Ultimate 101. Calvin Wheeler Hayden Weaver

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1 Ultimate 101 Calvin Wheeler Hayden Weaver

2 General Rules Usually played 7 vs. 7 Teams typically consist of players 5-2 offense dictate Means that for every 5 guys on the field there must be 2 girls Not mandatory for teams to field girls on defense Substitutions Substitutions are usually complete line switches in between points, resulting in offensive and defensive lines Injury substitutions can be made On the fly substitution (hockey style) does exist in some tournaments

3 General Rules, cont. Starting the game Before game starts, captains meet to discuss rule variations and flip for disc possession Both teams remain in their respective end zones until the disc is thrown Team with the disc will raise it, and once the receiving team raises their hand to signal readiness, the defending team will pull the disc to the offending team If the disc lands out of bounds, the receiving team has the option to brick. This means they can take it from where the disc went out on the sideline or bring the disc to the brick mark. If the disc rolls out, there is no option to brick If receiver drops the pull, then it s a turnover Each point starts with another pull

4 General Rules, cont. Gameplay Offending team retains possession of the disc until there is an interception, a block, a ground, an out of bounds, a turnover foul, or a point. Players cannot move with the disc unless they are slowing down after a catch Players cannot slow down into the end zone. If this occurs the player must remove themselves from the end zone and tap the disc on the ground to resume play. A player can only hold the disc for 10 seconds, assuming someone is stalling them. The marker is responsible for counting the stall Stalling 1, 2, 3 at one second intervals When there is a turnover, offensive and defensive roles switch

5 General Rules, cont. Scoring A point is made when there is a catch in the opposite end zone Both feet must be in bounds and on the ground for the point to count Once a point is made, the team that was scored upon walks to the other end zone There is 90 seconds between points This is time to make substitutions and talk strategy

6 General Rules, cont. Calling fouls Only the fouled player can call a foul The fouling player has the option to contest the foul or to not contest the foul Not contesting is an admission of guilt and gives the opposing player advantage Contesting a foul is a disagreement with the call which usually results in a re-do Since Ultimate lacks refs it is up to each player to make fair and un-bias calls. The spirit of the game is the overall sportsmanship and respect that players have for one other and the rules of Ultimate. It is a reminder to the players not to abuse the power of self-officiating, especially in the competitiveness of an intense game.

7 General Rules, cont. Common Fouls Uncontested Contested Stall Out Turnover at exact location Re-do, stall starts at stall 8 Fast-Stall Stall restarts at zero Stall count resumes at stall 6 Travel Strip Re-do, stall starts where it left off (stall 8 maximum) Counts as if catch was completed Can t contest Disc returned to thrower, everyone goes back to spots Pick Everyone returns to positions Can t contest Illegal Hand Block Re-do, stall restarts Re-do, stall starts where it left off (stall 8 maximum) Pass Interference Counts as if pass was completed Disc return to thrower, re-do

8 End of Game Point total Game continues until game reaches a designated point total, usually 15 Time limit Game continues until time expires Soft cap Called around 10 minutes before designated time limit When called, the teams add two points to the higher score and play to that number Hard cap Called around 5 minutes before designated time limit When called, the teams add one point to the higher score and play to that number Universe point Comes into play once hard cap has been called, a final play-to score has been set, and the teams are tied. Essentially, next point wins the game.

9 EUL Rules 5 vs or 3-2 offense dictates Stall to 6 Timed games 2 points for goal line to goal line

10 Equipment and Attire 175g Disc Wham-O Frisbee antiquated, less common Discraft Ultrastar truer flight, most common Soccer cleats Dark/Light tops Everyone on a team should have the same color light top and the same color dark top

11 Slang Break a throw that moves the disc to the side of the field away from where the marker is forcing the throw Brick the rule allowing the receiving team to start at the brick point after a pull goes out Check in man-on defense, it s the man on the opposing team that each player pairs up with to defend Chilly telling someone to stay chilly is like telling someone you ve got time but without inadvertently calling a timeout Clear to get out of a passing lane after making an unsuccessful cut Clog to prevent good cuts by staying in the passing lane Cup in a zone defense, when 2+ players mark the thrower and move with the disc when it s thrown Cut a run by a receiver to shake his defender Cutter a receiver Deep a player that stays in the area of the field furthest toward the end zone Drop when a defender falls back to cover the deepest cutting receiver Dump 1. to pass the disc backwards 2. offensive player positioned to receive a dump pass

12 Slang, cont. Flick forehand throw Force when a defensive player positions in such a way as to allow the thrower to only be able to throw to a certain area of the field Force flick to force the thrower s right side Force back to force the thrower s left side Force line to force the out-of-bound Go through called out to advise a player to not pick up the disc after a turnover, but to run forward and allow the disc to be picked up by a player further back Hack a foul Hammer an overhead throw that flattens out and flies upside down Handler one of a team s primary throwers Ho as in a horizontal stack Huck a long throw equivalent to a long bomb in football Layout the act of diving while running in order to catch or block a disc that is normally out of reach Long same as deep Mark same as check

