Outdoor and Indoor Ultimate Frisbee Rules

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1 Outdoor and Indoor Ultimate Frisbee Rules Outdoor Note: Ultimate is a team sport in which the team with the higher point total at the end of the game wins. It is played with two teams of seven players on a rectangular field with an end zone at each end. A goal, worth 1 point, is scored when a player/thrower passes the disc to a teammate and it is successfully caught within the confines of the end zone his or her team is attacking. Solely passing the disc from one player to another may advance the disc. A player may not run while in possession of the disc. While the team in possession of the disc seeks to advance the disc toward the end zone it is attacking, the opposing team seeks to thwart advancement and obtain possession by forcing a turnover. A turnover results whenever a pass is incomplete, caught or knocked down by an opposing player, touches the ground at any point or is caught by a player outof-bounds. No overt contact or tackling allowed. The sport is played on a self-officiated basis, with no referees. All line violation; possession and foul calls are made by the players on the playing field. RULES OF PLAY: 1. Games: All games will be played at the specified location unless otherwise specified. All games must begin as scheduled. Teams should be assembled and ready to begin play at least 5 minutes prior to the start of their scheduled game. Games will last until one team reaches a score of at least 11 goals with a lead of at least two goals, or until a team scores 13 goals. There is to be a 5-minute halftime when one team reaches 7 goals. 2. Time Caps: Each game is 60 minutes, including warm up and half time. Maximum score limits imposed before or during a game to limit the time required to declare a winner. The game ends when one team's score first reaches the cap. 3. A soft cap is a maximum score limit imposed before the event. 4. A time cap is a maximum score limit imposed during a game once a predetermined time of play has elapsed and after the current scoring attempt is completed. 5. A hard cap is the ending of the game once a predetermined time of play has elapsed and after the current scoring attempt is completed. If the scored is tied, the teams play until one additional goal is scored. 6. Equipment: Equipment bags containing pylons and score sheets will be available on a sign out basis from the Equipment Room. Identification will be required. It will be the HOME team's responsibility to sign out and return the Frisbee equipment prior to and upon completion of each game. Any flying disc may be used as long as it is acceptable to both team captains. The players of each team shall wear uniform or other clothing that distinguishes them from the players of the other team. Each team must bring a light and a dark shirt, if they have no uniforms. Clean shoes must be

2 worn in the gym at all time. If staff of the University feels at anytime your footwear is not suitable for the gym, they will ask you to change footwear or ask you to leave the gymnasium floor area. 7. Playing Field: The HOME team of the first game of the night will be responsible for setting up and preparing the Frisbee field prior to the start of the game. The HOME team of the last game will be responsible for ensuring that all the equipment is returned to the equipment room immediately following the final game. The VISITING team is encouraged to assist. When setting up the pylons, please be sure to properly align and space them out. (Surface dimensions are: Width- the length of the end basketball courts Length- across all three gym Endzone- the first line of the basketball key (8 to 10 yards from the back of the endzone) 8. Game Sheets: Clipboards with accompanying game sheets and writing utensils have been placed inside each equipment bag. The game sheets can be left in the equipment bag. Please be sure that team names and accompanying scores are properly recorded on each game sheet prior to submission. Please note that incomplete game sheets will not be processed. 9. Defaults: Teams must field the minimum required number of players (6) at the scheduled start time of the game to avoid penalty. A 1-0 score will be assigned to the team that wins by default. Please be sure to indicate this on the game sheet prior to submission. If the HOME team defaults the game and the equipment bag with the game sheets has not been taken out to the activity area, it will be the VISITING team's responsibility to submit the game sheet, or to simply notify the Campus Recreation Office the following day. 10. Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of the respect between players, adherence to the rules, and the basic joy of play. Subsequently, at the end of the season, a spirit prize will be awarded to the team which exemplifies this philosophy. After every game the opposing teams will rate each other on a scale of 1-10, based on how sportsmanlike and fun the team was to play against. There will be sheets and envelopes for teams to place the votes in. The envelopes are to be sealed and left with the game sheets in the equipment bag. 11. Games cancelled or postponed due to conflicts with gym times will to be rescheduled if possible. If a game can not be rescheduled, the game will be officially recorded as a tie. Make-up games may have to be played on Friday, and/or on the weekends. 12. Playoffs to be determined and posted at a later date. 13. If any player has an open or bleeding wound, that player shall take an immediate injury substitution and may not rejoin the game until the wound is treated and sealed. Please note that ice is available in the Hydro therapy room if needed. 14. Alcohol is prohibited at all of the playing venues. 15. General Campus Recreation/Intramural Rules and Regulations as indicated in the Captain's Manual will apply. 16. For more information contact the Program Supervisor, at or intramurals@uregina.ca

