Intramural Ultimate Frisbee Rulebook

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Intramural Ultimate Frisbee Rulebook TEAMS: Each team must have a minimum of four players on the field in order to participate. Conversely, teams can only have a maximum of six on the field at a time. 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. Team members, including the thrower, must be behind their respective end zone’s line. To bring the disc back into play the thrower must touch the disc to the black line (See Outof-Bounds) MOVEMENT OF THE DISC: The disc may be advanced in any direction by completing a pass to a teammate; handoffs are not considered a complete pass. Players may not run with the disc, if there is excessive forward motion the thrower shall move back toward the area the disc was caught and touch the disc to the ground. If the disc makes contact with the ground and has excessive forward movement, the disc shall be returned to the area in which it hit the ground. CHANGE OF POSSESSION: A turnover will result due to the following events: When a pass is not completed (e.g. out of bounds, drop, block, interception). If the disc makes contact with any other object (wall, floor, basketball hoop, etc.) play stops and possession changes. If the disc hits the back wall of the end zone, the play is dead. Possession will turnover at the front line of end zone. If the disc is dropped, or lands in the end zone, but does not go out of bounds or hit the back wall, the disc shall be played from the spot where it contacted the ground. If the receiving team drops the disc during “the pull” (see INITIATE PLAY) If a marker reaches “10” in their defending count (see STALL COUNT).

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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. Two feet must touch down inside the end zone to score a point. Simply stepping into the end zone is not a valid score. OUT-OF-BOUNDS: If the disc crosses the black line while in flight the play stops and the possession changes. If the disc is in possession and the player crosses the line, they must return to where they caught the disc. SUBSTITUTIONS: Players not in the game may replace players in the game after a score and during an injury timeout. NO CONTACT: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. The defender cannot be closer that a disc length from the marker. The defender may only block the disc after it is released from the throwers hand; anything prior to 10 is a reduction of stall count back to 0. FOULS: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone and all players return to their positions prior to the foul. SELF-OFFICIATING: 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. STALL COUNT: Only one defender (marker) may block a thrower at a time…no double-teaming. After the marker counts to 10 while defending, play stops and possession changes.

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