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7 on 7 Ultimate Frisbee Rules

 



Each player must present a Rowan ID card before each contest to be eligible to participate. No other forms of identification will be accepted.

All intramural participants are responsible for their own medical expenses. Any student unsure of their physical condition should check with their family physician or the Student Infirmary before participating in intramural sports.

GAME TIME IS START TIME! If necessary, each team has until 5 minutes after game time until the game will be called a forfeit. For each minute after game time that the game must be delayed, the team in which everyone is waiting will be penalized by spotting the opposing team a point per minute.

The game is SELF OFFICIATED. Teams are responsible for keeping their spectators under control. Misconduct of spectators, players or coaches can result in assessment of an ejection or forfeiture of the game. Spectators must also remain in the area designated by the supervisors. The supervisors shall have the power to make decisions on any contested calls, matters or questions not specifically covered in the rules.

1. Players and Substitutes

1.1 A team consists of seven players, but may start with five players. Exception: Four players are allowed if an individual cannot continue due to an injury.

1.2 When a team has forfeited, the opposing team must have at least five players checked in with the supervisor to receive a win.
1.3 Substitutions may occur after a goal before the next pull, before the beginning of a half, or during an injury timeout.

2. Equipment

2.1 Teams must wear proper attire.
2.2 All players must wear athletic shoes or cleats. NO METAL SPIKES ALLOWED. No open toed shoes, sandals, or barefeet are permitted
2.3 Equipment that may be dangerous to another player such as hats, bandannas, and casts are not allowed. The supervisor/official will determine if an article is dangerous and will ask the player to remove the article. If the player refuses he/she will be asked to leave the playing area.
2.4 Knee braces made of hard, unyielding substances covered on both sides with all edges overlapped and any other hard substances covered with at least 1/2 inch of slow recovery rubber or similar material will be allowed.
2.5 Jewelry may not be worn, including rubber bands.
2.6 Teams may provide their own disk. Both teams must agree on the disk to be used and must be approved by the game officials. Disks must be at least 175 grams.

3. Length of Game and Timing

3.1 There will be two 24-minute halves with continuous running time. Clock stops for time outs or official time outs (e.g. for injuries or retrieving a disc). Clock is not stopped for violations.
3.2 First team to 15 points, win by 2, OR the team with the highest score at the end of regulation wins.
3.3 Each team is allowed 1, 30 second time-out per half.
3.4 Overtime: If the game is tied at the end of regulation, the will be a 5 minute SUDDEN DEATH overtime period. There will be a coin toss to start the period to determine possession.

4. The Game

4.1 Play is self-officiated. Players are responsible for their own foul and line calls. Players resolve their own disputes. With difficult calls the player with the best view should make the call. Example: Disc is caught near ground, caught near out of bounds, etc. Any controversial call the neither team can agree on will be the call of the supervisor. If the supervisor cannot make the call, then the play will be replayed from the previous spot.
4.2 Game begins with coin toss by supervisor. Winning team has choice of throwing or receiving, or which end to defend. Loser is given remaining choice.
4.3 To initiate play, each point begins with both teams lining up behind their respective end-zone line. The defense throws ("pulls") the disc to the offense.
4.3.1 If the disc is not caught and hits the ground inbounds, play starts at that spot where the disc hit.
4.3.2 If the disc is not caught and hits the ground but moves out of bounds before being touched by the receiving team, play begins at the spot nearest the point where the disc crossed the line.
4.3.3 If the disc goes out of bounds after being touched by the receiving team, play starts nearest the point where the disc crossed the line. There is no turnover.
4.3.4 If the pull is caught by the receiving team and then dropped, the result is a turnover. The receiving player must be in full possession of the disc before he/she drops it in order for it to be considered a turnover.
4.4 Throwers may pivot and pass the disc in any direction but may not travel with the disc.
4.5 A rolling or sliding disc may be stopped by any player but not advanced.
4.6 Each time the offense completes a pass in the defense's end-zone, the offense scores a point. Play is initiated after each score with a pull (see above). Non-scoring team walks to opposite goal.
4.7 The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
4.7.1 Distance – There must be at least one arm length diameter between the thrower and marker. Marker may extend arms to attempt to block a throw as long as he/she does not come within one arms length diameter of the thrower or extend arms forward. If making an attempt to block a throwers pass, arms must be extended side to side. If the marker is within the one arms length diameter, the thrower may call “foul” and the marker must restart count.
4.7.2 Marker – Only a player within 3 meters of a thrower may initiate a count.
4.7.3 Count – The Marker counts to 10 at a reasonable pace (1-Mississippi). The thrower must attempt a pass by the count of 10. Thrower may call “fast count” and marker must begin count again.

