ASREC SPORT CENTER
Intramural Sport Program
Ultimate Frisbee Rules
Registration and Participation Requirements
  • All participants are required to in the Fitness Center Sales office before they play their first game.
  • The following is a list of information you are required to furnish when you come to register:
    • CSUN ID card (No drivers license)
    • Current class schedule or registration card
    • Money - cash (exact change) or credit card (sorry No checks)
    • Men $25.00 - Women $15.00
  • If you do not have this information when you go to register, you will not be allowed to register. 
NO ID NO PLAY
  • Each participant must bring their CSUN ID card, with proper sticker on it, to all games in order to participate.
  • If your ID is lost or stolen it is your responsibility to replace it before your game.
  • NO EXCEPTIONS
  • Driver's license or yellow slips will not be allowed
  • Yellow slips are your receipt and should be used as proof to get a replacement sticker for half price.
DESCRIPTION
  • Ultimate is a non-contact sport played by two seven-player teams.
  • Women's is played by two five-player teams.
  • 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.
FIELD OF PLAY
  • Boundary lines are not a part of the field of play.
  • There shall be two ten (10) yard end zones.
PLAYERS & SUBS
  • Seven properly uniformed players per team - men's teams.
  • Five properly uniformed players per team - women's teams.
  • Minimum of 6 uniformed players - start of game for men's league
  • Minimum of 4 uniformed players - start of game for women's league
  • Anything less than the minimum will result in a forfeit of the game.
  • One Captain per team
    • Captain is team representative in all matters and the only player to speak to the sports official.
  • 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.
EQUIPMENT
  • The disc (minimum 175g) - All teams should provide their own.
  • Teams must have the same colored jerseys.
  • No metal cleats.
  • No jewelery, hats with hard bills, braces or pads made of unyielding materials, or hair devices made of plastic or other hard materials.
UNIFORMS
  • Teams are required to wear the same color t-shirt 
DURATION OF GAME, PERIODS
  • The game will consist of two twenty-(20) minutes halves running clock, except last 2 minutes of the game. 
  • Women's will consist of two fifteen-(15) minutes halves.
  • There will be a 3-minute half-time break. 
  • Each team has 2 one-minute time-outs per game. 
GENERAL RULES
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. 
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. 
ENDZONES
  • If a team gains possession in the end zone that it's defending, the player can play from that spot, or proceed to the closest point on the goal line and play from there.  The individual can not pass the disc on their approach to the goal line.  They do not have this choice if the individual receives a pass in the end zone by their own teammate. 
  • 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 amount of steps possible (max 2 steps). 
  • If a disc is caught simultaneously by an offensive and defensive player, the offensive player retains possession. 
VIOLATIONS
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 defence 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) can not use the disc (frisbee) to push the marker (defensive player) three- (3) feet into a defensive stance. 
POSITIONING
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. 
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