ULTIMATE FRISBEE

Report 2 Downloads 155 Views
ULTIMATE FRISBEE Phone: 303-871-3912

Website: du.edu/intramurals

Email: [email protected]

Games will be governed by the current rules of USA Ultimate, with the following points of emphasis and modifications:

Rules that have been updated/added from 2016-2017 are highlighted in yellow.

NUMBER OF PLAYERS Teams will play 7v7. A minimum of 5 players is required to avoid a forfeit. There is no maximum of roster size. CO-REC MODIFICATION: Teams will play 7v7 with a minimum of 5 players, but only with any of the following gender combinations:  4 men, 3 women  4 women, 3 men  3 men, 3 women  3 men, 2 women  3 women, 2 men Teams are not allowed to agree amongst each other to play a different ratio than ones listed above. For example, teams will not be allowed to play 5 men/2 women. If a team falls under the required number of players, the following will occur:  If a team falls under the required number to play due to an ejection or disqualification, the game will end as a default.  If a team falls under the required number to play due to injury or any other circumstance, the game may continue (at the official’s discretion) until the official or any other intramural staff member on site deems that the team playing down no longer has an opportunity to win or tie.

Forfeit Policy 

 

A game is considered a forfeit when at least one team fails to have the minimum number to play at FIVE minutes after the scheduled game time. This is a “grace period” that allows teams to not forfeit when just running a tad bit behind, but will give teams who show up on time a small score advantage at the start of the game. If a team does not have the minimum players at game time, but is able to field enough players before five minutes, the game will start with the non-offending team receiving a set number of points/goals (see below). Games will always start at the beginning regardless of number of minutes allowed for a team to field the minimum number of players.

Sport Ultimate

Penalty Score Awarded to Non-Offending Team 2-0

Please review the Guide To Procedures for the full explanation of this policy.

PLAYER ELIGIBILITY Each individual may play for only ONE single-gendered team & ONE Co-Rec team with each sport, if applicable. Any members of the team appearing on the University of Denver’s Club Men’s and Women’s Ultimate rosters are eligible, but may not have more than TWO members (combined for men and women) on their roster. Please refer to the Club Sport Athlete Eligibility sections of the Guide to Participation to ensure your team is eligible.

EQUIPMENT Jerseys/T-Shirts 1

All members of a team must wear jerseys/t-shirts of the same color. It is advised that team members also bring a white shirt, in the event your opponent is the same color as your team.  If an Intramural Sports pinnie is worn, a shirt must be worn underneath. Dress Denim or shorts/pants with metal rivets may not be worn during any Intramural Sports competition. Shoes/Cleats All players must wear shoes. A shoe shall be considered official if it is made with either canvas or leather uppers or similar material. The sole may be smooth or molded with soft rubber or plastic cleats. The cleats should be rounded, non-abrasive, tapered uniformly on the sides and not develop a cutting edge. The cleats shall not be screwed into the sole (detachable). No metal spikes, cleats with metal tips, or polyurethane spikes or shoes similar to metal sole and heel plates will be allowed.  Vibram FiveFinger shoes will not be allowed. The officials and supervisors on duty have the authority to disallow any shoe that they feel would endanger the person wearing the shoes or his/her opponent. Discs Teams are required to supply their own discs. In the event neither teams brings a disc and the game cannot be started on time, both teams will receive a forfeit. Illegal Equipment A player shall not wear anything that is construed as dangerous by the intramural sports staff. Examples of this are:  All jewelry (i.e. necklaces, earrings, rings, string bracelets, chains, etc.)  Headgear (i.e. caps, bandannas, clips, etc.) o Exceptions: Yakima, turbans, winter/wool hats with no hard brims, and one-piece head/sweat bands that do not have to be tied and are elastic in nature.  A guard, cast, or brace made of a hard substance, not covered by proper padding at the discretion of the official. First warning of illegal equipment is at the captain’s meeting prior to the first pull. The intramural staff member on site has the authority to remove and/or eject any player wearing illegal equipment without warning.

START OF PLAY Prior to the start of the game, a captain’s meeting will be held to review rules, answer questions, and administer the disc flip (i.e. rock paper scissors, odds/evens) to determine end of field and pull.  The game will consist of one 40-minute game with no halftime. The clock will run continuously throughout the game.  An IM Staff member will keep all of the game times.  The first team to 10 or the team ahead after time runs out is determined the winner. a. Both teams are responsible for keeping track of the score. The intramural staff member on site will only keep time.  The intramural staff member will blow a whistle once to indicate that 5 minutes are remaining in the game (i.e. soft cap)  The intramural staff member will blow a whistle twice to indicate that time has run out and the current point in play will be the final point of the game (i.e. hard cap) o A new point has begun immediately after either team scores a point.  Example: Team A scores a point. Between that score and the next pull, the whistle is blown twice. Since the next point has officially already begun, the game will end after the next point is scored.

TIMEOUTS Each team will be awarded one 1-minute timeout per game. Timeouts may not be taken within the last 5 minutes of the game. A timeout may only be taken when the team has possession of the disc or between points. Timeouts do NOT stop the clock.

