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Ultimate Frisbee

The Ultimate Players Association Rules and the following University of Kentucky Intramural Rules and Modifications will govern play:

Eligibility
Intramurals are open to the University of Kentucky community as follows:

  • Students – all students currently enrolled at UK and BCTC.
  • Faculty and Staff – all regular UK and BCTC Faculty and Staff members. These faculty/staff members must be eligible for the UK Faculty/Staff “Blue/White Card.”
  • Spouses of eligible students‚ faculty and staff – may participate in Co-Rec events only and must be on the same roster with their UK spouse.

Exceptions in Eligibility

  • Former or current professionals in an event or related event are ineligible.
  • Former college varsity players are ineligible for two full semesters following their last college contest played.
  • Current club sport players in an event or related event are limited 3 to a team.

Identification

  • Valid UK and BCTC IDs are required for check–in and participation at all UK Intramural events.
  • Students – UK and BCTC students must present their valid UK or BCTC student photo ID.
  • Faculty and Staff – must present their UK “Blue/White Card” and another form of photo ID such as a driver’s license. UK Medical Center personnel may present their Medical Center photo ID. Bernard M. Johnson Center faculty/staff IIDs may also be used for Intramural purposes.
  • Spouses – of eligible participants must present a valid driver’s license for Co–Rec events.

General

  • All participants must sign Intramural Waiver Forms to participate.
  • No Jewelry is permitted.
  • No hats‚ skull caps‚ bandanas or other headgear. Only a terry–cloth headband made for athletic purposes may be worn.
  • Hair devices made of soft material may be worn to control the hair. Hair adornments made of soft material and no more than 2 inches wide may be worn.
  • Athletic apparel must be worn for athletic events.
  • For all league–play events (Basketball‚ Flag Football‚ Volleyball‚ etc.)‚ teams may add players until their final game at which time rosters are frozen for the playoffs. Participants must compete in at least one regular season contest to be eligible for the playoffs.
  • For tournament play‚ ALL ROSTERS ARE FROZEN AFTER A TEAM’S FIRST PLAYED GAME.
  • Athletic shoes and apparel must be worn. Metal cleats‚ screw–ins‚ boots‚ and sandals are prohibited.

The Team

  • Men’s and Women’s games will be played by two teams of 7 players. Teams may start and play with 5 players‚ only if there are no substitutes available.
  • Co–Rec games will be played by two teams of 8 players‚ 4 men and 4 women. Teams may start and play with 6‚ 3 men and 3 women‚ if there are no substitutes. If 7 players are available‚ the team must be 4 men and 3 women or 4 women and 3 men.

Players

  • Captain – The only member of the team who may address the field monitor for rule clarifications. The Intramural Sports Supervisor will rule on all rule interpretation protests.
  • The line–up (first and last names) must be recorded on the score sheet prior to the start of play.

Substitutions

  • Substitutions can be made:
    • After a goal and before the ensuing throw–off.
    • Before the beginning of a period of play.
    • After a time–out.
    • To replace an injured player(s).
  • The opposing team has the option of substituting a like number of‚ or fewer players when an injury substitution is made.

Forfeits

  • Teams having less than 5 players at game time shall forfeit that match.
  • Game time is forfeit time NO EXCEPTIONS!

Starting the Game

  • The winner of the coin toss will have the following choices:
    • receiving the initial throw–off‚ or
    • selecting which goal to defend initially.
    • The team losing the toss will have the first choice of options to start the second half.

Scoring

  • To score a goal the team must complete a pass into the opposing team’s end zone. Teams will change end zones after each score.
  • In order for the receiver to be considered in the end zone after gaining possession of the disc‚ his/her first point of contact with the ground must be completely in the end zone (one foot). This player must immediately acknowledge that he/she has scored a goal. If this player plays the disc unknowingly into a turnover‚ then no goal is awarded.
  • A player cannot score by running into the end zone with the disc. Should a receiver’s momentum carry him/her into the end zone after gaining possession‚ he/she must carry the disc back to the closest point on the goal line and put the disc into play from there.
  • The team scoring the most goals at the conclusion of regulation time is the winner.