3 RULES OF ULTIMATE FRISBEE: 1. Required Number of Players: Maximum number of players on the field is 6, minimum of 2 females and 2 males are required. 2. Initiation of Play: To begin play, the captain from the Home team flips two discs, the captain from the Visiting team then predicts whether the discs will both land face down or both face up (called "evens") or one disc will land face up while the other is face down (called "odds"). The winner of the flip has the choice of the following options: a) To receive or throw the initial pull; or b) Which end zone they wish to initially defend. The other team is given the remaining choice. The second half, consequently, is started with the automatic reversal of how the game was started. (i.e., the team that received to start the game now pulls to the other team on the opposite end of the field which they began). 3. The Pull: Each game and point begins with both teams lining up on the front of their respective end zone lines. The defense throws ("pulls") the disc to the offense. This initiates play. If the pull is allowed to hit the ground untouched, it is put into play as follows: If the disc hits and remains in-bounds, the disc is put into play at the spot where the disc comes to rest. (Note: Rules allowing players to stop a rolling disc apply.) If the disc initially hits in-bounds, then becomes out-of-bounds before being touched by the receiving team, the disc is put into play at the spot on the playing field (i.e., excluding the end zones) nearest to where it last crossed the perimeter line before becoming out-of-bounds. If the disc initially hits an out-of-bounds area, the receiving team has the option of putting the disc into play: at the spot on the playing field nearest to where the disc last crossed the perimeter line in flight; or, after signalling for a brick/middle by fully extending one hand overhead and calling "brick" before gaining possession of the disc: at the brick mark closest to the end zone the receiving team is defending; or at the spot on the long axis of the field nearest to where the disc last crossed the perimeter line in flight. If the pull is caught, the disc is put into play at the spot on the playing field nearest to where the disc was caught. If the pull is touched by the receiving team before the disc hits the ground and then allowed to hit the ground, it is considered a dropped pull and results in a turnover. The disc is put into play in the same manner as a turnover 4. Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("handler") has ten seconds to throw the disc. The defender ("marker") counts out the stall count as follows: "Stalling 1, stalling 2,.. stalling 10." If the handler fails to pass the disc after tens seconds it is a turnover. 5. Huck Rule: There will be a no "Huck" rule in effect for indoor games. This means that no point can be scored if the disc is thrown from the attacking teams' side of half and caught in the endzone. The attacking team must gain the opposing teams side of half before a point can be scored. 6. Change of Possession: When a pass is not completed (i.e., out of bounds, drop, block, interception) the defense immediately takes possession of the disc and becomes the offense. There is no stoppage of play on a turnover.

4 7. Substitutions: Substitution of players may be made only after a goal and before the ensuing throw-off, before the beginning of a period of play, or to replace an injured player. 8. Scoring: Each time the offense completes a pass in the defense's endzone, the offense scores a point. To initiate play again, the scoring team pulls the disc to the opposing team from the endzone in which they just scored. 9. Non-Contact: No physical contact is permitted between players. Picks and screens are also prohibited. A foul occurs when contact is made. 10. Violations and Fouls: Fouls are the result of physical contact between opposing players. The player who has been fouled or the person who caused the contact may call a foul. The foul must be called loudly and immediately following the contact. A throwing foul may be called when there is contact between the thrower and the marker, prior to the release of the disc by the thrower. Contact occurring during the thrower's follow through is not sufficient grounds for a foul, but should still be avoided whenever possible. A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception or knock down. Whenever a foul or violation occurs that stops play, players must resume their respective position at the time the foul or violation was called. To initiate play again, it is the responsibility of the thrower and marker to agree upon the correct count before the check. 11. Self-Officiating: Players are responsible for calling their own fouls and line calls. Players resolve their own disputes. If the player committing the foul disagrees with the foul call, the play is simply redone. Indoor 1. Games: All games will be played at the specified location unless otherwise specified. All games must begin as scheduled. Teams should be assembled and ready to begin play at least 5 minutes prior to the start of their scheduled game. Games will last until one team reaches a score of at least 11 goals with a lead of at least two goals, or until a team scores 13 goals. There is to be a 5-minute halftime when one team reaches 7 goals. 2. Required Number of Players: Maximum number of players on the field is 6, minimum of 2 females and 2 males are required. 3. Time Caps: Each game is 60 minutes, including warm up and half time. Maximum score limits imposed before or during a game to limit the time required to declare a winner. The game ends when one team's score first reaches the cap. 4. A soft cap is a maximum score limit imposed before the event. 5. A time cap is a maximum score limit imposed during a game once a predetermined time of play has elapsed and after the current scoring attempt is completed. 6. A hard cap is the ending of the game once a predetermined time of play has elapsed and after the current scoring attempt is completed. If the scored is tied, the teams play until one additional goal is scored. 7. Equipment: Equipment bags containing pylons and score sheets will be available on a sign out basis from the Equipment Room. Identification will be required. It will be the HOME team's responsibility to sign out and return the Frisbee equipment prior to and upon completion of each game. Any flying disc may be used as long as it is acceptable to

