MUFA Rulebook

Summary of Changes from prior Version: 
  • Updated the version of the USA Ultimate rules that the league will be played in alignment with, to the 2024-2025 Official Rules of Ultimate, unless specified in the MUFA Rulebook 
  • Reminder: a sub is someone who is registered, paid, and on the roster in the current MUFA league (e.g., only someone paid for Fall League 2022 can sub during Fall League 2022). 
  • Please use Gender Ratio signaling guide (see Rule 5.6) and work with your team to switch from language that potentially misgenders players. https://mufa.org/uploads/1/GenderRatioSignaling.pdf
  • Complaint email address updated to reflect ongoing work to update the Complaint policy. 
  • Gender-match ratio pull rules in effect for all mixed leagues
Definitions:

  • "MUFA Player" is defined as a person who is registered, paid, and on a roster for the current MUFA league (e.g., only someone paid for Summer League 2025 can sub during Summer League 2025).
  • "Ringer" is defined as a person who is under the age of 35 as of January 1 of the current year and has played at the USA Ultimate college or club national championships or played on a professional roster (AUDL, PUL, WUL, MLU or international professional leagues). You are considered a Ringer if you are currently on a professional roster regardless of your age.

*All rules apply to all leagues except where noted.

 
Section 0. General MUFA Rules

0.1   USA Ultimate 2024-2025 Official Rules of Ultimate apply except where USA Ultimate rules conflict with this rulebook. In those cases, this rulebook applies.

0.2   Captain's Clause: Any rule can be modified with the consent of both captains, except rule 1.1 and rules 4.1 – 4.4. These rules always apply.

 

Section 1.0.  Player Eligibility

1.1   Under no circumstances may a person participate in a MUFA league game if that person is not a MUFA Player. Any team allowing an individual who is not a MUFA Player to play on their team can be forfeited from the game and/or removed from the league. This rule overrides 1.2 and all rules in Section 2.0.

1.2   Any MUFA Player can play for any roster (e.g. a “substitute” or “sub”) with the permission of the opponent's captain. This rule overrides the rules in Section 2.0.

1.3   Official Subs (Summer League, regular season only) – Each team is allowed 2 permanent “Official Subs” on their roster that can be used anytime the team has fewer than 7 gender-matching players available. These subs must be listed on their rosters as subs. Official Subs must be MUFA Players and sign up for a team roster as an Official Sub. Teams must inform the opposing captain(s) of their use of any Official Subs; however, the opposing captain(s) has no say on the eligibility of an official sub.

1.4   Ringer Limits (Summer League only) –

1.4.1   TR Swiss: Maximum of 3 Ringers of each gender-matching player on the roster, 2 of each gender-matching preference on the field at one time (i.e. no more than 3 male-matching and 3 female-matching players on the Roster and no more than 2 male-matching or 2 female-matching players on the field at the same time

1.4.2   MW Swiss: Maximum of 2 ringers of each gender-matching player on the roster, 2 of each gender-matching preference on the field at one time (i.e. no more than 2 male-matching and 2 female-matching players on the Roster and no more than 2 male-matching or 2 female-matching players on the field at the same time)

1.5 Minimum Age for Adult Leagues - All players must be at least 14 years of age by the beginning of any adult league to be eligible to play. Players under 18 must have a signed parental waiver before they will be eligible to play.

Section 2.0. Substitution Rules

2.1   Open and Female-matching leagues

2.1.1   Team captains may recruit MUFA Players to play in place of missing players until there are 10 people on the team. Permission from the opposing captain(s) is NOT required.

The sub must be of equal or lesser rating than the person they are subbing for, and self-identify as the appropriate gender-match (e.g. male-matching or female-matching). The sub must also be of equal or lesser ability, regardless of the sub's rating, i.e. it is against the rules to substitute a stronger player for a weaker one, no matter what the ratings of the two people are. 

2.2   Summer league

2.2.1   Summer League Regular Season. Official Subs (see 1.3) are allowed to play for the team they are registered as an Official Sub without the permission of the opposing captain, so long as there are fewer than 7 gender-matching players available.

Players who are not denoted as Official Subs are allowed, but require permission of the opposing captain(s); if the opposing team captain(s) allow subs to play, the must be MUFA Players.

