PUL follows the ruleset established by USAUltimate (this puts us in line with Ultimate Canada). After over a decade of use, the 11th edition rules were long overdue for an update. Instead of a 12th edition, USAU has released the 2022-2023 edition, which will be automatically subject to review and update every two years. Remember, it’s contingent upon everyone in the league to learn the rules of the game.
Most rule changes address specific issues that arise in highly competitive play (national level tournaments, for example), and regular league play will not see much change. However, the following changes are worth noting for PUL.
Game to 15, no win by 2:
- No longer necessary to win by 2: a final score of 15-14 is now possible.
- Note on hard cap: when a time limit is reached, play out the point. Play one more point if a tie is the result (this is not new, but no one seems to know what a hard cap is. In indoor play, we have a consistent and highly visible clock, and stop immediately at a specific time – this is not an example of a hard cap).
End zone is shorter:
- End zone is now 20 yards deep.
- Note: PUL has already been playing with 20 yard end zones for some time now.
Sideline calls are possible:
- A player on the sideline (i.e. not playing that point) may offer a perspective on a play, but only if asked (previously, non-players were considered to have no perspective on a play);
- As an exception, a sideline player may offer perspective if it is to the detriment of their own team.
Foul calls may be retracted:
- A player may retract a foul call if they decide they have made an error. If that happens:
- Offensive call retracted: count reached plus 1 (max 9);
- Defensive call retracted: restart the count;
- Note: Remember that we play in a recreational league, so be lenient with this one. This rule should not be used to discourage newer players from making calls.
Travel call before throwing begins does not stop play:
- If a travel occurs before the player starts the motion of throwing (throwing motion does not include windup), play does not stop;
- Thrower returns to the spot before the travel and self-checks (touches disc to ground);
- Marker waits until the self-check to continue stall count (does not need to stay stalling);
- Thrower may contest a travel call by calling “violation”, and regular discussion ensues.
- If the marker makes contact with the thrower, the thrower may call “contact” rather than foul;
- If the marker does not contest the contact, the marker reestablishes a legal marking position and restarts the stall count at 1;
- If the marker contests the contact call, marker calls “violation”, thus stopping play, and discussion ensues;
- Note: the disc counts as an extension of the thrower’s body if still in hand.
Dangerous Play does not need contact to be called:
- Actions demonstrating reckless regard for the safety or posing a significant risk to other players is considered dangerous play;
- Contact is NOT required to make this call – any player who reasonably thinks they had to change their momentum or position to avoid a collision with an oncoming player may make this call;
- Dangerous play is treated like a foul call, no matter what happens to the disc (whether it is caught, not caught, or not involved in the interaction between the two players);
- Note: PUL has been using this modified (no contact needed) Dangerous Play rule for a few years already. But it’s important and worth reiterating.
Spirit Timeouts may be called:
- During a spirit timeout, all players gather to discuss ongoing issues throughout a game. This may happen in one large group (both teams together) or in two groups (each team discusses independently);
- Spirit timeouts are called by designated spirit captains (if no spirit captain is designated, team captain is de facto spirit captain);
- If both spirit captains have discussed an ongoing spirit issue and the need for a possible spirit timeout, either spirit captain may call a spirit time out (no need for agreement between both);
- Spirit timeouts can only be called during a stoppage of play (can’t interrupt active play);
- Spirit timeouts are meant to last no more than five minutes;
- Spirit timeouts should never be used to discuss strategy.