Ultimate Frisbee Notes

Ultimate Frisbee Rules
  1. Description

Ultimate is a non-contact sport played by two seven player teams.
  The object of the game is to score goals. The disc may only be 
moved by passing as the thrower is not allowed to take any steps.
  Any time a pass is incomplete, intercepted, knocked-down,
or contacts an out-of-bounds area, a turnover occurs, 
resulting in an immediate change of possession of the disc.  
A goal is scored when a player successfully passes the disc to a 
teammate in the endzone which that team is attacking.

  1. Spirit of the Game

Ultimate has traditionally relied upon a spirit of sportsmanship 
which places the responsibility for fair play on the
player. Highly competitive play is encouraged, but never at the 
expense of the bond of mutual respect between players, adherence 
to the agreed upon rules of the game, or the basic joy of play.  
Protection of these vital elements serves to eliminate adverse 
conduct from the Ultimate field. Such actions as taunting of 
opposing players, dangerous aggression, intentional fouling,
or other “win-at-all-costs” behavior are contrary to the
 spirit of the game and must be avoided by all players.

 

  1. A “player” is any of the fourteen (14) persons who are 
actually participating in the game at any one time.
  2. To “put the disc into play” means that the thrower 
establishes a pivot foot and is ready to throw. To put the disc into play at a particular point on the field means to 
place the pivot foot at that point on the field.
  3. “Where the disc stops” refers to the location where the disc 
is caught, comes to rest naturally, or where it is
stopped from rolling or sliding.
  4. “Throw-off position” is the particular arrangement of 
positions (which end zone each team is defending) and
possession (which team is to throw-off) in effect before a 
throw-off.
  5. The disc may be passed in any direction.
  6. A rolling or sliding disc may be stopped by any player, but it
 may not be purposefully advanced in any direction. Possession is gained where the disc stops.
  7. No defensive player may ever pick up the disc.

 

  1. A goal is worth one (1) point.
  2. A game to points lasts until one team scores twenty-one (21) 
goals with a margin of victory of at least two(2) goals.
  3. A game with a score of twenty-to-twenty (20-20) goes into 
overtime, and play continues until a two-goal margin is 
achieved or one team scores twenty-five (25) goals.
  4. Halftime occurs when one team reaches eleven (11) goals.
  5. Play starts at the beginning of each period of play and after 
each goal with a throw-off.
  6. Each time a goal is scored, the teams switch the direction of 
their attack and the team which scored throws off.
  7. The throw-off consists of one player on the throwing team 
throwing the disc toward the opposite goal line to begin play.
  8. As soon as the disc is released, all players may move in any
 direction.
  9. No player on the throwing team may touch the throw-off in the
 air before it is touched by a member of the receiving team.

 

  1. SCORING
  2. A goal is scored when an offensive player completes a pass to a 
teammate in the endzone which his/her team is attacking.
  3. In order for the receiver to be considered in the endzone after 
gaining possession of the disc, his/her first point of contact 
with the ground must be completely in the endzone.
  4. A player cannot score by running into the endzone with the disc.  
Should a receiver’s momentum (3 steps) carry him/her into the endzone after gaining possession, the receiver must carry the disc back to the 
closest point on the goal line and put the disc into play from 
there.
  5. GENDER TRANSITION: EACH GENDER MUST MAKE 1 OFFENSIVE PLAY(PASS OR CATCH) BEFORE A GOAL CAN BE SCORED. THIS MUST TAKE PLACE DURING EACH POSSESSION. 

XII. TURNOVERS

  1. An incomplete, intercepted, knocked down, or out-of-bounds pass
 results in a loss of possession.
  2. If the marker’s count reaches the maximum number;
  3. If the disc is handed from player to player;
  4. If the thrower intentionally deflects a pass to him/herself
 off another player;
  5. If the thrower catches his/her own throw. However, if the 
disc is touched by another player during its flight it is
considered a complete pass and is not a turnover.

XIII. THE THROWER

  1. If the disc is dropped by the thrower without defensive 
interference, it is considered an incomplete pass.

XIV. THE MARKER

  1. Only one defensive player may guard the thrower at any one time; 
that player is the marker.
  2. There must be at least THREE FEET between the upper
bodies of the thrower and the marker at all times. It is the 
mutual responsibility of both players to respect each other’s 
position and not encroach into this area once it is established.
  3. The marker cannot position his/her arms in such a manner as to 
restrict the thrower from pivoting.
  4. The count consists of the marker calling “Stalling” or
”Counting” and counting at one second intervals from one to
ten (1, 10) loudly enough for the thrower to hear.
  5. If the thrower has not released the disc at the first 
utterance of the word “ten” (“10”), a turnover and a check
result.
  6. A throwing foul may be called when there is contact between
the thrower and the marker.
  7. A catching foul may be called when there is contact between
opposing players in the process of attempting a catch,
interception, or knock down. A certain amount of incidental 
contact during or immediately after the catching attempt is
 often unavoidable and is not a foul.