Ultimate Frisbee Rules are played differently depending on
the place and level of competition. Ultimate frisbee in a
casual setting such as a pick-up game can have slightly more laxed rules or
more strict rules depending on the ultimate players involved. With that stated,
many ultimate frisbee tournaments and most ultimate frisbee leagues abide by
the general following guidelines.
The Ultimate disc or Frisbee can be thrown in any direction
and will remain in the offenses position as long as it is caught by another
offensive player on the same team before it hits the ground or is intercepted.
After catching a pass, a player is required to come to a stop as quickly as
possible, and then can only move their non-pivot foot. Once the disc is caught,
the player holding the disc must come to a complete stop as quickly as possible
and can only move on a pivot. If the player with possession of the disc is able
to throw the disc before being able to come to a complete stop that is
acceptable, as long as it's within a few steps. This constant motion of the
disc allows the opportunity for the "Greatest" rule possible. A
"Greatest" occurs when a player jumps from within bounds to catch a
disc that has passed out-of-bounds, this is also known as an "ultimate
play". The player must then throw the disc back in-bounds before his feet
or any other part of his body touches the ground. The thrower may only
catch their own throw if another player touches it in the air.
The 10 second "stall"count can begin once an
Ultimate player gains possession of the disc. The count can only be enforced if
a defender is counting it out loud. Otherwise the offensive player with
possession of the disc may hold onto the disc without passing it indefinitely.
If a defensive player switches out with whomever was currently defending the
player holding the disc, the stall count must start over.
A point is scored when a player catches a pass in the
endzone his team is attacking. In older versions of the rules, only offensive
players could score. However, current Hanoi Ultimate and WFDF
Ultimate rules allow a defensive team to score by intercepting a pass in
the endzone they are defending. This play is referred to as a Callahan
goal or simply a Callahan. It is named after the well-known
ultimate player, Henry Callahan.
After a point is scored, the teams exchange ends. The team
who just scored remains in that end zone, and the opposing team takes the
opposite end zone. "Losers walk." Play is re-initiated with a pull by
the scoring team.
An incomplete pass results in a change of possession. When
this happens the defense immediately becomes the offense and gains possession
of the disc. The game continues from the place which the Ultmate disc stoppped
or the place where it went out of bounds. Play does not stop because of a
turnover.
Reasons for turnovers:
- Stall
— a player on offense does not release the disc before the defender has
counted out ten seconds.
- Throw-away
— the thrower misses his target and the disc falls to the ground.
- Drop
— the receiver is not able to catch the disc.
- Block
— a defender deflects the disc in mid flight, causing it to hit the
ground.
- Interception
— a defender catches a disc thrown by the offense.
- Out
of bounds — the disc lands out of bounds, hits an object out of bounds or
is caught by a player who lands out of bounds or leaps from outside the
playing field.
To begin play the ultimate players from each team line up on
their endzones, and the defense team pulls (throws) the disc to the other team
as a "kick-off". Pulls are usually long throws, and they are thrown
in efforts of giving the offiensive team poor field position and a to make it
easier for the defense to get down the field to stop advances of the disc.
The pull is often started by a member of the defending team
raising one arm with the disc to show that they are ready to pull the disc and
begin play and announces "Ultimate!" The team that pulls to start the
game is usually decided in a coin toss. Instead of using a coin often an ultimate frisbee disc is used.
Play may stop for the following reasons:
Fouls
A foul is the result of contact between ultimate players,
although incidental contact (not affecting the play) does not constitute a
foul. When a foul disrupts possession, the play resumes as if the possession were
retained. If the ultimate player committing the foul disagrees with the foul
call, the disc is returned to the last thrower.
By Eleventh Edition rules, each team is allowed two time
outs per half. The halftime break occurs when one team reaches the half-way
marker in the score. Since most ultimate games are played to odd numbers,
the number for half-time is rounded up. For instance, if the game is to 13,
half comes when one team scores 7. A break may also occur if an injury occurs.
Play stops whenever an ultimate player is injured—this is
considered an injury time-out. During the duration, it is customary for players
on the field to kneel or sit to ensure that they stay in their original
positions. The injured person must then leave the field, and a substitute may
come in. If an injured player is substituted for, the opposing team may also
substitute a player.
