Ultimate Frisbee Rules and Regulations I. The Game Ultimate Frisbee is a non-contact sport. 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 change of possession occurs. A goal is secured when a player successfully passes the disc to a teammate in the end zone which that team is attacking. Each player is required to bring their university student ID to play in that game. II. The Field, Players, and Equipment A. The field will be eighty (80) yards long by forty (40) yards wide a sixty (60) yard playing field and two (2) 10 yard end zones. 1. There are no scrimmage lines or off-sides except on the pull ( throw-off ), in ultimate Frisbee. 2. Boundary Lines are considered out-of-bounds. B. Players of opposing teams must wear contrasting colored jerseys. C. No metal cleats may be worn. No jewelry, earrings, watches, etc. may be worn. 1. Penalty for improper dress the player cannot play. D. Any flying disc can be used as long as it is acceptable to both team captains. 1. a regulation disc weighs 175g and is 10.75 in diameter and is recommended III. Start of the Game A. The game shall be played between two teams of six players each. Four players are required to avoid a forfeit. B. A designated captain will be the only player to confer with the referee. The team will identify this player before the game. C. Winner of the coin toss can choose to exercise their option first or second half. 1. Winner has choice to pull ( throw-off ) or receive, defer to second half, or goal to defend. 2. Teams will alternate goals after each score. 3. The captain that did not get the choice in the first half will get the choice to pull ( throw-off ) or receive in the second half. D. In regular season there is no overtime play. In tournament play overtime will continue until winner is decided. 1. In overtime, go back to III.C above. IV. The Pull A. Play starts at the beginning of each period of play, and after each goal, with a pull. The pull consists of one player on the offensive team throwing the disc towards the other end zone. B. Position prior to the pull. 1. The players on the throwing team are free to move anywhere in their end zone, but may not cross the goal line until the disc is released. The thrower must be on the goal line or in the end zone when the disc is thrown. 2. The players on the receiving team may stand on or in their end zone, but may not cross it until the disc is thrown. 3. As soon as the disc is thrown, all players may move in any direction.
C. If a member of the receiving team catches the disc, they must put the disc into play from that spot. D. If the disc lands out of bounds, the receiving team has a choice: 1. Receive a re-throw. 2. Take the disc at the closest spot on the boundary line. E. If a member of the receiving team touches the disc but fails to catch it, it is a change of possession and the team that threw off regains possession. F. If the disc hits the ground before any player contact, the disc will be played from where the disc first hits the ground. V. Offensive Play The goal of the offensive team is to move the disc down field and score a goal by catching the disk in the end zone that team is attacking. A. The disc is moved by passing from one player to another. B. The disc may be passed in any direction. C. The person receiving the disc may not move once they have caught the disc. (Sometimes momentum may cause a player to take a step or two after catching a disc. This is limited to two (2) steps and is up to the discretion of the official). D. Once a person has caught the disc they must establish a pivot foot and cannot move that foot. E. Traveling (walking with the disc) will result in a change of possession. F. The thrower has as much time to throw as needed to get rid of the disc as long as they are not being guarded. If the thrower is being guarded, the thrower has ten (10) seconds to get rid of the disc (counted by the official). G. If the player catches the frisbee in bounds then goes out by momentum, the player will keep possession of the frisbee and throw off from were he/she went out. H. One foot must be in play to be considered a catch. VI. Defensive Play A. No defensive player may ever pick up the disc. B. A defensive player may intercept or knock down a pass. A disc can be batted in the air but may not be knocked out of hand. C. A defensive player may not physically interfere with someone trying to catch the disc. If there is interference, the offensive team will regain possession from that spot. D. A defender may guard the thrower, but cannot contact the thrower and must give the thrower a 1 yard cushion. 1. If the defender guarding the thrower encroaches on the 1 yard cushion, he will be told to move back and the 10 second count will start over. VII. Players cannot. A. Stiff arm. B. Run over other players. C. Hold, push, or knock the runner down in an attempt to get the disc. D. Set picks. E. Generally, blocking and defending follow the same rules as for football concerning interference and the use of picks. VIII. Unsportsmanlike Conduct A. The typical order of penalties for unsportsmanlike play will be: 1. A warning for that player. 2. A yellow card 3. A red card and ejection from the game. B. Depending on the severity of the foul, the penalty can start at any of the above stages. C. Ejection from the game will result in disqualification from the next scheduled game. 1. Ejections also require a mandatory meeting with the Intramural Sports Coordinator prior to being reinstated as eligible for play.
