Intramural Ultimate Rules

7 on 7 Ultimate Frisbee Rules

Introduction

  1. Description:
    Ultimate is a non-contact sport played by two five player teams. The object of the game is to score goals. The disc may only be moved by passing as the thrower is not allowed to take any steps. 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. A goal is scored when a player successfully passes the disc to a team-mate in the endzone which that team is attacking.
  2. Spirit of the Game:
    Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of: the bond of mutual respect between players; adherence to the agreed upon rules; or the basic joy of play. Protection of these vital elements serves to eliminate adverse conduct from the Ultimate field. Such actions as taunting of opposing players, dangerous aggression, intentional fouling, or other "win-at-all-costs" behaviour are contrary to the spirit of the game and must be avoided by all players.

Section 1

Intramural Policies and Procedures

Eligibility is covered in the Intramural Policies and Procedures Manual.

Section 2

Number of Players

Each team can register any number of players unless otherwise deemed by the Intramural Co-ordinator. Rosters will close after your last scheduled league game (i.e. rosters are locked for the play-offs). Special consideration may be obtained from the Intramural Co-ordinator.

Section 3

The Game

  • Games will begin at the assigned time. A 10-minute grace period will be given to each team. At that time a forfeit will take place. Teams must have minimum five players to start the game (see co-ed requirements for co-ed leagues).
  • All contests will consist of two twenty minute halves with a five minute half time. Teams are allowed one 60 second timeout per half. Timeouts can not be carried from one half to the next.

Initiate Play

  • Each point begins with both teams lining up on their respective end-zone line. The defence throws the disc to the offence.
    • If a member of the receiving team catches the pull on the playing field properly, that player must put the disc into play from the spot.
    • If a member of the receiving team touches the disc during flight of the pull and cannot maintain possession, it is a considered turn over which results in a change in possession.
    • If the receiving team allows the pull 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 disc initially lands in-bounds, then goes out-of-bounds, the receiving team gains possession at the point on the playing field nearest to where the disc first went out-of-bounds. If the disc stops in the end-zone see second point below.
    • If the pull lands out of bounds, the receiving team, before touching the disc, may choose to:
      1. Put the disc into play at the nearest point on the playing field proper to where the disc crossed the perimeter line.
      2. If the pull lands out of bounds past the end zone, offence may bring up the disc to the front of the end zone in the center.
  • Scoring
    Each time the offence completes a pass in the defence’s end-zone, the offence scores a point. In order to score a point, the first point of contact must be in the end zone. The play is initiated after each score.
  • Movement of the Disc
    The disc may be advanced in any direction by completing a pass to a team-mate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
  • Change of possession
    When a pass in not completed (e.g. out of bounds, drop, block, interception), the defence immediately takes possession of the disc and becomes the offence (turn-over).
  • Substitutions
    Players not in the game may replace players in the game after a score and during an injury timeout.
  • Non-contact
    No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  • Fouls
    When a player initiates contact on another player a foul occurs. A foul is when an action prevents the player from making a play on the disc, which can be from throwing or catching. The play stops, and the foul is discussed. The offensive player who initiated the foul may “contest (disagree)” or “no contest (agree)” on the foul call. If contested, the disc goes back to the previous throwing, and resume play. If it’s non-contested, the player who called the foul gets possession of the disc.
  • Self-Refereeing
    Players are responsible for their own foul and line calls. Players resolve their own disputes.
  • Spirit of the Game
    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 joy of play.

Out-of-Bounds

  • Any area not on the playing field is out-of-bounds. The perimeter lines themselves are out-of-bounds.
  • A disc is out-of-bounds when it first contacts an out-of-bounds area or contacts anything out-of-bounds (i.e. hits the ground or some object).
  • The disc may fly outside a perimeter line and return to the playing field, and defensive players may go out-of-bounds in order to make a play on the disc.
  • A player is out-of-bounds when s/he is contacting an out-of-bounds area. When a player is in the air, his/her in or out-of-bounds is determined by where the ground was last contacted by the player (i.e. the player while touching the disk makes contact with the ground or some object).
  • 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.
  • Should the momentum of a player carry him/her out-of-bounds after making a catch and landing inbounds, the player is considered in-bounds. The player carries the disc to the point where s/he went out-of-bounds and puts the disc into play at that point.
  • To start or 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 of the playing field properly, nearest where the disc last crossed the perimeter line, and put the disc into play at that point. The offensive player may use a "self check," meaning he/she picks up the disc and touch the ground and yell "disc in."
  • The thrower may pivot in- and out-of-bounds, providing that some part of the pivot foot contacts the playing field.
  • 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 defence did not contact the disc. If the defence contacted the disc, the disc must be put into play at the point on the playing field proper closest to where the contact occurred.

End zones

  • If a team gains possession in the end zone which it is defending:
    • The player taking possession must make the immediate decision to either:
      • Put the disc into play from that spot, or
      • Carry it directly to the closest point on the goal line and put it into play from there. If this option is chosen, the player taking possession commits the player to put the disc into play at that point.
    • To fake or pause after gaining possession commits the player to put the disc into play at that point.
      • If, as a result of a pass from a team-mate, a player receives the disc in the end zone which they are defending, that player does not have a choice of advancing the disc to the goal line.
      • If a team gains possession in the end zone which it is attacking, the player taking possession must carry the disc directly to the closest point on the goal line and put the disc into play from there.

Section 4

Overtime Procedures (Hardcap)

  1. All regular season games will end in a tie
  2. All overtimes are 5 minutes in length
  3. The first team to score twice in the overtime period will be declared the winner

Section 5

Co-ed Rules

  1. A team must have TWO people of each gender on the field at all times
  2. If a team only has ONE player of a particular gender they can play one person short at all times. However that players must stay on the field at all times and if for any reason the player in question can not continue their team will forfeit.