Indoor Rules

The UPA 11th edition rules are followed with the exceptions outlined below.

A. Teams

  1. All players must complete the online Consent Agreements before playing any game.
  2. There will be 5 players from each team on the court at all times, with a minimum of 2 of each gender. Opposing teams are not required to match gender ratios.
    • Teams wanting to use different gender matching ratios MUST have agreement with the other team's captain before the start of the game.
  3. Each team must have a light and dark uniform or distinctive jersey at each game.
  4. To prevent stacking of teams, each team is allowed a maximum of three subs per game. In the interest of fair play, we ask that the sub be of a similar skill level as the player he/she replaces.

B. Game

  1. Safety is the most important principle. As we play on a much smaller area, the first concern of all players must be to play safe and avoid contact in every way possible.
  2. There will be a five minute warm-up period at the start of your game. The first game starts promptly five minutes later. For every two minutes past 5-minutes-past-game-time that a team does not have a line on the court, the opposition is entitled to count points, to a maximum of ten points. If ten points have been awarded (ie: 20 minutes have elapsed), the game is forfeited, with a score of 10-0 being awarded to the other team. A five-minute warning will be sounded 7 minutes before the hour ends. With 2 minutes remaining, the game will end regardless of score. If the disc is in the air when the game ends, the result of that throw will stand. The remainder of the point (if that throw does not result in a score) is not played out. There is no overtime during regular season play.
  3. Games start with a pull, with each team starting at the back line of the end zone. The pull is put into play where a) it is caught by the receiving team or b) it comes to rest.
  4. There is no pull after a point. When a team scores, the receiving player acknowledges that he/she has scored a goal and the disc is immediately placed on the ground at that spot. The offensive team has 10 seconds to take possession of the disc (Delay of Game rules apply) and cannot walk the disc up to the front of the goal line. The offense must put it into play from where it was placed by the scoring team.
  5. Stall counts will be to 7 rather than 10 to keep play fast-paced. The disc is considered stalled upon the utterance of the ""s"" in seven. Contested stalls come in on ""stalling 5."" Any calls normally coming in on ""stalling 6"" come in on ""stalling 4"" in VIU. All other violations and fouls are resolved the same as in the UPA 11th Edition.
  6. Players substitute on the fly. There is a designated substitution box for each team at the midline of the court defined by the red lines on the court. Every player entering the court must high five the outgoing player before entering the court. There may be only two players from each team in the substitution boxes at any one time.
  7. In addition to out-of-bounds rules according to marked/coned lines, when the disc hits an object (wall, ceiling, person/object on the sideline) it is out-of-bounds. A turnover results and the play starts on the playing field proper closest to where the disc has come to rest.
  8. If the defence takes possession of the disc in their own end zone, they must play from where the disc lies. They may not walk the disc to the front or side of the end zone. This includes turnovers resulting from the disc being played out the back or the sides of the endzone. When the offence takes possession of the disc in the end zone they are attacking, the offence must take the disc to the front of the endzone and play from there.
  9. Points may not be scored on throws that originate from the defensive half of the court. In other words, in order for a point to be scored, the throw must originate from within the same half as the attacked end zone. All points of ground contact of the thrower must be in the offensive half of the court. Straddling or touching the halfcourt line is considered to be part of the defensive half. Completed passes to a receiver in the attacking end zone from behind the halfcourt line must be taken to the front of the end zone and played from there, as if that player had caught outside the end zone and run in. If the disc is placed on the ground in acknowledgement of a point when a point has not been scored, it is considered a turnover. Completed passes tipped by another player (defence or offence) fully on the offensive side of half count as a point.
  10. Offence cannot jump backwards or sideways into the endzone to score.  If a backwards or sideways jump into the endzone occurs, it is not considered a point. Instead, offence will have to take the disc to the front of the endzone and play it from there.
  11. Each team has one 90 second timeout per game. Brief stoppages are also allowed to explain rules to newer players. Timeouts cannot be called within the last five minutes of the game (ie: after the 5 minute warning). Doing so results in a turnover.
  12. There will be no ties in playoff games. Games ending in a tie at the buzzer will be decided by sudden death overtime. Teams remain on the court as if the buzzer had not sounded and the game continues. The next point wins the game. If the team in possession of the disc drops the disc at the sound of the buzzer thinking the game is over, it is considered a turnover.

C. Miscellaneous

  1. Footblocks are not allowed. If a footblock is attempted (successfully or not) by a marker within 3 meters of the thrower, the thrower can call a foul.
  2. Fouls: A foul occurs when one player initiates contact with another before, while, or directly after either player makes a play on the disc. (cf. WFDF 17.2, 17.6, 15.1)
    • This means non-incidental contact immediately after catching or blocking the disc is a foul, where "non-incidental" is any contact that is dangerous or affects the play. 
  3. Dangerous Plays: Reckless disregard for the safety of fellow players or other dangerous behaviour (such as significantly colliding into a stationary opponent) is considered dangerous play and is to be treated as a foul, regardless of whether or when contact occurs. This rule is not superseded by any other rule. (cf. USAU XVI.H.4 and WFDF 17.1.1)
    • This means that if a player feels their safety was threatened, they can call a foul even if no contact occurred. We trust that players will be reasonable and honest when making a calls without contact. See the Rules FAQ for more information on Dangerous Plays.
    • If players on a team are dangerous (especially if injuries occur), the team may receive warnings and/or be suspended from league play. See Spirit Violations & Suspensions under League Regulations.

Captains Clause

As stated in the 11th Edition: "A game may be played under any variation of the rules agreed upon by the captains of the teams involved."

This rule is applicable in the VUL. However, both captains must agree on any variation of the rules, and any rule change must not interfere with the games of other teams. In addition, pressuring another captain to change the rules against their will is a violation of the Spirit of the Game. To cite a common example: if your team only has 2 players to match one gender, it is not 'unspirited' for the other team to record a default against you; it is unspirited of you to complain if they do. Captains are responsible for ensuring they have enough players at each game

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