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Variant Games

Introduction
Although Ultimate (Frisbee) is by far the most popular sport to be played with a flying disc, other games also use a disc. Many of these can be observed at Ultimate tournaments or played as seasonal variations to Ultimate.
Topics
This section describes a number of the more popular disc games. Click on one of the following links to quickly jump to that game:
Beach Ultimate

A game of Ultimate played in teams of four or five players on a sand court.

Beach Ultimate is an outdoor variant of Ultimate. It is played in teams of four to five players on sand courts. As implied by the name, the small fields are normally set up at the beach. Players usually play barefoot or with sand shoes.

BULA (Beach Ultimate Lovers Association) is the international governing body for Beach Ultimate. Most Beach Ultimate tournaments are played according to BULA rules, which are based on both UPA and WFDF rules.

Cups (Fricket)

Teams of one or two players alternately attempt to throw the disc between two vertical poles that are topped with upside down plastic cups.

Cups or Fricket is a flying disc game generally played two-on-two, although it is possible to play one-on-one. Fricket is also frequently called Suzy Sticks, Frisnok, Crispy Wickets, or Disc Cricket. The name “Fricket” is a portmanteau of the words "Frisbee" and "Cricket.

Equipment

Cups is a non-contact game; therefore no protective equipment is necessary. Four 1.5-metre (4- or 5-foot) long wickets are needed for this game. Bamboo garden stakes, wood dowels, or steel or plastic rods also make excellent wickets. Four 12-ounce plastic cups are needed to set atop of the wickets, along with an Ultimate disc.

Field

Cups (Fricket)Set up the wickets by poking them into the ground. You form a long rectangular lane with them. Place one pair approximately 0.38 metres (15 inches) apart, pace off approximately 12 metres (+/- 13 paces), and poke in the second pair. Do your best to make all the angles square and the wickets vertical. Place the cups over the top of the wickets (upside down).

Rules

Each team stands behind a wicket pair and attempts to throw the disc between the other team’s wickets without touching them or by knocking the cups off. Points can be scored in a variety of ways. Most commonly, the game is won the the first team to reach 15 points. Sometimes, a win by a difference of two is required.

One point is awarded for each cup that is knocked off. Two points are given for a disc that is thrown between the two wickets without touching them. If a cup(s) is knocked off but caught cleanly (ie: not trapped against the body) by one of the opposite players, their score goes down one for each cup caught. Upside-down and sharply angled discs are not permitted to be thrown.

Official Rules: http://www.fricket.org/rules/ .
Reference: http://en.wikipedia.org/wiki/Fricket

Disc Golf

A popular flying disc game based on the rules of traditional golf. The object: complete the hole by putting your golf disc in the basket in the fewest number of throws.

Disc GolfDisc Golf (sometimes called Folf, Frolf, or Frisbee Golf) is a game based on the rules of traditional golf (referred to by disc golfers as "ball golf" or "stick golf"). Players use flying discs which are similar to the Frisbee®, although usually smaller and more dense. The discs are thrown towards a target, which serves as the "hole". Official targets are metal baskets with hanging chains to catch the discs.

Playing

Disc Golf is played in a similar manner as ball golf. The initial "drive" is taken from a designated tee area. Each subsequent throw is made just behind the spot where the disc came to rest. Holes end with a Disc Golf Basket or Target. Each throw counts as one to the player's score. As with ball golf, each hole is given a par rating. A common strategy for a par-three hole, as in golf, would be drive (long throw toward the basket), approach (mid-range throw to the "green"), putt (short throw into the basket). The hole is scored when the disc has come to rest in the target basket or when it hits the designated part of an object if there are no baskets and it is an object course.

Hyzer and anhyzer refer to the release angle of a disc. A shot thrown with hyzer is released with the outside edge of the disc angled down towards the ground. A shot thrown with anhyzer is released with the outside edge of the disc pointed up towards the sky.

History

Disc golf, in some form, was probably played around the turn of the century, but the sport was only formalized in the 1970's. Modern-day disc golf started in the late 1960's. George Sappenfield, a Californian, realized that golf would be a lot of fun if played with a Frisbee®. He set up a course of targets for kids to play on. A year later Sappenfield introduced the game to many other Frisbee® players. Many of them brought the game back to the U.C. Berkeley. It quickly became popular and they installed a permanent course in 1970. Meanwhile on the East coast, standardized targets were created and the game became more serious.

