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 previous 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. You may start with another jump disc if captains agree.
- Double-teaming the person with the disc is legal. Any other defenders within (ultimate-related) marking distance of the thrower must also be within (ultimate-related) guarding distance from another offensive player. (i.e. triple-teams are not legal)
- Anyone without the disc can be guarded by any number of other players.
- Contested stalls come in on 3 -- meaning you start "stalling 4..." -- so you do not have much time.
- Goaltending
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You must count goaltending "goal 1, goal 2, goal 3." Like normal stall counts, time between numbers must be one second or a fast count can be called. (You may also use "tend" instead of "goal.")
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If the defender in the goal space is within arms distance or actively moving to be within arms distance of an opponent, goaltending cannot be counted or called. Active movement is more than a stroll.
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Count resets if defender establishes position outside of goal/key area.
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Violation is called after "goal/tend 3" and not just the T in tend or G in goal.
- 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 "goal 1, goal 2, goal 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 is not a reset.
- If an offensive player catches a disc in the goal area after "goal 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).
- 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.
Overtime rules (for playoffs):
If the series is tied at the end of the final game, there's a sudden-death 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.
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.