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Structure
- Each team will play two games weekly
- Game Length: 25 Minutes
- A 30-minute rolling clock will occur every 30 minutes, starting at 7:00 PM
- Teams should use the initial 5 minutes to warm up
- Games should begin when the rolling clock reaches 25 minutes
- Play shall be 5v5
- Gender ratio: 4 men to 1 woman
- Captains may agree to adjust the ratio to 3 men and 2 women if desired
- In cases where one team lacks women or players, captains are encouraged to work with each other.
- If no agreements can be made, the team lacking in players must play a man or woman down
Rules of Play
- The front of the end zone will be marked with two cones and should be set up "on or close" to the soccer goal box line
- The back of the end zone will be the back wall, excluding the area inside the soccer goals.
- There is no back of the end zone except for the physical walls and inside the soccer goals. (Please don't hurt yourselves.)
- Each game begins with both teams lining up on the front line of their respective end zones.
- The defense pulls the disc to the offense.
- The pull is put into play where the receiving team catches it or where it comes to rest (Out of Bounds rule applies).

- Scoring:
- Each time the offense completes a pass in the defense’s end zone, the offense scores a point.
- There is no pull after a score.
- When a team scores, the receiving player acknowledges that they have scored a point. (Raise both arms fully extended, straight up, palms facing inwards)
- The disc is immediately placed on the ground at that spot.
- Opposing Team Gaining Possession:
- The opposing team has a 7-second* pre-stall to take possession of the disc.
- They can take the disc up to the front from where it was placed or to the center of the goal line.
- A nearby defender may begin a pre-stall of 7 seconds by announcing "pre-stalling 7, 6, 5, 4, 3, 2, 1."
- The defender must be within 10 feet of the disc to begin the pre-stall.
- After reaching 1, the defender can start the normal 7-second stall count, even if the offense is not ready to begin play.
- The offense can start play earlier than this by self-checking the disc or having a defender check the disc.
- To accelerate play, all on-field fouls and violations must be resolved in 20 seconds or less.
- Emphasis needs to be on quick, friendly discussions.
- The clock is stopped for injury calls.
- The disc may be advanced in any direction by completing a pass to a teammate.
- Players may not run with the disc.
- The person with the disc (“thrower”) must set a pivot and has 7 seconds to throw the disc.
- The defender guarding the thrower (“marker”) counts out the stall count. (Stalling one, two…)
- The disc is considered stalled upon the utterance of the “S” in seven.
- Contested stalls come in at “stalling 5.”
- Out of Bounds:
- If the disc contacts an outside barrier, it is considered out of bounds; the disc is placed at the point closest to that spot.
- When the disc hits the ceiling/net, a turnover occurs and play resumes closest to where the disc lands.
- No playing the disc off the wall or net.
- Walls:
- If the disc touches the wall it is considered out of bounds.
- A player who is contacting the wall is considered in bounds.
- Jumping off the walls is prohibited.
- Substitutions may occur after a score, during a timeout, Injury timeout, or on the fly.
- Players subbing out should touch the team wall or door to signal they are subbing out.
- Once this occurs, the new player may enter the game.
- Games end when the clock expires.
- No caps and no finishing points.
- The clock is stopped for injury calls.
- The disc must be in the air for the throw to count for buzzer beaters.
- One (1 minute) timeout per team per game.
- The game clock continues during timeouts.
- No timeouts with five or fewer minutes remaining in the game.
- In the case of ties, play continues until one team scores an additional point. "Next point wins."
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