2.2.2   Summer League Playoffs: Any subs used in the playoffs must have the other captain's permission.

2.3   Mixed Hat leagues

2.3.1   Team captains may recruit MUFA Players to play in place of missing players until there are six players of each gender matching preference (MMP/FMP). Permission of the opposing team captain(s) is NOT required. Subs beyond six are subject to the approval of the opposing captain.

The sub must be of equal or lesser rating than the person they are subbing for, and of the appropriate gender-matching preference. The sub must also be of equal or lesser ability, regardless of the sub's rating i.e. it is against the rules to substitute a stronger player for a weaker one, no matter what the ratings of the two people are. 

 
Section 3.0. Time Caps and Time Outs

Time Outs

3.1   Each time out lasts 2 minutes. The offense should be set and ready to check the disc with the defense by the end of 2 minutes.

3.2   Each team gets 1 time out per half.

3.3   Time outs are not allowed during Hard Cap. Time outs called when the Hard Cap is in effect are considered turnovers.

Point Caps

3.4   One team wins when they reach 13 points, win by 2, unless a Soft or Hard Cap is in effect (see rules 3.5 and 3.6-3.9 for Soft and Hard Caps, respectively).

Time Caps

3.5   There is no official Soft Cap. Captains may agree to one if they wish prior to the start of the game (recommendation would be to set a Soft Cap at 75 minutes after the start of the game when a second game is scheduled at the same field). At a set time period (recommended 75 minutes), add 2 points to which ever team has more and cap the game at that point value (e.g. if the game is 8-10, the teams would play to 10 + 2 points, or 12 points. The winner would not have to win-by-two in this situation).

3.6   The Hard Cap goes into effect at 85 minutes after the scheduled start time (e.g. if the game starts at 6:00 pm, Hard Cap goes into effect at 7:25 pm). When the next point ends after the 85 minute point, the game is over unless it is tied. If it is tied, the teams may play one more point.

3.7   The game is over immediately at 90 minutes past the scheduled start time of the game, midpoint if necessary. There are no exceptions to this rule if another game is scheduled at your field.

3.7.1   If there is no game scheduled afterwards and Hard Cap is in effect, in the event of a tie, captains may agree to extend the hard time cap to complete universe point.

3.8   If a team refuses to end a game after Rules 3.6 and/or 3.7. is in effect and claims a forfeit, the other team can appeal this claim to the league administrator.

 
Section 4.0 Fields and Field Conditions

4.1   Absolutely no playing during lightning.

4.2   The game is cancelled if there is standing water on the fields or if the grass pulls out easily (city rules)

4.3   If a team refuses to end a game due to rules 4.1 or 4.2 and claims a forfeit, the other team can appeal this claim to the league administrator.

4.4   Lights - The team that wins the late (or only) game on a given field is responsible for turning off the lights. Failure to do so will result in a retroactive forfeit of the game. Rule 4.4 only applies to leagues that use fields with manual light controls.

4.5   A regulation ultimate field is 70 yards long with 20 yard long end zones (total of 110 yards) and 40 yards wide.

4.6   Cones - The team listed higher in the standings is responsible for bringing cones.

4.7   Colors – Whenever team colors conflict or are not assigned, the team higher in the standings wears white and the team lower in the standings wears dark.

 
Section 5.0. Gameplay Rules

5.1   Player control - it is the responsibility of every player to play under control. If a player cannot make a play without causing contact, EVEN IF THE PLAYER HITS THE DISC FIRST, then the play is not allowed and is considered a foul.

A player can be removed from a game or the league for dangerous play. Contact does not need to be made for an action to be considered dangerous. Note that this is a MUFA-specific rule and may differ from the current version of the USA Ultimate Rules.

5.2   Fouls – a foul does not need to be intentional to be a foul (e.g. intent to make or avoid contact with another player does not prevent a foul from occurring)

5.3   Line calls – whether or not a catch was made "in vs. out of bounds" or "in or out of the end zone" is determined by the player on the field with the best perspective. Note that this is often NOT the player who made the catch. Also, this rule may differ from the current version of the USA Ultimate Rules, which has been updated to allow for non-player spectators to make line calls.

5.4   Brick – if a pull goes out the back or side of the end zone without touching the ground or a player, the receiving teams gets a “Brick.” This means that the player on the receiving team who is going to start the offense will bring the disc to the center (width-wise) of the field, 15 yards from the front of the receiving end zone.