It was "Steady Ed" Headrick, a great flying disc innovator, that made the biggest contribution to the modern game. The first official disc golf course was opened in 1975 in what was then known as Oak Grove Park in La Canada Flintridge, California. Today the park is known as Hahamonga Watershed Park. This park is immediately to the south of the Jet Propulsion Laboratory, which supplied at least a few of the earliest players. "Steady Ed" Headrick is the Father of Disc Golf. Mr. Headrick worked for the San Gabriel, California based Wham-O Corporation and invented many popular children's toys. Headrick's invention of the "lines" on the Frisbee® increased its stability and led to a life-time devotion to disc sports, which he loved and shared with many people. "Steady" also invented the disc golf basket which he sold through his family-owned company, the Disc Golf Association (DGA). Since he loved the sport so much, he was cremated and put into individual discs so he could fly forever. Discraft did indeed create and sell the disc with Headrick's ashes in it. Unfortunately, so many people regard this as such a piece of real disc golf history, very few of the discs actually "fly"-they mainly rest on a nail in a prime location in the living room.

The sport is governed by the Professional Disc Golf Association (PDGA). There are more than 1,750 disc golf courses worldwide, with over 1,400 in the USA.

Course Description

As of early 2006, there were more than 2000 permanent disc golf courses installed around the world, although the vast majority of them are in the United States.

A typical course will have 18 holes, with each hole averaging between 250 and 450 feet. Many smaller courses have only 9 holes, while an increasing number of courses offer an additional 9 holes to make 27 available holes to the disc golfer. Many disc golf courses are in open, grassy public parks, but more challenging courses are set in semi-wooded and hilly areas. Some are quite rough and natural. One good example of a classic long course with wooded hills is De Laveaga Disc Golf Course in Santa Cruz, California, USA.

The target in disc golf is usually a metal basket that is suspended parallel to the ground about three feet in the air and attached to a vertical pole that is around 5 feet tall. To better allow discs to come to rest in this basket, chains are suspended from another circular section near the top of the pole and allowed to hang limply to a point where they are connected to the pole in or near the receiving basket. The standard disc golf target has 12-24 chains suspended inside it.

Disc golf is unique in that PDGA and WFDF rules, based in player conservation efforts as well as fair play, make it a violation to cause damage to the course's flora. With most courses not requiring greens fees, the relative low cost of discs, and tournament fees still fairly low, the disc golf social structure may be among the most egalitarian and relaxed in organized sports.

Golf Discs

There are a wide variety of discs, divided into three basic categories: putters, mid-range discs, and drivers. Within each of these categories, each disc has its own distinct flight characteristics. There are golf discs designed to fly straight, turn left, or turn right, depending on how they are thrown by the player. The putters are designed similar to discs you would play catch with, i.e. a Whamo brand Frisbee®. They are designed to fly straight and predictably, and very slowly compared to the other two. Mid-range discs have slightly sharper edges, which enable them to cut through the air better. These discs are harder to learn to throw, but can fly much farther. Drivers have the sharpest edge and have most of their mass concentrated on the outer rim of the disc rather than distributed equally throughout. Drivers are the hardest types of discs to learn how to throw, in that their flight path will be very unpredictable without practice. There are several classes of drivers intended for different distances. Depending on a driver's stability it could be a straight or turning driver. Golf discs typically weigh between 150 - 180 grams (about six ounces) and measure 21.7 cm in diameter.

The most common brands of disc are Innova, Discraft, DiscWing, Gateway, Millennium and DGA.

Throwing Style

The two most common throwing techniques are the forehand throw (aka side-arm), and the backhand throw. Of the two, the backhand style is most familiar to new players and is the most common. A right-handed player performing a forehand throw will generally hold the disc in his right hand and throw the disc with the palm of his hand facing the direction of the throw. A right-handed backhand thrower will throw the disc with the back side of his hand facing the direction of the throw.

The different types of throws spin the disc in opposite directions, causing the disc to turn and fade left or right, depending on type of disc thrown, wind, spin speed, and various other variables. Many players try to master both techniques or learn to play both left- and right-handed to account for as many situations as possible.