While Ultimate Frisbee may be played in a myriad of weather
conditions including heavy rain and deep snow (It's A Beautiful Day to Play
Ultimate!), nearby lightning should result in stoppage of play with ultimate
players seeking shelter.
Ultimate teams are allowed to substitute players after a
point is scored or for an injured player after an injury time out.
Players are responsible for foul and out of bounds or
scoring line calls. Players resolve their own disputes. This creates a spirit
of honesty and respect on the playing field. It is the duty of the player who
committed the foul to speak up and admit his violation. Occasionally, official
observers are used to aid players in refereeing, known as observers.
The introduction of observers is, in part, an attempt by
the Hanoi Ultimate to
allow games to run more smoothly and become more spectator-friendly. Because of
the nature of play and the unique nature of self-refereeing, ultimate games are
often subject to regular and long stoppages of play. This effort and the
intensity that has arisen in the highest levels of competition have led many
members of the ultimate community to lament the loss of the Spirit of the Game
Ultimate Frisbee Rules
Ultimate Frisbee Strategy: Offense
Ultimate Frisbee teams employ many different offensive
strategies with different goals. Most basic strategies are designed to create
open paths on the field to complete a pass to a specific receiver. Organized
ultimate teams assign positions to the players based on their specific
strengths. Designated throwers are called handlers and
designated receivers are called cutters. The amount of
autonomy or overlap between these positions depends on the make-up of the team.
Vertical Stack
One of the most common ultimate frisbee offensive strategies
is the vertical stack. In this strategy, the offense lines up in a
straight line along the length of the field. From this position, players in the
stack make cuts (sudden sprints out of the stack) towards or away from the
handler in an attempt to get open and receive the disc. The stack generally
lines up in the middle of the field, thereby opening up two lanes along the
sidelines for cuts, although a captain may occasionally call for the stack to
line up closer to one sideline, leaving open just one larger cutting lane on the
other side.
Horizontal Stack
Another popular offensive ultimate frisbsee
strategy is the horizontal stack. In the most popular
form of this offense, three handlers line up across the width of the field with
four cutters upfield, also lined up across the field. It is the handler's job
to throw the disc upfield to the cutters. If no upfield options are available,
the handlers swing the disc side to side in an attempt to reset the stall count
while also getting the defense out of position.
Many advanced teams develop specific offenses that are
variations on the basics in order to take advantage of the strengths of
specific players. Frequently, these offenses are meant to isolate a few key
players in one-on-one situations, allowing them more freedom of movement and
the ability to make most of the plays, while the others play a supporting role.
Players making cuts have two major options in how they cut.
They may cut in towards the ultimate
disc and attempt to find an open avenue between defenders for a short
pass, or they may cut away from the ultimate disc towards the deep
field. The deep field is usually sparsely defended but requires the handler to
throw a huck (a long downfield throw).
Feature
A variation on the horizontal stack offense is called
a feature. In this offensive ultimate frisbee strategy three
of the cutters line up deeper than usual (roughly 5 yards farther downfield) while
the remaining cutter lines up closer to the handlers. This closest cutter is
known as the "feature." The idea behind this strategy is that it
opens up space for the feature to cut, and at the same time it allows handlers
to focus all of their attention on only one cutter. This maximizes the ability
for give-and-go strategies between the feature and the handlers. It is also an
excellent strategy if one cutter is superior to other cutters, or if he is
guarded by someone slower than him. While the main focus is on the handlers and
the feature, the remaining three cutters can be used if the feature cannot get
open, if there is an open deep look, or for a continuation throw from the
feature itself. Typically, however, these three remaining cutters do all they
can to get out of the feature's way.
One of the most basic ultimate frisbee defensive principles
is the force. In this ultimate frisbee strategy, the marker
effectively cuts off the handler's access to half of the field, by aggressively
blocking only one side of the handler and leaving the other side open. The
unguarded side is called the force side because the thrower is generally forced
to throw to that side of the field. The guarded side is called the break-force
side because the thrower would have to "break" the force in order to
throw to that side.
