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Intramural sports are scheduled competitive and recreational activities. Intramural activities are offered for both men and women. Participants may choose from individual, dual or team activities. Male, female, and coed activities are organized into various skill levels for the enjoyment of the participant.

Ultimate Frisbee

Information

7on7; Men, Women, and Corec divisions offered; Register a team or as a free agent; Games will be played at Panthersville

Rules

All standard Intramural Rules apply.

Ultimate Frisbee is a fast moving, competitive, non-contact sport played by two seven-player teams. The sport has a great deal of freedom and informality implicit in the rules. Primary among these is the spirit of the game, which enables the honor system to be effective.

The object of Ultimate Frisbee is to gain points by scoring goals (1 point per goal). The disc may only be passed, and a goal is scored when a player successfully passes the disc to a teammate in the end zone which that team is attacking. The team with the most points at the end of the game is declared the winner.

Equipment

  • The official frisbee must be at a weight of 165g to 175g. A Discraft Ultraster 175g is universally accepted.
  • Individual players may wear gloves, as long as they do not endanger the safety of any other player.
  • Players must wear shoes. No metal cleats allowed.
  • Knee braces are allowed, but any metal must be completely covered.

Playing Field

  • The main playing field for Ultimate Frisbee is 70 yards long and 40 yards wide.
  • Both end zones are 40 yards wide and 15 yards deep. Total size of the field is 40 yards by 100 yards.
  • If a pass is completed outside the lateral boundary, it is considered incomplete and the defensive team gains possession of the disc.
  • In order to be considered in-bounds, a player must land with first point of contact in bounds; the line itself is out of bounds. Should the disc land outside the lateral boundary, it is returned to play on the main playing field at the point where the disc went out-of-bounds.
  • The player throwing the frisbee in bounds must have one foot in bounds.

Official

  • No referee is used; the two teams play on an honor system.
  • An IM Staff member will keep the time and the score, and may be called upon the settle questions regarding rules, fouls, etc.

Time

  • Games will consist of two 15-minute periods, with a 5-minute halftime between the periods.
  • The clock will run continuously except for injuries, time outs and during the last 5 minutes of the second half and during the 5-minute overtime period. During the last 5 minutes and the overtime period the clock will stop after every goal, for time outs, injuries, fouls, and when the disc goes out-of-bounds. The clock restarts when the receiving team touches the disc following a throw-off. When the disc goes out of bounds or for any foul call, the clock will stop...it will restart as soon as soon as the disc is tapped in (i.e. the stall count begins), not when it is first thrown.
  • The clock does NOT stop for call discrepancies.
  • Each team is permitted one time-out per half and one per overtime period, each lasting one minute. Either team may call a time-out after a goal and before the ensuing throw-off. Time-outs do not carry over into the second half or into the overtime.
  • A team must be in possession of the disc in order to call a time-out during play.
  • In the event of a tie at the end of regulation time, there will be an overtime period lasting 5 minutes. The captains will flip a coin to determine which team will pull. If there is no winner at the end of this period, the tie will be broken by a sudden death overtime (first team to score wins).

Pull

  • Play begins with the pull. The captains of the two teams will flip a coin or disc to determine which team will throw or receive, or choice of goal. The teams shall alternate pulls at the beginning of each period.
  • All players must be on or behind their own goal line until the disc is released. The receiving team must stand on their goal line without changing relative position.
  • A player on the goal line throws the disc toward the other team. As soon as the disc is released, all players may cross the goal line. No player on the throwing team may touch the disc in the air before a member of the receiving team touches it.
  • The receiving team may catch the disc. If a member of the receiving team successfully catches the throw-off, that player has possession at that point. If the receiving team touches the disc and fails to catch it, the team which threw off gains possession of the disc where it is stopped. If the disc is allowed to fall untouched to the ground, the receiving team has possession where it is stopped.
  • The disc must land within the boundaries of the playing field on the pull. If it does not, the receiving team has the option to take the disc where it went out-of-bounds or to have the disc re-thrown.
  • Each time a goal is scored, the teams switch direction of their attack, and the team that scored pulls on the signal of the receiving team
  • On the pull there is no "break" out of the back. If it goes out of the back of the endzone on a pull, the receiving team may bring it to the goal-line
  • If a pull lands in the endzone or is caught, the receiving team MUST play the disc from where it is (not allowed to bring it out to the goal-line if caught or lands in end-zone)