IX. Out-of-Bounds: A. The perimeter lines are out-of-bounds. B. The disc is considered out-of-bounds if it at any point contacts anything out-of-bounds. C. If a player is in the air and is knocked out-of-bounds before contacting the ground, it is pass interference, that team gets the disc at that spot. D. If there is inadvertent contact it is up to the discretion of the official as to whether the player was to land in or out-of-bounds. X. Turnovers A. A change of possession occurs in any of the following situations: 1. An incomplete pass. 2. A caught pass that is dropped. 3. An interception. 4. A pass that goes out of bounds. If the disc lands out-of-bounds, the player will move to where the disc went out of play to put it back in to play from there. B. When there is a change of possession the disc will be picked up from that spot and put in to play. C. A rolling or sliding disc may be stopped by any player, but it may not be purposefully advanced in any direction. Possession is gained where the disc stops. D. An offensive player may not catch their own pass. An offensive player may catch their own pass if it contacts another player first. E. If a defensive player catches a pass it is considered an interception. F. If a defensive player tries to catch a pass but drops it, it is considered a knock down, and the defensive player gains possession of the disc. G. Traveling (moving the pivot foot) will result in a change of possession. XI. End zones A. If a defensive player gains control of the disc in the end zone, the player must decide: 2. To put the disc in to play from that spot, done by establishing your pivot foot 3. To put the disc in to play at the closest spot on the goal line, established by promptly moving towards the goal line. 4. If no move towards the line is made, the player in possession of the disc is obligated to play from the point of the possession change. B. If a player receives a pass from his own teammates in the end zone, he may not advance it to the goal line, but must play the disc from there. XII. Scoring A. A goal is scored when an offensive player catches a pass in the end zone he is attacking. B. A player s momentum may not carry him in to the end zone. If a player catches the disc and moves in to the end zone, the player must go back to the point nearest to him/her and play it from there. XIII. Game Time A. Playing time shall be two twenty (20) minute halves. B. Halftime shall be five (5) minutes. C. When overtime is used it will be five (5) minutes long, and there will be a three (3) minute intermission. D. The clock will start when the throw-off is legally touched. During the first half the clock will run continuously. During the second half the first 18 minutes will run continuously and the last two minutes of the game the clock not stop unless: 1. Team Time out restarts on the first throw of play. 2. Referee s time out restarts on the first throw of play. 3. Injury time out restarts on the first throw of play. E. Approximately two (2) minutes before the end of each half the referee shall stop the clock and inform both captains of the playing time remaining in that half. Whether the clock starts depends on the previous play. The official will announce the remaining time to both captains whenever the clock is stopped during the final two (2) minutes.
F. During the final two (2) minutes of each half, the clock will start and stop on the officials whistle, with the following exceptions: 1. Incomplete pass restarts on the pass. 2. Out-of-bounds restarts on pass. 3. Score (touchdown or safety) restarts when the throw-off is legally touched. 4. Team time out restart on pass. 5. Defensive penalty restarts on the pass. XIV. Time Out A. There will be two timeouts per team per game. B. Each time out will be one (1) minute in length. C. In overtime each team will get one timeout. The timeouts will not carry over. D. Timeout may be called by either team after a goal and before the ensuing throw-off. E. During play only the player in possession of the disc may call a timeout. 1. After a timeout the disc is put into play from the spot on the field from which the time out was called. XV. Substitution A. Substitutions can only be made: 1. After a goal and before the ensuing throw-off. 2. Before the beginning of a period of play. 3. After a timeout. 4. To replace an injured player. XVI. Mercy Rule A. If a team is leading by five (5) or more points at the two minute warning in the second half the game is ended. B. If a ten (10) point lead is achieved during the last five (5) minutes of the second half the game is ended. XVII. Co-Ed Revision A. Each co-ed team must be made up of 3 men and 3 women. B. A team can start a game with 2 men and 2 women. C. You may play with more women than men, but not more men than women. Potential Penalty Calls: Double Interference When both teams commit inadvertent contact, other than unsportsmanlike, the pass is considered incomplete and is a change in possession. Pass Interference A. For defensive pass interference, the offensive team will gain control of the disc where the foul occurred. B. For offensive pass interference, the defensive team will gain possession of the disc where the foul occurred. C. When pass interference occurs in the end zone, the offended team will gain possession at the goal line, but will have to pass in to the end zone to score. Delay of Game If the defensive team picks up the disc or won t let another player delay of game will be called. The penalty will be a free (unguarded) throw from that point. Defense Foul on Score If there is a foul by the defense during a play which results in a successful score, the throw-off will take place from the middle brick.
Guarding If the defender is within 1 yard of the thrower, the defender will be told to move back and the 10 second count will restart. 10 Seconds If the thrower fails to throw the disc within 10 seconds when being guarded, it will be a change of possession at that spot. Inadvertent Whistle Restart play from where it was stopped. Unsportsmanlike Conduct A. Unsportsmanlike conduct can be called from any of the following incidents: 1. Excessive physical contact. 2. Excessive verbal harassment and excessive cursing. 3. Any other behavior that an official deems unacceptable. B. The typical order of penalties for unsportsmanlike play will be: 1. A warning for that player. 2. A yellow card. 3. A red card and ejection from the game. C. Depending on the severity of the foul, the penalty can start at any of the above stages. D. Ejection from the game will result in disqualification from the next scheduled game. Rule decisions are final after the disc is next legally thrown. Revised: 1/19/11