Another throwing style is the roller, which can be done two different ways. One way is with a forehand grip where the disc is released almost vertically and allowed to roll. The other way a roller can be thrown is with a backhand grip, released at a near-vertical angle. Additional throwing techniques include (but are not limited to):

  • Hyzer: Disc thrown with the edge away from the body angled toward the ground. This will turn left for a right-hand, backhand throw.
  • Anhyzer: Disc thrown with the edge away from the body angled upward. This will turn right for a right-hand, backhand throw.
  • Hyzer-flip: Disc throw with a hyzer angle, but with enough spin that it "flips" up to a flatter flight path. Most professional players use this shot for max distance.
  • Hammer: A throw where the player holds the disc over his shoulder and releases it near vertically, with his thumb on the topside of the disc, and the index and middle fingers wrapped around the back edge. The purpose is to have a very straight shot that won't turn into a roller, but instead land relatively flat.
  • Thumber: Also known as a thumb hook. The player holds the disc in the same manner as the Tomahawk, except with the thumb wrapped around the under-edge of the disc. In releasing, the disc will spin off of the thumb of the thrower, and create a very straight throw that has the possibility to roll quite far if thrown with enough force and spin.
  • Grenade: Disc is held with a backhand grip, only upside down and thrown with extreme hyzer. Ideally, the disc will take a short bounce, flutter (resembling an explosion, hence the name), and stop very close to the landing point.
  • Prebinator: A chip shot where the disc is held upside down and chipped to the basket with a normal forehand toss. The disc flies and dives straight down at the basket. Back spin is generated such that in case the disc misses the basket, it will come to a rest near the basket. The Prebinator takes a great dive down into the basket, taking advantage of the larger basket entry area.
  • Chicken Wing: A forehand drive in which the thumb is placed on the inside rim of the disc and the fingers stay on the topside of the disc. Bring the disc down near your hip, and keep it there throughout the duration of the drive (failure to do so may result in the dislocation of the shoulder). The rest of the drive is not unlike the regular forehand drive. Bring your arm back until it is fully extended. Then swing your arm forward, flick, and release the disc. This method of driving may be the most effective for distance. Chicken Wings have been (unofficially) recorded to travel over 800 feet.
  • Bi-Moto Putt:-A two handed putting motion with the disc held at eye level and in line with the target (also useful when putting into the wind).
  • Turbo Putt: A putting style similar to a football pass with a shortened motion and more wrist action.

Disc Physics

Stability is one of the most important disc properties when choosing a disc. There are three stability classifications, based on the behavior of a disc when thrown using a level right-handed backhand (reverse the direction for left-handed backhands):

  • Understable: An under-stable disc has a natural tendency to curve to the right.
  • Stable: A stable disc will maintain a straight flight path.
  • Overstable: An over-stable disc has a natural tendency to curve to the left.

There are also three stability classifications for right-handed forehand throws (reverse direction for left-handed forehands):

  • Understable: An under-stable disc has a natural tendency to curve to the left.
  • Stable: A stable disc will maintain a straight flight path.
  • Overstable: An over-stable disc has a natural tendency to curve to the right.

The stability of a disc depends on a number of factors, including the weight, size and shape of the disc, and the speed with which it is thrown. Stability is increased when the player is able to hear a "snap" when the disc is released off the fingers. The "snap" creates centripetal force; the increased stability will allow the player to increase their accuracy. Thus, a disc that is over-stable for one player may be stable or even under-stable for another.

Throwing into the wind will make a disc fly more under-stable than it normally does. For a right-hand backhand thrower, this means that a disc will turn more to the right than usual. Therefore, to maintain a straight line, an over-stable disc (i.e. one that turns to the left normally) should be thrown into the wind. An under-stable disc will be more likely to turn over (or flip) when thrown into the wind. For a right-hand backhand thrower, this will result in a dramatic right turn. The wind will also cause the disc not to fade back to the left at all.

The Video Game

Disc golf

You can also try Disc Golf the video game: a free online Adobe Flash/Web game. Practice this addictive game from the comfort of your home.

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Each disc is also meant to be thrown within a certain speed range. If the disc is thrown slower than that range, it will fly over-stable (to the left). Conversely, if the disc is thrown faster than that speed range, it will fly under-stable (to the right). The directions given in parentheses are for right-hand backhand throwers. A common example of this is when a beginner purchases a disc that is designed for pro-level players with extremely strong throws. This disc, in the hands of a beginner with a weak arm, will curve hard to the left (over-stable), not giving them much distance at all.

