About Disc Sports

The Frisbie Pie Company

In 1871, in the wake of the Civil War, William Russell Frisbie moved from Bransford, Connecticut, where his father, Russell, had operated a successful grist mill, to Bridgeport, Connecticut. Hired to manage a new bakery, a branch of the Olds Baking Company of New Haven, he soon bought it outright and named it the Frisbie Pie Company (363 Kossuth Street). W.R. died in 1903 and his son, Joseph P., manned the ovens until his death in 1940. Under his direction the small company grew from six to two hundred and fifty routes, and shops were opened in Hartford, Connecticut; Poughkeepsie, New York; and Providence, Rhode Island. His widow, Marian Rose Frisbie, and long-time plant manager, Joseph J. Vaughn, baked on until August 1958 and reached a zenith production of 80,000 pies per day in 1956.

In this otherwise simple baking operation we find the origin of the earliest Frisbee! Now the company offered a variety of bakery goodies, including pies and cookies, and therein resides the roots of the controversy. For there are two crusty schools concerning Frisbee's origins: the Pie-Tin School and the Cookie- Tin School, each camp holding devoutly to its own argument.

The Pie-Tin School. The pie-tin people claim Yale students bought Frisbie's pies (undoubtedly a treat in themselves) and tossed the prototype all over Eli's campus. These early throwers would exclaim "Frisbie" to signal the catcher. And well they might, for a tin Frisbee is something else again to catch.

The Cookie-Tin School. Now the cookie tin people agree on these details save one: they insist that the true, original prototype was the cookie-tin lid that held in the goodness of Frisbie's sugar cookies.

Walter Frederick Morrison

Walter Frederick Morrison, the son of the inventor of the automotile sealed-beam headlight, returned home after World War II, finishing his European campaign as a prisoner in the now famous Stalag 13. He worked for a while as a carpenter, but like his father, he had an inventive mind. The time was 1948; flying saucers from outer space were beginning to capture people's imagination. Why not turn the concern into a craze? As a Utah youth, he scaled pie tins, paint-can lids, and the like. He remembered those pleasurable moments and his mind turned to perfecting the pie tin into a commercial product. First, he welded a steel ring inside the rim to improve the plate's stability, but without success. In a surge of serendipity, he adopted the child of the times--plastic. Plastic was the ideal stuff for Frisbee, It seems impossible to imagine anything better. And, perhaps, Frisbee is plastic's finest form.

Initially, Morrison used a butyl stearate blend. He recalls: "It worked fine as long as the sun was up, but then the thing got brittle, and if you didn't catch it, it would break into a million pieces!

The original Morrison's Flyin' Saucer was his accurate vane model, named for the six topside curved spoilers (vanes). They were designed to improve lift by facilitating the Bernoulli principle, which they didn't. Curiously, the spoilers were on backwards; that is, they would theoretically work only for a counterclockwise spin.

The Pluto Platter

In 1951 Morrison vastly improved his model and the design, unchanged, served as Wham-O's legendary Pluto Platter. The Pluto Platter is the basic design for all succeeding Frisbees. Credit Fred Morrison for his farsightedness. The outer third of the disc, his fundamental design feature, is appropriately named the Morrison Slope.

The Morrison Pluto Platter has the first true cupola (cabin in Morrison's terms). The UFO influence colored the design. The cabin had portholes! The planet ring hinted at an extraterrestrial origin.

Wham-O

Rich Knerr and A.K."Spud" Melin fresh from the University of Southern California were making slingshots in their fledgling toy company when they first saw Morrison's flying saucers whizzing around southern California beaches. They were interested in this exciting simple thing that employed the basic principles of physics, primary ingredients in all their products to come. In late 1955, they cornered Morrison while he was hawking his wares and tying up traffic on Broadway in downtown Los Angeles. Just before he was asked to break it up by the local gendarmerie, the dynamic duo invited his to their San Gabriel factory and made him a proposition.

Thus, fling saucers landed on the West Coast in San Gabriel, and on January 13, 1957, they began to fly out from a production line that has since sent over one hundred million sailing all over the globe.

"At first the saucers had trouble catching on," Rich Knerr reminisces, "but we were confident they were good, so we sprinkled them in different parts of the country to prime the market." On a trip to the campuses of the Ivy League, Knerr first heard the term "Frisbee." Harvard students said they'd tossed pie tins about for years, and called it Frisbie-ing. Knerr liked the terms Frisbie and Frisbie-ing, so he borrowed them. Having no idea of the historical origins, he spelled the saucer "Frisbee", phonetically correct, but one vowel away from the Frisbie Pie Company.