Timing and Overtime

  • The game will consist of two 20–minute halves (running clock).
  • The clock will stop only for team and injury/rule time outs. The clock will start with the release of the throw–off in each half.
  • Team Time Outs:
    • Each team is allowed 2 per game. A team may only use only 1 per half.
    • Time outs will be 1 minute in length.
    • Time outs may be called by the team in possession of the disc or after a score before the ensuing throw–off (by either team).
    • There will be no time outs allowed during overtime periods.
  • Injury/Rule Time Outs:
    • For injuries – if the field monitor stops the game for an injured player that player must leave the game.
    • For any reason pertaining to rule interpretations/clarifications or contesting fouls. The field monitor will not rule on contested fouls. Teams will have no more than 1 minute to resolve problems resulting from contested fouls or both teams will forfeit the game.
  • Resuming Play after a Time Out:
    • The player who last had possession puts the disc into play. If that player leaves the game due to injury‚ then their substitute would put the disc into play.
    • The disc is put into play at the location of the disc when the time out was called. Play is resumed through the use of a check‚ the stall count will restart at zero (0).
    • If the disc is in the air when an injury occurs the clock will stop at such time possession is gained. The above procedure will be used to put the disc back into play.
  • Sudden Death Overtime:
    • Overtime periods will be five (5) minutes in length (running clock).
    • No time outs other than injury time outs will be recognized.
    • Overtime periods will be sudden death. Meaning the first team to score wins the game. This process will be repeated until there is a winner.
    • Play will begin with a coin toss. For each additional overtime period the first choice of options will be reversed.