The ratio of disc spin, angle upon release, and air speed (partially related to arm speed) are important control factors. The Bernoulli principle of flight allows the disc to achieve lift, when the air flows over the top of the disc faster than the bottom of it. As a disc gets older and is used often (banged into trees, rocks, targets, etc.), it will normally become more and more under-stable.

The Roller: This style can prove many doubters wrong if utilized correctly. Enhanced by the angle of the disc if rolled proper, its capabilities can far exceed the length of a regular forearm or backhand throw. The style is simple. Instead of throwing the disc through the air with your regular velocity, strategically direct that velocity and pampered technique to the ground and ample results will be displayed.

Reference: http://en.wikipedia.org/wiki/Disc_Golf
Durango Boot
A disc game played by two teams of three players each on a field with two cones set close together at either end. A point is scored each time the offense knocks over a cone by throwing a disc.

Overview

Ever wonder what to do when only a handful of people show for your weekly pickup game of Ultimate. Do you want to play a game of disc with few players that maintains the satisfaction of Ultimate: the physical exertion, the flow, and the spirited competition?

That is where Durango Boot comes in-the ideal 3-on-3 disc game. The flow of Boot is much like Ultimate, but even more fluid with no stoppage of play, even after scoring. It is a game of full-out running, lots of give-and-go action, smooth zone defenses, and the opportunity to play anywhere. It is very competitive and yet difficult to master.

History

The first game of Boot was on a snowy day in January. "We had all arrived in snow boots, but none of us had any cones so we used our boots to mark the field. Hence the name: Boot." "Durango" was added to the name of the game because it was first played and developed in Durango, Colorado.

Field

Durango Boot Disc GameRefer to the accompanying diagram for the basic configuration and dimensions. As in Ultimate, the field can easily be altered to fit the space available. Eight cones are used to define the field. Four cones are the goals. If your team hits one with the disc, you score. The other four cones (black dots) are used to mark the 'take-back" zone, which is actually a belt without any ends. There are no out-of-bounds.

Objective

The object is simply to hit any of the 4 score cones with the disc. The cones may be hit by a thrown disc, or if you are in possession of the disc right next to a cone, you may hit the cone without releasing the disc (the 'Slam Dunk').

If the cone is hit by Slam Dunk or a throw from within the zone in front of the "take-back" zone, it counts as 1 point. If the cone is hit by a throw from within the "take-back" cones, it counts as 2 points. If the cone is hit by a throw from beyond of the "take-back" cones, it counts as 3 points. See diagram for examples of throws.

Matches are generally played to 3 points (win by one point). Games are the best 2 out of 3 games.

Rules and Play

Each team fields 3 players. A disc is flipped at midfield, up (heads) or down (tails) is called, and the winner of the flip immediately picks up the disc and takes the offensive. They then work the disc trying to get into position to hit one of the score cones. As in Ultimate, a turnover occurs if they fail to complete a pass or if the stall count is reached. The stall count only goes up to 6 and may be counted by any defensive player from anywhere on the field. No one needs to mark the thrower.

On a turnover, the defensive team immediately becomes the offensive team. Before they can score, the disc must pass through at least part of the "take-back" zone. This is done by throwing the disc to someone in the "take-back" zone or on the other side of it. If the disc is lying in the "take-back" zone after a turnover, there is no need to take it back.

After a score, the defensive team immediately becomes the offensive team, just like after a turnover. The only difference is that before they can begin play any cones that were knocked over must be reset. There are no "pulls".

Most of the normal rules of Ultimate apply, such as fouls, traveling, etc. However, avoid making calls unless they are very blatant.

Strategy
Both offense and defense require an amazing amount of strategy. It is a very heady game.

The basic offensive strategy is to create 2-on-1's and then take advantage of them with very quick give-and-go's. Because there is only one defender trying to defend two cones, one cone will be open. However, if the 2-on-1 becomes a 2-on-2 because the middle defender hustles back, that end of the field should be abandoned and you should try to create a 2-on-1 to the other end of the field. It is almost impossible to score on 2 defenders because they can each defend one cone. Under no circumstances should you bring in the third offensive player to help because when you turn the disc over (either by a turnover or a score), you'll have no one back to defend the cones at the other end of the field.

