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Ultimate Rules



  • Co-Edge will provide all the equipment needed to play.
  • Team Jerseys: Co-Edge does not provide 'pinnies'. To find out what colour jersey you are to wear each game, just go to the "Ultimate Frisbee" section from our website and click "Season Schedule". From there you will not only see when and who you are playing but if you see your team is on the right-hand side, that will indicate you are the home team and will wear white. Teams on the left-hand side are the away team and will wear dark jerseys that particular week. (Feel free to wear your own team jerseys or colours each week. If both teams have the same colour, the home and away shirt rules will apply).
  • Cleats are allowed as long as they are not metal.


  • Co-Edge Ultimate field is 60 yards by 30 yards, with end zones 15 yards deep. 


  • The following rules are the basic rules in Ultimate Frisbee. For a complete set of detailed rules, click here for the UPA (Ultimate Players Association) website. 


  • Each game will run 90 minutes in length consisting of one 5-minute halftime break. Halftime will be called once one team reaches 8 points. The game will end once one team scores 15 points, or once time runs out. Soft cap: with 5 minutes left to go in the game, you may not start playing a new point. Whatever the score is will be the score recorded. Hard cap: whether or not you have finished the point or not, the play will stop with a whistle at the end of the designated time.
  • Games are played with (5) five players per team (a minimum of 2 people per gender plus an extra 1 of either gender). The opposing team can waive the default minimum players at their discretion provided it is prior to the start of the game.
  • Before the game, captains should flip the disc (like a coin) to determine who will pull and who will receive. The opposite will occur at the half.
  • Each point begins with both teams lining up on the front of their respective end zone line. The defence throws ("pulls") the disc to the offence. The receiving team has the option of catching the disc or letting it fall, but if they attempt to catch it and drop it, it is an automatic turnover. The pull cannot be knocked down by the defence. Players must play the disc from where it lands unless it lands in the end zone. If the disc does land in the end zone, walk it up to the end zone line. The receiving team does not have to wait to have the disc "tagged in" off the pull. Whoever retrieves the disc off of a pull or from any throw that lands out of bounds must play it. It cannot be handed over to someone else to commence play.
  • If the pull goes directly out of bounds, the receiving team may call "centre" and play the disc from the middle of the field at the point where the disc crossed the boundary or they can take it at the sidelines. If the disc rolls out, "centre" may not be called.
  • In regular season games, ties are allowed. 


  • The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. After a fair catch is made the player only has a few steps to gain control before they must stop and establish a pivot foot (you cannot move both feet while trying to throw the disc.)
  • The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. (The defensive player should count out stalls loudly. If the defensive player reaches the 10th stall, then there is a turnover.) The marker can be no closer than one disc-length from the thrower.


  • Each time the offence completes a pass in the defence's end zone, the offence scores a point. To score you must catch the disc in the end zone with at least one foot in the end zone. After a goal, the team that scored pulls the disc to the opposing team after they have walked to the other end of the field. To signal that you are ready, raise your arm in the air. Play is initiated after each score.
  • Teams do not have to pass half to throw the frisbee in the end zone. 


  • When a pass is not completed (e.g. out of bounds, drop, block, interception), the defence immediately takes possession of the disc and becomes the offence.
  • If the disc goes out of bound, the player brings the disc to the sideline closest to where it went out of bounds and the defensive team must tap the disc in order to begin play again. 


  • Players not in the game may replace players in the game ONLY after a score or during an injury timeout.


  • No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  • When a player initiates contact on another player, a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
  • Players are responsible for their own foul and line calls. Players resolve their own disputes. If there are any concerns over a foul or any un-sportsmanlike behaviour, all attempts should first be made by the captains to deal with it at that time. If there are any unresolved issues, captains should speak with the Co-Edge representative on-site to help resolve the issue.


  • Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.


  • All players participating in Co-Edge Sports League are expected to play with respect for everyone on the field and with a â??fun firstâ?? attitude. In Ultimate, there is an emphasis on the players knowing the rules and managing their own actions on the field.
  • Respect your opponents:
    • Remember that everyone is here to have fun.
    • Call your own infractions! Donâ??t try to get away with thinking no one else saw it. Not calling yourself is the ultimate in poor sportsmanship.
    • Promote fun and safety throughout the game: congratulate your opponent on fun and fair play throughout the night!
    • Conduct yourself with maturity if approached regarding your style of play and make any requested changes.
    • If you are concerned about a player on the opposing team, it is your sole responsibility to talk to your team captain so he/she can address the issue.
  • Each captain is required to submit the scores to Co-Edge Sports League the day after the game. Scores can be submitted online by captains signing into their account from the Co-Edge home page and navigating to the schedule. For full instructions on submitting scores, check out this helpful video. 
  • Multiple Offense Rule: Co-Edge has the right to eliminate any player from a game, match or competition that they feel is continually abusing the rules and the spirit of the game.
  • All players are responsible for their own actions by playing with fairness and calling themselves on their own fouls. Players must treat each other with respect. 


