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.