About Ultimate

Combining the non-stop movement and athletic endurance of soccer with the aerial passing skills of football, a game of Ultimate is played by two seven-player squads with a high-tech plastic disc on a field similar to football. The object of the game is to score by catching a pass in the opponent’s end zone. A player must stop running while in possession of the disc, but may pivot and pass to any of the other receivers on the field.

Ultimate is a transition game in which players move quickly from offense to defense on turnovers that occur with a dropped pass, an interception, a pass out of bounds, or when a player is caught holding the disc for more than ten seconds. Ultimate is governed by Spirit of the Game™, a tradition of sportsmanship that places the responsibility for fair play on the players rather than referees.

Ultimate is played in more than 42 countries by hundreds of thousands of men and women, girls and boys.

UPA Board of Directors Definition of the Sport of Ultimate

"What is Ultimate?" as defined by the UPA Board of Directors? The UPA umbrella is broad but does not cover every disc-related sport. The UPA Board of Directors believes that one key factor that defines Ultimate is that the players need to be the ones in control, even if it's a professional league, even if there are referees, even if it's played on sand with 4 players to a team. The definition developed by the Board at the 2001 Strategic Planning Meeting is as follows:

"Player defined and controlled non-contact team sport played with a flying disc on a playing surface with end zones in which all actions are governed by the 'Spirit of the Game™.'"

History

The early days (late 1960s)

While the exact origins of ultimate contain some debate and uncertainty, it is generally believed that teenagers from Columbia High School in Maplewood, New Jersey were the first to play the precursor to ultimate initially as an evening pastime. Joel Silver proposed a school Frisbee team on a whim in the fall of 1968. The following spring, a group of students got together to play what Silver claimed to be the "ultimate sports experience," adapting the game from a form of Frisbee football, likely learned from Jared Kass while attending a summer camp at Northfield Mount Hermon, Massachusetts where Kass was teaching. Kass came up with the name "ultimate", when asked by a student, on the whim that it was the ultimate sport. Kass created the game with a group of friends while at Amherst College. The students who played and codified the rules at Columbia High School were an eclectic group of students including leaders in academics, student politics, the student newspaper, and school dramatic productions. The sport became identified as a counter culture activity. The first definitive history of the sport was published in December 2005, "ULTIMATE--The First Four Decades."

While the rules governing movement and scoring of the disc have not changed, the early Columbia High 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 remarkably still holds true today as 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 one of the teams, at which point the result is binding.

Ultimate goes to college - 1970

The first collegiate ultimate club was formed by Joel Silver when he arrived at Lafayette College in 1970.

The first intercollegiate competition was held at Rutgers' New Brunswick campus between Rutgers and Princeton on November 6, 1972, the 103rd anniversary of the first intercollegiate game of American football featuring the same schools competing in the same location.

By 1975, dozens of colleges had teams, and in April of that year players organized the first ever ultimate tournament, an eight-team invitational called the "Intercollegiate Ultimate Frisbee Championships," to be played at Yale. Rutgers beat Rensselaer Polytechnic Institute (RPI), 26-23, in the finals.

By 1976, teams were popping up in areas outside the Northeast. A 16-team single elimination tournament was set up, at Amherst, Massachusetts, to include 13 East Coast teams and 3 Midwest teams. Rutgers again took the title, beating Hampshire College in the finals. Penn State and Princeton were the other semi-finalists. While it was called the "National Ultimate Frisbee Championships", ultimate was starting to appear in the Los Angeles and Santa Barbara area.

Penn State hosted the first five-region National Ultimate Championships in May of 1979. There were five regional representatives, three college and two club teams. They were as follows: Cornell University-(Northeast), Glassboro State-(Middle Atlantic), Michigan State-(Central), Orlando Fling-(South), Santa Barbara Condors-(West). Each team played the other in a round robin format to produce a Glassboro-Condors final. The Condors had gone undefeated up to this point, however Glassboro prevailed 19-18 to become the 1979 National Champions. They repeated as champions in 1980 as well.

