Games will follow the current USAU rules with the following changes/amendments:
Rosters/Teams:
All players must be registered by the Jan 6th deadline. Any changes during the season must be approved by the commissioner before taking effect.
If a team has an unregistered player participating in a game, that team will receive a forfeit for that game.
Teams will field 5 players (minimum of 4 to avoid a forfeit). MMP/FMP ratio will be announced after registration ends.
Substitutions may be made at any point during play. The player leaving the field must high-five their subbing teammate within the substitution line (defined below in 3. Field of Play). Substitutions may also be made during a team timeout, but this must be announced to the opposing team.
Game Time/Clock
Games are 45 minutes long (hard-capped at 50 minutes). The game clock does not stop for any reason. Games must start and end on time.
There is a 2 minute halftime at the 25 minute mark (or the soonest stoppage of play after the 25 minute mark). Play may restart (with a pull, see below 6. Pulls) when both teams are ready, or 2 minutes after halftime starts, whichever is sooner. If, at the end of halftime, the pulling team is not ready, the receiving team may begin play at the brick mark. If the receiving team is not ready, the pulling team may begin play as if there was a turnover on their goal line. (This rule is meant to expedite play, not to be abused. Please warn the opposing team of halftime ending if they are not set. Please only invoke this rule if there are excessive delays of game.)
Each team will have one 60-second timeout per game. Play will stop, but the game clock will NOT stop. Teams may substitute during their timeout, but must announce the substitution to the opposing team. Teams may not use their timeout during the last 5 minutes of play.
At the 45 minute mark, play may continue until the current point is scored, at which time the game is over. In case of a tie, one more point can be played until the hard cap is reached. Play is dead immediately upon the 50 minute hard cap and may result in a tie game.
Field of Play
Field will be 20 yards wide and 38 yards long. End zones will be 4 yards deep. Central zone will be 20 yards wide and 30 yards long.
There will be one brick mark at the center of the midline.
The out-of-bounds area includes everything not inside the boundary lines, defined by cones and pylons. This includes walls, nets, lights, etc. If the disc contacts anything out-of-bounds, it is a turnover at the point on the edge of the center zone closest the point the disc landed.
The substitution line will be a five yard wide line on the sideline at midfield. Cones/pylons will mark the outer points of this line. Players waiting to sub on must stand behind this line and may not enter the field of play until high-fived by a teammate leaving the field.
Stall Count
Stall to seven, starting with "stall one".
On turnovers, including change of possession, the stalling team may pre-stall to seven. In order to begin the pre-stall, a member of the stalling team must touch the disc in a legal in-bounds position and assume a marking position. After the pre-stall, the marking player may begin the regular stall count regardless of whether the offense has picked up the disc.
Scoring and Change of Possession:
Points are "make-it-drop-it". The scoring player should immediately place the disc on the center of the goal line. The opposing team may then pick up the disc and begin offensive play. If there is a delay of game by the scoring team (e.g. not quickly placing the disc) the opposing team may begin play at the brick mark.
After a score, the opposing team cannot score on the first throw from their end zone. They must throw at least one complete pas before scoring. If the first throw is caught in the end zone, not goal is scored, and the receiver must check the disc on the goal line and resume play as if they caught it at the goal line.
Pulls
There are only two pulls in a game, one at the start and another to restart play after halftime. Each team pulls once. Opposing Captains will agree before their game which team will pull when.
Both teams must have one foot on the back of the endzone until the pull is in the air.
If a pull lands in-bounds (including the endzones) and rolls out-of-bounds, the receiving team must start play on the boundary line where the disc left the field. If the pull lands in-bounds and rolls out the back of the end zone, the receiving team must start at the point at the back of the end zone where the disc rolled out.
If a pull lands out-of-bounds, the receiving team starts play at the brick mark.
A dropped pull is a turnover and the pulling team starts on offense where the disc stops (or left the field). The team committing the turnover may then start a pre-stall according to the rules above in 4. Stall Count.