History and Objective Joel Silver proposed a school Frisbee team on a whim in the fall of 1967. The following spring, a group of students got together to play what Silver claimed to be the "ultimate game experience," adapting the game from a form of Frisbee football. Jared Kass created the game with a group of friends while at Amherst College. The students who played and codified the rules went to Columbia High School in Maplewood, NJ. The game became identified as a counter culture activity. The object of the game is to score points by passing the disc to a player in the opposing end-zone. The outcome of a match is usually determined by one team achieving a predetermined number of points first. This ensures that a team can only win by scoring, rather than by running the clock down.
Rules Regulation ultimate is played between two teams of seven players. In informal "pick-up" games, the number of players varies. Substitutions are allowed between points and teams are usually able to have around 20 players on their roster in a major tournament. To start play the players line up at the edge of their respective end zones, and the defensive team throws, or pulls, the disc to the offensive team to begin play. Pulls, are the first throws in a game. The game is played using a 175–gram disc The disc may be moved in any direction by completing a pass to a teammate. A player catching the disc must stop after a few steps to run out their momentum, and can only move their non-pivot foot. Upon receiving the disc, a player has ten seconds to pass it. The defender is not allowed to stand closer than three ft. of the thrower.
Rules Continued… An incomplete pass results in a change of possession. When this happens the defense immediately becomes the offense and gains possession of the disc where it comes to a stop on the field of play, or where it first traveled out of bounds. Reasons for turnovers: Throw-away – The thrower misses his target and the disc falls to the ground. Drops – The receiver is not able to catch the disc. Blocks – A defender deflects the disc in mid flight, causing it to hit the ground. Interceptions – 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 or leaps from outside the playing field. Stalls – A player on offense does not release the disc before the defender has counted out ten seconds.
Rules Continued… Play may stop in a game for the following reasons: Foul: A foul is the result of contact between players Violation: A violation occurs when a player violates the rules but does not initiate physical contact Time outs and half-time: Each team is allowed two time outs per half Injuries: Play stops whenever a player is injured
Backhand throws The back hand is the most basic of all of the throws. This grip is a compromise for me between power and control. The Grip: Hold the disk so that the top (the part with the writing) is on top. Take ball of your hand (the palm side opposite of the knuckle of your index finger) and place it against the edge of the disk. Wrap the last three fingers (middle finger on down) around the edge of the disk. Take your index finger and place the edge of the first knuckle (ie the one closest to your fingernail) on the bottom lip of the disk and curl it under lightly. Finally, take your thumb and lay it on the top of the disk. Preparation: Bring your arm across your body so that your upper arm is against your body, and the disk is projecting away at about 30 degrees, and the back edge is up. Release: Step forward with your front leg and whip your arm out while releasing the disk level. Make sure to follow through.
Forehand throws The forehand is a more advanced throw, but it is necessary even as a beginner so that people can't cheat and just take away your backhand. The key to the forehand is rotation, and this is accomplished through snapping your wrist. For the forehand under 15 yards, there is really no need for anything but wrist. The Grip: Take the first two fingers on your dominant hand and place them next to each other. Put them on the inside rim of the disk so that the first knuckle (closest to your fingernail) of your middle finger is on the inside edge of the rim. Your smallest two fingers are outside the rim. Place your thumb at about a 30 degree angle on the top of the disk. The Preparation: On this throw, the foot placement and movement is important. You want to have your forearm at a 90 degree angle to your body, but straight out from your side (does that make sense?). Step with your dominant leg straight out, and then release. The Release: The way I throw this is to keep my wrist flexible, and start my hips and shoulder torquing forwards. If you keep your hand stationary, your wrist has to flex back. Once this has happened (you've 'cocked it' so to speak) you snap it forward and release. This just takes practice.
Crab or two-handed catch Catching Pancake (or Alligator) This is the most basic of all catches. Ideally it is made so that the disk is coming in towards your body, and one hand is on top of the disk, and one hand is on the bottom of the disk. I'm right handed, and for me the natural hand to have on the bottom is my right hand, and the one on the top is the left. I'll be checking with a left handed player to see if the opposite holds true for them. Almost everyone calls this the Pancake, but I like to call it the Alligator because I like to have my elbows against my body, together, and then my hands about a foot apart. When done this way, it reminds me of an alligators jaws. I like this because if I miss the disk with my hands I have a good shot at trapping it in the 1.5 feet of my arms that follow to my body. Crab or two-handed catch This is the catch where you catch the disk with two hands side by side, normally about 3 or 4 inches apart. If the disk is above your shoulders your thumbs will be facing down with your fingers on top, and if it's below your shoulders your thumbs will be up with your fingers on the bottom. I call this the crab because your hands sort of look like claws, and you're holding them in front of you like a crab would.
Strategies of the game Offensive strategies: One of the most common 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 towards or away from the handler in an attempt to get open and receive the disc. Another popular offensive 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 up field, also lined up across the field. It is the handler's job to throw the disc up field to the cutters. Defensive Strategies: The simplest and often most effective defensive strategy is the one-on-one defense (also known as man-on-man or just man), where each defender guards a specific offensive player. 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
Important Vocabulary Bid: an attempt to catch or block the disc, usually a layout or sky. Break: A break-point is when the team starting on defense causes a turnover and scores. Cherry Picker: Someone who stands near the end zone in hopes of always scoring. D: Refers to a defensive play resulting in a turnover (either a deflection or an interception) Dumping: throw to a person in the dump position (usually an offensive player close beside or behind), used for resetting the stall count to prevent a Turnover or to strategically move the disc laterally across the field. Foot Block: Blocking the throw or deflecting it with your foot. Handler: Either the person currently with the disc or players designated to "usually" have the disc. Layout: A dive to catch the disc. Swing: A throw from one side of the field to the other. Turn: Short for turnover. Up: Yelled by the defense when the disc is thrown by the offense to alert the other defensive players.
Playing Field: Outdoors
Worksheet Fill in the blank with the correct answer The playing field is ____ X _____ yards. Official games are played to ______ points. Ultimate Frisbee combines the elements of Football, ___________ and _____________. The end zones are _____ yards deep. The object of Ultimate Frisbee is to ____________________________________________. Identifying the rules Listed below are rules that may or may not apply to Ultimate Frisbee. If the rule is used in Ultimate then write the word RULE in the line provided. If the rule does not apply to the game, then write the words NO RULE in the line. _______ A disc may be thrown in any direction. _______ One player can guard the person with the Frisbee. _______ The Frisbee can be handed off to a player. _______ A game can be played with any number of players. _______ If a dog enters the field and steals the Frisbee, the game is over. _______ If the defense deflects the disc to the ground they still gain possession of it. _______ If the disc is thrown out of bounds, the team who threw it out gets it. _______ A goal is worth 5 points. _______ Players in possession of the disc may not take any steps, they can only pivot. _______ If a player intercepts the Frisbee, they have to give it back to the throwing team. Why would we do the maximum time aloft drill in class? What would be the purpose of doing the distance throw drill in class? Why would we do Frisbee Golf in class? On the power point we listed two different ways to catch the Frisbee. Please list below those two catches. Please describe in great detail how to perform the two basic throws used in Ultimate Frisbee. Define the eleven terms on the vocabulary slide.
Work Cited History-Rules-Equipment: http://www.whatisultimate.com/history/history_game1_en.html http://www.whatisultimate.com/ Pictures: www.recsports.ufl.edu/.../ultimate.gif http://www.bofh.com/other/ultimate/ultimate.html#basic.throwing