Playing the Game

  • Playing Field
    • The field will be a rectangle 120 yds. long by 40 yds. wide.
    • The playing field will be 70 yds. with two (2) 25 yd. end zones.
  • Throw–Off
    • A throw–off is used to put the disc in play at the beginning of each half‚ after each score‚ and to start each overtime period. The throw–off (or “pull”) consists of one player on the throwing team throwing the disc toward the opposite goal line to begin play.
    • Positioning
      • Throwing Team: The members of the throwing team are free to move about their end zone‚ but can not cross the goal line until the disc is released.
      • Receiving Team: All members of the receiving team must stand with one foot on their goal line‚ until the disc is released.
    • Each team raises their hand to signal readiness‚ before the throw. Players may move in any direction when the disc is released.
    • No player of the throwing team may touch the throw–off in the air before a member of the receiving team touches it. The receiving team may:
      • request a re–throw
      • elect to put the disc in play at the spot where the throwing team touched the disc.
    • If a player of the receiving team catches the throw–off on the playing field proper‚ that player must put the disc into play at that spot. The throwing team will gain possession if the receiving team touches the disc in the air and drops it‚ the disc will be put into play at the spot the disc comes to rest.
    • If the receiving team allows the throw–off to fall to the ground and the disc initially lands in bounds the receiving team will put the disc into play from where the disc comes to rest.
    • If the throw–off goes out–of–bounds the receiving team may:
      • request a re–throw
      • elect to put the disc in play at the spot where the disc crossed the side line.
    • If the throw–off goes out of the back of the end zone the receiving team will put the disc in play at the middle of the field on the 10–yard line.
  • Play
    • Thrower: Offensive player in possession of the disc.
    • Marker: Defensive player guarding the thrower.
    • Receiver: Any offensive player not in possession of the disc‚ these players may be any where on the field.
    • The disc may only be advanced by passing. The disc may be passed in any direction by any player. Any time a pass is not complete‚ possession reverts to the opposing team at the spot the disc comes to rest.
    • Establishing a Pivot Foot:
      • The receiver is only allowed the fewest number of steps required to come to a stop a establish a pivot foot. If the pivot foot is moved prior to the thrower releasing the disc it is a travel. The thrower may pivot in– and out–of–bounds provided that some part of the pivot foot contacts the playing field.
      • If the receiver is running as he/she catches the disc‚ they may throw a pass before the third ground contact after catching the disc without coming to a complete stop. However‚ a change in direction or increase in speed while in possession of the disc is a traveling violation.
    • Bobbling to gain control of the disc is permitted‚ but purposeful‚ controlled bobbling to oneself in order to advance the disc is considered traveling.
    • If a simultaneous catch occurs‚ by an offensive and defensive player‚ the offensive player retains possession.
    • If there is ever a question about a completed pass or a player being out–of–bounds the player(s) with the best perspective will rule on the play.
    • The thrower may pivot in any direction. However‚ after the marker has established a legal guarding position‚ the thrower may not pivot into the marker. If the thrower drops the disc without defensive interference it is considered an incomplete pass.
    • The thrower may only be guarded by one (1) marker. NO DOUBLE TEAMING!
    • The marker may take a position such that one disc’s diameter remains between the upper bodies of the two players. The marker may not straddle the thrower’s pivot foot or position his/hers arms in such a manner as to restrict the thrower from pivoting.
    • Stalling
      • Once the marker establishes a set–guarding position relative to the thrower‚ he/she may initiate the stalling count.
      • To initiate the stalling count the marker must call “stalling” or “counting” and count in one second intervals from one (1) to ten (10) loudly enough for the thrower to hear. If the disc is not released by the first utterance of the word ten‚ a turnover and a check result.
      • If the defense switches markers and the new marker wishes to initiate a stalling count‚ he/she must start again from one (1).
      • If the marker counts too fast‚ the thrower may call “fast count.”
        • The first “fast count” call is a warning. The marker must subtract 2 from the stall count and continue.
        • If “fast count” is called again within the same 10 seconds‚ play is stopped and resumed with a check and a new stall count. The Continuation Rule applies to fast counts.
      • If an offensive player moving into the throwing position “stands over the disc” (within three meters) without putting the disc into play‚ the marker may issue a delay of game warning. If the disc is not picked up‚ the marker may initiate a stall count. The marker has to be within 3 meters also.
      • In the event of a stall‚ the once–marker‚ now offensive player‚ does not have to take the disc after the check. The once–thrower‚ now marker‚ checks the disc to the new thrower; if he/she does not want the disc‚ the marker “checks” the disc by placing it on the ground and calling “in play”.

        NOTE: The stall count will always restart at zero (0) after all stops in play‚ unless specifically stated different in these rules.

    • If the disc is on the ground‚ whether in– or out–of–bounds‚ any member of the team becoming offense may take possession and put the disc in play. Once an offensive player picks up the disc that player is required to put the disc into play.
  • End Zones
    • Team Gaining Possession in Defending End Zone
      • The player taking possession must make the immediate decision to either:
        • Put the disc into play from that spot‚ or
        • Carry it directly the closest point on the goal line and put the disc into play from there. If this option is chosen‚ the player taking possession may not throw a pass during the approach.
      • To fake or pause after gaining possession commits the player to put the disc into play at that point.
    • If‚ as a result of a pass from a teammate‚ a player receives the disc in the end zone which they are defending‚ that player does not have a choice of advancing the disc to the goal line.
    • If a team gains possession in the end zone which it is attacking‚ the player taking possession must carry the disc directly to the closest point on the goal line and put the disc into play.
  • The Check
    • The player in possession of the disc whenever play stops retains possession.
    • Players must stop as soon as possible after play has been halted and remain in their respective locations until play is restarted.
    • The marker restarts play by touching the disc in the possession of the thrower. If the thrower attempts to put the disc into play without a check the disc will come back to the thrower and the play starts again‚ with a check.
  • Out–of–Bounds
    • Perimeter lines themselves are out–of–bounds.
    • The disc or player is out–of–bounds when it contacts any thing out–of–bounds. When a player is in the air their position is determined by where they last contacted the ground.
    • The disc may fly outside a perimeter line and return to the playing field and defensive players may go out–of–bounds in order to make a play on the disc.
    • The receivers first point of contact with the ground‚ after gaining possession‚ must be completely in bounds (one foot) to be considered in bounds.
    • If a player’s momentum carries them out–of–bounds after making a catch and landing in–bounds‚ the player is considered in–bounds. That player carries the disc to the point where they went out–of–bounds and puts the disc into play.
    • To start or restart play after the disc has gone out–of–bound‚ a member of the team gaining possession of the disc must carry the disc to the point on the playing field. Proper nearest where the disc last crossed the perimeter line‚ and put the disc into play.
    • If a pass does not come in bounds the opposing team gains possession of the disc where it left the field of play only if the defense did not contact the disc. If the defense contacted the disc‚ the disc must be put into play at the point on the playing field proper closest to where the contact occurred.
  • Turnovers
    • An incomplete‚ intercepted‚ knocked down‚ or out–of–bounds pass results in a loss of possession.
    • The following actions result in a loss of possession and a check:
      • Marker’s count reaches 10
      • Disc is handed from player to player
      • Thrower intentionally deflects a pass to him/herself off another player
      • If the thrower catches his/her own pass. However‚ if the disc is touched by another player during flight it is considered a complete pass and not a turnover.
      • Clarifications:
        • Loss of control due to ground contact related to a pass reception negates that receiver’s possession up to that point.
        • If a defensive player catches a pass and accidentally loses possession of it before or during ground contact related to that catch the defender is considered to have blocked rather than intercepted the pass.

