VUL Rules - Exceptions and Additions to 11th Edition

A. Teams

  1. All players must complete the online Statement of Consent before playing any game.
  2. Teams must have a minimum of 12 players on their roster (or 10 for 5-on-5 format).
  3. Teams must have a minimum of 6 players, 3 of each gender matching, on the field to play (or 4 players, 2 of each gender matching, for the 5-on-5 format).
    • 4M/3F matching is typical, but 4F/3M matching is also allowed.
    • NEW! Endzone's choice: choose an endzone at the beginning of the game that will be the "choosing endzone." Whichever team starts the point in that endzone may choose the gender ratio (4M/3F matching or 3M/4F matching), regardless of whether they are on offense or defense. The other team must match. (Please not this rule applies to 7 v 7  games only.)
  4. Each team must have a light and dark uniform or distinctive jersey at each game.
  5. 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.

B. Fields

  1. 7-on-7: The VUL uses 20 yard end zones and a 10 yard brick.
  2. 5-on-5: The field is 23m wide and 65m long in total, with 13m end-zones. There is no brick.
    See Turf Field Layout - use other fields lines if feasible, without altering dimensions too much.

C. Game Timing

  1. 7-on-7 Regular Format ("double-headers")
    1. Games are to 13 points with a point cap at 15.
    2. 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 "poors" will be fined the equivalent to a Default fine.  A team has Defaulted if they are not ready to play 45 minutes after the start time.
    3. Each team has 2 timeouts per game. There is no half-time.
    4. 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.
    5. 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.
  2. 7-on-7 Single format
    1. Games are to 17 points with a point cap at 19.
    2. Teams are expected to be ready within 15 minutes of the scheduled start time. A team has Defaulted if they are not ready to play 45 minutes after the start time.
    3. 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".
    4. 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.
  3. 5-on-5 format
    1. Games are to 21 points (point cap is 21).
    2. Teams are expected 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.
    3. 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.
    4. There is no soft-cap. Hard-cap goes on 5 minutes before the scheduled end time.
  4. Details For all Formats
    1. The Carbon Flip is the default mechanism for the pre-game flip.
    2. For defaults, the ready team is awarded a 6-0 win. The defaulting team will be charged a $25 default fee.
    3. 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.
    4. 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).
    5. 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.

D. 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: NEW!  VUL Prioritizes safety. Contacting an opponent is a foul if the opponent's position was legal and the contact is significant or potentially harmful EVEN IF the contact occurs AFTER the play is made. (This is a clarification of the rules to encourage the avoidance of contact.) 
  3. Dangerous Plays:
        From the USAU Rule Book on Fouls:
           "Reckless disregard for the safety of fellow players of other dangerously aggressive behavior (such as significantly colliding into a stationary opponent), regardless of whether of when the disc arrives or when contact occurs is considered dangerous play and is treated as a foul. This rule is not supersede by any other rule."
    Notes from the VUL on Dangerous Plays:
        This means that if a player feels that their safety or that of another player is threatened, they are allowed to call a foul, citing dangerous play as the reason. However, there are many nuances to this rule that make it rather complicated to implement. See Rules FAQ for more information on Dangerous Plays.
    Teams will receive formal warnings from the VUL if a complaint of dangerous play is made against them in a game report or in a separate email to the league manager. If a team becomes a repeat offender, the VUL may take more drastic courses of action which could include but are not limited to: fines, observers or official VUL representatives sent to games, being assigned a mentor, removal from the league.
  4. 5-on-5 Variations:
    1. Stall counts are to 8. Normal Delay of Game rules apply (count-downs from 16 and 8).
    2. 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).
    3. 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.
    4. At the beginning of a game, both teams line up at the back of the end zone for the initial pull.
    5. 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.