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.

About Disc Golf

Disc Golf (D-Golf, Frisbee Golf, or Frolf) is a sport in which individual players or teams throw a flying disc into a basket or other target. According to the Professional Disc Golf Association, "The object of the game is to traverse a course from beginning to end in the fewest number of throws of the disc."

Disc golf is similar to golf and uses much of the same rules and terminology. Unlike golf, most courses are located in public parks and are free to play. The modern disc golf target consists of a metal basket with chains hanging over it and was invented in 1976.

Disc Golf

CHICOPEE DISC GOLF COURSE UPDATE !!  April 23, 2009

As announced last fall, WODS has partnered with Chicopee Ski & Summer Resort on the installation of an exciting 18-hole disc golf course on the Chicopee ski hills and surrounding lands. Construction of the course is underway for an expected opening on May 15!!  Every ultimate player owes it to him/herself to try disc golf at least once. It combines the throwing skills of ultimate, with the social benefits of a walk in the park with friends. So come out this summer and give the Chicopee course a try.

Course Amenities

The course layout is an exciting mix of long and short holes, water holes, hillside holes, open holes, treed holes, etc. (you'll love the big finish on hole #18!). Players will also be able to enjoy the other great amenities that the Chicopee location provides that are tough to find on other disc golf courses:

  • onsite washrooms/changerooms
  • cafeteria
  • bar
  • air-conditioned lounge
  • deck overlooking #18 fairway and basket
  • onsite retail merchandise store featuring disc sales and rentals, bags, minis, towels, etc.
  • corporate events available (disc golf, climbing wall, elevated rope challenge, beach volleyball, hiking, biking)

Membership options

There will be a small fee of $5 to play the course, but WODS members who plan to play more than once or twice this year should consider the disc golf membership option, available to WODS members for $40 all summer long (regular price $50). In addition, WODS members who purchase a disc golf membership before May 31 will be entered into a draw for an Innova disc golf prize package. Memberships can be purchased directly from Chicopee by phone or onsite at the Guest Services desk.

WODS Volunteer Day(s)

As course construction continues, there is a need for volunteers to help with cutting/clearing brush, installing baskets, building tee pads, and other necessary labours. WODS members who are available on Saturday May 2, 2009 (9:00 a.m. to ???) and willing to contribute some time and elbow grease to this great project are asked to contact Duane. There will be other opportunities as construction continues up to May 15 and beyond. But help on May 2 would be particularly appreciated.

Tournaments and league night opportunities

Chicopee will host a Grand Opening tournament on Saturday June 20. Players of all experience levels will be welcome at this tournament for a chance to play the new course and also to see some experienced disc golfers from all over Ontario and beyond in action. Stay tuned to the WODS and Chicopee sites for more information and signup instructions for this tournament.

In addition, WODS and Chicopee will host an annual Oktoberfest Disc Golf Tournament to be held on the first Saturday of Oktoberfest (to go hand-in-hand with our Ultimate tournament on the following weekend).

Players can look forward to weekly "league" nights. These are fun, casual events with no commitment required; a chance to meet other players from Waterloo Region and beyond, and enjoy some cool drinks and maybe win a prize or two. Stay tuned for more information and dates.

************************************************************* 

CHICOPEE DISC GOLF COURSE ANNOUNCED

WODS is very pleased to announce a new partnership with Chicopee Ski & Summer Resort to bring a brand new, premier-quality, 18-hole disc golf course to Waterloo Region beginning in spring 2009. 

WODS has been working closely with the fine people at Chicopee to negotiate an arrangement that will see WODS contribute financially, and with design and labour input, to a high-quality course in a central location in the region. The Chicopee site provides a wonderful location for a disc golf facility. It will be maintained carefully and will become an integral part of Chicopee's summer activities, alongside the biking and hiking trails, mountain bike park, climbing wall and rope challenge course. (click here for more information about Chicopee's summer activities) 

Design is already underway and installation will begin in April for an expected opening sometime in May 2009. The course will incorporate fantastic natural terrain, with significant elevation changes, water features, and opportunities to really let those drives fly!  We are planning and expecting an interesting mix of short and long holes, with a blend of technical shots for the experienced player and more open options for beginners. 

Like WODS, Chicopee is a not-for-profit organization. There will be a small fee associated with playing the course, with membership options available. Chicopee is committed to maintaining the course at a premier level and providing the best disc golf experience possible at reasonable prices. 

Stay tuned here for more information as the spring season approaches. You can expect many opportunities for clinics, league nights and tournaments at the course. We will also be looking for volunteers to assist with course installation in April and May.  

