ULTIMATE FRISBEE RULES FOR UMR INTRAMURALS

Team Sport

 

Equipment

  1. Rubber and molded cleats, or sneakers may be worn. No metal cleats or screw-ins are allowed!
  2. Players must remove ALL jewelry prior to participating
  3. Teams must wear matching jerseys, or pennies checked out from the Intramural Sport Supervisor on duty. (no "shirts/skins")

Players

  1. A team will consist of six (6) players
  2. A team may start and play a game with as few as four (4) people

Forfeits

  1. Game time is forfeit time. All teams must be ready to play at game time in order to not receive a forfeit. The supervisor's watch is the game time.
  2. A team may play with as few as four players. The game will begin when at least four players are present.
  3. In order to claim forfeit, the opposing team must have the correct number of players present and ready to play.
  4. If neither team is able to field a team, a double forfeit will be declared.

Play

A. The Game: Ultimate frisbee is a no-contact sport. Contact will not be tolerated. Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of the play.

    1. The game will consist of two 20-minute halves (running clock). There will be a 3 minute half time.
    2. Each team will recieve a single two minute timeout per half.
    3. Timeouts must be called when the team calling it is in possession of the disc, or after a goal and prior to the ensuing throw-off.
    4. The team with the most goals at the end of the game is declared the winner
    5. If the score is tied at the end of regulation play, a three-minute sudden-death overtime period will be played untill a winner is declared.

B. Substitutions

    1. Substitutions can be made: after a goal or prior to the ensuing throw-off, before the beginning of a period, or to replace an injured player.
    2. An ejected player may not be replaced.

C. Starting and restarting the play

1. Start of Game

2. Throw-off

(1) The players on the throwing team are free to move anywhere in their end-zone, but may not cross the goal line untill the disc is released

(2) The players on the receiving team must stand with one foot on their defending goal line without changing position relative to one another.

(1) Putting the disc ino play at the point where it crossed the line

(2) Requesting a re-throw

D. Change of possession:

  1. Occurs when a pass is not completed (dropped, hits the ground, falls out of bounds, blocked, intercepted).
  2. When play stops the player who was in possession retains possession.
  3. All players must come to a stop as quickly as possible when play is halted, and remain in their respective locations untill play restarts.
  4. The marker restarts the play by handing the disc to the thrower.

Out-of-bounds

  1. The perimeter lines themselves are out-of-bounds
  2. A disc is out-of bounds when it first contacts the out-of-bounds area or contacts anything which is out-of-bounds.
  3. For a receiver to be considered in-bounds after gaining the possession of the disc, the first point of contact with the ground must be completely in-bounds. If any portion of the first point of contact is out-of-bounds, the player is considered to be out-of-bounds.
  4. Should the momentum of a player carry him/her out-of-bounds after making a catch and landing in-bounds, the player is considered in-bounds. The player carries the disc to the point where she/he went out-of-bounds and puts the disc back into play at that point.
  5. To restart play after the disc has gone out-of bounds, a member of the team gaining possession of the disc must carry the disc to the point on the playing field where the disc went out-of-bounds, and put the disc into play from that point.
  6. The thrower may pivot in and out-of-bounds, providing that some part of the pivot foot contacts the playing field.

The Thrower

  1. The thrower must establish a pivot foot and may not change that pivot foot untill the throw is released.
  2. The thower has the right to pivot in any direction. However, once the marker has established a legal defensive position, The thower may not pivot into him/her.
  3. If the disc is dropped by any thower without defensive interference, it is considered an incomplete pass.
  4. The thrower may throw the disc in anyway he/she wishes.

The Marker

  1. Only one player may guard the thrower at any one time; that player is the marker.
  2. The marker may not straddle the pivot foot of the thrower.
  3. There must be at least one disc's diameter between the upper bodies of the thrower and the marker at all times.
  4. The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.
  5. Stalling:

The Receiver

  1. Bobbling to gain control of the disc is permitted.
  2. After catching a pass, the receiver is only allowed the fewest number of steps required to come to a stop and establish a pivot foot.
  3. If the receiver is running as he/she catches the disc, the receiver may then throw a pass without coming to a complete stop. However the pass must be made before the receiver takes three full steps.

Fouls

  1. Fouls are the result of physical contact between opposing players.
  2. The offending player calls out the foul.
  3. If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption.
  4. If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption
  5. Violations consist of traveling with the disc, attempting to strip the disc, or double-teaming an opponent
  6. Fouls and violations result in a change of possession.

Positioning

  1. Picks:
  1. When the disc is in the air, players must play the disc, not the opponent.
  2. The principle of verticality: All players have the right to the space in-immediately above them.
  3. A player who is jumped is entitled to land at the same spot without hindrance by opponents.

Protests

  1. Rule interpretations and player eligibility are the only protests that will be considered.
  2. Rule protests:

C. Player eligibility protests:

Player Conduct

  1. Team captains (you) and manager/coaches are responsible for the conduct of their players and fans.
  2. Only the Captain or designated Coach are allowed to question the officials during play.
  3. Coaches must stay at the team bench area during play.
  4. Acts of unsportsmanlike conduct including: unnecessary roughness, arguing with official (supervisor), fighting, abusive language directed towards officials/opponents will result in a player(s) being ejected from the game.
  5. Any player ejected from a game will be ineligible to parcipitate in any and all of the remainging games.
  6. Ejected players must leave the playing area for the remainder of that contest and any other contests of that day.

Miscellaneous

  1. All fans must remain along the sidelines of the field, out of play.
  2. Players will not be allowed on the field to warm-up untill the preceding game on their field is finished.

C. The Intramural Office does not provide insurance and assumes no responsibility for injuries occuring during intramural sports.

 

IMA Points

Mens

First place is 265 points and each place after you subtract 7.5 points, so second would be 257.5, third 250 and so on. (See Handbook)

Womens

First place is worth 90 points and each place after you subtract 7.5 points, so second would be 82.5, third 75 and so on. (See Handbook)