End of Quarter Rules

PUL quarters graphic.png

The Premier Ultimate League will be using a rule-set based on the 11th Edition USAU rules with some tweaks and additions to enhance the spectator experience. The full rule-set can be viewed below!

Premier Ultimate League Game Rules: 2019

Players and teams are expected to uphold Spirit of the Game and respect one another and the Observers as well as keep the action of the game moving.

PUL rules document provides exceptions, adjustments, and clarifications, but USAU 11th edition will be followed unless specified in our document.

Field Size 80 x 40, 20 yard end zones (120 yards total) *may accommodate depending on what type of field is being used (i.e. football, soccer, etc.)

Game Length - Regulation Time 4 quarters 12 minutes per quarter 2 minutes in between quarters 10 minute halftime.

Coin Flip Winner of pre-game coin flip chooses either to receive the disc at the start of Quarters 1 and 3 or defer to receiving the disc at the start of Quarters 2 and 4. The other team chooses starting endzone position. At start of Quarters 2 and 4, teams retain endzone orientation of Quarters 1 and 3, respectively, but switch possession. (e.g. Team A chooses to pull in Q1 and Q3 and Team B chooses Endzone Y for Q1 (thus putting Team A in Endzone Z). At the start of Q2, Team A would still occupy Endzone Z and receive from Team B who is occupying Endzone Y. At the start of Q3, Team A pulls in Endzone Y to Team B in Endzone Z. At start of Q4, Team A receives in Endzone Y with Team B pulling from Endzone Z.).

Timeouts 2 timeouts per half 70 seconds per timeout Offense must be set by 50 seconds Defense has the remaining 20 seconds to set and play resumes The player holding the disc may call a timeout One person on the Offense - either a coach or a designated sideline person (presented to Observer ahead of game start) may call a timeout WHILE a player on the Offense is holding the disc (can be in their throwing motion). They must get the attention of a Observer to do so (use of flag is possible). If someone who isn’t designated to call timeouts calls one, first infraction is a warning, 2nd is a turnover Timeouts are immediate - i.e. they go into effect as soon as they are called (Observer acknowledges), and subsequent throw is null. Teams are allowed to substitute any number of players on the field during timeouts The stall count will reset and start at “Stalling 1” after all timeouts 1 timeout per OT for each team.

Observers There must be at least 2 Observers per game All Observers, players, and coaches must learn and abide by WFDF hand signals One Observers will wear a microphone to relay the information to the live stream; PA announcers help communicate with and educate in stadium spectators Observers will actively make the following calls:

● Up/Down

● In/Out of bounds

● In/Out of end zone

● Offsides

● Delay of Game Observers will have a whistle to make active calls effectively

Clock The clock stops after each point is scored and resumes when the subsequent pull is caught, touched, or tapped into play from an out of bounds area. The last two minutes of the game has additional stoppages (see below).

● 70 seconds between a goal and pull

● Receiving team must signal readiness at 50 seconds

● Coaches must leave the field at 50 seconds

● Pulling team must pull before the 70 seconds expire

In the last 2 minutes of the 4th quarter only, the clock will stop after goal and restart when pull is put in play as during the rest of the game, but will also stop on every call and out of bounds turnover. For restart of clock in these instances, clock will be restarted when disc is put back in play (mark tap in or offense ground check).

If a foul or violation resulting in clock stoppage occurs at the end of time in the 4th quarter, and the violation is contested resulting in disc returning to the thrower with time left in the stall, this amount of time will be restored to the game clock. Repeat if a subsequent call occurs.

At the end of the 1st, 2nd, and 3rd quarters, once clock expires, play ends with the conclusion of the current possession. That is, the offense gets one final chance to score. Once there is a turn, the quarter is over.

At the end of the game (4th quarter), once the clock shows 00:00.0, at the buzzer, play ends when the result of the throw is determined. If the game is tied at that point, the OT sequence is activated.

Overtime OT 1 is 4 minutes of clock time A coin flip to decide which team will pull/receive. During the first 2 minutes of OT 1, the clock stops with each score and resumes with each pull as in regulation time. During the last 2 minutes of OT 1, the clock will stop on all scores, calls, and out of bounds turnovers as in the last 2 minutes of 4th quarter. At the end of OT 1, once the clock shows 00:00.0, at the buzzer, play ends when the result of the throw is determined. If the game is tied after the result of this play, teams will go into OT 2.

OT 2 is sudden death, and the pull/receive roles as well as endzone positions will be opposite of OT 1 5 minutes between end of regulation time and beginning of OT 1.

Delay of Game This happens when a team does not comply with time limits There is no warning, just the immediate penalty Delay of game by the receiving team will result in them starting with the disc 10 yards back in their end zone Delay of game by the pulling team will result in the receiving team starting with the disc at midfield.

Picks Picks will be actively called by the players A defender must be within 2 yards of their offensive player to call a pick.

Travels Travels actively called by players on the field Disc goes back and play resumes Observer may immediately overrule a travel and play/disc stays at the continuation point.