13 Slang, cont. Mid in zone play, the player(s) immediately positioned behind the cup, i. e. mid-left, mid-mid, mid-right No huck called out to advise the marker to switch the force to prevent a huck to a striking player Pancake two handed catch like an alligator s jaws Pick a block where a player gets in between you and the player you are covering Pivot foot - the stationary foot (left for right handers and right for left handers) that a thrower pivots around in order to throw around the marker Poach leaving your check to cover an unguarded area of the field Pull the long throw that begins the possession after each point Push same as go through Push pass a slow moving forehand throw that spins in the opposite direction as a flick Read the art of judging the flight of the disc Scoober a fast, difficult to intercept throw very similar to a hammer Sky jumping to catch the disc

14 Slang, cont. Stack offensive strategy in which all the players line up down the middle of the field and alternately make cuts out of the stack to become open receivers Stall count the defensive player marking the thrower counts out loud to the stall count Strike to cut long as an offensive player Strip when a defensive player takes or knocks the disc out of an offensive player s hands Swing 1. to pass the disc laterally 2. the person waiting to receive a swing pass Thumber a throw similar to the hammer, but the disc is held with the thumb underneath Top in a three person cup, it s the player in the center that prevents the forward pass Trap to force an offensive player in a position where they can only throw along the sideline Travel illegal movement by the player with the disc when a player moves his pivot foot or takes unnecessary steps after the catch or changes directions while slowing down Up! called aloud by defensive players to alert teammates that the disk is in the air Vert as in a vertical stack Zone a defensive strategy characterized by one or more players on the defensive team not marking a player on the opposite team, but rather an area

15 How to Catch Pancake Catch with dominate hand on top Allow for easy transition to a throw Overhand Catch with all fingers on top Underhand Catch with all fingers on bottom Always run through the disc! Disallows defenders to make a play Catches made in the lunging position add 5-6 more feet between the disc and the defender Make the disc s flight as short as possible Better players make plays quicker. If you re waiting for the disc to come to you, then it probably won t make it.

16 How to Throw Backhand Palm against edge Thumb on flight rings Don t straighten finger on the rim Snap the wrist Flick Thumb on flight rings Pointer and middle on inside rim Ring and pinky stabilizing disc Snap the wrist Hammer Same grip as flick Release is upside-down, at an angle, over the head Up and out Snap the wrist

17 How to Throw, cont. Establish your pivot foot (left if righty, right if lefty) Sell your fakes! Be patient with your throws! It s much more desirable to make a drop pass to reset the stall count than it is to take a risky throw. Keep the throws short and clean. When you throw, you re throwing to space. You re not getting the disc to a cutter, the cutter is getting to the disc. Hucking is the VERY LAST resort. MOST hucks are turnovers.

18 How to Mark Get into position quicker than they can throw it It is impossible to guard against all throws You must pick an area of the field that you are going to ALLOW throws (the force side) You must guard against the rest (the break side) Disc space The handler has to have enough room around their body to manipulate the disc As a marker you must have a strong athletic stance Don t lean! Be on your toes and move around as the handler pivots Wide arms! Take away their perceived throwing space NEVER GET BROKE If about to be broke and you can t help it kick block! If broke, shout it out! Let you teammates know so they can try to do something about it!

19 Forcing Forcing flick most common since flick is harder throw Only allowing a throw to the handler s right NEVER ALLOW A BREAK THROW! Break throws = easy points Forcing backhand Only allowing a throw to the handler s left NEVER ALLOW A BREAK THROW! Break throws = easy points Forcing straight-up used to get disc out of best handler s hands Only allowing a throw toward the sidelines NEVER ALLOW A BREAK THROW! Break throws = easy points Straight-up to forcing flick of backhand Most hucks happen in the first 5 stall counts Guard straight up for 5 and then switch to an easier force

20 Defending Take a well-balanced athletic stance and stay on your toes Prevent cutters from getting open in a passing lane (the forced side of the field) Give cutters some space in the break side so that you can have a lead on them when they go to cut into the force side Remember: the marker is allowing passes to come into the force side, so defending it is the highest priority for a defender Trust the marker to not get broken, defenders are only loosely defending the break side that all changes once the marker is broken, so communication is key If you allow a catch, you re the new marker

21 How to Cut Get your defender off balance Speed Misdirection Make a move Change direction Change pace If the handler doesn t pass it to you right away, clear the passing lane as quickly as you entered it. Get back in the stack!

22 Vertical Stack Offense

23 Horizontal Stack Offense

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