Ultimate
Frisbee Tournament
Spring 2006
Men's, Women's & Co-ed Divisions
1. 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 18-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. A 3-minute overtime period(s) will be used if a game ends in a tie.
2. 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, if needed.
3. 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 offsides
(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.
D. If 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 time expires.
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).
4. 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.
5. 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 his or her own throw without the disc touching
another player from either team during its flight.
6. 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.
***The Intramural Office Reserves the right to put into effect any new
ruling regarding Intramural policies and unsportsmanlike conduct.
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