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Ultimate Frisbee (WFDF) — Official Rules

WFDF Rules of Ultimate · WFDF · 2025-2028

The World Flying Disc Federation (WFDF) Rules of Ultimate 2025-2028, effective 1 January 2025: a seven-a-side, non-contact, self-officiated team sport played with a flying disc on a 100x37 m field with 18 m end zones, in which a goal is scored by catching the disc in the attacking end zone; games are played to a target of 15 goals with the WFDF championship time cap of about 100 minutes, governed by the Spirit of the Game with no referees, a 10-second stall count, and the 2025-2028 changes to the stall-count restart values and the travel rule.

⬇ Download official PDF Source: WFDF

1. Spirit of the Game
2. The Playing Field
3. Teams and Substitutions
4. Point, Goal and Game
5. The Pull
6. In-Bounds and Out-of-Bounds
7. The Stall Count
8. Travel and the Pivot
9. The Mark and Marking Infractions
10. Fouls and Contact
11. Turnovers, Picks and Continuation
12. Time-Outs and Stoppages

1. Spirit of the Game

1.1 Self-Officiating and Fair Play

Ultimate is a non-contact, self-officiated sport. All players are responsible for administering and adhering to the rules - there are no referees, even at World Championships. Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every player. It is trusted that no player will intentionally break the rules; thus there are no harsh penalties for inadvertent breaches, but rather a method for resuming play in a manner that simulates what would most likely have occurred had there been no breach. Highly competitive play is encouraged, but should never sacrifice mutual respect, adherence to the rules, player safety or the basic joy of play.

1.2 Making and Resolving Calls

Players act as referees in any arbitration between teams: they must know the rules, be fair-minded, truthful and objective, explain their viewpoint clearly and briefly, listen to opponents, and only make a call where a breach is significant enough to affect the outcome of the action, or where a player's safety is at risk. Players and captains are solely responsible for making and resolving all calls. If, after discussion, players cannot agree, or it is not clear and obvious what occurred (or what would most likely have occurred), the disc must be returned to the last non-disputed thrower.

1.3 Contest and Retract

If the player against whom a foul, infraction or violation has been called disagrees that it occurred, or does not think it is a correct call, they may call "Contest". If a player making any call subsequently determines that their call was incorrect, they can retract it by calling "Retracted" - a formalized good-Spirit action emphasised in the 2025-2028 rules - and play then resumes as if an accepted breach has been caused by the player who made the incorrect call. Clear violations of Spirit - dangerous play, intentional fouling, taunting, retaliatory calls or win-at-all-costs behaviour - must be avoided.

2. The Playing Field

2.1 Dimensions and Zones

The playing field is a rectangle 100 metres long by 37 metres wide. It is divided into a central zone 64 metres long and two end zones, each 18 metres deep, one at each end of the central zone. The goal lines separate the central zone from the end zones and are part of the central zone. The brick marks are crossed one-metre lines in the central zone, located 18 metres (one end-zone length) from each goal line, midway between the sidelines. The perimeter lines (two sidelines and two endlines) are not part of the playing field and are out-of-bounds. Eight brightly-coloured flexible cones mark the corners of the central zone and end zones.

2.2 The Disc and Equipment

Any flying disc acceptable to both captains may be used; at WFDF championship events only the Official Game Disc of the event may be used. Each player must wear a uniform that distinguishes their team, with a unique number, and may not wear items that could harm a player or impede an opponent. Gloves are permitted but must not damage the disc or leave residue, and players may not apply grip-enhancing substances that transfer to the disc.

3. Teams and Substitutions

3.1 Players on the Field

Each team will put a maximum of seven (7) players and a minimum of five (5) players on the field during each point. Each team must designate a captain and a spirit captain to represent it. In the Mixed division, an alternating 4:3 personnel ratio of female-matching and male-matching players is used; at WFDF championships the ratio alternates every two points under a prescribed-ratio rule.

