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Ultimate

Intramural Ultimate Frisbee Rules

GOVERNING RULES

Intramural Ultimate Frisbee will be played by the following rules: UPA (Ultimate Players' Association) rules apply in all situations not specifically covered by Intramural rules; rules can be found at upa.org.The Intramural Sports Office will make any final interpretations and decisions on any issues that may arise during game play. All IM Staff decisions are final and not reversible.

Participants are responsible for the eligibility and conduct of all their players. Every participant is responsible for the rules and regulations enforced by the Intramural Department, which can be found at recservices.ou.edu.

 

 

 

INTRODUCTION

Ultimate is a non-contact disc sport played by two teams of seven players. The object of the game is to score goals. A goal is scored when a player catches any legal pass in the end zone that player is attacking. A player may not run while holding the disc. The disc is advanced by passing it to other players. The disc may be passed in any direction. Any time a pass is incomplete, a turnover occurs, resulting in an immediate change of the team in possession of the disc.

THE GAME, FIELD, AND PLAYERS EQUIPMENT

The Game – Required Players

1. Seven (7) players per team are allowed on the field at a time; a team may start with 6 players to avoid a forfeit.

2. The maximum size of the roster is 15 players. A maximum of two (2) Ultimate Club Team members may play on any one single team. Players may play on one team only.

 

THE FIELD

1. The field shall be 120 yards long and 40 yards wide: 70 yards of playing field with two 25-yard end zones.

PLAYER EQUIPMENT

1. Players of opposing teams must wear contrasting colored uniforms/shirts.

2. Jerseys may be checked out at the field from the Intramural department with a valid OU student ID.

3. Tennis shoes or turf shoes may be worn. No cleats or screw-ins are allowed.

4. No hard, unyielding or stiff material may be worn: i.e. helmets, shoulder or hip pads.

5. All protective medical materials (tape, pads, etc.) must be approved by the IM Staff.

6. Any headwear such as ski caps or bandanna’s containing any exposed knots are illegal. All types of hats with bills are illegal to wear during play.

7. Jewelry of any type is considered illegal equipment. Players found wearing illegal equipment will be removed from the game until the illegal equipment is removed.

8. All equipment deemed unsafe by the IM Staff may not be worn. Failure to remove equipment deemed unsafe prevents the individual from participation.

 

 

TIME FACTORS, PLAYERS, AND GAMEPLAY

 

TIMING

1. A game shall consist of two 20-minute halves with a running clock.

2. Each team is allowed two 60-second time-outs per game. Teams may only call timeout when they are in possession of the disc or after a score.

3. Half time shall be 3 minutes in duration.

4. GAME TIME IS FORFEIT TIME!!! A team must have 6 players to start a game.

 

TIE BREAKER/OVERTIME PROCEDURES

1. Should the game end with a tie score, a sudden death overtime period will be played and will continue to be played until a winner is declared. No timeouts are given for overtime.

2 Overtime will start with a coin flip to determine first possession.

 

PLAYERS

Substitutions

1. Players may sub only after a score, after a timeout, or to replace an injured player.

2. Ejected players may not be replaced.

3. No spectators, coaches, or potential substitutes shall be on the playing field during the game.

 

 

Injured Players

1. An injured or apparently injured player who is discovered by the IM Staff while the disc is dead shall be replaced for at least 1 possession unless half-time or overtime intermission occurs.

2. A player who is bleeding, or has an open wound, or has AN EXCESSIVE AMOUNT OF BLOOD on the uniform shall be considered an injured player. All bodily fluids must be removed from the player and/or uniform prior to returning to play.

 

 

GAMEPLAY

Coin Toss

1. The captain winning the toss shall have a choice for the first half or shall defer his/her option to the second half. The options for each half shall be:

a. To choose whether his/her team will start on offense or defense

b. To choose the goal his/her will defend.

2. The captain, not having first choice of options for a half, shall exercise the remaining option.

 

Gameplay

1. Throw-offs start at the beginning of each period of play and after each goal.

2. Each time a goal is scored, the teams switch the direction of their attack and the team, which scored throws-off.

3. The players on the throwing team are free to move anywhere in their defending end zone, but may not cross the goal line until the disc is released.

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

5. A throw-off may be made only after the thrower and a player on the receiving team raise a hand signifying their team's readiness to play.

6. A throw-off consists of one player on the throwing team throwing the disc toward the opposite goal line to begin play.

7. As soon as the disc is released, all players may move in any direction.

8. No player on the throwing team may touch the throw-off in the air before a member of the receiving team touches it.

9. If a member of the receiving team catches the throw-off on the playing field that player must put the disc into play from that spot.

10. 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.

11. If the throw-off lands out-of-bounds the receiving team makes a choice of:

A. Putting the disc into play at the point where it crossed the out-of-bounds line.

B. Requesting a re-throw.

 

 

Change of Possession

1. A change in possession occurs when a pass is not completed (i.e. dropped, hits the ground, falls out of bounds, blocked, intercepted).

2. All players must come to a stop as quickly as possible when play is halted, and remain in their respective locations until play is restarted.

3. The marker restarts the following possession by handing the disc to the thrower.

 

 

Scoring

1. A score is tallied when a legal catch is made in side the boundary lines of an opponent’s end-zone. A score shall count as one point. Teams will change attacking direction after each score.

2. Teams have a maximum of 60 seconds to be in their respective positions for a throw-off following a score.

 

OUT OF BOUNDS, THROWING, FOULS, POSITIONING

Out-of-bounds

1 The perimeter lines themselves are out-of-bounds.

2. A disc is out-of-bounds when it first contacts an out-of-bounds area or contacts anything which is out-of-bounds.

3. 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 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 he/she went out-of-bounds and puts the disc 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 at that point.

6. The thrower may pivot in and out-of-bounds, providing that some part of the pivot foot contacts the playing field.

 

THROWING

 

The Thrower

1. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released.

2. The thrower has the right to pivot in any direction. However, once the marker has established a legal defensive position, the thrower may not pivot into him/her.

3. If the disc is dropped by the thrower 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.

 

Stalling

1. Once a marker has established a set-guarding stance on the thrower, he/she may initiate the count.

2. The count consists of the marker calling "Counting" and counting at one-second intervals from 1 to 10, loudly enough for the thrower to hear.

3. If the thrower has not released the disc at the first utterance of the word ten (10) a turnover results.

4. If the defense decides to switch markers, he/she must start again from one.

 

 

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 throw a pass before the third ground contact after catching the disc without coming to a complete stop.

FOULS/ PLAYER POSITIONING

 

Fouls

1. Self-Refereeing: All players are responsible for their own foul and line calls. Players resolve their own disputes. A supervisor will be on duty to settle any disputes that cannot be solved by the players.

2. Fouls are the result of physical contact between opposing players.

3. The offending player calls the foul.

4. 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.

5. If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption.

6. Violations consist of traveling with the disc, attempting to strip the disc, or double-teaming an opponent.

7. Fouls and violations result in a change of possession.

Positioning

1. 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.

2. A pick is considered a violation.

3. When the disc is in the air, players must play the disc, not the opponent.

4. The principle of verticality: All players have the right to the space in-immediately above them.

A player who has jumped is entitled to land at the same spot without hindrance by opponents.

 

Miscellaneous

1. The team captain or coach must enter the names and ID numbers of all players on the score sheet prior to the start of each contest.

2. Players arriving late may sign in at that time and upon doing so may enter the game.

3. All fans must remain along the sidelines of the field, out of play.

4. Players will not be allowed on the field to warm-up until the preceding game on their field is finished.

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

 
© 2008 Recreational Services at the university of Oklahoma
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