Ultimate Frisbee Rules

General Rules

  • All participants are required to sign-up in the Fitness Centre before they play their first game.
  • Team representatives including players, spectators, team managers, and coaches are ALL subject to the AS Rec Sports Intramural rules and regulations.

Game Procedures

  • Players
    • 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
    • Each team shall designate a captain to act as team spokes person and make decisions.ONLY THE CAPTAIN MAY SPEAK TO OFFICIALS.



  • 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 allowed.
  • No jewelry, hats with hard bills, braces or pads made of unyielding materials, or hair devices made of plastic or other hard materials.

Clock Management

  • 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

The Game

  • 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 made only:
  • 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.

The Throw-Off 

  • 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 in bounds. 


  • 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

  • The thrower must establish a pivot foot and may not change that foot until the throw is released. 
  • The thrower has the right to pivot in any direction but not into the marker (defensive player). 
  • 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 seconds. 
  • 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 again. 
  • 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. 

The Receiver

  • 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. 


  • Traveling
    • 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 excessive roughness. 
    • 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.