Rules and Play Guide
Creator: Anthony Mustered
Non-moving water with play area of 120 yards by 50 yards
Goals are 32 inch spheres (or 55 gallon drums) anchored, 100 yards apart
Side field markers are placed on both outside boundaries at corners, ¼ field, and half field positions.
Disc: 175 gram 10.75 in diameter (regulation Ultimate Disc)
Kayak: Single passenger, no outriggers, no non-paddle propulsion
Lifejacket: Type 1 – 3, must be worn
Helmet (Recommended for leisure play, required for league play)
Failure to use safety equipment may result in avoidable injury. This is a contact water sport, there is risk inherent in playing.
In the event of a capsized player, play stops until it is clear that all players are safe, and their equipment is recovered (see League rule addendum)
A coin toss, or other method chosen by team representatives, at start of game determines the advantaged team.
The team that wins the toss chooses either possession of the disc or choice of field position. The other team selects the remaining option. After the halftime intermission the choices reverse.
A team that is scored against gets both possession and choice of field position for the following play.
Teams begin at their ¼ field marker line.
Play is initiated with a starting throw by the team in possession of the disc once readiness is indicated by both teams. Once the disc is thrown, both teams may advance.
Once both teams are lined up at their markers, a 30 second stall count is started to prevent Delay of Game. After the stall period, if the ready team had position, they also gain possession. If the ready team has possession, they may start play, regardless of whether or not the other team has declared a ready status.
Players advance down the field by throwing or carrying the disk towards the opposing team’s goal.
The disc can be caught, or scooped out of the water by receivers. A disc in the water may be claimed by either team.
A point is scored by hitting a goal with the disc, either by throw or by direct tag.
Possession is defined as a player having the disc in hand or in boat. Possession is established when a player has a grip on the disc in or above water, or when the disc is in/on a boat. The possessor of the disc is required to remove it from the water when they have possession. Until the disc is removed from the water it is legal to grip. This may result in multiple players with possession when the disc is removed from the water. In this case refer to the Maintaining Offense Rule.
Maintaining Offense Rule: If players from each team scoop the disc out of the water simultaneously, possession is granted to the player whose team last threw the disc.
When in possession of the disc, players may not move or steer their boat, except by leaning.
A player in possession may be stall counted 5 seconds by their opponents. An opponent must be within 10 feet of the player with possession for a stall count to occur. If the count of 5 is reached this will result in a turnover and free throw.
When a penalty occurs, the non-offending team is granted a turnover and a free throw.
The five second stall count must be counted loud enough for the thrower to hear.
In a free throw, the thrower has a stall count of 30 seconds.
Free throws take place where the disc is when a penalty is called.
Blocking or pushing opponents' boats with your boat is allowable, however, ramming another player will result in a penalty. (See the Ramming section under Penalties)
Discs in flight may be blocked with body or equipment, but a paddle may not be used to contact a disc in the water.
When a player throws a disc, that player may not be the next player to touch the disc. This is reset by any touch by another player, including with paddle or boat.
A designated goalie has a 30 second stall count when in possession of the disc and behind their ¼ field marker.
When an obvious rule break occurs, a foul may be called by any player.
EKU representatives may be asked for advisement only, but may not decide for the players unless safety is a concern.
A foul is determined by the fouler, fouled, and/or the player who called the foul. If agreement cannot be reached then the foul stands. As always, use good sportsmanship.
A capsized boat or foul against a player while the disc is within 10 feet of that player’s defensive barrel is a point for the opposing team.
General Safety Foul: If a player feels they have been forced into an unsafe condition, a safety foul may be called even if the condition is not addressed by the rules. All players are asked to utilize common sense and good sportsmanship when determining safety fouls.
Paddling: Moving or steering the boat, by means of the player or their non-boat equipment contacting the water, when in possession of the disc.
Contact Foul: Pushing, pulling or hitting another boat or player by hand or paddle. If two boats are stacked (one on top of another), hand contact to the opponent’s boat may be used to disengage with a single, clean push.
Departure Foul: Throwing equipment or leaving your boat during play.
Ramming: Ramming is defined as a boat bow or stern coming into contact with another player’s torso, or impacting another boat at an 80-90 degree impact, under power, or in an avoidable, unsafe manner.
Dunking: Touching the disc in the water with a paddle.
Tipping: Causing an opponent's boat to capsize.
Out of Bounds: Throwing or carrying a disc so that it exits the boundaries delineated by field markers. The foul is assessed once the disc, or the torso of the person carrying the disc, leaves the play area. The last person, boat, or piece of equipment to touch the disc before it left the boundaries of play is the fouling party.
Intentional Boat Stacking: Maintaining position with a boat on top of or underneath another boat. The foul is assessed if one of the parties involved in the stack is not trying to disengage after a stall count of two.
Hand-offs: Multiple teammates holding the disk simultaneously. One player must release the disc before a teammate can grab it.
Boating: Placing or throwing the disc into or onto an opponent’s boat, giving them possession.
Delay of the Game: Intentional and obvious behavior resulting in delay of the game.
League Specific Rules
In addition to a life jacket, players must also wear a helmet during League play.
League games are 90 minutes long, consisting of two 40 minute halves, separated by a 10 minute intermission. If, at the end of 90 minutes, no team has a point advantage, the game is declared a tie.
If, at any time, a team has 7 or more points with a 3 point or greater lead, they are declared the winner.
If a player capsizes (complete inversion of the kayak) they have 5 seconds to recover before a “tip over” is called, resulting in a turn over and free throw. Play continues during those 5 seconds and the free throw position is only marked at the end of that time.
In the event of a tip over, play resumes once the tipped player has left the play area or is righted and declares themselves “ready to play”. If the player is not “ready to play” within 30 seconds, they must leave the play area until they are ready, exiting the field at the closest point. Players may reenter the play field at that same point once ready, or may tag out with a teammate once they have left the field, allowing their teammate to enter play at the same place they exited.
Reserve players may switch with active players during breaks after points, during intermission, or during play at designated mid-field locations. Swapping players during play requires both players to touch the midfield buoy; first with the active player tagging out, then with the reserve player tagging in. Both players need not exit or enter on the same side, but it must occur at mid-field, in the correct order, with both players verbally identifying their touch. Additionally, a new goalie may be designated for any team without an active goalie during any stoppage of play.
If a team has an open position on the field, a player for that team may enter the field of play at any time, so long as they enter at midfield and audibly announce their entry, as with swapping out players.
League representatives may only intervene where safety is concerned. A consensus of both representatives, or a majority of all other fielded players, may remove a player from play for the remainder of the game for egregious or repeated (two warnings) safety violations. Players removed in this manner must leave the field immediately and may be replaced if able.
Should a safety foul occur (a foul wherein a player is hurt or put in direct physical danger), the foul always stands (cannot be waived), and the fouler is removed from play for five minutes of gameplay, until the end of the current half, or until their team is scored upon. These penalties are assessed regardless of player intent, and may occur in addition to other penalties for poor sportsmanship or player endangerment, if warranted.