SPIRIT OF THE GAME 2



 

Each game is self-officiated. Players are responsible for calling their own fouls. It is up to the players to resolve their own disputes. If there is a dispute that cannot be resolved on the field, play is stopped and the captains must consult the intramural staff member on duty. The intramural staff member will then determine a ruling – this ruling is FINAL. Ultimate is a non-contact sport. Ultimate is a game of fair play, sportsmanship, honesty, and trust. Please respect the calls made by other players and resolve disputes in a sportsmanlike manner.

RULES OF THE GAME Each point is started with both teams lining up on their respective front end zone line. The team starting off on defense starts the game (or the point) by throwing (“pulling”) the disc down the field to the offense.  This happens every time a team scores, as well as at the beginning of the game and overtime.  If the pull initially lands out-of-bounds (“brick”), the offense begins with the disc at the brick mark (in the center of the field, 20 yards past the near end zone line) or at the middle of the field parallel to where the disc went out of play, whichever the offensive team chooses.

Disc Movement The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc or hand off the disc. The person with the disc (“thrower”) has ten (10) seconds to throw the disc. The defender guarding the thrower (“marker”) counts the stall count (i.e. Stall 1, Stall 2, Stall 3...).  The thrower is not allowed to take any steps, but the catcher is allowed a few steps to slow down. After a catch, the thrower must establish a pivot foot. Once a pivot is established the thrower may not move this foot until after a throw has occurred. Change of Possession If a pass is incomplete, dropped, blocked, or thrown out of bounds, the defense takes possession and becomes the new offense. If the defense intercepts a pass, they immediately become the new offense and begin their possession from the spot of the interception.  If a turnover occurs in the end zone, the new offense may walk the disc to the end zone line to resume play. Out-of-Bounds A disc is out-of-bounds when it first contacts an out-of-bounds area or contacts anything out-of-bounds. The perimeter lines itself are considered out-of-bounds.  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.  The thrower may pivot in- and out-of-bounds, providing that some part of the pivot foot contacts the playing field. 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 in-bounds, the player is considered in-bounds. The player carries the disc to the point where the player went out-of-bounds and puts the disc into play at that point. Scoring Each time the offense completes a pass in the defense’s end zone, they are awarded one (1) point. After a score, the teams return to their end zone lines and the team that just scored will execute the pull to the other team. Substitutions Players may only make substitutions after a score, a team timeout, or during an injury timeout. Fouls A foul is the result of physical contact between opposing players; a violation generally is any other infraction of the rules. When an infraction (a foul or violation) occurs:  The offending player loudly calls out the infraction (e.g., “Travel,” “Foul,” etc.). 3

 

 

A player called for an infraction may contest that call (by loudly calling “contest”), if that player believes that s/he did not commit the infraction. After a call, play stops and players remain stationary until the parties involved have resolved the call. o If a call is not disputed, play resumes in a way simulating what most likely would have occurred without the infraction. E.g., 1) If a thrower was fouled while throwing and the pass was incomplete, the thrower gets the disc back with a new stall count, or o 2) If a receiver is fouled on a reception attempt and the pass is incomplete, the receiver gets the disc at the point that the foul occurred. If a call is disputed and the players cannot come to a resolution, the play is redone with each player returning to the position s/he occupied when the disputed infraction allegedly occurred. Infractions include: o Foul: Contact between opposing players. o Fast count: When the marker counts at intervals of less than one second. o Double-team: When more than one defensive player is guarding the thrower within 10 feet. o Disc space: If the marker touches or is less than one disc diameter away from the thrower. o Travel: When a thrower fails to establish a pivot foot at the appropriate spot on the field, and/or to keep in contact with that spot until the throw is released. o Strip: When a defensive player knocks the disc out of a thrower’s hands. o Pick: Obstructing the movement of a player on the opposing team.

A player called for an infraction may contest that call if that player believes the infraction did not occur.

CODE OF CONDUCT The use of profane language directed to one’s self or another will not be tolerated. Arguing with a staff member or player in an unsportsmanlike manner will not be tolerated. It is okay to discuss violation calls with your opponent and contest calls, as long as it is done in a sportsmanlike manner. Ejections Any intramural staff member on site may eject a player from the game, if deemed necessary. If ejected, the player is suspended indefinitely from all intramural sports events and must leave immediately. Failure to do so will result in that team to forfeit the game. Sportsmanship Ratings Opposing captains will be responsible for assigning the sportsmanship ratings for his/her opponent. The intramural staff has the ability to make changes to a captain’s given rating for a team.  Opposing captains should not award a lower sportsmanship rating strictly because a team calls multiple uncontested foul calls.  The changes made to any sportsmanship rating by the intramural staff member are FINAL.

PLAYOFF TIE-BREAKER PROCEDURES In the event that the game is tied during the regular season, the score will stand. In the event of a tie during playoffs, sudden death overtime periods of 20 minutes will be played until a team scores. The first team to score in overtime shall be declared the winner. A captain’s meeting will be administered along with a disc flip to determine end of field and pull.

4