SOSU Intramural Ultimate Rules

The Intramural office reserves the right to make amendments to these rules deemed essential to the success of the program.

I.  General Eligibility

  1. Participation is limited to currently enrolled, fee-paying SOSU students, faculty members, and full-time staff. Members of the community are not eligible.
  2. In order to participate in an intramural contest, each player must present his or her current, valid SOSU ID Card. Exceptions must be directed to the Intramural Office for consideration by the coordinator during regular business hours (8:00am-5:00pm). Bring a photo ID to obtain a waiver. No such waiver will be granted on the court.
  3. No alcoholic beverages will be permitted in any recreation or athletic facilities; smoking is prohibited in all recreation and athletic facilities (indoor and outdoor). Violations will result in forfeiture of the game by the team in violation.

II.  Team Composition & Substitutions

  1. Each team consists of 10 players, one of whom is the captain and one whom is the co-captain.
  2. Only 7 players can play each game. No team can start a game with less than 5 players.
  3. Teams must have at least 2 of the opposite sex on the field at all times.
  4. Players not in the game may replace players in the game after a score and during an injury timeout.

III. Length of Game

  1. There will be two 20-minute halves and a 5-minute half time. Clock will only stop for time-out or injury on the field.
  2. Each team is permitted 1 time out per half. Each timeout lasts for 1 minute.
  3. All teams must be at the field 20 minutes prior to their game.

IV.  Equipment

  1. SOSU Intramurals will provide a Frisbee. The Frisbee is 12 inches in diameter and 175 grams.
  2. Colored pennies will be provided but each team is allowed to have the same colored jerseys.

V.  Protest

The intramural supervisor, on the field, will accept protests of rule interpretation only. The supervisor is not an official and should not be treated as such. Protests must be filed immediately after the play in question, once the ball is put back in play after the play in question, no protests will be honored. To file a protest, the team captain should ask the game official to get a supervisor, at this point the supervisor will hear the scenario, explain the rule that applies, and render a decision. Decisions made by intramural supervisors are final. There is no further appeals process. Supervisors will not listen to protests of official’s judgment calls or competency. It is important to remember that the team captain is the only one who should address the officials and the court supervisor regarding protests.

VI.  Sportsmanship

1.  Sportsmanship is an important part of intramural sports. Teams receive sportsmanship ratings at the conclusion of each game on a scale of 0-4 with 4 as an excellent rating. Teams must average a 3.0 during the regular season to be eligible for playoffs.

2.  Teams are responsible for keeping their spectators under control. Misconduct of spectators and players may result in ejection and/or forfeiture of the game. If at any time a team has 2 players or spectators ejected from the game, the offending team will immediately forfeit the game. Spectators must remain in the out-of-play areas. Only players are permitted in the playing area.

  1. No player shall commit unsportsmanlike acts during play or intermission including:
  1. Disrespectfully addressing a supervisor or indicating objection to a supervisor’s decision.
  2. Using profanity, taunting, insulting, or vulgar language or gestures.
  3. Fighting or entering an altercation.

Two unsportsmanlike actions by the same player or non-player will result in disqualification. A player or non- player can be disqualified following the first unsportsmanlike action.

  1. Any player who uses foul language, violently protests a call, or curses a supervisor, will be removed for the game. In addition, he/she will have to meet with the Intramural Coordinator during regular office hours before he/she is eligible to participate again. Any player who touches a supervisor will be placed on suspension from all intramural activities for an indefinite period of time.
  2. SOSU Intramural Sports does not recognize the use of coaches. Only the team captain may speak to a supervisor regarding administrative matters. (Protests, ejections, disqualifications, etc.)
  3. Teams will remove trash after each game.

VII.  Starting Play (Throw Off)

  1. Play starts at the beginning of each period of play and after each goal with a throw-off.
  2. Each time a goal is scored, the teams switch the direction of their attack and the team, which scored throws off.
  3. Positioning prior to the 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.
  4. The players on the receiving team must stand with one foot on their defending goal line without changing position relative to one another.
  5. The throw-off may be made only after the thrower and a player on the receiving team raise a hand to signal that team's readiness to begin play.
  6. The throw-off consists of one player on the throwing team throwing the disc toward the opposite goal line to begin play.
  7. As soon as the disc is released, all players may move in any direction.
  8. No player on the throwing team may touch the throw-off in the air before a member of the receiving team touches it.
  9. If a member of the receiving team catches the throw-off on the playing field proper, that player must put the disc into play from the spot.
  10. If a member of the receiving team touches the disc during flight of the throw-off (whether in- or out-of-bounds) and the receiving team fails to catch it, the team which threw-off gains possession of the disc at the nearest point on the playing field proper.
  11. If the receiving team allows the throw-off 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 the disc initially lands in-bounds, then goes out-of-bounds, the receiving team gains possession at the point on the playing field proper nearest to where the disc first went out-of-bounds.
  12. If the throw-off lands out-of-bounds, the receiving team, before touching the disc, makes a choice of: Putting the disc into play at the nearest point on the playing field proper to where the disc crossed the perimeter line. Requesting a re-throw. To request a re-throw, any member of the receiving team must fully extend one hand above the head and call "Over." Once this re-throw signal is given, that throw-off can no longer be put into play.

