ULTIMATE FRISBEE Phone: 303-871-3912
Website: du.edu/intramurals
Email:
[email protected] Games will be governed by the current rules of the National Amateur Dodgeball Association, with the following points of emphasis and modifications:
GENERAL GUIDELINES For more information about the following policies, please read the DU Intramural Sports Guide to Participation 2015-2016 DU Pioneer ID Cards: No ID, No Play, No Exceptions!!! All participants must present a valid DU Pioneer Card to the appropriate Intramural Sports staff member on site in order to play. Game Times: Teams who do not meet the minimum player requirements by game time will be granted a 5 minute grace period to field a team. At five minutes, if a team does not have enough players, it will forfeit. If a team fields enough players, the game will begin with the non-offending team receiving a score advantage to start the game. If a forfeit occurs, teams may stay and scrimmage and utilize the field/court/rink during the scheduled game time should the staff not need to close the facility because it’s the last game of the day, however teams utilize this space at their own risk. Actions that occur during forfeits can still count for and against your team during a scrimmage. Defaults and Forfeits: If during a season a team forfeits twice, defaults twice, or forfeits once and defaults once that team will be removed from the league and its remaining regular season games will be open for teams to pick up at the discretion of the Student Programs Manager. In the event this occurs, a team’s entry fee will not be refunded. How to avoid a forfeit: If your team is unable to make a regular season or playoff game, your team captain must email the Intramural Sports office by 3pm for weekday games and 3pm Friday for weekend games. Failure to notify the Intramural Office by the deadline stated will result in a forfeit. To ensure the validity of the default request and to have documentation of the default request, we will not accept requests via phone or in-person. Forfeit Fee: If a team accumulates one forfeit during the regular season, the captain will automatically be charged a $20 fee that must be paid by 12pm the day after their final scheduled regular season game to be eligible for playoffs. The captain will be suspended from that team immediately, but the team is still eligible to participate. If a team forfeits their final regular season game, nd they will have to pay at least 48 hours in advance of their first scheduled playoff game. If a team forfeits a 2 time, this team will be charged an additional $10, dropped from the league, be ineligible for playoffs. If the team fails to pay this $20 fine by the deadline, they will be removed from the league and will be ineligible for playoffs. Should a team not pay the forfeit fee by the deadline, the team captain will be suspended from all intramural sports participation until the fee is paid. The hold will remain on the captain’s IMLeagues account until the fee is paid in full. Drug and Alcohol Policy: Under no circumstances are drugs or alcohol allowed at an intramural event. Any participant that is caught with drugs or alcohol or under the influence of drugs or alcohol during an intramural event will be immediately ejected from the game, asked to leave the facility, and will be suspended indefinitely from all intramural sports until further notice. Intramural staff will call higher authorities if necessary. Participants that are ejected for drugs and alcohol may warrant further action by the University of Denver. Participants are the responsibility of the team captain and must abide by the Drug and Alcohol Policy, as well. Please refer to the complete Drug and Alcohol Policy located in our Guide to Participation. Varsity Athlete Eligibility: A person who has won his/her varsity letter or award (i.e. trophy, plaque, jewelry, certificate, jacket, etc...) in a sport or its related sport at the University of Denver, a four-year college or university, or two-year junior college, will not be eligible to compete in that sport or its related counterpart for a period of one academic year after the completion of their intercollegiate team membership. Club Sports Athlete Eligibility: A person who is listed on a club sports roster will be eligible to compete in that sport or its related counterpart, HOWEVER teams are limited to 2 club players per team (exception: Ice Hockey = 4, any 3v3 sport = 1) and these players must play in the highest/most competitive division offered. All coaches are considered members of their team, and therefore, the rule above applies to coaches as well. 1
Weather and Game Cancellations: In case of cancellations due to inclement weather/unplayable field conditions, the Intramural Sports staff will make an announcement via IMLeagues concerning the playing of the games in question. Please do NOT call/email the office. If a game reaches half-time or is at least 50% completed when postponed, the result will be final. If a game failed to reach half-time or is less than 50% complete or the game is tied, then the rescheduled game (if rescheduled) will resume at its point of interruption. Sportsmanship and Playoff Qualification: Sportsmanship is a vital component for success in every Intramural Sports contest. Participants are expected to display good sportsmanship toward opponents and the Intramural Staff at all times. In order for a team to be eligible for playoffs, they must achieve an average sportsmanship rating of “3” for the regular season. The Rating System is based on the following criteria: "4" = Excellent o Respect shown to the game and staff by participants, coaches, and spectators at all times. There are no incidents of negative sportsmanship. Participants speak to all staff members appropriately in all situations. In order for a team to receive this rating, the team must not have accumulated any technical fouls/yellow cards/unsportsmanlike penalties before, during, or after the game. "3" = Fair o A team has minimal instances of negative sportsmanship, but as an overall positive attitude and shows cooperation with the officials and staff. Any team receiving one technical foul/yellow card/unsportsmanlike penalty will receive a rating no higher than a “3”. "2" = Below Average o A team shows dissent by word and/or action towards officials and/or the opposing team. The team captain exhibits issues controlling his/her teammates, but is in control of himself/herself. A team argues with multiple calls and/or shows occasional instances of negative sportsmanship. Defaults also receive a sportsmanship rating of “2”. Should one team member be ejected from a game, the highest rating a team will receive is a “2”. Any team receiving two technical fouls/yellow cards/unsportsmanlike penalties will receive a rating no higher than a “2”. "1" = Deficient o A team is consistently critical of the officials and/or the opposing team from the field/court and/or sidelines. Multiple instances of dissent by word or action have likely occurred. The team captain exhibits little or no control over teammates or himself/herself. A team may have had multiple instances of reckless play. Forfeits also receive a sportsmanship rating of “1”. Any team receiving more than three technical fouls/yellow cards/unsportsmanlike penalties will receive a rating no higher than a “1”. Should one team member be ejected from a game along with at least 1 other team member receiving a technical foul/yellow card/unsportsmanlike penalty, the team will receive a rating no higher than a “1”. "0" = Poor o A team is completely uncooperative. The team captain has little to no control over teammates and/or himself/herself. Several instances of dissent by word or action have likely occurred. Any team that takes action to intentionally harm another participant and/or staff member will receive a “0” rating. A team having at least two players ejected will receive a “0” rating and the game will end immediately as a default. A team that accumulates four technical fouls/yellow cards/unsportsmanlike penalties will receive a “0” rating and the game will end immediately as a default. A team that has one ejected player and two other players with a technical foul/yellow card/unsportsmanlike penalty will receive a “0” rating the game will end immediately as a default. Any team receiving a “0” rating is subject to removal from the league at the discretion of the Student Programs Manager. Any team that does not average a "3" Sportsmanship Rating or higher during the regular season will not be eligible to participate in postseason play.
In order to be eligible to participate in a playoff game the participant must be on their IMLeagues roster by midnight of the last night of the league’s regular season. It is every player’s responsibility to get onto the roster online. 2
SPORT SPECIFIC RULES Rules that have been updated/added from 2014-2015 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 (New for 2015 - 2016)
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 Ultimate rosters are eligible, but may not have more than TWO members 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 All members of a team must wear jerseys/t-shirts of the same color. Goalkeepers need to wear a shirt/jersey with contrasting colors from teammates and opponents that easily distinguishes them. 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. 3
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.
SPIRIT OF THE GAME
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. 4
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.). 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. 5
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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.
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