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Ultimate Frisbee – Indoor 5’s (Speedpoint)

There is only one format for Indoor Ultimate Frisbee 5’s (Speedpoint) under JAM rules. It is described in its entirety below. This rulebook will cover Mixed, Men’s, Women’s, and Open programs. 

 

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. There is no score cap; i.e. games are to be played for the entire 55 minutes and the score at the end of the game will be what is recorded in the standings.

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 five (5) players with a minimum of two (2) men or gender minority players and two (2) women or gender minority players on the field. A default will occur if any team cannot field a squad 10 minutes after the official start time.

Roster Numbers: Teams are comprised of five (5) players with a minimum of two (2) men or gender minority players and two (2) women or gender minority players 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 the roster minimums are met.

Timeouts: Teams have 2 timeouts 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.

Exceptions: Captains may agree to waive the rules regarding roster requirements, 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 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 men or gender minority and two women or gender minority players.  A team can play with a minimum of 4 people, as long as the roster requirements are met. Other than the roster minimums, there are no other constraints: If a team chooses to play anything other than the standard roster breakdown at any time during play, their opponents do not have to match.
  • Game Length:  Games are 55 minutes in length. When time has expired, 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).
  • The 5-on-5 field size is approximately 38 paces by 20 paces which includes 7 pace end zones. The field size is dependent on the venue, and will likely be set up for you.
  • Foot blocks are not permitted and are considered fouls.
  • Stall counts: When defending the thrower, the defensive player will count 8 stalls (as opposed to the traditional 10 stalls).  A disc not passed by stall 8 (once "8" is spoken) is considered down and results in a turnover.
  • Zone defense, poaching and defensive switching are permitted in the INTERMEDIATE Indoor 5s league.
  • 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.
  • When lining up to make or receive the pull, do so on the back line of the end zone. If the disc hits the ceiling or an out of bounds area on the pull, the disc is put back into play at the closest point on the playing field proper (no brick rule, but you may call "middle").
  • If the disc hits the ceiling or an out of bounds area during regular play, it is a turnover at the spot where contact was made. If the disc hits the wire crossing the field, it is IN PLAY (not an automatic turnover).
  • 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.
  • 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 where they scored the point. 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) at the spot where the disc was placed (i.e. do not bring it up to the line). When the offensive team takes possession of the disc, the defensive team initiates the stall count at 'Stalling 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 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 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 5 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.
  • If a team has more than 5 players on the field while on offense, it is an automatic turnover. This rule does not apply to players who are tagging in/out in order to substitute on the fly.
  • 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 based on the location. Field set up will be completed by staff for these programs.
  • Teams have 2 timeouts 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.
  • 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/mesh 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 and/or mesh is it considered "out of bounds." It is a turnover and the disc shall be put into play on the line where the disc exited the field.

 

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.