12 Simple Rules of Dischoops
(AKA The 12 Step Program for Ultimate)
 Acknowledge that there is a higher power.
 Score more goals than your opponent. A score consists of a disc being caught in the goal after having flown through the hoop, or caught and pulled through as long as the receiver's first point of contact is in the goal. The disc is allowed to hit the hoop prior to being caught. There are two hoops and two goal areas. Any time either team scores, the field reverses and the attacking goal for each team alternates to the opposite goal.
 The game is officially played 4 on 4 and the number of players per team is 8. Players may NOT substitute in and out on the fly. They must only substitute on stoppages of play (fouls, travels, OB, stall, time out, etc.) The disc can be advanced via being thrown, tipped, brushed and self caught throws are also legal*.
 The game is governed by referees.
 Like most other team based field sports, Dischoops can be a dangerous sport at times. However, fouls are strongly discouraged. Over-aggressive fouls, careless fouls, risky reach in fouls are met with strong deterrents to put a restriction on the amount of over physical play.
 Apart from the difference that dribbling is legal in basketball and the disc touching the ground in Dischoops would be a turnover, much of the rules are the same as they are in basketball including fouling (charge/blocking, thrower/defender, receiver/defender), traveling (hard cap of three steps to plant a pivot foot), out of bounds, double teams, picks, boxing out, etc. Players have a 5 second limit in which to attempt a throw to a team mate or a score. Including the notion that in basketball, the ball (or the disc in this case) is live and fair game. In other words, hand blocks that are ‘all ball’ are not illegal. Strips are not illegal (but you're not allowed to grab the disc out of the thrower's hand). Also, throwing backwards through any hoop in any direction that is not the attacking goal is a penalty (out through the in door). Jump passes are legal and it is legal to jump from outside the goal, carry the disc through the plane and then throw a score before landing.
 Goal tending (playing a one man zone around the endzone) is illegal. Defenders have about 1 second to clear out after their man has left. The area considered off limits for illegal defense is in the endzone and in the crease (the crease is the semi circle that extends 4 yards out from the goal). If the defender touches the disc while illegally guarding the endzone, he is guilty of goal tending. The offense is awarded a score and a side out.
 The penalties include a mandatory turnover for traveling violations, turnover for five second violation, mandatory substitution for fouls, mandatory change of possession for offensive fouls, and free throws for team fouls, point and possession awarded for goal tending. Change of possession for out through the in door violations. These turnover formally take place at the nearest Out-of-Bounds (side out)
 Yellow/Red Cards are used for abhorrent and inappropriate behavior. It is at the discretion of the referee(s) to determine the usage of these two minor and major conduct penalties. We want respect and we will get that by having a clean game.
 Spiking the disc in and of itself is not considered unsportsmanlike. This is not Ultimate nor is it Goaltimate. There is no cultural wide judgment on behavior that is considered inappropriate. Such decisions are made independent of all others and in the context of the play in which the controversial behavior occurred.
 A player is responsible for his/her momentum. If your momentum carries you O.B. after a catch, you’re O.B. If your momentum carries you out through the in door after a reception, it’s a turnover. If your momentum carries you into the goal, its a turnover.
 Having had a spiritual awakening as the result of playing by these rules, we try to carry this message to all ultimate players, no matter how far gone they may be, and to practice these principles in all our affairs.
*Self caught throws, tips and brushes can only be caught for scores if the thrower does NOT run through the hoop (must go around it). Also, the stall count is initiated at first point of contact with the disc and does not get reset until the disc is caught by another player or a player scores to himself.