Ultimate Frisbee Rules
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ELIGIBILITY
a. All participants are subject to intramural eligibility rules, which are listed in the Intramural
Handbook.
b. Current Pomona-Pitzer ID must be presented at each game.

GAME
a. 7 players per team, where at least 2 must be woman.
b. The disc may only be moved by passing.
c. Any time the disc is incomplete, intercepted, or contacts an out-of-bounds area, a turnover
occurs, resulting in a change of possession.
d. A goal is scored when a player successfully passes the disc to a teammate in the end zone.
e. Infractions are called by the players on the field, consequently a high degree of sportsmanship is
required.

TIME
a. A game shall be two 20-minute halves and a 5-minute half time.
b. Each team shall have two 2 minute time outs per half.  Time outs will not carry over to the second
half.  
c. Only the person with the disc may call timeout.
d. The individual who called the time out puts the disc back into play where the time out was called.
c. The clock will stop in the last 2 minutes of the second half when the disc is dead.  At all other
times it is a running clock.
d. If the score is tied at the end of the regulation, a sudden death overtime is played.  The first team
to score a goal shall be declared the winner.

SUBSTITUTIONS
a. Substitutions can be made only: after a goal and before the ensuing accepted throw-off, before the
beginning of a period of play, and to replace an injured player.
b. If a team replaces an injured player, the opposing team has an option of also substituting a player.
c. Substitutions other than injury substitutions can not be made during a time-out taken during play.

STARTING A RESTARTING OF PLAY
a. One player from each team will be designed as a captain to represent the team in disagreements
and arbitrations.
b. The winner of the toss shall have the choice of defensive goal or of receiving the disc.  The loser
shall have the remaining options.
c. At the start of the second half, the loser of the toss shall have the first choice of either receiving or
the defensive goal.
d. Play starts at the beginning of each period and after each gaol with a throw off.
e. Each time a gaol is scored, the teams switch directions of their attack and the team which scored
throws off.
f. Once the throw off has commenced, all players can move in any direction.
g. No player form the throwing team may touch the throw off in the air before it is touched by a
member of the receiving team.  If a member of the receiving team touches the throw off and fails to
catch it, the team which threw off, gains possession of the disc where it stops.
i. 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.
j. 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 point where it crossed the goal line, requesting a re-throw, or
invoking the middle rule.  This allows the player to put the disc in play in the middle of the field at the
point parallel to where the disc went out of bounds.

OUT OF BOUNDS
a. A disc is out of bounds when it first contacts an out of bounds area or contacts anything that is out
of bounds.
b. Defensive players may go out of bounds to make a play on the disc.
c. 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.  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 in which he/she went out of bounds and puts the
disc back into play.
d. The thrower may pivot in and out of bounds, providing that some part of the pivot foot contacts
the playing field.
e. 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 initiated the disc, the disc
must be put in play at the point closest to the playing field where the contact occurred.

SCORING
a. 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.
b. A players momentum into the end zone will not constitute a goal.  The player must carry the disc
to the spot of the catch and play it from there.
c.  If a player does not signify that they are in the end zone and plays to a turnover unknowingly, the
score will not count and play will resume.

TURNOVERS  The following action results in a loss of possession and a check.
a. If the markers count reaches the maximum number.
b. If a disc is handed from one player to another.
c. If th player intentionally deflects a pass to him/herself off another player.
d. If a player catches his/her own throw provided that it was not previously touched by another
player.

THE THROWER
a. 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.
b. The thrower must establish a pivot foot until the throw is released.

THE MARKER
a. Only one defensive player may guard the thrower at any one time; that player is the marker.
b. The marker may not straddle the pivot foot of the thrower.  There must be at least one disc's
distance between the upper bodies of the player at all times.
c. The marker may initiate a count by calling "counting" or "stalling" and the counting at one second
intervals from one to ten, loudly enough for the thrower to hear.  If the thrower has not released the
disc at the word ten, then a turnover results.

THE RECEIVER
a. 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.
b. After catching a pass, the receiver is only allowed the fewest number of steps required to come to
a stop and establish a pivot foot.  If the receiver is running as he/she receives the pass, the receiver
may throw a pass before the third ground contact after catching the disc without stopping.
c. If the disc is caught simultaneously by offensive and defensive players, the offense retains
possession.
d. The ground can cause an incomplete pass, resulting in a turnover.

FOULS
a. Fouls are the result of physical contact between opposing players.  A foul can only be called by
the player who had been fouled and must be announced by loudly calling out the word "Foul"
immediately.  The player initiating contact is guilty of a foul.
b. 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.  If the marker is fouled and the pass is not
completed, play continues without interruption.
c. Dangerous, aggressive behavior or reckless disregard for the safety of fellow players is always a
foul.
d. If a catching foul occurs and is uncontested, the player fouled gains possession at the point of the
infraction.  If the call is disputed, the disc goes back to the thrower.

VIOLATIONS
a. Violations occur when a player violates the rules in a manner which does not result in physical
contact.  A violation may be called by any player on the field.
b. Traveling has occurred when: the thrower moves his/her pivot foot.  The receiver obviously takes
more steps than required to stop.  The receiver leases a pass after the third ground contact before
coming to a complete stop
c. No defensive player may touch the disc while it is in the hands of the thrower.  If the defensive
player does so, causing the thrower to drop the disc, the thrower calls, "strip".
d. Only one marker is permitted to guard the thrower.  No other player may establish a position
within three meters of the pivot of the thrower, unless there is another offensive player in that area.
e. If a marker counts too fast, the player may call "fast counter", the first is a warning.  If the marker
continues to "fast count" 2 seconds will be subtracted from the count and play will resume.