R G I U F: Ules of The AME Ntramural Ltimate Risbee
R G I U F: Ules of The AME Ntramural Ltimate Risbee
R G I U F: Ules of The AME Ntramural Ltimate Risbee
FOR
Purpose
The purpose of this handbook is to establish policies and procedures that govern participation in
the Intramural Sports program. Please note that it is the responsibility of each team/participant to
know and understand these policies and procedures. Ignorance of any Intramural Sports policy is
not an excuse for failure to comply. The Office of Intramural Sports reserves the right to modify
these rules in whole or in part at any time as necessary. If you have questions, comments, or
suggestions for these rules or the intramural program in general, please contact the Office of
Intramural Sports.
Table of Contents
Rule 1: General Eligibility ................................................................ .....4
Rule 2: Team Composition ................................................... 4
Rule 3: The Field ....................................................................... ............4
Rule 4: Equipment ............................................................... ..4
Rule 5: The Game ........................................................................ .........4-5
Rule 6: Throw Offs (Pulls) .................................................................... 5-6
Rule 7: Offense...................................................................................... 6-7
Rule 8: Defense ..................................................................................... 7-8
Rule 9: Scoring......................................................................................... 8
Rule 10: Turnovers ............................................................................... 8-9
Rule 11: Fouls ..................................................................................... 9-10
Rule 12: Inclement Weather .................................................................. 10
Rule 13: Sportsmanship ................................................................... 10-11
University Recreation makes every effort to protect all participants; however injuries
are a possibility in Ultimate Frisbee. The University of Alabama, the Division of
Student Affairs, University Recreation, and Intramural Sports (and employees thereof)
assumes NO RESPONSIBILITY for injuries.
Basic First-Aid will be available for participants.
Rule 4: Equipment
Section 1: Player Equipment
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.
Section 2: Game Equipment
Frisbees will be provided by the Intramural Sports staff at the game site.
Rule 7: Offense
Section 1: Position Definitions
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.
Section 2: Legal Position
Every player (excluding the thrower) is entitled to occupy any position on the field not
occupied by any opposing player, provided that s/he does not cause personal contact in
taking such a position.
Section 3: Passing
The disc may only be advanced by passing. The disc may be passed in any direction by
any player.
Section 4: 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 his/her arms above an
opponent. Should contact occur the player restricting the vertical area is responsible.
A. A player who has jumped is entitled to land at the same spot without
hindrance by opponents. S/he 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.
Section 5: In/Out Determination
The players first contact with the ground after catching the disc determines whether
he/she is in or out. The line is out. The first point of contact must be all the way in, this
includes the end-zone.
Section 6: Traveling
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.
Section 7: Unsuccessful Throw
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.
Section 8: Stall Count
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.
Section 9: Illegal Picks
No player may establish a position, or move in such a manner, so as 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.
Rule 8: Defense
Section 1: Marker
Only one marker is permitted to guard the thrower. The marker can be no closer than 18
inches to the thrower.
A. No other defensive player may establish a position within 3 yards (9 feet) of the
pivot foot of the thrower, unless he/she is guarding another offensive player in
that area.
Section 2: Double Team
Should the thrower recognize a double-team situation, he/she first calls "double-team" as
a warning. If the defensive team continues to double-team, the thrower calls double-team
again, and it is a violation.
Section 3: Contact
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.
Rule 9: Scoring
Section 1: Goal
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, his/her first point of contact with the ground must be completely in the end zone.
A. A player must be completely in the end zone AND acknowledge that he/she has
scored a goal. If that player plays the disc unknowingly into a turn over, then no
goal is awarded.
B. A player cannot score by running into the end zone with the disc. Should a
receivers momentum carry him/her into the end zone after gaining possession,
s/he must carry the disc back to the closest point on the goal line and put the disc
into play from there.
Section 2: Goal Value
Each goal is worth one (1) point.
Section 3: Post-Goal Throw Off
The scoring team stays in the end-zone where the previous goal occurred and throws off
to the opposite end zone to begin the next point.
10
supervisor will be placed on suspension from all Intramural activities for a minimum
period of one calendar year from the time of the incident.
Section 4: Forfeit by Ejection
If at any time a team has 2 players or spectators ejected from the game, the offending
team will immediately forfeit the game.
Section 5: Coaches
University of Alabama Intramural Sports does not recognize the use of coaches. Only the
team captain may speak to the umpires regarding administrative matters (protests,
ejections, disqualifications, etc.).
Section 6: Post-game Cleanup
Teams shall assist in removing trash and equipment from their game area at the
conclusion of their game.
11