- All players must complete the online Consent Agreements before playing any game.
- Teams must have a minimum of 12 players on their roster (or 10 players for 5-on-5 format).
- Teams must have a minimum of 6 players, 3 of each gender match, on the field to play (or 4 players, 2 of each gender match, for the 5-on-5 format).
- Gender ratio - endzone decides: Choose an endzone at the beginning of the game that will be the "choosing endzone." Whichever team starts a point in that endzone may choose the gender ratio (4M/3W match or 3M/4W match), regardless of whether they are on offence or defence. The other team must match. This rule applies to 7-on-7 format only. (cf. WFDF A.7.3 - Ratio Rule B)
- 4M/3W matching is still typical for most points, but teams should expect to play 3M/4W.
- Each team must have a light and dark uniform or distinctive jersey at each game.
- To be eligible for playoffs, a player must be on the team's roster and have played a minimum number of regular season games:
- at least 5 games for Summer league and Winter Turf league;
- at least 4 games for all other leagues.
- 7-on-7: The VUL uses 20 yard end zones and a 10 yard brick.
- 5-on-5: The field is 25 yards wide and 70-72 yards long, with 10-12 yard end-zones. There is no brick.
See Turf Field Layout - use other fields lines if feasible, without altering dimensions too much.
C. Game Timing
- All Formats
- The Carbon Flip is the default mechanism for the pre-game flip.
- For defaults, the ready team is awarded a 6-0 win. The defaulting team will be charged a $25 default fee.
- When the soft-cap occurs, the current point is completed. The game is then played to the highest score at that time + 2, except point caps still apply.
- When hard-cap occurs, complete the point in progress and stop. A point has started if one team has signalled to the other they are ready for the pull. Ties are OK (except in playoffs – play one more point).
- Timeouts are not allowed once a game has been capped. If a time-out is called during a cap, play stops, that team is charged with one time-out, and play immediately restarts with a check. If the calling team had any timeouts left, they retain possession; if they had used their 2 timeouts, it is a turnover.
- 7-on-7 Regular Format ("double-header")
- Games are to 13 points with a point cap at 15.
- Teams are expected to be ready within 15 minutes of the scheduled start time. Teams that are not ready to play 30 minutes after start time should receive a "poor" spirit rating in this category from the opposing team. Teams with 5 "poor" scores will be fined the equivalent to a Default fee. A team has Defaulted if they are not ready to play 45 minutes after the start time.
- Each team has 2 timeouts per game. There is no half-time.
- Soft-cap starts 75 minutes after the start time (e.g. 7:15pm and 8:45pm in summer). Hard-cap starts 5 min before the scheduled end time (e.g. 7:25 and 8:55). Teams should consider an earlier hard cap time if time is needed to vacate the field.
- For weeks with one game (including Playoffs), if your game starts at 6:00 or 7:30, continue to use these Regular format rules. If your game starts at 6:30pm or 7:00pm, use the 7-on-7 Single format rules instead.
- 7-on-7 Single Format (one game)
- Games are to 17 points with a point cap at 19.
- Same rules for start times as 7-on-7 format.
- Each team has 2 timeouts per game. There is an optional 5-minute half-time when the first team reaches 9. There are no "mirrored-halves".
- Soft-cap starts 105 minutes after the start time (e.g. 8:15pm in summer for a 6:30pm start). Hard-cap goes on after 120 minutes.
- 5-on-5 format
- Games are to 21 points with a point cap at 21.
- Teams are expected to to be ready within 10 minutes of the scheduled start time. Default occurs if a team is not ready to play 30 minutes after the start time.
- Each team has 1 timeout per game. Half-time occurs when the first team reaches 11. There is no break, but teams switch ends and re-pull.
- There is no soft-cap. Hard-cap goes on 5 minutes before the scheduled end time. Teams must be completely off artificial turf fields by the end time.
- 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.
- 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.
- 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.
E. Other 5-on-5 Variations
- Stall counts are to 8. Normal Delay of Game rules apply (count-downs from 16 and 8).
- There is no pull after a point. When a team scores, the receiving player acknowledges the goal and immediately places the disc on the ground. The other team has 8 seconds to take possession and put the disc into play at that spot (they cannot walk the disc to the goal line).
- Players substitute on the fly. The designated sub zone is at the midline of the field, 10m in length, marked by cones. Every player entering the field must "high five" the outgoing player on the sideline before entering the field.
- At the beginning of a game, both teams line up at the back of the end zone for the initial pull.
- When a team gains possession in their endzone, if the disc left the field of play, it the disc can be put into play on the perimeter line where it crossed, or brought to the front of the endzone at the point closest to where it crossed the perimeter line. But if the disc did not leave the field of play and came to rest in the endzone, it is put into play where it came to rest.
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.