Playing Rules

Updated September 1, 2023
General Rules

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.

Florida State University PROHIBITS possession or consumption of alcoholic beverages on University property. Smoking and the use of smokeless tobacco is also prohibited at Campus Recreation facilities. This includes the Rec SportsPlex, Main Campus Fields, Westside Courts, and Tully Gym. 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.

Sport Rules

Ultimate Frisbee is a non-contact sport played by two six-player teams. The object of the game is to score goals. The disc may only be moved by passing, as the thrower is not allowed to take any steps. Any time a pass is incomplete, intercepted, knocked down, or contacts an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession of the disc. A goal is scored when a player successfully passes the disc to a teammate in the end zone which that team is attacking.

I. GENERAL ELIGIBILITY

1. Participation is limited to currently-enrolled, fee-paying FSU students, faculty members, and full-time staff. FAMU & TCC students and members of the community are not eligible.

2. 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.

3. Additional information regarding player eligibility, team rosters, and participant check-in is available in the Seven Principles of Intramural Sports, available online at the FSU Intramural Sports web site and in the Intramural Sports Office in 1035 Tully Gym. 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.

II. TEAM COMPOSITION

1. Players can compete on only one team, regardless of league classification. A team’s roster may include an unlimited number of players.

2. Each team will play with 6 players on the field. Teams must have 4 players to start a game.

3. 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.

III. EQUIPMENT & FIELD SIZE

1. All players must wear shoes. Tennis shoes and soft-soled shoes are legal. No metal cleats or shoes with detachable cleats are allowed. Boots and sandals are also prohibited. Any player caught wearing metal spikes will be ejected from the game.

2. 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 the first warning.

3. Frisbees will be provided by the Intramural Sports staff at the game site.

4. 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.

IV. GAME TIME & LENGTH

1. Game time is forfeit time.

2. Each game will consist of two 15-minute halves of running time with a 3-minute halftime period.

3. In all games tied at the end of regulation, a 3-minute overtime period will be played in its entirety.

A. Prior to the start of overtime, the two team captains will meet to “flip” the disc. The winner of the toss will have the following options:
B. To receive the “throw-off” (pull).
C. To select which goal to defend.
D. If the game is still tied after the overtime period, the above steps will be repeated until a winner is determined.

4. 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.

A. Time-outs will be a maximum of 2 minutes in length.
B. Time-outs may be called by any team member on the playing field following a goal.
C. While the disk is in play, only the player in possession of the disk may call time-out.
D. In the event of an injury, an injury time-out will be called. The injury time-out is not charged to either team.
E. When play resumes after a time-out has been taken during play, the player who had possession puts the disc into play. If the player calling the time-out leaves the field due to injury, the player replacing them puts the disc into play. The disc is put into play at the location where the disc was when the time-out was called. Play is resumed through the use of a check.

5. (Mercy Rule) If a team leads by 10 points or more at any time during the final 5 minutes of the second half, the game shall be called.

V. INCLEMENT WEATHER

1. FSU Intramural Sports reserves the right to postpone or reschedule a contest if circumstances warrant such action. Regular season games cancelled by rain are generally not rescheduled. Contests postponed due to other reasons may or may not be rescheduled at the discretion of the Intramural Sports staff.

2. In the case of inclement weather, the Intramural Sports staff will not make a decision regarding the playing of games until after 4:00 pm. For information on cancellations, use the FSU Rec app or visit the Intramural Sports web site.

3. A game stopped because of inclement weather is a regulation game if four or more innings (3 1/2 if the home team is ahead) have been played. In the event that a game is stopped in the middle of an inning, the official score will revert the score at the end of the last complete inning.

VI. THROW-OFFS (PULLS)

1. Prior to the game, the two team captains will meet to “flip” the disc. The winner of the toss will have the following options:
A. To receive the “throw-off” (pull).
B. To select which goal to defend.

2. The loser of the toss will have the same options to start the second half. Another “flip” will be held prior to the overtime period.

3. Each half begins with a throw-off. Prior to the throw-off, a player on each team must take a position within their own endzone. Players are free to move anywhere within their endzone, but may not cross the goal line until the disc is released.

4. Each team raises a hand to signal readiness; then the disc is thrown.

5. After the disc has been thrown off, the receiving team takes possession where the disc comes to rest.
A. 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.
B. 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.
C. If the disc flies into the end zone and is either caught thereby the defense or lands there, the player who gains possession (either by catch or picking up the disc) must either establish a pivot foot and throw from that point OR immediately run straight forward to the goal line and begin play from there OR begin play from the middle of the field at the goal line.
D . If the disc flies out of bounds, through the end zone, the receiving team shall carry the disc to the goal line from the point the disc flew out of bounds OR begin play from the middle of the field at the goal line.

