COLORADO STATE UNIVERSITY INTRAMURAL SPORTS ULTIMATE TOURNAMENT RULES ALL CSU IM SPORTS PARTICIPANTS AND SPECTATORS ARE EXPECTED TO ADHERE TO THE IM SPORTS POLICIES AND PROCEDURES I. ELIGIBILITY – WHO CAN PLAY? a. FULL-TIME CSU STUDENTS (6 or more credits and have paid the Rec Activity Fee as part of their semester tuition) b. PART-TIME CSU STUDENTS who have a current Rec Membership – one that is valid during the dates they play c. FACULTY/STAFF who have a current Rec Membership – one that is valid during the dates they play d. SPOUSES who have a current Rec Membership – one that is valid during the dates they play e. SPORT CLUB ATHLETES – A maximum of two current club athletes may appear on any IM roster in the same/like sport (“current” is defined as one who appears on club team’s roster during that academic year). II. TOURNAMENT RULES: a. Event is double-elimination - teams will be scheduled for a minimum of two games. Teams are eliminated after their second loss. b. ALL PARTICIPANTS MUST SHOW THEIR CSU PHOTO ID IN ORDER TO PLAY EVERY GAME. NO CSU PHOTO ID = NO PLAY. NO EXCEPTIONS. c. FORFEITS: Game time listed on the schedule is forfeit time, and teams must be checked in and ready to play at their scheduled game time. If, at game time, one team doesn’t have the minimum number of players needed to start the game checked in and ready to play, the captain of the team that is ready to play has the following options. i. Take the win by forfeit, OR ii. Allow 5 extra minutes for the opposing team to field a minimum required line-up and then start the game. NOTE: If this option is chosen, the result of the contest will stand. NOTE: If a team forfeits a SINGLE game, they are removed from the remainder of the tournament. III. GAME RULES: Games will be governed by USA Ultimate playing rules, with highlights and exceptions below. a. Maximum of 14 players on team roster. b. Maximum of 7 players on field; Minimum of 5 players required to start or play a game. c. SUBSTITUES may only enter the game during a time out, or after a score, or at half time. d. A MAXIMUM OF 2 CLUB ULTIMATE PLAYERS ARE ALLOWED PER ROSTER. e. Late-arriving players must first check in with the IM Manager before stepping onto the field to play. f. GAME LENGTH – Two 15-minute halves, with a 5-minute halftime. i. SUDDEN DEATH OVERTIME – If the game is tied when the IM Manager announces the end of regulation time, a new coin toss will be conducted between captains, and the first team to score will win the game. g. TIME OUTS – Each team will be allowed one 2-minute time out per half. Time outs can only be called when the calling team has possession, or after a goal has been scored, before the next pull. h. THE FIELD – The game will be played on a field 100 x 40 yards, with 15-yard end zones. i. STARTING THE GAME – The captain winning the coin toss will get choice of receiving or choosing a side to defend in the first half. The team that did not receive to start the game will receive to start the second half. j. Teams will change ends at halftime. k. MERCY RULE – There is no mercy rule. l. RULE CLARIFICATIONS: i. The object of the game is to score goals by catching the disc in the opponents’ end zone. ii. To start each half, and after each score, the team to go on defense will “pull” (long throw) from their goal line. All players of both teams must be in their end zones until the pull is released. The score should be announced and agreed upon by both captains prior to each pull. 1. If the pull lands out of bounds or rolls out of the end zone, it is brought back to the point it crossed the boundary line or goal line and played from there. 2. If the pull lands in the end zone, it must be played from that spot. iii. The disc may be passed in any direction. iv. A player may not run with the disc, other than to complete their action of coming to a natural, immediate stop after catching it. Stopping momentum cannot be used to score a goal. v. An incomplete pass (a disc not being caught in bounds or going out of bounds or intercepted by an opponent) results in an immediate change of possession. 1. An intercepted disc in the end zone may be brought up to the goal line and played from that point. vi. The thrower may be guarded by ONLY ONE DEFENDER while they are attempting to throw. Double-teaming a thrower is a foul. vii. No contact may be made by the defender that is guarding the thrower. Contact is a foul. viii. The thrower has 10 seconds to release the pass. 1. The defender guarding the thrower must count from 1 to 10 out loud to create a “stall” turnover. ix. Ultimate is a NON-CONTACT sport. Contact and ‘picks’ by opponents is/are illegal, and fouls are called by players. There are no officials. x. DISPUTES must be settled between the two teams involved. If an agreement cannot be reached, the play will re-taken. IV. EQUIPMENT: a. JEWELRY – Jewelry that is loose or hangs/dangles away from the body is not allowed. b. NO METAL CLEATS – All players must wear athletic, closed-toed shoes. Rubber and plastic cleats are allowed. – NO METAL CLEATS OR SPIKES ALLOWED. c. JERSEYS – Teams must wear same/similarly-colored shirts or jerseys, which differ from their opponents. d. DISC – Captains must agree on the game disc prior to the start of the game. V. WEATHER UPDATES: In cases of inclement weather, intramural staff may have to cancel contests. DO NOT ASSUME GAMES WILL BE CANCELLED. It is the captain’s responsibility to call the IM office at (970) 491-6671 no more than one hour prior to the contest in question for up-to-date information regarding whether or not games have been called off. NO CSU PHOTO ID = NO PLAY. NO EXCEPTIONS. Campus Rec website: http://campusrec.colostate.edu “Programs” “Intramural Sports”
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