Intramural Frisbee Schedule
Monday, April 13
Team 9 vs. Team 7
Team 6 vs. Team 8
Team 7 vs. Team 2
Team 4 vs. Team 3
Team 1 vs. Team 4
Team 10 vs. Team 5
*The games will be played between 4:30 and 7:30, so if you have any class
conflicts be sure to let me know so I can schedule accordingly.*
Teams must have 6 players and no more than 10. Games will be played with 6 players. Only 5
student athletes allowed per team. Teams with faculty or staff members must be approved by
Josh. During the game 5 of the 6 players can be men.
1. Evan Moore
1. Joe Boyle
1. Emily Gary
1. Dominic Mann
1. Alexandra DiFalco
1. Stephen Foeckler
1. Lindsay Farrall
1. Gordon Horner
1. Peter Corkery
1. Brigid Coyne
Ultimate Frisbee Rules
To begin play the ultimate players from each team line up on their end zones, and the defense team pulls (throws) the disc to the other team as a "kick-off". Pulls are long throws, and they are thrown in efforts of giving the offensive team poor field position and a chance for the defense to get down the field soon enough to stop advances.
The pull is often started by a member of the defending team raising one arm with the disc to show that they are ready to pull the disc and begin play. The team that pulls to start the game is usually decided in a manner similar to a coin toss. Instead of using a coin often an ultimate frisbee disc is used.
Movement of the Ultimate Disc
The disc may be moved in any direction by completing a pass to a teammate. After catching a pass, a player is required to come to a stop as quickly as possible, and then can only move their non-pivot foot. A common misconception is that a player must setup a pivot foot before they can throw the disc. In fact, the player can throw the disc before stopping within the first couple of steps after they gain possession of the disc. It is this fact that makes the "Greatest" rule possible. A "Greatest" occurs when a player jumps from within bounds to catch a disc that has passed out-of-bounds, this is also known as an "ultimate play". The player must then throw the disc back in-bounds before his feet or any other part of his body touches the ground. The thrower may only catch their own throw if another player touches it in the air.
Upon receiving the disc, a player has ten seconds to pass it. This period is known as the "stall", and each second is counted out (a stall count) by a defender (the marker), who must be standing within three meters of the thrower. A player may keep the disc for longer than ten seconds if no marker is within three meters, or if the marker is not counting the stall; if there is a change of marker, the new marker must restart the stall from zero.
A point is scored when a player catches a pass in the end zone his team is attacking. After a point is scored, the teams exchange ends. The team who just scored remains in that end zone, and the opposing team takes the opposite end zone. This can be commonly referred to in the phrase: "Losers walk." Play is re-initiated with a pull by the scoring team.
Change of possession
An incomplete pass results in a change of possession. When this happens the defense immediately becomes the offense and gains possession of the disc where it comes to a stop on the field of play, or where it first traveled out of bounds. Play does not stop because of a turnover.
Reasons for turnovers:
- Throw-away — the thrower misses his target and the disc falls to the ground.
- Drop — the receiver is not able to catch the disc.
- Block — a defender deflects the disc in mid flight, causing it to hit the ground.
- Interception — a defender catches a disc thrown by the offense.
- Out of bounds — the disc lands out of bounds, hits an object out of bounds or is caught by a player who lands out of bounds or leaps from outside the playing field.
- Stall — a player on offense does not release the disc before the defender has counted out ten seconds.
Stoppage of play
Play may stop for the following reasons:
A foul is the result of contact between players, although incidental contact (not affecting the play) does not constitute a foul. When a foul disrupts possession, the play resumes as if the possession were retained. If the player committing the foul disagrees with (contests) the foul call, the disc is returned to the last thrower.
A violation occurs when a player violates the rules but does not initiate physical contact. Common violations include traveling with the disc, double teaming, and picking (moving in a manner so as to obstruct the movement of any player on the defensive team).
Each half will last for 15 minutes. There will be a short break between halfs.
Play stops whenever a player is injured—this is considered an injury time-out. During the duration, it is customary for players on the field to kneel or sit to ensure that they stay in their original positions. The injured person must then leave the field, and a substitute may come in. If an injured player is substituted for, the opposing team may also substitute a player.
Teams are allowed to substitute players after a point is scored or for injured player after an injury time out. In the case of an injury substitution, the opposing team is allowed to make a substitution for a non-injured player.
Players are responsible for foul and line calls. Players resolve their own disputes. This creates a spirit of honesty and respect on the playing field. It is the duty of the player who committed the foul to speak up and admit his infraction. Occasionally, official observers are used to aid players in refereeing, known as observers.
Some additional rules have been introduced in the United States and Canada which can optionally overlay the standard rules and allow for referees called observers. An observer can only resolve a dispute if the players involved ask for his judgment. Although in some cases, observers have the power to make calls without being asked: such as line calls (to determine out of bounds or goals) and off-sides calls (players crossing their end zone line before the pull is released). Misconduct fouls can also be given by an observer for violations such as aggressive taunting, fighting, cheating, etc., and are reminiscent of the Yellow/Red card system in football; however, misconduct fouls are rare, and their ramifications not well defined. Observers are also charged with enforcing time limits for the game itself and many parts within the game, such as the amount of time defense has to set up after a time out or the time allowed between pulls, are honored.
The introduction of observers is, in part, an attempt by the UPA to allow games to run more smoothly and become more spectator-friendly. Because of the nature of play and the unique nature of self-refereeing, ultimate games are often subject to regular and long stoppages of play. This effort and the intensity that has arisen in the highest levels of competition have led many members of the ultimate community to lament the loss of the Spirit of the Game