Intramural Ultimate Frisbee Rules - Spring 2011

 

1.      The Field – A rectangular shape with end-zones at each end.  A regulation field is 40 yards by 40 yards, with end-zones 20 yards deep.

2.      Initiate Play – Each point begins with both teams lining up on the front of their respective end-zone line.  The defense throws (pulls) the disc to the offense.  If the disc goes out of play on this, the offense gets the disc in front of their end-zone, where they must check the disc, by tapping the ground with it.

3.      Participants - Teams play seven on seven, and must have at least five to play.

4.      Jack and Jill Rules -  Jack and Jill plays eight on eight (4 guys and 4 girls), and must have at least six to play (3 guys and 3 girls).  Teams must play with eight or six players.

5.      Scoring- each time the offense completes a pass in the defense’s end-zone, the offense scores a point.  Play is initiated after each score with the “loser walks”.  The team that just gave up the score must walk to other side of the field to receive the pull.

6.      Movement of the disc – the disc may be advanced in any direction by completing a pass to a teammate.  Once caught, the player is allowed 2 steps.  Players may not run with the disc.  If a player takes more that 2 steps they lose possession of the disc at that place.  The player with the disc has ten seconds to throw the disc.  The defender guarding the player counts out the stall count.

7.      Change of possession – When a pass is not completed the defense immediately takes possession of the disc and becomes the offense.  If a team loses possession in their own end-zone it is a point for the other team and “loser walks”.  On a change of possession, the new offense must check the disc by tapping it on the ground before throwing the disc.

8.      Substitutions – Players not in the game may replace players in the game after a score, disc going out of bounds, or an injury timeout.

9.      There are no timeouts in ultimate Frisbee other than for injuries.

10.  There are two, twenty minute halves with a running clock.

11.  Mercy Rule- If a team goes up by 10 or more anytime after the end of the first half, mercy rule will be called.  If a team goes up by 7 or more half way the second half, mercy rule will be called.

12.  Non-contact – No physical contact is allowed between players.  Picks and screens are also prohibited.  A foul occurs when contact is made.

13.  Fouls – When a player initiates contact on another player a foul occurs.  When a foul disrupts possession, the play resumes as if the possession was retained.  If the player committing the foul disagrees with the foul call, the play is redone.

14.  Self-Refereeing – Players are responsible for their own foul and line calls.  Players resolve their own disputes.  Staff will keep the score and the clock only.