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Ultimate Rules to the Game of Ultimate Frisbee Rules to the Game of Ultimate Frisbee.

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Presentation on theme: "Ultimate Rules to the Game of Ultimate Frisbee Rules to the Game of Ultimate Frisbee."— Presentation transcript:

1 Ultimate Rules to the Game of Ultimate Frisbee Rules to the Game of Ultimate Frisbee

2 The Field A rectangular shape with end zones at each end. A regulation field is 64 meters by 37 meters, with end zones 23 meters deep. A rectangular shape with end zones at each end. A regulation field is 64 meters by 37 meters, with end zones 23 meters deep.

3 Initiate Play Each point begins with both teams lining up on the front of their respective end zone line. The defense throws (“ pulls” ) the disc to the offense. A regulation game has seven players per team. Each point begins with both teams lining up on the front of their respective end zone line. The defense throws (“ pulls” ) the disc to the offense. A regulation game has seven players per team.

4 Scoring Each time the offense completes a pass in the defense’s end zone, the offense scores a point. Play is initiated after each score. Each time the offense completes a pass in the defense’s end zone, the offense scores a point. Play is initiated after each score.

5 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. 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.

6 Change of Possession When a pass is not completed (example out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense. When a pass is not completed (example out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.

7 Substitutions Players not in the game may replace players in the game after a score and during an injury timeout.

8 Non-Contact No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.

9 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.

10 Self-Refereeing Players are responsible for their own foul and line calls. Players resolve their own disputes. Players are responsible for their own foul and line calls. Players resolve their own disputes.

11 Spirit of the Game Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, and the basic joy of the play.

12 Huck: a long throw, generally at least half a field or more. Huck: a long throw, generally at least half a field or more. Hospital pass: a throw that stays in the air for a considerable amount of time, allowing multiple players to get under the disc, and therefore leading to a greater chance of injury. Also used to describe a throw that "dies before it gets there [to the intended recipient]". Hospital pass: a throw that stays in the air for a considerable amount of time, allowing multiple players to get under the disc, and therefore leading to a greater chance of injury. Also used to describe a throw that "dies before it gets there [to the intended recipient]". To turf: to throw the disc downwards, so that it hits the ground shortly after being released. To turf: to throw the disc downwards, so that it hits the ground shortly after being released. The Greatest (or World's Greatest): when an offensive player leaps from an in-bounds position, catches the disc, and releases a throw again before touching the ground out-of- bounds, and that throw is caught by a teammate. It becomes a "World's Greatest" if the person inbounds who caught it is also in the end zone, thus scoring a point. The Greatest (or World's Greatest): when an offensive player leaps from an in-bounds position, catches the disc, and releases a throw again before touching the ground out-of- bounds, and that throw is caught by a teammate. It becomes a "World's Greatest" if the person inbounds who caught it is also in the end zone, thus scoring a point. The Stupidest: A term used for someone attempting (and failing) "The Greatest" while still inbounds. The Stupidest: A term used for someone attempting (and failing) "The Greatest" while still inbounds. Bid: an aggressive attempt to catch or block the disc, usually diving. Bid: an aggressive attempt to catch or block the disc, usually diving. Going ho: the same as a bid. It is short for going horizontal and is a play on words off ho or on the phrase 'gung ho'. Going ho: the same as a bid. It is short for going horizontal and is a play on words off ho or on the phrase 'gung ho'. Layout: a dive to catch the disc. Layout: a dive to catch the disc. Sky: leaping and catching the disc at maximum height over an opponent Sky: leaping and catching the disc at maximum height over an opponent Pull: the long "kick-off" throw that begins every point. Pull: the long "kick-off" throw that begins every point. Hot: an adjective used to describe good play. Hot: an adjective used to describe good play. Swill: a badly thrown pass. Swill: a badly thrown pass. Callahan: When an opposing team's pass is intercepted in their end zone, scoring a point for the intercepting team. Callahan: When an opposing team's pass is intercepted in their end zone, scoring a point for the intercepting team.

13 Grips and Throws Backhand: Most Commonly learned throw and most powerful. Grip: Fingers are curled under the disc's rim, and the thumb is placed on top of the Frisbee to hold it in place. Backhand: Most Commonly learned throw and most powerful. Grip: Fingers are curled under the disc's rim, and the thumb is placed on top of the Frisbee to hold it in place. Throw: The thrower draws their arm across their body to build velocity for the Frisbee. During this movement, the arm straightens out. As the arm becomes straight, the wrist is flicked, to impart spin. After release, the arm usually points towards the target. Throw: The thrower draws their arm across their body to build velocity for the Frisbee. During this movement, the arm straightens out. As the arm becomes straight, the wrist is flicked, to impart spin. After release, the arm usually points towards the target.

14 Forehand: Ultimate Frisbee player's delighted throw. Grip: The index finger is extended and laid against the bottom of the disc to provide stability for the throw, the middle finger is pressed against the rim of the disc, and the edge of the disc is tucked under the thumb. The Frisbee is cocked back at the wrist, and the arm is extended out from the body. Forehand: Ultimate Frisbee player's delighted throw. Grip: The index finger is extended and laid against the bottom of the disc to provide stability for the throw, the middle finger is pressed against the rim of the disc, and the edge of the disc is tucked under the thumb. The Frisbee is cocked back at the wrist, and the arm is extended out from the body. Throw: A flick of the wrist imparts spin off the middle finger as well as some forward velocity. Some snap of the lower arm can provide additional power. After release, your index finger should point to your target. Throw: A flick of the wrist imparts spin off the middle finger as well as some forward velocity. Some snap of the lower arm can provide additional power. After release, your index finger should point to your target.

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