Fouls and Violations

NOTE: If there is ever a failure to come to an agreement over any call‚ the disc reverts back to the thrower after a check (this would mean that the call is contested). If offsetting catching fouls are called the disc reverts back to the thrower after a check.

  • Fouls – are the result of physical contact between opposing players. Fouls can only be called by the player who has been fouled. “FOUL” must be called immediately after the occurrence.
    • All fouls result in a re–throw‚ after a check‚ EXCEPT:
      • If the thrower or receiver is fouled on a pass and the pass is completed‚ the foul is automatically declined and play continues.

        Contact occurring during the follow through (after the disc has been released) is not sufficient grounds for a foul‚ but should still be avoided whenever possible.

      • If the marker is fouled in the act of throwing and the pass is not completed‚ play will continue without interruption.
      • On uncontested catching fouls‚ the receiver gains possession of the point of the foul and a check occurs. If an uncontested foul (with the exception of a force–out foul occurs in the end zone‚ the player fouled gains possession at the closest point on the goal line.
    • Force–Out Foul – if an airborne receiver catches the disc‚ and the defensive player makes contact and forces the receiver out–of–bounds before having the opportunity to land in–bounds‚ the receiver must call him/herself out–of–bounds‚ or call a force–out foul on the defender. Disc is put into play at this point. If this foul occurs in the end zone and it is uncontested‚ a goal is awarded.
    • Fighting and Intentional Misconduct Fouls
      • Fighting will not be tolerated and those players will be ejected by the field monitor. Play will resume as if the fight did not take place with a check and a new stall count if applicable.
      • Player who constantly participate in dangerous or violent play will be ejected from the game by the field monitor. Play will resume as if the incident did not take place with a check and a new stall count if applicable.
  • Violations – occur when a player violates the rules in a manner which does not result in physical contact. A violation may be called by any player‚ that player must immediately call “violation.”
    • Traveling
      • Thrower moves his/her pivot foot prior to throwing the disc.
      • Receiver on the run‚ after receiving a pass‚ releases a pass after the third contact with the ground and before coming to a complete stop.
    • Strip
      • No defensive player may touch the disc while in the hands of the thrower or receiver‚ excluding the check.
      • The player in possession calls “strip” and puts the disc back into play from that spot‚ with a new stall count after the player regains possession of the disc.
      • A contested strip of the receiver is treated the same as a contested foul; an uncontested strip in the end zone results in a goal.
    • Double Team
      • No other defensive player may establish a position within three meters of the throwers’ pivot foot‚ unless he/she is guarding another offensive player in that area.
      • If the offensive player recognizes a double team‚ he/she should call “double team” as a warning‚ the marker will subtract 2 from the stall count. If “double team” is called again within the same 10 seconds‚ play stops and is resumed after a check with a new stall count.