This is done because, assuming evenly matched players, the
advantage is almost always with the handler and against the marker. It is
relatively easy for the handler to fake out or outmaneuver a marker who is
trying to block the whole field. On the other hand, it is generally possible to
effectively block half of the field.
The marker calls out the force side ("force home"
or "force away") before starting the stall count in order to alert
the other defenders which side of the field is open to the handler. The team
can choose the force side ahead of time, or change it on the fly from throw to
throw. Aside from forcing home or away, other forces are "force
sideline" (force towards the closest sideline), "force center"
(force towards the center of the field), and "force up" (force
towards either sideline but prevent a throw straight up the field). Another
common tactic is to "force forehand" (force the thrower to use their
forehand throw) since most players, especially at lower levels of play, have a
stronger backhand throw. "Force flick" refers to the forehand;
"force back" refers to the backhand.
When the marker calls out the force side, the team can then
rely on the marker to block off half the field and position themselves to
aggressively cover just the open/force side. If they are playing one-to-one
defense, they should position themselves on the force side of their marks, since
that is the side that they are most likely to cut to.
The opposite of the "force" is the
"straight-up" mark (also called the "no-huck" mark). In
this defense, the ultimate player marking the handler positions himself
directly between the handler and the end zone and actively tries to block both
forehands and backhands. Although the handler can make throws to either side,
this is the best defense against long throws ("hucks") to the center
of the field.
The simplest and often most effective defensive ultimate
frisbee strategy is the one-on-one defense (also
known as "man-on-man" or simply "man"), where each defender
guards a specific offensive player, called their "mark". The
one-on-one defense emphasizes speed, stamina, and individual positioning and
reading of the field. Often players will mark the same person throughout the
game, giving them an opportunity to pick up on their opponent's strengths and
weaknesses as they play. One-on-one defense can also play a part role in other
more complex zone defense strategies.
With a zone defense strategy, the defenders cover an
area rather than a specific person. The area they cover moves with the disc as
it progresses down the field. Zone defense is frequently used when
the other team is substantially more athletic (faster) making one-on-one
difficult to keep up with, because it requires less speed and stamina. It is
also useful in a long tournament to avoid tiring out the team, or when it is
very windy and long passes are more difficult.
A zone defense usually has two components. The first is a
group of players close to the handlers who attempt to contain the disc and
prevent forward movement, called the "wedge", "cup",
"wall", or "clam" (depending on the specific play). These
close defenders always position themselves relative to the disc, meaning that
they have to move quickly as it passes from handler to handler.
The wedge is a configuration of two close defenders. One of
them marks the handler with a force, and the other stands away and to the force
side of the handler, blocking any throw or cut on that side. The wedge allows
more defenders to play up the field but does little to prevent cross-field
passes.
The cup involves three players, arranged in a semi-circular
cup-shaped formation, one in the middle and back, the other two on the sides
and forward. One of the side players marks the handler with a force, while the
other two guard the open side. Therefore the handler will normally have to
throw into the cup, allowing the defenders to more easily make blocks. With a
cup, usually the center cup blocks the up-field lane to cutters, while the side
cup blocks the cross-field swing pass to other handlers. The center cup usually
also has the responsibility to call out which of the two sides should mark the
thrower, usually the defender closest to the sideline of the field.
The wall involves four players in the close defense. One
players is the marker, also called the "rabbit" or "chaser"
because they often have to run quickly between multiple handlers spread out
across the field. The other three defenders form a horizontal "wall"
or line across the field in front of the handler to stop throws to cuts and
prevent forward progress. The players in the second group of a zone defense,
called "mids" and "deeps", position themselves further out
to stop throws that escape the cup and fly upfield. Because a zone defense
focuses defenders on stopping short passes, it leaves a large portion of the
field to be covered by the remaining mid and deep players. Assuming that there
are seven players on the field, and that a cup is in effect, this leaves four
players to cover the rest of the field. In fact, usually only one deep player
is used to cover hucks (the "deep-deep"), with two others defending
the sidelines and possibly a single "mid-mid".
Alternately, the mids and deeps can play a one-to-one
defense on the players who are outside of the cup or cutting deep, although
frequent switching might be necessary.