Stall Counting 10 second pre-stall, to be counted by the Observers 10 second stall, to be counted by the mark If a disc goes out of bounds, grab another game disc to minimize delay.

Offsides There will be no warnings for offsides calls.

Receiving team must have each player with one foot on the goal line prior to the pull being released.

Pulling team may not have have any player’s foot cross goal line before pull has been released Offsides by receiving team will result in them starting with the disc 10 yards back in their endzone Offsides by pulling team will result in the receiving team starting with the disc at midfield.

Foul Calls* Players call their own fouls (Marking and throwing fouls as stated in USAU 11th edition; Receiving and positioning fouls as stated in WFDF) Dangerous play fouls as stated in WFDF Use hand signals (WFDF) to communicate with Observers, announcers, and spectators Players will have 10 seconds to reach an agreement on the call Either player involved may choose to go to the Observers for a ruling at any point If there is no agreement or Observers ruling after 10 seconds, the call will stand as contested.

Players are not obligated to ask for a Observer ruling.

Penalties for Flagrant or Repeated Infractions Observers will utilize a yellow/red card system: 2 yellows = red (ejection). Some clarifications:

● Observers will have authority on issuing penalties for unsportspersonlike conduct and for issuing game ejections.

● Any player who commits a dangerous play will be ejected from the game.

● Any player who abuses the power to make their own calls will be ejected from the game.

● Any player who is verbally abusive, aggressive, or intimidating to a Observer or other player can be issued a yellow/red card.

● Observers have authority to give penalties to players committing excessive or flagrant calls of any kind.

● Ejections do not need to be preceded by any warning or yellow card and cannot be reviewed or appealed in the moment.

Player Overrule Rule Any coach or player on the field may make or reverse a call by an Observer if they believe it unfairly benefits their team. All players and coaches are expected to play with integrity, respect their opponents, and uphold the standards and sportspersonship of the game. Coaches are responsible for enforcing integrity and how to treat Observers

Rosters 21 maximum rostered players per game 14 minimum rostered players per game Visiting team may travel with fewer players if needed, but the home team does not need to match A roster of 25 players must be communicated with Commissioner/opponent the Wednesday at midnight local time of the game before the game (to be posted on shared roster doc) The final game roster of 14-21 players may be submitted to the team manager/coach of the opposing team up to 30 minutes before the start of the game Non-rostered players may be on the sidelines, but not wearing their team’s game-day uniform. Exceptions because of injury or other circumstances for adding an active roster player outside of the 25 player game roster submitted on Wednesday can be requested to Commissioner.

Uniforms Numbers must be visible on the back of jerseys Numbers on the front of jerseys are optional All players must wear the same jersey All players must wear the same color and type of bottoms

*Foul Calls Receivers and Positioning or Receiving fouls WFDF ● 12.8. All players must attempt to avoid contact with other players, and there is no situation where a player may justify initiating contact. “Making a play for the disc” is not a valid excuse for initiating contact with other players.

● 12.9. Some incidental contact, not affecting the outcome of the play or safety of players, may occur as two or more players move towards a single point simultaneously. Incidental contact should be minimized but is not considered a foul. Interpretation: A player can be deemed to be “making a play on the disc” (Rule 12.8) when the disc is in the air and they are attempting to make contact with the disc in anyway i.e. to catch it or block it. When making a play at a disc, players need to insure that they will not cause non incidental contact with another player (neither their stationary position, nor their expected position based on their established speed and direction), before, during or after the attempt at the disc.

Non incidental contact is any contact that is either dangerous in nature or affects the outcome of a play, regardless of whether the contact occurred after possession was established. A breach affects the play if it is reasonable to assume that the outcome of the specific play may have been meaningfully different had the breach not occurred – e.g. if the player would not have been able to intercept the pass without causing significant contact with their opponent, or the opponent would have been able to make a play at the disc had the player not caused contact with them. The relative skill, height and/or athletic ability, of the players involved should not typically be taken into account when considering if something affected the play or not.

Throwing and Marking Fouls USAU

1. A throwing foul may be called when there is non-incidental contact between the thrower and marker . The disc in a thrower's possession is considered part of the thrower.

2. In general, any contact between the thrower and the extended (i.e., away from the midline of the body) arms or legs of a marker is a foul on the marker, unless the contacted area of the marker is completely stationary and in a legal position.

3. Any contact that occurs due to the marker setting up in an illegal position (XIV.B.3) is a foul on the marker. Once the marker has set up in a legal marking position, it is the responsibility of both players to respect this legal position. However, contact resulting from the thrower and the marker both vying for the same unoccupied position is a foul on the marker.

4. Any contact initiated by a thrower with the body (excluding arms and legs extended from the midline of the body) of a legally positioned (XIV.B.3) marker is a foul on the thrower.

5. Although it should be avoided whenever possible, incidental contact occurring during the follow-through (after the disc is released) is not a foul.

6. Any references above to a marker also apply to any defensive player within three meters of the thrower's pivot.