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Physical Education ALTERNATIVE SPORTS 3 ESO

3.- ULTIMATE

3.1.- HISTORY OF FLYING DISC AND ULTIMATE

Ultimate, as with all disc sports, would not exist without the invention of the flying disc, or "Frisbee," as it is
commonly known. The first known contemporary tossing of a "disc" was by Yale University (USA) undergrads in the
early 20th century. The Yale campus was in close proximity to Connecticut's Frisbie Pie Company, whose pies while
being a popular treat in themselves were sold in metal tins that would hold flight when thrown over a very short
distance. The now-popular pastime of "tossing the disc" remained in obscurity until the invention of a plastic flying
disc by Fred Morrison in 1948, which was much more durable and flight-worthy than anything made of wood or
metal. This invention led to the first mass-produced disc, called the "Pluto Platter," made by the Wham-O toy
company beginning in 1951. The year 1954 saw the first recorded competition using a flying disc when Dartmouth
University (USA) students organized a tournament for the disc sport known as "Guts." A year after the Frisbie Pie
Company's closing in 1958, Wham-O, based in California, USA, registered the name "Frisbee" as a name for its flying
disc products. This trademark was reportedly the result of the predictable nickname that students at Yale and
Harvard had given to the new toys.

The Ultimate Frisbee history begins with Joel Silver, in 1968, who introduced his idea to the Columbia High School
student council in Maplewood New Jersey, USA. . The following spring, a group of students got together to play what
Silver claimed to be “the ultimate sports experience: someday people all over the world will be playing this game”.
Thirty years after Silver’s prophetic words, Ultimate is played in 42 countries, with programs in Sweden, Norway,
and Japan receiving government funding. It is estimated that at least 100,000 people play the sport worldwide,
about half in the United States. While the rules governing movement and scoring of the disc have not changed
through Frisbee History, the early Columbia High School games had sidelines that were defined by the parking lot of
the school and team sizes based on the number of players that showed up. Gentlemanly behavior and gracefulness
were held high. (A foul was defined as contact "sufficient to arouse the ire of the player fouled.") No referees were
present, which still holds true today: all ultimate matches (even at high level events) are self-officiated. At higher
levels of play 'observers' are often present. Observers only make calls when appealed to by both teams.

3.2.- ULTIMATE: THE CONCEPT

Sport which objective consists in scoring more points than the opposing team passing a
Frisbee or flying disc by receiving it in the goal zone. It is not allowed to walk carrying
the Frisbee in the hands or making contact with the player in possession of it.

It is considered the sport of fair play, considering that it is played without referees.

3.3.- The FRISBEE (FLYING DISC) and the ULTIMATE FIELD:

The Frisbee or Flying Disc:


Physical Education ALTERNATIVE SPORTS 3 ESO

3.- ULTIMATE

3.4.- RULES OF ULTIMATE

Introduction to Ultimate Rules:


Ultimate (often called Ultimate Frisbee in reference to the trademarked brand name) is a non-contact team sport
played with a 175 gram flying disc. The object of the sport is to score points by passing the disc to a player in the
opposing end zone, similar to an end zone in Rugby or American Football. Players may not run while holding the
ultimate disc. Ultimate is distinguished by its spirit of the game—the principles of fair play, sportsmanship, and the
joy of play. Ultimate is a very fast passed game that definitely requires endurance. Each team has seven players, the
disc may only be advanced by completing passes to other teammates. There is no limit to the number of passes that
can be thrown, the disc can be passes forward or backwards, and possession is maintained as long as the disc is in
the air and not intercepted by the opposition. If the team with the disc drops it or has it batted down, it is an
immediate change of possession and directional play. The game begins with a "pull" ( a player throws the disc off to
the other team, much like the kickoff in American Football ) and after each score, teams switch ends and the scoring
team throws off to the other team.
Progressing:
The Ultimate disc or Frisbee can be thrown in any direction and will remain in the offenses
position as long as it is caught by another offensive player on the same team before it hits
the ground or is intercepted. After catching a pass, a player is required to come to a stop as
quickly as possible, and then can only move their non-pivot foot. Once the disc is caught,
the player holding the disc must come to a complete stop as quickly as possible and can
only move on a pivot. If the player with possession of the disc is able to throw the disc
before being able to come to a complete stop that is acceptable, as long as it's within a few
steps. This constant motion of the disc allows the opportunity for the "Greatest" rule
possible. A "Greatest" occurs when a player jumps from within bounds to catch a disc that
has passed out-of-bounds, this is also known as an "ultimate play". The player must then
throw the disc back in-bounds before his feet or any other part of his body touches the
ground. The thrower may only catch their own throw if another player touches it in the air.

