USA Ultimate · 2026–2027

Rules, made simple.

The short answer first. The details when you need them.

Our league’s 5v5 format, scoring, and time caps are on the league page. This is a quick guide to common USAU rules.

Learn it in three parts

Start with the basics. Open the other sections when you need them.

01Play the pointCatch, pivot, pass, and score.

Catch in the attacking end zone and keep control through the landing.

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  • Your first ground contact after gaining possession must be completely inside the end zone.
  • Catching before the line and running into the end zone does not score. Return to the nearest point on the goal line.

Stop as quickly as possible after a catch, then keep your pivot in place.

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  • A running catch has a limited exception: release before three more ground contacts, without accelerating or changing direction. Those contacts must be in bounds and outside the attacking end zone.
  • Moving your pivot or deliberately bobbling to gain ground is a travel.

Turnovers

USAU 14 ↗

A drop, interception, out-of-bounds pass, or stall gives possession to the other team.

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  • Handing the disc to a teammate is a turnover.
  • You cannot catch your own throw unless another player touches it first.

Stall count

USAU 15 ↗

Release before the marker starts saying the final stall number: 10 for 7v7, or 7 for our 5v5 league.

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  • In 7v7, release before “ten” begins. In our 5v5 league, release before “seven” begins. The 5v5 limit is a local league rule.
  • The marker must be within 10 feet. They say “stalling,” then count up with at least one second between numbers.
  • An uncontested stall is a turnover: return the disc to the stall spot, put it down, and announce “3-2-1 disc in.”

In or out?

USAU 4, 11 ↗

Boundary lines are out. Your first landing contact determines whether a catch is in.

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  • For an airborne receiver, the first ground contact after the catch must be entirely in bounds.
  • An out-of-bounds disc is put back into play at the appropriate spot in the central zone, not wherever it is picked up.

On a simultaneous catch, the offense keeps possession.

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  • A catch requires control of a non-spinning disc. Keep control through ground contact related to the catch.
  • For an unclear catch or landing, the player with the best perspective makes the call.
02Handle a callPlay safely. Speak up. Work it out.

Spirit of the Game

USAU 2 ↗

The players officiate. Be honest, listen, and resolve disagreements calmly.

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  • Make calls for meaningful infractions or safety concerns. Retract a call if you realize it was wrong.
  • Explain your view briefly and let the other player speak. Most discussions should take about 30 seconds or less.

Fouls & safety

USAU 3.B, 20 ↗

Contact that affects play can be a foul. Dangerous play can be called without contact.

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  • Players must avoid initiating contact. Some incidental contact is not a foul.
  • Contact that knocks a controlled disc from a player’s hands is a strip. Reckless plays that risk injury are dangerous play.

An obstructed defender guarding a player can call “pick” immediately.

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  • It is not a pick when the guarded offensive player and the obstructing player are both playing the disc.
  • When play stops, the defender may recover the relative position lost—not gain a better position.

Marking violations

USAU 16 ↗

The thrower can call violations such as “disc space” or “fast count.”

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  • Other marking violations include double team, straddle, wrapping, and vision blocking.
  • Play generally continues while the marker corrects the violation. Count adjustments depend on the call.

After a call

USAU 15.F, 17 ↗

Call clearly. If a pass is already underway, keep playing until its outcome is known.

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  • The continuation rule determines whether play stops and which outcome stands. A call does not automatically erase a turnover.
  • Discuss whether the call affected play. Restart with the correct positions, possession, and agreed stall count; use the rule for that specific call.
03Between pointsPulls, substitutions, and timeouts.

The pull

USAU 9 ↗

After a goal, switch ends. The team that scored pulls when both teams are ready.

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  • The puller and a receiving player raise a hand to signal readiness. Receiving players keep one foot on their goal line until release.
  • You may let the pull land untouched. If your team touches it before it lands and fails to catch it, that is a turnover. Out-of-bounds pulls have special placement options.

Substitutions

USAU 8 ↗

Substitute after a goal, before your team signals readiness for the pull.

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  • Injury and certain equipment or personnel issues also allow substitutions.
  • Do not substitute during ordinary live play. A re-pull generally does not create a substitution opportunity.

Timeouts

USAU 7 ↗

Standard games allow two team timeouts per half. Confirm the league’s timeout rules.

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  • A standard team timeout lasts 70 seconds. During a point after the pull, the thrower with possession may call one.
  • Between points, either team may call a timeout before both teams signal readiness. Injury, technical, and spirit timeouts have separate rules.