- All participants are
required to sign-up in the Fitness Centre before they play their first
- Team representatives
including players, spectators, team managers, and coaches are ALL subject
to the AS Rec Sports Intramural rules and
- Each participant must
bring their CSUN ID card, with a current IM sticker on it, to all games
in order to participate.
- The game shall be
played between two teams:
- Men: of seven (7)
players each on a rectangular field. Each team must have six (6)
players on the field in order to begin the game.
- Women: of six (6) players
each on a rectangular field. Each team must have four (5) players on
the field in order to begin the game.
- NO ID = NO PLAY
- NO EXCEPTIONS>
- Each team shall
designate a captain to act as team spokes person and make decisions.ONLY THE CAPTAIN MAY SPEAK TO
- The disc (minimum
175g) - All teams should provide their own.><>Teams
must have the same colored jerseys.>
- Rubber and molded
cleats, or sneakers may be worn. No metal cleats or screw-ins are
- No jewelry, hats with
hard bills, braces or pads made of unyielding materials, or hair devices
made of plastic or other hard materials.>
- The game will consist
of two (2) twenty (20) minute halves (running clock). Women's will
consist of two (2) fifteen-(15) minutes halves.>
- There will be a three
(3) minute half-time.>
- Each team has two (2)
one-minute timeouts per game. >
- Boundary lines are not
a part of the field of play.>
- A rectangular shape 80
yards by 40 yards with two (2) end zones fifteen (10) yards each.
General Summary of Intramural Ultimate Frisbee Rules
- Ultimate Frisbee is a
no-contact sport. Contact will not be tolerated.>
- Ultimate stresses
sportsmanship and fair play. Competitive play is encouraged, but never
at the expense of respect between players, adherence to the rules, and
the basic joy of the play.>
- Passing may only move
the disc (frisbee),
as the thrower is not allowed to take any steps.>
- Any time a pass is
incomplete, intercepted, knocked-down, penalty occurs, or contacts an
out-of-bounds area, it results in a turnover resulting in an immediate
change of possession.>
- Substitutions can be
- In between goals
scored, before throw-offs, and during any time outs taken.
- On a yellow card
- To replace an injured
player from the field.
- Play starts at the
beginning of each period and after each goal with a throw-off. >
- After each goal, the
teams switch directions. >
- No player on the
throwing team may touch the disc in the air before a member of the
receiving team touches it.
- If the receiving team
attempts to catch the disc but doesn't catch it, the throwing team will
take possession at its stopping point.>
- The disc can be
knocked down, but not knocked forward. Any disc knocked forward
will be placed at the original spot of incident by sports official. >
- If the disc lands
untouched by the receiving team; possession starts at the stopping point
of the disc.>
- If the throw-off lands
out-of-bounds passed the 20-yard line or flies through the end zone;
play begins on the 20-yard line. >
- If the throw-off lands
out-of-bounds before the 20-yard line, play begins from the sideline at
the point where the disc went out of bounds. >
- The disc may fly
outside any boundary lines and may return to the field of play.
- To be considered
in-bounds, a receiver must gain firm possession of the disc and have
first point of contact with the ground, for example a foot, completely
- If a team gains
possession in the end zone that it's defending, the player must play
from the 1 yard line. The individual cannot pass the disc on their
approach to the 1 yard line.>
- Any pass batted down
in the end-zone, the starting spot will be the 1 yard line for the
opposing team. >
- In order to score, the
receiver must completely have possession of the disc within the end
zone. Receiver cannot catch the disc and run into the end zone. If
their momentum carries them into the end zone, the receiver must return
to the point where the disc was caught and continue play from there. >
- The thrower must
establish a pivot foot and may not change that foot until the throw is
- The thrower has the
right to pivot in any direction but not into the marker (defensive
- The disc cannot be
handed from player to player; it must be passed.
- The thrower cannot
catch his or her own pass; some other player must touch the disc first.
The Marker (Defensive Player)
- Only one defensive
player may guard the thrower at any one time; the player defending the
offensive player is called the marker. >
- There must be at least
one yard (3 feet) between the thrower and the marker at all times. >
<>The marker cannot restrict the thrower from throwing in any way. >
- Once the marker has
established a set guarding stance on the thrower a ten second count will
be initiated. > <>The official will initiate
the count and will announce the count from five seconds up to ten
- If the thrower has not
released the disc at the end of the count, it's a turnover. >
<>If the defense switches markers, the count must start over
- Any time the marker's
count is interrupted by a violation, the count is resumed as follows: >
- If the call is against
the defense, the count is reset to zero.
- If the call is against
the offense, the count continues from the point at which it
was stopped, except the thrower is given a minimum of 5 seconds.
- Bobbling to gain
possession of the disc is permitted, only if it is purposeful, a call of
traveling will result.>
- After catching a pass,
the receiver is required to come to a stop and is allowed the fewest
amounts of steps possible (max 2 steps). >
- If a disc is caught
simultaneously by an offensive and defensive player, the offensive
player retains possession. >
- The thrower must keep
all or part of the pivot foot in contact with a single spot on the
field. If the pivot foot is lifted off the ground, traveling will
be called. > <>Stripping
- No defensive player
may touch the disc while it is in the hands of the thrower.>
- If contact occurs and
the thrower drops the disc, the count stops until the thrower picks up
the disc and continues with play. >
- The defensive player
will have to back up 5 yards (15 feet) to allow a free throw from the
offensive player. >
- Double Teams
- Only one marker is
permitted to guard the thrower.
- No other defensive
player may establish a position within 3 yards (9 feet) of the thrower
unless they are guarding another offensive player.
- Pass Interference
- No player can impede
another player from receiving the disc.
- Penalty against the
defense will be at the spot of the foul & if the penalty occurs in
the end zone, then the disc will be brought out to the one- (1) yard
line and play continues.
- If the penalty is
against the off, an automatic turnover will occur.
- Thrower Push-Off
- The thrower
(offensive player) cannot use the disc (frisbee) to push the marker (defensive
player) three- (3) feet into a defensive stance.
- No Picks are Allowed
- When the disc is in
the air, players must play the disc and not the opponent. >
- If a violation does
occur while the disc is in the air, the play is always complete.
- Yellow/Red Cards
- Yellow & Red
cards will be used, as in soccer, to control the game and guard against
- Yellow card: Player
is removed from game until next goal.
- Red card: Player is
ejected from the game and will be disqualified from the next game.
*ANY RULES MAY CHANGE AT ANYTIME OF THE SEASON.