0% found this document useful (0 votes)
19 views

Report Group 2 Frisbee

N/A
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views

Report Group 2 Frisbee

N/A
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

RULES AND

REGULATIONS
OF ULTIMATE
FRISBEE
TART
S
NATURE OF THE GAME

Frisbee is a game played with a flying disc. The objective is


to throw the disc to a teammate or target, such as a goal
or designated area, while opponents attempt to intercept
or prevent successful throws. It can be played casually for
recreation or competitively in organized leagues and
tournaments. Frisbee emphasizes hand-eye coordination,
agility, and strategic teamwork.
FACILITIES
AND
EQUIPMENT
PLAYING FIELD
The playing field is a large rectangular field that is
70 yards long and approximately 40 yards wide.
Each end of the field has an end zone that is 25
yards long, after the goal line. The game can of
course be played on a smaller field.
XT
NE
FRISBEE

The frisbee is a disc-


shaped glider that is
generally made of
plastic with a
diameter of 20- 25cm
and a weight of 17
grams (Official Size).
NEXT
FOOTWEAR
The footwear used depends on the type of ultimate you
are playing. If you play traditional ultimate (on the field)
you need cleats (trainers with cleats), if you play indoor
ultimate you need indoor trainers, and if you play beach
ultimate you don´t need trainers.
XT
NE
OUTDOOR
INDOOR
OTHER
ULTIMATE
GAMES

1 Indoor Ultimate
2 Beach Ultimate
3 Ice Ultimate
4 Intense Ultimate
NEXT
GAMEPLAY
AND RULES
TEAMS AND PLAYERS

There are two (2) teams, each with an equal


number of players, normally seven (7), but
the size can change. In mixed Ultimate
Frisbee, at least three (3) members of each
gender must be on the field at all times.

NEXT
LENGTH OF GAME

A game of ultimate frisbee lasts for 40


minutes consisting of two 20-minute halves
with a 5-minute half time. Time is continuous
for each half, except when there is an injury
time-out or a team calls time-out.

NEXT
INITIAL PLAY

Teams begin by lining up in front of their


respective end zone line. The defense team
throws (“pulls”) the frisbee to the offense
team.
XT
NE
SCORING

Each time the offense completes a pass in the


defense’s end zone, the offense scores a
point. After each score, teams start again at
the end zones, but in the other part of the
field.
XT
NE
MOVEMENT OF THE DISC
Players may pass the disc in any direction. However, once
players have the disc, they must stop and cannot run with
the disc (you can pivot - one foot planted). The thrower, or
the person with the disc, has ten seconds to pass it. The
marker, or the defender guarding the thrower, counts the
stall, meaning he or she counts to ten. If the thrower is
unable to pass within 10 seconds, the team loses possession
of the disc, and the other team begins at the same spot.
NEXT
TURNOVERS

When a pass is not completed: the disc is out


of bounds, dropped (touches the ground),
blocked, intercepted; or the thrower doesn´t
pass the disc in ten seconds. When this
happens the defense immediately takes the
possession of the disc.
NEXT
TIME-OUT

Each team is permitted one time-out per half, each


lasting for one minute to two minutes. Time-outs may be
called by either team after a goal and before the ensuing
throw-off. A team must be in possession of the disc in
order to call a time-out during play. There is no time-out
during overtime.
XT
NE
FOULS, VIOLATIONS
AND INFRACTIONS

Ultimate is a non-contact sport. Physical contact it is not


allowed.
The marker may not come closer than one disc diameter to the
thrower (arm-distance class).
The marker may not hit or grab the disc out of the hand of the
thrower. They may however try to block the disc with their
hands or feet after it is thrown.
XT
NE
FOULS, VIOLATIONS
AND INFRACTIONS

The thrower may not be defended by more than one


player at the same time.
If opposing players catch the disc at the same time,
the offensive player gets the possession.
Picks and screens (when a player prevents another
player from moving) are also prohibited.
XT
NE
SELF-REFEREEING

There are no referees. The players are


responsible for making their own foul
and line calls. The “Spirit of the Game”
places the responsibility of fair play on
every player.

NEXT
SUBSTITUTION

Players can be replaced after a score


(as many players as they want) or when
an injury happens (the game is
stopped).

NEXT
BASIC
SKILLS IN
FRISBEE
BACKHAND PASS
Grab the frisbee with the thumb on the top part and
the other four fingers in the bottom part. You can also
put your index finger along the edge (or rim) to guide
it.
Stay perpendicular to your target.
Bring the frisbee back to your left side (if you are right
handed) between your shoulder and your waist.
BACKHAND PASS
Move your arm forward (the elbow is slightly bent)
while you move your weight from the back foot to the
front foot.
At the end, as you release the frisbee, you have to
snap your wrist.
Finish the movement pointing at your target with your
arm.
FOREHAND PASS
Grab the frisbee with two fingers in the bottom part
(index and middle finger), underneath the rim
(together or separate), and the thumb on the top.
Place the frisbee perpendicular to the ground, and on
the same side you are grabbing it.
Bring the frisbee back around waist level with your
elbow bent.
FOREHAND PASS
Move your arm forward (the elbow is slightly bent)
while you move your weight from the back foot to the
front foot.
At the end, as you release the frisbee, you have to
snap your wrist.
Finish the movement pointing at your target with your
arm.
ADVANCE PASSES

HUCK
A long pass that is often nearly the full length
of the pitch and high to a tall player in the
endzone.

XT
NE
ADVANCE PASSES

HAMMER
A hammer is an advanced frisbee throw that goes
upside down and is thrown overhand. Hammers are
bending throws which means the aim has to be
adjusted for, so it bends into the target just like all
other bending throws.
XT
NE
ADVANCE PASSES

SCOOBER
A Scoober flies similarly to a Hammer throw, with
much less power, so it's intended to be used for
when your teammate is close. The release angle and
height will vary, but you will always want to snap your
wrist to make sure there is spin on the disc
XT
NE
ADVANCE PASSES

THUMBER
If done right the disc will fly through the air at a slight
angle and slowly work its way horizontal causing it to
land landing upside down, like a hammer. Mostly
used for medium range.

XT
NE
PANCAKE OR
SANDWICH
CATCH

To catch the disc


with two hands.
This is the best
type of catch.

NEXT
ONE-HANDED
OR LOBSTER
CATCH

To catch the
frisbee with one
hand.
THANK
YOU FOR
LISTENING!

You might also like