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SAUL – Rules

Updated Rules 10/5/18

Punctuality

Each game clock starts at the top of every hour. If teams are late, it eats into their official game clock. After 10 minutes, a team that doesn’t have minimum 4 players on the field pays for entire $30 ump fee, 2 points awarded to the team who got there on time. Notification of inability to field a team should be: the morning of game day or prior day?

Uniform

Each team must be wearing a league-mandated uniform or a matching color t-shirt in order to play. For every player that is missing this uniform or matching colored shirt, they will be assessed one touch down per instance.

Roster

Need to have 4 people on the roster and 4 to start a game. You can have a maximum of 12 players on the roster. In order for someone to play they must be registered. If a player doesn’t register and plays they will cause the team to forfeit. If one team has 4 and the other team has 5 – you play 5 on 4.

1. Gameplay
1. 2 halves – 25 minutes each half – unlimited scoring
2. Field – set up with cones1. 20 yards for the end zone on either side if using the full field, you adjust it proportionally to the field at hand.
3. Mercy rule if up by 12
4. There is no contact under any circumstances
1. An attempt at the frisbee is fine, but even incidental contact is a foul. Offensive and defensive player must have legitimate chance @ catching the disc, either player can not purposely initiate physical contact to prevent the other player from catching the disc.
5. No picks or blocking.
6. On a throw off pull, you must be behind the disc thrower. Failure to be behind is a 5-yard penalty – both teams need to be in the end zone
7. Must leave at least 1 disc worth of distance between you and the thrower
1. If the person throwing the disc cannot throw the disc because you are so close to them that is a foul – in the event of this foul, everyone stops and you restart the play.
2. This refers to legal marking position. In general, this means there is sufficient space between the marker and the thrower’s torso, the marker is not straddling the pivot, and the marker’s arms are not “wrapping” the thrower.
3. No defensive double-teaming an offensive disc handler.
4. Hitting the disc in a player’s possession is a foul.
8. No running with the disc. On a throw, you cannot move with the disc, or take more than one step off your pivot foot.
9. The time clock is stopped when the disc makes contact on the ground or disc is out of bounds and not in play.
10. A turnover is defined as an interception by the defensive team or the disc makes contact with the ground by the offensive team or thrown out of bounds and not in play. A foul will also result in a turnover.
11. If your momentum on a catch takes you out of bounds you keep the disc but need to get back to the sideline tap and begin play.
1. The disc may fly outside a perimeter line and return to the playing field, and players may go out-of-bounds to make a play on the disc as long as the player is not making contact with the out-of-bounds area while in possession of the disc.
2. Possession of disc on in-bound field determines positioning of disc. A disc caught (full possession) when player is airborne AND first point of ground contact is out-of-bounds will be deemed a turnover. The player’s first point of ground contact – If a player clearly lands on his toes first and then continue down onto his heels, his toes are the first point of ground contact. If a player lands fairly flat-footed and it is not possible to determine which part of the foot contacted the ground first, the entire foot is the first point of ground contact.
12. You must tap the disc on every stoppage of play unless it is a turnover on an intercepted catch. If you do not tap the disc the play is null and you bring the disc back and resume if you threw it and a play was made. If you threw it and a play was not made you lose the disc.
13. Must enter the end zone on a pass, cannot have your momentum take you into the end zone.
14. Momentum is defined by the natural force that is required to stop and slow down – cannot take excessive steps, and momentum can never take you into the end zone
1. If momentum takes you into the end zone, you must bring the disc back to the 1-yard line, tape it in and play the game.
15. Referee calls are final. There is no review and there is no arguing once referee makes final call. Any threats made to the referee will be grounds for expulsion from league.

Brick Rule:

When throwing the frisbee if your throw lands out of bounds or in the end zone. The referee will call a brick. At brick, everyone stops. Both teams the offense and defensive team stop. The player closest to the disc gets the disc and taps the disc at the 5-yard line at which point all can begin moving. If players continue to move after brick has been called they have to go back to their location. If a team continuously violates this rule the referee will issue a yellow card to the team and all players will receive a warning. Excessive violations of the brick rules will result in ejection from the game. This will affect them in other penalties as if they receive a 2nd or third they will be ejected.

If the disc lands and rolls out of bounds that is ok.

The clock will start when the disc leaves your hands – you have a 10 count to throw the disc if you have not thrown the disc in 10 seconds you will lose the disc and the offensive team will receive it at the 20 yard line.

1. Culture
1. Keep it friendly
2. No Trash talking
1. No trash talking – first warning followed by immediate ejection
2. If you are ejected you are out the next week and cannot attend the game

2. Fighting
1. Absolutely NO fighting will be tolerated.
1. Any intentional physical altercations will result in immediate and permanent expulsion from the SAUL league and all SASN leagues with no refund of fees paid

3. Fouls

  • Holding a player is a foul. If that results in the player not making the play. The referee will rule that the play will resume where the disc landed. Not where the disc was thrown from.  The holding player will be given a warning and if they receive 2 warnings that is a yellow card on the third one they will be removed from the game
  • A pick is intentionally blocking the path of someone running similar to basketball and is a foul – which will be called.
  • When you possess the disc if you intentionally move your feet to spin around, or to gain an advantage that is a foul and a turnover.
  • When you possess the disc and are throwing the disc. Your non pivot food cannot move or it is a travel.
  • If you hold the disc on a turnover and are not giving it to the other team that is a delay of game and a yellow card for unsportsmanlike conduct and will result in a 5-yard penalty. Multiple attempts at doing this will result in expulsion from the game
  • If you want an explanation from the referee, do this during a timeout, if you are doing this during gameplay, then you have to remember that this is during the game and you cannot stop the game. Ultimate is designed to be a quick game and holding the disc and preventing the other team from continuing the play is seen as putting them at a disadvantage and will not be tolerated.
  • No trash talking to the other team if you are trash talking to the other team you will be assessed a warning which is a yellow card and subsequently ejected from the game.

 

Glossary of SAUL Terms

The Field — A rectangular shape with end zones at each end. A regulation field is 64m by 37m, with end zones 18m deep.
Initiate Play — Each point begins with both teams lining up on the front of their respective end zone line. The defense throws (“pulls”) the disc to the offense. A regulation game has seven players per team.
Scoring — Each time the offense completes a pass in the defense’s end zone, the offense scores a point. Play is initiated after each score.
Movement of the Disc — The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc (“thrower”) has ten seconds to throw the disc. The defender guarding the thrower (“marker”) counts out the stall count.
Change of possession — When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
Substitutions — Players not in the game may replace players in the game after a score and during an injury timeout.
Non-contact — No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
Fouls — When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve their own disputes.
Spirit of the Game — Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

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