Intramurals

Ultimate Frisbee Rules

Play is governed by NIRSA Ultimate Frisbee rules with the following modifications:

I. General Information
II. Equipment
III. Delay Time and Forfeits
IV. Game Information
V. Starting and Restarting Play
VI. Change of Possession
VII. Out of Bounds
VIII. The Thrower
IX. The Marker
X. The Receiver
XI. Fouls
XII. Positioning
XIII. Protests


I. General Information

  1. All participants are required to carry their Student ID Cards at all times and must bring the card to all games. Intramural Sports Staff will check all participant IDs with the printed team roster before any player will be allowed to participate.
  2. Team Captains must check in 15 minutes before the first game starts or your team will be disqualified and dropped from the tournament.
  3. Game rosters will be based on the Team Roster Form submitted to Intramural Sports before the start of play. Roster additions may occur up to the day of a team's game, but may not occur at game time.
  4. Intramural Sports does not take responsibility for injuries related to Intramural Sports activities. It is suggested that all participants and spectators acquire health insurance before participating or observing.
  5. Team captains are responsible for their team members and fans. Obscene and/or abusive language will not be tolerated. Participants or spectators using obnoxious or foul language will be penalized or result in a team penalty.

II. Equipment

  1. Players must wear Ultimate Frisbee/athletic type shorts/pants. These shorts/pants must not have pockets, pouches, loops, belts, zips, zippers, clips, buckles, buttons, or snaps. Torn shorts/pants may not be worn during play, and shorts may not be worn inside out. Denim will not be allowed.
  2. Rubber and molded cleats, or sneakers may be worn. No metal cleats of any kind are allowed.
  3. Players may not participate with equipment deemed dangerous to other participants. Hard cast, metal or plastic braces, hats, and jewelry of any type are examples of illegal equipment. ALL visible body piercing must be removed or covered using a player's own equipment or bandages.
  4. Jerseys/Shirts
    1. Teams MUST wear shirts of the SAME color (i.e. light blue is NOT the same as dark blue).
    2. All shirts/jerseys may have legible numbers. Numbers must be permanent on the shirt in a non-fading medium, such as marker or paint. Taped-on numbers are not allowed.
    3. In the event two teams arrive wearing the same color and are unable to switch to a different color, jerseys will be made available.
    4. There are no shirts/jerseys available for check-out, except in the above case.

III. Delay Time and Forfeits

  1. Teams must start and end the game with at least four (4) players. A team with 4 players or more must play, or the forfeit procedure will go into effect. During the course of the game, if a team drops below 4 players, that team will receive the loss according to team misconduct scoring rules (exception: if an injury results in a team dropping below 4 players, play will stop and a standard loss will be recorded). This rule will be applied regardless of game score at the time of incident.
  2. If a team does not have four players signed in at game time, that team will be given 10 minutes to have four players sign in before the game is declared a forfeit. If neither team has four players signed in, both teams shall have 10 minutes to have four players sign in before the game is declared a double forfeit. This time will run off the game clock. Once all teams are ready, a coin toss will be performed for possession, regardless of score or time remaining in the half. The clock will not stop to have players sign in, and game play must begin before the 10-minute period has been completed.
  3. If one team is signed in and ready to play with at least four players, that team will be awarded 1 point for every minute (rounded up) that the game is delayed, up to the 10-minute mark. Examples:

    a. One team ready to play: Team A has enough players at game time and Team B's fourth player signs in 6:02 into delay time. Team A will start the game with a 7-0 lead and 8:58 remaining in the first half.

    b. Neither team ready to play: Team A's 4th player signs in 2:18 into delay time and Team B's 4th signs in 8:52 into delay time. Team A will start the game 12-0 with 6:08 remaining in the first half. Team A was ready to play 6:16 longer than Team B, resulting in the awarding of points for Team A.
  4. A forfeit will be recorded as a win for the team ready to play and any points accumulated will be the final score. Points will be scored to the team captain.
  5. Emerson College Intramural Ultimate Frisbee is a SELF-OFFICIATED sport. Both teams will call their own fouls and must cooperate in demonstrating good sportsmanship. There will be an intramural supervisor assigned to each field to keep the game clock and keep score. They will settle any arguments between teams over a call. THE INTRAMURAL SUPERVISOR’S RULING IS FINAL. Continued arguing will be considered a delay of game and penalties will be given the offending team. If teams cannot compete in a reasonable manner, the intramural staff reserves the right to declare a forfeit to one or both teams and end the match immediately.**
  6. Ultimate Frisbee is a non-contact sport. Contact will not be tolerated. Emerson College Intramural Sports stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of players' safety, adherence to the rules, or the basic enjoyment of competition.

IV. Game Information

  1. The game will be 15 minutes (running clock). NO Halftime. NO timeouts, unless there is an injured player.
  2. The team with the most goals at the end of the game will be declared the winner.
  3. A goal is scored by completing a catch in the opposing team's end zone.
  4. If the score is tied at the end of regulation play, a 3-minute, sudden-death overtime period will be played until a winner is determined.
  5. Substitutions can be made:
  • After a goal and prior to the ensuing throw-off
  • Before the beginning of a period
  • To replace an injured player
  • An ejected player may not be replaced.