Ultimate spreads to clubs and internationally - 1976

In California clubs were sprouting in the LA - Santa Barbara area, while in the east, where the game developed at the high school and college level, the first college graduates were beginning to found club teams, such as the Philadelphia Frisbee Club, the Washington Area Frisbee Club, the Knights of Nee in NJ, the Hostages in Boston and so forth.

In the same year, ultimate arrived in the United Kingdom, with clubs forming at the University of Warwick, University of Southampton, University of Cambridge, University of Leicester, and University of Bradford.

Ultimate gets organized - the UPA - 1979-80

In 1979 and 1980 the Ultimate Players Association was formed. The UPA organized regional tournaments and has crowned a national champion every year since 1979.

The popularity of the game quickly spread, taking hold as a free-spirited alternative to traditional organized sports. In recent years college ultimate has attracted a greater number of traditional athletes, raising the level of competition and athleticism, and providing a challenge to its laid back, free-spirited roots.

Content borrowed under Copyleft from http://en.wikipedia.org/wiki/Ultimate_frisbee#History

Rules of Ultimate

Ultimate in 10 Simple Rules

The Field: A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.

Initiate Play: Each point begins with both teams lining up on the front of their respective end zone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.

Scoring: Each time the offense completes a pass in the defense's end zone, the offense scores a point. Play is initiated after each score.

Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.

Change of Possession: When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.

Substitutions: Players not in the game may replace players in the game after a score and during an injury timeout.

Non-contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.

Fouls: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.

Self-Officiating: Players are responsible for their own foul and line calls. Players resolve their own disputes.

Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

Thanks to Steve Courlang and Neal Dambra, 1991, for the development of "Ultimate in Ten Simple Rules". Borrowed from http://www.upa.org

Why you should play

Ultimate is Fun!

There is a reason why hundreds of new people begin playing Ultimate each year. Ultimate is genuinely fun and exciting. The unique flying options of the disc mean that no two throws look alike and the options are limitless.

It's relatively new in the world of sports (since 1968) and has been gaining rapidly in popularity ever since. Players of all ages and levels enjoy the unique challenges this sport offers. Once you get started you are hooked!

Ultimate keeps you active and helps you stay healthy

From the beginner to the elite player, Ultimate is a terrific sport that offers challenges at all levels of play. Ultimate combines athletic skills of running, catching and throwing. Additional skills and athleticism beyond that are left up to the player's imagination!

Whether you play-pick up occasionally at the local park when you can find the time or practice three times a week with your team, playing Ultimate will leave you feeling energized and alive.

Ultimate provides a great social scene

Whether you are going off to college, moving to a new town or just interested in meeting new outgoing and energetic people, Ultimate provides a great opportunity to make new friends. Ultimate often brings out people with similar interests and even when it doesn't; playing Ultimate together creates a strong bond in itself. Players love feeling that they are a part of this unique community.

FAQs About Ultimate

How many people are on a team?

Teams have only seven players on the field at one time, but may have as many people on their roster as they choose.

How long does a game usually last?

A typical game is played to 15 points and usually lasts about one and a half hours.

What equipment do you need in order to play?

Ultimate is one of the least expensive sports to play, as all that’s required for a game is field space and a disc. Most players opt to wear cleats as well, and cones are helpful for marking the boundaries of the playing field.

Are all discs the same?

No. Ultimate is played with a 175 gram disc, which is heavier and sturdier than the recreational discs most people are familiar with. The weight, diameter, shape of the rim, and plastic all factor in to how the disc handles. The UPA has developed very rigorous disc standards to ensure that players have access to the highest quality discs possible. The Discraft Ultra-Star 175 gram disc is currently the official disc of the UPA Championship Series.

What’s the difference between an observer and a referee?

Observers are non-players whose role is to carefully watch the action of the game and to perform any or all of the following duties: track time limits, resolve player disputes, censure or eject players for sportsmanship infractions, and render opinions on things such as line calls and off-side calls. The difference between an observer and a referee is that in general observers only make rulings on infractions called by players, and only after the players have failed to resolve the issue themselves.

How can I start playing?

Most cities have Ultimate leagues and pickup games that are open to new players. The UPA has also developed an Ultimate instructional kit (available through www.wrightlife.com) that includes 14 instructional discs covering the basics of the game, a skills and drills manual, and many other items that can help you start an Ultimate program in your community.