VII. OFFENSE

1. Definitions:
A. Thrower: Offensive player in possession of the disc.
B. Marker: Defensive player that is guarding the thrower.
C. Receiver: Any offensive player not in possession of the disc.

2. Every player (excluding the thrower) is entitled to occupy any position on the field not occupied by any opposing player, provided that they do not cause personal contact in taking such a position.

3. The disc may only be advanced by passing. The disc may be passed in any direction by any player.
A. The Principle of Verticality: All players have the right to the space immediately above them. Thus, a player cannot prevent an opponent from making an attempt on a pass by placing their arms above an opponent. Should contact occur the player restricting the vertical area is responsible.
A player who has jumped is entitled to land at the same spot without hindrance by opponents. They 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.

4. The player’s first contact with the ground after catching the disc determines whether they are in or out. The line is out. The first point of contact must be all the way in, this includes the endzone.

5. 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.

6. 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 their own throw, unless tipped by a member of the opposing team.

7. 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.

8. No player may establish a position, or move in such a manner, 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.

VIII. DEFENSE

1. Only one marker is permitted to guard the thrower. The marker can be no closer than 18 inches to the thrower.

2. No other defensive player may establish a position within 3 yards (9 feet) of the pivot foot of the thrower, unless they are guarding another offensive player in that area.

3. Should the thrower recognize a double-team situation, they first call “double-team” as a warning. If the defensive team continues to double-team, the thrower calls double-team again, and it is a violation.

4. 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.

IX. SCORING

1. A goal is scored when an offensive player receives the disc in the defender’s end zone. In order for the receiver to be considered in the end zone after gaining possession of the disc, their first point of contact with the ground must be completely in the end zone.

2. A player must be completely in the end zone AND acknowledge that they have scored a goal. If that player plays the disc unknowingly into a turnover, then no goal is awarded.

3. A player cannot score by running into the end zone with the disc. Should a receiver’s momentum carry them into the end zone after gaining possession, they must carry the disc back to the closest point on the goal line and put the disc into play from there.

4. Each goal is worth one (1) point.

5. The scoring team stays and throws off from this end zone to begin the next point.

X. TURNOVERS

1. An incomplete, intercepted, knocked-down, or out-of-bounds pass results in a loss of possession. A check is not required.

2. Out of bounds: When the disc goes out of bounds, play is resumed where it crossed the line, if it goes out the back, walk it to the closest spot on the end line. Player in-bounding disc must have pivot foot on the line. A check is not required.

3. The following actions result in a loss of possession and a check:
A. If the marker’s count reaches the maximum number;
B. If the disc is handed from player to player;
C. If the thrower intentionally deflects a pass to themselves off another player;
D. If the thrower catches their own throw. However, if the disc is touched by another player during its flight, it is considered a complete pass and is not a turnover.

4. When possession changes in an end zone,
A. If you gain possession in the end zone you are defending, you may either take the disc where it stopped, or walk it up straight to the goal line and take it there.
B. If you gain possession in the end zone you are attacking, you must walk the disc perpendicularly back to the goal line. Play continues, no “check” is required.

5. To check the disc, the thrower holds the disc and the marker counts down “2, 1, disc in”, then taps the disc.
A. If the count is too fast, thrower says “too fast”, and the marker must immediately go back 2 in the count.

XI. FOULS

1. It is the responsibility of all players to avoid contact in any way possible. Violent impact with legitimately positioned opponents constitutes harmful endangerment, a foul, and must be strictly avoided. Contact fouls include picking, blocking, and shoving for position.

2. A foul can only be called by the player who was fouled. It must be called immediately after the occurrence.
A. All players must freeze.
B. Stall count goes to zero.
C. Play resumes after disc is checked.

3. All fouls result in a re-throw, after a “check” of the disc, EXCEPT:
A. If a fouled pass is completed, the foul is automatically declined; Play continues. Call “Play on”.
B. On uncontested catching fouls, the receiver takes the disc as if caught. Check the disc.
C. On defensive fouls the “stall” goes back to zero. On offensive fouls or travels, it stays the same or goes back to six, whichever is lower.

4. If a receiver is fouled in the end zone, it is treated like a catch, but they must walk the disc to the end zone line and start play from there. It is not an automatic point. The disc must be checked in before play can begin.

5. The defense can contest the call, at which point the disc goes back to the thrower.

XII. 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.