Indoor Social League
Indoor Ultimate is fun, accessible for all ages and fitness levels, and well suited to a ‘learn as you go’ approach. The game is played a little like netball but with a frisbee disc. It can be fast paced or careful and methodical depending on your approach. For beginners, it is recommended that you don’t rush your passes and focus on retaining possession of the disc.
NZ Indoor Ultimate at a glance:
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A basketball court playing field
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Scoring is catching the disc in the basketball keyhole (minus the semi-circle at the top)
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4 players a side, mixed gender.
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Stall count of 7


4 players with two male and two female players. You can play 3:1 gender split but gender should be matched by both sides. Local competitions, social grades and leagues may have relaxed rules, especially when new or younger players are welcomed to the game.
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Team captains flip the disc like a coin toss before the game to determine who 'pulls' the disc to the opposition, and at what end each team starts at.
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The ‘pull’ is the throw at the start of each point that initiates play. A new pull happens after each point is scored, with the scoring team throwing to the opposition.
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Each team then lines up on opposite base lines on the basketball court. The pulling side (defence) usually lines up opposite the person they wish to mark.
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The person to pull, puts one hand in the air to signal that they are ready to commence play (this happens at the beginning of every point). They must wait patiently for someone on the opposing team to raise one hand in response before pulling.
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A pull should land in court. It is very important the ‘pull’ is respectful, not aggressive, dangerous, time wasting, or intentionally thrown out of bounds.
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The receiving team either catches the pull, lets it land and takes it from where it stops, or takes it from where it goes out of play.
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If a team makes a pull that is uncatchable and lands out on the full then it can be "bricked". This means that they can bring it out to the centre of court if they want, or begin play from the sideline where the disc went out of bounds.
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Dropping the pull is not a turnover for beginners, but the player who dropped it has to pick up the disc.
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You are not allowed to run while you have possession of the disc (“travel”).
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The rules for travel are not as restrictive as netball or basketball and emphasises safety and common sense for the players. After catching the disc while running, you are expected to stop within a comfortable/reasonable number of steps. You may not change direction or speed up when stopping.
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Once you stop, you must keep one foot grounded in place (establish a pivot foot), but you are allowed to move the other foot: this is called pivoting.
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For beginners, you should avoid throwing while running until you understand the ‘travel’ rules well. It is best to have a pivot foot established before passing.
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The thrower has 7 seconds to throw the disc. A defender can stand in front of you and count aloud to seven in one second intervals. If the disc is still in hand at the “s” of “seven”, the other team gets immediate possession of the disc.
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A defender needs to stay a minimum of a disc width away from a player and needs to be careful to avoid contacting the thrower.
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A person being marked is allowed to protest if the stall count is too quick, or if a foul is called. Play is temporarily stopped and the issue resolved before starting on an agreed stall count number (eg “Disc in on 4 count, in 3…2…1” - play resumes)
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A player may hold the disc indefinitely without a mark. Only the marker may initiate a stall count with the word “stalling”, and must be inside two metres of the mark.
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The defensive team takes possession of the disc (a “turnover”) if the offence fails to catch a pass, if they catch it out-of-bounds, or if it is intercepted or knocked down by a defensive player.
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Turnovers also occur when:
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The marker reaches “seven” on the stall count before the disc is thrown
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The disc is handed from one player to another without being thrown
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The thrower catches their own throw without the disc being touched by anyone else ○ If a disc is caught by the other team, in which case they may continue play.
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To score, the attacking team needs to catch the disc in the end zone. The ‘end zone’ for New Zealand Indoor is the basketball key.
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If you are in the air, your first point of contact must be in the end zone to score.
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If your foot touches the goal lines it is not a goal.
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After a goal, play stops and teams swap which end zone they are defending.
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Ultimate is a non-contact sport. Physical contact should always be avoided.
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Contact that is dangerous or affects the outcome of the play is a foul.
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As ultimate is self-refereed you need to call your own fouls.
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The thrower may not be defended by more than one player at the same time (“double team”).
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The marker may not come closer than one disc diameter to the throwers (“disc space”).
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The marker may not hit or grab the disc out of the hand of the thrower. They may however try to block the disc with their hands or feet after it is thrown.
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The thrower must not intentionally use their body or pivot to enter the defending players space or contact the defending player. (The pivot can be used 360 degrees to avoid the marker)
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If a defender contacts their mark when they are throwing, this is a foul and the offence may replay their possession.
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If opposing players catch the disc at the same time, the offensive player gets possession of the disc.
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Players are not allowed to create shepherds, picks or screens to obstruct the path of defensive players.
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When a foul is called, all players must return to the court position they were in at the time of the foul
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while the foul is discussed between the two players involved before play resumes.
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A player who is unsure or needs help with understanding the rules or the infringement being called, may ask another player from either team or the sideline to join the conversation and assist. At no timer should other players engage in discussion without an invitation.
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Players may respectfully disagree (contest) a call, and if this is done, possession returns to the previous legal possession of the disc before the infringement. Play resumes at the agreed stall count number (eg. “Disc in on 4 count, in 3…2…1” - play resumes)
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Frisbee is different to other sports in that the attitude, intensity and overall quality of your opponents performance (Spirit) is also scored. It is common that tournaments generate both a Tournament Champion based on wins, and a Spirit Champion based on the following criteria:
At the end of the game, all players shake hands before gathering as individual teams to discuss ‘the spirit of the game’ and award MVPs from the opposition. Team members rank the opposition on each of the above criteria out of 4, with a score of 2 being a normal uneventful but well played game.
If a 0 or 1 is recorded, specific feedback is given in a constructive way that helps the opposition team to improve their performance. If a 3 or 4 is given, specific encouragement and gratitude is expressed as a sign of respect and acknowledgement. Marks of 0 and 4 are rare, and generally indicate exceptional circumstances.
It is typical of all participants to vote by holding out the number of fingers for the score they think the opposition deserves for each
criteria. Team members showing scores higher or lower than 2 should speak, then the team revotes and the dominant score by vote is taken
and any comments noted.
After the individual team discussion, both teams gather in a ‘spirit circle’ and intermingle with the opposition as a nominated member from each team thanks the opposition and gives feedback on their ‘spirit score’. The losing team speaks first. This is a feedback session only, and further discussion can after the spirit circle finishes.