Stall Count:
The 10 second “stall” count can begin once an Ultimate player gains possession of the disc. The count can only be
enforced if a defender is counting it out loud. Otherwise the offensive player with possession of the disc may hold
onto the disc without passing it indefinitely. If a defensive player switches out with whomever was currently
defending the player holding the disc, the stall count must start over.

Scoring:
A point is scored when a player catches a pass in the end-zone his team is attacking. After a point is scored, the
teams exchange ends. The team who just scored remains in that end zone, and the opposing team takes the opposite
end zone. "Losers walk." Play is re-initiated with a pull by the scoring team.

Change of possession:
An incomplete pass results in a change of possession. When this happens the defense immediately becomes the
offense and gains possession of the disc. The game continues from the place which the Ultmate disc stoppped or the
place where it went out of bounds. Play does not stop because of a turnover.

Reasons for turnovers:


 Stall — a player on offense does not release the disc before the defender has counted out ten seconds.
 Throw-away — the thrower misses his target and the disc falls to the ground.
 Drop — the receiver is not able to catch the disc.
 Block — a defender deflects the disc in mid flight, causing it to hit the ground.
 Interception — 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 out
of bounds or leaps from outside the playing field.
Physical Education ALTERNATIVE SPORTS 3 ESO

3.- ULTIMATE

Pull:
To begin play the ultimate players from each team line up on
their end-zones, and the defense team pulls (throws) the disc
to the other team as a "kick-off". Pulls are usually long throws,
and they are thrown in efforts of giving the offensive team poor
field position and a to make it easier for the defense to get
down the field to stop advances of the disc.

The pull is often started by a member of the defending team


raising one arm with the disc to show that they are ready to
pull the disc and begin play and announces "Ultimate!" The
team that pulls to start the game is usually decided in a coin
toss. Instead of using a coin often an ultimate Frisbee disc is
used.

The Check: Whenever play stops during a point for a time-out, foul, violation, contested turnover, specified
turnover, contested goal, technical stoppage, injury stoppage, or discussion, play must restart as quickly as possible
with a check. To restart play the defender must touch the disc, and the thrower must call “Disc In”.

Travel: When a player catches the disc, they must establish a “pivot” (one spot of the thrower’s body, generally the
foot, that remains on the ground). If that pivot is ever lifted completely off the ground or slid along the ground
before the disc is thrown, it is a travel.

Double Touch: When attempting a pass, if the thrower catches the disc after release and before being the disc
contacted by another player, it is Double Touch.

Handing the disc: Teammates cannot simply grab the disc out of throwers hands. The disc must leave throwers
hands and fly before it is touched by another player.

Disc Space: The marker’s arms, hands or torso should not be within a disc diameter of the thrower’s torso.

Picking: A pick occurs when an offensive player moves in a way that it prevents their defensive player from
guarding them.

Fouls: A foul is the result of contact between ultimate players, although incidental contact (not affecting the play)
does not constitute a foul. When a foul disrupts possession, the play resumes as if the possession were retained. If
the ultimate player committing the foul disagrees with the foul call, the disc is returned to the last thrower.

Playing time, time outs and half-time: Each team is allowed two time outs per half. The halftime break occurs
when one team reaches the half-way marker in the score. Since most ultimate games are played to 17 points, the
number for half-time is nine. For instance, if the game is to 13, half comes when one team scores 7.

Substitutions:
Teams are allowed to substitute players after a point is scored or for an injured player after an injury time out.