Junk defense
An ultimate frisbee junk defense is a defense using elements
of both zone and man defenses; the most famous is known as the "clam"
or "chrome wall". In clam defenses, ultimate defenders cover cutting
lanes rather than zones of the field or individual players. The clam can be
used by several players on a team while the rest are running a man defense.
This defensive strategy is often referred to as "bait and switch". In
this case, when the two ultimate players the defenders are covering are standing
close to each other in the stack, one defender will move over to shade them
deep, and the other will move slightly more towards the thrower. When one of
the receivers makes a deep cut, the first defender picks them up, and if one
makes an in-cut, the second defender covers them. The defenders communicate and
switch their marks if their respective charges change their cuts from in to
deep, or vice versa. The clam can also be used by the entire team, with
different defenders covering in cuts, deep cuts, break side cuts, and dump
cuts.
Ultimate is known for its "Spirit of the Game",
often abbreviated SOTG. Ultimate's self-officiated nature demands a strong
spirit of sportsmanship and respect. Described by the official ultimate rules
established by the USA Ultimate.
Ultimate Frisbee History
The ultimate frisbee history begins with Joel Silver, a
graduate of Lafayette College, proposed a school Frisbee team on a whim in the
fall of 1968. The following spring, a group of students got together to play
what Silver claimed to be the "ultimate game experience," adapting
the sport from a form of Frisbee football, likely learned from Jared Kass while
attending a summer camp at Northfield Mount Hermon, Massachusetts where Kass
was teaching. The students who played and codified the rules at Columbia High
School in Maplewood, New Jersey, were an eclectic group of students including
leaders in academics, student politics, the student newspaper, and school dramatic
productions. One member of the original ultimate team was Walter Sabo, who went
on to be a major figure in the American radio business. The sport became
identified as a counterculture activity. The first definitive history of the
sport was published in December 2005, ULTIMATE: The First Four Decades.
While the rules governing movement and scoring of the disc
have not changed through Frisbee History, the early Columbia High School games
had sidelines that were defined by the parking lot of the school and team sizes
based on the number of players that showed up. Gentlemanly behavior and
gracefulness were held high. (A foul was defined as contact "sufficient to
arouse the ire of the player fouled.") No referees were present, which
still holds true today: all ultimate matches (even at high level events) are
self-officiated. At higher levels of play 'observers' are often present.
Observers only make calls when appealed to by one of the teams, at which point
the result is binding.
College Ultimate Frisbee History
The first intercollegiate ultimate frisbee competition in
history was held at Rutgers's New Brunswick campus between Rutgers and
Princeton on November 6, 1972, the 103rd anniversary of the first
intercollegiate game of American football featuring the same schools competing
in the same location.
By 1975, dozens of colleges had ultimate teams, and in April
1975, players organized the first ultimate tournament, an eight-team
invitational called the "Intercollegiate Ultimate Frisbee
Championships," to be played at Yale. Rutgers beat Rensselaer Polytechnic
Institute 26-23 in the finals.
By 1976, ultimate teams were organizing in areas outside the
Northeast. A 16-team single elimination tournament was set up at Amherst,
Massachusetts, to include 13 East Coast teams and 3 Midwest teams. Rutgers
again took the title, beating Hampshire College in the finals. Penn State and
Princeton were the other semi-finalists. While it was called the "National
Ultimate Frisbee Championships", ultimate was starting to appear in the
Los Angeles and Santa Barbara area.
Penn State hosted the first five-region National Ultimate
Championships in May 1979. There were five regional representatives: three
college and two club teams. They were as follows: Cornell
University-(Northeast), Glassboro State- (Middle Atlantic), Michigan
State-(Central), Orlando Fling-(South), Santa Barbara Condors-(West). Each
ultimate team played the other in a round robin format to produce a
Glassboro-Condors final. The Condors had gone undefeated up to this point;
however Glassboro prevailed 19-18 to become the 1979 national champions. They
repeated as champions in 1980 as well.
The first College Nationals made up exclusively of college
ultimate teams took place in 1984 in Somerville, MA. The event, hosted by the
Tufts University E-Men crowned Stanford its winner, as they beat Glassboro
State in the finals.