3.2 Substitutions

A team may make unlimited substitutions after a goal is scored and before it signals readiness for the pull. During a point, a player may only be substituted due to injury; after such an injury the opposing team may also substitute one player if it wishes. A substitute player takes on the full state (location, possession, stall count, etc.) of the player they replace and may make a call on their behalf.

4. Point, Goal and Game

4.1 Scoring a Goal

A game consists of a number of points, and each point ends with the scoring of a goal. A goal is scored when an in-bounds player catches a legal pass and all of their ground contacts are entirely within their attacking end zone (for an airborne player, all of their first simultaneous points of ground contact must be entirely within that end zone), and they subsequently establish possession and maintain the catch through all related ground contact. If a foot touches the goal line it is not a goal. Each goal is worth one point, and after a goal the teams switch the end zone they are defending.

4.2 Game Target and Halves

A game is finished and won by the first team to score fifteen (15) goals. The game is separated into two halves, and half time occurs when a team first scores eight (8) goals. At the start of the game, representatives of the two teams fairly determine the initial choice (whether to receive or throw the first pull, or which end zone to defend); at the start of the second half these initial selections are switched.

4.3 Championship Time Caps

Games are typically played to 15 goals or around 100 minutes. Under the WFDF Championship rules (Appendix A) the precise standards are: a time cap after 100 minutes of game time, and a half-time cap after 55 minutes, if the relevant target has not yet been reached. When a cap is reached, play continues to the completion of the current point; if no team has reached the target, one (1) goal is added to the highest score to set the cap target, and play continues until a team reaches it. Half time lasts seven (7) minutes. The game clock generally runs through points, time-outs and half time, stopping only for Spirit Stoppages, Tournament Technical Stoppages, and injury/technical stoppages lasting over two minutes.

5. The Pull

5.1 Starting Play with the Pull

At the start of the game, after half-time and after each goal, play commences with a throw by the defence called a "pull". The pull may be made only after both teams signal readiness by having the puller and an offensive player raise a hand above their head. After signalling readiness, all offensive players must stand with one foot on their defending goal line without changing position relative to one another, and all defensive players must keep their feet entirely behind the goal line, until the pull is released. As soon as the pull is released, all players may move in any direction. The team that scored stays in that end zone and pulls next, so teams change their direction of attack after each point.

5.2 Brick, Offside and False Start

If a pull lands out-of-bounds without first touching the field or an offensive player, the receiving team may put the disc into play either from the side line where it left the field, or from the brick mark nearest its defending end zone - the binding "brick" option must be signalled before the disc is picked up by an offensive player extending one arm overhead. If an offensive player touches the pull before it hits the ground and the team fails to establish possession, it is a turnover (a "dropped pull"). If the offence breaches the line rule it is a "false start", and if the defence crosses the goal line early it is "offside"; the opposing team may call the relevant violation before the offence touches the disc.

6. In-Bounds and Out-of-Bounds

6.1 Status of Players and the Disc

The entire playing field is in-bounds; the perimeter lines and everything outside them are out-of-bounds. An offensive receiver is in-bounds only if no part of them is out-of-bounds when they contact the disc; an airborne player retains their status until they contact the ground, and their first contact after catching must be in-bounds. A disc may fly outside a perimeter line and return, and players may go out-of-bounds to make a play on it. A disc that is caught takes the in/out status of the catching player; if it is simultaneously caught by an in- and an out-of-bounds offensive player, it is out-of-bounds.

6.2 Out-of-Bounds Turnovers

It is an out-of-bounds turnover (no catch deemed to have occurred) if any part of an offensive receiver is out-of-bounds when they contact the disc, or if after an airborne catch the receiver's first contact is out-of-bounds while still holding the disc. If the disc itself becomes out-of-bounds it is a turnover regardless of which team last touched it, and play resumes from the location on the central zone nearest to where the disc crossed the perimeter line. A thrower who has caught the disc in-bounds and whose momentum carries them out must return to the playing field before throwing.

