Summary

These handouts provide an overview of ultimate frisbee. They explain the basic rules, history, and related terms. The document is a good introduction for beginners.

Full Transcript

ULTIMATE | VIVHomo | 1 ULTIMATE FRISBEE What is Ultimate? - Exciting, non contact sport mixes the best features of sports such as soccer, basketball, American football. - Self refereed and non contact...

ULTIMATE | VIVHomo | 1 ULTIMATE FRISBEE What is Ultimate? - Exciting, non contact sport mixes the best features of sports such as soccer, basketball, American football. - Self refereed and non contact - Objective of the game is to score a goal by having a player catch a pass in the end zone that they are attacking. History - Ultimate was developed in 1968 by a group of students at Columbia High School in Maplewood, NJ. - The first official rules of the game were recorded in 1970. - Ultimate is now played in more than 42 countries by men, women, boys, and girls. Ten Basic Rules of Ultimate The Field -- A rectangular shape with end zones at each end, a regulation field is 70 yards by 40 yards, with end zones 25 yards deep. (64mx37m, 18m end zones) Any flying disc can be used as long as it is acceptable to both team captains. A regulation disc weighs 175g and is 10.75” in diameter and is recommended ULTIMATE | VIVHomo | 2 Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play. The Game - Play is initiated when both teams line up in front of their end zones and one team “pulls” the disc to the other team. This is similar to a kick-off in football. - Scoring- each time the offense completes a pass in the opposing team’s end zone, the offense scores a point. - The disc (Frisbee) can be advanced in any direction by completing a pass to a teammate. - Players may not run with the disc. ULTIMATE | VIVHomo | 3 - The player with the disc (thrower) has 10 seconds to throw it. The player guarding the disc (marker) initiates a stall count. - Defenders must remain three feet away from the thrower. - Change of possession occurs when a pass is not completed (out of bounds, drop, block, interception), The defense immediately takes possession of the disc and becomes offense. - No physical contact is allowed between players. -A foul only can be called by the player who has been fouled and must be announced by loudly calling out “foul” immediately after the foul has occurred. -No defensive player may touch the disc while it is in the possession of an offensive player. -Length of standard game: until one team reaches or exceeds 15 goals and is ahead by two or more goals. A game usually last about 90- 120 minutes. Terms Backhand: to throw the disc from the left side of the body for right handed players (or from the right for left handed players). The motion is similar in some respects to the backhand in tennis. (Like the 'standard' throw that non-Ultimate players may be used to). Cut: an attempt to get free to receive the pass. Usually starting with a body fake and/or a sudden change in direction or speed. Defense: the team attempting to prevent a score. Dump: player who stands behind the thrower in order to help out (must get free for an easy pass) when the offence gets in trouble. Flow: a series of quick passes to well timed cuts - should result in an easy score. Force (or mark): to make it as difficult as possible for the thrower to throw the disc in one direction (usually one side of the field) in an attempt to make (force) him/her to make a pass to the other side. Forehand (or Flick): to throw the disc from the right side of the body for right handed players (or from the left for left handed players). The motion is similar in some respects to the forehand in tennis. Free (or Open): to be available to receive the pass. The "free player" may be unmarked or have managed to get away from his/her defender. Hammer: high overhead throw; the disc flies upside down. The grip, release etc is similar to the forehand. ULTIMATE | VIVHomo | 4 Hand block: this is when the defender stops the disc directly after it is released by the thrower. Huck: a long pass; often nearly the full length of the pitch and high to a tall player in the endzone. Layout: When the player dives the catch or intercept the disc. Man- on- man: the most common type of defense. Each person on defense marks an offence player and attempts to stay as close as possible with the intention of getting an interception or forcing a mistake. Open: the side to which the thrower is being forced. Sometimes used to describe being free to receive a pass. Pivot: when you plant your foot (left for right handers and right for left handers) and step to the side (allowing you the throw around the marker). Poach: when a defender moves away from their marker to try and make an interception on a pass to another player. Pull: the throw at the start of each point that initiates play. Swing: a lateral pass across the pitch - usually does not result in any upfield movement. This is useful to gain a better position or to reset the stall count. Switch: this is when two defenders exchange the offensive players that they are marking. Turnover: when the disc has been dropped or intercepted and the offense becomes the defense. Endzone: area at the either end of the pitch within which a point is scored. Flying disc: many people call it a "Frisbee." Ultimate players call it a disc. ("Frisbee" is the trademarked name for one particular brand of flying disc.) The disc is part of what makes Ultimate so unique - depending on the skill of the thrower; it can be made to fly straight or in a curve, hover in mid-air or drop like a stone. Offense: the team with possession of the disc. Point (or score): when the disc is caught in the endzone by a player on the offense. Stalling (or Stall Count): the player holding the disc has just ten seconds to pass it to a team-mate - the defender marking the player with the disc counts to ten out loud, and if the disc has not been released on "ten" the defender takes possession. Forcing the thrower to make a less-than-ideal pass as the "stall count" nears ten is the idea behind most defensive strategies. Ultimate Frisbee Skills & Strategies ULTIMATE | VIVHomo | 5 The Backhand: The backhand is the throw that most people know. Grip the disc with a closed first, your fingers wrapped around the rim and the thumb on top (but not straight out). Your feet should be about shoulder width apart in line with your target. Rotate your upper body away from you target while putting your weight on your back foot. Then, shifting your weight forward with a step, rotate your upper body toward your target, while swinging your arm and the disc forward in a smooth, level motion. Snap your wrist as you release the disc at your target to put more spin on it. This motion is the same as snapping a towel. The Forehand: The forehand is a necessity in Ultimate Frisbee. Grip the disc in your hand between your thumb and your index finger. Your thumb should be on top of the disc. Your middle and index fingers should be on the inside rim of the disc. For more stability extend your index finger toward the middle of the disc. Your feet should be shoulder width apart and you should be facing your receiver. Begin with your weight shifted to your pivot foot. Draw your forearm and the disc back slightly. Smoothly shift your weight to your non-pivot foot and turn your body, shoulders, and forearm forward as you snap your wrist, releasing the disc at your target. Be sure to keep your arm parallel to the ground and your palm faced up while practicing this throw. Catching: Along with throwing, catching is one of the two most important skills in Ultimate Frisbee. Make sure to always keep your eyes on the disc until you have possession. On handed rim catch: One-hand should only be used when you cannot get twohands on the disc. Examples include very high throws, very low throws, and throws behind you. Two handed rim catch: For throws below the waist and above the chin. With throws above the chin, the thumbs should be pointed down. For throws below the waist, the thumbs should be pointed up. Pancake: The pancake is the most “sure” catch and should be used whenever possible. It is best used for throws waist and chin level. Try to get your body in front of the disc. If you can jump or slide to pancake the disc, it is preferable to catching it by the rim. Cutting: Cutting is an essential Ultimate Frisbee skill. If you can create separation between you and your defender, you are much more likely to get the disc. Cutting is what will give you that separation. The most essential element of a cut is a sharp change in direction. There are different ways to set up your defender on a cut. The two most common ways are: 1. Drive at your defender to get them off balance and then cut to your desired location. 2. Drive away from your defender. Once they commit to following you, cut underneath or behind them. Tips for cutting: “Sell” your cut – make your cut look like a real option. Don’t “round” your cuts – make sure your cuts are sharp. Cut on your outside foot – if your cut is to the right, cut off of your left foot. This will make your cut faster. Marking and Stall Counting: The marker’s responsibility is to prevent the thrower ULTIMATE | VIVHomo | 6 from throwing in one direction and count the stall. Initiate the stall by saying, “stalling 1.”Proceed to ten at one second intervals. If you begin the word “ten” before the thrower releases the disc, it is a stall, which results in a turnover. In order to maximize the area that you are covering: Stay balanced. Do not lunge. Do not cross your feet over. Keep your feet shoulder width apart, your knees bend and your butt low to the ground. As the thrower fakes and pivots, shuffle over to block the throw. Learn what throws and what release points the thrower likes to use and mark accordingly. The Stack: There are several offensive sets in Ultimate Frisbee. Offensive sets are designed to create space so that players can cut into open areas. The most basic and popular offensive set is the Stack. In a stack, all the offensive players are lined up in the middle of the field. The closest player should start about 8-10 yards up field of the throwers. Every player in the stack should be separated by 3-5 yards, giving everyone enough space to cut without causing picks. This should create space on either side of the stack for cutting. The stack is in the “dead zone” while the spaces on the sides are called the “cutting zones.” After you make a cut, be sure to clearhard back into the stack to give the next cutter space to cut.

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