5 both team captains. The players of each team shall wear uniform or other clothing that distinguishes them from the players of the other team. Each team must bring a light and a dark shirt, if they have no uniforms. Clean shoes must be worn in the gym at all time. If staff of the University feels at anytime your footwear is not suitable for the gym, they will ask you to change footwear or ask you to leave the gymnasium floor area. 8. Playing Field: The HOME team of the first game of the night will be responsible for setting up and preparing the Frisbee field prior to the start of the game. The HOME team of the last game will be responsible for ensuring that all the equipment is returned to the equipment room immediately following the final game. The VISITING team is encouraged to assist. When setting up the pylons, please be sure to properly align and space them out. (Surface dimensions are: Width- the length of the end basketball courts Length- across all three gym Endzone- the first line of the basketball key (8 to 10 yards from the back of the endzone) 9. Game Sheets: Clipboards with accompanying game sheets and writing utensils have been placed inside each equipment bag. The game sheets can be left in the equipment bag. Please be sure that team names and accompanying scores are properly recorded on each game sheet prior to submission. Please note that incomplete game sheets will not be processed. 10. Defaults: Teams must field the minimum required number of players (6) at the scheduled start time of the game to avoid penalty. A 7-0 score will be assigned to the team that wins by default. Please be sure to indicate this on the game sheet prior to submission. If the HOME team defaults the game and the equipment bag with the game sheets has not been taken out to the activity area, it will be the VISITING team's responsibility to submit the game sheet, or to simply notify the Campus Recreation Office the following day. 11. Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of the respect between players, adherence to the rules, and the basic joy of play. Subsequently, at the end of the season, a spirit prize will be awarded to the team which exemplifies this philosophy. After every game the opposing teams will rate each other on a scale of 1-10, based on how sportsmanlike and fun the team was to play against. There will be sheets and envelopes for teams to place the votes in. The envelopes are to be sealed and left with the game sheets in the equipment bag. 12. Playoffs to be determined and posted at a later date. 13. If any player has an open or bleeding wound, that player shall take an immediate injury substitution and may not rejoin the game until the wound is treated and sealed. Please note that ice is available in the Hydro therapy room if needed. 14. Alcohol is prohibited at all of the playing venues. 15. General Intramural Rules and Regulations as indicated in the Captain's Manual will apply. 16. For more information contact the Program Supervisor, at or intramurals@uregina.ca RULES OF ULTIMATE FRISBEE: 1. Initiation of Play: To begin play, the captain from the Home team flips two discs, the captain from the Visiting team then predicts whether the discs will both land face down or both face up (called "evens") or one disc will land face up while the other is face

6 down (called "odds"). The winner of the flip has the choice of the following options: a) To receive or throw the initial pull; or b) Which end zone they wish to initially defend. The other team is given the remaining choice. The second half, consequently, is started with the automatic reversal of how the game was started. (i.e., the team that received to start the game now pulls to the other team on the opposite end of the field which they began). 2. Huck Rule: There will be a no "Huck" rule in effect for indoor games. This means that no point can be scored if the disc is thrown from the attacking teams' side of half and caught in the endzone. The attacking team must gain the opposing teams side of half before a point can be scored. 3. Substitutions: Substitution of players may be made only after a goal and before the ensuing throw-off, before the beginning of a period of play, or to replace an injured player. 4. Non-Contact: No physical contact is permitted between players. Picks and screens are also prohibited. A foul occurs when contact is made. 5. Violations and Fouls: Fouls are the result of physical contact between opposing players. The player who has been fouled or the person who caused the contact may call a foul. The foul must be called loudly and immediately following the contact. A throwing foul may be called when there is contact between the thrower and the marker, prior to the release of the disc by the thrower. Contact occurring during the thrower's follow through is not sufficient grounds for a foul, but should still be avoided whenever possible. A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception or knock down. Whenever a foul or violation occurs that stops play, players must resume their respective position at the time the foul or violation was called. To initiate play again, it is the responsibility of the thrower and marker to agree upon the correct count before the check. 6. Self-Officiating: Players are responsible for calling their own fouls and line calls. Players resolve their own disputes. If the player committing the foul disagrees with the foul call, the play is simply redone.

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