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Ultimate Frisbee Study Guide
The Game
Ultimate Frisbee is a fast, free flowing game of "organized frisbee" which combines elements of many team sports. The aim of the game is for the team with the disc (offense) to pass up the field and catch the disc in the endzone. The other team (defense) tries to get the disc by intercepting it or knocking it down. There is no running with the disc and the game is non-contact. One very important aspect of the game is that there are no referees and the players are entrusted to make all the calls.
The Field
A rectangular shape with the endzones at each end. A regulation field is 70 yards by 40 yards, with the endzones 20 yards deep.
Initiate Play
The game begins with both teams lining up on their respective endzone line. The defense throws (pulls) the disc to the offense. The offense must indicate that they are ready. Both teams must stay behind their goal line until the disc is thrown. If an offensive player attempts to catch the disc and drops it, a turnover results. The disc is allowed to hit the ground on the pull. If the disc goes out of bounds on the pull and is caught by the offensive team, the offense begins on the sideline where the disc went out. If an offensive player calls "middle" before the disc hits the ground, the offensive team begins with the disc in the middle of the field with where the disc crossed the sideline. If the disc lands in the endzone the offensive team can either begin play within the endzone, or touch the disc to the ground on the goal line and begin play. If the disc flies out the back of the endzone, play is initiated in the middle of the field.
The offensive team picks up the disc or catches the disc and attempts interconnecting passes down the field with the aim being catching the disc in the opponent's endzone.
The defensive team tries to intercept or hit the disc to the ground. By intercepting or hitting the disc to the ground, the defensive team gains possession of the disc.
Basic Rules
Ultimate Frisbee is a non-contact sport.
The game is to be "self officiated" which means each team will be responsible for making fair and proper calls.
Passing can only move the disc.
The disc may be passed in any direction.
Each player has 10 seconds to release the disc after catching it. This is called a stall count and it is called out loud by the defensive player who is marking the offensive player. The player with the disc must pass the disc within 10 seconds. If after the stall count the offensive player has not passed it, a stall will be called and a turnover will result.
The thrower is not allowed to take any steps, but the catcher is allowed to take two steps to slow down. After a catch, the thrower must establish a pivot foot. Once a pivot foot is established the thrower may not move this foot until after a throw has occurred. Failure to keep a pivot foot stationary will result in a turnover.
Any time a pass is incomplete, intercepted, knocked down, or contacts an out-of-bounds area, a turnover occurs and an immediate change of possession takes place.
A goal is scored when a player successfully passes the disc to a teammate in the endzone which that team is attacking.
A goal is worth 1 point.
After a goal is scored the teams shall change ends.
Both teams may substitute after a goal is made or if an injury occurs.
There are no "double teams" allowed. The defender must be at least one disc length away from the offensive player, and the distance from the next defender should be at least 10 feet.
Picks are illegal.
Interceptions in your own goal must be thrown back out.
Traveling does not constitute a turnover; however, the disc must be thrown back to where the play initiated.
No (stripping) knocking the disc are allowed. If a strip does occur, however, the disc will be returned to the thrower and play will continue.
After every score and at the beginning of the game, a pull will take place.
Fouls
Fouls consist of any contact made with a player.
A person who is fouled should call the foul.
If no foul is called, play continues.
When a defensive player commits a foul, play stops and possession reverts back to the thrower.
Ultimate Frisbee terms
Breaking the force - the offensive player is able to throw around the marker to an area of the field, which is less guarded by the defense.
Pull - the throw from the defensive team to begin play.
Stall - a player fails to throw to a teammate within 10 seconds.
Stall Count - The count called out loud by the defensive marker on the defense.
Marker - defending the offensive player with or without the disc.
Scoober - throwing the disc so that it travels upside down.
Hammer - an overhead pass that looks similar to a smash or serve in tennis.
Foul - a rule or a violation of contact between players. Player calls their own fouls.
Turnover - occurs when the disc hits the ground, goes out of bounds, is dropped, knocked down or intercepted.
Cutting - breaking away from the marker into a free space.
Middle - Called out by the offensive team off the pull. The offensive team must call it out before the disc hits the ground. If successfully called the offensive team will gain possession of the disc in the middle of the field where the disc when out of bounds.
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