The Play

  • The team that has possession of the disc must attempt to move the disc into position so that they may score a goal. A player may propel the disc any way he/she wishes. The disc may never be handed from player to player. In order for the disc to go from one player to another, it must at sometime be in the air.
  • No player may walk, run, or take steps while in possession of the disc. The momentum of the receiver, however, must be taken into consideration. Should a player take steps obviously not required to stop, play stops and he/she returns to the point where he/she gained possession and play resumes when both teams are ready.
  • The player in possession may pivot on one foot, as in basketball. The thrower may not change his/her pivot foot.
  • Only one player may guard the person in possession of the disc. The disc may not be wrenched from the grasp of an opposing player or knocked from his or her hand.
  • The defensive team gains possession whenever the offensive team's pass is incomplete, intercepted, knocked down or goes out of bounds. A rolling or sliding disc may be stopped by any player, but may not be advanced in any direction. After the disc is stopped, no defensive player may touch it. Possession is gained at the point where the disc is stopped. Any member of the team gaining possession of the disc may throw it.
  • A player may catch his/her own throw if another player during its flight has touched the disc. Bobbling to gain control is permitted, but tipping to oneself is not allowed.

Endzones

  • Any time a team gains possession in the endzone which they are defending, the player may choose to resume play where the disc is stopped or at the goal line. A player may carry the disc up to the goal line provided that he/she approaches it perpendicularly.
  • The player may not pass the disc as he/she approaches the goal line.
  • If a team gains possession in the endzone which it is attacking, the disc is carried perpendicularly to the goal line and play resumes immediately from the goal line.
  • There are no "safeties"

Fouls

  • A throwing foul is called only by the player fouled. It is defined as any physical contact between offensive and defensive player sufficient to deter the flight of the disc. Contact occurring during the follow-through is not sufficient grounds for a foul.
  • If the pass is completed, the foul is automatically declined, and play proceeds without stopping.
  • A foul is also called when any physical contact occurs as a result of the offensive or defensive players playing the man instead of the disc. This includes pushing, grabbing, clipping, holding, kicking, sub-marining, etc.
  • The player who is fouled calls "foul", play stops and the player gains possession at the point of the infraction. Play continues when both teams are ready. Should a foul occur in the endzone, possession is regained at the goal line.
  • A stalling violation occurs when the player guarding the thrower calls out "stalling" and counts aloud 10 seconds. If the disc has not been released at the end of the count (or at the first utterance of the word "ten") it is turned over to the defense at that point.

Scoring

  • A goal is scored when an offensive player receives a pass from a teammate and has two feet past the goal line with at least one foot legally touching inside the endzone area without touching any out of bounds area. Again, "First Point of Contact" must be in bounds.
  • A player in possession may not score by running into the endzone.
  • The team that scores receives one point.
  • MERCY RULE: The game shall end if one team is ahead by 10 goals or more at halftime or any time thereafter.
  • The forfeit/no-show score is 2-0.

Substitution

  • Substitutions can be made only: after a goal and before the ensuing throw-off; to replace an injured player; and after periods of play
  • When substituting for an injured player, the opposing team may also sub for one player. The injured player may return when the next substitution is allowed (between scores or to start either half)
  • Substitutions cannot be made during a timeout

Clarifying Statements

  • There are no scrimmage lines or offsides in Ultimate Frisbee. The disc can be passed in any direction - forward, to the side, or backwards.
  • The term "when both teams are ready", implies that the defender will hold the disc until the defensive team is ready, and then hand the disc to the thrower-the clock restarts.
  • It should be common practice that the offensive team remains stationary until the disc is given to the thrower.

Team Composition

  • A men's or women's game is played with 7 players a side.  A team must have a minimum of five (5) players on the field and ready to play at the scheduled starting time or the game will be forfeited.
  • A corec game is played with 8 players, 4 men and 4 women, a side.  A team must have a minimum of six (6) players on the field and ready to play at the scheduled starting time or the game will be forfeited.  The maximum number of men a team can have on the field is 4, and the minimum number of women needed is 2.
  • A maximum of 20 players is allowed on the roster
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