Intramural Ultimate Frisbee

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Presentation transcript:

Intramural Ultimate Frisbee

Overview Ultimate is a non-contact disc sport played by two teams of seven players.  The object of the game is to score goals.  A goal is scored when a player catches any legal pass in the end zone that player is attacking.  Players are not allowed to run while holding the disc.  Throwing or passing it to other players advances the disc.  The disc may be passed in any direction.  Any time a pass is incomplete, intercepted, knocked down, or contacts an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession.

Equipment Teams are responsible for providing uniforms and wearing like colors (away is dark, and home light) The game is played with any flying disc that is acceptable to both team captains. If the team captains cannot agree, then the disc provided by the Supervisor on duty shall be used. Players need to use closed toed shoes

Players There will be a minimum of 5 players and a maximum of 7 players per team on the field at one time. COMPETITIVE (Comp): Designed for average to highly skilled competitive teams/individuals that may have up to Three (3) "experienced" players for team sports with up to 6 players and Four (4) "experienced" players for teams sports with 7+ players. Teams will have 5 scheduled games (1 preseason and 4 regular season). The top Half (1/2) of teams in this division will qualify for playoffs. Depending on the number of teams that qualify for playoffs, teams may be split into Gold & Silver brackets. Champions in this division, and both brackets, will earn a picture on the Wall of Fame and a championship T-shirt.

Players Cont. RECREATIONAL (Rec): Designed for beginning to average skilled teams/individuals that Cannot have any "experienced" players on the team roster. For CoRec leagues, there will be a minimal gender requirement on the field/court of play. There will be NO playoffs for this division. Teams will get 6 scheduled games (1 preseason, 4 regular season, and 1 post season against a similar ranked opponent).  1st place winner in this division will earn a picture on the Wall of Fame and NO champ shirts.

Players cont. RESIDENCE HALL (Res Hall): Designed for teams comprised of individuals living in Residence Halls or University approved housing (Cuarto, Segundo, Tercero or Student Housing Apartment residents only). Cannot have "experienced" players on the roster. No gender requirement on the field/court of play. All team will advance to playoffs pending they attend at least 2 out of 4 regular season games (no preaseason for this division). Champions in this division will earn a picture on the Wall of Fame and a championship T- shirt.

Players Cont. GRAD/STAFF/FACULTY (GSF): Designed for teams comprised of Graduate/Professional students, Staff, and Faculty. Few Undergrads or Alumni may participate on the team, but the team must be comprised mainly of grad, staff and faculty players. Teams will get 5 scheduled games (1 preseason and 4 regular season). Up to Three (3) "experienced" players are allowed on the roster. The top overall teams in this division will qualify for playoffs. Champions in this division will earn a picture on the Wall of Fame and a championship T-shirt.

Acceptable forms of ID Only physical IDs with a picture and a name will be accepted. Oasis is NOT an acceptable form of identification.

Rescheduling To reschedule a game, a team/individual must contact the Intramural IM Sports Office and the following steps must be completed by 5 p.m. one business day in advance of the originally scheduled game time. The team/individual desiring the change must check with the IM Sports Office on the availability of alternate game times. Our office will contact the opponent regarding the reschedule and will present them with the available days and times.  The opponent is not obligated to change the playing date or time.

Rescheduling cont. If a change is agreed upon, both teams or individuals must confirm the change with the IM Office prior to the deadline. If both teams do not confirm the change, the game must be played as it was originally scheduled. If a mutually rescheduled date and time cannot be arranged and the team requesting the reschedule cannot play their original game day and time, a default will be given to the team originally requesting the reschedule, provided that the team notifies the IM Sports Office of this situation at least 24 business hours in advance of the originally scheduled game time. The contest will be defaulted and a loss will be recorded for the team requesting the reschedule. No fine will be charged.

Rescheduling cont. There is a $20 rescheduling fee that will be charged to the captain of the team who requested the reschedule.

Length of Game (THIS IS NEW) A standard game is played until one team’s number of goals scored first reaches 11. You do not have to win by 2. Halftime will be called at 18 minutes past the hour. There is a 5- minute break in between halves. The second half starts at 23 minutes past the hour. If games are started late, there is less time for the first half.

Caps A soft cap is put on 41 minutes after the scheduled game time. When the soft cap is invoked the teams have 10 minutes to score two additional points greater than the score of the team that is leading at the time the cap is invoked. The supervisor calls a hard cap when time expires at 51 minutes after scheduled game time (at the end of the soft cap). If the score is still tied when the hard cap is called, game will continue until either team scores one additional goal. Games cannot end in a tie.

Dead Disc A dead disc occurs at any time the disc touches the ground or is caught out of bounds. It results in a turnover.

Game Boundaries The entire playing field is in-bounds. The out-of-bounds area consists of the ground which is not in- bounds and everything in contact (direct or indirect) with it, including the perimeter lines. For a player to be considered in-bounds after gaining possession of the disc, the player’s first point of ground contact must be completely in-bound.

The Thrower The thrower is the offensive player in possession of the disc, or the player who has just released the disc (when a call is made while the disc is in the air). The thrower must establish a pivot at the appropriate spot on the field and may not change that pivot until the throw is released. Failure to do so is a travel and results in stoppage of play and a check.

The Marker Only one defensive player may guard the thrower at any one time; that player is the marker. Double-teaming is not allowed. Any additional player who is within 3 yards of the thrower that is not guarding another player is double-teaming. The stall count consists of the marker loudly announcing “stalling” and counting from one to ten loudly enough for the thrower to hear.

Fouls Contested foul/strip/violation: Any time a call is made and one team disagrees with that call. Uncontested foul/strip/violation: Any time a call is made and both teams agree on that call. Foul: the result of physical contact between opposing players that affects the outcome of the play.

Procedure for Fouls The offended player calls the foul/strip. If the thrower is fouled/stripped in the act of throwing and the pass is completed, the foul/strip is automatically declined and play continues without interruption. If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption. Fouls and strips result in a change of possession. If an uncontested foul/strip occurs in the end zone, it is a score. A contested foul/strip in the end zone goes back to the thrower

Fair Play In order for a team to reach playoffs, the team must have an average fair play rating of 3.5 or above. Each team starts at a 4 and is brought up or down depending on the sportsmanship and cards of each team. The supervisor on duty can give out yellow and red cards at their discretion if deemed necessary.