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Legal Infomation
 

Ultimate Frisbee

 

This is a great game if you are looking for something a bit different.

The game, explained as simply as possible.

 

Ultimate is played between two teams of seven players on a large rectangular pitch. A line drawn across the pitch at either end creates two "endzones" (like in American Football). These are the goal-scoring areas. A goal is scored when a team completes a pass to a player standing (or more likely running) in the endzone they are attacking.

 

Players cannot run with the disc (frisbee). When you get the disc you must come to a stop and try to throw it to another player (a bit like netball). By passing from player to player, the offence attempts to work the disc up the pitch towards the endzone they are attacking. If the disc hits the ground or is intercepted or knocked down by the other team, then the opposition takes possession (a change of possession is called a "turnover", like American Football). Possession also changes if a receiver is outside the playing area when he or she catches it.

 

The defending team attempts to stop the team with the disc from making progress upfield by marking them (as in soccer or basketball). The theory is that the offence won't want to pass to a player who is being marked closely, as it's likely to result in an interception. So it boils down to the offence players trying to get free of their markers to receive a pass, while the defence makes every effort to stay with them in the hope of forcing a turnover.

 

Fouls and "Spirit of the Game"

Ultimate is essentially non-contact; any contact between players can be declared a foul. There's a variety of other minor violations, but that's the big one.

 

Ultimate is unique in that it is refereed by the players themselves, even at World Championship level, according to a code of conduct known as "the Spirit of the Game". This places the responsibility for fair play on the players themselves. In that respect, playing Ultimate is a completely different experience to playing other sports. And believe it or not, Ultimate's system of self-refereeing works beautifully.


Ultimate In 10 Simple Rules

  1. The Field -- A rectangular shape with endzones at each end. A regulation field is 64m by 37m, with endzones 18m deep. 
  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. 
  3.  Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score. 
  4.  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. 
  5. 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. 
  6.  Substitutions  -- Players not in the game may replace players in the game after a score and during an injury timeout. 
  7. Non Contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  8. 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. 
  9.  Self-refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
  10.  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 Lingo

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).

 

CLEARING

To get out of the area where the thrower wants to pass the disc. Absolutely necessary after making an unsuccessful cut or after throwing the pass. The importance of this is often underplayed to beginners.

 

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.

 

DEFENCE

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.

 

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. See the relevant section for how and why this is done.

 

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.

 

HAND BLOCK

This is when the defender stops the disc directly after it is released by the thrower.

 

LAYOUT

When the player dives the catch or intercept the disc. Also referred to as "going ho" (from going horizontal).

 

MAN-ON-MAN

The most common type of defence. 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.

 

PULL

The throw at the start of each point that initiates play.

 

TURNOVER or change of possession

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.

 

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.