Ultimate Frisbee
Any intramural policies not mentioned here may be found in the Intramural Handbook. Unless specifically mentioned below, Intramural play is governed by USA Ultimate rules. By participating in Intramural Sports, the participant agrees to abide by all Intramural rules and policies.
You may suffer physical and/or mental injury from participating in Intramural Sports. There are certain risks of injury that are inherent to participation in sports and recreational activities. These types of injuries may be minor or serious and may result from the actions or inactions of themselves or others. By choosing to participate in Intramural Sports, you do so at your own risk. It is understood that most activities require a certain level of fitness and health, and that each person has a different capacity for participating in these activities. Participants of Intramural Sports are highly encouraged to have a physical examination and procure health insurance prior to play. UC Campus Recreation does not provide health insurance.
Intramural Supervisors undergo concussion recognition training. In the instance a participant is exhibiting any signs or symptoms of a concussion as a result of a head injury sustained during intramural play, he or she will be removed from the activity. This individual must provide a physician’s note clearing the individual to play by a specific date. This note may be e-mailed to intramural@uc.edu.
2.1
Jewelry is not allowed during intramural play. This includes earrings, bracelets, necklaces, and fitness trackers, among other things.
2.1.1
Medical jewelry is allowed but must be taped down with athletic tape.
2.2
Headwear is not permitted during intramural play. This includes hats, bandannas, padded headgear among other things.
2.3
Athletic clothing and footwear is required. Prohibited items include but is not limited to: jeans, cargo pants/shorts, skirts, loafers, open-toed shoes, and boots.
2.3.1
Rubber molded cleats are the only cleats permitted. Removable or metal cleats are prohibited.
2.4
Any casts, braces, or other protective equipment must be padded and secure.
2.5
Mouth guards are recommended, but not provided.
2.6
Jerseys are available for use upon request. Teams are not required to bring their own.
3.1
Prior to registration close, a team must have at least seven players confirmed on its IMLeagues roster. Teams that fail to do so may not be included in the league.
3.2
Once playoffs begin, players may not be added to the roster without direct approval of the Coordinator and/or Assistant Director of Intramurals.
3.3
Teams may have up to sixteen (16) players on its roster.
3.4
No team shall participate with less than six (6) players at any time
3.4.1
If injuries or ejections cause a team to drop below minimum players required, the team may continue, as long as they started with the minimum number of players.
3.4.2
At the approval of the supervisor and opponent, teams may participate below the minimum number of players needed to start a game if deemed competitive by the staff and the opponent agrees to waive protest rights under Section 3.4
3.5
Mixed gender teams may not have more than four players of one gender on the field
3.5.1
Mixed gender teams must adhere to section 3.5 regardless of injury or ejection - even if it results in a short handed scenario
4.1
Players may substitute freely during stopage in play [between scores and following timeouts]
5.1
The length of the game is two 20-minute halves. Halftime will be three minutes, time permitting.
5.1.1
A running clock will be used for the duration of the game, with excpetion for team timeouts.
5.1.2
No Dead Stop - When time in the half/game expires, the team currently on offense may finish their possession. The half/game will end upon completion of that possession
5.1.3
In the case of inclement weather or other circumstances, a game is considered “official” after the first half is completed.
5.2
Each team receives two 60-second timeouts. These timeouts can only be called with possession
5.3
All checked-in players and coaches have the authority to call timeouts on behalf of their team.
5.4
Teams that arrive late to games and/or are not ready with the minimum roster by start time will receive the following penalty:
5.4.1
1-4 minutes late = Other team starts up 2-0 and receives first pull to begin both halves
5.4.2
5-9 minutes late = Other team starts up 4-0 and receives first pull to begin both halves
5.4.3
10+ minutes late = Game is forfeited
5.5
Teams that forfeit must pay a $20 non-refundable reinstatement fee prior to the end of the regular season to be eligible for playoff consideration [Refer to Section XII of the Intramural Handbook for more information].
5.6
In order to prevent forfeits, teams may also default once per season. Teams must give a minimum 48 hour notice of default to qualify by emailing intramural@uc.edu [Refer to Section XII of the Intramural Handbook for more information].
6.1
There is no overtime during the regular season.
6.2
During playoffs, overtime will be decided by the following format:
6.2.1
Play will continue as time expires and "Sudden Death" will be announced, indicating the beginning of overtime
6.2.2
Overtime shall be performed in a sudden death manner with no clock
6.2.3
The first team to score shall be declared the winner
6.3
Teams will not have any timeouts during overtime regardless of how many timeouts were used/saved during regulation
7.1
The official will hold a pre-match Rock, Paper, Scissors. Winner gets choice of receiving first pull or which end of the field to defend. Loser will decide the remaining option.
7.1.1
In playoffs, the higher seed will have choice of receiving first pull or which end of the field to defend
7.2
The field shall be the full length & half width of Nippert Stadium's field, including two 20 yard end zones
7.3
The thrower has ten (10) seconds to throw the disc
7.3.1
Stall counts are counted aloud by the defender using the "Stall one, Stall two, Stall three..." method
7.4
Double teaming the disc thrower is illegal, a second defender on the disc thrower must remain a minimum of ten feet away
7.5
Upon catching the disc, players make take up to three steps to stop themselves. If more steps are taken, they must return to the spot of the catch
7.6
No physical contact is allowed between players, including picks/screens
7.6.1
Fouls are self-officiated and must be announced at the time of the occurrence for enforcement
7.7
Players must catch the frisbee in the endzone for a score to be considered. Reaching the frisbee across or gathering into the end zone does not qualify as a score
7.7.1
Players that gather into the endzone will be returned to the 1 yard line
7.8
The value of a score shall be one point
Mercy Rule – A game will be considered final if:
7.8.1
A team leads by 20+ at any point in the second half
7.8.2
A team leads by 15+ inside the final five (5) minutes of the second half
7.8.3
A team leads by 10+ inside the final two (2) minutes of the second half
8.1
Pulling teams must be fully in their endzone until frisbee release
8.2
The receiving team may not be farther out than the 25 yard line on pulls
8.3
The pulling team has fifteen (15) seconds to pull
8.3.1
The fifteen second clock begins with the ready wave of the receiving team
8.3.2
Should a team fail to pull in fifteen seconds, the receiving team shall begin possession at the opponent's 10 yard line
8.3.3
Should the receiving team not be ready within 45 seconds, the pulling team may freely pull
8.4
Throws/pulls that roll are played where the disc stops on the roll inbounds or at the point where the disc rolled out of bounds
8.4.1
Should a pull.throw go into the endzone, the team may take the disc to the 10 yard line to begin possession
8.4.2
Should a pull/throw go out of bounds on the fly without making player/ground contact, the disc will be taken to the 20 yard line to begin possession
8.5
Any turnovers are changed possession where the frisbee is caught or first contacts the ground
8.5.1
Any turnovers in the endzone are taken to the 10 yard line