The Ultimate Frisbee History of Club and International
Play
In California ultimate clubs were sprouting in the Los
Angeles - Santa Barbara area, while in the east, where the sport developed at
the high school and college level, the first college graduates were beginning
to found club teams, such as the Philadelphia Frisbee Club, the Washington Area
Frisbee Club, the Knights of Nee in New Jersey, the Hostages in Boston and so
forth. Arkansas also has a few formidable teams located in the towns of
Pocahontas, Newport, and Batesville.
In the same year, ultimate arrived in the United Kingdom,
with the UK's first clubs forming at the University of Warwick and the
University of Cambridge, and Purley high school, by the late 1970s and early
1980s there were also clubs at the University of Southampton, University of
Leicester, and University of Bradford.
Ultimate Frisbee Throws
Below are a list of throws commonly used in ultimate frisbee
games. Although there are many other throws in the ultimate world these are
probably the most common and the msot necessary throws to know.
Backhand - This is probably the most popular
throw in ultimate frisbee. This is when you curl your arm around the disc and
tuck it into your body then straightening your arm releasing the disc in the
appropriate direction with a final flick of the wrist. The thrower should
remember to step into the throw for maximum power upon release.
Forehand - A close second in popularity, the
forehand, is also refered to as the flick, two-finger, and side-arm throw.
Momentum comes from the flick of the wrist. This is done by holding the disc
out to the side with your index and middle finger on the under side of the disc
and then singing your arm forward and whipping your wrist in a motion similar
to the motion of rat tailing someone with a towel.
Blade - The Blade is a flat vertical throw used
to get over a defender's head. The disc is held the same as in a forehand throw
and projected up and forward holding the disc perpendicular to the ground.
Overhand - The overhand is like a backwards
backhand. The disc is held with four fingers on the top of the disc and your
thumb underneath. The disc is then brought from behind your back around to the
front with your nuckles facing up. You then flick your wrist rotating the disc
counter clockwise and propelling it forward. This throw is often used for quick
catch and releases such as in a "Greatest" situation.
Duck - This throw is similar to the
"Overhand" throw in that you hold the disc with four fingers on top
of the disc and your thumb wraps underneath, but the disc is rotated the
opposite direction, however. The duck is thrown with the disc pointing towards
the thrower and is then whipped with the wrist and forearm in the desired
direcion of travel. Like the overhand this throw is usually only used in a
quick and catch and release situation.
Hammer - The hammer is gripped just like a the
forehand but the disc is then brought over head and thrusted forward and
somewhat upwards with a wrist flick. The motion is very similar to throwing a
baseball.
Scoober - A variant of the forehand throw, the
scoober, is similar to the hammer and thrown from a backhand stance. The
release of the scoober typically more flat than the release of a hammer but the
flight path is very similar to the hammer. Used to throw over defenders, the
scoober is usually a short 10 - 20 yard throw. While holding the disc with a
forehand grip turn the disc over so it's belly side up, and bring the disc
across your body. Lead the throw with your elbow and flick the disc forward.
High Release - A variation of the backhand this
throw releases the disc above the throwers shoulders to get around a defender.
Thumber - The thumber gets it's name from the
grip of this throw with the thumb holding the disc on the inside of the rim and
the other four fingers on the top of the disc. The disc is release with an
overhand or side arm making sure to flick the wrist through the finish.
Chicken Wing - Another backhand variation, the
chicken wing throw, is gripped the same and released the same as the backhand
but the disc is always kept on the right side of the hip (for right handers)
instead of reaching across the body.
Ultimate Frisbee Terms
Backhand - usually the standard throw for ultimate
players. This throw has the players fingers curled under the disc with the
thumb on top. The arm is extended and brought across the left side of the body.
Bid - a failed attempt to catch or block the disc.
Bomb - When one team breaks up an advancing teams
offense and throws the ultimate disc to
nobody on the opposite side of the field. This tactic is used to reset the
teams offense and clear out of your own endzone.
Bookends - When a defensive player effectively
defends the disc and scores on the ensuing possession
Brick - A pull that is untouched by the receiving
team and lands out of bounds.