5.5   Catch a disc in the end zone:

5.5.1   On a pull: catcher must take the disc where they catch it.

5.5.2   In own end zone while playing defense (e.g. playing defense while opponent is very close to scoring, a defensive player intercepts/catches the disc), the catching player may take the disc to the front end zone line and check it in. Player may instead establish a pivot and throw from where they caught it.

5.6   Mixed league matching rules:

5.6.1   At the start of the game, an additional disc flip happens with the winner selecting the gender-matching ratio for first point. For the second and third points, the ratio must be the reverse of the first point, and alternates every two points through the end of the game. Half time has no impact on the pattern (e.g. “WFDF Ratio Rule A” or the “prescribed ratio” rule).

5.6.2   Teams shall conform with alternating gender-matching ratios, where it is required that each team have at least 4 male-matching players and 4 female-matching players to participate fully. A team cannot have more than 1 difference of male-matching to female-matching players on the field at any time (e.g. If a team only has 3 female-matching players available for a game, they are not allowed to play 5 male-matching/2 female-matching on the field at any time. This team would have to play 3/3 or 3/2, if they did not want to play every single point).

5.6.3   Teams are encouraged to signal the ratio at the start of each point (see the attached signal diagram).

5.6.4   Teams are encouraged to signal to teammates to ask for additional gender-matching teammates (see attached signal diagram).

5.6.5   The individual pulling the disc to start the point must be of the gender match with four on the field. (For example, if the point is a 4 FMP point, an FMP must pull the disc to start.)

 
Section 6.0. Complaints Procedure

MUFA is a private organization and as such, it can bar individuals or teams from participation in any of its events. MUFA’s complaint procedure is outlined in detail on the website.

Please report any problematic individuals or groups via the following MUFA Complaint Form

 
Section 7.0. Forfeit Policy

Background

When a team must forfeit a game due to not having enough players this creates a negative league experience for the other team, who was prepared and expecting to play a league game in accordance with the typical league schedule.

Every effort should be made by teams to avoid forfeits, and a forfeit should only be used as a last resort. Options for avoiding forfeits include finding other MUFA players who are registered in a league in the current season (i.e., are registered for Summer League) and contacting the captain of the other team early to discuss captains' modifications in order to play the game.

Please note that modifications should not include changing the gender-ratio for the game (i.e., no asking to play 5 male-matching-preference and 2 female-matching-preference), but may include loaning of players to the other team or playing with fewer than 7 players on the field. The other team is not required to accept your proposed modifications, and a team not accepting your proposed modifications is not a valid reason for a forfeit.

Definitions

"Advance Notification” An email sent to all opposing captains and cc'd to [email protected] by 4 pm on the day before game day.

“Sufficient Notification” An email sent to all opposing captains and cc'd to [email protected] by 4 pm on the game day.

“Default” A team "defaults" when they show up to a game with fewer than 3 MMP and 3 FMP without Sufficient Notification.

“Forfeit” A team "forfeits" when they cannot bring at least 3 MMP and 3 FMP but they do provide Sufficient Notification.

Forfeits

1.   Teams are allowed one Forfeit per season without penalty.

2.   Teams are allowed one additional Forfeit without penalty with Advance Notification

3.   3+ forfeits may be reviewed by the MUFA board and may result in removal from the next week's games, or removal from the league. Documented attempts to find subs to meet roster requirements, consistent Advance Notification, and recruitment of additional players will be taken into consideration during a review.

Defaults

1.   First offense: the team is not included in the next week's games.

2.   Second offense: the team is not included in the next weeks' games and will not be included in the playoffs. The team can apply to be reinstated for the playoffs if they do not forfeit any more games, but will not be automatically included.

3.   Third offense: the team will be reviewed by the MUFA board and may be removed from the league. Future MUFA participation may also be reviewed.

Standing Rules regarding Attendance

1.   A team may play with a minimum of 3 MMP and 3 FMP from their own roster or official sub list without forfeiting the game. The team must play down a player on the points when they cannot meet the gender match requirement.

2.   A team may play with fewer than 3 MMP and/or 3 FMP from their own roster or official sub list without forfeiting, but ONLY with the explicit consent of the opposing captain.