A zone defense is the most effective defense. One player acts as goalie at each end and one person plays the "take-back zone. The main objective is to stop the 2-on-1 which is the primaril responsibility of the middle defender. Once two offensive players start moving the disc towards one end, the middle defender needs to move with them to help out his goalie, but he has to be careful not to over-commit or the offense will reverse direction and have a 2-on-1 in the other direction.
Reference: http://en.wikipedia.org/wiki/Disc_Golf

Goaltimate

A half-court flying disc game derived from Ultimate and similar to Hot Box. The object of the game is to score points by throwing a disc to a teammate through a large semicircular hoop (called the goal) into a small scoring area.

Goaltimate is a half-court flying disc game derived from Ultimate, similar to Hot Box. The object is to score points by throwing a disc to a teammate through a large semicircular hoop--called the goal--into a small scoring area. The name is a portmanteau of Goal and the title Ultimate.

History

Goaltimate was invented by Wellesley College ultimate players as an alternative to Ultimate when a snowy playing field and a surfeit of players made Ultimate difficult. It was originally played between the lower spars of a set H-shaped football uprights. A Boston player brought the game to San Diego, where they developed it into an independent game and replaced the uprights with a large hoop made with PVC pipes. In 1999, Rick Conner, a San Diego entrepreneur with interest in the sport, subsidized a Goaltimate tournament with a $30,000 purse for the winners, inviting top players from competitive Ultimate teams. The San Diego team took the prize, defeating a team from Boston in the finals. Through this introduction the sport rapidly spread across the US as a pickup alternative to Ultimate.

Rules and Play

GoaltimatePlay consists of two teams of four competing in a large ovoid area with the goal at one end and a clear zone in the other. Throwing the disc through the goal to a team mate standing within the scoring area results in one point. A pass through the goal to the scoring area from within the clear zone is worth two points.

The disc may only pass through the goal in the scoring direction, passing otherwise results in a turnover. Like Ultimate, turnovers also result when a disc is dropped, intercepted, or goes out of bounds, or when the thrower is stalled. The thrower has 5 seconds to throw, the duration of which is enforced by opponents' stall count. Unlike Ultimate, a stall count may be called from anywhere on the playing field, provided it is audible to the thrower. After any turnover or score, the disc must be passed beyond the clear line before the next point may be scored. Play is continuous, with no pause after scores or clears.

Most throwing and receiving rules are identical to those of Ultimate. Defensive rules differ in that inadvertent picks are not a violation in Goaltimate, and zone defense directly in front of the goal is illegal.

Substitutions occur on the fly, so teams typically take the opportunity to make subs immediately after gaining possession of the disc.

Games are usually played to 5 points, in a match of the best of 5 games.

Style of play

Goaltimate offensive strategy mimics that of a basketball offense halfcourt set. Offensive players stand to the fore of the scoring area and make streaking cuts behind the goal. Throwers attempt to either strike through the goal, or, when this is impossible, reset the disc to a position before the goal. Defenders position themselves between the offensive players and the scoring area, and attempt to minimize throwing windows by remaining aware of where the disc is and from whence a scoring opportunity may ensue.

Even in competitive play, defensive effort against a team trying to clear the disc is often token, as defenders will take the opportunity to rest or position themselves to prevent the two point play. The soaring passes and long, streaking cuts familiar to observers of Ultimate are typically only present in Goaltimate games during the clear. The exception to lax defense on the clear is when a team gains possession well beyond the goal, as it becomes advantageous to leave the thrower unguarded, and double team cuts coming toward the thrower-similar to guarding an inbounds after a score in a full-court press in basketball. Passing is typically quick, and cuts are squirrelly.

Turnovers occur with greater regularity in Goaltimate than Ultimate. Scores are frequently achieved in a burst of several in a row, when fatigued defensemen find themselves merely chasing their assigned offensive players but are unable to safely sub out.

External links

Goaltimate home website: http://www.goaltimate.com
Reference: http://en.wikipedia.org/wiki/Goaltimate

Guts

Two teams of one to five players form lines 14 metres apart. Players attempt to throw the disc within the reach of at least one player on the opposite team such that they cannot make a clean catch. The first team to score 21 points wins.

Guts Disc GameGuts is a flying disc sport played between two teams of one to five players each. The objective of the game is to be the first team to score 21 points. To start play, each team lines up facing each other 14 metres apart. Play consists of a player attempting to throw the disc toward or at the opposing team and within the reach of at least 1 player of that team, in such a manner that the opposing team cannot make a clean catch. Scoring is contingent on the success or failure of the throwing team. A good throw, without a catch, results in a point for the throwing team and a bad throw results in a point for the receiving team.
Reference: http://www.gutsfrisbee.com/about/default.asp

Hot Box

A non-contact team sport, similar to Ultimate, but played on a smaller field with fewer players. There is generally only one end zone that is much smaller than an Ultimate end zone.

