TEAM FRISBEE GAMES
ULTIMATE
Spirit of the Game:
Ultimate has traditionally relied upon a spirit of sportsmanship which places
the responsibility for fair play on the individual players. Highly
competitive play is encouraged but never at the expense of mutual respect
between players, adherence to the agreed-upon rules of the game, or the basic
joy of play. The purpose of the rules of ultimate is to provide a guideline
which describes the way the game is played. It is assumed that no ultimate
player will intentionally violate the rules; there are no harsh penalties
for inadvertent infractions but, rather, a method for resuming play in a
manner which simulates what would most likely have occurred had there been
no infraction. Because of this approach to the game, Self-Officiating occurs during play. Players are responsible for their own foul and line calls along with resolving any disputes..
Players:
Official teams have 7 players
Playing Area:
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Played on grass, turf, sand, and snow
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Playing Field is rectangular in shape (70 yards long by 40 yards wide)
- End zones extend 25 yards deep beyond the goal line
- Perimeter lines are considered out-of-bounds
Object of the Game:
Earn points by passing the disc to a teammate in the endzone
Length of Game:
- Official game:
- Teams play to
15 points and must have a 2 point lead to win. (Teams may agree to modify this number.)
- Overtime:
- Occurs when the score becomes tied at 14-14
- If neither team achieves a 2 point lead by 16, a cap of 17 points wins the game.
- Half-time: A 10 minute half-time break occurs when either team scores 8 points.
- Time-outs:
- Each team is given two time-outs per half
- Each time-out lasts 70 seconds
- Time-outs can only be called by an offensive player in possession of the disc or during a stoppage of play
Skills Needed:
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Guarding (as in basketball)
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Throwing (Three types)
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Backhand
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Sidearm
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Underhand
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Catching (Three types)
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Thumbs up
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Thumbs down
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Pancake (Clap)
General Rules:
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Players attempt to pass and catch the disc in order to advance down the field
and score.
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The disc may not be handed from player to player.
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A dropped disc by the thrower, without interference by the defender, is a
turnover.
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The defense takes over when a pass is incomplete, intercepted, knocked down
or goes out-of-bounds.
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If opposing players simultaneously catch the disc possession belongs to the
offensive player.
- When catching the disc a player must maintain possession of the disc after contact with the ground.
-
If the defensive team gains possession in the endzone they are defending
play continues at the point of the catch or this player may carry the disc
perpendicularly up to the goal line.
-
Whenever there is a failure to come to an agreement over any call, the disc
shall be returned to the last thrower prior to the dispute via a
"check."
Beginning Play: The "Pull"
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A player on the goal line throws the disc toward the other team.
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The receiving team will signal (1 arm raised) to the opposing team to make
the Pull.
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All players for each team must be on or behind their own respective goal
lines until the disc is released.
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As soon as the disc is released all players may cross goal lines and move
to any position on the field.
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The throwing team may not touch the disc in the air before a member of the
receiving team touches it.
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The receiving team may catch the Pull or let it fall to the ground.
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If the Pull falls untouched, the receiving team is given possession.
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If the receiving team attempts to catch the Pull and drops the disc,
the throwing team is given possession at the point of contact.
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If the disc goes out-of-bounds on a Pull the receiving team has the
choice of:
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Having the disc thrown again
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Taking possession on the sideline where the disc went out
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Taking possession in the middle of the goal line
Scoring:
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Regulation Scoring = 1 point
for each score
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Modified Scoring (Used in Co-ed PE classes):
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Boy to boy in endzone
..1 point
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Boy to girl in endzone
..2 points
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Girl to boy in endzone
..2 points
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Girl to girl in endzone
..3 points
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Only 1 foot of the receiver must be in the end zone.
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A player may not score by running into the end zone.
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A point is scored when a team gains possession in the endzone it is attacking.
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Each time a goal is scored, both teams switch direction of attack with the
scoring team re-starting play with a Pull.
- Following a score both teams must be ready for the Pull within 70 seconds of the score.
Fouls:
-
A player who is fouled calls "foul" and all players must stop at their
location when the call was made.
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A fouled player takes possession of the disc at the point of the infraction.
- A "Check"
must occur in order for play to resume.
-
If a foul occurs in the endzone, possession is gained at the goal line nearest
the point of infraction.
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No intentional contact by the offense or defense is allowed.
- Physical contact during a throw is a foul against the marker.
(Incidental Contact during the follow-through is not
a foul.)
-
Incidental contact during and after a catch is often unavoidable
and is not considered a foul.
-
Violent contact is a foul, and must be avoided.
Violations:
For all violations the opponent must call out "Violation" and
then name the violation that occurred.
