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WARREN CENTRAL HIGH SCHOOL ULTIMATE FRISBEE/DISC

PHYSICAL EDUCATION CLASS

LIVE F.I.T.T.

Ultimate Frisbee rules are played differently for Ultimate Frisbee pick-up games depending on where and who the Ultimate players are at the time. However, for many Ultimate Frisbee tournaments and Ultimate Frisbee leagues the Ultimate Frisbee rules below are followed. PULL: To begin play the ultimate players from each team line up on their end zones and the defensive team pulls (throws) the disc to the other team as a kick-off. Pulls are long throws, and they are thrown in efforts of giving the offensive team poor field position and a chance for the defensive team to get down the field soon enough to stop advances. MOVEMENT OF THE ULTIMATE DISC: The disc is moved in any direction (forward, sideways, and backwards) by completing a pass to their team mate. After catching a pass, the player must come to a stop as quickly as possible, and then can only move their non-pivot foot. A common misconception is that a player must setup a pivot foot before they can throw the disc. In fact, the player can throw the disc before stopping within the first couple of steps after they gain possession of the disc. It is this fact that makes the Greatest rule possible. A Greatest occurs when a player jumps from within bounds to catch a disc that has passed out-ofbounds, 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 the body touches the ground. A thrower may only catch their own disc if another person touches it first while in the air. When receiving a disc, a player has 5-10 seconds to pass the disc. This period is known as the stahl, and each second is counted out (a stall count) by a defender (the marker), who must be standing within three meters of the thrower. A player may keep the disc for longer than 10 seconds if there is no marker within 3 meters, or the marker is not counting out loud (the stall); if two players switch markers the count starts over. SCORING: A point is scored when a player catches a pass in the end zone their team is attacking. In Physical Education class, girls score double. After a point is scored, the team exchange ends. The team that scores stays in the end zone, and the opposing team takes the opposite end zone. This is a commonly used term called Losers Walk. Play is resumed with a Pull by the scoring team. CHANGE OF POSSESSION: An incomplete pass results in a change of possession. When this happens (incomplete pass), the other team automatically becomes the offensive team at the point of picking up the disc.

REASONS FOR A TURNOVER: 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/player lands out of bounds or leaps from outside the playing field to out of bounds. Stall A player on offense does not release the disc before the defender has counted out loud the 10 seconds. Fouls This is a result of major contact between two players. Violation Is when a player violates the rules but does not initiates physical contact. Double Teaming Traveling Moving the disc Obstructive movement to a player

HYZER: When throwing the disc, you must keep it level upon the release. This is called Hyzer.

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