7. The Stall Count

7.1 The Ten-Second Count

The defender guarding the thrower (the marker) administers a stall count by announcing "Stalling" and then counting from one (1) to ten (10), with the interval between the start of each number being at least one (1) second. The marker may only count while play is live, while within three (3) metres of the thrower's pivot point, and while all defenders are legally positioned. If the thrower has not released the pass before the marker first starts to say the word "ten", it is a turnover (a "stall-out"), and possession passes to the defending team.

7.2 Resuming the Stall Count (2025-2028 Values)

After a stoppage the stall count is resumed as follows, with the values revised in the 2025-2028 edition to align with the USA Ultimate rule set: after an accepted breach by the defence it restarts at "Stalling one (1)"; after an accepted breach by the offence it restarts at maximum nine (9); after a contested stall-out it restarts at "Stalling eight (8)"; and after all other calls, including "pick", it restarts at maximum six (6). "At maximum n" means the count resumes at "Stalling (x+1)" or "Stalling n", whichever is lower, where x is the last agreed number fully uttered before the call.

8. Travel and the Pivot

8.1 No Running with the Disc

A thrower may not run with the disc. After catching the disc, the thrower must reduce speed as quickly as possible, without changing direction, until they have established a pivot point; they may then move in any direction only by keeping one part of their body in constant contact with that point until releasing a pass. A player who catches the disc while running or jumping may release a pass without stopping provided they do not change direction or increase speed and make no more than two (2) additional points of ground contact after the catch before releasing it.

8.2 Travel Does Not Stop Play (2025-2028 Change)

A travel infraction occurs if the thrower establishes a pivot at an incorrect location, fails to reduce speed, changes direction after the catch, or fails to keep the pivot until release. Under the 2025-2028 rules, after an accepted travel infraction ("travel") play does NOT stop: the thrower simply establishes a pivot at the correct location as indicated, any stall count is paused until the pivot is established, and the marker does not need to say "Stalling" before resuming the count. Only if the thrower completes a pass before correcting the pivot may the defence call a travel violation that stops play and returns the disc to the thrower.

9. The Mark and Marking Infractions

9.1 Disc Space and Double Team

Marking infractions, generally called by the thrower, include: "Disc Space" - any part of the marker is less than one disc diameter from the thrower's torso; "Straddle" - a line between the marker's feet comes within one disc diameter of the pivot point; "Wrapping" - the marker's arms come within one disc diameter of the torso or above the pivot point; "Double Team" - a defender other than the marker is within three (3) metres of the thrower's pivot point without also guarding another offensive player; and "Vision" - the marker intentionally obstructs the thrower's vision. The thrower may not be defended by more than one player at the same time, and the marker may not hit or grab the disc out of the thrower's hand (but may try to block it after release).

9.2 Fast Count and Resuming Play

"Fast Count" is a marking infraction in which the marker starts or continues the stall count illegally, counts in less than one-second intervals, does not start with "Stalling", does not correctly reduce or reset the count, or starts from the wrong number. After a marking infraction where play has not stopped, the marker must resume the count with the number last fully uttered before the call, minus one (1), and must not resume counting until any illegal positioning has been corrected. Instead of an infraction the offence may call a marking violation (stopping play) if the count is not corrected, there is no count, or there is an egregious or repeated pattern of infractions.

10. Fouls and Contact

10.1 Avoiding Contact and Dangerous Play

Ultimate is a non-contact sport: all players must attempt to avoid initiating contact, and there is no situation where a player may justify initiating contact - "making a play for the disc" is never an excuse. A breach due to non-minor contact between opposing players is a foul, called only by the player fouled. Dangerous Play - reckless disregard for safety or dangerously aggressive behaviour - must be treated as a foul regardless of whether or when contact occurs and is not superseded by any other foul rule. When an accepted foul stops play before a pass, all players return to where they were when the call was made and play restarts with a check.