Positioning

  • 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.
  • Every player (excluding the thrower) is entitled to occupy any position on the field not occupied by any other opposing player‚ provided that he/she does not cause personal contact in taking such a position.
  • Picks
    • No player may establish a position‚ or more in such a manner‚ so as to obstruct the movement of any player on the opposing team.
    • In the event of a pick‚ the obstructed player calls “pick” loudly‚ play resumes with a check‚ unless the Continuation Rule applies.
  • When the disc is in the air‚ players must play the disc‚ not the opponent.
  • The Principle of Verticality
    • All players have the right to the space immediately above them.
    • class="nested"A player cannot prevent an opponent from making an attempt on a pass by placing his/her 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. He/She 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 area was not already occupied.

Continuation Rule

  • Disc In the Air
    • If a foul‚ violation‚ or pick is called while the disc is in the air‚ the play is always completed.
    • If the team which called the foul‚ violation‚ or pick gains possession as a result of that pass‚ play continues unhalted. In this situation‚ players should call “play–on.”
    • If the pass is completed‚ but the defensive effort on the pass was affected by the violation the pass does not count and possession reverts back to the thrower.
  • Disc Not in the Air
    • If a foul‚ violation‚ or pick is called while the disc is not in the air‚ and a player attempts a pass before play has stopped‚ and the pass is incomplete‚ it is a turnover.
    • If a foul‚ violation‚ or a pick is called while the disc is not in the air‚ and a player attempts a pass before play has stopped‚ and the pass is completed‚ the pass does not count‚ and possession reverts back to the original thrower.

Co–Recreational Rules are generally the same as Men’s and Women’s Ultimate Frisbee Rules except for the following:

  • A game is played by two teams of 8 players. Teams may start and play with 6 players to avoid a forfeit‚ only if there are no substitutes available. Teams playing with 7 players shall be 4 men and 3 women or 4 women and 3 men.
  • Substitutions must be of the same sex (example: male players for male players).

Protests‚ Sportsmanship‚ and Conduct

  • Protests (for rule interpretations only) must be declared at time of incident‚ at that time‚ the field monitor will inform the team captains‚ and the protest will be decided on the field by the field monitor and the Intramural Sports Supervisor.
  • Only eligibility protests will be accepted after the match has been played.
  • Spirit of the Game – Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility for fair play on the players themselves. Highly competitive play is encouraged‚ but never at the expense of the bond of mutual respect between players or the basic joy of play. Such Actions as taunting of opposing players‚ dangerous aggression‚ intentional fouling‚ or other “win–at–all–costs” behavior are contrary to the spirit of the game. Such instances will be dealt with by the field monitor and will result in expulsion from the game.
  • Conduct – The Intramural Sportsmanship Policy is very explicit in explaining conduct necessary to participate in this program. Every participant is expected to know the guidelines set by this policy.
  • Team must maintain a “B” Sportsmanship Rating to make the playoffs or to continue in the playoffs. Any team receiving a “D” or lower rating must meet with the Director of Intramural Sports‚ before playing their next game.
  • Any player ejected from a game for any reason shall be suspended for a minimum of one game. The ejected participant is ineligible for all intramural competition until they meet with the Director or Intramural Sports.

    NOTE: Ejected participants‚ coaches‚ or spectators will have two minute to leave the Seaton Intramural Sports Fields.

  • Any individual or team criticizing or otherwise obstructing‚ boisterously ridiculing or attempting to demean an employee of the Intramural Sports Office shall be liable to expulsion and disciplinary action. In addition‚ the game may be defaulted at the discretion of the field monitor‚ supervisor‚ or director.

campus recreation . university of kentucky . 177 johnson center . lexington‚ ky . 40506–0220 . (859) 257–3928 . fax (859) 257–6147

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