Hot Box (or simply Box) is a non-contact team sport which is similar to Ultimate, but played on a smaller field and with fewer players. Like Ultimate, the object of the game is to score points by passing the disc into the end zone. However, in Hot Box, there is generally only one end zone which is much smaller than an Ultimate end zone. In this way, Hot Box is a "half-court" variant of Ultimate. Because of these reduced requirements, it is often played when too few players are available to play Ultimate.

Rules

For the most part, Hot Box follows the rules of play of Ultimate. The major differences are:

    Team size: Box is usually played with two teams of three or four players. If ten or more players are available, most people prefer to play Ultimate rather than "Box."
    Field of play: Box is played on a square field of approximately 40 metres on a side. A single square end zone, approximately 2 metres on a side, forms the center of the field. Each square is marked by cones on the four corners.
    Turnovers: There is no out-of-bounds in Box. If the disc is turned over (dropped, intercepted, etc.) inside the outer square, the team which is now on offense must clear the disc by completing a pass outside the outer box before they may score a goal.
    Goals: When a goal is scored, the scoring team retains possession. They must clear the disc before they may score again. It is customary have a stoppage of play when a goal is scored, but it is also common for the scoring team to immediately continue play.
    No Fouls: Unlike Ultimate, Box is usually played more like pickup basketball, with some amount of physical contact allowed in and around the box area. Normal fouls & violations in Ultimate (picks, strips, travel, contact) are typically not called. Some games of Box also permit intentional strips and hard (though still friendly) contact.
Variants

Many variations of the rules exist for Hot Box. Common variants include changing the dimensions of the field, using a circle instead of a square for the clear line, a stall count of 5 or 7 (instead of 10), and a "no poaching" clause which prevents defenders from guarding the endzone instead of their assigned player.

Some variant games also exist. Double Box involves a short rectangular field with two small end zones rather than one. There is no clearing line. When a team gains possession of the disc after a turnover, they must attack the end zone that their opponents were not.

Invalidimate was developed in the UK as a way to include injured players in practices. The "invalid" stands in the goal and is the target receiver for both teams. Two invalids can also be used in Double Box, with the additional rule that every player on a team must touch the disc (including the defensive invalid) before the offensive invalid can catch a scoring throw.
Reference: http://en.wikipedia.org/wiki/Hot_Box

Indoor Ultimate
Ultimate adapted to an indoor soccer field. Rules may vary according to the type of indoor field available.

Ultimate is sometimes played on an indoor soccer field, or similar facilities. If the field has indoor soccer markings on it, then the outer-most goal box lines are used for endzone lines. Playing off the walls or ceiling is generally not permitted. As indoor venues tend to be smaller, the number of players per side is often decreased, usually to 5 per side.

In some indoor leagues, Quebec City rules are used in order to speed up play. For example:

  • Only 2 pulls every game: at the beginning of the game and after halftime. Each team pulls once.
  • After a point is scored, play resumes from the end zone where the point was scored.
  • Minimum two passes required to score a point after a score.
  • Maximum 20 second delay between the scoring of a point and the beginning of the next one.
  • Players may only "sub" on and off the field between points.
  • Each team is allowed one timeout per game.
  • Timeouts cannot be called in the last 5 minutes of the game.

Indoor UltimateIndoor Ultimate is played widely in Northern Europe during the winter due to frigid weather conditions. In North America, Indoor Ultimate tends to be played in venues that can accommodate a field of regular or near-regular size and the playing surface is AstroTurf or some other kind of artificial grass. In Europe, on the other hand, such facilities are rarely available and Indoor Ultimate is usually played five-per-side on a handball or basketball court. Northern European and Scandinavian countries usually use handball courts, whereas in the UK, Russia, and Southern Europe, basketball courts are more commonly used, presumably because there are few handball courts available in those countries. Players often wear protection such as knee, elbow and wrist pads, much like in volleyball, to avoid bruises and cuts when laying out.

