The Basics of Ultimate
Who catches a disc better than anyone? Dogs.
And they don't even have thumbs. It goes to show, a long history of
taking part in team sports and being a jock isn't necessary to be an
Ultimate player. As even the briefest exposure to the game
demonstrates, running, throwing, and catching are the key physical
skills that make a good Ultimate player. An understanding of strategy
and positioning are the most important mental aspects of the game.
Both sides of the game can be learned easily
with practice. The best way to gain those skills is through exposure to
the game. Taking the opportunity to join pick-up games often means
getting to play with some experienced players. Some cities will even
offer skills clinics which is an invaluable way to receive top-notch
coaching.
Running
A disc is like a pair of scissors. You're
not supposed to run with either. There's still a lot of running in
Ultimate however. So, don't blame anyone if you start feeling fitter
and your clothes are getting baggy.
Offensive players are constantly on the look
out for open areas to provide the thrower, known as the "handler", with
targets. This means sudden changes in direction, speed and angle -
"cuts" - to break away from their mark (i.e. the defensive player
covering them). Defensive players are reacting to those cuts and
anticipating the next move. When on offense try and think ahead and
plan your cuts. If you find one that works against a particular check,
don't be afraid to exploit it a few times until they catch on. When on
defense try to anticipate where your check might go so you can prevent,
intercept, or block the throw.
Unlike other sports, particularly
basketball, you cannot use any other player on the field to impede the
progress of your check. This is called a "pick". This rule is designed
to prevent injuries. Even an unintentional pick can result in
high-speed collisions between players. It's of the utmost importance to
make sure that everyone on your team knows how to spot and avoid picks.
One of the reasons there's a lot of running in Ultimate is that
"turnovers" occur. This means that during the course of uninterrupted
play you may switch from being on offense to defense a number of times.
When a turnover occurs, yell "Turnover" or "TO" nice and loud so that
the rest of your team can change from offense to defense quickly. If
you are on offense when the turnover occurs and you are unsure where to
go - just stick with whoever is checking you. Also make sure that there
are at least as many players from your team as your opponents' between
you and your end zone. If not, fall back and check the unguarded player
closest to the end zone. A simple way to remember this is with the
following phrase: "always take the runner" (unguarded player).
Throwing
There are more ways to throw a disc than you
ever imagined. A general rule of thumb is: the sillier the name of the
throw - the stranger the technique required. Most of the time, however,
you will rely on three kinds: the forehand or "flick", the backhand,
and hammer. The backhand is the throw everybody used since day one to
chuck a disc around on the beach. The hammer is an upside-down
forehand. The forehand is the most improbably combination of physics
and goofy body language ever invented. After about a million throws
you'll start to feel like you don't look somewhat silly when you throw
a forehand. Don't get your hopes up.
However, long before then you'll have
developed a forehand throw that actually works. Remember that spin is
the most important factor in a disc's flight and try a lot of
different, subtle variations. Everybody's got their favorite tip or
technique which they will be more than happy to share. Ask around and
find out what works for you.
Catching
For most catches below your shoulder and
above your knees the "pancake" catch is your best bet. Simply trap the
disc between your palms when it approaches. For more extreme situations
two or one-handed rim catches are required. Try to practice one-handed
and wrong-handed catches when warming up or doing drills so that you
are always improving your hand/eye coordination.
Remember to watch the disc all the way into
your hands and make sure you have caught it before turning and looking
for the next receiver. Another important pointer is to never give up on
a disc. Catches that seem improbably are often quite catchable if they
start to hand in the air due to wind or flight angle.
However, do not crash into other players in
an attempt to perform a leaping catch. A rule called the "principle of
verticality" stipulated that each player is entitled to the space above
his body. Nor can you hipcheck another player or hold them down to
prevent them from jumping up to catch the disc. Anything beyond the
most incidental contact between players is a foul in Ultimate (unless
there's tickling involved).
What Happens During a Game
Captains from each team flip a disc
simultaneously. A captain or third player calls "Same" or "Different"
before the discs hit the ground. If the player's call is correct then
his/her team has the choice to throw or receive the first "pull", or to
choose which end zone they would like to defend for the first point.
Generally speaking, choosing to receive the pull is the most logical
choice. The team which loses the flip takes the remaining option.
Each team lines up seven players on their
respective goal line. The pulling team must stay on or behind their
goal line until the pull occurs. The receiving team must stand on the
goal line and maintain their positions relative to each other until the
pull is thrown - to make it easier for each member of the pulling team
to figure out who they will check. If you hear the call "Hold your
line" it means that a receiving team is shifting positions on the line
prior to the pull.
When the pulling team is ready to begin
play, the puller holds the disc above his/her head. When a member of
the receiving team holds their hand above their head to signal
readiness, the pull can be thrown.
So, everybody is in position, smiling, and
ready to go. The pull is thrown, the disc sails gracefully towards the
other end zone - a shining miracle of aerodynamics - and the pulling
team runs down the field to pick up their checks and another game of
Ultimate is underway. Now the fun really begins.
