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Fall 2001

last updated 09/23/01 10:00pm



Schedule |  Results |  Teams |  League Information |  League Rules


Basics

    We will play by the Ultimate Players Association Tenth Edition Rules of Ultimate. For specifics on these rules, you can visit The Rules Page. JT will also always have a copy of the rule book at the fields.

    Exceptions to the 10th Edition

    • No "Callahan" scores.  If you don't know what this is, don't worry.  We're not allowing it anyway.
    • Equipment timeouts are allowed, but should be used judiciously and should not unnecessarily interrupt the flow of the game.


Fall League Specific

  • No zone defense allowed for the first 4 league games.
  • Games to 15 (win by 1)
    • If the lights go out before a game is officially over, the game will end immediately. If the disc is in the air when the lights go out and it is caught in the dark in the end zone for a score, it will count. In any other situation, the game will immediately end even if it is mid-point. If the game is tied, the game will be scored as a tie.
  • Two timeouts per team per game.  No timeouts after soft-cap (safety related equipment time-outs are allowed after soft-cap, but make them short).  No penalty for calling a timeout to which you are not entitled, play resumes immediately.
  • No mirror
  • No half-time


Pull Rule:

  1. If disc lands on the playing field (or end zone)
    • play from where it lands
    • do NOT walk it up to the line
  2. If disc lands out (player has following options)
    1. call middle (if disc goes out the side in FRONT of the brick line) - take disc to the middle at the point where the disc last crossed the perimeter line
    2. call brick (if disc goes out anywhere BEHIND the brick line) - take the disc to the middle at the brick line
    3. play from the closest spot on the playing field proper (not the end zone) to where the disc last went out
      • side line if in front of the end zone
      • closest front corner if behind the end zone and went out the side
      • straight up to the line if it goes out the back
  3. If disc lands in and ROLLS out
    • play from spot on the playing field proper (not end zone) where the disc rolled out
      • side line if in front of the end zone
      • closest front corner if behind the end zone and went out the side
      • straight up to the line if it goes out the back


Early Game Schedule

  • 5:30 - warm-ups
  • 6:10 - 5 minute warning (captains flip for pull)
  • 6:15 - games begin (promptly)
  • 7:45 - softcap (add two to highest score and play to that)
  • 7:55 - hardcap (finish the current point if in progress, else game over.  yes, ties are possible.)
  • 8:00 - beer
Late Game Schedule
  •  7:30 - warm-ups
  •  8:10 - 5 minute warning (captains flip for pull)
  •  8:15 - games begin (promptly)
  •  9:45 - softcap (add two to highest score and play to that)
  • 9:55 - hardcap (finish the current point if in progress, else game over.  yes, ties are possible.)
  • 10:00 - beer (also, lights out)


Line-up

  • Teams must have at least two women (and five men) on the line for EVERY point. If two women are not available, the team must play one women (and five men).
  • Offense dictates the line-up (in regards to women). If offense places two women on the line, defense is required to place two women on the line. If offense places three women on the line, defense is required to place three women on the line if they have at least 4 able-bodied women available on the sideline. If 4 women are not available, the defense is allowed to line up 2 women, 5 men. Defense can always choose to place more women on the line than offense.
  • If a team can not put seven players on the line (including an absolute minimum of one woman) that team has the option to either forfeit or play only six players. If the team chooses to play with six players (and not forfeit) the opposing team can play seven players. If the team chooses to forfeit, both teams can continue to play with six players each.

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