Playing Rules

Updated July 16, 2026
General Rules

Participant Insurance: Florida State University does not provide accident insurance coverage for injuries received by Intramural Sports participants. Each participant should make sure that they have coverage either through family policies or the student insurance plan.

Alcohol & Tobacco Products Prohibited: Possession or consumption of alcoholic beverages, smoking, and the use of smokeless tobacco and similar products are prohibited at FSU Campus Recreation facilities and any Intramural Sports contest. Violators will be asked to leave the area. Failure to do so can result in forfeiture of the contest, suspension of individuals and/or teams, and appropriate action by the Office of Student Conduct & Community Standards and/or the FSU Police.

General Eligibility: Participation is limited to currently-enrolled, fee-paying FSU students, faculty members, and full-time staff. FAMU & TSC students and members of the community are not eligible. In order to participate in an intramural contest, each player must present their current, valid FSUCard. Check-in takes place at designated sign-in locations at the facility, not at the fields or courtside.

Seven Priniciples of Intramural Sports: Additional information regarding player eligibility, team rosters, participant check-in, and other IM guidelines is available in the Seven Principles of Intramural Sports online and in print in the Intramural Sports Office at the Main Campus Fields (1001 W. St. Augustine Street). Requests for exceptions to any policy must be directed to the IM administrative staff during regular weekday business hours in the Intramural Sports Office. No exceptions are granted at the fields or courts.

Sport Rules

Disc Golf is played like traditional golf, but with disc golf discs instead of balls and clubs. One throw (stroke) is counted each time the disc is thrown and when a penalty is incurred. The goal is to play each hole in the fewest strokes possible. The team with the lowest total strokes for the entire course wins. The hole is completed when the disc comes to rest in a disc golf basket.

Events are conducted utilizing PDGA (Professional Disc Golf Association) rules with the following exceptions:

I. TEAM COMPOSITION

1. Players can compete on only ONE doubles team in the league.

2. A doubles team may have up to 4 players on their line up; a round may be started with no less than two (2) players per team. A team will forfeit if they do not have two (2) players at any point in the round.

II. EQUIPMENT & COURSE

1. All participants will be supplied with a disc golf disc by the FSU Intramural Sports Staff. Participants may also use their own personal discs for play.

2. The Disc Golf Course has been clearly marked and properly set up for all participants. Please remain on the course at all times unless fetching a disc that has gone out of bounds.

3. All players must wear shoes. Tennis shoes, soft-soled shoes, and other shoes that protect the foot are legal.

III. GAME TIME & LENGTH

1. Game (round) time is forfeit time. A doubles team needs at least 2 legal players to begin the round.

2. Match Play
(A) In match play, two teams compete against each other in an effort to win each hole during the round. The team who wins more holes wins the match.
(B) In match play, a round stopped because of inclement weather is a regulation round if four or more holes have been played. In the event that a round is stopped in the middle of a hole, the official score will revert the score at the end of the last completed hole.

3. Medal Play
(A) In medal play, two teams compete against each other based on the total throws (strokes) for the round as tallied according to the scoring format chosen. The team with the lowest score at the end of the completed round wins.
(b) In medal play, a round stopped because of inclement weather is a regulation round if four or more holes have been played. In the event that a round is stopped in the middle of a hole, the official score will revert the score at the end of the last completed hole.

4. Tournament Play
(A) In tournament play, all teams complete in the same number of rounds. The total team score is the team’s cumulative score from all rounds. The team with the lowest total team score wins the tournament.
(B) In tournament play, a round stopped because of inclement weather will be postponed and resumed at the point of interruption. For rounds stopped at the completion of a hole, the round will resume with the next hole. For rounds stopped in the middle of a hole, the round will resume by restarting (teeing off again) the incomplete hole.
(C) During multi-round tournament play, when a team does not complete (or misses) a round, its score becomes the highest score of all competing teams in the missed round plus 9 throws.

IV. SCORING FORMATS

1. Best Throw
(A) Both team members throw from the teeing area. The team then chooses which of the two positions (lies) to play from for the next throw. Both team members throw from the resulting lie, and the team again chooses which of the two positions to play from, and so on.
(B) Members of a team who are throwing from the same lie may throw in either order.
(C) A team completes a hole when either team member completes the hole.
(D) The score for a team on a hole is the number of throws for the lies that were played, plus any penalty throws.

2. Best Score
(A) Each team member plays the hole as an individual player.
(B) A team completes a hole when a team member completes the hole with the lowest potential score for the team.
(C) The score for a team on a hole is the lowest score on the hole by either team member, including any penalty throws incurred by that player, plus any team penalty throws.

