Ultimate Frisbee Rules Summary
Last Updated for Summer 2015
The Complete FSU IM Ultimate Frisbee Rulebook is Available Online here
No Pets, No Alcohol, & No Tobacco Products are permitted at the Rec SportsPlex. Violators will be ejected.
PLAYER ELIGIBILITY, TEAM COMPOSITION, EQUIPMENT
Players MUST be valid, fee-paying FSU students, faculty or full-time staff. FAMU and TCC students are NOT eligible for FSU IM sports and events. Each player MUST show his/her current, valid FSUCard prior to each game in order to participate.
Each team will have 6 players on the field. Teams must have 4 players to start a game. Players are added to the team’s roster when presenting their FSUCards prior to any game (before championship day). Team rosters are unlimited in size.
Substitutions can only be made in between points (following a goal and before the throw-off) or during a time-out. There are no substitutions while the disc is in play.
Visible jewelry of any kind (earrings, studs, etc) is strictly prohibited and may not be worn during the game. Taping of jewelry is not permitted. Jewelry must be removed or the player will not be permitted to play. Casts or any items deemed dangerous by the IM staff may not be worn during the game. A player is subject to ejection for failure to comply after first warning.
All players must wear shoes. No metal cleats or shoes with detachable cleats are allowed. Boots and sandals are also prohibited. Any player caught wearing metal cleats or metal spikes will be ejected from the game.
Frisbees will be provided by the Intramural Sports staff at the game site. Teams may use an alternate Frisbee if agreed upon by both captains prior to the start of the game.
The field size will be 80 yards long by 30 yards wide. The field of play will consist of two 10-yard endzones and 60 yards of playing space.
Game time is forfeit time. Each game will consist of two 15-minute halves of running time with a 3-minute halftime period. In all games tied at the end of regulation, a 3-minute overtime period will be played.
Each team receives one time-out per half. Unused time-outs do NOT carry over to the next period. There are NO time-outs in overtime. Time-outs may be called by any team member on the playing field following a goal. While the disc is in play, only the player in possession of the disc may call time-out.
If a team leads by 10 points or more at anytime during the final 5 minutes of the second half, the game shall be called.
GAME RULES FSU
At the start of each half and after any score, a throw-off (pull) will occur. Prior to the throw-off, all players on each team must take a position within their own endzone. Players are free to move, but may not cross the goal line until the disc is released. Each team raises a hand to signal readiness; then the disc is thrown.
After the disc has been thrown off, the receiving team takes possession where the disc comes to rest. The receiving team may try to catch the disc before it lands on the ground, but if they drop it, it is considered a turnover and the throwing team gains possession. If the disc flies out of bounds before reaching the end zone, the receiving team takes possession at the point where the disc flew out of bounds OR take possession in the middle of the field at the point the disc flew out of bounds.
The offensive player in possession of the disc is called the thrower. The defensive player guarding the thrower is known as the marker. Any offensive player not in possession of the disc is called a receiver. Every player (excluding the thrower) is entitled to occupy any position on the field not occupied by any opposing player, provided that s/he does not cause personal contact in taking such a position.
The disc may only be advanced by passing. The disc may be passed in any direction by any player.
A player who has jumped is entitled to land at the same spot without hindrance by opponents. S/he may also land at another spot provided the landing spot was not already occupied at the time of take-off and the direct path between the take-off and landing spot was not already occupied. The player’s first contact with the ground after catching the disc determines whether he/she is in or out. The line is out. The first point of contact must be all the way in, this includes the endzone.
A player may never run with the disc. Upon catching the disc a player must stop as soon as possible and establish a pivot foot. Any further movement is considered traveling and can be called by anyone on the field. This causes the disc to be returned to the thrower at the point of the infraction and a disc check takes place.
In the event of an unsuccessful throw (i.e. out of bounds, dropped, or hits the ground), possession of the disc is turned over to the defensive team. A player may not catch his/her own throw, unless tipped by a member of the opposing team.
Only one marker is permitted to guard the thrower. The marker can be no closer than 18 inches to the thrower. No other defensive player may establish a position within 3 yards (9 feet) of the pivot foot of the thrower, unless he/she is guarding another offensive player in that area.
A thrower is allowed 10 seconds to throw the disc, but the stall count cannot begin until the thrower is marked. The marker shall begin a verbal 10-second count (1 to 10). If the disc is not thrown before the 10-second "stall" count is reached, the disc is turned over and the defense gains possession of the disc where the thrower was standing.
No defensive player may touch (strip) the disc while in the hands of the thrower (excluding the check). In the case of a strip, the stall count ceases until the thrower has regained possession, at which point the count resumes. Play does not stop.
No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team; to do so is a "pick." In the event of a pick, the obstructed player must immediately call "pick" loudly; play stops and is resumed after a check. When the disc is in the air, players must play the disc, not the opponent.