So get ready to play, and show your support for this new WODS/Chicopee project.

**************************************************************** 

 

WHAT IS DISC GOLF?

Disc golf's popularity has exploded in recent years to the point where it is now being enjoyed by people of all ages on over 2000 courses worldwide. It is a sport that challenges both physical and psychological capabilities while providing opportunity for low impact outdoor exercise, strengthening community bonds, and above all, fun.

GOLF DISCS AND EQUIPMENT

Looking to play some disc golf but don't have any discs? Or are you looking to replenish your inventory? Need a disc bag? Starting in the 2009 season, you'll be able to satisfy all those needs with a visit to the retail disc golf equipment outlet at the Chicopee clubhouse. No more ordering online, paying shipping fees, and waiting for delivery. Now you can buy your equipment, step onto the tee and put it into use right away. Stay tuned for a detailed list of the products and brands that will be available.

HOW IS DISC GOLF PLAYED?

Disc golf is played like traditional golf, though instead of hitting a ball into a hole, you throw a specialized plastic disc into an elevated metal basket (the target). The goal is the same: to complete the course in the fewest number of strokes (throws).  Disc golfers begin play by throwing a disc toward the target.  As a player progresses through the hole, he or she must throw each consecutive shot from the spot where the previous throw landed.  Trees, shrubs, and terrain changes provide challenging obstacles for the golfer.  To finish the hole, the "putt" must land in the basket portion of the target.

WHY PLAY DISC GOLF?

More people are taking up recreational activities in an effort to improve their health and quality of life.  With its combination of upper and lower body conditioning, mental concentration, and manual dexterity, disc golf is a great choice as a life-long sport.

Another great attribute of disc golf is its low cost.  A round of disc golf is often free to play and lasts approximately 1-2 hours, while discs cost between $10-20 on average.  Of course, there's also the sheer fun of the game, no matter what your age or skill level. 

COMPETITIVE DISC GOLF

Competitive disc golf is supported by the Professional Disc Golf Association (PDGA), which is based in Appling, Georgia.  There are over 20,000 registered professional disc golf players worldwide who compete for local, national, and world titles.  Some of the sport's top winners have come from Ontario, including 5-time world champion Elaine King who has assisted WODS in providing disc golf skills clinics.

DISC GOLF LINKS

History

Disc golf, in some form, has probably been played since the early 1900s. But the modern day disc golf started in the late 60's. George Sappenfield, a Californian, realized that golf would be a lot of fun if played with Frisbees®. He set up an object course for kids to play on. The early Frisbee® Golf Courses were "Object Courses" using anything from lamp poles to fire hydrants as targets and begin to crop up in the Midwest and East Coast. A year later Sappenfield introduced the game to many other Frisbee® players. Many of them brought the game back to the U.C. Berkeley campus. It quickly became popular and they laid out a permanent course in 1970.

The first standardized target course was put in by "Steady Ed" Headrick, a great flying disc innovator known as the "Father of Disc Golf", 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. Ed worked for the San Gabriel, California-based Wham-O Corporation and is credited for pioneering the modern era of disc sports.

Ed Headrick coined and trademarked the term "Disc Golf" when formalizing the sport and invented the Disc Pole Hole, the first disc golf target to incorporate chains and a basket on a pole. Headrick founded, the Disc Golf Association (DGA), the Professional Disc Golf Association (PDGA) and the Recreational Disc Golf Association (RDGA) and worked on standardizing the rules and the equipment for the quickly growing sport. Ed open sourced his trademark term "Disc Golf" and turned over control and administration of the Professional Disc Golf Association (PDGA) to the growing body of Disc Golf players in order to focus his passion for building and inventing equipment for the sport. Upon his death, Headrick was cremated and his ashes were made into a limited number of discs per his wishes. The discs were given to friends and family and are sold with all proceeds from the sales going to a nonprofit fund for the "Steady" Ed Memorial Disc Golf Museum at the PDGA International Disc Golf Center in Augusta, Georgia.

Playing

The initial "drive" is taken from a designated tee area. Each subsequent throw is taken from just behind the spot where the disc came to rest. Each throw is added 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 or "chip" (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 (for example, post or tree) if there are no baskets and it is an object course.

Most holes are par threes, which is partly because most pro players should score a three on the hole and partly because it is easier to remember one's score. A player only needs to remember how much they are up or down from par to figure out their score easily. Very long holes (typically 800' or longer) may be considered par fours or fives depending on the difficulty of the hole. Stroke play is the most common scoring method but there are many others, including match play, skins, doubles, and speed golf.

