CHRISTIAN SPORT CONTACT

Frisbee Games

Introduction

The aim of this booklet is that it shall be used in Christian Sport Contact Activities, and shall be helpful to organize better activities in Frisbee. Totally 19 frisbee games are described, and we hope that every game can bring better skills and a lot of happiness to the youths that is participating in the Christian Sport Contact activities. Frisbee is a game that can be played everywhere. You don’t need a field, but only an open ground. This can be outside schools, churches or other places where you can find a ground. It is a game for boys and girls, and can be played with people with different ages.

It is a fun game, and I hope that you will enjoy it!

Haavard Nygjerde – KRIK – May -2005

Frisbee Technique

Before you start to introduce different games to your local group, it is important to learn how to hold, and control the Frisbee.

The easiest grip is this one. This is the best grip to control the Frisbee, especially for a beginner. Backhand like in tennis.

This grip is used when you shall throw the Frisbee a long distance, for example in Frisbee golf. Backhand like in tennis.

Advanced. This is a forehand throw, and will especially be used when you can handle the two first grips. You need to practice a lot do make this throw in a good way.

TEAM FRISBEE GAMES

1. ULTIMATE

Spirit of the Game:

Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility for fair play on the individual players. Highly competitive play is encouraged but never at the expense of mutual respect between players, adherence to the agreed-upon rules of the game or the basic joy of play. The purpose of the rules of ultimate is to provide a guideline which describes the way the game is played. It is assumed that no ultimate player will intentionally violate the rules; there are no harsh penalties for inadvertent infractions but, rather, a method for resuming play in a manner which simulates what would most likely have occurred had there been no infraction.

Players and equipment:

·  Official teams have 7, however, fewer players are better than too many players.

·  1 disc and cones/ stones for equipment.

Playing Area:

·  Played on grass, turf, sand, and snow.

·  Determine the playing area with goal lines, perimeter lines, and the end zone for each end.

Object of the Game:

·  To earn points by passing the Frisbee to a team-mate in the end zone.

Length of Game: (Either of the following methods is used to determine the length of a game.)

1.  Two 24 minute Periods: (The clock stops)

o  After a goal is score

o  At the end of a period of play

o  During timeouts or for injuries

o  If the frisbee goes out of bounds

o  When fouls and violations occur.

2.  A game is played until either team has scored a pre-determined number of points.

o  21 points is the official number to win (teams may agree to modify this to any number)

o  Teams must be ahead by 2 in order to win

o  A half time break occurs when either team scores 11 points

Skills Needed:

·  Guarding (as in basketball)

·  Throwing (Three types)

1.  Backhand

2.  Sidearm

3.  Underhand

·  Catching (Three types)

1.  Thumbs up

2.  Thumbs down

3.  One hand and two hand

General Rules:

·  Players attempt to pass and catch the disc in order to advance down the field and score.

·  The disc may never be handed from player to player.

·  A dropped disc by the thrower, without interference by the defender, is a turnover.

·  The defense takes over when a pass is incomplete, intercepted, knocked down or goes out-of-bounds.

·  If opposing players simultaneously catch the disc possession belongs to the offensive player.

·  If the defensive team gains possession in the endzone they are defending play continues at the point of the catch or this player may carry the disc perpendicularly up to the goal line.

·  Whenever there is a failure to come to an agreement over any call, the disc shall be returned to the last thrower prior to the dispute via a "check."

Beginning Play: The "Throw-off"

·  A player on the goal line throws the disc toward the other team.

·  The receiving team will signal (1 arm raised) to the opposing team to make the throw-off .

·  All players for each team must be on or behind their own respective goal lines until the disc is released.

·  As soon as the disc is released all players may cross goal lines and move to positions on the field.

·  The throwing team may not touch the disc in the air before a member of the receiving team touches it.

·  The receiving team may catch the throw-off or let it fall to the ground.

·  If the throw-off falls untouched, the receiving team is given possession.

·  If the receiving team attempts to catch the throw-off and drops the disc, the throw-off team is given possession at the point of contact.

·  If the disc goes out-of-bounds on a throw-off the receiving team has the choice of:

1.  Having the disc thrown again

2.  Taking possession on the sideline where the disc went out

3.  Taking possession in the middle of the goal line

Scoring:

·  Score = 1 point

·  Modified Scoring (for co-ed classes):

o  Boy to boy in endzone…..1 point

o  Boy to girl in endzone…..2 points

o  Girl to boy in endzone…..2 points

o  Girl to girl in endzone…..3 points

·  Both feet of the receiver must be in the end zone.

·  A player may not score by running into the end zone.

·  A point is scored when a team gains possession in the endzone it is attacking.

·  Each time a goal is scored, both teams switch direction of attack with the scoring team making a new throw-off.

Fouls:

·  A player who is fouled calls "foul" and all players must stop at their location when the call was made.

·  A fouled player takes possession at the point of the infraction.

·  In order for play to resume a "check" of the disc must occur and play will continue when both teams are ready.

·  If a foul occurs in the endzone, possession is gained at the goal line nearest the point of infraction.

·  Any physical contact during a throw is a foul against the defender.

·  No intentional contact by the offense or defense is allowed.

·  Incidental Contact occurring during the follow-through is not considered a foul.

·  Minimal or incidental contact during and after a catch is often unavoidable and is not considered a foul.

