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SAUL – Rules

1. Gameplay
1. 2 halves – 20 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
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
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
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.
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.

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

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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