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Ultimate Frisbee Rules
Game
A. A minimum of 5 players
is required to avoid forfeit, teams may play with a maximum of 7 players. Any
combination of men and women may play.
B. Games consist of two
20 minute halves with a 5 minute halftime. Running clock till the last two minutes
of each half, the clock will continue to run if one team is up by 5 or more
goals. If not the clock will stop after a goal, and re-start on the throw-off.
C. Each team has 1- one
minute timeout per game.
D. Regular season games
may end in a tie, for Playoffs a 3 minute overtime period(s) will be used.
Start of the game
A. The team winning the
initial coin toss or the overtime coin toss has the option of receiving the
throw-off, or selecting which goal they wish to defend. The team losing the
flip is given the remaining choice and will have their choice of those same
two options to start the second half or the second overtime (play-offs only),
if needed.
General Playing Rules
and Scoring
*Remember, this game requires
a high degree of sportsmanship at all times while expressing courtesy and respect
for rules and opponents.
A. Ultimate is a non-contact
sport with no scrimmage lines or off-sides (except on throw-off).
B. The disc may be passed
in any direction, and the object is to score goals (similar to touchdowns in
football).
C. A goal is worth one point.
E. A game where one team
is behind by five or more goals with two minutes left in the half will result
in the clock continuing to run. E. A goal is scored when a player successfully
passes the disc to a teammate standing/landing in the end zone which that team
is attacking. For goals to count as time expires, thrower must release disc
before scoreboard horn sounds.
F. In order for the receiver
to be considered in the end zone after gaining possession of the disc, their
first point of contact with the ground must be completely in the end zone (contact
on the goal line is not a score).
G. A player cannot score
by running into the end zone with the disc. Should a receiver's momentum carry
them into the end zone after gaining possession, they must carry the disc back
to the closest point on the goal line and put the disc into play from the goal
line, where they can throw a pass directly back into the end zone to a teammate
for a score.
H. The disc may only be
moved by passing, as the thrower is not allowed to take any steps.
I. Any time a pass is incomplete,
intercepted, knocked down, or contacts an out-of-bounds area, a turnover occurs,
resulting in an immediate change of possession of the disc.
J. The Check: When play
stops for a foul, rule interpretation, etc., the team gaining/retaining possession
of the disc cannot begin play until the defensive team hands them the disc to
put it into play (similar to pickup basketball games).
Beginning Play
A. Play starts at the beginning
of each period of play and after each goal with a throw-off.
B. Each time a goal is scored,
the teams switch the direction of their attack and the team which scored, throws
off. The team scored upon should hustle back to their receiving end zone.
C. Positioning for the 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 until the disc is released.
2. The players on the receiving
team must stand with one foot on their defending goal line, and cannot switch
positions until the disc is released, in order to allow defensive assignments
to be established.
D. The throw-off may be
made only after the thrower and a player on the receiving team raise a hand
to signal their team's readiness to begin.
E. As soon as the disc is
released, all players may move in any direction.
F. No player on the throwing
team may touch the throw-off in the air before it is touched by a member of
the receiving team.
G. If a member of the receiving
team catches the throw-off on the field of play, that player must put the disc
into play from that spot. If however, the disc is caught in the end zone, the
player has two options:
1. immediately walking the
disc out to the goal line at the point where the disc crossed it and then beginning
play, or
2. playing the disc in the
end zone where it was caught (any hesitation when deciding means this option
must be chosen).
H. If a member of the receiving
team touches the disc during flight of the throw-off (whether in- or out-of-bounds)
and the receiving team fails to catch it, the receiving team still gains possession
of the disc where it stops (it is not a turnover). If the disc is stopped out-of-bounds,
play begins at the line where it went o.b.
I. If the receiving team
allows the throw-off to fall untouched to the ground, and the disc initially
lands in-bounds, the receiving team gains possession of the disc where it stops.
J. If the throw-off lands
out-of-bounds, the receiving team makes a choice of:
1. Putting the disc into
play at the point where it crossed the goal line by walking the disc to the
goal line and putting it into play, or
2. If the disc goes out
of bounds on the sideline before crossing the goal line, they can invoke the
"middle rule", whereby the receiver marks the spot the disc went o.b., and then
walks the disc to the middle of the field before putting it into play.
Specific Rules and Definitions
Out-of-bounds
A. The perimeter lines themselves
are considered out-of-bounds.
