Carmel Valley North House Rules

The Rules of Lunch Ultimate - September 2004


Kick-Off (a.k.a. The "Pull")

A kick-off that goes pas the end line without first being touched in bounds results in a free throw-in up to the 1/4 field marker and the opposing team cannot defend in the 1/4 field area until the free throw-in has been made.

A kick-off that goes outside the side lines (with lines extending infinitely) without first being touched in bounds results in a free throw-in up to the 1/2 field marker and the opposing team cannot defend in the 1/2 field area until the free throw-in has been made.

Both of these rules also apply to the case where the disk rolls out of bounds.

Receptions

After the disk is first touch, a reception that carries the receiver beyond the reception point (spot where first contact with the ground is made) into the end zone or out of bounds will be brought back to the spot of the reception and the stall count will not start until the receiver returns to that spot and performs a ground check (which is when you tap the disk on the ground). The ground check is important because it signals to everybody that the disk is in play. In all cases, players cannot advance the disc until they stop and secure a pivot foot.

Receptions made near the end zone will count as a score if the first foot that touches is on or over the line. If both feet touch together (i.e at the same time) and one of the feet is on the line or in the end zone, this will count as a score. Otherwise, the receiver is deemed "not in".

Receptions made near the side line will be considered "in" if the first foot that touches is in or on the line. If both feet touch together and one of the feet is out of bounds, the catch is considered "out".

  • Clarification: The word "foot" implies the first point of contact with the ground, whether it be an elbow, a hand, a shoulder, a knee, the disc, your face, etc.

Whoever has the best view of the play in question should make the call.

Checks

There are two types of checks, ground checks and player checks. A ground check is when you tap the disc against the ground. A player check is when a defender checks the disc by touching it. Checks occur after all stoppages of play (fouls, disputes, receptions that go out of bounds, etc.) The purpose of a check is to signal to all players that the disc is back in play.
Examples:

  • When a reception carries you out of bounds or into the end zone: ground check. Note that in this case, play never stops.
  • For all fouls and disputes: player check.
  • For all fouls and disputes where there aren't any defenders near the disc: ground check.

Fouls

A foul (illegal contact, pick, travel, double team, fast stall count, throw from out of bounds, guarding too closely) may be called by either the offensive or defensive player involved and play will resume from the spot of the last thrower (who gets the disc back to resume play) before the foul. When any call is made, all players must stop moving and is not resumed until all players return to the spot on the field they were at the time the foul occurred.

Stall Count

The default stall count is a Five Count of "Stall 1, Stall 2, Stall 3, Stall 4, Stall 5, Down" uttered at a speed of no faster than 1 second per stall. This gives a total of 5 seconds to make a throw from the time the count is started. The interval between each stall count, including the final "Stall 5 and Down", shall be the same. When one team has more players than the other team, the default stall count against them is a Four Count of "Stall 1, Stall 2, Stall 3, Stall 4, Down". Default counts (i.e. the number of stalls) can be changed by the agreement of both teams.

Stall counts that are interrupted due to a foul are resumed as follows:

  • Foul on offense: Stall count goes back to whatever it was right before the throw went off.
  • Foul on defense: Stall count resets at zero.

Game Scores

The default is a game to 5, win by 1. With the agreement of both teams, the game can be played with no minimum (i.e. keep playing until time expires, do not reset the score).

When one team is clearly at an advantage, teams are encouraged to makes changes to the teams or the stall count to more evenly match the teams.

Disputes

We recognize we are playing for fun, yet some of us are more competitive than others. We encourage everyone to remind others to "keep it light". When there is a dispute that is not immediately resolved, the play will resume from the point of the last play before the disputed play with a stall count of zero.

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