3. Aggregate Score
(A) Each team member plays the hole as an individual player.
(B)The score for a team on a hole is the sum of the scores on the hole by all team members including any penalty throws for the individual or team.

4. Tiebreakers
(A) In events where all teams are scheduled to present at the conclusion of all play, teams which have the same score upon completion will replay the last 3 holes, with the lowest scoring team winning the tie breaker. The selection of the 3 tiebreaker holes may be modified by tournament officials.
(B) In events where all teams are not present at the conclusion of all play:
(I) In multi-round events, ties will be broken by the lowest team score in a single round of play.
(II) In single-round events, ties will be broken by the lowest score recorded on any single hole in the round. For example, a team with a hole-in-one on any hole would win the tie against a team that did not record a hole-in-one on any hole.

V. PLAYING RULES

1. A throw is the propulsion and release of a disc in order to change its position. Each throw that is made as a competitive attempt to change the lie is counted, unless by rule it is disregarded.

2. Penalties that are associated with making a throw are those for: out-of-bounds, hazard, missed mandatory, above two meters, stance, marking, taking improper relief, and lost disc.

3. Each hole begins with a tee throw. Tee throws must be completed within or behind the designated tee area.

4. Never throw when players or other park users are within range. Be aware of your surroundings and environment at all times.

5. The lie is the spot where the player’s previous throw has landed. Mark each lie with a disc marker or leave the thrown disc on the ground where it landed. The player’s subsequent throw is made from directly behind the marked lie.

6. The throwing order for the first hole is the order in which the teams are listed on the scorecard. Throwing order on all subsequent tees is determined by the scores on the previous hole, so that the team with the lowest score throws first, and so on. Ties do not change the throwing order. After all teams have a lie other than the teeing area, the team whose lie is farthest from the target is next in the throwing order.

7. Fairway throws must be made from directly behind the lie. A run-up and normal follow-through, after release, is allowed, unless the lie is within 10 meters of the target. Any shot within 10 meters of the target requires that the player maintain balance and not move past the lie until the disc comes to rest.

8. A throw that lands out of bounds, must be played from a point up to 1 meter in bounds from where the disc crossed over the out of bounds line.

9. A disc that comes to rest in the disc golf basket or suspended in the chains constitutes the successful completion of that hole. After each hole is completed, the designated scorekeeper shall record each player’s score.

10. Special ground rules may be implemented by the Intramural Supervisor if special conditions exist that would warrant an alteration of ground rules already in place.

Sporting Behavior

1. The mission of Intramural Sports is to provide a recreational environment for the University community which is safe and enjoyable. While the game atmosphere is often competitive, ensuring participant safety, providing a fun, social atmosphere, and promoting sporting behavior among participants, spectators, and team followers are our primary concerns. The game atmosphere should remain good-natured at all times. Participants shall maintain good sporting behavior throughout their participation in all facets of the intramural program.

2. The Sporting Behavior Rating System is intended to be an objective scale by which teams’ attitude and behavior can be assessed throughout the intramural sports league and playoff seasons. Behavior before, during, and after an intramural sports contest is included in the rating. The team captain is responsible for educating and informing all players and spectators affiliated with their team about the system.

3. A team is responsible for the actions of the individual team members and spectators related to it. Additionally, FSU Intramural Sports does not recognize the use of coaches. Only the team captain shall speak to the officials regarding administrative matters (protests, ejections, disqualifications, etc). Furthermore, the team captain’s efforts in assisting officials/staff to calm difficult situations and to restrain troubled teammates are key to controlling team conduct.

4. Sporting behavior is vital to the conduct of every Intramural contest. In order to encourage proper conduct during games, officials, administrative personnel, and supervisors shall make decisions on whether to warn, penalize or eject players or teams for poor behavior. These decisions are final. The Intramural Sports administrative staff will rule on further penalties as a result of unsporting conduct.

5. Each participant should choose their team members carefully, as all team members will suffer the consequences of any disciplinary action taken by the Intramural Sports staff against that team for violation of the intramural rules and sporting behavior guidelines. Protests or appeals of sporting behavior ratings will not be recognized. The Intramural Sports administrative staff reserves the right to review any rating given to a team.

6. Additional information regarding team and participant sporting behavior including the rating method, factors, and scale is available in the Sporting Behavior Principle of the Seven Principles of Intramural Sports, available online at the FSU Campus Recreation web site.