The
Intramural Sports Program
Ultimate Frisbee
Rules
All Intramural participants are responsible for their own medical expenses. Any participant unsure of his/her physical condition should check with their physician or the University Clinic before participating in an Intramural Sports contest.
Teams are responsible for keeping their spectators under control. Misconduct of participants, coaches or spectators can result in an unsportsmanlike penalty, ejection or forfeiture of the game. Team Captains will be held responsible for spectator, team and sideline misconduct. Two ejections from any contest will result in an automatic forfeiture.
1.
Eligibility and Roster Information
A current Southern Miss I.D. must be presented
to the supervisor at game time.
NO I.D. - NO PLAY- NO EXCEPTIONS!!!!
Teams will play with 7 players and must have 5 players to start a game. CoRec teams will play with 8 players (4 men and 4 women) and can play with 6 players (3 men and 3 women). CoRec teams can play with 7 players, provided that there are 3 men and 4 women or 4 men and 3 women.
Players may be added at any point to the roster, but rosters are locked as of the playoff meeting.
2.
Equipment
Participants cannot wear any jewelry during the game. The only exception is properly-secured medical alert jewelry.
Every Participant must wear proper athletic attire, including athletic footwear—no open-toed shoes may be worn.
Any Frisbee may be used, provided that it has no sharp edges and both teams agree to its use.
3.
Length of Game and Timing
Games shall be two 20-minute running clock period with a two minute halftime in between them.
During the regular season, games may end in a tie.
Playoffs: If the score is tied at the end of regulation, a sudden-death overtime period will occur. The winner of a coin toss will determine possession, and the first team to score will win.
4.
Playing Field
The playing field is 80 yards long and 40 yards wide. Both end zones are 40 yards wide and 10 yards deep.
5.
Start of the Game
Play begins with the throw-off. The captains flip a coin to determine which team will throw or receive, or choice of goal. The team that received at the start of the game will throw-off at the start of the second half. All players must be on or behind their own goal line when the Frisbee is released.
A player on the goal line throws the Frisbee toward the other team. As soon as the Frisbee is released, all players may cross their goal line.
No player on the throwing team may touch the Frisbee in the air before it is touched by a member of the receiving team.
The receiving team may catch the Frisbee or allow it to fall untouched to the ground. If a member of the receiving team successfully catches the throw-off, that player has possession at that point. If the receiving team touches the Frisbee and fails to catch it, the receiving team gains possession of the Frisbee either where the contact occurred or where the Frisbee comes to rest—whichever is closer to the receiving team’s end zone. If the Frisbee is allowed to fall untouched to the ground, the receiving team gains possession where it comes to rest.
If the Frisbee goes out-of-bounds before crossing the goal line and before touching the ground, the receiving team has the choice to gain possession at the point the Frisbee went out-of-bounds, or have the Frisbee thrown again.
6.
Game Play
The Frisbee may never be handed from player to player. In order for the Frisbee to go from one player to another, it must at some time be in the air.
No player may walk, run, or take steps while in possession of the Frisbee. Should a player take unnecessary steps, play stops, he or she must return to the point where he or she gained possession.
The player in possession may pivot on one foot and may not change his pivot foot. Only one player may guard the person in possession of the Frisbee and must be a Frisbee’s diameter away from the thrower. The Frisbee may not be stripped or knocked from the grasp of an opposing player.
The defensive team gains possession when the offensive team’s pass is incomplete, intercepted or goes out-of-bounds.
A Frisbee traveling on the ground may be stopped by any player. After the Frisbee is stopped, no defensive player may touch it. The other team gains possession at the point where the Frisbee is stopped. Any member of that team may throw the Frisbee.
A player may catch his own throw only if the Frisbee has been touched by another player during its flight.
There are not scrimmage lines or off-sides in Ultimate Frisbee. The Frisbee may be passed in any direction.
If a team gains possession in the end zone they are defending, the player in possession of the Frisbee may walk perpendicular to the goal line until one foot is on the goal line, and play will resume immediately.
In order to be considered in-bounds, a player must land with at least one foot completely inside the line. If the Frisbee lands out-of-bounds, it is returned to play at the point where the Frisbee went out. The thrower must have one foot on the line.
If the Frisbee goes out-of-bounds after crossing the goal line, the receiving team gains possession at the nearest corner of the goal line and the sideline.
Each time a goal is scored, the team that was scored on walks to the opposite end zone, and the team that scored throws-off.
7.
Fouls
A throwing foul may only be called by the person that was fouled. It is defined as any physical contact between offensive and defensive player that would deter the flight of the Frisbee. Contact that occurs during the follow-through is not sufficient grounds for a foul. If the pass is completed, the foul is automatically declined, and play proceeds without stopping.
When a player is fouled, play stops and player gains possession at the point of the infraction. Should a foul occur in the end zone, possession is regained at the goal line.
A stalling violation occurs when a player guarded by another player holds onto the Frisbee for 10 seconds. If the Frisbee has not been released at the end of the count it is turned over to the defense. Players must count out the 10 seconds aloud, so that other players can hear it, in order to have the stalling violation be applied.
Fouls by the offense will result in loss of possession at the spot of the foul.
8.
Scoring
A goal is scored when an offensive player has at least one foot completely inside the boundaries of the end zone after receiving a pass from a teammate. A player in possession may not score by running into the end zone. The team that scores receives one point.
9.
Substitutions
Substitutions can be made only after a goal and before the ensuing throw-off, to replace an injured player, or after periods of play.
10.
Forfeits
If a team fails to appear with the required minimum number of players, ready to play, at the scheduled location at the scheduled start of the game, a member of the Intramural Sports Staff will declare the contest a forfeit. Teams that forfeit will receive an ‘F’ for sportsmanship and will be required to pay $15 to the Recreational Sports Office prior to the registration of any other intramural sports teams. Teams are only allowed one forfeit per sport per season. If a team forfeits twice, it will be removed from the league for the remainder of the season.
11.
Defaults
If a team knows that they will be unable to play a scheduled game, the Team Captain must contact the Intramural Sports Office by 12:00 PM the day of the contest to declare a default. The defaulting team will receive a loss and a ‘B’ for sportsmanship. There is no re-entry fee for a default. Teams will be allowed one default per sport; upon the second default, teams will be removed from the league.
Recreational Sports Website: http://www.usm.edu/recsports
Intramural Sports Office: 601.266.5409
Revised 11/14/07