Ultimate Frisbee Rules

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Questions and Answers

In Juniors ultimate, what happens if the receiving team touches the pull but fails to catch it?

  • The receiving team restarts play from their brick mark.
  • The pulling team gains possession at the spot where the disc stops. (correct)
  • Play restarts with a re-pull by the original pulling team.
  • The receiving team can choose to restart play from the center of the field.

In a Juniors ultimate game, how is the initial gender ratio of players determined?

  • The team with more players present sets the ratio.
  • It's determined by a coin flip; the winner chooses the initial gender ratio. (correct)
  • The gender ratio is predetermined and remains fixed throughout the game.
  • The team with the higher seed sets the ratio.

What action should a player take if they believe a foul has occurred against them in a Juniors ultimate game?

  • Immediately stop play and argue their case.
  • Continue playing and report the foul after the point.
  • Raise their hand, call 'foul!', and wait for play to stop. (correct)
  • Call a team timeout to discuss the potential foul.

According to the rules, what is a handler permitted to do while in possession of the disc?

<p>Pivot in any direction, but not into the marker. (A)</p> Signup and view all the answers

What is the consequence if a thrower's pivot foot is lifted off the ground while they are in possession of the disc?

<p>The defense can call 'travel'. (B)</p> Signup and view all the answers

What determines whether a cutter has successfully scored a point when catching the disc in the end zone?

<p>The cutter must have at least one foot make contact with the end zone to be a score. (D)</p> Signup and view all the answers

What happens if a cutter catches a disc, and their momentum carries them into the end zone?

<p>The cutter must return to the nearest point on the goal line, tap the ground, and play from there. (D)</p> Signup and view all the answers

How far away must the marker be from the thrower at all times?

<p>The marker needs to be at least one disc space away from the thrower at all times. (C)</p> Signup and view all the answers

What actions are not allowed for the marker to do when guarding the thrower?

<p>Hug the thrower and restrict them from throwing. (B)</p> Signup and view all the answers

When does the defense immediately take possession of the disc and become the offense?

<p>When a pass is not completed (e.g., out of bounds, drop, block, interception, stalled). (D)</p> Signup and view all the answers

Outside of guarding the handler, how close can another defensive player be to the handler/thrower?

<p>Within 3 yards if they're actively attempting to guard another offensive player. (C)</p> Signup and view all the answers

Which of the following defensive strategies is prohibited in Juniors ultimate?

<p>Playing an ‘area’ or ‘zone’ defense. (D)</p> Signup and view all the answers

How does the 'delays' rule apply when the handler is approximately 5-6 feet away from the disc?

<p>3 delays (A)</p> Signup and view all the answers

What should the marker do when calling a 'delay of game' on the handler?

<p>Tap the disc on the ground while counting down the delays, followed by initiating the stall count. (B)</p> Signup and view all the answers

What is the correct procedure for handling the disc after a turnover in Juniors ultimate?

<p>The defense becomes the offense and can start play right away by tapping the disc on the ground. (C)</p> Signup and view all the answers

Flashcards

The Pull

Starts each half and after each goal, involving a throw from one team to the other.

Gender Ratio Determination

Determines the initial gender ratio (4 boys:3 girls). It switches every two points after the first.

Self-Refereeing

Ultimate is a sport that relies on players to self-officiate and resolve disputes.

Turnover

When an offensive player drops the disc or throws it out of bounds, resulting in a change of possession.

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Collection Steps

After a catch, a player is allowed a minimal amount of steps to stop their momentum.

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Simultaneous Catch

When an offensive and defensive player catch the disc simultaneously, the offense retains possession.

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Scoring Rule

To score, a cutter needs only one foot in the end zone when making first contact with the ground.

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Disc Space

Prevents defenders from getting too close to the thrower, ensuring throwing space.

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Stall Count

The defensive player counts down from ten, forcing the thrower to release the disc.

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Initiating Stall Count

Once the marker has established a set guarding stance on the thrower a ten second count will be initiated.

