Sprint Format Rules, 3rd Edition
Sprint format rules for
indoor Ultimate.
This system was invented in
order to allow players to get more playing time in the 1-hour game, end
arguments about capping games, and make better use of the limited time
available for games. The sprint format will provide a faster paced game, more
time playing during the hour, as well as a good workout.
The scored-upon team will
put the disc in play from where a team scores a goal – a la basketball – and
allows substitutions to occur freely during any time the disc is in play on the
field.
For each game, there is a
scorekeeper from a team not involved in the game. The scorekeeper should
pressure captains to begin their games on time, keep a timer on each quarter of
play, but mostly just keep score. The scorekeeper will have the only official
score for the game. The scorekeeper should be supplied with a white board,
dry-erase markers, stopwatch, cones, and a bin in which to store all this
stuff.
The rules for play are as
follows.
1.
4 quarters of play, each 12 minutes (if plays starts on time).
a.
No stoppage of the clock during the quarter, except for a timeout.
b.
90 seconds between Q1-2 and Q3-4, and a 2-minute halftime.
c.
Each team receives one 90-second timeoutper half and one 90-second
floating timeout per game..
d.
Scorekeeper will shorten the quarters to fit in the hour-long time slot
if teams are not ready at the start of the game.
e.
If one team is ready at or after the scheduled start time and the other
is not, the scorekeeper will start the clock and add 1 point per minute to the
score of the team that is ready. (The scorekeeper should not hesitate or
threaten to make this point assessment - he/she should just announce the start
of the game, and then assess each point at the required time.)
2.
If the disc is in the air when the clock expires for the game or a
quarter, the game/quarter ends when this pass is resolved -- caught,
intercepted, or not caught (hits the floor or out of bounds area). If the disc
is not in the air when the clock expires, the game/quarter is over at the time
the clock expires.
a.
If the game is tied when the game clock expires, then the teams will
flip for possession and immediately line up in their respective end zones and
then play “sudden death”; next team to score wins.
b.
Team with the higher score at the end of the game wins; no win-by-2.
3.
When a team scores, the scoring player drops the disc. The other team puts it in play going the
other way, as if it were a turnover in the end zone (play where it lies or walk
to goal line). Since possession of the
disc is transferred immediately, the scoring team cannot call a time-out after
a score.
4.
Substitutions are allowed any
time players may move on the field (disc is in play).
a.
The player subbing out must tap the wall of their team’s bench before
the player subbing in can enter the field.
Subbing out player must then immediately leave field.
b.
Substitutions are not permitted during called timeouts.
5.
Opposite team pulls each quarter. Teams switch end zones only after halftime.
6.
On a turn, the disc must be put in play within 10 seconds and always as
quickly as reasonably possible. Marker may warn ‘delay of game’ and begin
stalling if offense does not put disc in play in a timely manner. (This is as
if the O player is standing over the disc in normal rules.)
7.
Any walls or nets containing the playing field are out of bounds. If a disc makes contact with an out of
bounds area, the disc is no longer in play and the defending team assumes
possession at a point relative to where the contact was made. If a player makes contact with a wall/net in
the process of making a catch, the catch is good, as long as the disc doesn’t
make contact with the wall/net before control of the disc is established.
8.
If a foul occurs in the last 10 seconds of a quarter and the disk should go back to the thrower, the timekeeper should put 20 seconds back on the clock, give the disk back to the thrower and play resumes.
9.
Otherwise, 11th edition rules apply.