Ultimate FrisbeeApply »
Ultimate Frisbee is played on Tuesdays and Thursdays at 3:30 and 4:30pm at the NNU Intramural field located behind Kirkeide Apartmehts.
Questions regarding ultimate frisbee? Contact Lacey Bruner
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.
2. 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.
3. Captain's Clause A game may be played under any variations of the rules agreed upon by the captains of the two teams. In tournament play, such variations are subject to the approval of the tournament director. Such things as length of game, dimensions of the field, and stalling count can easily be altered to suit the level of play.
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II. Clarifying Statements
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. Ground Contact: All player contact with the ground directly related to a specific event or maneuver, including landing or recovery after being off-balance, e.g., jumping, diving, leaning, or falling. 
6. Possession of the disc: Sustained contact with, and control of, the non-spinning disc. 
1. To catch a pass is equivalent to establishing possession of that pass.
2. Loss of control due to ground contact related to a pass reception negates that receiver's possession up to that point.
2. There are no scrimmage lines or off-sides (except on throw-offs) in Ultimate.
3. The disc may be passed in any direction.
4. 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.
5. No defensive player may ever pick up the disc.
6. Each player has 10 seconds to pass the disc. Otherwise the other team gains possession of the disc.
III. Field of Play
1. The field of play is a rectangular area with dimensions as shown on the accompanying diagram.
^ | | | |
| | | | |
| |Endzone| Playing Field |Endzone|
40yds| /Goal | . Proper . | /Goal |
| | Area | | Area |
| | | | |
v | | | |
The period (.) marks the Brick Rule Mark, 10 yds from Goal line. The plus sign (+) indicates the location of cones to be placed ON the boundary lines.
A variation of this basic structure may be used to accomodate special competitions, number of players, age of players, available space, etc. Lined fields are not necessary for the purposes of practice or other non-formal games of Ultimate.
2. The playing field may have any surface (although well trimmed grass is suggested) which is essentially flat, free of obstructions and holes, and affords reasonable player safety.
3. The playing field proper is the playing field excluding the endzones.
4. The goal lines are the lines which separate the playing field proper from the endzones and are part of the playing field proper.
5. The perimeter lines (sidelines and endlines) are not part of the playing fields.
1. Any flying disc may be used as long as it is acceptable to both team captains. If the captains cannot agree, the current Official Disc of the Ultimate Players Association shall be used.
2. Individual players may wear any soft protective clothing as long as it does not endanger the safety of any other player.
V. Length of Game
1. Each half lasts for twenty-four (24) minutes of stopped time.
2. Each overtime period lasts for five (5) minutes of stopped
3. Halftime lasts for five (5) minutes.
4. At the end of the game, the team with the most goals is declared the winner.
1. Each team is permitted one (1) time-out per half
2. Each time-out lasts up to two (2) minutes.
3. The player calling the time-out must form a "T" with his/her hands and call "time-out" loudly.
4. A time-out may be called by either team after a goal and before the ensuing accepted throw-off.
5. During play, only a player who has established a pivot foot and who has possession of the disc can call a time-out. 
6. When play resumes after a time-out: 
1. The player who had possession puts the disc into play.
2. The disc is put into play at the location where the disc was when the time-out was called.
3. Play is resumed through the use of a check and all other players may set up in any position on the field.
7. It is a turnover if a player calls a time-out when his/her team no time-outs remaining. There is a check on the disc.
2. Injury Time-Out
1. Injury time-out can be called by any member of the injured player's team. The time-out call is in effect at the time of the injury. In other words, the call is retroactive to the time that the injury occurred. If the disc is in the air during the time-out call, the play is completed.
2. Injury time-out results in a team time-out if the injured player does not leave the game. A "spirit of the game" exception is made when the injury is caused by an opposing player.
3. When play resumes after an injury time-out:
1. The player who had possession of the disc when the injury occurred puts the disc into play. If that player leaves the field due to injury, the replacing player puts the disc into play.
2. If the disc was in the air at the time of the injury, play continues until the disc is caught or it contacts the ground. If the disc is caught, the player who caught the disc puts the disc into play after the injury time-out.
3. The disc is put into play at the location where the disc was when play was stopped.
4. The play is resumed through the use of a check and all players must assume their respective positions on the field when the time-out was called. Players may not set up when restarting play after an injury time-out, unless it is also a team time-out.
1. Substitutions can be made only:
1. After a goal and before the ensuing accepted throw-off.
2. Before the beginning of a period of play;
3. To replace an injured player(s).
2. If a team replaces an injured player(s), the opposing team has the option of substituting a like number of, or fewer players.
- There may be a maximum of three NNU varsity athletes/staff per team.
-All players must be a current student or staff at NNU
-Only players on a team's roster may be allowed to play, unless agreed upon by both teams prior to the game. This agreement must also be clearly understood by the refs/intramural staff at the game. The result in illegal players is a forfeit of the game.