3.   Lending an opposing team a player does not automatically imply a forfeit.

4.   Teams that regularly show up with fewer than 4 MMP and 4 FMP will be reviewed by the MUFA Board and may be removed from the league.

5.   Teams that consistently ask opponents for rule modifications to accommodate their own lack of players can be reviewed by the MUFA Board and potentially removed.

6.   If both teams have fewer than 3 MMP and 3 FMP, the game is canceled by default. Captains may agree to play and record the result as a valid game.

7.   Captains from both teams may jointly agree to cancel any game.

8.   Teams can document their efforts to find subs or other good-faith attempts to meet roster requirements by cc'ing [email protected] on correspondence.

 

 

MUFA Goaltimate Rules:

Basic Rules

  • Games are play 4v4 with hockey-style subbing. You must tag hands of the player coming off.
    •  Mixed leagues are 2:2 (FMP:MMP) ratio at all times. Captains cannot override this.
  • Stall count of 5 from anyone on the court. Only one person can count at a time; default to person with the lowest count.
  • Score by passing the disc through the hoop to a teammate in the goal area on the other side of the hoop.
    •  Score 2 points by throwing for a score from the clear box. (If indoor space is large enough to support 2-point throws.)
  • Whenever there is a turnover, the new offensive team must clear the disc in the clear box before attempting to score.
    •  When a team scores, they must also clear the disc again before attempting to score again.
  • The disc can only be thrown one way through the hoop. If it is thrown backwards through the hoop, it is a turnover. (i.e. Possession cannot proceed directly backward through the hoop.)
  • Picks are legal. Players setting picks must be stationary or it is a foul.
  • Offensive players may only be in the goal area for 3 seconds at a time. After 3 seconds, they must leave the goal area before attempting to score. (Clarified below)
  • Defensive players must be within arms length of an offensive player while in the goal area, or they may only remain in the goal area for 3 seconds. (Clarified below)
  • Games will be played as a set of 5 games. 

Rules Clarifications

USA Goaltimate has an official ruleset on their website, but this league will play with some modifications/clarifications.

