Variations of Ultimate
Sometimes you only have 4 or 6 people show up for a pick-up game. Sometimes you may not want to play ultimate, but still want to toss the disc around. If you find yourself in need of a different type of ultimate-like game, here are a few of our favorite variations on the sport.
Boot
Boot is a fast paced game that relies heavily on give-and-go's. It takes a bit to learn, but once you get the hang of it, it can be very addicting. Boot doesn't need much space to be played, and therefore makes it popular indoor and outdoor game.
Requirements: 6 players (two teams of 3), 1 disc, 6 cones or other field markers
Field: Four cones are set up in a 7yd by 7yd square, called the Transition Zone. Two cones (the Boots) are placed outside the square, 12yds away to the left and to the right.
Requirements: 6 players (two teams of 3), 1 disc, 6 cones or other field markers
Field: Four cones are set up in a 7yd by 7yd square, called the Transition Zone. Two cones (the Boots) are placed outside the square, 12yds away to the left and to the right.
Boundary Lines (dotted blue line) connect the top two cones and stretch to infinity, and the bottom two cones and stretch to infinity. The space between the boundary lines is “in” bounds, and the space outside the boundary lines are not “in” bounds. There are two “Lines” (red lines), one connects the top left cone to the bottom left cone, and the other connects the top right cone to the bottom right cone.
Objective: To score by hitting a Boot with the disc. The Boot may only be hit with a thrown disc.
Gameplay: Each team has 3 players. The game is begun by one team “pulling” to the other. There are no “out of bounds”, so the opposite team must pick up the disc wherever it lands. Movement of the disc is like regular ultimate – players with the disc cannot run, but may only pivot on one foot. Incomplete passes or interceptions result in a turnover.
For a team to be allowed to score, they must first complete a pass across 2 Lines. To cross, or earn, a line, two players must be “in” bounds and be on opposite sides of a Line. A throw to or from a player not “in” bounds cannot result in earning a Line.
For example, a player next to the Boot can throw it to a teammate in the transition zone (1 line), who then throws it back to the player at the Boot (1 line). Now the teams can begin attempting to score at either Boot. Usually, when the first line is earned, a player will shout out “one line”, and when the second line is earned, a player will shout “two lines.” Two lines can be earned with one throw by a player throwing to a teammate across the transition zone, like from one Boot to the other.
General Rules:
Gameplay: Each team has 3 players. The game is begun by one team “pulling” to the other. There are no “out of bounds”, so the opposite team must pick up the disc wherever it lands. Movement of the disc is like regular ultimate – players with the disc cannot run, but may only pivot on one foot. Incomplete passes or interceptions result in a turnover.
For a team to be allowed to score, they must first complete a pass across 2 Lines. To cross, or earn, a line, two players must be “in” bounds and be on opposite sides of a Line. A throw to or from a player not “in” bounds cannot result in earning a Line.
For example, a player next to the Boot can throw it to a teammate in the transition zone (1 line), who then throws it back to the player at the Boot (1 line). Now the teams can begin attempting to score at either Boot. Usually, when the first line is earned, a player will shout out “one line”, and when the second line is earned, a player will shout “two lines.” Two lines can be earned with one throw by a player throwing to a teammate across the transition zone, like from one Boot to the other.
General Rules:
- Games are played to whatever score both teams agree on. Win by 1.
- Make it take it – The team that scores retains possession.
- Play as it lay – Wherever the disc lands is where possession must initiate. You cannot pick up the disc and walk it elsewhere to initiate play, with the exception of a foul call.
- If a player touches a Boot with anything but the disc (their body, cleat, etc.), the result is a point for the opposing team. The opposing team then gets possession, regardless of who has the disc.
- The Boot must be knocked over to count as a score, and only 1 point is awarded per score.
- If the disc touches the ground or another player before knocking the Boot over, a point is still awarded.
- Since there is no “out of bounds,” players can pass to teammates anywhere, not just “in” bounds.
- Stall count starts at 5.
Box (or Hot Box)

Box can be played with as little as 4 players, and does not need much space to be played. It can be fast paced, and relies heavily on give-and-go passes.
Requirements: Two teams of 2 (or more) players, 1 disc, 8 cones or other field markers.
Field: The field is one box directly in the center of a larger box, the sizes of which can be adjusted for different size teams. Here are some suggestions:
Object: To score by passing to a player with at least 1 foot inside the goal.
Gameplay: The game begins with one team starting off with the disc in the transition zone. Movement of the disc is like regular ultimate – players with the disc cannot run, but may only pivot on one foot. Incomplete passes or interceptions result in a turnover. In the case of a turnover, the team that gains possession must pass it to a player in the transition zone before they may begin attempting to score. This concept is similar to half-court basketball.
General Rules:
Requirements: Two teams of 2 (or more) players, 1 disc, 8 cones or other field markers.