B. A disc is out-of-bounds
when it first contacts an out-of-bounds area or contacts anything out-of-bounds
(i.e. diving catches that carry a player o.b.).
C. The disc may fly outside
a perimeter line and return to the playing field (quite common in this sport),
and defensive players may go out-of-bounds in order to make a play on the disc.
D. If a pass does not come
in bounds, the opposing team gains possession of the disc where it left the
field of play only if the defense did not contact the disc. If the defense contacted
the disc, the disc must be put into play at the point closest to the playing
field where the contact occurred.
E. A player is out-of-bounds
when they are contacting an out-of-bounds area. When a player is in the air,
their in- or out-of-bounds is determined by where they last contacted the ground.
F. For a receiver to be
considered in bounds after gaining 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 out-of-bounds.
G. Should the momentum of
a player carry them o.b. after making a catch and landing in bounds, the player
is considered in-bounds. The player carries the disc to the point where they
went o.b. and puts the disc into play at that point (no check needed).
H. To restart play after
the disc has gone o.b., 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 o.b.,
and put the disc into play at that point (no check needed).
I. The thrower may pivot
in- and out-of-bounds, providing that some part of the pivot foot contacts the
playing field.
End Zones
A. If a team gains possession
in the end zone which it is defending, the player taking possession must make
the immediate decision to either:
1. Put the disc into play
from that spot (by pausing, a player must choose this option), or
2. Carry it directly to
the closest point on the goal line and put it into play from there. If this
option is chosen, the player taking possession may not throw a pass during the
approach.
Note: When a player receives
a pass from their own teammate in their own defensive end zone, their only option
is to play the disc from the spot it was caught.
B. If a team gains possession
in the end zone which it is attacking, the player taking possession must carry
the disc directly to the closest point on the goal line (no check needed) and
put the disc into play from there (no "interception" for a score).
Turnovers
A. An incomplete, intercepted,
knocked down, or out-of-bounds pass results in a loss of possession (even if
the defender un intentionally fails to catch an interception). However, a defender
who intentionally drops an interception after gaining possession has turned
the disc back over to the throwing team.
B. The following actions
result in a loss of possession:
1. If the disc is handed
from player to player.
2. If the thrower intentionally
deflects a pass to themselves off another player.
3. If the thrower catches
their own throw without the disc touching another player from either team during
its flight.
The Thrower
A. The thrower must establish
a pivot foot and may not change that pivot foot until the throw is released.
B. Once a defender has established
a legal defensive position, the thrower may not pivot into that player.
C. If the disc is dropped
by the thrower without defensive interference, it is considered an incomplete
pass and possession is lost.
The Marker (Defender)
A. Only one defensive player
may guard the thrower at any one time. All other defenders must be at least
10 feet away from the thrower, unless one or more of the thrower's teammates
are within 10 feet.
B. The marker may not straddle
(place their foot on either side of) the pivot foot of the thrower.
C. There must be at least
one disc's diameter between the upper bodies of the thrower and the marker at
all times.
D. The marker cannot position
their arms in such a manner as to restrict the thrower from pivoting.
E. Stalling.
1. Once a marker has established
a set guarding stance on the thrower, they can call, "Stalling", and they begin
counting at one second intervals from one to ten loudly enough for the thrower
to hear. Only the marker may initiate a stalling count! No "designated counters"!
2. If the thrower has not
released the disc at the first utterance of the word "ten", a turnover results
(a good rule of thumb to avoid controversy is to release the disc by the count
of "nine").
3. If the defense decides
to switch markers, and if the new marker wishes to initiate a stalling count,
they must start again from one.
4. In the event of a stall,
the defensive team takes possession from the stall violator and play resumes
(disc must be checked).
The Receiver
A. The receiver is any offensive
player besides the thrower.
B. Purposeful , controlled
bobbling of the disc to oneself in order to advance the disc is considered traveling
and is not allowed (unintentional bobbling is allowed).
C. After catching a pass,
the receiver is only allowed the fewest number of steps required to come to
a stop and establish apivot foot.
D. Simultaneous possessions
belong to the offensive player.
E. If an airborne receiver
jumps and makes a catch, and is contacted by a defensive player before landing,
and that contact caused the receiver to land out-of-bounds instead of in-bounds,
the receiver either calls themselves out-of-bounds, or calls a foul on the defensive
player. Regardless, a check is needed.
F. If a player fumbles a
pass as a result of contacting the ground, the pass is incomplete and a turnover
results (no score if it occurred in the end zone).