5. Terminology

5.1 Pull – Initial play of game where one team throws to the other. Done after each goal as well.
5.2 Change of Possession - When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
5.3 Out of Bounds – Play is out of bounds when a player in possession of the disc or the disc itself contacts an area out of bounds. The field line is considered out of bounds.
5.4 Play Out of Bounds – The disc may “float” out of bounds in a throw, as long as it returns to inbounds before a player catches it. A player may run out of bounds to make a play as long as the disc is caught in-bounds. If a player’s momentum carries him/her out of bounds but the catch was made while in contact with in-bounds, the disc is still in play. One foot down is considered in-bounds.
5.5 Turnovers – Any drop, block, interception, out of bounds play, or marker’s count to 10 results in a turnover of possession.
5.6 Out of Bounds – The defensive player who gained possession of the disc as a result of a throw that landed out of bounds, then becomes the offensive thrower and starts the disc at the point which the disc went out of bounds.
5.7 Drop – A player fails to catch the disc and it falls to the ground. If deflected off one player and caught by another, the disk is still in play.
5.8 Block – The defensive player knocks the disc to the ground before the offensive player catches it.
5.9 Interception – The defensive player intercepts a pass meant for the offensive player.
5.10 Call – A call is anytime a player announces a foul or violation.

6. Continuation Rule

6.1 If disc is in the air or thrower is throwing when call is made, play continues if team in possession retains possession from throw. Call is then “play on”.
6.2 If the team who committed the violation or foul gains possession, play stops and the proper rule for that action is used.
6.3 If the defense makes a call and the pass is incomplete, play continues on with the turnover.
6.4 If a foul or violation is committed by the defense and called by the offense and the pass is intercepted, play stops and possession changes back to the offense starting where the thrower was. If the pass is incomplete as a result of the foul or violation committed by the defense, play stops and possession remains with the offense.
6.5 If both defensive and offensive players make calls, the calls are cancelled out and play returns to thrower in possession at the count where the calls occurred.

7. Violations

7.1 A player must call violations and fouls at the time of occurrence in order to be played. If not called, it did not occur. If called, the foul or violation must be played unless contested. If contested, a resolution must be worked out, usually resulting in a re-play.

7.2 The following violations result in a change of possession:
7.2.1 Marker reaches full count of 10 before thrower makes a play
7.2.2 Disk is handed from player to player
7.2.3 The thrower catches the thrown disk (unless it is deflected off another player by accident)
7.2.4 The thrower calls a time-out when none remain.
7.2.5 During a pull, a player is off sides if he/she steps over the end-zone line before the disc is thrown. If either team steps over the line and “off-sides” is called immediately, there must be a re-pull.
7.2.6 A player’s movement is assisted intentionally by a teammate in catching or blocking a pass.
7.2.7 A player uses an unfair advantage to catch or block a pass.
7.2.8 Traveling with the disk. A player is only allowed as many steps as needed to stop after catching a pass. (Two to three)

7.3 Fouls
7.3.1 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.
7.3.2 A foul is the result of physical contact between opposing players that affects the outcome of play.
7.3.3 All fouls lead to stoppage of play, however the clock continues to run. All players must return to same position occupied at the time of foul to restart play.
7.3.4 Throwing Foul – Contact between a thrower and a marker. Penalty is a turnover if continuation rule applies. Play starts at thrower’s position where foul occurred.
7.3.5 Receiving Foul – Contact between a receiver and a defender attempting to intercept or block the pass.
7.3.6 If foul occurs in end zone, the player fouled gains possession on the end zone line nearest the infraction.
7.3.7 Principle of Verticality - Players are guaranteed the space above them. Players may not hinder attempts to jump or reach above them to make a catch.
7.3.8 Blocking Foul – When the disk is in the air, players must play the disc not the intended receiver. If both players are playing the disc and incidental contact occurs then the play continues without a foul being called.
7.3.9 No player can touch or take away a disc in the possession of another player.
7.3.10 Picks are not allowed.
7.3.11 A player may not block an opponent from moving to an unoccupied space.
7.3.12 If a player repeatedly and blatantly commits fouls, the supervisor may remove the player from the field.

7.4 Marker Violations
7.4.1
The marker may not make contact with the thrower. Penalty is a foul.
7.4.2 Only one marker may guard a thrower. No double-teaming. Thrower may call “double team” and offending player must retreat. If not, marker must stop and restart the count.
7.4.3 Marker must count in decent speed. Thrower may call “fast count”. Penalty is a call and recount.
7.4.4 Marker may not straddle thrower or block thrower’s vision. Penalty is a call and recount.