ULTIMATE FRISBEE
RULES FOR UMR INTRAMURALS
Team Sport
Equipment
- Rubber and molded cleats, or sneakers
may be worn. No metal cleats or screw-ins are allowed!
- Players must remove ALL jewelry prior to
participating
- Teams must wear matching jerseys, or
pennies checked out from the Intramural Sport Supervisor on duty. (no
"shirts/skins")
Players
- A team will consist of six (6)
players
- A team may start and play a game with as
few as four (4) people
Forfeits
- 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.
- A team may play with as few as four
players. The game will begin when at least four players are present.
- In order to claim forfeit, the opposing
team must have the correct number of players present and ready to play.
- 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.
- The game will consist of two 20-minute
halves (running clock). There will be a 3 minute half time.
- Each team will recieve a single two
minute timeout per half.
- 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.
- The team with the most goals at the
end of the game is declared the winner
- 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
- 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.
- An ejected player may
not be replaced.
C. Starting and restarting the
play
1. Start of Game
- A coin toss will start the game, and
the winner will have the choice of; recieveing the initial throw-off, or
selecting which goal they wish to defend initially.
- The team losing the flip is given the
remaining choice.
- The second half begins with automatic
reversal of the first choice options.
- When time is up, if overtime periods
are needed, the coin toss is repeated for the first ovetime period. Each
subsequent overtime period begins with an automatic reversal of the first
choice of options.
2. Throw-off
- Play starts at the beginning of each
period of play and after each goal with a throw-off.
- Each time a goal is scored, the teams
switch the direction of their attack and the team, which scores
thows-off.
- Positioning prior to 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.
- The throw-off may be made only after
the thower and a player on the receiving raise a hand signifying the team's
readiness to play.
- The throw-off consists of one player
on the throwing team throwing the disc toward the oppostite goal line to
begin play.
- As soon as the disc is released, all
players may move in any direction.
- No player on the throwing team may
touch the throw-off in the air before a member of the receiving team touches
it.
- If a member of the receiving team
catches the throw-off on the playing field properly, that player must put
the disc into play from that spot.
- If the receiving team allows the disc
to fall untouched to the ground, and the disc initially lands in bounds, the
receiving team gains possession of the disc where it stops.
- If the throw-off lands out-of-bounds
the receiving team makes a choice of:
(1) Putting the disc ino play at the
point where it crossed the line
(2) Requesting a
re-throw
D. Change of possession:
- Occurs when a pass is not completed
(dropped, hits the ground, falls out of bounds, blocked, intercepted).
- When play stops the player who was in
possession retains possession.
- All players must come to a stop as
quickly as possible when play is halted, and remain in their respective
locations untill play restarts.
- The marker restarts the play by handing
the disc to the thrower.
Out-of-bounds
- The perimeter lines themselves are
out-of-bounds
- A disc is out-of bounds when it first
contacts the out-of-bounds area or contacts anything which is
out-of-bounds.
- 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.
- 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.
- 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.
- The thrower may pivot in and
out-of-bounds, providing that some part of the pivot foot contacts the playing
field.
The Thrower
- The thrower must establish a pivot foot
and may not change that pivot foot untill the throw is released.
- 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.
- If the disc is dropped by any thower
without defensive interference, it is considered an incomplete pass.
- The thrower may throw the disc in anyway
he/she wishes.
The Marker
- Only one player may guard the thrower at
any one time; that player is the marker.
- The marker may not straddle the pivot
foot of the thrower.
- There must be at least one disc's
diameter between the upper bodies of the thrower and the marker at all
times.
- The marker cannot position his/her arms
in such a manner as to restrict the thrower from pivoting.
- Stalling:
- a. Once a marker has established a
set-guarding stance on the thrower, he/she may initiate the count.
- b. The count consists of the marker
calling "Counting" and counting at one-second intervals from 1 to 12, loudly
enough for the thrower to hear.
- c. If the thrower has not released the
disc at the first utterance of the word twelve (12) a turnover results.
- d. If the defense decides to switch
markers, he/she must start again from one.
The Receiver
- Bobbling to gain control of the disc is
permitted.
- 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.
- 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
- Fouls are the result of physical contact
between opposing players.
- The offending player
calls out the foul.
- 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.
- If the marker is fouled in the act of
throwing and the pass is not completed, play continues without
interruption
- Violations consist of traveling with the
disc, attempting to strip the disc, or double-teaming an opponent
- Fouls and violations result in a change
of possession.
Positioning
- Picks:
- No player may establish a position, or
move in such a manner, so as to obstruct the movement of any player on the
opposing team: to do so is a pick.
- A pick is considered a violation.
- When the disc is in the air, players
must play the disc, not the opponent.
- The principle of verticality: All
players have the right to the space in-immediately above them.
- A player who is jumped is entitled to
land at the same spot without hindrance by opponents.
Protests
- Rule interpretations and player
eligibility are the only protests that will be considered.
- Rule protests:
- Rule protests must be completed
at the same time a
question occurs and will
be settled at that time by the Supervisor.
- NO contests or portions thereof, will be
replayed due to improper rules' enforcement. If you have a question,
ASK
it.
- SUPERVISORS' JUDGEMENT IS
NOT PROTESTABLE.
C. Player eligibility protests:
- Should be filled as soon as you have a
question, but MUST be submitted in writing to the Intramural Office within 48
hours.
- Eligibility protests will be decided at
the time the question is raised whenever possible.
- Players found to be ineglible after the
contest will result in that contest being forfeited and/or that player being
suspended.
Player Conduct
- Team captains (you) and manager/coaches
are responsible for the conduct of their players and fans.
- Only the Captain or designated Coach are
allowed to question the officials during play.
- Coaches must stay at the team bench area
during play.
- 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.
- Any player ejected from a game will be
ineligible to parcipitate in any and all of the remainging games.
- Ejected players must leave the playing
area for the remainder of that contest and any other contests of that
day.
Miscellaneous
- All fans must remain along the sidelines
of the field, out of play.
- 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)