Indoor Rules

Halifax Ultimate follows the 11th edition rules for Ultimate, with the following additions/differences:

Timing
Team captains are to mutually agree on an official time piece before the start of a game. The time piece will be used to determine the Time Cap of the game. If possible, there should be an audible alarm set up to indicate the end of Time Cap.
 
Flip
Prior to the start of a game, captains should flip a disc to decide a few game parameters. One captain flips the disc, while the other chooses "up" or "down", describing how the disc comes to rest on the ground. A disc is "up" if the disc face faces up, and "down" if the disc face is down. The winning captain gets to pick their choice of first parameter, and captains alternate for the last 2. Those parameters are:
 
- Who starts on Offence/Defence
- Which end to start at
- Which colour to wear
 
Player substitution
Players are allowed to sub on the fly, meaning they can tag a teammate on the sideline to sub in during game play. A physical tag MUST be made for a player substution. A sub made without a tag, or further than 2.5 m from the center line, or 5+ players on the court, is a 1 point penalty (the other team is awarded 1 extra point) if the violation is uncontested. If the violation is contested, play will resume after both teams indicate their readiness to continue. Only a player on the court can call this violation. A cone will be placed 2.5m on each side of the center line to mark the substitution area. 
 
Too many players on the court/field
See "Player substitution" rule above.
 
Gender Ratio
The table below shows the ratios allowed in a game. The standard ratio is to be used for all games. If either team cannot meet the standard ratio, they are permitted to use the optional ratios indicated, however, the other team does not need to match.
 
League Type Standard Ratio Optional Ratio
7v7 Co-ed 4M 3W 4M 2W
3M 3W
5v5 Co-ed 3M 2W 2M 2W
3M 1W
4v4 Co-ed 2M 2W 2M 1W
1M 2W
4v4 Single Gender 4M or 4W 3M or 3W
 
Point Cap
Games have no point cap.
 
Continuous play
After a point is scored, a player should raise the disc in the air to indicate to the time-keeper that a point was scored. They should then drop the disc in place immediately. The opposing team can then pick it up and either:
1. Take the disc to the front of the endzone, in line with where the point was scored, tap it in, and begin play.
2. Take the disc to the centre front of the endzone, tap it in, and begin play.
 
Half Time
 
Game Length Half Time length Taken When?
50/55m 2.5 minutes After the first point is scored past the halfway mark of the game's time slot
1h25m 5 minutes
 
Game Start/End
Games are to start and end as scheduled. If the start of a game is delayed for any reason, the game's end time is to remain as scheduled
 
Game End
Games end when time runs out. A disc is considered dead as soon as the game ends, regardless of the state of the disc.
 
Games are not required to be won by 2 points. Ties are allowed in the regular season and pool play.
 
There will be no “chances to tie”, “breaking the tie”, or “playing the point out” after the end time during a regular season (or pool play) game. If there is a tie when time cap is reached during a crossover or playoff game, the next point scored wins.
 
Timeout
 
Game Length # of timeouts per team Timeout length
50/55m One per game 1m30s
1h25m Two - 1 per half 2m
 
Any timeouts called in the final 5 minutes of a game, or when the team doesn't have any remaining timeouts, results in an immediate turnover.
 
Obstructions
During play, if the disc hits any obstruction (hanging object, curtain, wall, ceiling...etc), a turnover is assessed, and the disc is to be put back into play at the spot closest to where the obstruction was hit.