Intramural Sports Ultimate Frisbee Rules

General Eligibility

  1. Participation is limited to currently enrolled students and members of the faculty and staff of the University of North Florida. All areas of eligibility are covered in the Intramural handbook which are available online and through the Campus Recreation Office.
  2. In order to participate in an Intramural contest each player must present their validated Osprey1 Card. NO ID, NO PLAY. NO EXCEPTIONS!!!
  3. Game time is forfeit time. 1 forfeit will result in a team being ineligible for the playoffs. A second forfeit will result in the team being dropped from the league.
  4. All participants must register with IMLeagues to play any sport. Instructions on how to register is located on the Intramural Sports website. Captains must have the minimum number of players needed to play Ultimate Frisbee before they are allowed to sign up for the tournament.
  5. Adding Players – Players must be added on their team’s roster using IMLeagues (players must register first, then request to join a team, or team captains can send invitations to players to join their team) prior to participating in the Intramural Ultimate Frisbee Tournament.

Team Composition

  1. Roster limit is 16 players. Suspended players may not be replaced. Roster additions can be made on the field before a game provided that player has not already played for another team. If a player signs up and plays for another team after he/she has already played for their original team, the second team the player plays for will receive a forfeit and be ineligible for the playoffs. Team rosters are locked at the end of the regular season.
  2. Each team consists of seven (7) players on the field. In CoRec play the teams must consist of 4 males and 3 females, or 4 females and 3 males. If a CoRec team plays with six players, they can have 3 males and 3 females, 4 males and 2 females, or 4 females and 2 males. The fewest number of people a team may begin with 5 players. In CoRec it must be three men and two women, or three women and two men. These combinations are the only combinations allowed for playing a CoRec game. Substitutions are allowed on a man-for-man and woman-for-woman basis only in CoRec play.
  3. Players who arrive late may be added to the roster and may enter the game during a dead-ball period. Substitutions are not to be made until a dead ball period.
  4. No more than two (2) current UNF Ultimate Club members may be on a team’s roster.


  1. All players must wear similar colored numbered jerseys or pennies. Pennies are available at the field for each team.
  2. Shoes must be worn; players may wear either non-metal cleats or tennis shoes. Players cannot play barefoot.
  3. No participants may wear caps or do-rags while playing.
  4. Jewelry, casts, or any items deemed dangerous by the supervisor MAY NOT BE WORN during the game. This jewelry consists of any visible rings (including wedding bands), watches, necklaces, earrings, studs, bracelets, and any other such similar jewelry. Only medical alert bracelets are permitted. Each team will receive only one warning without penalty. Following the warning, any player from a warned team in the game found to be wearing prohibited equipment (jewelry, etc) will be assessed a yellow card.

Game Time & Length

  1. Game time is forfeit time. A team needs at least five (5) legal players to begin the game. Any team that forfeits a game will not be eligible for the playoffs. If a team has half of the minimum number of players signed in they will be not be charged a forfeit, just a loss with a 2.5 sportsmanship rating. Teams should call the IM Coordinator at (904) 620-2646 at least 24 hours in advance if they know they will not make their game to avoid a forfeit.
  2. Games are divided into two halves of 12 minutes each. The time between halves will be left to the discretion of the game officials/supervisors, but not to exceed five minutes.
  3. Ultimate Frisbee games will use "running time" which means the clock will not stop with one exception being "timeouts". The clock continues to run on fouls, scores, and out-of-bounds situations. After timeouts the clock will start when the disc is touched. Each team receives one (1) timeout per game. Timeouts are 1 minute in length. Only those players in the game may call a timeout. Substitutes and coaches may not call timeouts.
  4. Games that are tied at the end of regulation will proceed to a “sudden death” overtime period.
    • A coin toss will determine who pulls first.
    • The first team to score wins.

