The Rules is the Rules
Original Rule Set
An Overview of Goaltimate
This is the abbreviated version of goaltimate. The full rule set is attached in a pdf below.
Goaltimate is in many ways similar to Ultimate Frisbee, upon which it is based. The goal of the offense is to move the disc from person to person via passing until the disc passes through the goal hoop and is caught on the other side in an endzone-like arc (see diagram).
Just like ultimate:
- Players move the disc by throwing it from person to person (no running with the disc).
- There is a stall count.
- Intercepted, defended, or dropped discs result in a turnover (offense switches to defense and vice versa).
However, Goaltimate is different from Ultimate in these key ways, which help to alter it into a faster, more compact sport:
- The stall count is 5 (not 10) and can be counted by any player on the field (regardless of distance from player possessing disc.
- After any change of possession or score, the disc must be cleared in the clearing box (see diagram) before another score can occur.
- The game is continuous. Play continues immediately after a score occurs.
- Subbing is on the fly, like in hockey.
- Setting static picks is legal (think basketball)
- Goals thrown from within the clearing box are worth 2 points (all others are worth 1)
- There are four players per team on a Goaltimate field at a time. The other three team members per team remain in a substitution box until put into play (to sub, one on-field team member must tag a member of his team in the substitution box).
- (for indoor) Games are timed.
There are four players per team on a Goaltimate field at a time. The other team members remain in a substitution box until put into play. To sub, one on-field team member must tag a member of their team in the substitution box.
The below are local rules that may differ from the standardized set originally established by Rick Connor at Goaltimate.com. The commissioner reserves the right to arbitrate any situation in which there is a rules question/situational ambiguity. All commissioner rulings are final.
- If a player catches a disc in the goal that has hit the hoop but passes through. The catch is a goal.
- If a player hits the hoop (but does not destroy it/move it out of position to the point of pausing play to readjust) on his way to scoring a goal. The catch is considered a goal.
- Players may not break the plane of the hoop when passing for a goal. This is considered the same as a travel call – and the disc will go back to the shooting player at the stall count at which he/she threw the disc
- All picks must be stationary. If a pick is moving a violation may be called by the defense. Play stops and players reposition themselves back to the time of the call.
- A two point goal that is mac’ed by either an offensive or defensive player is still worth two points.
- Offensive players may only remain in the key (scoring area) for a maximum of 3 seconds. After 3 seconds, they must leave the key before becoming an eligible receiver again.
- Defensive players must be within 10 feet of an offensive player in order to be within the key. This is essentially the “no-goaltending” rule.
- Excessive fouling will result in stern retribution and possibly ejection from the league by the commissioner.
- A player subbing must touch hands with the subee in order to be considered live on the playing field. Subees may not leave the sub box until they are touched. Violations of this will result in a 15 second penalty in which the offending team plays with only 3 players.
- For mixed games, each team must have a minimum of 1 woman on the field at all times.