St. Olaf
Schedules will be posted on
the Intramural bulletin board located next to the Athletics Office in Skoglund
AND on the Intramurals Website at www.stolaf.edu/recreation/intramurals/schedules.
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 seven
players. A team must have five to start
a game. If a team doesn’t have 5 players
by five minutes after the scheduled starting time, that team will forfeit the contest. There must be a minimum of 2 women on the
field at all times per team.
1.
Metal braces
(Knees) must be covered.
2.
Frisbees
may be checked out from the equipment room in Skoglund.
3.
NO METAL spikes.
All games will be played on
the old Main Fields.
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.
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: $5 re-entry fee must be paid within 24
hours of forfeit.
2nd
FORFEIT: Team is automatically out of the league.