ssc policies

ssc policies

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ultimate rules

ultimate rules


Fields used for SSC Ultimate are approximately 40 yards wide and 100 yards long with two 15-yard end zones.


All games will be self-officiated, however the SSC will provide a Gameday Coordinator for each location to help direct payers, resolve disputes, etc.


The SSC will provide all field equipment.


At their own risk, players may wear sunglasses made of a pliable, non-rigid material. The following items are not permitted:
  • Shoes with metal or ceramic cleats
  • Athletic braces or casts made from hard, unyielding material (unless covered on all sides and edges with at least ½ inch of closed cell slow recovery rubber or similar material)
  • Headgear containing hard, unyielding, or stiff material (including billed hats)
  • Jewelry (except for smooth wedding bands and stud earrings)
Special event wristbands must be covered by a sweatband or with athletic tape.


The maximum numbers of players on the field is seven.  The minimum number of players is five.  The maximum number of males is five.  The minimum number of females is two. If a team is short the minimum number of players by game time, the game will be considered a forfeit and an exhibition played. The minimum number of players to play an officiated exhibition game, and avoid the forfeit fine, is four. In the event of a recognized or otherwise reported event that causes a significant traffic delay to multiple teams, SSC officials will, in their sole discretion, allow an additional five minutes for players to arrive.


Substitutions can be made in the following situations:
  • after a goal and before the ensuing throw-off
  • to replace an injured player
  • in between periods of play
  • during a timeout
Substitutions cannot be made on the fly.


Each game consists of two halves separated by a three-minute halftime intermission.  Regular season games may end in a tie. The first half shall conclude when one team has reached seven points or twenty minutes has elapsed, whichever occurs first. The game shall conclude when one team has reached thirteen points or forty total game minutes has elapsed; whoever occurs first. Possession and direction shall be determined by Rock, Paper, Scissors prior to the beginning of the game.  The winning captain will have the option of choosing possession or direction for the first half. The other captain will have the remaining option. Once the second half is underway, the game may be considered final if cancelled for any reason. The clock shall run continuously until the final two minutes of each half, at which point it will stop after a score and until the next pull.


Each team is entitled to two 90-second time-outs per half.  Time-outs do not carry over to the second half.


Each goal is worth one point.


In the beginning of each half and after every score, play begins with the pull. Each team will stand on its own goal line and the defense will have one player that throws the disc toward the offense. The offense may begin its attack as soon as the disc is caught or picked up. If the disc goes out of bounds on the pull, the receiving team may request a re-throw or take possession at the point where the disc went out-of-bounds. If the disc clears the back of the end zone on the pull, the receiving team may request a re-throw or take possession at its own goal line. Following a score, the scoring team will have 60 seconds to initiate the next pull.  Violation will result in a verbal warning for the first offense and a charged time-out for each subsequent offense.  If the offending team does not have any time-outs remaining, the receiving team may take possession at midfield.


The disc may be advanced in any direction by completing a pass to a teammate. The receiving player must catch the disc with at least one foot in-bounds in order to establish and/or retain possession. After a completed pass, the receiving player must establish a pivot foot and may only move by rotating around on that pivot foot. That player has ten seconds to throw the disc. Picks and screens are prohibited.


Defense must play man to man. Physical contact will result in a foul. Only the defender guarding the thrower shall initiate and maintain the stall count with the format of “Stall 1”, “Stall 2”, etc.  The defender must maintain a distance from the thrower of at least the length of the thrower’s arm length plus the length of the disc. The defense shall assume possession on any intercepted or incomplete pass or following a ten-second stalling violation.


Only the player fouled shall call a foul.  The fouled player shall say “foul” immediately and loudly to stop play.   That player will then take possession at the point of infraction.  Play will resume once both teams are ready. If a foul occurs in the end zone, the offended player shall take possession at the goal line. Physical contact between players sufficient to deter the flight of the disc is a foul.  The foul is automatically declined and play immediately resumed if the pass is completed. Physical contact as a result of any player playing another player instead of the disc is a foul.


Teams earn three points for a win, one point for a tie, and zero points for a loss.  Teams are ranked in order based on the following criteria:
  • Total Standings Points
  • Head to Head
  • Total Points Allowed
  • Total Point Differential


Each game consists of two 18-minute halves separated by a three-minute halftime intermission.  Preliminary round games may end in a tie.


Everyone loves a little competition, but one team dominating a league season after season can spoil the fun for everybody. If a team retaining more than five players has won three championships in consecutive seasons for which they have been registered, the SSC will have the option to, in its discretion, request that team to form two or more separate teams to promote parity in the league or withdraw their registration. That team will then have the opportunity to form two separate teams with each subsequent roster approved by the SSC.