University of Hartford

Ultimate Frisbee Rules 2003

(9/4/04)

 

Eligibility

Each player must present a valid UHa ID to be eligible to participate. No Exceptions. All players are required to check in with the scorekeeper. No one will be permitted to play without an ID.

All players must meet the following eligibility requirements:

Full-time students with UH ID card are permitted to play.

Part-time and graduate students must have a valid UH ID and show proof of health insurance before the season.

Faculty/Staff members must have a valid UH ID and must be members of the Sports Center.

 

Equipment/Safety

Players must wear like colored team jerseys with numbers.

Sneakers and rubber cleats must be worn. Metal cleats are illegal. Bare feet and boots are not allowed.

All jewelry (including necklaces, earrings, nose rings, etc.) must be removed before participating. Any player failing to remove all jewelry prior to play will be ejected from the game. Hats may not be worn.

 

Game Rules

Players:

Each team will consist of six players, with at least 2 females. Games may begin or end with only 5 players, but any fewer at any point will cause a forfeit.

 

The field and "Out-of-Bounds":

The rectangular shape with end zones at each end, the field will be 60 yards by 40 yards, with end zones 10 yards deep. Lines are considered "out-of-bounds". Then end zone lines are considered part of the playing field. "In-bounds" is determined by a player's first point of contact after receiving the disc.

 

Initiate Play:

At the start of the game, the captains flip a coin. The winner determines either starting on offense of defense or which end zone to defend.

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.

Teams alternate end zones after each point.

 

Scoring:

Each time the offense completes a pass in the defense's end zone the offense scores 1 point.

 

Game Length:

Games will consist of twenty-minute halves, with the clock stopping only for time-outs. Each time will receive one (1) minute time-out per half. If the score is tied at the end of regulation play, a 3-minute sudden death overtime period will be played until a winner is declared. In regular season play, if no one has scored after the three-minutes the contest will remain a tie. For playoffs, the sudden overtime period will continue until a team scores.

 

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. Completion and possession are determined by receivers' first point of contact with the ground.

The person with the disc ("thrower") has seven seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.

The thrower must establish a pivot foot upon reception of the disc. Any movement of the pivot foot is considered a travel and is illegal. If the thrower travels while throwing the disc, the disc is returned to the thrower if it is completed. An incomplete throw is a turnover.

 

Change of Possession:

When a pass is not completed (e.g. out-of-bounds, block, interception), the defense immediately takes possession of the disc and becomes the offense.

 

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. A Foul occurs when contact is made.

 

Positioning:

Picks and screens are also prohibited. When a pick occurs, the screened player must announce it and all play stops. Once the screened player catches up to the opponent, the marker and thrower restart play from the point in the stall count when the pick was called.

 

Fouls:

When a player initiates contact on another player a foul occurs. The offending player calls the foul. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul called, the play is redone. When a foul requires a throw to be redone, the stall count begins at zero.

 

Spirit of the Game:

Ultimate Frisbee stresses sportsmanship and fair play. Competitive play is encouraging, but never at the expense of respect players, adherence to the rules, and the basic joy of play.

 

Sportsmanship Rating:

Good sportsmanship is a requirement of all participants. Players and coaches are to conduct themselves properly at all times. The IM office reserves the right to suspend or disqualify individuals or groups for unsportsmanlike conduct. The team captain assumes full responsibility for the conduct of the team and spectators. Unsportsmanlike conduct includes actions, which are unbecoming to an ethical, fair, honorable individual; it consists of acts of deceit, disrespect or vulgarity and includes taunting.

 

Each team will receive a sportsmanship rating from the official(s) and/or supervisor at the conclusion of the game.

 

1.     The officials will rate each team using the following guidelines:

4 (Excellent)- given to a team, which demonstrates good sportsmanship and maintain an excellent attitude of complete cooperation. Full and complete support of the officials, staff, and supervisor.

3(Above Average)- given to a team when there is no incident of poor sportsmanship. Respect shown for opponents, officials and staff.

2 (Average)- given to a team that is beginning to show poor sportsmanship, disrespect towards staff and officials, minor infractions are present. Poor behavior limited to individual/s, not to the entire team.

1(Below Average)- given to a team if players, other than the captain, persist in questioning officials' decision, repeatedly argue with the officials and staff. Frequent use of profane or vulgar language, players endangering the welfare of others, alcohol or drug use by players or spectators, spectators clearly related to the team fail to cooperate with the officials and staff.

0(Poor)- given to a team when players possess all the behaviors of a 1 rating. In addition they disregard warning of unnecessary roughness, unsportsmanlike conduct, abusive language or action, etc. Examples includes, fighting, bench clearing, ejected players for fighting, destruction or damage to IM property, no attempt of a team to control their fans and their interference in a game, striking an official or staff member.

 

2.    A team that defaults will receive a 2.              

3.     A team that forfeits will receive a 0.

4.     A team must have a 2.5 rating average in order to be eligible for the playoffs.

5.     A Team must have at least a 2.5 rating for each game in the playoffs to advance to the next round. Teams receiving a 2.0 or less are required to meet with the IM director prior to the next contest.

6.     Any team that receives a 0.0 in playoff game will be disqualified from that playoffs tournament. The Intramural Director will make the final decision.