G. If the receiver is running
as they catch the disc, the receiver may throw a pass before the third ground
contact after catching the disc without coming to a complete stop.
Fouls and Penalties
A. A foul can only be called
by the player who has been fouled and must be announced by calling, "Foul" loudly
immediately after the foul occurred.
B. Dangerous, aggressive
behavior or reckless disregard for the safety of fellow players is always a
foul.
C. The player initiating
contact is guilty of a foul.
D. After a foul, possession
is determined and the disc is checked by the defensive team.
E. 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 and the player who was fouled
yells, "Play on".
F. If the marker is fouled
in the act of throwing and the pass is not completed, foul is declined and play
continues without interruption as the marker's team gains possession at the
point of incompletion.
G. If a player's attempt
to make a play on the disc causes significant impact with a legitimately positioned
stationary opponent, before or after the disc arrives, it's a foul.
H. If a player contacts
an opponent before the disc arrives and thereby interferes with that opponent's
attempt to make a play on the disc, it's a foul.
I. Catching fouls are called
when there is contact between opposing players in the process of attempting
a catch, interception, or knock-down. A certain amount of incidental contact
during or immediately after the catching attempt is often unavoidable and is
not a foul.
J. If a catching foul occurs
and is uncontested, the player fouled gains possession at the point of the infraction.
If the call is disputed, the disc goes back to the thrower.
K. A defensive foul that
occurs in the defensive team's end zone results in the offensive team retaining
possession at thegoal line (a check is needed).
L. The game cannot end on
a defensive foul. If time expired, the players will be reset to their positions
at the time of the foul , and the original offensive team will have one last
throw to attempt to score.
M. For severe behavior:
Players guilty of repeated or unsportsmanlike violations will be temporarily
removed from play for five minutes, or possibly ejected. In either case, no
substitutes will be allowed for those players, regardless of how many goals
are scored.
N. Jewelry violations discovered
during play will also bring about a five-minute suspension per violator. Remove
it before the game!
O. Captains are expected
to ensure proper behavior by their players and spectators should an altercation
develop.
Violations (Less Severe
Than Fouls)
A. Traveling: results in
continued possession, but re-started from where violation occurred.
1. The thrower must keep
all or part of the pivot foot in contact with a single spot on the field. Should
the thrower lose contact with that spot, the thrower has traveled.
2. If the receiver obviously
takes more steps than are required to stop after catching a pass, that player
has traveled.
3. If a receiver, after
receiving a pass on the run, releases after the third ground contact and before
coming to a complete stop, that receiver has traveled.
B. Strip:
1. No defensive player may
touch the disc while it is in the hands of the thrower. If a defensive player
does so, causing the thrower to drop the disc, the thrower calls "Strip."
2. The thrower picks up
the disc and play continues unhalted from the point where the thrower gained
possession.
C. 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 an illegal "pick." However, if two
defenders run into one another on their own, there is no foul.
Rule Clarifications
A. Cardinal Rule: Whenever
an infringement of the rules or a time-out occur, play is halted and the disc
is put back into play at the point of the last possession before play was stopped
(except for any exceptions noted).
B. If there is ever a failure
to come to an agreement over any call, the disc reverts back to the thrower
after a check.
C. Offsetting catching fouls
on the same play result in the disc being given back to the thrower after a
check.
D. If the marker's stall
count is interrupted by the call of a foul, pick, or time-out, the count is
resumed as follows:
1. If the call is against
the defense, the count is reset to zero (0), unless the foul is contested at
which time the count remains the same if the count was less than five (5), or
is reset to five (5) if the count was over five (5).
2. If the call is against
the offense, the count continues from the point at which it was stopped, except
the thrower is given a minimum of five (5) seconds (e.g. count at eight, reset
to 5).
ELIGIBILITY: This sport is for the campus community open to all students, faculty and staff.
SCHEDULE: Times and days of play will be selected at the time of entry. Play dates will be Monday-Thursday.
EQUIPMENT: Teams should provide their own frisbees.
LOCATION: All games will be played in Loftus.
FORFEITS/RESCHEDULES: If a team is unable to make a game contact Peter Shoop, the Intramural Coordinator at 1-4437 at least 24 hours prior the meet inform him. Failure to follow this procedure will result in forfeiture.
INSURANCE WAIVERS: The team insurance form must be complete prior to a team's first game.