On the pull, the receiving team does not
have to catch the disc to take possession. It can simply be allowed to
land. However, whoever touches the disc first ( either by catching it
or picking it up from the ground) must be the first handler. Usually a
receiving team will designate a player to be the handler before the
pull, to minimize confusion. If the disc hits the ground and begins
rolling, any player on the receiving team can stop its progress without
having to become the handler.
Because you can't run with the disc once
caught, players must establish a pivot foot when they are in possession
of the disc. Usually, if you are right-handed it will be your left
foot, and vice versa for lefties. You can't drag or lift your foot
until you have thrown the disc. If you do so, it's a "traveling"
violating.
Unless you are very confident that you're
going to catch it, let the disc hit the ground. This is very, very
important! If you try and catch the disc, and fail, bobbling the disc
and dropping it, then a turnover occurs (usually just a few meters from
your end zone). Which wouldn't be so bad if not for the fact that every
person who saw the event will probably mock you mercilessly, your team
will be a tad disappointed, and you'll have to think up a lame excuse
on short notice. You have been warned!
In the event that the disc flies out of
bounds and is caught before touching the ground, the receiving team
must begin on the sideline at the point where the disc went out of
bounds.
If the disc flies out of bounds and last the
most common choice is invoke the "Middle" rule. This means that before
the disc hits the ground someone from the receiving team raises his arm
and calls "Middle". This allows the receiving team to begin play in the
middle of the field at the point where the disc crossed the sideline.
If the disc lands in the end zone, then the
receiving team can begin play immediately from within the end zone, or
walk the disc to the goal line, touch it to the ground, and begin play
from that point. You cannot decide to begin play from the goal line,
and then change your mind and throw the disc prior to reaching the goal
line.
If the disc remains airborne and flies out
the back of the end zone, it is considered a "Brick" and play is
initiated in the middle of the field, three meters forward of the goal
line.
After the initial pull the receiving team
becomes the offense. The offense will usually try to form "stack". When
you first begin playing, a stack will seem far too pre-meditated and
the best option will seem like running willy-nilly around the field.
The sooner your team can shake themselves of this misapprehension the
better. Scrambly play may seem to work at the beginner level, but it
will quickly prove ineffective against more experienced teams.
When forming a stack the offensive players
should get to the stack as quickly as possible, form a straight line
between the thrower and the opponents' end zone, and take their rest in
the stack rather than jogging to the stack. This reduces "clogging".
Clogging is a situation where potential receivers are stationary and
occupying the "flat" (an open area where the thrower could complete a
pass to them).
Generally, one side of the field will be
open to receivers because the person checking the thrower, the "marker"
is "forcing" (favouring one side of the thrower to force them to throw
to one area of the field) as he/she calls out the "stall count". As a
rule, try to decide which side your team will force to (usually
designated as "home" or "away") for the duration of the point so that
your players can anticipate where to mark if their player catches the
disc, and what area to guard when their check is cutting for a pass.
The marker counts (at one second intervals)
"Stall one, Stall two, ... up to "Stall Ten". If the marker reached
Stall Ten (as soon as he/she begins to speak the word) before the
thrower initiates the pass then a turnover occurs.
A fast count is not only against the rules,
it's very tacky. And who wants to be tacky? In the event of a fast
count by the thrower, two seconds are deducted from the count and play
is continued without interruption. A second fast count call results in
a foul. The disc is checked and the count is reset to zero.
The key points for marking are: the marker
must be closer than three meters (before initiating the stall count)
but no less than one disc width from the thrower, they cannot straddle
the thrower's pivot foot, and they cannot prevent the thrower from
pivoting. Only one person can mark the handler at any one time.
In a perfect world, the handler completes
his pass, runs to take his position in the stack, and the process
repeats as many times as necessary to get to the end zone and score.
Usually, however, there will be a turnover before a point is scored and
it's time to switch from offense to defense, or vice versa. Once a
point is scored, the teams swap ends and the scoring team pulls to
restart play.
How to Score
To gain points in an Ultimate game you have
to have a member of your team catch the disc in the "end zone". If
you're close to the end zone and you catch the disc... Stop! If your
team-mates are yelling at you to "Check Feet!" you're probably in the
end-zone. The reason for their insistence if that if you pass the disc
inside the end zone, and the receiver fails to catch the disc, no
points are scored and a turnover occurs.
If you decide that you are outside the end
zone, continue play. If your are in the end zone, stop play and prepare
to smile graciously as everyone compliments you on your skill, luck,
timing, good looks, or combination thereof. If you catch the disc, and
your momentum carries you into the end zone, go back to the place where
you caught the disc and resume play. You cannot intentionally tip or
deflect the disc forward into the end zone (or any part of the field
for that matter) and then catch it, although unintentional bobbling to
control and catch the disc is allowed.
When a point is scored, it is the only time
during the regular play that substitutions can occur, unless the
substitution is to replace an injured player. You can't change the line
on the fly as in hockey or when a time-out is called.
So that's Ultimate in a nutshell. It's about
fun, friends, and chasing a piece of flying molded plastic around the
sky until your tongue is dragging on the field --just so that you can
make up a song about the whole experience.
References: The Vancouver Ultimate League: http://www.vul.bc.ca