Ultimate Frisbee Rules

 

Participants should participate with the understanding that injuries do occur & realize that taking part in the Intramural Program is completely voluntary. Therefore, Northern Michigan University is not responsible for injuries happening during play.

PARTICIPANTS SHOULD HAVE ADEQUATE HEALTH & ACCIDENT INSURANCE TO COVER ANY INJURY WHICH MAY OCCUR.

 

I.D.’S

Students must purchase a student recreation pass to be eligible to participate.  You must show the intramural staff your I.D. in order to participate.  Faculty/Staff and Community Recreation members must purchase a recreation membership in order to participate in I.M.’s.  Community members must be 16 years of age. Students who are found to be participating without a current rec pass will be automatically charged the semester rate of $70.00 to their student account.

 

MANAGER’S MEETING
The intramural manager’s meeting will be on the deadline date at a designated time and place.  At least one team member must be present at the manager meeting in order to guarantee your spot in the league.  It will be the manager’s (or designee) responsibility to read the handouts and relay the information to the remainder of the team.  Teams that do not have representation at the meeting will be fined if they would like to participate in the league and will only be added as space allows.

Fall 2013 Mandatory** Manager Meeting - Wednesday, Sept. 18 at 8 PM in the Superior Dome Room B101 (Theatre Room near study area)
**One rep from each team must be present at meeting or will need to stop by the Rec Sports office on Thursday, Sept. 12 (8am-5pm) to pay $10 fine and take manager test before being included in the league.   

 

SCHEDULES

Your team schedule will be sent to the team manager the Friday after the deadline date.  Play could begin as early as the following Monday.  It is the responsibility of each of the team managers to check their e-mail on a regular basis for team schedules and updates.  The Intramural Office will not call team managers to notify them of their team’s first game.  It is the responsibility of the team manager to inform their team of the game dates and times. 

 

FORFEITS

Teams are expected to begin play on time.  A team has 10 minutes to arrive after the clock begins.  If the team is more than 10 minutes late, a forfeit will be declared, and a $25.00 fee will be charged to the team manager’s student account.  Teams who forfeit during the course of the regular season may not be eligible for tournament play.  Teams who forfeit twice will be dropped from further competition and be charged a total of $50.00. You may call the intramural office at 227-1692 at least 48 hours prior to your game time in order to avoid the late fee.  Make sure to leave your team name, game time, and league.

 

PROTESTS

  • All protests must be filed by the team captain/manager at the time the question occurs.

  • Protests concerning rule interpretations will be settled at the game site by the officials, or the sport supervisor.

  • If a team captain believes the decisions rendered to be in error, he/she must notify the officials and supervisors that the contest will continue under protest.

  • A written protest and a $5.00 protest fee must be submitted to the Intramural Sports Coordinator by noon the following day.  The fee will be returned if the protest is upheld.

  • A matter involving the official’s judgment is not subject to protest.

  • A protest concerning a player’s eligibility can be made before, during, or after a contest.

1.      If an eligibility question is before or during a contest, the player and team captain will be notified and given the choice of whether or not the player will play.

2.      If the player chooses to play and is found ineligible, the contest will be forfeited and that player suspended from further participation for that sport’s season.

3.      If the player leaves the contest and is found to be ineligible, the contest may be subject to review by the Intramural Sports Coordinator.

4.      A protest regarding the eligibility of players must be made before either team plays its next scheduled game.

5.      Eligibility questions after contest will be investigated by the Intramural Sports Program.  Participants found ineligible will be penalized accordingly.

 

ELIGIBILITY

Varsity athletes are eligible to play Ultimate Frisbee.  However, no more than one-half the number of players allowed on the field at one time shall be varsity athletes.  For Ultimate Frisbee, six (6) players participate at one time, so only three (3) varsity athletes may be on the field at any one time from each team. 

No more than one-half the number of players allowed on the field may be ultimate club team members. A sport club member is defined as one who has practiced or played for the respective sport club during the current academic year and is officially registered with that club.