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No Double Teams

Juniors are not allowed more than one defender on the thrower or cutter.

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Person-to-Person Defense

Defender must attempt to cover their assigned offensive player; they can’t completely ignore them.

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Poaching

Playing off your mark is allowed as long as you make some attempt to cover the offensive player.

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Delays

Defender may call "delays" to encourage the handler to pick up the disc and start play.

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Fast Start

When possession changes, the new offensive team can start play immediately by tapping the disc on the ground.

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Study Notes

General Rules

  • Play begins with a pull at the start of each half and after every score.
  • If the pull lands untouched, possession starts where the disc stops.
  • If the pull lands in the end zone, the offense plays where it lands.
  • If the pull lands out of bounds (back or sides of the end zone), the offense can start at the front and center of the end zone or at the "brick" mark.
  • If the pull goes out of bounds in the field, the offense starts in the middle of the field where it went out.
  • An unsuccessful catch attempt by the receiving team results in a turnover, with the pulling team taking possession at the disc's stopping point.
  • For Juniors tier 2 games, both teams must agree on the gender rule pull before the game.
  • The team that wins the disc flip chooses the starting gender ratio (e.g., 4 boys:3 girls).
  • The gender ratio switches after the first point and then every two points for the rest of the match.
  • Single-header games are played to 15 points or 70 minutes.
  • Double-header games are played to 13 points or 65 minutes.
  • Ultimate is a non-contact sport, except for incidental contact.
  • Ultimate is self-refereed.
  • No picks or screens are allowed.
  • No zone defense at the Junior level.
  • Poaching is permitted.
  • When gaining possession in the defending end zone, an offensive player can play from that spot or from the nearest point on the goal line.
  • If there's a foul, raise a hand and call "foul" to stop play.

Handler (Thrower) Rules

  • The disc must be passed, not handed.
  • The thrower cannot catch their own pass unless another player touches the disc first.
  • The thrower can pivot in any direction, but not into the marker.
  • Lifting the pivot foot can result in a "travel" call by the defense.
  • The handler can have one foot out of bounds along the sideline, as long as it’s not the pivot foot.
  • The handler cannot use the disc to push the marker.

Cutter (Receiver) Rules

  • After a catch, the receiver must stop as quickly as possible, using the fewest steps.
  • Too many steps after the catch can result in a "travel" call.
  • If both an offensive and defensive player catch the disc at the same time, the offense retains possession.
  • A catch is valid if the cutter's first point of contact is one foot in-bounds.
  • A score is valid if the cutter's first ground contact is completely in the end zone.
  • Momentum carrying a cutter into the end zone after a catch does not count as a score; the cutter must return to the goal line and play from there.
  • After scoring in the end zone, wait a few seconds for confirmation.

Marker (Defensive Player) Rules

  • The marker must maintain one disc space away from the thrower.
  • The marker cannot "hug" the thrower; arms and legs must be out to the sides.
  • The marker cannot restrict the thrower and touching the disc while in the thrower's possession is not allowed.
  • A ten-second stall count begins once the marker establishes a guarding stance.
  • After a turnover, the defense immediately takes possession and can start play without waiting for the opponent to set up.

Double Teams - JUNIORS ONLY

  • Double teams are not allowed.
  • Only one marker per handler or cutter.
  • No other defensive player may be within 3 yards of the handler unless guarding another offensive player.

Person to Person Defense (1 on 1) - JUNIORS ONLY

  • In person-to-person defense, a defensive player must attempt to cover an offensive player.
  • Poaching is permitted if the defensive player attempts to cover their assigned player.
  • Defensive players cannot play a zone.

Delays Rules

  • The marker can call "delays" to encourage the handler to start play.
  • If the handler is close to the disc (5-6 feet), it’s "3 delays."
  • If the handler is far from the disc (over 6 feet), it’s "10 delays."
  • If the disc is thrown far out of bounds, it’s "20 delays."
  • The marker taps the disc and announces "Delay of game" followed by the number of delays, then begins the stall count.

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