Team Sport

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")

1.     A team will consist of seven (7) players.
2.     A team may start and play a game with as few as five (5)people.

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 five players. The game will begin when at least five 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.

A. The Game: Ultimate Frisbee is a no-contact sportContact 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 be played to: 10 for Men and 8 forWomen with a 50 minute time limit.  There will be a 3 minute half time when one team reaches: 5 for men and 4 for women)
2.     Each team will receive two one minute timeouts per game.
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 sudden-death overtime period will be played until 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
·        A coin toss will start the game, and the winner will have the choice of; receiving 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 overtime 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 throws-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 until 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 thrower 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 opposite 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 in play at the point where it crossed the line
(2) Requesting a re-throw
(3) Put the disc in play from the brick mark closest to the end zone that the receiving team is defending (The brick mark is located 20 yards from the front of each end zone in the middle of the playing field)
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 until play restarts.
4.     The marker restarts the play by handing the disc to the thrower.

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 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 any 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.
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.
1.     Fouls are the result of physical contact between opposing players.
2.     The offending player calls out the foul. The offended player calls out the foul. (i.e. the player who was fouled)
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.
* If thrower is fouled in the act of throwing, and the disc is not caught by an offensive player, the disc should be reverted back to the thrower, and play should be restarted.
4.     If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption.
* If the pass is completed, the play is stopped, and the disc is reverted back to the thrower.  Play is restarted.
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. <- Not Right?

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.



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 participate in any and all of the remaining games.
6.     Ejected players must leave the playing area for the remainder of that contest and any other contests of that day.

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 until the preceding game on their field is finished.
C. The Intramural Office does not provide insurance and assumes no responsibility for injuries occurringduring intramural sports.


IMA Points

Team Entry points: 100 points
Men's: 350 points 7.5 point spread
Women's: 175 points 7.5 point spread