·  Violent or intentional contact is a foul, and must be avoided.

Violations:

·  For all violations the opposing player will call out "violation" and then what the violation is.

·  Double Team: Only one player is allowed to mark (guard) the player with the disc.

·  Stalling:

o  The player marking the thrower calls "stalling" and then counts aloud for 10 seconds.

o  The disc must be released at the end of the count or it is a turnover.

·  Fast Count:

o  When the marker counts faster than one per second the thrower will call out "violation - fast count".

o  The marker must then restart the count at zero.

·  Stripping: The disc may not be knocked out of or taken from the hands of a player with the disc.

·  Traveling:

o  A player may not run or take steps while in possession of the disc.

o  When catching the disc the receiver is allowed a reasonable number of steps to stop their momentum. (If these steps carry the receiver across the goal line they must return outside the goal and continue the play from this point in order to score the goal.)

o  A thrower may pivot. (Changing the pivot foot is illegal.)

Terms:

·  Check: Temporary possession of the disc by the marker, prior to resuming play

·  Defense: Team not in possession of the disc

·  Double Team: Violation when 2 defensive players mark the thrower

·  Endzone: Area of the playing field where scores are made

·  Fast Count: Violation when a marker counts faster than one per second

·  Foul: Physical contact by any player that is not incidental to play

·  Goal Line: Line separating the playing field from the endzone, not part of the endzone

·  Marker: Defensive player guarding the thrower

·  Offense: Team with possession of the disc

·  Out-of-Bounds: Any area not on the playing field, including the perimeter lines

·  Perimeter Lines: Lines separating the playing field & endzone from the out-of-bounds, not part of the playing field

·  Pick: A player using his body to obstruct the movement of an opponent

·  Pivot Foot: The foot used to establish position on the field after gaining possession of the disc

·  Point of Contact: Location on the field where a player contacts the disc or an opponent

·  Receiver: Offensive player other than the thrower

·  Stalling: Violation when the marker counts out loud for 10 seconds and the thrower has not released the disc

·  Stripping: Violation where the marker knocks the disc from the thrower's possession

·  Thrower: Offensive player in possession of the disc

·  Throw-off: Procedure used to start play or resume play after a goal is scored

·  Traveling: Violation where the pivot foot is changed, or steps are taken with the disc

·  Violation: Breaking any rule other than rules related to physical contact

2. Indoor Ultimate

Players and equipment: 8 players (2 teams of 4); 1 disc

Indoor ultimate is played on a netball or basketball court. The endzone is the goal circle (netball) or keyhole (basketball). Each team has four players. After a player catches a goal, they touch the disc to the ground and start again, attacking the opposite goal. Each team has two substitutes. Substitution can happen at any time by tagging the player on the sideline. A game is usually played for 15 minutes.

3. Goaltimate

Players and equipment: 8 players (2 teams of 4); 1 disc; 6 cones

Goaltimate is played just like ultimate, but with the aim being to throw the disc into a goal (football or hockey) rather than catch it in an endzone. A simple goal could be made between two cones.

Variations

A variation is to play half-court goaltimate, requiring a team to pass the disc outside a box before attempting to score (eg the penalty box around a soccer goal).

4. Double Box

Players and equipment: 10 players (2 teams of 5); 1 disc; 8 cones

This is a miniature game of ultimate, and more fast-paced. There are 2 scoring goals, 5m x 5m boxes, separated by about 20m. One teams starts with the disc in their box and is attacking the opponent's box. Each time a team scores, they immediately are attacking the other box. Otherwise, the rules are the same as Ultimate.

Play games to 3 or 5. Unlimited substitutions are allowed at any time.

5. Hot Box

Players and equipment: 10 players (2 teams of 5); 1 disc; 8 cones

Hot Box is like the half-court version of double box. The field can be much more congested with both teams attacking the same goal. The goal is a 5m x 5m square in the centre of a 20m x 20m square. Teams are 5-a-side on the court with unlimited subs. The aim is to catch the disc in the goal to scor a point. When a team gains possession of the disc, they must complete a pass outside the outer box before they can attack the goal. Otherwise, the rules are the same as for regular Ultimate.

After scoring, the scoring team retains possession of the disc and must move the disc out of the outer box before they can score again. Unlimited subs are allowed during play. Play games to 3 or 5.

Variations

For more advanced players, reduce the size of the box to 3m-a-side and the number of players to 3 or 4 per team.

6. DISC FOOTBALL

Players and equipment: Players: 2-6 / team, 1 disc per. 2 team

Playing area: football field

General Rules:

·  Frisbee football is an all-passing football game.

·  The kick-off is conducted by the kicking team throwing the frisbee down field to the receiving team.

·  The receiving team must catch the frisbee in the air, or pick it up off the ground to advance it.

·  A fumbled frisbee is considered dead with the offensive team retaining possession as long as they have downs remaining.

·  The offensive team has four downs to score.

·  Passing and catching the frisbee is the only way to advance down the field.

·  The offensive team may elect to punt the frisbee on fourth down and must tell the defense that they will be punting on that down.

·  A punt is a throw down the field to the opposing team.

·  A touchdown is worth one point in frisbee football.

Variations:

1.  A player may advance after catching a pass. The offensive player would be considered down with a one-handed touch by the defense.

2.  The defensive team may rush the passer after a 10-apple count.