    General Rules

    1. The playing field is 70 yards long by 40 yards wide, with 15 yard end zones.
    2. A coin toss will determine who pulls off first.
    3. Initiate play: Each point begins with lining up on the front of their respective end zone line. The defense throws (pulls) to the offense.
    4. When the offense completes a pass in the defense’s end zone, the offense scores a point. All scores are worth 1 point, except in CoRec: male scores are worth 1 point; female scores (throwing or receiving) are worth 2 points.
    5. 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. The person with the disc (thrower) has ten seconds to throw the disc. The defender guarding the thrower counts out the stall count.
    6. Change of Possession: When a pass is not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
    7. Substitutions: Players not in the game may replace players in the game after a score and during and injury timeout.
    8. Non-Contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
    9. 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.
    10. Self Officiating: Players are responsible for their own foul and line calls. Players must resolve their own disputes or the play is redone.
    11. Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between the players, adherence to the rules, and the basic joy of playing.
    12. Throw offs (Pulls):
      • Teams are to be in their own end zone. If the receiving team member attempts to catch the pull and does not, it is a turn-over of the disc and the throwing team takes the disc at that spot.
      • Out of bounds pull: if the pull does not reach the end zone yet goes out of bounds in the air it is to be taken at the spot of where it goes out of bounds. If it goes out of bounds in the end zone (in the air) it is to be walked out 15 yards in the middle of the width of the field.
    13. Violations:
      • Traveling: The thrower must have part of the pivot foot on the ground, if not it is a foul. The stall count starts at the number the count was on and the thrower may throw again. Two consecutive travels in the same stall count is a turn-over.
      • Strip: While an offensive player is in control is in control of the disc, no defensive player is allowed to touch the disc. Stall count goes back to zero if this occurs, if violation is committed against a thrower. If it against a receiver, the receiver continues on from that point with the disc.
      • Double Team: Only one person is to be on the thrower (defense member is called a mark). All other defensive players need to be 3 yards away, unless they are guarding an offensive member within the 3 yard vicinity.


      1. The purpose of Intramural Sports is to provide a recreational environment for the University community which is safe and enjoyable. While the game atmosphere is often competitive, ensuring participant safety, providing a fun, social atmosphere, and promoting sportsmanlike behavior among participants, spectators, and team followers are our primary concerns. The game atmosphere should remain good-natured at all times. Participants shall maintain good sportsmanship throughout their participation in all facets of the intramural program.
      2. The Sportsmanship Rating System is intended to be an objective scale by which teams' attitude and behavior is assessed throughout the intramural sports league and playoff seasons. Behavior before, during, and after an intramural sports contest is included in the rating. The team captain is responsible for educating and informing all players and spectators affiliated with his/her team about the system.
      3. A team is responsible for the actions of the individual team members and spectators related to it. Additionally, UNF Intramural Sports does not recognize the use of coaches. Only the team captain shall speak to the officials regarding administrative matters (protests, ejections, disqualifications, etc). Furthermore, the team captain's efforts in assisting officials/staff to calm difficult situations and to restrain troubled teammates are key to controlling team conduct.
      4. Sportsmanship is vital to the conduct of every Intramural contest. In order to encourage proper conduct during games, officials, administrative personnel, and supervisors shall make decisions on whether to warn, penalize or eject players or teams for poor sportsmanship. These decisions are final. The Intramural Sports administrative staff will rule on further penalties as a result of unsportsmanlike conduct.
      5. Each participant should choose his or her team members carefully, as all team members will suffer the consequences of any disciplinary action taken by the Intramural Sports staff against that team for violation of the intramural rules and sportsmanship guidelines. Protests or appeals of sportsmanship ratings will not be recognized. The Intramural Sports administrative staff reserves the right to review any rating given to a team.
      6. Teams are graded by the supervisors on a scale of 1-4, 4 being the highest, each game. Teams must maintain a 2.85 sportsmanship rating throughout the tournament to remain eligible for the tournament. The maximum sportsmanship grade a team with a yellow card can receive is a 2.5 for that game.