St. Olaf
Schedules for the league will be posted on the bulletin boards located right next to P E / Athletics Office in Skoglund
1. Read-know the rules. Have a team meeting.
2. Control teammates and your spectators.
3. Represent your team at meeting and during games.
4. All Team Members must bring St. Olaf Student ID to participate.
1. To be eligible, a player must be currently enrolled at St. Olaf, or be a current faculty/staff member.
2. All eligibility protests must be settled within 24 hrs. after the game or when the protested first enters the game.
3. You may play for one team ONLY!
4. All players must bring their ID to every contest! No exceptions!
5. Only 3 members of a club team may participate on any intramural team. For Ultimate Frisbee, three members of the men’s club team and three member’s of the women’s club team may participate on the same intramural team. If you are found to have exceeded that number, all games will be forfeited and you will be eliminated from post season consideration.
6. All players must have played in one regular season game to be eligible for the playoffs.
1.
Pre-game talk with captains:
(a) Ground rules (b) Captains questions (c) Coin toss for home team
2. Games will start as quickly as possible, so that the maximum time can be used for the game. If a team is LATE, pre-game practice for that team will be DENIED.
3.
Forfeit time is 5 minutes past the hour. Each team must have at least 3 players to
start
A team consists of five players. A team must have three to start a game. If a team doesn’t have 3 players by five minutes after the
scheduled starting time, that team will forfeit
the contest. There must be a minimum of 1 woman on the field at all times.
1. Metal braces (Knees) must be covered.
2. Frisbees may be checked out from the equipment room in Skoglund.
3. NO spikes. Only non-marking shoes allowed.
All games will be played in the Tostrud Center.
RULES
receiving or choosing an
end. The losing team gets the remaining choice. The second half begins with a
reversal of the first choice options.
a THROW OFF. The players on
the throwing team are free to move anywhere in their defending endzone, but may
not cross the goal line until the disc is tossed. The players on the
receiving team must stand with one foot on their defending goal line without
changing position.
the
disc is released, all players may move in any direction.
point. If a receiver drops
the throw-off, the team which threw-off gains possession of the disc where it
stops. If the disc falls untouched, the receiving team begins play from that
point. If the disc lands out of bounds, the receiving team may take it from that
point or ask for another toss.
take any steps other than
what it takes to stop momentum and gain control.
bounds. A disc is out of
bounds when it first contacts an out of bounds area or contacts anything which
is out of bounds.
a catch that landed
in-bounds, the player is considered in-bounds. The player carries the disc to
the in-bounds point and continues from there.
have the option of throwing
from that point or carrying it directly to the closest point of the goal line
and throwing it from there. If this is chosen, the player may not throw
while running to the goal line.
in their own endzone, that
player does not have a choice of advancing up to the goal line.
to a teammate in the
attacking endzone. The receiver must have his/her first point of contact with
the ground in the endzone. A player cannot score by running into the endzone
with the disc. Should momentum carry them into the endzone, the receiver must
go back to the point of reception and begin from there.
results
in a turnover.
are the marker. The marker
may not straddle the pivot foot of the thrower or obstruct the pass in any way.
The marker must maintain at least on disc length away. The thrower has 10
seconds to get rid of the disc before it is turned over.
continue advancing. This is
traveling. After receiving a pass, the receiver must stop in the fewest number
of steps it takes to gain control of oneself and to determine a pivot foot.
player,
the offensive player retains possession.
foul.
is fouled but the pass is
complete, the penalty is declined and play continues without delay.
1. Bleeding: Any player that is bleeding must leave the game immediately. The bleeding must be stopped and the wound securely covered with bandage before that player can continue playing. If there is blood on a T-shirt, players must get a clean shirt before resuming play.
2. Forfeit: A forfeit will be called after 5 min. of scheduled start time. Any time 2 players from a team have been ejected from a game for unsportsmanlike conduct, flagrant foul or fighting; the game will be declared a forfeit for the team.
1st FORFEIT:
Team must pay a $5 re-entry fee.
2nd FORFEIT: Team is
automatically out of the league.