Ultimate Frisbee in 10 Simple Rules

1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.

2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
4. 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.
5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
8. 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.
9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

Terms of Ultimate

air bounce: a backhand or forehand throw that is aimed slightly downward, but is buoyed by a cushion of air.

backhand: a standard throw; right-handed player places thumb on top of disc, curls fingers underneath, extends arm to left side of body.

bid: an impressive (but failing) diving attempt to catch the frisbee. Often used in a positive way, ex. "Nice bid"

blade: a forehand throw that goes high in the air and curves left; an extreme version of the reverse curve.

chilly: slow it down, be patient, wait a moment for the game to get reorganized again.

clog: to prevent good cuts by standing in the way of your teammates.

corkscrew (see "hammer") like a hammer throw but the frisbee is held in a backhand grip rather than a forehand grip, so the frisbee flattens out and curves the opposite way from the hammer.

cut: a run by a receiver to shake his defender.

D: defense

deep: a receiver who cuts for hucks.

disk in signals that the disk is in play.

force guarding on only on one side of the thrower to make them throw to the other side. The direction you want them to throw is the direction of the force.

Types of Force:

Force In: force to the middle of the field Force Out: force to the outside of the field Force Sidelines: force to the near sidelines Force Home/Away: force to the home or away side Force Forehand: force the thrower to use a forehand throw Force Backhand: force the thrower to use a backhand throw

forehand: a difficult but useful throw; thrower leads with middle finger along rim, with index finger supporting disc; looks similar to a sidearm pitch in baseball; also called a flick.

hack: a foul.

hammer: an overhead throw with a forehand grip in which the frisbee is relesed at an angle so that it flattens out and flies upside down.

handler: one of a team's primary throwers.

high release: a backhand throw held and released over the thrower's head; very difficult to block.

huck: a long throw; equivalent to a bomb in football.

inside out: as a backhand, a throw to the right that curves left; as a forehand, a throw to the left that curves right.

layout dive!!! "If you didn't catch it, you should have laid out"

mid: a receiver who cuts for shorter passes than a deep.

O offense

pick an intentional or unintentional block (like basketball) where a player gets between you and the player you are covering

pull like a kickoff in football, the throw that begins the possession.

reverse curve: as a backhand, a throw to the left that curves right; as a forehand, a throw to the right that curves left.

run through what you shout to tell another player to run past the disc without picking it up

scoober: a fast, difficult-to-intercept throw; similar to a hammer, a scoober is held overhead, but with a backhand grip.

sky jumping to catch the disc

stack offensive strategy in which all the players line up down the middle of the field and alternately make cuts to the side.

stall count The defensive player counts up to 10 while defending the offensive player. The offensive player must throw the disc before the 't' of ten otherwise it's a turnover.

swill: a bad throw.

up! what you shout to alert players that the disk is in the air

Horseshoe Pitching

Court Layout

  • 50 ft in length
  • 10 feet in width
  • Two pitchers boxes, each 6 feet square
  • Pins are located in the center of each pitching box
  • Pins are 40 feet apart for men
  • Pins are 30 feet apart for women, juniors, handicapped, and men over 70
  • Foul line for pitchers is three feet in front of the pin
  • Foul line for shoes is 10 feet in front of the pitchers foul line

Pitcher’s Box

  • Six feet square
  • Sand, clay, synthetic substance throwing area must be a minimum of 43 inches long and 31 inches wide. Maximum are of 72 by 43 inches
  • Depth of throwing area is 4 inches
  • Pitches will stand in the remaining area which must be at least 18 inches wide, level with each other and the opposite pitchers box, and should be level with the surrounding surface
  • Contents around the stake must be level in the box before play begins
  • Players may not touch the material within the scoring radius of the stake without consent from an official or the opposing player

Penalty Forfeiture of next two shoes

Stakes

  • 1 Inch in diameter
  • No less than 14 inches high and no longer than 15 inches high
  • Stake should have a 3 inch incline toward each other
  • If a stake should break the game will end from the previous inning and the stake will be replaced

Foul Lines

  • Three feet in front of each stake for the people pitching the shoes
  • When pitching the pitcher must stay behind the foul line until the shoe has been released

Player Conduct

  • No contestant, while the opponent is pitching, shall make any remark, nor utter any sounds, nor make any movement that may interfere with their opponents pitching

Penalty First and second offense result with a warning while the third offense results in an automatic forfeit

  • No contestant shall move his own or opponents shoe or shoes until winner of points has been agreed upon
  • No contestant shall be informed of position shoes prior to the end of the inning

Choice of Pitch

  • You may pitch from either side of the pin but you must pitch both shoes from that side during that inning
  • Any shoe that crosses the foul line shall be ruled pitched
  • Contestants may switch shoes after the inning unless one breaks, then shoes may be switched during the inning
  • If it is discovered that a person has pitched an opponents shoe, that inning will be played over

Foul Shoes

  • Foul shoes include:
  • Shoes that fail to land in the fair area of the opposing pitchers box
  • Shoes that bounce from foul territory into the pitchers box
  • An shoe that strikes a previously defined object
  • Any shoe pitched while the pitches foot is on or over the foul line
  • Any shoe declared foul should be immediately removed from the pit
  • If a foul shoe disrupts the position of a fair shoe, the foul shoe is removed and the other shoes stay as they are

Official Shoe Size

  • 7-1/4 inched in width, 7-5/8 inches in length, and weigh no more than two pounds, ten ounces
  • The opening of the shoe should be no more than 3-1/2 inches

Practice shoes

  • Four practice shoes once everyone is ready to play

Cancellation Scoring

  • Closest shoe = 1 point
  • Two shoes closer than opponents = 2 points
  • One ringer = 3 points
  • Two ringers = 6 points
  • One ringer an closest shoe = 4 points
  • Two ringers to opponents one = 3 points
  • Leaner shoe has no value over a shoe which is touching
  • Equals count as ties
  • Player scoring points in the previous inning will go first the next inning, If no score players should alternate turns

Horseshoe Court Layout