To begin a point, both teams stand in their respective end zones and the defensive team throws the disc to the opposition (called the Pull), similar to a kick-off in Rugby League. The idea is to get as much distance and time as possible to allow your team to set up the defence. Before the Pull goes up, the defensive team will raise the disc up high to signal they are ready to begin the point, and then the offensive team raises a hand in return. Since all players must be in their end zones to start, this is the only time in Ultimate that there is off-side.

Once the receiving team takes possession of the disc, they must try to work it down field towards their attacking end zone. Running while in possession of the disc is not permitted (called a Travel), and so they must rely on linking successful passes between team-mates. If they manage to catch the disc in the end zone, similar to Grid Iron, they score a point.

Play stops briefly while both teams move to their respective starting positions for the next point. Any number of substitutions can be made at this time. At the start of the next point, the team who just scored will Pull – giving the opposition possession – and both teams will now have changed ends and will be going in the opposite direction.
If at any time during a point there is a turnover – this can be from the defence intercepting the disc, or knocking it down, or the offence dropping a pass (just like Netball) – then the defence take possession from either where they caught it or where the disc comes to rest on the ground. They then instantly become the offence and must try to score in their end zone. Games with very tight defences (or weak offences) can have a lot of turnovers in a single point.

Games usually continue until one team scores 17 points, or a time cap is called.