Intramural Game Rules
Ultimate Frisbee is a Tier 2 event. Sign-up is required. Companies that miss the sign-up deadline will not be scheduled to play. Athletic skill and physical fitness may be required.
Desired roster size is ten (10) players. Six (6) players are required to avoid a forfeit. One player from each team is designated as the team captain before the start of play.
The game is played 7 vs. 7. If a team only has six (6) players, they will play a man down.
Start time is forfeit time: there is no grace period for players to arrive late. One (1) game forfeit disqualifies a team from further play.
It is strongly recommended that players wear a mouthpiece. In addition, soft sole shoes are required; players may not play barefoot.
Games are played in two (2) 10-minute halves with a 2-minute break between halves. Games may be shortened at the discretion of officials; fifteen minutes of play will constitute a complete game. The clock runs continuously except for officials’ timeouts.
In the event of a tie at the end of regulation play, teams will play to sudden victory: the first team to score wins. Teams involved in a tie during Regimental Semifinals or Finals will play a five (5) minute overtime period. Teams will play to sudden victory if a tie remains at the end of this overtime period.
The thrower may pivot in- and out-of-bounds, providing some part of the pivot foot contacts the playing field.
Playing the Frisbee
Each point begins with both teams lining up in front of their endzone line. Then, the defense throws the Frisbee to the offense.
The thrower must establish a pivot foot and may not change that pivot foot until the throw is released.
The thrower has the right to pivot in any direction. However, once the marker has established a legal defensive position, the thrower may not pivot into the marker.
The thrower has 10 seconds to throw the Frisbee. The marker counts out loud, “Stall 1, stall 2, stall 3, etc.,” to determine when the time is up.
The offense retains possession if the Frisbee is caught simultaneously by offensive and defensive players.
For the receiver to be considered in the endzone after gaining possession of the Frisbee, their first point of contact with the ground must be entirely in the endzone.
Only one defensive player may guard the thrower at any time; that player is the marker.
The marker may not straddle (i.e., place feet on either side of) the pivot foot of the thrower.
All players have the right to the space immediately above them.
There must be at least an arm’s length between the upper bodies of the thrower and the marker at all times.
It is the mutual responsibility of both players to respect each other’s position and not to encroach into this area once it is established.
No physical contact is allowed between players. Picks and screens are prohibited.
Change of Possession
The defense becomes offense at the location of out-of-bounds, drop, blocks or interception, not from where the Frisbee was thrown.
Fouls and Violations
A foul occurs when a player initiates contact with another. The fouled player must call “Foul!” to stop play and retain or gain possession. If the player accused of the foul disagrees, the play is redone. (Contact occurring during the thrower’s follow-through or between opposing players while catching, intercepting, or blocking the Frisbee may be deemed incidental contact.)
If an uncontested foul occurs in the endzone (except a force-out foul), the player fouled gains possession at the closest point on the goal line to the infraction.
Suppose an airborne receiver catches the Frisbee and is contacted by a defensive player before landing, and that contact causes the receiver to land out of bounds. In that case, the receiver must call themself out-of-bounds or call a force-out foul on the defensive player. If this foul occurs in the endzone and it is uncontested, a goal is awarded.
If offensive and defensive players call off-setting fouls, the Frisbee reverts to the thrower.
A violation occurs when a player violates the rules that do not result in physical contact. The violated player must call “Violation!” or name the specific violation to stop play and retain or gain possession. Examples of violations are:
- the thrower moves pivot foot.
- the receiver takes more steps than required to stop after catching the Frisbee.
- the receiver, after receiving a pass, does not come to a complete stop before throwing the Frisbee.
- striping – a defensive player touches the Frisbee while it is in possession of the thrower or receiver.
- If there is ever a failure to come to an agreement over a call, the Frisbee reverts to the thrower.
Actions directed toward an opponent and not the Frisbee, e.g., tripping, holding, pushing, hitting, or intentionally endangering the opponent, will be punished with a 2-minute suspension. The suspended player’s team plays short a man for two minutes. Repeating aggressive play by any team member will result in exclusion: the excluded player’s team continues one player short for the rest of the game.
Substitutes may enter the game after a score and during an injury timeout.
Ultimate Players Association governs all other rules.