Refereeing:
Players are responsible for foul and out of bounds or scoring line calls. Players resolve their own disputes. This
creates a spirit of honesty and respect on the playing field. It is the duty of the player who committed the foul to
speak up and admit his violation. If a dispute arises concerning an infraction or the outcome of a play (e.g., a catch
where no one had a good perspective), and the teams cannot come to a satisfactory resolution, play stops, and the
disc is returned to the thrower and put into play with a check, with the count reached plus one or at six if over five.
Occasionally, official observers are used to aid players in refereeing, known as observers.
Physical Education ALTERNATIVE SPORTS 3 ESO

3.- ULTIMATE

3.5.- SPIRIT OF THE GAME

Spirit of the Game is one of the core elements in flying disc sports. It is similar to fair play and sportsmanship, but
there is a much higher emphasis put on it in Ultimate. It is summarised in this preamble to the rules of play:

“All players are responsible for administering and adhering to the rules. Ultimate relies upon a Spirit of the Game
that places the responsibility for fair play on every player. It is trusted that no player will intentionally break the
rules; thus there are no harsh penalties for breaches, but rather a method for resuming play in a manner which
simulates what would most likely have occurred had there been no breach.

Highly competitive play is encouraged, but should never sacrifice the mutual respect between players, adherence to
the agreed-upon rules of the game, or the basic joy of play.”

Actions such as intentional fouling, cheating, dangerous plays, disrespectful conversations, and other ‘win at all
costs’ behaviour are contrary to the Spirit of the Game. Often a player is in a position where it is to his/her
advantage to foul or commit some violation, but that player is morally bound to abide by the rules. The integrity of
the sport depends on each player’s responsibility to uphold Spirit of the Game, and this responsibility should not be
taken lightly.

As Ultimate is a self-refereed sport, maintaining Spirit of the Game is essential. PLAYERS MUST KNOW THE RULES,
be fair-minded and truthful, explain their viewpoint clearly and briefly, allow opponents a reasonable chance to
speak and resolve disputes as quickly as possible, using respectful language.

1. The Golden Rule: Treat others how you would want to be treated. Opponents
should treat each other with respect and give the benefit of doubt if any dispute
occurs.

2. Stay In Control: This game requires one to contain their emotions, tame their
temper and modulate their voice in times of disputes. Always bear in mind that it
takes just one aggressive action or comment to start ruining a game.

3. Do Not Retaliate: It is vital not to react negatively or retaliate when you are fouled or verbally abused. And while
it can be hard to keep one’s emotions in check when wrong has been done to you, there are avenues to resolve
issues such as bringing up the matter with the captains, tournament director, or to even lodge a formal complaint
with the governing body. However, if you retaliate, then a complaint may be filed against you instead.

4. Breathe: After receiving a hard foul, simply take a few steps back and breathe. In the heat of competition,
emotions can run high and the desire to win can drive us to forget the Spirit. So give yourself some time to cool off,
get some perspective, and concentrate on playing a good and clean game rather than winning at all costs.

5. Play Fair: Having good sportsmanship is a key quality amongst Ultimate Frisbee players. If you do the right
things and practice fair play, then you will find that both teammates and opponents respect you and appreciate
playing with you.

6. Show Your Appreciation: This can be hard sometimes but you will be surprised what a simple compliment can
do. Instead of blaming your teammate for that lost goal, a bad pass or failed catch, try to encourage them instead.
This will do a lot more good than criticising or complaining.

7. Have Fun: Always remember that more than winning, it’s about enjoying the sport, playing the game the right
way, making friends, keeping fit, and improving your Ultimate Frisbee skills game by game.
Physical Education ALTERNATIVE SPORTS 3 ESO

3.- ULTIMATE

3.6.- BASIC TECHNIQUE


(-1-)
3.6.1.- Disc Grips

Backhand Basic Grip (1): It is


characterised by the index finger of the
throwing hand being placed along the
outside rim of the disc. The thumb is
over the disc, and the rest of the fingers
are gripping the rim tightly.
(-2-)
Backhand “V” Grip (2): The index finger of the throwing hand being placed along
the outside rim of the disc. The thumb is over the disc, and the middle finger of the
throwing hand extended towards the centre of the disc.

Forehand Pinch Grip (3): Pinch the rim with thumb and index finger, then close
the fist with the rest of fingers. Like the backhand, the thumb should be used to
grip the disc tightly. This will give better spin and more control.