- Double Team:
- Only one player is allowed to mark the player with the
disc
- Penalty: Marker must re-start the stalling count
- Disc Space:
- Marking too closely (reaching around or into the thrower's body space) or touching the thrower
- Penalty: Marker must re-start the stalling count
- Vision Blocking:
- A marker intentionally blocks the thrower's vision
- Penalty: Marker must re-start the stalling count
-
Stalling:
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The marker calls "stalling" and then counts aloud for
10 seconds.
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The disc must be released by the end of the count.
- Penalty: Turnover to Defense
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Fast Count:
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When the marker counts faster than one per second the thrower will call out
"violation - fast count".
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Penalty: Marker must restart the stalling count at zero
- Stripping: The disc may not be knocked out of or taken from the hands of
a player in possession of the disc.
- Penalty: Marker must re-start the stalling count at zero
-
Traveling:
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A player may not run or take steps while in possession of the disc.
-
When catching the disc the receiver is allowed a reasonable number of steps (typically 3)
to stop their momentum.
- If the receiver's momentum carries the receiver across the
goal line the receiver must return outside the goal to resume play.
-
A thrower may pivot. (Changing the pivot foot is illegal.)
- Purposeful bobbling or tipping of the disc to oneself in order to gain an advantage is considered traveling.
- Penalty: Turnover to Defense
Terms:
-
Check: Formal means of resuming
play after teams agree on disc possession and position (both teams must be ready before play resumes)
- Disc Space: Violation of marking too closely by touching the thrower or reaching around the thrower
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Defense: Team not in possession of the disc
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Double Team: Violation when 2 defensive players mark the thrower
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End Zone: Area of the playing field where scores are made
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Fast Count: Violation when a marker counts faster than one per second
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Foul: Physical contact by any player that is not incidental to play
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Goal Line: Line separating the playing field from the endzone, not considered part of
the endzone
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Marker: Defensive player within 3 meters guarding the thrower
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Offense: Team with possession of the disc
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Out-of-Bounds: Any area not on the playing field, including the perimeter
lines
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Perimeter Lines: Lines separating the playing field & endzone from the
out-of-bounds, not part of the playing field
-
Pick: When an offensive player obstructs the movement of an opponent whether intentional or not, play is resumed with a check of the disc to the offensive player who had possession at the time of the pick. (Not a legal play.)
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Pivot: Foot ground contact used to establish position on the field after gaining
possession of the disc
-
Point of Contact: Location on the field where a player contacts the disc
or an opponent
- Pull: Procedure used to start play or resume play after a goal is scored
- Receiver: Offensive player other than the thrower
-
Stalling: Violation when the marker counts out loud for 10 seconds and the
thrower has not released the disc
-
Stripping: Violation where the marker knocks the disc from the thrower's
possession
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Thrower: Offensive player in possession of the disc
-
Traveling: Violation where the pivot foot is changed, or steps are taken
with the disc beyond those necessary to stop after a catch
- Turnover: When the defensive team receives possession of the disc
-
Violation: Any infraction of the rules other than a foul
- Vision Blocking: Violation when the marker intentionally blocks the thrower's vision
Source: Ultimate Players Association
Alternative Physical Education Disc Games:
DISC FOOTBALL
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Players: 2-6 / team
-
Playing area: football field
-
General Rules:
- Frisbee football is an all-passing football game.
- The kick-off is conducted by the kicking team throwing the frisbee down field to the receiving team.
- The receiving team must catch the frisbee in the air, or pick it up off the ground to advance it.
- A fumbled frisbee is considered dead with the offensive team retaining possession as long as they have downs remaining.
- The offensive team has four downs to score.
- Passing and catching the frisbee is the only way to advance down the field.
- The offensive team may elect to punt the frisbee on fourth down and must tell the defense that they will be punting on that down.
- A punt is a throw down the field to the opposing team.
- A touchdown is worth one point in frisbee football.
- Variations:
- A player may advance after catching a pass. The offensive player would be considered down with a one-handed touch by the defense.
- The defensive team may rush the passer after a 10-apple count
DISC BASEBALL
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Players: 8 or more / team
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Playing area: baseball/softball field
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General Rules:
- The game is played like baseball with players divided into two teams, a fielding team and a batting team.
- There is no pitcher on the fielding team, although if there are a lot of players, someone may want to stand in that position for fielding purposes.
- The batter steps up to the plate and tosses the frisbee somewhere into the field. He/she then takes off for first base.
- After three outs, the teams switch sides.
- The team with the most runs after nine innings is the winner.
BHS PHYSICAL EDUCATION