ULTIMATE FRISBEE RULES
Olympus League Rules
1. The Field -- A rectangular shape with endzones at each end. Our field will be 60 yards by 33 yards, with
endzones 13 yards deep.
2.
Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line.
The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team. A team
may play with no fewer than five players.
3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play
is initiated after each score. In our
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate.
5. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc.
The defender guarding the thrower ("marker") counts out the stall count. He/she must say “stall” before
each number: “Stall 1, Stall 2, etc.” If “Stall 10” is reached and the offensive player has not yet released
the disc, he/she drops it, and the defensive team picks up the disc and becomes the offense.
6. Change of possession -- When a pass is not completed (e.g. out of bounds, drop, block, interception), the
defense immediately takes possession of the disc and becomes the offense.
7. Substitutions -- Players not in the game may replace players in the game after a score and during an injury
timeout.
8. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A
foul occurs when contact is made. Defenders must stay an arm’s length away from the thrower.
9.
Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession,
the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul
call, the play is redone.
10. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own
disputes.
11. Spirit of the Game -- 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 play.
12. Players may not run with the disc.
13. The person with the disc ("thrower") must have one pivot foot planted.
14. No momentum touchdowns (you can’t run into the end-zone and claim momentum). One foot must be
down in bounds for the catch to be complete.
15. A tie disc (one caught simultaneously by offense and defense) will go to the offensive team.
16. The disc may fly in and out of bounds.
17. When a pass in not completed (e.g. the disc goes out of bounds, drops, is blocked, or intercepted), the
defense immediately takes possession of the disc and becomes the offense.
18. When a player initiates contact on another player or if a pick or screen occurs a foul is called by the
player(s) involved. When a foul disrupts possession, the disk goes back to the team that was on offense at
the time. If the player committing the foul disagrees with the foul call, the play is redone.
19. Players are responsible for their own foul calls and line calls. Players resolve their own disputes. The
player catching the disc will make the final call.
20. In extreme cases (where a consensus cannot be reached), the sports board representative(s) present will
make the final decision.
21. A coin toss shall determine who receives the choice of possession and side at the beginning of the game. If
only one team is ready to play at game time, they shall automatically be given the choice.
22. Playing time shall be 44 minutes of a running clock, divided into two 22-minute halves. Half-time shall be
3 minutes.
23. The clock will stop at 2 minutes and under in either half after a score.
24. In the case of a tie at the end of a game, there will be a five-minute overtime after a 2 minute break. The
clock will run continuously unless there is a score in the final minute, in which case the clock will stop until
the pull. Each team has one timeout. The receiving team for overtime will be decided by a coin toss. In
case of a tie at the end of overtime, another overtime will ensue.
25. Each team shall have a team bench on the sidelines. All team personnel must remain in this area while not
involved in playing action on the field.
26. If agreement cannot be made between the teams on which team box they will use the referee will conduct
a coin toss.
27. A foul for unsportsmanlike conduct (called by the coordinator) results in the possession going to the nonoffending team at mid-field.
28. If the defending team intercepts the Frisbee in the end zone they are defending, they may walk it out to the
goal line, and proceed play from there. The 10-second count may not begin until they are at the goal line.
29. Each team is allowed one timeout per half. Unused timeouts do not carry over to the next half.
Terms:
1.
2.
3.
4.
Turnover - Switching from offense to defense.
Pull – The first throw in the game, or after each point.
Handler – The person with the Frisbee.
Middle Rule – If the disc flies out of bounds, someone from the receiving team raises his arm and calls
“Middle”. This allows the receiving team to begin play in the middle of the field at the point where the
disc crossed the sideline.
5. Marker – the person checking the thrower.
6. Stall Count – Every player has 10 seconds to throw the disc. Only the marker calls the count
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertising