Ultimate Frisbee
I. THE GAME
1. The game shall be played between 2 teams of 7 players each. Four players are required to avoid a default/forfeit. Co-Rec is played with 2 teams of eight and requires 6 players to avoid a default/forfeit. CoRec teams must have an equal # of men and women at the field at all times. All players must remove ALL jewelry and wear shoes (no sandals, metal cleats, etc.). Playing barefoot is not an option.
2. The Field. The field measures 70 yards in length, goal line to goal line, 40 yards in width, with 15 yd goals.
3. Coin Toss. The captain winning the toss shall elect to receive the throw or choose which side to defend. The second half will start with a reversal of the first half.
4. Game time. Playing time shall be two 20-minute periods. The clock will not stop except for injury or team timeouts. Each team is given (1) 1 minute time out per half. If a team does not use their timeout in the first half, it does not carryover.
5. Scoring. One point is scored each time a team completes a pass in the defense's end zone.
6. Start of Play. Each period begins with a throw-off. The offensive team (receiving) must all have at least one foot on their goal line prior to the throw. The defensive team (throwing) may move around in their own goal, but may not cross the line until the disc is released. Both teams must raise one hand to signify they are ready. When both teams signal, the disc is thrown to the opponents.
7. Substitutions. Substitutions may be made after a goal is scored, or between periods.
8. Change of Possession. Change of possession occurs when a pass is not completed (dropped, blocked, hits the ground, intercepted). The defense immediately takes possession of the disc and becomes offense. After a score, the team giving up the goal will walk to the opposite side of the field and await the throw-off (i.e.- teams switch sides after each goal).
9. 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 and should stop within 3 steps of catching the disc. The stall count equals ten (10) meaning the person with the disc (thrower) has 10 seconds to throw the disc.
10. Marker. The marker is the person who is guarding the thrower and attempts to block or interfere with the throw. This person must remain at least a disc diameter away from the throwers pivot foot. (This is similar to the inbound rule in basketball, where the defender must not break the plane of the sideline.) Once a position is established, the marker will count out loud the stall count of 10 seconds (one: one thousand, two: one thousand, etc.). If the disc is not released at the count of 10, it will be a turnover.
11. Non-Contact. No physical contact is allowed between players. Picks and screens are prohibited. A foul occurs when excessive contact is made.
12. Fouls. When a player initiates contact with another player a foul occurs. When a foul disrupts possession, play continues as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone. Violations consist of traveling with the disc, attempting to strip the disc, and double-teaming an opponent. A foul or violation results in a change of possession.
13. Self refereeing. Players are responsible for their own foul and line calls. Ultimate is a game that stresses sportsmanship and fair play. Competitive play is encourages, but never at the expense of respect between players.
14. No more than two club players are permitted on any one team.
15. A player may not play for more than one team in a league. For example, a male cannot play on an Advanced Mens team and a Novice Mens team because they are both in the Mens League. Greek Divisions are also a part of the Mens League. A person can play for both a Co-Rec team and a Mens or Womens team.
16. For line calls: if you are on the line (ie. foot is on the line), it is considered out of bounds and a change of possession.