European Indoor Ultimate has evolved as a variant of standard outdoor Ultimate. Due to the small size of the court and of the absence of wind, several indoor-specific offensive and defensive tactics have been developed. Moreover, throws such as scoobers, blades, hammers, and push-passes are rarely used or discouraged outdoors because even a little wind makes them inaccurate or because they are effective only at short range, but they are common in the small, wind-free indoor courts. The stall count is reduced to 8 seconds due to the faster nature of the indoor game. There are regular indoor tournaments and championships and stable indoor teams. The best-known and longest-running indoor tournament is the Skogshyddan's Vintertrofén held in Gothenburg, Sweden every year. Largest tournament (by number of teams) was the 2005 NSUT, 20th anniversary tournament of National Student Ultimate Tournament, held in Vaasa, Finland.
Reference: http://en.wikipedia.org/wiki/Ultimate_(sport)

Mini-Ultimate

A highly energetic, predominantly urban sport played on a smaller field than Ultimate.

Mini-Ultimate (also known simply as "Mini") is a disc game similar to Ultimate.

Overview

Mini-Ultimate is a high energy, predominantly urban sport played on a smaller field than Ultimate. The field is 18 metres (20 yards) wide, by 27 metres (30 yards) long, with 6 metres (six yard) end zones. The game was invented by Brion Winston and David Hollander of New York Ultimate in 1999. Many of the rules of the game can be learned from the "Mini Song", a spirited ditty sung by onlookers and those waiting to play.

Rules

The rules are similar to Ultimate including those applying to "The Greatest" (called "The Smallest") and the Callahan goal (called "The Callamini") with the following notable exceptions:

  • No Chumps: The First Rule of Mini (see Mini Song).
  • You gotta keep the game movin' quick: The Second Rule of Mini (see Mini song).
  • Make-it-take-it: The game does not stop on a goal. The winning team immediately turns to attempt to score in the other endzone.
  • Games are played to three or negative two. A goal is worth a point, a turnover i.e. drop, disc thrown out of bounds, stall, block, counts for negative one. A game is won when a team reaches 3, a game is lost when a team reaches negative two. The team opposite the team who reaches negative two is said to have "not lost." Typically, a match of Mini consists of two or three games (best of three games).
  • The stall count starts at 6, instead of One.
  • The stall count can be initiated from anywhere on the field.
The Mini Song And The Spirit of Mini

The essence of the Mini Song and Spirit Of The Game are consistent with Ultimate. In Mini, a rapid city tempo (braggadocio and a general willingness among the players not to call fouls in the interest of fostering acrobatic play) is understood. The responsibility of maintaining these standards falls on the onlookers and waiting players as much as those in the game. Specifically, they keep score, settle disputes (generally with a cry of "play on" or "remember the first rule"), and surround the game with cheering and heckling. The crowd also plays the important role of encouraging wins as opposed to not losses-winning is more respected than not losing.

Mini entered the international Ultimate scene in 2002 in Hawaii, when the sport was introduced by New York Ultimate to other teams competing in the World Club Ultimate Championships.

Lyrics to the Mini song:
I know 2 rules and I know 3 numbers,
20 by 30 by 6
The first rule is no chumps and the second is
You've gotta keep the game moving quick.
Mini.
Mini.
A small game for big boys and chicks.
Mini.
Mini.
20 by 30 by 6 I toe that line like a pink ballerina,
20 by 30 by 6
Oh, I scratch and claw like jungle hyena,
20 by 30 by 6
Mini.
Mini.
A small game for big boys and chicks.
Mini.
Mini.
20 by 30 by 6 ...you gotta keep the game moving quick.
...you gotta keep the game moving quick.
Mini Tournaments

The first invitational Mini-Ultimate tournament was held December 17, 2005 in Brooklyn, NY. The First Annual Mini for Kids Charity Tournament, an eight team round robin, was won by The Mini Founders.
Reference: http://en.wikipedia.org/wiki/Mini_ultimatee

Schtick

A competitive, non-contact sport making use of two flying discs. Schtick allows players to run with the disc.

Schtick is a competitive, non-contact sport that makes use of two flying discs (or Frisbees) and is somewhat similar to Ultimate. Invented in 1994, the game was first played in the United States on Assateague Island. It has since been played throughout the United States and in Australia as well, having been featured in recent Longest Day tournaments.