How many people play Ultimate?

Although an "official" count is not available, it is estimated that hundreds of thousands of people in Canada and the United States play the game at some level each year.

Where can I find more info to improve my playing skills?

The UPA website includes links to various skills and drills that can help improve your game. The Ultimate Handbook is also a great resource for beginning and experienced players alike.

Will Ultimate ever become an Olympic sport?

The UPA and WFDF (The World Flying Disc Federation) have been working to achieve the best presentation of Ultimate and other disc sports on the worldwide sport scene for some time. A major milestone in this effort occurred in 2001 when Ultimate was included in the World Games for the first time as a full medal sport. The current climate for inclusion of new events in the Olympic Games is not encouraging. The best possible scenario for disc sports is to continue our emphasis in each home town, each state and national community to build the sport at the grass roots level. We must work steadily to make our games better and stronger for our players which will make us increasingly attractive to various global sports organizations.

Spirit of the Game

Playing with Spirit - A How-To Guide
by John Harris

Some players say that it is easy to play with Spirit - all you have to do is follow the rules. But I believe SOTG is way more than this, and is quite difficult to do all the time. Here is my list of 5 steps needed to fully play with Spirit. Each step is challenging, but Step 4 is by far the hardest.

I have phrased all the steps in the first person ("I will ...") to emphasize the point that only an individual player is able to change his or her own actions and attitudes. When all players in a game are following step 1 to 5, then the game will truly be Spirited.

Step 1: I will try not to break the rules

  • I will try not to drag my pivot foot when I pivot (travel)
  • I will try not to cross the goal line before the pull (offside)
  • I will try not to cause significant impact when going for the disc (foul)
  • I will try not to count faster than 1 second intervals (fast count)

Step 1 is more difficult than it sounds. First of all, you must know the rules before you can be sure you are not breaking them. Unfortunately, some of the rules are a bit ambiguous and interpretations are debated by even the most experienced of players. My overriding philosophy is that "whatever is the most fair" is usually the correct interpretation of a rule. Secondly, you must make the decision to watch yourself all the time to make sure you don't accidentally break a rule.

Step 1 is absolutely necessary before you can go to Step 2.

Step 2: I will not allow myself to get away with breaking the rules

  • If I realize that I've dragged my foot to pivot around a marker, I won't throw since I would have gained an advantage. Instead I will pivot back to my original position and ensure that both the marker and myself are in legal positions before continuing the play.
  • If I cross the goal line before the pull, I will take a few slow steps before going into a sprint to nullify the advantage I might have gotten.
  • If I foul someone I will call the foul on myself.
  • If I start the count too fast, I'll stop counting for a few seconds to nullify the advantage.

Step 2 really tests your personal integrity. You might be the only player who realizes you've broken a rule. Force yourself to admit it (at least to yourself). Don't allow yourself to get away with breaking even the smallest rule. In some sports breaking the rules is allowed; players might even be convinced that "if the referee didn't see it, it didn't happen". In Ultimate you are referee. So if you saw it, then you did not get away with it. Part of being a Spirited player means being an honest player.

Step 3: I will encourage my teammates to follow steps 1 & 2. I will tell them when I think they are not.

  • A teammate always travels when they throw a hammer. Tell them, and follow through by helping them practice throwing legally.
  • My teammates often cross the line before the pull is released. Ask them to "hold the line" when your team is pulling.
  • Your teammate fouls an opponent hard and decides to contest. Talk to this teammate; say something like: "Wow, that was a hard hit, maybe you shouldn't contest" .
  • Call fast count if your teammate is counting to quickly. It might surprise your opponents, but they will probably appreciate it.

Here things get a little tricky. I am not saying that you have to jump on your teammates for every little infraction. If they do break a rule without realizing, it is helpful for someone to let them know. This will allow them to improve their game. This goes against a common belief that you should support your teammates in every situation. But if your teammate is wrong then you should make it your responsibility to tell them. They are more likely to respond well if they hear it from you, then if they hear it from an opponent.