For Open Class A and B, you can only have two players the same on your roster.  If we identify that more than two people are playing on a team for Class A and Class B then we will drop one of the teams.

 

EQUIPMENT

The referee shall inspect and approve all equipment.  He/she shall not permit any player to wear equipment which in his/her judgment is dangerous to other players.  Elbow, hand, finger, wrist, or arm guard, cast, or brace made of any hard substance even though covered with soft padding shall always be declared illegal.

 

Shoes must be worn by all players.  A multi-purpose shoe is recommended.  No cleated shoes allowed.  Basketball, tennis, Vibram 5 Fingers and turf shoes are permitted.   

 

The disc and pinnies shall be provided by the Intramural Department.  The game disc will not be used for pre-game warm-ups. Each team manager will be held responsible for any of the above equipment damaged or not returned.

 

NO hard, unyielding equipment such as shoulder pads, head guards, casts, etc. may be worn.

All jewelry must be taken off or taped prior to game time.

 

The following shall be considered examples of illegal equipment, and cannot be worn:

  1. Hats
  2. Shin guards
  3. Jewelry – e.g., rings, watches, necklaces, earrings, etc.
  4. Face or spectacle guards, helmets or hard material
  5. Knee, head, thigh, or hip pads
  6. Cast of any type
  7. Cleats
  8. Players shall not have any foreign objects in their mouths

 

These rules will not be waived!  If a player is wearing any illegal equipment, he/she will be unable to participate until this equipment is removed.

 

ACTIVITY AREA

Superior Dome – 100 yd. field

 

PLAYERS

Six (6) players shall make up a full team.  Teams must start and finish with a minimum of four (4) players.

 

LENGTH OF GAME

  1. Time
    1. Two (2) twenty (20) minute halves shall constitute a game.  Time is continuous for each half except during time-outs, injuries, and unusual delays.
    2. Each overtime period lasts for five (5) minutes of stopped time (playoffs only)
    3. The clock starts when:

                                                              i.      An offensive player gains possession of a throw-off and establishes a pivot foot.

                                                            ii.      The marker touches the disc after a check.

                                                          iii.      The thrower puts the disc into play after it has been out of bounds.

  1. The clock stops:

                                                              i.      At the end of a period of play.

                                                            ii.      For time-outs.

                                                          iii.      For injuries.

 

  1. Points
    1. A goal is worth one (1) point.
    2. A game lasts until one team scores twenty-one (21) goals with a margin of victory of at least two (2) goals or time is up.
    3. A game with a score of twenty-to-twenty (20-20) goes into overtime, and play continues until a two-goal margin is achieved or one team scores twenty-five (25) goals.  During regular season, the game may end in a tie.

 

  1. Halftime lasts for five (5) minutes.

 

  1. At the end of the game, the team with the most goals is declared the winner.

 

THE GAME

  1. Starting the game begins when representatives of the two teams each flip a disc.  The representative of one team calls “Same” or “Different” while the discs are in the air.  The team winning the flip has the choice of:
    1. Receiving or throwing the initial throw-off, or
    2. Selecting which goal they wish to defend initially.

The team losing the flip is given the remaining choice.  Throw-in is at the 15 yd. line.

 

  1. The second half begins with an automatic reversal of the initial throw-off position.

 

  1. In a game, if overtime periods are needed, the disc flipping procedure is repeated for the first overtime period.  The initial throw-off position of subsequent overtime periods is the reverse of the throw-off position that started the previous overtime period.

 

  1. The throw off begins the game.  As soon as the disc is released, all players may move in any direction.
    1. No player on the throwing team may touch the throw-off in the air before it is touched by a member of the receiving team.
    2. If a member of the receiving team catches the throw-off on the playing field, that player must put the disc into play from the spot.  If the throw-off is caught in either end zone, the player takes possession at that point, and puts the disc into play.
    3. If the Frisbee is dropped after an attempt to catch a throw-off, it is a turnover.
    4. If a member of the receiving team touches the disc during flight of the throw-off (whether in or out-of-bounds) and the receiving team fails to catch it, the team which threw-off gains possession of the disc at the nearest point on the playing field.
    5. If the receiving team allows the throw-off 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.
    6. If the throw-off lands out-of-bounds, the receiving team, before touching the disc, makes a choice of:

                                                              i.      Putting the disc into play at the nearest point on the playing field to where the disc crossed the perimeter line.