V. Starting and Restarting Play

  1. To start the game, a coin toss will be conducted. The winner will have the choice of receiving the initial throw-off or selecting which goal they wish to defend. The team losing the flip is given the remaining choice.
  2. The second half begins with an automatic reversal of the first choice of options.
  3. When time is up, if overtime periods are needed, the coin toss is repeated for the first overtime period. Each subsequent overtime period begins with an automatic reversal of the first choice of options.
  4. Each side must start with seven (7) players to a side.
  5. Play starts at the beginning of each period of play and after each goal with a throw-off. Each time a goal is scored, the team which scored will throw off.
  6. Positioning prior to throw-off: The players on the throwing team are free to move anywhere in their defending end zone, but may not cross the goal line until the disc is released. The players on the receiving team must stand with one foot on their defending goal line without changing position relative to one another.
  7. The throw-off may be made only after the thrower and a player on the receiving team raise a hand signifying their team's readiness to play.
  8. The throw-off consists of one player on the throwing team throwing the disc toward the opposite goal line to begin play.
  9. As soon as the disc is released, all players may move in any direction.
  10. No player on the throwing team may touch the throw-off in the air before a member of the receiving team touches it.
  11. If a member of the receiving team catches the throw-off in bounds on the playing field, that player must put the disc into play from that spot.
  12. If the receiving team allows the disc to fall untouched to the ground, and the disc initially lands in bounds, the receiving team gains possession of the disc where it stops, if it stops in bounds.
  13. If the throw-off lands out-of-bounds, the receiving team makes a choice ofputting the disc into play at the point where it crossed the line, or requesting a re-throw.

VI. Change of Possession

  1. Occurs when a pass in not completed (disc is dropped, hits the ground, falls out of bounds, blocked, intercepted).
  2. Play stops, the player who was in possession retains possession.
  3. All players must come to a stop as quickly as possible when play is halted, and remain in their respective locations until play is restarted.
  4. The marker restarts play by handing the disc to the thrower.

VII. Out-of-bounds

  1. The perimeter lines themselves are out of bounds.
  2. A disc is out of bounds when it first contacts an out of bounds area or contacts anything which is out of bounds.
  3. For a receiver to be considered in bounds after gaining possession of the disc, the first point of contact with the ground must be completely in bounds. If any portion of the first point of contact is out of bounds, the player is considered out of bounds.
  4. Should the momentum of a player carry him/her out of bounds after making a catch and landing in bounds, the player is considered in bounds. The player carries the disc to the point where he/she went out of bounds and puts the disc into play at that point.
  5. To restart play after the disc has gone out of bounds, a member of the team gaining possession of the disc must carry the disc to the point on the playing field where the disc went out of bounds, and put the disc into play at that point.
  6. The thrower may pivot in and out of bounds, providing some part of the pivot foot contacts the playing field in bounds.

VIII. The Thrower

  1. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released.
  2. The thrower has the right to pivot in any direction. However, once the marker has established a legal defensive position, the thrower may not pivot into him/her.
  3. If the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass.
  4. The thrower may throw the disc in any way he/she wishes.

IX. The Marker

  1. Only one player may guard the thrower at any one time; that player is called the "marker."
  2. The marker may not straddle the pivot foot of the thrower.
  3. There must be at least one foot between the upper bodies of the thrower and the marker at all times.
  4. The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.
  5. Stalling/ Delay of Game: If the thrower has not released the disc within 10 seconds of catching it, their team will lose possession of the disc.

X. The Receiver

  1. Bobbling to gain control of the disc is permitted.
  2. After catching a pass, the receiver is only allowed the fewest number of steps required to come to a stop and establish a pivot foot.
  3. If the receiver is running as he/she catches the disc, it is legal for the receiver to throw a pass without coming to a complete stop, as long as they do so before taking 3 steps ("traveling").

XI. Fouls

  1. Fouls are the result of physical contact between opposing players.
  2. Teams call their own fouls.
  3. If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption.
  4. If the defender is fouled in the act of defending and the pass is not completed, play continues without interruption.
  5. Fouls and violations result in a change of possession at the point of the foul.
  6. Violations consist of:
  • traveling with the disc
  • attempting to strip the disc
  • double-teaming an opponent
  • general rough play

XII. Positioning

  1. 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." A pick is considered a violation.
  2. When the disc is in the air, players must play the disc, not the opponent.
  3. The principle of verticality: All players have the right to the space immediately above them.
  4. A player who has jumped is entitled to land at the same spot without hindrance by opponents.

XIII. Protests

  1. Rule interpretations and player eligibility are the only protests that will be considered.
  2. Rules protests must be filed at the time a question occurs and will be settled by the Supervisor. NO contests or portions thereof will be replayed due to improper rule enforcement. If you have a question, ask it. SUPERVISORS' JUDGEMENT IS FINAL. CONTINUTED ARGUMENT WILL RESULT IN A DELAY OF GAME VIOLATION AND THE DISC WILL BE AWARDED TO THE OPPOSING TEAM.
Fitness Center

Emerson's Fitness Center

Explore all that Emerson's Fitness Center offers students—including personal training. Watch now »