Step 3 is more important than you think. The most effective way for improving Spirit is peer pressure and this pressure works better when coming from teammates than when coming from opponents.

Now is Step 4, which in my opinion is the hardest of all.

Step 4: I will believe that ALL players (myself, my teammates, and my opponents) are doing their best to follow steps 1, 2, and 3

  • I never travel, but my mark says I traveled on my pivot. I get the disc back, and make smaller pivots to avoid whatever it was that my opponent saw. After the game I ask him or her to show me what it was that I was doing that constitutes a travel.
  • My opponents occasionally get 10 or 15 yards across the line before they pull. I kindly ask their captain to check this and to mention it to his/her teammates. He/she does and their team is much better about off sides for the rest of the game.
  • My mark slaps my arm every time I pivot. I ask him to be more careful and/or I call a foul. We both try to be more careful - he doesn't mark so close, and I don't reach out so far on my throws.

Step 4 is what SOTG is all about. When everyone on the fields is following Step 4, it is fantastic. There still might be rule infractions, but the players involved will resolve situations quickly and amicably.

Step 5: I will accept that different perspectives will see different outcomes

Step 5 doesn't work unless you believe Step 4. Even when you believe step 4 there will still be disagreements. Line calls are a perfect example of differing opinions on the field. A player catches a disc close the side line - in or out? Sometimes these calls can be very close. Even with linesmen and professional referees (e.g. pro football), line calls are sometimes unclear.

  • I catch a disc on the sideline and I'm 100% sure I was in, my opponent with equal perspective is 100% sure I was out. Since I accept Step 4, I have to believe that the opponent really saw that I was out - he saw something different than I did. Since I know I was in and he knows I was out (and neither of us is breaking the rules) it must be too close to call. The Rules of Ultimate include a solution for this situation: disc back to the thrower - Play On!!!

OK, this was pretty long winded, but I hope that it makes a little sense to somebody. In some ways, playing with SOTG is more difficult than playing without (e.g. where referees make the calls so players don't have to). However, I believe the extra effort is well worth it.

Written by: John C Harris
"Spirit of the Game" - Always play with Spirit!

Terms you might hear

This is a partial list of terms relevant to ultimate:

Bid

An attempt to catch or block the disc, usually a layout or sky.

Bomb

When one team has control of the disc close to its own endzone, throws the disc (to nobody) toward the other side of the field. Used to stop or to reset the advancement by the enemy team toward the "Bombing" team's own endzone. See also Punt.

Break

  1. A break-point is when the team starting on defense causes a turnover and scores.
  2. To break your marker means to throw the disc past them to the side of the field they were trying to deny as part of a force defense.
  3. A break-force throw is one that breaks your marker.
  4. A call of "no break!" is an instruction to the defensive player currently marking the disc not to get broken, and is usually called when an offensive player gets free on the closed side of the field (and would therefore be easy to throw a break-force throw to).

Brick

A pull that initially lands out-of-bounds, untouched by the receiving team.

Callahan

When an opposing team's pass is intercepted in their end zone, scoring a point for the intercepting team.

Cherry Picker

A player who stays near his team's scoring zone to remain open to a bomb pass.

Chill/be Chilly

Used to urge a player with the disc to have patience and not throw the disc too quickly. Phrases like "take your time" are avoided, since they could be mistaken for the act of calling a time-out.

D

Short for defense; the defending team is on D. A D can also refer to a defensive play: "He D'd the disc in the endzone."

Darsh

The act of easily knocking a disc out of the air, usually directly into the ground, and with strong force. Typically done to make fun of the thrower or receiver.

D-Line

Players who are assigned to be on the field whenever play is started by that team launching the pull.

Double Happiness/Bookends

When a defender makes a defensive block and then scores a point on the ensuing possession.

Double Unhappiness/The Books

The direct opposite to the above. When a player's throw is blocked or hits the ground and then the resulting offensive play against him results in his mark scoring on him.

Dumping/Dump

A throw to a person in the dump position (usually an offensive player close beside or behind), used for resetting the stall count to prevent a Turnover.

Foot Block

When a defender knocks a throw to the ground immediately after it is thrown by blocking it with his foot.