10.2 Receiving, Strip and Force-out Fouls

A Receiving Foul is non-minor contact initiated before, while or directly after a player makes a play on the disc; when accepted, the fouled player gains possession at the location of the breach and play restarts with a check (if contested, the disc returns to the thrower). A Strip Foul is a foul causing a player to drop a disc they had caught or to lose possession; if the reception would otherwise have been a goal, a goal is awarded. A Force-out Foul occurs when contact causes an airborne receiver to land out-of-bounds, or in the central zone instead of their end zone; if they would have caught it in their attacking end zone, it is a goal.

10.3 Throwing, Indirect and Offsetting Fouls

A Defensive Throwing (marking) Foul occurs when there is non-minor contact between the thrower and an illegally positioned defender, or a defender initiates contact with the thrower before release; an Offensive Throwing Foul occurs when the thrower is solely responsible for initiating non-minor contact with a legally positioned defender. An Indirect Foul is non-minor contact between a receiver and defender that does not directly affect a play on the disc; the fouled player may make up any positional disadvantage. If accepted fouls are called by both an offensive and a defensive player on the same play, they are offsetting fouls and the disc returns to the last non-disputed thrower.

11. Turnovers, Picks and Continuation

11.1 How Turnovers Occur

A turnover transfers possession to the other team when: the disc contacts the ground while not in an offensive player's possession (a "down"); a defender intercepts a pass (an "interception"); the disc goes out-of-bounds; or, during the pull, the offence touches the disc before it lands and fails to establish possession (a "dropped pull"). Turnovers that also stop play include an accepted offensive receiving foul, a "stall-out", a handover (transferring the disc by hand without it being thrown), a self-catch, or a deflection off another player to oneself. After an in-bounds turnover any offensive player may take possession (except after an interception, where the intercepting player must keep it) and establish a pivot.

11.2 Picks

If a defender guarding one offensive player is prevented from moving towards or with that player by another player, the defender may call "Pick" (they may delay the call up to two seconds to see if it affects the play). It is not a pick if both the guarded player and the obstructing player are making a play on the disc. When play stops for a pick, the obstructed defender may move to the position they would otherwise have occupied. After a pick, the stall count restarts at maximum six (6). All players should take reasonable efforts to avoid picks.

11.3 Continuation after a Call

Whenever a foul or violation call is made, play stops immediately and no turnover is possible - except when a foul or violation is called against the thrower who then attempts a pass, or is called while the disc is in the air: then play continues until possession is established. If the team that made the call gains or retains possession from that pass, the play stands (they may call "Play on" to continue without stopping); if they do not, play is stopped and the disc returns to the thrower. If both teams agree the event or call did not affect the outcome, the play stands - this rule is not superseded by any other.

12. Time-Outs and Stoppages

12.1 Time-Outs

A time-out is signalled by forming a "T" with the hands (or a hand and the disc) and calling "time-out". Under the WFDF championship rules each team may take two (2) time-outs per game, each lasting seventy-five (75) seconds. After the pull, only a thrower in possession may call a time-out; play then restarts at the pivot location with the same thrower, all offensive players establish stationary positions (then the defence does likewise), and the stall count restarts at maximum nine (9) - or at "Stalling one (1)" if the marker has changed. Substitutions are not allowed during a time-out except for injury.

12.2 Injury, Technical and Spirit Stoppages

An injury stoppage ("Injury") may be called by the injured player or a team-mate; if the injury was not caused by an opponent the player must either be substituted or charge their own team a time-out. A technical stoppage ("Technical"/"Stop") may be called for any condition that endangers players, such as an open wound (which must be addressed within seventy (70) seconds), or to replace a severely damaged disc. A Spirit Stoppage may be called by a captain or spirit captain to address Spirit-of-the-Game issues; it does not affect, and is not affected by, the number of time-outs available. After any stoppage, play restarts with a check (the marker, or nearest defender, touches the disc and calls "Disc In").

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