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, or about six ounces, and measure 21.7 cm in diameter.

The most common brands of disc are Innova, Discraft, Gateway, DiscWing, Millennium, DGA and 1080 Disc Golf. Discs also come in various types of plastic. For example, Innova, one of the most popular disc manufacturers makes discs in four types of plastic. Their "DX" line plastic is their most affordable model which wears most easily over time; the "Pro" line plastic offers increased durability, an enhanced grip and better glide; the "Champion" line is distinguished by clear or pearlescent plastic, they are designed to provide maximum durability while retaining flight characteristics for top level players; lastly the new and most expensive "Star" line offers the durability and high performance of the Champion plastic with the improved grip of the Pro plastic. Other companies such as Millennium offer discs in their "Millennium" plastic, their improved "Quantum" plastic, Their "Supersoft" line and their top-of-the-line "Sirius" plastic. It is important to note that the durability, glide, performance and cost of the discs are greatly influenced by the type of plastic. For example, a "DX" plastic disc is much more likely to become bent, and therefore change its flight characteristics, upon impact with a tree than is a "Champion" plastic disc.

Players often carry their discs in specialized bags designed to organize their gear. Manufacturers of disc golf specific bags include REVOLUTION Disc Golf, Innova, Discraft and Lightning.

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, windage, 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 righthand, backhand throw.
  • Anhyzer: Disc thrown with the edge away from the body angled upward. This will turn right for a righthand, 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 / Tomahawk: 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 thumbhook or scooby. 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 top. Bring the disc down near your hip, and keep it there throughout the duration of the drive. 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. Most players that use this technique only use it for very specialized trick shots. The Chicken Wing, if learned correctly, holds great potential in freestyle and ultimate, but is not of much use in disc golf, because the posture needed to throw golf discs would dislocate the shoulder.
  • 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 where one holds the disc similar to a waiter holding a serving tray. Fingers are outside the disc rim with the thumb near the center of the bottom side of the disc. Some throwers place one or more fingers on the inside of the rim for stability. The throw is like a push-spin with the forefinger imparting spin on the disc.

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 understable disc has a natural tendency to curve to the right.
  • Stable: A stable disc will maintain a straight flight path.
  • Overstable: An overstable disc has a natural tendency to curve to the left.

Also, there are three stability classifications for right-handed forehand throws (reverse direction for left-handed forehands):

  • Understable: An understable disc has a natural tendency to curve to the left.
  • Stable: A stable disc will maintain a straight flight path.
  • Overstable: An overstable 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" indicates that the disc has a high angular momentum, like a gyroscope; the increased stability will allow the player to increase their accuracy. Thus, a disc that is overstable for one player may be stable or even understable for another.

Throwing into the wind will make a disc fly more understable than it usually does. For a right-hand backhand thrower, this means that a disc will turn more to the right than it would normally. Therefore, to maintain a straight line, an overstable disc (i.e. one that turns to the left normally) should be thrown into the wind. An understable 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.

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 overstable (to the left). Conversely, if the disc is thrown faster than that speed range, it will fly understable (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 (overstable), not giving them much distance at all.

The 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 understable.

The roller, which segues smoothly from the air to the ground, can far exceed the distance of a regular forearm or backhand throw. Disc geometry is crucial as only certain discs will roll well.

Local Courses

Chicopee Disc Golf Course
Kitchener, Ontario

  • The course layout is an exciting mix of long and short holes, water holes, hillside holes, open holes, treed holes, etc. (you'll love the big finish on hole #18!). Players will also be able to enjoy the other great amenities that the Chicopee location provides that are tough to find on other disc golf courses:
  • onsite washrooms/changerooms
  • cafeteria
  • bar
  • air-conditioned lounge
  • deck overlooking #18 fairway and basket
  • onsite retail merchandise store featuring disc sales and rentals, bags, minis, towels, etc.
  • corporate events available (disc golf, climbing wall, elevated rope challenge, beach volleyball, hiking, biking)
  • Read additional details about WODS' partnership with Chicopee here

Mohawk Disc Golf Course
Brantford, Ontario

  • Course Established: 2006 
  • Description: Shorter, technical course in beautiful, historic Mohawk Park. Follows a figure 8 pattern throughout the ancient oaks, pines and maples.
  • Holes: 18 Mach5
  • Tee Type: Natural
  • Course Length: 4629
  • Directions: From Toronto; 401 west to 403 west. 403 to Gretzky Parkway. Turn left (south) on Gretzky. Cross Colborn St. to a right on Glenwood. Park is on your left. From London; 403 east to Brantford. Right on Gretzky. N3S 5J2

Shade's Mills Conservation Park
Cambridge, Ontario

  • Course Established: 2002
  • Description: Established in 2002. Well-treed and hilly with narrow fairways, testing accuracy skills. Discs/scorecards at gate entrance. Fee: $3.75/car - season passes available. Park phone: (519) 621-3697.
  • Holes: 9 DGS Baskets Tee Type: Grass
  • Course Length: 2487
  • Alternate Course Length: 2102
  • Directions: From Toronto: west on Hwy 401 to Townline Rd. South (Cambridge), 2 miles to a right on Avenue Rd., 1 mile to park entrance on left. 

