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Team: Each team can play with a minimum of 5 players and a maximum of 7 players on the playing field. For Co-Rec teams, the number of male players may be equal to, or less than, but not greater than one more the number of female players. Teams must maintain these numbers for the entire game. The maximum number of players on the team roster is 12 participants. Equipment: Metal cleats are not allowed at any time! Pockets are prohibited. Baseball caps and jewelry are prohibited. Jerseys will be provided. Shoes must be worn. The disc must be a 175g ultimate Frisbee disc. Discs will be provided. Should teams choose to use their own discs, they must be accepted by the official. Rules: Ultimate Players Association and NIRSA ultimate rules will be followed with the following adaptations. Referee’s Authority: The referee has authority to rule promptly, in the spirit of good sportsmanship, on any situation not specifically covered in the rules. The referee’s decisions are final in all matters pertaining to the game. Protest Procedure: Verbal On Site - Protests may be made on eligibility and rule interpretation; never on a judgment call by officials. Only the Team Captain or designated game captain may file a protest. Rule and procedure protests must be filed at the time of the incident and before play resumes. The on-site supervisor will first attempt to handle the protest. If this ruling is not satisfactory to the Team Captain a written protest can be filed immediately after the activity with the Intramural on-site supervisor. If the protesting team wins the contest, the protest is automatically withdrawn. Written Protest - Must be presented to the Intramural Coordinator within 24 hours after the event. All protests will be given to the Intramural Coordinator for a ruling. Protest forms will be available at every contest. Inclement Weather: All Supervisors and Officials have the authority to postpone/cancel any event due to inclement weather. Inclement weather includes, but not limited to rain, lightning, etc. The Field: The field is 70 yards by 40 yards with two 20 yard enzones. The Game: Games will be played to a score of 15 or a time limit of 50 minutes. There will be a soft cap at 40 minutes that will add 2 points to both teams’ scores to help end the game on time. At 50 minutes there will be a hard cap and the scores that the teams have at that time will be final. Tie Games: During regular season play, if the score is tied at the end of the 50 minute time then the game is considered a tie. During the playoffs, if the score is tied at the end of the 50 minute time then the game will continue until a team scores. Halftime: When the first team reaches 8 points there will be a 2 minute halftime. When halftime is over the teams will alternate sides and the team that started the game receiving will begin the second half defending. Timeouts: Each team will have 1 timeout per half. Timeouts are 1 minute long. 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. 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. Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. 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 is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense. Out of Bounds: If the disc goes out of bounds the possession changes and the team with possession begins play at the point the disc went out of bounds. If the disc goes out of bounds on the pull it is put into play at the point it went out of bounds. If the pull goes out of the endzone the receiving team can put the disc in play at the middle of the endzone line. Substitutions: Players not in the game may replace players in the game after a score and during an injury timeout. Stalling: When a marker has defensive position on the thrower they can begin the stall count. The marker must announce the stall count by yelling “counting”. The marker then can begin counting to ten. If the thrower has not thrown the disc by the first utterance of the word “ten” the play is dead and there is a change of possession. Fouls: When a player initiates contact with another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. If the player committing the foul disagrees with the foul call, the play is redone. 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 basic joy of play. Safety Concerns: THIS IS A NON-CONTACT SPORT! No metal cleats. Hats, jewelry, or metal joint braces will not be prohibited. We have these rules to protect the participants’ safety. |
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