A point is scored when one team catches the disc in the opposing team's end zone.
A player cannot run with the disc – it may be moved only by passing. The player holding the disc must maintain a pivot point which does not "travel" throughout their possession. A team can advance the disc to the end zone they are attacking through any number of passes, including (but not limited to) one long throw to the end zone (colloquially called "huck"), or multiple shorter passes.
If a pass is incomplete (not caught), caught out of bounds, caught by a defending player, or knocked out of the air by the defense, it is a "turnover" and the opposing team immediately gains possession, playing to score in the opposite direction.
Ultimate is non-contact, meaning non-incidental physical contact is disallowed. Defenders must make clean interceptions on throws in order to get possession of the disc, and cannot take the disc from an offensive player who has secured a catch. Contact which is not incidental is a foul, with various consequences depending on the situation and the league.
Defending the person who has the disc is a central part of the defensive strategy, (colloquially "marking"). The defensive "marker" counts to 10 (seconds) and if it has not been thrown when the defending player reaches 10 it is a turnover and the disk is given to the other team. There can only be one player defending in a 3-meter radius around the person who has the disk. The defender gives the thrower a disc space between them and must not wrap their hands around the thrower, otherwise the person with the disk can call a foul (wrapping).
The game is usually self-refereed, relying on the honesty of the players to call their own infractions, and to try to play within the rules of the game at all time. It is assumed no player will intentionally violate the rules, and will be honest when discussing calls with opponents – this is called Spirit of the Game. After a call is made, the players should decide on an outcome, based on what they think happened and how the rules apply to that situation. If a player has been fouled on a catch, they will often gain possession of the disc. If the players agree to disagree on a catching foul, the disc can be given back to the thrower, with play restarting as if the throw didn't occur.
Each point begins with the two teams starting in opposite end zones. The team who scored the previous point are now on defence. The teams indicate their readiness by raising a hand, and the team on defence will throw the disc to the other team. This throw is called a "pull". When the pull is released, all players are free to leave their end zones and occupy any area on the field. Both teams should not leave the endzone before the pull is released. Thus, the defending team must run most of the field length at speed to defend immediately. And a good pull is designed to hang in the air as long as possible to give the defending team time to make the run.
A regulation outdoor game is played 7 vs 7, with substitutions allowed between points and for injuries. Games are typically played to a points limit of 13/15/17 or a time limit of 75/90/100 minutes. There is usually a half time break and an allowance of timeouts per team.
A WFDF [1] regulation field is 100 meters by 37 meters, including end zones each 18 meters deep.[20] A USA Ultimate regulation field is 120 yards (110 m) by 40 yards (37m), with end zones 25 yards (23m) deep.[21] MLU games are played on a football field, 120 yards long, 53.3 yards wide, with 20 yard end zones.[22]