Ultimate Frisbee
The objective of ultimate frisbee is for teams to advance the disc up the field by completing passes and score points by catching the disc in the opposing end zone. Ultimate is a non-contact, self-officiated sport that emphasizes sportsmanship, fair play, and respect. Players must rely on communication, strategy, and teamwork to maintain possession, move the disc, and prevent turnovers, which occur when a pass is incomplete, intercepted, or goes out of bounds.
Code of Conduct
- Fighting or deliberately attempting to injure another player results in immediate removal from the league (zero tolerance).
- All players must follow the Carleton University Intramural & Adult League Player Code of Conduct.
- Unsportsmanlike actions such as taunting, aggression, intimidation, or intentional fouls are prohibited.
General Information
- Open to Carleton students, staff/faculty, and alumni with active gym memberships.
- Players may join one team per league per semester.
- Team shirts must be worn; all players must be registered.
- Players must check in and present valid student ID.
- Minimum 5 games required for playoff eligibility.
- Fighting or deliberate harm results in removal from the league.
- Governed by WFDF Rule Book + Carleton-specific rules.
Game Supervision
- Games are self-officiated; players call their own violations.
- Disputes should be resolved by replaying the point.
- One league staff member on-site for sign-ins and eligibility.
- Respect for organizers is mandatory; misconduct may lead to ejection.
Equipment
- No hard casts or jewelry allowed.
- Cleats permitted; metal spikes prohibited.
- Cones and Frisbees provided by staff.
Game Rules
1. Players
- 6 vs 6 format.
- Mixed teams must maintain a 3:3 or 4:2 gender ratio.
- Minimum 4 players to start; grace period of 10 minutes.
- Max 14 players per game; spares must be approved and added to roster.
2. Time
- Two 25-minute halves + 5-minute halftime.
- No overtime in regular season.
- Late teams penalized 1 point every 5 minutes (max 5 points before forfeit).
3. Boundaries
- Played on a half-sized football field with end zones.
4. General Play
- Non-contact, self-refereed sport.
- Score by catching the disc in the opponent’s end zone.
- Thrower cannot run with the disc; must pass to teammates.
- Turnover occurs if pass is incomplete or intercepted.
5. The Pull
- Each point starts with a throw-off (“pull”) from the goal line.
- Teams switch direction after each point.
- “Brick” option available if pull lands out-of-bounds.
6. In-bounds & Out-of-bounds
- First point of contact must be in bounds.
- Momentum out-of-bounds requires return to field before throwing.
- Disc flying out and returning is valid if caught in bounds.
7. No Running with the Disc
- Must stop quickly after catching while running.
- Pivoting allowed with one foot stationary.
8. 10 Seconds
- Thrower has 10 seconds to release the disc.
- Defender counts aloud; failure to throw results in turnover.
9. Fouls, Violations & Infractions
- No physical contact.
- No double-teaming or invading disc space.
- Picks/screens are prohibited.
- Offensive player gets possession if both catch simultaneously.
10. Turnovers
- Occur due to:
- Incomplete pass
- Out-of-bounds catch
- Interception
- 10-second violation
- Handing disc
- Self-catch without touch
- Dropped pull
11. Making a Call
- Call “foul” if contact occurs.
- If contested, disc returns to previous thrower.
- If uncontested, fouled player gains possession.
- Restart with “check” (marker touches disc and says “disc in”).
12. Substitutions
- Allowed after each point.
- During play, only for injury (both teams may substitute).
13. Timeouts
- 1 timeout per half (max 90 seconds).
- No timeouts in final 5 minutes.
- Second timeout in same half = turnover if disc is dropped.
14. Spirit Timeouts
- Called for repeated unsportsmanlike behavior.
- Captains meet to resolve issue.
- May result in player bans or game termination.
15. Scoring
- Catch in attacking end zone = goal.
- First point of contact must be in end zone.
- Goal line contact = no goal.
- Teams switch ends after scoring.
16. End of Game
- Whistle signals 5 minutes remaining.
- Regular season games may end in a tie.
League Standings & Points
- Win: 2 points
- Tie: 1 point
- Loss: 0 points
- No overtime in round robin.
- Standings posted weekly on Fusion Play App.
Forfeits & Defaults
- Arrive 15 minutes early.
- Teams not ready by 25 minutes past the hour default.
- Use Fusion Play App to declare default/forfeit 10 hours prior.
Tie Breaks
Two Teams Tied:
- Head-to-head
- Most wins
- Goal differential
- Most goals scored
- Fewest goals allowed
- Coin flip
Three Teams Tied:
- Best win percentage among tied teams
- Most wins
- Goal differential
- Coin flip
Playoff Format
- Varies by league structure.
- Tied playoff games continue until one team scores.
Cancellation Policy
- 1st Cancellation: No reschedule/refund.
- 2nd+: Rescheduled or partial credit next season.
Personal Injury
- Injuries must be reported to staff.
- Bleeding players removed until safe to return.
- Participation is voluntary and at own risk.