Transcript Ultimate

Ultimate
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Rules to the Game of Ultimate Frisbee
The Field
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A rectangular shape with end zones at each
end. A regulation field is 64 meters by 37
meters, with end zones 23 meters deep.
Initiate Play
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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.
Scoring
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Each time the offense completes a pass in the
defense’s end zone, the offense scores a point.
Play is initiated after each score.
Movement of the Disc
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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.
Change of Possession
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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.
Substitutions
Players not in the game may replace
players in the game after a score and
during an injury timeout.
Non-Contact
No physical contact is allowed between
players. Picks and screens are also
prohibited. A foul occurs when contact is
made.
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.
Self-Refereeing
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Players are responsible for their own foul and
line calls. Players resolve their own disputes.
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.
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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]".
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-ofbounds, 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.
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'.
Layout: a dive to catch the disc.
Sky: leaping and catching the disc at maximum height over an opponent
Pull: the long "kick-off" throw that begins every point.
Hot: an adjective used to describe good play.
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.
Grips and Throws
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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.
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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.