River's Edge @ St. Julien's Park
London, Ontario

  • Course Established: 2001
  • Description: Dual tees and basket placements. #11 has 3 basket placements with longest at 1102' (par 5 with river on left and bike path on right). Picturesque park without much foot traffic.
  • Holes: 18 DGS Baskets
  • Tee Type: Grass
  • Course Length: 6429
  • Aternate Course Length: 5483
  • Directions: From Hwy 401, go north on Highbury Ave. to a left on Hamilton Rd. (1st set of lights), to a left on St. Julien St. to the end. Course is on right. N5W 4M5

V.A. Barrie Park
St. Thomas, Ontario

  • Course Established: 1985
  • Description: Hills and a fair number of trees scattered throughout well-kept park. Kettle Creek a major factor on 5 holes. Some elevation change on every hole. Added contact; Bob Harris 519-633-0988.
  • Holes: 18 Mach2
  • Tee Type: Concrete
  • Course Length: 5800
  • Alternate Course Length: 6500
  • Directions: 401 to Hwy 4 south to Port Stanley, south through stop light, under RR trestle 100 yards on left.
  • Website: http://www.stdsc.ca

Waterworks
St. Thomas, Ontario

  • Course Established: 1999
  • Description: An open hole to start, the rest are tightly wooded. Elevation changes throughout. Many possible aces.
  • Holes: 18 Mach3
  • Tee Type: Dirt
  • Course Length: 3000
  • Directions: Highbury exit south off 401 towards St. Thomas. Go into town, through traffic lights, course on right behind Lockes Public School. 1st tee past baseball diamond.

Toronto Island Park
Toronto, Ontario

  • BDA Index: 777 View PDGA Course Evaluation
  • Course Established: 1980
  • Description: Beautiful park with picturesque view of city. Challenging course with generous gaps and tricky wind. Phones and snack bar nearby.
  • Holes: 18 Mach5
  • Tee Type: Concrete
  • Course Length: 5585
  • Alternate Course Length: 6925
  • Directions: Take Wards Island ferry from Bay St. docks. At landing bear right and walk along main road 600 yards. Practice basket and 1st tee are just beyond the Firehall on left.

Pittock Conservation Park
Woodstock, Ontario

  • Course Established: 2001
  • Description: Many trees on front 9. Back 9 open and longer. 16 & 17 tees are on the dam. Usually breezy conditions off the lake. Fee.
  • Holes: 18 DGS Baskets
  • Tee Type: Grass
  • Course Length: 6149
  • Alternate Course Length: 4842
  • Directions: Hwy 59 north off Hwy 401 to Dundas St. and turn left (west) through town to a right on Hwy 59 north again. Cross bridge to top of hill and turn right, 0.5 mile to gate entrance.

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.

As in "ball golf," a typical course will have 18 holes, but each hole averages between 250 and 450 feet rather than yards. 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 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 mounted horizontally about three feet in the air, and attached to a 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.

Another common target is the 'Tone Hole.' This is generally a metal pipe, approximately 8" to 10" in diameter, mounted on a sturdy wooden post. Hitting the target is confirmed by the sound of the disc contacting the pipe. 'Natural' holes, being pre-existing natural or man-made features, are occasionally used as well.

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. Fauna are not similarly protected, however. 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.

About Goaltimate

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.

Goaltimate Field

The Goaltimate field is a circle 60 yards in diameter. PVC piping forms an arch (the "Goal") 11 feet high and 18 feet wide at the base and is located at the front of the End Zone. The End Zone is a half-oval 24 feet wide and 24 feet deep. The back of the end zone starts 10 yards from one end of the playing feild. A two-point line 40 yards long is located 20 yards in front of the Goal. A clear line forms an arc from each end of the two-point line and 10 yards deep at the center. The substitution box is at one side of the field.

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, subsidised 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.

Style of Play

Goaltimate offensive strategy mimics that of a basketball offense's 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 minimise 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 defence 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.