  • Captains should flip for possession to start the game. Games can start with a "jump disc" where two players from opposing teams will work to possess the disc first off of an impartial throw from the goal area, but captains need to agree to this. Default is to flip for possession.
  • Possession to start subsequent games will be based on the result of the previous game -- the team that lost the most recent game will start with possession in the goal area. This possession can be anywhere in the goal area. If there was a tie,  the team that did not start with possession in the previous game will start with possession, or the team currently behind in total number of game wins. You may start with another jump disc if captains agree.
  • USA Goaltimate rules state that each period starts with a disc check at the reverse brick (back of the goal), but captains can agree to starting possession (i.e establishing a pivot) anywhere within the scoring area. 
  • Momentum: if momentum carries the receiver into the clear area while trying to clear, they must reset the possession outside the clear area before continuing to clear. If momentum carries the receiver into the goal, continue play as normal but the goal is not scored - players must work the disc back around the hoop to continue scoring. In other words, no possession reset on a goal attempt. (These are also official USAG rules.)
  • USA Goaltimate's rule about "one point of contact" in the clear box is obscure (at best) -- a player's first point of contact with possession of the disc in the clear box is required for the disc to be cleared.
  • Contested stalls come in on 3 -- meaning you start "stalling 4..." -- so you do not have much time.
  • Goaltending
    • From USA Goaltimate: The intent of the goaltending rule is to punish players who are abusing time in the goal and key areas. Players should utilize the goaltending count to enforce these players to leave the goal or key area when needed. For offensive goaltending, this count need not be initiated each time a player enters the goal or key area as long as those players are respecting the spirit of the goaltending rule by actively cutting through the goal area. For defensive goaltending, this count may be initiated any time a player is not within arm’s reach and actively guarding another player, but is reset once they leave the goal area or start guarding a player within arm’s reach. 
    • You must count goaltending "goaltending 1, goaltending 2, goaltending 3." Like normal stall counts, time between numbers must be one second or a fast count can be called. 
    • Count resets if defender establishes position outside of goal/key area. Straddling the goal line or a foot on the goal line is not a reset.
    • Violation is called at the first utterance of "three" as long as the counting player has said "goaltending" after "two."
    • Upon violation, disc is moved to the top of the key (3 feet in front of the middle of the hoop) and the stall count is reset. 
    • This violation is not a stoppage, but play must resume with a defensive check. (Defense cannot purposely delay before check or else the offense may self-check.)
  • Offensive 3-in-the-paint 
    • Offensive players may not remain in the goal area for more than 3 seconds before scoring a goal.
    • Defenders must count the violation "goaltending 1, goaltending 2, goaltending 3." Like normal stall counts, time between numbers must be one second or a fast count can be called. The count is paused during a shot on goal.
    • If the offensive player establishes one point of contact outside of the goal space, the count resets. Straddling the goal line or a foot on the goal line is not a reset.
    • If any offensive player catches a disc in the goal area after "goaltending 3" but before resetting the count, the goal does not count (i.e. violation) but play does not stop and the offensive player retains possession of the disc and can continue attempting to score (legally).
    • In other words: the offense cannot score until the player in violation leaves the goal area completely.
    • This violation is not a stoppage.
  • Pull-in goals are legal, under the following conditions:
    • Receiver's first point of contact is in the goal when the disc is caught,
    • Disc is pulled through the hoop to the goal side before a second point of contact is made anywhere else (two planted feet when the disc is caught counts as a single point of contact),
    • Disc does not move from one hand to another while pulling the disc through the hoop.
  • Disc movement backward through the goal is not a turnover; you can pivot the disc through the hoop in either direction.
    • If the disc is pivoted forward through the hoop and released on the goal side for a score attempt, this pass attempt may not result in a goal, though the offense retains possession if the disc was caught.
    • If a receiver's momentum carries them backward through the hoop after catching a goal, this is a goal and a travel. The receiver must establish a pivot on the goal side and retains possession. (Any throw from this position backward through the hoop will result in a turnover.)
    • Only throws backwards through the goal are turnovers. This means that a throw originating from the backside of the goal (i.e. where a pivot is established) that travels backwards through the goal is a turnover. If the disc never passed completely through the hoop but a pivot is established in the goal area, the disc may be passed toward the clear and it is not a turnover. (This can happen on turnovers in front of the goal.) If a pivot is set in the goal area and the disc has passed forward through the hoop, the throw originates from behind the hoop.

Overtime rules (for playoffs):

If the series is tied at the end of the final game, there's a sudden-victory overtime (first team to score wins the match). Teams must pause play when the clock runs out to acknowledge they're entering overtime and play starts with a defensive check. Substitutions (including the current player in possession of the disc) and other movement is allowed during this stoppage.

All other rules still apply (clearing discs after turnovers, etc).

This'll impact game times for matches that happen afterward on that court, but we'll sort that out if needed.

Dangerous Play

Players must be in control of their bodies at all times. 

Due to the nature of goaltimate -- being indoor, having a small scoring space, and allowing picks -- contact can happen more often in goaltimate than in ultimate, but it should not result in dangerous play. Contact does not need to occur for a dangerous play call to be made.

If a player makes a dangerous play call, the disc resets to the previous thrower at the same stall count. Dangerous play calls cannot be contested, but they can be retracted.

Picks/Screens

Basketball-style screens are legal in goaltimate, and can walk the line of dangerous play. It is the responsibility of the player setting the screen to do so safely, even when set legally. 

In general, the screened player should be able to see and adjust to the screen; "blind" screens/picks are not legal - if the screened player cannot see the screen, the screen must be set at least one step from the screened player. This also can create some dangerous throw-and-go situations where the screen is set legally but the screened player turns and drops their shoulder while chasing the offensive player. Should this situation occur, allow room for discussion and err on the side of player safety - this situation can vary based on the players involved. 

Subs

The general spirit of the leagues (i.e. recreationally competitive) is in trying to keep hat teams as balanced as possible, so the general spirit of finding subs is to find subs of similar rating to the players who will be absent.

The more specific rule: for mixed hat leagues, no opposing captain approval is needed to get a gender matchup count to 3 (i.e. necessary +1). For single gender or open leagues, no approval is needed up to 6 total players. Opposing captain approval should be sought out for subs beyond that.

Captain's Clause

Captains can agree to rule amendments except the gender-matching ratio.

Any other disagreement that isn't clarified here will revert to USA Goaltimate rules.