WUDL Rules and Resources:
WUDL Rules and Policies (PDF)
Team Registration Form – (PDF)
Individual Registration Form – (PDF)
WUDL Inclement Policy 2010 (PDF or bottom of page)
What is Ultimate? An intro…
Combining the non-stop movement and athletic endurance of soccer with the aerial passing skills of football, a game of Ultimate is played by two seven player squads with a high-tech plastic disc on a field similar to football.
The objective of the game is to score by catching a pass in the opponent’s end zone. A player must stop running while in possession of the disc, but may pivot and pass to any of the other receivers on the field. Just like basketball, Ultimate is a transition game in which players move quickly from offense to defense on turnovers that occur with a dropped pass, an interception, a pass out of bounds, or when a player is caught holding the disc for more than ten seconds.
Although Ultimate resembles many traditional sports in its basic athletic requirements, the rules are simpler which allows the game to be self-officiated. The concept of Spirit of the Game™ is integrated into the basic philosophy of the sport, is written into the rules, and is practiced at all levels of the game from local leagues to the World Games.
Ultimate is a fabulous, high-energy sport that can be enjoyed by people of all ages and disc-skills who don’t mind a little running and a lot of fun. The description below applies to the outdoor version of the game. The indoor version, being on a smaller field, is somewhat modified (a slightly smaller field and fewer players) but mostly similar.
Picture, if you will, a playing field (usually grass, but desperate teams will play on almost any surface) as follows:
On this playing field are two teams of seven players each. The object of the game is for a team to pass the disc from player to player, all the way up the field, and catch the disc in their end-zone, which scores a point. Players cannot run with the disc, but must plant a pivot foot (as in basketball) and throw the disc to a teammate. When holding the disc, a player gets ten seconds to throw it to a teammate (five or seven seconds indoors), which is counted off by the defender guarding the offensive player (known as “marking” the thrower.) If the disc isn’t thrown in time, it’s called a “stall” and the defense takes over.
If the offensive team drops the disc, catches it out of bounds, or failes to complete a pass because a defender somehow blocks the pass, the other team picks up the disc where it lands and works to score in the other direction. Defenders gnerally play either a man-to-man or zone defense in their attempt to block a throw.
The game is non-contact – it’s a foul to hit the other player, or to hit the disc while it’s being held. (Blocking the disc right after it’s thrown, known as a “point-block”, is a very hot play!) Nor can a defender be “picked” off the player being guarded. Any play carried out with the main intent to prevent another player from having a fair chance at catching the disc or making a defense is considered a foul; in other words, you have to “play the disc, not the person!”
Probably the most important part of Ultimate is known as “The Spirit of the Game”. This catch-phrase is used to describe the respect that every player in the game has for his fellow players. No referees are used in the game. Instead, each player does his best to make an honest call if necessary, and trust the calls of his fellow players, with the implicit assumption that nobody in Ultimate would try to cheat.
This principle is what makes Ultimate special to so many people, and all Ultimate players try to keep the Spirit alive by maintaining this high level of trust, no matter how competitive the game gets. If people cannot resolve their differences, people usually say “back to the thrower”, which allows play to continue on without forcing the issue one way or another.
The best way to see how Ultimate is played is to go watch a local tournament. Ultimate players share a great camraderie, and LOVE to introduce new players to the sport. So come on out and watch!
- MODs, Winnipeg
WUDL Inclement Weather Policy
Inclement Weather & Game Rescheduling Policy
- Inclement weather shall be any weather condition in which the playing of a game will be prohibitive or dangerous. Examples of inclement weather include lightning, severe rainfall, tornadoes, hail and flash flooding.
- The source data to track potential inclement weather and to determine whether games are cancelled shall be Weather Radar’s Foxwarren, MB station found on Environment Canada’s Weatheroffice website: http://weatheroffice.gc.ca/radar/index_e.html?id=XFW
- The Communications Director shall be responsible for determining and announcing game cancellations. In the Communications Director’s absence, the President shall have this responsibility. The Communications Director (or the President) may also consult with other Executive members and/or Captains before announcing game cancellations.
- Game cancellations shall be announced between 4:00pm and 5:00pm local time on the day said game(s) are originally scheduled to occur.
- Should inclement weather occur during a game, a time-out may be called by any player pursuant to Official Rules of Ultimate: 11th Edition (ORU11), VI.D.
- Should it be safe to resume play before the soft cap is reached, play shall resume in accordance to both ORU11, VI.D.4 and WUDL’s cap rules.
- Should conditions not improve before the soft cap is reached and the game is suspended before half-time (in accordance to WUDL rules) is reached, the suspended game shall resume and be completed on a rain date in accordance to ORU11, VI.D.4 and, if applicable, WUDL’s cap rules.
- Should conditions not improve before the soft cap is reached and the game is suspended after half-time (in accordance to WUDL rules) is reached, the suspended game shall be deemed to be concluded and the score at the time of suspension becomes the final score. Should the score differential be less than two (2) points, the game shall be deemed a draw.
- Should a rain date due to inclement weather or insufficient turnout be necessary, a game shall be rescheduled in the following order:
- The Thursday immediately after the day said game was originally scheduled to occur;
- If “a” is not possible, then the next available Thursday after the day said game was originally scheduled to occur; and
- If both “a” and “b” are not possible, then on a date agreed by the captains in consultation with their respective players.


