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IM Ultimate Frisbee Rules

Ultimate Frisbee is a non-contact sport.


Spirit of the Game:

“Ultimate relies 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 mutual respect among players, adherence to the agreed upon rules of play, or the basic joy of the game. Protection of these vital elements serves to eliminate adverse conduct from the Ultimate field. Such actions as taunting of opposing players, dangerous aggression, belligerent intimidation, intentional fouling, or other ‘win-at-all-costs’ behavior are contrary to the spirit of the game and must be avoided by all players.”

-10th Edition UPA Rules

Spirit of the Game is vitally important in all ultimate, and this is especially true in IMs. The chief purpose of this league is to provide a fun environment for people to play ultimate at a variety of levels. Respect the game, respect your opponents, play hard, play spiritedly, and have fun.

Regulations:
Intercollegiate (IC) Rules:
An "IC" player is someone who has at any time in the past been on the spring roster of CUT, GOP, or Syzygy. There are no strict IC rules for teams, but as a general guideline, there probably should be no more than 3 IC players on the roster of any softcore team, probably no more than 5-6 on any midcore team, and hardcore teams should not be purely IC. Replacing strict IC rules, however, will be active involvement of the czars in putting teams in the appropriate core. You probably know which core your team belongs in (if you're not sure, consult a czar or experienced IM player) - don't register for a lower one in an attempt to dominate and win the shirts. If you do that, the czars will ask you to move back up.


Gender Ratio:
The default gender ratio is 4/3, meaning at least 3 players of each gender on the field. Depending on turnout, captains may agree to play 5/2 or 6/1 instead if they desire, or to have the offensive team (the team receiving the pull) choose the ratio on a point-by-point basis. If no agreement between captains can be reached, the default is 4/3. Captains of teams with enough players of each gender to fulfill that have a right to insist on playing that way if that's what makes sense playing-time wise.


Forfeits:

  • If for any reason a team cannot field enough players to play at the scheduled time, the captain must contact the captain of the opposing team, giving him or her adequate time to notify the team members before game time. This means at least an hour for softcore and three hours for midcore and hardcore.
  • If a team forfeits one regular season or tournament game, each captain will receive a written warning, Upon forfeit of a second regular season or tournament game, the $20 deposit check will be surrendered. Upon forfeit of a third game, the team will be excluded from tournament play.

Rules of Play:
The “10 Simple Rules” for Ultimate Frisbee are:

  1. The Field -- A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.
  2. Initiate Play -- Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
  3. Scoring -- Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score.
  4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc, and must stop moving as quickly as possible after catching the disc and establish a pivot foot. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. Only one defender may guard the thrower, and must maintain at least a frisbee’s-width distance.
  5. 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. The line is out of bounds and straddling the line is out of bounds.
  6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
  7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  8. 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.
  9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes. In the case of disagreement, the player with the best perspective makes the call.
  10. 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.

(adapted from www.upa.org)

For the complete rules, IMs will use the 10th Edition UPA rules.
Exceptions/additions for Carleton IMs are:

  • in all cores “equipment timeouts” (to pause play while someone ties their shoe, checks if a disc is bent, or otherwise fixes equipment) are allowed
  • in softcore there is no brick rule – if a pull lands out of bounds take it at the center of the field closest to where it crossed the sideline. also, if a pull lands in the end zone it can be walked directly forward to the front of the end zone and put into play from that spot.
  • in softcore a dropped pull is not a turnover
Czar:

Mikki Showers, IM Coordinator x4481