The sport is known for its relaxed and friendly style of play. Many players find its use of multiple playing objects adds a strategic, exciting, and mentally stimulating dimension to the game. Since there is a relatively high ratio of playing objects to players, and since operations of the game are more forgiving than most sports, many who have played Schtick believe it to be more fun and accessible to players of varied abilities. (In American touch football, for instance, the lone ball is harder to catch and throw, and a dropped pass always results in a turnover.)

Rules

SchtickTwo teams of 4 to 10 people play on a field with a middle line dividing the field in half. Each side of the field has a 2 metre square scoring box located 20 metres from the middle line; no player may enter a scoring box or the air space above it. A team scores when a disc comes to rest in their opponent's scoring box.

Unlike Ultimate, Schtick allows players to run with the disc. However, if a player with a disc is touched by an opponent while standing in the opponent's half of the playing field, that player must turn over their disc to the opposing team. Any time a disc hits the ground it becomes the possession of the team whose side of the field it landed on, and a disc which travels out of bounds is given to the team that didn't touch it last.
Reference: http://en.wikipedia.org/wiki/Schtick_%28Disc_Game%299

Stop the Chump

A variation of Ultimate that is generally played indoors with gates (usually hurdles) on either end of a basketball court.

Stop the Chump is another variation of Ultimate. The game is generally played indoors, with gates (usually hurdles) on either end of a basketball court, although the game was originally played half-court using a soccer goal outdoors.

The object of the game is to hit a disc through one's gate while it is midair. Most other standard rules (non-motion with disc, lack of contact, self-officiating) from Ultimate are found in Stop the Chump. The game is usually played 3-on-3 or 4-on-4, and can be played half-court.
Reference: http://en.wikipedia.org/wiki/Stop_the_Chump

Other Games

Of Dogs and Discs

Ready to try something different?
Various other games are sometimes played with a flying disc, including Cower and Double Disc Court. Game types also include Freestyle Frisbee, Dodge Frisbee, Disc Dog, Flutterguts, Friskee, and Kan-Jam.
Mini-Games
SotG has also collected a number of mini-games. These are often incorporated into post-game cheers that commemorate the fun that was enjoyed during game play.

Double Disc Court

Double Disc Court GameDouble Disc Court is a flying disc sport which combines quickness, strategy, and throwing ability. It is one of seven events contested yearly at the world overall flying disc championships.

DDC is played by two teams of two players each. The courts are 13 metres square and 17 metres apart. You get one point for a throw that lands and stays in the opponents' court. Your opponents get one point if your throw touches outside their court. If you can arrange it so that the other team is touching both discs at the same time, you get two points. That is called "doubling" your opponents. A common strategy for escaping doubles is to tip one of the discs, then catch and throw the other disc back while the tipped disc is in the air.

Official Rules: http://www.wfdf.org/index.php?page=rules/art2.htm .
Reference: http://www.pellucid.com/conrad/ddc

Cower

Cower is a flying disc game which is best played with 6 to 20 people. Warning: there is some potential danger to this game.

Divide into 2 even groups (approximate is fine too). Each teams should have a minimum of 3 players, since it is difficult to play with fewer and more fun to play with more. One side starts with a disc and throws a blade to the opponents who then try to catch it with one hand (A blade is a type of throw similar to a hammer; it uses the forehand grip and is thrown similar to a baseball).

Two different scenarios are possible next:

  1. If the receiving team catches the disc, they restart play according to the above step. If the receiving team does not make an attempt on the disc and it hits the ground without being touched, the above step is repeated.
  2. If the receiving team tries to catch the disc and fails, they then have to roll the disc between the other teams legs. The throwing team spreads their legs to allow for the team that dropped the disc a chance to "save themselves" by rolling it through their legs.

When a team does not save themselves (the disc doesn't make it through their opponents legs) they are then required to lie on the ground. The opposing team will then throw a blade and try to hit someone on the team that is lying down.

Tips:

  • You can either play to a predetermined number of hits of your opponents or just play until you are bored with the game.
  • When on the ground, cover up body parts that you do not want to be hit.
  • There is potential for injury by playing this game. The intention is to hit someone with a thrown object. Please do not play this game if you are concerned about injury.

More Games

Other flying disc games and activities include Flutterguts, Kan-Jam, Friskee, Freestyle Frisbee, Disc Dog, and Dodge Frisbee among others. GUTS, Double Disc Court, Discathon, Maximum Time Aloft (MTA), Throw-Run-Catch (TRC), and Freestyle are a few that are recognized by the World Flying Disc Federation (WFDF).


 
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