Blade - A forehand throw that is thrown high in
the air and falls hard and fast to the left side.
Callahan point - ( UPA rules ) When an opposing
team has their pass intercepted in their own endzone. This results in a point
for the intercepting team.
Chilly - Used to remind a player to stay calm and
patient with the disc, in hopes that they do not rush a throw.
D - Defense or Defend
Corkscrew - a reverse hammer ( see hammer )
Cut - integral part of a route by a receiver
Disc in - signals the opposing the team that the
disc is coming into play
Dump - A throw to a person who is usually used as
a safety valve. Normally someone that is standing close or even behind the
thrower for an easy outlet.
Foot Block - When the foot is used to block a
pass immediately after it releases the players hand
Force - A tactic used by the defending team to
force the thrower into a specific type of throw, or force them to throw to a
specific area of the field.
Forehand / Flick - Thrower leads with middle finger,
arm never crosses the body and at the extension of the arm, the player
flicks the wrist to throw the disc.
Greatest - Catching a disc out of bounds and throwing it
back in bounds while still in the air.
Hack - Foul
Hammer - A forehand grip that is thrown over the
head. This throw results in the ultimate disc flying upside down
before tailing off at the end of its flight.
Handler - The person with the ultimate disc
Hospital Throw - A throw that stays in the air for a
long time, allowing multiple players to be going for the disc at the same time,
thus increasing the chances for injury.
Huck - A long throw that extends at least half
the distance of the field in an attempt to reach a downfield receiver
Layout - A diving catch or diving to defend
the ultimate disc
Mark - Similar to a force, but the defender is
attempting to block all possible throws by moving arms and legs to get in the
way of the throw. Contact is not allowed.
O - Offense
Pick - Stepping in front of the disc while on
defense and either catching or knocking it down
Pull - A long throw that starts play and
initiates the opposing teams possession. This is used in a similar way to the
kickoff in football
Scurvy - One of the ultimate embarrassments for a
defender. It is the act of faking out the defender so bad that they believe the
disc has been released.
Sky - When a player grabs or defends the ultimate disc at a much higher
point than the other players on the field
Stack - offensive strategy that lines up
offensive players one behind the other as they each break a separate way in an
attempt to get open
Swing - Throwing the ultimate disc across field
usually to reset the stall count or open up a different side of the field, this
throw is not necessarily intended to move the disc closer to the goal line
Stall count - the defensive player counts up to
ten, if the disc is not released before the count reaches ten, it results in a
turnover
Swill - A bad throw, usually one that does not
have a lot of spin, and not likely to be caught without great effort from the
receiver
Taco - A disc that is warped, if it happens
during game play, the disc is either straightened or replaced. If it is too bad
to be fixed you can always get a new one at www.nemdia.com
Turn - Short for turnover, and alerts players
that the disc will be going to other way
Up - Shouted once the disc has been released to
alert the other defenders
Ultimate Frisbee Discs
Ultimate Frisbee discs begin with the Original Wham-O Frisbee® Disc which
was used when the sport was born in 1968. However, in 1981 the Discraft Ultra-Star™ was released
and a decade later the Ultra-Star™ was deemed the Official disc for Ultimate in
High School, College, and Professional Ultimate Players Association (now known
as USA Ultimate) tournaments.
Discraft Ultra-Stars
Discraft Ultra-Stars are 175 gram Ultimate discs, 10.75
inches in diameter, and are known for their excellent contoured grip and flight
consistancy despite scuffs or poor weather.
Wham-O Frisbee Discs
Wham-O Ultimate Frisbees are still approved discs by USA
Ultimate (the governing body of Ultimate in the USA). And despite the
differences between the Frisbee and the Ultra-Star, the two names are often now
interchanged in common speech.
Innova Pulsar Ultimate Discs
The newest Ultimate Disc to professional play is the Innova
Pulsar Ultimate disc. It is the official disc of Major League Ultimate (MLU)
and unique in a few ways. The overall diamter of the Pulsar is lightly
diminished compared to the Frisbee
Disc or Ultra-Star disc and
the flexibility of the plastic is a bit more ridgid.
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