Force

The direction in which a person who is marking tries to force the handler to throw. Alternatively, the marker can try to force the handler into a specific type of throw, e.g. 'force flick.'

Greatest

A technique performed when a player breaks contact with inbound territory and redirects the disc in an attempt to keep the disc from touching the ground out-of-bounds, hence keeping the disc in the field of play. The "greatest" greatest would occur if the throw were caught in the endzone for a point.

Handler

Either the person currently with the disc or players designated to "usually" have the disc (especially used when playing against a Zone defense).

Hell Point

A point that takes an inordinate amount of time to complete, usually due to excessive turnovers. Because substitutions are only allowed between points, the players on the field become tired and 'in hell'.

Hospital Throw

A throw that stays in the air for a considerable amount of time, allowing multiple players to get under the disc, and therefore leading to a greater chance of injury.

Huck

A long throw, generally at least half the length of the field, generally to a downfield receiver. Contrast with 'Bomb' and 'Punt', which imply the voluntary decision to lose possession to move the disc down the field.

Kick-Catch

Kicking the disc with the foot in order to move it up and then catching the disc with the hand.

Layout

A dive to catch the disc.

Mark

To try to hinder the throw of a person with the disc by blocking possible avenues of release using the body or arms (no physical contact is allowed). Also refers to the person in the act of marking the person with the disc.

O

Short for offense; the team with the disc is on O.

O-Line

Players assigned to be on the field whenever play begins by that team receiving the pull.

Poaching

In man-to-man defense, the act of defending an area of the field instead of one's assigned man. This will inevitably leave someone open, who is said to be Poached.

Point Block

Blocking a disc that has just been released, resulting in a turnover. Also known as a Hand Block. Known as a Foot Block when the block is made with either foot.

Pull

A long throw that initiates the start of play, similar to a kickoff in Football.

Punt

A throw that is launched downfield to force the opponent to begin play further downfield, often thrown at a high stall count when no other choices are available. Taken from American Football and Rugby, where a 'punt' is a kick downfield.

Rickel

When a player makes a difficult catch which is immediately followed by a very poor throw. Also known as the Law of Conservation, Conservation of Greatness, or the Rule of 11

Scurvy/Scurvy-Dog

The act of faking out the marker so badly that he yells 'up' while making a full revolution in place while trying to find the disc that is still in the thrower's hand.

Sky

Leaping and catching the disc at maximum height over an opponent - a tactic that leads to immense gratification for the skyer and great embarrassment for the one who is skyed. Also referred to as a "Tea Bag" or "Box Lunch" depending upon the gender of the skyer.

Snake

When a defender craftily intercepts a pass by reaching over a shorter offensive player or breaking to the disc at the last instant. Also called 'Baiting'.

Spike

A 'spike' is when a player slams the disc down in celebration after scoring, usually a very important point. This behavior is typically frowned upon by purists as it can warp the shape of the disc making it wobble in the air.

Steve

A British term for any point scored when the stationary and marked receiver is thrown the disc after his marker/s run away from him. A shrug before catching the disc makes it a 'Full Steve'.

Strike

A call made by a teammate (who is usually on the sideline) telling the mark to switch the force momentarily, thus cutting off a possible force-side throw.

Swill

A throw that can only be completed with an amazing effort by the intended receiver. Often used to describe hospital throws or throws that lack sufficient spin, causing the disc to fly without stability through the air.

Swing

A throw from one side of the field to the other. This type of throw does not in itself have the purpose of getting closer to the endzone line, but of shifting the focus of play to the other side of the field or of resetting the stall count.

Taco

A disc that has become warped due to a foot block, a player stepping on it, or a throw that nosedives into the ground. Generally a tacoed disc is either straightened by the next handler or is removed from play and repaired on the sideline.

Turf

To throw the disc so that it hits the ground shortly after being released, usually a result of poor execution by the thrower.

Turn

Short for turnover. Said aloud so all players on the field can recognize the change of possession.

Universe Point

When each team only needs one more point to win the game, this point is called 'universe point.'

Up

Yelled by the defence when the disc is thrown by the offence to alert the other defensive players.