whose gender identity does not align with the binary man/woman construct are welcome to play in all our mixed-gender and open programs.

Nonbinary, trans, genderqueer, and all other players who identify as a gender minority can count towards the roster minimums for either men or women in our mixed-gender leagues.

 

Game Time

All Indoor Ultimate Frisbee games are approximately 55 minutes in length. 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 clock inside the sports bubble (if applicable) will be the official game clock. If playing without an official game clock, 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: 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.

 

Players

Teams are comprised of six (6) 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 six (6) 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 5 people, as long as there are two (2) of each gender.

Timeouts: Teams have 2 timeouts per game. Each time out 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.

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

The on-site JAM Ambassador will pace out the field and lay down pylons to mark out the end zones. 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 to each game. Ultimate Frisbee discs 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 Speedpoint 101

JAM plays by official USA Ultimate rules (including a 10-yard brick) 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 for Ultimate.

 

Specific speed point rules are as follows:

  • For coed leagues, a team is required to have 2 males and 2 females on the field at any time during the game. Other than the gender minimums, there are no other constraints: If a team chooses to play anything other than the standard 4 male/2 female gender breakdown (3-3 or 2-4) at any time during play, their opponents do not have to match.
  • Following a point being scored: There is no pull. After a point is scored, the player who caught the scoring pass will acknowledge that a point has been scored, and immediately place the disc down on the field. The team who was just scored on has 8 seconds to pick up the disc, (before a 'delay of game' stall count can begin) and put it back into play (now as the offense). When the offensive team takes possession of the disc, the defensive team initiates the stall count at 'Stall One' (as in every other situation, the player on defense must be within 3 meters to initiate a stall count).
  • If there is a turnover in the end zone and the disc does not go out of bounds, the team now on offense may play the disc from the spot it was picked up, or they may walk it up to the spot on the goal line that is closest to where the disc came to rest. 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.
  • Players can only substitute on the fly. In order for a substitution to occur, the player coming off the field must "tag" the on-coming player stationed within the "substitution area". The substitution area will be within 10 metres of the center line of the field. Only players within this area can be "tagged". This rule does not apply during injury substitutions. If a timeout is called, players may substitute freely with the exception of the player who called the timeout. If the person marking the player who called the timeout wishes to substitute, then the stall count resets to zero.
  • There is a hard time cap. Games are 55 minutes in length. One person should be designated as the timekeeper. This person should announce when time has expired, at which point the game is over - regardless of where the disc is. In other words, you do not finish the current point - the game ends when the time has expired: ties may result! The only exception is that if a throw is in the air when time expires, the result of the throw stands (i.e. if it is caught in the end zone, it is a point).
  • 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.
  • Field size differs. Field Set-Up: 6-on-6 field size uses the entire playing surface of all of the indoor turf facilities where leagues occur, which includes 10 pace endzones.
  • Foot blocks are not permitted and are considered fouls.
  • If a pull hits any part of the ceiling above the playing field proper, the disc shall be put into play directly underneath the spot where the disc touched the ceiling.
  • If a pull touches the bubble at the side of the field, the disc shall be put into play on the line at the spot where the disc exited the playing field.
  • If a disc touches the sides of the bubble, lights or curtains is it considered "out of bounds." It is a turnover and the disc shall be put into play on the line closest to where the disc touched the bubble, light or curtain.
  • Speedpoint stall counts are 8 (not 10).
  • Teams have 2 timeouts per game. Each time out 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.
  • Zone defense and poaching are allowed in this league.

 

Discrepancies: 

  • All games are self-officiated.  Disputes about a possible infraction are to be discussed amongst the people involved in the play.  If an agreement cannot be reached, don't waste time arguing the play - simply redo the down.  Please play safely and with good spirit.

 

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 the 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.