Field: The field is one box directly in the center of a larger box, the sizes of which can be adjusted for different size teams. Here are some suggestions:
- 2 v 2 - 1yd x 1yd box within a 20yd x 20yd box
- 3 v 3 - 2yd x 2yd box within a 30yd x 30yd box
- 4 v 4 - 5yd x 5yd box within a 40yd x 40yd box
Object: To score by passing to a player with at least 1 foot inside the goal.
Gameplay: The game begins with one team starting off with the disc in the transition zone. Movement of the disc is like regular ultimate – players with the disc cannot run, but may only pivot on one foot. Incomplete passes or interceptions result in a turnover. In the case of a turnover, the team that gains possession must pass it to a player in the transition zone before they may begin attempting to score. This concept is similar to half-court basketball.
General Rules:
- Games are played to whatever score both teams agree on. Win by 1.
- There is no out of bounds.
- Normal fouls and violations in ultimate (picks, travel, contact) are typically not called.
- A player can straddle the goal line (one foot in & one foot out) and catch the disc for a score.
- Stall count starts at 5.
Soccer Ultimate

Soccer Ultimate is basically ultimate using soccer goals. A few basic rule changes make this a fun, fast paced game for as few as 4 players and as many as 12.
Requirements: Two even teams of 2-6 players, 1 disc, 10-16 cones or other field markers, and 2 soccer goals (smaller goals would be preferred with fewer players).
Field: No end zones are needed: just a rectangular field with two goals opposite each other, just like a soccer field. The length of the field should be twice the width, but the overall size of the field should be contingent on the number of players you have (a smaller field for fewer players). A penalty box is created with cones in the form of a semi-circle with a 10yd radius in front of each goal.
Objective: To score by throwing or rolling the disc into the opponent’s goal.
Gameplay: Play is initiated by one team pulling to the other team at the beginning of each half. Movement of the disc is different from ultimate in that players can both throw and roll the disc to teammates. Because of this, as long as the disc is in bounds, it is considered “live” and any player can pick up the disc off the ground. If the disc is picked up by an offensive and defensive player simultaneously, the disc is given to the offense.
Players are allowed everywhere on the field with the exception of their opponent’s penalty box. When a goal is scored, a player from the non-scoring team takes the disc out of the goal, moves to the center of the penalty box, and initiates play. It is recommended a player for each team act as "goalie" and stay in the penalty box to guard the goal.
General Rules:
Requirements: Two even teams of 2-6 players, 1 disc, 10-16 cones or other field markers, and 2 soccer goals (smaller goals would be preferred with fewer players).
Field: No end zones are needed: just a rectangular field with two goals opposite each other, just like a soccer field. The length of the field should be twice the width, but the overall size of the field should be contingent on the number of players you have (a smaller field for fewer players). A penalty box is created with cones in the form of a semi-circle with a 10yd radius in front of each goal.
Objective: To score by throwing or rolling the disc into the opponent’s goal.
Gameplay: Play is initiated by one team pulling to the other team at the beginning of each half. Movement of the disc is different from ultimate in that players can both throw and roll the disc to teammates. Because of this, as long as the disc is in bounds, it is considered “live” and any player can pick up the disc off the ground. If the disc is picked up by an offensive and defensive player simultaneously, the disc is given to the offense.
Players are allowed everywhere on the field with the exception of their opponent’s penalty box. When a goal is scored, a player from the non-scoring team takes the disc out of the goal, moves to the center of the penalty box, and initiates play. It is recommended a player for each team act as "goalie" and stay in the penalty box to guard the goal.
General Rules:
- If the disc comes to rest inside a penalty box, only players from that team are allowed to pick up the disc.
- If the disc rolls out of bounds, it is to be brought back into play at the point where the disc initially crossed the boundary line. The defense takes possession.
- If the disc flies and lands or is caught out of bounds, it is to be brought back into play at the point where the disc initially crossed the boundary line. The defense takes possession.
- If the disc flies out of bounds, but lands or is caught in bounds, the disc is still in play.
- A player cannot throw the disc to themselves.
- All other rules of ultimate apply (stall counts, fouls, etc.).
Speedpoint
Played mostly like regular ultimate, but on a smaller field and with fewer players.
Requirements: Two teams of 4 or 5, 1 disc, 8 cones.
Field: Normally 30 yds wide, 50 yd long proper, and 10 yd end zones.
Rules & Play: Played just like regular ultimate with a few changes to the rules:
Requirements: Two teams of 4 or 5, 1 disc, 8 cones.
Field: Normally 30 yds wide, 50 yd long proper, and 10 yd end zones.
Rules & Play: Played just like regular ultimate with a few changes to the rules:
- Only 2 pulls per game – 1 at the beginning of each half.
- After a point is scored, the player with the disc sets the disc on the ground where they caught the score, and the opposing team immediately picks up the disc to initiate play.
- Players sub in on the fly at the mid field line. A player going out must step off the field before their substitute can go on the field.
- Stall count starts at 3 and ends at 10.
- Games go to 21.