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The Ten Commandments of the Disc
By everyone who plays
There are those who claim that the flying disc represents not a game, but rather a way of life. Below are the rules by which that life is controlled. Together they form a concept of prediscentation upon which the Frisbyterian religion is based.
The rules have been widely recognized for many years but only now have they been codefied. We have listed them so that we might better understand the forces that control our play. Hopefully, it will allow players to quickly identify situations in which they are inexorably in- volved and communicate that fact to other players through the use of rule numbers only. A shout of "rule four!" floating across the playing field should now be sufficient to produce an empathetic reaction from all players within earshot. Is it not true that:
1. The most powerful force in the world is that of a disc straining to land directly under a car, just beyond reach. (This force is technically termed "car suck")
2. The higher the quality of a catch or the comment it receives the greater the probability of a crummy re-throw. (good catch - bad throw)
3. One must never precede any maneuver by a comment more predictive than, "watch this!" (Keep 'em guessing)
4. The higher the costs of hitting any object, the greater the certainty it will be struck. (Remember - the disc is positive - both cops and old ladies are clearly negative)
5. The best catches are never seen. (Did you see that? - See what?)
6. The greatest single aid to distance is for the disc to be going in a direction you did not want. (Goes the wrong way - goes a long way)
7. The most powerful hex words in the sport are - "I really have this down - watch." (Know it? Blow it!)
8. In any crowd of spectators at least one will suggest that razor blades could be attached to the disc. ("You could maim and kill with that thing.")
9. The greater your need to make a good catch the greater the probability your partner will deliver his worst throw. (If you can't touch it, you can't trick it)
10. The single most difficult move with a disc is to put it down. (Just one more)
These Commandments were first published in Flying Disc World Vol II No. 1 in February, 1975. Although put together by Stork, Gary and Flash, the concepts were so universal, the article was by-lined as being written by "everyone who plays". The article was reprinted in the July 1976 issue of Frisbee World magazine and then picked up later in some glossy publication (Esquire, Forbes - Stork isn't sure which one). Anyway, here is the original - and, even though the sport has changed over the years, I think you will all agree that these original Ten Commandments still hold true today.
Gary Seubert - credit: <http://www.ultimatehandbook.com/Webpages/Funny/command.html>
An Article about UHF (in Vernon, BC, Canada): <pilgrimage-to-vernon.htm>
As the level of play increases, the importance of defence also increases. This article discusses the basic principles of team defence: <team_defence.htm>
Newsletter of the World Flying Disc Federation
The Ultimate game comes into its own; Frisbee No Longer A 'Cult' Sport
The Vertical Stack
Creating flow is one objective to developing an effective offense in Ultimate. Crucial to flow is the creation and management of space. That is the primary purpose for the stack: to make room on the field while adding order to the offense. One basic type of stack is the Vertical Stack, originally known as the Stanford "O". In this strategy, players arrange themselves in a line down the field. The first player lines up about 15-20 metres from the disc and the other players line up behind, with a separation of about 10 metres. Because Ultimate is commonly played using a 'man-on-man' (in the genderless sense, that is) defense, this draws the opposing team into a similar configuration (see illustration at right). The field directly ahead of the disc on each side of the stack has now become available for pass reception. Generally, players at the head of the stack (closest to the disc) are called 'handlers', players in the middle are called 'mids', and players towards the end of the stack are 'longs'. Note that the "spare" handlers may begin either in the stack or in line with the thrower.
Flow of Play
The strategy behind the vertical stack is to open up the field to provide passing opportunities. Receivers make running plays from the stack to try to get open for a pass. This is usually done in a cascade of fast 'cuts' and 'jukes'. One strategy is to have the player at the beginning of the stack run towards the thrower, and then cut sharply to the right or the left. This quick cut usually puts the player a step or two in front of the defensder. It is important to make eye contact with the thrower just before the cut. This running pattern gives the offense the opportunity to throw leading passes (the disc is thrown in front of the running player).
If the thrower elects not to attempt a pass, the receiver will circle wide and re-enter the stack, preferably near the back. As the first receiver begins to circle back, the second receiver in the stack should already be making a cut. The cut can be made to the forehand or backhand side of the thrower. It takes some 'field sense' in order to determine the optimum time for making a cut, but it is best to give the thrower new pass option immediately after an old one evaporates.
Once a pass is successful, a receiver further down in the stack should have already begun to run. This way, when the receiver (now thrower) turns around, a pass option is immediately available. This kind of play is illustrated in the second figure, at the left. Meanwhile, the stack moves downfield in order to stay 20 metres in front of the new thrower.
When mid-field is reached, cutters continue the flow of play, but the 'longs' may begin to strive for the end-zone. They may make a short cut inwards, followed by a hard run at the end-zone. If the long is out-distancing her defender, it may be possible to throw a long bomb for a scoring attempt. If the risk appears to great, another short cut is already happening from the stack and flow continues. Otherwise, the previous thrower should be in position across the field for a third passing option.
This cascading weave with its cycle cutting receivers creates a very fast flowing offense because the running patterns do not cross each other chaotically. Instead, the offense attempts to set a tempo of quick, short passes with the opportunity of unexpected long passes to progress the disc up the field. When executed well, it's a beautiful thing to watch.
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