  • All players and subs must fill out an online waiver before playing in our leagues.
  • Once a captain has entered their full team roster online, the system will send out links to those players' email's to sign the online waiver form. Or, you can click on "Sports" from the drop-down menu on the homepage at and click "Waivers" and sign the form that way.
  • Captains are responsible to ensure that each member has completed the form. The waiver covers liability and sportsmanship.


  • A full team on the field consists of five (5) players with a minimum of 2 females and 2 males. Teams must maintain a minimum of 2 females and 2 males on the field throughout the game to play with five players.
  • Minimum of FOUR players needed to start and continue a game. If you have only one female player present, you are limited to playing with 4 players - 1 girl and 3 guys (4 total players). The same applies if you have only 1 male player present, you are limited to playing with 4 players (1 male and 3 female). Even if you have an extra player to make it 5 players, only 4 can play if the ratio of 2 males and 2 females is not met. The fifth player can sub in for any of the other players except for the 1 male or female player playing. This way you donâ??t have to default your game but you are penalized for not having the required ratio of players to play.
  • Zero females or zero males will be recorded as an automatic default but you can still continue to play for fun! (The opposing team can waive the default of minimum players at their discretion provided it is prior to the start of the game.)
  • Complete and accurate team rosters must be submitted for each team. The minimum player requirement is 8 but we recommend you have 8-10 players on your roster to cover other players who canâ??t make certain weeks.


  • Defaults should be prevented whenever possible.
  • A team may bring in subs that are not listed on the roster. Subs at any time must not have, or currently play at, a higher skill level than the player(s) they are replacing.
  • You may only borrow players from the previous games to prevent your team from defaulting. You cannot add players from a previous game if it increases the number of players on the roster beyond a minimum roster (4 players - 1 female and 3 male or 1 male and 3 female).
  • Teams may bring in subs for playoff games but these players must have played during the regular season with the team. There is one exception to this rule: Your team is going to default due a lack of players. In this case, only, new players will be allowed to play but teams may only field a minimum full roster (see above).
  • Further to subs for playoff games: it is each teamâ??s responsibility to NOT bring in â??Ringersâ?? â?? respect your opponent and the league by making it a fair game!
  • If you recruit a sub, it is your responsibility to ensure they are ready to play, know the rules of the game and have signed the online waiver.


  • All teams are to be ready to play at the time listed on the schedule.
  • For teams that are late or cannot meet the minimum player requirements, a point is awarded for their opponent for every five minutes after the scheduled start time to a maximum of 15 minutes (and three points). Teams unable to field a complete team more than 15 minutes after the scheduled start time automatically forfeit their game.
  • In the situation where both teams default, the final score will be recorded as a 0-0 tie.
  • A default is 7-0 with the winning team getting 2 points. The losing team will receive 0 points for the overall score.
  • If a team defaults more than two times, Co-Edge has the right to eliminate the team from the league without refund.


  • Everyone should show up to the game even if it may rain or thunder. Weather can change in an instant. We play rain or shine so be prepared to play in poor weather conditions at times.
  • If there is thunder and lightning before the game, wait for up to 20 minutes to see if it clears. If it still hasn't then the game will be cancelled and each team will receive half points for a tie and full spirit points
  • If thunder and lightning occurs during the course of the game, stop the game and wait up to 20 minutes to see if it clears. If the storm has not passed the game is cancelled.
  • If the game is cancelled before halftime, the score will be listed as a tie. If the game is cancelled after halftime, the team that is winning at that point will be the declared the winner. (If there is a cancellation and both team captains agree that the game should be listed as a tie then this is what will be recorded)
  • If the field conditions are in bad shape, such as pools of water all over the field, the team captains can decide to cancel the game. If this happens, the score will be recorded as a tie. (We recommend cancelling the game if the fields are in poor condition. Playing on them can damage the grass further, leaving it in even worse condition the next time we play.

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