VIII.  Out-of-Bounds

1.  Any area not on the playing field is out-of-bounds. 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 out-of-bounds.

3.  The disc may fly outside a perimeter line and return to the playing field, and defensive players may go out-of-bounds in order to make a play on the disc.

4.  A player is out-of-bounds when s/he is contacting an out-of-bounds area. When a player is in the air, his/her in or out-of-bounds is determined by where the ground was last contacted by the player.

5.  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.

6.  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 s/he went out-of-bounds and puts the disc into play at that point.

7.  To start or 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 of the playing field proper nearest where the disc last crossed the perimeter line, and put the disc into play at that point. [1995]

8.  The thrower may pivot in- and out-of-bounds, providing that some part of the pivot foot contacts the playing field.

9.  If a pass does not come in bounds, the opposing team gains possession of the disc where it left the field of play only if the defense did not contact the disc. If the defense contacted the disc, the disc must be put into play at the point on the playing field proper closest to where the contact occurred.

IX.  End zones & Scoring

  1. If a team gains possession in the end zone, which it is defending, the player must put the disc in to play from that spot.
  2. A goal is scored when an offensive player completes a pass to a teammate in the end zone, which his/her team is attacking.
  3. In order for the receiver to be considered in the end zone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the end zone. You must have two feet in the end zone, to score a point.
  4. A player cannot score by running into the end zone with the disc.

X.  Turnovers

  1. An incomplete, intercepted, knocked down or out-of-bounds passes results in a loss of possession.
  2. A pass is considered intercepted if a defensive player catches a pass. If a defensive player catches a pass and accidentally loses possession of it before or during ground contact related to that catch, the defender is considered to have blocked rather than intercepted the pass.
  3. The following actions result in a loss of possession:

·  If the disk is handed from player to player

·  If the thrower intentionally deflects a pass to him off another player

·  If the thrower catches his / her own throw. However, if another player touches the disc during its flight it is considered a complete pass and is not a turnover.

XI.  Thrower

  1. The thrower is the offensive player in possession of the disc, or the player who has just released the disc.
  2. If the disc is on the ground, whether in- or out-of-bounds, any member of the team becoming offense may take possession of the disc. Once an offensive player has picked up the disc, that player is required to put the disc into play.
  3. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released
  4. The thrower has the right to pivot in any direction.
  5. The thrower may throw the disc in any way s/he wishes.
  6. A defensive player who establishes possession of the disc becomes the thrower, but may not throw the disc before s/he establishes a legal pivot foot.
  7. You have 10 seconds to throw the disc. If you do not throw the disc within the 10 seconds, it will result in loss of possession. The referee is to make the call.

XII.  Marker (Defensive Player)

1.  Only one defensive player may guard the thrower at any one time; that player is the marker.

2.  The marker may not straddle (i.e., place his/her foot on either side of) the pivot foot of the thrower.

3.  There must be at least one disc's diameter between the upper bodies of the thrower and the marker at all times. If the marker is not one disc’s diameter between the throwers it is a foul and loss of possession.

4.  It is the mutual responsibility of both players to respect each other's position and not encroach into this area once it is established.

5.  The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting.

  1. NO FACE-GUARDING- it will result in loss of down

XIII.  The Receiver

  1. The receiver is any offensive player either in the act of catching the disc, or not in possession of the disc.
  2. Bobbling to gain control of the disc is permitted, but purposeful, controlled bobbling to oneself in order to advance the disc is considered traveling and is not allowed.
  3. After catching a pass, the receiver is only allowed 1 step required to come to a stop and establish a pivot foot.
  4. If the receiver is running or jumping as he/she catches the disc, the receiver may throw a pass without coming to a complete stop.
  5. If offensive and defensive players catch the disc simultaneously, the offense retains possession.
  6. Any incomplete passes will result in the loss of possession.
  7. Force out foul: If an airborne receiver catches the disc, and is contacted by a defensive player before landing, and that contact caused the receiver to land out-of-bounds instead of landing in-bounds, the referee will make the call.

XIV.  Fouls- LET THE REFEREES MAKE THE CALL

  1. Fouls are the result of physical contact between opposing players. A foul can only be called by the Referee, and must be announced by calling out the word "Foul!" loudly immediately after the foul has occurred.
  2. Throwing Fouls:

·  A throwing foul may be called when there is contact between the thrower and the marker.

·  Contact occurring during the follow through (after the disc has been released) is not sufficient grounds for a foul, but should still be avoided whenever possible.

·  When the marker commits a foul, play stops and possession reverts back to the thrower.

·  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.