Forehand Extended Grip (4): The first has the index finger next to
the middle finger and hard up against the rim. This grip increases (-3-)
power but there is a loss of control as there is no finger to support the
disc.

Hammer Grip (5): These are essentially the same as for the forehand,
and so there are no separate diagrams for them. The significant
difference is that the hammer throw is released upside-down, so that
support underneath the disc is not as important as for the forehand. A
tight grip with the thumb is important, since it is the digit which is
doing the supporting.

(-5-) (-4-)

3.6.2.- Throwing the disc

To perform any type of throwing, spread your feet apart to give you a wide base of support, and bend your knees
creating a stable base to ease the movements of the trunk. We should lean the weight of our body on the leg of the
throwing side.
Physical Education ALTERNATIVE SPORTS 3 ESO

3.- ULTIMATE

Basic or backhand throws: The easiest and probably most commonly used throw. It is the most generic and natural
way to throw a disc. You will put four fingers in the cup of the disc with your thumb on top. If you are a righty you
would stand straight up, twist to the left, bend your wrist and elbow in front of you so they are in front of the disc.
Then un-do all of that in one steady motion releasing the disc. Try to keep the disc as level as possible and to give it
spin. Remember that most of the spin comes from bending your wrist then snapping it. I exaggerated the throw by
pulling back far and extending my arm after the throw to help show the motion. As you get better you will use less
wind-up and less extension. Backhand can be used for short, medium, and long-range passing.
http://ultimatefrisbeehq.com/ultimate-frisbee-throws/
Straight throw Float throw Curved throw

Forehand (Flick): A flick is easy, but takes some practice and commitment. This is the most efficient throw in
Ultimate because it uses the least amount of energy and can be thrown in milliseconds. Put 2 fingers (Pointer &
middle) under the disc and your thumb on top. Throw as if you were trying to skip a flat rock on water. Keeping the
disc parallel with the ground is really important. The key element to the flick throw is the spin you put on the disc.
Do this by pulling your wrist as far back as it will go and snapping it forward while bringing your arm through the
motion. The disc should wrap around and “fling” off your two fingers. I guarantee it will take a few hundred tries to
perfect. It will be worth the time. We have an entire page dedicated to teaching beginners how to flick. Good for
short, medium, and long range.
Physical Education ALTERNATIVE SPORTS 3 ESO

3.- ULTIMATE

Hammer throw: Very useful when the time is right. The hammer throw can be lofted over the
defense and landed directly onto the intended teammate. It is also good when someone is
marking you hard and nearing the end of the stall count. You can easily throw is over the marker
if need be. To throw a hammer (righty) simply pretend like you are throwing an axe. First, hold
the disc with your pointer and middle finger on the inner side of the disc, your thumb on the
other side. Tilt the top of the disc slightly to the left side to give it an angle. Pull back and release
the disc when it gets even with your forehead, keep your elbow bent at all times. If done right
the disc should start out tilted and slowly turn upside-down. The disc should land completely
upside down on its face because it makes it more predictable and easier to catch for you
teammate. If the disc corkscrews then you are probably throwing at too much of an angle for
that particular distance. You should use less tilt for far ranges and more for short ranges. Good
for all ranges but works best at medium-range.
Other pinch throws…
Between the legs

Backwards

3.6.3.- Receiving the disc

Catching is often a technique that is taken for granted Two-handed catching:


as compared to throwing. However, for anyone to be a Much like it’s name, this
good Ultimate Frisbee player, they’ll need to be technique calls for the use
proficient in both aspects of the game. There are two of both hands to capture
basic catching techniques that every Ultimate Frisbee the disc. They are very
player must master - the two-handed and one-handed helpful especially for
catch. Before reading further, always keep the most throws that are just below
important rule of catching in mind: Always keep your the knees, just above the
eye on the disc and the people around you. head or those that are
One-handed catching: These are useful for throws about a foot either side of
around the ankles, well above the head, or far to either the body. They are also
side that require you to stretch more. An example very versatile with many
would be when the disc is skied way above receivers styles.
and defenders heads in the air. Here’s a tip. When the Receiving a low disc
disc is above the elbow, catch it with your hand thumb
down, otherwise execute it thumb up.

(thumb up)
Receiving a high disc

(thumb down)

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