                                                            ii.      Requesting a re-throw.  To request a re-throw, any member of the receiving team must fully extend one hand above the head and call “Over”.  Once this re-throw signal is given, that throw-off can no longer be put into play.

 

 

  1. The Thrower
    1. The thrower is the offensive player in possession of the disc, or the player who has just released the disc.
    2. If the disc is on the ground, whether in or out-of-bounds, any member of the team becoming offense may take possession of the disc.  Once an offensive player has picked up the disc, that player is required to put the disc into play.
    3. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released except in the case where the thrower has just received a pass while running and is throwing before the third ground contact.  Once a pivot foot is established, it must stay planted.  If a pivot foot is changed, it is a turnover.
    4. If the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass.
    5. A defensive player who establishes possession of the disc becomes the thrower, but may not throw the disc before he/she establishes a legal pivot foot.  To do so, is a traveling violation.
    6. If the frisbee lands out of bounds or is caught out of bounds the team now in possession must tap the Frisbee back in bounds in order to initiate play.

 

  1. The Marker
    1. Only one defensive player may guard the thrower at any one time; that player is the marker.
    2. The marker may not straddle (i.e. place his/her foot one either side of) the pivot foot of the thrower.
    3. There must be at least one arm length between the upper bodies on the thrower and the marker at all times.  It is the mutual responsibility of both players to respect each other’s position and not encroach into this area once it is established. 
    4. The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.
    5. Stalling- cannot hold the disc for more than ten seconds.
  2. The receiver must catch the disc while having both feet completely in bounds.  If any part of their foot is on or over the out of bound line, it will result in a turnover.

 

SCORING

  1. A goal is scored when an offensive player completes a pass to a teammate in the end zone which his/her team is attacking.
  2. In order for the receiver to be considered in the end zone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the end zone.
  3. A player cannot score by running into the end zone with the disc. 
  4. A player must be completely in the end zone and acknowledge that he/she has scored a goal.  If that player plays the disc unknowingly into a turnover, then no goal is awarded.

 

SUBSTITUTIONS

  1. Substitutions can be made only:
    1. After a goal and before the ensuing accepted throw-off.
    2. Before the beginning of a period of play.
    3. To replace an injured player.
  2. If a team replaces an injured player, the opposing team has the option of substituting a like number of, or fewer players.

 

TIME-OUTS

  1. Each team is permitted two (2) time-outs per half.  Each team is permitted exactly one (1) time-out in overtime. 
  2. Each time-out lasts up to two (2) minutes.
  3. The player calling the time-out must form a “T” with his/her hands and call “time-out” loudly.
  4. A time-out may be called by either team after a goal and before the ensuing accepted throw-off. 
  5. During play, only a player who has established a pivot foot and who has possession of the disc can call a time-out.

 

END ZONES

  1. If a team gains possession in the end zone which it is defending:
    1. The player taking possession must make the immediate decision to either

                                                              i.      Put the disc into play from the spot, or

                                                            ii.      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.

  1. To fake or pause after gaining possession commits the player to put the disc into play at that point.

 

  1. If, as a result of a pass from a teammate, 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.

 

 

ALCOHOL/TOBACCO  POLICY

ABSOLUTELY NO DRINKING is allowed before playing in Intramural Sports Activities!  If an official, for any reason, suspects that a player has been drinking prior to playing, that player will not be allowed to participate in the game.  If anyone is found using tobacco products or drinking he/she will be asked to leave the building and will be indefinitely suspended pending a meeting with the Intramural Sports Coordinator.